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Icebound

by Tom Knauss
Icebound
Author: Tom Knauss
Layout: Michael Mars Russell
Cartographer: Chalkdown

Michael Mars Logo by Ryland Carlin


Icebound, © 2021, Michael Mars.
Additional Development by Greg A. Vaughan
Some Art Licensed from Frog God Games and Publisher’s Choice Quality Stock Art © Rick Hershey / Fat
Goblin Games
Some Art by Luigi Castellani, David Lewis Johnson, Ede Laszlo, Aaron Lee, Ian MacLean, Indi Martin, Joyce
Maureira, Brad McDevitt, Joseph D. Salvador, and Dean Spencer
This product contains intellectual property of Frog God Games LLC under license. Such intellectual property is
considered Product Identity under the terms of the Open Game License provided by Wizards of the Coast.
Introduction 1
Chapter One: A Polar Primer 2
Ice is Nice 3
Game Applications 4
Polar Biomes 5
Ice Cap 5
Ice Cap Campaigns 7
Tundra Biome 8
Tundra Campaigns 10
Taiga Biome 10
Taiga Campaigns 12
Chapter Two: Polar Travel 14
Trails 14
Table 2–1: Settlements Along a Trail in Polar Biomes 16
Traveling Polar Trails 16
Great Outdoors 16
Ice Cap 17
Table 2–2: Terrain Elements in the Ice Cap According to Season 17
Table 2–3: Terrain Elements in the Tundra According to Season 17
Taiga 18
Table 2–4: Terrain Elements in the Taiga According to Season 18
Floe if by Sea 18
Table 2–5: Type of Ice Found in a Closed Polar Freshwater System According to Season 19
Table 2–6: Type of Ice Found in an Open Polar Freshwater System According to Season 19
Table 2–7: Type of Ice Found in Polar Saltwater System According to Season 19
Modes of Travel 20
Self-Propulsion 21
Land Vehicles 22
Are There Red-Nosed Reindeer? 22
Mounts 23
Table 2–8: Costs to Purchase Polar Mounts 24
Table 2–9: Distance of Travel Per Day 24
Watercraft 25
Expeditions 25
Chapter Three: Polar Hazards 27
Overview 27
Auroras 27
Avalanche 28
Circadian Rhythm Disorders 29
Subsyndromal Seasonal Affective Disorder 30
Crevasse 30
Getting Lost 31
Glacial Lake Outburst Flood (GLOF) 31
Humidity 34
Iceberg 34
Table 3–1: Type of Iceberg Encountered 34
Table 3–2: Iceberg Visibility Range 35
Designer’s Note 35
Thin Ice 35
Water 37
Immersion Foot Syndrome 37
Plants 38
Baneberry/Snake Berry/Doll’s Eye 38
Baneberry 38
Baneberry 38
Cow Parsnip 38
Cow Parsnip 39
Permacrest 39
Permacrest Leaves 39
Wild Calla 39
Wild Calla 39
Polar Inhabitants 39
Animals 40
Mosquitoes (CR 2) 43
Table 3–3: Percent Chance of Encountering Disease-Carrying Mosquito Swarm 43
Table 3–4: Disease Transmitted by Mosquito 43
Encephalitis 43
Filariasis “Elephantiasis” 43
Ticks (CR 1/4) 43
Table 3–5: Daily Percent Chance of Encountering Disease-Carrying Tick 44
Table 3–6: Disease Transmitted by Tick 44
Encephalitis 44
Hemorrhagic Fever 44
Lyme Disease 44
Tularemia 44
Men and Monsters 45
Weather 46
Blizzards 46
Katabatic Winds 47
Sunlight 47
Table 3–7: Sunburn Check DC Modifiers 47
Snow Blindness 48
Table 3–8: Ice Cap Lighting Conditions 48
Table 3–9: Tundra Lighting Conditions 49
Table 3–10: Taiga Lighting Conditions 49
Temperature 49
Table 3–11: Water Temperature Bands for Creatures Immersed in Cold Water 50
Thundersnow 50
Wind Chill 51
Daily Weather 51
Ice Cap Biome 51
Table 3–12: Daily High Temperature 51
Table 3–13: Daily Low Temperatures 51
Table 3–14 Daily Wind Speed (miles per hour) 52
Table 3–15: Daily Chance of Precipitation 52
Tundra Biome 52
Table 3–16: Daily High Temperature 52
Table 3–17: Daily Low Temperatures 52
Table 3–18 Daily Wind Speed (miles per hour) 52
Table 3–19: Daily Chance of Precipitation 52
Taiga Biome 53
Table 3–20: Daily High Temperature 53
Table 3–21: Daily Low Temperatures 53
Table 3–22: Daily Wind Speed (miles per hour) 53
Table 3–23: Daily Chance of Precipitation 53
Chapter Four: Skills and Feats 54
Skills 54
Acrobatics 54
Table 4–1: Skating and Cross-Country Skiing 55
Table 4–2: Terminal Velocity for Downhill Skiing 55
Table 4–3: Downhill Skiing 56
Table 4–4: Downhill Skiing Modifiers 56
Knowledge (engineering) 57
Table 4–5: Engineering Check to Build a Dam 57
Survival 57
Table 4–6: Polar Shelters 58
Table 4–7: Survival DC Modifier by Polar Biome 58
Feats 59
Death Spiral (Combat) 59
Double Cork Charge (Combat) 59
Fiery Spellcaster 59
Frostbitten Touch 59
Frozen Fury 60
Ice Runner 60
Ice Vision 60
Icy Spellcaster 61
Inner Fire 61
Orca Pod (Combat, Teamwork) 61
Polar Bear 61
Polar Vision 61
Reindeer Herder 61
Shivering Fist 62
Slippery Character 62
Snow Angel 62
Snow Bum 62
Spontaneous Chill 62
Tobogganing 62
Wielder of Flame 63
Wielder of Frost 63
Wolf Pack (Combat, Teamwork) 63
Chapter Five: Polar Equipment 64
Clothing 64
Table 5–1: Clothing 64
Bogshoes 64
Crampons 65
Crampons, masterwork 65
Eyeglasses 65
Eyeglasses, masterwork 65
Eyeshades 65
Fur parka 65
Gloves 66
Gloves, masterwork 66
Mittens 66
Mukluks 66
Oilskins 66
Skates, ice masterwork 66
Skis, masterwork 66
Snowshoes, masterwork 66
Swarmsuit 66
Visor 67
Adventuring Gear 67
Table 5–2: Adventuring Gear 67
Axe, Alpine 67
Axe, Ice 67
Mountaineering Tools as Weapons 67
Canoe 67
Polar Watercraft 68
Canoe 68
Kayak 68
Koch (Icebreaker) 68
Kayak 68
Koch 68
Portable Stove 68
Saw, Ice 69
Shovel, snow 69
Sled 69
Sunstone 69
Toboggan 69
Polar Land Vehicles 69
Sled 69
Toboggan 69
Special Substances and Items 70
Table 5–3: Special Substances 70
De-Icer Flask 70
Frostthaw 70
Insect Repellent 71
Peat Bomb 71
Skin Saver 71
Sunscreen 71
Magical Items 71
Table 5–4: Weapons 71
Table 5–5: Armor and Shields 72
Table 5–6: Ring 72
Table 5–7: Rod 72
Table 5–8: Staff 72
Table 5–9: Wondrous Items 72
Aurora Bottle 72
Avalanche Crystal 72
Boots Of Winter Travel 73
Frozen Quiver 73
Glacial Shield 73
Gloves Of Ice Sculpting 73
Ice Blade 73
Jarl’s Axe 74
Map Of The Winterlands 74
Mink Coat 74
Mukluks Of Comfort 75
Musk Ox Hide 75
Necklace Of Snowflakes 75
Orca Tooth 75
Penguin Cloak 75
Polar Goggles 76
Polar Ram 76
Ring Of Ice 76
Rod Of Winter 76
Snow Cloak 77
Snow Globe 77
Spyglass Of The Polar Mariner 77
Staff Of Winter 77
Walrus Hide 77
Whale Blubber 78
Wolverine Leather 78
Chapter Six: New Monsters 79
Despicable Snowman 79
Donratty 81
Elawah 83
Ivoyro 85
Montaphant 87
Papinu 89
Psychofant 91
Reindeer 93
Reindeer Companions 93
Shampe 94
Skua 95
Snowking 96
Tilket 97
Chapter Seven: Spells 100
Table 7–1: Alchemist Spells 100
1st-Level Alchemist Spells 100
Table 7–2: Bard Spells 100
2nd-Level Bard Spell 100
3rd-Level Bard Spell 100
5th-Level Bard Spells 100
Table 7–3: Cleric/Oracle Spells 100
1st-Level Cleric/Oracle Spells 100
2nd-Level Cleric Spells 100
3rd-Level Cleric Spells 100
4th-Level Cleric/Oracle Spells 100
5th-Level Cleric/Oracle Spell 100
8th-Level Cleric/Oracle Spell 101
Table 7–3: Druid Spells 101
1st-Level Druid Spells 101
2nd-Level Druid Spell 101
3rd-Level Druid Spells 101
4th-Level Druid Spells 101
5th-Level Druid Spells 101
8th-Level Druid Spell 101
Table 7–4: Inquisitor Spells 101
2nd-Level Inquisitor Spell 101
3rd-Level Inquisitor Spell 101
4th-Level Inquisitor Spell 101
Table 7–5: Magus Spells 101
1st-Level Magus Spells 101
2nd-Level Magus Spells 101
3rd-Level Magus Spells 102
4th-Level Magus Spells 102
5th-Level Magus Spell 102
6th-Level Magus Spell 102
Table 7–6: Occultist Spells 102
5th-Level Occultist Spell 102
Table 7–7: Paladin Spells 102
3rd-Level Paladin Spell 102
Table 7–8: Psychic Spells 102
5th-Level Psychic Spell 102
Table 7–9: Ranger Spells 102
1st-Level Ranger Spells 102
3rd-Level Ranger Spell 102
Table 7–10: Shaman Spells 102
2nd-Level Shaman Spell 102
Table 7–11: Sorcerer/Wizard Spells 102
1st-Level Sorcerer/Wizard Spells 102
2nd-Level Sorcerer/Wizard Spells 102
3rd-Level Sorcerer/Wizard Spells 103
4th-Level Sorcerer/Wizard Spells 103
5th-Level Sorcerer/Wizard Spells 103
6th-Level Sorcerer/Wizard Spells 103
7th-Level Sorcerer/Wizard Spell 103
8th-Level Sorcerer/Wizard Spell 103
Table 7–12: Summoner Spells 103
1st-Level Summoner Spells 103
3rd-Level Summoner Spells 103
5th-Level Summoner Spell 103
Table 7–13: Witch Spells 103
1st-Level Witch Spell 103
2nd-Level Witch Spell 103
3rd-Level Witch Spell 103
4th-Level Witch Spell 104
5th-Level Witch Spells 104
6th-Level Witch Spell 104
8th-Level Witch Spell 104
Spell Descriptions 104
Absolute Zero 104
Belly of the Beast 105
Brain Freeze 105
Campfire 105
Cold Day in Hell 106
Crevasse 106
Endless Night 106
False North 107
Fire and Ice 107
Flame Foe 107
Fortress of Frigid Solitude 108
Frozen Acid 108
Geomagnetic Storm 108
Glissade 109
Hibernate 109
Hot Cocoa 109
Hypothermia 109
Ice Bridge 110
Iceberg 110
Icicle Shower 111
Icy Future 111
Icy Past 111
Internal Combustion 112
Meld into Ice 112
Moguls 113
Portage 113
Reindeer Sleigh 113
Slalom Skier 114
Snowball Fight 114
Thaw 114
Wall Of Snow 115
White Lightning 115
Winter Wonderland 115
Winter’s Chill 116
Chapter Eight: Archetypes 117
Barbarian Archetypes 117
Boreal Raider 117
Polar Whaler 118
Bard Archetypes 119
Jiraat 119
Visanger 121
Cleric Archetypes 123
Angakok 123
Talvikind 124
Winter Domain 124
Variant Channeling: Winter 124
Druid Archetypes 125
Ice Sculptor 125
Syamed 126
Fighter Archetypes 128
Biathlete 128
Gamester 129
Monk Archetypes 131
Lausatuuk 131
Monk of the Katabatic Winds 132
Paladin Archetypes 133
Coastal Defender 133
Sacred Flame 135
Ranger Archetypes 137
Musher 137
Polar Surveyor 138
Rogue Archetypes 139
Poacher 140
Snowbird 141
Sorcerer Archetypes 141
Geomancer 141
Geomagnetic Bloodline 142
Hunger Maven 143
Wendigo Bloodline 144
Wizard Archetypes 144
Cryomancer 145
Pine Baron 146
Chapter Nine: Faiths of the Ice 147
Gods of the Cold Wastes 147
Ahkeela 147
Cold Domain 148
Althunak 148
Bowbe 149
Vengeance Domain 149
Subdomains 149
Crugas 150
Dhellu Nimble-Bones 151
Father Poga 151
Time Domain 152
Ghaztriuz 152
Gromm the Thunderer 153
Kryonex 154
Kostchtchie 154
Mehffisus 155
Mogarandu 155
Shibauroth 156
Surter 156
Thrym 156
Yiv 157
Zelton 157
Sweat of Toil’s Folly 158
Zithal the Stranger 159
Heldring Pantheon (The Ése) 159
Norse and Anglo-Saxon Religion 160
Balder (Baldr) 160
Bragi (Bragr) 160
Eostre, Muir 160
Frey (Freyr) 162
Freya (Freyja) 162
Frigga (Frigg) 163
Hel 163
Loki (Loptr) 163
Njord (Njördr) 164
Norns, The 165
Odin (Wotan) 165
Rán 167
Thor (Donar) 167
Tyr, Thyr (Tiwaz) 167
Other Faiths 169
Ancestor Worship 169
Animism 169
Amoral Domain 170
Cult of the Dark Gods 170
The Shadow 170
Chapter 10: The Deadliest Game 172
A Word About Money 172
Adventure Background 172
Adventure Synopsis 173
Starting the Adventure 173
Rumors 173
Adventure Hooks 174
A Worthy Challenger 174
Entourage 174
Unexpected Detour 174
Leaving Nieuburg 175
Table 10–1: Taiga Random Encounters 175
Ahlinnis 175
Dire Bear 175
Dire Wolverines 175
Grizzly Bears 175
Moss Troll 176
Winter Wolves 176
Approaching Leif’s Longhouse (CR 8) 176
T1. Leif’s Longhouse (CR 7) 179
Cold Trails 180
Strangest Bedfellows (CR 6) 180
Murder by Crows (CR 6) 182
A Snowman’s Chance (CR 7) 182
Into the Maze 184
Freeform Encounters 184
Lailla (CR 8) 184
Kartregg (CR 6) 184
Egotist (CR 3) 186
Wicked Game 186
Keyed Encounters 187
L1. The Serpents’ Bulbs (CR 6) 187
L2. What Lies Beneath (CR 6) 187
L3. Cow Pasture 188
L4. Mandragora Grove (CR 7) 188
L5. Lailla’s Challenge (CR 7) 189
L6. Kartregg’s Corner (CR varies) 191
L7. Lailla’s Treasury (CR 6) 191
Concluding the Adventure 191
Chapter 11: Three Times the Ladies 192
A Word About Money 192
Adventure Background 192
Adventure Synopsis 192
Starting the Adventure 193
Integrating with LL6: The Northlands Saga Complete 193
Running as a Standalone 194
Conditions in the Far North 194
The Seal Coast 194
On Naniq’s Trail 196
Table 11–1: Random Encounters 196
Aurora 196
Children of Althunak (CR 7) 196
Dire Polar Bear (CR 8) 197
Dire Smilodon (CR 7) 197
Dire Wolverine (CR 6) 197
Oliphant (CR 10) 197
White Pudding (CR 6) 197
Woolly Rhinoceros (CR 6) 198
Frozen Souls (CR 8) 198
Trails Gone Cold (CR 8) 199
Icy Warden (CR 9) 200
Bad, Bad, and Ugly (CR 7) 201
Hags’ Lair 202
H1. Foyer 202
H2. Antechamber 202
H3. Dining Room (CR 9) 202
H4. Meat Locker 203
H5. Annis Hag Quarters (CR 8) 203
H6. Secret Treasure Vault 204
H7. Workshop (CR 3) 204
H8. Troll Lair (CR 7) 205
H8A. Prison 206
H9. Death Spiral 206
H10. Avi’s Quarters (CR 9) 206
Concluding the Adventure 207
Appendix A: Random Polar Events and Monster Encounters 209
Random Polar Events 209
Table 12–1: Random Polar Events 209
Polar Monster Encounters 211
Table 12–2: Random Polar Encounters 211
Appendix B: Adventure Handouts, Maps, and Monsters 213
Children of Althunak Cultist 213
Debased Asrai 214
Kartregg Bartemian 215
Leif Throngard 215
Leif Throngard’s Alter Ego 216
Naniq 216
Naniq’s Simulacrum 217
Saani, Children of Althunak Shaman 217
Ice Mephit Familiar 217
Skeleton, Reindeer 217
Introduction The humanoid adventurers who brave the arduous trek
to this desolate domain seek opportunities hidden
Permanently encased beneath layers of ice and snow, underneath the ice and snow. Many venture here at the
the poles are the loneliest and most forbidding places behest of commercial interests searching for viable
on the planet. Numbing cold, howling winds, and overland or sea routes across the poles. Some travel to
blinding snow unceremoniously greet polar explorers this frozen frontier to battle its denizens and to wrest
daring to set foot onto this unforgiving landscape; the their treasures from their greedy clutches. Others trek
poles welcome no one. Death appears in many guises, to the polar regions to stake their claim to its natural
yet the pervasive dangers cannot dissuade adventurers wealth, seizing exotic furs from its indigenous animals,
from exploring this harsh realm. Indeed, the frozen precious stones and minerals buried under the white
land’s innate beauty beckons visitors like an alluring tapestry, and other valuable commodities harvested
siren. Trees blanketed in pure, white snow, magnificent from the surprisingly plentiful land and sea creatures.
glacial formations, clean, crisp air, and perennial
sunshine combine forces to compel even the most Icebound gives players and GMs alike the resources
jaded spectators to look on in wonder. they need to immerse themselves in a polar campaign,
providing both parties with a wealth of information
Icebound incorporates many elements from Siberian, about polar ecosystems and climate. Natural and man
Scandinavian, and First American cultures, mythology, made hazards abound in the frozen wilderness. The
and traditions and weaves them into the storylines of brutal weather plaguing this territory can take a life in
the The World of the Lost Lands, by Frog God a manner of minutes. In that vein, GMs receive the
Games. LL6: The Northlands Saga Complete also tools to simulate the real-world effects wrought by the
plays a significant role in this sourcebook, as its two bitter cold temperatures, icy winds, and chilly waters.
adventures take place in locations previously described Likewise, other sudden calamities such as avalanches,
in that work. However, GMs and players alike may use glacial lake outburst floods, and hidden crevasses can
this sourcebook as a standalone product independent of bring any polar excursion to an immediate and tragic
the preceding works or adapt it for use with another end. GMs also receive the tools to better adjudicate
campaign setting. polar travel, applying the impacts of heavy snow and
ice on overland travel, while also addressing the
Regardless of where your adventures are set, the poles detrimental effects of sea ice, icebergs, and thin ice on
present a study in stark contrasts. For six months out of watercraft navigating the treacherous polar lakes,
the year, darkness rules the land, casting its frigid rivers, and seas. Previously unseen monsters also stalk
shadow upon this bleak, desolate world. Winter’s the snowy forests, cold plains, and polar deserts for
frozen grip brings life to a standstill. When the sun purposes beneficial and nefarious.
finally returns, it tenaciously refuses to set, basking the
pristine, white domain in glorious light for six months. Players gain access to a collection of new feats, spells,
Despite the star awakening from its lengthy slumber, and equipment specifically designed for polar
the chilly earth only escapes its frozen oppression for a environments. Although some of these materials
few fleeting moments. previously appeared in earlier books in the Perilous
Vistas series, the vast majority of player resources are
The creatures who call the poles home must contend brand new. Many aid the explorers’ ability to withstand
with this divergent change for better or worse. White the cruel elements and fight the cold realm’s monstrous
dragons, yetis, and frost giants have mastered the inhabitants. Players can also further their chances of
ability to adapt to this tumultuous environment. These success by adopting an archetype ideally suited to
monsters carve out vast kingdoms and territories atop conquer the land and the hero’s enemies. Players who
the icy peaks, the endless glaciers, and the sprawling embrace the notion that preparation and specialization
tundra. Yet even these mighty conquerors owe improve their odds of success fare much better than
deference to the poles’ most feared and malevolent those who rely upon hope and luck.
inhabitant, the dreaded wendigo. Spawned from the
stuff of nightmares, the wicked outsider throws a Indeed, in the words of Roald Amundsen, the first man
stifling pall over every humanoid community scattered to lead a successful expedition to the South Pole, and
throughout the polar biomes. Fortunately, the men and the first man to stand atop the North and the South
women who dwell here prove up to the challenge. Poles, “I may say that this is the greatest factor. The
Most of these people dwell in the comparatively way in which the expedition is equipped, the way in
warmer coastal regions, living off the land and sea as which every difficulty is foreseen, and the precautions
hunters and fishermen. taken for meeting or avoiding it.”

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With his insightful thoughts in mind, take your first a hard, flat surface that causes friction. It is this tilt,
step onto the pristine snow and etch your footprint rather than the Earth’s distance from the Sun, that
alongside these legendary figures onto the domain’s causes the seasons to change especially at and around
unmarred white canvas in your quest to reach the top the poles, where the askew rotation can cause some
or bottom of the world. According to a popular native regions to experience prolonged daylight during the
saying, “Every step can leave a lasting impression or summer and seemingly perpetual night and twilight
be your last. The prudent traveler blazes new trails during the long, harsh winters. Therefore, when the
across the snow, while the reckless man builds his own Northern Hemisphere tilts toward the Sun, it
icy cairn.” experiences summer while the Southern Hemisphere
trudges through winter and vice versa. The Sun’s
extended absence during the brutal winters is the first
Chapter One: A Polar Primer domino in a long chain contributing to the poles’ frigid
temperatures.
The yellow dwarf star at the heart of our solar system
continuously radiates light and warmth into the dark, Without the electromagnetic solar radiation that
empty expanse of outer space. Our world, the third provides the planet illumination, and equally
planet from the glowing orb we refer to as the Sun, importantly radiant heat, frigid temperatures take hold
orbits approximately ninety-three million miles away during the poles’ protracted, dark winters. Removing
from the roiling sphere of searing hot plasma that the Sun, the lone source of warmth and light, offers a
makes life on Earth possible. Given the vast distance simple explanation for the bone-chilling cold
the cosmic rays must travel to reach our planet in the pervading these areas for part of the year, but the same
first place, it would stand to reason that adding a few logic also suggests the Sun’s constant presence during
hundred or even thousands of extra miles to their the summer months would make these regions
journey would have a negligible effect on the beams’ exceedingly hot during that season. However, the
strength or intensity. For instance, our celestial Earth’s round shape and its tilted axis again comes into
neighbors, Venus and Mars, which are respectively play. To demonstrate this next principle, imagine the
tens of millions of miles closer to or farther away from Sun as a giant flashlight. When you hold the flashlight
the Sun than the Earth, are only several hundred rather overhead and point it straight at the ground beneath
than thousands of degrees warmer and colder than our you, the narrowly focused beam basks a small area in
home. If the preceding logic were true, the whole Earth bright light. This is how the Sun’s rays strike the
would have a uniform surface temperature, regardless Equator throughout most of the year and the planet’s
of whether you were at the equator or atop one of the mid-latitudes during summer. Thus, when you look
poles. However, climate data proves that the poles and into the sky in most areas of the world, the Sun appears
the regions around them experience significantly to be overhead or at least fairly close to it with the
cooler temperatures than the locales basking in the sun exceptions of sunrise and sunset. The poles differ in the
at or close to the equator, even though the mere 5,400 fact that the Sun is much closer to the horizon
nautical miles from the equator to either of the two throughout the day than in other parts of the world. To
poles represent an infinitesimally small fraction of the simulate how sunlight reaches the poles, take the
distance that separates Earth from Venus and Mars. flashlight from the earlier demonstration and point it
These observations naturally beg the question as to toward the same spot on the ground at a 45-degree
why the poles are so much colder than the tropics angle instead of directly overhead. When you hold the
when we take into account how close the two locations flashlight in this manner, the light it emits diffuses over
are in the solar system’s grand scheme. Several a wider area, decreasing the beam’s intensity and in
important factors provide the complex answer. turn the radiant heat it provides. The same effect occurs
at the poles, minimizing the Sun’s effects on the cold
From the onset, it is important to note that our temperature in these regions.
spherical world rotates on an axis that is currently
tilted 23.5 degrees from the plane of its orbit around In addition to striking the Earth’s surface at a
the Sun. This tilt — or obliquity in scientific terms — pronounced angle, sunlight must also travel farther
is caused by the uneven weight distribution of through the planet’s atmosphere to reach the poles.
landmasses and dense ice sheets on or near the North Reverting to the preceding experiment, the shortest
Pole. To visualize this concept, imagine spinning a distance between two points is a straight line, which in
child’s top with globs of heavy glue randomly placed the case of solar radiation would be holding the
on and around the top of the toy. Though the object flashlight directly over a fixed point on the ground.
spins at a constant speed, over time the added weight But, unlike your floor, our world is a sphere and not a
causes its axis to wobble and shift from a vertical flat surface. In other words, the pole at the sphere’s top
position to a tilted one, especially when the object or bottom is farther away from the flashlight than the
revolves in an empty vacuum instead of spinning atop

2
spot on the sphere that curves toward the flashlight. substantially moderate the water temperature and in
The increased distance the beam must travel through turn the air temperature at the North Pole. Nonetheless,
the atmosphere, exacerbated by its low angle in the the constant flow of temperate liquid from other parts
sky, increases the likelihood the already diminished of the world still cannot make the harsh landscape
radiant energy may be absorbed, reflected, or scattered permanently habitable for humanity. The deep freeze
by particles in the air and never reach the ground that enveloping the top and the bottom of the world
desperately needs its warmth. Unfortunately, any transforms land and sea into a barren wasteland.
sunlight that runs the daunting gauntlet and makes it to
the surface faces another obstacle that may mitigate its Ice is Nice
effect. Ice, snow, and water covering the ground may
reflect the solar radiation back into space, especially The inhospitable weather at the poles makes life
when the rays hit the liquid or solid water at a miserable for humanity and most other creatures. Night
pronounced angle as is the case at and near the poles. seemingly lasts forever. The growing season, if there is
Further compounding the problem is the fact that one at all, is measured in weeks rather than months.
extremely cold air rarely gets warm enough to Sea ice blocks shipping lines, while treacherous ice
evaporate water during the winter months. Humidity in sheets and frigid temperatures bring overland travel to
the air retains warmth, thus the lack of water vapor a complete standstill for much of the year. In simple
translates into even colder air temperatures than those terms, the poles impede progress. Men can hew trees
in a damp environment. By its very nature, cold air is and turn a forest into arable land. Irrigation can funnel
inherently dry, though the dense layers of snow and ice water into a desert and make the sandy dunes
covering the poles may suggest otherwise. In reality, habitable. Engineers can even blast holes through
the poles and many areas close to them receive very mountains to allow vehicles and travelers to pass
little precipitation. By definition, many scholars through a seemingly impregnable obstacle. However,
consider the arid continent of Antarctica to be the civilization feels powerless in the face of constant cold
world’s largest desert, even though the wind-swept and darkness. Humanity cannot beckon the sun to
frozen landmass is the polar opposite of our widely miraculously appear in the winter sky or magically
held perception of a desert as a scalding inferno conjure warmth from snow and permafrost. Taming the
dominated by parched sand dunes. unforgiving land appears impossible, a realization that
leads many people to conclude that the poles serve no
The poles’ topography also plays a significant role in useful purpose other than to flaunt Nature’s supremacy
determining the prevailing climate conditions. over Man. Nothing could be further from the truth.
Although both poles experience frigid temperatures, on
Earth the South Pole is significantly colder than the Unlike outer space, Earth’s atmosphere is not a
North Pole. Several reasons account for the vast vacuum. Sunlight, water, and surface features affect air
temperature difference between the opposite ends of temperatures, and in turn the temperature differences
the world. The South Pole sits atop a 9,000 foot thick fuel weather. The jet stream, the current of air in the
ice sheet virtually dead smack in the middle of the upper atmosphere that pushes storms and low pressure
frozen continent of Antarctica. As discussed in systems across the hemispheres, draws its energy from
Mountains of Madness by Frog God Games, air the temperature variations between the colder high
temperatures generally decrease by 1 degree latitudes and the warmer mid-latitudes. A marked
Fahrenheit for every 328 feet of elevation, so the divergence between the two extremes accelerates the
increased altitude makes the South Pole and much of steering mechanism’s speed, causing storms to quickly
Antarctica 27° Fahrenheit colder than the temperature race across the hemisphere. However, when the
at sea level. To compound this problem, the ice and difference between these counterweights decreases, the
snow covering the landmass’s interior sections jet stream’s speed slows, creating several detrimental
throughout the year reflect most solar radiation back consequences. Instead of moving across the landscape
into space. In addition, the Southern Ocean completely at a steady pace, storms, droughts, and heat waves
surrounds Antarctica. The atmospheric interaction linger over particular regions for longer periods of
between the immense body of water and the frozen time. The weaker airflow makes the jet stream’s
continent generates fierce winds that continually normally linear pattern wobble and meander,
circulate around the frigid landmass’s perimeter. The prompting it to usher in cold air to regions
air current keeps warm air at bay while trapping cold unaccustomed to cool temperatures, while funneling
air inside of the nearly perpetual cyclone. By warm air into the unprepared higher latitudes.
comparison, the North Pole actually rests upon sea ice
approximately eight feet thick in the middle of the
Arctic Ocean rather than on solid ground. Ocean Poles covered in snow and ice play a critical role in
currents from the tropics and mid-latitudes moderating the planet’s climate, because they are the
only regions that reflect more solar radiation than they

3
absorb. Blue oceans, green trees, and landmasses
absorb and retain more heat and light than they deflect
Game Applications
back into outer space. The trapped warmth slowly The poles earned their reputation for being
accumulates over time, causing temperatures to inhospitable to humanity, especially to inexperienced
consistently rise. However, the poles regulate the strangers. Yet, such hostile receptions fail to dissuade
climate. Warm air that ascends into the higher latitudes explorers and even entrepreneurs from setting foot
slowly cools, while the poles function as a modern day onto the frigid ice and snow in search of adventure and
air conditioning unit, introducing cold air into the mid- riches. The bravest few come here seeking to find an
latitudes to keep overall temperatures in check. Despite overland or nautical route across the top or bottom of
this natural precaution, the inanimate planet cannot the world in an effort to link civilizations that would
precisely balance its climate on its own accord. At otherwise be on opposite ends of the planet. However,
various points in Earth’s history, decreased solar output most daring souls who venture into this realm of
from the sun, changes in Earth’s orbit, the positioning perpetual light or darkness do so to claim their share of
of the continents, ocean circulation, and other factors its valuable resources. The vast, chilly forests growing
caused the poles to undergo dramatic transformations. along civilization’s edges produce some of the most
During the Eocene period millions of years ago, trees prized timber in the world. When the snow and ice
and vegetation grew in Antarctica’s temperate climate. briefly recede back to the poles for their summer
Conversely, the planet’s Ice Ages saw sea ice and respites, fortune seekers in a manner akin to migratory
glaciers dramatically expand across the oceans and the birds flock to the cool yet habitable tundra to scrape
continents. As the glaciers marched across North the exposed earth for precious minerals and pan the
America, they gouged massive depressions in the pristine streams for nuggets of gold and silver.
ground. When the same glaciers finally retreated, the Fishermen delve into the frigid waters on their mission
melted ice filled these enormous chasms and to harvest culinary delights such as the fabled king
eventually became The Great Lakes. In fact, these crab from the icy seas and more temperate coastlines.
mobile ice sheets created many of the continent’s other Hunters trek across the snowy terrain on the trail of the
freshwater lakes, including the “thousand lakes” in plentiful reindeer and other large game animals that
Minnesota and other northern states. dwell in this chilly domain. An elite handful of
scholars and archaeologists comb the monotonous,
In addition to providing potable water for humanoids white landscape for even the slightest hint of a
inhabiting the landmasses’ interior sections far from forgotten settlement from a bygone era when the land
the oceans and rivers, frozen water trapped in the was a warmer and more welcoming host. The poles’
colder higher latitudes also benefits humanity in a less most iconic monstrous denizens — greedy white
direct but equally crucial way. Liquid transformed into dragons, barbarous frost giants, vicious trolls, and
solid ice and snow, particularly as glaciers and ice mysterious yetis — also entice the stoutest of hearts to
sheets, essentially removes or sequesters that volume enter their forbidden territory and wrest riches from
of water, resulting in lower sea levels. In simplest their covetous grasps.
terms, less water in the oceans and rivers means more
habitable dry land for man and beast alike. To illustrate
this point, when the glaciers melted roughly 20,000
years ago after the last ice age, worldwide sea levels
rose more than 400 feet. The thawing ice morphed into
deluges of water that reshaped coastlines by flooding
areas that were previously dry land. If the glaciers that
currently cover the planet suddenly disappeared, the
swelling oceans would swallow up nearly the entire
eastern seaboard of the United States, much of the Gulf
Coast, parts of the Pacific Coast, and even extend into
areas far from the shore. If all of Earth’s water flowed
back into the seas, cities such as New York, Buenos
Aires, Amsterdam, and even Baghdad would vanish
beneath the waves.

4
Polar Biomes frequently howl across the desolate tundra, sweeping
away body heat from living creatures exposed to the
Life constantly demonstrates its extraordinary resolve, unforgiving elements. Still, in contrast to the ice cap
and even the chilly, dark places of the world cannot biome, fauna such as reindeer, foxes, and hares can
stifle determination forever. Indeed, many iconic thrive in interior regions far from the warmer
animals such as polar bears, reindeer, penguins, coastlines.
walruses, and lynxes inhabit these frigid ecosystems
that are all characterized by long, lightless winters and Moving farther from the poles, the bleak tundra slowly
short, yet perpetually sunny, summers. Scholars refer transitions from treeless terrain to a thriving forest,
to the coldest biome as the ice cap or polar cap. which is called taiga or boreal forest. Apart from the
Eternally covered in snow and ice, temperatures in this world’s oceans, taiga is the largest biome on Earth,
brutal realm rarely if ever exceed freezing. The North where it stretches across massive swaths of
Pole and its immediate vicinity, particularly the sea ice Scandinavia, Russia, Iceland, Alaska, Canada and
floating atop the Arctic Ocean, fall into this category. some of the northernmost portions of the continental
Likewise, nearly the entire continent of Antarctica with United States. These forests benefit from more
the exception of its coastline also shares the same precipitation than their frigid counterparts, thus
distinction. Although ice and snow are seemingly allowing coniferous trees to draw sufficient moisture
everywhere, ice caps are typically just as arid as a from the environment’s relatively young, nutrient-poor
traditional hot and dry desert such as the Sahara. In soil, which is the byproduct of the persistent cold and
addition to contending with the sere conditions, periodic fires that sweep across the green landscape.
vegetation cannot survive the wicked chill or the While ice caps and tundra are relatively static biomes
prolonged absence of sunlight during the extended that experience little change, the infernos that race
dark winter. Furthermore, dense layers of ice and snow through this biome roughly once per century sow the
completely cover the soil, preventing plants from seeds of the forest’s renewal. The more ecologically
taking root within the earth. The ice cap’s only diverse taiga can see temperature extremes that dip far
proverbial lifeline is the sea. Whereas terrestrial plants below those encountered on the usually chillier tundra,
cannot survive on the frozen land, seaweed, while also enduring summer temperatures occasionally
phytoplankton, and algae thrive in these cool seas and rivaling those found in the mid-latitudes and even the
oceans. These organisms occupy the lowest rung on tropics. In addition to playing host to the traditionally
the ice cap’s food chain, providing sustenance for the cold weather animals found on the tundra, wolves,
semi-aquatic and land-based fauna living along the bears, moose, lynxes, and tigers also hunt for prey in
coasts, underwater, and on the floating islands of ice in this winter wonderland of deep, pristine snow
the open waters. blanketing the tree canopy and the undergrowth in its
mighty shadow.
When summer temperatures become warm enough to
stave off and ultimately melt any ice and snow that Ice Cap
accumulated during the savage winter, the frozen soil
beneath the white tapestry finally sees the proverbial Massive sheets of accumulated ice and snow dominate
light of day. Yet even several months of constant the ice cap or polar cap biome, while enormous blocks
sunlight cannot completely undo winter’s wrath. The of sea ice claim dominion over the frigid world’s open
frosty ground just below the surface remains rock hard waters. Although the omnipresence of frozen
throughout the year. Deep roots cannot penetrate the precipitation suggests this ecosystem is subjected to
solid earth, thus trees, shrubs, and larger plants are frequent snowfall or ice storms, the opposite is true.
completely absent from this environment. Instead, Scholars aptly refer to the ice cap as the polar desert
short perennials including sedges, lichens, mosses, and because of the arid conditions. Bitterly cold air retains
grasses dominate the biome that is commonly known very little water vapor. On those rare occasions when
as tundra or permafrost. Like the ice cap, the arid snow blankets the ground, it usually descends from the
tundra receives very little precipitation. (It is important heavens as powder. Although one inch of rain typically
to note that on average thirteen inches of snow equals converts to roughly one foot of snow, in this structure,
one inch of rain, though in the dry tundra biome one a single inch of rain can yield approximately four feet
inch of rain can equal up to fifty inches of snow.) This of snow. Although temperatures in the ice cap rarely if
harsh ecosystem experiences only two seasons — a ever eclipse the freezing point, the fluffy powder still
brutally long, frigid winter spanning nine to ten months melts slightly in the sunlight and then refreezes when
out of the year and a fleeting summer lasting for nine temperatures dip, morphing its powdery, crystalline
to twelve weeks. Temperatures during this brief respite composition into granular ice pellets. When fresh snow
almost never exceed 50° Fahrenheit. Ferocious winds, descends upon the land, the weight of the new
unfettered by trees and other natural barriers, precipitation compresses the fine bits into firn. Over

5
time, these layers of firn build atop one another until sink below the surface instead of float on top like the
they reach a depth of roughly 165 feet, when the typical ice cube. This dynamic coupled with the
material undergoes another metamorphosis into a solid regulating effects of comparatively warmer underwater
block of ice known as a glacier. currents surging in from the mid-latitudes substantially
increases the amount of time it takes for ocean
Propelled forward by their immeasurable weight, temperatures to be conducive to the formation of sea
glaciers sweep aside or bury everything in their ice. In most spots, sea ice forms and grows during the
relentless march across the land. However, like liquid protracted winters, while retreating and melting over
water, these amorphous sheets of ice and snow descend the course of the sunny yet brief summers. The
to the lowest point rather than move wholesale across constant ebb and flow of the preceding underwater
the ground. Thus, an approaching glacier first fills in currents also limits sea ice’s maximum thickness to
the gaps and depressions on the surface before several feet even in the coldest spots, where it remains
expanding around the areas surrounding the basin’s frozen throughout the year. In these frigid locations,
edges. Even the moderating effects of open water the sea ice’s salinity declines over time increasing the
cannot completely halt the wintry behemoth in its concentration of salt in the water underneath the sea
tracks. When a glacier reaches the coastline bordering ice. The added salt content makes the chilly water even
an ocean or sea, it continues its progress into the water. more dense, causing it to plummet to the ocean floor
The ice that rests upon the boundary between dry land and ultimately make the long journey to the equator
and water is known as the grounding line, while the before beginning the cycle anew. This unending
structure that protrudes into the sea is commonly cooling and warming process fuels the ocean’s
referred to as an ice shelf. Although this glacial ice conveyor belt system that helps regulate the planet’s
floats atop the water, its extreme density causes climate.
roughly ninety percent of the enormous mass to sink
beneath the water’s surface. In time, the warmer water Obviously, green vegetation cannot establish roots on
in contact with the ice shelf’s underbelly steadily melts glaciers or draw nutrients from saline sea ice.
and weakens the shelf. Under the right conditions, this Furthermore, for roughly six months out of the year,
warming action can abruptly separate large chunks of perpetual darkness and twilight fall across the land,
ice and snow from the main body in a process scholars preventing plants from harnessing the sun’s energy to
refer to as iceberg calving. Once set free, the prevailing photosynthesize. The few animals that live in this
currents take hold of these gargantuan frozen mounds harsh ecosystem typically cluster close to the coastline
and lead them out to sea where they become the bane where krill, phytoplankton, algae, and other small
of mariners everywhere. In 1912, an iceberg in the aquatic organisms teeming in the chilly waters provide
North Atlantic presumably set adrift from an ice shelf an ample and reliable source of food for the larger
in Greenland famously collided with the HMS Titanic, fauna living in this cold environment. Others lead a
leading to one of the world’s worst maritime disasters. more nomadic existence atop the floating islands of sea
Indeed, some scientists now postulate that history’s ice that break up during the summer thaw. Penguins,
most infamous iceberg originated from snow that fell polar bears, whales, seals, and walruses are among the
100,000 years before its untimely rendezvous with one biome’s most iconic and successful predators. These
of the most renowned vessels of its age. Because hardy beasts and fowl typically visit their familiar
icebergs are composed of compacted glacial ice, they hunting and breeding grounds on the ice cap from
are frequently blue in color, making it difficult for the spring through autumn, and then move elsewhere,
ship’s crew to see the largely hidden, floating hibernate, or simply go without food for months at a
monstrosity at night. time when winter returns with its annual vengeance.
Conversely, glaciers and ice sheets provide an
Although cut from the same cloth as glaciers and abundant supply of potable water, albeit in its frozen
icebergs, the sea ice that bobs atop the polar oceans form. Sea ice that remains frozen for at least several
and seas differs greatly from its related counterpart in years eventually loses its salinity and also becomes
many important respects. Sea ice is frozen ocean water drinkable.
rather than snow and ice that accumulates over time.
Freshwater generally loses some of its density and Like the indigenous fauna, the few humanoids who
ultimately transforms from a liquid to a solid state at inhabit this land permanently blanketed in ice and
32° Fahrenheit. On the other hand, the saltwater found snow take up residence along the comparatively
in the oceans exhibits divergent properties when it warmer coastlines. Most lead a nomadic lifestyle,
approaches its freezing point, which is actually 3° dwelling in temporary shelters close to fishing areas
colder than freshwater. When saltwater cools, its and hunting grounds. In what equates to summer at the
density increases rather than decreases as in the case ice cap, hunter-gatherers quickly assemble tents
with freshwater, causing the chillier water to actually constructed from driftwood or bones covered by

6
sealskin leather. These crude shelters provide defense Mundane perils such as extended darkness and
against the still cool yet more manageable insomnia caused by constant sunlight may wear on the
temperatures. During the winter, many native peoples psyche of even the most battle-hardened veteran.
build igloos, dome-shaped structures made from During the bitter winters, clothing alone cannot protect
compacted blocks of snow and ice or a combination of adventurers from the merciless elements. Magic
packed snow built around a skeleton of whale bones becomes a necessity under these savage conditions.
and leather. Despite its outward appearance, this sturdy Travel grinds to a standstill as poor lighting, blowing
refuge provides ample protection against the bitter cold snow, and numbing cold halt nearly all explorers in
and fierce winds outside its covered or sunken their tracks. Similar logistical nightmares also plague
entrance. Pockets of air trapped within the snow any attempt to erect permanent man made structures in
crystals function as crude insulation keeping warmth the ice cap. In addition to dealing with the unfavorable
inside while preventing frigid air from entering the weather and diminished manpower in the region, stone,
domicile. Body heat alone can sometimes raise the timber, and mortar are not readily available. Likewise,
temperatures inside the home to a balmy 60° any buildings constructed in the distant past usually lie
Fahrenheit. Like any domed structure, igloos face size buried beneath dense sheets of ice. Therefore,
limitations, thus they can accommodate only a small exploration typically takes place in the great outdoors.
number of people at any time. To overcome this Merchants may hire scouts or mariners to locate a
problem, extended families dig interconnected feasible overland trade route across the barren glaciers
subterranean tunnels that link several igloos together. or passable shipping lanes through the sea ice.
Ambitious men and women endeavoring to reach the
Despite the horrific weather conditions beyond the top or bottom of the world for the sheer thrill of the
igloo’s door, humanoids must venture outdoors to find pursuit may hire guides and mercenaries to protect
food. The sea offers the best opportunity for locating a them on their trek over the frozen landscape. Worried
sea captains looking for a vessel lost amid the ice pack
meal during the unforgiving winter. The community’s may call upon local residents and experts to find the
hunters board their kayaks, one-man vessels crafted almost certainly wrecked ship and its besieged crew.
from aquatic animal skins stretched around a bone
frame, and paddle into the frigid waters in search of Those who embark on a life of adventure by choice
game to feed their families. They primarily target the enter a frozen, sparsely populated world inhabited by a
biome’s largest aquatic and semi-aquatic beasts such as handful of creatures specifically adapted for life at the
poles. Dreams of acquiring an impressive treasure
seals, whales, walruses, and fish. These excursions can
hoard from a feral white dragon or a noble silver
last for days as the men and women must navigate dragon may inspire adventurers to delve into the
around and sometimes over the abundant sea ice. reptile’s icy, cavernous lair and wrest the beast’s
During these prolonged trips, the participants amassed wealth from its greedy clutches. On a more
frequently build igloos atop the floating sea ice to give altruistic note, beleaguered coastal populations may
them a temporary respite from the freezing request the assistance of outsiders to protect them from
temperatures and icy winds swirling around them. marauding frost giants and their winter wolf pets. In
hushed whispers, community elders occasionally speak
When they finally return from a successful hunt, their of a mysterious otherworldly being that haunts their
often large and fatty prey fulfills all of their basic folklore and troubled minds. Most deem the
needs. The animal’s carcass provide ample meat for malevolent wendigo as humanity’s most feared and
consumption, bones for tools, leather for clothing and greatest enemy, yet some worship the monstrous entity
construction needs, and even oil to fuel their fires. In a as a deity, appeasing the outsider with living souls or
world almost completely bereft of life, nothing goes to ritualistically devouring the flesh of their fellow man.
waste. Other strange monstrosities such as the devious glacier
toad and the bizarre remorhaz take up residence atop or
even in melted recesses within the ice sheet’s frozen
Ice Cap Campaigns heart.
Adventurers physically and mentally unprepared for Deviating from the realm of the fantastical, the
the rigors of an ice cap campaign meet a swift and massive animals that stalk the sea ice and frozen
painful end. In winter, the bitterly cold temperatures ground also feel the gnawing pangs of hunger. The
routinely dip more than 100° below freezing before powerful polar bear, the largest land carnivore on
taking the chilling effects of the wind into account. Earth, poses a significant challenge to any adventuring
Even summer offers little respite from the frigid party especially in and around the islands of sea ice it
conditions as the mercury barely approaches 32° calls home. The mighty walrus presents significant
Fahrenheit even on the warmest and sunniest days.

7
danger and opportunity to polar explorers hunting for preventing them from growing in the tundra. Even
sustenance and wealth. The blubbery creature wields a water cannot seep through this unyielding barrier.
deadly bite, but its meat can practically feed an army Instead, rain along with melting snow and ice collects
for weeks and its ivory tusks fetch a handsome price in on or percolates to the surface, where it spawns lakes,
more temperate markets. Orcas, commonly referred to marshes, streams, bogs, and fens that teem with life
as killer whales, exhibit more intelligence than their during this momentary recess.
bestial counterparts, making them a worthy adversary
for any adventurer. They typically hunt in close-knit The tundra biome essentially experiences two seasons,
pods that can formulate and communicate battle tactics an expanded winter that lasts for roughly ten months
to other members of their group. Whereas polar bears and a summer that encompasses approximately fifty to
and walruses are equally at home on the land and in the sixty days. Technically, spring and autumn still appear
water, orcas are strictly aquatic predators even though on the calendar, but the changes are so negligible that
they are mammals that breathe air. they are generally just considered an extension of
winter. Sunlight prevails throughout nearly the entire
In The Word of the Lost Lands by Frog God Games, day during the summer, though the smoldering star
the ice cap takes the form of the uninhabited Endless remains close to the horizon lessening the amount of
Glacier briefly described in LL6: The Northlands Saga heat the solar radiation can generate. In winter the
Complete also by Frog God Games. Needless to say, converse is true. Indeed the sun does not rise for the
ice and snow cover every terrestrial square in an ice few weeks immediately before and after the winter
cap campaign regardless of its specific location. It solstice, though the tundra experiences periods of
costs two squares of movement to enter a square twilight rather than complete and utter darkness
covered by either form of frozen water. Furthermore, throughout those dreary days.
the DC for Acrobatics checks made on any icy surface
increases by +5. The preceding movement requirement From a logical standpoint, it stands to reason that the
and penalty also apply to sea ice. seemingly endless winter would generate enough
accumulated snowfall to last through the compacted
Tundra Biome summer and coat the ground in a constant layer of ice
and snow. While most precipitation in the tundra falls
While winter never completely releases the ice cap as snow, by definition the biome, like its ice cap
from its frosty grip, the tundra escapes its frigid grasp neighbor, receives so little moisture that it also meets
for roughly two months out of the year and experiences the criteria for being a desert. This factor gives the sun
a brief yet crucial interval of mild temperatures that and any accompanying rainfall enough time during the
approach and occasionally exceed 50° Fahrenheit. This summer to melt or wash away any residual snow and
fleeting respite of comparative warmth melts any snow ice that fell during the winter. The lack of rainfall and
and ice that accumulated during the prolonged winter, snow coupled with the permafrost further inhibits
giving green plants their lone opportunity to take root. biodiversity amongst the ecosystem’s flora.
Short perennials such as sedges, mosses, grasses, low Furthermore, the complete absence of trees and other
shrubs, and lichens make the most of this chance. They tall, sturdy plants along with the tundra’s typically flat
sink their green tendrils into the chilly earth composed terrain offers no protection or buffer against the wind.
of gravel and other fine materials and hang on for dear On our planet, this biome lies on or close to the
life. Larger plants, on the other hand, cannot take landmass’ coastline with a polar ocean or sea. The
advantage of the changing circumstances. Although the interaction between the colder air on the surface and
top layer of soil partially thaws, the ground less than the comparatively warmer body of water adjacent to it
one foot beneath the surface remains frozen solid fuels strong breezes that whip across the defenseless
throughout the year. Trees cannot embed their woody landscape, uprooting plants that dare to reach into the
stalks into this impenetrable permafrost, thus skies. Therefore, plants must overcome not only the

8
rigors of protracted cold and darkness, but they must fleeting summer to breed and raise their young in the
also contend with adapting to frozen soil, receiving numerous marshes, bogs and fens that spring up when
little moisture, and withstanding fierce winds in order the snow melts and the ground thaws. Numerous
to survive in this challenging domain. insects also awaken from their winter slumber and
descend upon the freshwater havens dotting the chilly
Vegetation adopts several approaches for dealing with landscape, providing the tundra’s avian population
these harsh conditions. Most species are perennials, with a reliable and bountiful food source. In perhaps
cyclical plants that grow and bloom in the summer, die the most unique adaptation, the tundra’s native
in the winter and then regenerate from their mosquitoes shed water from their bodies as winter
underground root stock the following summer. Their approaches and replace the fluid with glycerol, a
shallow roots embedded in the gravely soil just above chemical that functions as modern day antifreeze. This
the rock hard permafrost make them vulnerable to compound allows the pest to withstand winter’s bitter
strong gusts. To overcome this problem, flora generally chill and return in summer to plague warm-blooded
stays low to the ground, keeping out of harm’s way guests visiting the tundra’s marshes, bogs, and fens.
from the howling currents of air sweeping across the
land. This strategy also benefits plants in other ways. Like the peoples of the ice cap, the humanoids who
As in the case of the man made igloo, a blanket of inhabit this desolate region predominately lead a
snow offers plants natural insulation against the most nomadic lifestyle primarily focused on dry land rather
frigid temperatures. Even when completely covered by than navigating the open waters seeking sustenance.
snow, some plants can still photosynthesize to produce Though some settlements still spring up close to large
energy. Furthermore, simple root structures allow these bodies of water, many exist in remote interior regions
plants to cluster close together, which fortifies them sheltered from the wind by the prevailing topography
against the detrimental effects of blowing snow and or alongside lakes, rivers and streams with plentiful
wind. Various dwarf shrubs, grasses, liverworts, heath, supplies of fish. Instead of constructing igloos and
sedges, mosses, and lichens make up the tundra’s kayaks, native residents build stable peat huts during
limited flora. These include bearberries, a short the long winters, and then transition to more mobile
evergreen that produces edible fruit and can also be leather tents when traveling across the grassy terrain
used for a host of medicinal and recreational purposes. throughout the brief summer. Unlike the ice cap, the
Likewise, the marsh tea plant is another species that domain’s numerous bogs and fens produce tremendous
produces leaves with healing properties. These plants quantities of peat in the tundra. Residents use this
and their stubby, hardy counterparts form the organic material as insulation for their homes and a
foundation of the tundra’s food chain for its herbivores. fuel source for heating and cooking purposes. (For
more details regarding marshes, bogs, fens, and peat,
Unlike its plant life, the tundra’s fauna comes in all see Marshes of Malice, by Frog God Games.) Indeed
shapes and sizes ranging from smaller plant eaters such many scholars refer to this biome as a carbon sink
as lemmings, voles, squirrels, and arctic hares to its because the frozen landscape, particularly its chilly
bulkier herbivores such as musk oxen, reindeer also wetlands, absorbs and retains more carbon dioxide
known as caribou, and the undisputed kings of the than it releases into the atmosphere.
tundra’s plant-eaters, the fabled woolly mammoths that
walked the Earth during the last ice age. The Despite the existence of a growing season, the poor
carnivorous species that prey on these beasts include soil quality, aridity, and prolonged cold prove too much
arctic foxes, wolves, wolverines, and bears, including for even the hardiest food crops to overcome. Instead,
the polar bear though the latter animal rarely ventures humanoids frequently resort to hunting and animal
inland and typically hunts close to neighboring bodies husbandry to get through the arduous winters.
of water with sea ice. Like the indigenous flora, these Extended family units or entire villages may raise a
mammals developed a host of adaptations allowing herd of reindeer or musk oxen that serves as the
them to outlast the extended winters. Bears and other community’s primary source of leather, bone, and
beasts hibernate in enclosed shelters when snow covers meat. They supplement this diet with fish caught in
the ground and food is scarce only to reemerge when nearby lakes and streams as well as any other smaller
the weather warms and life returns to the frigid tundra. game animals or larger predators killed during a
Thick fur and layers of fat beneath the skin retain body hunting excursion into the untamed wilds far from
heat and provide insulation for those creatures that home. When the weather improves during the short-
tough out the cold, such as the iconic reindeer and lived summers, residents gather wild berries and edible
musk oxen. Still, other species including the tundra’s leaves from the handful of plants that thrive in this
migratory birds, such as snowy owls, falcons, ravens, difficult environment.
and loons, along with some mammals retreat altogether
and seek out warmer climates only to return during the

9
Tundra Campaigns crumble into ruin much quicker than stone structures
erected in a more hospitable environment. Despite the
Despite receiving a brief reprieve from the elements, pervasive permafrost, melting snow and ice can
tundra campaigns face many of the same natural gradually carve out abscesses in rock formations,
hazards that torment ice cap explorers. Freezing giving birth to caves that frequently host hibernating
temperatures, frigid winds, snow, and ice curtail most beasts and monsters alike.
outdoor activities and travel throughout much of the
year. Travelers endeavoring to make their fortunes in In The World of the Lost Lands by Frog God Games,
this rough and tumble environment must take the tundra covers countless square miles of territory in the
necessary precautions to escape winter’s grasp with vast region of Nûkland, which currently appears in
their lives and treasures intact. Although the ground LL6: The Northlands Saga Complete also by Frog
briefly thaws during the short summer, the layer of God Games. The native people, the apropos
permafrost just beneath the surface remains rock hard Nûklanders, inhabit this immense domain. Although
throughout the year. The subterranean complexes and considered by most to be an indigenous race, these
underground lairs that house fabulous riches and nomadic elven offshoots migrated here only a few
fearsome denizens in more temperate environments are thousand years ago after falling under the dire
few and far between in this realm dominated by frozen influence of a trickster god who led them into a
earth. Permanent man made structures are also a rarity disastrous conflict against the followers of the
in this windswept world, thus adventurers accustomed traditional elven pantheon. In the campaign’s
to delving into forsaken dungeons and poking around aftermath, the survivors fled to this remote corner of
in lost ruins must quickly adjust to their newfound the world where they eke out a meager living as
reality in the great outdoors. reindeer hunters and herders.

Nonetheless danger abounds in the tundra, particularly Taiga Biome


near the fetid bogs and malodorous marshes that
abound on these icy plains. In addition to the wolves, The milder and wetter taiga, or boreal forest as it is
bears, and canine predators stalking their prey across known in some circles, covers more square miles of
the snowy terrain, vicious monsters and men also dry land than any other biome on Earth. Spread across
inhabit these regions. Ferocious white dragons, frost the breadth of three continents, the sprawling
giants, and other denizens encountered in the ice cap evergreen forests actually benefit from receiving
biome also dwell here, where they compete with cold significantly more snowfall than their normally chillier
riders, ice trolls, winter hags, yuki-onnas, and other counterparts. Although the cold temperatures and deep
malevolent creatures for humanoid prey. Evil men also snow are not conducive to fostering deciduous trees
sometimes gather in the tundra’s most isolated corners and plants, coniferous trees thrive in the cool,
to venerate the vile deities of cold and darkness moderately moist environment, giving this ecosystem
holding sway over their temperamental lands. These its signature characteristic as a year-round green forest
worshipers vainly hope their sickening offerings with a dense canopy. These woody giants never shed
appease these sinister deities and in turn prevent them their needle-like leaves. Hence, the absence of
from unleashing their wicked servants and foul decaying organic matter on the forest floor leaves the
weather upon the tenuous humanoid communities taiga’s young soil thin, acidic, and nutrient poor. To
struggling to survive in an unforgiving world. When make matters worse for low-lying plants, the tightly
their sacrifices and pleas for mercy go unanswered bunched spruces, pines, larches, and birches greatly
desperate times occasionally call for more direct restrict the amount of meager sunlight striking the
measures. When these dark times befall a community, ground beneath them. In general, the taiga’s
its elders cast their eyes in the direction of brave undergrowth remains spotty at best, consisting almost
adventurers to save the day. entirely of mosses, wild flowers, and pockets of
shrubbery.
When intrepid souls come face to face with any of
these horrors, they generally do so somewhere on the While trees are commonly associated with great age,
tundra proper rather than inside a man made building the world’s taigas are relative newcomers to Earth’s
or an underground chamber. The disgusting stench proverbial stage. They made their first appearance
from a festering bog or anomalous plant growth in a roughly 10,000 years ago when the last ice age’s
particular spot occasionally marks these adversaries’ glaciers steadily retreated toward the frozen poles and
lairs or usual stomping grounds for adventurers who allowed life to again take hold on land previously
seek out these wicked creatures. Peat harvested from covered by dense sheets of compressed ice and snow.
the decaying wetlands may be used to construct Though damper in comparison to their polar cousins,
rudimentary huts, but these precarious buildings taigas are significantly drier than temperate and

10
tropical forests. On average, fires spawned by the brief growing season. Smaller green plants are forced
inherently sere conditions sweep across this verdant to make due in the literal and figurative shadows of
landscape roughly once per century, forcing the taiga their burlier brethren. Lichens and mosses flourish in
to begin the process of renewal again from tentative damp patches of earth beneath trees or in some cases
saplings. In more ways than one, these cold forests on their trunks. In spots where sunlight actually
adhere to cyclical changes closer to those experienced reaches the soil, wildflowers, grasses, and shrubs lay
in temperate climates. down roots and stake their proverbial claim to this
precious piece of real estate. Some of these resourceful
Unlike the ice cap and some parts of the tundra, taigas plants produce berries that supplement many
witness sunrise and sunset on a daily basis, though omnivores’ diets. Still, in most locations, undergrowth
both may take place in close proximity to one another. tends to be sparse or completely absent within the
The sun basks the forest in light for twenty hours per shade.
day at the peak of summer before receding to dim
twilight, though as in all polar biomes the yellow star More animals and species populate the cool forest than
remains fairly close to the horizon. Conversely, during the other polar biomes, but the ecosystem’s
the extended winter, the forests remain shrouded in biodiversity generally pales in comparison to
darkness for much of the day, seeing the sun peek over temperate and tropical climates. Several varieties of
the horizon for only a few fleeting hours before bears and the fearsome tiger make up the taiga’s apex
withdrawing from the sky. This important difference predators. Many of these beasts’ relatives, such as
from its polar counterparts lessens winter’s duration towolves, foxes, lynxes, and wolverines also hunt for
approximately 200 days out of the year. However, the prey in these woods alongside the ecosystem’s smaller
taiga’s winter is still brutal even by typical polar mammals, including minks, sables, and weasels.
standards. Temperatures can occasionally drop below – Moose, reindeer, musk oxen, and bison stand atop the
50° Fahrenheit and even approach the planet’s record taiga’s list of herbivores. Hares, squirrels, beavers,
lows, especially on clear nights devoid of any cloud mice, moles, and a host of smaller mammals feed on
cover. While deep snow typically covers the ground, any edible leaves and berries. The cunning creatures
the majority of precipitation falls during the short yetthat dwell in this wintry environment rely upon several
surprisingly warm summers where the mercury often adaptations to make it through the coolest six months.
reaches a comparatively balmy 70° Fahrenheit. Spring Rodents and small mammals typically live beneath the
heralds the sun’s prolonged return to the heavens, snow close to ground level where they feed on
where its solar radiation dispels any residual snow refrigerated plants that survived the winter or burrow
from the long winter. The taiga’s flowers bud, its underground and ride out the winter in subterranean
frozen bodies of water melt, and its hibernating chambers and tunnels in a near comatose state. Larger
animals awaken from their slumber. Those beasts that beasts grow shaggy coats of coarse hair or fur over
slept through the cold and darkness feast and breed in layers of accumulated fat to retain heat by insulating
earnest during their waking hours in preparation for their bodies from the elements. Others insatiably gorge
when autumn’s chill comes back just a few months and pack on the pounds when food is plentiful during
later. Naturally, some predators that outlasted the the spring and summer. As winter approaches, these
elements during the savage winter hardily greet the animals locate a suitable shelter where they hibernate
sleepy newcomers with bared fangs and sharp claws, until spring returns the following year. The taiga also
thus granting them an unexpected eternal rest. hosts many avian guests that descend upon the forest in
spring to mate and feed on the abundant insects that
The taiga features a diverse array of flora and fauna emerge from the ground within and adjacent to the
specially adapted to cope with the polar biome’s taiga’s plentiful bogs and fens as well as its swampy
tremendous extremes and seasonal changes. Indeed, sections. Ravens, eagles, and buzzards stick around
the disparity between its summer high temperature and when the weather turns cool, but nearly all other birds
winter low temperature exceeds those encountered depart in autumn and head for warmer lands elsewhere.
anywhere else in the world. As previously noted,
coniferous trees dominate this chilly forest. These Despite the comparatively warmer climate, the
green behemoths’ shallow roots are ideally suited for growing season remains too short to adequately
the thin soil, while the trees’ downward-facing needle- support most humanoid food crops. Some legumes and
like leaves mimic the action of a slanted roof, causing grains such as barley, millet, peas, and wheat can
excess snow to slide down to the ground rather than persevere in the thin, acrid soil. However, few
accumulate on their limbs. Furthermore, the trees’ dark individuals engage in large-scale agricultural
coloration and the retention of their leaves allow them operations. In addition, the act of clearing any patch of
to absorb more sunlight and photosynthesize arable land requires felling numerous softwood trees.
throughout the year instead of exclusively during the Instead, the rugged residents gather wild berries and

11
hunt game in the forest while raising livestock herds or Taiga Campaigns
individual animals for food, milk, and clothing. Unlike
the inhabitants dwelling in the barren ice cap and Adventuring in the cold forest adheres more closely to
tundra, humanoids generally lead a sedentary conventional norms than the wicked extremes found in
existence, erecting a permanent shelter made from the tundra and ice cap biomes. Frigid temperatures and
wood and other readily available materials in one deep snow still persist as a brutal fact of life in the
particular location. Communities rarely expand beyond taiga for roughly half the year, but the chilly
the level of a disorganized, scattered settlement spread woodlands are a far cry from the destitute glaciers and
out across a wide area. Villagers are typically self- frozen plains in terms of finding suitable shelter and
sufficient, producing enough food, clothing, and other necessary resources, particularly food within an
goods to satisfy their individual and familial needs, established settlement. While the natives may not greet
though they are not averse to banding together when visitors with open arms, they are more accustomed to
one of their own is down on their luck, especially if interacting with strangers than the isolated nomads
they share some common lineage. In their minds, found in other polar environments. Civilization’s
pitching in to help a friend or relative through tough tenuous foothold in the region also offers more
times comes from making a voluntary and deliberate opportunities for explorers to embark on perilous
decision rather than obeying a civic obligation. Thus, quests to save embattled townsfolk from the domain’s
while the residents share a common identity, the sinister denizens or gather crucial intelligence about a
concept of banding together to establish a formal nearby monster’s immense treasure hoard. These
government escapes them. Choice and not duty settlers commonly build permanent structures made
governs a person’s actions. from wood, stone or a combination of materials that
may remain active or fall into ruin and disrepair when
Some industrious humanoids look beyond the the residents abandon the community or another entity
boundaries of their little world and engage in a host of forcibly expels them from their homes.
commercial enterprises with neighboring populations.
Most notably, the biome produces tremendous In addition to many of the same sentient monsters
quantities of prized softwood timber that citizens use encountered in other cold locales, the biome also
to construct their permanent settlements and homes. supports megafauna including dire versions of many
Logging interests, both local and from foreign lands, common animals such as bears, tigers, wolves, and
export this valuable commodity to merchants wolverines to name just a few. However, the ice cap’s
throughout the civilized world for building purposes, iconic creatures, most notably frost giants, white
firewood, and to manufacture paper. Exotic, luxurious dragons, silver dragons, and yetis are less commonly
pelts harvested from the indigenous fauna such as encountered here than in the harsher and usually more
foxes, lynxes, minks, and sables also command high isolated polar domains. Whereas the dense ice sheets
prices as they frequently communicate the wearer’s and permafrost prevent many of these denizens from
social status and wealth among that person’s peers. constructing or dwelling within subterranean lairs, the
Some members of the furrier profession trap these loose ground in the trees’ shadow can accommodate
coveted animals in the wild. However, the most underground complexes to a degree. The bedrock
successful businessmen breed and raise some of these typically found just a few feet below the ground’s
creatures, particularly the smaller and less-aggressive surface provides a stable foundation to prevent cave-
species, on sprawling farms. Keeping large predatory ins, provided the builder possesses some engineering
beasts in captivity for any purpose poses too much skill, yet the frozen soil farther down inhibits the
danger to the animals’ handlers in addition to ability to excavate far beneath the forest floor.
necessitating constantly satisfying their voracious Extensive dungeons burrowing into the earth remain a
appetites for fresh meat. In addition to the native flora rarity. Instead, caves and small hovels dug into the
and fauna, rich deposits of stone, minerals, and roots of decaying trees or into the sides of elevated
precious metals frequently lie just beneath the taiga’s mounds represent the norm in the taiga.
floor. While the same natural resources are often
prevalent in other polar biomes, the more hospitable Giant beasts and wicked monsters are not the only
forest presents fewer logistical obstacles than its terrors that stalk the taiga. Most humanoids who call
desolate and unforgiving counterparts. Prospectors the crisp woodlands home are content to lead quiet
seeking fame and fortune venture into the taiga to lives tending to their herds and hunting for game.
fulfill their dreams of striking it rich by unearthing a However, the taiga’s valuable natural resources draw
mother lode of gold, silver, copper, coal, or some other all types of men and women to this demanding biome.
valuable commodity. Nonetheless, the taiga can still be Some of them respect the land and its people. These
the most ungracious of hosts, especially to those upstanding individuals may seek assistance from
seeking to exploit its natural treasures. intrepid explorers ready, willing, and able to clear out

12
wicked creatures from a targeted patch of land. replenish their supplies and get some much-needed
Likewise, entrepreneurs may need security to protect rest.
their investment from thieves, unwelcome trespassers,
and stray animals. Conversely, the most amoral of this In The World of the Lost Lands by Frog God Games,
lot treat the land and its residents like property. taiga stretches across immense swaths of land in
Whether they harvest timber, gold, furs, or peat, the Nûkland, adjacent to the region’s expansive tundra.
allure of amassing an immense fortune spurs them to The boreal forest’s exact dimensions remain a subject
commit unspeakable deeds to satisfy their greed. The of debate, though it is certain that they border the
unlucky, powerless souls in their sights may seek Worlds Edge Mountains and the Endless Glacier. The
adventurers to right their countless wrongs and area currently appears in LL6: The Northlands Saga
preserve their way of life in the face of their reckless Complete by Frog God Games. The humanoid
exploitation. In addition, the careless actions of these residents known as the Nûklanders are described in the
unscrupulous developers may deliberately or preceding Tundra Campaign section.
inadvertently unleash a slumbering horror upon the
terrified local inhabitants. In any event, organized
settlements and businesses provide adventurers passing
through the taiga a home base or a way station to

13
Chapter Two: Polar Travel journey can leave an indelible mark on the land that
allows others to follow in the trailblazer’s footsteps. Of
Every trip comes with some measure of uncertainty course, the concept of a trail varies greatly from one
regardless of its duration or destination. A biome to the next. Powerful nation-states lording over
confrontation with a ruthless highwayman, foul more-hospitable lands can lay down permanent roads
weather, a lame mount, and countless other difficulties made from stone, wood, and other suitable materials
can end the best-planned journey in sudden, tragic that form networks of highways and thoroughfares
fashion. The daring souls who abandon the security linking far-flung cities and locales to a greater whole.
and comforts of home for the unpredictable world In more-rugged terrain, trails can take the form of an
outside their door take a chance that good fortune elevated path stripped clear of vegetation or even a
awaits on the road ahead of them. With that said, all fortuitous natural pass between neighboring
risks are not equal. A short jaunt along a well-traveled mountains.
thoroughfare poses far less danger than blazing a fresh
trail through feral wilderness. Nowhere is this more Dense ice sheets hundreds of feet thick ravaged by
apparent than at the poles. fierce winds and frozen precipitation prove far less
accommodating than earth and stone. While it may
Anytime a traveler sets foot or sets sail into this seem possible to build a conventional road upon an ice
unforgiving environment, the explorer’s life hangs in cap or perhaps tundra, the logistical hurdles shift such
the balance. Nothing can be taken for granted here. a massive engineering project from the realm of the
Those unprepared for the rigors encountered in these theoretical into the domain of the impossible without
demanding biomes quickly falter and perish. Proper the intervention of nearly godlike magical might. The
equipment, training, and experience can give a absence of an onsite quarry and easily accessible
seasoned veteran a fighting chance against the timber means these crucial components must be
numbing cold, ferocious winds, blowing snow, and transported from somewhere else to the building site.
treacherous ice, but guaranteed safety falls by the Likewise, feeding, sheltering, and paying at least
wayside in a realm where travelers face extreme several hundred humanoid laborers further strain the
conditions at every turn. In the face of these perilous endeavor’s fragile supply chain and fiscal resources.
obstacles, it seems foolish to venture outdoors for any Most importantly, for much of the year, the brutal
reason especially during the protracted winter. weather conditions make going outdoors, let alone
However, the constant need for sustenance compels performing strenuous physical tasks, impractical and
daring men and women to leave their warm shelters for life threatening. Even if a private or governmental
excursions into the great unknown. Indigenous peoples entity could overcome all of these daunting problems,
predominately trudge across land and sea in search of the long-term maintenance costs of constantly keeping
food. Those hailing from other lands typically face off the trail clear of blowing ice and snow, repairing
against the savage elements for less-urgent reasons. damage caused by shifts in the glacier’s structural
Some embark on a quest to wrest wondrous treasures integrity, and protecting travelers from native wildlife
away from one of the domain’s monstrous denizens or and monstrous denizens would be astronomical.
to extract mineral wealth from the land itself. Others
aspire to indirectly amass a fortune by locating a In light of these challenges, engineers and explorers
feasible overland or maritime trading route through must sometimes turn to unconventional means to solve
these frozen domains. Regardless of their motivations these dilemmas when establishing trails across the ice
for trekking into these perilous lands and waters, all cap and, to a lesser extent, tundra biomes. In the polar
travelers must overcome the same harsh realities and cap, trails take the form of compressed or groomed ice
demanding limitations. and snow across flat terrain and natural passes in
mountainous areas. These man made paths typically
parallel commonly used migratory routes for game
Trails animals such as reindeer, or they may connect coastal
settlements to prime hunting grounds located in the ice
Blindly wandering across uncharted terrain can be cap’s interior. In an innovative twist that turns the
fatal, especially at the poles. The unforgiving elements tables on the inhospitable glaciers, the trail’s designers
brutally punish mistakes. In a land teeming with typically sink colorful banners or flags attached to
danger yet almost utterly devoid of visible landmarks, wooden poles or for added irony, a long icicle, deep
a novice explorer can easily wander off course with into the compacted snow and ice to designate the
deadly consequences. Even the most-tested experts thoroughfare’s boundaries. Set against the purely white
experience trepidation at the prospect of forging a new backdrop, the vibrant markers can be seen from great
trail through virgin territory. Yet necessity and want distances on a bright, sunny day. When these materials
trump fear. When either force spurs men to set their are not readily available, the path’s builder may create
will against Nature’s awesome might, the resulting

14
a cairn from any accessible stones or even erect the polar counterparts and many temperate environments.
equivalent of a modern-day snowman from piles of Ample quantities of wood and accessible stone
snow and ice heaped atop one another. However, when alleviate any concerns about procuring sufficient
the sun retreats from the sky and prolonged twilight quantities of raw materials. Undergrowth tends to be
takes hold for months on end, the conspicuous signage sparse in most spots, making it easy to clear a trail.
is no longer visible. In addition, fresh precipitation and However, making a path and marking a path present
the howling gusts often accompanying new snow undo two very different logistical challenges. While it may
the designer’s efforts to distinguish the depressed path be simple to remove patches of brush and lay down
from the surrounding terrain. Despite their valiant timber or stone, snow completely buries the planks and
attempts, man made ice cap trails usually last just a rocks beneath a fluffy, white blanket throughout the
few seasons before vanishing altogether without long winter as well as portions of the adjacent seasons.
concerted maintenance. This reality stops wheeled vehicles in their tracks and
bogs down traditional pack animals such as mules,
Snow-covered mountain passes, on the other hand, donkeys, and horses. On the other hand, the deep snow
stand the test of time (see Mountains of Madness by facilitates sleds. Whether propelled by a team of dogs,
Frog God Games for more details about mountain reindeer, or a humanoid driver, these vehicles are
passes). These gaps between adjacent stony giants offer ideally suitable for winter travel across the frozen
the traveler an easier, though still hazardous, route into landscape and waterways. Even without obvious
or through the intervening mountain range. Rather than signage or the telltale signs of man made intervention,
facilitate transportation between two or more seasoned travelers usually recognize the trail’s
communities, these steep, winding trails frequently presence from the lack of natural obstructions blocking
lead to rich veins of gemstones or precious metals. their way and the wide clearance between neighboring
Like their flatter counterparts, these passes lack any trees. The permanent residents inhabiting the taiga rely
clear indications that they constitute part of a trail at all upon sleds to transport goods and people across their
with one notable exception — increased traffic. When frigid domain. Some use them to reach distant hunting
word of a newly found vein reaches civilization, eager grounds or to deliver supplies to family and friends.
prospectors race to the site to stake their claim on the Others operate them for commercial purposes. The
discovery. Hundreds or possibly thousands of miners, cold forests host logging enterprises, fur traders,
fortune hunters, curiosity seekers, and entrepreneurs mining operations, and other businesses that produce
descend upon the remote locale within a matter of and sell the biome’s natural resources to local entities
months, taking every imaginable route to potentially and far-flung markets. Transportation is the lifeblood
unearth their newfound prosperity. Because the ice cap of these industries.
is always covered in thick layers of ice and snow
completely covering these lucrative veins, these hybrid The following table represents the percentile chance of
trails are almost exclusively found in the tundra and encountering a settlement at or near trails passing
taiga biomes, though they may still cross through areas through polar biomes. (Cities are not included on the
containing immense glaciers. table because they are large enough to generally appear
on a map of the immediate area.) These tables apply
The sudden population influx also gives rise to only to trails that are actively maintained. Those that
settlements that quickly spring up at strategic locations have fallen into disrepair are treated as ordinary
along this trail. Gold fever runs wild in these lawless trackless terrain. The “Exploration” section of Chapter
outposts. Ambition combined with the allure of 7 of the Pathfinder Roleplaying Game Core Rulebook
acquiring instant wealth spur countless disputes among details the distances that an unencumbered man can
the community’s rough and tumble inhabitants. Fueled cover in a single day while traveling on a road or trail
by alcohol and decadence, squabbles over matters both through different environments.
trivial and vital rapidly escalate into violent
confrontations and longstanding feuds extending At the ice cap and tundra, trails have no effect on
beyond the original combatants to include family, speed. Because ice and snow cover every square at the
friends, and sometimes mere acquaintances. ice cap, it costs two squares of movement to enter each
Commonly referred to as “boom towns,” their square. Therefore, an average man can cover 12 miles
existence depends solely upon the mineral wealth of ground per day at the ice cap regardless of whether
hauled out of the earth. While the commodity flows, he adheres to the trail or deviates from it. Travelers
the community thrives. When the vein goes dry, the walking across the tundra travel at three-fourths their
village busts. normal speed regardless of whether they stick to the
trail or stray from it. Hence, an average man can cover
Despite the abominable weather conditions that persist 18 miles of ground per day in the tundra, provided
for six months out of the year, taigas are more there is no snow on the ground. Snow-covered terrain
favorable to conventional trail construction than their

15
in the tundra and taiga is treated in the same manner provides less protection against the bitter cold,
as traveling through the ice cap rather than the actual blizzards, snow, and icy winds than a dense patch of
biome. When free of snow and ice, the taiga is the lone coniferous trees. The savage predators and angry
exception. An average man can cover 24 miles of beasts living here also fail to recognize the sanctity of
ground per day while traveling along a trail through the the open road. Indeed, experience teaches many of
cold forest, but he can cover only 12 miles of ground these brutal animals as well as opportunistic bandits
per day when he wanders off the trail. The GM may that they are far more likely to happen upon potential
consult Table 2–1 at the beginning of every 24-mile victims along these trails than wandering aimlessly
interval while traveling on the trail. If the characters across the desolate landscape. Foot traffic on the trails
are slated to come across a settlement at some point is too light and sporadic to bestow any safety in
during the next 24 miles, the community appears at an numbers. Most trails stretch for hundreds of miles,
appropriate or random location somewhere along the making it impractical to safely garrison troops at
way. Of course, creatures covering more than 24 miles regular intervals in frigid and isolated conditions.
in a single day may require the GM to consult the table Despite the preceding drawbacks, trails usually
more than once over the course of the day, and those represent the only opportunity explorers have to find
moving slower may roll on the table every other day any trace of civilization in an otherwise bleak and
instead. The GM should attempt only one roll for each hostile world. The chances of stumbling upon an inn, a
24-mile interval. herd of game animals, a merchant laden down with
provisions, or potential adventure are exponentially
Table 2–1: Settlements Along a Trail in greater on these crude walkways than amid the pristine
snow. When travelers calculate risk, sticking to the
Polar Biomes trails is a wager most are willing to make.

Great Outdoors
Seasoned polar explorers often share a popular axiom
about the two types of trails in their wicked
environment. When speaking with novices, they impart
that, “There are those trails that you create yourself
and those trails that kill you while trying to find them.”
Traveling Polar Trails These haggard veterans realize that one cannot solely
rely upon the labors of others to point out the way. The
At best, polar trails function more as rudimentary wilderness is too rugged, unforgiving, and mutable to
guides rather than corridors offering safe passage count upon roads for directions, especially when taking
through untracked wilderness. Paths direct travelers to its sheer vastness into account. With the exception of
important sites, remote settlements, mineral wealth, the ice cap, travel conditions change in the polar
hunting grounds, or most importantly key mountain biomes in accordance with the seasons. While snow
passes. In the tundra and taiga, they can wind covers the ground throughout the winter, the long
circuitous routes leading toward or around the sunny days of summer melt the precipitation and turn
treacherous bogs and fens dotting the thawing the soil into partially thawed earth. The “Desert
landscape when the weather warms. Yet in most cases, Terrain” section in Chapter 13 of the Pathfinder
travelers walking along a trail or trudging across Roleplaying Game Core Rulebook describes the
uncharted frozen terrain rarely notice any physical features characters can expect to encounter while
difference between these two options. The crude moving across the tundra. The ice cap and taiga biomes
highways offer no tangible benefit to conventional do not specifically appear in the preceding chapter.
vehicle traffic and mounts in terms of smooth, sturdy While tundra and taiga exhibit the general traits found
surfaces that grant traction to wheels and hooves. With in a desert and forest respectively, they also take on
the exception of pointing visitors to negotiable gaps characteristics of the wetlands during the warmer
between neighboring hills and mountains, those months. The following sections address the changes
trekking across the unkempt, predominately barren that can occur in each biome as well as providing
wilderness can typically see and avoid any natural expanded terrain elements that adventurers can expect
barriers blocking their way from a great distance. to encounter in these environments.

Logistics aside, the humanoids who build and use these


trails lack the manpower and will to safeguard the
individuals traveling along these trails from the
dangers around them. A clearly marked, open road

16
Ice Cap so little precipitation that it can technically be
categorized as a desert. However, the permafrost
If nothing else, the ice cap represents the model of beneath the soil prevents the melting ice and snow
stability. Although bathed in constant sunshine during from seeping into the ground, causing the chilly water
the summer months, temperatures rarely, if ever, to collect or percolate back onto the surface to create
exceed 32° Fahrenheit. Snow and ice periodically melt bogs and fens. Thus, the tundra can simultaneously be
and ultimately refreeze in the Sun’s constant glow. classified as a desert and a wetlands, particularly
However, these minute variations have no visible during the comparatively warmer summer months.
impact on the glacier as a whole without broader (For more information about deserts and wetlands, see
climactic change persistently keeping temperatures Dunes of Desolation and Marshes of Malice, by Frog
above the freezing point. Indeed, when an ice sheet God Games.)
finally disappears, the land beneath the ice almost
always transforms into tundra. Thus, it is important to The following table describes the features that
note the distinction between the ice cap and all other characters encounter when they move through a
terrestrial biomes. While tundra and taiga are usually particular square in the tundra biome based upon
covered in snow, the frozen precipitation annually seasonal variation.
melts, exposing the soil or stone beneath it albeit for
only a brief period. When ice and snow no longer Table 2–3: Terrain Elements in the Tundra
continuously cover the ground, the area is no longer According to Season
part of the ice cap biome. The following table
describes the features characters encounter when they
move through a particular square in the ice cap biome
based upon seasonal variation. Regardless of what
terrain element appears in a specific square, it always
costs at least two squares of movement to enter a
square in the ice cap biome as well as being subjected
to any additional effects from these features. Unlike
most other terrain element tables, the ice sheet
occupies every square.

Table 2–2: Terrain Elements in the Ice Cap


According to Season
a
These features are described in the “Forest Terrain” section in Chapter
13 of the Pathfinder Roleplaying Game Core Rulebook. A square that is
part of a shallow bog does not also have undergrowth.
b
When these terrain elements appear in a square that also contains fresh
snow or an ice sheet, the fresh snow or ice sheet completely covers these
features and negates their effects.
c
It costs two squares of movement to enter a snow-covered square. If
a
It costs two squares of movement to enter a snow-covered square. If fresh snow and an ice sheet are present in the same square, the snow rests
fresh snow is present, it rests atop the ice sheet, thus temporarily negating atop the ice sheet, thus temporarily negating the ice sheet’s effects in that
the ice sheet’s effects in that square. Furthermore, fresh snow also covers square. Furthermore, fresh snow also covers all other squares within a
all other squares within a 1d6-mile radius. Beyond this radius, the GM 1d6-mile radius. Beyond this radius, the GM must consult the table again
must consult the table again to determine if fresh snow is still present. If to determine if fresh snow is still present. If it is not, fresh snow is not
it is not, fresh snow is not present in any square within a 1d6-mile radius. present in any square within a 1d6-mile radius.
d
b
It costs two squares of movement to enter a square covered by an ice It costs two squares of movement to enter a square covered by an ice
sheet, and the DC of Acrobatics checks there increases by 5. A DC 10 sheet, and the DC of Acrobatics checks there increases by 5. A DC 10
Acrobatics check is required to run or charge across an ice sheet. Acrobatics check is required to run or charge across an ice sheet.
Furthermore, an ice sheet also covers all other squares within a 1d6-mile
radius. Beyond this radius, the GM must consult the table again to
Tundra determine if an ice sheet is still present. If it is not, an ice sheet is not
present in any square within a 1d6-mile radius.
Winter relentlessly buffets the beleaguered tundra for e
These features are described in the “Desert Terrain” section in Chapter
nearly the entire year before easing its icy grip on the 13 of the Pathfinder Roleplaying Game Core Rulebook.
weary landscape, giving it a brief respite to recover f
These features are described in the “Marsh Terrain” section in Chapter
from the frosty battering before beginning the cycle 13 of the Pathfinder Roleplaying Game Core Rulebook.
anew. During this short recess, the snow and ice
temporarily retreat toward the poles, revealing the
gravelly, soggy ground that slumbered underneath its
frozen blanket for many months. The tundra receives

17
Taiga effects. A square that is part of a shallow or deep bog also does not have
undergrowth.
d
The taiga is an environmental chameleon. During the It costs two squares of movement to enter a snow-covered square. Fresh
snow measures 1d6 inches deep and also covers all other squares within a
long winter, the biome is a straightforward cold forest 1d6-mile radius. Beyond this radius, the GM must consult the table again
with scarce undergrowth and deep snow. When the to determine if fresh snow is still present. If it is not, fresh snow is not
white tapestry melts in spring, opportunistic vegetation present in any square within a 1d6-mile radius.
rushes in to take its place in some spots. In other e
It costs Medium creatures four squares of movement to enter a square
covered
locations, the chilly water collects and stagnates on the two squaresby 1d3+1 feet of deep snow. It costs Large or larger creatures
of movement to enter a square covered by deep snow. Small
surface, transforming the frozen ground into or smaller creatures must succeed on either a DC 10 Acrobatics or
malodorous bogs and fens. In both cases, the biome Strength check to slide through deep snow or plow through it at one-
retains its primary identity as a forest with several quarter their speed. Tumbling is impossible in deep snow. Deep snow
increases the DC of Stealth checks by 2. Regardless of their size,
unexpected additions. Like its counterpart, the drearier creatures with a burrow speed can move through deep snow without
tundra, the taiga incorporates some terrain elements penalty. Deep snow also covers all other squares within a 4d6-mile
normally encountered in the wetlands such as swamps, radius. Beyond this radius, the GM must consult the table again to
determine if deep snow is still present. If it is not, deep snow is not
bogs, and fens. However, the more hospitable taiga present in any square within a 4d6-mile radius.
also benefits from more rainfall and warmer f
These features are described in the “Marsh Terrain” section in Chapter
temperatures than its bleaker cousin, which allows the 13 of the Pathfinder Roleplaying Game Core Rulebook.
comparatively balmier biome to support a greater
variety of green plants and deeper pools of stagnant Floe if by Sea
water. In summer, it is even possible to run across
terrestrial hazards such as quicksand more commonly Bitter cold holds sway over the land and sea at and
associated with temperate and even tropical climates in surrounding the poles. When subjected to such frigid
areas close to bodies of running or still water. temperatures for prolonged stretches, water inevitably
succumbs to winter’s chill. Its resistance eventually
The following table describes features that characters fails, causing it to transform from its life-sustaining
encounter when they move through a particular square liquid state into its more-menacing solid form known
in the taiga biome based upon seasonal variation. as ice. As discussed in the preceding chapter, saltwater
fares better than freshwater in its efforts to forestall the
Table 2–4: Terrain Elements in the Taiga preceding metamorphosis. Therefore, the oceans and
According to Season seas as well as the saline waters in coastal regions
typically provide a better medium for waterborne
travel than the usually shallower freshwater rivers,
streams, lakes, and ponds found in the biome’s interior
regions. This notion especially holds true in the
perpetually frozen ice cap biome where temperatures
never get warm enough to liquefy ice in any interior
location, though scholars have occasionally discovered
lakes and streams inside glaciers. The scattered bands
of humanoids who inhabit these forsaken areas depend
upon the open waters for their very survival. Indeed,
the oceans and seas serve as a veritable lifeline,
allowing them to hunt the massive aquatic beasts and
fish inhabiting the icy waters and floating sea ice.

Obviously, the terrain elements encountered on land do


not exist at sea, though it is possible for rivers and
streams to carve out a path into or periodically flood
the taiga, which may permanently or temporarily turn
a
These features are described in the “Forest Terrain” section in Chapter
the cold forest into a chilly swamp (see Marshes of
13 of the Pathfinder Roleplaying Game Core Rulebook. Malice by Frog God Games for more details about
b
When these terrain elements appear in a square that also contains fresh
traveling through swamps). By and large though, the
snow, the fresh snow completely covers these features and negates their lone obstacle waterborne travelers face is ice. The
effects. A square covered in deep snow does not also have fresh snow. A insidious substance can appear as a completely frozen
square that is part of a shallow or deep bog also does not have stream, a massive sheet of solidified water atop a lake’s
undergrowth.
c
surface, a pack of dense sea ice, or a massive chunk of
When these terrain elements appear in a square that also contains deep
snow, the deep snow completely covers these features and negates their
floating material propelled by the prevailing current.
Kayaks (see Chapter 5), nimble crafts that can

18
b
accommodate up to two people, offer the best option An ice sheet affects movement and watercraft in the same way as solid
ice. An ice sheet is 1d4+2 inches thick. Medium and smaller creatures
for navigating these perilous waters. These lightweight can safely move across the ice sheet without causing the ice to collapse
boats can be pulled out of the sea ice when necessary, and break apart under their weight. For every 100 feet traveled, there is a
then hauled overland until the driver reaches another 10% chance that a Large creature falls through the ice; a 20% chance that
a Huge creature falls through the ice; a 40% chance that a Gargantuan
locale with suitable water access. Commercial ships creature falls through the ice; and an 80% chance that a Colossal creature
that dare test their mettle on the chilly seas and oceans falls through the ice.
require special modifications to cope with the rigors of c This feature appears in the “Thin Ice” section in Chapter 3 of this
polar travel. Known as icebreakers in some circles, sourcebook. It is impossible to navigate watercraft through thin ice.
these typically flat-bottomed craft reinforce their hulls
and crossbeams to withstand collisions with sea ice. Table 2–6: Type of Ice Found in an Open
Double planking in strategic structural spots allows the Polar Freshwater System According to
ship to avoid being crushed by onrushing sea ice. Season
Furthermore, because of the vessel’s flat hull, incoming
sea ice functions in a manner akin to a modern
hydraulic lift. The sea ice squeezes the boat’s sides,
which literally picks the vessel out of the water and
places it gently atop the ice thanks to its level hull
design. Nonetheless, innovation cannot fully
compensate for inexperience. The brave men and
women who unfurl their sails or dip their oars into the a It costs two squares of movement to enter a square covered by solid ice,
frigid blue rely more upon their guile, wits, and and the DC of Acrobatics checks there increases by 5. A DC 10
knowledge than their vessels’ wood, bone, and leather Acrobatics check is required to run or charge across an ice sheet. The ice
is so thick that creatures cannot fall through it regardless of their weight.
components. Conditions can change for the worst in an It is impossible to navigate watercraft through solid ice.
instant, leaving mariners with two choices — adapt b
An ice sheet affects movement and watercraft in the same way as solid
and overcome on the fly, or sink to their doom in a ice. An ice sheet is 1d4+2 inches thick. Medium and smaller creatures
frigid, watery grave. can safely move across the ice sheet without causing the ice to collapse
and break apart under their weight. For every 100 feet traveled, there is a
10% chance that a Large creature falls through the ice; a 20% chance that
It is impractical to determine whether ice occupies a a Huge creature falls through the ice; a 40% chance that a Gargantuan
particular square in any body of water. Thus, the creature falls through the ice; and an 80% chance that a Colossal creature
subsequent tables are based upon whether ice occupies falls through the ice.
a one-square-mile area rather than an individual c
This feature appears in the “Thin Ice” section in Chapter 3 of this
square. The tables are further delineated in accordance sourcebook.
with the type of water present at the location in Table 2–7: Type of Ice Found in Polar
addition to the current season. For added accuracy, Saltwater System According to Season
freshwater is also broken down into open systems and
closed systems. Open systems include bodies of
running water such as rivers and streams. Closed
systems include bodies of comparatively still water
such as lakes and ponds. Only one type of ice can be
found in a specific area. To determine the type of ice, if
any, present in a specific location, the GM must roll
percentile dice in the order presented in the table.
a
It costs two squares of movement to enter a square covered by solid ice,
and the DC of Acrobatics checks there increases by 5. A DC 10
Table 2–5: Type of Ice Found in a Closed Acrobatics check is required to run or charge across an ice sheet. The ice
Polar Freshwater System According to is so thick that creatures cannot fall through it regardless of their weight.
It is impossible to navigate watercraft through solid ice.
Season b
An ice sheet affects movement and watercraft in the same way as solid
ice. An ice sheet is 1d4+2 inches thick. Medium and smaller creatures
can safely move across the ice sheet without causing the ice to collapse
and break apart under their weight. For every 100 feet traveled, there is a
10% chance that a Large creature falls through the ice; a 20% chance that
a Huge creature falls through the ice; a 40% chance that a Gargantuan
creature falls through the ice; and an 80% chance that a Colossal creature
falls through the ice.
a
It costs two squares of movement to enter a square covered by solid ice, c
and the DC of Acrobatics checks there increases by 5. A DC 10 Sea ice consists of non-contiguous blocks of frozen seawater. It takes a
Acrobatics check is required to run or charge across an ice sheet. The ice successful DC 15 Profession (driver), Profession (sailor), or other
is so thick that creatures cannot fall through it regardless of their weight. suitable check to navigate a vessel through one mile of sea ice. The
It is impossible to navigate watercraft through solid ice. check’s DC increases by +4 for a Large vehicle, +8 for a Huge vehicle,
+12 for a Gargantuan vehicle and +16 for a Colossal vehicle. On a failed
check, the sea ice surrounds the watercraft, completely halting its

19
progress for 1d4 x 10 minutes. If the operator removes the vehicle from against the snow, you see a substantial decrease from
the water and drags it to another location within the same pack of nearby
sea ice, he can attempt another skill check 1d4 x 10 minutes later. roughly 2-3/4 psi for the man wearing a regular shoe to
Otherwise, sea ice has the same properties as an ice sheet. less than 1 psi (100 pounds divided by 144 = .69 psi)
d
A typical iceberg measures 10d10 x 10 feet in diameter. It protrudes for the same person equipped with a snowshoe.
1d10 x 10 feet above the waterline and another 9d10 x 10 feet below the Therefore, the animals, vehicles, and equipment that
waterline; thus, it cannot be encountered in shallow water unable to apply this basic principle toward locomotion move
support its mass. It has 360 hit points for every 10 feet of diameter.
Watercraft can navigate around, but not through an iceberg. For more across the snow with greater ease than those creatures
details about icebergs, see the “Iceberg” section in Chapter 3 of this and devices that disregard this idea.
sourcebook.
Ice poses a different challenge to overland travelers.
Modes of Travel While heavy creatures and objects crush and compact
powdery snow, ice proves more resilient and more
Snow and ice halt most forms of conventional resistant to pressure than its frozen counterpart.
transportation in its proverbial tracks. The wheel — Wheeled vehicles and hoofed animals can move across
one of humanity’s most ingenious ideas — fails ice without bogging down in the hardened material, but
miserably in polar biomes. The round invention these modes of travel face another dilemma when they
tirelessly spins in place on solid ice where it generates encounter this solid surface — its slipperiness. To be
no traction at all. Likewise, the circular structure more exact, ice is slick because surface melting from a
comes to an utter standstill in deep snow where it variety of factors including friction and pressure
hopelessly sinks into the white powder. The animals creates an invisible layer of water and a liquid-like
that propel many of these wheeled vehicles also substance that rests atop the solid ice. When a creature
perform poorly in these demanding environments. or object slips or slides, it is actually gliding across this
Many beasts cannot weather the icy temperatures and minute sheet of water and liquid-like material rather
chilly winds without suffering significant harm or even than the ice itself. In simple terms, this fluid layer acts
death. Some pack animals that can withstand the bitter as a natural lubricant akin to coating a combustion
cold labor across the snowy landscape as their small engine’s internal parts with motor oil.
hooves and paws plunge to the bottom of the fluffy
frozen precipitation or wildly flail about on the Polar travelers devised several solutions to this
countless patches of ice that dot the terrain. problem. As in the case of overcoming snow, increased
surface area provides additional stability. For instance,
One general principle governs nearly all successful reindeer evolved specialized, oversized hooves
forms of travel at the top and bottom of the world — containing the equivalent of four toes they can spread
increased surface area. Wheels, hooves, and most paws out and use in a manner similar to snowshoes. In a
flounder in snow and ice because these devices and strange twist, the opposite approach can also prove
appendages barely touch the ground. Their weight is effective, provided the creature possesses the agility
concentrated in a disproportionately small surface area. and skill to perfect the method. Ice skates and sleds
However, if the same weight was distributed across a operate on the notion of generating enough friction to
greater surface area, the pressure against the snow as penetrate into the ice proper while instantly melting
measured in pounds per square inch decreases. water on the surface to allow the wearer to glide across
the increased layer of water and liquid-like material
The following example explains this concept. When a atop the solid surface without creating too much drag
200-pound man takes his first step onto fresh snow, to counteract the effect. In order to achieve this
half of his weight is concentrated in his foot, which is delicate balance, only two or more sharp blades with
the only part of his body in direct contact with the comparatively small surface areas come into contact
snow. For the sake of argument, let us say that his foot with the frozen water. Although sleds and ice skates
is twelve inches long and three inches wide, which operate under the same concept, ice skates require
means that it measures thirty-six square inches (12- significantly more proficiency to maintain an upright
inch length x 3-inch width = 36 square inches). In this posture and proper equilibrium. In a similar yet
case, he exerts roughly 2-3/4 pounds of pressure per modified vein, footwear and natural appendages with
square inch (100 pounds divided by 36 = 2.78 psi). If contact areas strong and sharp enough to bypass the
the same man instead placed a 24-inch-long and 6- watery surface layer and dig into the ice offer another
inch-wide snowshoe onto the same foot before alternative. However, the time-consuming process of
stepping into the snow, we would see a much different continuously inserting and withdrawing shoes or toes
result. In this instance, his weight is distributed across from the ice is substantially slower and more
a much greater surface area, increasing from thirty-six exhausting than the two preceding options.
square inches in the first case to 144 square inches (24-
inch length x 6-inch width = 144 square inches). When
you compute the pressure the same person exerts

20
Self-Propulsion Whereas skis and ice skates require prowess and
agility to master, snowshoes and crampons serve as a
At the poles, walking is not the only means of traveling viable option for less-nimble adventurers. The former
by foot. Although snow and ice typically confound resembles a modern-day tennis racket tethered to the
novice travelers unequipped and unaccustomed to wearer’s foot, while the latter consists of downward-
trudging through powdery flakes or across frozen facing spikes made from metal or another sturdy
water, the acrobatic daredevils who master gear component that gets affixed to the sole of a boot or
specially adapted for this environment can move at shoe akin to the cleats worn by today’s football and
breakneck speeds normally reserved for swift mounts soccer players. Snowshoes adhere to the poles’ golden
and vehicles. Skis are the most common and versatile rule regarding weight distribution. The footwear’s
examples of these types of footwear in the polar increased surface area prevents the wearer from
explorer’s bag of tricks. They operate under the same sinking into the snow, thus making for more-efficient
general principle of maximizing weight distribution motion. Movement into a snow-covered square costs
described in the preceding section with one noteworthy 50% less than normal while wearing snowshoes. Thus,
modification. Instead of being short and broad like instead of costing two squares of movement to enter a
snowshoes, skis redistribute the user’s weight across snow-filled square, it costs 1-1/2 squares of movement
the entire length of these narrow planks of wood, bone, in snowshoes. However, most snowshoes fare poorly
or other suitable material that are typically just as long on ice as well as bare earth and grass. On the other
as the user. This sleeker design reduces drag and hand, crampons perform well over ice where their
friction, allowing the wearer to glide across snow and sharp points dig into the frozen surface and give the
ice with tremendous ease as opposed to slogging wearer improved traction over a normally slippery
across the white landscape while wearing snowshoes surface. Because of their exceptional gripping
or insulated boots. However, improved speed comes properties, mountaineers commonly use these devices
with a drawback. Anyone can master snowshoes after a as well. Like ordinary boots, crampons plunge deep
few tentative steps, but skiing requires extraordinary into the soft powder when plodding through snow,
balance and practice. Contrary to popular making them no more useful than simple boots.
misconception, skiers typically rely heavily upon the Making matters worse, the sharp tips gouge any
skis’ sharp edges to push forward, to turn, and to stop manufactured and natural surfaces coming in contact
rather than placing their weight on the skis’ flat with the metallic spikes, which may trip the wearer
portion. In addition, not all disciplines of skiing are the under certain circumstances. Ordinary snowshoes
same. Cross-country skiing, the art of skiing across flat appear in the “Clothing” section in Chapter 2 of the
or undulating surfaces, differs greatly from downhill Pathfinder Roleplaying Game Ultimate Equipment.
skiing, which as the name suggests, incorporates skiing Masterwork snowshoes and both the ordinary and
down a slope. masterwork varieties of crampons are found in
Chapter 5 of this sourcebook.
Ice skates adhere to the same basic philosophy as skis
by disbursing the wearer’s weight across a narrow, In light snow or the muddy conditions encountered
albeit shorter surface than skis. Like their longer during the annual thaw, explorers often forego the
counterparts, ice skates demand devotion to the craft preceding specialized footwear and opt for insulated
and good equilibrium. However, they are more shoes that provide protection against the cold weather
specialized than skis. Ice skates are the better choice and chilly water. Mukluks, a high-topped boot made
when gliding across frozen water, but they are an from layers of fur and aquatic animal leather, ideally fit
enormous hindrance when marching through snow. the bill for most polar explorers. They keep the
Ordinary ice skates and skis appear in the “Clothing” wearer’s feet extremely warm and repel moisture from
section in Chapter 2 of the Pathfinder Roleplaying damp soil, melting snow, and standing water. This item
Game Ultimate Equipment. Masterwork ice skates and appears in Chapter 5 of this sourcebook. Alternatively,
skis are found in Chapter 5 of this sourcebook. The the standard boots that come with the cold-weather
rules governing cross-country skiing, downhill skiing, outfit that appears in the “Clothing” section in Chapter
and ice skating originally appeared in Fields of Blood 6 of the Pathfinder Roleplaying Game Core Rulebook
and Mountains of Madness, both by Frog God also provide adequate defense against the elements.
Games. For your convenience, these rules reappear in Explorers walking across ice, snow, permafrost, or
the “Acrobatics” section in Chapter 4 of this chilly water without the proper footwear described in
sourcebook. this section or Chapter 5 run the risk of developing
frostbite on their lower extremities. Chapter 3
describes the effects of this potentially lethal danger.

21
Land Vehicles Thanks to its shaggy fur coat, unique hooves, and
powerful physique, no animal is more up to this
The roads and highways facilitating overland vehicular arduous task than the reindeer. (The game statistics for
traffic in more-hospitable environments are noticeably reindeer appear in Chapter 6.) The muscular, semi-
absent from polar biomes. Instead, the apparatuses domesticated herbivore can propel these vehicles
used to haul men and material from one place to across snow and ice at a slow yet steady pace in the
another must generally blaze their own trails across desolate ice cap and tundra biomes. By using their
pristine snow and treacherous ice. No vehicle may be sharpened hooves to burrow into packed snow and ice,
more synonymous with these frigid lands than the the animals dig down to the surface to devour the
ubiquitous sleigh. Forever immortalized in holiday mosses and lichens attached to the frozen ground.
folklore, the typical sleigh resembles a conventional Reindeer are not particularly swift of foot, but their
carriage with the exception that two long sharp runners knack for finding food in the unlikeliest places
affixed to its undercarriage to support the device’s eliminates the need to stock provisions for these burly
weight in place of its more familiar wheels. (While the members of the deer family on a long jaunt across this
terms sleigh and sled are interchangeable, for the cold environment.
purposes of this sourcebook, a sleigh refers to a sled
that can carry two or more passengers, while a sled Are There Red-Nosed Reindeer?
refers to a one-person vehicle.) The runners attached to
the bottom of the vehicle can resemble those found on Reindeer are an integral part of the Santa Claus legend
ice skates in the case of sleighs that skim across the and according to a popular Christmas song, no member
surface atop sharp, elongated blades or the runners of the species is more famous than Rudolph, the Red-
may incorporate a design identical to a conventional Nosed Reindeer. No reindeer actually has a red nose,
ski. In either instance, they operate on the same but the fictional story’s origins may have some factual
principles governing the smaller, personal varieties of basis. Numerous vessels flow through the animal’s
these pieces of equipment. highly specialized nose, which contains bones that
dramatically increase the nostril’s surface area. When
Most sleighs are open carriages with an outer frame reindeer inhale cold air, the blood circulating through
and a rudimentary seat for the driver and one the expanded nasal passages rapidly warms the air
passenger. While primarily intended for personal before reaching the animal’s lungs. This respiratory
transportation, they can also be outfitted to haul cargo process keeps the beast’s vital organs at a comfortable
or a combination of people and provisions depending temperature and also draws water from the exhaled air
upon the designer’s needs. More extravagant designs to help moisten its mouth and throat in addition to
can include a covered, insulated, or even heated preventing it from dehydrating. While the reindeer’s
seating area for the vehicle’s occupants. Upholstered nose is not red to the naked eye, it appears bright red
chairs, luggage areas, arrow slits, and other amenities when viewed through a thermal camera.
present more options for those who can afford such
luxuries. The sleigh’s basic game statistics appear in
the “Land Vehicles” section in Chapter 4 of Pathfinder
Roleplaying Game Ultimate Combat. More opulent or
personalized versions of these vehicles may cost
substantially more based upon the owner’s individual
tastes and the composite materials used in
construction.

As in the case of wheeled vehicles, beasts of


burden lug the sleigh and its
occupants on its journey
across the rugged
terrain.

22
Horses offer an alternate means of propulsion for game statistics for sleds appear in Chapter 5 of this
sleighs in some cold domains, but these sturdy sourcebook.
creatures also come with several critical limitations.
Although they can actually trudge through snow faster Toboggans also fall under the auspices of the term
than reindeer, their smaller, rounded hooves prevent sled, but these simple devices differ slightly from their
them from gaining any traction on ice, thus limiting kin in the fact that they lack runners to support their
their effectiveness across that particular medium. weight and carve a path through the ice and snow.
Horses weather cold temperatures better than expected Instead, the flat underside rests directly on top of the
provided they consume enough food to continually snow or ice much like a flat-bottomed boat sitting upon
generate the body heat necessary to survive. Even in the water. They are traditionally made from parallel
the dead of winter, horses can usually find enough wooden planks bound together with sinew or wrapped
plant matter to graze on in the grasslands, but the same within a leather frame that are then bent forward at the
cannot be said of conditions in the polar biomes. front to accommodate the rider’s feet. The rider can
Essential nourishment, if it exists at all, typically lies use a rope placed through a loop at the top of the
beneath a blanket of ice and snow the horse cannot vehicle to steer the toboggan. In some cases, it can be
penetrate. Overcoming this logistical difficulty would tethered to a reindeer, horse, dog, or even another
require the sleigh’s operator to pack enormous person to provide a means of propulsion. However,
quantities of provisions in the vehicle while frequently toboggans are generally slower, smaller, and less
stopping along the way to let the animals feed and rest, efficient than sleds and sleighs because they have
which essentially defeats the purpose of using horses greater drag than these sleeker vehicles. They are
in the first place. With the preceding considerations in predominately used to slide down slopes for
mind, horses offer a feasible option only in regions recreational purposes or to rescue stranded explorers
where there is sufficient and easily accessible from hard-to-reach locations. More details about
undergrowth, such as the taiga and parts of the tundra. toboggans can be found in Chapter 5 of this
sourcebook.
Where horses fear to tread, man’s best friend steps in
to take their place. While reindeer and horses dwarf the Mounts
average sled dog in size and strength, these determined
pack animals make up for their smaller stature with As discussed in the preceding Land Vehicles section,
tenacity and teamwork (see the Pathfinder Roleplaying polar travelers generally use beasts of burden to propel
Game Bestiary “Dog, Riding” for the sled dog’s sleds across the white landscape rather than ride them
complete statistics). Blessed with two layers of fur in a manner befitting the typical terrestrial mount. This
designed to retain heat and repel water, the determined preference is based upon the provable fact that the
animals can withstand the ravages of the brutal cold animal can pull more weight laden down on a sled than
and driving snow. Although not big enough to haul the it can with a rider on its back. Obviously, the average
larger sleigh, dogs serve as the plucky engines that pull sled dog lacks the size and strength necessary to
sleds great distances over the frozen landscape. The support any humanoid rider other than possibly a
typical sled consists of a small frame fashioned from halfling or gnome, which generally eliminates these
bone predominately harvested from walruses and durable animals from consideration. Horses, on the
whales. Like its wintry counterpart, the vehicle rests other hand, clearly possess the physical prowess to
upon two runners. The driver, more often referred to as transport a passenger, but their calcified hooves make
the musher, stands atop the sled’s rear, urging the pack for treacherous going across icy paths and trails.
forward with verbal commands while steering the sled Furthermore, their voracious sustenance requirements
with the reins tethered to each member of the team. make it unfeasible to venture across the frosty terrain
With the musher neatly tucked onto the back of the on horseback for more than a day or two without
sled, gear and provisions, including the dogs’ food, are subjecting the mount to the ravages of starvation and
then lashed to the front of the sled. The dogs subsist on biting cold. Reindeer straddle the middle ground
fatty meats culled from oily fish carcasses and the flesh between dogs and horses, but they merely represent the
stripped from blubbery sea mammals, such as seals, best of the mediocre. The sure-footed beasts can
walruses and otters. When pulled by a team of well- accommodate only a lone rider and a modest amount
trained dogs, the significantly lighter and more- of gear in comparison to the loads they routinely lug
maneuverable sled can cover far more ground in a across the frozen landscape. Despite the placid
single day than the bulkier sleigh propelled by reindeer depictions pervasive throughout popular folklore,
or horses. These streamlined vehicles negotiate narrow humanity never fully domesticated these wild and
passes and tight corners far better than their heavy sometimes feisty animals, thus necessitating the
counterparts, making them the only viable choice for removal of their antlers to prevent injury to the rider.
polar expeditions through mountainous terrain. The

23
The polar explorers who opt to ride atop a beast suffer exercise control over the wild beasts. Outfitting any of
through the logistical nightmares in exchange for these exotic animals for riding purposes requires an
enhanced combat proficiency. They usually forego the exotic saddle and other specialized equipment. While
domain’s conventional pack animals and turn to the most polar explorers rear their mounts from birth or
exotic or fantastical to strike terror into the hearts of capture them in the wild and then break them, some
their adversaries. The ferocious polar bear occupies the adventurers purchase these animals instead.
top rung of this exclusive list. Equally at home
roaming the land and ice floes or swimming amid the Table 2–8: Costs to Purchase Polar Mounts
sea ice, this massive and aggressive carnivore wields
the might of several men. Countless legends speak of
polar bears dragging the extravagant sleds of fabled
kings and queens across the frigid wastelands or
functioning as cavalry mounts in their dreaded armies.
In a similar vein, the taiga’s more-ambitious residents
may set their sights on taming one of their smaller yet
no less surly cousins, the powerful grizzly bear. Others
look toward the pair’s feline foil, the savage tiger.
Indigenous predators such as the wolf or even the 1
monstrous winter wolf also make for popular mounts Animal must be successfully reared before it can be taught tricks. See
the “Handle Animal” section in Chapter 4 of the Pathfinder Roleplaying
in these circles. Naturally, none of these creatures Game Core Rulebook for details regarding rearing animals.
willingly serves a humanoid master without coaxing. 2
Animal cannot travel on land.
Barbarians, druids, and rangers may attempt to tame 3
Animal appears in Chapter 6 of this sourcebook.
the wild animals or select one of these creatures as
their animal companion, in which case the otherwise Table 2–9: Distance of Travel Per Day
feral beast faithfully serves its trusted associate. Less
naturally, empathetic individuals may turn to magic to

1
Animal must be successfully reared before it can be taught tricks. See
the “Handle Animal” section in Chapter 4 of the Pathfinder Roleplaying
Game Core Rulebook for details regarding rearing animals.

These prices are for untrained animals. Combat-trained


mounts generally cost 1-1/2 x the normal price. The
speeds are based upon traveling on roads and highways
without risking overexertion. Travel across difficult
terrain and trackless expanses may reduce these
speeds, while moving at a hustle or force-marching the
creature may increase these speeds albeit at the risk of
injuring or killing the mount. Furthermore, animals
coping with cold weather must stop more frequently
for food and water to maintain their energy levels and
to remain hydrated. These factors are discussed in
Chapter 3 of this sourcebook.

24
Watercraft with its relatively flat bottom. Furthermore, its
specialized design renders it vulnerable to capsizing in
The vessels that take to the seas must be equipped to rough seas. The preceding drawbacks almost
deal with the turbulent water’s gravest danger — ice. exclusively relegate icebreakers to the chilly oceans,
The galleys dominating the waves in more temperate seas, and rivers bordering the ice cap, tundra, and taiga
climates fare poorly on the frigid oceans at or near the biomes.
top of the world. They prove too slow and bulky to
nimbly navigate through water choked with sea ice. Expeditions
Despite their size and perceived strength, the mighty
ships buckle and sink when they collide with a block Even the most seasoned polar travelers never willingly
of frozen water or when the encroaching ice squeezes go it alone when making a long trek across the frozen
their wooden hulls, turning the proud craft into a landscape. Reaching isolated interior locales far from
bundle of splintered tindertwigs. The pole’s indigenous the friendlier and more accessible coastal regions
people learned that their boats must either maneuver demands an exhaustive quantity of supplies,
around the sea ice with ease or withstand its frigid particularly in the ice cap and tundra where humanoids
blows and ride out the proverbial storm. must compete with the domain’s vicious predators for
scant resources. Under these circumstances, running
The versatile, lightweight kayak accomplishes both. afoul of a hungry polar bear or a pack of starving
This agile watercraft manufactured from water- wolves spells disaster for all but a handful of elite
resistant leather wrapped around a wooden or bone adventurers. Teamwork, whether in the form of
skeleton can accommodate one or, in some cases, two cooperation among men and women or between man
passengers. Propelled by oars plunged into the icy and beast, is a necessity for survival in this relentlessly
waters, the vessels can quickly pivot or turn to avoid brutal environment. Most expeditions rely upon a
onrushing sea ice. In a pinch, the occupants may also combination of the two preceding options. Veteran
remove the kayak from its preferred medium and drag explorers load their provisions onto a fleet of sleighs,
it overland or across ice floes until it reaches more sleds, and toboggans pulled by their loyal and
hospitable seas and oceans. Kayaks give the driver and determined pack animals and then head out into the
passenger the opportunity to hunt aquatic animals in frozen wilderness.
their native habitats or dip their hooks into the icy
liquid in the hopes of catching the domain’s oily, fatty These expeditions never venture into the great
fish. However, they are too small and lightweight to outdoors without good reason. Rather, they risk life
transport cargo great distances without overburdening and limb at the behest of their affluent clients who rely
the crew and the rudimentary vessel. upon their services to lead them to a predetermined
destination or to accurately map previously untouched
Icebreakers, also known as a koch in some circles, fit lands for commercial purposes. Some visitors seek
the bill for meeting commercial demands (game passage across the frozen landscape on their quest to
statistics for these vessels appear in Chapter 5 of this discover a viable land or sea route that could open up
sourcebook). These larger ships boast formidable trade to otherwise distant partners. Others aspire to do
defenses against winter’s worst effects. Outfitted with battle against the indigenous denizens in an effort to
reinforced hulls and crossbeams for added support, claim their riches or mete out well-deserved
these sturdy sailing vessels brush aside loose chunks of punishments for their past transgressions. Whatever the
sea ice with no difficulty. In the worst-case scenario, guests’ motivations, expeditions never come cheap.
the vessel’s flat-bottom design and false keel allows
encroaching sea ice to physically lift the koch out of On overland treks, the costs vary based upon the
the water and safely deposit it atop the frozen water services rendered. Merely booking passage on a sleigh
without sustaining any structural damage. Because or sled traveling on a regularly scheduled,
many of these ships were also equipped with runners predetermined route incurs a fee of 3 cp per person per
affixed to the hull, the crew could then tug the vessel mile. Hiring the services of a sleigh driver or musher to
along the ice until it reached navigable waters. The transport passengers somewhere off the beaten path or
versatile watercraft serves as the workhorse of any to a notoriously dangerous locale like a treacherous
polar fleet. They perform admirably as cargo ships, mountain pass or the vicinity of a dragon’s lair
whalers, passenger liners, and even warships with increases the charge to at least 1 sp per person per
some minor modifications. Of course, supplemental mile. Alternatively, explorers can rent or lease sleighs,
structural support comes at a price. The added weight sleds, toboggans, and pack animals from an expedition
from its extra beams and double planking decreases the at a cost equal one-fifth of the equipment’s value. In
koch’s speed and increases its draft, making it this case, the expedition members travel alongside
impossible to sail the vessel in shallow waters even their clients offering them general advice and

25
directions at a reduced cost of 2 cp per person per mile.most parts of the world, carries practically no weight
In addition to lending their eyes, minds, and with primitive people in a remote domain where barter
experience to the journey, many guides also spent parts and self-sufficiency replace merchants and
of their careers as mercenaries or even healers. Clients marketplaces. Travelers seeking passage on one of
must negotiate any arrangement that including fighting these agile crafts must provide the driver food and
or spellcasting in advance. Naturally, expecting aid in auseful supplies equal to 1 cp per person per mile.
time of need comes with an added cost that fluctuates Settling on a fair price may require at least one
depending upon the guides’ abilities and resources. successful Diplomacy check. Larger adventuring
parties usually require multiple boats and an equal
Sea voyages usually have fewer variables than number of guides to meet their demands.
overland journeys. No captain worth his salt would Unfortunately for polar travelers, indigenous people
lend a vessel as large as an icebreaker to someone he depend upon their watercraft for survival, particularly
or she likely just met. Entrusting novices to safely during the lean winter months. They cannot afford to
navigate a bulky ship like a koch through icy waters lend out or sell nearly all of their precious kayaks to
poses substantial risks that no ship owner is willing to complete strangers for more than a day at a time even
take. Therefore, adventurers endeavoring to travel in exchange for stockpiles of food and other
aboard an icebreaker must travel as a passenger rather necessities. Instead, they may allow travelers to join
than a pilot at a cost of 3 cp per person per mile, them on a hunting excursion or fishing trip traveling in
provided that the route is well-traveled and relatively the same direction, though they refuse to deviate from
free of ice floes. Commissioning the skipper to sail his their designated course to suit their polar hitchhikers’
icebreaker into uncharted waters or perilous seas fancy. Explorers already equipped with their own
doubles or perhaps even triples the cost per person per kayaks may alternatively hire local residents to serve
mile. Furthermore, locating a suitable vessel in the as guides on their journey. In this case, the natives add
polar biomes proves quite challenging. They are found their expertise to the mix. In return, they demand that
only in ports and harbors deep enough to accommodate their associates aid them in slaying any game animals
their size and draft. The preceding limitations confine that they encounter along the way. If the hunt proves
them to coastal cities neighboring seas and oceans successful, they split the kill between themselves and
notoriously choked with sea ice. their newfound friends. Although these guides
willingly fight even the most fearsome animals, they
By comparison, securing a seat on a significantly flee from any encounters against all other creatures,
smaller kayak proves much easier and less expensive. particularly those that wield magic or those that are
Only one passenger can accompany a driver on one of otherworldly or unnatural in nature, such as undead,
these sleek, nimble craft. Money, which holds sway in demons, and devils.

26
Chapter Three: Polar Hazards unwary to a chilly demise in a glacial labyrinth or at
the bottom of a frigid river. Regardless of how the
By most peoples’ calculations, the risks of venturing danger presents itself, polar hazards fall into four
into polar biomes greatly outweigh the rewards. In the general categories. The opening section, terrestrial
seemingly perpetual darkness pervading these frozen hazards, provides rules and advice for adjudicating
lands, death comes swiftly and without warning. detrimental effects caused by the terrain itself, such as
Winter’s chilly embrace grabs her unfortunate victims the previously mentioned crevasses, thin ice, and, for
and squeezes the life from their shivering bodies. maritime explorers, icebergs. The chapter then moves
While the intense heat encountered in the hot and dry on to discuss the limited, yet sometimes deadly, flora
deserts takes its inevitably lethal toll over time, the growing in this unforgiving climate and thin soil. This
bitter cold claims its foes in a matter of hours, or on vegetation includes a variety of nature’s simplest forms
some rare occasions, within minutes. If the low of greenery as well as a small collection of vascular
temperatures were not dangerous enough in their own plants. No discussion of polar hazards would be
right, the howling, icy winds and blowing snow complete without touching upon its fauna and the
accompanying them further compound the frigid monsters lying in wait for unwary polar adventurers.
agony. The eponymous polar bear stands atop the heap of the
biome’s most lethal bestial predators, while a host of
Polar explorers who successfully withstand nature’s contenders including other species of bears, tigers, and
freezing fury face another basic challenge — finding wolves vie for their position beneath this mighty beast.
sustenance. Although water is plentiful, albeit in its In addition to its fearsome carnivores, these bastions of
solid form as ice and snow, finding food, adequate ice and snow surprisingly host utterly voracious,
shelter, and even one’s way in a monotonous, white bloodthirsty insects commonly associated with more
landscape presents a significant challenge. To make hospitable climates. Of course, no discussion would be
matters worse, the domain’s apex predators and complete without addressing the icy domain’s most
monstrous denizens hotly contest the disbursement of feared residents — its brutal white dragons and
its meager resources to uninvited guests. A fresh aggressive frost giants. The hazards chapter then
carcass adrift in the snow almost immediately attracts focuses on the polar biomes’ foremost danger, its
the interest of indigenous wildlife, some of whom can ferocious weather. The bitter cold, brutal wind, and
pick up the scent of spilled blood from miles away. hellish blizzards that ravage the landscape take center
stage. This section provides details on immediate
Located at diametrically opposite ends of the globe, dangers such as hypothermia while also addressing
polar biomes exhibit nature’s most extreme behavior. mundane perils such as poor visibility and ultraviolet
While winter holds sway in polar biomes for large radiation. Many of the rules found here already appear
portions of the year, it eases its chilly grip for a few in the Pathfinder Roleplaying Game Core Rulebook
fleeting weeks or months and allows spring and even and the Pathfinder Roleplaying Game GameMastery
summer briefly to flourish. During this short respite, Guide. Others present new dangers or expand upon
the pests normally plaguing temperate and tropical existing hazards encountered in polar biomes. It is
dwellers emerge in droves. Ticks and mosquitoes important to recognize that some of the hazards
literally swarm any warm-blooded creature that passes presented here previously appeared in Dunes of
too close to their respective arboreal or watery abodes. Desolation, Fields of Blood, Mountains of Madness,
In addition, the previously frozen ground transforms or Marshes of Malice, all by Frog God Games.
into a spongy morass of damp peat, wet mud, and cool
water that halts travel and wreaks havoc on the Auroras
explorer’s shoes and feet. The harsh environment
combines winter’s extended wrath with spring’s The night sky is full of wonders. The flickering stars
concentrated renewal, often bringing out the worst in fuel our imaginations, prompting us to wonder about
both temperamental seasons. these distant beacons and to associate these pinpoints
of light with mythological figures, objects, and
Overview monsters. The moon and its alternating phases
influence the ocean’s tides and man’s moods. The most
The hazards lurking in polar biomes fall into one of prominent celestial body in our heavens can even
two categories — the patently obvious or the subtly forcibly transform those afflicted with the curse of
surprising. The biting cold and fierce breezes buffeting lycanthropy into their bestial state. Yet, Nature reserves
the snowy landscape blatantly announce their bad its grandest cosmic display for the tundra and taiga
intentions to all who set foot in their domain. On the biomes. Some indigenous people believed this colorful
other hand, perils such as unseen crevasses and thin ice light show was the spirits of their ancestors attempting
masquerade as hardened snow and solid ice, luring the to communicate with them, while others imagined

27
them to be a bridge connecting the mortal realm with caster succeeds on a caster level check (DC 20 + spell
the domain of the gods. In our world, auroras, also level). If the check succeeds, the spell or spell-like
known as northern or southern lights, manifest when effect functions normally. If the check fails, the spell or
solar storms on our Sun discharge blasts of charged spell-like effect fails. Instead, the caster generates a
particles into space and toward our planet. When these random magical effect from the rod of wonder
ions collide with atoms and molecules in our (Pathfinder Roleplaying Game Ultimate Equipment).
atmosphere, they excite the electrons circling around
the molecules’ nucleus, causing them to stray from Avalanche
their typical orbit into a higher energy orbit. When the
excitement wanes, the electron returns to its normal Polar biomes account for more ice and snow than any
state, but not before it emits a flash of light that other location on Earth. Despite the abundance of
comprises the aurora. The various gases in the glaciers in the ice cap biome and ample snowfall in the
atmosphere account for the aurora’s differing colors. tundra and taiga biomes, these environments frequently
Oxygen radiates green or red light, while nitrogen, our lack the one critical ingredient responsible for
most plentiful gas, releases blue or red light. unleashing these lethal waves of onrushing frozen
precipitation — a sloped surface. Nonetheless, polar
Auroras can theoretically be seen anywhere on the explorers trudging into the snowy hills and mountains
planet, but they are considerably more prevalent within must maintain constant vigilance for this danger.
a particular band roughly 1,500 miles from the Earth’s Avalanches frequently strike without warning, giving
magnetic poles, which differ from the planet’s those in their paths almost no opportunity to escape the
geographical poles that mark the planet’s axis of rumbling mound of snow heading in their direction.
rotation. As we discussed in Chapter 1, the Earth’s The “Avalanches” section in Chapter 13 of the
axis is tilted at a 23.5-degree angle; thus, the Pathfinder Roleplaying Game Core Rulebook provides
geographical North and South Poles correspond to this details about adjudicating the effects of an avalanche.
angle of rotation. The magnetic poles are the points However, there is little information about the
where the Earth’s magnetic fields point vertically conditions needed to create an avalanche and the
downward. If you were holding a magnetic compass at events and actions triggering it. This section details
the magnetic North Pole, the needle would point avalanches caused by accumulated snow and ice.
straight into the ground. Unlike the geographical poles,
the Earth’s magnetic poles are not antipodal, meaning Avalanches typically occur on slopes between 30
that they are asymmetrical. Furthermore, their degrees and 45 degrees. Snow and ice generally slough
positions frequently shift in accordance with changes down the sides of slopes greater than 45 degrees, while
in the Earth’s magnetic field. The complex interaction slopes less than 30 degrees are not steep enough to
between the charged solar particles and the Earth’s allow sliding snow to gain enough momentum to
magnetic field causes auroras to appear predominately accumulate more snow and speed down the mountain.
within the preceding auroral bands around both poles. However, this is the general rule of thumb rather than
an absolute law. The terrain in a particular location
Every day while in the tundra or taiga biomes, there is may be conducive to avalanches despite the fact that
a 20% chance of seeing an aurora in the night sky. the slope’s angle does not conform to the preceding
(Auroras are rarely seen in the immediate vicinity of parameters. A character who succeeds on a DC 15
the magnetic or geographical poles, thus accounting Knowledge (geography) or Profession (mountaineer)
for their absence in the ice cap biome.) An aurora lasts check can determine whether the area is prone to an
for 1d100 x 10 minutes and is visible in a 5d6 x 50 avalanche. A successful skill check does not predict an
mile radius from its origin point. The illuminating exact time or guarantee that an avalanche is going to
phenomenon bathes the affected area in dim light. occur. It only determines that an avalanche is possible
Auroras have no directly harmful effects on creatures in the region.
or objects, though the increased electrical activity
generates some unusual effects. In simplest terms, an avalanche occurs when the load
of the snowpack exceeds its strength. The load is the
Spells or spell-like effects with the electricity snowpack’s weight. Therefore, one of two things needs
descriptor short circuit and fail unless the caster to happen to create an avalanche — either the
succeeds on a caster level check (DC 10 + spell level). snowpack’s weight increases, or the snowpack’s
If the check succeeds, the spell or spell-like effect is strength decreases. The former takes place when the
empowered as though using the Empower Spell feat. area experiences additional precipitation in the form of
Spells or spell-like effects that require an iron object or snowfall or rain. If the area is susceptible to
a magnet as a material component or those spells or avalanches, there is a 2% chance per inch of snowfall
spell-like effects that create or duplicate magnetic of setting off an avalanche. This check is made every
properties have unintended consequences unless the

28
hour during the storm. Rain represents a dual threat. In Colossal +16%. The preceding modifiers can reduce
addition to adding weight onto the snow pack, the the creatures’ chances of starting an avalanche below
warmer water seeps through the snowpack’s upper 0%. In this case, it is impossible for them to trigger an
layers and destabilizes the snowpack’s base, thus avalanche. If the creatures are intentionally trying to
weakening its strength. While the frigid ice cap biome trigger an avalanche, their chances of starting an
almost never experiences rainfall even during the brief avalanche are doubled. Therefore, a pair of hill giants
summer, rain can be especially problematic in the moving through an avalanche-prone area has a 6%
tundra and taiga biomes during late spring and chance of inadvertently starting an avalanche, whereas
summer. If the area is susceptible to avalanches, there a party of ten Diminutive-sized creatures would have
is a 3% chance per one-tenth of an inch of rainfall to no chance of triggering an avalanche.
set off an avalanche.

Whereas snowfall and rain are sure signs an avalanche


Circadian Rhythm Disorders
may occur, events that weaken the snowpack’s strength The rising and setting of the sun governs the daily
are nearly impossible to see and predict. A powerful routines of most living creatures. Humans perform
tremor is almost certain to cause an avalanche. their activities in the morning, afternoon, and evening
Likewise, a Glacial Lake Outburst Flood, detailed hours, and then sleep during the overnight hours only
later in this chapter, may also precipitate an avalancheto hopefully awaken the next morning. Likewise, many
at lower elevations in rare circumstances. Sadly, animals also abide by a similar pattern. They hunt and
forecasting future earthquakes and outburst floods are gather food while the sun illuminates their world and
as speculative as predicting a spontaneous avalanche. then retreat back to the safety of their lairs for a good
night’s rest when darkness falls across the land.
Weather events other than precipitation can also cause
Although we are generally not aware of it, light and
an avalanche, but these effects are less dramatic and
darkness trigger physiological and chemical signals
take more time to weaken the snowpack or increase its
that instruct the brain when to be active and when the
load than a storm. The ideal conditions for preventing
time for rest is at hand. This pattern is commonly
an avalanche are daytime temperatures just above the
referred to as circadian rhythm. For humanoids
freezing point, and nighttime temperatures that dip
inhabiting tropical and temperate regions, day and
back below the refreezing point. This gradual melting
night are easy to distinguish. However, the sun may
and refreezing cycle strengthens the snowpack’s bonds
not rise or set for days, weeks, or even months at a
by solidifying the structure into a singular mass.
time in polar biomes. The constant presence of sunlight
Persistently cold or rapidly fluctuating temperatures
or its prolonged absence disrupts that precious
weaken the snowpack’s strength. When temperatures
circadian rhythm, potentially subjecting the creature to
constantly remain below freezing, the snow and ice is
insidious bouts of insomnia or another equally
looser and more granular. Winds can easily pick up
destructive syndrome known as subsyndromal seasonal
these grains and sweep them into an area that promotes
affective disorder.
the creation of a weak snow structure. In addition,
temperature gradients between the snowpack and the Whenever a living creature is first subjected to a 24-
ambient air also weaken the snowpack structure hour period with twenty or more hours of daylight, that
through moisture loss. Unusually warm temperatures creature must succeed on two consecutive DC 15
duplicate the effects of rainfall. The upper layers of Fortitude saves to become acclimated to the disruption
snow melt and seep into the snowpack’s base, of its circadian rhythm. (Creatures native to a polar
weakening the structure. Under less than ideal weather biome, those that successfully acclimated to these
conditions, there is a 5% chance of an avalanche in the conditions, and those that spent at least eight
affected area. This check is made once per day. consecutive hours from early evening through early
morning on a particular day in a dark space do not
Nature is not the only party guilty of triggering
have to attempt the Fortitude save.) On a failed save,
avalanches. Creatures can also deliberately or
the creature suffers from terrible insomnia that causes
unwittingly start a wave of snow and ice barreling
the creature to become fatigued. This fatigue does not
down the mountainside. Just like snow and rain,
stack with itself to produce exhaustion, but does stack
creatures moving across a snowpack add to its load.
with other sources of fatigue. Casting a magical sleep
Whenever creatures move through an area susceptible
effect on a creature allows it to sleep normally that day,
to an avalanche, there is a 1% chance per creature of
which removes the fatigued condition, provided it
triggering an avalanche. This check is made every
intentionally or unintentionally fails its saving throw
hour. In addition, this check is also modified by the
against the magical sleep effect. However, falling
size of the largest creature in the group: Fine –16%,
asleep in this manner does not count toward
Diminutive –12%, Tiny –8%, Small –4%, Medium
acclimatizing the creature to constant or near-constant
+0%, Large +4%, Huge +8%, Gargantuan +12%,

29
daylight. When the creature returns to an environment brittle ice sheet. These cracks reach a depth of 3d6 x 10
with less than twenty hours of daylight, that creature feet (provided that the ice sheet is actually that thick),
returns to its normal sleep cycle and is no longer while the width can vary from a few inches to 60 feet.
fatigued while it remains in that environment. The crevasse’s belly takes on a very rich beautiful blue
color because the tremendous weight presses the air
Conversely, when a living creature with an Intelligence out of the ice. In most cases, the crevasse is easily
of 3 or more is first subjected to a 24-hour period with visible, thus allowing the character to circumvent it if
twenty or more hours of darkness that creature must possible, or to take precautionary measures such as
succeed on two consecutive DC 15 Will saves to setting up a rope system or other climbing device to
become acclimated to the prolonged darkness. avoid falling into the crevasse. A plunge into the
(Creatures native to a polar biome, those that crevasse’s belly is no different than any other fall in
successfully acclimated to these conditions, and those terms of damage. The character takes 1d6 points of
that spend at least eight consecutive hours from early falling damage for every 10 feet the creature falls.
morning through late evening on a particular day in a
well-lit space do not have to attempt the Will save.) On Those fortunate enough to survive the fall must then
a failed save, the creature develops subsyndromal devise a means of escape. Some crevasses narrow
seasonal affective disorder, which is treated as a form significantly as they descend, much like the sides of a
of temporary insanity. funnel. A creature reaching the bottom becomes
wedged against the sides, giving the crevasse’s victim
Subsyndromal Seasonal Affective Disorder the pinned condition. In order to escape this tight
squeeze, the character can make a combat maneuver
Type insanity; Save Will DC 15 check to use brute strength to force his way out of the
Onset 1 day crevasse’s grip or an Escape Artist check to wiggle his
Effect –4 penalty on initiative checks and creature way out of the jam (DC 15 + 1 per 10 feet the creature
cannot take immediate actions or attacks of fell in both cases). If others attempt to pull the stuck
opportunity. character loose from the bottom of the crevasse, they
This form of depression arises from prolonged must succeed on a Strength check using the same DC
exposure to darkness. The melancholic character as the preceding combat maneuver check and Escape
displays little initiative and has difficulty reacting to Artist check. Once free, the character must then
external stimuli. Unlike most forms of insanity, the attempt to scale the crevasse’s icy, vertical walls. This
target may attempt a new saving throw to recover from endeavor is impossible without the use of specialized
the ailment once per day, instead of the normal once equipment, provided that the cramped quarters give the
per week. Otherwise, curing the illness follows the explorer enough room to use this gear to set pitons and
same protocol as described in the “Sanity and construct handholds and footholds in the ice.
Madness” section in Chapter 8 of the Pathfinder
Roleplaying Game GameMastery Guide. The air inside most crevasses is about 3d6 + 10
degrees Fahrenheit colder than the surface air
temperature. It is entirely possible for a person to
Crevasse survive a fall into a crevasse, only to become pinned
and freeze to death shortly afterward. As previously
Glaciers are imperfect creations. They may appear discussed, if the crevasse is readily visible, the
sturdy and uniform to the naked eye, but looks can be explorer can formulate a plan to avoid or safely
deceiving. Whenever this mobile block of compacted traverse the deadly crack in the ice. Crevasses are most
ice and snow flows over a rough, uneven surface, it dangerous when they are not visible. This occurs when
creates one of the polar explorer’s most visually a snow bridge obscures the entrance. The snow cover
breathtaking and dangerous foes — the crevasse. The makes it appear that the surface is unbroken and poses
ice and snow accumulation in the tundra and taiga no danger to those crossing it. Terrain conducive to
biomes never gets deep enough to support glaciers; creating a hidden crevasse can be spotted with a
thus, crevasses are encountered only in the ice cap successful DC 15 Knowledge (geography) or
biome. In general, for every 1,000 feet traveled across Profession (mountaineer) check, though a successful
the ice cap biome, there is a 1% chance of stumbling check does not verify the presence of a hidden crevasse
across a visible or hidden crevasse (50% chance for or pinpoint one’s exact location. It merely tells the
each type). character that a hidden crevasse is more likely to be
found in a given region than elsewhere. Likewise, a
A crevasse is a rift in the snow or ice, a deep crack
character moving at a normal pace can notice a
with vertical walls narrowing steadily as it descends.
potentially hidden crevasse with a successful DC 18
As the thick sheet of ice moves across the frequently
Survival check. (A character not actively searching or
rocky and undulating earth, cracks develop in the

30
looking for a hidden crevasse should be treated as if he bearings. When consulting the tables presented in that
were taking 10 on his Survival check, but also suffers a section, treat the ice cap biome as open sea, the taiga as
–4 penalty for inattentiveness.) Creatures that fail to forest, and the tundra as desert or plains. Furthermore,
detect the crevasse walk 2d6 feet past the edge before if the navigator relies upon a compass to guide the
the snow bridge suddenly gives way and collapses. A way, that creature suffers a –2 circumstance penalty on
creature can avoid falling into the crevasse by Survival checks made to avoid getting lost in any polar
succeeding on a Reflex save (DC 15 + 1 per foot biome. An accurate map and a functional sextant still
beyond the crevasse’s edge). Those that fall into the point the user in the right direction regardless of that
crevasse suffer the effects previously described. The creature’s distance to or from a magnetic pole.
damage caused by the hidden crevasse determines its
CR. (See the “Challenge Rating of a Trap” section in Glacial Lake Outburst Flood
Chapter 13 of the Pathfinder Roleplaying Game Core
Rulebook for guidance.) Naturally, hidden crevasses (GLOF)
can be found only in areas where snow and ice are
prevalent. In a frozen world where humongous glaciers dominate
the land, the notion of suddenly being swept away by
an onrushing deluge of chilly water sounds like a
Getting Lost ridiculous oxymoron. Appearances and preconceptions
conspire to trick novice polar explorers into believing
In the absence of any clearly marked roads, getting lost
the massive blocks of compacted ice and snow forming
becomes a real possibility in any wilderness setting.
the ice cap biome are contiguous, impervious barriers.
Therefore, many travelers depend upon a compass to
In their foolish minds, solid ice and liquid water never
guide them toward their intended destination. The
coexist or mingle. Although this is true deep in the
device’s needle points toward the magnetic pole on the
heart of the ice cap biome, the glacier tongues that
corresponding hemisphere — in the Northern
form the edges where solid ice and dry land meet
Hemisphere, the needle points in the direction of the
create fragile boundaries subject to instantaneous and
magnetic North Pole, while the needle points toward
violent change.
the magnetic South Pole in the Southern Hemisphere.
In many cases, the trusty compass guides travelers in When glaciers march across the surface, they mimic a
the right direction in the lower and mid-latitudes. modern bulldozer. They push any loose debris such as
However, the normally reliable navigational device rocks, earth, carcasses, and even man made structures
experiences significant difficulties in the upper in their paths ahead of them in a manner identical to
latitudes that can send even the most seasoned the powerful machine’s blade. This forward motion
explorers astray. When the explorer nears the magnetic builds haphazardly placed, asymmetrical walls
North or South Pole, the compass gives faulty commonly referred to as moraines that separate the
readings. For instance, a character at the same latitude glacier from the adjoining terrain. Glaciers move at a
as the magnetic North Pole, but 100 miles west of it, snail’s pace; thus, the accumulated rubble likewise
would be led to believe he was headed north while crawls along the ground at the same plodding speed,
following his compass when he was actually headed only posing a danger when a precariously positioned
east. Indeed, First Air Flight 6560, a Boeing 737-200 object receives one final nudge that propels it down a
aircraft equipped with the latest navigational slope.
technology, crashed in 2011 near remote Resolute Bay
Airport deep within the Arctic Circle, partially because Far-deadlier consequences arise when the climate
the pilot relied upon a malfunctioning compass that warms, causing the glacier to retreat. In this case, the
gave the modern jet’s instruments false readings due to moraine, which is referred to as a terminal moraine,
the plane’s proximity to the magnetic North Pole. functions as a dam that contains the melting glacial
water forming an artificial lake. This impromptu,
As discussed in Chapter 2, highways and even trails unmaintained structure lacks a man made dam’s
are a rarity in a land dominated by ice and snow. The cohesiveness and strength. Over time, pressure takes
monotonous landscape and complete lack of its toll on the unstable barrier, especially when
discernible landmarks conspire against polar prolonged warm temperatures add to the glacial melt.
adventurers to send them on the polar equivalent of a When the dam finally bursts, the icy water spills over
wild goose chase. Coupling these factors with the and through the sundered obstacle’s remnants,
compass’s unreliability may easily send explorers far triggering a massive flood.
off course into uncharted territory. The “Getting Lost”
section in Chapter 13 of the Pathfinder Roleplaying In addition to moraines, ice can also function as a dam.
Game Core Rulebook discusses the chances of getting This usually occurs when an encroaching glacier’s
lost, the effects of being lost, and regaining one’s tongue protrudes into a body of water and merges with

31
another solid object such as a rock formation or even subglacial lake, a glacial lake outburst flood
another finger from a glacier. Unlike the glacial lake automatically follows.
within the moraine, ice dams typically splice through
existing bodies of water, essentially sequestering the More commonly, a large chunk of ice sloughed from a
water on both sides of the ice dam. The water on the retreating glacier is responsible for most spontaneous
side of the dam closest to its source steadily swells GLOF events. When the heavy mound of compacted
over time, while the opposite effect takes place on the frozen water slides into the lake, the impact spawns a
other side. As in the case of a glacial lake formed by a mighty wave that crashes against the vulnerable
moraine, the increasing pressure and exposure to the moraine or ice dam keeping the water at bay. The
warmer water weaken the frozen barrier until it finally makeshift barrier immediately collapses, and a massive
collapses and fails, unleashing the water pent up flood ensues.
behind it.
There is a 2% chance per day that an unstable ice dam,
A character who succeeds on a DC 15 Knowledge moraine dam, or Jökulhlaup collapses of its own
(geography) or Survival check can spot the potential accord, regardless of the temperature, precipitation, or
for a GLOF in a particular area. A successful skill other environmental factors. For each consecutive day
check does not predict an exact time or guarantee that where the ambient temperature exceeds 32° Fahrenheit
a flood is imminent. It only determines that the (0° Celsius) in an area vulnerable to a GLOF, the
moraine or dam’s composition casts significant doubt chances of one occurring increase by +1%. In similar
on its structural integrity or ability to withstand any fashion, each one-tenth of an inch of rainfall within the
external force. Spotting the potential for a glacial lake last 24 hours also increases the odds of a GLOF by
outburst flood in either of the preceding circumstances +1%. The preceding modifiers stack with one another.
proves significantly easier than spotting the potential
for its kin, the largely invisible Jökulhlaup. This A character can spot an onrushing GLOF from as a far
murderous disaster differs slightly from its cousins in away as 1d6 x 500 feet if that character succeeds on a
the respect that the Jökulhlaup occurs when a lake at DC 20 Perception check, treating the glacial lake
the supraglacial level atop the glacier’s surface outburst flood as a Colossal creature. If no one
overflows its boundaries or a subglacial lake within the succeeds on their Perception check, the GLOF moves
glacier itself breaks through its prison because of closer to them, and they automatically become aware
geothermal heating or a subglacial volcanic eruption. of it when it closes to half the original distance. It may
be possible to hear the floodwaters approaching even if
Naturally spotting a lake within a glacier presents a the character cannot see them. Under ideal conditions,
greater challenge than detecting the telltale signs of a where near silence pervades the land, a character who
plainly visible dam manufactured from ice or debris. It succeeds on a DC 15 Perception check can hear the
takes a successful DC 25 Knowledge (geography) or encroaching wave when it is 1d4 x 500 feet away. The
Survival check to spot the potential for a Jökulhlaup in check’s DC may be higher under less than optimal
a particular area. A successful skill check does not conditions. The GM may determine that the check’s
predict an exact time or guarantee that one is about to DC is 20, 25, or higher based upon the circumstances.
occur. It only determines that there is a supraglacial or
subglacial lake in the vicinity that may spill over its Creatures in the GLOF’s path take 6d6 points of
banks or shatter the ice and snow that surrounds it damage, or half that amount if the creature succeeds on
under the right conditions. a DC 15 Reflex save. Worse yet, any creature in the
unstoppable torrent’s path must succeed at a DC 25
Over the long term, warmth and erosion inevitably Swim check to avoid being swept away. A creature
trigger glacial lake outburst floods, but a host of swept away by the current moves at the same speed
sudden events can almost instantaneously release the and in the same direction as the GLOF. A creature
floodwaters. Avalanches, earthquakes, and volcanic swept away by a glacial lake outburst flood must
eruptions are some natural causes that can shake an ice succeed on a DC 20 Swim check every round to avoid
dam, moraine, or a glacier to its very core. (The going under, where it risks drowning. A character who
preceding Avalanche section discusses the skill checks succeeds on the check by 5 or more arrests his motion
needed to determine whether a particular area is by grabbing hold of an immovable object, provided
susceptible to an avalanche as well as computing the that there is one within reach. Escaping the floodwaters
chances of an avalanche occurring. Details about altogether requires the creature to succeed on three
predicting and ascertaining the likelihood of an consecutive DC 20 Swim checks. Characters who
earthquake or a volcanic eruption appear in Mountains arrest their progress can wait for the glacial lake
of Madness by Frog God Games.) When any of the outburst flood to move past them or strike out into the
preceding events strike a weak dam or supraglacial or water and attempt to swim their way to safety in the
manner previously discussed. Alternatively, other

32
creatures can rescue a creature clinging to an rather than an overflowing body of water, especially
immovable object as if the creature was trapped in when the sudden deluge flows downhill. The glacial
quicksand. (See the “Marsh Terrain” section in Chapter lake’s exact size and where its spilled water ultimately
13 of the Pathfinder Roleplaying Game Core flows depend upon the surrounding topography, but the
Rulebook.) average wave measures 10d10 x 10 feet from one edge
of the floodwaters to the opposite edge, provided that
The flood razes all temporary and poorly built the glacial lake meets at least those dimensions.
structures in its wake, levels approximately 25% of Otherwise, the wave’s length cannot exceed the length
permanent buildings (and causes substantial damage to of the moraine or dam containing the water. The
those that withstand the impact), and leaves heavy unleashed water travels at a speed of 500 feet per
fortifications only slightly damaged. A creature caught round down any slope, while moving at a speed of 250
within a collapsed building suffers the effects described feet per round across flat terrain. When determining
in the “Tsunami” section in Chapter 8 of the Pathfinder where the water actually goes, the rushing liquid
Roleplaying Game GameMastery Guide. generally follows the path of least resistance rolling
downhill, if possible, until it floods the closest nadir
Unlike a flash flood caused by heavy rain or even where it ultimately settles. The flood lasts for a number
storm surge, a glacial lake outburst flood closely of minutes equal to 10 times its width measured from
duplicates the effects of a tsunami or an avalanche one edge of the wave to the opposite edge.

33
Humidity Instead of giving birth to a young foal as the name
suggests, the shattered ice shelf or glacier releases an
In the eyes of many observers, the ice cap biome iceberg, a massive chunk of compacted ice and snow,
hardly meets the definition of a desert. Water, albeit in into the surrounding waters.
its frozen state, covers nearly every square inch of this
frigid domain. However, Antarctica’s polar desert Not all icebergs are created equally. Table 2–7 in
rivals — and in some places exceeds — the aridity Chapter 2 provides the dimensions for a typical
found in the conventional hot and dry deserts such as iceberg. The following table classifies icebergs into
the Sahara Desert in Africa and the Gobi Desert in five size categories as well as the chances of
Asia. While polar explorers experience no difficulty encountering each type of iceberg on the open seas for
finding potable water in the ice cap, unlike their hot GMs seeking more detailed interactions with these
and dry desert counterparts, the extremely low absolute frozen menaces.
humidity and bitterly cold temperatures combine
forces to desiccate the traveler’s skin and sinuses. Table 3–1: Type of Iceberg
As in the case of very hot climates, humanoids and
Encountered
animals venturing through the ice cap biome must
double their normal water intake to avoid dehydration
(see the “Starvation and Thirst” section in Chapter 13
of the Pathfinder Roleplaying Game Core Rulebook).
Despite the increased hydration, the mere act of
breathing dries out the respiratory system’s protective
membranes, leaving the explorer more vulnerable to
inhaled poisons and diseases. While in the ice cap
biome, humanoids and animals suffer a –1 a
An iceberg has 360 hit points for every 10 feet of diameter.
circumstance penalty on saving throws against inhaled b
An iceberg’s depth below the waterline is equal to nine times its height.
poisons and airborne diseases.
These floating, bluish-white mountains pose no threat
The same principle applies to the adventurer’s skin. to dry land. Roughly ninety percent of the iceberg lies
However, insulating clothing, fur, or another suitable beneath the waterline. When these mighty giants lurch
coating reduces the dry air’s effects on the polar toward the shore, they run aground and likely melt
traveler’s skin by retaining some moisture. long before they come close to land. However, the
Nonetheless, in some instances it may be necessary to daring men and women who sail the seas curse these
forego protection for practicality. Under these monstrosities in their waking hours, while frightening
circumstances, there is a chance that the creature takes images haunt their dreams. Like nightmares, most
nonlethal damage from dry skin. Each day, an animal terrifying encounters with lumbering icebergs take
or humanoid exposing any skin to the dry air must place at night because of poor visibility and the
succeed on a DC 10 Constitution check or take 1d3 iceberg’s bluish-white coloration, which blends in well
points of nonlethal damage for the next 1d4 days from with ocean water. Collisions with icebergs typically
its parched skin. Characters make the preceding check occur because the ship’s crew never saw or reacted too
only once per day, but its effects are cumulative and late to its silhouette bobbing atop the ocean in the
stack with one another. darkness rather than their inability to maneuver around
the slow-moving obstruction.
Iceberg With the preceding observations in mind, the
prevailing lighting and weather conditions play an
Glaciers stop for nothing. Even the open sea cannot enormous role in determining the range when icebergs
halt their relentless progress. When these icy first become visible. Table 3–2 provides guidance for
behemoths reach the warmer coastlines, they extend adjudicating when a character spots an iceberg,
their icy dominion into the chilly water to create an ice provided they are actively scanning the waters for
shelf. Yet, like its glacial adversary, the seas never truly them.
surrender. Over time, warmer waters carried by
currents from distant shores or more temperate air In general, a character spots an iceberg at the distances
coming into contact with the same water slowly listed in the subsequent table with a successful DC 20
weaken the frigid ice shelf or a glacier close to or Perception check. An iceberg larger or smaller than
overlooking the actual shoreline. When the solid block Medium increases or decreases the Perception check’s
of ice and snow cannot fully retain its structural DC depending on its size category: Growler and Bergy
integrity, it breaks apart in a process known as calving. Bits +12, Small +4, Large –4, Very Large –10. If all

34
characters fail their Perception checks to spot the Designer’s Note
iceberg, the floating block of ice moves close to them,
though they automatically spot it when it closes to half The preceding vehicle rules regarding collisions with
the visibility distance (one-quarter the visibility icebergs alter those presented in the Pathfinder
distance for characters engaged in activities other than Roleplaying Game Ultimate Combat with good reason.
looking for icebergs). It is presumed a character on As discussed in the opening chapter of this
lookout duty aboard a ship is “taking 10” on his sourcebook, a collision with what is believed to be a
Perception check while assigned to this task. medium iceberg as described in Table 3–1 sank the
HMS Titanic, a modern ocean liner that, despite its
Table 3–2: Iceberg Visibility Range alleged design and structural flaws, still stood head and
shoulders above the wooden ships of the medieval and
Renaissance eras. In Titanic’s case, a ship of its
Colossal size would take only 8d8 hit points of damage
from its tragic rendezvous with the iceberg — nowhere
near enough damage to sink a vessel that would
conservatively have several thousand hit points. For
this reason, this sourcebook exponentially increases the
damage an iceberg deals to a vessel striking one
without making it an automatic death sentence for the
ship.

Creatures that attempt to explore the iceberg’s surface


face an arduous challenge. Treat the iceberg’s visible
A character who sees the iceberg spots only the much- surface as if it were forbidding mountains as described
smaller portion above the surface. Icebergs have no in the “Mountain Terrain” section in Chapter 13 of the
steering or propulsion mechanisms; therefore collisions Pathfinder Roleplaying Game Core Rulebook.
involving these massive mounds of compacted snow However, in addition to the terrain elements normally
take place because a seagoing vessel or creature slams appearing in forbidding mountains, ice and snow cover
into the iceberg rather than vice versa. The bulk of the every square on the iceberg’s surface.
damage dealt to a ship can be attributed to the vessel
barreling into or running aground on the iceberg’s
submerged portion, which comes into contact with the Thin Ice
vehicle’s vulnerable underbelly long before the ship
When temperatures plummet in the tundra and taiga,
strikes the part of the iceberg the crew or passengers
water eventually freezes. As previously discussed,
can see.
freshwater solidifies faster than saltwater. In similar
A vehicle crashing into an iceberg treats the collision fashion, standing water hardens quicker than running
as if it were performing a ramming maneuver against a water. To the untrained eye, the ice that forms atop a
solid object (see the “Vehicles in Combat” section in body of water may appear safe, but seasoned polar
Chapter 4 of the Pathfinder Roleplaying Game travelers know all too well that these transitory ice
Ultimate Combat. If you are using Fire as She Bears sheets can be as thick and strong as stone or as thin and
by Frog God Games, treat the damage as damage fragile as glass. A novice explorer often falls into the
below the waterline location). In almost all cases, the trap of believing that an unyielding first step onto the
vehicle is going to end up on the losing end of its ice spanning a lake, river, stream, or pond provides a
collision with the iceberg, forcing the vehicle to come surefire indicator of its overall stability. Veteran polar
to a sudden stop as described in that same section as travelers, on the other hand, rarely fall for Nature’s
well. However, to simulate the catastrophic damage an cruel trick. While the typical ice sheet described in
iceberg deals to a ship, treat the ramming damage dealt Chapter 2 can support the weight of an average man
to the vehicle as if it were a confirmed critical hit using without difficulty, thin ice, which has a maximum
the following critical hit multipliers: Growler and thickness of two inches, can break apart under the
Bergy Bits x2, Small x4, Medium x6, Large x8, Very slightest strain. Creatures traveling at a normal pace
Large x10. The vehicle takes this ramming damage across a frozen surface containing thin ice are entitled
only once, provided it moves away from the iceberg to a DC 13 Survival check to notice the danger before
within 1 minute after its collision. If it remains in its stepping onto it. Charging or running creatures have no
current location, the floating block of ice turns the chance to spot the hazard before bumbling onto the
tables and rams into the vehicle instead, dealing thin ice.
ramming damage as a Colossal vehicle.

35
For every 10 feet traveled across thin ice, there is a 10% out of the water with a successful DC 15 Strength
chance a Tiny creature falls through the ice; a 30% check, provided, of course, that the surface he grabs
chance a Small creature falls through the ice; and a 70% onto also supports his weight. Alternatively, others can
chance a Medium creature falls through the ice. Thin ice pull the victim out of the water using a rope, a long
is still strong enough to support the weight of Fine and pole, or any similar tool, provided the surface they are
Diminutive creatures, while it automatically collapses occupying can also support their weight. The rescuers
under the strain of any Large or larger creature or must succeed on a DC 15 Strength check, and the
object. When the ice gives way, it creates a hole in the victim must also succeed on a DC 10 Strength check to
frozen surface equal to the space the creature occupies. hold onto that same object. If both checks succeed, the
Therefore, a Medium creature leaves a 5-foot gap in the victim is pulled 5 feet closer to safety.
ice, while a Large creature leaves a gaping 10-foot
aperture in the ice. When a creature causes the ice to The gravest danger arises when the water’s depth
collapse under its weight, it can leap into an adjoining exceeds the creature’s height. The risk of drowning
square with a successful DC 15 Reflex save with one once again surges to the forefront under these
important caveat: If the neighboring square also circumstances. In a closed-water system such as a lake
contains thin ice, the GM must make an immediate or pond, the character must succeed on a DC 10 Swim
check to determine if that particular square can also check to reach the opening in the icy surface, or it may
support the victim’s weight. If the thin ice cannot, the swim below the surface if it so chooses, moving at half
ice collapses. The creature automatically plunges into its speed as a full-round action or one-quarter its speed
the cold water beneath the thin ice with no saving throw as a move action. If the check fails, the creature makes
allowed. no progress and is underwater. While underwater, the
creature must hold its breath to avoid drowning. (See
When creatures fall into the frigid water, they face two the “Drowning” section in Chapter 13 of the Pathfinder
immediate and often interconnected concerns — escape Roleplaying Game Core Rulebook.)
and drowning. If the creature is tall enough to keep its
head above water, then the severity of the preceding
danger greatly diminishes. The creature can pull itself

36
The situation worsens in an open-water system such as cool temperatures and constant moisture take a heavy
a river or stream. In this case, the character must toll on the traveler’s feet. Without proper boots or
succeed on a DC 15 Swim check to access the hole it shoes, frigid water seeps into the adventurer’s
left in the icy surface. On a check that fails by 4 or footwear, turning the wet article of clothing into a
less, the creature remains underwater, but stays in its mobile refrigerator. Although any patch of exposed
current location. If the check fails by 5 or more, the skin can be damaged by prolonged exposure to cold
prevailing current pushes the creature 1d4 x 10 feet temperatures, the polar explorer’s feet are the most
away from its previous location. The creature moves in vulnerable appendages because of their distance from
the same direction as the current and remains the body’s core and their constant contact with the cold
underwater below the icy surface. A creature wearing ground. A polar explorer wearing inadequate footwear
no armor or light armor stays close to the surface. A duplicates the effects of soaking their feet in an ice
creature wearing medium armor, heavy armor, or bath. Frostbite sets in shortly thereafter, transforming
carrying a heavy load also sinks 1d3 x 5 feet closer to the victim’s beleaguered feet and toes into gruesome,
the bottom. A character facing this dire predicament necrotic stumps.
can attempt to swim against the current while still
underwater with a successful DC 15 Swim check, In its early stages, immersion foot syndrome as the
moving the same distance as previously described. condition is commonly called makes walking an
Alternatively, the character who succeeds or fails by 4 extremely painful endeavor, thus limiting the creature’s
or less on the preceding Swim check can remain in its mobility. The skin turns pale white or yellow, it feels
current location instead and punch a new hole through cold to the touch, and the sufferer experiences
the thin ice, which is 1d2 inches thick. Each 5 foot numbness or itching, burning, and stinging sensations.
square of ice has 3 hit points per inch of thickness. The As the affliction progresses, the skin and the tissue
creature must be adjacent to the thin ice in order to beneath it develop cracks and ulcerated blisters that
attempt this maneuver. Characters hit the ice provide bacteria and fungi a portal to invade the
automatically, though the damage may be reduced damaged tissue. Left untreated, gangrene becomes a
while attacking underwater (see the “Underwater foregone conclusion.
Combat” section in Chapter 13 of the Pathfinder
Roleplaying Game Core Rulebook). Likewise, the There is a 10% chance of developing immersion foot
victim’s allies on the surface or even below the water syndrome for each consecutive day the creature
may also resort to the same tactic in order to rescue continuously wears waterlogged boots, shoes, and
their friend. It takes a successful DC 15 (+1 for every socks. For instance, a creature wearing the same
foot underwater) Perception check to spot the victim soaked shoes and socks for three straight days would
beneath the ice. When a square’s hit points are dropped have a 30% chance of contracting immersion foot
to 0, the ice shatters. The victim can escape the icy syndrome. If the cycle of dampness is broken, i.e. the
water in the same manner as a character escaping from character removes the soaked footwear, warms the
a closed-water system. chilly appendage, and allows his feet to “air out” in an
elevated position overnight, the chances of contracting
As a secondary danger, a creature immersed in cold immersion foot syndrome are lowered by 20%.
water takes 1d6 points of nonlethal damage per minute Likewise, removing the soaked footwear and replacing
from hypothermia. Even if the character leaves the it with dry clothing reduces the chances of developing
water, it continues to take nonlethal damage from its immersion foot syndrome by 10%.
exposure to the cold water until it completely removes
its wet clothing, gear, and equipment. In addition, Immersion Foot Syndrome
wearing damp shoes with no water-resistant or Type—contact; save Fortitude DC 13; onset 1 day;
repellent properties also potentially subjects the frequency 1/day for 6 days; cure 1 save
character to immersion foot syndrome. effect base speed halved, creature takes 1d6 points of
nonlethal damage for each hour it spends walking, 2d6
Water points of nonlethal damage for each hour it spends
hustling and 2d6 points of lethal damage for each hour
To most wilderness explorers, water is an ally not an it spends force marching.
enemy. In polar biomes, water can be found in two
states: a solid that comes in the form of ice and snow, The preceding precautionary measures also aid in the
and liquid water. Even in its liquid phase, the water healing process. Airing the feet out as described above
filling the tundra and taiga’s lakes, streams, ponds, grants a +2 bonus on the creature’s next Fortitude save,
bogs, and fens remains chilly, if not frozen, throughout while removing wet garments and replacing them with
the year. Regardless of whether the polar explorer dry footwear grants a +1 bonus on the creature’s next
trudges across miles of snow and ice or cold mud, the Fortitude save. These bonuses stack.

37
Plants piercing weapons with juice and fleshy material
harvested from the berries. When introduced directly
Life is fragile, and the polar biomes show no mercy. into the bloodstream, the toxic chemical’s effects are
Green plants require warmth, sunlight, and more profoundly felt and take effect faster. A
nourishment to survive, ingredients that are in short successful DC 10 Knowledge (nature) or Profession
supply in many polar locales, especially in the (herbalist) check identifies the plant and its poisonous
glaciated ice cap. The complete absence of soil in some nature.
areas along with the protracted periods of bitter cold,
sheer darkness, and aridity gripping the ice cap and the Baneberry
tundra biomes make it nearly impossible for any Type—poison, ingested; save Fort DC 14; onset 30
vegetation to take root and flourish. The hardy plants minutes; frequency 1/hour for 3 hours; cure 1 save
clinging to a precarious existence here stay close to the initial effect 1d2 Dex damage and Wis damage;
ground and neighboring plants for added insulation and secondary effect nauseated 1d6 rounds.
protection against the howling winds buffeting the
land. The more hospitable taiga offers a fleeting respite Baneberry
from winter’s wrath, allowing mighty trees and Type—poison, contact; save Fort DC 15; onset 1
undergrowth to sprout from the tenuous earth. Some, minute; frequency 1/minute for 4 minutes; cure 1 save
like the wild calla, cluster along the edges of chilly effect 1d3 Dex damage and Wis damage.
bogs, fens, and ponds, where they remain close to a
steady and constant water supply. Others, such as Cow Parsnip
baneberry and cow parsnip, defer to the protection
their arboreal kin grants them from the fierce breezes In many respects, this herb defies most conventions
and periods of constant sunlight. Regardless of their about polar plants. A member of the carrot family, cow
role or chosen habitat, their ability to survive under parsnip reaches a staggering height of approximately
these rugged conditions clearly demonstrates their seven feet, though it prefers the anonymity and shade
adaptability in the worst of circumstances. Polar the much-taller coniferous trees provide it within its
explorers who deliberately or unintentionally cross taiga habitat. It boasts large leaves that can measure
paths with the indigenous flora soon learn that these more than one foot in width along with white flower
seemingly defenseless plants conceal many nasty umbels that can span up to 8 inches in diameter. Some
surprises for unwary travelers. cultures use parts of the plant for medicinal purposes,
making poultices for treating injuries and infusions for
Baneberry/Snake Berry/Doll’s Eye repelling insects, particularly flies and mosquitoes (see
Chapter 5). The cow parsnip’s roots are sometimes
This roughly 2-foot-tall deciduous member of the used to create colorful dyes, while select portions, such
actaea rubra family thrives in the taiga, where it as the stalks and leaf stems, are edible when properly
blossoms in the shadow of its much-larger brethren. To handled. It takes a successful DC 15 Knowledge
avoid moisture loss during the biome’s extended (nature) or Profession (herbalist) check to identify the
winter, the green plant’s pointed and finely toothed plant as well as its beneficial and detrimental
leaves crinkle into a formation resembling a bud for as properties.
long as the cold temperatures persist. When the sun
and its accompanying warmth return, the leaves The danger with cow parsnip arises from the fact that
broaden to absorb the abundant sunlight and any the green plant continually secretes a clear sap
precipitation falling from the heavens. These changes containing furocoumarins, chemicals that cause the
coincide with the development of clustered white skin to suffer an adverse reaction when exposed to
flowers above the leaves during late spring, followed ultraviolet light. During the long, dark winter, cow
by the appearance of opaque, crimson berries with a parsnip poses little to no problem for adventurers
black dot in the summer. As the summer progresses, because the layers of clothing shielding them from the
the berries turn bright red or white in color. elements also prevent the sap from coming into contact
with their skin. Furthermore, the sun’s extended
The entire plant is poisonous, though these berries are absence limits the creature’s possible exposure to
the most toxic part of the aptly named baneberry. ultraviolet light. However, when polar explorers shed
Fortunately for humanoids, the visually appealing most of their protective outerwear during the mild
fruit’s intensely bitter taste significantly reduces the taiga summer, the chances of brushing against the cow
odds of falling victim to accidentally ingesting them, parsnip and transferring its sap onto the traveler’s skin
as it takes roughly six to eight berries to sicken an dramatically increase. Furthermore, the sun’s near-
adult human. More commonly, hunters and warriors constant presence during these warmer months
coat their sharpened projectiles, slashing weapons, and exacerbates the problem even more due to the sap’s

38
photosensitive compounds. Within hours, a painful red leaves and thick stem also minimize moisture loss in
rash or severe blistering appears on the exposed skin. its dry taiga and tundra habitats. In early summer, tiny
Like poison ivy, poison sumac, and poison oak, the green flowers bloom within a white spathe that
rash is not contagious from person to person unless resembles a decorative vase. During the season’s
that individual comes into contact with some residual waning days, a soft, red berry emerges within the
sap still present on the victim’s skin, clothing, or any plant’s protective sheath. A character can identify the
other item in their possession. Removing and wild calla along with its toxic properties with a
thoroughly washing any material exposed to the sap successful DC 10 Knowledge (nature) or Profession
offers the only reliable means of preventing any future (herbalist) check.
contamination. If these items are not removed in a
timely manner, transferring the sap onto the skin It is probably no coincidence that the entire plant
becomes a foregone conclusion. contains high concentrations of oxalic acid, which can
greatly irritate the mouth and throat when swallowed
Cow Parsnip in addition to causing significant swelling. The pain
Type—poison, contact; save Fort DC 15; onset 1d4 and inflammation also impairs the victim’s speech. The
hours after first being exposed to sunlight; frequency wild calla’s leaves and stem appear inedible, but its
1/day for 4 days; cure 2 saves spongy, red berries may appear appetizing to famished
effect 1d3 Dexterity damage, as long as the character explorers desperate for a fresh meal. Although its fresh
takes Dexterity damage, it is distracted. berries are highly toxic, the dried version of the same
fruit is safe to eat.
Permacrest
Wild Calla
This 2-foot-high plant with a long, tall stem topped by Type—poison, ingested; save Fort DC 13; onset 1
purple and yellow leaves is a boon and a bane to polar minute; frequency 1/hour for 4 hours; cure 1 save
explorers. Its thick, deep roots penetrate the layers of effect 2d6 points of damage, 20% chance of spell
hard soil and permafrost beneath it, almost as if it were failure when casting spells with a verbal component.
potted in cement to keep it stuck firmly in place. From
a beneficial standpoint, indigenous people apply a Polar Inhabitants
concoction made from the plant’s roots and stem to
frostbitten skin as a curative balm that appears in By and large, polar biomes offer no rest for the weary,
Chapter 5 of this sourcebook. On the other hand, the especially in the perpetually frozen ice cap. Where
plant’s leaves are highly toxic when ingested. While glaciers rule the land, winter becomes an unending
some humanoids use the permacrest’s leaves for reality. Frigid temperatures and chilly winds buffet a
healing, others use its poisonous properties against domain completely devoid of vegetation or, for that
predatory animals plaguing their communities by matter, any tangible building blocks of life. Life
lacing meat with the sickening or sometimes lethal flourishes in those locales only where the massive
substance. It takes a successful DC 15 Knowledge blocks of ice meet their watery kin along the coastlines
(nature) or Profession (herbalist) check to identify bordering vast seas and oceans. Here, the biome’s
permacrest as well as associate its leaves, stems, and mightiest beasts coalesce on these cool beaches to
roots with its curative and toxic properties. partake in the grand spectacle known as the circle of
life. The participants come in all shapes and sizes,
Permacrest Leaves from the tiniest rodents and birds to the corpulent
Type—poison, ingested; save Fort DC 15; onset 1 seals, blubbery polar bears, and the deadly orca, the
hour; cure 1 save ocean’s most-intelligent animal predator.
frequency 1/hour for 4 hours; effect 1d3 Wis.
Sentient beings also carve out a niche in this
Wild Calla challenging environment, surviving on the bounties of
the sea during lean times and feasting on the fat of the
Acidic bogs stunt the growth of most green plants, but land when the savage elements take a momentary
the wild calla proves to be one of the rare exceptions. breather. Humanoids generally lead a nomadic lifestyle
In addition to thriving in that particular terrain, the in the unforgiving ice cap and tundra biomes, where
flower also grows alongside lakes, ponds, and slow- they follow the migratory paths of their chosen prey.
moving streams in cool climates. They can even Those dwelling in the more-hospitable taiga use the
withstand prolonged submersion beneath several environment’s bountiful materials and water sources to
inches of standing water. The wild calla generally establish permanent settlements. While humanoids
adheres to polar norms as it remains low to the ground must contend with the bitter cold temperatures, the
and tightly bunched together. Its waxy, heart-shaped brutal weather has no effect on its most-powerful

39
monstrous inhabitants, the callous white dragons, the Pathfinder Roleplaying Game Bestiary 5 “Bear, Polar”
lofty silver dragons, and the belligerent frost giants. for complete statistics). Despite their dominant
Although these creatures must still eat to survive, their position on land, these animals spend the majority of
immunity to the ravages of the elements gives them an their time at sea, leaping from one pack of sea ice to
enormous advantage against their shivering another in search of their favorite meal: seals. Polar
adversaries. bears rely upon their superb sense of smell to detect
the location of a seal’s breathing hole. The cunning
Despite the terrible winters that befall polar biomes, predator then patiently lies in wait for its prey to use
some of the pests better associated with tropical and the breach in the ice to exhale or inhale. When it does,
temperate environments also torment residents and the massive bear reaches into the water beneath the
visitors alike. Mosquitoes, the scourge of humanity and hole and drags the over-matched seal out of the water
its deadliest foe, emerge from their hibernation during and onto the ice where it cracks its skull with a single
the late spring and summer to devour their victim’s bite to the head. Waterborne polar bears may also
fresh blood. Although none of the polar species carry ambush seals resting atop a patch of sea ice.
the diseases found in more-welcoming climates, a
small handful of these insects can transmit contagions Despite their carnivorous nature, these animals rarely
to their unfortunate host. Likewise, ticks also lurk amid attack humanoids. Of course, the limited interaction
the soaring coniferous trees and patches of between the two species in these sparsely inhabited
undergrowth found in the taiga. These bugs are more regions plays some role in minimizing the number of
apt than mosquitoes to pass along debilitating viruses violent confrontations. Nonetheless, a polar bear that
to their humanoid and animal victims. feels threatened, especially in the presence of young
cubs, or an animal desperate for a meal may target a
Animals humanoid. Conflicts between polar bears and
humanoids are most likely to occur when sea ice levels
The fauna inhabiting polar landmasses depends upon decline during the summer months or in a polar region
the seas and oceans bordering their terrestrial home for experiencing accelerated warming. When the polar
survival, especially in the virtually lifeless ice cap bears’ habitat shrinks, it forces a larger population of
biome. The simple organisms and tiny animals animals to compete for fewer resources in a smaller
dwelling in these chilly bodies of water provide the area. Humanoids passing through such a locale face an
foundation for the ecosystem’s complex and delicately increased risk of running afoul of a mother and her
balanced food chain. Indeed, the fates of many iconic cubs as well as enticing a hungry polar bear to
polar animals are intertwined with harvesting the immediately expand its diet to less-conventional fare.
bounties of the sea. Penguins, seals, walruses, birds,
and polar bears spend considerable amounts of their Fortunately for most polar travelers, these massive
time trolling the open waters and the islands of sea ice beasts predominately hunt on the sea ice packs and
for suitable prey. For this reason, any discussion of the atop the remote glaciers in the ice cap biome. In the
indigenous animals must at least touch upon the taiga and tundra biomes, other animals step to the
creatures dwelling exclusively in the sea. forefront in their absence. The polar bears’ cousin, the
fearsome grizzly bear, plays a significant ecological
No aquatic or terrestrial animal can compete against role in its indigenous environment (see the Pathfinder
the orca for the illustrious title of apex predator (see Roleplaying Game Bestiary “Bear, Grizzly” for
the Pathfinder Roleplaying Game Bestiary, “Dolphin, complete statistics). Despite their formidable
Orca” for complete statistics). These enormous weaponry, these massive animals are omnivores. They
mammals boast a fearsome set of teeth, incredible routinely ingest fleshy fruits and their bountiful seeds.
strength, and most importantly, remarkable When they later excrete the fruit’s undigested seeds,
intelligence. Although they are not exclusively they accomplish the tasks of dispersing and fertilizing
confined to polar seas and oceans, they make enough the seeds all in one fell swoop. When they hunt for
of a mark on this environment to warrant mention in meat, fish, especially fatty salmon, tops their list of
this discussion. They predominately feed on many of preferred meals. As in the case of polar bears, grizzlies
the species indigenous to polar biomes including seals, rarely attack humanoids unless provoked, are startled
walruses, penguins, sea lions, fish, and on some at close range, or are threatened, which usually occurs
occasions, even polar bears. when a traveler encounters a mother and her cubs.
Unlike the more numerous and frequently encountered
With the preceding statement in mind, polar bears black bears, grizzlies are poor climbers. Therefore, a
occupy the highest rung of the terrestrial food chain humanoid staring down an angry grizzly may climb up
and are generally only vulnerable to an orca’s attack a tree to temporarily evade the mighty beast’s vicious
while swimming through open waters (see the claws and its powerful bite rather than try to outrun the

40
remarkably swift bear or best the creature in physical time, allowing them to blend in with their snowy
combat. environment. While bears and tigers are predominately
solitary predators, wolves coalesce into packs
Pound for pound, grizzly bears have no animal rivals consisting of numerous related individual animals.
in the taiga save one — the muscular tiger (see the Wolves hunt in a cooperative, coordinated manner that
Pathfinder Roleplaying Game Bestiary “Tiger” for allows them to take down prey much larger than a
complete statistics). Like nearly all of their feline single individual. A lone wolf poses little threat to an
cousins, tigers rely upon stealth and speed rather than adult moose, but a group of wolves acting in
brute strength to catch their next meal. They often hide choreographed and well-rehearsed unison can easily
amid the snow, behind layers of undergrowth, or slay prey animals ten times the lone wolf’s size.
among the trees, waiting for an opportunity to pounce
on any suitable creature straying too close to the Black bears and wolves that have rarely, if ever,
concealed predator. Despite their impressive size and encountered a humanoid generally keep their distance
strength, tigers prefer assaulting over-matched from the unfamiliar and strange-looking creature that
adversaries rather than those that can put up a walks in an oddly upright manner. As in the case of the
significant fight. Fortunately for them, the tigers preceding predators, they attack only when provoked
dwelling in this chilly environment rank among the or threatened. With that said, when these animals come
largest cats in the world. They tip the scales at a into more-frequent contact with humanoids, they
comparable weight to the grizzly bear and actually typically shed their timidity and as the old adage says,
display remarkable success in match-ups against their “familiarity breeds contempt.” Over time, black bears
ursine rivals. Although tigers usually target herbivores and wolves routinely accustomed to seeing humanoids
such as deer, they are not averse to ambushing their overcome their inherent fear and may see people as a
fellow predators, particularly bears, by leaping down viable food source, especially those most vulnerable to
from an overhanging tree branch and onto their foe’s an attack such as the elderly and children. On the other
back. Naturalists surmise that tigers resort to this hand, some indigenous people may also strike up an
seemingly contradictory behavior not only out of a unlikely friendship or symbiotic bond with the canine
need for sustenance, but also to eliminate a potential predators that ultimately allows them to domesticate
challenger. the formerly feral predators. The preceding
considerations aside, black bears and wolves normally
Despite their willingness to tackle such formidable treat humanoids with extreme caution.
adversaries, healthy tigers generally display little
interest in attacking defenseless humanoids except A collection of smaller predators posing little danger to
when provoked. However, sick or injured big cats may adventurers also makes its mark on the tundra and
set their deadly sights on humanoids, particularly those taiga biomes. The wolves’ smaller and less-social
ill-suited to fight back such as children and the elderly. canine kin, coyotes and foxes, display the uncanny
When they attack prey smaller than themselves, such ability to thrive in cold-weather environments such as
as humanoids, the potent felines drag their victim to those encountered in Alaska and Northern Canada,
the ground and then snap the foe’s spinal column with while also inhabiting the semiarid deserts of the
their burly paws. Tigers that combat opponents of their Southwestern United States and Mexico. Coyotes live
size or greater clamp their jaws around the enemy’s in packs, but at roughly half the size of their wolf
throat, ensuring a swift demise. counterparts, they pose no serious threat to an adult
humanoid. Still, a pack of hungry coyotes can gravely
A cadre of smaller hunters occupies the rungs of the endanger a small child or another vulnerable person.
food chain beneath the preceding predators. Black Foxes are even smaller than coyotes, though they
bears, the smaller and more-numerous cousins of polar display the same adaptability as their closely related
bears and grizzly bears, dwell in the taiga and portions counterparts. The species that dwell in the tundra and
of the tundra biomes. The omnivorous black bears taiga biomes develop a dense, white coat during the
avoid their larger kin and tigers whenever possible. protracted winter months and a brown coat during the
Adept climbers, they can pursue prey up a tree or brief summer. In the tundra and taiga, foxes are the
escape an adversary in a pinch, particularly a hungry primary hosts of the rabies virus because of their
grizzly bear or a pack of ravenous wolves, another proclivity for eating the small rodents and other
relentless predator found in these parts. animals carrying the disease. Therefore, a fox
encountered in a polar biome has a 10% chance of
Like the black bear, most wolves are less specialized being rabid (see the Pathfinder Roleplaying Game
for life in the tundra and taiga than polar bears and to a Bestiary “Dog” for complete statistics on rabies).
lesser extent, grizzly bears. Although most wolves
inhabiting polar lands retain their characteristic gray On the feline side of the equation, the majestic lynx,
coats, several subspecies evolved snow-white fur over which includes the bobcat, fills the same role as the

41
coyote and fox. Indeed, these rival predators live side
by side in many of the same regions, which inevitably
lead to conflicts with their canine counterparts. The
lynx’s size falls between that of the larger coyote and
the smaller fox. The solitary, nocturnal hunters
primarily feed on hares, supplementing their diet
with small rodents, ungulates, and the occasional
bird. They usually lie in wait alongside paths and
trails frequented by prey animals. When the lynx
senses an opportunity to strike, it leaps onto its
target and sinks its teeth into the victim’s soft
throat, nape, or skull.

Birds stalk the skies and the labyrinth of


branches and leaves composing the taiga
arboreal canopy. Owls, hawks, falcons, ravens,
and several other predatory birds inhabit and breed
in polar coastlines, boreal forests, and the tundra,
though most migrate to warmer environments during
the long winters. These aerial predators ignore
humanoid trespassers with one noteworthy exception
— the skua. These seabirds average two feet in
length, though some species grow larger while others
measure slightly smaller, but they all fall into the
category of kleptoparasites, meaning they steal prey
from other animals. Few animals can match the
skua’s belligerence. Whenever a creature gets too
close to the bird’s nest, it swoops down from the
heavens and attacks the interloper by targeting its head
and eyes. More details about this cantankerous seabird
appear in Chapter 6 of this sourcebook.

Reptiles are noticeably absent from the list of fauna


inhabiting the polar biomes because of their inability to
withstand the brutally cold temperatures that grip the
taiga and tundra for large parts of the year. Yet
amazingly, a pair of pests commonly
associated with temperate and even
tropical environments defies the long
odds and makes a go of life amid the
ice and snow. Mosquitoes, the
scourge of jungle explorers, emerge
with a vengeance from their lengthy
slumber during the milder spring and
summer months to feast on the blood
of the living. Meanwhile, ticks, the
sly hitchhikers that hang onto the
stalks of undergrowth that
flourish in the taiga, wait
for an opportunity to
latch onto a suitable
host that brushes
against their hiding
spot.

42
Mosquitoes (CR 2) Table 3–4: Disease Transmitted by Mosquito

In their ignorance, novice polar explorers imagine this


snowy world as one completely devoid of the parasitic
pests that plague humanity in the tropical and
temperate parts of the world. They falsely surmise that
insects cannot withstand the prolonged, frigid winters Encephalitis
that blanket the land with snow and transform bodies Bite—disease, injury; save Fortitude DC 15; onset
of water into motionless ice. However, these wily bugs 2d4+2 days; frequency 1/day for 2d4 days; cure 1
constantly demonstrate their resilience and save
determination. They developed a host of adaptations effect 1d2 Constitution damage and 1d3 Wisdom
ranging from filling their bodies with glycerol, a damage; as long as a character suffers Wisdom damage
natural form of antifreeze, in some species, to from encephalitis, he is confused.
hibernating like other animals when cold weather grips
the land. Female mosquitoes often lay their eggs in the Filariasis “Elephantiasis”
chilly water and then die, but not before they give birth Bite—disease, injury; save Fortitude DC 12; onset 3d6
to a new generation of bloodsucking parasites. days; frequency 1/day for 4d6 days; cure 2
consecutive saves
When the snow and ice melt during the spring and effect 1d3 Dexterity damage; as long as a character
summer, the dormant mosquitoes awaken from their suffers Dexterity damage from filariasis, he is slowed.
slumber, ready to feed. They naturally gravitate toward
the stagnant pools of cool water found amid the bogs
and fens forming in the rapidly thawing tundra and Ticks (CR 1/4)
taiga biomes during the brief respite from the
Ticks, a member of the arachnid family, predominately
pervasive chill. Fortunately for humanity, the species
inhabit the taiga where the abundance of trees and
that transmit the planet’s deadliest viruses, including
undergrowth provide excellent hiding spots and an
malaria, dengue fever, and yellow fever, perish in these
elevated perch allowing these hitchhiking bugs to drop
harsh conditions. Although the species inhabiting the
down onto their unsuspecting ride. Ticks depend upon
tundra and taiga rarely, if ever, infect their hosts with a
constant moisture to complete their metamorphosis
debilitating disease, these resourceful creatures
from egg to adult; thus, the drier tundra and ice cap
compensate for their lack of virulence with relentless
biomes are generally unsuitable habitats for these
aggression. Opportunities for a fresh meal can be rare
lecherous parasites. Ticks frequently cluster in the soft-
in these sparsely populated biomes; thus, these hungry
stemmed vegetation and branches overhanging areas
insects cannot be as selective as their more temperate
with high animal and humanoid traffic. Ticks hibernate
kin when it comes to choosing their potential prey.
during the brutally cold winters. They re-emerge when
When a living creature strays too close to their hiding
the weather turns warmer during the brief summer
places, hundreds of these tiny pests immediately take
months. These arachnids breed at prolific rates, which
flight and swarm their hapless victim.
is even more necessary in light of the fact that they are
The mosquito swarm that appears in the Pathfinder active for only a few months out of the year.
Roleplaying Game Bestiary 2 presents the tropical
These insidious bloodsuckers cannot fly or jump.
version of these pests. However, the species inhabiting
Instead, they use two pairs of legs to attach their bodies
polar biomes do not carry malaria. The GM may
to a leaf or a stem and use their forelegs to climb onto
consult the following tables to determine the chances
a victim as it passes their hiding spot. Ticks have acute
the mosquito swarm carries a disease, and if so, which
senses that allow them to detect the nearby presence of
disease. Mosquito swarms can be found in the taiga
a potential host and find a weak spot in the creature’s
and tundra biomes only. Even these wily pests cannot
skin so that it can easily burrow through the outer
survive in the frigid ice cap biome.
epidermis. A tick can hang around for the long haul. It
may attach itself to a single host for days at a time until
Table 3–3: Percent Chance of Encountering it finally sates its appetite for blood. They are silent,
Disease-Carrying Mosquito Swarm tiny parasites whose coloration blends well with
clothing and are difficult to locate without a thorough,
tactile examination.

The Pathfinder Roleplaying Game Bestiary 2 and Frog


God Games’ The Tome of Horrors Complete present
giant versions of these bugs, while the former also

43
includes a tick swarm. A solitary, adult tick is no match Knowledge (nature) check. It then requires a
for even a small child. The youngster can crush the successful DC 10 Sleight of Hand check to remove the
arachnid with ease. Ticks are hard to spot and tricky to pest. If the character uses an appropriate tool, rather
remove permanently. Smashing a tick kills the pest, but than his fingers, to grasp the tick, he gets a +2 bonus
may leave its mouth and head buried beneath the skin, (+4 for a masterwork tool) to the Sleight of Hand
increasing the chance of contracting an infection from check. Though there are countless homeopathic
the creature. The following table details the daily methods to remove a tick, these techniques fail at least
chances of encountering a disease-carrying tick based 50% of the time. (The GM must adjudicate the exact
upon the polar biome and the time of year. (There is no chance of failure based upon the specific method used
chance of encountering a tick in the ice cap biome.) to remove the tick.)
The GM can and should interject encounters with non-
disease carrying ticks to increase the characters’ fear Even if the character kills and properly removes the
and paranoia of these pests. tick in the act of feeding, the character must still
succeed on a subsequent Fortitude save to avoid
Table 3–5: Daily Percent Chance of Encountering contracting whatever disease the pest carried. Properly
Disease-Carrying Tick removing the tick grants the character a +2 bonus on
the Fortitude save. Characters who succeeded on their
initial Fortitude save to resist the arachnid’s
anticoagulant gain an additional +2 bonus to their
saving throws against disease. Improperly removing
the tick and leaving its mouth and head behind imposes
In order to come into contact with the tick, the person a –2 penalty on the Fortitude save. (Decapitating the
must brush against the tick’s temporary home, and the tick spills more of the arachnid’s infected blood into
tick must latch onto the target’s clothing or its body. the wound than merely leaving it alone.) Allowing the
Ticks move relatively slowly and can spend 1d4 hours tick to eat its fill and exit the skin grants neither a
looking for an ideal feeding location on its host. This bonus nor a penalty to the Fortitude save. The
gives the character or his companions a chance to spot following table may be used to determine which
the hitchhiker before it has an opportunity to deal any disease the tick carries.
damage. The character and anyone within 10 feet of
him notice the tick with a successful DC 26 Perception Table 3–6: Disease Transmitted by Tick
check. Unless the character is actively searching for
something, the character is considered to be taking 10
on the check. Light-colored clothing grants a +2 bonus
to this Perception check. If the check succeeds, the
character may kill or remove the tick without making Encephalitis
an attack roll. Bite—disease, injury; save Fortitude DC 15; onset
2d4+2 days; frequency 1/day for 2d4 days; cure 1 save
An undetected tick eventually settles on a feeding effect 1d2 Constitution damage and 1d3 Wisdom
location and burrows into the skin. Because ticks stick damage; as long as a character suffers Wisdom damage
around for a while, they secrete an anticoagulant that from encephalitis, he is confused.
prevents the blood from clotting, giving the pest an
uninterrupted flow of blood. A successful DC 11 Hemorrhagic Fever
Fortitude save negates the anticoagulant’s effect on the Bite—injury; save Fortitude DC 12; onset 1d3 days;
character, alerting him to the presence of something frequency 1/day; cure 2 consecutive saves
biting on his skin. A successful DC 16 Perception effect 1d2 Constitution and 1d2 Wisdom damage, as
check is then needed to actually spot the tick. A long as a character suffers Constitution damage from
character that sees the tick may kill or remove the tick hemorrhagic fever, he takes 1 point of bleed damage
without making an attack roll. Creatures that fail the every 1d4 hours.
Fortitude save notice the tick with a successful DC 26
Perception check. Catching a tick in the act of feeding Lyme Disease
requires a delicate procedure to completely remove the Bite—injury; save Fortitude DC 11; onset 2d6 days;
hungry arachnid. Crushing the tick kills it, but its frequency 1/day; cure 1 save
detached mouth and head remain buried beneath the effect 1d2 Dexterity damage.
skin, thus increasing the chances of contracting a
disease from the pest. Other than using magical means, Tularemia
ticks are best removed with a steady hand and a small Bite—injury; save Fortitude DC 12; onset 1d3+2 days;
precision grasping tool. A character determines the best frequency 1/day; cure 1 save
method for removing a tick with a successful DC 10 effect 1d2 Constitution damage.

44
Men and Monsters hands of governmental, religious, or social entities.
The characters’ sudden, unexpected arrival may fuel
On many worlds, the poles are the least habitable and their worst fears that their anonymous existence is
most desolate places on the planet, especially in a about to come to an abrupt and possibly bloody end.
landlocked ice cap. For most people, achieving
prosperity and a better life seem completely Unlike those seeking to lead an innocuous lifestyle far
unattainable in a bleak, dark domain where a resident’s removed from civilization’s prying eyes, others embark
very survival hangs in the balance on a daily basis. on a life of plunder aboard a swift yet sturdy longboat,
Those men and women willing and able to endure the where they rely upon the efforts and industry of
rigors of this unforgiving realm constantly test their neighboring communities to amass unfathomable
resilience, determination, and ingenuity in ways wealth, fame, and glory. Bred into a savage warrior
unimaginable to the genteel folk leading their culture, these barbarous marauders pillage food, raw
comfortable, sedentary lives. For some though, the materials, and wondrous treasures from settlements
rewards outweigh the risk in an environment where that can produce these valuable commodities. These
competition can be as scarce as a warm spell. The brutal raiders defy the conventional stereotypes that
rugged nomads who troll the polar seas and oceans for brand them as ignorant savages. Their ability to
fish, blubbery aquatic mammals, and the tasty navigate their vessels through tumultuous waters to
crustaceans scuttling across the watery bottom can far-flung destinations clearly demonstrates their
fetch a handsome price on the open market for their mastery over the sea, while their cohesive tactics,
dangerous catches. Not surprisingly, most covetously exquisite weaponry, and bravery attest to their military
guard their most-profitable fishing spots and prowess and surprising sophistication on the
techniques from newcomers, even resorting to killing battlefield. Yet even these courageous men and women
busybodies who snoop around too much. Still, pose only a minor nuisance to the polar biome’s
maritime entrepreneurs are few and far between on the mightiest monstrous denizens.
polar seas as most of the residents hunt and fish to feed
themselves and their families rather than fill their White dragons and frost giants sit atop the heap of
coffers with gold and riches. contenders vying for supremacy over these frozen
lands. Juvenile and young adult dragons assume a
Snow and ice cover the earth for much of the year in subservient posture to the huge humanoids nurturing
the tundra and taiga. Many residents thus turn to these ferocious reptiles from a humble egg. As the
hunting and trapping for income and sustenance rather dragon ages and its power steadily
than farming the thin and frequently increases, the roles reverse. The
frozen soil. Unfortunately, concealed formerly dominant frost giants play
spring traps and snares may capture second fiddle to their colossal yet
or maim more than their intended brutish counterparts. Although these
targets. Adventurers and creatures frequently cohabitate,
travelers walking across the over time, the dragon simply
snow-covered landscape can outlives or outmuscles its
easily fall victim to the humanoid associates. When
remorseless devices’ steel jaws this happens, the feral
bristling with serrated teeth. In dragon may reshape the
some cases, the mechanical abode it shared with the
contraptions’ owner can be more frost giants into something
terrifying than his or her of its own design; it may
equipment. Settlers greatly strike out into the wilderness
value their independence, and in search of a lonely, frozen
some view strangers through mountaintop to inhabit; or it
a highly suspicious lens. may search for a glistening ice
They may see outsiders as cave deep within the heart of a
agents of an unwanted civic glacier. Whatever it decides,
or business interest seeking to its vast mound of riches
size up their territory for always goes with it. Dragons
future exploitation. In a similar that take this path do so alone,
vein, some current inhabitants leading a solitary existence
may have relocated to these amid their piles of coins,
remote locales to escape artworks, and magical objects.
justice or scrutiny at the

45
Despite their immense wealth and tremendous might, sentience for what, at first glance, appears to be a
both creatures need food to survive, an inescapable fact mindless, oversized worm. The beast can understand,
that sows conflict between these potent monsters and though not reply, to verbal commands spoken in Giant,
the humanoid communities battling against them for which makes it a potentially valuable tool for large
the same scarce resources. In addition to competing humanoids seeking to use its ability to generate heat as
with villagers for wild game and domesticated animals, a mobile forge or to carve out tunnels inside a block of
white dragons and frost giants view people as solid ice. Although clearly not as fearsome as the
resources. Frost giants often take humanoid captives, dreaded wendigo, any polar adventurer who survives
using them as slaves, food, or both when the prisoner an encounter against any of these frightening monsters
can no longer perform hard labor. In addition to certainly earns a seat at a table set for the polar biomes’
amassing servants and livestock from polar greatest warriors.
settlements, an entourage of indigenous monsters such
as ogres and winter wolves also accompany the bestial Weather
giants at home and abroad. Fending off a lone giant
exceeds the military capabilities of most polar For roughly six months out of the year, polar weather
communities. Repelling a frost giant raiding party and remains decidedly consistent regardless of the biome.
its retinue of winter wolf scouts and ogre guards During this period, prolonged darkness, numbing cold,
proves impossible without outside intervention from and extreme aridity grip the top and bottom of the
adventurers or another external fighting force. planet. Fierce winds accompany the savage blizzards
occasionally rolling across the shivering domain,
Legends tell of desperate residents abandoning their encasing the ground in another layer of ice and snow.
gods when faced with certain destruction and turning In simplest terms, the ice cap, tundra, and taiga biomes
to a being of ancient evil for aid in their struggle experience a bitter deep freeze that puts many
against the frost giants and other monsters. Oral lifeforms into a protracted state of suspended
tradition refers to this vile outsider as a wendigo, a animation. Living creatures that dare venture into the
wicked being steeped in the stuff of nightmares. Those outdoors during the seemingly endless winter must
who foolishly follow this path ultimately come to the take extensive precautions to deal with the frequent
gruesome realization that a life in chains in a frost subzero temperatures, provided that they are
giant enclave or a warm death inside of a frost giant’s susceptible to the ravages of extreme cold. When the
belly is a better fate than making a cruel bargain with a sun returns from its extended absence to illuminate the
devious wendigo. The frost giant’s brutality and the sky, its rays briefly thaw the frozen precipitation
white dragon’s savagery pale in comparison to the covering the forest floor and permafrost. Conditions in
wendigo’s revelry for madness and cannibalism. the comparatively warmer taiga usually resemble those
Whereas the former creatures destroy their victim’s found in temperate environments, which allows for a
body, the wendigo tortures and mutilates its foe’s fleeting yet robust growing season in a land normally
delusional mind, twisting the previously rational, synonymous with copious snowfall and drab
sentient being into a blithering mass of hopelessly vegetation. Despite the brief respite, winter’s
deranged flesh and blood. Fortunately for humanity, an impending wrath is never far from the polar
encounter with one of these sinister monsters remains a adventurer’s worried mind.
rarity.

Adventurers are far more likely to run afoul of the Blizzards


polar biomes’ more numerous monstrous denizens than
the solitary wendigo. Resourceful and regenerative Although the ice cap and tundra biomes meet the
trolls and otherworldly yetis inhabit the frigid hills and criteria for being classified as polar deserts, wicked
mountains protruding above the snow-covered terrain, winter storms occasionally ravage these areas and
while the oxymoronic remorhaz dwells within the more frequently, the comparatively more-humid taiga.
glaciers making up the ice cap biome. Because of the Unlike the typical snowstorm, high winds, heavy snow,
trolls’ insatiable appetite, it lives close to areas with and frigid conditions accompany the arrival of these
ample food supplies such as coastal areas bordering a fearsome storms. The wind and precipitation are so
polar sea or ocean, alongside well-traveled reindeer, intense that they restrict visibility to 5 feet, even if the
musk-oxen, or deer migratory routes, and of course character has darkvision. Creatures 5 feet away have
near humanoid settlements. On the other hand, yetis concealment (attacks by or against them have a 20%
prefer solitude and isolation, only periodically miss chance). The “Rain, Snow, Sleet, and Hail” and
descending from their mountaintop abodes to pillage “Storms” section in Chapter 13 of the Pathfinder
supplies from neighboring communities. The bestial Roleplaying Game Core Rulebook detail the blizzard’s
remorhaz displays surprising cunning and some additional effects.

46
Katabatic Winds Ultraviolet radiation is particularly harmful to the
body’s largest organ — the skin. The damage is
Gravity binds the universe together, pulling even referred to as sunburn, and it is in fact a radiation burn
miniscule air molecules closer to the planet’s surface. rather than an injury caused by exposure to a heat
For instance, gravity accounts for the reason as to why source. This accounts for the fact that sunburn is just as
there is significantly less air at the top of Mount likely to occur in subzero temperatures as it is on a
Everest, which reaches more than five miles into the balmy, tropical day. Of course, the difference between
heavens, than there is in a low-lying valley below sea the two extremes lies in the fact that polar travelers
level. In the ice cap biome, the massive glaciers usually wear significantly more clothing than an
covering the ground dramatically increase the explorer traipsing through a sweltering jungle. The
elevation atop the icy mound’s surface. In the real same materials that protect his body from the cold also
world, the ice sheet covering the continent of protect his skin from the sun’s harmful rays.
Antarctica is more than two miles thick. The
accumulation of ice and snow creates an enormous Loose-fitting, light-colored clothing along with a hat
plateau that can stretch for thousands of miles in every provide the best protection against sunburn. A brim or
direction. visor to shield the eyes and face from the sun is also
useful. Even so, these precautions are not perfect.
Air coming into contact with the chilly glacier cools, Scarves protect the neck and lower face, but it is
adding to its density. When the cold air mass impossible to cover the eyes without sacrificing vision.
approaches a drop in elevation, the air mass races In most parts of the world, the sun is at its peak from
down the slope much like water flowing down a late morning through early afternoon. However, at the
mountain. These winds are known as katabatic winds. poles, the sun can continuously shine for weeks or
The gusts can last for days and can reach a maximum even months at a time, albeit with significant less
speed of 200 mph, which exceeds the threshold for intensity than at the equator for reasons previously
classification as a Category 5 hurricane. These discussed in Chapter 1. Humanoids exposed to direct
devastating winds plague valleys within the glacial sunlight must make a successful DC 0 Constitution
plateau as well as milder coastal regions, where the check every hour while outdoors to avoid getting
icepack may be significantly smaller or virtually sunburn on body parts not covered by clothing. These
nonexistent when compared to the neighboring ice typically include the face, neck, hands and eyes.
sheet. A character who succeeds on a DC 15 Constitution checks are not necessary whenever there
Knowledge (geography) or Survival check can spot the is significant cloud cover.
potential for katabatic winds occurring in a particular
area. A successful skill check does not predict an exact Table 3–7: Sunburn Check DC Modifiers
time or guarantee that a katabatic wind event is
imminent. It only determines that the prevailing
topography and weather conditions indicate that the
features of the immediate area are conducive to their
development.

While venturing through the ice cap, there is a 20%


daily chance of encountering a katabatic wind event.
Katabatic winds last for 1d100 hours with an average
wind speed of 10d10 mph. The strongest gusts are
1d10 x 10% stronger than the average wind speed. As
previously discussed, katabatic winds occur only in 1
Clothing must cover the arms, torso and legs
specific locations conducive to their formation. If Sunburned humanoids begin to feel its effects within
characters are in a locale unsuitable for their 2d12 hours after exposure to the sun. Sunburn deals
development, ignore the result. 1d4 points of nonlethal damage per day for the next
1d4 days. Characters can get sunburned only once per
Sunlight day, but its effects are cumulative and stack with one
another. Whenever a character rolls a natural 1 on its
The sun’s rays bring light and warmth to the world, but Constitution check, his eyes became sunburned. In
an invisible danger accompanies them — ultraviolet addition to taking nonlethal damage, the character
radiation. The ground absorbs some of this harmful suffers from light sensitivity and takes a –2 penalty to
radiation. However, the lack of shady vegetation and Perception checks for the next 1d4 days, even after the
prolonged periods without significant cloud cover nonlethal damage is healed. Only a remove blindness/
provide no respite from the sun’s incessant rays. deafness or similar spell cures the light sensitivity.

47
In addition, between 10 a.m. in the morning and 3 p.m. upon the month. The tables include the name of the
in the afternoon, creatures with light sensitivity suffer month based upon the Lost Lands calendar as well as
instead from light blindness unless they succeed on a its real-world equivalent.
DC 10 Constitution check. They must make this check
every hour during this time frame and the check’s DC Table 3–8: Ice Cap Lighting Conditions
increases by +1 for each previous check that day.

Creatures that roll a natural 1 on an attack roll or


saving throw while outside during this time of day
must succeed on a DC 10 Constitution check to avoid
suffering from light sensitivity for the next 1d4 rounds.
This effect is not cumulative and does not stack with
itself.

Snow Blindness
The skin is the organ most susceptible to UV radiation,
but the very sensitive eyes become more prone to UV
damage at the poles for two reasons. Snow and ice are
almost always present in these biomes. Frozen water
reflects a far-greater percentage of the sun’s ultraviolet
radiation back into the atmosphere than bare rock or
earth, thus increasing the rays’ intensity. Fewer ozone
molecules are in the thin air at the poles to block the
reflected radiation. If the character is not wearing any
protective eyewear while traveling across surfaces
covered by ice or snow, the creature’s eyes and any
exposed body parts are all sunburned on a failed
Constitution check. Creatures with light sensitivity
suffer a –4 penalty on their Constitution check to avoid
getting snow blindness.

In the polar biomes, sunlight’s prolonged absence


shrouds the world in darkness and twilight. Although
its disappearance spares travelers from developing
sunburn, its long hiatus also reduces visibility.
Creatures with darkvision can pierce the veil of night,
while those with low-light vision can see twice as far
as normal in dim light conditions, including
twilight. Nonetheless, even
creatures that benefit
from the
preceding
adaptations
can see
only so
far in
darkness
or dim
light.
The
following
tables detail
the number of
hours of darkness,
daylight, and twilight
in each polar biome based

48
threshold. The “Cold Dangers” section in Chapter 13 As with any electrical storm, lightning poses the most-
of the Pathfinder Roleplaying Game Core Rulebook imminent threat to life and limb. However, the winter
discusses the effects of cold upon characters. This thunderstorm boasts one deadly feature absent from the
sourcebook complements the preceding rules with an typical thunderstorm — positive charged lightning.
additional temperature band — deathly cold. Formed near the tops of ionized clouds rather than
closer to the surface as in the case of the more-
In addition to the effects of extreme cold, deathly cold common negative charged lightning, positive lightning
(below –51° Fahrenheit [–45° Celsius]) accelerates packs a tremendous wallop. In terms of amperage and
hypothermia. When a character first takes nonlethal voltage, positive lightning can carry a charge ten times
damage from exposure to deathly cold temperatures, greater than negative lightning. To make matters
the character’s body immediately reacts by worse, positive lightning is frustratingly unpredictable.
concentrating warm blood close to his vital organs. It can strike anywhere within several miles from its
The diversion of the precious fluid away from the point of origin, even affecting areas beyond the reach
appendages instantly decreases their functionality. of the storm clouds’ ominous shadows. A character
Rather than being fatigued on a failed Fortitude save, who succeeds on a DC 15 Knowledge (nature) or
the character becomes exhausted instead. Survival check can spot the potential for positive
charged lighting during a particular thunderstorm. A
Although water temperatures cannot drop more than successful skill check does not predict an exact time or
several degrees below freezing, immersion in chilly guarantee that a positive charged lightning strike is
water takes far less time to incapacitate living creatures imminent. It only determines that the meteorological
than cool air temperatures. An unprotected human and cloud conditions are conducive to the creation of
faces no imminent danger when exposed to an air positive charged lightning.
temperature of 50° Fahrenheit (10° Celsius). However,
a person swimming in water of the same temperature Every 30 seconds during a thunderstorm event, a
has an expected survival time of 1 to 3 hours. The lightning bolt crashes to the ground 4d4–4 miles away
following table converts the temperature bands that from the storm’s center in a random direction. (Treat a
appear in this section as well as those found in the result of “0” as less than 1 mile.) The bolt normally
“Cold Dangers” section in Chapter 13 of the deals between 4d8 and 10d8 points of electricity
Pathfinder Roleplaying Game Core Rulebook from air damage to everything in its path and ignites any
temperature to water temperature. flammable materials it hits. However, there is a 10%
chance the bolt of lightning is positively charged. In
Table 3–11: Water Temperature Bands for this case, the flash of lightning deals a staggering
Creatures Immersed in Cold Water 50d10 points of electricity damage. There is a 1%
chance of lightning striking any character less than 1
mile from the bolt. This chance is reduced to 0.5% if
the character finds shelter beneath a cluster of low trees
sprinkled among taller trees, or curls up into a ball in a
depression or other low-lying area. The chances of
getting struck are doubled for creatures wearing metal
armor or standing adjacent to materials that conduct
a
Appears in the Temperature section in Chapter 3 of this sourcebook. electricity. The same increase applies to a character
b
standing under a lone tree or within the entrance to a
See the “Cold Dangers” section in Chapter 13 of the Pathfinder
Roleplaying Game Core Rulebook. cave or mine shaft. The preceding modifiers stack. A
character who succeeds on a DC 15 Knowledge
Thundersnow (nature) check accurately determines his distance from
the storm’s center and ascertains that staying low to the
Thunderstorms pose a significant hazard in any biome, ground lessens the chances of being struck. A character
but they are especially dangerous at and near the poles. able to find suitable shelter during the storm — such as
These cold-weather environments witness substantially inside of an interior room within a sturdy, non-
fewer thunderstorms than warm, humid climates, but flammable structure — effectively negates any chances
the tempest’s intensity partially compensates for its of being struck by lightning. The “Storms” section in
numerical inferiority. While thunderstorms in milder Chapter 13 of the Pathfinder Roleplaying Game Core
climates produce copious torrents of rain, Rulebook provides additional details about
thunderstorms in a boreal climate unleash waves of thunderstorms and lightning.
windswept, driving snow. Scholars classify these
weather systems as thundersnow.

50
Wind Chill Table 3–12: Daily High Temperature

The previously mentioned “Cold Dangers” section in


Chapter 13 of the Pathfinder Roleplaying Game Core
Rulebook implies that the temperature bands presented
in that section are based upon the air temperature.
Although wind does not actually decrease the air
temperature, the chilly currents of air brushing against
an unprotected character’s skin make that individual
feel even colder. Wind strips away the thin layer of
heat a living body generates, thus removing the
equivalent of natural insulation. Meteorologists refer to
this effect as the wind chill factor.

At the GM’s discretion, an unprotected character


subjected to the combination of cold temperatures and
blustery conditions may suffer from the detrimental
effects of an even chillier temperature band based upon
the wind chill factor. For instance, a character traveling
outdoors on a 10° Fahrenheit (–12° Celsius) day would To determine the daily low temperature, subtract the
fall in the first temperature band for cold weather. amounts shown on the following table from the day’s
However, if 10 mph winds also accompanied that high temperature. For instance, if the preceding table
temperature, the wind chill would make it feel as if it generates a high temperature of –50° Fahrenheit, and
were –4° Fahrenheit (–20° Celsius), which would be the low temperature generates a result of –14 + 2d4
treated as severe cold. The application of the wind chill degrees, which results in a total of 20°, the daily low
factor is most appropriate in the case of an unprotected temperature is –70° Fahrenheit (–50° – 20° = –70°
character. Creatures wearing properly layered clothing Fahrenheit).
are less susceptible to the effects of wind chill except
in the most-extreme circumstances. Table 3–13: Daily Low Temperatures

This sourcebook does not provide a wind chill chart as


they are readily available on numerous weather
websites.

Daily Weather
Cold and aridity are near constants in the polar biomes,
particularly in the ice cap and tundra. Despite the
prevalence of ice and snow, precipitation falls most
often during the summer. However, winter storms are
particularly brutal in any of these environments
because they combine low temperatures, high winds,
and driving snow. Presented below are several tables
that allow GMs to determine the weather in the ice cap,
tundra, and taiga. The tables are organized according to
biome. The tables allow the GM to determine the daily
high temperature, daily low temperature, wind speed,
and most importantly the chance of precipitation. All
of the tables are based upon percentile dice.

Ice Cap Biome


The following tables generate the daily high
temperatures, low temperatures, wind speed, and
chance of precipitation in the ice cap according to
season.

51
The following table determines the wind speed To determine the daily low temperature, subtract the
measured in miles per hour based upon the season. amounts shown on the following table from the day’s
high temperature. For instance, if the preceding table
Table 3–14 Daily Wind Speed (miles per hour) generates a high temperature of 20° Fahrenheit, and the
low temperature generates a result of –8 + 1d4 degrees,
generating a result of 10° F, the daily low temperature
is 10° Fahrenheit (20° – 10° = 10° Fahrenheit).

Table 3–17: Daily Low Temperatures

1
Increase the daily wind speed by 6d6 mph in the event of a
thunderstorm or blizzard.

The following chart determines the daily chance of


experiencing a storm. It is also based upon the season.

Table 3–15: Daily Chance of Precipitation The following table determines the wind speed
measured in miles per hour based upon the season.

Table 3–18 Daily Wind Speed (miles per hour)

1
If the temperature is 32° Fahrenheit or less, the rain falls as snow.
2
If the temperature is 32° Fahrenheit or less, the thunderstorm becomes a
blizzard.

Tundra Biome
The following tables generate the daily high
temperatures, low temperatures, wind speed and
chance of precipitation in the tundra according to
season.

Table 3–16: Daily High Temperature


1
Increase the daily wind speed by 6d6 mph in the event of a
thunderstorm or blizzard.

The following chart determines the daily chance of


experiencing a storm. It is also based upon the season.

Table 3–19: Daily Chance of Precipitation

1
If the temperature is 32° Fahrenheit or less, the rain falls as snow.
2
If the temperature is 32° Fahrenheit or less, the thunderstorm becomes a
blizzard.

52
Chapter Four: Skills and Feats the form of a successful Perception check made to
notice the assassin skulking in the shadows, or a
A thin margin of error separates victory from defeat. successful Knowledge (nature) check to remember a
Whether the contest entails leaping onto a fast-moving monster’s immunity to cold damage.
floe of sea ice, negotiating a hairpin turn while skiing
close to a precipitous cliff, or convincing a former The skills appearing in the Pathfinder Roleplaying
enemy to stand down despite having the upper hand, an Game Core Rulebook provide an extensive framework
adventurer’s aptitude in a particular attribute or his for adjudicating the results of nearly every possible
ability to perform a breathtaking feat may ultimately contingency the adventurer may face when trekking
spell the difference between life and death. Some across the wilderness or delving into the dankest
people undertake these spectacular achievements dungeon. However, polar biomes sometimes require
without conscious thought or effort, while others players and GMs alike to deviate from the prepared
devote a lifetime of study and practice to accomplish script and adlib an unexpected scene’s outcome by
the same deeds. Regardless of the adventurer’s using skills in previously unforeseen ways. The
approach toward a specific discipline, the character’s following section provides alternative uses for several
skills define the difference between success and failure. skills characters may resort to using during their
The individual’s mental acumen, physical prowess, exploits in the chilly domains of ice and snow.
class, time spent honing the craft, equipment, and pure
chance play a significant role in deciding the skill Acrobatics
check’s result.
The sourcebooks Fields of Blood and Mountains of
Anyone may improve their expertise in a chosen skill, Madness, both by Frog God Games, contain rules for
but the same cannot always be said about feats. While ice skating and skiing. These rules are reprinted here
a young child could easily learn to climb trees or leap for your convenience. The rules presented in the
over obstacles of his own accord without rigorous former sourcebook addressed ice skating and cross-
training, the same lad would greatly struggle country skiing over mostly flat surfaces. The latter
attempting to comprehend esoteric mystical lore or sourcebook addressed the faster and potentially more
wield divine energy in the absence of any formal dangerous pastime of downhill skiing.
instruction or innate talent. Many feats also demand
one or more prerequisites, thereby making it more Normally, it costs two squares of movement to enter a
difficult to acquire these abilities while also limiting snow-covered square and four squares of movement to
their acquisition to an elite group of adventurers. In the enter a square blanketed with heavy snow, even while
end, a character’s ability to accurately assess and walking downhill. Likewise, ice presents a similar
appropriately respond to any situation relies upon a hazard, as it requires 2 squares of movement to enter a
combination of that individual’s amassed wealth of square covered by slick material. A character wearing
knowledge, experience, and athleticism represented in skis must spend only 1 square of movement to enter a
the form of skills as well as their repertoire of tricks square covered in ice or snow, regardless of its depth.
and specialties known as feats. A character wearing ice skates must spend only one
square of movement to enter an ice-covered square. In
addition, ice and snow are not considered difficult
Skills terrain for a properly equipped character. Skiing across
an icy surface imposes a +5 penalty to the Acrobatics
Throughout the day, everyone faces challenges check’s DC, while ice skates are ineffective in snow.
requiring quick thinking and reflexive actions. For the Ice skates and skis appear in the “Clothing” section in
average person, the consequences of failure have no Chapter 2 of Pathfinder Roleplaying Game Ultimate
measurable impact on one’s life. The inability to Equipment.
instantly recall a piece of trivial information or jump
over a puddle may slightly annoy him, but is soon It takes a successful DC 5 Acrobatics check to skate
forgotten with no lasting effect. On the other hand, an across an icy surface at the character’s normal speed.
adventurer who overlooks a crucial detail or draws a Likewise, a character can cross-country ski with the
complete blank when attempting to remember a bit of same successful check across a predominately flat
critical lore faces bleaker prospects. Allowing a surface, defined as a snow-covered or ice-covered
concealed enemy to sneak up behind him and stab him surface of less than 30 degrees in slope. The preceding
in the back is a surefire recipe for instant death. check does not take stopping, turning, and advanced
Forgetting an adversary is immune to a spell or effect maneuvers into account. A character on skates and skis
he just expended can backfire in his befuddled face. In ignores the DC modifiers for moving across slippery
game terms, skills measure the character’s chances of surfaces discussed in the “Acrobatics” section in
succeeding on the preceding endeavors, whether it is in
Chapter 4 of the Pathfinder Roleplaying Game Core falls while skating or cross-country skiing down a
Rulebook. The following tasks require checks and slope greater than 10 degrees slides 1d4 x 10 feet,
apply to ice skating and cross-country skiing. instead of the normal 1d4 x 5 feet and takes falling
damage if he slides into a barrier or obstacle. The
Table 4–1: Skating and Cross-Country distance he falls is equal to half his total speed. He
Skiing cannot attempt an Acrobatics check to ignore the first
10 feet fallen.

Skating or skiing up an incline decreases the


character’s speed by an amount of feet equal to the
angle of the slope rounded down to the nearest 5-foot
increment. Whenever a character falls while moving
uphill, he slides 1d4 x 10 feet back down the slope,
though he takes no damage from the fall. It is
impossible to skate or cross-country ski up a slope
greater than 30 degrees as well as ice skate or cross-
country ski on only one skate or ski.

Meanwhile, downhill skiing can be a fast, safe, and


exhilarating way to negotiate a path down the slope,
despite the risks involved in skiing at high speeds.
Unlike cross-country skiing, downhill skiing relies on
the mountain’s slope rather than the character’s base
speed to determine how fast the character skis down
the mountainside. The character’s speed is equal to the
slope’s steepest angle rounded down to the nearest 5-
1
includes successfully moving and stopping adjacent to your opponent foot increment. Therefore, a character skiing down a
The character must succeed on a separate check for 45-degree slope has a speed of 45 feet unless he
each task attempted during his turn. A character who succeeds on an Acrobatics skill check to increase or
fails an Acrobatics check immediately falls prone decrease his speed (see Table 4–3). To take the
(losing his move or standard action) and slides 1d4 x 5 character’s momentum into account, half of that speed
feet in the same direction he was traveling before (rounded down to the nearest 5-foot increment) carries
falling unless a solid, immovable object impedes his over to the next round and is added to any speed
progress. He provokes attacks of opportunity and gained from continuing down the mountain. Thus, a
cannot take any actions while sliding in this manner, character continuing down a 45-degree slope would
including attempting an Acrobatics check to avoid an reach a speed of 65 feet on the following round (45
attack of opportunity due to movement. feet/2 = 20 feet + 45 feet = 65 feet). As in the
preceding example, 30 feet would carry over to the
A character successfully moving in a straight line at his next round and so on and so on. The character’s speed
normal speed must fully complete his movement. For continues to increase until the character reaches
instance, a skater with a base speed of 30 feet must terminal velocity based upon whether the character is
move 30 feet during his move or standard action, skiing over ice or snow as expressed in the following
unless he succeeds on a task to reduce his speed or table.
stop. If he does not threaten an opponent at the end of
his movement, he cannot attempt a melee attack unless Table 4–2: Terminal Velocity for Downhill
he has a feat or special ability that allows him to move Skiing
both before and after making an attack. A character
using a ranged weapon while skating or skiing takes a
–4 penalty to his attack roll. Skating or skiing down a
slope increases the character’s speed by an amount of
feet equal to half of the slope’s steepest angle rounded
down to the nearest 5-foot increment. Therefore, skiing A successful DC 0 Acrobatics check is needed to
down a 25-degree slope increases the character’s speed downhill ski across a snowy surface. However, this
by 10 feet during that round. In this circumstance, a check does not take the character’s speed, stopping,
successful Acrobatics check is not needed to increase turning, and advanced maneuvers into account. An
his speed, though he could increase his base speed expert skier may reach breathtaking speeds of 80 mph
even further with a successful check. A character who or more while skiing down a steep vertical drop, but he

55
must also learn how to turn and stop with split-second falling distance is equal to one-half his ski speed. Thus,
precision to avoid plowing into obstacles and being a character moving at a speed of 100 feet takes 5d6
seriously injured. A character on skis ignores the DC points of damage, which is the equivalent of a 50-foot
modifiers for moving across slippery surfaces fall. He cannot attempt an Acrobatics check to ignore
discussed in the “Acrobatics” section in Chapter 4 of the first 10 feet fallen, and he receives no saving throw
the Pathfinder Roleplaying Game Core Rulebook. The to halve or negate the falling damage.
following tasks require checks:
Skiing at the character’s current speed requires a move
Table 4–3: Downhill Skiing action. The character can use a standard action to move
again at his current ski speed, but he cannot run as a
full-round action on skis. If he does not threaten an
opponent at the end of his movement, he cannot
attempt a melee attack unless he has a feat or special
ability that allows him to move both before and after
making an attack. Characters attacking with a ranged
weapon suffer a –4 penalty to their attack roll while
moving on skis. A stationary character suffers no
penalty.

It is impossible to ski down a slope greater than 60


degrees. Skiing up an incline decreases the character’s
speed by an amount of feet equal to the angle of the
slope rounded down to the nearest 5-foot increment.
Whenever a character falls while moving uphill, he
slides 1d4 x 10 feet back down the slope, though he
takes no damage from the fall. It is impossible to ski
up a slope greater than 30 degrees.
1
includes successfully moving and stopping adjacent to your opponent

The following table modifies the DCs found in the


preceding table.

Table 4–4: Downhill Skiing Modifiers

1
Glissading is sliding down the mountain in an upright or sitting position
without the use of skis.

The character must succeed on a separate check for


each task the character attempts to perform during his
turn. A character who fails an Acrobatics check
immediately falls prone (losing his move or standard
action) and slides a number of feet equal to half his
current ski speed in the same direction he was traveling
before falling unless a solid, immovable object
impedes his progress. He provokes attacks of
opportunity and cannot take any actions while sliding
in this manner, including attempting an Acrobatics
check to avoid an attack of opportunity due to
movement. The character takes 1d6 points of falling
damage from the mishap. If the sliding character
barrels into an obstacle or barrier, the character’s

56
Knowledge (engineering) successful check confirms the dam was built properly
and in a strategic location granting protection from
It would seem oxymoronic to think liquid water poses dangerous floodwaters. However, proper maintenance
any danger in the frozen polar biomes, but water can is still needed to retain the dam’s structural integrity in
be remarkably destructive under the right the face of constant erosion. Adequate security may
circumstances. The glacial lake outburst flood also be needed to protect the dam from saboteurs.
described in Chapter 3 of this sourcebook possesses
the strength to easily raze an entire community in a Survival
manner of minutes. The glacier’s forward motion and
retreat give rise to the moraines that hold back the Bitterly cold temperatures and fierce winds can slay
reservoirs of chilly water. In similar fashion, glacial the best-prepared polar explorer in a matter of minutes.
expansion also creates the ice dams bisecting existing When these extreme conditions grip the land in their
bodies of water. Unfortunately, an inanimate block of icy clutches, finding shelter may be the only defense
compacted ice and snow lacks the intelligence to place against winter’s relentless onslaught. Although an
any forethought into its impromptu construction experienced outdoorsman may know where to find
projects. In time, moraines and ice dams ultimately food and water in a more-welcoming environment, he
fail. Their disintegration releases torrents of icy waterlikely has no experience building a crude shelter out of
onto the unsuspecting land and populace, sweeping the snow. (The latter task previously appeared as part
away everything in the onrushing wave’s devastating of the Profession [mountaineer] skill in Mountains of
path. Madness by Frog God Games.) Therefore, sentient
humanoids, monstrous humanoids, and other suitable
Humanoids dwelling in regions susceptible to glacial creature types with an Environment entry that includes
lake outburst floods or the more dreaded Jökulhlaup cold are considered indigenous to the area. They are
may take precautionary measures against these terrible the only creatures possessing the knowledge, skill, and
cataclysms. Building a permanent dam provides the experience to use the Survival skill in the following
most logical defense against such a catastrophe, but manner.
erecting a formidable stone structure demands three
elements typically in short supply in the barren ice cap Given enough time and the proper equipment,
biome: material, manpower, and expertise. If the experienced mountaineers and polar explorers can
residents miraculously obtain the first two resources, build temporary structures such as snow caves or
the architect attempting to bring the monumental igloos to grant some protection from the raw elements.
undertaking to life must succeed on a Knowledge Snow and ice have excellent insulating qualities, which
(engineering) check to identify the ideal site and when heated with body heat or even a tiny fire, can
configuration for the dam. significantly increase the temperature inside the
makeshift dwelling. It is not unusual for temperatures
The following tables list the Knowledge (engineering) inside temporary structures to exceed the freezing
checks’ DC for a glacial lake outburst flood and the point. The warmest temperature inside a snow cave is
more unpredictable Jökulhlaup. A successful check 40° Fahrenheit. The warmest temperature inside an
applies to one hex (see the “Kingdom Building” igloo is 50° Fahrenheit. Care must be taken to include
section in Chapter 4 of the Pathfinder Roleplaying adequate ventilation. A snow cave or igloo provides
Game Ultimate Campaign for more details about good protection against weather and wind.
hexes).
The following table provides the necessary details for
Table 4–5: Engineering Check to Build a building a snow cave or igloo. It includes the
Dam structure’s capacity, the increase in air temperature
within the structure as opposed to the outdoor
temperature, the length of time needed to construct it,
and the Difficulty Class necessary to build a
structurally sound snow cave or igloo. (The GM is
encouraged to secretly roll the Profession
A successful check reduces the amount of build points [mountaineer] or Survival check needed to build a
(BP) necessary to construct the dam by –1. See the structure, since failure is likely to occur 1d4 hours after
“Buildings” section in Chapter 4 of Pathfinder the structure’s completion. If this occurs, the roof or
Roleplaying Game Ultimate Campaign for more wall collapses, exposing the individuals within to the
details regarding BP. When determining the BP outside world and also potentially burying them
necessary to construct the dam, treat the structure as a beneath a mound of snow in a manner similar to a
City Wall with a Watergate. More importantly, a cave-in or collapse.)

57
Table 4–6: Polar Shelters inch-by-6-inch-by-2-feet cubes. They are then placed
in a circle and trimmed to form a spiral ramp that
continuously winds up to the top of the igloo. By
trimming the inside edges of the blocks, they wedge
together and tilt inward toward the center, forming a
dome shape. The dome is closed off using a wedge-
shaped block that serves as the keystone. Igloo walls
have a hardness of 0 and 18 hit points. A snow shovel
or saw grants a +2 circumstance bonus to the
Profession (mountaineer) or Survival skill check
needed to build an igloo.

Shelter is one important component of wilderness


survival. Food and water play an equally critical role
as well. Although the ice cap biome and the tundra
biome to a lesser extent qualify as polar deserts,
finding potable water is far easier than locating the
precious liquid in a hot and dry desert. Water in its
frozen state exists in abundant quantities in polar
The structure’s capacity is based upon the premise that biomes, especially in the ice cap. On the other hand,
the occupants are Medium-sized creatures. Two Small finding food in the largely desolate ice cap and tundra
creatures can sleep in the space of one Medium biomes, particularly in interior areas far from the
creature. Likewise, one Large creature requires the milder coastal regions, presents a far greater challenge.
sleeping space of two Medium creatures. Snow caves Vegetation cannot take root in solid ice, thereby
and igloos are too small to house Huge creatures and eliminating the most-abundant food source in a
larger. A snow cave or igloo takes one hour to warm up conventional biome. In similar fashion, the permafrost
once it is occupied. If there are fewer people inside the dominating the tundra also inhibits most plant growth.
snow cave or igloo than its minimum capacity, the
structure is 20° Fahrenheit (11° Celsius) cooler than it In most cases, a successful DC 10 Survival check
would be if it were occupied to its minimum capacity. allows a character to move up to half his overland
Likewise, the construction times are based upon the speed while hunting and foraging in the wild,
efforts of one character with ranks in the Profession eliminating the need to lug food and water supplies
(mountaineer) or Survival skill creating the snow cave overland. In addition, wildly succeeding on the check
or igloo. If more than one person has training in the also allows that individual to procure enough
Profession (mountaineer) or Survival skill, the provisions to feed and hydrate several allies as well.
construction times are proportionally reduced. However, the scarcity of food in the ice cap and tundra
However, only one Profession (mountaineer) or biomes intensify the challenges of finding game or
Survival skill check is made to determine the snow edible plants in a domain virtually devoid of any
cave or igloo’s structural soundness, though the greenery and animals. To reflect this harsh reality, the
architect’s helpers can use the aid another action to following table adjusts the Survival check DC to get
improve the chances of success. along in the wild based upon the polar biome.
Snow cave: A snow cave is usually built in a steep
hillside with deep snow by hollowing out a small Table 4–7: Survival DC Modifier by Polar
entrance hole followed by a larger main cavity. The Biome
roof must remain at least 2 feet thick after the cave is
completed to keep it from collapsing. A ventilation
shaft can usually be pushed through with the handle of
a snow shovel or axe. On flat ground, variations
include trenches covered with a tarpaulin and
supported with equipment from within and pits dug
beneath snow-covered trees. A shovel grants a +2
circumstance bonus to the Profession (mountaineer) or
Survival skill check needed to build a snow cave. If the polar explorer spends at least eight hours within
1 mile of a polar ocean, sea, or other body of water, the
Igloo: An igloo is a much more time-consuming preceding DC modifier is reduced in half. The body of
endeavor because it is composed of individual blocks water cannot be wholly frozen and must support life to
that must be cut and shaped. Blocks are cut into 6- warrant reducing the Survival check’s DC.

58
Feats opponent fall prone in a randomly determined square
adjacent to your last position.
Life in the polar biomes requires specialization when
coping with the environment’s unique challenges. You cannot use this feat if you are grappling more than
Some adventurers turn to mundane gear to overcome one target. If you are wearing ice skates while
these hazards. Others put their faith in spells and performing this maneuver on an icy surface, you gain a
magical items. The preceding options may fit the bill in +4 bonus on your combat maneuver check to begin the
most cases, but the most useful and powerful choices death spiral, but you must also succeed on a DC 10
often come with an expensive price tag along with Acrobatics check each round to spin around an axis
severe limitations diminishing their versatility and without falling and thus ending the death spiral.
effectiveness. Rather than rely on outside intervention,
adventurers typically look inward where they tap into Double Cork Charge (Combat)
their innate talent and dedication to defeat the same
Your aerial tricks on ice skates and skis confound your
obstacles without a monetary expenditure. Adventurers
enemies.
refer to these unique abilities as feats. Whereas skills
only provide generalized assistance overcoming these Prerequisites: Skill Focus (Acrobatics), Snow Bum.
deadly perils, feats can be tailor-made to precisely Benefit: When you succeed on an Acrobatics check to
address such problems. They may enhance a charge an opponent while ice skating or skiing (see the
character’s ability to withstand winter’s fury, hone an preceding Acrobatics section), you deny your target
adventurer’s knack wielding a specific weapon, or his Dexterity bonus to AC and ignore the –2 penalty to
sharpen the explorer’s keen eye for details. Several AC imposed by charging if your Acrobatics check
feats presented in the following section appeared in equals or exceeds your target’s CMD.
previous sourcebooks in the Perilous Vistas line.
Most, however, are brand new for this book.
Fiery Spellcaster
Death Spiral (Combat) You are an expert at identifying, dispelling, and
countering cold-based spells and effects.
You can spin or hurl a grappled opponent across an
icy or snowy surface. Prerequisites: Spellcraft 4 ranks.
Prerequisites: Acrobatics 6 ranks, Improved Grapple. Benefit: You gain a +4 bonus on the following checks:
Spellcraft checks made to identify a spell with the cold
Benefit: While you have an opponent up to one size descriptor as it is being cast, and dispel checks made to
category larger than you grappled, you can attempt the dispel a cold-based spell or effect. In addition, when
move grapple action if you and your opponent are you select an opponent as the target of your
standing upon a surface covered in ice, snow, or at the counterspell, and the designated opponent casts a spell
GM’s discretion, another appropriate slippery medium. with the cold descriptor, you may counter that spell by
If you succeed, instead of moving both yourself and casting a spell with the fire descriptor. This spell can be
your target up to half your speed, you continuously no more than one level lower than the spell you are
rotate around an axis in the center of the square(s) you countering. It may also be of equal or greater level than
currently occupy while moving your opponent through the spell you are countering.
each square adjacent to you, provoking attacks of
opportunity from creatures threatening the squares
your opponent passes through when applicable. After Frostbitten Touch
you have done so, you can use a move action each Your frigid touch destroys living tissue.
round to continue the death spiral without needing to
attempt an additional combat maneuver check. You Prerequisites: ability to cast 5th-level arcane spells.
cannot move while maintaining the death spiral. Benefit: When you hit a target with a melee touch
attack dealing cold damage, the target must succeed at
If you release the grapple, your target falls prone in a a Fortitude save (DC 10 + 1/2 your caster level + your
square of your choosing adjacent to you. Alternatively, Intelligence or Charisma modifier [your choice]) or
when releasing the grapple, you may attempt to hurl become fatigued for 1 round. This cannot cause the
your opponent across the slick surface by making a target to become exhausted, even if the target is
grapple combat maneuver. If your check succeeds, you already fatigued. However, if you confirm a critical hit
hurl your target 5 feet away from you in a direction of with the melee touch attack, the target instead becomes
your choosing. For every 5 by which your check exhausted for 1 round. Undead, constructs, and
exceeds your opponent’s CMD, you hurl the target an creatures immune to cold damage are also immune to
additional 5 feet. On a failed check, you and your this effect.

59
climb icy surfaces with greater ease than most. When
Frozen Fury you fail an Acrobatics check while walking across ice
or snow, your movement, if any, is halted, but you do
While raging, you imbue your attacks with winter’s not fall prone.
fury.
Prerequisites: rage class feature, base attack bonus +6. Ice Vision
Benefit: While raging you can spend one or more Your eyes are trained to spot icy hazards.
rounds of rage as a swift action to deal additional cold
damage on melee attacks you make on your turn. Your Prerequisites: Perception 3 ranks, Survival 3 ranks.
melee attacks deal 1 point of cold damage for each Benefit: You gain a +4 bonus on the following checks:
round of rage you spend, up to a maximum of one-half Survival checks made to avoid or detect the potential
your current rounds of rage. for natural hazards in a specific area, such as crevasses,
thin ice, and glacial lake outburst floods including
Ice Runner Jökulhlaups; Perception checks made to spot
encroaching avalanches, icebergs, and glacial lake
You maintain your balance and grip when moving outburst floods including Jökulhlaups; and Perception
across icy or snowy surfaces. checks made to potentially notice unusual ice
Prerequisites: Acrobatics 3 ranks, Climb 3 ranks. structures such as traps and hidden doors located in a
pane or block of ice or snow. You receive a check to
Benefit: You ignore up to –5 in penalties due to notice such features whenever you pass within 10 feet
slippery surfaces on Acrobatics checks and Climb of them, whether or not you are actively looking.
checks, allowing you to move across icy terrain or

60
Icy Spellcaster same creature. Therefore, if you and two allies threaten
the same opponent, you are treated as if you were two
You are an expert at identifying, dispelling, and size categories larger than your true size. In addition,
countering fire-based spells and effects. while underwater you can verbally communicate with
Prerequisites: Spellcraft 4 ranks. allies who also have this feat, though you are limited to
exchanging basic information such as move, stay, go,
Benefit: You gain a +4 bonus on the following checks: attack, defend, and the like.
Spellcraft checks made to identify a spell with the fire
descriptor as it is being cast, and dispel checks made to
dispel a fire-based spell or effect. In addition, when Polar Bear
you select an opponent as the target of your You are accustomed to immersion in cold water.
counterspell, and the designated opponent casts a spell
with the fire descriptor, you may counter that spell by Prerequisites: Endurance, Swim 1 rank.
casting a spell with the cold descriptor. This spell can Benefit: When immersed in cold water, you treat the
be no more than one level lower than the spell you are water’s temperature as if it were 20° Fahrenheit (11°
countering. It may also be of equal or greater level than Celsius) warmer than its true temperature (see the
the spell you are countering. Temperature section in Chapter 3 of this sourcebook
and the “Cold Dangers” section in Chapter 13 of the
Inner Fire Pathfinder Roleplaying Game Core Rulebook for
details regarding immersion in very cold water). You
Your core body temperature increases when you are gain a +4 bonus on Swim checks made when
subject to cold-based spells and effects. swimming in water with a temperature of 60°
Prerequisites: Endurance, Great Fortitude. Fahrenheit (15° Celsius) or less. In addition, you gain a
+2 bonus on saving throws against spells with both the
Benefit: Whenever you succeed on a saving throw cold and water descriptors as well as spells with the
against a spell with the cold descriptor, you gain cold descriptor belonging either to the Water domain or
resistance to cold equal to the level of the spell. You the Elemental school of water.
may immediately apply the resistance to
any cold damage dealt by the spell
responsible for triggering this feat, and Polar Vision
the resistance to cold lasts for a Your eyes grow accustomed to prolonged twilight.
number of rounds equal to your
Constitution modifier (minimum 1). Benefit: While outdoors in terrain covered by ice or
In order to gain resistance to cold, snow, you gain low-light vision. If you already have
the saving throw must be made in low-light vision, you gain darkvision out to a range
response to an enemy’s actions. of 30 feet instead. If you already have darkvision,
Saving throws caused by your the range of your darkvision increases by 30 feet.
actions or those of your allies never
grant resistance to cold. Reindeer Herder
You domesticate and train reindeer.
Orca Pod (Combat, Prerequisites: Handle Animal 3 ranks, Ride 3
Teamwork) ranks, either the animal companion, divine
You emulate orca tactics while bond (mount), or mount class feature.
underwater. Benefit: This feat affects only reindeer.
Prerequisites: Improved In temperatures of 40° Fahrenheit (4°
Grapple, swim speed, base attack Celsius) or less, you and your reindeer
bonus +6. animal companion or
mount gain the benefits
Benefit: When you and at least of endure elements
one ally who also has this feat whenever you are
threaten the same creature while adjacent to each other. In
underwater, you gain the grab addition, when you ride
special attack. You are your reindeer animal
treated as if you were one companion or mount, the
size category larger than reindeer can move across
your actual size for each snow and icy surfaces
ally threatening the without penalty.

61
Shivering Fist Snow Bum
Your unarmed strike chills your target to the bone. You are an expert ice skater and skier.
Prerequisites: Con 13, Wis 13, Improved Unarmed Prerequisites: Acrobatics 4 ranks.
Strike, base attack bonus +8. Benefits: You gain a +4 bonus on all Acrobatics checks
Benefit: You must declare you are using this feat made to ice skate and ski. Whenever you succeed on
before you make your attack roll (thus, a failed attack an Acrobatics check to increase your speed while ice
roll ruins the attempt). Shivering Fist forces a foe skating and skiing, your speed doubles instead. The
damaged by your unarmed attack to succeed at a penalty you take while using a ranged weapon while
Fortitude saving throw (DC 10 + 1/2 your character moving on skates or skis is halved from –4 to –2.
level + your Wis modifier), in addition to dealing
damage normally. A defender who fails this saving Spontaneous Chill
throw uncontrollably shivers for 1 round. A shivering
creature can take no actions, becomes vulnerable to Instead of casting a cure spell, you can instead cast a
cold, and loses his Dex bonus to AC, if any. Creatures spell with the cold descriptor.
immune to cold are immune to the shivering effect but Prerequisites: Knowledge (religion) 5 ranks, ability to
still take damage normally. You may attempt a spontaneously cast cure or inflict spells, Arctic domain
shivering attack once per day for every four levels you (Pathfinder Roleplaying Game Ultimate Magic) or Ice
have attained (but see Special), and no more than once subdomain (Pathfinder Roleplaying Game Advanced
per round. Player’s Guide)
Special: A monk of the katabonic chill (see Chapter 8) Benefit: You can “lose” a prepared spell to cast a spell
receives Shivering Fist as a bonus feat at 1st level, with the cold descriptor at least one level lower,
even if he does not meet the prerequisites. A monk may instead of casting a cure spell or an inflict spell as you
attempt a Shivering Fist attack a number of times per normally would. The spontaneously cast spell must
day equal to his monk level, plus one more time per appear on your class’s spell list.
day for every four levels he has in classes other than
monk.
Tobogganing
Slippery Character You emulate the penguin’s ability to escape danger.
You quickly react to spells with the cold descriptor. Benefit: When you drop to a prone position on ice or
snow, you take a –2 penalty to AC against melee
Prerequisites: Improved Lightning Reflexes, attacks and can move at half speed across such a
Lightning Reflexes. surface. This movement provokes attacks of
Benefit: Whenever you succeed on a Reflex saving opportunity as normal. You can take a 5-foot step while
throw against a spell or spell-like ability with the cold prone. This benefit does not stack with the rogue fast
descriptor, you may as an immediate action move a crawl talent. If you fall prone while ice skating or
number of squares across a surface covered by ice or skiing (see the preceding Acrobatics section), any
snow up to the level of the spell. You cannot move a falling damage is reduced by half, but damage
distance greater than your base speed regardless of the sustained from a collision with an object or creature
spell’s level. You must walk across the surface to gain while sliding on ice or snow is dealt normally.
the preceding benefit. Furthermore, the saving throw Normal: You can crawl 5 feet as a move action. You
must be made in response to an enemy’s actions. cannot take a 5-foot step while crawling. While prone,
Saving throws caused by your actions or those of your you take a –4 penalty to AC against melee attacks.
allies grant you no ability to move.

Snow Angel
You are equally comfortable standing upright or lying
prone while on ice and snow.
Benefit: While prone on ice or snow, you make melee
attack rolls without penalty.
Normal: You suffer a –4 penalty to melee attack rolls
while prone.

62
Wielder of Flame
Creatures vulnerable to fire cower in your presence.
Prerequisites: Cha 15, Intimidate 5 ranks
Benefit: Whenever you successfully hit an enemy
vulnerable to fire with a melee attack dealing fire
damage, the struck creature must also succeed at a Will
saving throw (DC 10 + 1/2 your character level + your
Charisma modifier) or become shaken for 1 round.
This is a mind-affecting, fear effect. A creature that
successfully saves is not subject to the same effect for
24 hours.

Wielder of Frost
Creatures vulnerable to cold cower in your presence.
Prerequisites: Cha 15, Intimidate 5 ranks
Benefit: Whenever you successfully hit an enemy
vulnerable to cold with a melee attack dealing cold
damage, the struck creature must also succeed at a Will
saving throw (DC 10 + 1/2 your character level + your
Charisma modifier) or become shaken for 1 round.
This is a mind-affecting, fear effect. A creature that
successfully saves is not subject to the same effect for
24 hours.

Wolf Pack (Combat, Teamwork)


You and your allies emulate the hunting tactics of
wolves.
Prerequisites: Knowledge (nature) 5 ranks, base
attack bonus +6
Benefit: When you and at least one ally who also has
this feat threaten the same creature, you gain the
benefit of any combat feat your ally used during his
last turn with the exception of combat feats granting a
bonus to any die roll or your AC. For instance, if your
ally attacks an enemy with a weapon affected by the
Weapon Focus and Weapon Specialization feats, you
cannot gain the benefits of these feats because they
grant a bonus to his attack roll and weapon damage roll
respectively. You must otherwise meet the feat’s
requirements.

63
Chapter Five: Polar addition, some of these items also appeared in Dunes
of Desolation, Fields of Blood, Mountains of
Equipment Madness, and Marshes of Malice, all by Frog God
Games.
In most environments, equipment is a luxury. In the
polar biomes, it becomes a necessity. Most humanoids Table 5–1: Clothing
cannot survive the frigid conditions and chilly winds
for more than a few hours with proper gear, and even
then, mundane clothing may not be enough to spare a
polar explorer from an ignominious death beneath a
pall of ice and snow. When temperatures plummet to
extremes capable of freezing living tissue within
seconds, adventurers rely upon more than ordinary
fabric and fur to withstand the worst the frozen domain
can offer. In these cases, magic typically provides the
only defense against the relentless elements.

Protection against the cold ranks first and foremost on


most explorers’ minds. Experienced adventurers never
trudge into the deep snow or across the windswept ice
fields without some item or substance to stave off
frostbite and hypothermia. Most prefer permanent
items such as an enchanted pair of boots, a cloak, or
another durable object to temporary solutions to the
persistent problem of staying warm in a realm
dominated by bitter cold. After addressing basic
survival gear, polar explorers frequently look toward
unconventional solutions to overcome the logistics of
traveling across a landscape almost completely bereft
of traditional roads. Likewise, those sailing the frozen
seas must contend against waters clogged with
icebergs, ice floes, and ice sheets. Their options for
overcoming these menaces range from specialized
footwear — including mukluks, ice skates, skis, and
snowshoes — to unusual mounts such as reindeer and
muskoxen, and lastly to innovative vehicles such as
sleds, sleighs, toboggans, canoes, and other seafaring Bogshoes
vessels specifically designed to deal with the unique
challenges facing polar travelers. Although adventurers Made from lightweight, water-resistant woods such as
may take different approaches to cope with the poles’ alder and bald cypress, this pair of specialized
multitude of dangers, the paramount goal almost footwear follows in the footsteps of its close cousin,
always focuses on staying warm in an unforgiving and the snowshoe. It shares the same basic design
ferocious climate. consisting of sinew strips or thin pieces of wood set
into an interlocking pattern inside of a wooden, oval
Clothing frame. A water-resistant strap lashes the wearer’s foot
to the bogshoe. Bogshoes reduce the penalty for
Every discussion about essential polar equipment starts walking through mud by 50%. So for example, if
with clothing. Even a mere sliver of exposed skin moving through mud normally costs the wearer 4
opens the door to frostbite and potentially necrosis. For squares of movement, bogshoes reduce this cost to 2
this very reason, explorers don a formidable wardrobe squares per square traveled.
of outerwear and accessories ranging from gloves,
glasses, and scarves to heavy wool coats and water-
resistant pants. The following section complements,
and in some cases supplements, the articles of clothing
and accessories found in the Pathfinder Roleplaying
Game Core Rulebook, the Pathfinder Roleplaying
Game Ultimate Equipment, and other sources. In

64
Crampons Eyeglasses, masterwork
Similar in design and function to cleats (see the Precision-crafted from the finest materials, masterwork
“Clothing” section in Chapter 4 of the Pathfinder eyeglasses consist of two lenses fitted into a leather
Roleplaying Game Advanced Player’s Guide), the frame that forms a tight seal around the eyes. They
wearer affixes these devices atop a pair of shoes or afford the same protection against sunburn as ordinary
boots. The crampon consists of a sole framed out of eyeglasses except that rolling a natural 1 on a
lightweight, water-resistant metal, wood, or other Constitution check against sunburn does not result in
suitable material lined with sharp spikes and hooks the character’s eyes getting sunburned from snow
intended to dig into a pliable, slick surface to improve blindness. Furthermore, these eyeglasses negate the
the user’s traction. Straps or other fasteners attached to effects of light sensitivity and light blindness, so a
the crampon wrap around the ankle, foot, and heel to character suffering from either condition can see
maintain a snug fit. normally while wearing the eyeglasses. The eyeglasses
grant a +2 circumstance bonus on Perception checks
Crampons are a component in a climber’s kit (see the made to detect a mirage in a desert environment and a
“Tools and Skill Kits” section in Chapter 6 of the +4 circumstance bonus on Fortitude saves to resist
Pathfinder Roleplaying Game Core Rulebook) which blindness caused by foreign objects coming into
grants a +2 circumstance bonus on Climb checks, but contact with the eyes, such as a dirty trick maneuver to
wearing them without using the other pieces of throw sand in the wearer’s eyes.
equipment making up the climber’s kit bestows no
benefits while climbing. Crampons reduce the penalty Eyeshades
for walking over slick surfaces by 50%. For instance,
walking across ice normally costs two squares for Made from breathable, dark cloth, linen, or other
every square, but crampons reduce the cost to 1-1/2 supple material, these eyeshades completely cover the
squares for every square. Crampons cause damage to wearer’s eyes. A character wearing eyeshades is
any type of finished flooring. blinded, yet also gains the benefits of being in a dark
space for the purposes of determining whether the
Crampons, masterwork creature must attempt a Fortitude save to stave
off developing a circadian rhythm disorder
While providing the same (Chapter 3). They also grant foolproof
benefits as ordinary crampons, protection against snow blindness,
the masterwork version’s though a character using them for
enhanced flexibility and this purpose is still blinded.
durability reduces the penalty
on Acrobatics checks made Fur parka
while walking across ice
from –5 to –2. The natural water repellency and high
loft of fur makes it perfect for outerwear.
Eyeglasses The parka is usually made with a soft, fine
fur such as sealskin on the inside, and a denser
These glasses include fur such as reindeer on the outside. The hood
two lenses fitted into a may have an especially thick fur ruff to
wooden or metal protect the face. A fur parka provides a
frame that sit on the +2 circumstance bonus to Fortitude
bridge of the nose saving throws against exposure to cold
and loosely weather. The circumstance bonus stacks with
wrap around the other clothing, including when it is worn over a
wearer’s ears. cold-weather outfit. However, wearing a parka over
They afford the another coat or a cold weather outfit imposes a –1
same protection armor check penalty. Alternatively, the fur parka may
against sunburn as a be worn in place of the wool coat and heavy cloak
visor, i.e. –2 to the included in the cold-weather outfit. When worn in this
Constitution check DC manner, the cold-weather outfit provides a +6
to resist sunburn, circumstance bonus to Fortitude saving throws against
including snow blindness. In addition, exposure to cold weather instead of the normal +5
they grant a +1 circumstance bonus on Constitution circumstance bonus for wearing a cold-weather outfit
checks against light sensitivity or light blindness. and the –1 ACP is negated.

65
Gloves support, which makes them inappropriate for climbing
or for use with crampons. It is ideal for dogsledding
An explorer’s hands and feet are the body parts most and other winter activities. Mukluks provide a +1
vulnerable to frostbite. The cold-weather outfit circumstance bonus to Fortitude saving throws against
includes boots to protect his lower extremities, but exposure to cold weather, and a –1 circumstance
oddly omits any defense for the digits responsible for penalty on Acrobatics checks made to move across a
manipulating handheld objects and swinging weapons. narrow surface and on all Climb checks. This
Leather gloves made from water-resistant hides such as circumstance bonus is stackable with other individual
reindeer and sealskin are the most popular choice. Fur clothing articles, but not with the cold-weather outfit.
lining inside and outside the gloves provides added
comfort and insulation. Gloves grant the wearer a +1 Oilskins
circumstance bonus on Fortitude saving throws to
avoid taking nonlethal damage when exposed to cold This oiled and waxed cotton canvas has a dense weave
weather. This bonus stacks with the cold-weather and is highly water repellent. It can be fashioned into
outfit’s circumstance bonus. In addition, gloves reduce any garment, with parkas and leggings being the most
the nonlethal damage dealt by exposure to cold useful. Full-length trail coats and rain capes are
weather by 1 hit point (minimum 1). However, gloves commonly made from oilskin. Oilskins protect a
come with a drawback. The wearer suffers a –2 character from getting wet, even during a prolonged
circumstance penalty on grapple combat maneuver blizzard or downpour. While wearing the oilskin
checks and Dexterity-based skill checks requiring the garment, all penalties to skill checks imposed by rain,
wearer to use his hands. sleet, or snow, including magical precipitation, are
reduced by 1. Bonuses gained from wearing multiple
Gloves, masterwork oilskin garments do not stack. Complete immersion in
water penetrates oilskins.
These exquisitely handmade gloves provide the same
benefits as the common version, but reduce the Skates, ice masterwork
circumstance penalty on grapple combat maneuver
checks and Dexterity-based skill checks requiring the The common version of this item appears in Pathfinder
wearer to use his hands from –2 to –1. Roleplaying Game Ultimate Equipment. Masterwork
ice skates grant the wearer a +2 circumstance bonus on
Mittens Acrobatics checks made to perform a task on skates.
While gloves allow the wearer to independently move Skis, masterwork
each finger, albeit with some limitation, mittens
prevent the wearer from maneuvering individual digits The common version of this item appears in Pathfinder
altogether. The wearer can move his thumb without Roleplaying Game Ultimate Equipment. Masterwork
restriction, but the remaining four fingers operate as a skis grant the wearer a +2 circumstance bonus on
clumsy unit. Made from the same materials as gloves, Acrobatics checks made to perform a task on skis.
mittens provided added warmth while sacrificing
agility. Mittens grant the wearer a +2 circumstance
bonus on Fortitude saving throws to avoid taking
Snowshoes, masterwork
nonlethal damage when exposed to cold weather. This The lighter and nimbler masterwork snowshoes do not
bonus stacks with the cold-weather outfit’s increase the wearer’s speed when moving across snow.
circumstance bonus. In addition, mittens reduce the However, they allow the wearer to take a 5-foot step
nonlethal damage dealt by exposure to cold weather by into a snow-covered square.
2 hit points (minimum 1). However, mittens greatly
restrict the wearer’s ability to manipulate fine objects
or grasp onto anything. The wearer suffers a –4 Swarmsuit
circumstance penalty on grapple combat maneuver
checks and Dexterity-based skill checks requiring the This item appears in The Pathfinder Roleplaying Game
wearer to use his hands. Advanced Player’s Guide. In addition to providing
damage reduction against swarm attacks, it also
protects the wearer against ordinary mosquitoes, ticks,
Mukluks and midges. A character who sleeps in a swarmsuit is
automatically fatigued the next day.
The mukluk is a high-topped fur boot. Layers of fur
insulate the inside and outside of the shoe to keep the
wearer’s feet warm, but the boots have poor structural

66
Visor Axe, Ice
Visors are made from wood and covered in fabric that The ice axe is the smaller cousin of the alpine axe. It is
is also used to fasten the item around the head. The shaped like a short, lightweight version of the alpine
item protects the eyes and face from sunburn. axe and is designed to be used in one hand. The axe’s
wooden handle is only about 1-1/2 ft. long and made of
Adventuring Gear wood. The long blade of the ice axe usually has a
double curve designed to hold firm in ice that is nearly
Polar biomes pose hazards unique to this environment. vertical. Some ice axes exchange the adze blade for a
Explorers daring to conquer the lands and waters of hammer head so that it can perform double duty
endless ice and snow must be ready for any pounding pitons into rock or ice. An ice axe grants a
contingency from a raging blizzard to a concealed +2 circumstance bonus on Climb checks made on
crevasse. The following section provides an array of nearly vertical icy surfaces (between 75 and 90
useful tools, items, and vehicles designed to aid degrees). It does not grant any bonuses to Climb
adventurers during their trek into polar biomes. checks made scaling snowy surfaces or icy surfaces
less than 75 degrees in slope. The circumstance bonus
stacks with those gained from using an alpine axe or a
Table 5–2: Adventuring Gear second ice axe. If two ice axes are used together, at
least one of them must have an adze blade.

Mountaineering Tools as Weapons

While mountaineering tools are not intentionally


designed to function as weapons, a skilled climber in a
pinch can resort to swinging an alpine axe or a
climbing hammer (see Mountains of Madness) as a
weapon. In spite of his familiarity with these objects,
these tools are still treated as improvised weapons, thus
imposing the –4 attack roll penalty for not being
proficient with the weapon. Like all improvised
weapons, climbing tools score a threat only on a
natural 20 and deal double damage on a critical hit.
Axe, Alpine The alpine axe deals damage as a battleaxe (1d8),
though it is treated as a two-handed weapon that metes
The alpine axe is a mountaineer’s best friend. The out piercing or slashing damage. Its counterpart, the
long-handled weapon and tool is used to stabilize the ice axe, deals damage as a throwing axe (1d6). The
climber during movement on snow and ice and to climber’s hammer deals damage as a light hammer
provide temporary anchors for the most dangerous (1d4).
portions of the ascent. It resembles a miner’s pickaxe
with a few differences. Its wooden handle is about 3- Canoe
1/2 feet long. On one end of the shaft is a metal spike
used to provide a temporary anchor on a slope of deep The prototypical canoe measures 15 feet in length and
snow. The other end of the shaft has a double-sided no more than 5 feet in width at its center, though some
head. One head is a long, narrow, curved, and serrated varieties can reach a length of 30 feet. Made from
pick used as an anchor for ice or shallow snow. The birch bark sewn and stitched onto a lightweight
pick is designed to be most effective on slopes between wooden frame, the vessel is easy to haul overland for
45 and 60 degrees. The other head is a short, horizontal long distances, making it an excellent choice for
blade called an adze used for carving footholds in ice. wetlands or polar travel. It is used predominately to
An alpine axe provides a +2 circumstance bonus on transport goods and passengers along rivers, streams,
Climb checks made on snowy or icy surfaces. The and lakes. It moves about 3 miles per hour when
alpine axe is such an important tool that most rowed.
mountaineers keep their axe tied to them on a short
leash so they cannot drop it.

67
Polar Watercraft Kayak
The following section provides the vehicle statistics for three
boats commonly found in the arctic — canoes, kayaks, and kochs. No watercraft is as nimble or agile as the kayak.
Canoe Constructed from leather stretched over a wooden
Large water vehicle skeleton, the small vessel has a draft of no more than a
Squares 3 (5 ft. by 15 ft.); Cost 400 gp few inches and can turn with remarkable ease. It
AC 9; Hardness 5
hp 45 (22) accommodates only one passenger, who also serves as
Base Save +0 the driver. It is the water vehicle of choice for most
<RULE> polar residents because of its maneuverability and ease
Maximum Speed 90 ft. (current and muscle) or 30 ft. (muscle only);
Acceleration 30 ft. (current only) or 15 ft. (muscle only) of portage. It moves about 2 miles per hour when
CMB +1; CMD 11 rowed.
Ramming Damage 1d8
This vessel consists of sheets of birch bark stitched together and then
stretched over a lightweight wooden frame. A typical canoe weighs 50 Koch
pounds, which makes it ideal for portage. The boats are suited for river
and lake travel as well as for navigating narrow straits. The canoe’s driver The backbone of any polar fleet, these sailing vessels
uses a single-bladed paddle to propel the boat through the water. A canoe
can carry 1,750 pounds of cargo or 3 passengers. feature reinforced ribbing and planking, allowing them
Propulsion current (water) or muscle (pushed; 1, 2, or 3 Medium rowers; to better withstand collisions with sea ice and
one is the driver) potentially icebergs. When surrounded by encroaching
Driving Check Profession (driver) or Profession (sailor)
Forward Facing boat’s forward ice, the vessel’s rounded keel below the water line
Driving Device paddle forces approaching ice floes to gently elevate the ship
Driving Space the center square of the canoe onto the ice without damaging the koch’s innovative
Decks 1
underbelly. In another interesting development, the
Kayak
Large water vehicle
shipbuilders also incorporated a false keel in the design
Squares 2 (5 ft. by 10 ft.); Cost 150 gp plan. This addition allows the crew to pull the vessel
AC 9; Hardness 0 over solid ice without tearing the actual keel apart.
hp 20 (9)
Base Save +0
When moved in this manner, treat the koch’s
Maximum Speed 60 ft. (current and muscle) or 30 ft. (muscle only); maximum speed and acceleration as if it were a sleigh
Acceleration 30 ft. (current only) or 15 ft. (muscle only) (see the “Land Vehicles” section in Chapter 4 of the
CMB +1; CMD 11
Ramming Damage 1d8
Pathfinder Roleplaying Game Ultimate Combat).
Typically crafted from leather stretched over a wooden skeleton, the
kayak is built for maneuverability in shallow waters. The vessel is ideally Bulkheads divide the koch into three compartments: a
suited for the shallow waters in estuaries and small rivers. The kayak’s central cargo hold sandwiched between a forward
driver uses a double-bladed paddle to propel the boat through the water. A
kayak can carry 500 pounds of cargo or 1 passenger, who also serves as cabin housing the boat’s crew and the stern section,
the driver. which serves as the captain’s quarters. The ship also
Propulsion current (water) or muscle (pushed; 1 Medium rower also sports two iceboats, which function as sleds (see
serves as the driver)
Driving Check Profession (driver) or Profession (sailor) below).
Forward Facing boat’s forward
Driving Device paddle
Driving Space the most forward square of the kayak Portable Stove
Decks 1
Koch (Icebreaker) This handy device looks similar to a hooded lantern.
Colossal water vehicle Polar explorers use it to boil water to make it safe to
Squares 27 (15 ft. by 45 ft.); Cost 10,000 gp
AC 2; Hardness 8 drink, for cooking, and for providing heat. It requires
hp 405 (202) one flask of oil and one flask of alchemist’s fire for
Base Save +5 fuel. The stove has two settings: It can burn like a
Maximum Speed 90 ft. (current only); Acceleration 30 ft. (current)
CMB +8; CMD 18 campfire for 30 minutes, giving off as much heat as a
Ramming Damage 8d8 campfire, or it can burn slowly for 8 hours, providing
This flat-bottomed vessel with reinforced planking represents a constant warmth to heat up a tent.
breakthrough in icebreaking technology. Its sturdy hull can withstand a
direct impact with an ice floe, and its uniquely shaped keel prevents it
from sustaining any damage when surrounded by ice fields. Although
constructed from wood, its double planking increases its hardness to 8.
The koch may have one or two masts with a square sail. It can carry 35
tons of cargo or 30 soldiers.
Propulsion current (air; 6 squares of sails, hp 30) or current (water)
Driving Check Profession (sailor) or Knowledge (nature) +10 to the DC
when sail is used
Forward Facing the ship’s forward
Driving Device rudder
Driving Space the three rear squares of the koch
Crew 30
Decks 1

68
Saw, Ice vehicles. Polar dwellers typically use toboggans to
haul cargo or passengers, but not both simultaneously.
An ice saw is a sturdy handsaw designed for cutting The vehicle has the same weight hauling capacity as a
ice. An ice saw can be used for cutting a hole in ice for dog sled.
ice fishing, and it can be used to cut blocks of snow or
ice to create an igloo. In the latter case, its use grants a Polar Land Vehicles
+2 circumstance bonus on Profession (mountaineer) or
Survival skill checks (see Chapter 4) made to build an The following section provides the vehicle statistics for
igloo. The bonus does not stack with the bonus gained two vehicles commonly found in the polar biomes:
from using a snow shovel. sleds and toboggans.
Sled
Shovel, snow Large land vehicle
Squares 2 (5 ft. by 10 ft.); Cost 20 gp
A snow shovel is designed for cutting through snow AC 9; Hardness 5
and ice in order to build various temporary shelters hp 30 (14)
(see Chapter 4). A snow shovel is lighter than an Base Save +1
Maximum Speed twice the speed of the pulling creature(s)
ordinary shovel and is serrated on one side to assist in (muscle); Acceleration half the speed of the pulling creature(s)
cutting snow blocks to make an igloo or for carving (muscle)
out a snow cave. A snow shovel grants the user a +2 CMB +1; CMD 11
circumstance bonus on Profession (mountaineer) or Ramming Damage 1d8
Survival checks made to construct either temporary A pair of runners allow the sled to easily slide across ice and
snow. The sled moves only at half speed when used on other
shelter. It is unsuitable for use with dirt or rock. Snow surfaces. The front portion of the sled consists of an open, wooden
shovels can be used as improvised sleds. framework used to store provisions, gear, and other equipment.
The driver, more commonly referred to as the musher, stands atop
Sled runners built into the rear of the sled. A team of trained dogs or
other suitable animals typically pulls the vehicle across the ice
and snow.
This smaller version of the sleigh operates on the same Propulsion muscle (pulled; 8 Medium creatures or 2 Large
principles and design blueprints as its larger creatures; on ice, the creatures must be clawed rather than hoofed
counterpart. A pair of runners resembling skis allow [reindeer can pull the vehicle across any surface])
the vehicle to easily slide over ice and snow. A team of Driving Check Handle Animal or Profession (driver) (in the case
trained riding dogs or another suitable creature such as of creatures with animal intelligence), Diplomacy or Intimidate
(in the case of intelligent creatures pulling the vehicle)
a reindeer may pull the sled. Otherwise, this vehicle is Forward Facing toward the creatures pulling the vehicle
identical to the dog sled appearing in the “Transport” Driving Device reins
section in Chapter 2 of the Pathfinder Roleplaying Driving Space the rear square of the vehicle
Game Ultimate Equipment. Decks 1
Toboggan
Sunstone Large land vehicle
Squares 2 (5 ft. by 10 ft.); Cost 10 gp
A blocky, transparent crystal no bigger than the palm AC 9; Hardness 5
hp 30 (14)
of the hand, this lozenge-shaped stone cut from Base Save +0
Northlands spar has the unusual property of Maximum Speed the speed of the pulling creature(s) (muscle);
birefringence. Used primarily by Northlander sailors, Acceleration one-quarter the speed of the pulling creature(s)
the sunstone pinpoints the direction of the sun even on (muscle)
a completely overcast or fog-shrouded day. Sailors CMB +1; CMD 11
Ramming Damage 1d8
hold it aloft and shift it until the double shadows of A toboggan is a flat-bottomed sled with no runners. The planks at
refraction within its interior are equal. This grants a +2 the front of the toboggan are curved upward and back to form a J-
circumstance bonus on Survival checks to avoid shaped design. Unlike a sled or sleigh, a toboggan moves at its
becoming lost or Profession (sailor) checks to navigate full speed across any flat surface, including water if the toboggan
a ship. It does not work at night. Creating a sunstone is made from buoyant materials.
Propulsion muscle (pulled; 4 Medium creatures or 1 Large
requires a successful DC 15 Craft (jeweler) check to creature; on ice, the creatures must be clawed rather than hoofed
shape the raw spar properly. [reindeer can pull the vehicle across any surface])
Driving Check Handle Animal or Profession (driver) (in the case
Toboggan of creatures with animal intelligence), Diplomacy or Intimidate
(in the case of intelligent creatures pulling the vehicle)
Forward Facing toward the creatures pulling the vehicle
Unlike its cousins the sled and the sleigh, the toboggan Driving Device none
lacks runners and instead slides on its flat bottom, Driving Space none
making it more versatile yet slower than similar winter Decks 1

69
Special Substances and Items place, ice and snow cannot build up in the affected
area. A de-icer flask has no effect on magical cold, but
Characters versed in the application and use of the it can be thrown as a splash weapon at a creature with
Craft (alchemy) skill can create any of the following the cold subtype. Treat this attack as a ranged touch
substances and items. attack with a range increment of 10 feet. The flask
breaks if thrown against the body of a corporeal
creature. A direct hit deals 2d4 points of damage to a
Table 5–3: Special Substances creature with the cold subtype. Each such creature
within 5 feet of the point of impact takes 1 point of
splash damage. On the round following a hit, the target
takes an additional 1d4 points of damage. If desired,
the target can use a full-round action to remove the de-
icer from its body before taking this additional
damage. Doing so requires a successful DC 15 Reflex
save.

Create: Craft (alchemy) DC 20


De-Icer Flask
Frostthaw
Ice is one of a polar traveler’s most formidable foes. If
scaling vertical rock walls and treacherous cliffs were Polar explorers know all too well the havoc cold
not bad enough, adding a thick layer of ice on top of temperatures can wreak on unprotected skin.
these surfaces makes them nearly impassable. While Numbness morphs into blisters accompanied by
veteran explorers cannot pulverize rock and stone excruciating pain, ultimately culminating in necrosis.
without significant time and effort, ice is another To prevent this terrible fate from befalling a polar
matter. Few leave camp without at least a handful of explorer, alchemists create this balm from a mixture of
deicer flasks. Made from a saline solution mixed with permacrest, oil, aloe vera, and an assortment of ground
vinegar, alcohol, and water, this remarkable alchemical tree bark. When applied to exposed skin, frostthaw
creation can quickly and easily remove ice from a hard grants a +5 alchemical bonus on Fortitude saves made
surface. to avoid taking nonlethal damage from exposure to
cold weather. Frostthaw lasts for 6 hours or until
A de-icer flask can be thrown as a ranged attack with a exposed to at least 1 gallon of water. One vial of
range increment of 10 feet. When it strikes a hard frostthaw contains enough gooey balm to coat one
surface (or is struck hard), the flask breaks and spreads Medium creature.
the contents throughout the area. All ice within a 10-
foot-radius spread instantly melts. The viscous de-icer Create: Craft (alchemy) DC 20
coats the surface for 10 minutes or until it is exposed to
at least 1 gallon of water. While the de-icer remains in

70
Insect Repellent the character from taking any additional damage from
skin conditions such as sunburn and poison ivy for the
Swarming insects pose a major nuisance to polar next 24 hours or until the balm is exposed to at least a
explorers during the fleeting spring and summer gallon of water. Skin saver does not cure the
months in the taiga and tundra biomes. Alchemists underlying condition; it suppresses the symptoms for
harvest parts of the cow parsnip to formulate this only 24 hours. In the case of poison ivy, the character
topical lotion intended to keep these pests at bay. The must still succeed on a Fortitude save to be cured of
viscous liquid is pleasant to the humanoid nose, but the condition, while sunburn can last for several days
unkind to the insects’ olfactory senses. When applied before it finally subsides. Skin saver grants a +4
to exposed skin, insect repellent reduces the chances of circumstance bonus on Heal checks made to treat
encountering a mosquito or tick by 75% and grants a wounds from caltrops, spike growth, or spike stones as
+4 circumstance bonus on Fortitude saves made to well as treating deadly wounds. Skin saver can be used
detect the presence of these pests. In addition, insect multiple times to treat the same condition. One vial of
swarms deal half damage to characters doused in insect skin saver contains enough balm to coat a Medium
repellent. Insect repellent lasts for 24 hours or until creature’s skin.
exposed to at least 1 gallon of water. One vial of insect
repellent contains enough oily liquid to coat ten Create: Craft (alchemy) DC 25
Medium creatures. Unfortunately, the substance’s
strong aroma may give away the wearer’s position. Sunscreen
Creatures with the scent ability gain a +4 circumstance
bonus on Perception checks made to locate someone Crafted from a blend of several plant oils, including
using insect repellent. sesame and coconut oil, sunscreen grants protection
from sunburn when applied directly onto the skin.
Create: Craft (alchemy) DC 20 Sunscreen grants a +4 circumstance bonus on Fortitude
saves made to avoid getting sunburn. Sunscreen lasts
Peat Bomb for 24 hours or until exposed to at least 1 gallon of
water. One vial contains enough sunscreen to coat 10
This ceramic briquette can be thrown as a splash Medium creatures.
weapon. Treat this attack as a ranged touch attack with
a range increment of 10 feet. When it strikes a hard Create: Craft (alchemy) DC 20
surface (or is struck hard), the outer ceramic coating
shatters. A direct hit deals 1d6 points of fire damage. Magical Items
Every creature within 10 feet of the point of impact
takes 1 point of fire damage from the splash. The peat Some moments echo through time. When all hope
then smolders for 1 minute. Although it deals no seems lost, and defeat appears inevitable, a lone,
additional fire damage on subsequent rounds, even to desperate adventurer may place her remaining faith in
the creature directly hit, it billows out heavy smoke a strange, mysterious gem she just discovered minutes
that fills the area affected by the splash, including the earlier. With a single incantation, the eerie stone roars
creature or spot the peat bomb directly hit, up to a to life, bathing her terrified enemies in radiant light and
height of 20 feet. Any creature who breathes the smoke turning the tide of battle back in her favor. These tales
must succeed on a Fortitude save each round (DC 15, + of wondrous magical items winning the day resound
1 per previous check) or spend that round choking and throughout history. When winter unleashes its furious
coughing. A creature who chokes for 2 consecutive wrath upon the scarred land, or a polar explorer
rounds takes 1d6 points of nonlethal damage. The unexpectedly stumbles into one of the domain’s
smoke obscures vision, granting concealment (20% malevolent denizens, an enchanted object may be the
miss chance) to all creatures within it. The peat bomb only thing standing between life and death. Presented
is consumed after 1 minute, and the smoke dissipates below is a diverse collection of items designed to aid
naturally 1 minute after it stops smoldering. polar adventurers in their quests for glory in the realms
of ice and snow.
Create: Craft (alchemy) DC 25

Skin Saver Table 5–4: Weapons


Crafted from a mixture containing honey, oats, and
several other ingredients, this balm provides soothing
relief to skin ailments such as sunburn, rashes, and
minor irritation. An application of skin saver prevents

71
Table 5–5: Armor and Shields opened once per day. When opened, the bottle releases
a geomagnetic storm that creates a dazzling light show
in the sky. The luminescent display emits an emanation
of dim light in a 1,000-foot radius. The dim light
overlaps with the prevailing lighting conditions; thus,
the dim light does not counter or negate bright light,
normal light, or existing dim light.

The emanation also fills the atmosphere with charged


Table 5–6: Ring ions. All electricity-based spells and effects cast within
the emanation deal 1 additional point of electricity
damage per die of electricity damage. Creatures healed
by electricity damage and those gaining temporary hit
points or ability score increases from electricity
Table 5–7: Rod damage also gain fast healing 2 for as long as they
remain within the emanation. The emanation lasts for
10 minutes, and functions only outdoors.

Requirements Craft Wondrous Item, dancing lights,


Table 5–8: Staff lightning bolt; Cost 5,400 gp.

Avalanche Crystal
Aura faint evocation; CL 5th
Slot —; Price 8,750 gp; Weight —
Table 5–9: Wondrous Items Frost covers the surface of this pea-sized crystal
shaped into the likeness of a snowflake. When dropped
onto a snow-covered or icy surface and activated as a
standard action, the crystal emits a potent ultrasonic
wave. Although the momentary pulse deals no damage
and has no visible effect, there is a 50% chance the
intense vibrations trigger an avalanche when the
crystal is dropped onto a spot where conditions are
suitable for an avalanche (see Chapter 3). If the
crystal causes an avalanche, the wave of unstable ice
and snow begins on the downslope adjacent to the
crystal. Therefore, creatures standing on the upslope
adjacent to the crystal as well as the crystal itself are
unaffected by the avalanche. The crystal cannot be
activated again for 24 hours.

Requirements Craft Wondrous Item, sound burst;


Cost 4,375 gp.

Aurora Bottle
Aura moderate evocation; CL 10th
Slot —; Price 10,800 gp; Weight 1 lb.
Random electrical charges continuously course along
the surface of a stoppered bottle crafted from dark
glass containing flecks of iron and other magnetic
metals. Dim flashes of light intermittently illuminate
the bottle (once every 1d4 hours), emitting light
equivalent to a torch for 1d4 minutes. The bottle can be

72
Boots Of Winter Travel armor check penalty. The shield deflects incoming fire-
Aura moderate transmutation; CL 8th based attacks. Each ranged fire-based attack directed at
Slot feet; Price 3,500 gp; Weight 1 lb. the shield’s wielder for which the attacker must make
These supple yet durable leather boots fabricated from an attack roll has a 50% miss chance. The wielder must
sealskin fit snugly around the wearer’s feet and ankles. be aware of the attack and not flat-footed, helpless, or
On command three times per day as a standard action, otherwise unable to act.
the wearer can transform the boots into ice skates or
skis. These custom-fitted ice skates or skis grant the Requirements Craft Magic Arms and Armor, resist
wearer a +4 competence bonus on Acrobatics checks energy; Cost 3,675 gp.
made to ice skate or ski. They can transform back to
their normal form with another such command. Gloves Of Ice Sculpting
Aura moderation transmutation; CL 8th
Requirements Craft Wondrous Item, masterwork Slot hands; Price 6,000 gp; Weight —
transformationUM, creator must have at These sturdy gloves are made from white dragon hide.
least 5 ranks in Acrobatics; Cost 1,750 gp. Up to three times per day on command as a standard
UM
See Pathfinder Roleplaying Game Ultimate Magic action, the wearer can shape ice and snow. This ability
duplicates the effects of stone shape, though the wearer
Frozen Quiver can affect only ice and snow, not stone. In addition, the
Aura moderate evocation; CL 10th gloves also negate any cold damage the wearer would
Slot —; Price 6,750 gp; Weight 2 lbs. normally take from hitting an enemy with an unarmed
Made from polar bear leather, this item strike, as in the case of the yeti’s cold supernatural
appears to be a typical arrow container capable ability.
of holding up to 10 arrows. The outside of the
quiver feels cool to the touch, but the space inside Requirements Craft Wondrous Item, control
the container radiates a constant temperature of 0° water, stone shape; Cost 3,000 gp.
Fahrenheit (–17° Celsius). When the quiver’s owner
reaches into the container, he draws an arrow crafted Ice Blade
from solid ice. The arrow has no enhancement bonus, Aura: moderate evocation; CL 10th
but counts as a magical weapon and deals cold damage Slot —; Price 5,315 gp; Weight 4 lbs.
for the purposes of overcoming damage reduction and This +1 longsword inspires awe for
affecting creatures vulnerable to cold. When the its artistic vision and mystical
wielder scores a critical threat with an arrow drawn ingenuity. The weapon’s original
from the quiver, he can forego confirming the critical creator sculpted the blade from
hit and instead subject the target to an effect identical solid ice, and forged its pommel, grip,
to the icy prisonUM spell (DC 17 Reflex save partial). and cross guard from cold iron.
Despite being crafted from solid ice,
The quiver replenishes expended arrows at a rate of the blade feels cool, but not cold to
one per day. If the quiver’s contents are fully the touch. Nonetheless, the ice
exhausted, it loses its magical properties forever and blade remains frozen even when
becomes a nonmagical container. An arrow drawn it is subjected to warm
from its quiver melts 10 minutes later. An arrow temperatures for a prolonged period or to fire damage
exposed to temperatures above the freezing point (32° from spells and effects. The sword’s magical effects
Fahrenheit, 0° Celsius) melts in 1 round, while an manifest only when it strikes specific types of
arrow subjected to an open flame or fire damage creatures.
instantly turns into harmless steam.
When the weapon hits a creature with the fire subtype,
Requirements Craft Wondrous Item, icy prisonUM; in addition to the attack’s normal damage, the target is
Cost 800 gp. also fatigued and sickened for 1 round. If the creature
UM
See Pathfinder Roleplaying Game Ultimate Magic is already fatigued or sickened, it does not become
exhausted or nauseated. When the weapon hits a
Glacial Shield creature with the water subtype, in addition to the
Aura faint abjuration; CL 5th attack’s normal damage, the target is slowed (as the
Slot —; Price 7,175 gp; Weight 3 lbs. slow spell) for 1 round.
This +2 light shield is made from compacted ice and
snow, giving it a bluish-white hue. The shield weighs Requirements Craft Magic Arms and Armor, creator
less than its steel and wooden counterparts. It still must have at least 5 ranks of Craft (sculpture), wall of
imposes a 5% arcane spell failure chance, but has no ice; Cost 2,815 gp.

73
Jarl’s Axe also adjacent to ice or snow meeting the preceding
Aura moderate illusion; CL 10th requirement.
Slot —; Price 8,315 gp; Weight 6 lbs.
The rulers of humanoid settlements plagued by frost In addition, the map also points to the geographical
giant and troll attacks bequeath this valuable +1 north or south pole corresponding to the owner’s
battleaxe to their descendants; thus, many of these location. A minute icon of the owner appears at the
weapons have been in the same families for centuries. spot where the owner activated the map. As the owner
Weaponsmiths construct the weapon’s haft from orca moves through the area, the tiny representation tracks
or whalebone and the blade from steel. When the his progress along the map. If he travels beyond the
weapon hits a humanoid vulnerable to fire or a map’s confines or into an area not covered by ice or
humanoid such as a troll with the regeneration snow contiguous to his original location, the icon
extraordinary ability that cannot regenerate when it vanishes and reappears only when the owner activates
takes fire damage, the blade instantly ignites and the map again.
momentarily glows bright orange. The battleaxe’s
flames deal 2d6 points of fire damage to such Requirements Craft Wondrous Item, create treasure
humanoids on a successful hit in addition to the mapAPG, locate object; Cost 1,500 gp.
weapon’s normal damage. Furthermore, the creature APG
See Pathfinder Roleplaying Game Advanced Player’s Guide
struck believes it is on fire, causing it to spend a full-
round action on its next turn attempting to douse the Mink Coat
imaginary flames unless it succeeds on a DC 16 Will Aura moderate abjuration; CL 8th
save to disbelieve the illusory effect. Multiple hits in Slot body; Price 13,500 gp; Weight 8 lbs.
the same round overlap, but do not stack. A creature This eponymous outerwear offers the same defense
who successfully disbelieves this illusion is immune to against the elements as an ordinary wool coat and may
the illusion for 24 hours. This is a mind-affecting be substituted for the latter as part of a cold-weather
effect. outfit. While this coat offers no added protection
against chilly temperatures, the handcrafted garment
Requirements Craft Magic Arms and Armor, shadow flaunts the wearer’s wealth and social status. If the
evocation; Cost 4,315 gp. wearer is a humanoid, the coat allows the wearer
simultaneously to attempt a Bluff, Diplomacy, and
Map Of The Winterlands Intimidate check (made with a separate die roll for
Aura moderate divination; CL 8th each skill check) when the wearer interacts with a
Slot —; Price 3,000 gp; Weight — fellow humanoid. When doing so, the wearer decides
This vellum map created from reindeer skin is a boon which skill check to use (and one corresponding effect
for polar explorers. The map’s owner can attune the from that skill, such as feinting with a Bluff check or
magical item to himself by keeping it in his possession gathering information with a Diplomacy check) after
for 24 consecutive hours. No more than one creature all three dice are rolled, but before the GM announces
can be attuned to the map at the same time. Therefore, the results. The skill checks the wearer opts not to use
if a new creature acquires the map and attunes himself are treated as if they never happened rather than as
to the object, the former owner loses his attunement to potential successes or failures. The wearer cannot use
the map. this ability more than once in any 24-hour period on
the same humanoid. The wearer may also use this
When the map’s owner occupies a square containing ability for influence checks (see the “Influence” section
ice or snow, once per day he may speak a command in Chapter 3 of the Pathfinder Roleplaying Game
word as a standard action to activate the item. When he Ultimate Intrigue.)
does so, over the next 10 minutes the map details the
100-mile-radius area centered on the owner. The owner Requirements Craft Wondrous Item, eagle’s splendor;
must remain in the same square while the map is being Cost 6,750 gp.
created; otherwise, the daily usage is lost and the
map’s drawings instantly disappear. The map displays
geographical features occupying at least 1,000
contiguous squares such as mountains, hills, bodies of
water, and other similar locations normally appearing
on a map provided they are also covered in ice or snow
contiguous to the square the owner occupies when he
activates the map. The map also identifies the locations
of man made structures including roads, buildings, and
monuments measuring 500 square feet or more that are

74
Mukluks Of Comfort score is reduced to 0, and he has a speed of 0 feet. All
Aura moderate transmutation; CL 7th clothing and gear carried or worn changes with him.
Slot feet; Price 500 gp; Weight 1 lb. The wearer can remain in this form for 8 hours. He can
Made from sealskin, these leather boots repel water, dismiss this effect as a free action. The necklace cannot
retain warmth, and constantly circulate fresh air to be activated again for 24 hours.
grant the wearer immunity to immersion foot
syndrome. Despite the preceding effects, they offer no Requirements Craft Wondrous Item, ice storm; Cost
benefits in cold environments, no resistance to cold, 800 gp.
and no immunity to cold.
Orca Tooth
Requirements Craft Wondrous Item, control water; Aura faint transmutation; CL 5th
Cost 250 gp. Slot —; Price 3,000 gp; Weight —
When placed into a living creature’s mouth (as a
Musk Ox Hide standard action provoking attacks of opportunity), this
Aura faint abjuration and necromancy; CL 5th sharp orca tooth instantly grafts itself into the
Slot armor; Price 9,165 gp; Weight 25 lbs. creature’s jaw. The user gains a bite attack as a primary
Coarse, wiry hair gives this +2 hide armor made from natural attack. This attack deals 1d6 points of piercing
musk ox hide its shaggy appearance. The wearer of this damage for a Medium user or 1d4 points of piercing
armor gains cold resistance 5. On command, the armor damage for a Small user. The bite attack counts as a
emits a pungent musk some creatures find unpleasant. magic weapon for the purposes of overcoming damage
Humanoids ending their movement within 5 feet of the reduction. The user also gains a swim speed of 40 feet
wearer must succeed on a DC 14 Fortitude save or be and takes no damage from immersion in cold water,
sickened for 1 round. (The wearer is immune to this though he may still contract immersion foot syndrome
effect.) A humanoid who succeeds at his saving throw (see Chapter 3). The user gains the ability to
is immune to the effect from this set of armor for 24 communicate with dolphins, including orcas, as the
hours. The wearer can suppress and reactivate the speak with animals spell and also receives a +5
musk effect as a standard action. Creatures immune to competence bonus to Handle Animal and wild empathy
poison are immune to this effect. checks with dolphins. The effects granted by the
magical tooth last for 1 hour. Afterward, the tooth
Requirements Craft Magic Arms and Armor, ghoul immediately disintegrates. Only living creatures gain
touch, resist energy; Cost 4,665 gp. any benefit from this item.

Necklace Of Snowflakes Requirements Craft Wondrous Item, beast shape I,


Aura moderate transmutation; CL 8th speak with animals, creator must have at least 5 ranks
Slot neck; Price 5,750 gp; Weight 1 lb. of Knowledge (nature); Cost 1,500 gp
A slight chill emanates from this silver necklace that
bears a clear, glass pendant. When the wearer grasps Penguin Cloak
the pendant and speaks the command word as a Aura faint abjuration and divination; CL 5th
standard action, the item allows the wearer to assume Slot shoulders; Price 15,500 gp; Weight 1 lb.
the form of a mound of snow or an ice formation Layers of penguin feathers and down are stitched into
roughly equal in size to the wearer. The wearer the weave of this heavy wool cloak. Whenever the
determines the exact shape, coloration, and other wearer is adjacent to another living creature, regardless
aesthetic features of the snowy or icy formation when of whether the creature is friend or foe, the cloak
the necklace is activated. grants the wearer cold resistance 5. When the wearer
begins his turn adjacent to an ally, the ally gains the
Visual and tactile inspection cannot reveal the snow or benefits of a single teamwork feat the wearer possesses
ice to actually be a magically concealed creature. Of as a free action. The wearer chooses the teamwork feat
course, the wearer’s chosen shape and location — such to bestow to the ally. If the wearer is adjacent to more
as creating an icy statue in a tropical jungle — may than one ally, the wearer may grant the benefits of
arouse intense suspicion. Nonetheless to all normal different teamwork feats to each ally, but an ally can
tests, the wearer is an ordinary pile of snow or ice, never gain the benefits of more than one teamwork
though a detect magic spell locates a faint aura of feat. The wearer must be part of the group qualifying
transmutation magic on the snow or ice. While for a given bonus for his allies to gain the benefit. The
disguised as snow or ice, the wearer observes allies’ positioning and actions must still meet the
everything taking place around him just as if he were prerequisites listed in the teamwork feat for either of
in his normal form. The wearer’s hit points and save you to receive the listed bonus. The ally loses the
bonuses remain unaffected. His effective Dexterity teamwork feat at the beginning of the wearer’s next

75
turn, though the wearer can grant the ally the same Requirements Craft Wondrous Item, control water,
teamwork feat or a different one if the ally is still creator must have at least 5 ranks in Profession
adjacent to the wearer at the beginning of the wearer’s (sailor); Cost 3,000 gp.
next turn.
Ring Of Ice
Requirements Craft Wondrous Item, coordinated Aura: moderate transmutation; CL 8th
effortAPG; Cost 7,750 gp. Slot ring; Price 12,600 gp; Weight —
APG
See Pathfinder Roleplaying Game Advanced Player’s Guide This exquisite ring is sculpted from compacted ice that
causes it to emit a dim, bluish hue. The wearer gains a
Polar Goggles burrow speed of 20 feet, though he can burrow only
Aura faint divination; CL 5th through ice and snow. The wearer passes through
Slot eyes; Price 8,000 gp; Weight — nonmagical ice and snow as easily as a fish swims
These goggles boast expertly made lenses crafted from through water. His burrowing leaves no tunnel or hole
glacial ice fitted into a water-resistant leather frame in his wake, nor does it create any ripple or other sign
made from sealskin. The wearer is immune to snow of his presence.
blindness and can see through falling snow or sleet,
both magical and normal varieties, without penalty. Requirements Forge Ring, earth glideARG, sleet storm;
Whenever the wearer sees a creature with the cold Cost 6,300 gp.
subtype, the goggles instantly identify the creature as ARG
See Pathfinder Roleplaying Game Advanced Race Guide
well as its special powers and vulnerabilities as if the
wearer rolled a natural 20 on the appropriate Rod Of Winter
Knowledge check. However, the wearer must still be Aura moderate divination; CL 9th
trained in the appropriate Knowledge skill to use the Slot none; Price 7,000 gp; Weight 5 lbs.
preceding ability; otherwise, the wearer cannot identify This pale white rod is made from a white dragon’s rib.
the creature and gains no useful information from the If the head of a rod of winter is planted into a snow-
goggles. covered or icy surface, and the possessor wills it to
scan as a standard action, the rod projects a three-
Requirements Craft Wondrous Item, arcane sight, dimensional map of the 60-foot-radius area beneath it
creator must have at least 5 ranks in Craft (glass); Cost just above the corresponding surface. The rod details
4,000 gp. only the outlines of nonliving features created by water
in its solid or liquid forms. The map reveals the depth
Polar Ram and volume of the ice, snow, or liquid water in the
Aura strong transmutation; CL 12th locale as well as any voids or abscesses in the ice and
Slot —; Price 6,000 gp; Weight 8 lbs. snow, but it cannot detect the presence of other
This fearsome ram carved from water-resistant wood, materials such as earth or stone. For instance, a
covered in pitch, and then sheathed in bronze slices complex built from wood and stone beneath the ice
through up to 5-foot-thick ice as easily as a hot knife would appear only as a large void, whereas a network
cuts through butter. The ram weakens ice of greater of tunnels and passages carved out of the ice and snow
thickness, but it cannot completely penetrate the frozen would appear in exacting detail. The map remains for
material bringing the ship to a complete stop. The ram 10 minutes and then disappears. The rod can perform
weighs only 8 pounds and measures 1 foot in length this function three times per day.
and is 6 inches wide. When the command word is
spoken, the ram affixes itself to the ship’s bow, Requirements Craft Rod, clairaudience/clairvoyance;
automatically adjusting its size to accommodate the Cost 3,500 gp.
ship’s dimensions and gives the vessel sufficient berth
to safely pass through an ice floe or ice field. Speaking
the command word again detaches the ram from the
ship and returns it to its normal size and shape. The
ram leaves a visible trail of ice-free squares in its
immediate wake, though free-floating patches of ice
may quickly fill in any gaps. Despite its ability to carve
through ice, the magical ram deals no additional
damage to objects or creatures it strikes, including
icebergs and creatures with the cold subtype.
Furthermore, the ram can cuts through ice only when
attached to a seafaring vessel and not in its in normal
form.

76
Snow Cloak does not increase the owner’s visibility range, the
Aura faint evocation and transmutation; CL 5th spyglass loudly whistles in the owner’s hand whenever
Slot shoulders; Price 2,250 gp; Weight 2 lbs. an iceberg of Small size or larger (see Chapter 3)
The wearer of this shaggy, white fur cloak made from comes within visual range, even if the spyglass’s
polar bear, winter wolf, and yeti hides gains a +4 owner is not actively looking for icebergs or even
competence bonus on Stealth checks made in terrain using the spyglass.
covered by ice or snow. In addition, three times per
day, the wearer can command the cloak as a standard If the owner looks through the spyglass, the whistling
action to radiate a burst of ultraviolet light. All grows louder as it points to the largest iceberg within
creatures within 30 feet of the wearer must succeed on visual range. If more than one iceberg is within range,
a DC 13 Fortitude save or suffer from light sensitivity the spyglass points to the large iceberg first.
for the next 1d4 rounds. Creatures already suffering Calibrating the spyglass to view each iceberg requires
from light sensitivity or light blindness take a –4 a full-round action.
penalty on their Fortitude saving throw and are blinded
instead on a failed save. Requirements Craft Wondrous Item, locate object;
Cost 1,750 gp.
Requirements Craft Wondrous Item, cat’s grace,
daylight; Cost 1,125 gp. Staff Of Winter
Aura moderate varied; CL 10th
Snow Globe Slot none; Price 19,000 gp; Weight 5 lbs.
Aura moderate evocation; CL 8th This staff made from the fused vertebrae of a
Slot —; Price 2,000 gp; Weight — remorhaz’s tail has an ivory coloration and is topped
When shaken as a free action, tiny snowflakes and ice by a small sphere of ice. It allows use of the following
pellets instantly fill the confines of a transparent, 3- spells.
inch-diameter glass sphere. The sphere can be thrown � Moguls* (1 charge)
up to 120 feet with no range penalties. Upon sharp
impact, the sphere shatters, creating an emanation � Slalom skier* (1 charge)
duplicating the effects of a raging blizzard within a 40- � Wall of snow* (2 charges)
foot radius, 20-foot-high cylinder. Heavy snowfall Requirements Craft Staff, moguls*, slalom skier*, wall
buffeted by severe winds (31–50 mph) obscures all of snow*; Cost 9,500 gp.
sight beyond 5 feet, including darkvision. Creatures 5 *
See Chapter 7
feet away have concealment (attacks by or against
them have a 20% miss chance). Because of the high
winds and blinding snow, ranged weapon attacks and
Walrus Hide
Aura moderate transmutation; CL 10th
Perception checks are at a –4 penalty. In addition,
Slot armor; Price 30,500 gp; Weight 25 lbs.
unprotected, nonmagical flames are automatically
This +2 hide armor is made from walrus hide. In
extinguished, while protected nonmagical flames dance
addition to granting a +2 enhancement bonus to AC
wildly and have a 50% chance of being extinguished.
and a –2 armor check penalty attributable to its added
In addition, 1d4 feet of fresh, heavy snow instantly bulk, the thick, blubbery skin absorbs blows from
cover the ground. It costs 4 squares of movement to bludgeoning weapons and gives its wearer damage
enter a square covered by this fresh snow. The reduction of 2/piercing or slashing. Likewise, the
fearsome blizzard lasts for 1 minute before suddenly wearer takes only half damage from constriction,
dissipating. At the end of the duration, the snow falling, and being buried as well as similar crushing
disappears and the winds return to normal, leaving no effects. Furthermore, on command as a standard action,
aftereffects. Any snow or ice present prior to shattering walrus hide merges with the wearer, transforming him
the snow globe remains. into a walrus as if using beast shape II. The wearer can
remain in walrus form for 10 minutes. This duration
Requirements Craft Wondrous Item, gust of wind, need not be consecutive, but must be used in 1-minute
sleet storm; Cost 1,000 gp. increments.

Requirements Craft Magic Arms and Armor, beast


Spyglass Of The Polar Mariner shape II; Cost 15,415 gp.
Aura faint divination; CL 5th
Slot —; Price 3,500 gp; Weight 1 lb.
Made from exquisite wood with precision crafted glass
lenses, astute captains never set sail on the polar seas
without this handmade spyglass. Although the spyglass

77
Whale Blubber
Aura faint abjuration; CL 5th
Slot —; Price 1,600 gp; Weight —
This plum-sized morsel of partially frozen whale skin
and blubber is commonly known as muktuk in many
circles. When a living creature eats whale blubber (as a
standard action provoking attacks of opportunity), the
fatty meat provides enough caloric intake to satisfy a
Medium creature’s food requirements for 24 hours.
Within 1d4 rounds after consuming the item, thick
blubber appears beneath the creature’s skin, granting
the creature DR 5/piercing or slashing, but imposing a
–2 penalty to Dexterity. The added layer of insulation
warms the eater as if he were affected by an endure
elements spell. In addition, the eater can hold his
breath for a number of minutes equal to 4 times his
Constitution score before he risks drowning. Once
eaten, the effects granted by whale blubber last for 24
hours. Only living creatures gain any benefit from this
item.

Requirements: Craft Wondrous Item, endure


elements; Cost 800 gp.

Wolverine Leather
Aura faint enchantment; CL 5th
Slot armor; Price 9,250 gp; Weight 20 lbs.
Barbarians seek out this set of +2 studded leather
made from wolverine skin. Even death and the
enchantments used to construct this armor cannot
soothe the animal’s foul temperament. If the wearer is
a barbarian or another class with the rage class feature,
the wearer can use the animal fury and scent rage
powers whenever he rages.

Whenever an enemy confirms a critical hit against the


wearer, the wolverine’s anger roils to the surface. The
wearer involuntarily enters a rage as an immediate
action (provided he would normally be able to rage).
This consumes 2 rounds of the barbarian’s daily
allotment of rage rounds, but the wearer maintains the
rage each round on his turn normally. Any benefits
from the rage apply immediately, so the morale bonus
to Constitution grants the wearer additional hit points,
which may prevent the wearer from falling
unconscious or dying from the critical hit. The
barbarian cannot end the rage voluntarily. He continues
raging until he or the opponent who confirmed the
critical hit dies. If the wearer is already raging when an
opponent confirms a critical hit against him, the wearer
does not enter a new rage as an immediate action, but
must continue raging as previously described.

Requirements: Craft Magic Arms and Armor, rage;


Cost 4,675 gp.

78
Chapter Six: New Monsters SQ freeze, snow glide
Environment any cold
Survival of the fittest is no more apparent than at the Organization solitary
poles. Only those creatures who adapt to the frozen Treasure standard
domains’ brutal stretches of subzero temperatures, Special Abilities
prolonged darkness, and howling winds stand any Best Served Cold (Su) Each time a despicable
chance of outlasting the seemingly endless winter. snowman hits a foe with its slam attack, a target who
Some indigenous residents retreat to the safety and fails a DC 16 Fortitude saving throw feels a rush of
warmth of an enclosed den. Those opting to face the cold course through its veins dealing an additional 2d6
elements head on often develop layers of blubbery points of nonlethal damage. Furthermore, the creature
insulation to protect their bodies against the numbing hit is staggered until the end of its next turn. Although
cold. However, these are not the only strategies the effect does not deal cold damage, creatures with
creatures rely upon to subdue the land’s icy chill. The resistance or immunity to cold damage, constructs, and
monsters presented here represent some of evolution’s undead are unaffected by this ability. The save DC is
most ingenious solutions alongside nature’s cruelest Charisma-based.
predators. Freeze (Ex) A despicable snowman can hold itself so
still that it appears to be an inanimate snowman. A
despicable snowman who uses freeze can take 20 on its
Despicable Snowman Stealth check to hide in plain sight as a snowman in
snowy or icy terrain.
A fur hat, two black buttons, a dark twig, and a blood- Icy Gaze (Su) Creatures within 30 feet who meet the
red scarf adorn the head of a ghastly creature made up eyes of a despicable snowman take 5d6 points of cold
of three spheres of ice and snow. The largest sphere damage (DC 16 Fortitude save half damage). The save
rests on the bottom, while the smallest sphere sits on DC is Charisma-based. If the target fails its save, it
top. The objects are arranged onto the smallest sphere becomes frozen solid, leaving it paralyzed and
to resemble a humanoid face. unconscious. Each round on its turn, the subject may
Despicable Snowman CR 7 attempt a new saving throw to end the effect. This is a
XP 3,200 full round action that does not provoke attacks of
NE Medium outsider (native) opportunity. If this save is successful, the effect ends.
Init +0; Senses darkvision 60 ft.; Perception +10 If not, the subject takes 3d6 points of cold damage and
AC 18, touch 10, flat-footed 18 (+8 natural) remains frozen. When a target successfully saves or the
hp 85 (9d10+27 plus 9) effect ends, the subject cannot be affected by the frozen
Fort +11; Ref +3; Will +9 gaze of that despicable snowman for 1 day.
Immune cold Melt (Ex) A despicable snowman exposed to an air
Weaknesses melt, vulnerable to fire temperature greater than the freezing point of water
Speed 20 ft. (32° Fahrenheit, 0° Celsius) at the beginning of its turn
Melee slam +11 (1d6+3 plus best served cold) must succeed on a DC 15 Fortitude save or take 1d6
Special Attacks best served cold (DC 16), icy gaze points of nonlethal damage and be affected as if by a
(DC 16) slow spell until the beginning of its next turn.
Spell-Like Abilities (CL 9th) Instantaneous effects evoking fire or generating heat do
*
3/day—endless night (DC 14) not deal nonlethal damage to the despicable snowman
*
1/day—campfire (DC 17), winter wonderland* (DC nor slow it.
17) Snow Glide (Ex) A despicable snowman can move
*
These spells appear in Chapter 7 across ice and snow without penalty and does not need
Abilities Str 14, Dex 11, Con 16, Int 12, Wis 13, Cha to make Acrobatics checks to run or charge on ice.
15 No one greets fresh snow with more enthusiasm than
Base Atk +9; CMB +11; CMD 21 (cannot be tripped) children. When the season’s first snowflakes fall from
Feats Extend Spell-Like AbilityTOHC, Great Fortitude, the heavens, youngsters happily greet the wondrous
Iron Will, Skill Focus (Stealth), Toughness droplets of frozen water like a long-lost friend. Boys
TOHC
See The Tome of Horrors Complete by Frog God and girls in many polar communities use snow and ice
Games. as artistic mediums, creating breathtaking ice
Skills Bluff +9, Intimidate +8, Knowledge (history) sculptures and forts from the frigid material. However,
+8, Knowledge (local) +8, Knowledge (nature) +8, building a snowman remains the most common form
Knowledge (planes) +13, Knowledge (religion) +10, of artistic expression. Regional differences aside,
Perception +10, Sense Motive +8, Spellcraft +7, snowmen feature a wide, spherical base, a central
Stealth +12, Survival +5 abdomen, and a smaller, round head decorated with
Languages Common, Daemonic articles of clothing to create the likeness of a human

79
face. Many don scarves, hats, and gloves, while by sliding across snow and ice. Indeed, the monster
buttons function as eyes and twigs or carrots take the greatly struggles moving over any other surface.
place of a nose. In polar biomes where the Whenever it deals damage to a living creature, a
temperatures often stay below freezing for prolonged sickening grin momentarily flashes onto its snowy
periods, a snowman may retain its structural integrity face. The vicarious thrill of reliving the deviant
for months before melting. Nonetheless, the sensations it experienced during its worldly existence
overwhelming majority of snowmen ultimately drive the despicable snowman to escalate the vicious
transform into puddles of water when spring or atrocities it commits. Despite the monster’s rarity, its
summer finally return. Yet on rare occasions, the reputation for cruelty spurs superstitious polar
normally inanimate mound of ice and snow residents in some areas to forbid their children from
surreptitiously witnesses something so vile and crafting anything out of the snow or ice.
unspeakable, it breathes a spark of malevolence into
the frozen bystander. Birthed from pure evil, the
harmless children’s creation slowly morphs into a
despicable snowman.

Despite its innocent, earthly origins, the despicable


snowman owes its existence to the corrupt souls of the
netherworld. When one of the wicked spirits from the
Lower Planes spies upon the mortal world through the
snowman’s lifeless eyes, the excitement of observing a
violent act transforms the ice and snow into a living,
sentient outsider. While the monstrosity revels in
meting out suffering, the devious creature displays a
remarkable ability to control its brutal impulses. It
prefers to lull its victims into a false sense of security,
setting them at ease with idyllic winter scenes created
by its potent illusory magic. The despicable snowman
typically lurks in the wilderness surrounding polar
communities. Sometimes it occupies the same
location for several days or weeks, hoping its
innocuous presence becomes part of its
surroundings. Other times, it vigilantly watches a
remote residence where it waits for an opportunity to
pounce on a wayward inhabitant. When it selects a
victim, the murderous being uses its icy gaze to
freeze its target in its tracks. The despicable
snowman enjoys watching life slowly ebb from
its paralyzed foe. Although they usually attack
lone individuals, the monster never shies away
from a confrontation with a group of creatures
including seasoned adventurers. In its warped
mind, more deaths exponentially enhance the
sickening experience.

Despicable snowmen vary greatly in


appearance, though they tend to share regional
characteristics based upon their creators’
similar manner of dress and local customs.
Most feature button noses or eyes, a hat, scarf,
and other clothing articles normally worn by
people in the area. Some consist of a single,
sculpted mound of snow or ice, while others
are made from several spheres of packed snow
placed on top of one another. Their height
ranges between four and six feet. Regardless of
its composition, the despicable snowman moves

80
Donratty The driving winds, bitter cold, and blinding
precipitation can last for days and leave several feet of
Grotesquely crooked, rotting, and oversized teeth snow in its wake. People caught in the eye of the
protrude from the mouth of a haggard, humanoid maelstrom face an agonizing decision — perish or do
figure with leathery skin and tattered clothing. Its whatever it takes to survive regardless of the
sunken eyes emit a faint, yellowy glow and its fingers consequences. Those opting for the latter may
end in wicked claws. ultimately live through the nightmarish experience
albeit at a terrible price. Whether they chose to slay the
Donratty CR 4 least fit to preserve the group’s dwindling resources or
XP 1,200 butcher other humanoids to devour their flesh and sate
CE Medium undead their hunger, the gods never forget the person’s
Init +1; Senses darkvision 60 ft.; Perception +8 unspeakable actions. When they die, the offended
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural) deities transform the transgressor into a donratty, a
hp 37 (5d8+10 plus 5) ghastly, undead monstrosity cursed to haunt the frigid
Fort +3; Ref +2; Will +4 terrain where it committed its grievous sins for the
Immune cold, undead traits remainder of its wretched existence.
Weaknesses vulnerable to fire
Speed 30 ft. Human gods seem to take more umbrage with
Melee 2 claws +7 (1d4+4), bite +8 (1d6+4 plus taste of cannibalism and betrayal than non-human deities; thus,
the forbidden) humans and half-humans are the only humanoids who
Special Attacks taste of the forbidden (DC 14) can turn into a donratty. Though there are some female
Abilities Str 18, Dex 12, Con —, Int 11, Wis 11, Cha donratties, men make up the overwhelming majority of
15 the monsters’ ranks. The metamorphosis into this
Base Atk +3; CMB +7; CMD 18 lifeless mockery affects the same changes regardless of
Feats Skill Focus (Perception), Toughness, Weapon the individual’s original gender or physical appearance.
Focus (bite) The monster’s teeth immediately decay and grow to a
Skills Climb +12, Intimidate +10, Knowledge (nature) disproportionate length, causing extensive crowding
+3, Knowledge (religion) +6, Perception +8, Stealth +6 within its mouth. Its body shrivels into a wiry frame
Languages Common wrapped with leathery, light brown skin. Its fingernails
Environment any cold morph into jagged claws and its eyes emit a dull,
Organization solitary, pair or company (3–15) yellowy glow. Other than the preceding modifications,
Treasure standard the donratty’s facial features are still recognizable by
Special Abilities those who knew it during its mortal life. The creature
Taste of the Forbidden (Su) Every time a donratty also wears the same tattered rags it wore when it
makes a successful bite attack on a humanoid, the assumed its new existence as a donratty.
creature hit must succeed on a DC 14 Will save to
avoid being consumed by cannibalistic thoughts. On a There are reportedly a handful of instances where an
failed save, the subject attacks the nearest humanoid individual slated to become a donratty atoned for his
with a bite attack on its next turn. If there is no valid sins and escaped eternal damnation. Such acts of
target to attack, the creature can take no actions, but is redemption are exceptionally rare. In most cases, the
not considered helpless. A Medium humanoid’s bite donratty’s mortal life is akin to a living hell. Rumors of
attack deals 1d6 points of damage (1d4 for Small the person’s misdeeds dog him for the rest of his days.
creatures and 1d8 for Large creatures). While under the His former friends avoid him like a pariah. This
influence of this effect, the subject is considered to be widespread rejection and disdain causes many would-
proficient with natural weapons. The effect lasts for be donratties to take their own lives and hasten their
1d4 rounds thereafter. A creature who successfully transformation into the undead abomination. A smaller
saves is not subject to the same donratty’s taste of the number of prospective donratties reject society as a
forbidden for 24 hours. This is a mind-affecting whole and bask in the ignominy. These defiant
compulsion effect. The save DC is Charisma-based. individuals live out the remainder of their natural lives
before undergoing the gruesome transformation when
The poles can offer a temporary refuge and a daunting they die. The monster rises from its grave within a few
challenge for people seeking to escape their present days of its death and returns to the proverbial scene of
circumstances. Fugitives and criminals disappear into the crime somewhere on the ice and snow. It is very
the bleak, lightless wasteland hoping to elude their common for a group of donratties to haunt the same
pursuers and defy justice. While they may offer locale, as most did not act alone in the commission of
temporary sanctuary, the frozen forests and deserts are their sins. The malevolent creatures treat the arrival of
an unpredictable and cruel host for travelers. A sunny a new donratty in their midst as if it were a macabre
day can turn into a raging blizzard in a matter of hours.

81
reunion. They blissfully reminisce about their
sickening acts around the campfire, waiting for another
opportunity to indulge their lust for carnage and taste
for human flesh.

82
Elawah awestruck villagers with his words of hope and
message of love. Yet one night, a teenager enamored
Thick beige wool, sharp, backward curving horns, with the stylish speaker watched the cleric slip out of
wide hooves, and a stubby tail with a black tip are the his tent and trudge onto the unspoiled snow toward the
hallmark traits of this agile yet muscular ruminant. settlement’s edge. Curious as to where he was going at
such a late hour, she snuck out in pursuit of him. After
Elawah CR 4 stalking him for a mile, she saw the man’s clandestine
XP 1,200 lover emerge from the darkness. The woman leapt into
CN Medium magical beast (shapechanger) his arms and at that moment, the young woman met the
Init +3; Senses darkvision 60 ft., low-light vision, stunned gaze of her older, married sister. Sensing an
scent; Perception +8 abrupt change in mood, the hunter suddenly became
AC 17, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +3 the hunted. Despite his righteous rhetoric, the
natural) outwardly saintly man revealed his true colors. He
hp 37 (5d10+10) pushed his startled lover out of his arms and barreled
Fort +6; Ref +7; Will +1 toward the previously unseen spy. As he rushed toward
Speed 40 ft. her, horns instantly emerged from his forehead. That
Melee gore +10 (1d6+6) night, he slew the two sisters, unexpectedly birthing
Special Attacks sneak attack +1d6 the elawah into the world.
Abilities Str 19, Dex 16, Con 15, Int 10, Wis 11, Cha
14 Elawahs appear as ordinary rams in their natural state,
Base Atk +5; CMB +9; CMD 23 (27 vs. trip) albeit with a glimmer of intelligence and raw passion
Feats Dodge, Skill Focus (Perception), Weapon Focus in their eyes. The elawah remains in this state while
(gore) venturing across the snow. Whenever the monster
Skills Acrobatics +12 (+16 when jumping), Bluff +9, visits a humanoid community, the cunning
Climb +9, Perception +8, Stealth +7; Racial Modifiers shapechanger assumes its guise as a fellow humanoid.
+4 Acrobatics, +4 Bluff The creature may appear as a burly man with bushy
Languages Common hair, a scruffy beard, and abnormally large hands, or as
SQ change shape (humanoid; alter self) a woman with auburn hair, a flirtatious grin, a
Environment any cold boisterous spirit, and oversized feet. With few
Organization solitary, pair or flock (3–12) exceptions, the charming elawah uses its appearance to
Treasure standard ingratiate itself into the community. In this form, the
Special Abilities monster wields a rapier that it uses to skewer any
Change Shape (Su) An elawah can take the form of a unwelcome admirers who get too close to the
Medium humanoid or ram-humanoid hybrid. In conniving charlatan. When faced with equal or
humanoid form, an elawah cannot use its gore. In ram- superior opposition, it morphs into its hybrid form and
humanoid form, an elawah resembles a humanoid with lowers its horns to deal with the offenders. Regardless
a ram’s snout, ears, tail, wool, and horns. The elawah of its form, elawahs offend easily and have short
retains its gore attack in this form, and can wield tempers. Emotion frequently gets the better of them,
weapons and wear armor. When in humanoid or hybrid causing them to have a penchant to attack first and ask
form, an elawah’s speed is 30 feet. questions later.
Cry of Betrayal (Su) Once every 10 minutes, an
elawah may cry as a free action. All living creatures Elawahs are both creatures of the wild and civilization.
within 30 feet of the elawah must succeed on a DC 14 They are social creatures who live in flocks with others
Will save to avoid being bewildered for 2d4 rounds by of their kind. They cooperatively hunt game animals in
an unexpected revelation. While in this state, the their natural form. Although they consider themselves
creature can act normally. However, the creature seems nomads, the monsters rarely leave their expansive
hesitant to act and is considered to be flat-footed. territory for longer than brief intervals. No one can say
Abilities preventing a creature from being caught flat- for certain why the magical beasts seem compelled to
footed such as uncanny dodge do not negate this effect. interact with humanoids, but there is a commonly held
This is a mind-affecting compulsion effect with an belief they can breed only with humanoids while in
audible component. The save DC is Charisma-based. their human form. However, there is no doubt elawahs
covet magical items. The avaricious monsters cannot
An old adage claims to “Beware of wolves in sheep’s produce these objects on their own, so they rely upon
clothing.” The elawah’s origins offer compelling the industry of others to craft them in accordance with
testimony in support of the statement. Legend tells of a their current whims. Unfortunately, elawahs are
benevolent, charismatic preacher who visited isolated, renowned for changing their minds, which invariably
seaside polar communities seeking converts for his leads to ill feelings and misunderstandings between
new deity. The compassionate, fiery orator dazzled the

83
them and the humanoids dealing with them. Although
many humanoids view them as evil manipulators, the
chaotic monsters are better defined as selfish instead of
sinister.

84
Ivoyro enchantment (DC 19 — using the ivoyro’s caster
level), but cannot be dispelled. The save DC is
An oily sheen covers the corpulent body of a blubbery, Charisma-based.
vaguely humanoid creature with a protrusive, droopy Centuries ago, icy blue sails appeared on the horizon
snout ending in thick whiskers. In addition to its near a remote, polar coastline. Bearing the colors of a
humanoid arms and legs, a vestigial pair of flippers notoriously amoral band of commercial hunters, the
extends from its hips. Its broad, rounded head has vessel’s jubilant crew peered toward shore and lustily
forward-facing eyes and tiny ears. Crooked, yellow celebrated the breathtaking sight they beheld. In the
teeth fill the dark confines of its mouth. distance, hundreds of plump walruses congregated
Ivoyro CR 6 together within a sheltered inlet. The avaricious captain
XP 2,400 immediately steered the mighty ship toward his
CE Medium monstrous humanoid lucrative bounty, tabulating the countless coins he and
Init +0; Senses darkvision 60 ft.; Perception +8 his charges would earn from their unprecedented haul
AC 18, touch 10, flat-footed 18 (+8 natural) of ivory, oil, and meat. But a nasty surprise awaited the
hp 68 (8d10+24) captain and his greedy shipmates. Their reputation for
Fort +7; Ref +6; Will +7 wanton slaughter and disrespect for nature earned them
Immune cold the wrath of the indigenous people and their goddess
Speed 30 ft., swim 30 ft. Freya. Although the walruses were undoubtedly real,
Melee bite +12 (1d6+4 plus loathsome bite) druids in her service summoned the animals to this
Special Attacks loathsome bite, touch of irony (DC location to lure the men into a deadly trap. When the
16) hunters drew their weapons, legend claims that the
Spell-Like Abilities (CL 8th) druids — and in some versions, the deity herself —
UM
3/day—smug narcissism (DC 17) cursed them for their transgressions, transforming them
1/day—disguise self into misshapen creatures that vaguely resembled their
UM
See Pathfinder Roleplaying Game Ultimate Magic. aquatic prey.
Abilities Str 17, Dex 11, Con 16, Int 12, Wis 12, Cha
15 Although no one can definitively verify the tale,
Base Atk +8; CMB +11; CMD 21 several of the ivoyro’s features suggest the story bears
Feats Deceitful, Great Fortitude, Skill Focus some seeds of truthfulness. If the creature underwent a
(Disguise), Weapon Focus (bite) dramatic and harrowing metamorphosis into a
Skills Bluff +10, Climb +10, Disguise +13, Intimidate malevolent monstrosity, its boundless rapaciousness
+11, Perception +8, Stealth +9, Survival +8, Swim +18 survived the alteration intact. Moreover, the vain
Languages Aquan, Common captain and his equally conceited subordinates boasted
Environment cold oceans and swamps of their handsomeness during their exploits. However,
Organization solitary, pair, or herd (3–12) the monsters now greatly loath the abominations they
Treasure standard became, adding further credence to the ivoyro’s
Special Abilities mythical origins. Instead, they compensate for their
Loathsome Bite (Su) An ivoyro’s bite fills any shattered pride by indulging their insatiable appetite
humanoid it strikes with intense self-loathing. Each for riches and slaughter. The monsters typically patrol
time an ivoyro hits a humanoid foe with its bite attack, the waters surrounding polar harbors and coastal
the victim becomes sickened for 1 round unless it villages, where they wait until darkness falls before
resists the effect with a successful DC 17 Fortitude launching a savage attack against the surprised
save. A creature already sickened by loathsome bite inhabitants. Although they are equally at home in the
becomes nauseated for 1 round instead. The save DC is water or on land, they prefer attacking ships at anchor
Constitution-based. in the dead of night. Ivoyros covet precious metals, art
Touch of Irony (Su) An ivoyro can make a touch objects, and magical items above all other treasures,
attack to immediately transform a living creature into a causing them to target their owners before all other
walrus (Pathfinder Roleplaying Game Bestiary 4) for enemies. On the other hand, they detest ivory,
10 minutes. A successful DC 16 Fortitude save negates scrimshaw, and other commodities made from the bone
the transformation. This effect otherwise functions as of any aquatic mammal.
beast shape II. A creature who successfully saves is not
subject to the same ivoyro’s touch of irony for 24 An ivoyro appears as a rotund humanoid with sagging,
hours. If the target transforms into a walrus, it must leathery skin bearing discolored splotches and clumps
also succeed on a DC 16 Will save to retain its of misplaced whiskers on its belly, armpit, and hips.
personality. On a failed save, the target is affected as if They reach an average height of 6-1/2 feet. Their
it failed its secondary Will save against a baleful protrusive snout, droopy skin, and mouth bear striking
polymorph spell. The effect can be negated by break similarities to a walrus, though the round shape and

85
cranial capacity of their skulls betrays some human
ancestry. They typically forego wearing any clothing
other than magical garments while at sea. When an
ivoyro steps onto dry land, it usually wears a loose-
fitting shirt and baggy trousers able to accommodate
the crude flippers attached to its hip. The ivoyro
appears older than its age. These monstrous humanoids
can live to the ripe old age of 100 and can still bear
offspring until their late 70s in most cases. Male
ivoyros are sterile; thus, female ivoyros are solely
responsible for their continued survival. They usually
rely upon their illusory spell-like ability to accomplish
this feat, yet like the praying mantis, their humanoid
lover rarely survives the fateful tryst. On the other
hand, ivoyros develop strong social bonds with their
own kind, often sharing their spoils with other
members of the herd.

86
Montaphant across an open field and overran a frightened and
overmatched column of infantry troops. A man and an
Four mighty, squat legs support the weight of an animal working in tandem are an exponentially more
enormous, yet very lean pachyderm with immense, powerful weapon than the sum of their parts. With this
droopy ears and coarse, olive-colored fur. Two ivory equation in mind, the brilliant tactician Baalcar Haggo
tusks and a long, flexible trunk protrude from its attempted the impossible — to march a herd of
elephantine head, while a large, prehensile tail dangles combat-trained elephants across the frigid tundra and
from its backside. launch a massive, surprise offensive against his
bewildered enemies. The bold plan nearly succeeded,
Montaphant CR 10 but the brutal weather conditions, lack of provisions,
XP 9,600 and bad luck conspired against the skilled general and
N Huge magical beast his determined animals. The forces of nature bested
Init +2; Senses darkvision 60 ft., low-light vision; Baalcar, forcing him to abandon his dreams along with
Perception +20 his small band of surviving elephants in the middle of
AC 21, touch 10, flat-footed 19 (+2 Dex, +11 natural, – a desolate, frozen landscape. However, the resourceful
2 size) animals refused to yield and accept defeat like the
hp 147 (14d10+70) human general who led them there. The beasts endured
Fort +14; Ref +11; Will +7 and over many generations, they adapted to their
Resist cold 5 surreptitious, new home.
Speed 40 ft., fly 30 ft. (clumsy)
Melee gore +24 (2d8+11), slam +23 (2d6+11) The new species of beasts known as montaphants still
Space 15 ft.; Reach 15 ft. resemble their elephant ancestors in many ways. They
Special Attacks regurgitated spray, trample (2d6+16, share the same body type, though the montaphant is
DC 28) slightly taller and significantly leaner than their
Abilities Str 32, Dex 14, Con 21, Int 6, Wis 13, Cha 7 cousins. In order to compensate for the loss of body
Base Atk +14; CMB +27 (+29 bull rush); CMD 39 fat, the huge beast developed a dense coat of drab,
(41 vs bull rush, 43 vs. trip) green fur offering protection against the cold weather
Feats Endurance, Improved Bull Rush, Iron Will, and ferocious winds buffeting the bleak tundra. The
OutflankAPG, Power Attack, Skill Focus (Perception), montaphant’s inwardly curved ivory tusks remain a
Weapon Focus (gore) formidable weapon, while it uses its strong yet nimble
Skills Fly –3, Perception +20 trunk to dig through the permafrost as well as spray its
Languages Common (cannot speak) corrosive, digestive juices at creatures who stray too
SQ glide, never forget close to the belligerent monster. The creature’s greatest
Environment cold forests and plains evolutionary deviation is its grotesquely oversized
Organization solitary, pair or herd (3–20) ears. Its partially retractable, membranous outer ears
Treasure none function as rudimentary wings. Though they cannot
Special Abilities generate enough lift to get the huge beast airborne,
Glide (Ex) A montaphant cannot use its fly speed to they are strong enough to allow the montaphant to
hover. When a montaphant begins its movement glide from higher elevations to lower ones. The
already airborne, it must end its movement at least 5 monster’s large tail acts as a crude rudder during flight.
feet lower in elevation than where it started.
Never Forget (Ex) The montaphant never forgets a Montaphants are herbivores found predominately
foe. It may make Knowledge checks untrained to across the tundra, though they are making steady
identify monsters and their special powers. If the inroads into the neighboring taigas where they compete
montaphant has faced that specific creature previously, with their distant cousins the woolly mammoth and
it gains a bonus on its Knowledge check equal to its mastodon for the biomes’ scant resources. When
Hit Dice. grazing, the mighty beasts typically rip out large
Regurgitated Spray (Ex) Once every 10 minutes, a patches of frozen soil and devour them whole, letting
montaphant can expel a 30-foot cone of digestive their sophisticated digestive systems separate inorganic
juices from its trunk. Creatures caught in the blast take matter from the vegetation hiding within the partly
8d6 points of acid damage. A successful DC 22 Reflex solidified earth. This adaptation increases their
save halves the damage. The save DC is Constitution- likelihood of encountering edible food in their barren
based. home as well as provide the source for their caustic
digestive spray. Like their ancestors, montaphants are
History and legend are replete with tales where a herd animals. They playfully interact with other family
precisely timed and strategically located cavalry charge members and are fiercely loyal to their kin. However,
won the day on the battlefield. In most instances, montaphants descend from aggressive elephants born
daring soldiers mounted atop majestic horses barreled

87
and bred for war. In the company of others, they are
ornery creatures with long memories and short
tempers. Montaphants obviously despise ivory hunters,
so they always keep a wary eye on humanoids who
cross their path. All it takes is a brief glimpse of a
weapon or harvested ivory to set these ill-mannered
monsters off and cause them to charge the offenders.
Montaphants never back down from a fight even in the
face of obviously superior opposition.

88
Papinu other than itself as enemies for 1d4 rounds. It must
attempt attacks of opportunity whenever any creature
Icicles dangle from the nose and earlobes of a slight provokes them and it cannot use the aid another action.
humanoid creature with pale blue skin, spiky silver A successful DC 18 Will saving throw negates the
hair, gray eyes, and white lips. It wears clothing made forsaken effect, but not the cold damage. Whether or
from moss, which covers its torso and spindly limbs. not the save is successful, the creature cannot be
affected by the same papinu’s forsaken effect for 24
Papinu CR 8 hours, though the target still takes cold damage on a
XP 4,800 successful hit. The save DC is Charisma-based.
CE Small fey Snow Walking (Ex) A papinu can walk on snow or thin
Init +8; Senses low-light vision; Perception +11 ice as if affected by water walk. It may leave a trail on
AC 21, touch 15, flat-footed 17 (+4 Dex, +6 natural, such surfaces if it chooses to do so.
+1 size)
hp 84 (13d6+26 plus 13) Taiga supports life far better than its polar counterparts
Fort +8; Ref +14; Will +8 do, yet it remains remote and lonely. The cold forests
Immune cold can stretch for thousands of miles in every direction,
Weaknesses cruel delight reaching into the high latitudes and descending down
Speed 20 ft. into the mid-latitudes. A lone humanoid trekking
Melee forsaken touch +11 touch (4d6 cold plus through this vast wilderness can travel for weeks or
forsaken) even months without seeing another sentient soul.
Special Attacks forsaken touch (Will DC 18) Such extreme isolation torments even the strongest
Spell-Like Abilities (CL 13th) minds. Mad thoughts creep into the brain’s dimmest
UC
3/day—frost fall (DC 14), meld into ice * recesses as the person struggles to maintain his sanity
* IB
1/day—icicle shower (DC 16), icy future , icy past IB and survive in this harsh, unforgiving environment.
*
See Chapter 7 When darkness falls over the traveler’s psyche, legends
UC
See Pathfinder Roleplaying Game Ultimate Combat claim a malevolent winter spirit whispers vile promises
Abilities Str 10, Dex 18, Con 15, Int 15, Wis 10, Cha into their deranged yet receptive ears. The indigenous
15 residents believe the sinister being to be the living
Base Atk +6; CMB +5; CMD 19 embodiment of winter, a viewpoint they share with the
Feats Alertness, Endurance, Great Fortitude, Improved talvikind, a brand of cleric who worships winter as a
Initiative, Lightning Reflexes, Toughness, Weapon divine entity (see Chapter 8). Those corrupted by the
Finesse evil voice and their accursed descendants are the
Skills Acrobatics +13 (+9 when jumping), Bluff +11, papinu, a race of surprisingly artistic fey who become
Climb +9, Craft (sculpture) +15, Diplomacy +9, obsessed with sowing violence and spreading mayhem
Escape Artist +11, Heal +2, Knowledge (geography) wherever they go.
+13, Knowledge (local) +11, Knowledge (nature) +15,
Perception +11, Perform (comedy) +13, Sense Motive Papinu predominately lead a nomadic, solitary
+11, Spellcraft +6, Stealth +21, Survival +4, Swim +5, existence wandering along the edges of civilization
Use Magic Device +9; Racial Modifiers –4 Acrobatics seeking mortals to tease, trouble, and ultimately slay.
when jumping The creatures possess a perverse sense of humor rooted
Languages Common, Sylvan in watching others suffer through cruel pranks and
SQ snow walking dangerous stunts. They take fiendish delight meting out
Environment cold forests misfortune and pain to any humanoid unlucky enough
Organization solitary to cross their paths. Papinu frequently lure victims onto
Treasure standard (sculpting tools) patches of thin ice, into the jaws of a forgotten spring
Special Abilities trap concealed beneath fresh snow, or into the lair of a
Cruel Delight (Ex) When a creature within 60 feet of hibernating beast. When a creature falls prey to one of
the papinu takes damage from a natural hazard, a man its mean tricks, the monster literally dances with joy at
made trap, or a creature other than the papinu the sight. However, their fleeting mirth soon yields to
(excluding self-inflicted injuries), the papinu breaks their innate depravity. After a few laughs at the
into peals of laughter, causing it to be staggered until victim’s expense, the papinu moves in for the kill.
the end of its next turn. The papinu must be able to see Unfortunately, even death fails to end the ignominious
the injured creature and cannot suffer this effect again show. To commemorate its success, the fey monster
for 1 minute. encases its murdered victim within an elaborate ice
Forsaken Touch (Su) A papinu can make a touch sculpture. With enough time and privacy, the papinu
attack to impart its chilly soul and profound mistrust can spend days carving gruesome facial expressions,
into the target. The touch deals 4d6 points of cold graphic wounds, and compound fractures onto the
damage and causes the creature to treat all creatures frozen surface of its disgusting creation. The bizarre

89
ritual’s purpose defies rational explanation, but popular
folklore suggests the papinu use these artistic creations
as status symbols within their splintered community. In
support of this seemingly farfetched theory, papinu
occasionally gather together with others of their kin to
marvel and evaluate these ice sculptures. The
demented fey never agree on anything, especially
when it comes to judging a competitor’s handiwork.
The slightest criticism, whether real or unfounded,
quickly devolves into an ugly shouting contest, though
they oddly never attack another of their kin. When the
tumult dies down, the papinu finally reach a consensus,
deciding to not meet again until at least another year
passes.

Despite being immune to the ravages of the elements,


papinu always wear clothing made from pine wreaths,
moss, and other vegetation harvested from their chilly
environment. The gaunt creatures stand no more than 4
feet tall and weigh a meager 60 pounds. Their spindly
limbs are disproportionately too long for their
seemingly fragile torso. They have pale blue skin,
spiky, silver hair, gray eyes, and white lips. Their noses
and ears are where they normally would be found on a
human, though their sensory organs differ wildly in
appearance. Their noses are triangular in shape with a
wide base, while their ears feature elongated lobes with
a smaller upper ear structure. Icicles and droplets of
water often cling to their cool bodily surfaces. Papinu
are overwhelming male, adding another wrinkle to the
debate regarding the purpose of their macabre ice
sculptures, which leads some indigenous residents to
suggest they may play a significant role in their mating
rituals. Of course, papinu’s actions often display no
rhyme nor reason, and this odd means of artistic
expression may fall into the same category as well.

90
Psychofant halls of power. They ingratiate themselves to men and
women of great wealth, military prowess, political
Thick gray feathers wrap around the plump body of an strength, or celebrity with their honeyed words and
upright, flightless avian creature. Its wings constantly self-deprecating actions. While most tie their fortunes
remain pinned to its side as it waddles on its short, to one person or family, some are brazen opportunists,
stubby duck-like feet. willing to risk falling out of their patron’s favor in
exchange for increased influence and monetary
Psychofant CR 4 rewards. However, when their plans go awry, the
XP 1,200 consequences can be devastating. Rather than
N Small magical beast summarily execute or imprison these treacherous
Init +2; Senses darkvision 60 ft., low-light vision, leeches, the scorned objects of their flattery instead
scent; Perception +9 condemn them to live out the remainder of their
AC 16, touch 14, flat-footed 13 (+2 Dex, +1 dodge, +2 miserable days as deranged, obsequious beasts, thus
natural, +1 size) giving rise to their apropos moniker. The exact
hp 32 (5d10+5) mechanism that spawns the transformation remains a
Fort +5; Ref +6; Will +2 matter of conjecture, but the consensus holds that an
Weaknesses eager to please unknown divine entity intercedes on behalf of the
Speed 20 ft. aggrieved party, as that being derives some twisted
Melee bite +8 (1d3) pleasure from the horrific metamorphosis.
Special Attacks regurgitate flattery
Spell-Like Abilities (CL 6th, melee touch +7) In many respects, psychofants are simultaneously torn
3/day—disfiguring touchUM (DC 14) between their hatred of those responsible for their
1/day—bestow curse (DC 16) calamitous downfall and an insuppressible longing to
UM
See Pathfinder Roleplaying Game Ultimate Combat gain the adoration of those same individuals. Although
Abilities Str 11, Dex 15, Con 12, Int 12, Wis 12, Cha they spent their entire lives seeking approval from their
15 fellow humanoids, their descent from grace and
Base Atk +5; CMB +4; CMD 17 disgusting appearance lead many psychofants to shun
Feats Dodge, Skill Focus (Perception), Weapon their former kin and instead seek company among their
Finesse newfound brethren — commonplace polar animals. In
Skills Acrobatics +7 (+3 when jumping), Climb +5, their new form, they use their superior intelligence and
Diplomacy +7 (+15 vs. humanoids), Knowledge magical abilities to subtly assert their dominance over
(nobility) +5, Perception +9, Stealth +10; Racial their bestial counterparts. The magical beasts prefer to
Modifiers +8 Diplomacy vs humanoids, +4 Stealth blend in as part of a group or a straggler, rather than
Languages Common occupy an obvious leadership position that could
SQ ingratiate attract the unwanted attention of predators. Despite the
Environment cold forests and plains preceding traits, the grotesque creatures crave
Organization solitary adulation in the same manner they heaped praise upon
Treasure standard others during their former existence. They are
Special Abilities extremely sensitive, especially about their looks, and
Eager to Please (Ex) A psychofant cannot resist trying bristle at criticism of any kind. Psychofants feign an
to please others. Thus, it suffers a –4 penalty on saves inability to speak and patiently wait for others to
against enchantment spells and effects. comment about them. Those who insult or mock the
Ingratiate (Ex) A psychofant gains a +8 racial bonus ugly beasts are in for an unpleasant surprise as the sly
on Diplomacy checks when attempting to shift the monster discreetly casts a potent curse against its
attitude of any humanoid interacting with it. rueful detractor. On the other hand, psychofants soak
Regurgitate Flattery (Ex) Once per day as a standard in compliments like a dry sponge. They happily
action, a psychofant can vomit forth a 15-foot cone of converse with any intelligent creature stroking their
malodorous, disgusting bile. The putrid, viscous liquid temperamental egos, potentially providing valuable
sticks to skin, clothing and gear. Creatures who fail a information about their surroundings or other denizens
DC 13 Fortitude save become nauseated for 2d4 they ran across during their travels.
rounds and contract the disease filth fever (see the
“Disease” section in Appendix 1 of the Pathfinder The typical psychofant is a squat, broad avian creature
Roleplaying Game Core Rulebook for details regarding covered with dull gray feathers, a dark beak, and wings
filth fever). The save DC is Constitution-based. incapable of flight. It measures 2-1/2 feet in length
from beak to tail. Slime coats its feathers, while its
A popular adage claims, “Those who cannot achieve oversized belly hangs close to the ground, where it
greatness on their own, flatter those individuals who sometimes picks up powdery snow and ice from the
can.” As the axiom attests, sycophants abound in the

91
underlying glacial surface. Psychofants despise warm
temperatures and humid conditions. Perhaps symbolic
of being proverbially left out in the cold, the beasts
always dwell in chilly, dry environments such as
taigas, tundra, and ice caps. They typically stake out a
broad territory within their habitat where they
intermingle with the indigenous animals. Their
dichotomous relationship toward sentient creatures
causes them to outwardly avoid them, while their
subconscious mind yearns for their attention. They
harbor the faint hope a worthy benefactor may reverse
their disgusting metamorphosis with extremely
powerful magic and return them to their original form.
However, the preceding compulsion never applies to
other psychofants, as they cannot bear to share the
proverbial spotlight with another egotist. When two or
more psychofants cross paths, a brutal fight to the
death always ensues.

92
Reindeer countercurrent heat exchange process, which
efficiently retains body heat without posing undue
Velvety antlers sprout from the skull of a hardy deer stress on its heart. Its large feet are ideally suited for
with a woolly coat of fur, wide feet, and a short tail. It disbursing its weight over a greater area on slick
stands roughly the size of a teenage boy at its surfaces while its small cloven hooves minimize its
shoulders. contact with the frigid ground. On average, female
reindeer weigh approximately 200 pounds. The larger
Reindeer CR 1 males are nearly double their size weighing in at an
XP 400 impressive 375 pounds, though their weight wildly
N Medium animal fluctuates on a seasonal basis.
Init +2; Senses low-light vision, scent; Perception +7
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural) Reindeer Companions
hp 13 (2d8+4)
Fort +7; Ref +5; Will +2 Starting Statistics: Size Medium; Speed 50 ft.; AC
Speed 50 ft. +1 natural armor; Attack gore (1d6); Ability Scores
Melee gore +3 (1d6+2), 2 hooves –2 (1d3+1) Str 14, Dex 15, Con 14, Int 2, Wis 14, Cha 7; Special
Abilities Str 14, Dex 15, Con 14, Int 2, Wis 15, Cha 7 Qualities low-light vision, scent.
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats EnduranceB, Great Fortitude 7th-Level Advancement: Size Large; AC +2 natural
Skills Acrobatics +2 (+10 in snow), Perception +7; armor; Attack gore (1d8), 2 hooves (1d4); Ability
Racial Modifiers +8 Acrobatics in snow Scores Str +8, Dex –2, Con +4.
Environment cold desert,
forest, and plains
Organization solitary, pair,
or herd (3–50)
Treasure none
As discussed in preceding
chapters, reindeer serve a
vital role in many polar
ecosystems. These herd
animals provide a source of
meat for the biome’s apex
predators. People also rely heavily
upon these beasts for food, but they
also use them for clothing,
milk, labor, and transportation.
Despite humanity’s efforts to
tame these animals, the best they
can achieve is a state of
semi-domestication. In the
wild, reindeer herds can
number as many as 100,000
individuals.

As the name suggests,


reindeer are a species of deer
specially adapted for life in
cold environments. Its fur,
consisting of a thick,
woolly overcoat and a
thinner undercoat with air-filled
strands of hair, insulates the
animal’s body from the
elements. In addition to its
outer protective layer, the
reindeer’s circulatory
system relies upon a

93
Shampe monstrous incursions. On the other hand, evil giants
frequently view humanoid communities as a resource
Coarse, brown hair dripping with ice pellets covers the ripe for exploitation. Shampes, a race of polar-dwelling
muscular body of a burly, large humanoid with a humanoids, clearly fall in the latter category. These
pronounced overbite, small oval ears, frothy gray eyes brutes often raid villages and towns, slaying the
and a broad, apelike nose. community’s adult residents while carrying off
children to satisfy their ravenous appetites for tender
Shampe CR 4 flesh. Their pillaging also extends to stealing the
XP 1,200 inhabitants’ commodities, including livestock, alcohol,
CE Large humanoid (giant) raw materials, and precious metals. They carry their ill-
Init –1; Senses low-light vision; Perception +5 gotten spoils back to their own dwellings concealed in
Aura stench (30 ft. DC 15, 10 rounds) remote patches of taiga and tundra.
AC 17, touch 8, flat-footed 17 (+4 armor, –1 Dex, +5
natural, –1 size) Shampes are hairier and more bestial in appearance
hp 42 (5d8+15 plus 5) than most giants, leading some scholars to wrongly
Fort +7; Ref +0; Will +3 deduce they are an offshoot race of yetis expelled from
Weaknesses accelerated overheating the frozen mountaintops. However, they are in fact
Speed 30 ft., (40 ft. base) closely related to ogres, thus prompting some learned
Melee spear +8 (2d6+7/x3) individuals to lump them together with their more
Ranged spear +2 (2d6+7 /x3) numerous kin. Despite the preceding opinions,
Space 10 ft.; Reach 10 ft. shampes warrant a unique classification as they possess
Special Attacks appetite for destruction anatomical characteristics setting them apart from
Abilities Str 21, Dex 8, Con 17, Int 8, Wis 10, Cha 13 other giants. Their appetites for slaughter and food
Base Atk +3; CMB +9; CMD 18 motivate their frequent attacks against humanoid
Feats Iron Will, Toughness, Weapon Focus (spear) settlements. It is not unusual for an entire shampe
Skills Climb +9, Heal +4, Intimidate +5, Perception +5 village to while away an entire day indulging their
Languages Giant bloodlust with nonstop feasting and fighting. Despite
Environment any cold their mind boggling endurance, these giant humanoids
Organization solitary, pair, gang (3–6) or family (7– suffer from one congenital defect greatly affecting their
21) ability to expand their territory beyond the ice and
Treasure standard (hide armor, 2 spears, other snow. Shampes overheat significantly faster than
treasure) typical humanoids; therefore, they inhabit only cold
Special Abilities environments.
Accelerated Overheating (Ex) A shampe exposed to an
environment where temperatures exceed the freezing Coarse, brown hair soaked with frozen ice pellets
point of water (32° Fahrenheit, 0° Celsius) quickly covers the shampe’s burly physique. They stand 8 feet
overheats. It can endure such temperatures for a tall on average and weigh approximately 450 pounds.
number of hours equal to its Constitution score before These humanoids have a pronounced overbite, small
it must succeed on a Fortitude saving throw each hour oval ears, frothy gray eyes, and a broad, apelike nose.
(DC 20, +1 for each previous check) or take 1d6 points While thick fur covers their torso, arms, and legs, their
of nonlethal damage. hands and feet are hairless, giving these appendages a
Appetite for Destruction (Ex) When a shampe distinctly human appearance. Nonetheless, the horrible
confirms a critical hit against a living opponent, the stench that accompanies shampes instantly dispels any
shampe gains a number of temporary hit points equal notion evolution is taking them closer to humanity.
to the Charisma modifier (minimum 1) of the creature While walking, their stride resembles that of a typical
struck. The temporary hit points last for 1 round and upright biped, but as their speed increases, their gait
stack with those gained from other sources. becomes decidedly more simian, akin to a knuckle-
walking primate. These bestial marauders derive
Giants evoke a sense of wonder, awe, and fear in most perverse pleasure from savagely mauling a humanoid
humans. Unlike typical monsters which appear adversary and feeling the spray of warm blood on their
completely alien, to most onlookers there is little doubt skin. When their opponents fall in battle, they always
the average person and his oversized counterpart share mutilate the creature and avulse body parts from the
some common ancestry. Despite their mutual lineage, corpse. The size, variety, and number of macabre
humanity’s relationship with their massive cousins trophies gathered in this manner always determine the
predominately depends upon their much larger cousins’ tribe’s chieftain, regardless of that individual’s gender.
outlook toward people. Benevolent giants may assume Indeed, females don the mantle of leadership in most
the role of a settlement’s protector, aiding the residents shampe communities. In addition to amassing their
against natural disasters and defending them against

94
gruesome souvenirs, these giant humanoids also prize birds. They frequently steal eggs and live chicks from
rare stones, gold, silver, and exotic weapons able to their avian counterparts.
mete out tremendous damage with a single swing.
The typical skua reaches a maximum length of 2 feet
when measured from beak to tail and an average
Skua wingspan of 4 feet. Skuas have rounded barrel chests
Measuring nearly two feet long with a four-foot with brown feathers featuring white streaks. They
wingspan, this bird has a brown coloration with white weigh no more than a few pounds, but they boast a
streaks on its wings. fearsome arsenal of weaponry including a long, tipped
beak, webbed feet ending in sharp claws, and most
Skua CR 1/3 importantly, a nasty disposition. When seasoned polar
XP 135 explorers spot these birds circling overhead, they tread
N Tiny animal very carefully to avoid upsetting them with a single
Init +3; Senses low-light vision; Perception +10 wrong step onto
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size) their closely
hp 4 (1d8) guarded
Fort +2; Ref +5; Will +2 territory.
Speed 10 ft., fly 50 ft. (good)
Melee 2 talons +5 (1d4–2), bite +5 (1d3–2)
Special Attacks dive-bomb
Abilities Str 6, Dex 17, Con 11, Int 2,
Wis 14, Cha 7
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Skills Fly +11, Perception +10; Racial Modifiers
+4 Perception
Environment cold coastline and swamps
Organization solitary, pair, or flock (3–20)
Treasure none
Special Abilities
Dive-Bomb (Ex) When a charging skua
confirms a critical hit, the creature hit
must succeed on a DC 10 Fortitude
saving throw or be blinded for 1d4
rounds. The save DC is Constitution-
based. The skua can only use this special
attack while flying.
Many birds inhabit polar coastal regions.
On our planet, penguins are practically
synonymous with Antarctica. Most avian
predators ignore or avoid humans, but one
group of polar seabirds rightfully earned
its reputation for aggression and overall bad
behavior — the skua. These little-known
birds predominately dwell in coastal areas or
swamps bordering polar seas and oceans, though
they occasionally fly farther inland in search
of food. These carnivorous birds
commonly feast on carrion scavenged
from the kills of other animals, but they
also attack other birds and land animals
twice or even three times their size. Creatures
trespassing close to their nests feel the full brunt of the
skua’s belligerence. The parent bird swoops down from
the skies and viciously pecks and slashes at the
intruder’s head. Not surprisingly, the ornery skua
shows little regard for the brooding grounds of other

95
Snowking Poison (Ex) Bite—injury; save Fort DC 22; frequency
1/round for 6 rounds; effect 1d4 Dex damage; cure 2
This huge creature has the legs and torso of a gigantic consecutive saves. The save DC is Constitution-based.
polar bear, though its arms are disproportionately An ancient polar poet once opined, “Ambition can
short for its size. A crown made from ice and snow sits change the course of history and sculpt the land in
atop its head, which is covered with thick white fur. ways previously unimaginable, yet in the course of its
While its skull bears telltale ursine features, its great enterprise, it always corrupts the soul and snow
elongated mouth features a serpent’s fangs and a with the stain of evil.” The desire to attain worldly
forked tongue. power often accomplishes mighty deeds and performs
Snowking CR 10 great wonders at a tremendous price. However,
XP 9,600 yearning to dominate others is not an exclusively
NE Huge magical beast humanoid trait. The potent force drives the actions of
Init –1; Senses darkvision 60 ft., low-light vision; men and monsters alike. Whether it is a bloodthirsty
Perception +21 king provoking global wars to expand his territory or a
AC 21, touch 7, flat-footed 21 (–1 Dex, +14 natural, –2 scheming ruler depriving his subjects of their
size) fundamental human rights to tighten his grip over his
hp 149 (13d10+78); regeneration 5 (fire) oppressed people, ambition compels its charges to toss
Fort +14; Ref +7; Will +7 ethics aside and instead sate their appetites for absolute
Weaknesses trappings of royalty authority regardless of the cost. Rather than ponder the
Speed 40 ft. consequences and ramifications of its decisions, the
Melee bite +25 (1d8+19 plus poison) creature lets its thirst for power guide its hand in all
Space 15 ft.; Reach 15 ft. pursuits.
Special Attacks poison, trample (2d8+19, DC 29)
Abilities Str 36, Dex 8, Con 23, Int 6, Wis 13, Cha 7 In this vein, legends about a race of monstrous polar
Base Atk +13; CMB +28 (+30 vs bull rush and bears who lord over the ice and snow circulate
overrun); CMD 37 (39 vs bull rush and overrun) throughout every polar community. The people refer to
Feats Improved Bull Rush, Improved Iron Will, the creature by many different names, but regardless of
Improved Overrun, Iron Will, Power Attack, Skill language and dialect, the term “snowking” somehow
Focus (Perception), Weapon Focus (bite) wriggles its way into the local vocabulary when
Skills Perception +21, Swim +18 describing the enormous beast. Snowkings originated
Languages Common from a noble line of polar bears blessed with the gifts
SQ longstanding grudge of sentience and speech. The gigantic animals used
Environment cold deserts, forests, and plains their wisdom and intellect for the common good until
Organization solitary or pair the fateful day when a minor dispute forever changed
Treasure double standard their destiny. During the course of their travels, a herd
Special Abilities of these enormous beasts marveled in wonder at a
Trappings of Royalty (Ex)A snowking cannot resist strange, icy obelisk towering over an otherwise
the accouterments of royalty and political power. When featureless glacier. Curiosity and awe soon gave way to
a creature displays a crown, scepter, or robe worth at want as the normally placid bears bitterly quarreled
least 5,000 gp to a snowking, the snowking treats that over the puzzling object’s origins and ultimately its
creature as if it were affected by a sanctuary spell (no control. While the debate raged on, the overly trusting
save allowed). The snowking must be able to see the bear who originally saw the obelisk grew dismayed at
item. (At the GM’s discretion, a creature may display the unfolding course of events, leading him to wander
another garment or object associated with local royalty off onto the glacier in the futile hopes the tumult would
to create this same effect.) This effect lasts for 1 minute eventually die down. There, he encountered a
for each 5,000 gp value of the item or until the creature mysterious serpent slithering through a crevasse atop
violates the conditions of sanctuary. The sanctuary the glacier. Also imbued with the ability to speak, the
effect does not extend to the creature’s allies, and the devious serpent pounced on the obvious worry etched
same snowking cannot be affected by this ability for 24 into the concerned ursine’s troubled expression. The
hours, even if a different creature presents the object. treacherous deceiver told his naive acquaintance if he
Because this weakness is a well-kept secret, it takes a swallowed the serpent whole, his wisdom combined
successful DC 30 Knowledge (nature) check to with the bear’s judgment would bring the heated
discover this vulnerability. This is a mind-affecting discussion to an immediate halt. The fool agreed, and
effect with visual components. as promised, the transformed beast ended the
Longstanding Grudge (Ex) A snowking is immune to deliberation in bloody and gruesome fashion, claiming
spells and effects affecting its memory, such as memory dominion over the obelisk and the worthless expanse
lapse, modify memory or drain memory attacks.

96
of ice and snow surrounding it. The dreaded snowking
came into being at that terrible moment.
Tilket
Invisibly perched atop another creature’s shoulder, this
As the preceding story suggests, this magical beast minuscule, nearly two-dimensional creature is roughly
combines the features of a polar bear and serpent in shaped like an ordinary domino or gaming tile. Two
previously unforeseen ways. It retains the bear’s size pairs of pseudopod extensions protruding from its
and general body type including its tail, though its lower half and sides function as rudimentary legs and
arms inexplicably shortened during the arms.
metamorphosis. Although its hands end in sharp claws,
its stubby, vestigial limbs can weakly grasp objects Tilket CR 4
such as a scepter or rod, yet cannot wield weapons or XP 1,200
be used for natural attacks. Its head has a pronounced CE Diminutive outsider (chaotic, evil)
snout featuring savage fangs, though it still looks more Init +7; Senses darkvision 60 ft.; Perception +8
like a polar bear than a snake. Since its creation, the AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size)
snowking expanded its territory beyond the glaciers to hp 32 (5d10 plus 5)
include cold deserts, forests, and plains. The notion of Fort +1; Ref +7; Will +4
peacefully coexisting with others eludes these DR 5/magic; Immune mind-affecting effects
competitive creatures. Thus, their potent inner drive Weaknesses vulnerable to fire
coupled with their insatiable appetite for conquest Speed 20 ft.
ensures conflicts with other sentient beings they claim Ranged suicide kings +12 (see text)
fall under their aegis. Despite their love of authority, Space 1 ft.; Reach 0 ft.
snowkings show little interest in governing their Special Attacks euphoria drain, suicide kings
subjects and certainly none in bettering their lives. Spell-Like Abilities (CL 6th):
Their short-lived and usually tumultuous kingdoms At will—invisibility (see text),
predominately exist to boost their gargantuan egos and tongues
indulge their violent whims. The monsters demand
crippling tributes, endless conscripts, and tireless
adoration from their oppressed citizens, yet they offer
nothing in return for their efforts. Needless to say,
these poorly managed states constantly teeter on
the edge of anarchy and rebellion. Snowkings
have an uncanny knack for sensing when
their political position becomes untenable.
When revolt hangs in the air, they hastily
abdicate their thrones and abscond with
the riches they stole from the populace.
Deposed snowkings temporarily lead
nomadic lives far from others of their
kind and permanent settlements until
another opportunity to rule a new
humanoid settlement or claim undisputed
territory presents itself. Nonetheless, the
snowking rarely learns its lessons from
past experiences and instead repeats the
same mistakes that led to its current
predicament. An exiled snowking kills
trespassers on sight, though it is possible to
bribe the greedy monster with the trappings of
royalty to gain safe passage through its lands and,
in the case of an enormous tribute, some grudging
assistance in the interlopers’ endeavor.
Nonetheless, snowkings are untrustworthy, and
any creature striking a bargain with one of the
monstrous beasts must keep a wary eye on it
at all times lest they fall victim to the
conniver.

97
Abilities Str 1, Dex 17, Con 11, Int 12, Wis 10, Cha 16 a game of chance for a period of 1 week, the tilket
Base Atk +5; CMB +4; CMD 9 nonetheless drains 1 point of Charisma at the end of
Feats Improved Initiative, Skill Focus (Profession that week. The subject can negate the Charisma drain
[gambler]), Toughness with a successful DC 15 Will save. The tilket can drain
Skills Acrobatics +5 (+1 when jumping), Bluff +11, only 1 point of Charisma from the same target every 24
Climb +5, Diplomacy +8, Escape Artist +8, hours, even if it uses its joker’s wild ability to aid the
Knowledge (religion) +6, Perception +8, Profession target more than once during that 24-hour period.
(gambler) +11, Sense Motive +8, Stealth +23; Racial Meanwhile, the tilket gains 1 temporary hit point for
Modifiers –4 Acrobatics when jumping, a tiklet uses each HD the linked subject has. These temporary hit
its Dexterity for Climb checks rather than Strength points last for 1 hour and stack with themselves but not
Languages Abyssal, Common with temporary hit points gained from other sources. A
SQ joker’s wild creature linked to the tilket cannot directly attack that
Environment any particular tilket. However, it can affect the outsider
Organization solitary with area spells and effects. When a tilket takes hit
Treasure standard point damage, the subject also suffers hit point damage
Special Abilities equal to the damage dealt to the tilket regardless of its
Euphoria Drain (Su) As a standard action, a tilket source. There is no save against this effect. When a
may attempt to establish a telepathic link between tilket drains a linked creature to a Charisma score of 1,
itself and any humanoid within 30 feet. A willing target the tilket can take over the creature’s body as the
may forego a saving throw. An unwilling creature, on magic jar spell. A tilket may attempt the preceding
the other hand, negates the effect with a successful DC effect once every 24 hours, and the target receives a
15 Will save and is not subject to the same tilket’s DC 19 Will save to negate the effect, which includes a
telepathic link for 1 week. Humanoids with an +4 racial bonus. If the tilket succeeds, the subject and
Intelligence score of 3 or less are immune to this effect. the tilket switch places. The tilket’s former body
When a tilket successfully establishes a telepathic link becomes a lifeless receptacle housing the victim’s soul.
between itself and its subject, it communicates its A tilket can return to its natural form as a standard
intentions to aid the target in games of chance by action, which immediately ends the magic jar effect.
visually demonstrating its joker’s wild ability. Of The save DC is Charisma-based.
course, it omits any details about the price it exacts, Joker’s Wild (Su) As a standard action, a tilket in its
though it must succeed on a Bluff check opposed by natural state can transform into a single, nonmagical,
the subject’s Sense Motive to allow its omission to go solid object weighing 1 pound or less, such as a
unnoticed. If the subject declines a tilket’s offer of playing card, game tile, or die. It cannot transform into
assistance after the preceding demonstration, the any material of great intrinsic value, such as a precious
telepathic link is severed, and the same tilket cannot metal or gemstone, nor can it transform into any
attempt to establish another telepathic link with that manufactured weapon. The metamorphosis instantly
same creature for 1 week. A target who accepts the negates any invisibility effect in place at the time the
tilket’s offer must voluntarily allow the tilket to absorb transformation took place and prevents a tilket from
a drop of its sweat or any other appropriate bodily fluid becoming invisible for as long as this supernatural
the creature secretes when excited or nervous. This act ability remains in effect. A tilket can observe its
establishes a parasitic link between the pair. A tilket surroundings as normal, and its hit points and save
cannot have more than one parasitic link in effect at bonuses remain unaffected. It gains a +4 natural armor
any time. If a tilket establishes a link with a new bonus to AC, but has an effective Dexterity score of 0
subject, the previous link immediately ceases and is and a speed of 0 feet. When it assumes the form and
replaced by the new link. On the other hand, the host shape of an object, it cannot transform into a different
cannot voluntarily sever the link without a struggle. object unless it first returns to its normal state. A tilket
Once per day as a full-round action, he can attempt to can dismiss the effect and transform back to its normal
rid himself of the scheming outsider and sever the link state as a free action.
with a successful DC 19 (+1 for each day since the Whenever a tilket uses this supernatural ability to aid
tilket established the link) Will save, which includes a another creature during a game of chance, the
+4 racial bonus. participant benefiting from the tilket’s interference
A humanoid linked to the tilket suffers 1 point of gains a +5 luck bonus on any Profession (gambler)
Charisma drain whenever a tilket transforms into a check or other similar check made to determine the
specific object to win a game of chance for the subject game’s outcome. Using a tilket in this manner may
or the subject would have lost a game if not for the require a successful Sleight of Hand check to prevent
tilket’s +5 luck bonus (see joker’s wild) to the target’s other players from detecting the ruse, if the player is
Profession (gambler) check or similar skill check. If aware of the tilket’s presence. If the GM opts to
the linked creature does not use the tilket to aid him in

98
recreate an actual game of chance, a tilket may instead to achieve. But in the end, the tilket ultimately wears
transform into any gaming piece of the player’s choice. down even the most egotistical humanoids who fail to
Suicide Kings (Su) Once per minute as a free action, a rid themselves of the monster’s corrupting influence
minuscule, virtually weightless yet razor sharp playing before time runs out.
card appears in the tilket’s tiny, hand-like appendage. A
tilket can hurl this projectile at any single target withinThese outsiders target only humanoids as their
20 feet and must succeed on a ranged attack. If the partners. They typically loiter where players gather to
tilket does not hurl the card within 1 minute of its play games for prolonged stretches, such as polar
creation, it harmlessly dissipates into nothingness. villages, isolated lodges, and casinos. When it first
When the projectile hits a creature or object, draw a spots a potential mark, the tilket uses its invisibility and
card from a deck of standard playing cards. Any joker’s wild abilities to aid that player by manifesting
creature struck by the card takes an amount of damage itself as the card or gaming tile the gambler needs to
equal to the card’s value. (Treat an ace as 1 point and win the game. After granting this stroke of good
any face card [jack, queen or king] as 10.) If the card’s fortune, the insidious monster then observes the
suit is diamonds or hearts, the attack deals an player’s reaction to his lucky streak. Tilkets feast on
additional 1d3 points of bleed damage. If the card’s adrenaline and emotion. Therefore, they target players
suit is clubs or spades, the attack also bestows 1 who display a visceral response. They bypass those
negative level. A successful DC 13 Fortitude save who keep their cool and exhibit no visual reaction to
negates the bleed damage and the negative level. The success. When it sets its sights on an individual, the
save DC is Constitution-based. tilket reveals itself and telepathically communicates its
intentions to aid the player by mimicking an inanimate
When the weather becomes too dangerous to venture object. The creature initially adopts a subservient
outside, humanoids frequently pass the time indoors persona in a covert attempt to gain its owner’s trust and
playing a variety of games. For most, the contests increase that individual’s dependence upon his ace in
distract the participants from the drudgery of daily life. the hole. The relationship’s turning point arrives when
Others though take the game’s outcome far more the player throws intellect and intuition aside and
seriously, especially when wagering becomes part of instead relies solely upon the tilket to make his fortune.
the equation. Under these tense circumstances, the At that moment, the tables turn as the wily outsider
fiercest competitors leave nothing to chance. They use steadily asserts its dominance over its acquiescent host.
mathematics to compute their odds of success and
intuition to deduce their opponents’ next actions. Still, Although some believe the outsiders are the physical
one unlucky roll of the dice or turn of a gaming tile can embodiment of luck, they were actually the divine
undo their efforts in a heartbeat, turning fortune into servants of a now-extinct deity of good fortune.
ruin. But a handful of players refuse to let randomness Shortly after another god destroyed their master, the
determine their fate. They instead choose to forge their outsiders went “rogue” and became devious parasites
own destiny with the aid of a minuscule creature who feast on excitement. Tilkets are roughly the size of
colloquially known as the tilket. This tiny, invisible a typical playing card or domino. Their limbs are two
creature telepathically communicates with its host, pairs of pseudopod extensions protruding from the
who can direct it to instantaneously transform into any sides and bottom portion of its nearly two-dimensional
inanimate object such as a playing card, a die, or a body. Colorful patterns of swirling red, blue, and white
gaming tile to change the outcome of any wager. At lines adorn the monster’s back, which is in stark
first blush, the arrangement seems like a one-sided contrast to its featureless, white facade on the opposite
affair solely benefiting the humanoid partner. However, side. Despite the fact that they have no obvious
the bargain is far from the unfair relationship it appears sensory organs, tilkets have keen eyesight and
to be. Indeed, over time the mysterious hearing, though they have no sense of smell
chameleon steadily gains the upper or taste. Likewise, they lack a mouth or any
hand on its unwitting host. Blinded digestive tract and instead subsist on
by greed and the euphoria of adrenaline and nervous energy they absorb
winning, he fails to see that luck through direct contact with the host’s skin.
comes at an extreme price. The Tilkets are solitary by nature and never cooperate
ravenous creature feeds on the with others of their kind. When two or more of
player’s psyche, draining his them face off against one another, they wage a
free will until he becomes a proxy war using their hosts to battle against their
vacant receptacle unable to adversaries. Although sustenance is their primary
resist the tilket’s mental motivation for seeking out a host, the creatures also
commands. This bizarre have a fondness for the worldly treasures unwitting
domestication often takes bequeathed to them by their humanoid counterparts.
months and sometimes years

99
Chapter Seven: Spells Table 7–3: Cleric/Oracle Spells
Survival in the rugged polar biomes often depends 1st-Level Cleric/Oracle Spells
upon magical intervention. Few adventurers possess
the innate ability to weather the environment’s harsh
conditions without some assistance. The men and
women who devote their careers to the mastery of the
arcane and divine arts often push their respective crafts
to the breaking point in the pursuit of conquering the
land and seas dominated by snow and ice. Some spells
grant protection against the unforgiving elements,
while others seek to harness the frozen domain’s
untapped mystical energy. Several spells presented
here previously appeared in Fields of Blood and
Mountains of Madness by Frog God Games, but the 2nd-Level Cleric Spells
overwhelming majority breaks exciting new ground.

Table 7–1: Alchemist Spells


1st-Level Alchemist Spells
3rd-Level Cleric Spells

Table 7–2: Bard Spells


2nd-Level Bard Spell

4th-Level Cleric/Oracle Spells

3rd-Level Bard Spell

5th-Level Bard Spells

5th-Level Cleric/Oracle Spell

100
8th-Level Cleric/Oracle Spell 5th-Level Druid Spells

Table 7–3: Druid Spells


1st-Level Druid Spells

8th-Level Druid Spell

Table 7–4: Inquisitor Spells


2nd-Level Inquisitor Spell
2nd-Level Druid Spell

3rd-Level Inquisitor Spell


3rd-Level Druid Spells

4th-Level Inquisitor Spell

Table 7–5: Magus Spells


1st-Level Magus Spells

4th-Level Druid Spells

2nd-Level Magus Spells

101
3rd-Level Magus Spells Table 7–9: Ranger Spells
1st-Level Ranger Spells

4th-Level Magus Spells

3rd-Level Ranger Spell

5th-Level Magus Spell


Table 7–10: Shaman Spells
2nd-Level Shaman Spell
6th-Level Magus Spell

Table 7–11: Sorcerer/Wizard


Table 7–6: Occultist Spells Spells
5th-Level Occultist Spell 1st-Level Sorcerer/Wizard Spells

Table 7–7: Paladin Spells


3rd-Level Paladin Spell

Table 7–8: Psychic Spells


2nd-Level Sorcerer/Wizard Spells
5th-Level Psychic Spell

102
3rd-Level Sorcerer/Wizard Spells 8th-Level Sorcerer/Wizard Spell

Table 7–12: Summoner Spells


1st-Level Summoner Spells

4th-Level Sorcerer/Wizard Spells

3rd-Level Summoner Spells

5th-Level Sorcerer/Wizard Spells

5th-Level Summoner Spell

Table 7–13: Witch Spells


1st-Level Witch Spell

2nd-Level Witch Spell


6th-Level Sorcerer/Wizard Spells

3rd-Level Witch Spell

7th-Level Sorcerer/Wizard Spell

103
4th-Level Witch Spell the round when absolute zero is cast. If the damage
would be sufficient to kill the creature, it lapses into
cryogenic stasis instead and no longer takes cold
damage from this spell. In this state, its hit points are a
negative amount equal to one higher than its
Constitution score (for instance, –12 for a creature with
5th-Level Witch Spells a Constitution score of 13), which renders it
unconscious, but still alive. (However, damage other
than cold damage dealt to the creature from another
source, such as a successful melee attack, can still kill
the creature while in cryogenic stasis.) Its bodily
functions completely cease, and it is frozen solid. The
creature cannot heal naturally and most magical
healing also fails. Only a heal, limited wish, miracle, or
wish can affect a creature in cryogenic stasis. The
creature’s cryogenic stasis ends when the spell’s
6th-Level Witch Spell duration expires or the creature is removed from the
affected area. When this occurs, the creature must
succeed on a Fortitude save with a penalty equal to the
number of rounds the creature spent in cryogenic
stasis. If the creature succeeds, it stabilizes. On a failed
save, the creature immediately dies.
8th-Level Witch Spell
Creatures who survive the damage are not frozen solid,
but they must hold their breath or risk suffocating and
are also trapped in place by the solidified gases and
liquids encasing them. Despite being solidified,
creatures can force their way through the formerly
Spell Descriptions gaseous material by making a Strength check as a full-
round action. For every 5 points by which the check
exceeds 10, a creature moves 5 feet (up to a maximum
Absolute Zero distance equal to its normal land speed), though it can
move only through areas occupied by solidified gases
School evocation [cold]; Level cleric/oracle 8, druid 8, or liquids and not permanent, fixed objects. Creatures
sorcerer/wizard 8, witch 8 attempting to enter the area from the outside must do
Casting Time 1 standard action the same in addition to taking cold damage when they
Components V, S, M/DF (a hailstone) enter the affected area. Nonmagical objects within the
Range close (25 ft. + 5 ft./2 levels) area become brittle, reducing their hardness to 0.
Area cylinder (10-ft. radius, 20-ft. high) Ethereal creatures can move through the area without
Duration 1 round/level (D) hindrance.
Saving Throw see text; Spell Resistance no
When you cast this spell, the temperature within the At the end of the duration, gases and liquids solidified
affected area plummets to absolute zero (0° Kelvin, – by the extreme cold return to their natural state as the
470° Fahrenheit, –273° Celsius). All gaseous and temperature also reverts to what it was before you cast
liquid molecules instantaneously freeze and become the spell. If you cast this spell within a vacuum,
solid, granting concealment and total cover to creatures creatures may move freely through the affected area
within the area. If creatures are within the area when without making Strength checks.
you first cast the spell, they may avoid being caught in
the area with a successful Reflex save, appearing in the
closest unoccupied square adjacent to the area. If there
are no unoccupied squares adjacent to the spell’s area,
the creature may remain in its original location or
move to any unoccupied square of the creature’s
choice within the affected area.

Creatures and objects within the area take 10d6 points


of cold damage at the beginning of your turn, including

104
Belly of the Beast Campfire
School conjuration (teleportation); Level magus 5, School illusion (figment) [mind-affecting]; Level bard
occultist 5, psychic 5, sorcerer/wizard 5, summoner 4, 5, sorcerer/wizard 5
witch 5 Casting Time 1 standard action
Casting Time 1 standard action Components V, S, M (an ember from a campfire)
Components V, S, M (a remorhaz scale) Range medium (100 ft. + 10 ft./level)
Range touch Effect a 1-ft.-radius campfire shedding light and heat
Target creature touched in a 20-ft.-radius spread
Duration instantaneous Duration concentration + 1 hour/level
Saving Throw Will negates; Spell Resistance yes Saving Throw Will disbelief (if interacted with); Spell
Resistance yes
You instantly teleport the creature touched inside the
belly of another creature you can see as if the creature You conjure an image of a roaring, seemingly
swallowed the target whole. The target may be of any abandoned campfire with burning logs surrounded by a
size and always arrives in the exact spot desired, but ring of stones. The spell can alter the appearance of
the creature you teleport the subject into must have the terrain, flora, or objects within the spread (or it can add
swallow whole special attack and be large enough to them where none are present). Nonetheless, it cannot
accommodate a creature of the target’s size. If the disguise, hide, or add creatures (though creatures
creature does not satisfy the preceding requirements, within the spread might use the illusory surroundings
the spell fails. Only the target receives a Will save to to hide their presence just as they would in a real
negate this spell. However, if you attempt to teleport location). The illusion duplicates the sights, smells,
the target into a creature with spell resistance, you sounds, tactile feelings, and thermal effects of a real
must overcome that creature’s spell resistance to campfire. The flames emit light and periodically
teleport the target into the creature, otherwise the spell crackle, the odor of charred wood fills the air, the
fails. Polar sorcerers and wizards often keep a captive stones feel solid and hot to the touch, and most
remorhaz within their lairs for this devious purpose. importantly the blaze radiates heat.

Brain Freeze Although the campfire creates the illusion of


generating heat, the weather conditions around the
School necromancy [mind-affecting, pain]; Level campfire remain unchanged. Creatures within the
cleric/oracle 1, druid 1, sorcerer/wizard 1, witch 1 affected area believe they are warm, dry, and sheltered
Casting Time 1 standard action from the wind when the exact opposite may be true.
Components V, S, M/DF (an icicle) When a creature experiences the effects of external
Range close (25 ft. + 5 ft./2 levels) weather conditions, such as suffering a penalty to a
Target one living creature ranged attack attributable to high winds, or has
Duration 1 round sufficient reasons for suspicion about the illusion’s
Saving Throw Fortitude negates; veracity, such as seeing snow fall around the area
Spell Resistance yes except for the campfire’s immediate vicinity without a
plausible explanation, the creature gains another saving
This spell causes fleeting yet throw with a +2 bonus. When a creature takes
intense pain in the subject’s nonlethal or lethal damage, regardless of the source,
brain triggered by a false the creature also gains another saving with a bonus
sensory response to extreme equal to the damage.
cold. On a failed save, the
subject takes 1d6 points
of nonlethal damage + 1
point per caster level
(maximum +5), and is
staggered and
distracted. Although
this spell deals no
cold damage,
creatures
immune to cold
damage are
also immune
to this spell.

105
Cold Day in Hell damage large stone structures. Smaller structures such
as cottages and homes still supported by two or more
School evocation [cold, good]; Level cleric/oracle 4, solid and diametrically opposed points also emerge
druid 3, inquisitor 4, paladin 3 unscathed. Crevasse has no effect on surfaces made
Casting Time 1 standard action from wood, worked stone, or metal.
Components V, S, DF
Range medium (100 ft. + 10 ft./level) Endless Night
Area cylinder (10-ft. radius, 40-ft. high)
Duration instantaneous School illusion (phantasm) [darkness, mind-affecting];
Saving Throw Reflex half; Spell Resistance yes Level bard 2, cleric/oracle 2, inquisitor 2, magus 2,
shaman 2, sorcerer/wizard 2
This spell evokes a vertical column of cold infused Casting Time 1 standard action
with positive energy. The spell deals 1d6 points of Components V, S, M/DF (a strip of black cloth)
damage per caster level (maximum 15d6). Half the Range close (25 ft. + 5 ft./2 levels)
damage is cold damage, but the other half is positive Target one creature
energy dealing damage to evil outsiders only, though Duration 1 min./level
the positive energy damage is not subject to being Saving Throw Will disbelief (see text); Spell
reduced by resistance to cold-based attacks. The Resistance yes
positive energy does not deal damage to any other
creature type, nor does it heal living creatures. The subject believes he is surrounded by supernatural
darkness. The target first gets a Will save to recognize
Crevasse that the darkness is unreal. The subject takes a –4
penalty on this save if he does not have low-light
School evocation [earth]; Level cleric/oracle 4, druid 5 vision or darkvision and has not seen the sun within
Casting Time 1 standard action the last twenty-four hours. Subjects with low-light
Components V, S, M/DF (a fractured stone) vision gain a +2 bonus on this save while those with
Range 60 ft. darkvision gain a +4 bonus on this save. If the save
Area 60-ft. line fails, the darkness seems impenetrable, even to
Duration instantaneous creatures with darkvision.
Saving Throw Reflex negates; Spell Resistance no
Because the creature believes the darkness to be real,
This spell causes the sand, earth, dirt, rock, stone, he has no reason to communicate this fact to others and
snow, or ice just in front of your feet to split open, may be inclined to use his available resources to
leaving a 5-foot-wide crevasse in its wake. Creatures improve the prevailing lighting conditions. Allies
standing atop the crevasse must succeed on a Reflex notice the subject’s strange behavior and surmise the
save to avoid falling into the newly formed chasm by reason, such as fumbling around in the imaginary
stepping into an adjacent square. Creatures that are darkness, with a successful DC 20 Sense Motive
forcibly pushed, moved, or thrown into the crevasse do check. If they communicate the darkness’s unreal
not receive a Reflex save to avoid falling into it, but nature to the subject, he may immediately attempt
they may catch themselves while falling by succeeding another Will save against the spell with a +4 bonus. If
on a DC 40 Climb check (DC 45 if the walls are the subject casts a spell or effect that would normally
covered in ice). Large-size creatures and bigger cannot counter or dispel darkness, the subject gains a new
fall into the crevasse. saving throw against this spell instead. Blind creatures
as well as those relying upon other senses such as
Any creature that fails its saving throw falls into the blindsight to discern their surroundings are immune to
crack and plummets to the bottom, which is up to 10 this spell.
feet deep per caster level (maximum 100 ft.). Creatures
falling into the crevasse take falling damage as normal.
The crevasse’s walls have a Climb DC of 20 (DC 25 if
covered in ice). The fracture is too narrowly focused to

106
False North attack to hit your target. The globule deals 1d6 points
of cold damage per caster level (maximum 5d6). At the
School illusion (glamer); Level bard 3, druid 3 beginning of your next turn, the chilly substance
Casting Time 1 standard action rapidly warms, dealing 1d6 points of fire damage,
Components V, S, M/DF (a broken compass) unless the target uses a full-round action to remove the
Range 1 mile/level gooey material with at least a gallon of water. For
Area 1 mile/level radius circle centered on you; see every three caster levels you possess beyond 3rd level,
text the viscous material lasts for another round (to a
Duration 1 day/level (D) maximum of 6 additional rounds at 18th level), dealing
Saving Throw Will disbelief; see text; Spell another 1d6 points of fire damage in each round.
Resistance no
This spell distorts the true location of the planet’s
Flame Foe
magnetic poles as well as bending light to distort the School abjuration; Level cleric/oracle 3, inquisitor 3,
actual position of stars and other heavenly bodies in magus 3, sorcerer/wizard 3
the sky, making it impossible to accurately navigate Casting Time 1 standard action
within the spell’s area of effect. At the time of casting, Components V, S, M/DF (a white dragon scale)
you must designate the cardinal direction of the false Range personal
magnetic pole. If you alter the false magnetic pole’s Target you
direction by more than thirty degrees from true Duration 10 min./level
magnetic pole, all creatures receive a Will save to
disbelieve the illusion upon first entering the area. You gain spell resistance equal to 10 + your caster
Creatures very familiar with the area or those using an level against spells with the fire descriptor.
accurate map of the area relying upon
geographical landmarks gain a +4 bonus on the
preceding Will save. Divination spells such as
know direction also grant the caster a Will save
to disbelieve this spell. On a failed save, the
spell points toward the false magnetic pole.
Multiple castings of the same spell by the same
caster do not grant the creature a new Will save
and yield the same results as the initial attempt.
If the actual magnetic pole is anywhere within
the spell’s area of effect, all creatures take a –4
penalty on their saving throws against this
illusion. Otherwise, all Survival checks made
within the area of effect to avoid getting lost
automatically fail. Nonmagical compasses and
other navigational devices relying upon the
location of the magnetic pole or the positions of
heavenly bodies also provide false information,
leading the user astray.

Fire and Ice


School conjuration (creation) [cold, fire]; Level
magus 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (a sliver of brimstone)
Range medium (100 ft. + 10 ft./level)
Effect one globule of viscous, gelatinous
material
Duration 1 round +1 round per three levels
Saving Throw none; Spell Resistance no
A spherical globule of viscous, gelatinous
material springs from your hand and races to its
target. You must succeed on a ranged touch

107
Fortress of Frigid Solitude when applicable, generate a continuous blast of frigid
air dealing 1d6 points of cold damage + 1 point of cold
School transmutation [water]; Level sorcerer/wizard 7 damage per caster level (no save) to any creature
Casting Time 1 standard action stepping through the breach.
Components V, S, M (a trowel)
Range long (400 ft. + 40 ft./level) Frozen Acid
Effect ice fortress 60 feet square and 40 feet high
Duration 1 day/level (D) School conjuration (creation) [acid, cold]; Level
Saving Throw none; Spell Resistance no magus 3, sorcerer/wizard 3
Casting Time 1 standard action
You transform existing ice and snow into a fortress, 60 Components V, S, M (a vial of acid)
feet square at its base and 40 feet high with two-foot- Range close (25 ft. + 5 ft./2 levels)
thick walls. If there is an insufficient quantity of ice Target one creature
and snow on hand to satisfy the preceding dimensions, Duration 2 rounds
the spell fails. The fortress has arrow slits on all sides Saving Throw none; Spell Resistance yes
and a small door crafted from two-foot-thick ice
serving as its only entrance. Only you can command You hurl a fist-sized snowball made from frozen acid.
the door to open. The spell even foils magical attempts You must succeed on a ranged touch attack to hit your
to open the portal, including the use of a knock spell. target. On a successful hit, you deal 1d6 points of cold
damage per two caster levels (maximum 5d6). At the
The fortress appears in just 1 round, though it cannot beginning of your next turn, the ball of frozen acid
be conjured so it occupies the same space as a creature melts, dealing 1d4 points of acid damage per two
or another object. You can create any floor plan you caster levels (maximum 5d4). The target may spend a
wish to the limit of the spell’s effect, but the only full-round washing off the acid with at least a gallon of
building materials you may use are ice and snow. water. If the target does so prior to the beginning of
Likewise, you may also furnish the fortress as you your next turn, the subject takes no acid damage from
desire, once again using only ice and snow to create the melted acid.
functional beds, tables, chairs, and other objects.
Regardless of the weather conditions outside the Geomagnetic Storm
fortress, the internal temperature remains a constant
60° Fahrenheit (15° Celsius) with a fresh, moderately School evocation [electricity, light]; Level cleric/
chilly breeze circulating throughout the fortress. oracle 4, druid 3
Despite the internal temperature, the ice and snow Casting Time 1 standard action
within the fortress remains frozen. Components V, S, DF
Range long (400 ft. + 40 ft./level)
The fortress provides its occupants with life-sustaining Area cylinder (40-ft. radius, 20-ft. high)
nourishment, eliminating living creatures’ need to eat Duration 1 round/level
and drink within its protective confines. The occupant’s Saving Throw none; Spell Resistance yes
mental acuity also increases while within the fortress.
Living creatures need a meager 2 hours of sleep per Dazzling multicolored lights taking on a multitude of
day to gain the benefit of 8 hours of sleep, though unique shapes fill the area, though the illumination
spellcasters still cannot prepare spells more than once sheds only dim light in the area. Sparks of electricity
per day. In addition, living creatures heal ability score continuously surge through the area, dealing 1d6 points
damage to their Charisma, Intelligence, and Wisdom at of electricity damage + 1 point of electricity damage
a rate of 1d4 points each per day, though damage to per two caster levels (maximum +10) to creatures and
physical ability scores, Constitution, Dexterity, and objects within the storm. The storm deals this damage
Strength, still heals at the normal rate of 1 point each when it appears, and to all creatures in the area on your
day. turn each round. The magnetism created by the storm
is too weak to affect most metallic objects, but any
The fortress’s icy walls have 72 hit points and hardness ranged attack made with small metallic projectiles
0. However, if the outside temperature is at or below including arrows, bolts, and bullets passing through the
the freezing point (32° Fahrenheit, 0° Celsius), the storm suffers a 50% miss chance.
fortress automatically repairs itself, restoring damage
each round at a rate of 2 hit points per caster level.
Nonetheless, if a 10-foot section of the wall is reduced
to 0 hit points, the wall is breached. Even in the wall’s
absence, the fortress’s efforts to repair the damage,

108
Glissade staggered for 1d4 rounds, provided its hit point total is
equal to or greater than 0.
School transmutation; Level druid 1, magus 1, ranger
1, sorcerer/wizard 1, summoner 1 Hot Cocoa
Casting Time 1 standard action
Components V, S, M/DF (a fragment of an ice skate or School conjuration (creation) [water]; Level alchemist
ski) 1, cleric/oracle 1, druid 1, ranger 1, sorcerer/wizard 1,
Range touch summoner 1
Target creature touched Casting Time 1 minute
Duration 1 min./level (D) Components V, S, M/DF (a cocoa bean)
Saving Throw Will negates (harmless); Spell Range close (25 ft. + 5 ft./level)
Resistance yes Effect hot cocoa for one creature/level
Duration 1 hour plus 1 hour; see text
The subject gains a +10 enhancement bonus on Saving Throw none; Spell Resistance no
Acrobatics checks made when moving across snow-
covered or icy terrain. The enhancement bonus This spell conjures a warm, tasty beverage made from
increases to +20 at 5th caster level, and to +30 (the water and cocoa beans. The drink retains its magical
maximum) at 9th caster level. properties for 1 hour before becoming nonmagical.
Every creature who drinks the hot cocoa within 1 hour
Hibernate of its creation gains temporary hit points equal to your
caster level (to a maximum of 5 temporary hit points at
School enchantment (compulsion) [mind-affecting]; caster level 5) that last for 1 hour after consuming the
Level bard 5, druid 4, sorcerer/wizard 5, witch 5 beverage. Drinking the hot cocoa is a standard action
Casting Time 1 standard action provoking attacks of opportunity. Unlike normal
Components V, S, M/DF (a stone from a bear’s cave) temporary hit points, you may lose these temporary hit
Range touch points only when you sustain cold damage. As long as
Target living creature touched you have 1 temporary hit point remaining, you suffer
Duration 1 day/level (D) no harm from being in a cold environment until the
Saving Throw Will negates; Spell Resistance yes temperature drops below –51° Fahrenheit (–46°
Celsius).
You must succeed on a melee touch attack. The subject
becomes unconscious. Its breathing, heart rate, and
other vital signs slow to the bare minimum necessary
Hypothermia
to support life. While in this state, the creature has no School necromancy; Level druid 5, sorcerer/wizard 6,
need for food or water, making it immune to the effects witch 6
of starvation and thirst. In addition, the subject suffersCasting Time 1 standard action
no harm from a cold environment as long as the Components V, S
temperature remains at or above –50° Fahrenheit (–45° Range touch
Celsius). Target one living creature
Duration 3 rounds
At the time of casting, you can specify triggering
Saving Throw Fortitude partial; see text; Spell
conditions that end the spell and restore the target back
Resistance yes
to consciousness. These triggers must be based on
either a set timetable, such as seven days from the You can attempt to freeze one living creature to death.
moment the spell was cast, or temperature, such as When you cast this spell, frigid air swirls around your
when the temperature reaches the freezing point. hand. You must succeed on a melee touch attack to
touch the target. The target can attempt to resist the
Hibernating creatures are helpless. Wounding a spell’s effect with a Fortitude save. If he succeeds, the
hibernating creature grants the target a new saving target takes 2d6 points of nonlethal damage +1 point
throw against the spell. Even then, the awakened target per caster level from the flash freezing, but suffers no
is staggered for the next 1d4 rounds. All other actions, further effects. If the target fails, the subject’s blood,
including slapping a hibernating creature or creating organs, and tissue rapidly freeze. On the target’s next
loud noises, fail to rouse the target from its turn, he is paralyzed and takes 4d6 points of cold
unconscious state. Break enchantment, limited wish, damage +1 point of cold damage per caster level. One
miracle, and wish immediately awaken a hibernating round later, the target takes 8d6 points of cold damage
creature. When awakened in this manner, the +1 point of cold damage per level and lapses into
hibernating creature regains consciousness and is not unconsciousness. One round after that, the target dies
from hypothermia, regardless of its hit point total.

109
Each round, the target can delay that round’s effects Iceberg
from affecting him with a successful Fortitude save,
but the spell continues for 3 rounds, and each failed School conjuration (creation) [cold, water]; Level
Fortitude save moves the subject one step further along sorcerer/wizard 6
the track to freezing to death. Living creatures immune Casting Time 1 standard action
to cold damage and those with the cold subtype are Components V, S, M (a chunk of ice)
immune to this spell. Range long (400 ft. + 40 ft.)
Effect up to three icebergs (25-ft. radius, 50-ft. high
Ice Bridge cylinder)
Duration 1 hour/level
School conjuration (creation) [cold, water]; Level Saving Throw none; Spell Resistance no
druid 4, magus 4, ranger 3, sorcerer/wizard 4, witch 4
Casting Time 1 standard action You conjure into existence up to three small icebergs.
Components V, S, M/DF (a piece of concrete) An iceberg cannot be conjured so it occupies the same
Range medium (100 ft. + 10 ft./level) space as a creature or another object. The iceberg’s
Effect bridge of ice entire surface must rest upon either solid ground or a
Duration instantaneous (see text) liquid, although you may place each of the three
Saving Throw see text; Spell Resistance no icebergs atop a different surface from the others. When
cast on solid ground such as earth, stone, snow, or ice,
You create a bridge made from ice. The ice bridge is 1 the iceberg merges with the surrounding surface,
foot thick, 5 feet wide and up to 10 feet long per caster including another iceberg, and becomes an immovable
level. It may be a flat span, or it may have an arch at its object, even when cast on a slippery, vertical surface.
center. The arch’s apex may be up to 1 foot high per
caster level. Each end of the ice bridge must be When cast on water or any other liquid, the entire
anchored on a solid surface such as earth, stone, wood, iceberg floats atop the surface in the same manner as a
or even ice otherwise the ice bridge immediately piece of driftwood or any other entirely buoyant object.
collapses and shatters into tiny pieces. Each 5-foot No portion of the iceberg extends beneath the water’s
square of the ice bridge has a hardness of 0 and 36 hit surface. Unlike an iceberg conjured onto solid ground,
points. A section of bridge whose hit points drops to 0 the prevailing current or winds may move the iceberg.
shatters, causing the entire bridge to fail. When an iceberg collides with another object or
another object crashes into it, the iceberg deals 32d8
You may move across the ice bridge without penalty. points of damage as described in the “Iceberg” section
Other creatures unable to move across ice without in Chapter 3 of this sourcebook. On the other hand,
hindrance move at half their normal speed with a creatures take only 1d6 points of damage when an
successful DC 10 Acrobatics check. Failure by 4 or iceberg strikes them or they strike an iceberg. Of
less means the creature failed to move that round and course, creatures falling onto an iceberg would still
must succeed at a Reflex save to avoid falling prone. take the appropriate amount of falling damage, as
Failure by 5 or more means it cannot move that round would a creature forcibly hurled against the iceberg.
and automatically falls prone. Creatures
opting not to move on their turn do not need The iceberg has a hardness of
to make the preceding check. 0 and 1,800 hp. Creatures can
hit an iceberg automatically,
The ice is an instantaneous effect, but and the iceberg takes double
persists as nonmagical ice. As long as the damage from fire-based spells
temperature remains at or below freezing and effects. When an
(32° Fahrenheit, 0° Celsius), the ice bridge iceberg’s hit points drop to 0,
lasts indefinitely. Each minute of exposure the iceberg instantly vanishes
to temperatures above the freezing point into nothingness.
deals 1 point of damage to every 5-foot
section of the ice bridge. This damage
increases by +1 for every nine degrees
Fahrenheit (five degrees Celsius) or fraction
thereof that the temperature exceeds the
freezing point. Thus, a bridge conjured in a
tropical forest where the temperature
reaches a balmy 80° Fahrenheit (26°
Celsius) would take 6 points of damage
every minute from the warm conditions.

110
Icicle Shower cold damage, you may take a standard, move, swift, or
free action of your choice, including an attempt to
School evocation [cold]; Level cleric/oracle 4, druid 5 counterspell your opponent’s spell, as if you readied
Casting Time 1 standard action the action, treating the casting of the spell or the attack
Components V, S, DF as the readied action’s trigger. If the action you chose
Range long (400 ft. + 40 ft./level) makes it impossible for your opponent to legally target
Area cylinder (40-ft. radius, 20-ft. high) you or another creature with that action, the opponent’s
Duration 1 round/level action is lost. For instance, if your opponent
Saving Throw Reflex partial; see text; Spell announced its intention to make a melee attack against
Resistance no you with its +1 frost longsword, but you teleported out
of the battle, the opponent may still attack one of your
Icicles fall to the ground dealing 1d6 points of piercing allies if they are legal targets. However, if there are no
damage and 1d4 points of cold damage to every remaining legal targets when you teleported away, your
creature in the area. The icicles embed themselves into opponent’s attack action would be wasted.
the ground unless the surface is too hard to hold
footprints, such as bare rock, solid ice, or a stone floor, Unlike a normal readied action, your initiative count
in which case, the icicles shatter upon impact and have remains unchanged, though the readied action you took
no further effect. Otherwise, each creature moving counts toward the number and type of actions you can
through the area at greater than half speed runs the risk take on your turn that round. Therefore, if you used a
of stepping onto an embedded icicle. Make an attack standard for your readied action, you cannot take
roll for the icicles. The icicles use your caster level as another standard action on your initiative count that
their base attack bonus. Roll only once for the entire round. Using the readied action in the preceding
spell effect each round and apply the result to all manner discharges and ends the spell.
creatures in the area of effect. For this attack, the
creature’s shield, armor, and deflection bonuses do not Icy Past
count, though a creature wearing shoes or other
footwear gets a +4 armor bonus to AC. School divination; Level druid 4
Casting Time 10 minutes
If the attack succeeds, the creature has stepped onto an Components V, S, DF
icicle. The icicle deals 1 point of piercing damage and Range touch
1 point of cold damage. Any creature taking damage Target glacial ice touched
from stepping on an icicle must also succeed on a Duration 1 min./level
Reflex save or suffer a wound to its feet that slows its Saving Throw none; Spell Resistance no
land speed by half. This speed penalty lasts for 24
hours or until the injured creature receives a cure spell When you cast this spell and touch your hand against
(which also restores lost hit points). Another creature the surface of a glacier, a 1-inch-radius core sample of
can remove the penalty by taking 10 minutes to dress compressed ice or snow measuring up to 1 foot in
the injuries and succeeding on a Heal check against the length per caster level erupts from the surface. Each 1-
spell’s save DC. Creatures of Tiny size and smaller foot-long section of glacial ice records ten years of
automatically move through the area with no chance of history. Thus, a 20-foot-high ice core contains 200
stepping onto an icicle, though they treat the area as years of history. The compacted snow and ice only
difficult terrain. Creatures of Huge size and larger as keeps a record of general events affecting an extensive
well as creatures lacking feet take no damage and area including the glacial ice’s present location, if any.
suffer no ill effect from stepping onto the icicles. For instance, the core sample would reveal evidence of
a volcanic eruption, an asteroid impact, a massive
Icy Future flood, an abandoned settlement, or even a pitched
battle encompassing the entire region. But it would
School divination; Level cleric/oracle 2, witch 2 provide no information about more localized activities
Casting Time 1 round such as a small skirmish in the immediate vicinity or
Components V, S, M/DF (a gear or other mechanism details about a local resident unless that creature
from a clock) occupied the area for the ice sample’s entire existence.
Range personal
Target you By placing your hand onto the icy surface, the core
Duration 10 min./level or until discharged; see text sample reveals information about one such generalized
event per two caster levels. In the case of natural
You receive a brief glimpse into your future. Whenever occurrences, the ice reveals the event’s general nature,
an opponent targets you with a spell with the cold the approximate date, its duration, its overall impact,
descriptor or makes an attack against you that deals and consequences arising from the event. For instance,

111
the ice sample might reveal that a giant asteroid struck Fortitude save each round at the beginning of its turn.
the area 103 years earlier. The impact incinerated all A successful save negates the distracted, sickened,
plants and animals in a twenty-mile radius around the nauseated, or dazed effect for that round and reduces
crater and then plunged the land into a deep freeze for the fire damage by half. This spell has no effect on
the next ten years. When providing details about the creatures with the fire subtype and those immune to
activities of creatures, the ice describes the general fire damage.
nature of its interaction with the creatures, such as
battle or long-term residency, the approximate date of Meld into Ice
the event, and the creature types involved (undead,
humanoids, dragons, and so on). The ice cannot confer School transmutation [cold, water]; Level cleric/oracle
individual names or even the creatures’ races. 3, druid 3
Casting Time 1 standard action
At the time of casting, you designate whether you want Components V, S, DF
to learn about events in chronological order, either Range personal
oldest to most recent or vice versa, or in order of Target you
significance and impact. Unlike the former option, the Duration 10 min./level
latter choice only allows you to discover the most
significant events first. You also have the option of This spell functions like meld into stone except it
designating whether you would like to learn about allows you to meld your body and possessions into a
natural events or humanoid activities first. single block of ice instead of a single block of stone.
Icebergs, glaciers, and other contiguous structures
Internal Combustion formed from compacted ice and snow are treated as a
single block of ice for the purposes of this spell. The
School transmutation [fire]; Level cleric/oracle 1, effects of the spells listed in the meld into stone
druid 1, sorcerer/wizard 2 description do not apply to you when you meld into
Casting Time 1 standard action ice.
Components V, S, M/DF (a pumice stone)
Range touch However, the following spells harm you if cast upon
Target living creature touched the ice you are occupying. Any fire-based spell or
Duration 5 rounds effect that melts the ice expels you and deals you 5d6
Saving Throw Fortitude partial; see text; Spell points of damage. Any spell or effect able to shape the
Resistance yes snow or ice deals 3d6 points of damage but does not
expel you. Thaw (see below) expels you and then slays
Your touch increases the subject’s internal body you instantly unless you succeed on a DC 18 Fortitude
temperature. When you cast this spell, waves of heat save, in which case you are merely expelled. Any spell
emanate from your hand. You must succeed on a melee or effect allowing another creature to pass through or
touch attack to hit the target. burrow through the ice expels you without damage.

On the first round of the spell, the target feels


uncomfortably warm but takes no damage. On
subsequent rounds, the effects intensify. The following
table describes the spell’s effects on most creatures as
well as its effects on creatures with the cold subtype.
Each round’s effects are not cumulative.

Any cold intense enough to damage the creature


negates fire damage from the spell on a point-for-point
basis, but not the distracted, sickened, nauseated, or
dazed effects. An affected target must attempt a

112
Moguls The runners wink out of existence when the spell
duration expires. When they disappear, the vehicle falls
School transmutation [cold, water]; Level cleric/oracle to the surface beneath it. In the case of a vehicle
3, druid 2, sorcerer/wizard 3 outside of its normal medium, such as a water vehicle
Casting Time 1 standard action on land, the vehicle takes damage from the fall. Treat
Components V, S, M (a clump of snow) the impact as if it collided with a Colossal object (see
Range long (400 ft. + 40 ft. level) the “Vehicles in Combat” section in Chapter 4 of the
Area up to 400 sq. ft./level (S) Pathfinder Roleplaying Game Ultimate Combat). In
Duration 1 hour/level (D) addition, if the vehicle does not normally have a flat
Saving Throw none; Spell Resistance no bottom, the vehicle falls over onto a randomly
determined side, which is treated as a second collision
This spell alters the shape of existing ice and snow. It with a Colossal object.
turns an otherwise flat surface into bumpy terrain filled
with large mounds called moguls. Vehicles such as dog
sleds and sleighs find it extremely difficult to negotiate
Reindeer Sleigh
the mounds. A vehicle moving at a speed greater than School conjuration (creation); Level sorcerer/wizard 4,
half but less than its normal speed increases the summoner 3
driver’s skill check to control the vehicle by +20. This Casting Time 10 minutes
modifier decreases to +10 if the vehicle moves at up to Components V, S, M (a tuft of reindeer fur)
half its normal speed. It is impossible to drive a vehicle Range close (25 ft. + 5 ft./2 levels)
at its normal speed or faster through the moguls Effect 3-ft.-high, 10-ft.-wide, 15-ft.-long open sleigh
without overturning the vehicle. Likewise, the moguls and one quasi-real reindeer-like creature
increase the DC of Acrobatics checks made to ski, run, Duration 1 hour/level (D)
or charge downhill through the area by +10, and the Saving Throw none; Spell Resistance no
DC of any Climb checks made in the affected area also
increases by +5. Magical ice and snow are not affected You conjure an open sleigh made of material common
by this spell. to the area where the spell is cast and a Large, quasi-
real reindeer-like creature magically tethered to the
Portage sleigh. The sleigh shares the same characteristics as the
sleigh described in the “Land Vehicles” section in
School evocation [force]; Level bard 5, sorcerer/ Chapter 4 of the Pathfinder Roleplaying Game
wizard 4 Ultimate Combat. You or a person you designate while
Casting Time 1 standard action casting the spell must drive the sleigh, which can carry
Components V, S, M (a plank of wood) up to four people, including its driver, as well as 1,000
Range touch pounds of cargo. The driver uses Diplomacy or
Target one vehicle touched of up to 6 squares/level Intimidate checks for driving checks, treating the
Duration 8 hours quasi-real reindeer as an intelligent creature. The
Saving Throw Will negates (object); Spell Resistance reindeer does not fight. The reindeer and sleigh
yes (object) function as a single unit with an AC of 20 (–2 size, +7
natural, +5 Dex), and 20 hit points + 2 hit points per
You create a pair of sharp runners that appear on the caster level (maximum 60). If the unit is reduced to 0
keel, bottom, or undercarriage of the touched vehicle. hit points or less, it instantly disappears, potentially
The runners are the same length as the vehicle and subjecting its occupants and cargo to a crash (treat as
appear on the vehicle’s starboard and port sides. At the wrecked).
time of casting, you may use the spell to gently lift the
vehicle onto any solid surface, including ice, adjacent In addition to the sleigh’s normal attributes, the vehicle
to any part of the vehicle. The entire vehicle then radiates light as the spell and continual warmth,
appears in the closest unoccupied squares adjacent to granting the benefits of an endure elements to all
that point. While on a solid surface, the vehicle may be creatures seated within it. You can suppress or
pulled overland by muscle or current, up to the reactivate either of the preceding abilities as a free
vehicle’s maximum speed in the case of a land vehicle action. Furthermore, you can command the sleigh to
or up to half the vehicle’s maximum speed for a water fly as a free action with a bonus on Fly skill checks
or air vehicle. Alternatively, as long as you are within equal to your caster level. Every minute or portion
30 feet of the vehicle, you may direct the spell to lug thereof spent flying reduces the spell’s duration by 1
the vehicle in any direction of your choice, though the hour.
vehicle’s maximum speed is only half your normal
speed.

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Slalom Skier Thaw
School transmutation; Level alchemist 1, druid 1, School transmutation [water]; Level cleric/oracle 3,
magus 1, ranger 1, sorcerer/wizard 1, summoner 1 druid 3, sorcerer/wizard 5
Casting Time 1 standard action Casting Time 1 standard action
Components V, S, M (a miniature ski pole) Components V, S, M/DF (a pinch of ash)
Range touch Range long (400 ft. + 40 ft. level)
Target creature touched Area ice and snow in a volume of 10 ft./level by 10 ft./
Duration 1 min./level level by 2 ft./level (S)
Saving Throw Will negates (harmless); Spell Duration instantaneous (see text)
Resistance yes Saving Throw none; see text; Spell Resistance no
The subject gains a +10 enhancement bonus on This spell instantly melts ice or snow including frozen
Acrobatics checks made to ski. The enhancement earth to reduce its depth by as much as 2 feet per caster
bonus increases to +20 at caster level 5, and to +30 level within a square-shaped area whose sides are up to
(the maximum) at caster level 9. caster level x 10 feet long. The volume of water
created by the spell is equal to 90 percent the volume
Snowball Fight of melted ice and snow. You may reduce one horizontal
dimension by half and double the other horizontal
School evocation [cold, water]; Level druid 3, magus dimension to change the overall area of effect.
3, sorcerer/wizard 3, witch 3
Casting Time 1 standard action Frozen earth or permafrost thawed by the spell turns
Components V, S, M/DF (a snowball) the ground into a deep bog (see the “Marsh Terrain”
Range medium (100 ft. + 10 ft. level) section in Chapter 13 of the Pathfinder Roleplaying
Area cylinder (40-ft. radius, 20-ft. high) Game Core Rulebook). Water created by the melted ice
Duration 1 round/level (D) and snow may seep into the remaining ice and snow or
Saving Throw Fortitude partial; see text; Spell the ground, especially if it is no longer frozen, but
Resistance yes most of it washes away along the path of least
resistance toward the closest nadir. The water is
This spell causes a barrage of snowballs made from generally too shallow to cause a flood or deal damage
compacted ice and snow to fly randomly throughout to creatures and objects in its path. However, under the
the area. Every creature within the area of the spell is right conditions, such as melting the ice and snow
the target of 1d3 ranged attacks each round at the surrounding a depression or adjacent to a mountain
beginning of your turn, including the round when you pass, the GM may determine the onrushing water
cast snowball fight. Creatures entering the area of duplicates the effects of flowing water or causes a flood
effect are also automatically attacked. The snowballs (see the “Aquatic Terrain” and “Flood” sections in
use your caster level as their base attack bonus with no Chapter 13 of the Pathfinder Roleplaying Game Core
range increments. You must succeed on a ranged attack Rulebook). Creatures standing atop thin ice are
to hit a target. especially vulnerable to this spell. A creature who has a
chance of jumping onto solid ground with an
Each snowball deals 1d6 points of cold damage on a Acrobatics check may attempt a Reflex save to leap to
successful hit. On a confirmed critical hit, the foe also safety and avoid falling into the chilly water beneath
suffers from one of the following randomly determined the suddenly melted ice. A creature who could not leap
effects on a failed Fortitude save in addition to taking onto solid ground automatically falls into the frigid
the snowball’s normal damage. water. (See the “Thin Ice” section in Chapter 3 of this
sourcebook for details regarding the effects of falling
through thin ice.)

When cast on ice elementals (Pathfinder Roleplaying


Game Bestiary 2) and other creatures made from ice or
snow, this spell deals 3d6 points of Strength damage to
such creatures (Fortitude half). The spell has no effect
on other creatures. Earth and water affected by this
Different snowball fight effects stack, but the same spell refreeze when subjected to temperatures below
effect overlaps. 32° Fahrenheit, 0° Celsius.

114
Wall Of Snow White Lightning
School evocation [cold]; Level magus 4, sorcerer/ School evocation [cold, electricity]; Level magus 6,
wizard 4, summoner 3 sorcerer/wizard 5
Casting Time 1 standard action Casting Time 1 standard action
Components V, S, M/DF (an icicle) Components V, S, M (a small piece of copper)
Range close (25 ft. + 5 ft./2 levels) Range 60 ft.
Effect snow wall whose area is up to one 10-ft. square/ Area 60-ft. line
level (S) Duration instantaneous
Duration 1 min./level Saving Throw Reflex half; Spell Resistance yes
Saving Throw none; Spell Resistance no
You release a powerful stroke of frigid electrical
This spell creates a vertical wall of snow that is 1 foot energy that deals 1d6 points of damage per caster level
thick per caster level and composed of up to one 10- (maximum 15d6) to each creature within its area. The
foot square per level. A wall of snow’s maximum stroke begins at your fingertips.
height cannot exceed half of its width (with a
minimum height of 10 feet). The wall must sit upon a Half the damage is electrical damage, and the other
firm foundation, but it does not require anchor points. half is cold damage. If the damage caused to an
You can double the wall’s area by halving its thickness. interposing barrier shatters or breaks through it, the
The wall cannot be conjured so that it occupies the stroke may continue beyond the barrier if the spell’s
same space as a creature or another object. range permits; otherwise, it stops at the barrier just as
any other spell effect does.
A wall of snow is immune to all weapon damage and
any spells or effects targeting a specific number of Winter Wonderland
objects, including single target spells such as
disintegrate. The wall of snow takes full damage from School illusion (figment) [mind-affecting]; Level bard
spells and effects targeting an area (instead of the 5, cleric/oracle 5, druid 5, sorcerer/wizard 5, witch 5
normal half damage taken by objects). The wall of Casting Time 1 standard action
snow takes half again as much damage (+50%) from Components V, S, M/DF (a holiday ornament)
spells or effects dealing fire damage. Each 10-foot Range long (400 ft. + 40 ft./level)
square has 2 hit points per foot of thickness. If a Area one 10-ft. cube/level
section of wall is destroyed, the remaining snow in the Duration 1 day/level
wall immediately fills in any such hole created, Saving Throw Will disbelief; Spell Resistance yes
reducing the wall’s overall size by one 10-foot square
but remaining a contiguous barrier. You throw an illusion over an area to give it a festive,
wintry appearance as well as creating illusory
Creatures can force their way slowly through the wall humanoid inhabitants. You must set a few general
by making a Strength check as a full-round action. For guidelines when you cast the spell pertaining to the
every 5 points by which the check exceeds 15, a nature of the celebratory atmosphere as well as
creature moves 5 feet (up to a maximum distance equal physical identifiable traits (number, race, gender) of its
to its normal land speed). Snow fills the area humanoid residents, though the illusion defines the
immediately after the creature moves through it. specific details to make the scene appear realistic. For
Creatures moving through the wall of snow are instance, if you envision a holiday dedicated to the
blinded. Any creature moving or attempting to move winter solstice, the illusion would coat the ground,
through the wall of snow takes 1d6 points of cold vegetation, and structures with snow, while adorning
damage +1 point per two caster levels (no save) per the settlement with colorful decorations. The
round of contact with the wall. Creatures can also inhabitants would be dressed in clothing befitting the
climb over the wall by succeeding on a DC 25 Climb occasion while singing hymns commemorating the
check. holiday. Despite its ability to create illusory residents,
the spell can only enhance the already existing
Any creature within the area of the spell when it is cast structural features of an area. Therefore, while it can
is caught inside. adorn trees, buildings, and streets, the illusion cannot
create these objects.

Creatures viewing or interacting with the wintry


illusion experience a sense of joy and tranquility at the
marvelous sight. Creatures who fail their Will save
cannot take violent actions (although they can defend

115
themselves) nor do anything destructive within the remain consistent with one another. If you attempt to
spell’s area. Any aggressive action against or damage conjoin illusions with disparate features, the entire
dealt to a creature believing the illusion immediately effect collapses and disappears.
ends the illusion in that creature’s mind. Otherwise,
every illusory creature within the area exudes an aura Winter’s Chill
of infectious merriment and joviality. They are
outwardly friendly, welcoming, and gregarious, though School enchantment (compulsion) [mind-affecting];
any conversation or interaction with a single individual Level cleric/oracle 4, druid 5
lasting more than five minutes causes the illusory Casting Time 1 standard action
creature to make duplicative or nonsensical statements Components V, S, DF
in addition to taking repetitive actions. Unless they Range close (25 ft. + 5 ft./2 levels)
have reason for suspicion, creatures interacting with Target one creature
the illusory creatures believe these individuals always Duration 1 round/level
tell the truth and are solely motivated by their desire to Saving Throw Will negates; Spell Resistance yes
spread happiness and love to others.
The subject experiences severe chills, causing him to
If a creature is unduly suspicious of the area without a believe he is rapidly freezing to death. If there is a
plausible reason, the illusion placates the creature’s source of warmth such as a smoldering hearth, open
misgivings by feeding false readings into the creature’s flames, or even a creature with the fire subtype in the
mind. For instance, if the creature attempts a Sense subject’s line of sight, the subject must move toward
Motive check to determine if an illusory creature is the heat source as quickly as possible by the most
lying, the check confirms the other creature is telling direct route. The subject moves through threatened
the truth and is not under the influence of an areas without hesitation, though it does avoid
enchantment spell, regardless of the check’s actual obviously hazardous locations such as a chasm in its
results. Likewise, when a creature uses spells and path. When the subject reaches the heat source, the
spell-like effects to discern an illusory creature’s true subject takes no actions other than to shiver
nature, the illusion tricks its mind into believing it cast uncontrollably. If there are no heat sources within the
the spell or effect and determined everything is at it subject’s line of sight, the subject takes no actions
appears. In reality, the creature never actually used the while shivering uncontrollably. Despite the subject’s
spell or spell-like effect; it only believes it did. obsession with staying warm, the subject is not
helpless.
The preceding conditions apply only to illusory
creatures created by the spell. Similar efforts made to After the spell ends, the subject can act normally. On
discern the true nature of real creatures within the the creature’s next turn, it may attempt a new saving
spell’s area function normally. Creatures with sufficient throw to end the effect. This is a full round action that
reason to disbelieve the illusion may investigate the does not provoke attacks of opportunity. If this save is
illusion further, which grants them another saving successful, the effect ends. If not, the creature
throw as they directly interact with the illusion. continues to seek the closest source of warmth or
Multiple castings of this spell overlap, provided the remains motionless while shivering uncontrollably.
general parameters of the interconnected illusions Creatures immune to cold and those with resistance to
cold are immune to the effects of this spell.

116
Chapter Eight: Archetypes next kill. The barbarian archetypes presented here
embody the preceding principles. The boreal raider
Explorers seeking to conquer the harsh polar biomes inhabits the world’s chilly forests in pursuit of the
rely upon more than spells and equipment to prevail biome’s meatiest beasts, though he is also not averse to
over this unforgiving landscape. Just as indigenous taking what he wants from those more fortunate than
inhabitants let nothing go to waste, adventurers he. The polar whaler sets sail onto the ice-choked
battling for survival in this frozen world can ill afford oceans and seas on his quest to lay claim to the aquatic
to expend precious time and energy honing abilities world’s greatest bounty — the mighty whale. Despite
and harnessing power with no practical application in inhabiting the planet’s coldest regions, rage’s tireless
this treacherous environment. Moving through flames ignite their inner fury and warm their chilly
undergrowth unimpeded may be a godsend in a jungle, souls on the path to greater glory.
but it provides no tangible benefit in an icy realm
bereft of any vegetation. While a well-rounded Boreal Raider
approach may yield favorable results in more
hospitable climates, the same philosophy fails The boreal raider emulates many of the traits practiced
miserably in a remorseless domain where efficiency by one of his native habitat’s longest-lasting and most
matters far more than diversity. For this reason, the successful predators, the wolf. Like his bestial cohort,
frigid realm’s most renowned heroes diverge from the he may imitate the lifestyle of the proverbial lone wolf
well-worn path of their temperate counterparts and by leading a nomadic existence alone in the wild or on
optimize their class features to suit their specialized the fringes of society. This singular predator hunts
needs. Practitioners refer to these variations as small game animals, scavenges for scraps from
archetypes. abandoned kills, and pilfers goods from a nearby
settlement. Most though follow the canine’s more
The most popular and effective archetypes focus on iconic path and assemble into packs of individuals
adaptations designed to overcome the natural hazards gathered together from a variety of sources. Some
associated with cold temperatures, traveling across ice share family ties or the bonds of friendship. Others
and snow, and enduring prolonged periods of darkness were formerly lone wolves who grew weary of
and sunlight. Others fix their attention on defeating the constant vigilance and desired companionship with
fearsome monstrous denizens by being better able to their fellow men and women. Regardless of the group’s
withstand their potent offensive abilities while origins, boreal raiders observe a strict hierarchy within
simultaneously exploiting their vulnerabilities. their ranks that eerily resembles those practiced by the
Regardless of their chosen path, the following section animals they so closely mirror. An alpha male or alpha
provides a collection of archetypes tailor-made for female along with his or her consort wield absolute
adventuring in polar biomes. Although these examples authority over the wandering band, while the
excel in the lands of ice and snow, some are versatile remaining members establish a distinct pecking order
enough to make them worthwhile choices in virtually within their ranks. Whereas only the alpha pair may
any environment. breed in a wolf pack, the same restriction does not
apply to the leaders’ underlings as they are free to
consummate relationships with any other group
Barbarian Archetypes member or select outsiders in exigent circumstances.
The resources necessary to feed, clothe, and shelter a Despite the preceding laxity, the alpha members
large sedentary population are noticeably absent at the unquestioningly lead communal hunts as well as raids
globe’s farthest extremes. Although small humanoid against neighboring humanoid communities. Boreal
settlements can thrive in the comparatively fertile raiders generally prefer the former option when their
taiga, life in the ice cap and tundra biomes offers a most valuable game, musk oxen and reindeer, are
hardscrabble existence. In these brutal environments plentiful, and usually resort to the latter choice during
where edible plants can be few and far between or leaner times. The sedentary residents who survive one
completely nonexistent, settlers look toward the chilly of their notorious raids refer to the cutthroat barbarians
seas and migratory game animals as their only reliable as “feral mad dogs,” a moniker they deem insulting.
alternatives for sustenance. Trolling the open waters Nonetheless, the derogatory title seems strikingly
for fish and aquatic mammals or pursuing a herd of apropos, which may account for their intense dislike
musk oxen or reindeer across the snowy landscape for the offensive nickname.
promotes a nomadic lifestyle attuned to the forces of
Boreal Runner (Ex) At 1st level, the boreal raider can
nature rather than the whims and wants of civilization.
move across regular snow and shallow bogs without
Barbarians inhabiting polar biomes tend to congregate
penalty. Moving across heavy snow or deep bogs costs
in small groups or lead solitary lives hunting and
the boreal raider 2 squares of movement instead of 4.
fishing amid the glaciers and ice floes in search of their

117
APG
He can also move across icy surfaces without penalty These rage powers appear in the Pathfinder Roleplaying Game
Advanced Player’s Guide.
and does not need to make Acrobatics checks to run or
UC
charge on ice. This ability replaces fast movement. These rage powers appear in the Pathfinder Roleplaying Game
Ultimate Combat.
Wolf Pack (Ex) At 3rd level, a boreal raider gains a Polar Whaler
teamwork feat as a bonus feat. He must meet the
prerequisites for this feat. He gains an additional bonus In civilized ports of call, whaling is an impersonal
teamwork feat for every three levels attained after 3rd, business. For polar whalers, intimacy with these
to a maximum of six bonus teamwork feats at 18th magnificent cetaceans fosters tremendous respect for
level. This ability replaces trap sense. their chosen prey. These indigenous peoples view their
quarry not as a commodity to be bartered or sold, but
Wolves’ Eyes (Sp) At 7th level, a boreal raider can as a noble beast and a worthy rival whose sacrifice
control animals as a spell-like ability. This ability acts serves the greater good and ensures their continued
like dominate animal, except it lasts only 1 minute. He survival. While the polar whaler’s motivation for
may use this ability once per day at 7th level and one hunting his fellow mammals differs from those of a
additional time per day for every three barbarian levels ship captain seeking a monetary reward, the polar
he possesses beyond 7th up to five times per day at whaler is still a formidable and merciless predator no
19th level. The boreal raider’s affinity with wolves different from his sedentary counterpart. Indeed, he
causes these animals to suffer a –4 penalty on their favors coming face to face with his prey from the
Will saves against this spell-like ability. This ability defenseless confines of his small, nimble watercraft
replaces damage reduction. over the notion of stalking his opponent from afar
aboard a colossal commercial vessel. His hunting
Wolf Trip (Ex) At 14th level, a boreal raider learns to exploits may even take him for a brief foray into the
trip opponents. Whenever the boreal raider confirms a icy waters or atop an ice floe in search of a breathing
critical hit against an opponent while raging, he can hole in the otherwise contiguous crystalline structure.
attempt to trip that opponent as a free action without The polar whaler places his trust in his astute instincts
provoking an attack of opportunity. If his trip attempt and keen senses as well as his most cherished weapon,
fails, the boreal raider is not tripped in return. This his reliable harpoon. Whether with a potent thrust or a
ability replaces indomitable will. mighty heave, the polar whaler’s fortunes often rest
upon his prowess with his barbed instrument of death.
Rage Powers: The following rage powers complement
When he hits the mark, his plentiful rewards can last
the boreal raider archetype: animal fury, beast
for weeks or months. Failure, on the other hand, may
totemAPG, greater beast totemAPG, intimidating glare,
end in starvation or a swift demise in a chilly,
knockdownAPG, lesser beast totemAPG, low-light vision,
unmarked grave at the bottom of the sea. In either case,
primal scentUC, scent, superstition, and terrifying howl.
the polar whaler stirs his unquiet spirit into seething

118
wrath before basking in triumph or going down with Rage Powers: The following rage powers complement
his ship. the polar whaler archetype: bestial swimmerUC, fearless
rage, greater hurlingAPG, hurlingAPG, hurling chargeAPG,
Weapon and Armor Proficiency A polar whaler is lesser hurlingAPG, raging swimmer, and strength surge.
proficient with the harpoon in addition to all simple APG
These rage powers appear in the Pathfinder Roleplaying Game
and martial weapons, light armor, medium armor, and Advanced Player’s Guide.
shields (except tower shields). This alters the UC
These rage powers appear in the Pathfinder Roleplaying Game
barbarian’s weapon and armor proficiency. Ultimate Combat.

Man O’erboard (Ex) At 2nd level, the polar whaler Bard Archetypes
takes nonlethal damage instead of lethal damage from
immersion in cold water. He may navigate a water The conventional forms of entertainment and
vehicle through sea ice (see Chapter 2) with a amusement commonplace in cities and towns rarely
successful Knowledge (nature) check. In addition, reach the isolated domains at the top and bottom of the
when he encounters an ice sheet in a polar saltwater world. Traveling players never venture across the bleak
system, he may attempt a DC 20 Knowledge (nature) expanses of windswept glaciers and frozen earth to
or Survival check. If he succeeds on the check, the spread their mirth to these sparsely populated regions.
barbarian locates the closest breathing hole, if any, To make matters worse, comedy’s absurdities and
within a 1-mile radius of his current location. Further drama’s cathartic impact fail to stir any response from
checks attempted within the next hour yield the same people absorbed with grim reality. Yet, all forms of
result. This ability replaces uncanny dodge. artistic expression are not lost on polar inhabitants.
Unconcerned with watching the machinations of
I Stab at Thee (Ex) At 3rd level, the polar whaler scheming lords and ladies unfold on the stage,
masters the art of hurling thrown weapons. Increase the residents take far greater interest in an actor able to
range increment of any thrown piercing weapon by 5 pantomime animals rather than men. However, music
feet (10 feet if the weapon is a harpoon [Pathfinder elicits the strongest emotions from the normally stoic
Roleplaying Game Ultimate Combat]). The range residents. Whether it is the captivating tones of a lone
increment increases by 5 feet every six levels (three voice echoing across the land or the wondrous notes
levels with a harpoon) thereafter to a maximum of +15 plucked on a stringed instrument, the sounds give
feet (+30 feet with a harpoon) at 18th level. This listeners the ability to momentarily escape the
ability replaces trap sense. struggles of day-to-day survival and indulge their
furrowed imaginations. The archetype appearing below
Hot Pursuit (Ex) At 5th level, a polar whaler gains a exemplifies the preceding traditions. While most
swim speed equal to half his land speed. This ability humanoid actors play roles associated with their race,
replaces improved uncanny dodge. the mysterious jiraat impersonates and sometimes
transforms into one of the biome’s indigenous animals.
Reel Her In (Ex) At 7th level, a polar whaler gains a
+1 bonus on combat maneuver checks made to grapple Jiraat
a foe with his harpoon. This bonus increases by 1 for
every three barbarian levels beyond 7th. In addition, The companies of players who crisscross the towns
opponents swimming, floating or treading water on the and cities found in more hospitable climates rarely
surface or wading in water at least chest deep have visit the tiny, remote settlements scattered across the
cover (reduced to no cover at 13th level) instead of polar biomes. Acting serves as a popular form of
total cover against a polar whaler on land or in a entertainment in civilized lands, but the craft’s purpose
waterborne vehicle. At 10th level, a completely and focus take a divergent turn in the frigid realms
submerged creature has improved cover (+8 bonus to where such escapism receives an apropos cold
AC, +4 bonus on Reflex saves, reduced to cover at shoulder from the local inhabitants. Thespians
16th level), instead of total cover against a polar traditionally take on the role of another person,
whaler on land or in a waterborne vehicle. This ability occasionally crossing the boundaries of gender, race,
replaces damage reduction. and age to portray their chosen character. The jiraat, a
nomadic bard who wanders across the chilly
Harpoon Gun (Ex) At 14th level, while in a rage a landscape, uses a much different technique. He
polar whaler can make a ranged attack with a thrown figuratively and literally crawls into the skin of one of
piercing weapon while underwater, though any ranged the frozen domain’s indigenous animals rather than
attack beyond the weapon’s first range increment play the part of another humanoid. These traveling
always misses. This ability replaces indomitable will. performers defy the stereotypes commonly associated
with others of their profession. They crave neither the

119
adulation, fame, nor wealth heaped upon their most spell. Using this ability requires 3 rounds of continuous
celebrated counterparts. Indeed, the jiraat prefers performance, but its effects last for 10 minutes after the
anonymity. His form of artistic expression considers jiraat stops performing. This ability replaces fascinate.
completely blending in with a roaming herd of reindeer Look the Part (Su) At 3rd level, a jiraat can use
or assuming the guise of an innocuous snow hare to be performance to make himself look like an animal of his
his grandest accomplishments. In his mind, it takes no choice. The animal must be the same size as the jiraat.
talent to step into the shoes of a king or a commoner The glamer alters the appearance of the jiraat’s
on a contrived stage. On the other hand, it demands a clothing, armor, weapons, and equipment, making
lifetime of discipline and study to fool animals who them blend into the illusion as he desires, including
lack preconceived notions and instead rely upon more concealing them entirely. The illusion does not provide
dependable means, including scent and keen senses to the abilities or mannerisms of the chosen animal, nor
root out deception within their ranks. Therein lies the does it alter the perceived tactile (touch) or audible
challenge for the jiraat — to trick animals into (sound) properties of the bard and his equipment. A
completely ignoring his presence despite their inherent creature interacting with the glamer gets a Will save
suspiciousness. A jiraat who becomes an adventurer (DC 10 + 1/2 the bard’s level + the bard’s Charisma
puts these unique skills to good use. He may infiltrate a modifier) to recognize it as an illusion. Likewise, if the
frost giant compound by pretending to be a wayward jiraat undertakes an action inconsistent with the
musk ox or even board an enemy ship adrift in polar animal’s character, such as wielding a weapon,
waters as a juvenile member of an orca pod. If he can speaking, or walking upright, all creatures who can see
deceive wary animals, pulling the wool over a and hear the jiraat also get a Will save to recognize the
humanoid’s eyes proves easier done than said. jiraat’s appearance as an illusion. The glamer lasts for
as long as the bard continues the performance. This
Bardic Performance: A jiraat gains the following illusory effect requires audible and visual components.
types of bardic performance. This performance replaces inspire competence.
Sound the Part (Su) At 1st level, a jiraat can use Become the Part (Su) A jiraat can transform into a
performance to perfectly mimic animal calls he has creature of the animal type. At 6th level, this effect
heard. Each round of the performance the bard functions as a beast shape I spell, allowing the jiraat to
designates a square within 30 feet of him and makes a transform into any Small or Medium creature of the
Perform (act) skill check. At the same time, all animal type. At 12th level, this effect functions as beast
creatures within 30 feet of the square he designated shape II, allowing the jiraat to transform into any Tiny
also attempt Perception skill checks each round. If the or Large creature of the animal type. At 18th level, this
jiraat’s Perform check result exceeds the opponent’s effect functions as a beast shape III, allowing the jiraat
Perception check result, the creature believes the to transform into a Diminutive or Huge creature of the
animal sound is real and that it originates from the animal type. He cannot use this performance to
square the bard designated. If the jiraat’s check result transform into a magical beast, regardless of its size.
exceeds the listener’s check result by 5 or more, the The animal he transforms into must have an
listener is distracted until the end of his next turn. On environment entry that includes cold, such as cold
the other hand, if the listener’s Perception check result mountains or cold forest, or at the GM’s discretion is
exceeds the jiraat’s Perform check result, the listener indigenous to a polar biome even if the animal also
hears the sound, but recognizes the animal call as a inhabits temperate and tropical environments as in the
ruse originating from another location. Creatures with case of a coyote. He remains in animal form for as
an Intelligence score greater than 2 recognize the long as he continues this performance. He can extend
animal call’s true nature and may ignore the this duration to 1 minute by performing for 5
performance if they choose. Otherwise, the creature consecutive rounds. This ability relies upon visual and
continues to make Perception checks each round to audible components. This ability replaces suggestion,
determine where the animal call comes from and soothing performance, and mass suggestion.
whether it is believable. If the listener’s check result
exceeds the bard’s check result by 5 or more, he Animal Instincts (Ex) At 1st level, a jiraat adds his
recognizes the bard as the animal call’s source, is level to all Handle Animal checks made to influence
immune to the same bard’s sound the part performance animals indigenous to a polar biome (see his become
for 24 hours, and can pinpoint the square the jiraat the part performance above) as well as Knowledge
occupies that round, if the bard is invisible or (nature) checks pertaining to those same animals. He
otherwise concealed. Sound the part relies on audible can use Knowledge (nature) untrained, but only when
components. This performance replaces countersong. the check applies to indigenous polar animals as
Walk the Part (Su) At 1st level, a jiraat can use described above. This ability replaces bardic
performance to move past animals without being knowledge.
noticed. This effect functions as the hide from animals

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Man in Sheep’s Clothing (Ex) At 2nd level, a jiraat disguise without the skin and fur and 1d3 rounds to
can disguise himself as an animal. When doing so he create an animal disguise with the animal’s skin and
suffers a –10 penalty to his Disguise skill check. He fur. His size while disguised as this animal must be the
can disguise himself only as an animal with the same same as that of the animal who contributed the skin
number of limbs as him, so it is possible for a human and fur unless the materials were altered during the
jiraat to disguise himself as a wolf, but he could not manufacturing process (see above). For example, a
disguise himself as a snake. However, when disguised human jiraat using a polar bear’s skin and fur must
as an animal, the penalties for being disguised as a disguise himself as a Large creature, which imposes an
different gender, race, or age category do not apply. At additional –10 penalty to his Disguise skill check. If
6th level, and every 4 levels thereafter, the penalty to the disguised jiraat takes other actions inconsistent
his Disguise check decreases by –2. with the animal’s typical behavior, such as wielding a
weapon, speaking, or walking upright, the Disguise
He may use the skin and fur from an animal slain skill check is treated as if the jiraat rolled a natural 1.
within the last twenty-four hours to enhance his
disguise to appear as a member of that species. This ability replaces versatile performance, well-
Therefore, he can use a polar bear fur to disguise versed, and jack -of-all trades.
himself as a polar bear, but he cannot use it to disguise
himself as a grizzly bear. To use these materials in this Natural Insight (Ex) At 5th level and every six levels
manner requires a successful DC 15 Craft (armor), thereafter, a jiraat can add one spell to his spells known
Craft (clothing), Craft (leather), Profession (tanner), or from the druid or ranger spell list. The spell must be of
another suitable Craft or Profession skill check a level he can cast. This ability
associated with creating outerwear or protective replaces lore master.
gear from animal skins and furs. Altering the
skin and fur to coincide with the jiraat’s size Visanger
increases the preceding DC by +10 per size
category. For instance, if a human jiraat A hard world breeds a ferocious brand of music
procured the skin and fur of a polar bear, a equally up to the task of defying the worst winter
Large animal, the DC would increase can offer. Civilized ears describe the heart
to 25. If the check succeeds, he pounding riffs, grunts, growls, and screams as
reduces the Disguise skill chaotic noise unleashed from the Abyss’
check penalty by –4; thus, the dankest depths. Its small yet boisterous legion
normal –10 penalty would of fans and practitioners view these
be lowered to –6. For derogatory opinions as compliments. In fact,
every 5 points they revel in the mad burlesque of the genre
by which his they refer to as “visangst”, an abbreviated
Craft or version of “violent, sick, angst”, and the bards
Profession check who perform it as visangers. For them, the
exceeds the DC, he frantic sound fuels their wild energy and
reduces the penalty restless anger. The style’s purported founder,
by an additional –2. Angus Whittleham, dubbed his musical
If the check fails, the creation as “mortal man’s only true means of
skin and fur are thumbing his nose at nature’s inherent
ruined and cannot be cruelty and humanity’s absurd attempts to
used as part of his conquer that unstoppable force.” The
disguise. always cynical Angus primarily focused
his words for those who could hear and
Using the animal’s skin understand them amid the cacophony
and fur in this manner swirling around him, on society’s
reduces the time needed hypocrisies, evils, and injustices rather
to create a disguise than dwelling on nature’s innate
from 1d3 x 10 minutes callousness. For a visanger, no topic
to 1d3 minutes. At is taboo. Openly challenging
10th level, it takes accepted norms comes with its
the jiraat 1d3 share of risks, but fortunately
minutes to for these bards few outside
create an their inner circle of devout loyalists
animal can comprehend the controversial

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messages hidden within their guttural utterances and same bard’s symphonic metal performance to
behind their incessant guitar thrashing. Despite the demoralize the same opponent more than once per
gruff exterior, well-traveled visangers frequently hour, though he may use the same bard’s symphonic
borrow elements from musical traditions for cultured metal performance to counter attempts to demoralize
audiences. Many find inspiration from opera, drawing him. Symphonic metal relies on audible components.
upon its profound melodrama, grandiose themes, and This ability replaces fascinate.
soaring vocals. Others look towards other sources,
incorporating pieces of hymns, chants, and the pathos Headbanger (Su) A visanger of 6th level or higher can
of religious plays into their wild performances. use his performance to incite rage in one creature. This
Nonetheless, visangers rarely stray far from their polar ability duplicates the effects of the savage skald’s
roots for long. Those bards who choose a life of incite rage bardic performance (Pathfinder Roleplaying
adventure often encounter quizzical stares from Game Advanced Player’s Guide). This ability replaces
bemused strangers feebly trying to make sense of the suggestion.
deranged spectacle they are currently witnessing.
Death Metal (Su) At 12th level, a visanger can use
Bardic Performance: A visanger gains the following performance to sap the life from dying creatures in his
types of bardic performances. midst. All creatures with –1 or fewer hit points within
30 feet of the visanger who fail a Will save (DC 10 +
Mosh Pit (Su) At 1st level, a visanger can use his 1/2 the bard’s level + the bard’s Charisma modifier)
performance to bottleneck his enemies when they are immediately die, if they can hear the bard.
adjacent to his allies. To be affected, an enemy must be (Unconscious creatures can still hear unless another
able to hear the bard perform and be within 30 feet of effect prevents sound from reaching them, such as
him. Each enemy within range receives a Reflex save magical silence.) The visanger gains temporary hit
(DC 10 + 1/2 the bard’s level + the bard’s Charisma points equal to the Hit Dice of the slain creature. The
modifier) to negate the effect that round. If the save temporary hit points disappear when the performance
succeeds, the enemy’s movement is unaffected, and he ends. A successful save prevents the creature from
takes no damage. If the save fails, it costs the enemy immediately dying, but the dying creature cannot
one additional square of movement to move into a stabilize on its own and takes 1d8 points of damage,
square which one or more of the bard’s allies threaten, which may kill the creature regardless of whether it
thus potentially preventing him from taking a 5–foot succeeded on its saving throw. Death metal is a death
step. The increased movement costs stack when more effect relying upon audible components. This
than one ally threatens the same square, thus if three performance replaces soothing performance.
allies threaten the same square it costs three additional
squares of movement to move into that square. In Horns Out (Su) A visanger of 18th level or higher can
addition, the enemy takes a number of hit points of affect all allies within 30 feet when using performance
bludgeoning damage equal to the number of allies to incite rage. Alternatively, the visanger may instead
threatening a square he enters, though he cannot take incite rage in just one ally of his choice within range
more than 1 point of bludgeoning damage per ally, and grant that ally one of the following rage powers
regardless of how many threatened squares he enters. instead: animal fury, fearless rage, intimidating glare,
Mosh pit relies on audible components. This ability mighty swing, powerful blow, strength surge, or
replaces distraction. terrifying howl. This ability replaces mass suggestion.

Symphonic Metal (Su) At 1st level, a visanger can use Subversive Message (Ex) At 2nd level, a visanger
his performance to demoralize an opponent, or counter gains a bonus equal to half his level on Perform (sing)
Intimidate skill checks made to demoralize an skill checks. He can use his bonus for his Perform
opponent. Each round of symphonic metal, he makes a (sing) skill in place of his bonus for Bluff skill checks
Perform (string instruments) skill check. An ally within made to pass along hidden messages. This ability
30 feet of the bard, (including the bard himself) may replaces versatile performance.
use the bard’s Perform check result in place of his
Intimidate skill check made to demoralize an opponent Shredder (Sp) At 5th level, a visanger can use
if, after the Intimidate skill check is rolled, the Perform performance to extend the duration of bard spells he
skill check proves to be higher. Alternatively, an ally casts without increasing the casting time or expending
within 30 feet of the bard, (including the bard himself) a higher-level spell slot. This ability otherwise
may use the bard’s Perform check result in place of the functions as if he applied the Extend Spell metamagic
normal DC for Intimidate skill checks made to feat to the affected spell. The visanger must spend a
demoralize an opponent (DC 10 + 1/2 the target’s Hit number of rounds of bardic performance equal to the
Dice + the target’s Wisdom modifier), if the Perform spell’s level + 1 to use this ability. This ability replaces
skill check proves to be higher. An ally cannot use the loremaster and jack of all trades.

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Cleric Archetypes patron to give his flock assistance in the here and now
rather than mere hopes for a better existence
When darkness spreads across the frozen wilderness somewhere down the line. The angakok goes where the
for months at a time and resources run scarce, action is, accompanying believers everywhere in their
frightened humanoids desperately beseech the gods for travels. He never hesitates to rush headlong into
aid. However, deities cannot intercede on behalf of danger. The angakok may wield his magic to smite his
every worshiper offering prayers and sacrifices in their foes, portend into the immediate future to guide his
name. Instead, they leave the task of interacting with followers’ actions at a dungeon door, and take up arms
their congregations to their earthly ambassadors — with remarkable prowess. Although beholden to a god,
clerics. These pious men and women spread and philosophy, or ethos, his world view lends itself to the
enforce the tenets of their faith on behalf of their belief that other hidden powers influence the realms of
divine patron by a variety of means. In the great mortals more than a pantheon of omnipotent yet fickle
metropolises, elaborate temples and shrines extol the cosmic beings. In his mind, souls existed long before
deity’s virtues, awing devoted believers and skeptics gods descended from the heavens. Likewise, magic
alike with an overwhelming barrage of sights and also coursed through the universe before a
sounds. Soaring towers, vaulted arches, gilded decor, temperamental deity claimed the mystical energy as his
and choruses of angelic voices singing in precise own creation. He reveres the enduring spirits of the
unison convey an omnipotent being’s immeasurable dead and magic’s endless possibilities far more than an
power and wealth. Clerics proselytizing in the polar impassionate divine being. Yet, rather than merely
biomes cannot afford the trappings and luxuries found dwelling on such complexities in the sanctity of a
in the sprawling cities. They must find cheaper and secure temple, the angakok prefers testing his theories
simpler ways to deliver their message to their in the field on flesh, bone, metal, and stone instead of
communities. In a frigid world where permanent man relying upon his benefactor to mysteriously do the
made structures can be scarce or even non-existent, same.
clerics frequently lead a nomadic lifestyle. Some travel
from one outpost to the next to attend to the needs of Skills An angakok adds Knowledge (geography),
their scattered flocks and target potential converts. Survival, and Swim to his list of class skills and
Others accompany worshipers during their exploits, removes Appraise and Knowledge (nobility) from his
bolstering their faith with words, deeds, and magic. list of class skills. This alters the cleric’s class skills.
The spiritualistic angakok dispenses with religion’s
tedious formalities and directs his energies toward Frozen Fortune (Su) At 1st level, an angakok gains
providing for his associates’ most basic necessities. no domain or domain bonus spells. Instead, he gains
The talvikind reveres winter as the death throes of an the granted power to portend fortunes. He may touch
ancient, giant crone who birthed the world into any living creature as a standard action to give it an
existence. Despite their differing philosophies, these insight bonus equal to his cleric level on one attack
clerics and most of their kind in this remote part of the roll, skill check, ability check, or saving throw made
world recognize survival rather than spiritual before the end of the angakok’s next turn. The target
sustenance tops their worshipers’ list of imminent can add the insight bonus after he makes the roll but
priorities. before the result is revealed. The angakok can use this
ability a number of times per day equal to 3 + his
Wisdom modifier. This ability replaces the cleric’s
Angakok domains class feature.
Death always lurks behind the door in polar Combat Prowess (Ex) At 2nd level and every four
communities. It can manifest as a steep plunge in levels thereafter the angakok gains a bonus feat from
temperature, a ferocious blizzard, a devastating either the monk’s list of bonus feats or one of the
avalanche, or a frost giant attack. The indigenous ranger’s combat styles. Once an angakok selects a feat
people have no time to focus their energy on the distant from either source, he gains additional bonus feats
future, when the present offers so many imminent from that source only. Thus, if the cleric opted to select
perils. In a land where daily survival always hangs in a feat from the ranger’s archery combat style, he can
the balance, mortals cannot expend any wasted effort choose bonus feats available only to that combat style.
contemplating dogmas or sacrificing precious At 6th and 10th levels, he may select a bonus feat from
resources to an invisible, uncaring entity. Polar his chosen list available to a monk or ranger of that
inhabitants place their trust and faith in the tangible same level. If the angakok has class levels in monk or
rather than the intangible. Any deity attempting to ranger, the levels stack to determine when he is eligible
sway them to their religion must deliver real results to select the bonus feats available at those levels.
and not just empty promises of rewards in the afterlife.
The angakok does just that. He beseeches his divine

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Channel Soul (Su) At 5th level, an angakok can addition, he is proficient with any magical weapons
channel energy to converse with a dead creature. When with the frost, icy burst, and any other magical special
the angakok channels energy, he can ask one question ability dealing cold damage. This alters the cleric’s
of a dead creature within his channel energy burst as if weapon and armor proficiency.
using speak with dead. If he channels positive energy,
the dead creature he is questioning does not gain a Will Skills A talvikind adds Acrobatics, Climb, and Survival
saving throw if it is good-aligned. Conversely, an evil to his list of class skills and removes Diplomacy,
dead creature does not gain a Will saving throw if he Knowledge (nobility), and Sense Motive from his list
channels negative energy. At 10th level and every five of class skills. This alters the cleric’s class skills.
levels thereafter, he may ask the dead creature one
additional question. He cannot question a creature Domains A talvikind gains only the Winter domain
killed or destroyed by his channel energy burst. (see sidebox). He does not gain a second domain. This
ability alters the cleric’s domains.
Talvikind
Winter Domain
Many cultures attribute winter’s unwelcome arrival to
the actions of the gods. Humanoid mythologies weave You revere winter as a divine entity, embracing the
fantastical tales to explain the prolonged chill in the air prolonged chill and darkness as a cherished blessing.
and darkening of the skies. Some claim a conflict You may attempt a Knowledge check, even untrained,
between two or more divine rivals accounts for the when used to ascertain the identity, special powers, and
changing of the seasons. Others suggest winter is the vulnerabilities of a creature with the cold subtype.
time when deities mourn the loss of their own or
beloved mortals. The legends differ from one religion Winter’s Chill (Su) This granted power functions as the
to the next, but the talvikind stands out among the untouched by the seasons granted power (see the
crowd for his unique cosmology. According to his “Seasons Subdomain” section in Chapter 2 of the
beliefs, Winter is a primal force rather than a natural Pathfinder Roleplaying Game Advanced Player’s
occurrence or the byproduct of a pantheon’s actions. Guide) with the exception you can protect a creature
To the best of his knowledge, Winter is simply a from harm in a cold environment only. You may use
mindless energy with no concept of worshipers or its this ability a number of times per day equal to 3 + your
place in the cosmos. Whereas a typical god formulates Wisdom modifier.
an ideology and basks in the adulation of mortals, the
supernatural entity he venerates lacks any intelligence Body of Ice (Su) At 8th level, you can transmute your
whatsoever and offers no tangible signs of its divine body and equipment to ice for a period of time. This
presence. Nonetheless, this enigmatic power functions as the body of ice granted power (see the
mysteriously answers the prayers of the clerics who “Ice Subdomain” section in Chapter 2 of the
venerate it, fortifying their belief in Winter’s awesome Pathfinder Roleplaying Game Advanced Player’s
might. Like the season itself, the men and women who Guide). You can take on the form of ice for a number
pay homage to Winter exhibit its same characteristics. of rounds per day equal to your cleric level. The
Their personalities are typically cold and callous when rounds need not be consecutive.
they first encounter strangers. They loathe weakness
and are unforgiving by nature, especially when it Domain Spells: 1st—frostbiteUM, 2nd—moguls*, 3rd—
comes to acts of deception. Polar inhabitants refer to meld into ice*, 4th—wall of ice, 5th—ice storm, 6th—
these disciples of Winter as talvikind, which loosely cone of cold, 7th—freezing sphere, 8th—absolute
translates in most tongues as “a child of Winter.” zero*, 9th—polar ray.
Residents grudgingly respect and fear these priests in * See Chapter 7
their far-flung travels across the glaciers and ice- UM
See Pathfinder Roleplaying Game Ultimate Magic
choked seas they call home. Despite their gruff
demeanors and outwardly indifferent attitudes, Variant Channeling: Winter
talvikind demonstrate remarkable fidelity to any
companion who earns their trust through their deeds, Winter: Heal—The healing effect is enhanced for
even if they do not share their faith. They value creatures with the cold subtype. Harm—The damage
courage and forthrightness above all other qualities in effect is enhanced for creatures with the fire subtype.
themselves and others. Affected creatures who fail their saves are slowed for 1
round.
Weapon and Armor Proficiency A talvikind is
proficient with all simple weapons, light armor,
medium armor, and shields (except tower shields). In

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Spontaneous Winter A talvikind can channel stored on the other hand, perceives the artistic piece’s
spell energy into healing spells or domain spells. The building blocks as the finished product. In his mind, no
cleric can “lose” a prepared spell in order to cast any being can rival nature’s eye for beauty. Glaciers
domain spell or cure spell of the same spell level or capture nature’s limitless imagination, making them
lower (a cure spell is any spell with “cure” in its the unseen force’s most wondrous masterpieces. Subtle
name). This ability alters spontaneous casting. changes in color, magnificent icicles, glacial lakes
contained within icy prisons, perilous yet jaw-dropping
Channel Winter A talvikind must use the Winter form crevasses, and countless other features combine to
(see the sidebar) of variant channeling (see the transform these gargantuan sheets of compacted ice
“Variant Channeling” section in Chapter 1 of the and snow into a wondrous display beyond the abilities
Pathfinder Roleplaying Game Ultimate Magic). This of any mortal and perhaps divine sculptor. Of course,
ability alters the cleric’s channel energy class feature. not all share his viewpoint. Some ambitious humanoids
see glaciers as bleak wastelands impeding progress and
Druid Archetypes blocking profitable trade routes to distant lands beyond
the frozen landscape. Teams of men and material
Few people think of the barren polar biomes as part of descending onto the frigid surface likely cannot
nature’s dominion. Cast into darkness for months at a destroy these mounds of compressed ice and snow, but
time while wracked by frigid temperatures and they can wreak enough havoc to mar their exquisite
howling currents of angry air, the stark glaciers and icy facades and disrupt the delicate ecosystem eking out an
waters seem beyond the concern of druids and other existence in this difficult domain. The indigenous
admirers of nature’s beauty. Yet life miraculously residents are also not above reproach. Bestial white
endures amid the dense layers of ice and snow. Herds dragons and pillaging frost giants waste no time
of reindeer and musk oxen roam across the windswept contemplating the ecological consequences of their
and snow-covered tundra and taiga, scratching out a rash actions. Regardless of where the threat originates,
meager existence on the few plants able to grow in the the ice sculptor stands ready to defend the glacier’s
harsh conditions. Massive predators stalk the land and sensitive habitat against those seeking to harm the
seas as well in search of game. Plants, though wholly frigid white sheets and those creatures dwelling atop
and largely absent from the ice cap and tundra and within their icy grasp. For most ice sculptors, it is
respectively, grow surprisingly well in the shadow of a lonely profession as few of their fellow humanoids
the great conifers dominating the more hospitable taiga long to spend their days huddling for precious warmth
habitat. Nonetheless, druids remain in short supply in in pitch darkness. However, a fortunate handful join
the chilly parts of the world. Those who tend to the adventuring parties with different motivations but
needs of this bleak terrain follow the lead of the hardy similar goals. On these occasions, an ice sculptor
plants and animals dwelling here by specializing in a becomes a valuable member of any traveling company
particular niche within their broader world. The druid making its way across the ice cap biome.
archetypes presented exemplify this thought process.
The ice sculptor defends the enormous fields of ice Spontaneous Casting An ice sculptor can channel
against intruders while simultaneously reveling in the stored spell energy into domain spells he has not
crystalline structure’s magnificent wonder. The syamed prepared ahead of time. He can “lose” a prepared spell
forms an implacable bond with one of the polar realm’s in order to cast any domain spell of the same level or
most iconic beasts — the resourceful reindeer. lower. This ability replaces the ability to spontaneously
Determination, ingenuity, and stalwartness allow these cast summon nature’s ally spells.
druids to endure nature’s wrath when the mercury
plunges and all hope appears lost. Nature Bond (Ex) An ice sculptor may not select an
animal companion. Instead, he must choose from the
following domains rather than those usually available
Ice Sculptor to druids: ArcticUM, Darkness (Night subdomain),
Water, Weather, and Winter*.
In most parts of the world, ice is a transitory medium UM
See Pathfinder Roleplaying Game Ultimate Magic
for any aspiring sculptor. While stone, bronze, and
wood usually maintain their structural integrity for * See the preceding talvikind section in this sourcebook.
decades or even centuries after their transformation Glacier Born (Ex) At 1st level, an ice sculptor gains
into something other than their base components, ice the constant benefits of endure elements, but suffers no
rapidly melts into a puddle of chilly water when harm from being in a cold environment only. This
exposed to warmth. This artist differs though from ability replaces wild empathy.
others who practice the craft. A lump of clay, a block
of stone, or a hewn tree merely function as the starting Glacier Strider (Ex) At 2nd level, an ice sculptor
point for the creator’s grand vision. The ice sculptor, moves across regular snow and ice without penalty,

125
and does not need to make Acrobatics checks to run or could ever dream of accomplishing. However, the
charge across ice. He leaves no trail in ice or regular beasts of burden commonly associated with farms in
snow and cannot be tracked unless he chooses to leave temperate environments cannot withstand the brutal
a trail. However, moving through heavy snow still weather conditions at the top and bottom of the world.
costs him 4 squares of movement, and he also leaves a Instead, the plucky residents scratching out a living in
trail. This ability replaces woodland stride and this frozen world turned to an iconic herbivore for help
trackless step. — the reindeer. Although many circles consider them
to be semi-domesticated animals, humanoid polar
Icy Ground (Ex) At 4th level, the ice sculptor gains a residents still maintain herds for food production in
+4 competence bonus to his Combat Maneuver addition to riding them as mounts and using them to
Defense when resisting a bull rush or trip attempt pull sleighs and other vehicles across the snow-covered
while standing on ice or regular snow. He does not terrain. The syamed took the process one step further,
gain this benefit while standing on heavy snow. This transforming these wild deer into trusted animal
ability replaces resist nature’s lure. companions. The residents who come into contact with
the syameds commonly refer to them as reindeer
Shape Ice and Snow (Su) At 4th level, an ice sculptor herders or on occasion, reindeer husbands as a
can sculpt ice and snow into any shape once per day. humorous play on words. Being in the company of
This ability functions like stone shape, except he can migratory animals forces the syamed to lead a nomadic
target ice and snow only, not stone. He may use this lifestyle trekking through the snow in the constant
ability one additional time per day at 6th level and search for food in a domain largely bereft of edible
every two levels thereafter to a maximum of eight flora. Nonetheless, these druids frequent humanoid
times per day at 18th level. At 20th level, he may shape settlements along the route. There they acquire crucial
ice and snow at will. This ability replaces wild shape. intelligence about monstrous activities from local
inhabitants, trade goods with merchants, and gather
Glacier Master (Sp) At 6th level, an ice sculptor may information regarding reindeer herds passing through
create a large chasm in ice or snow as the crevasse the area as many villages spring up alongside popular
spell (see Chapter 7). He may not use this ability to migratory routes. Despite his implacable bond with
cause earth, stone, or any other material to splinter. these animals, syameds recognize humanity’s need for
Alternatively, he can melt ice and snow as the thaw sustenance in a world starving for resources. When
spell (see Chapter 7). He may use one, but not both, of humanoids slaughter reindeer for food or hunt the
these abilities once per day. He gains a second use of beasts in the wild, the syamed often supervises these
either effect at 13th level and a third and final use of activities to ensure their fellow humanoids slay the
either effect at 20th level. He may use the same effect animals as humanely as possible without undue
multiple times or a combination of both effects as long suffering and pain. Like the animals they accompany,
as the total number of uses does not exceed the these druids straddle the boundary between the worlds
preceding limits. This ability replaces a thousand faces. of feral creatures and civilized men.
Glacier Walk (Su) At 9th level, an ice sculptor gains a Reindeer Bond (Su) At 1st level, a syamed must
burrow speed of 20 feet, though he can burrow through choose an animal companion with his nature bond
ice and snow only. He passes through nonmagical ice ability and select a reindeer (see Chapter 6) as his
and snow as easily as a fish swims through water. His companion. This ability alters nature bond.
burrowing leaves no tunnel or hole in his wake, nor
does it create any ripple or other sign of his presence. Reindeer Empathy (Ex) A syamed’s wild empathy
He may use this ability a number of minutes per day functions only with reindeer. When he uses wild
equal to his druid level. These minutes do not need to empathy to influence a reindeer, he makes two checks
be consecutive, but they must be used in 1-minute and uses the better result. Furthermore, it takes him
increments. This ability replaces venom immunity and only 1 round to influence a reindeer. This ability alters
timeless body. wild empathy.

Syamed Snow Runner (Ex) At 2nd level, a syamed and his


reindeer animal companion suffer no penalty to speed
Animal husbandry greatly contributed to the rise of or on Acrobatics, Climb, or Stealth checks in snowy or
civilization. Livestock provides food and other icy terrain. This ability replaces woodland stride.
valuable commodities such as milk, wool, furs, and
leather for the community in addition to forming the Snow Shoes (Ex) At 3rd level, a syamed and his
backbone of a vital labor force able to till fields and animal companion leave no trail in snowy or icy
haul goods significantly faster and cheaper than men terrain, unless the syamed chooses to do so. This
ability alters trackless step.

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Reindeer Defense (Ex) At 4th level, a syamed
adjacent to a reindeer, including his animal companion,
cannot be flanked. This ability replaces resist nature’s
lure.

Wild Shape (Su) At 6th level, a syamed’s wild shape


ability functions at his druid level –2. If he takes on the
form of a reindeer, he instead uses his druid level +2.
This ability alters wild shape.

Spur Reindeer (Sp) At 9th level, once a day, the


syamed can grant his animal companion the ability to
take flight as the fly spell for a number of minutes
equal to the druid’s Wisdom modifier. He gains an
extra use of this ability each day
at 12th level and a third use of
this ability at
15th. This ability
replaces
venom
immunity and
timeless
body.

Reindeer Whisperer
(Su) At 13th
level, a
syamed’s
connection to
his frozen
domain’s
indigenous
wildlife
allows him to be constantly treated as
under the effects of a speak with
animals spell when communicating
with animals native to a polar
biome as defined in
the
preceding
description for the
jiraat’s become the part ability. In the
company of more than one reindeer, he
can spend 10
minutes
communicating with the herd to
learn the answers to his
questions as
commune with
nature. This ability
replaces a
thousand faces.

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Fighter Archetypes slippery ground. Biathletes can also cover great
distances much faster than a conventional army slowly
Professional armies are a rarity in polar biomes. Only a trudging through heavy snow or negotiating across an
small handful of humanoid communities boast more ice-choked lake or river. From a tactical standpoint, the
than 100 permanent residents, and even fewer can biathlete is equally comfortable charging headlong into
spare the manpower to wholly devote their time and the fray against a flat-footed adversary with a mighty
energy to providing for the common defense. In polearm or sniping a foe from afar with a ranged
addition, the infrastructure and financial wherewithal weapon while easily keeping his distance between
needed to fund military operations almost never exist himself and his hapless target. In some technologically
in the frigid polar biomes. Instead, most fighters advanced worlds, it is not uncommon to encounter a
operate as a small unit of part-time soldiers who hone biathlete carrying a long firearm or an even more
their fighting skills during cooperative hunts. Others modern device. Nonetheless, the biathletes’ superiority
function as so-called “lone wolves” who sometimes on his chosen terrain sets him apart from all other polar
imitate the strategies and tactics used by predatory combatants.
animals to stalk and kill their prey. Despite their
logistical and training deficiencies, the fighters hailing Weapon and Armor Proficiency A biathlete is not
from polar biomes compensate for their inexperience proficient with heavy armor and tower shields. Instead,
in the field and inferior training with one simple adage he gains the Snow Bum feat (see Chapter 4) at 1st
— “when faced with the conventional, adopt the level as a bonus feat. This bonus feat is in addition to
unconventional.” The veterans who survived battles the bonus feat normally gained at 1st level. This alters
against traditional armies attest to the preceding the fighter’s weapon and armor proficiency.
statement’s veracity. The archetypes presented in this
section certainly abide by this overriding philosophy. Skills A biathlete gains Acrobatics (Dex) and Stealth
The biathlete uses the snowy and icy terrain to his (Dex) as class skills, and removes Ride. This alters the
advantage by mastering the disciplines of ice skating fighter’s class skills.
and skiing to give him a dramatic edge in mobility
against his slower or flat-footed adversaries. The Carver (Ex) At 2nd level, a biathlete’s base speed
gamester puts his considerable downtime to good use while ice skating or skiing increases by +5 feet. His
by devising tactics while playing a variety of board, base speed while ice skating or skiing increases by +5
card, and strategy games. These fighters consistently feet for every four levels beyond 2nd. This ability
prove ingenuity can win the day over brawn, especially replaces bravery.
in the challenging polar biomes.
Double Diamond (Ex) At 3rd level, a biathlete can
take 10 on Acrobatics checks made to perform tasks on
Biathlete ice skates and skis even while distracted or threatened.
He can take 20 on these same Acrobatics checks once
From an early age, humanoid children living in the per day for every five fighter levels he possesses, up to
tundra and taiga biomes learn to ice skate and ski. a maximum of four times per day at 20th level. This
Although every youngster can perform basic ability replaces armor training 1 and 4.
maneuvers and tasks in either or both disciplines, some
skaters and skiers excel beyond their parents’ wildest Balanced Fighter (Ex) At 5th level, when a biathlete
dreams. For them, ice skating and skiing come as ice skates or skis at least 5 feet before attacking, he
naturally as walking. They accelerate, turn, and stop gains a +1 bonus on attack and damage rolls. This
through instinctive muscle memory. From there, they bonus increases by +1 for every six levels beyond 5th.
progress into more complicated movements such as This ability replaces weapon training 1.
spinning, jumping, and moving backward. Among this
pool of talented candidates, only a handful of elite Fly Like an Eagle (Ex) At 7th level, a biathlete adds
individuals master the ability to simultaneously his level to all Acrobatics checks made to jump, both
maintain their balance and move while wielding a for vertical jumps and horizontal jumps, while ice
weapon in combat. Residents refer to these few as skating or skiing. This ability replaces armor training
biathletes. Many polar towns and villages owe their 2.
survival to the valor and skill of these armed
defenders. Biathletes rely predominately upon speed, Passing Shot (Ex) At 9th level, a biathlete gains the
agility, and stealth to win the day. In keeping with this benefits of the Spring Attack feat, so long as he is ice
mindset, they prefer lightweight, flexible armor over skating or skiing. He must still succeed on an
bulky metal rings and plates. Their enhanced mobility Acrobatics check to perform tasks while ice skating or
on the frozen battlefield gives them a decided edge skiing. When he attacks, he is considered to be
over enemies struggling to remain upright on the flanking his target if at least one ally threatens that

128
opponent, regardless of the biathlete’s actual desired outcome. Their keen awareness of every
positioning. If he makes an attack with a slashing situation allows them to react quickly to every possible
weapon, the attack deals 1d6 additional points of contingency while formulating a new battle plan on the
damage. This bonus damage increases to 2d6 at 13th fly. Despite their sharp, intuitive minds, gamesters can
level and 3d6 at 17th level. This ability counts as the be creatures of habit. Unlike most polar adventurers,
Spring Attack feat for the purpose of meeting feat gamesters prefer the comforts of home over life in the
prerequisites, but only while the biathlete ice skates or great outdoors. They also tend to stick with the tried
skis. This ability replaces weapon training 2, 3, and 4. and true, limiting their choices of weapons and armor.
Nonetheless, when darkness and cold grip the land, the
Big Air (Ex) At 11th level, a biathlete on ice skates or gamester is better prepared than anyone else to handle
skis takes damage from a fall as if the fall were 20 feet whatever comes next.
shorter than it actually is as long as he lands on an icy
surface in the case of ice skates or an icy or snowy Poker Face (Ex) A gamester gains 4 skill ranks plus a
surface in the case of skis. At 13th level and every two number of skill ranks equal to his Intelligence modifier
levels thereafter the distance he can safely fall at each level, instead of the normal 2 skill ranks + his
increases by +10 feet. This ability replaces armor Intelligence modifier at each level. Furthermore, he
training 3. adds Bluff, Perform, and Sense Motive to his list of
class skills and removes Climb, Ride, and Swim from
Ten Eighty (Ex) At 19th level, a biathlete who is ice his list of class skills. This alters the fighter’s skill
skating or skiing cannot be flanked. This ability points and class skills.
replaces armor mastery.
Weapon and Armor Proficiency A gamester is not
Invert (Ex) At 20th level, a biathlete gains the benefits proficient with martial weapons, heavy and medium
of the Whirlwind Attack feat so long as he is ice armor, or tower shields. This alters the fighter’s
skating or skiing. He may also use the Whirlwind weapon and armor proficiency.
Attack feat as a standard action. This ability counts as
the Whirlwind Attack feat for the purpose of meeting Combat Expertise (Ex) At 1st level, a gamester gains
feat prerequisites, but only while the biathlete ice the Combat Expertise feat as a bonus feat, even if he
skates or skis. This ability replaces weapon mastery. does not meet the feat’s prerequisites. In addition, if a
feat’s prerequisite lists both Combat Expertise and a
Gamester minimum Intelligence score, the gamester is treated as
meeting the minimum Intelligence score requirement
Conventional fighters hone their combat skills through regardless of his actual Intelligence score. This ability
constant sparring. The gamester takes the opposite replaces the fighter’s 1st-level bonus feat.
approach by running countless battle simulations on
several different mediums. Some take place in his Knight’s Leap (Ex) At 2nd level, a gamester gains the
compartmentalized mind, others transpire in plain sight evasion ability, as defined in the rogue class feature.
on a game board, and the remainder fills his hand in This ability replaces bravery.
the form of playing cards. Unlike most archetypes, the
gamester developed serendipitously rather than Uncanny Dodge (Ex) At 3rd level, a gamester gains
through deliberate design. Forced indoors by the brutal uncanny dodge as the barbarian ability of the same
weather raging outside his door, these fighters initially name. This ability replaces armor training 1.
wiled their days away playing strategy games to fend
off boredom. Over time though, the friendly, carefree Simulation Drill (Su) Once per day at 5th level, a
contests morphed into fierce tactical struggles between gamester may rescind a single standard or move action
shrewd military rivals. From there, the fighting taken during his turn, treating the action as if it never
discipline evolved as the participants applied the happened. The action is not lost. Instead, the gamester
lessons they learned in their facsimiles to the real may take no action at all; take a different standard or
world. Their revolutionary insights drastically changed move action; or repeat the same standard or move
their perspectives toward combat. They emphasized action hoping for a different result. He must announce
intelligence over physical might. Gamesters certainly his intention to use this ability after determining the
fail to look the part as well as their brawnier and more results of his action, but before either taking another
heavily armored cohorts. Swinging a massive club action or ending his turn, whichever comes first. He
with tremendous power wows onlookers when it may use this ability one additional time per day at 9th
pulverizes flesh and bone into dust, but it proves less level and every four levels thereafter. He cannot use
effective than replaying a battle scenario from a past this ability more than once per round, nor can he
gaming experience and knowing how to achieve the combine it with abilities allowing him to reroll dice or
use the better result on two or more dice. This ability

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replaces weapon training 1 and 3 as well as weapon Check (Ex) At 17th level, when a gamester confirms a
mastery (see the forthcoming virtual reality ability). critical hit, his blow is so precise it hobbles the
creature hit as the slow spell for 1 round unless the
Improved Uncanny Dodge (Ex) At 7th level, a opponent succeeds on a Fortitude save (DC 10 + 1/2
gamester gains improved uncanny dodge as the his fighter level + his Intelligence modifier). This
barbarian ability of the same name. This ability ability replaces weapon training 4.
replaces armor training 2.
Check and Mate (Ex) At 19th level, allies moving
King Me (Ex) At 9th level, when a gamester attacks an through a square the gamester occupies or threatens do
opponent after successfully feinting that opponent not provoke an attack of opportunity caused by moving
during his turn or attacks during another creature’s through a threatened area, if the opponent threatening
turn, such as when making an attack of opportunity, a the square is also adjacent to the gamester. This ability
gamester adds his Intelligence modifier (minimum 1) replaces armor mastery.
to damage rolls. This ability replaces weapon training
2. Virtual Reality (Ex) At 20th level, a gamester may
rescind a full-round action taken during his turn,
Castle (Ex) At 11th level, a gamester receives a +2 treating the action is if it never happened. This ability
cover bonus to his AC against ranged attacks whenever otherwise functions as his simulation drill ability.
he is adjacent to another creature or a solid object, Rescinding a full-round action, standard action, or
regardless of his actual positioning. This bonus does move action counts as a daily usage of his simulation
not supersede or stack with the bonuses normally drill ability. This ability replaces weapon mastery.
gained from cover. This ability replaces armor training
3.

En Passe (Ex) At 15th level, a gamester may move


through threatened squares without provoking an
attack of opportunity caused by moving through such
an area if the square is adjacent to an ally who is also
adjacent to the opponent threatening that square.
This ability replaces armor training
4.

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Monk Archetypes the swords, axes, and spears their people commonly
use in battle, they fixate their attention predominately
Like the people who inhabit the polar biomes, the on transforming their minds and bodies into fearsome
monks choosing to live out their days amid the ice and implements of war. From here, the lausatuuk deviates
snow are a breed apart from their conventional from accepted monastic practices by incorporating
counterparts. When civilized folk think of monks, they spontaneity into his unusual fighting style. He excels at
conjure images of serene men and women clad in catching his opponents off-guard using underhanded
simple garb occupying their hours solemnly tactics shunned by other monks. Biting, gouging, and
contemplating the meaning of existence and hurling snow into an enemy’s face form an integral
repetitiously practicing combat maneuvers against part of his attack routines. The lausatuuk prefers
phantom foes within a backdrop of lush scenery in a skulking in the shadows, where he silently and
panoramic locale. The monks adventuring in the frigid efficiently picks off his adversaries one by one without
corners of the world differ greatly from their being detected. Nonetheless, the lausatuuk defies the
cosmopolitan brethren. Few adhere to any esoteric stereotypical image of the “lone wolf.” He almost
philosophies or follow any formal tenets of traditional always coordinates his activities in conjunction with
monasticism. They despise the politics inherent in any the actions of a larger fighting force, rather than merely
established hierarchy or civic institution. The monks of going it alone to advance his own agenda. In a tight
the polar biomes staunchly believe in free will and spot, he can stand toe to toe alongside his associates in
individualism. In their mind, structure stifles creativity. a fair fight, where he once again proves his invaluable
They imagine lawfulness as an internal construct. Law worth.
encompasses a set of rules and inner discipline each
person applies to himself, rather than a code of Skills A lausatuuk adds Disguise to his list of class
permissible and impermissible acts governing other skills and removes Ride. This alters the monk’s class
individuals. Despite their alternative viewpoints skills.
regarding independence and society, these fierce
warriors share their kin’s devotion to the martial arts. Weapon and Armor Proficiency A lausatuuk is
The archetypes presented here embrace the preceding proficient with the battleaxe, greataxe, greatsword,
concepts. The lausatuuk adds improvisation to his handaxe, longspear, longsword, short sword,
repertoire of kicks, gouges, and punches while fighting shortspear, spear, and throwing axe, instead of a
alongside his armored kin as part of a greater fighting monk’s usual weapon proficiencies. This alters the
force. The monk of the katabatic winds on the other monk’s weapon and armor proficiency.
hand leads a solitary existence, and instead forms a
bond with his chilly environment, allowing him to Flurry of Blows (Ex) Starting at 1st level, a lausatuuk
harness cold energy through his body. Two different can make a flurry of blows using unarmed strikes only.
approaches achieve the same goal — mastery over He may not make a flurry of blows with any other
himself and his actions. weapons, including special monk weapons. A
lausatuuk’s flurry of blows alters and otherwise
functions as normal for a monk of his level.
Lausatuuk
Bonus Feats A lausatuuk loses the ability to take
Martial training, commonly referred to as glima, Gorgon’s Fist, Medusa’s Wrath, and Scorpion Style as
begins at an early age in many polar communities. bonus feats. He adds Improved Dirty TrickAPG to his
Young children first learn the art of hand-to-hand list of bonus feats. At 6th level, he also adds Greater
combat soon after they can stand. The early lessons Dirty TrickAPG to his list of bonus feats. This alters the
focus on attacking and defending with the equipment monk’s bonus feats.
the gods gave them at birth. Their fists, feet, elbows, APG
See Pathfinder Roleplaying Game Advanced Player’s Guide.
knees, and foreheads develop into formidable weapons
and tools to deflect their adversaries’ blows. Over time Underhanded (Ex) At 1st level, as an immediate
though, many graduate from flesh and bone to steel action, a lausatuuk can make a dirty trick combat
and wood. Countless hours of sparring and exercise maneuver check against any target he successfully hit
sharpen their skills wielding manufactured weapons at least twice with his unarmed strike during his turn.
and wearing man made armor. These armed and This combat maneuver check does not provoke an
armored men and women form the backbone of the attack of opportunity. At 6th level, a lausatuuk can take
typical polar fighting force or raiding party. However, a a 5-foot step before or after performing a dirty trick
select handful of rigorously disciplined individuals opt combat maneuver so long as he ends adjacent to his
to forego the conventional path and instead choose to target. If he takes this step, he cannot take another
refine further their combat prowess with unarmed during his next turn. If at least one of his hits with an
attacks. While they still receive some training swinging unarmed strike is a confirmed critical, taking the 5-foot

131
step granted by underhanded does not prevent him vantage points, repetitively striking imaginary foes
from taking a 5-foot step during his next turn. A while parrying their counterattacks. Monks of the
lausatuuk can use this ability a number of times per katabatic winds see what others miss in this bleak,
day equal to his monk level, but no more than once per desolate realm. They recognize the power concealed
round. This ability replaces Stunning Fist. within and beneath the bleached tapestry of solidified
water. Here, they tap into this mighty reservoir of
Ki Trickster (Su) At 3rd level, a lausatuuk gains a pool chilly energy, turning their skin cold, their fists into
of ki points equal to his Wisdom modifier. The pool blocks of solid ice, and their breath into howling gusts
increases to 1/2 his monk level + his Wisdom modifier of freezing wind. Only the most daring souls
at level 4. This ability alters ki pool. accompany them on this mystical journey of self-
discovery into Winter’s dominion. Outwardly, their
Ninja Trick At 3rd level, a lausatuuk gains one of the personalities emulate the nature of their frozen home
following ninja tricks: darkvision, fast stealth, shadow — cold and aloof. The few individuals who look past
clone, slow metabolism, style master, sudden disguise, their icy demeanors and choose to take these difficult
vanishing trick, ventriloquism, and wall climber. (The steps alongside them witness a remarkable
preceding ninja tricks appear in the “Ninja” section in metamorphosis from what was once a man or a woman
Chapter 1 of the Pathfinder Roleplaying Game into an otherworldly being wrought from ice and snow.
Ultimate Combat.) The lausatuuk uses his monk level
as the caster level for the preceding ninja tricks. His Skills A monk of the katabatic winds adds Survival to
monk levels stack with any ninja levels he possesses his list of class skills and removes Ride from his list of
when determining his caster level for all ninja tricks. class skills. This alters the monk’s class skills.
He gains an additional ninja trick for every four levels
of lausatuuk gained after 3rd level. Otherwise, this Shivering Fist (Ex) At 1st level, a monk of the
works as the ninja’s ninja trick ability. This ability katabatic winds gains Shivering Fist (see Chapter 4)
replaces still mind and purity of body. as a bonus feat, even if he does not meet the
prerequisites. He may attempt a shivering attack a
Master Trick At 11th level and every four levels number of times per day equal to his monk level, plus
thereafter, a lausatuuk can choose one of the following one more time per day for every 4 levels he has in
master tricks in place of a ninja trick: ghost step, classes other than monk. At 8th level his shivering fist
invisible blade, master disguise, see the unseen, and attack deals an additional 1d6 points of cold damage.
shadow split. (The preceding master tricks appear in The bonus damage increases to 2d6 points of cold
the “Ninja” section in Chapter 1 of the Pathfinder damage at 16th level. This ability replaces Stunning
Roleplaying Game Ultimate Combat.) The lausatuuk Fist.
uses his monk level as the caster level for the
preceding ninja tricks. His monk levels stack with any Neither Cold Nor Magic (Ex) At 2nd level, a monk of
ninja levels he possesses when determining his caster the katabatic winds gains cold resistance 5 and suffers
level for all ninja tricks and master tricks. This ability no penalty to speed or on Acrobatics, Climb, or Stealth
replaces diamond body, diamond soul, and timeless checks in snowy or icy terrain. At 6th level and every
body. three levels thereafter, his speed moving across snowy
and icy terrain increases by +10 feet. At 9th level, his
Monk of the Katabatic Winds cold resistance increases to 10 and for a number of
rounds per day equal to his monk level he can move
Ascetics often seek solitude, and no place in the world normally when magical effects would impede his
offers more isolation than the frigid habitats close to movement, as if he were affected by freedom of
the planet’s poles. Of course, humanoids sparsely movement. These rounds need not be consecutive, but
populate these remote areas for good reason. Cold must be used in 1-round increments. This ability alters
temperatures, ferocious winds, and dense layers of ice fast movement and replaces evasion and improved
and snow dissuade even the hardiest people from evasion.
settling this unforgiving landscape. Yet from an
aesthetic standpoint, polar biomes boast some of Cold Fire (Ex) At 3rd level, a monk of the katabatic
nature’s most breathtaking scenery. Magnificent ice winds gains a +2 bonus on saving throws against fire-
sculptures carved into amorphous glaciers, fresh snow based attacks. This ability replaces still mind.
coating the verdant trees with a pure, white blanket,
and pristine gray mountains soaring into the heavens Frozen Strike (Su) At 3rd level, a monk of the
bewitch awestruck onlookers. Set against this katabatic winds can charge his unarmed strike as a
wondrous backdrop, these monks endlessly hone their swift action so it ignores the natural armor bonus of
fighting routines on some of the most spectacular any creature with the fire subtype. This benefit lasts for
a number of rounds per day equal to the monk’s class

132
level. These rounds need not be consecutive, but must fly speed of 40 feet with perfect maneuverability. This
be used in 1-round increments. This ability does not ability replaces perfect self.
bypass enhancement bonuses to natural armor, such as
those gained from barkskin or an amulet of natural Paladin Archetypes
armor. This ability replaces maneuver training.
In the minds of most humanoids, darkness is
Ki Pool (Su) When making a ki strike, as a swift action synonymous with evil. When night falls across the
he can wreath his fists, feet, elbows, and knees in frigid land, vile forces gather in the shadows, conspiring to
air. When he activates this ability, half the damage commit sinister acts of violence and depravity. In a
dealt by his unarmed strikes is bludgeoning damage, realm where the sun’s light disappears for months on
and the other half is cold damage. He may use a swift end, wickedness may spread faster than a virulent
action to deactivate this effect. This ability alters ki plague. Yet, even the frigid, black shroud of winter
pool and replaces purity of body. cannot suppress the inner light illuminating the souls
of men and women steadfastly devoted to the causes of
Katabatic Blast (Su) At 11th level, as a standard
law and goodness. When the world seems at its
action costing 2 ki points, the monk may open his
bleakest, these radiant beacons of justice shine their
mouth and unleash a powerful blast of frigid air in a 5-
divine light upon the sin and vice festering in the
foot-diameter, 30-foot line lasting until the beginning
shadowy corners. They root out lies with the truth and
of his next turn. The direction of the wind is away from
conquer greed with charity. Known as paladins, these
his location and remains constant in that direction until
faithful souls charge headlong into the fray against the
the wind subsides. Creatures caught in the katabatic
corrupting influences of chaos and evil. Although
blast are knocked prone and take bludgeoning damage
sparsely inhabited, the polar biomes harbor some of the
equal to the monk’s unarmed strike damage + his
paladin’s worst enemies within its frozen embrace.
Wisdom modifier in addition to cold damage also equal
Cunning frost giants, cruel white dragons, ravenous
to the monk’s unarmed strike damage + his Wisdom
trolls, and otherworldly yetis bring misery and
modifier. A successful Fortitude save (DC 10 + 1/2 the
suffering to the good people merely struggling to
monk’s level + his Wisdom modifier) halves the
survive Nature’s fury. Paladins gladly battle against
damage and prevents being knocked prone.
these malevolent monsters, but they reserve their
A creature beginning its turn wholly or partially within strongest contempt for the pole’s most despicable
the katabatic blast must make a Fortitude save (DC 10 denizen, the ancient wendigo. These creatures borne of
+ 1/2 the monk’s level + his Wisdom modifier) or be humanity’s collective nightmares haunt the waking
pushed 10 feet in the direction the wind is blowing, dreams of every polar inhabitant. Paladins are among
take 1d6 nonlethal damage, and be knocked prone. A the few adventurers who dare face these awful beings
successful Fortitude save negates the preceding effects. and finally bring them to justice. The paladin
This ability replaces diamond body. archetypes presented here prove they are up to such a
daunting task. The coastal defender protects villages
Frozen Palm (Su) Starting at 15th level, a monk of the and towns from marauders attempting to plunder the
katabatic winds can transform a living creature he hits citizens’ scarce resources. The sacred flame is the
into solid ice. He can use this frozen palm attack once sworn foe of darkness and cold. Champions of virtue
per day, and he must announce his intent before and order, these holy warriors uphold the sanctity of
making his attack roll. Creatures immune to cold light and warmth in the most desolate of places.
damage cannot be affected. Otherwise, if the monk
strikes successfully and the target takes damage from Coastal Defender
the blow, the frozen palm attack succeeds. If the target
fails its Fortitude saving throw (DC 10 + 1/2 the Easy access to navigable waterways has been a staple
monk’s level + the monk’s Wisdom modifier), the of towns and cities since the dawn of civilization.
Lakes, rivers, seas, and oceans are the lifeblood of
subject along with all its carried gear, is helpless and
encased in solid ice, as the icy prison (Pathfinder many settlements, and nowhere is this truer than at the
Roleplaying Game Ultimate Magic) spell, using the poles. The coastline bordering neighboring oceans and
monk’s class level as the caster level. This ability seas offers the only respite from the bitter cold and
replaces quivering palm. encroaching glaciers in the frigid ice cap biome. Life
fragilely clings to these comparatively warmer oases of
Cold Self At 20th level, a monk of the katabatic winds rocks and earth adjacent to these vital trade arteries in
foregoes becoming a magical being and instead all polar lands. While some envision them as highways
becomes the living embodiment of the poles. The to other cultures, aggressive polar people and monsters
monk gains the air and cold subtypes, granting him a view them as gateways for plunder. When longboats
filled with armed men searching for treasure appear on

133
the horizon, panic instantly besets frightened residents. Stand Together (Su) At 2nd level, the coastal defender
Greedy giants descending from the glaciers and ice and all allies within 10 feet who are adjacent to the
shelves seeking wealth and slaves terrify innocent paladin or another ally gain a +4 bonus to their CMD
civilians. Yet one hero emerges from the crowd to save against bull rush, overrun, and trip combat maneuvers.
the citizens from an ignominious death at the hands of This ability functions only when the coastal defender is
barbarous raiders or a miserable life of bondage in a conscious. This ability replaces divine grace.
distant frost giant stronghold. He is the coastal
defender, a paladin sworn to repel murderous invaders. By Your Side (Ex) At 3rd level and every six levels
In most cases, he witnessed the ravages of such an thereafter, a coastal defender gains a bonus feat from
attack at any early age. After barely surviving its the following list: BodyguardAPG and Saving ShieldAPG.
horrors, these precocious individuals realized the At 9th level, he adds In Harm’s WayAPG, Swift AidAPG
community’s vulnerability to future assaults. Steel, and Team UpAPG to the list. This ability replaces divine
wood, and bone in the hands of hunters and fishermen health.
are doomed to fail. Yet a pious soldier inspired by APG
These feats appear in the Pathfinder Roleplaying Game Advanced
divine providence can drop an onrushing behemoth Player’s Guide
with a single stone. Despite the name, coastal Divine Bond (Su) At 5th level, instead of forming a
defenders sometimes take the fight to their enemies divine bond with his weapon or a mount, a coastal
rather than waiting for trouble to come to them. These defender forms a bond with his allies. Once per day as
faithful warriors may lead an excursion to a monstrous a move action, the paladin forges a temporary bond
encampment, or they may embark on a sea voyage of affecting all allies within 30 feet who can see or hear
their own in search of potential threats. In either case, the paladin. This bond lasts for a number of rounds
the coastal defender draws his strength not from equal to the paladin’s Charisma modifier. Each ally
inanimate objects, but from the force of his righteous gains temporary hit points equal to one-half the
convictions and his desire to protect those he calls paladin’s level + his Charisma modifier. In addition,
friends from grievous harm. each ally gains a sacred bonus to saves and damage
rolls equal to the paladin’s Charisma modifier. A
Skills The coastal defender adds Swim to his list of coastal defender can use this ability one time per day at
class skills. This alters the paladin’s class skills. 5th level and one additional time per day for every four

134
levels thereafter, for a total of four times per day at resistance increases to 10, and at 17th level, it
17th level. At 9th level, allies also gain cold resistance increases to 20. This ability replaces divine health, aura
5 and DR 5/—. At 13th level, allies gain spell of resolve, and aura of righteousness.
resistance equal to the paladin’s level +11. Allies
cannot benefit from the same coastal defender’s divine Frozen Enemy (Ex) At 3rd level, the paladin gains a
bond more than once per hour. This ability replaces +2 bonus on attack and weapon damage rolls as well as
divine bond. Bluff, Knowledge, Perception, Sense Motive, and
Survival checks against evil creatures with the cold
Sacred Flame subtype. He may attempt Knowledge skill checks
untrained when attempting to identify these creatures,
The bastions of the Sun and fire, sacred flames deem their powers, and their vulnerabilities. At 9th level and
the cold and darkness their mortal adversaries. These at 15th level, the bonus against these creatures
pious paladins typically hail from other lands. They increases by +2. This ability replaces mercy.
venture to the distant, forsaken poles to wage war
against the heinous creatures seeking to expand their Spells At 4th level, when a sacred flame gains the
territory beyond the ice and snow and into their ability to cast spells, he gains the Fire domain. His
temperate kingdoms. Slaying a frost giant jarl or an effective cleric level for this domain is equal to his
ancient white dragon demands tremendous temerity, paladin level –3. In addition, he also gains one domain
martial prowess, and specialized knowledge acquired spell slot for each level of paladin spells he can cast.
after years of practice and study. Sacred flames devote He may only prepare the Fire domain spell in that spell
their lives to mastering the art of combat, spending slot. This alters the paladin’s spells.
countless hours for the day when they cross paths with
these hated adversaries. While they spend most of their Channel Fire (Su) At 4th level, when a paladin gains
adventuring careers vanquishing bloodthirsty giants the ability to channel positive energy, the sacred flame
and dragons, the ultimate polar challenge remains uses the Fire variant channeling ability (Pathfinder
beyond the skills of all but an elite cadre of the most Roleplaying Game Ultimate Magic) to heal creatures
renowned heroes. Sacred flames steel themselves for with the fire subtype and harm creatures with the cold
the occasion when they meet the devious wendigo. subtype. This ability otherwise functions as and
Sadly, most perish attempting to complete this holy replaces channel positive energy.
task, but the few who succeed equate the experience to
basking in eternal sunlight. On the other hand, these Divine Bond (Su) At 5th level, a sacred flame must
paladins exhibit far less zeal learning to cope with the form a bond with a weapon, except he may only apply
rigors of polar travel. Despite the smoldering the flaming, flaming burst, and igniting (Pathfinder
conviction in their pristine hearts, most sacred flames Roleplaying Game Ultimate Equipment) special
arrive better prepared to do battle against their properties to the weapon. When doing so, he may add a
monstrous foes than the elements. Trudging across +1 enhancement bonus to the bonded weapon at no
endless miles of ice and snow feels like a depressing additional cost, thus allowing him to increase the
letdown when compared to piercing a dragon’s scaly enhancement bonus of a magical weapon or grant a +1
defenses or felling an oversized humanoid. For this enhancement bonus to a nonmagical weapon. This
reason, they almost always travel in the company of ability does not allow the weapon to exceed its
other stout-hearted adventurers of strong moral maximum enhancement bonus of +5. This ability
character who are equipped to traverse the difficult otherwise functions as and replaces divine bond.
terrain ahead of them. Although the sacred flame rarely
leads the expedition across the frozen wasteland, they Uphold Flames (Su) At 8th level, the sacred flame can
also assume the vanguard when danger approaches. spend a use of his smite cold ability to dispel an
existing spell or spell-like ability cast by an evil
Smite Cold (Su) When the paladin gains the smite evil creature of the cold subtype as a standard action. This
ability, the sacred flame does not deal 2 points of ability functions as if using a targeted dispel magic,
damage per level on the first successful attack against though the paladin may use it against a specific spell or
outsiders with the evil subtype, evil-aligned dragons, spell-like ability provided he is aware of that particular
and undead creatures. Instead, the sacred flame deals 2 magical effect. This ability replaces aura of resolve.
points of damage per level on the first successful attack
against all evil creatures with the cold subtype. This Aura of Flames (Su): At 11th level, a sacred flame can
ability otherwise functions as and replaces smite evil. expend two uses of his smite cold ability to conjure
gouts of divine flame, which instantaneously engulf all
Smoldering Resistance (Su) At 3rd level, a sacred foes within 20 feet of the paladin. The flames deal 1d6
flame gains resistance to cold 5. At 10th level, his cold points of damage for every three paladin levels up to a
maximum of 6d6 points of damage at 18th level. There

135
is no saving throw against the damage. Half the Fiery Champion (Su) At 20th level, a sacred flame
damage is fire damage, but the other half comes from becomes a creature borne of fire. He gains the fire
divine power and is therefore not subject to being subtype and DR 5/evil. Whenever he uses smite cold
reduced by resistance to fire-based attacks. Evil and successfully strikes an evil creature with the cold
creatures with the cold subtype who take damage from subtype, the creature is also subject to a plane shift
this ability must also attempt a Will saving throw (DC using his paladin level as the caster level. The sacred
10 + 1/2 the paladin’s level + his Charisma modifier). flame must teleport the creature to the Plane of Fire.
On a failed save, these creatures are shaken for a After the plane shift effect and the damage from the
number of rounds equal to the paladin’s Charisma attack is resolved, the smite immediately ends. This
modifier. This ability replaces aura of justice. ability replaces holy champion.

136
Ranger Archetypes up a closely-knit team. Their bond transcends the
typical relationship between a dog and his master. The
At the top and bottom of the world, prey is in great musher considers his animals family, and his bestial
demand. While the lush forests and rolling grasslands friends reciprocate the sentiment. Their unique rapport
teem with fauna, a hunter stalking the frigid wasteland extends beyond operating their wintry vehicle. When
for food usually spends his evenings disappointed, either party faces danger, the musher and his
cold, and most importantly hungry. Abandoning the companions fight as a well-oiled machine, building on
comforts and security of civilization for life in the wild each other’s strengths while masking their weaknesses.
in a temperate climate arouses concern and curiosity Over time, the musher and his dogs learn to speak the
from skeptical friends and relatives. Doing the same in same language and act in near unison, traits which
the desolate polar biomes brings the individual’s sanity make them a formidable adversary for any of the polar
into question. Predators armed with keen senses often biome’s monstrous denizens.
travel miles without catching the faintest glimpse or
minutest whiff of an elusive game animal. The typical Mush Team (Ex) At 1st level, a musher earns the
humanoid’s visual, auditory, and olfactory powers lag loyalty and service of a dog or wolf. This ability
far behind those of a polar bear, lynx, or wolf, making functions like the druid animal companion ability,
it even more difficult to find prey before their better which is part of the nature bond class feature, but the
equipped competitors. The atrocious weather musher must take the dog or wolf animal companion.
conditions further compound the hunter’s misery, The musher uses his ranger level as his effective druid
turning a frustrating hunt into a deadly struggle for level. The musher may have more than one animal
survival. Despite the significant challenges, some men companion, but he must divide up his effective ranger
and women defy conventional thinking and venture out level between his companions to determine the abilities
onto the glaciers and permafrost anyway to try their of each companion. For instance, a 6th-level musher
luck in the great outdoors. The ranger archetypes can have one 6th-level companion, one 4th-level and
presented here adapt to the rigors of polar travel in one 2nd-level companion, or two 3rd-level
different ways. The musher forges a deep bond with companions. Each time a musher’s ranger level
the canine companions pulling his sturdy sled across increases, he must decide how to allocate the increase
the seemingly endless ice and snow. The polar among his animal companions (including the option of
surveyor trudges across the land and over the water on adding a new 1st-level companion). When a ranger
his mission to blaze new trails linking distant lands and level is allocated to a particular companion, it cannot
ports of call together. These intrepid explorers embody be redistributed while that companion is in the
the pioneer spirit, as they embark on an arduous musher’s service (he must release the companion or
journey of geographic exploration and self-discovery. wait until the companion dies to allocate its levels to
another companion, which he can do the next time he
prepares spells). The share spells animal companion
Musher ability applies only to one animal companion of his
choice at a time — the musher cannot use it to cast a
The invention of the wheel ranks among humanity’s one-target spell and have it affect all of his animal
greatest achievements. When attached to a revolving companions. The musher’s ranger levels stack with any
axle, the simple, circular device maximizes the other class feature granting an animal companion.
efficiency of land vehicles rolling across dusty trails,
open grasslands, and man made roads. Almost When driving a sled or sleigh using one or more
everywhere on earth, the wheel is a godsend. However, animal companions across snowy or icy terrain, the
at the poles it utterly fails. Ice and snow are too DCs of all driving checks are reduced by 2, the
slippery to provide traction and are often too fragile to acceleration increases by 5 feet, and the vehicle’s
support the vehicle’s weight. Although these slick maximum speed increases by 5 feet for each animal
surfaces hamper the wheel, they provide the ideal companion pulling the vehicle. This ability replaces
medium for sleds and sleighs. No land vehicle fares favored enemy, and alters hunter’s bond.
better in this terrain than the dog sled. Although
smaller than the conventional sleigh, these lightweight, Canine Empathy (Ex) A musher’s wild empathy
surprisingly nimble vehicles can haul several hundred affects only canines. This ability otherwise functions as
pounds of goods to remote villages and hamlets far and replaces wild empathy.
from civilization. The musher, who functions as the
vehicle’s driver, stands on the sled’s rear where he Mush Tactics (Ex) At 2nd level, a musher must select
directs the actions of the dogs or wolves propelling the the following Intertwined combat style. A character
vehicle across the ice and snow. However, this wily can choose from the following list whenever he gains a
ranger is more than a puppeteer pulling the strings for combat style feat: Coordinated DefenseAPG,
beasts of burden. He and his canine companions make Coordinated ManeuversAPG, Duck and CoverAPG,

137
LookoutAPG, Paired OpportunistsAPG, Precise StrikeAPG, dissuade the most determined individuals from
and Swap PlacesAPG. At 6th level, he adds OutflankAPG succeeding where so many others failed before them.
to the list. At 10th level, he adds Coordinated ChargeUC Unwilling to accept nature’s superiority, they may
and Seize the MomentUC to the list. assemble an expedition to trek across the frozen
APG
These feats appear in the Pathfinder Roleplaying Game Advanced wasteland or to sail across the treacherous seas in
Player’s Guide. search of a means of passage over the poles. Although
UC
These feats appear in the Pathfinder Roleplaying Game Ultimate most happily appoint a proxy to represent their
Combat. interests in this bold endeavor, others refuse to cede
In addition, he can grant all animal companions within judgment to someone else. Instead, they take the
30 feet who can see and hear him one teamwork feat vanguard and lead their charges over the mighty
he possesses from his Intertwined combat style as a glaciers and through the tumultuous waterways on
bonus feat as a standard action. Animal companions their quest to find an elusive path to fame and riches.
retain the use of this bonus feat for a number of rounds An explorer hoping to survive this difficult journey
equal to 1/2 his ranger level. The musher can use this must rely upon more than dreams of attaining
ability once per day at 2nd level, plus one additional enormous wealth. It takes a specialized set of skills and
time per day at 8th level and every six levels thereafter abilities to outlast the poles’ notoriously vicious
to a maximum of four times per day at 20th level. The weather and imposing barriers. A subgroup of rangers
animal companion does not need to meet the known as polar surveyors operates at the forefront of
prerequisites of this bonus feat. This alters the ranger’s this perilous industry. They can withstand the bitter
combat style feat class feature. cold better than the average man and demonstrate a
remarkable breadth of knowledge regarding polar
Improved Empathic Link (Su) At 7th level, a musher biomes. Just as importantly, he deftly avoids polar
gains an empathic link with all of his animal hazards likely to swallow up less experienced
companions. This ability functions as the beast travelers. While less versatile than other members of
master’s improved empathic link ability (Pathfinder his profession, the polar surveyor constantly proves his
Roleplaying Game Ultimate Combat). This ability worth when traveling across the top and bottom of the
replaces woodland stride. world.

Team Intellect (Su) At 11th level, the musher’s animal Seasoned (Ex) At 1st level, a polar surveyor gains the
companions gain an effective Intelligence score of 3 benefits of endure elements against cold environments
when within 30 feet of the musher. The companions only. At 4th level, the polar surveyor gains cold
can speak one language known by the musher while resistance 5, which increases to cold resistance 10 at
benefiting from this effective Intelligence. This ability 9th level, and culminates in immunity to cold at 14th
replaces quarry. level. This ability replaces the ranger’s first favored
enemy and wild empathy.
Team Coordination (Ex) At 19th level, when a
musher and one or more of his animal companions Favored Terrain (Ex) At 3rd level, a polar surveyor
threaten the same opponent, they are treated as if they gains favored terrain (arctic). He does not add
are flanking the opponent regardless of their actual additional terrains. He treats areas of sea ice and frozen
positioning. This ability replaces improved quarry. bodies of water as arctic terrain. A polar surveyor
suffers no penalty to speed and never needs to make an
Musher Unison (Ex) At 20th level, the musher and his Acrobatics check to run or charge in his favored
animal companions cannot be surprised or flanked. terrain. The ranger leaves no trail in ice or snow, and
This ability replaces master hunter. cannot be tracked (unless he chooses to leave a trail).
He may take 10 even when threatened or distracted on
Survival checks made to avoid terrestrial polar
Polar Surveyor hazards, such as hidden crevasses and thin ice. This
ability otherwise functions as and alters favored terrain
Commerce thrives on trade. New markets offer and replaces woodland stride.
exciting possibilities for buyers and sellers alike.
Exotic goods from far-off places whet the appetites of Never Lost (Sp) At 3rd level, a polar surveyor in his
an eager public and fill the waiting coffers of shipping favored terrain may cast know direction at will as a
interests and merchant houses. However, obstacles spell-like ability. This ability replaces endurance.
greater than miles sometimes separate willing trading
partners. Massive glaciers, frigid temperatures, and Hunter’s Bond (Ex) At 4th level, when the polar
impassable sea ice make it seemingly impossible to surveyor gains hunter’s bond, he must choose to bond
haul goods across an overland route or ship products with his companions. Polar surveyors do not have
via a navigable oceanic route. However, looks cannot

138
animal companions. This ability otherwise functions as get along in the wild and to follow tracks without
and alters hunter’s bond. penalty while in his favored terrain. This ability
replaces the ranger’s fifth favored enemy.
Polar Geographer (Ex) At 5th level, a polar surveyor
can take 10 on any Knowledge (geography) skill check Find the Path (Sp) At 20th level, once per day as a
he makes in his favored terrain, so long as he has ranks standard action, a polar surveyor may cast find the path
in this skill. In addition, once per day he can take 20 on as a spell-like ability using his ranger level as the
any Knowledge (geography) skill check as a standard caster level, so long as the prominent, specified
action. He can use this ability one additional time for destination is located within his favored terrain. If he
every five levels he possesses beyond 5th to a attempts to use this ability to reach a destination
maximum of four times per day at 20th level. This outside of his favored terrain, the spell fails. This
ability replaces the ranger’s second favored enemy. ability replaces master hunter.

Polar Stride (Ex) At 10th level, when a polar surveyor


is in his favored terrain, he may spend a standard
Rogue Archetypes
action surveying the terrain within 60 feet of him, Some men go through life without ever taking a risk,
allowing him to study its effects on overland and others take a chance on everything. Rogues
movement. At the beginning of his next turn, he may undoubtedly fall into the latter category. They often
spend a free action to impart his insight to his allies. Ifequate their existence to walking along the edge of a
he does so, his allies moving within the area he knife. One wrong step can instantly end in disaster.
surveyed suffer no penalties to speed or on Acrobatics, Those who successfully dance atop the fine line reap
Climb, and Stealth checks to move across ice and great rewards. Their world is a shadowy morass
snow, provided they can hear the polar surveyor and teeming with deceit, intrigue, and avarice. Rogues
are within his line of sight. In addition, his allies crave anonymity, preferring to keep their business a
become aware of any terrestrial polar hazards in the closely guarded secret. Members of other professions
surveyed area, including hidden crevasses and thin ice. revel in public adulation, but being noticed can be the
These benefits last for a number of rounds per day kiss of death for a wily rogue. To avoid detection, a
equal to his ranger level. These rounds need not be rogue cautiously skulks in the darkness while wearing
consecutive, thus allowing the polar surveyor to use many masks in the light, both real and figurative. Like
this ability at multiple locations over the course of the bestial predators, the sly men and women who partake
day, but he cannot use it in less than 1-round in this line of work are opportunists. They blend into
increments. Terrain features within the surveyed area their surroundings and carefully study their potential
other than those involving ice and snow affect the polar prey, searching for the slightest sign of weakness or a
surveyor’s allies normally. This ability replaces the fortuitous opening that they can readily exploit. The
ranger’s third favored enemy. possibilities for a cunning rogue never end in a
bustling city bursting with wealth. The same cannot be
Polar Speed (Ex) At 11th level, the polar surveyor’s
said in the sparsely populated polar biomes. The clever
base speed while moving through his favored terrain
operatives functioning in this desolate landscape face
increases by 5 feet. Furthermore, the maximum speed
challenges their urban kin simply cannot fathom.
of any vehicle he drives across his favored terrain also
Dreadful weather, slick surfaces, and constant daylight
increases by 5 feet. At 19th level, the polar surveyor’s
confound even the best-laid plans. Despite the
base speed and the maximum speed of any vehicle he
drawbacks, rogues plying their trade in this chilly
drives across his favor terrain increase by an additional
realm also benefit from periods of prolonged darkness,
5 feet. This ability replaces quarry and improved
virtual anarchy, and little competition. The following
quarry.
archetypes capitalize on their unique circumstances.
Commune with Nature (Sp) At 15th level, as a The resourceful poacher targets farmers raising
standard action a polar surveyor may cast commune indigenous animals such as sables and minks for their
with nature as a spell-like ability using his ranger level valuable furs. The daring snowbird sets his sights even
as the caster level, so long as he does so within his higher by using his mastery of camouflage and speed
favored terrain. If he attempts to use this ability in a to pilfer precious commodities from humanoid
locale other than one within his favored terrain, the settlements and monstrous lairs. Once again, this crafty
spell fails. He may use this ability a number of times pair demonstrates the ability for some people to create
per day equal to his Wisdom modifier (minimum 1). something from nothing.
This ability replaces the ranger’s fourth favored enemy.

Master Surveyor (Ex) At 20th level, a polar surveyor


can always move at full speed while using Survival to

139
Poacher Open the Cage (Ex) At 2nd level, a poacher can open
a lock with astounding speed. This functions as the fast
Humanoids convey status in numerous ways. picks rogue talent (Pathfinder Roleplaying Game
Monarchs wear ornate crowns and wield golden Advanced Player’s Guide), except the poacher can use
scepters to flaunt their wealth and power in a deliberate the Disable Device check to attempt to open a lock as a
effort to awe dumbstruck onlookers. The aristocrats move action at 10th level, and as a free action at 18th
and nobles who curry favor from the royal family also level. If the poacher selects the fast picks rogue talent,
spare no expense keeping up ostentatious appearances. he may instead open locks as a move action at 2nd
The ladies of the court bedeck themselves with level, and as a free action at 10th level. In addition, the
magnificent jewels and gemstones, but the ensemble’s poacher can also sense the presence of traps on locking
pièce de résistance is a spectacular jacket, stole, or mechanisms. This functions as the trap spotter rogue
wrap made from luxurious fur. Although many animals talent, but applies only when the poacher comes within
may give up their coat for this garment, the most 10 feet of a trapped lock. If the poacher selects the trap
expensive and desirable pelts come from mammals spotter rogue talent, he makes two Perception checks
indigenous to the chilly taiga. The sable, a species of when he comes within 10 feet of a trapped lock and
marten, stands alone atop the list of the most coveted uses the better result. This ability replaces evasion.
furs. These carnivorous mammals inhabit the world’s
cold forests. Trappers hunt them in the wild, but the Soothe the Savage Beast (Sp) At 4th level, a poacher
most successful purveyors of this prized commodity can cast calm animals as a spell-like ability once per
keep these animals in captivity, raising and breeding day. The poacher’s caster level is the same as his rogue
them in a controlled environment. These farms usually level. At 8th level and every four levels thereafter, he
spring up in the wilderness outside of a remote village can use this spell-like ability one additional time per
or town with access to overland trade routes or a day to a maximum of five times per day at 20th level.
functional port. Of course, the nearby presence of these This ability replaces uncanny dodge and improved
costly assets piques the interest of a brand of thief who uncanny dodge.
specializes in procuring them from others.
Derogatorily referred to as a poacher, these rogues Rogue Talents: The following rogue talents
occasionally steal pelts from the unattended snares of complementUCthe poacher archetype: APG
black market
lone trappers, but they prefer taking live animals from connections , camouflage , canny observerAPG, fast
APG APG
an established gamekeeper. The animals’ lawful getaway , fast picks , ledge walker, nimble
APG
owners naturally take precautions to deter others from climber APG , rogue crawl, quick disable, quick
burglarizing their precious goods. Walls and fences trapsmith , trap spotter, and wall scrambleUC.
keep unwelcome intruders out, while armed sentries
and trained dogs patrol the perimeter. The poacher Advanced Talents: The following advanced talents
relies upon a combination of stealth, mechanical complement the poacher archetype: frugal
expertise, and his affinity for animals to infiltrate the trapsmithAPG, hunter’s surpriseAPG, and improved
compound’s outer defenses, unlock their cages, and evasion.
claim his prize. Greed motivates most poachers to take APG These rogue talents appear in the Pathfinder Roleplaying Game
this profound risk, but a small minority of these rogues Advanced Player’s Guide.
seeks to rescue and free these unfortunate animals UC
These rogue talents appear in the Pathfinder Roleplaying Game
from their bonds and a premature death. Regardless of Ultimate Combat.
his motivation, the poacher’s set of skills also
translates very well to any adventuring
party’s needs, especially in the frigid
environment he typically calls
home.

Skills The poacher adds


Handle Animal,
Knowledge (nature),
and Survival to his list
of class skills and
removes
Knowledge
(dungeoneering),
Linguistics, and Swim. This
alters the rogue’s class skills.

140
Snowbird quick disguiseAPG, rogue crawl, survivalistAPG, and
terrain masteryUC.
Camouflage serves predator and prey equally well in
the wild. Some creatures blend into their surroundings Advanced Talents: The following advanced talents
to avoid a ravenous hunter’s gaze, while others meld complement the snowbird archetype: fast tumbleAPG,
into the background as they close in on their intended master of disguiseAPG, and slippery mind.
victim. At first blush, ice and snow offer an ideal APG
These rogue talents appear in the Pathfinder Roleplaying Game
medium for creatures reliant upon stealth. The Advanced Player’s Guide.
monotonous, white surface provides the perfect canvas UC
These rogue talents appear in the Pathfinder Roleplaying Game
for someone or something sharing the same coloration. Ultimate Combat.
However, unlike a multihued jungle, the ice cap and
tundra biomes bestow no cover. There are no trees to Sorcerer Archetypes
hide behind, no tall grasses to crouch beneath, and no
undergrowth to mask a creature’s presence. During the For sorcerers, magic pervades all of existence.
more hospitable summer months, the sun continuously Mystical energy flows through everything. The seeds
shines for weeks and even months at a time. of arcane power come from the most obvious origins
Nonetheless, one brand of rogue excels in this frozen and the most innocuous sources. A curse passed down
landscape. He is the snowbird, a master of deception over countless generations or a fleeting, chance
also renowned for his carefree attitude and incredible encounter with an otherworldly being can forge a link
agility. They gracefully move across the snow while between the real world and an unseen dimension.
evading detection, and can slide down the snowy Many practitioners believe magic ignited the spark
slopes at breakneck speed. These daredevil rogues responsible for creating life. Philosophy aside,
always think big. In their minds, they are gallant sorcerers rely on instinct, intuition, and spontaneity to
heroes battling the pervasive evil spreading across the shape and harness this potent force. They envision
land. Rather than target the common folk struggling to magic as an artistic medium akin to wet, amorphous
survive, the cagey snowbird sets his sights on grander clay. Anyone can theoretically use this base
ambitions. White dragons, frost giants, yetis, and other component, but only those with an affinity for the
wintry horrors garner his attention. Although he is not gooey material possess the ability to mold the mushy
averse to relieving these monsters of their lecherous lump of damp earth into something artistic. Consistent
spoils, he prefers foiling their plans to butcher or with the preceding analogy, sorcerers perceive magic
enslave the residents of neighboring settlements. While as more of an art than a science. Trial and error along
the people he defends may celebrate his efforts, his with experimentation open the doors to new
formidable enemies rue his existence and vow revenge. possibilities. The archetypes popular in the polar
The blithe rogue oddly displays no concern or fear of biomes feel a strong affinity for their chilly
retribution from these wicked denizens. Instead, he environments and the creatures inhabiting them.
feels their animosity only enhances his mystique. Magnetic forces course through the geomancer’s body,
allowing him to generate electrical currents and
Skills A snowbird adds Survival to his list of class manipulate metallic objects. On the other hand, the
skills and removes Swim from his list of class skills. sometimes repulsive and occasionally heroic hunger
This alters the rogue’s class skills. maven either worships the malevolent wendigo as a
divine entity or devotes his life to destroying these
Snowy Stalker (Ex) At 1st level, a snowbird adds 1/2 wicked abominations. Regardless of the path they
his level (minimum +1) to Acrobatics skill checks choose, both sorcerers draw their magical power from
made to ski and move across icy or snowy terrain and their connection to the land or its denizens.
to Stealth skill checks made in icy or snowy terrain.
This ability replaces trapfinding. Geomancer
Shadowy Snowbird (Ex) At 3rd level, a snowbird Most planets exert a magnetic field caused by churning
gains the hide in plain sightUC advanced talent, even liquids deep within the core generating electrical
though he is not yet 10th level. The rogue must always energy. This invisible protective barrier surrounds the
select arctic terrain. A snowbird cannot select hide in planet, deflecting charged particles expelled by its star
plain sight as an advanced talent at 10th level. This away from the surface and back into space. Of course,
ability replaces trap sense. no one actually feels this action taking place, though
they may occasionally see it in the form of auroras
Rogue Talents: The following rogue talents near the sphere’s geomagnetic poles. However, other
complement the snowbird archetype: camouflageAPG, than relying upon the magnetic field to attract or repel
fast stealth, follow cluesAPG, peerless maneuverAPG, a compass needle, most people remain blissfully

141
unaware of the magnetic field’s true purpose or the Geomagnetic Bloodline
geological forces giving rise to it. The geomancer
provides an exception to the general rule. These You are one with the planet’s magnetic field. You feel
sorcerers develop a heightened sensitivity to the its fluctuations and sense its strength. You may have
magnetic field’s ebb and flow while learning to channel been born during an aurora or an intense solar flare
this inexhaustible source of energy through their minds creating a bond between yourself and the geomagnetic
and bodies. Geomancers naturally gravitate to poles.
locations where the magnetic field is at its strongest or
most apparent, thus leading them to the frigid poles. In Class Skill: Knowledge (geography)
this frozen realm, he constantly pushes the boundaries
of his arcane might to the breaking point. Although he Bonus Spells: shocking grasp (3rd), defensive shockUM
continually tests the limits of his mastery over (5th), geomagnetic storm* (7th), ball lightningAPG (9th),
electricity and magnetism, he devotes little attention to call lightning storm (11th), wall of iron (13th), chain
contending with the bitter cold and fierce winds lightning (15th), telekinetic sphere (17th), ride the
buffeting his adopted home. Therefore, they usually lightningUM (19th)
rely upon the expertise of others better equipped to
handle the unforgiving elements. Many enlist in polar Bonus Feats: Combat Casting, Elemental FocusAPG,
expeditions created to find new trade routes through Elemental Spell, Endurance, Flaring SpellUM, Great
the region, while others join adventuring companies Fortitude, Greater Elemental FocusAPG, Improved Great
delving into the area. Regardless of how or why he Fortitude, Spell Focus
gets there, once the geomancer reaches his destination, UM
This feat appears in the Pathfinder Roleplaying Game Ultimate Magic.
he basks in the polar biomes’ magnetic *
This spell appears in Chapter 7.
energy, using the mystical force to APG
These feats appear in the Pathfinder
empower his magical Roleplaying Game Advanced Player’s
prowess as Guide.
manifested in the
Geomagnetic Bloodline Arcana:
bloodline. Whenever a geomancer
casts a spell with the
electricity descriptor or a
spell specifically
targeting metal, he
generates light equal
to torch light in a 20-
foot radius for 1 minute
per spell level. For the
purposes of countering or
dispelling darkness, the spell
level is equal to the level of
the spell the geomancer cast.

Bloodline Powers: You command


mastery over the planet’s magnetic
field, using your powers to generate
electrical currents and affect metal objects.

Electro-Magnetize (Sp): At 1st level, a


geomancer can touch a metallic
melee weapon as a standard
action, giving it the shock
property for a number
of rounds equal to
1/2 his sorcerer
level (minimum
1). At 9th level,
he can
magnetize metallic armor or a metallic shield
instead but the duration of the power is halved. A

142
metallic weapon that strikes magnetized armor or metal armor or carrying metal objects weighing more
shield becomes stuck to the magnetized item unless the than 5 pounds within or entering the field must attempt
wielder succeeds on a Reflex save (DC 10 + 1/2 his a Strength check (DC 10 + 1/2 his sorcerer level + his
sorcerer level + his Charisma modifier). The wielder or Charisma modifier). If the creature fails its Strength
a creature adjacent to the creature wearing or holding a check, it cannot move toward the sorcerer that round.
magnetized item can use a standard action to attempt to If the check fails by 5 or more, the creature is pushed 5
pry a stuck weapon loose with a successful DC 16 feet away from the sorcerer for every increment of 5.
Strength check. He can use this ability a number of These creatures are not otherwise restricted. If the
times per day equal to 3 + his Charisma modifier. geomancer moves closer to the creature, nothing
happens. Each round, the creature may move closer to
Grounded (Sp) At 3rd level, the geomancer gains resist the geomancer by making a Strength check as a move
electricity 5 and can use know direction at will as a action. If the check succeeds, he moves 5 feet closer to
spell-like ability. At 9th level, he gains resist electricity the geomancer plus an additional 5 feet for every 5
10 and can generate a weak magnetic field causing all points by which the Strength check exceeds the DC.
ranged attacks made with metallic projectiles, Creatures made of metal, including iron golems, add
including metallic tipped projectiles, to suffer a 20% +10 to the Strength check’s DC. He can use this power
miss chance when targeting him. once per day for a number of rounds equal to his
sorcerer level.
Geomagnetic Storm (Sp) At 9th level, a geomancer can
create a powerful geomagnetic storm. This acts as a Antipodal (Su) At 20th level, the geomancer gains
geomagnetic storm spell (Chapter 7), though the immunity to electricity and can pass through metal as
geomancer takes no damage from being within his own easily as a fish swims through water.
geomagnetic storm. He may use this ability for a
number of rounds per day equal to his sorcerer level. Hunger Maven
These rounds do not need to be consecutive.
When winter grips the land and the sky turns black, an
Magnetic Field (Su) At 15th level, a geomancer elderly resident basking in the warm glow of a dying
generates a potent magnetic field. The field measures campfire tells the tale of a mythological creature so
up to a 5-foot radius per level emanation centered on depraved that few youngsters, and adults for that
him. The geomancer decides how big the field is at the matter, believe the fantastical story. Skeptical listeners
time of its creation (to the limit his level allows). All dismiss the legend as another imaginary bogeyman or
metal ranged weapons and projectiles targeting the a veiled attempt to frighten troublesome children into
geomancer automatically miss. Any creature wearing obedience. However, the few unfortunate individuals
who have heard the malevolent outsider’s terrifying
howl and lived to recount the experience never forget
the baleful wail responsible for their tormented
dreams. Natives call the monstrosity a wendigo, and
the handful of courageous heroes who came face to
face with the sinister being and survived recall only
the revelry of madness accompanying the horrific
being. Despite their vehement denials, an irresistible
urge to devour the raw flesh of other humanoids
consumed their troubled minds throughout the ordeal.
It seems prudent to avoid these dreadful creatures at
all costs, but there are some sorcerers known as
hunger mavens who seek these vile entities out for
different purposes. Most hunger mavens worship
wendigos as gods. They believe these wicked
outsiders confer mystical power to their followers, just
as a deity grants divine magic to his priests. Although
only a handful of these deranged sorcerers have ever
been in the physical presence of a wendigo, they
nonetheless claim they act at the creature’s behest,
advancing its interests in the mortal world. Others
among the ranks of hunger mavens believe the exact
opposite. They recognize the wendigo for the horror it
truly is, spurring them to stand against these evildoers

143
at every opportunity. While this segment of the hunger Wendigo Howl (Su) At 9th level, a hunger maven can
maven population pales in numerical comparison to its emit an ungodly howl heard up to one mile away. Any
demented counterparts, their rationality and creature that hears the howl must succeed on a Will
determination wholly compensate for mathematical saving throw (DC 10 + 1/2 his sorcerer level + his
deficiencies even though both varieties share the same Charisma modifier) or become shaken for 1 hour.
arcane powers. Creatures within 120 feet that fail the Will saving
throw are panicked for 1d4+4 rounds instead, while
Wendigo Bloodline those within 30 feet cower with fear for 1d4 rounds.
This is a mind-affecting fear effect with audible
The stain of the wendigo’s evil plagues your lineage. components. At 9th level, he can use this ability once
One of these monstrous outsiders slew a family per day. At 16th level, he can use this ability twice per
member, drove him or her insane, or even worse. You day, and at 20th level, he can use this ability three
feel drawn to the creature’s vile power or are times per day.
committed to righting its countless wrongs.
Psychotic Curse (Su) At 15th level, the hunger maven
Class Skill: Bluff can instill psychosis in a single living creature within
30 feet. If the target fails a Will saving throw (DC 10 +
Bonus Spells: magic fang (3rd), sense fear (5th), HA 1/2 his sorcerer level + his Charisma modifier), the
greater magic fang (7th), hunger for fleshHA (9th), subject immediately suffers 1d4 Wisdom drain. Each
nightmare (11th), flesh wallHA (13th), wind walk (15th), minute thereafter the target must succeed on a new
symbol of insanity (17th), weird (19th) Will saving throw or take an additional 1d4 Wisdom
drain. This process continues until the victim succeeds
HA
These spells appear in the Pathfinder Roleplaying on three consecutive saves or its Wisdom score reaches
Game Horror Adventures. 1. If the latter occurs, the victim suffers from wendigo
psychosis (see the Pathfinder Roleplaying Game
Bonus Feats: Accursed CriticalUM, Critical Focus, Bestiary 2, “Wendigo”) for the effects of this curse. He
Deceitful, Flyby AttackB1, Improved Initiative, may use this ability once per day.
Lightning Reflexes, Persuasive, Tiring Critical
UM
This feat appears in the Pathfinder Roleplaying Game Ultimate Magic. Wendigo Transformation (Su) At 20th level, the hunger
B1
This feat appears in the Pathfinder Roleplaying Game Bestiary.
maven gains immunity to cold and blindsense 60 feet.
He also gains DR 10/cold iron and magic.
Bloodline Arcana: When a hunger maven casts a spell
with the cold or fear descriptor, increase the spell’s
save DC by 1.
Wizard Archetypes
Novices assume all wizards occupy their time
Bloodline Powers: Your bizarre connection to the
conducting dangerous experiments with volatile
mythical wendigo grants you powers and abilities.
substances between sessions of rifling through the dog-
Wendigo Claws (Ex) At 1st level, the hunger maven eared sheets of neglected eldritch tomes on a never-
can grow claws as a free action. These claws function ending quest for knowledge. Unlike their sorcerous
as natural weapons, allowing him to make two claw brethren, these arcane practitioners amass their magical
attacks as a full attack action using his full base attack might within their keenly focused minds rather than
bonus. Each of these attacks deals 1d4 points of innately drawing it forth from an unseen mystical
damage plus his Strength modifier (1d3 if he is Small). repository. Each day, they etch the words and symbols
At 5th level, these claws are considered magic needed to cast their incantations from the weathered
weapons for the purpose of overcoming DR. At 7th pages of their valuable spellbooks onto the spongy
level, the damage increases by one step to 1d6 points tissues making up their remarkable brains. Their magic
of damage (1d4 if he is Small). At 11th level, these then flows through the organ’s synapses and receptors
claws deal an additional 1d6 points of cold damage on and into the real world, allowing wizards to reinvent
a successful hit. He can use these claws for a number the world around them in ways previously
of rounds per day equal to 3 + his Charisma modifier. unimaginable. But wizards are more than eccentric
These rounds need not be consecutive. scholars who occupy their time in dusty libraries and
stodgy lecture halls in search of forgotten lore. Some
Wendigo Resistance (Ex) At 3rd level, a hunger maven wizards learn their craft in the field, especially in the
gains resist cold 5 and a +4 bonus on saves against polar biomes where oral tradition reigns supreme over
fear. At 9th level, his resistance to cold increases to 10 the written record. They study the land, the weather,
and he is immune to fear. At 15th level, he gains DR the inhabitants, and every other facet of their
2/cold iron and magic. surroundings to unravel the secret inner workings

144
hidden behind the visible facade. The ice and snow not in a stodgy library stuffed with stale, antiquated
harbor countless mysteries awaiting intense scrutiny ideas. The extreme cold encountered at the poles
from the wizard’s curious eyes and sharp intellect. The represents one of the last untapped frontiers for
archetypes presented here embrace the preceding unearthing exciting arcane breakthroughs. The limited
hands-on approach to education over the passive heat found in these frigid lands and waters alters the
variety. The cryomancer devotes his energies toward a fundamental building blocks of matter, giving rise to
greater understanding of the mechanics of extreme molecular structures and states seemingly in defiance
cold, giving him the acumen to wield it as a weapon or of the physical laws governing the universe in
withstand its fury. The pine baron thrives in the boreal temperate worlds. Normally solid objects can shatter
forests, where he transforms coniferous trees’ resin and into countless tiny fragments upon impact with another
seeds into a potent concoction enhancing his mental object. Living creatures can be kept in suspended
acuity. These divergent wizards buck convention and animation for prolonged periods without suffering
embark on pristine trails into the chilly wilderness on a irreparable harm. The dense layers of compressed ice
magical mission seeking answers to age-old questions. and snow, the gravity-driven winds, and the mysterious
lights illuminating the night sky contain secrets still
Cryomancer beyond the comprehension of mortal minds.
Nonetheless, the cryomancer’s breadth of knowledge
Wizards traditionally conduct their research in the halls about cold environments continues to expand, allowing
of academia. Whether they perform mystical him to imbue bonded objects with magical powers
experiments in a state-of-the-art laboratory or pour suited for these chilly realms. Despite his expertise in
through the pages of a long-forgotten tome, these this subject matter, the cryomancer lacks the survival
magical practitioners feel more at home in a scholarly skills to go it alone in the harsh wilderness. Most of
atmosphere than the great outdoors. However, one these wizards set out onto the glaciers and polar seas in
brand of wizard unique to the polar biomes foregoes the company of more experienced polar explorers and
the conventional and treads down a divergent path. The adventurers. Although he rarely takes the lead while
cryomancer adopts an interactive approach. He trudging across the frozen landscape or sailing upon
believes new discoveries are best found in the field and the icy seas, his value to the group cannot be

145
understated whenever they run across one of the homes. Spurred by their abundant curiosity, they
biomes’ numerous paradoxes. experimented with various endogenous substances
extracted from the native plants and animals. Through
Frozen Bond (Su) At 1st level, a cryomancer must trial and error, one precocious teenager concocted a
select an object for his arcane bond. If he chooses an potent balm made from the resin and crushed seeds
amulet or ring, the item continuously keeps him warm within a pine cone. When she applied the poultice to
and comfortable in cold environments as if affected by her skin, the mixture temporarily increased her mental
endure elements. As a free action, the cryomancer may acumen and focus. Over time, others duplicated and
sacrifice a spell slot to gain resistance to cold equal to refined her original formula, giving rise to a vibrant
double the level of the spell slot used; thus, a 2nd-level exchange of insights and ideas within the expanding
spell would confer resistance to cold 4. The effect lasts pine baron community. Because of their affinity for
for a number of rounds equal to the level of the spell nature, many outsiders mistake pine barons for druids
slot sacrificed. or rangers, an assertion they vigorously protest. They
quickly point out that they derive their abilities from
A wizard who chooses to bond with a staff or wand can their study and understanding of the natural world,
spontaneously cast a wizard spell with the cold rather than from a divine entity empowering them to
descriptor once per day as if it were a wizard spell he protect and oversee the wilderness. Nonetheless, these
knew and had prepared. The spell’s level cannot enterprising individuals forego traditional strongholds
exceed the highest-level wizard spell he can cast. The of knowledge in favor of a pastoral lifestyle in the
cryomancer may spontaneously cast a spell with the small villages and towns nestled within the cold forests
cold descriptor from another class’ spell list, such as a of the world.
cleric or druid. When casting such a spell, the
cryomancer can only cast a spell at least one spell level Skills: The pine baron adds Survival to his list of class
lower than the highest-level wizard spell he can cast. skills in place of Linguistics. This alters the wizard’s
(If the spell is on multiple spell lists, he uses the lowest class skills.
level from among those lists.)
Inspiring Resin (Su) At 1st level, a pine baron learns
If the cryomancer bonds with a weapon, he may use a how to concoct a poultice from a pine tree’s resin and
free action to sacrifice a spell slot to confer magical crushed seeds. It takes 1 minute to make the poultice
properties on the weapon. If he sacrifices a spell slot, and once crafted, it remains potent until used. If he
the bonded weapon gains a +1 enhancement bonus and makes a second poultice, any existing poultices
the frost property for a number of rounds equal to the become inert. As a full-round action provoking attacks
level of the spell slot sacrificed. At 9th level, the of opportunity, the pine baron may apply the poultice
wizard may bestow the icy burst property on the onto his skin. When he does so, he gains one use of
bonded weapon instead of the frost property by inspiring resin, which functions in a manner similar to
sacrificing a spell slot of 5th level or higher. This the investigator’s inspiration pool. (See the
ability alters arcane bond. “Investigator” section in Chapter 1 of the Pathfinder
Roleplaying Game Advanced Class Guide.) As a free
Pine Baron action, he may add 1d6 to the result of any one ability
check, caster level check, concentration check, dispel
The taiga differs greatly from other polar biomes. check, or skill check of his choice he attempts. This
Although it still experiences brutally cold weather, choice is made after the check is rolled and before the
devastating winds, and violent storms, life makes its results are revealed. This ability does not stack with
mark in this challenging environment. Unlike the other spells and effects allowing him to reroll the check
largely desolate tundra and ice cap, trees define the or otherwise alter the die roll. He cannot apply the
landscape. The coniferous trees stand at the forefront, poultice again while he has a use of inspiring resin still
taking center stage among its plentiful flora. In many in effect. He can apply inspiring resin to his skin a
respects, these woody giants shape the fabric of this number of times per day equal to 1/2 his wizard level +
green and white domain, giving refuge to the his Intelligence modifier (minimum 1).
undergrowth growing in their shadows and an arboreal
haven to the forest’s fauna. Astute humanoids also Anyone other than the pine baron who applies the
recognize the trees’ vital contribution to this delicate poultice to his skin must succeed on a Fortitude save
ecosystem. Foremost among them are a branch of (DC 10 + 1/2 the pine baron’s level + the pine baron’s
wizards known as pine barons. Hailing from the ranks Intelligence modifier) or suffer 1d6 points of
of the indigenous folk who grew up in this rugged area, Intelligence damage. No one other than the pine baron
they meticulously categorized and observed the who concocted the inspiring resin can gain any benefit
abundant flora and fauna surrounding their isolated from it. This ability replaces arcane bond.

146
Chapter Nine: Faiths of the Ice Ahkeela is most often depicted as a great, white-furred
wolf with a twinkling star in place of his right eye. It is
Though far fewer in number then most climates, the said among his faithful that he is the protector of the
inhabitants of the ice fields and tundra of boreal realms spirits of the dead who form the great auroras seen on
rely on faith and divine intervention as much as some nights in the northernmost latitudes. Ahkeela has
anywhere else, and perhaps more so because of the long been at odds with the evil aspect of Gromm the
extremes of their environment. Just as there are fewer Thunderer who seeks to claim the White Wolf’s pelt as
peoples and cultures to be found in the frigid wastes, a cloak and gives even the good followers of that deity
there are likewise fewer pantheons and deities a wide berth. Ahkeela’s most hated enemy is Althunak,
associated with them. But what they lack in numbers who has slept for many years but in times past was
and widespread worship, they more than make up for able to turn many of the Wolf’s followers to his foul
in the almost absolute influence they possess over their Liturgy of Ice and prey upon many of the others who
followers who know that sometimes a whispered refused his teachings. The White Wolf remains ever
prayer is all the difference between surviving a watchful for signs of the Winter King’s return and has
blizzard or becoming just a permanent part of the on multiple occasions guided heroes into
frozen landscape. confrontations with followers of the demon lord in
order to maintain his quiescence. It is said that Ahkeela
guards against an even greater enemy thought to be
Gods of the Cold Wastes hidden somewhere beyond the northernmost frozen
wastes in a land with no sun, moon, or stars, but who
Ahkeela or what this enemy may be remains speculation among
The White Wolf; The Northern Lights; The his followers. Some few suggest LL6
a connection to the
Pack Leader; God of the Northern Tribes Shadowlands and sceadugenga of that hidden realm
Greater God (see The Shadow below), but no true evidence has
Alignment: Lawful Good been found to support this.
Domains: Air, Animal, Cold (see sidebar),
Community, Darkness, Good, Law, Travel Worgs are sacred animals to Ahkeela and his followers,
Symbol: A white wolf beneath a shining star though since most are evil they are said to have been
Garb: White animal furs and necklaces of claws and twisted in their souls and influenced away from their
fangs pack leader by the influence of Althunak and others.
Favored Weapon: Spear Nevertheless, there remain in some remote areas
Form of Worship and Holidays: Dances and feasts populations of worgs (primarily winter wolves) and
are held under the stars on nights of the full moon. devil dogsTOHC who are of good alignment and maintain
Great bonfires are built to cremate the dead of the faith their devotion to the Pack Leader.
and consign their spirits to the Great Lights of the
Ahkeela, the White Wolf, first appeared in DM1: Book
Northern Sky. Hunters spill a drop of their own blood
of Taverns by Necromancer Games.
before the start of a hunt to honor the White Wolf. LL6
Typical Worshipers: Ulnat, Erskaelosi, Nûklanders, See LL6: The Northlands Saga Complete by Frog God Games.
primitive arctic tribes, sasquatches, wood giants, TOHC
See The Tome of Horrors Complete by Frog God Games.
intelligent wolves and canines, good worgs and winter
wolves

The White Wolf, the Northern Lights, all of these


appellations have been given to Ahkeela, the god of the
Northern tribes. Ahkeela is an ancient deity and has
been revered as the Great White Wolf since humans
first hunted across the cold steppes and taigas of the
north, and perhaps even before as savage, prehistoric
wolves raised their lonely howls to the full moon.
Adopted by many cultures but originating with none,
Ahkeela has served as the protector and guide of the
peoples who have eked out an existence among the
frozen wastes and forests of the North since before
even the memories of the elves. Ahkeela is venerated
in some warmer climes, including areas in Far Jaati,
but his greatest population of adherents remains among
the tribes of the frozen North.

147
Many centuries past, the demon-god Althunak came to
Cold Domain the North. Legend has it that he had ruled a vast empire
around the Southern Pole of the world, and fell to the
Granted Powers: You can call forth cold, command combined force of heroes and gods. Into the North he
creatures of ice, and your flesh does not freeze. crept, and established a new home for his cult in the Far
North where he created an icy waste and eventually
Freezing Touch (Sp): As a melee touch attack, you can
forged a new empire based on his unholy Liturgy of Icy
imbue the chill of winter upon your target. If you hit
Death and Way of Hunger. He hoped to use this new
the foe, your touch deals 1d6 points of cold damage +
base of power to cover the world in ice and snow.
1 point for every two cleric levels you possess. You
Fortunately, this did not happen, again due to the actions
can use this ability a number of rounds per day equal to
of mighty heroes — this time of the Ulnat themselves.
3 + your Wisdom modifier.
They marched in all their might upon his unholy capital
Cold Resistance (Ex): At 6th level, you gain resist cold and overthrew the demon lord, constraining his living
10. This resistance increases to 20 at 12th level. At corpse at the bottom of the Lake of Frozen Screams.
20th level, you gain immunity to cold.
Still, the cult lingered on, and six generations ago a
Domain Spells: 1st—obscuring mist; 2nd—chill group of Northlanders led by a prophet of Donar
metal; 3rd—sleet storm; 4th—ice storm; 5th—cone of traveled north to the City of the Lord of Winter and
cold; 6th—freezing sphere; 7th—elemental body IV slew the last surviving members of the cult, as well as
(ice only); 8th—whirlwind; 9th—elemental swarm (ice the avatar of Althunak. Even this did not end the threat
only). to the Northlands, for Althunak rose again to bring icy
death to the world. Despite his setbacks at the hands of
mortal heroes time and again and long span of time
Althunak spent in somnolence in the Ginnungagap, his cult
Master of Cannibals; Winter King; Demon remains an insidious presence in the cold wastelands.
Lord of Ice and Cold As long as folk huddle around fires for warmth and
Greater God hope to escape the winter’s cold embrace or lost
Alignment: Chaotic Evil travelers wander in fear of starvation, prayers of
Domains: Chaos, Cold (see above), Earth, Evil, Water propitiation will always be raised to stave of the Winter
Symbol: Bloody fanged maw King’s wrath.
Garb: White animal pelts, usually stained with blood
and filth In addition to the cults of mortals who have revered
Favored Weapon: Greatclub Althunak sporadically over the centuries, there are
Form of Worship and Holidays: Cannibalistic feasts feral and cannibalistic creatures of the cold places that
under the dark of a new moon. Sacrifices of infants and call upon his icy name, creatures such as adlets,
prisoners by exposure during blizzards. lycanthropes, and it is rumored the very spirits of
Typical Worshipers: Crazed cultists, lycanthropes, wintry cannibalism themselves, the wendigo.
cannibals, adlets, ice daemons, snow brides, wendigo
Althunak first appeared in NS1: Vengeance of the
Long Serpent by Frog God Games.

148
Bowbe Vengeance Domain
Bowbe the Bloody; Bowbe the Baleful;
Granted Powers: Once per four levels starting at 1st
Bowbe the Bearskin; Bowbe the Beserker; level, you may select a foe or group of foes (be it by
God of War and Slaughter race, nationality, character class, or monster type),
Greater God which are forevermore your sworn enemies. When
Alignment: Chaotic Neutral encountering these sworn enemies, you may enter a
Domains: Chaos, Strength, Vengeance (see below), rage as a barbarian of your level (though without any
War rage powers unless you already possess them). You may
Symbol: Crossed Sword and Hammer of Bowbe enter this rage once per day but only when faced with a
Garb: Furs, skins, and pelts over battle armor sworn enemy. If you already have the rage ability, this
Favored Weapon: Greatsword or warhammer does not count against your normal uses of that ability.
Form of Worship and Holidays: Great feasts and
blood sacrifice precede battles. After battle, the Exacting Touch (Sp): You can cast doom as a touch spell
treasures, arms, and armor of defeated foes are offered on anyone who has previously wounded you or affected
to the god. Those that he doesn’t keep belong to the you with an offensive spell using your cleric level as the
victors. His priests specialize in cursing and caster level. You can use this ability a number of times
imaginative insults. per day equal to 3 + your Wisdom modifier.
Typical Worshipers: Erskaelosi, barbarians, raiders,
reavers, plunderers Cold Revenge (Su): At 8th level, you can create the
effects of a symbol of pain against anyone within 60 feet
As one of the primary deities of the northern whom you have faced in combat more than 24 hours
Erskaelosi tribes, Bowbe is the embodiment of previously. Only the selected target is affected by the
barbarian wrath and frenzy. He appears as a mighty wracking pains, and no saving throw is allowed. Once
barbarian dressed in the pelt of Urson the Great Bear, the effect is created, the target’s distance from you no
whom he can summon to his side by tossing the pelt to longer matters; the effects continue until you dismiss
the ground and calling its name. Bowbe carries the them or their duration expires. You can use this ability
greatsword Bm’fob in one hand and the warhammer on multiple targets during a day but never on more than
Wytch-Killer in the other. one at a time. The pain that is inflicted lasts for a number
of rounds per day equal to 1/2 your cleric level. The
Bowbe revels in war and the slaughter of his foes. His rounds do not need to be consecutive or against the
battles against giants are legendary, as is his hatred for same target.
the undead, arcanists, lawyers, guardsmen, and most
other civilized authority figures. Domain Spells: 1st—true strike, 2nd—rage, 3rd—
locate object, 4th—shout, 5th—finger of death, 6th—
Unlike other gods, Bowbe aids only those who take his disintegrate, 7th— destruction, 8th—discern location,
name in vain. Thus, it is not uncommon to hear 9th—soul bind.
berserkers cursing their god for his indifference as
readily as they curse their foes. Bowbe only grants the Subdomains
raising of one of his followers if that follower
immediately seeks blood vengeance against his killers. The Vengeance Domain grants access to the Undead*
Bowbe grants no healing spells higher than 4th level. and Hatred** Subdomains. The granted power of the
Undead Subdomain replaces the exacting touch power
Bowbe was first detailed in Bard’s Gate by of the Vengeance Domain, and the granted power of the
Necromancer Games. Hatred Subdomain replaces the cold revenge power of
the Vengeance Domain.
*See the Death Domain, Pathfinder Roleplaying Game Advanced Player’s
Guide
**See the Destruction Domain, Pathfinder Player Companion:
Champions of Corruption

149
Crugas specifically followers of Crugas so that his own fol‐
God of Magical Crafts lowers tend to downplay this aspect in public. For his
Lesser God part, Dwerfater has remained silent on the subject.
Alignment: Neutral
Domains: Artifice, Knowledge, Magic, Rune Crugas is the dwarven god of craftsmanship — not so
Symbol: Bellows pointing downward with a tongue of much normal smithwork or stonecutting, which is
flame in front of it more held to be the domain of Dwerfater, but rather the
Garb: Leather apron (to represent smithing) and work of finesmithing and especially the crafting of
jeweler’s loupe (to represent finesmithing) enchanted items and armor or weapons of power. In
Favored Weapon: Dwarven longhammerARG this aspect, Crugas also serves as the patron of arcane
Form of Worship and Holidays: Many worshipers magic among the dwarves, a rare enough calling
are wizards, sorcerers, or magi who devote the crafting among the stout folk, but nearly always inextricably
of magical items as their form of worship. Followers tied to the creation of magic items. In some myths,
who make arms and armor donate one out of every five Crugas is said to have learned his craft as apprentice to
pieces they craft to the priesthood. Formal worship the elven deity known as Wayland the Smith, though
services are noisy affairs with clanging anvils, heaving this rankles some dwarves who wish to downplay such
bellows, and roaring forge fires as smith-priests lead a connection.
their congregants in lessons in craftsmanship. Worship
services are held on biweekly festival days. In the cold mountains of the Northlands where the
Typical Worshipers: Dwarven smiths and armorers, mysterious dwarves known as the Dvergar dwell,
craftsmen, and arcane spellcasters, Dvergar of the Crugas is often associated with their unparalleled
Northlands crafter and legendary king, Dvalin. Whether Dvalin is
ARG
a manifestation of Crugas incarnate, Crugas actually is
See Pathfinder Roleplaying Game Advanced Race Guide Dvalin, or Dvalin is simply a mythological construct is
Crugas is a wizened old dwarf sometimes said to be a matter of some debate outside the insular and little-
the uncle of Dwerfater who was so absorbed in his understood Dvergar.
own crafting as to turn down the opportunity to be
father of the dwarven race and let that role pass to his Crugas first appeared in F2: Fane of the Witch King
nephew. It should be noted that this theory is by Necromancer Games.
considered heretical by most dwarves who are not

150
Dhellu Nimble-Bones Father Poga is a standout among the typical gods of the
The Walker in White; God of the Ice icebound peoples. He represents the hospitality and
festivity found during holiday times in the colder
Gnomes realms. Father Poga began in the Dwarven Pantheon as
Lesser God
a god who oversaw the progression of time. Each year
Alignment: Neutral Evil
on Orenday (the first full moon after the winter
Domains: Cold (see above), Earth, Evil, Protection,
solstice), he was charged with renewing the calendar
Trickery
for the coming year by ushering out the old year and
Symbol: A cave mouth with icicles
ringing in the new year with the tolling of the city’s
Garb: White furs and bleached leathers adorned with
temple bells. Over time, the dwarves transitioned to the
small crystals to resemble icicles
human tradition of the New Year beginning at
Favored Weapon: MattockUE
Midwinter rather than at the time of the full moon so
Form of Worship and Holidays: Silent meditations
that they did not have to recalculate the calendar each
and prayer while mostly submerged in freezing water,
year. With this change, Father Poga became more
ritual execution of prisoners by exposure.
associated with the human High Holy Day of
Typical Worshipers: Barbegazi (ice gnomes)TOHC
Hogmanay, and stories of him ushering in the New
TOHC
See The Tome of Horrors Complete by Frog God Games Year by bringing treats on Yuletide night began to
UE
See Pathfinder Roleplaying Games Ultimate Equipment spread among human and dwarven populations alike.
Not normally considered a part of the classic Gnomish
Tradition holds that each year on the night before
Pantheon, the lesser-known deity Dhellu Nimble-
Hogmanay, Father Poga captures a mighty wild dire
Bones is patron of the ice gnomes, known among
reindeer upon the tundra high in the mountains and
themselves as the barbegazi. Dhellu is depicted as a
then, using his cudgel as a riding crop to keep it under
bald gnome with stark white skin, completely colorless
control, rides upon the winter winds ringing a bell to
eyes, and a beard made from icicles. He is considered
announce the holiday and delivering gingerbread treats
the protector of the barbegazi race and is venerated by
to all the commonfolk. He wears a thick greatcoat of
no other known peoples. Dhellu’s hatred of dragons,
red or green (depending on the telling and the local
drakes, and linnorms is legendary, and he leads the
tradition) and a tall hat of black fur where he holds the
barbegazi in despoiling the lairs of such creatures
gingerbread as he rides.
whenever possible and in using every imaginable sort
of trick or tactic to bring down such opponents. He In current times, Father Poga has very few adherents
also helps hide the lairs of the ice gnomes from the (which was largely true in olden days as well beyond
retribution of such beasts. Dhellu gets along the occasional dusty archivist charged with keeping the
reasonably well with Thrym, and the ice gnomes often annals of the years). However, what Father Poga may
have amiable relations with nearby frost giant tribes, have lost in the way of actual worshipers has been
but the Walker in White has an old score to settle with more than made up for in adoration. Now, mountain
Mehffisus, resulting in an ongoing cold war between dwarves and many human communities as well
the barbegazi and the frost men. celebrate the annual festival of Yuletide by lighting
candles for him while the gentry dresses in imitation of
Father Poga Father Poga and delivers gifts of gingerbread and
Lord of the Yuletide; God of Time treats. This tradition has never really caught on among
Lesser God hill dwarves for some reason, so usually only mountain
Alignment: Lawful Good dwarves celebrate this tradition among dwarvenfolk.
Domains: Community, Darkness, Good, Time (see
sidebar), Travel Father Poga first appeared in Mountains of Madness
Symbol: Gingerbread bell by Frog God Games.
Garb: Black fur cap with reindeer antlers, bright red or
green coat
Favored Weapon: Greatclub
Form of Worship and Holidays: Services held on the
eve of the High Holy Day of Hogmanay called
Yuletide, when common folk light candles in all their
windows and at their doors. The nobility (or more
typically their servants) go through town ringing bells
and leaving treats at the doors of lit households,
pretending Father Poga left them.
Typical Worshipers: Mountain dwarves, candy
makers, Yuletide celebrants, chroniclers

151
Time Domain Ghaztriuz
Father of the Seas; Lord of Vikings and the
Granted Power: You understand that time is circular
and existence is eternal.
Wind
Lesser God
Compress Time (Ex): Starting at 1st level, you can Alignment: Chaotic Neutral
perform a move action as a free action. You cannot use Domains: Glory, Strength, Travel, War, Water,
this ability more than once per round. You can use this Weather
ability a number of times per day equal to 3 + your Symbol: A tree standing in the waves with an arctic
Wisdom modifier. tern perched on its high branches
Garb: Furs, seafaring garb
Accelerate Time (Sp): Starting at 6th level, you can use Favored Weapon: Trident
haste at will as a spell-like ability using your cleric Form of Worship and Holidays: The high tide at
level as the caster level. You can use this ability for a Midsummer and low tide at Midwinter when rituals are
number of rounds per day equal to your cleric level. held involving sacrifices of food and goods to the sea
These rounds do not need to be consecutive. and the execution of prisoners.
Typical Worshipers: Seagestrelander seafarers and
Domain Spells: 1st—expeditious retreat; 2nd—gentle vikings
repose; 3rd—haste 4th—sending 5th—permanency
6th—wind walk; 7th—limited wish; 8th—temporal Most of the tibaz (the various idols generally revered
status; 9th—time stop. by Seagestrelanders) are not particularly associated
with the ice and snow. However, the deity Ghaztriuz is
patron of those Seagestrelanders who have learned
from the depredations of Northlander invaders and
either joined them or adopted their ways. These
Seagestrelander raiders follow Ghaztriuz, a little-
venerated member of the Tibaz, whom they call
the Father of the Seas. These Vikings
conduct their raids by way of the seas,
and turn to the godly patron of those
same seas seeking success in their
voyages.

Ghaztriuz most often is depicted


as a genderless warrior of no
recognizable tribal or clan
affiliation. He wears a headdress
of feathers taken from the tern
and the skull of a walrus and
wields the bone-tipped trident
Shenuiq in battle. He takes to the
sea in Kharit, a hollowed tree
trunk made from the greatest
tree of the Dnipir Delta and
powered in its oceanic
voyages by oars made
from its still-green
limbs. Seagestrelander
warriors and wood
giantsB2 often
accompany him on his
raids.

Ghaztriuz first appeared in


LL6: The Northlands Saga
Complete by Frog God Games.
B2
See Pathfinder Roleplaying Game Bestiary 2

152
Gromm the Thunderer Gromm’s fortress, and it is said by some
God of the Storm that he actually created
Greater God the storm giant race and
Alignment: Chaotic Good/Chaotic Evil is the reason for his
Domains: Air, Destruction, Strength, War, Water hatred for Drahltuz.
Symbol: A lightning bolt
Garb: Metal armor Gromm first appeared in
Favored Weapons: Mace, maul, Bard’s Gate by
or warhammer Necromancer
Form of Worship and Holidays: Games.
Violent thunderstorms herald holy days.
Worshipers pound drums and make violent
noise in imitation of their god’s
thunderbolts.
Typical Worshipers: Good or evil
barbarians, good cloud giants and storm
giants, mercenaries, adventurers, bards,
those who live in regions of harsh or
unpredictable weather,
stormwardens

Gromm is a barbarian god originally


from far in the East but spread to
many other barbarian cultures over the
centuries with a universal appeal for his
thunderous and boisterous ways. Those
who fear and respect the fury of nature
worship him. He also counts mercenaries
and adventurers among his followers, for
these are often at the mercy of the weather.

Gromm is powerfully built. His eyes


crackle with electricity, and his golden
beard and hair glow and spark. He bears
a great two-handed mace called
Thunderstroke. Gromm is a
capricious and unpredictable deity
known for his great wrath and
divided nature. Gromm has both evil and
good aspects, though both represent Chaos
incarnate in their wild fury. In his evil
aspect, Gromm is a foe of the White Wolf, Ahkeela,
and hunts him continually, a trait his evil followers
imitate when they come upon followers of the Wolf.
More than one savage war has raged between these two
faiths in the wild places and gone completely unnoticed
by distant, civilized lands. It is said the Gromm
remembers Drahltuz from before he was a god of giants,
and bears him great animosity from those most ancient
days. Followers of both his good and evil aspects agree
with him on this, and they gladly slay any worshipers of
Drahltuz they come upon.

Beyond those two religions, his traditional enemies are


the fire and frost giants, with whom his most fanatical
worshipers — the cloud and storm giants — war
incessantly. A band of 50 celestial storm giants guard

153
Kryonex Kostchtchie
The Cold Beast; Elemental Prince of Evil The Deathless, Demon Prince of Wrath
Cold Creatures Lesser God
Elemental Prince Alignment: Chaotic Evil
Alignment: Neutral Evil Domains: Chaos, Evil, Destruction, Strength, War
Domains: Air, Animal, Cold (see above), Evil, Water Symbol: A twisted Totem rune (Death Rune)
Symbol: A yeti with tentacles for arms Garb: Furs, necklaces and body piercings of animal
Garb: None, followers go naked in the cold claws and teeth
Favored Weapon: Greataxe Favored Weapon: Warhammer
Form of Worship and Holidays: Cannibalistic feasts Form of Worship and Holidays: Midwinter and
and orgies held in the cooling blood and entrails of the nights of the new moon in winter are nights of sacrifice
recently slain. Those prisoners chosen for special favor where enemies are eviscerated and left in the snow to
are bound to an exposed stone during a blizzard. If the die or be devoured by wolves. Rituals involve
body is gone, it is considered to have become a drumming, chanting, and battle until blood is drawn
wendigo. and sometimes to the death.
Typical Worshipers: yetis, winter wolves, death dogs, Typical Worshipers: Frost giants, aberrant giants,
ice trolls, frost giants, white dragons, ice drakes, evil ogres, berserkers, deformed creatures
cold creatures
The mighty Kostchtchie is a yellow-skinned giant,
The Cold Beast is a powerful elemental lord who rules hairless save for bushy eyebrows, with arms of knotted
from a palace of ice and glass at a nexus between the muscle, and legs twisted and bent. Despite his
Elemental Planes of Water and Air where white deformity, he is able to move about very quickly with a
dragons, frost giants, and other creatures of the cold hobbling gait. Kostchtchie is called the Deathless
attend him at all times. Kryonex is often depicted as a because he was originally a mortal barbarian chieftain
massive yeti with tentacles for arms, but that is merely who angered Baba Yaga. To punish him, the old crone
an image his yeti worshipers have conjured up for his stole his soul and hid it away. As a result, he could not
idols and altars. In truth. Kryonex is a great, crystalline die except by violence and his body became twisted
spider-like creature with seven legs and seven eyes as and gigantic, turning into a massive demonic being. He
well as a pair of long tendrils that function alternately became the patron of frost giants and creatures twisted
as pseudopods, tentacles, or ovipositors. For even by deformity filled with as much vile hatred and rage
though Kryonex is considered an elemental “prince,” as him, in particular athachs and aberrant giants. He
he is in fact hermaphroditic and is able to implant icy, has sworn to avenge himself on Baba Yaga ever since
oblong eggs into helpless prisoners which then hatch to and has even managed to alienate or make enemies of
become white puddings, many sentient. Though from almost every other demon lord as well.
the outside Kryonex’s lair resembles a massive palace/
citadel, the interior is mostly devoid of separating Kostchtchie is a being of pure wrath who lives only to
walls, leaving a huge open space filled with the kill and destroy. His symbol is an ancient rune for
elemental prince’s massive web of ice and crystal death twisted to represent his own broken body. Even
where even the faintest vibration from an intruder with his disfiguring condition, he is amazingly strong
quickly draws the attention and ire of the Cold Beast. and wields a great warhammer called Gorynya that
most giants couldn’t even lift much less swing in
battle.

Kostchtchie first appeared in LL4: Cults of the


Sundered Kingdoms by Frog God Games.

154
Mehffisus Mogarandu
The Haggard Guest; God of the Frost Men The Great Yeti; The Watcher in the Heights
Lesser God Lesser God
Alignment: Lawful Evil Alignment: Neutral
Domains: Cold (see above), Earth, Evil, Law, Water Domains: Air, Animal, Cold (see above), Protection,
Symbol: A blue eye with a jewel for a pupil Strength, Weather
Garb: Animal skins and furs, usually white or gray, Symbol: Two eyes above a mountain peak looking up
always barefoot Garb: Bloodstains on white furs
Favored Weapon: Morningstar Favored Weapon: Greatclub
Form of Worship and Holidays: Burying prisoners to Form of Worship and Holidays: Playing music on
their neck in snowbanks and letting them freeze as a bone flutes and drums while dancing around a bonfire.
sacrifice, performing blood rituals during the depths of Starlight vigils of the heavens on remote mountaintops.
howling blizzards, “Wendigo Walking” by taking long Blowing of great horns made from the tusks of giant
journeys through desolate without food until receiving beasts at dawn to welcome the sun.
visions and guidance from privation. Typical Worshipers: Yetis, taers
Typical Worshipers: Frost menTOHC
TOHC
See The Tome of Horrors Complete by Frog God Games Mogarandu is the father and great protector of the
yetis. He is said to dwell on the highest peak of the
Mehffisus is a little-known deity of polar climes that world where he watches over his lesser children while
appears as a gray-skinned, white-haired man with simultaneously watching the endless expanse of the
tattered clothing of furs and pelts grimed with long skies above. The yetis depict Mogarandu is a yeti of
wear. He wears an eye patch over his right eye and massive proportions but with red facial fur rather than
always goes barefoot, even in the deepest snow. As the typical white or gray, and the rare yeti born with
patron of the enigmatic frost man, Mehffisus is little patches of red in its body hair is considered especially
understood, and his followers are rarely encountered. blessed and destined to be a shaman or tribal leader.
Some liken him to the Seagestrelander tibaz Zithal the Some clans of taers likewise identify Mogarandu as
Stranger, as he is said to appear from the depths of their enigmatic snow-god, though most have no
howling blizzards on the verge of death and request interest in being that specific in identifying the strange
food and shelter from his hosts. However, unlike Zithal idols they follow.
who blatantly scorns the traditions of hospitality,
Mehffisus clings to these traditions with a rigid and Mogarandu is and enemy of Althunak and Shibauroth
unyielding fervor. He does not violate the hospitality and has a particular hatred for Kryonex whom he
offered him nor directly bring misfortune to those who considers a corrupter of the pure yeti soul of his
provide him shelter, but his presence seems to cause people. It is also the Great Yeti who is said to ever fight
storms and snowfalls to persist much longer than the spirits of the wendigo to keep their foul
expected until soon the household — already burdened cannibalism from infecting the tribes that follow him.
with keeping him as guest and an extra mouth to feed Mogarandu does not typically associate with other
— finds itself on the verge of starvation as well. Tales deities, being more of an outsider like his children, but
say that more than once Mehffisus has left a host’s on occasion he has been known to be on friendly terms
dwelling after a blizzard has finally ended and emerged with Ahkeela and has fought by the side of Bowbe on a
from within as the only survivor. For this reason, few occasions, though he normally maintains a wary
strangers in storms are always looked at slightly distance from that barbaric god.
askance in northern climes, and a particularly
suspicious wanderer may even find himself denied the As the Watcher in the Heights, it is Mogarandu who
tradition of hospitality for fear that it is Mehffisus in inspires and tasks his followers with maintaining their
disguise. mysterious vigil where the air is thin and the
boundaries between worlds grows thinner still. For
Mehffisus and the gnomish god Dhellu Nimble-Bones whom or what the yetis stand sentinel, most yetis do
despise each other, and the barbegazi and frost men not even know. But the shamans of Mogarandu know
attack each other at every opportunity when it appears that they must maintain their vigilance each night with
they might have the ability to win such a confrontation. the music of flutes and drums to keep those things that
Otherwise, followers of Mehffisus tend to keep to might wish to come through into this dimension at bay
themselves and avoid contact with others unless given and to greet the light of each dawn with great fanfare
the chance to abuse a host’s hospitality and potentially to celebrate the survival of the world for another day.
bring him misfortune as a result.
Mogarandu first appeared in FGG1: Fane of the
Fallen by Frog God Games.

155
Shibauroth Not typically thought of as a deity of cold, Surter
Demon Lord of Beasts and Blood nonetheless is frequently venerated among the
Greater God mountainous volcanic homes of fire giants in the
Alignment: Chaotic Evil world’s northern latitude. The great war-god of the fire
Domains: Animal, Chaos, Destruction, Evil, Madness giants, Surter is a Jötnar and appears as a colossal fire
Symbol: Beast Totem of Shibauroth giant wreathed in a cloak of pure flame. Surter, known
Garb: Feral beast masks and necklaces of teeth and in the Northlands as Surtr, is said to rule the kingdom
claws of Muspelheim, which is composed entirely of fire and
Favored Weapon: Shortspear molten rock in the Ginnungagap. He is mistrustful of
Form of Worship and Holidays: Hunts of sentient the machinations of the Sultan of the Efreet, with
prey ending in blood-filled orgies of violence. Blood whom he has frequent dealings. Surter has a militant
sacrifices made before the Beast Totem of Shibauroth. and organized mind, and often wages war on other
Typical Worshipers: Savage barbarians, trolls, deities, particularly Bowbe and Gromm, who have
lycanthropes, barghests, minotaurs, beasts, yetis, wrought the end of many of his children. He is
wikkawaks, evil druids destined to slay Frey, though he secretly fears Thor and
dreads the day he must face him in the last battle.
The Beast Cult of Shibauroth decries that there is a
boundary between man and beast and that humanity is Surter first appeared in Bard’s Gate by Necromancer
flawed to remove itself from its bestial impulses. Games.
Instead, the Beast Cult calls on humans and bestial
creatures that have the capacity for human-like thought Thrym
to hunt, murder, feast, and mate as much as they care to. King of the Jötnar; God of the Frost Giants
The cult’s message is one of liberation — or so they Greater God
claim — though adherents find themselves “gifted” Alignment: Chaotic Evil
with the magical bindings of Beast Runes branded or Domains: Chaos, Cold (see below), Evil, Trickery,
tattooed directly onto their flesh. These tattoos unleashWater
their bestial nature, giving them great strength and Symbol: White double-edged greataxe
endurance but likewise reducing their capacity for Garb: Chain shirt and white animal pelts
rational thought and decision making, so they are a Favored Weapons: Greataxe
Form of Worship and Holidays: Worshipers pay
double-edged gift at best. The cult’s goal is the utter and
complete destruction of any binding force such as homage to Thrym by capturing slaves and defeating
tradition, civilization, community, or feelings of love, foes, especially those who are stronger or more
pity, compassion, or fellowship. numerous. Sacrifices are left in the cold to die of
exposure.
With the peoples of the North living so closely with the Typical Worshipers: Frost giants, Jotuns, the Jötnar,
wild areas of the world, and with the settlements being jotund trolls, frost dwarves, ice trolls, some evil
few and far between, it should come as no surprise that humans living in arctic areas
the Beast Cult is one of the more popular demon-cults
in the area. Thrym appears as an armored frost giant (or possibly a
JotunTOH4) with dark, cunning eyes and a devious
Shibauroth first appeared in NS4: Blood on the Snow character. He is called Thrymr in the Northlands, and
by Frog God Games. he is not only a Jotun but is also recognized as king of
all the Jötnar. He rules a kingdom in the icy cold of the
Surter Ginnungagap called Jötunheim where his great hall is
King of Muspelheim; God of the Fire Giants built upon the bones of slain deities and mortal heroes
Lesser God who tried to play the wily god’s games of chances.
Alignment: Lawful Evil There is not a true head of the Giant Pantheon, but
Domains: Destruction, Evil, Fire, War Thrym, as god of the frost giants and primordial Jotuns
Symbol: Flaming sword and recognized as the King of Jötunheim, is arguably
Garb: Black iron half-plate the closest thing the giant deities have to a leader —
Favored Weapon: Greatsword though theirs is a fractured and contentious group at
Form of Worship and Holidays: Taking slaves, burnt best (see Gromm the Thunderer above).
offerings or prisoners, enemies, and treasure.
Typical Worshipers: Fire giants, volcano giants, some Thrym has been known to personally come to the aid
fire creatures and other giants of his most devoted followers, manifesting himself as a
colossal frost giant bearing a double-bladed greataxe of
pure ice. The Jotuns are considered to be the true sons

156
of Thrym, and the frost giants his lesser children. LikeIt is in Storstrøm Vale that Yiv is the most powerful,
Surter, Thrym and all his Jötnar kin are destined to diefor that long-settled region has the most codified laws
under the hammer of the Heldring god Thor, and his in all the Northlands. Likewise, his followers can be
hate for the followers of that deity is a burning cold. found in Hrolfland where the people seek to emulate
Next only to his hate for Thor is his animosity toward the Southlanders by writing great books of law. Far off
his sworn enemies Bowbe and Gromm. In the in snowy Estenfird, Yiv is the weakest, for there is not
Southlands, his followers seek to destroy the mortal even a ruler of that wild and untamed land to corrupt,
worshipers of these gods whenever they are found. much less a catalog of laws to pervert. The other lands
see little of Yiv, save where the local Thing or jarl is
Thrym first appeared in Bard’s Gate by Necromancer active in codifying laws.
Games
TOH4
See Tome of Horrors 4 by Frog God Games The greatest treacheries of Yiv are those that break the
bonds of the family, turning sons against fathers and
Yiv brother against brother. Here the demon-god has seen
The Treacherous; Demon Lord of Treachery little success, as with most of his infiltrations into the
Lesser God Northlands. When he does have success, it is a great
Alignment: Chaotic Evil coup for him, and his cults celebrate the victory all
Domains: Chaos, Charm, Evil, Trickery over the world. Currently, the few cults of Yiv that are
Symbol: A scribe’s quill dripping blood active are actually campaigning to codify the laws and
Garb: A faceless mask and dark robe for secret rituals give more power to the Things and jarls. In this
Favored Weapon: Dagger manner, they hope to turn vague tradition into exacting
Form of Worship and Holidays: Writing the names words that can be reinterpreted to destroy and ravage,
of cities, families, or nations that the cult wishes to all in the name of the “law.”
corrupt and burning them in a bonfire while intoning
prayers and sacrifices. Yiv first appeared in LL6: The Northlands Saga
Typical Worshipers: Evil jarls and members of a Complete by Frog God Games.
Thing, lawyers, merchants
Zelton
Honor is the cornerstone of Northlander society, the Demon Lord of Sloth
foundations upon which such a loosely governed Lesser God
populace can maintain the bonds of civilization. To be Alignment: Chaotic Evil
accused of being an oath-breaker is one of the worst Domains: Chaos, Charm, Destruction, Evil, Liberation
insults in the Northlands and is openly considered an Symbol: A broken millstone
invitation to a violent meeting between the hazel posts. Garb: Loose-fitting togas in red, orange, and yellow
With a culture so intent on keeping to one’s word and Favored Weapon: Light crossbow
maintaining at least an honorable facade, if not an Form of Worship and Holidays: Feasts and
honorable heart, it would seem that Yiv the debaucheries on all the major social and religious
Treacherous would have a hard time infiltrating the holidays, but held with great gluttony and excess and
Northlands. In truth he has, and far more insidiously others doing the work.
than anyone would expect. Typical Worshipers: Rulers, the rich, con men
Though few will hear of his whispered urges to lie and The North is a cruel and unforgiving place. Even in the
deceive, there are always those for whom mind’s- relative peace and prosperity of the Storstrøm Vale,
worth holds no value, the rights of ring-givers and people must work hard their entire lives in order to
receivers have no meaning, and even the laws of enjoy the basic necessities of food, shelter, and water.
hospitality are naught but words on the wind. Yiv In lands of the South, perfumed potentates are free to
speaks to these men and women, though even then his laze about all day while their minions do the work for
words are subtle and evasive. Yiv thrives on the them; but a Northlander jarl cannot. Should he show
presence of laws that can be bent and twisted but not himself to be lazy, his householders are free to leave,
broken, using the strengths of civilization against itself and his huscarls and hersirs can choose to swear
to bring about the ruin of humanity. In the North, the allegiance to another jarl. Wealth is generally tied up in
very nature of the law and government is such that cattle and land, which require great effort to manage,
there are only a few written laws that can be obeyed in and there are few luxuries to enjoy beyond good food
word only; it is this vague nature of tradition that and good company.
protects itself from the machinations of Yiv the
Treacherous and prevents his corruption from Merchants from other lands have a hard time finding
spreading farther than it has. something that will interest the Northlanders, save for

157
some rare clothes and other worked goods. Still, Zelton’s followers are easily marked for those who
amber, furs, and other local resources fetch a good know what to look for, but sadly, this knowledge is
price in the markets of the Southlands, and thus every rather rare in the Northlands. Those who have fallen to
year traders from these lands make the long journey the Demon Lord of Sloth appear vapid and
north. In addition to the more mundane items they can unmotivated, are given to a strange demeanor of
offer, some have brought something else — the inappropriate self-worth and entitlement, often become
promise of an end to toil and hardship and a life of obese and unkempt, and just as often grow weak in
unending pleasure and luxuries. The Cult of Zelton has body and mind as they eat only to please and not for
come to the Northlands, and though it has found thin sustenance. It is not unusual for those deeply under the
soil to root in, the temptations of this demon-god have thrall of this demon-god to develop a powdery white
proven too much for some to resist. rash called Zelton’s Favor. This rash is the most
dangerous weapon of the cult, for it is a disease that
The tenets of Zelton’s cult are simple: You deserve to offers those so stricken, as well as those who come in
be a king attended to by a horde of slaves who see to contact with its exudations, a feeling of euphoria that is
your every whim. Not only should you be able to live matched only by the deep lassitude that it brings on.
like a Southlander lord, but you really should not have
to work hard to get this reward; it is yours by right of The normal organization for this cult is to have one
birth. Faith in Zelton is all that is required and, of member as the high priest, and his followers acting as
course, doing a few small and insignificant tasks for lesser priests. Every member of the cult is a priest from
the demon-god. That these tasks add up in unforeseen initiation on, and as all believe themselves to be
ways and lead to the deaths of villages and the fall of inherently superior to all other men, inner conflict is
jarldoms is all part of the demon-god’s plan. Other rife. Usually, the high priest is afflicted with Zelton’s
than bringing down civilization, none know what that Favor and maintains some degree of order among his
plan might be. followers by manipulating their addictions to his
accursed secretions. Cult cells generally keep thralls in
order that someone may do the dirty work, or serve as
playthings for the more jaded cultists. Every full moon,
the high priest receives his commands from his god,
orders that if carried out will eventually lead to the
ascendancy of the cult, or at least that is what the
priests are led to believe.

Zelton first appeared in LL6: The Northlands Saga


Complete by Frog God Games.

Sweat of Toil’s Folly


Sweat of Toil’s Folly is the exudate given off by the
rash known as Zelton’s Favor. It is a moderately
addictive drug that brings euphoria but causes a
general malaise in the user. It is harvested from the
sweat of the rash and can affect the bearer of the rash
and anyone else who comes into contact with it.

Sweat of Toil’s Folly


Type contact; Addiction moderate; Fortitude DC 15
Price 450 gp
Effect 1 hour; euphoria, exhausted
Damage 1d4 Con damage

158
Zithal the Stranger Heldring Pantheon (The Ése)
Lord of the Crooked Spear; God of
Deception, Strangers, Treachery, and the The Ése, the pantheon of the Helcynngae (literally
Unknown “people of Hel”) or the Heldring as they’re more
Lesser God commonly known, are an interesting addition to any
Alignment: Chaotic Evil discussion of gods of the icy realms. This is because
Domains: Darkness, Evil, Luck, Travel, Treachery the Heldring reside on the Helcynngae Peninsula at the
Symbol: A featureless face southern tip of the continent of Akados in temperate
Garb: Hooded cloaks and robes in gray, brown, or climes. It is true that the winters of the Hycynngae
black Peninsula can be harsh, and the mountains of that land
Favored Weapon: Shortspear are as cold and icy as any at altitude, but the moderate
Form of Worship and Holidays: On nights of the climate and rich soil of the rolling valleys and downs
new moon, followers of Zithal go out and poison guard hardly invoke images of the icy north. In addition, the
dogs, steal mounts, and leave curses carved in lintels very name of the Heldring (or Helcynngae) people
and gateposts. gives strong implication that they are worshippers of a
Typical Worshipers: Seagestrelander thieves, single deity, the goddess Hel, rather than any full
assassins, and madmen pantheon.

Of all the tibaz of Seagestrelanders, Zithal the Stranger These observations are all accurate, but fail to pierce
is the least likely to be worshipped. In fact, it can the truth of the deep history that is the Heldring people
probably be truthfully said that only those and their pantheon of deities, the Ése. The truth of the
Seagestrelanders who have been overcome by madness matter is that the Heldring resemble the harsh
or are so dissociated with their tribes and people as to Northlanders in many ways in custom and worship.
feel no kinship with them (a state very much akin to This relationship is clear when considering that the
madness in the eyes of Seagestrelanders) actively Northlanders are indeed descendants of the Heldring
revere the Lord of the Crooked Spear. When this does who made the perilous trek upon the Neimbrall Trail
occur, it is most often among criminals who have been some eight centuries previous to escape the persecution
cast out of their village or survivors of raids who have of the Cult of Hel upon the peninsula. However, this
seen their entire village destroyed before their eyes. fails to take into account the findings of these
For the rest of the Seagestrelanders, the Stranger is a Northlanders upon their arrival in the northern realms.
tibaz to be placated with offerings or quick prayers to For there they found powers already present who had
avert his attention or direct it toward one’s enemies. called to them through ancestral bloodlines far more
ancient than the even oldest records of the Heldring.
Zithal the Stranger epitomizes all things vile to the
Seagestrelander mindset: he refuses hospitality to those Although Hel was ascendant at that time among the
in need, readily betrays the hospitality offered by Heldring in their ongoing war against the mighty
others, uses tricks to gain advantage in any situation Hyperborean Empire, the presence of the rest of the
without morals or scruples, and readily disguises Ése, though muted, was nonetheless alive among the
himself to sow dissent and treachery among neighbors Heldring and has re-emerged in the centuries since that
and friends by performing acts of hostility and time. In the modern day, it is Thyr who stands
sabotage. Zithal is seen as the epitome of misfortune or transcendent among the Ése of the Heldring, with Muir
injustice that strikes unexpectedly and brings ruin to and Freya enjoying similar though slightly less
those who are undeserving of fate’s ill will, and as prominence. And even the most ardent purists among
such, the very threat of his presence brings fear to eventhe Heldring cannot fail to note that the ancient
the staunchest of Seagestrelander chiefs. barbarian gods of the Northlanders bear a striking,
even uncanny, resemblance to their own pantheon.
Zithal can appear as anything or anyone, but his tibaz This all serves as evidence that the Ése, and indeed
idols are usually depicted as faceless humanoid figures even the Heldring themselves, originated not within
shrouded in cloaks and bearing a shortspear with a the gentle climes of the Helcynngae Peninsula, but
noticeable bend in its shaft. This is meant to represent among some ancient and forgotten northern realm of
his crooked shortspear Seeqwateni, “Blackblade” in the icy seas and harsh deities amid an unforgiving land.
Seagestrelander language.
Many of these deities are found as deities among the
Zithal the Stranger first appeared in LL6: The Æsir and the Vanir of the Northlander pantheon, but
Northlands Saga Complete by Frog God Games. they are presented here in their more familiar Heldring
representations that is found more commonly among
the folk of Akados. The names given first are their

159
names among the Heldring with any different names Bragi (Bragr)
from the Northlander pantheon given in parenthesis, God of Poetry and Song
followed by any other common names they may Lesser God
possess. Much of the information included about these Alignment: Chaotic Good
gods found herein is taken from LL6: The Northlands Domains: Chaos, Charm, Glory, Good, Travel
Saga Complete by Frog God Games and Symbol: Bowed lyre
supplemented as necessary. Any changes from that Garb: Ordinary warrior garb
source reflect the different modes of worship practiced Favored Weapon: Spear
among the Heldring in relation to these deities. See Form of Worship and Holidays: Performances of the
that resource for more information specifically about great sagas in poem and song to praise Bragi and
the Northlands and the Northlander peoples. heroes and thegns who honored him
Typical Worshipers: Bards, chroniclers, travelers
Norse and Anglo-Saxon Religion
It should come as no surprise that the patron of bards,
What appears below is not a historical treatise on the music, and the arts is well regarded in song and tale.
real Norse pantheon, or the greater pre-Christian Bragi is said to be the god who invented music and
Germanic religions. Indeed, for our purposes their musical instruments, though it is only the wisdom of
name usage has been generally reversed. Instead, this Odin that brought the inspiration for poetry. Not a
is a distillation of those grand mythic cycles to fit the weakling milksop minstrel of the Southlands, Bragi
given space and the needs of a role-playing game. and his devotees are warriors who stand in the
There are far better references to the gods of the Norse shieldwall and urge their fellows on to victory, and
and other Germanic peoples, and if you really want to after the battle lead the laments to the dead and songs
learn something about them, begin with Snorri of the glory of the day.
Sturluson’s Prose Edda. True, he gets a few things
wrong and tends to wander a bit, but he is the best Bragi first appeared (as Bragr) in LL6: The
place to start. Northlands Saga Complete by Frog God Games.

Balder (Baldr) Eostre, Muir


God of Bravery and Beauty Goddess of Virtue and Paladins, Queen of
Greater God the Dísir, Goddess of Spring and the Dawn
Alignment: Neutral Good Greater God
Domains: Charm, Glory, Good, Strength, War Alignment: Lawful Good
Symbol: Dragon-prowed longship Domains: Good, Law, Plant, Protection, Sun, War,
Garb: White robes and sandals, even in the coldest Weather
weather Symbol: Blood-red upraised sword on a white
Favored Weapon: Longsword background
Form of Worship and Holidays: Contests of strength Garb: White wool robes with an upraised sword and
and endurance at feasts to show the prowess and hand in red
fortitude of its participants. Favored Weapons: Longsword or bastard sword
Typical Worshipers: Male heroes of good alignment Form of Worship and Holidays: Regular worship and
Son of Odin and Frigga, Balder is seen as the bravest, fasting on the eve before known battle or before
most gracious, and attractive of all men. Balder is a confirmation or promotion of the ranks of the faithful.
patron of heroes and those who strive to do good in a The Calends of the fourth month is devoted to Muir.
world beset by wickedness. His devotees are all men Typical Worshipers: Human paladins, Heldring
and all heroes (a devotee of Balder must be a male of soldiers, Alcaldrich knights, Justicars
good alignment, be he a focused devotee, cleric,
oracle, or other divine class). Balder is said to sail the Eostre is a proxy god. Originally a lesser goddess of
seas of Asgard in his longship, Hringhorni, the greatest the Heldring, Eostre’s portfolio was subsumed by
ship ever built, before returning to feast at his Muir, a greater goddess and twin sister of Tyr, as well
magnificent mead-hall of Breidablik. Like all the gods as one of the fabled Three Gods of old. Interestingly
of the Ése, he is fated to die in the world-ending battle and somewhat inexplicably, despite Muir’s relation to
of Ragnarök, though this seems odd as his mother has Tyr, she was not originally considered one of the
managed to secure an oath from all things in the world Heldring gods, only attaining that status after
not to harm him. absorbing the influence of Eostre at a time of crisis in
that lesser deity’s existence. This fact only seems to
Balder first appeared (as Baldr) in LL6: The lend credence to the theory that Tyr may in fact be a
Northlands Saga Complete by Frog God Games. much older deity than most of the Ése. Though Muir’s

160
assumption of the role of Eostre may seem brutal or of popularity among the now-devout
parasitic, she actually did so during the Gods’ War Heldring of the Helcynngae Peninsula as
when the lesser deity was on the verge of annihilation Eostre, and within the Empire of Alcaldar
at the hands of the Gods of Evil, and her intervention in Libynos. Both the Heldring hledwalda
and assumption actually saved that deities existence, and the Alcaldrich empress press for
albeit in a lesser form. relocation of the High Altar of Muir to
their respective domains, but the goddess
While Tyr represents law and peace, Muir represents has yet to make a pronouncement on the
the martial valor necessary to make that peace a reality. matter, so for now it remains in its
As such, she is the goddess of paladins and the diminished state in the city of Bard’s
principal martial deity of the Heldring. She is often Gate.
depicted as a dark-tressed maiden warrior in shining
mail with an upraised (often bloodstained) sword. She Eostre was first detailed (as Muir) in D1:
is noble and single-minded of purpose. The tenets of The Tomb of Abysthor by Necromancer
her worship include honor, truth, and courage. As Games.
Queen of the Dísir and Goddess of the Spring and
Dawn, Muir is known as Eostre among the Heldring.
In fact, they barely recognize her more common name
of Muir at all. Despite this, however, they have largely
apportioned her influence on fertility and yearly
renewal to the workings of Freya and mainly venerate
Eostre now as a warrior goddess, much akin to Thor if
not more disciplined and honor bound in service to
their martial deity.

The Dísir themselves are supernatural warrior-women,


similar in many ways to the Valkyries, but who
represent the goddess of the spring and the
enforcement of Fate as decreed by the Norns rather
than tasked to gather the dead for Valhalla as their
more familiar cousins. Since her assumption of
Eostre’s role, Muir has used the Dísir as a planar strike
force representing the Heldring people and the forces
of Good and Law in general. The chieftess among the
Dísir is none other than the much-diminished Eostre
herself (now known as Fylgja) who serves the new
“Eostre” with greater fervor and devotion as an
avenging angel of sorts.

A great order of Hyperborean paladins known as the


Justicars were sworn to Eostre’s service (as Muir) but
are believed to have died off at the time of the Battle of
Tsar and the fall of Tircople some three centuries ago.
Eostre and Thyr (as Muir and Thyr) serve as the
combined state religion of the Empire of Alcaldar in
Libynos, and she is seen as the matron of the martial
Church Militans of its Holy Ecclesia Inquisitorial. The
knights of the Church Militans see themselves as the
modern incarnation of the Holy Order of Justicars,
though followers of Muir outside Alcaldar do not
support this claim.

Like her brother-deity Thyr, Muir has lost some of the


predominance that she once enjoyed in Akados and
throughout the Hyperborean Empire. Her High Altar
was moved to the vicinity of Bard’s Gate after the fall
of Tircople and has since fallen into decline there as
well. However, like Thyr she has enjoyed a resurgence

161
Frey (Freyr) and procreation. Like a few other unusual examples
God of the Sun and the Hunt among the Ése, in the Northlands she is worshiped in
Lesser God much the same aspect among the Southlanders, and
Alignment: Neutral Good Freya is one of the single-most popular deities
Domains: Animal, Charm, Good, Plant, Sun worshiped by the peoples of Akados. She is also
Symbol: Golden boar rumored to be associated with even older cults of the
Garb: Huntsmen leathers, or cloaks or robes of forest Ancient Ones. Even with this immense popularity,
green. however, Freya has never been able to ascend to the
Favored Weapon: Shortbow level of a greater god, remaining a lesser god
Form of Worship and Holidays: Wild hunts through throughout the millennia of her worship. This is
untamed lands. The sounding of hunting horns at the perhaps because of her origin among a lesser tribe of
summer solstice, and before and at the end of hunts. gods known as the Vanir in the Northlands, but that is
Typical Worshipers: Hunters, frontiersmen, druids, not for certain.
some elves and fey
Freya is the leader of the valkyries that seek among the
One of a pair of twins sired by Njord, Frey is a male battle-dead for the souls of valiant warriors to take to
fertility god, the god of the sun, and the patron of Valhalla. Those who die with honor, but not directly in
hunters as well as those who seek reconciliation. Tales battle, are brought to Freya’s hall, Sessrumnir, in
say that he is also the patron of the elves and other fey Asgard to await the end of the world. There they train
(though most elves deny this vehemently) and the wild and feast, though not as well as those in Odin’s hall. In
lands in which they reside. Frey has few devoted the end of time, they will fill out the shieldwall behind
followers, as most prefer his more approachable sister those who died heroic deaths, lending mass to the
and fear any connection to the wild fey. There is some forces of the gods.
rivalry between the faiths of Pan and that of Frey,
though they occurred primarily in the distant past Freya represents fertility in all its forms. In the
during the early days of Hyperborean conquest. There Southlands, Freya represents the cycle of death and
is little contact between the faiths in modern times. rebirth. She is a goddess of the coming harvest, as well
as of sexuality and procreation. Her beast is the falcon,
Frey first appeared (as Freyr) in LL6: The Northlands though she is fond of the winter wolf and the hind. She
Saga Complete by Frog God Games. appears most frequently to her worshipers as a
beautiful human woman dressed in robes and a cloak
of winter wolf fur, though she occasionally appears as
Freya (Freyja) a hunter in leather armor with spear and bow or as a
Goddess of Love and Fertility warrior in shining mail with a glowing sword. She can
Lesser God take the form of a falcon — or any other bird — at
Alignment: Neutral Good will, as well as that of a huge winter wolf.
Domains: Animal, Charm, Darkness, Good, Healing,
Plant, War She is slowly but surely replacing the Hyperborean
Symbol: Falcon goddess Zadastha as the goddess of love. As a goddess
Garb: Robes and cloaks of white trimmed with white of the harvest, there is natural friction between her
fur. followers and those of Telophus, though this rarely
Favored Weapons: Longsword, longbow, spear comes to open conflict. She and Ceres likewise share
Form of Worship and Holidays: Harvest moon feast dominion over midwives and the birthing process,
and before large hunts. Feast of Freya at spring though Freya approaches it more from the procreation
equinox. Secret rites at the new moon. The Calends of aspect and Ceres from the aspect of a healthy family
the third month is devoted to Freya and serve as a and community. As such, there is little conflict between
special holiday in her honor. the followers of these faiths, and small villages tend to
Typical Worshipers: Human females, midwives, lean toward one or the other as a whole rather than
spear maidens, hunters, druids having shrines of both in the same community.
Twin sister of Frey and daughter of Njord, Freya is Though not an inherently violent faith (at least not
well regarded among the Heldring as the patron of outside the Northlands), Freya despises any kind of
hunters, farmers, and the wild lands, but not as wild as arachnid, and her battles against the drow goddess
the ones her brother prefers. Indeed, the wilds of Freya known as the Queen of Spiders are legendary. Her
tend to be closer to the settled lands of the Heldring — followers also frequently conflict with those of the
the thin border between the deep forests or mountains arachnid deity called The Spider, though that deity is
and the farms, villages, and halls of the Helcynn. She too bestial and unsophisticated to truly carry a grudge
is also the goddess of the coming harvest, sexuality, against the goddess.

162
Freya first appeared in W1: The Crucible of Freya by venerate her roles as Goddess of Death and Lady of
Necromancer Games. Pestilence. In both traditions, she appears as a gaunt
woman with half of her body of blackest jet and the
Frigga (Frigg) other half of purest white.
Goddess of the Home and Hearth Of particular note is the history of the Heldring people
Greater God
who made a pact with Hel in centuries past to serve her
Alignment: Neutral Good
as a people in exchange for protection against and
Domains: Air, Community, Good, Healing, Protection
victory over the hated Hyperborean Legions of old.
Symbol: Distaff and spindle whorl
This pact of Hel was long since abandoned with the
Garb: Simple matron’s garments or a maiden’s dress.
fall of the Hyperborean Empire. But great numbers
The garb of a spear maiden when preparing for battle.
upon the Helcynngae Peninsula still venerate the Lady
Favored Weapon: Spear
of Pestilence among the Black Heldring peoples of the
Form of Worship and Holidays: Small prayers given
mountains, seeking to bring about her ascendance over
at the hearth fire for protection and good fortune.
the entirety of the Helcynn once again.
Dances on feast days where the unmarried women
circle the Maypole. What prayers and sacrifices are made in Hel’s name
Typical Worshipers: Wives, mothers, stewards, spear among the rest of the Heldring are done in order to
maidens, spinners, hall builders appease her and keep her away, not encourage her
action in people’s lives, and her active worship is
The wife of Odin and mother of most of the Ése,
outlawed by the Hylcynngae hledwalda. Those who die
Frigga often sits in Odin’s high seat, Hlidskjalf, by the
dishonorable deaths, live without honor, or die under a
hearth fire in his hall and spins flax into gold for his
ruling of outlawry are hers, and are taken to her hall
clothing. She is the matron of wives, mothers, the
that shares her name beneath the earth in Niflheim to
hearth, and the home. As such, she is a goddess of
toil away for all time. When the world ends, these
healing. She is also the defender of the home, a role
unfortunates will be herded in front of the giants and
many Heldring wives must fulfill when their husbands
trolls, thrown in waves against the shieldwall of the
are away trading or raiding. In this role, she can appear
gods, and slaughtered. Though she is a true deity, her
as a war-clad woman of mature years brandishing a
domain is within the Ginnungagap.
spear and shield and ready to strike down all who
would harm those in her care. She is also the matron of Hel was first detailed in Bard’s Gate by Necromancer
birds and creatures of the air, and is served in this Games.
capacity by a coterie of valkyries.

Frigga first appeared (as Frigg) in LL6: The Loki (Loptr)


Northlands Saga Complete by Frog God Games. God of Trickery, Fire, and Strife
Greater God
Hel Alignment: Chaotic Evil
Domains: Chaos, Evil, Fire, Luck, Madness, Trickery
Lady of Pestilence; Goddess of Death Symbol: Faceless wooden mask with a tongue of
Great God
flame on its brow
Alignment: Neutral Evil
Garb: Red and black robes or clothing, or nondescript
Domains: Air, Animal, Darkness, Death, Earth, Evil,
garb when in the act of thievery or arson to better
Plant, Water
blend in with the crowd.
Symbol: A face, half black and half white
Favored Weapon: Dagger
Garb: Druidic garb of midnight black and snow white
Form of Worship and Holidays: First night of
Favored Weapon: Poisoned dagger or sword
winter’s hearth-lighting ritual during Winter Night Blót
Form of Worship and Holidays: Rites to Hel are
(see Odin), small acts of arson and skulduggery
practiced by her worshippers during blights and
dedicated in his name.
plagues; likewise, sacrifices are made to her by fearful
Typical Worshipers: Thieves, con men, gamblers,
non-worshipers to stave off plagues and illness.
oath-breakers, arsonists, madmen
Typical Worshipers: Diseased and disease-causing
creatures, evil humanoids, evil druids, evil women, evil As the son of Odin and a giantess, Loki’s blood is
bards, the Black Heldring tainted as a giant, and although taken into the Ése by
his divine father, Loki has turned his back on his
Hel is the daughter of Loki, and thus her blood is
family and oaths, becoming more than just a trickster
tainted with that of the giants. Still, she is a goddess.
god. While not interested in the total destruction of
Strangely, like Freya, she has some popularity among
human life as the demon cults are, Loki is still a threat
Southlanders, especially certain death cults. They

163
to civilization. His ultimate goal is to become the new
All-Father.

It should be noted that, despite his taint and evil ways,


Loki is still given prayers and sacrifices, just not on a
regular basis and with only a begrudging respect (he is
a god after all). This is because in times past Loki
managed to acquire dominion over fire, an important
thing in frigid climes. Thus, Loki demands an annual
ritual where the fires of the hearths are re-lit in his
honor, and prayers are often offered to light a fire in
critical situations or to beg salvation from an out-of-
control blaze.

Loki first appeared (as Loptr) in LL6: The Northlands


Saga Complete by Frog God Games.

Njord (Njördr)
God of Seafarers and Winds
Lesser God
Alignment: Neutral
Domains: Air, Luck, Travel, Water, Weather
Symbol: A stylized fish beneath a wave
Garb: Robes of blue, green, and white to represent the
waves and foam of the seas, and no footwear when
aboard a ship or on the shore.
Favored Weapon: Harpoon
Form of Worship and Holidays: Prayers and
sacrifices at the beginning of voyages or whale hunts.
Typical Worshipers: Fishermen, seafarers, merchants,
whalers, raiders

Njord is the father of Frey and Freya by his unnamed


sister. Njord became very prominent among the
Heldring as the patron of their ancient tradition of
raiding surrounding coastal areas from their sleek
longships. He is one of the few Ése who managed to
maintain both status and official recognition during the
ascendance of the Cult of Hel, as his patronage of the
Hel-approved raids upon Hyperborean shores proved
extremely useful to the goddess. As the warlike nature
and overall fortunes of the Heldring have changed with
time, his emphasis has changed to that of patron of the
Heldring merchants who ply the seas to carry their
wares to markets near or distant. His veneration
represents the accumulation of wealth, be it through
successful trade expeditions or a bountiful catch for
Heldring fishermen. While great whales hunted upon
the Mother Ocean are the domain of Rán, it is Njord
who oversees the harvesting of the beasts. In addition
to propitiation of Rán for safe travels while upon the
seas, fishermen and merchants spill a bit of wine
overboard for Njord to ensure good winds and a
profitable voyage.

Njord first appeared (as Njördr) in LL6: The


Northlands Saga Complete by Frog God Games.

164
Norns, The Father of the gods, bringer of the mysteries of magic
Weavers of Fate and the runes, patron of the mad-blessed berserkers,
Greater Gods Odin was originally the supreme god of the Ése. He is
Alignment: Neutral also the one that possesses the greatest contradictions.
Domains: Artifice, Death, Fate*, Glory, Knowledge, On the one hand, he represents wisdom, good
Luck rulership, and the serene joys of husbandhood and
Symbol: Three swans fatherhood. On the other, that wisdom is often gained
Garb: Hooded brown robes adorned with swan through madness and sacrifice. Warfare, as well as the
feathers with no footwear risks and tragedies involved, are part of his sphere of
Favored Weapon: Dagger influence, as are travelers and others who undertake
Form of Worship and Holidays: Prayers and long journeys far from hearth and home. Odin is the
sacrifices at births, funerals, and other momentous husband of Frigga, and claims to be father to most if
events in the lives of the Heldring. not all the other gods of the Ése.
Typical Worshipers: Seers
Most of the stories about Odin focus on his role as the
*See Northlands by Open Design.
bringer of wisdom, magic, and runes. It is said that he
The Norns — sisters Uror, Verdandi, and Skuld — are sacrificed an eye and hung himself on the World Tree
not true goddesses and almost no one actually for eight days in order to learn of magic and the runes,
worships them. Rather, the Norns are seen to control not to mention gaining great wisdom. During this time,
the wyrd, or fate, of men and gods alike. As such, all he saw the past and future, and thus knows the threads
Heldring recognize the power and influence of the that the Norns spin, weave, and cut. He is also known
Norns over their lives and accept it with a grim to travel the world disguised as an old man, sometimes
determination. If good or ill befalls a person, it was to learn more of the world, sometimes to test heroes
fated by the Norns and cannot be avoided. Heldring and others. Odin has two pet ravens, Hugin and Munin
merely pray that the Norns favor them with good that scour the world for secrets to bring back to their
fortune and face dire circumstances with bitter master, two pet wolves, and an eight-legged horse that
resignation that their wyrd should fall such. The fact accompany him into battle.
that the Norns govern even the wyrds of the gods mean
that the Ése are equally careful in their dealings with Those who die in battle with honor are taken up to
the strange sisters and take no umbrage when their Asgard and feasted for the rest of eternity in Odin’s
worshipers attempt to propitiate them. hall, Valhalla, where he sits upon Hlidskjalf, his high
seat, and surveys the universe. There, great heroes of
The Norns first appeared in LL6: The Northlands ages past eat, drink, cavort, and enjoy the rewards of a
Saga Complete by Frog God Games. good life. All this will end, however, for in the last
days of the world when Ragnarök comes, these same
Odin (Wotan) heroes will fight in the vanguard of the shieldwall of
the gods against the forces of evil and darkness.
All-Father, Father of the Gods
Greater God Odin first appeared (as Wotan) in LL6: The
Alignment: Neutral Good Northlands Saga Complete by Frog God Games.
Domains: Animal, Glory, Good, Knowledge, Magic,
Nobility, Protection, Rune, Travel, War
Symbol: Single watching eye
Garb: Red robes and headband and cords bound to
wrist and ankles to signify the loss of his eye and his
time spent bound upon the World Tree.
Favored Weapon: Spear
Form of Worship and Holidays: Prayers and
sacrifices of horses during feasts called blóts and
during funerals. Autumn Blót is four weeks after the
autumn equinox, Winter Night Blót is the first night of
winter, Yule Blót is at midwinter, and Summer Blót is
four weeks after the spring equinox at the beginning of
the viking season.
Typical Worshipers: Thegns, warriors, arcane
spellcasters, berserkers, fathers, travelers

165
166
Rán god of storms and heroes. His role as the master of
Goddess of the Pitiless Waves storms means that farmers and others who rely on the
Lesser God weather make appropriate sacrifices and prayers to
Alignment: Chaotic Neutral him. However, despite this important, but mundane,
Domains: Animal, Chaos, Water, Weather role, Thor is most often regarded as the patron of
Symbol: A net caught upon an anchor heroes and the foe of evil, especially giants and trolls.
Garb: Adherents of Rán usually wear no garb during A long-standing feud between Thor and the giants has
ceremonies save perhaps drapings of seaweed. resulted in instant violence whenever the two are near,
Favored Weapon: Net and this extends to his devoted followers as well. Tales
Form of Worship and Holidays: Prayers and of Thor’s might and his magical hammer Mjolnir are
sacrifices of gold by seafarers during voyages to bring many, and each seems to be a daring deed in the cause
safe passage. Wild night dances upon rocky shores of humanity that trumps the one told before it.
during storm season by true worshipers.
Typical Worshipers: Druids, witches, sea creatures, Thor first appeared (as Donar) in LL6: The
some sailors, madmen Northlands Saga Complete by Frog God Games.

Rán is the capricious and sometimes cruel mistress of Tyr, Thyr (Tiwaz)
the sea. Few Heldring truly worship her, being more The Lawgiver; God of Law and Justice
concerned with propitiating her to ward off her Greater God
displeasure when they are upon the ocean swells. Alignment: Lawful Good
Many seafarers travel with some small amount of gold Domains: Community, Good, Healing, Law,
for her so that if their vessel sinks or they fall Knowledge, Nobility, Protection
overboard into her realm she will be pleased with their Symbol: Silver cross on a white field
gift to her and either take them into her service or Garb: White robes trimmed with silver, purple, or
perhaps even spare their lives and set them free upon gold — the colors of kingship
some shore. More often than not, however, those who Favored Weapon: Light or heavy mace (bladed
find themselves at her mercy find only a watery grave. weapons are forbidden)
Rán is the wife of the giant, Ægir, and with him has Form of Worship and Holidays: Worship services
nine daughters: Himinglæva, Dúfa, Blóðughadda, held on the last day of every month. Midwinter eve
Hefring, Uðr, Hrönn, Bylgja, Dröfn, and Kólga. Who (called Commons) is set aside for the common folk to
or what sort of creatures these are is open to question, have their grievances heard before the highest courts of
but many an encounter with scaly horrors from the the land.
deep are attributed to Rán’s Daughters. Typical Worshipers: Human royalty, hledwalda,
thegns, ruling and legislative bodies, some magistrates
Rán first appeared in LL6: The Northlands Saga and judges
Complete by Frog God Games. Rán’s Daughters are
first detailed in NLS3: The Drowned Maiden by Frog Tyr is unusual among the Ése in that he was adopted
God Games. into the pantheon from among the Southlander gods
due to his role in ending the Gods’ War and has even
Thor (Donar) risen to a point of ascendance among the Southlander
God of Thunder gods, especially among the Hyperborean pantheon, at
Greater God times in the past. Tyr is the god of wise and just rule.
Alignment: Chaotic Good He is normally depicted as a wizened king seated on a
Domains: Air, Chaos, Glory, Strength, War, Weather great throne, holding the Rod of Kingship in one hand.
Symbol: Hammer-shaped amulet Among Southlanders — who call him Thyr, rather than
Garb: Warrior garb, sometimes with a linden wood his true name Tyr — the Chalice of Peace is clutched
shield painted black and yellow to denote lightning in the other hand, though the Heldring know, as do the
bolts in a stormy sky. Northlanders, that Tyr has only one hand, the other
Favored Weapon: Warhammer having been bitten off by a powerful Godspawn of
Form of Worship and Holidays: Prayers before battle Chaos while Tyr distracted it and allowed it to be
or great undertakings, songs of lament for the dead and bound for the good of the world.
praise for glory gained after battle.
Typical Worshipers: Heroes, warriors, shipmasters, His principles are justice, order, and peace. He
farmers represents proper and traditional rule, and as such, was
once worshiped (at least in name) by all human
Thor is the son of Odin and Frigga. Thor is the royalty. He is the embodiment of the enlightened
upstanding — though somewhat wild and reckless — human caste system where each person has a fairly

167
determined role in a lawful society intended to create have formed an almost-theocratic society devoted to
the greatest good for the greatest number. Tyr and Eostre, and their hledwalda petitions annually
for the High Altar of Thyr to be moved from Bard’s
Tyr’s symbol is a silver cross on a white field, Gate to Kingsgardt in the Kingdom of the Helcynn.
symbolizing the upturned cross-haft of his sister’s The empress of the actual theocracy of Alcaldar
sword, which he thrust into the earth to end the Gods’ likewise presses for it to be established in the imperial
War at the dawn of time. Upon seeing the blood of so capital of Mhaltra. To date, Thyr’s Southlander clergy
many gods shed, Tyr forswore the use of swords, and has remained silent on the subject of relocation, though
his priests, for this reason, may not use bladed patience wears thin among the royalties of those
weapons. Many favor reinforced rods, similar to light respective nations.
maces, modeled after Tyr’s own Rod of Kingship. The
noble eagle and lion are his sacred creatures. Despite his millennia of success and the establishment
of no fewer than two current monarchies largely based
Tyr has actually been a part of the Hyperborean on his faith, Tyr has seen a near-continuous decline
pantheon for thousands of years. For much of that across the breadth of old Hyperborean lands, especially
empire’s history, he was considered among its chief since the rise of the Eastern god Mitra. However, his
gods and most influential in its civilization alongside high priest notes that this decline cannot be laid fully at
Muir and Arden (and later Solanus). Tyr is also one of the feet of the upstart Mitra because it actually
the ancient trinity of deities known as the Three Gods precedes his dramatic appearance to Overking Osbert
that predates the Hyperboreans. It is unknown whether II several centuries ago. Rather, High Priest Bofred of
Tyr is truly a Heldring transplant or if his worship in Bard’s Gate points out that the first hints of the decline
fact developed concurrently but separately in the had occurred even before the end of the Hyperborean
different cultures. Or, for that matter, if it didn’t Empire, much less the current decline of the Foerde‐
develop long prior to either of them existing, only to waith in recent centuries, pointing to a subtle but
diverge somewhere along the way. In fact, it is not pervasive omnipresent diminishment in civilization
entirely certain that he is truly aspects of the same god over this time period. Bofred and others fear this
(though the belief of that is near universal). diminishment may be a harbinger of worse things to
come.
Regardless, Tyr does not seem to raise any objection to
the correlation, and his Thyr identity has by far been Tyr was first detailed (as Thyr) in D1: The Tomb of
his largest church historically. The modern Heldring Abysthor by Necromancer Games.

168
Other Faiths even craft clay likenesses of their ancestors that they
keep in a sacred location within the house. Every
family has a unique symbol associated with their
Ancestor Worship heritage. Ancestor worshipers typically live amongst
Alignment: Any extended family members as part of a larger clan or
Domains: Community, Death, Protection, Repose, tribe. The bonds of family even between distant
Strength cousins are extremely strong, making them an
Symbol: No universally accepted symbol extremely effective and close-knit fighting unit.
Garb: Varies by sect
Favored Weapon: Varies by sect The followers of Ahkeela practice some ancestor
Form of Worship and Holidays: Varies by sect worship in that deity’s role as the Northern Lights.
Typical Worshipers: Ulnat, shamans, primitive arctic Ahkeela’s followers believe the auroras are the souls of
tribes, taers their ancestors that have been taken up into the sky by
Ahkeela where they can watch over their living
Nomadic peoples, remote communities and the tribes descendants.
of the desolate tundra sometimes engage in ancestor
worship. They believe that the spirits of the dead, Ancestor worship was first detailed in Dunes of
especially those of immediate family members, remain Desolation by Frog God Games.
with the living forever. Their eternal souls bring good
fortune and protect their descendants for countless
generations. Ancestor worship comes in two forms. In Animism
the first example, the worshiper’s ancestors function as Alignment: Neutral
intermediaries between mortals and the gods. The Domains: Air, Amoral (see sidebar), Animal, Earth,
believer asks the spirits to intercede on his behalf and Plant, Water, Weather
relay his prayers directly to his deity. In the second Symbol: No universally accepted symbol
instance, the person’s ancestors ascended to godhood. Garb: Varies by sect
In both cases, the relationship is symbiotic in nature. Favored Weapon: Varies by sect
The family prays for the welfare of the dead, and the Form of Worship and Holidays: Varies by sect
ancestral spirits in turn look favorably upon those Typical Worshipers: Ulnat, shamans, druids,
praying to them. The religion has no formal clergy, as Nûklanders, primitive arctic tribes, awakened animals,
each family venerates its own ancestors. Instead, the taers
family’s patriarch serves as its resident cleric. The
person’s home also acts as a temple. Some families While not a true organized religion, animism is a form
of worship that is very common among the wandering
tribes and family groups of the northern wastes. The
Nûk elves in particular adopted the ways of animism in
their peoples’ belief that the elven gods turned away
from them in the mists of the distant past. Most
spellcasting followers of animism are shamans or
druids, though occasional clerics and oracles can be
found. To the followers of animism, it is to the spirits
of the land that they turn for their divine aid and
guidance. In this faith, every type of animal or plant, as
well as natural features and events have their guardian
spirits. These spirits generally keep to their own
spheres; a wolf spirit is concerned with wolf things,
not bird things. The tribes’ shamans are tasked with
interceding with these spirits in order to placate them
or request their aid. It is thought by some that the
religion of Ahkeela may have originally begun as a
form of animism that far exceeded its area of influence,
and the presence of other animistic sects may also be
approaching the level of a separate religion as sacred
animals or other spirits transcend their original scope.

169
Amoral Domain instincts of the Oinodaemon and has long attracted his
elicit sponsorship of the Jomsviking raiders. That they
Granted Power: You are beyond the constraints of do not specifically represent the spread of disease —
good, evil, law and chaos. You gain Versatile though pestilence arising among the ruins and
Channeler as a bonus feat. You must meet the feat’s survivors they leave behind from their raids is not
prerequisites. This feat appears in the “Versatile unheard of — matters not at all to the Oinodaemon. In
Channeler” section in Chapter 3 of Pathfinder truth the Supreme among Daemons finds their
Roleplaying Game Ultimate Magic. straightforward and brutal ways a bit refreshing after
the all the disease-spreading and insidiousness of his
Touch of Amorality (Su): You can touch a willing normal cult followers.
creature as a standard action, making it more resistant
to spells and spell-like effects based upon alignment. Though most followers of the Oinodaemon exist in
The target receives a bonus to saving throws against cults devoted specifically to the daemon lord, only the
spells and spell-like effects with the chaotic, evil, good Jomsvikings and, interestingly, some derro venerate
and lawful descriptors equal to 1/2 your cleric level the Supreme Daemon in the form of the faceless
(minimum +1). This effect fades after 3 rounds. You intercessors known as the Dark Gods.
can use this ability a number of times per day equal to
3 + your Wisdom modifier. The Dark Gods were first detailed in LL6: The
Northlands Saga Complete by Frog God Games. The
Adaptable Strike (Su): At 8th level, you can give your Oinodaemon first appeared in H1: The Bonegarden by
unarmed strike any one of the following four special Necromancer Games.
weapon qualities — anarchic, axiomatic, holy or
unholy — for a number of rounds equal to 1/2 your The Shadow
cleric level. You can use this ability once per day at 8th
level, and an additional time per day for every four Not specifically a faith of the frozen lands, any
levels beyond 8th. You do not have to select the same discussion on the primary religions of the northern
special weapon quality for each additional use. reaches of Lloegyr would be remiss in failing to
mention the religious or quasi-religious cult that is
Domain Spells: 1st—sanctuary; 2nd—align weapon; believed to have brought about the destruction of the
3rd—dispel magic; 4th—spell immunity; 5th— mighty Hundaei Empire almost two thousand years
atonement; 6th—greater dispel magic; 7th—repulsion; ago. Known simply as The Shadow — when it is
8th—greater spell immunity; 9th—astral projection. mentioned at all — historians believe that it was a
deity, entity, or powerful cult that was encountered
Cult of the Dark Gods when the Hundaei first dared to migrate to and begin to
Greater God settle in the shadow of the Nam-i-Budhani — the Lost
Alignment: Neutral Evil Mountains that lie on the very edge of the northern
Domains: Death, Destruction, Evil, Madness, War arctic realms. Whatever it was, it introduced madness
Symbol: Jörumungandr the World Serpent and violence to the peoples of the Great Steppe in
Garb: Black cloak and mail unprecedented intensity and brought about the
Favored Weapon: Scythe downfall and near extinction of the formerly
Form of Worship and Holidays: Blood sacrifices indomitable empire after two years of civil war.
before and after raids, excessive bloodletting, torture,
and rapine during raids. The Shattered Folk, as the scattered surviving tribes of
Typical Worshipers: Jomsvikings, derro the Hundaei are known, that wander the Haunted
Steppe avoid the northern reaches of the plains and tell
Normally depicted as group of faceless, pitiless of how monstrous humanoids have swept down in
Northlander warriors in dark cloaks and mail, the Cult great hordes in the past, spurred on by the Shadow.
of the Dark Gods exists principally among the When these hordes march, the Shattered Folk scatter
Jomsvikings of the Northlands, where they have and head to the far reaches of the plains to avoid them.
provided power and longevity to Jomskings for In the past, the elves of the Green Realm and the forces
generations in return for the sacrifice of the spoils from of the Foerdewaith have spent their strength to hold
their many raids. Yet despite this pretense as a group of back these hordes, and only the creation of the
bloodthirsty warriors, the Dark Gods of the legendary Wizard’s Wall stymied the last incursion
Jomsvikings are in fact a front for the worship of the when strange shadow walkers drove the horde on.
Oinodaemon, Lord of Disease and Supreme among Always these hordes have dispersed and their
Daemons. The callous abandon of all morality and mysterious masters have disappeared back into the
dedication to destruction appeals to the nihilistic distant northern regions of the Haunted Steppe, but

170
whispers of The Shadow are never far behind. In
fact, the cursed lands east and north of the
Lost Mountains are called the
Shadowlands, and no plainsman in his
right mind would ever go within a
thousand miles of there. The
steppes are huge and hold
many secrets; The Shadow
is one that folk of the
plains hope never comes
to light.

The Shadow was first


detailed in Fields of
Blood by Frog God
Games.

171
Chapter 10: The Deadliest True to form though, Leif had completely fooled
everyone. After his guests departed for home, leaving
Game him and Lailla alone, the spiteful lout’s temper bubbled
to the surface. He launched into a vitriolic tirade
The Deadliest Game begins as a mystery for 6th-level against Lailla, hurling cruel insults and vicious barbs at
characters who stumble upon a gruesome murder the woman he knew since the day she was born.
scene. The investigation leads them to realize the Disgusted by his sickening behavior, she stormed out
greatest triumph can sometimes end in the most the door and into the cold night, preferring the chilly
humbling defeat, and sore losers rarely take a setback weather outside the longhouse to the tempest raging
lying down. Some contests spawn deadly within it. Leif callously locked the door behind her,
consequences embroiling more than just the still seething about his defeat and Lailla’s response.
participants in the lethal game.
While Leif comfortably stewed close to the warm
A Word About Money flames crackling in the fire pit after downing several
pints of ale, the elements turned against Lailla. A
This adventure is ostensibly set in the Northlands ferocious unseasonal blizzard suddenly sprang to life,
region of The World of the Lost Lands by Frog God catching Lailla in its icy grasp. Given the choice
Games. The economy of the Northlands does not rely between certain death and awkward silence, the
on minted coinage but rather revolves around barter freezing young woman chose the latter. When she
and hacksilver. As a result, treasures are denoted in hs encountered the locked door, the frantic woman
rather than gp, sp, and the rest. If you are not using the pounded on the portal and screamed for help.
Northlands setting, however, the conversion is easily However, the exhausted and intoxicated Leif never
made to revert to a more traditional coinage system. heard her pleas. Unable to get back inside, Lailla
desperately trudged through the snow in search of
1 hs = 1 gp shelter elsewhere, to no avail. She finally collapsed
amid a copse of trees almost 4 miles away, where she
For more information on hacksilver and the Northlands froze to death beneath a blanket of fresh snow.
setting, see LL6: The Northlands Saga Complete by
Frog God Games. The following morning, Leif awoke sober and
ashamed and sought out his missing sister. Much to his
horror, he opened the door only to be greeted by a
Adventure Background howling, frigid wind and blinding snow. No trace of
Lailla remained. Leif feverishly searched for the
Every year, Leif Throngard, an avid gamer and missing Lailla without success for several days before
gamester, invited a handpicked lineup of friends and returning home, clinging to the fanciful narrative that
rivals to partake in a weeklong celebration of gaming, Lailla somehow reached safety to bury his growing
feasting, and frivolity at his family’s longhouse in the sense of guilt.
forest outside of Nieuburg. Those who accepted his
generous offer recognize that their host’s boundless Meanwhile beneath the snow, Lailla’s angry spirit rose
hospitality and joviality come with one caveat — Leif from her impromptu grave as a yuki-onna. There she
hates losing. Although he can tolerate the occasional met Kartregg, a druid with a longstanding grudge
setback in a preliminary bout, defeat in the event’s against Leif Throngard for daring to build his
grand finale proves too much for the egotistical longhouse within his beloved grove. The druid gladly
hirdman to stomach. After his violent outburst granted refuge to the malevolent spirit of Lailla within
following his first and only loss in the final event eight his abode of twisted trees and overgrown vegetation
years ago, his competitors deliberately rig the contest while she plotted her revenge against her sibling. In the
to allow Leif to win rather than put a dangerous frozen forest, the apparition bided her time until her
damper on the otherwise enjoyable activities. brother and his friends returned once again for their
However, this unwritten rule fell by the wayside last annual gathering. When Leif and his guests arrived one
year when Leif’s younger sister, Lailla, a newcomer to year later, Lailla and her minions were waiting for
the event, trounced her big brother in the grand finale. them. Lailla watched from afar while her shambling
Tension hung heavy in the air as the stunned attendees servants set upon the attendees. When only Leif
awaited Leif’s inevitable explosion. Yet much to their remained, she entered the longhouse and rendered him
disbelief, their host graciously congratulated Lailla on unconscious. One of her frost wight servants then
her decisive victory. The unexpected yet welcomed bound their captive and carried him back to her lair for
gesture calmed the participants’ collectively frayed further punishment.
nerves and ended the festivities on an upbeat note.

172
Adventure Synopsis The adventure begins in the remote outpost village of
Nieuburg in Estenfird, which appears in LL6: The
The PCs arrive at the longhouse several hours after the Northlands Saga Complete by Frog God Games. The
slaughter where they stumble onto the horrific scene. isolated settlement represents the last bastion of what
Blood soaks the floor and walls, while four frost wight passes for civilization along the Ice River before
spawn brought to life in the aftermath of the carnage entering the Nûklanders’ domain. For your
linger in the longhouse. Oddly, neither Leif nor his convenience, the village’s game statistics from the
sister Lailla can be found. Before the PCs can fully preceding sourcebook are presented in the sidebar.
recover from their battle with these creatures, the frost
wights who perpetrated the initial assault return to Nieuburg
finish the ghastly deed. After fending off the frost LN village
wights, the PCs may gather clues and information from Corruption +0; Crime +1; Economy +0; Law –4;
the site to identify the culprit ultimately responsible for Lore +0; Society –3
these deaths as well as the circumstances leading up to Qualities strategic location, superstitious
the calamity. To further compound the situation, a card Danger +20
shark brought to the festivities by one of the deceased Government anarchy
participants tries to find a new host. The characters Population 156 (150 humans [Northlanders]; 6 elves
may forego unraveling the mystery, and instead trace [Nûk])
the frost wights back to Lailla’s stronghold. Notable NPCs
Gizor Alison, fur and amber trader (LN male
On their way to Lailla’s lair, the PCs may encounter human expert 4)
the indigenous wildlife, a cruel creature born from a Ottar Sibbison, Hrolf Clan representative
long-forgotten ritual, and some of her monstrous allies (NE male human fighter 3)
before reaching an ominous copse of twisted trees Base Value 550 gp; Purchase Limit 2,500 gp
forming a wooded compound. A small flock of Note All manufactured goods and imported items cost
witchcrows concealed within the canopy patrols the 150% of list price.
perimeter raising the alarm and attacking trespassers. If your campaign is not set in The World of the Lost
Within the passages and makeshift rooms inside Lands, the adventure may start out in any settlement
Lailla’s lair, the PCs encounter several natural hazards adjacent to a neighboring boreal forest (taiga). The
as well as the monstrous denizens dwelling alongside village primarily acts as the adventure’s final
the wicked spirit. recognizable landmark rather than an integral part of
the story. The forest where the bulk of the story is set
Even after vanquishing Lailla’s allies, the PCs realize lies ten miles due south of the village on the opposite
they must destroy Lailla to reverse her corrupting bank of the Ice River, while the family’s longhouse is
influence and prevent her malevolence from spreading only three miles farther south along the taiga’s outer
beyond the forest’s boundaries and into the edges.
neighboring settlements. During their encounter with
the irate spirit, the adventurers may learn of her tragic
origins and Leif’s role in this sordid affair. If the Rumors
adventurers liberate Leif, he begs forgiveness for his
sins and vows to redeem himself in his remaining The characters are free to stock up on supplies and
years. perform other downtime activities complying with
their timetable as well as gather some general details
about the neighboring forest and their host. An evening
Starting the Adventure of carousing with the locals or traveling fur traders,
trappers, and loggers passing through the settlement
Leif’s annual excursion to his remote longhouse reveals the following scraps of gossip with a successful
always takes place in mid-autumn, generally before the DC 20 Diplomacy check to gather information.
temperatures turn deathly cold and the deep snow Characters hailing from Nieuburg or any other village
makes travel nearly impossible. The GM is strongly in Estenfird may also recall this information with a
encouraged to consult the weather tables appearing in successful DC 20 Knowledge (local) check. Each
Chapter 3 to duplicate the conditions in the taiga rumor requires 1d2 hours, and may require — at the
during this time of year. In addition, the current month GM’s discretion — the purchase of several rounds of
is Blótmond. Thus, the area experiences eighteen hours drinks or similar efforts.
of twilight (dim light) each day with three hours of
daylight and three hours of darkness.

173
� Leif Throngard is an outgoing, generous fellow,
a local hirdman (wealthy landowner) who can spin a
Adventure Hooks
yarn with ease and enjoys many laughs among his Although Leif and his younger sister resided in
friends. Unfortunately, he also displays a hot temper Nieuburg before her untimely death, the games’
when things fail to go his way. However, ever since his remaining participants traveled here from elsewhere in
younger sister Lailla left him, melancholy holds a Estenfird. The GM may use one of the following three
firmer grip on his formerly jovial personality. (If a PC hooks to get the adventure underway, or he may devise
asks a follow-up question regarding the circumstances an alternative means of piquing the adventurers’
surrounding the departure, the individual can provide interest in the annual gathering of friends and
no details other than to say no one has seen Lailla in competitors.
roughly a year, leading them to presume she left him
and returned to her family.)
A Worthy Challenger
� Much to everyone’s surprise, Lailla defeated
Leif in the event’s grand finale last year. In an equally
Not everyone Leif invites to his annual games is
shocking development, the normally hotheaded man invited back or chooses to return. He likes to bring in
took the loss in stride, congratulating his sibling on her
new competitors and challenges. He, therefore, hears
well-earned victory. He may have turned over a new of the PCs and their recent exploits and believes they
leaf. might make for entertaining guests. As a result, they
� Lailla enjoys fierce competition, and even once receive an invitation written in Runic (illiterate PCs
bested Reinhold Sigursson in a wild drinking contest. may need to hire someone to read it to them) giving the
She pestered Leif about allowing her to participate in games’ date and directions to his longhouse outside of
his games before he finally relented. Nieuburg.

� Leif began his annual games 8 years ago with a Entourage


handpicked group of friends. He treats them to a
weeklong celebration of food, drink, and fun. After taking a one-year hiatus from Leif’s annual
� One of Leif’s guests, Egan Glom, continuously event, perennial challenger Rolf Warsfjeld once again
flirted with Lailla throughout the games. She laughed returns to partake in this year’s festivities. The brash
off his advances and played coy, but the pair agreed to competitor is all too familiar with the event’s unwritten
rendezvous after the festivities. (The rumor is true rules regarding Leif’s compulsive need to win, but his
except for the last portion, which is not.) rival’s foul temper does nothing to dampen his spirits
about the gathering. Unwilling to travel alone to the
� Leif despises losing. Many villagers claim he competition from his distant residence in Ülmer, the
beat his younger cousin, Hengrid, to death after the invitee hires the PCs, about whom he has heard great
young girl bested him in an arm-wrestling match. (This tales, to safely escort him to the site for the reasonable
rumor is false. A dire bear killed and partially devoured sum of 500 hs.
Hengrid, though Leif did physically strike her when he
caught her cheating during a hnefatafl match several Rolf Warsfjeld CR 4
months before her death.) XP 1,200
� The spirit of a young woman slain by a dire hp 31 (Pathfinder Roleplaying Game NPC Codex,
beast haunts the neighboring forest. (This rumor is “Court Poet”)
partially false.)
� Numerous dire beasts stalk the forest Unexpected Detour
surrounding the Ice River and the neighboring
settlements. While participating in another quest in Estenfird, a
sudden cold snap or storm forces the PCs to seek
� Leif’s father Hrothgand made a bargain with a shelter in what appears to be an abandoned longhouse
woodland creature to watch over his family’s within an evergreen forest. Unbeknownst to the
longhouse in his absence. Although he died 8 years adventurers, the seemingly unoccupied refuge is not
ago, his paramours continue their vigil (see the what it appears at first. If the GM opts for this hook,
upcoming encounter Strangest Bedfellows). the adventure begins just outside of Leif’s longhouse at
� The Throngard family engaged in a long- the forthcoming section Approaching the Longhouse.
running dispute with a crotchety druid over the site of
their longhouse. The feud settled down when
Hrothgand died, but the bitter old man still resents
Leif’s forays into the forest.

174
Leaving Nieuburg beaks. Although they sport an avian appearance,
ahlinnis cannot fly. An endangered ahlinni embeds its
Logging and farming transformed the swath of land wicked claws into the trunk of a nearby tree and
separating the Ice River from the adjacent forest into quickly scuttles up the surface back to the safety of its
arable farmland, though neglected parcels show signs perch.
of reverting to coniferous woodlands. Although no
roads or highways bisect this territory, the largely Ahlinni (Cackle Bird) (1d3) CR 4
featureless terrain poses little impediment to travel. XP 1,200
Creatures and vehicles move at three-quarters their hp 30 (Tome of Horrors Complete, “Ahlinni”)
normal speed across this stretch of landscape, which is
best described as tundra. Nonetheless, treat the entire Treasure: Ahlinnis are marginally intelligent, though
area as taiga for the purposes of determining the they greatly value gemstones and other baubles taken
prevailing weather conditions in the general area. from slain opponents. In this case, each ahlanni has
Humanoids traveling at a comfortable pace can amassed a collection of 2d10 agate stones worth 10 hs
traverse the distance between Nieuburg and the forest’s each. Locating each beast’s nest requires a successful
edge within 3 to 5 hours provided they do not DC 10 Perception check.
encounter snow or other adverse weather events
affecting travel conditions. Dire Bear
Moving through the adjacent taiga proves more Short-tempered and highly territorial, this lone animal
challenging than traipsing across the cultivated land adversely reacts to any intrusion to its territory. The
north of the forest. Creatures and vehicles move at beast lashes out with its claws and bite. Indeed, the
one-half their normal speed. In addition, areas of light dire bear prefers grabbing its adversary and sinking its
or heavy undergrowth in addition to any snow or ice fangs into the foe’s flesh. If reduced to under 10 hit
may further impede movement through this arboreal points, its survival instincts kick in, and it attempts to
realm. Leif’s longhouse is 4 miles beyond the forest’s flee.
edge, but it may take the typical humanoid 3 hours to
reach the isolated structure within the forest. As the Dire Bear CR 7
rumors suggested, a host of oversized animals inhabit XP 3,200
the wilderness, attacking any creatures daring to hp 95 (Pathfinder Roleplaying Game Bestiary, “Bear,
trespass in their territory. For every hour spent moving Dire”)
through the forest, there is a 50% chance of
encountering one of the following creatures. Dire Wolverines

Table 10–1: Taiga Random Encounters Ill-tempered and unruly barely scratch the surface
when describing these animals’ cantankerous
dispositions. Trespassing in their territory guarantees a
violent encounter with these animals. Wolverines never
back down from a fight regardless of the odds against
them. Instead, they fly into a mad rage at the slightest
provocation. In this irate state, the conflict knows only
two possible outcomes — kill or be killed.

Dire Wolverine (1d2) CR 4


XP 1,200
hp 42 (Pathfinder Roleplaying Game Bestiary,
Ahlinnis “Wolverine, Dire”)

Adorned with multicolored feathers, these creatures Grizzly Bears


hide in the treetops waiting for suitable prey to pass
beneath their arboreal lairs. Because of their ability to With winter fast approaching, this powerful omnivore
blend into their surroundings, it takes a successful desperately searches for its last scraps of meat and
Perception check against the creature’s Stealth to spot carrion before going into hibernation. Hunger remains
one of the concealed predators. When they spot a primarily on its mind, though the beast proves
target, they unleash their breath weapon at the victim unwilling to risk its life for one final meal. If seriously
and swoop down from the canopy seeking to impale threatened, the animal retreats unless the pair includes
the unfortunate soul with their elongated, pointed a mother bear and her cub. In that case, the protective

175
parent exhausts every ounce of strength to defend her nearby tree. It takes a successful DC 20 Perception
offspring from harm. check to locate the mound (DC 25 if snow covers the
ground).
Grizzly Bear (1d2) CR 4
XP 1,200
hp 42 (Pathfinder Roleplaying Game Bestiary, “Bear,
Approaching Leif’s Longhouse
Grizzly”) (CR 8)
Moss Troll After navigating through 3 miles of coniferous forest,
the trees yield some ground to an impressive structure.
Unlike their brutish relatives, these trolls rely on Built by his great-grandfather almost a century ago, the
subterfuge as much as strength to curb their ravenous longhouse once served as the family’s primary
hunger. Blessed with the spell-like ability to transform residence when they made a living trapping and
into trees, this gang of shape-changing giants relies hunting as simple bondi. Leif’s father Hrothgand grew
upon this magical power to ambush unsuspecting weary of the comparative solitude and harsh living,
victims. Although they share their kin’s vulnerability to prompting him to move his family into nearby
fire, they suffer no such susceptibility to acid. Nieuburg. The elder Throngard visited the old family
However, moss trolls grow unnerved at the sight of a homestead until his death eight years ago. Since then,
roaring blaze or open flame. his only son Leif regularly performs the upkeep on the
longhouse to prepare it for his annual games assisted
Moss Troll (1d2+1) CR 3 by two unusual part-time caretakers (see the upcoming
XP 800 Strangest Bedfellows encounter).
hp 30 (Pathfinder Roleplaying Game Bestiary 3,
“Troll, Moss”) The forest’s bestial inhabitants generally avoid the
longhouse. For the last three generations, the
Treasure: These monsters hide their treasures in the indigenous denizens also saw no reason to provoke an
trunks and branches of nearby trees. For this pair or unnecessary incident with the villagers by looting,
trio, each member stashes 3d6 x 10 hs worth of damaging, or destroying the property. The residence
assorted gems and hacksilver among the tree limbs and stored nothing of significant value other than furniture,
higher branches along with a snow globe (Chapter 5) which serves no viable purpose for most native
and boots of winter travel (Chapter 5). Finding these creatures. When the PCs approach Leif’s temporary
objects requires a successful DC 20 Perception check. residence, the GM may read or paraphrase the
following description.
Winter Wolves
The unkempt forest cedes its dominance to a partial
Lailla earned the loyalty of these beasts shortly after clearing almost completely devoid of undergrowth.
rising from her unmarked grave as a malevolent spirit. Several hewn stumps confirm someone’s deliberate
The creatures kept a close watch on Leif and the other efforts to keep the wilderness surrounding an isolated,
contestants before their arrival, ensuring the host and wooden structure at bay. Lukewarm air pouring out of
his guests arrived safely at the longhouse rather than the broken front door leading into a longhouse collides
deprive the sinister ghost of her long-awaited revenge. with the chilly air outside, creating vaporous clouds of
With Lailla’s brother out of the way, latecomers are condensation. Tentative wisps of smoke issue from a
fair game. Combat always begins with a frigid blast smoke hole in the roof while flickering lights inside the
from their breath weapon followed by an attempt to structure partially illuminate its interior.
bite and then trip. If there is snow on the ground, the
monster attempts to sneak up on its prey. Otherwise, it The smoldering embers and warm air still filling the
dispenses with pretenses and uses its speed to close the longhouse clearly suggest whatever happened took
distance between it and its intended victim. place only recently. The clawed humanoid tracks
clustered around the snowy entrance are easy to locate
Winter Wolf (1d2) CR 5 (successful DC 5 Perception or Survival check) and
XP 1,600 equally simple to follow (successful DC 5 Survival
hp 57 (Pathfinder Roleplaying Game Bestiary, “Worg, check), though they branch off in countless directions.
Winter Wolf”) Some circle around the longhouse, others head back
into different parts of the forest, and others lead due
Treasure: Blessed with intelligence, the winter wolves east. Ultimately, the tracks originate from a due
buried a suit of +1 chainmail and a +1 light wooden easterly direction from Lailla’s compound and then
shield from a past adversary beneath the base of a fork into six unique paths into the surrounding forest
where the frost wights who perpetrated the original

176
177
178
attack lie in wait for stragglers. If a PC succeeds on a though the creature still takes 1d6 points of falling
DC 15 Survival check, the adventurer can ascertain the damage, regardless of whether he drops into the fire pit
preceding general information from the jumbled mess or makes it to the floor. Furthermore, the character is
around the longhouse and its immediate vicinity. A also prone. However, a PC who succeeds on a DC 15
successful DC 25 Survival check enables the character Acrobatics check also lands in an upright position
to individually distinguish each group, allowing the PC away from the fire pit and also takes no damage from
to follow the original tracks back to their point of falling 15 feet.
origin as well as locate the impressions leading back to
the frost wights’ current positions. Regardless of how the characters enter the longhouse,
there may be no time to assess the grisly situation as 4
The 4 frost wights who perpetrated the attack lie in frost wight spawn instantly attack any visible targets.
wait approximately 100 feet beyond the longhouse’s The monsters are the undead remains of Leif’s other
outer walls. Two of their fallen associates remain guests slain by the frost wights. They preferably gang
inside the structure. The undead cluster together into up on one or two opponents and fight until destroyed.
two groups of two designated on the spots on the As previously discussed, they vacate the longhouse in
accompanying map as FW1 and FW2. The wights response to a commotion taking place outside the
immediately attack when the PCs close within 30 feet premises. Thus, if they already joined the fray
of their position, provided they can see the interloper. alongside their frost wight masters, they are not
When combat erupts, the other group rushes into the encountered here. However, if the PCs quietly slay
fray joined by any remaining undead occupants within their masters first (treat each as being enslaved by one
the longhouse. Otherwise, any examination of the of the surviving frost wights), then they immediately
longhouse’s exterior and surroundings shows no signs become full-fledged frost wights.
of a struggle.
Amid the disarray, the PCs also discover the group’s
Frost Wight (4) CR 4 weaponry, locating two longswords, a greataxe, a club,
XP 1,200 and a spear underneath, between, and behind various
hp 26 (Pathfinder Roleplaying Game Bestiary, “Wight, pieces of furniture. The badly stained and heavily
Frost”) damaged furniture has no value. Locating the objects
requires only a successful DC 5 Perception check. The
T1. Leif’s Longhouse (CR 7) games on the tables include hnefatafl, a board game
with glass pieces, and shatranj, an early precursor of
Dying logs in a massive fire pit near the building’s chess, as well as twelve pairs of knucklebone dice
center shed light upon the carnage strewn about the along with playing card decks for karnöffel.
vast space. Copious amounts of blood cover the walls, Identifying the games as such requires either a
floor, and nearly every piece of furniture spread successful DC 10 Profession (gambler) check or
throughout the dwelling. The red splatters stain the six Knowledge (local) check. Unbeknownst to his
benches adjacent to the walls, the stones surrounding a competitors, Egan Glom, one of Leif’s friends, brought
rectangular fire pit, an exquisitely carved pine chair, a a devious tilket with him to better his odds of winning
loom, and four tables covered with hacksilver, a few in light of Leif’s sudden maturity. The conniving
battered coins, wooden pieces, and several game monster remains concealed as an ordinary knucklebone
boards. The spatter even marks the cooking utensils die until it senses an opportunity to communicate
suspended over the fire pit in addition to the telepathically its intentions to a character interested in
provisions, backpacks, shields, spears, and sundry the gaming pieces. For more details about the tilket,
items stuffed into the rafters. Despite the warmth from see Chapter 6.
the central fire pit, two other cadavers emanating cold
air also rest upon the floor, though they exhibit A cursory examination of the scene verifies the four
extensive decomposition. victims valiantly resisted the frost wights as evidenced
by the two frost wight corpses and the enormous
If a PC tries to enter the longhouse through the hole in quantities of blood and guts splayed throughout the
its roof rather than the shattered front portal, it takes a longhouse. The broken door indicates forced entry,
successful DC 10 Climb check to scale the walls. while the weapons scattered on the floor confirm the
Although the flames still crackle beneath the opening, humans put up a savage fight against their attackers.
the air is not hot enough to cause damage. However, a Although they suffered horrendous injuries during the
creature who lands in the fire pit takes 1d6 points of attack, a competitor or a PC familiar with Leif’s
fire damage each round spent within it. Avoiding friends or past competitions recognizes the four frost
falling into the flames requires a successful DC 10 wight spawn as Ulgar Bronstead, Dirk the Bold, Egan
Acrobatics check to jump or swing to a safe location, Glom, and Harald Renssen without making a check.
An individual relying upon a general description of the

179
participants must succeed on a DC 20 Perception similar may help point them in the right direction. The
check to identify a specific individual. The PCs cannot recently discovered map of the winterlands also offers
account for the event’s host, though an astute PC who an opportunity to discover Lailla’s current whereabouts
searches the rafters finds five backpacks, suggesting by identifying the presence of a nearby manmade
Leif or another person was present. Furthermore, a structure. Regardless of whether the PCs follow in the
character who searches through the backpacks frost wights’ footsteps or squabble over their next
discovers clothing belonging to Leif. None of the PCs actions, the terrifying events at Leif’s longhouse also
can confirm the cold-weather outfit’s owner except for attract the interest of its part-time caretakers who
Rolf Warsfjeld (see the preceding Entourage appear in the following encounter.
adventure hook), who can identify the garment as
Leif’s. Strangest Bedfellows (CR 6)
Frost Wight (varies) CR 4 Leif’s mother unexpectedly passed away during his
XP 1,200 teenage years, leaving his overburdened father with the
hp 26 (Pathfinder Roleplaying Game Bestiary, “Wight, task of maintaining the family’s lifestyle and
Frost”) household. The increasing demands of fatherhood and
making a living took a heavy toll on the widower.
or Unable to cope with the pressure, Hrothgand sank into
a deep depression. He alternated between wasting his
Frost Wight Spawn (4) CR 3 days away drinking to excess and wandering the
XP 800 surrounding forest secretly hoping to encounter a
hp 18 (Pathfinder Roleplaying Game Bestiary, “Wight, monster or wild animal that would swiftly end his
Frost”) misery. However, the despondent man’s luck
Spawn (Su) Spawn are less powerful than typical wights, and suffer a –2
penalty on all d20 rolls and checks, as well as –2 hp per HD. inexplicably changed for the better during a chance
meeting with 2 huldras.
Treasure: The two longswords and club are ordinary
weapons, but the spear and greataxe are both The alluring fey twins immediately caught his eye.
masterwork weapons. Eight heavy wooden shields are Appearing as beautiful, slender women, the charming
tucked into the rafters along with six spears. Five pair also took a liking to the rugged-yet-dour
backpacks also stuffed into the tight storage space Estenfirder. The seductresses invited their spellbound
contain five cold-weather outfits, undergarments, and suitor back to their lair, yet unlike so many others
explorer’s kits. One of the backpacks (Leif’s) also before him, the lonely Hrothgand did not bat an
contains eight 100-hs amethysts and a map of the eyelash when he spied their foxlike tails or the weird
winterlands (Chapter 5). Each wight spawn also hollow in their backs. He never questioned their nature
wears travelers’ outfits and carries 10d6 hs on his and gladly accepted them as they were. On that day, he
person. One of them also has flying ointmentAPG. and the huldras, whom he referred to as Katla and Pia,
APG
See Pathfinder Roleplaying Game Advanced Player’s Guide struck up a lifelong friendship, which endured even
Tilket CR 4 after his death. The reclusive man kept his relationship
XP 1,200 with the fey a closely guarded secret. Even Leif knows
hp 32 (see Chapter 6) nothing about his father’s dalliance, though he
sometimes wondered why his father never fretted over
the longhouse’s safety during prolonged absences and
Cold Trails why beasts and monsters tended to avoid the location.
Fresh, humanoid tracks litter the ground surrounding Katla and Pia kept a watchful eye from afar on Leif
the longhouse and its environs, but it takes some effort and his guests during their travels through the forest,
to sort out where the arteries of crisscrossing paths but they turned their attention to other matters after
ultimately lead. As previously discussed, a successful ensuring their safe arrival. The splintered front door as
DC 25 Survival check recognizes that the tracks well as the presence of strangers at the longhouse tells
ultimately originated from a due easterly direction them something must be amiss. Although they do not
heading back toward Lailla’s lair almost four miles know the extent of the tragedy, they are confident the
away. Once discovered, a character can easily follow newcomers undoubtedly played a part in the horrific
the trail with a successful DC 10 Survival check, (DC events. With this notion in mind, they try to sneak up
5 if the ground was covered in fresh snow). However, on the party and get close enough to cast charm
if the PCs cannot locate the frost wights’ original person, daze monster, and deep slumber against the
direction, the adventurers must rely upon alternative trespassers. Most importantly, the huldras want to find
means to further investigate the mystery. Divination out what happened here, rather than outright kill their
spells such as augury, divination, legend lore, and

180
opponents. The only way to accomplish this task is to Ad Hoc XP Award: If the PCs gain useful information
question survivors. Unless someone in the party is from the huldras without killing them, grant the party
actively looking for intruders, it takes a successful DC 2,400 XP for their efforts.
23 Perception check to notice the approaching
creatures. When a PC spots them, the GM may read or Treasure: Katla’s fine linen gown is worth 25 hs,
paraphrase the following description. while her gold necklace and platinum bracelet are
worth 250 hs and 500 hs respectively. Pia’s linen gown
Two attractive women with long auburn hair and is worth 15 hs, but she wears an emerald ring worth
flowing gowns dart behind adjacent trees. For a faint 500 hs and a platinum anklet worth 750 hs. She also
moment, a bushy foxlike tail leaps out from beneath carries two potions in her hollow interior — cure
their clothing and then suddenly disappears again. moderate wounds and spider climb.

Despite lobbing enchantments at the PCs, the huldras


also demand answers. Between moving and using their
spell-like abilities, they repeatedly question why the
PCs broke into the house and insist on seeing Leif and
his friends. If the characters proclaim their innocence,
the fey continue attacking until the PCs convince them
someone else committed this heinous act. Although the
current circumstances do not allow them to attempt a
Diplomacy check, unless one of the characters has a
special ability granting that person the ability to shift a
hostile creature’s attitude during combat, it is possible
to sway their opinion by blaming the assault on the
frost wights and producing one of their bodies to prove
it. In that case, the huldras listen to reason and stop
fighting. Otherwise, the pair continues the onslaught
until they subdue their opponents or must flee to avoid
certain death.

Faced with the evidence of the frost wights’ guilt, the


huldras reveal several important pieces of information.
They admit they monitor the longhouse throughout the
year and confirm Leif and his four friends arrived
safely at the home roughly 8 hours earlier. In addition,
the pair claims the frost wights likely came from a
haunted copse of trees several miles east of the
longhouse. If a PC succeeds on a DC 20 Sense Motive
check during the interaction with huldras, they get a
sense the sly fey are withholding some vital details. A
successful DC 19 Intimidate check or DC 27
Diplomacy check loosens the creatures’ lips. One of
them reluctantly concedes the wicked ghost looming in
the woods is none other than Lailla, Leif’s younger
sister. Neither knows the circumstances surrounding
her death and transformation, though they naturally
presumed Leif played some part in her metamorphosis
into an undead apparition. Despite their anger over the
guests’ deaths and Leif’s disappearance, the huldras
refuse to accompany the PCs to Lailla’s copse or
provide any further assistance. They recognize their
powers of persuasion would have no effect against the
restless spirit.

Huldra (2) CR 4
XP 1,200
hp 38 (Pathfinder Roleplaying Game Bestiary 4,
“Huldra”)

181
Murder by Crows (CR 6) accomplish this goal. Instead, the devious opponent
offers the preceding information in exchange for its
Preoccupied with the task of mentally and physically wretched life. If the PCs negotiate, a character who
tormenting her brother, Lailla leaves the task of succeeds on a DC 25 Sense Motive check notices the
monitoring activities around her lair to 3 witchcrows. creature subtly glance in the direction of an enormous
The covey constantly circles overhead. Instead of pine tree bearing obvious scorch marks and other signs
relying upon their sharp eyesight, the monstrous of trauma. A witchcrow left with no other alternative
creatures scan their surroundings in a dogged quest to fights to the death rather than relinquish its ill-gotten
identify magical auras using detect magic. Fear rather gains.
than loyalty governs their actions. Hence, they place
their interests before those of their currently distracted Witchcrow (3) CR 3
mistress. With this context in mind, the witchcrows’ XP 800
response to the characters’ intrusion depends upon hp 32 (Pathfinder Roleplaying Game Bestiary 5,
whether the magical beasts sense magic or not. In the “Witchcrow”)
former case, they turn invisible using their vanish
spell-like ability and attempt to snatch any magical Treasure: The witchcrows keep an assortment of
item generating such an aura from the owner. After arcane trinkets they collected over the years in a hole
grabbing the object, they flee back to Lailla’s lair to located atop a perch within a huge pine tree charred
boast of their accomplishment. If they do not detect and partially split by a lightning strike. The flying
any magical auras, they monitor the trespassers’ creatures leave no tracks leading up to their elevated
movements from afar and then return to Lailla’s lair to nest. Unless the party successfully stumbles upon the
notify their counterparts watching over the perimeter hoard using alternative means of detecting the
defenses. Spotting the witchcrows requires a successful witchcrows’ cache, such as detect magic or similar
opposed Perception check when they are stationary or spells, the only ways to find their riches are keen visual
moving at less than half their flying speed. When the senses (successful DC 35 Perception check in the area
adventurers encounter these wicked creatures, the GM near their treasure) or noticing the witchcrows’ blatant
may read or paraphrase the following description. tells during an encounter with them. In the latter case,
a PC tipped off to the treasure’s exact location must
Three large crows fly through the trees, extending their only succeed on a DC 15 Perception check to recover
barbed talons in attack formation. Their cackling their stash. Their collection includes a lesser bouncing
clearly forms audible words, betraying their metamagic rodUE, a page of spell knowledge (magic
intelligence, and the unmistakable fact they are not missile)UE, and a wand of pain strikeAPG (CL 5, 8
ordinary birds. charges).
UE
See Pathfinder Roleplaying Game Ultimate Equipment
The witchcrows cannot resist an opportunity to acquire APG
See Pathfinder Roleplaying Game Advanced Player’s Guide
an item through subterfuge or bribery. While the
preceding snatch-and-grab method is their preferred A Snowman’s Chance (CR 7)
modus operandi for stealing objects from others, they
are also shrewd negotiators renowned for bartering Lailla’s slaughter attracted an uninvited guest to her
information in exchange for treasure. A PC aware of private function. The bloodshed lures Oddfrithr, a
the witchcrow’s greed through firsthand experience or despicable snowman onto the gory scene. Drawn to
by succeeding on a DC 13 Knowledge (arcana) check the carnage like a scavenger to a carcass, the outsider
to identify the creature’s special powers and born from a desire for retribution blissfully inhales the
vulnerabilities may negotiate a deal with the scheming palpable terror warming the naturally cool air. Despite
avians. The creatures happily forego attacking the his intense interest in this matter, the monster keeps his
party in exchange for a magical item worth at least distance from the adventurers, stalking them from afar.
1,000 hs, provided they can use it. If the characters It moves through the snow and undergrowth with
offer the creatures an item worth more than 2,000 hs, remarkable ease, though it periodically freezes when it
the witchcrows ignore their presence altogether and masquerades as a sinister children’s snowman
alert the adventurers to a sentry of an additional 3 complete with the traditional accouterments. Oddfrithr
witchcrows concealed within the branches and trunks relies upon its illusory magic to set the travelers’ minds
forming Lailla’s stronghold. When forced to fight, they at ease. It recreates a festive harvest celebration using
fall back on their repertoire of hexes and spell-like its winter wonderland spell-like ability (see Chapter
abilities to keep their opponents off-balance and 7). When the PCs come upon the sight, the GM may
obfuscate their true location. A witchcrow facing its read or paraphrase the following description.
imminent demise resorts to bargaining for its life,
though it never parts with its amassed riches to

182
Strands of garland, wreaths, and colorful ornaments snowman, it attempts to flee the scene or meld with the
dangle from the leaves and branches, while a small surrounding ice.
gathering of Estenfirders sing and dance. At least a
dozen children frolic in the snow around them. Broad Despicable Snowman CR 7
smiles fill their jubilant faces, and giddy laughter XP 3,200
echoes across the joyous scene. hp 85 (see Chapter 6)

The illusory inhabitants wear clothing appropriate for Treasure: The greedy monster keeps its possessions
the occasion and the weather. PCs who interact with stored within his icy body. When Oddfrithr dies, it
them experience peace and tranquility. The PCs’ words melts into water revealing its cache of eight snow
and actions never stir the people to anger, regardless of pearls worth 150 hs each, an ice blade (Chapter 5),
what they say or do. As the spell description states, the and a divine scroll (CL 8: icy future, winter’s chill
adventurers’ inherent suspicions lack the factual basis [Chapter 7]).
necessary to overcome the illusion. PCs who fail their
initial Will save cannot take violent or destructive
actions against the illusory creatures or the surrounding
backdrop. They may defeat the illusion through
interaction with the imaginary residents by asking
them questions about local important geographical
landmarks or historical events. Although the illusory
individual retains his or her composure, it cannot
provide an answer to these questions. Instead, they
try to deflect the question with further questions of
their own or by commenting on another trivial
matter. When several of the PCs finally see through
the illusion, Oddfrithr emerges from hiding and
assaults its opponents. When the PCs first see it, the
GM may read or paraphrase the following
description.

A fur hat, two lumps of coal, a dark twig, and


a blood-red scarf adorn the head of a ghastly
creature made entirely from snow.
The buttons and twig are arranged to
form a pair of lifeless eyes and a
protruding nose, while the hat sits
atop its pristine white scalp and the
scarf wraps around the spherical
head’s connection to a larger, more
bulbous spherical body. An
unnerving scowl etched onto the
face’s icy surface clearly
conveys its malevolence. The
central sphere rests upon an
even larger featureless globe of
snow and ice.

The demented outsider shies away


from physical combat and instead
relies upon its arsenal of spell-like
and supernatural abilities to crush
its enemies’ spirits and psyches.
Although it revels in death,
Oddfrithr truly feasts on
disappointment and melancholy
more than blood. It would much rather
watch a creature wallow in sorrow than bleed out
before its coal eyes. If the battle turns against the

183
Into the Maze conceal her presence. Indeed, the snowstorm
constantly swirling around her almost certainly betrays
The maze consists of two components — freeform her arrival. When she first comes face to face with
encounters, which occur in response to the PCs’ trespassers, the beautiful Lailla attempts to pacify her
movement and actions, and set encounters taking place enemies with her fascinating gaze. Stoking her anger,
at locations designated on the accompanying map of though, proves very easy. Any mention of Leif or the
Lailla’s lair. slaughter at his longhouse evokes a sharp response
from the spirit. She drops any benevolent pretenses and
unleashes her verbal fury on her listeners, decrying
Freeform Encounters Leif for his boorish behavior during their heated
argument and his callous decision to bolt the door
The compound’s residents never sit still. Three of the
during a raging blizzard because he lost a silly game.
villains presented in this adventure freely move
through the maze and its surroundings, though most In addition to her torrent of words, Lailla also releases
avoid several of the keyed encounters, notably areas her wintery wrath. She blasts the adventurers with her
L2 and L4. It is important to become familiar with the cone of cold and ice storm. Adventurers who
two main antagonists (Lailla and Kartregg) prior to the successfully resist these attacks face her chilling touch
PCs’ entrance into the compound. Overall awareness of unless they clearly demonstrate the ability to ignore
their goals and motivations goes a long way toward cold damage in which case she reluctantly uses her last
determining how they respond to the unwelcome eyebite of the day against the characters. When facing
intrusion. Lailla’s incorporeal state allows her to pass imminent destruction, Lailla flees toward area L5, but
through physical barriers, giving her a decided not to escape from the party. Instead, she races toward
advantage over enemies who must push through the the interior chamber to finish off Leif before the
clustered vegetation. However, she lacks any ability to adventurers destroy her.
detect living creatures, forcing her to rely upon her
keen senses and darkvision to spot trouble. Kartregg Lailla CR 8
can also move through the undergrowth, though the fey XP 4,800
druid still needs light, which minimizes his chances of hp 94 (Pathfinder Roleplaying Game Bestiary 3,
catching his adversaries off-guard. Leif’s alter ego “Yuki-onna”)
wanders about the enclosure trying to figure out a way
to destroy his progenitor without angering Lailla.
Kartregg (CR 6)
Lailla (CR 8) The term fanatic best describes the druid obsessed with
razing the Throngard longhouse and expelling every
After a year of planning and waiting, the reclusive vestige of the family’s influence from the forest he
yuki-onna has the object of her ire firmly in her grasp. claims as his own.
With Leif safely tucked away within the trunk of a tree
in area L5 and his associates reduced to corpses or Lailla’s unexpected appearance presented a fortuitous
shambling spawn, Lailla solely focuses on the hate windfall for Kartregg. Despite his current allegiance to
stirring in her undead soul. She constantly ruminates Lailla, he harbors no illusion of forging a long-lasting
on the circumstances of her mortal demise and the bond with her. The spiteful druid sees the wicked spirit
personal satisfaction she gained crashing Leif’s party as the instrument of his revenge. His loyalty to her
in bloody fashion. Even the witchcrows’ feverish ceases at building their arboreal abode. He fights in her
alarms and the sounds of combat cannot shake her presence, but shies away from a confrontation with the
from her blissful reminiscing. PCs when he is alone.
During the PCs’ intrusion, she typically loiters within Although Kartregg would normally leave the
the compound’s inner rings, especially those close to compound to hunt game and gather food, he refuses to
area L5 where she keeps Leif on ice in his comatose leave the enclosure while Leif remains a prisoner. He
state for another 30 minutes. While within the four typically loiters around the maze’s outer rings,
innermost concentric rings, there is a 25% chance of mumbling about his grievances against Leif and his
randomly wandering into the preoccupied spirit. father. For every minute spent exploring the three
Alternatively, any loud commotions in areas L2, L4, outermost rings, there is a 30% chance of running into
L5 and L7 rouse her from her wistful dreams and Kartregg. When caught wandering the maze alone, the
prompt her to investigate the disturbance. druid immediately summons aid, calling for assistance
from Lailla. Until she arrives, which requires her to
Although Lailla can move through solid objects, she hear his cries for help through the walls and over the
nonetheless cannot see through barriers or magically

184
185
howling winds she generates, Kartregg summons allies Wicked Game
to fight on his behalf. He uses his animal allies as a
shield, positioning them between the PCs and himself Lailla devised a sinister game to confound and
whenever possible. In addition, he uses entangle to consume those willing to play it. Under her guidance,
restrain characters adjacent to the walls of trees and Kartregg expanded upon his simple abode to create a
greenery. winding maze of frustrating dead ends made from
conifer trees and undergrowth. In constructing this
Kartregg is slow to respond to any disturbances in devious puzzle, its master scoffs at the notion of fair
areas L2, L4, L5, or L7 and takes minimal actions play. Unlike the typical maze, this labyrinth lacks any
when he bothers to appear. Once again, he summons reward or solution. Instead, the passages harbor only
his allies and takes a back seat, leaving the major traps and dangers able to conceal their presence among
fighting to Lailla and his summoned minions. If the the plant growth or pass through the vegetation with
PCs destroy Lailla, Kartregg uses his wild shape ability ease as in Lailla’s case.
to become a bird and fly away from the scene. PCs
who fail to encounter Kartregg during their excursion The characters can enter Lailla’s lair via one of the
in the maze instead find him in area L6. When found in external entrances or by pushing through the dense
his meager hovel, he acts as described in that section. thicket. It costs two squares of movement and takes a
successful DC 10 Strength check to pass through an
Kartregg Bartemian CR 6 overgrown wall. If the check fails, the wall halts the
XP 2,400 character’s progress. Throughout the complex, the
hp 48 (see Appendix B) wooden curtains extend from the ground to the
concave ceiling. Although they fall short of being
Egotist (CR 3) daunting physical barriers, the tangled mess of
vegetation grants concealment and improved cover to
Extreme duress, mental anguish, or physical trauma creatures and objects on the opposite side of these
can sunder the body and soul. In Leif’s case, Lailla’s natural obstacles. The concave ceiling also plunges the
cruelty and malice proved too great for his fragile ego entire compound into darkness while twilight or
to bear. The ephemeral fiber of his shattered being darkness prevails outside, and dim light when daylight
coalesced into his scheming alter ego. Like his makes its brief appearance. In addition, Lailla’s
progenitor, Leif’s alter ego enjoys games. It obsesses snowstorm supernatural ability fills the entire area with
about winning every contest, though the rules blowing snow, causing a –4 penalty on Perception
governing the competition apply to everyone else but checks and ranged attacks within the enclosure. The
it. With this fact in mind, his alter ego treats Lailla’s gust functions as severe wind and rotates in a
maze as a puzzle. Determined to find the solution, the clockwise direction around Lailla. Using the wind as a
construct constantly wanders the labyrinth searching guide, a character who succeeds on a DC 15 Survival
for its elusive prize. Lailla and Kartregg find the oddity check can discern Lailla’s general location at that
amusing, though the vengeful spirit rebuffs its attempts specific time based upon the wind’s current direction,
to harm the unconscious Leif. provided he is aware of the fact the wind circulates
around her in a clockwise direction. The unnatural
The PCs have a 30% chance of encountering Leif’s weather conditions prevail within the enclosure unless
alter ego for every 5 minutes spent in the maze. If they another creature uses a spell or effect such as control
encounter him, the creature impersonates Leif, a ruse weather or control wind to decrease the wind speed
the PCs foil with a successful DC 20 Sense Motive below severe. If this occurs, the snowstorm effect ends
check or a successful Perception check opposed by the entirely.
alter ego’s Disguise check. During the interaction with
Leif’s imposter, the wily creature constantly ruminates When the PCs enter the maze proper, the GM may read
about solving the maze. Although he possesses his or paraphrase the following description of its internal
progenitor’s memories, he ignores any questions structure.
pertaining to any subject other than unraveling the
secret of the puzzle surrounding him. If the adventurers Several inches of snow cover the ground, while ice
refuse to assist him or pester him with questions about pellets and snowflakes swirl aloft in swift currents of
any topic other than winning the game, he immediately air. Layers of vegetation and contorted trees make up
attacks the offender. the walls of a labyrinthine structure with a domed
ceiling. The vertical barriers run from the floor to the
Leif Throngard’s Alter Ego CR 3 ceiling.
XP 800
hp 54 (see Appendix B)

186
Despite the snow, the constant circulation of air wipes L2. What Lies Beneath (CR 6)
away footprints almost as fast as they can form. The
snow averages 1d3+1 inches in depth, requiring The robust trees and vegetation abruptly yield to a
characters to spend two squares of movement to enter snow-covered clearing filled with decaying trees and
each square within Lailla’s lair. rotting undergrowth. The foul stench of decomposition
lingers in the stagnant air.
Keyed Encounters
Prior to Lailla’s arrival, a blissful fey creature frolicked
The following encounters correspond to specific in the pristine waters of a small pond within a copse of
locations on the map of Lailla’s stronghold. Unlike the vibrant pine trees. When she transformed into an
preceding freeform encounters, what the PCs find at abominable undead spirit, her malevolent presence
these spots remains static regardless of the characters’ likewise changed the pond’s resident into a debased
actions throughout the adventure. asrai. The formerly free-spirited fey still dwells in her
now fouled pond underneath a layer of paper-thin ice.
L1. The Serpents’ Bulbs (CR 6) This outer coating is so thin, it automatically shatters
under the weight of any Small creature or larger and
An adjoining archway connects this inner passageway even has a 50% chance of cracking when a Tiny or
to an exterior passageway. Diminutive creature walks over it. A creature falling
through the thin ice plunges into a frigid, 10-foot-deep
Concealed among the wall’s greenery are 2 cobra pond. When this occurs, the character is subject to the
flowers. The monsters benefit from blindsight, which effects of thin ice as described in Chapter 3 of this
allows them to detect the PCs’ approach from up to 30 sourcebook. However, the resident debased asrai
feet away. When they sense the presence of living presents the more immediate danger to the immersed
creatures, they remain motionless, waiting for their creature.
prey to draw near. Unless the characters are actively
scanning the upper sections of the adjacent walls If the PCs try to avoid the area, the asrai uses its
searching for anomalies or other inconsistencies amid magical abilities to summon a creature able to break
the vegetation, the monsters avoid detection. On the through the thin ice and attack the PCs as well. Indeed,
other hand, PCs peering near the ceiling notice a large she summons multiple creatures to combat the PCs,
flowering bulb and two large green leaves growing on interspersed with her making targeted attacks against
opposite sides of the walls with a successful DC 9 specific individuals with hideous laughter and reduce
Perception check. When the creatures attack, the GM person spells. She prefers summoning at least one
may read or paraphrase the following description. water elemental or an octopus to engage adversaries
who enter the pond, while reserving the balance of her
Two large flowering bulbs surrounded by broad, green conjuration spells for land-based opponents. The fey
leaves suddenly spring out from opposite walls and also uses her repertoire of spell-like abilities to fill the
lunge toward the ground. Greenish-brown roots area with fog or to surround herself with mist. When
support the monsters’ tall, thin stalks, which sprout combat breaks out, the resulting ruckus may attract
blotched and nearly transparent leaves. Kartregg or Lailla’s attention, causing them to use their
magical abilities to harass, but not directly confront,
Hunger motivates the unintelligent plants, leaving the compound’s intruders just yet. Despite the asrai’s
them incapable of formulating any tactics or retreating potent arsenal of spells and spell-like powers, she is an
when faced with their imminent destruction. Instead, extremely poor melee combatant. She leaves the
the monsters simply keep attacking until destroyed. fighting to her minions and sinks to the bottom of the
Two patches of cobra flowers are within the complex, pond whenever the PCs directly confront her while
one near the western side and another close to the underwater or attempts to flee overland if her pursuers
southern portion of the maze. Neither group cannot see through fog and mist.
coordinates its activities with their counterparts or any
other occupant within the enclosure. Lailla and Debased Asrai CR 6
Kartregg simply ignore these creatures, allowing them XP 2,400
to dwell among them without interference. hp 9 (see Appendix B)

Cobra Flower (2) CR 4


XP 1,200
hp 45 (Tome of Horrors Complete, “Cobra Flower”)

187
L3. Cow Pasture A trio of grimy creatures resembling corpulent infants
with disproportionately wide mouths uproots from the
Harmless pine trees, shrubs, and bushes function as the soil and lunges forward. Although vaguely humanoid
building material for the stronghold’s walls and in shape, the leaves, vines, twigs, and tubers making up
ceilings in most parts, but the invasive cow parsnip their filthy bodies belie their plant heritage.
infiltrated these sections of the walls. The odd member
of the carrot family performs an admirable job The mandragoras immediately leap from their hiding
blending in with the surrounding greenery, thus it takes spots and attack any intruders they notice other than a
a successful DC 20 Perception check to notice the druid and his animal companion unless either creature
presence of an unusual plant amid the vegetation. A assaults them first. They never extend the same
successful DC 15 Knowledge (nature), Profession courtesy to the druid’s allies. The creatures grab onto
(gardener) or Profession (herbalist) check is then their adversaries and sink their teeth into their skin,
needed to recognize the danger this odd herb can drawing bodily fluids from their victims. To compound
cause. If a character brushes against the cow parsnip, their enemies’ problems, the creatures let loose
its contact poison rubs onto the victim. However, the unsettling shrieks almost certain to garner Lailla or
cow parsnip can be seen only from the side facing the Kartregg’s attention. Regardless of the odds, these
area L3 designation on the map. A character pushing hideous opponents never retreat nor surrender. During
through the barrier from the exterior side of the wall their tenure within the forest, the three mandragoras
cannot see the cow parsnip and automatically gets the amassed an impressive collection of items they keep
debilitating sap onto its skin. Chapter 3 discusses the concealed beneath a tangle of roots close to the south
detrimental effects cow parsnip has on skin and the archway adjacent to their lair. Spotting the depression
means of removing the toxin from the affected where they hide their riches requires a successful DC
creature’s body and clothes. 24 Perception check.

L4. Mandragora Grove (CR 7) Mandragora (3) CR 4


XP 1,200
An archway opens into a circular passageway with no hp 37 (Pathfinder Roleplaying Game Bestiary 2,
visible exits. “Mandragora”)

More than a century ago, a noble hero and a foul fiend Treasure: The mandragoras’ belongings include a
waged an epic battle across this remote stretch of canvas sack containing 205 hs, a silver necklace with
forest. In the end, the bastion of goodness vanquished an emerald and diamond pendant worth 1,000 hs, and a
his vile adversary, felling the creature in glorious +1 club.
fashion. With his foe destroyed, the paladin never gave
a second thought about the spot where he felled his
opponent. Although the spawn of the Abyss could no
longer wield its evil powers directly, its rotting corpse
spread its malevolence to 3 mandragoras devouring
the disgusting ichor and decomposing nutrients.

Kartregg treated the three plants as pets, originally


using them as guards for his humble abode. He
periodically lures animals and the occasional hapless
humanoid into the lair to satisfy the monsters’ appetite
for fresh blood in return for their vigilance. The
devious plants make ideal spies because it is nearly
impossible to distinguish the sentient creatures from
the ordinary trees and vegetation constituting the
stronghold’s walls. Indeed, it takes a successful DC 33
Perception check to notice the mandragoras among the
surrounding greenery. On the other hand, it only takes
a successful DC 20 Stealth check to avoid their
watchful gaze. When these creatures set their sights on
potential prey, the GM may read or paraphrase the
following description.

188
L5. Lailla’s Challenge (CR 7) White Lightning Trap CR 6
XP 2,400
Sixty-four squares arranged into rows of eight alternate Type magic; Perception DC 30; Disable Device DC
between being covered in ice and snow. Three man- 30
sized wooden statues rest atop these squares. The first Trigger proximity (moving one of the statues); Reset
made from a species of dark wood occupies a square none
adjacent to the northwest corner. This sculpture depicts Effect spell effect (white lightning [Chapter 5]), 10d6
a man clad in a noble’s garb holding a sword and damage in a 60-ft. line toward the creature or object
wearing a crown. The second statue made from a light- moving the statue, DC 18 Reflex save half)
colored wood resembles a circular castle, while the
final sculpture also made from blond wood resembles a Correctly deducing black already won the game may
regal woman wearing a luxurious gown and a circlet lead to the inevitable question of what happened to the
upon her brow. These two statues stand adjacent to one defeated white king. Of course, Lailla’s revenge would
another in the two horizontal rows below the dark not be complete without her once again defeating her
wood statue. Countless splinters and numerous chunks brother at his favorite pastime — games of strategy
of wood litter the snow-covered ground surrounding and skill. Under duress, she forced him to play another
the squares. A lone pine tree covered by a thick layer match with her. Like that fateful night last year, Lailla
of ice grows from the snow-covered soil and reaches trounced her feeble opponent. Leif’s beating was so
up to the dome’s apex. There are no visible entrances humiliating, it severed a sliver of his personality,
into or out of this area. giving rising to his alter ego, which futilely roams the
complex searching for its progenitor who remains
Unlike any other location within the complex, imprisoned within the lone tree stretching from floor to
Kartregg completely enclosed this location, preventing ceiling (see the preceding freeform encounter Egotist
the ferocious winds swirling about the chamber from for details regarding the alter ego). The 4 inches of ice
entering this area whenever Lailla is not in the (hardness 0, hp 12) coating the pine tree conceals and
chamber. True to form, the clever undead woman still fastens a crude portal built into the trunk. Removing
derives some pleasure outwitting others, especially the the ice grants access to the makeshift door, which
man who killed her. As the preceding description opens without difficulty. The comatose Leif can be
suggests, the dreadful spirit recreated a game board found stuffed inside, still reeling from Lailla’s eyebite.
using snow and ice to represent the board’s different
shades and wooden statues Kartregg created to If the PCs revive him from his stupor, the man reveals
function as pieces. The dark wood statue near the the sordid details of his last evening with Lailla as well
northwest corner acts as the black king, while the as his graphic recollections of the massacre at his
castle-shaped pine carving is the white rook and the longhouse. He reveals that the frost wights killed his
noblewoman adjacent to the rook is the white queen. companions first and then Lailla knocked him
The GM may give the adventurers Player Handout 1, unconscious with a potent spell. Leif declares any fight
allowing them to envision what the scene looks like. against his younger sister to be a hopeless endeavor,
but he grudgingly agrees to battle alongside the PCs in
At first glance, the solution to this puzzle appears a quixotic effort to right his terrible wrongs.
incredibly simple. Making a diagonal move with the
white queen into the same row as the black king ends Leif Throngard CR 3
the game in checkmate. This may prompt the XP 800
characters to relocate the white queen to the ice- hp 38 (see Appendix B)
covered square four spaces left of the board’s northeast
corner. PCs anxious to quickly solve the riddle and
reap their reward may overlook one glaring omission
— there is no white king. Black already won the game,
so moving any piece triggers a deadly trap.

189
190
L6. Kartregg’s Corner (CR varies) disgusting corpses sit on top of the pile of coins in the
far corner.
Two luxurious brown furs cover a crude, wooden bed.
Ash fills a small fire pit in the opposite corner, close to Frost Wight (2) CR 4
a closed wooden box. XP 1,200
hp 26 ((Pathfinder Roleplaying Game Bestiary,
The frugal, hermetic Kartregg dwelt in this cramped “Wight, Frost”))
hovel before Lailla’s arrival. These days, he spends
little time here, other than to sleep for a few hours at a Treasure: Lailla’s hoard includes 4,023 hs. One of the
time. If the PCs successfully catch him napping, an bags contains six wheels of rare cheese worth 10 hs
awakened Kartregg feigns to be Lailla’s prisoner. He each, while the second canvas bag holds an elaborately
claims complete ignorance of her plans, her carved piece of scrimshaw worth 350 hs, a walrus tusk
involvement in the longhouse slaughter, or Leif’s worth 50 hs, and an ice axe. The blade sticking out of
current whereabouts. Otherwise, Kartregg uses the the mound is a +1 flaming dagger Lailla acquired from
dead end solely to store his meager belongings, a wayward giant slayer.
including the two grizzly pelts on the bed and the
contents of the wooden box near the fire pit he uses to Concluding the Adventure
cook meat.
After defeating Lailla and Kartregg, the indigenous
Development: If the PCs did not encounter Kartregg wildlife slowly reclaims the pair’s arboreal stronghold,
elsewhere in the lair, they find him here as mentioned though over time, it falls into disrepair and neglect. If
above. Leif survives the ordeal, he thanks the adventurers for
their assistance and offers them a lifetime of hospitality
Kartregg Bartemian CR 6 in his family’s longhouse as well as an open-ended
XP 2,400 invitation to his annual gathering of fellow gamers.
hp 48 (see Appendix B) The temperamental host also makes a genuine effort to
improve his demeanor and graciously accept defeat. If
Treasure: The two furs are in mint condition, giving someone brings his crimes to the attention of any civic
them a value of 100 hs each. Kartregg’s unprotected authorities, Leif and the Throngards’ extended family
box contains an amber ring-brooch worth 50 hs, an quietly quell the inquiry. Although disturbed by his
assortment of rare herbs and plants including actions leading to Lailla’s mortal demise and unnatural
baneberry and wild calla worth 200 hs, and two rebirth, Katla and Pia forgive the Throngard scion for
explorer’s outfits. his transgressions and endeavor to make him a better
person.
L7. Lailla’s Treasury (CR 6)
Two leather bags rest atop a
small mound of silver. The
jeweled hilt of a small blade
protrudes from the top of the
treasure pile.

In her incorporeal state,


Lailla cannot carry her
worldly treasures with her.
Therefore, she leaves them
here under the protection of 2
frost wights. The undead
monstrosities remain under
strict orders never to leave
her goods unattended, thus
they never leave this area to
intervene in a combat taking
place in an adjoining
chamber. In most cases, the

191
Chapter 11: Three Times the Naniq. The dimwitted and awestruck young man could
not perceive Avi’s ruse, as the alluring woman was in
Ladies reality a malevolent winter hag named Avisetsura.
Although the hag normally would not hesitate to lull
Three Times the Ladies is an adventure for 7th-level her victim into submission and then devour his flesh at
characters taking them into the isolated land known as her leisure, the cunning crone felt uneasy about her
the Far North in pursuit of their patron’s wicked quarry. She recalled an obscure prophecy from her
dream. Although the story can be run as a standalone childhood telling her that death would befall her if she
product, it presents an ideal opportunity to draw the slew “the man among boys.” Therefore, the wily hag
characters into the events of LL6: The Northlands spared him after their brief dalliance, allowing him to
Saga Complete by Frog God Games. dwell only in her memories.

A Word About Money Avisetsura understood the meaning of discretion, yet


the same could not be said for the smitten Naniq.
This adventure is ostensibly set in the Northlands When he returned home, the infatuated young man
region of The World of the Lost Lands by Frog God boasted of his tryst with the ravishing snow maiden
Games. The economy of the Northlands does not rely while pledging his undying love to her. His bold
on minted coinage but rather revolves around barter declarations sent shockwaves through the community.
and hacksilver. As a result, treasures are denoted in hs His arranged marriage immediately came undone, his
rather than gp, sp, and the rest. If you are not using the fellow villagers mocked him, and his stunned family
Northlands setting, however, the conversion is easily disowned him, forcing Naniq to leave the Seal Coast
made to revert to a more traditional coinage system. for distant shores far from the shame and ridicule he
felt at home. The skilled sailor earned his keep as a
1 gp = 1 hs whaler in more temperate waters, though thoughts of
his rendezvous with his beloved Avi never strayed far
For more information on hacksilver and the Northlands from his mind.
setting, see LL6: The Northlands Saga Complete by
Frog God Games. Fortune also changed for Avi in the decade that passed
since their fateful encounter. The Cult of Althunak, a
cabal devoted to the slumbering demon god bearing
Adventure Background the band’s name, suddenly awoke from its hibernation.
Although the winter hag shares the group’s penchant
Naniq, a teenage Ulnat villager, always had an aptitude for evil and mayhem, the lascivious monster refuses to
for hunting and life on the sea, but unfortunately little bow to the bestial deity and his human minions. The
else. His father Tiilutiq described his only son as a boy shifting balance of power forced the domineering Avi
of power and passion, a young man borne of the winds to forge a coven with Saadi and Vesti, two annis hag
and waves who sadly could experience the breeze sisters who also inhabited the tundra. Now blessed
passing from one ear to the other without abating. with the power to infiltrate the dreams of another, the
Regardless of his shortcomings, the fearless and skilled trio revisited the mind of Avi’s most memorable
Naniq quickly earned his stripes within the tribe. He conquest, Naniq. Avi beckoned him to return to her
singlehandedly landed his first whale at the age of waiting arms in the hopes of regaining his lost honor
fourteen and bested a young polar bear in a wrestling and saving his people from certain ruin. Naniq could
contest less than one year later. As he neared not resist the opportunity to bask in her beauty again
adulthood, a chance encounter in the tundra forever and make amends to his family as a conquering hero.
changed his destiny. The hardworking whaler acquired passage aboard a
longboat to travel across the sea so that he might
While pursuing a reindeer herd, the hunter stopped rescue the Ulnat people from a disastrous end.
dead in this tracks upon spying a woman so beautiful
she left him motionless and speechless. Although
already betrothed at the tender age of sixteen to the Adventure Synopsis
daughter of his father’s childhood friend, the
dumbstruck Naniq instantly banished thoughts of his After a grueling journey at sea, the longboat the PCs
future wife from his mind and fixated his attention on are travelling on shipwrecks during a violent storm on
the woman standing before him. When his tongue a stretch of rocky shoreline along the Seal Coast.
finally loosened, the lustful young man recounted his During the previous night, Avi again entered her
youthful exploits to the maiden. Known only as Avi, charge’s restless dreams and commanded him to lead
the statuesque beauty fawned over his stories while part of the longboat’s crew to a predetermined
lavishing her charms on the wildly overmatched rendezvous point. When the PCs awaken, Naniq and

192
15 crew are inexplicably missing. The PCs follow the Northlands Saga Complete, the adventure starts with
group’s trail to a crude campsite where they discover the sea voyage described in Chapter One: The
the butchered corpses. A cold rider who struck a Voyage North from NS1: Vengeance of the Long
bargain with the coven for Naniq’s safe passage Serpent. A GM choosing this route can simply have all
mercilessly killed the longboat’s crew. Many of the the PCs and Naniq serving as crew aboard the Long
dead also rose from their graves as fetches. Serpent. GMs who wish to intertwine this adventure
within those of LL6: The Northlands Saga Complete
Meanwhile, Naniq’s trail continues across the tundra, in a more complete manner will find some guidance
though it becomes apparent someone or something below. However, a simple way to do so is to simply run
expected his arrival. The footprints of a beast intersect this adventure and NSI: Vengeance of the Long
with his own just outside the campsite, suggesting he Serpent concurrently — lay all the plot hooks for each
mounted the animal for the trek across the tundra. out and let the PCs decide in which order they’ll chase
Meanwhile, the perpetrator responsible for the those hooks.
preceding massacre patrols the area around the
slaughter searching for other victims. During their Should the GM not wish to intertwine this adventure
pursuit, the PCs may cross paths with several types of into the events of LL6: The Northlands Saga
megafauna roaming the tundra, mad cultists (the Complete, the GM must find a way to get the PCs
Children of Althunak) investigating rumors of dissent aboard a ship heading north alongside Naniq. PCs
among the land’s humanoid or monstrous inhabitants serving on the crew as raiders or explorers is the most
while venturing to a rebuilt temple, and lone likely fit, but whatever works for her group should be
individuals wandering the desolate landscape searching fine. In such a scenario, Naniq easily slots in as just
for prey and valuable resources. another member of the crew.

When the trail reaches its conclusion, the PCs arrive at In either case, the GM should make sure the PCs get a
the crumbling ruins of a lost Ult settlement dating back chance to interact with Naniq and other crewmembers.
thousands of years. Over the years, Avi and her cohorts Knowing Naniq will aid the PCs in several encounters,
supplemented the surviving structure’s foundation with and knowing several other crewmembers will make a
walls and ceilings crafted from the abundant snow and later scene more meaningful to them.
ice. Preoccupied with seducing Naniq and preparing
him for their plan to infiltrate the Ulnat settlements and The adventure begins after a rough night at sea,
slay the priests and leaders loyal to the Cult of culminating with a shipwreck. While the PCs slept, or
Althunak, the hags keep a lax eye on their were unconscious from a combination of sea sickness
surroundings, confident in the fact that the cold rider and the results of the shipwreck, Naniq and 15
wiped out the longboat’s crew. This diversion gives the crewmembers headed inland, taking supplies with
PCs an opportunity to sneak into their seemingly them.
undefended residence and catch the hags off guard.
Despite their inattentiveness to the outside world, the Integrating with LL6: The Northlands
humble abode features several defensive mechanisms
incorporated into its design capable of alerting the trio Saga Complete
about trespassers or maiming intruders who fall for the
monsters’ devious ploys. As mentioned above, while Three Times the Ladies
runs perfectly well as a stand-alone adventure, it also
Fortunately for the PCs, the coven does not present a integrates nicely into events in LL6: The Northlands
totally united front. The two annis hag sisters fight side Saga Complete, fitting very well with NS1: Vengeance
by side, while Avi and her duped lover function as a of the Long Serpent, and providing opportunities to set
cohesive unit. Clever PCs can also overcome the up events of NS2: Beyond the Wailing Mountains.
winter hag’s magic and reveal the truth to the brutish GMs who wish to undertake such a setup would do
barbarian, potentially causing him to switch sides and well to kick off events with Chapter One: The
battle against his alleged lover. This brings the Voyage North from NS1: Vengeance of the Long
triumvirate to an ignominious defeat and allows the Serpent. In this scenario, the PCs and Naniq are
PCs to focus their interest on the next task at hand — crewmembers on Hallbjorn’s longship. The events of
decimating the Children of Althunak. Chapter One provide opportunities for the PCs to
interact with the crew, including Naniq, and to forge
relationships. After Event 2: The Storm, Naniq steps
Starting the Adventure up to take over from Hallbjorn as master of the ship.
Should a PC also wish to rise to this position, follow
If the GM sets the adventure in The World of the Lost the guidance within the encounter for resolving how
Lands and opts to incorporate this tale into LL6: The

193
the crewmembers make their decision regarding whom Tables 3–18 and 3–19 from the same chapter to
to follow. respectively ascertain the wind speed and the daily
weather. Alternatively, the GM may use the averages
Event 3: The Lone Kayak serves as an alternate to found in these tables, thus the daily high temperature
the longboat becoming shipwrecked along the Seal reaches –24º Fahrenheit (–31º Celsius) and the low
Coast. The PCs, and possibly some crew, head off with temperature dips down to –36º Fahrenheit (–37º
Yilithi to the village of Laquirv. There, they deal with Celsius). The winds howl at an average speed of
the plot outlined in Chapter Two: Exploring the thirteen miles per hour with only a remote chance of
North as detailed in LL6: The Northlands Saga snow.
Complete. Before the PCs head off to the events in
Chapter Three: Against the Children of Althunk,
however, the GM should find a reason to bring them
The Seal Coast
back to the Long Serpent. The PCs’ first taste of the Far North comes with their
arrival on the Seal Coast, a desolate stretch of
Upon their return, they find several of the crew
shoreline bordering the realm the natives refer to as
unconscious though seemingly unharmed, supplies
Ulnataland, named after the people who eke out a
missing, and several more crewmembers — including
meager living off this unforgiving land. Although it
Naniq — unaccounted for. A cursory search of the area
borders the Great Ocean Ûthaf, the coast resembles
uncovers tracks heading northwest. The tracks were
rugged, rocky terrain far more than the typical beach.
made by at least a dozen men, and include the telltale
Jagged crags, ice, and snow take the place of fine sand
markings of both sleds and at least one toboggan. This
and packed dunes. The GM may read or paraphrase the
kicks off in earnest the events of this adventure,
following description to set the scene.
starting with On Naniq’s Trail below. The rest of the
events contained in this adventure then play out as Chilly, frothy saltwater laps onto the rocky shore with
described here. Upon their return from defeating the each passing wave and then retreats to the frigid ocean
coven, the PCs are then quickly thrust into the where sea ice bobs atop the tumultuous surface.
conclusion of NS1: Vengeance of the Long Serpent, Hundreds or perhaps thousands of seals frolic in the
and proceed to Chapter Three: Against the Children choppy waves and lounge atop the frozen earth.
of Althunak. The denouement of this adventure can, at Numerous other aquatic mammals and birds
the GM’s discretion, serve as a further hook into the accompany them. Jagged stones protrude above the
events of NS2: Beyond the Wailing Mountains. tide, while snow and ice accumulate on the nearly
sheer cliffs beyond the water’s reach. Numerous
Running as a Standalone humanoid footprints mar the otherwise pristine white
tapestry, trudging a path between two formidable
On the other hand, if the GM wishes to avoid using the snowbanks and onto the desolate tundra far in the
events of NS1: The Vengeance of the Long Serpent in distance.
their entirety, she’s highly encouraged to at least make
use of Chapter One: The Voyage North, as both None of the animals poses an immediate danger to the
Event 2: The Storm and Event 3: The Lone Kayak PCs unless they provoke a fight. Any assault against a
serve as a good way to get the PCs onto land on the pup triggers an immediate response from the mother
Seal Coast. Should she choose not to, however, she and in some cases, the father as
only needs to get the PCs onto the Seal Coast in some well. The remaining seals and
way — shipwreck, natives, etc. — and from there find other marine mammals then
a reason to set them on Naniq’s trail. scatter, leaping into the water
to elude potential predators.
Conditions in the Far North Seal (2d4x100) CR 1/3
The adventure takes place when the land endures XP 135
fifteen hours of darkness and nine hours of hp 4 (Pathfinder Roleplaying
twilight, from 8:30 in the morning Game Bestiary 5, “Familiar,
until 5:30 in the afternoon. Winter Seal”)
conditions prevail over the Far
North. To determine the daily Walrus (10d6) CR 3
temperature, the GM may XP 800
consult Tables 3–16 and hp 30 (Pathfinder
3–17 from Chapter 3. Roleplaying Game
Likewise, the GM may use Bestiary 4, “Walrus”)

194
195
On Naniq’s Trail Table 11–1: Random Encounters
Finding and following the trail left by Naniq and the
missing crew is a trivial task — they clearly made no
attempt to hide or even obscure their trail. The gap
cutting through the surrounding cliffs measures a
meager 15 feet across and appears manmade though
badly neglected. The opening resembles a mogul field.
Walking over the bumps poses no challenge to an
explorer, but negotiating a sled or toboggan through,
over, and around the treacherous undulations requires
the creature pulling the vehicle to succeed on a DC 10
Strength check. After passing the cliffs, the PCs
formally set foot onto Ulnataland’s bleak tundra.

As they trek further inland, the snow gives way to ice


sheets. This leaves no footprints for the PCs to follow,
though the sleds still leave tracks that are easily
Aurora
followed. Not surprisingly, Naniq completely A gout of plasma ejected from the sun’s corona
overlooked the fact that his party lacks beasts of interacts with the planet’s magnetic field to create a
burden to pull the sleds across the ground, thus forcing dazzling display of wondrous lights that fills the dark
him and several crew members to drag the vehicles to sky. This phenomenon known as an aurora has no
their intended destination. immediate impact on the characters, but its effects
described in Chapter 3 of this sourcebook linger for
Naniq’s trail leads seven miles northwest of the
the next 2d20 hours.
landing point before ending in a gruesome scene (see
the upcoming Frozen Souls section). An ice sheet
covers the entire area, though there is a 20% chance of Children of Althunak (CR 7)
encountering 1d6 inches of fresh snow while traveling
across the region. When snow is present, it sits atop the While the PCs’ focus lies elsewhere, the spreading
ice sheet and covers every square within a 1d6 mile disease known as the Cult of Althunak represents an
radius. Although it costs two squares of movement to inescapable reality. His fanatical worshippers seek to
enter a square containing either impediment, the PCs plunge the world into icy death. Saani, an adept, leads
nonetheless travel at three-quarters their normal speed this cabal of cultists on their mission to spread his
under their own power. Vehicles, flight, and other message throughout the realm. When the PCs
modes of transportation may also affect their speed. encounter the shaman and his 1d4+3 cultists, they
demand to see a “sign,” though they never specify
Of course, the PCs are not the only creatures making what they want. If the PCs present a holy symbol of
their way across the land. Megafauna looking to pick Althunak or express their allegiance to the demon-god
off a wayward aquatic mammal or devour the weakest through words or deeds, such as sharing their
member of a reindeer or musk oxen herd happily provisions with them, Saani and his minions exchange
devour stray humanoids in place of their usual fare. news of cultist activities and allow the PCs to proceed
Monsters and humanoids also traverse the desolate without incident. PCs slated to participate in LL6: The
landscape for a variety of purposes both noble and Northlands Saga Complete after completing this
nefarious. For every hour spent trekking through the adventure may obtain information useful to their future
tundra, there is a 50% chance of encountering one of endeavors as well as a potential adventure hook
the following creatures or events. drawing them into those events. More likely, the
cultists attack without mercy, repeatedly demanding
the PCs embrace winter and feel the wrath of ice and
snow. Any battle with the cultists is a fight to the death.
Althunak’s children never surrender or flee. If
magically compelled or successfully Intimidated, they
reveal they originally came from Norvagak and are on
their way to find their deity’s rebuilt temple, though
they are unsure of its exact location. Any attempts to
track the cultists’ movements verify the first portion of
the preceding statement.

196
Children of Althunak Cultist (1d4+3) CR 1 heightened state. The 2 dire wolverines immediately
XP 400 attack most creatures, regardless of size or numbers,
hp 30 (see Appendix B) daring to enter their line of sight. The animals barrel
toward their prey and then use their teeth and claws to
Saani, Children of Althunak Shaman CR 5 shred flesh and sunder bone as recompense for the
XP 1,600 unwelcome transgression. The fight never ceases until
hp 38 (see Appendix B) the dire wolverines pound their foes into a mass of torn
sinew and muscle, or the beasts succumb to their
Ice Mephit Familiar CR — enemies’ blows.
XP —
hp 20 (see Appendix B) Dire Wolverine (2) CR 4
XP 1,200
Dire Polar Bear (CR 8) hp 42 (Pathfinder Roleplaying Game Bestiary,
“Wolverine, Dire”)
Far from its usual haunts along the coastline, this
ferocious animal wandered farther inland during its Oliphant (CR 10)
pursuit of a musk oxen herd that strayed close to shore.
Fortunately, the hunt proved successful as evidenced Prized for their valuable tusks, this family unit of 4
by the scattered remnants of bone, tufts of hair, and oliphants lumbers across the tundra searching for
bloodstains littering the snow surrounding the leaves and stems protruding through the white tapestry.
enormous predator. Despite gorging its appetite, the The beasts keep their wary eyes on strangers crossing
ursine cannot pass up another opportunity for a meal, their paths, though they rarely attack without
especially when it passes so close. When the dire provocation. However, their ivory fetches a handsome
polar bear spots the PCs, it rises to its feet and hurtles
price on the open market (400 hs for each tusk), and
across the snow toward them. The animal retreats to some animal trainers covet these majestic animals as
safety when facing superior opposition. mounts or beasts of burden. If the PCs assault or
attempt to subdue the creatures, they defend
Dire Polar Bear CR 8 themselves. Otherwise, these creatures merely keep
XP 4,800 their distance from the PCs.
hp 115 (Pathfinder Roleplaying Game Bestiary 5,
“Bear, Dire Polar”) Oliphant (4) CR 6
XP 2,400
Dire Smilodon (CR 7) hp 82 (Tome of Horrors Complete, “Oliphant”)

Known as the saber-toothed tiger in most circles, this White Pudding (CR 6)
prehistoric animal is only a distant relative to its more
recognizable kin. This massive beast typically relies This non-intelligent, glistening white puddle of ooze
upon stealth to ambush and kill its prey, but in the waits for prey to draw near before lashing out to slam
tundra, the predator falls back upon its speed and the unsuspecting victim. It takes a successful DC 20
strength to run down and overpower its target. Perception check to notice the strange creature resting
Opportunities for a meal can be few and far between, atop the snow and ice, though PCs can also use other
especially during the winter. Therefore, the dire skills and abilities as described under the monster’s
smilodon immediately attacks any living creature camouflage special ability to notice the white
crossing its path regardless of its size, shape, or pudding. The monster attacks indiscriminately and
species. Despite its fearsome appearance and lack of fights until destroyed.
intelligence, the mighty hunter tries to escape when its
demise seems imminent. Like most animals, the dire White Pudding CR 6
smilodon keeps no treasure. XP 2,400
hp 94 (Tome of Horrors Complete,
Dire Smilodon CR 7 “Pudding, White”)
XP 3,200
hp 112 (Tome of Horrors Complete, “Dire Smilodon”)

Dire Wolverine (CR 6)


Territorial seems too mild a term to describe this mated
pair’s attitude toward trespassers, especially in their

197
Woolly Rhinoceros (CR 6) The cold rider subdued as many crew members as
possible with his deep slumber ability before resorting
Renowned for its ill temper, this lumbering herbivore to more conventional means to slay the rest. He
roots through the snow and ice on its quest to find low- subjected some resistant stragglers to a savage ice
lying vegetation. Hunger gnaws at this solitary beast’s storm and then performed a coup de grace action on
empty belly, making the animal even more surly than eight slumbering crew members. He deliberately
normal. When a PC moves within 60 feet of the woolly buried these corpses beneath mounds of snow and ice
rhinoceros, regardless of the reason, the enraged in the hopes they would rise from the dead. His plan
animal lowers its frightening horn and charges wildly succeeded, as these creatures transformed into 8
headlong into the fray. The angry animal stands down fetches. The monsters lie motionless beneath the eight
if the PCs back off or run away from it. Otherwise, it mounds of bloodied snow scattered around the
attacks with reckless abandon, even when doing so campsite. When the PCs investigate one of the
threatens its own life. mounds, the group rises in unison and attacks. The GM
may read or paraphrase the following description.
Woolly Rhinoceros CR 6
XP 2,400 Something suddenly stirs beneath the mounds of snow.
hp 76 (Pathfinder Roleplaying Game Bestiary, Ragged, shambling humanoid corpses with deathly
“Rhinoceros, Woolly”) white skin and steely blue eyes emerge from their
frozen resting places. Frigid vapors swirl around their
Frozen Souls (CR 8) filthy claws, while ice clings to their wiry hair.

Naniq’s actions and movements across the tundra seem Their tactics are simple — surround and slash one or
to bear some purpose, but reality differs greatly from two opponents rather than spread their attacks among
perception. When Avi appeared in his dream, she multiple targets. The fetches fight with unbridled
merely told him to head in a northwesterly direction ferocity, though they recoil from fire. If they cannot
from the landing point and await her messenger. Avi quickly defeat an opponent wielding fire-based attacks,
dispatched a cold rider to hunt Naniq and the crew. the group flees onto the tundra, where they attempt to
After locating the group, the cold rider cast deep ambush the PCs later in the adventure. In this case,
slumber on Naniq and the crew, using multiple castings they prefer attacking in conjunction with another
of his spell-like ability. He then slew the crew as enemy, such as the cold rider patrolling the tundra
instructed, leaving a scene of devastation on the chilly around Avi’s lair.
tundra. The cold rider then returned with Naniq to the
hags’ lair. The contents of the sleds and toboggan appear
undisturbed, suggesting Naniq and the crew never had
If the PCs lose Naniq’s trail, they can see this an opportunity to make camp for the evening.
disturbance atop the snow and ice with a successful However, the cold rider stripped the bodies of any
DC 0 Perception check. Of course, the DC increases valuables, thus the crew’s possessions consist of the
based upon their distance from the site. In an otherwise clothes on their back and nothing else. Most
featureless landscape, numerous mangled corpses importantly, Naniq is nowhere to be found. A
littering the ground are even easier to notice from an successful DC 20 Heal check reveals the bodies have
aerial vantage point: A PC flying above the surface been dead from 24 to 48 hours.
benefits from a +20 circumstance bonus to his
Perception check. Regardless of how they approach the Countless footprints fill the killing ground, though a
site, the GM may read or paraphrase the following successful DC 23 Survival or Perception check detects
description. the cloven hooves of the cold rider’s undead mount
moving about the scene of the slaughter. PCs following
Blood, torn flesh, and tattered clothing litter the ice and the reindeer’s footprints find the beast’s trail leading to
snow. Bloodied appendages protrude from eight and from the site. PCs who search the perimeter
mounds of bloodied snow. The remnants of a campfire surrounding the campsite may also locate and follow
lie near several of the heaps, while untouched the animal’s tracks with a successful DC 10 Survival
provisions are still tethered to two sleds and a check. The trail leads directly back to the hags’ lair six
toboggan. Roughly 15 mangled corpses whose faces miles due north of the campsite. Although the cold
are contorted into torturous death poses lie motionless rider can cast pass without trace at will, the monster
upon the tundra. Some bear obvious, grisly lacerations, deliberately left a trail to lure a rival fey creature into a
while others bear no obvious signs of injury. lethal ambush (see the upcoming Trails Gone Cold
section for details).

198
Fetches (8) CR 2 The ice and icicles covering the rocky underbelly of a
XP 600 nearby swale suddenly shatter to reveal a horrifying
hp 22 (Tome of Horrors Complete, “Fetch”) sight. A humanoid creature emerges from its hiding
spot wearing full plate armor made from solid ice and
Treasure: There are eight cold-weather outfits that can armed with a sinister glaive forged from the same
be pieced together from the 15 corpses (including the material. Jagged, twisting antlers fashioned from dark
fetches). The provisions include 30 hunks of cheese, 10 blue ice spring from the icy helm covering the
gallons of ale, 28 winter blankets, 33 bedrolls, 16 cords monstrosity’s head.
of firewood, 5 tents, 210 pounds of trail rations, 16
waterskins, 3 snow shovels, 6 ice axes, and 2 portable The cold rider moves across the snow and ice with
stoves. tremendous ease. If an opportunity presents itself, the
fey conjures a phantom steed. Although he can make
Trails Gone Cold (CR 8) two swings per round, the cold rider favors mobility
over brute strength. He typically moves and attacks
With fifteen souls added to his macabre count, Avi’s each round, ideally positioning himself for a charge
cold rider ally returned to her abode with the attack against a vulnerable enemy. The pattern
unconscious Naniq and is once again back on the continues until he prevails or the PCs get the upper
tundra searching for rival fey or any other creature hand. When the latter happens, the cold rider spurs his
suffering from the misfortune of encountering the phantom steed to run across the ice and reach safety.
wicked monster. After delivering his quarry, the cold
rider turns his sights toward Niqtak, an ijiraq who If the PCs capture or subdue the cold rider, he reveals
defends Ulnataland against exploitation. He believes nothing unless compelled to do so. The fey knows that
his fellow fey picked up his trail several days earlier, Avi and her annis hag coven members gave him the
thus prompting the cold rider to double back and catch task of meeting with an Ulnat barbarian leading a crew
his opponent in the act of stalking him. To avoid of mercenaries onto the tundra. He admits he captured
detection, he left his faithful mount at the hags’ Naniq and butchered the crew members. Furthermore,
residence. he explains he transported Naniq to the hags’ lair and
returned to the tundra attempting to ambush a long-
The cold rider’s assumption is correct, but in this case, time fey adversary. He also knew nothing about the
the PCs fall into his trap first. Nonetheless, he muses PCs’ presence on the ship or in the tundra until now.
the PCs’ souls would make fine additions to his Inquiries about the Cult of Althunak yield vague
loathsome collection, so he cannot pass up the responses, indicating the cold rider’s awareness of their
opportunity to kill them as well. Foresight allowed the growing influence but no information about their
monster to locate the ideal hiding spot, the side of a specific plans.
small swale almost entirely covered in icicles, which
blends in well with his antlers and armor. The site, Cold Rider CR 8
which is 40 feet from his trail, offers an ideal vantage XP 4,800
point when taking the current lighting conditions into hp 97 (Pathfinder Roleplaying Game Bestiary 3, “Cold
consideration. Because the fey had ample time to Rider”)
perfect his disguise, it takes a successful DC 39
Perception check to notice the anomaly. When the PCs Treasure: The cold rider’s impressive ice implements
pass close to the cold rider, he unleashes an ice storm melt shortly after his demise. However, the monster
from his concealed position and then remains still, carries a spectacular blue sapphire worth 500 hs, a
waiting to see if they ascertain his position. (It takes diamond brooch worth 1,500 hs, and a spyglass of the
only a mental command to activate a spell-like ability. polar mariner (Chapter 5) that he pilfered from a
There are no somatic, verbal, or material components, crew member. In addition to these items, the fey also
thus the characters have no telltale signs pointing hid a sack of the crew’s belongings in a niche close to
toward the spell’s point of origin, and the use of the its icy hideaway. It takes a successful DC 20
ability is not treated like sniping.) To further throw the Perception check to spot the sack, which contains 420
PCs off the trail, the wily cold rider casts ghost sound hs, 344 sp, 16 spears, 13 longswords, 14 light wooden
to distract and confuse his foes. Finally, he casts deep shields, 33 suits of studded leather armor, and an
slumber when the PCs are in range before finally assortment of personal items worth 250 hs. A
emerging to engage his adversaries in combat. When successful DC 10 Perception check recognizes many of
this occurs, the GM may read or paraphrase the these objects from their journey aboard the longboat.
following description.

199
Icy Warden (CR 9) attempt fails or Niqtak realizes the PCs see through his
disguise, he drops all pretenses and levels an
Beyond the populated coastal areas, Ulnataland’s ultimatum: Immediately head toward shore and leave
interior remains largely uninhabited by humanoids. Ulnataland or die. The ijiraq cares nothing for
The brave few who dare venture onto the tundra often explanations, regardless of their good intentions. If the
do so in pursuit of its reindeer and musk oxen herds. PCs fail to heed his warning, Niqtak assumes his true
However, the Cult of Althunak’s recent activities form and attacks. The GM may read or paraphrase the
changed this dynamic. The demon-god’s deranged following description of this incident.
followers trek across the frozen landscape toward the
Wailing Mountains on their religious pilgrimage to his The reindeer instantly transforms into a humanoid
rebuilt temple. The sudden influx of visitors onto the figure dressed in wrappings of ragged fur decorated
tundra keeps Niqtak, the resident ijiraq, extremely with scrimshaw talismans. The garments cover the
busy. Nonetheless, on this occasion he took time out of creature’s head and limbs, though wicked claws and
his hectic schedule to settle a score with an old enemy, the macabre sight of a reindeer- skull head pierce the
the cold rider who has pursued him on multiple veil.
occasions.
With his disguise foiled, Niqtak takes to the air. He
As the cold rider surmised, his adversary picked up his bombards the PCs with an ice storm, followed by a
trail and commenced his pursuit. Yet, Niqtak proved sleet storm. If any of his foes evade or seem unfazed
too cunning to wander into his foe’s trap. Unlike the by these attacks, he resorts to using baleful polymorph
PCs, he knows the cold rider can conceal his tracks at against such a target. Niqtak would rather fall
will, thus he correctly predicted the monster was using defending his boreal homeland than allow trespassers
his footprints as bait. The ijiraq then took to the skies to freely wander across the tundra. PCs who
to survey the situation. Although he could not see the successfully subdue and interrogate the ijiraq learn that
concealed cold rider, his keen eyes noticed the band of the cold rider’s trail heads in the direction of an ancient
adventurers traipsing through his territory. Niqtak Ulnat settlement fortified by a trio of hags. Niqtak
returned to the ground and donned the guise of a knows nothing about Naniq or his purpose for
reindeer grazing alongside a small herd of its fellow traveling to Ulnataland.
beasts. Niqtak keeps his distance from the party,
though he occasionally wanders off from the group to Niqtak CR 9
monitor the PCs’ activities, as he struggles to see XP 6,400
especially when total darkness falls across the land. hp 105 (Pathfinder Roleplaying
Game Bestiary 4, “Ijiraq”)
After their encounter with the cold rider, Niqtak deems
the PCs trespassers who may despoil his beloved Treasure: Niqtak carries a
habitat. He remains in reindeer form and discreetly scrimshaw flute worth 500 hs, a
approaches them, hoping to dissuade them from scrimshaw cameo bearing the likeness
traveling deeper into his wilderness. (Prior to this of an orca worth 400 hs, a scrimshaw
encounter, the GM is encouraged to sprinkle in other nose ring worth 250 hs, and an
non-confrontational meetings with the indigenous uncarved piece of ivory worth 100 hs.
wildlife, such as musk-oxen, a family of lynxes, and He also has a pouch of void dustUE.
the like to lessen their suspicions.) When this occurs, UE
See Pathfinder Roleplaying Game
the GM may read or paraphrase the following Ultimate
Equipment
description.

At least a dozen reindeer root through the snow and ice


as they forage for hidden leaves, stems, and roots to fill
their hungry bellies. The alert animals keep a close eye
on your group and their ears perked while
intermittently grazing.

The herd ultimately moves on, but Niqtak lingers


behind, observing and following the PCs. The ijiraq
can hide in plain sight, so he uses his Stealth to
discreetly pursue the PCs. When a PC spots the lone
reindeer, he uses his disorienting gaze to befuddle the
PC, hoping they once again lose sight of him. If the

200
Bad, Bad, and Ugly (CR 7) structure except for two pairs of footprints, which pick
up where the reindeer’s cloven hoofprints end.
The cold rider’s trail travels six miles due north from Distinguishing these tracks amid the chaos requires a
the campsite, ending 150 feet from the entrance to their successful DC 20 Perception or Survival check. If the
abode. Because of the flat terrain surrounding the check succeeds, the character spots two sets of
ruins, the structure first becomes visible at a range of humanoid prints heading toward the front entrance, but
400 feet. In addition to spying the building’s exterior, not tracks leading back away from the entrance.
the tundra surrounding the isolated landmark also
yields its frightening secrets. When the PCs first see Discerning the preceding fact requires the PC to
the hags’ residence, the GM may read or paraphrase approach the mist-filled portal opening into the hags’
the following description. abode. A lurker below Avi charmed several months
earlier rests beneath a thin layer of ice and snow
A lonely structure erected over an earthen foundation outside the threshold. Although this monster typically
but now made predominately from compacted snow lives in an aquatic environment, Avi charmed the
and ice stands alone atop the barren landscape. An icy creature during a visit to the coast, convinced it to help
archway filled with swirling mist occupies the guard her abode, and transported it here. Spotting the
building’s southern face. Eight ice sculptures contorted aberration beneath the snow and ice requires a
into gruesome poses surround the isolated home. successful DC 36 Perception check. The creature uses
its scent ability to recognize potential prey. When a
The cold rider’s mount, a reindeer skeleton, creature unaccompanied by one of the hags approaches
mindlessly stands at attention where the beast’s trail the door, the monster shrugs the snow and ice from its
ends. Without its fey master to guide its actions, the body and attacks. The GM may reach or paraphrase the
skeleton ignores its surroundings while it waits for its following description.
rider’s return. The monster obviously fights back if the
PCs attack or provoke it. Otherwise, it takes no Ice pellets and snowflakes fly into the air from the
aggressive actions against the PCs. surface as a pale blue creature resembling a manta ray
sheds the precipitation from its body and springs into
From a distance, the ice sculptures dotting the terrain action. Despite the chilly outdoor temperatures,
around the abode seem macabre, but otherwise lukewarm air surges from the nearby mist-filled portal
harmless. Only closer scrutiny reveals the horrifying leading into the structure.
truth. The “statues” are humanoid skeletons encased in
ice. The hags bleached the bones before surrounding The vapors coalescing in the entrance block all vision,
the victim in solid ice. It takes a successful DC 10 but sound easily penetrates the wispy tendrils. The
Perception check to differentiate the skeletons from preoccupied hags pay little attention to the outside
snow. A Perception check succeeding by 10 or more world. Therefore, the GM may treat them as not only
also discovers bite marks and deep gouges marring the taking 10 on their Perception checks, but may also
bones, suggesting someone or something devoured apply a –5 circumstance penalty because of their
their flesh. A DC 20 Heal check is required to ascertain disinterest in addition to the standard penalty for
the victims’ race. Six Ulnat hunters (humans) and two distance. If one or more of the hags succeed on their
Nûklanders (elves) account for the victims. PCs who Perception check, Saadi’s and Vesti’s actions are
successfully communicate with the unfortunate described in area H5, and Avi’s and Naniq’s actions are
creatures’ departed souls garner little useful discussed in area H10.
information. They reveal that a beautiful woman who
transformed into a horrifying crone wielding a potent Reindeer Skeleton CR 1
staff made from ice slew them. The hags deploy the ice XP 400
sculptures as an obvious warning to trespassers foolish hp 9 (see Appendix B)
enough to enter their territory.
Lurker Below CR 7
The hags’ lair surprisingly appears defenseless. No XP 3,200
visible sentries patrol the outer perimeter, nor do any hp 85 (Tome of Horrors Complete, “Lurker Below”)
physical or magical obstacles bar passage to the front
entrance. When the PCs draw within 100 feet of the
entrance to the hags’ lair, a successful DC 5 Perception
or Survival check reveals numerous tracks
crisscrossing in various directions around the abode,
indicating recent activity in the area. The footprints
appear humanoid, and they lead into and out of the

201
Hags’ Lair Treasure: The mirror’s outstanding craftsmanship and
silver borders give it a value of 250 hs.
Constructed upon the earthen foundation of an
abandoned Ulnat structure, the hags, who lack the H3. Dining Room (CR 9)
patience, expertise, and will to properly repair their
abode, used ice and snow to repair many sections of Flames roaring in a stone hearth radiate light, though
the ruined building. Of course, they are very careful only intermittent waves of lukewarm air emanate from
not to expose these sections to any warmth. the fire where a hunk of flesh slowly roasts upon a
Temperatures in the western side of the building rotating spit. The meat appears to be a cut from the
always remain well below freezing (10º Fahrenheit, – torso of a human body lying upon a stone slab coated
12º Celsius). On the eastern side of the building where in ice. Plates, bowls, goblets, and cutlery rest atop a
the light and heat emanate from, the temperatures low table made from a dried hide stretched over a
hover between the freezing point and 40º Fahrenheit circular wooden hoop. An assortment of stoppered
(4º Celsius). However, unless otherwise noted in the beakers, jars, and vials are carefully stacked in a
area’s description, the walls, ceiling, and floor are nearby alcove. Blocks of dried peat sit on the floor at
crafted from stone covered with a layer of ice and the base of the shelves. Soot covers portions of the
snow. Walls and ceilings made solely from ice and stone walls and ceiling with the greatest concentrations
snow are 2d4 inches thick. Ceiling heights within the around the hearth. A thick leather curtain hangs over a
home are 1d4 + 8 feet high. The complex features no portion of the far wall.
doors, though where noted ice and snow may fill a
portal. The hearth is the source of the aromas encountered
earlier, even though the fireplace is not burning any
H1. Foyer peat. A continual flame spell cast upon the hearth
accounts for the blaze, while the modest heat originates
A dense cloud of chilly condensation fills the entrance from blocks of peat occasionally burnt in the hearth
into the structure, as warmer air surges out from inside and still resting as coals in the ash beneath the magical
the building and collides with the cold air outside. The flame. Nonetheless, the temperature still hovers around
smells of a fire and roasting flesh accompany the 40º Fahrenheit (4º Celsius). The hags use this area to
vapors. cook their meals, cutting chunks of flesh and internal
organs from the Ulnat victim spread out across the
The vapors swirling around the foyer obscure all sight, table. The current state of the corpse makes it
including darkvision, beyond 5 feet. Therefore, impossible to determine the exact cause of death. A
creatures within 5 feet have concealment, while successful DC 20 Knowledge (local) check determines
creatures outside that range benefit from total the victim is an Ulnat.
concealment. Unlike typical fog, a moderate or strong
wind only temporarily disperses the fog while the The curtain against the far wall covers the archway
current of air circulates through the foyer. When the into the crude meat locker adjacent to this chamber.
wind ceases, the billowing clouds of condensation Although it blocks vision and heat, the leather barrier
immediately return. only moderately impedes sound passing through it (+5
to Perception check DCs). More concerning is the
The aromas accompanying the vapors include the fireplace’s inhabitant. Vesti and Saadi’s deceased sister
stench of burning peat and meat crackling on an open Riima dwells within the hearth as a witchfire. The
flame. A PC can determine the direction of its source undead hag spirit has sufficient time to hide within the
(east) with a successful DC 20 Perception check. blaze, allowing her to take 20 on her Stealth check, so
it takes a successful DC 39 Perception check to spot
the sickly green flames. Before she emerges from the
H2. Antechamber fire, the monster summons two will-o’-wisps to attack
the PCs. The vengeful spirit never calls for aid from
The billowing vapors abate, revealing three archways.
her sisters, preferring to deal with the intrusion herself
A polished mirror hangs on the wall between the east
alongside her allies rather than risk her siblings’ lives.
and west archway.
She remains silent, attacking the PCs with her
Saadi and Vesti dwell in the eastern half of the incorporeal touch attacks or witchflame bolts. If the
residence, while Avi and Naniq occupy the western PCs destroy her, she emits a horrifying scream that
half. The mirror has no special properties, though all may finally alert her sisters about the trespassers.
three hags use the mirror to review their disguises Instead of confronting the PCs, the annis hags use the
before heading into the outside world. ruse described in area H5.

202
Witchfire CR 9 closet boasts a poisoned dart trap triggered when the
XP 6,400 door opens. The fusillade of projectiles strikes any
hp 115 (Pathfinder Roleplaying Game Bestiary 2, target within 10 feet of the portal. There is nothing but
“Witchfire”) stone behind the icy door.

Treasure: The jars, vials, and beakers in the alcove Poisoned Dart Trap CR 6
contain an assortment of rare herbs, preserved organic XP 2,400
tissue, and powdered gemstones worth 250 hs. In Type mechanical; Perception DC 25; Disable Device
addition, there are four flasks of alchemist’s fire, two DC 20
vials of antitoxin, and two flasks of de-icer. Trigger proximity (opening the door); Reset none
Effect Atk +15 ranged (1d3 plus blue whinnis poison);
H4. Meat Locker multiple targets (all targets in a 10-ft.-square area with
1d3 darts)
The frozen carcasses of two reindeer, a musk ox, and a
polar bear hang from hooks embedded into the icy If the annis hags are caught unaware they dispense
ceiling. Another leather curtain hangs over another with any pretenses and attack the PCs with wild fury.
archway on the opposite wall. Saadi casts fog cloud to obscure vision in the crowded
room. Although neither hag can see through the mist,
The hags’ appetite for humanoid flesh drives them to the Blind-Fight feat improves their chances of striking
devour these victims immediately rather than store their enemies under such conditions.
them on ice. As in the case of the other leather curtain,
this drape blocks all vision and heat, but also muffles In either event, the sisters express an ambivalent
sound (+5 to Perception check DCs relying upon attitude toward the Cult of Althunak and Avi’s interest
hearing). The interior walls in the room are cut from in Naniq. They are truly loyal only to each other and
stone, but the 7-inch-thick exterior wall is made solely actually show more affection for their dead sibling
from compacted ice and snow. seated in the rocking chair than their living winter hag
counterpart. The annis hags cannot subdue their
animosity toward Avi indefinitely. When given the
H5. Annis Hag Quarters (CR 8) choice between dying or remaining loyal to the winter
hag, the sisters offer safe passage and information to
Seven severed, partially frozen humanoid heads are
the PCs, telling them the winter hag and her ally can be
affixed to the icy walls. In an even grislier display, a
found on the other side of their lair. If the PCs rebuff
mummified crone sits upright in a slowly teetering
their offer, the hags resume their assault and fight until
rocking chair. The chilly chamber’s furnishings include
destroyed.
two beds made of stiff and rancid furs and a low table
made from a low, smooth rock. The skulls adorning the walls include four humans,
two Nûklanders, and the head of a young adult frost
If the 2 annis hags hear their sister’s death scream
giant. The heads were taken within the last six years.
from area H3, they cast alter self to pose as kidnapped
Riima’s mummified corpse sits in the chair. She still
Ulnat children tethered to the stone table by leather
wears a gruesome dress made from flayed skin with
cords (which the hags can break as a move action).
tufts of hair still clinging to the material. Riima died
Saadi and Vesti claim to be Frida and Annika, two
four years earlier during a skirmish with an Ulnat
cousins who fled their village when the Cult of
adventuring party. Three of the human skulls and one
Althunak seized control. If the PCs inquire further
Nûklander head hanging on the wall came from this
about their homeland, the children say they hail from
group. A PC from Ulnataland who succeeds on a DC
Norvagak (see NS1: Vengeance of the Long Serpent
25 Knowledge (local) check recognizes the faces as
from LL6: The Northlands Saga Complete by Frog
belonging to members of that group. Others must
God Games for more details). The hags can provide
succeed on a DC 40 check to recognize them.
only superficial information about the community such
as its general location. PCs who press the youngsters The interior walls are made from stone and frozen
for more details about the village receive harried, mud, but the curved portion of the 8-inch-thick north
contrived answers to their questions. (In this case, the wall is constructed from ice and snow. As in the case
hags attempt Bluff checks to deceive the characters.) of the closet door, the hags use the wooden chest as a
The “children” tell the PCs two disgusting crones decoy to trick thieves. The chest has a locking device
captured them and plan to eat them. Furthermore, they built into it, but the hags never open it. A PC who
point the PCs toward the neighboring closet, though attempts a Disable Device check to open the lock
they implore them to keep their voices down to avoid triggers the explosive chest trap. Cracking open the
tipping off the hags. The false ice door leading into the chest by any other means, such as forcing it open with

203
a successful DC 20 Strength check or battering it to
pieces (hardness 5, 10 hp), fails to trigger the trap. The H6. Secret Treasure Vault
chest is completely empty.
The glint of gold, silver, and steel fills a crowded
Explosive Chest Trap CR 6 alcove.
XP 2,400
Type mechanical; Perception DC 25; Disable Device Saadi, Vesti, and Riima kept their treasures within this
DC 25 cramped vault. Unlike most of the north wall, this
Trigger location; Reset none entire room has stone walls. The ceiling here is only 3
Effect explosion (5d6 fire damage, DC 20 Reflex save feet high.
for half damage); multiple targets (all targets within 20
feet of the chest) Treasure: During their lifetimes, the trio of hags
accumulated 2,123 hs, boots of the mireUE, a stonemist
UE
The hags store their belongings and personal wealth in cloak , two suits of masterwork chainmail, a
a secret compartment adjacent to the false door. masterwork longsword, and a 1-foot-tall bronze statue
Locating the sliding door into area H6 requires a of a frost giant worth 250 hs.
successful DC 25 Perception check. When found, it UE
See Pathfinder Roleplaying Game Ultimate Equipment
then takes a successful DC 25 Perception check to
recognize that turning the mounted head above the H7. Workshop (CR 3)
panel 90 degrees in a clockwise direction opens the
panel. Metal tools rest atop three blocks of ice lying on the
floor. Three ice sculptures carved into the likeness of
Annis Hag (2) CR 6 humanoid figures are scattered around the workshop.
XP 2,400
hp 66 (Pathfinder Roleplaying Game Bestiary 3, “Hag, Although Avi uses the blocks of ice to carve these ice
Annis”) sculptures as well as the ones surrounding the
residence, the primary purpose of these ice sculptures
Treasure: The kettle sitting on the table contains a is to create simulacrums. Indeed, Naniq’s simulacrum
APG
philter of love the hags were brewing. dutifully inspects the upright ice sculptures, which
APG
See Pathfinder Roleplaying Game Advanced Player’s Guide
oddly depict himself, a disgusting crone, and another
unidentified figure. Identifying Naniq as the subject of
one of the sculptures requires a successful DC 15

204
Perception check. Naniq’s simulacrum immediately The ice trolls greatly prefer the taste of human flesh
flies into a wild rage and attacks intruders. over animal flesh. Therefore, they feed the reindeer
Surprisingly, it refuses to join in a fight taking place in meat on the table to the prisoners kept behind the bars
area H3. Naniq’s simulacrum proves more witless than in area H8A. The interior and exterior walls are made
the original, thus the icy creation never speaks during from stone except for the portal cut into the north wall.
combat. Therefore, PCs who vanquish the duplicate in Six inches of compacted ice and snow insulate the
the first round avoid attracting any attention from the portal and block all vision. The 6-inch-thick barrier of
neighboring area H8, as the occupants attribute the ice and snow can withstand 18 points of damage before
sounds of metal striking objects to the foolish collapsing. Alternatively, the PCs may force their way
simulacrum chiseling the blocks of ice. However, any through the obstacle with a successful DC 15 Strength
combat lasting longer than 1 round or the casting of check.
any spell with a visual or audible effect attracts the
interest of the ice troll guards from area H8 as well as Ice Troll (3) CR 4
the prisoners confined to area H8A. More importantly, XP 1,200
Avi and the real Naniq in area H10 may also react to hp 45 (Pathfinder Roleplaying Game Bestiary 2,
any commotion in this section of the complex. “Troll, Ice”)

Naniq’s Simulacrum CR 3 Treasure: The annis hags pilfered the tapestries from a
XP 800 frost giant stronghold roughly a decade earlier. Despite
hp 51 (see Appendix B) the subject matter, a successful DC 10 Craft (cloth) or
other appropriate Craft or Knowledge check confirms
Treasure: The metal tools on the blocks of ice are their dwarven origins. Each tapestry is worth 150 hs.
masterwork artisan tools for Craft (ice sculpture). The trolls keep another 148 hs stuffed into the rags in
the far corner, though it takes a successful DC 15
H8. Troll Lair (CR 7) Perception check to locate the canvas bag containing
the coins.
Dozens of small, humanoid bones and chunks of
bloody, raw meat rest atop a table carved from two
conjoined blocks of solid ice. Six stools cut from the
same frozen material surround the table. Wondrous
tapestries woven from fine linen hang from two of the
walls. The artistic pieces depict a mighty frost giant
jarl seated upon a bone throne coated with icicles. A
freshly killed reindeer carcass and a meat cleaver sit
atop another table. Piles of rags stuffed into the far
corner presumably function as crude beds. Numerous
bars made from solid ice sequester the western portion
of the wall from the remainder of the room. The
outline of an archway is visible on the north wall,
though it is currently blocked by compressed snow and
ice.

The winter hag delegates the tasks of overseeing


prisoners and hunting to the 3 ice trolls seated around
the table near the center of the room. They raucously
participate in a game similar to dominos except they
use humanoid finger and toe bones in lieu of tiles. As
previously discussed in area H7, the guards investigate
any combat lasting more than 1 round or the casting of
any noticeable spell in the adjoining chamber.
Although tasked with overseeing and feeding the hags’
prisoners, the brutish giants perceive any intrusion as
an opportunity to procure a fresh meal rather than a
security issue. They never attempt to alert Avi and
Naniq. Instead, they slug it out with the PCs, wielding
their battleaxes with ruthless efficiency.

205
H8A. Prison about events in their village of Hranavik, indicating
that they have only a handful of cultists and a shaman
Bars carved from solid ice separate the trolls’ living on hand to maintain order. (For further details
quarters from this frigid cell. Three shivering men regarding the village of Hranavik, see NS1: Vengeance
stand amid their own filth with their feet encased in a of the Long Serpent from LL6: The Northlands Saga
block of solid ice, and their torsos fastened around an Complete by Frog God Games.)
icy stele, while make feeble cries for help.
Children Of Althunak Cultist (3) CR 1
The bars sequester the prisoners from the ice trolls, but XP 400
they exist predominately for show. Measuring a hp 26 (see Appendix B)
meager three inches in diameter (hardness 1, 9 hp) and
with 2 feet of space between each bar, the average H9. Death Spiral
humanoid can squeeze through the bars with minimal
effort (successful DC 5 Escape Artist check). Instead, A roughly circular ramp coated in ice descends into the
the blocks of solid ice encasing the prisoners’ feet and frozen earth. The nadir appears to lie 30 feet below the
calves root them to the spot. The three humans are surface.
devout cultists of Althunak captured during a recent
excursion to the Seal Coast. The ice trolls fatten the Although not a trap in a formal sense, successfully
humanoids for eventual consumption. Avi, on the other negotiating the 50-degree incline requires a successful
hand, uses her guile, charm, and food to extract DC 5 Climb check or a DC 10 Acrobatics check. A PC
information about the cult’s activities from her captive who fails the Climb check by 4 or less makes no
audience. progress traversing down the ramp, while a PC who
fails the Climb check by 5 or more falls prone and
The three Ulnat men, Dathaki, Gerthart, and Muruz, slides down the ramp to the nadir unless the PC
clamor for their freedom. Obviously melting the ice succeeds on a DC 15 Climb check to catch himself
encasing their feet and calves liberates them from their while sliding. If a PC fails his Acrobatics check by 5 or
bonds, but the ice can also be shattered by dealing 15 more, he falls prone and slides to the bottom of the
hit points of damage to one of the blocks. Not rings. A PC who fails the Acrobatics check by 4 or less
surprisingly, the trio mentions nothing about their may stop himself from sliding down the ramp by
worship of the demon lord to avoid getting caught in a succeeding on a DC 15 Reflex save. PCs who can
lie. They provide a truthful account of their capture to traverse the surface by other means, such as spider
the PCs. They tell the party they were pursuing a herd climb, flying, or teleporting, bypass the need to
of musk oxen when they encountered a lost maiden (a succeed on these checks. When the PCs reach the
disguised Avi) seeking assistance for her fallen brother. bottom, they encounter an archway leading into area
The woman led them into an ambush, where the three H10.
ice trolls subdued them and dragged them here. They
have been here for 9 days. H10. Avi’s Quarters (CR 9)
They appear well-fed, though they are exhausted from The lifeless, pale blue eyes of two upright frozen
extended sleep deprivation. Despite their compromised human corpses clad in mail armor stare blankly into
mental state, they carefully avoid saying anything space. The ghastly spectacles flank an equally
about belonging to the cult. If the PCs directly question grotesque bed cobbled together from random bones
them about their membership, they acknowledge its and stitched skin. Yet these gruesome sights pale in
influence in their home village (Hranavik) and attempt comparison to the deboned, skinless mass of muscle,
to dodge the question to the best of their abilities. sinew, and tissue heaped atop a bloody slab of ice
When confronted about their evasive answers, they placed at the foot of the bed. In the far corner, snow
reluctantly lie about their involvement with the cult. and ice pellets circulate inside a glass globe resting
Even when caught telling a falsehood, they steadfastly atop a desk carved from ice. Sheets of vellum and a
deny any affiliation or allegiance to Althunak. penguin quill dipped in blood also cover the desk.
There is an ornately decorated ceramic jar depicting
When compelled to speak the truth through magical whales resting next to the desk. A dense layer of ice
intervention or convinced with a successful Intimidate coats the entire floor.
check, the trio finally confesses. They acknowledge
they fell under the cult’s sway two months earlier. PCs who enter the room undetected catch Avi, the
Furthermore, they state the maiden Avi questioned winter hag, indulging in a sickening feast of fresh
them extensively about the cult’s numbers, leadership, Nûklander flesh. Crimson globs of meat dot her lips,
and goals. They provide only limited, local information while bloody juices ooze through her crooked teeth.

206
When caught in this state, Avi appears in her natural vowed to slay the coven, but the trio outsmarted and
form as a disgusting old crone. If the winter hag outfought them. They keep their rigid bodies as a
detects intruders, she appears as an attractive Ulnat souvenir from their memorable combat with them.
woman holding a staff pointed directly at the PCs. She
readies an action to unleash a cone of cold from the Avi CR 7
item when a creature steps into the archway. If given XP 3,200
the opportunity, Avi hurls the snow globe sitting upon hp 85 (Pathfinder Roleplaying Game Bestiary 4, “Hag,
the desk at the characters, filling the area with blinding Winter”)
snow and wind. Avi’s vision is unaffected by the
swirling flakes. Unlike the annis hag sisters, the winter Naniq CR 7
hag dispenses with any pretenses and assaults her foes XP 3,200
with unrestrained fury. Avi moves across the icy floor hp 97 (see Appendix B)
with ease, giving her a tactical advantage against the
PCs who must use two squares of movement to enter Treasure: In addition to Naniq’s equipment, Avi
an ice-covered square and cannot run or charge across carries a leather pouch made from human skin
the ice without attempting Acrobatics checks. She uses (successful DC 15 Knowledge [nature] to identify the
her mobility to periodically blast the party with her icy material as being from a humanoid) containing eight
breath weapon. Furthermore, she tries to divide the chrysoberyl gems worth 100 hs each and a pearl of
PCs by casting a wall of ice in a location that separates power (2nd). Concealed within her clothing are pyxes
half the party from its allies. of redirected focusUE. One frozen corpse still wears a
suit of +1 poison-resistantUE chainmail, while the other
If the tide turns against Avi, she pleads for mercy and wears a +1 stanchingUE chain shirt. Of course, the PCs
offers the PCs her assistance thwarting the Children of must defrost them to retrieve these items, though doing
Althunak. Over the last year, she has compiled some so without properly burying them may incur the god’s
basic information; the GM should consult the Far wrath. The ceramic jar bearing the whale images is
North section from NS1: Vengeance of the Long Naniq’s and contains rare ambergris worth 1,000 hs.
Serpent from LL6: The Northlands Saga Complete UE
See Pathfinder Roleplaying Game Ultimate Equipment
and pick a few details to share with the PCs. The GM
should also add one or two key pieces of Concluding the Adventure
misinformation. Be aware that sharing too much
information will spoil events from NS1: Vengeance of The hags’ destruction rids Ulnataland of a powerful
the Long Serpent if the GM hasn’t completed that malevolent force, but it also benefits the Cult of
adventure but plans to. If the GM is interweaving this Althunak. Without the hags, the cult may act with near
adventure into the events of NS1: Vengeance of the impunity. If the PCs freed Naniq from Avi’s clutches,
Long Serpent as outlined at the beginning of this he expresses gratitude for defeating her killer, though
adventure, this information should be just enough he fails to grasp that Avi and the winter hag were the
detail to serve as the impetus to put the PCs back into same creature. PCs who killed Naniq alongside Avi
the events of that adventure without granting the party lose a potentially useful friend in the fight against the
major spoilers. Avi stores these details on the sheets of Cult of Althunak if they involve themselves in this
vellum sitting upon the desk. If the PCs decline her greater story arc. From here, the characters are free to
proposal, she turns invisible and tries to flee. pursue the Cult of Althunak across the Wailing
Mountains and into their temple. Alternatively, they
Naniq fights alongside his beloved Avi. He seems may seek to root out the cult’s supporters and enforcers
completely oblivious to her appearance. It takes a among the villagers living along the Seal Coast before
successful DC 25 Sense Motive check to recognize tackling the cult’s leaders in their distant, frozen
that Naniq is under the influence of an enchantment stronghold.
spell. If the PCs dispel or suppress the charm monster
spell bewitching Naniq, he snaps out of his stupor and
grimaces at the sickening sight of his true love.
Convinced the monster he now sees killed his lover,
Naniq attacks the hag. Once this notion enters his
mind, it is impossible to rid his mind of this fervent
belief without magical intervention. Naniq recognizes
the PCs, and joins their side in fighting Avi.

Although winter hags savor human flesh, Avi froze the


two human corpses to mock their patron deity Tyr
rather than devour them. These two paladin brothers

207
208
Appendix A: Random Polar Random Polar Events
Events and Monster Over time, the seemingly unending glaze of ice and
snow can become a monotonous slog for even the most
Encounters seasoned players and characters. To keep the players
This appendix provides additional strange events and on their proverbial snowshoes, the GM is encouraged
random encounters to enhance the experience of any to use these spontaneous events to pique the
polar campaign. The first section contains a table adventurers’ interest and anxiety levels as they make
describing unusual occurrences the PCs may encounter their way across the forbidding terrain. To do so, roll
while trekking across the ice and snow. The second 1d100 and consult the following table.
section consists of a random encounter table for polar
adventures. Table 12–1: Random Polar Events

209
210
Polar Monster Encounters Under the heading “Source” the following books are
referenced.
To add further dangers to a journey through the polar IB: Icebound, monsters detailed in Chapter 6
biomes, the GM is free to use the subsequent random B1: Pathfinder Roleplaying Game Bestiary
chart to generate additional polar encounters. The table B2: Pathfinder Roleplaying Game Bestiary 2
includes monsters appearing in this sourcebook as well
as those presented in other works. To use the table, roll B3: Pathfinder Roleplaying Game Bestiary 3
1d1000 (3d10). Roll on the Taiga table for encounters B4: Pathfinder Roleplaying Game Bestiary 4
in that particular environment, the Tundra table for B5: Pathfinder Roleplaying Game Bestiary 5
encounters in that landscape, and Ice Cap table for B6: Pathfinder Roleplaying Game Bestiary 6
encounters in that landscape.
TOHC: The Tome of Horrors Complete by Frog God Games

Table 12–2: Random Polar Encounters

211
212
Appendix B: Adventure Gear hide armor, masterwork greatclub, 5 javelins
Special
Handouts, Maps, and Base Statistics When not raging, the Althunak cultists
statistics are AC 15, touch 11, flat-footed 14; hp 26;
Monsters Fort +6, Will +1; Melee mwk greatclub +6 (1d10+3);
Ranged javelin +3 (1d6+2); Str 15, Con 16; CMB +4,
Children of Althunak Cultist CR 1 CMD 15; Skills Swim +4.
XP 400
Male Ulnat human barbarian 2
CE Medium humanoid (human)
Init +5; Perception +6
AC 13, touch 9, flat-footed 12 (+4 armor, +1 Dex, –2
rage)
hp 30 (2d12+10 plus 2)
Fort +8; Ref +1; Will +3
Defensive Abilities uncanny dodge
Speed 30 ft.
Melee mwk greatclub +8 (1d10+6)
Ranged javelin +3 (1d6+4)
Special Attacks rage (9 rounds/day), rage power
(animal fury)
Str 19, Dex 13, Con 20, Int 10, Wis 12, Cha 8
Base Atk +2; CMB +6; CMD 15
Feats Improved Initiative, Weaon Focus (greatclub)
Skills Handle Animal +4, Perception +6, Profession
(fisherman) +3, Survival +6, Swim +4
Languages Ulnat
SQ fast movement

213
Debased Asrai CR 6 must make a successful caster level check (DC 10 +
XP 2,400 1/2 the debased fey’s HD + the debased fey’s
CE Tiny fey (aquatic) Constitution modifier, +2 racial bonus), or the spell has
Init +4; Senses low-light vision; Perception +6 no effect on the injured creature.
AC 18, touch 16, flat-footed 14 (+4 Dex, +2 natural, Water Dependent (Su) An asrai can survive on land
+2 size) for 1 hour per 2 points of Constitution. After that, it
hp 9 (2d6+2) begins to suffocate. Lost Constitution points are
Fort +1; Ref +7; Will +4; +4 vs. spells and spell-like immediately restored if the asrai returns to the water. If
abilities cast by good-aligned fey its Constitution reaches 0 it dies, collapsing into a
DR 5/cold iron; Immune cold; SR 17 puddle of water.
Weaknesses water dependent
Speed 20 ft., swim 50 ft.
Melee touch +7 (1d4 cold) or 2 claws +7 (1d3–3 cold)
Special Attacks cold touch, defiling touch (DC 14)
Spell-Like Abilities (CL 5th):
2/day—control water, fog cloud, obscuring mist
Spells Known (CL 5th; melee touch +7; ranged touch
+7):
2nd (5/day)—hideous laughter (DC 14), summon
monster II
1st (7/day)—charm person (DC 13), hypnotism (DC
13), reduce person (DC 13), sleep (DC 13)
0 (at will)—dancing lights, daze (DC 12), detect
magic, ray of frost, resistance, touch of fatigue (DC
12)
Str 5, Dex 18, Con 13, Int 10, Wis 13, Cha 14
Base Atk +1; CMB +3; CMD 17
Feats Eschew MaterialsB, Weapon Finesse
Skills Knowledge (arcana) +5, Knowledge (nature) +5,
Perception +6, Sense Motive +6, Spellcraft +5, Stealth
+14, Swim +10; Racial Modifier Knowledge (arcana)
and Spellcraft are class skills for asrai
Languages Common, Aquan, Sylvan
SQ anathema
Special Abilities
Anathema (Su) A debased fey has been rejected by the
purity of nature. Normal plants within 20 feet wither
and die if the debased fey remains in proximity for
more than 5 minutes. Pure environments such as
untouched forests and clear streams and ponds may
become spoiled and polluted if the debased fey
remains in that environment for more than 1 day.
Plant creatures (such as shambling mounds, for
example) take 1d2 points of damage each round they
remain within 20 feet of a debased fey. A Fortitude
save negates the damage for that round. A new save
can be made each round.
Cold Touch (Su) The touch of an asrai is
supernaturally cold. All damage dealt from an asrai’s
natural attacks is cold damage. This ability is constant,
but the asrai can suppress or resume it at will as a free
action.
Defiling Touch (Su) The damage dealt by a debased
fey’s natural attacks resists all magical healing (though
it can be healed normally through rest). A creature
attempting to cast a cure spell or a heal spell on a
creature damaged by a debased fey’s natural attacks

214
Kartregg Bartemian CR 6 walking, nature bond (Water [Ice] domain), nature
XP 2,400 sense, long step, wild empathy +9
Male fey human druid (arctic) 6 Combat Gear potion of cure serious wounds, potion
NE Medium fey of remove disease, peat bomb*; Gear +1 leather
Init +2 (+5 in cold or icy terrain); Senses low-light armor, +1 light wooden shield, masterwork shortspear,
vision; Perception +11 (+14 in cold or icy terrain) masterwork sling, 20 sling bullets, druid’s vestment,
AC 17, touch 12, flat-footed 15 (+3 armor, +2 Dex, +2 snow cloak*, antitoxin, frostthaw*, spell component
shield) pouch, winter outfit
*
See Chapter 5
hp 48 (6d8+6 plus 12)
Fort +6; Ref +4; Will +11; +4 vs. mind affecting Special Abilities
effects Arctic Endurance (Ex) At 4th level, an arctic druid
DR 5/cold iron; Immune dazzled; Resist cold 10, ignores the effects of a cold climate as if using endure
electricity 10; SR 17 elements. He is also immune to being dazzled. This
Speed 30 ft., fly 45 ft. (good) ability replaces resist nature’s lure.
Melee mwk shortspear +4 (1d6–1) Arctic Native (Ex) At 2nd level, an arctic druid gains
Ranged mwk sling +7 (1d4–1) a bonus on Initiative checks and Knowledge
Special Attacks wild shape 2/day (geography), Perception, Stealth, and Survival checks
Spell-Like Abilities (CL 6th): equal to half his druid level in cold or icy terrain, and
3/day—dancing lights he cannot be tracked in cold or icy terrain. This ability
1/day—deep slumber (DC 17), entangle (DC 15), replaces woodland stride.
faerie fire, glitterdust (DC 16) Icewalking (Ex) At 3rd level, an arctic druid suffers
Domain Spell-Like Abilities (CL 6th; ranged touch no penalty to speed or on Acrobatics, Climb, or Stealth
+6): checks in snowy or icy terrain or weather conditions
7/day—icicle (1d6+3 cold damage) and can walk across snow crusts or thin ice without
Spells Prepared (CL 6th; melee touch +3): breaking through. This ability replaces trackless step.
3rd—geomagnetic storm*, plant growth, sleet storm, Long Step (Su) A fey creature can teleport up to 10
water breathingD feet per Hit Die as a move action. It may use this
2nd—barkskin, fog cloudD, spider climb, summon ability once every 1d4 rounds.
swarm (x2) Wild Shape (Su) An arctic druid gains this ability at
1st—brain freeze* (DC 15), cure light wounds, internal 6th level, except that her effective druid level for this
combustion* (DC 15), magic stone, obscuring mistD ability is equal to his druid level – 2.
0 (at will)—detect magic, guidance, know direction,
purify food and drink Leif Throngard CR 3
D Domain Spell; Domain Water (IceAPG) XP 800
APG
*
See Pathfinder Roleplaying Game Advanced Player’s Guide Male human fighter (gamester) 4
See Chapter 7
LN Medium humanoid (human)
Str 8, Dex 14, Con 13, Int 15, Wis 18, Cha 17 Init +2; Perception +5
Base Atk +4; CMB +3; CMD 15 AC 20, touch 12, flat-footed 18 (+5 armor, +2 Dex, +3
Feats Combat Casting, Iron Will, Natural Spell, shield)
Toughness hp 38 (4d10+8)
Skills Acrobatics +7, Bluff +10, Fort +6; Ref +3; Will +4
Climb +4, Fly +11, Handle Defensive Abilities evasion, uncanny
Animal +12, Heal +9, dodge
Knowledge (geography) +7 Speed 30 ft.
(+10 in cold or icy terrain), Melee mwk club +9 (1d6+5)
Knowledge (nature) +11, Str 16, Dex 14, Con 14, Int 14,
Perception +11 (+14 in cold or Wis 13, Cha 13
icy terrain), Profession Base Atk +4; CMB +7; CMD 19
(herbalist) +9, Ride +7, Feats Combat ExpertiseB, Iron Will,
Spellcraft +7, Stealth +7 (+14 Shield Focus, Skill Focus (Bluff),
in cold or icy terrain), Survival Weapon Focus (club), Weapon
+13 (+16 in cold or icy Specialization (club)
terrain), Swim +4 Skills Bluff +11, Disguise +3,
Languages Common, Heal +3, Intimidate +8,
Druidic, Giant, Sylvan, Perception +5, Perform (act)
Treant +8, Sense Motive +8,
SQ arctic native, Survival +8
arctic endurance, ice

215
Languages Common, Dwarven, Goblin Sense Progenitor (Su) An alter ego creature knows the
Combat Gear potion of cure moderate wounds; Gear direction and distance to the original creature of which
+1 chain shirt, +1 light wooden shield, masterwork it is a copy. This sense can be blocked by any effect
club, 2 vials of antitoxin that blocks scrying. An alter ego has detect thoughts
and true seeing against its progenitor in effect at all
Leif Throngard’s Alter Ego CR 3 times (CL 20th); these abilities cannot be dispelled.
XP 800
Male alter ego fighter (gamester) 4 Naniq CR 7
N Medium construct
Init +4; Senses darkvision 60 ft., low-light vision, XP 3,200
sense progenitor; Perception +5 Male human barbarian (polar whaler) 8
AC 22, touch 14, flat-footed 18 (+5 armor, +4 CN Medium humanoid (human)
Dex, +3 shield) Init +4; Perception +5
hp 54 (4d10+20 plus 8); fast healing 1 AC 16, touch 13, flat-footed 12 (+3 armor, +1
Fort +4; Ref +5; Will +4 deflection, +4 Dex, –2 rage)
Defensive Abilities evasion, uncanny dodge; hp 97 (8d12+40)
DR 5/adamantine; Immune construct traits Fort +12; Ref +7; Will +3
Weaknesses progenitor dependence Resist cold 4
Speed 30 ft. Speed 40 ft., swim 20 ft.
Melee mwk club +9 (1d6+5) or slam Melee +1 harpoonUC +14/+9
+7 (1d6+4) (1d8+8/x3)
Str 16, Dex 18, Con —, Int 14, Ranged +1 harpoonUC +13/+8
Wis 13, Cha 13 (1d8+8/x3)
Base Atk +4; CMB +7; CMD Special Attacks I stab at thee,
21 rage (27 rounds/day), rage
Feats Combat ExpertiseB, Iron Will, powers (energy resistance
Shield Focus, Skill Focus (Bluff), [cold]APG, guarded lifeAPG, low-
ToughnessB, Weapon Focus (club), light vision, scent)
UC
See Pathfinder Roleplaying Game
Weapon Specialization (club) Ultimate Combat
Skills Bluff +11, Disguise +3 APG
See Pathfinder Roleplaying Game
Advanced Player’s Guide
(+7 to appear as Leif), Heal
+3, Intimidate +8, Str 21, Dex 19, Con 20, Int 6,
Perception +5, Perform Wis 6, Cha 14
(act) +8, Sense Motive +8, Base Atk +8; CMB +13 (+14 grapple
Survival +8; Racial with harpoon); CMD 26
Modifier +4 Disguise to Feats Blind-Fight, Charging HurlerUC,
appear as Leif Extra Rage, Point-Blank Shot, Two-
Gear +1 chain shirt, +1 light Handed ThrowerUC
UC
wooden shield, mwk club See Pathfinder Roleplaying Game
Languages Common, Dwarven, Goblin Ultimate Combat
SQ replicated gear Skills Acrobatics +11 (+15 when
Special Abilities jumping), Climb +12, Handle Animal
Progenitor Dependence (Su) An alter ego +7, Intimidate +11, Knowledge (nature)
is nauseated whenever it is more than 1 mile +5, Perception +5, Survival +5, Swim +20;
from the original creature of which it is a copy, so long Racial Modifiers +4 Acrobatics when
as the original creature is alive. jumping
Replicated Gear (Su) An alter ego has a copy of each Languages Common
item of clothing equipment (including any magic items SQ fast movement, man o’erboard, reel her in
other than single- or limited-use items such as wands, Gear belt of foragingUE, +1 leather armor, +1
scrolls, and potion) that was in its progenitor’s harpoon, ring of protection +1, cloak of resistance +1
UE
possession at the moment when the alter ego was See Pathfinder Roleplaying Game Ultimate
created. This equipment is fabricated of ectoplasm held Equipment.
in place by the alter ego’s mental energy. This Special
equipment operates as normal for the alter ego. One Base Statistics When not raging, Naniq’s statistics are
round after leaving the alter ego’s possession (or 1 AC 18, touch 15, flat-footed 14; hp 81; Fort +10, Will
round after the alter ego is destroyed), this fabricated +1; Melee +1 harpoon +12/+7 (1d8+5/x3); Ranged
equipment dissolves into a thin, silvery mucus. +1 harpoon +13/+8 (1d8+5/x3); Str 17, Con 16;
CMB +11, CMD 26; Skills Climb +10, Swim +18.

216
Naniq’s Simulacrum CR 3 Feats AlertnessB (with familiar), Brew Potion, Combat
XP 800 Casting, Improved Familiar, Light Armor ProficiencyB,
Male human barbarian (polar whaler) 4 Shield Proficiency
CN Medium humanoid (human) Skills Craft (Alchemy) +6, Heal +8, Knowledge
Init +4; Perception +3 (local) +6, Knowledge (nature) +6, Knowledge
AC 12, touch 12, flat-footed 8 (+4 Dex, –2 rage) (religion) +6, Perception +4, Profession (herbalist) +8,
hp 51 (4d12+20) Sense Motive +4, Spellcraft +6
Fort +9; Ref +5; Will +1 Languages Ulnat; empathic link with familiar, speak
Speed 40 ft. with familiar
Melee harpoonUC +9 (1d8+7/x3) SQ summon familiar (ice mephit)
Ranged harpoonUC +8 (1d8+5) Combat Gear potion of cure moderate wounds; Other
Special Attacks I stab at thee, rage (19 rounds/day), Gear +1 leather armor, light wooden shield,
rage powers (energy resistance [cold]APG, scent) masterwork sickle, stone holy symbol of Althunak
UC
See Pathfinder Roleplaying Game Ultimate Combat
APG
See Pathfinder Roleplaying Game Advanced Player’s Guide
Str 21, Dex 18, Con 20, Int 6, Wis 6, Cha 14
Ice Mephit Familiar CR —
XP —
Base Atk +4; CMB +7; CMD 21 N Small outsider (cold)
Feats Blind-Fight, Extra Rage, Point-Blank Shot Init +6; Senses darkvision 60 ft.; Perception +6
Skills Acrobatics +9 (+13 when jumping), Climb +10, AC 21, touch 14, flat-footed 18 (+2 Dex, +1 dodge, +7
Handle Animal +7, Intimidate +7, Knowledge (nature) natural, +1 size)
+3, Perception +3, Survival +3, Swim +10; Racial hp 20 (7 HD); fast healing 2 (when below freezing)
Modifiers +4 Acrobatics when jumping Fort +3; Ref +5; Will +5
Languages Common Defensive Abilities improved evasion; DR 5/magic;
SQ fast movement, man o’erboard Immune cold
Special Weaknesses vulnerability to fire
Base Statistics When not raging, Naniq’s Speed 30 ft., fly 40 ft. (average)
simulacrum’s statistics are AC 14, touch 14, flat-footed
Melee 2 claws +5 (1d3+1)
10; hp 43; Fort +7, Will -1; Melee harpoon +7 Special Attacks breath weapon (15–foot cone every 4
(1d8+4/x3); Ranged harpoon +8 (1d8+3/x3); Str 17, rounds, 1d4 cold pus sickened 3 rounds, Reflex DC 13
Con 16; CMB +7, CMD 21; Skills Climb +8, Swim for half and negates), deliver touch spells
+8. Spell-like Abilities (CL 6th):
1/hour—magic missile
Saani, Children of Althunak Shaman CR 5 1/day—chill metal (DC 14), summon (level 2, 1 ice
XP 1,600 mephit 25%)
Male Ulnat human adept 7 Str 13, Dex 15, Con 12, Int 9, Wis 11, Cha 14
CE Medium humanoid (human) Base Atk +3; CMB +3; CMD 16
Init +2; Perception +4 Feats Dodge, Improved Initiative
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 Skills Bluff +9, Fly +10, Perception +6, Stealth +13
shield) Languages Auran, Ulnat; empathic link with master,
hp 38 (7d6+7 plus 7) speak with master
Fort +3; Ref +4; Will +7 SQ share spells
Speed 30 ft.
Melee mwk sickle +4 (1d6) Skeleton, Reindeer CR 1
Spells Prepared (CL 7th, XP 400
melee touch +3): NE Medium undead
2nd—bull’s strength, Init +7; Senses low-light vision; Perception +0
inflict moderate wounds AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
(DC 14), web (DC 14) hp 9 (2d8)
1st—bless, command (DC Fort +0; Ref +3; Will +3
13), inflict light wounds (DC DR 5/ bludgeoning; Immune cold, undead traits
13), obscuring mist Speed 50 ft.
0 (at will)—guidance, Melee gore +3 (1d6+2), 2 hooves –2 (1d3+1)
stabilize, touch of fatigue Str 14, Dex 17, Con —, Int —, Wis 10, Cha
(DC 12) 10
Str 10, Dex 14, Con 12, Base Atk +1; CMB +3; CMD 16 (20 vs. trip)
Int 10, Wis 15, Cha 12 Feats Improved InitiativeB
Base Atk +3; CMB +3;
CMD 15

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LEGAL APPENDIX System Reference Document © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet,
Product Identity: The following items are hereby identified as Product Identity, as defined Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
in the Open Game License 1.0a, Section 1(e), and are not Open Content: All trademarks,
registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, Pathfinder Roleplaying Game Reference Document © 2011, Paizo Publishing, LLC;
Author: Paizo Publishing, LLC.
locations, characters, artworks, and trade dress. (Elements that have previously been Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Publishing, LLC; Author:
designated as Open Game Content are not included in this declaration.) Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Open Content: Except for material designated as Product Identity (see above), the game Pathfinder Roleplaying Game Advanced Player's Guide © 2010, Paizo Publishing, LLC;
mechanics of this game product are Open Game Content, as defined in the Open Game Author: Jason Bulmahn
License version 1.0a Section 1(d). No portion of this work other than the material Pathfinder Roleplaying Game GameMastery Guide © 2010, Paizo Publishing, LLC;
designated as Open Game Content may be reproduced in any form without written Authors: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme
permission. Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin
OPEN GAME LICENSE VERSION 1.0a Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott,
Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams,
1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have Skip Williams, Teeuwynn Woodruff.
contributed Open Game Content; (b)”Derivative Material” means copyrighted material Pathfinder Roleplaying Game Bestiary © 2009, Paizo Publishing, LLC; Author: Jason
including derivative works and translations (including into other computer languages), Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
potation, modification, correction, addition, extension, upgrade, improvement, compilation, Pathfinder Roleplaying Game Bestiary 2 © 2010, Paizo Publishing, LLC; Authors
abridgment or other form in which an existing work may be recast, transformed or adapted; Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J.
(c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin
transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F.
includes the methods, procedures, processes and routines to the extent such content does not Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A.
embody the Product Identity and is an enhancement over the prior art and any additional Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
content clearly identified as Open Game Content by the Contributor, and means any work Pathfinder Roleplaying Game Bestiary 3 © 2011, Paizo Publishing, LLC; Authors: Jesse
covered by this License, including translations and derivative works under copyright law, Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary,
but specifically excludes Product Identity. (e) “Product Identity” means product and product Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on
line names, logos and identifying marks including trade dress; artifacts; creatures
material by Jonathan Tweet, Monte Cook, and Skip Williams.
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characters, spells, enchantments, personalities, teams, personas, likenesses and special Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen
abilities; places, locations, environments, creatures, equipment, magical or supernatural Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered Pathfinder Roleplaying Game Bestiary 5 © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse
trademark clearly identified as Product identity by the owner of the Product Identity, and Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, Benjamin
which specifically excludes the Open Game Content; (f) “Trademark” means the logos, Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe Homes, James
names, mark, sign, motto, designs that are used by a Contributor to identify itself or its Jacobs, Amanda Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phillips, Stephen
products or the associated products contributed to the Open Game License by the Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, Wes Schneider, David
Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, Schwartz, Mark Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palmer.
modify, translate and otherwise create Derivative Material of Open Game Content. (h) Pathfinder Roleplaying Game Bestiary 6 © 2017, Paizo Inc.; Authors: Robert Brookes,
“You” or “Your” means the licensee in terms of this agreement. Benjamin Bruck, John Compton, Paris Crenshaw, Adam Daigle, Crystal Frasier, James
2. The License: This License applies to any Open Game Content that contains a notice Jacobs, Thurston Hillman, Tim Hitchcock, Brandon Hodge, Jason Keeley, Isabelle Lee,
indicating that the Open Game Content may only be Used under and in terms of this Jason Nelson, Tim Nightengale, F. Wesley Schneider, David Schwartz, Mark Seifter, Todd
License. You must affix such a notice to any Open Game Content that you Use. No terms
Stewart, Josh Vogt, and Linda Zayas-Palmer.
may be added to or subtracted from this License except as described by the License itself. Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC; Authors:
No other terms or conditions may be applied to any Open Game Content distributed using Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves,
this License. Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick
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Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ
exact terms of this License to Use, the Open Game Content. Taylor.
5. Representation of Authority to Contribute: If You are contributing original material as Pathfinder Roleplaying Game Ultimate Magic © 2011, Paizo Publishing, LLC; Authors:
Open Game Content, You represent that Your Contributions are Your original creation Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen
and/or You have sufficient rights to grant the rights conveyed by this License. Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of Pathfinder Roleplaying Game Ultimate Campaign © 2013, Paizo Publishing, LLC;
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8. Identification: If you distribute Open Game Content You must clearly indicate which N. Emerson, Amanda Hamon Kunz, Steven Helt, Thurston Hillman, Tim Hitchcock, Mikko
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9. Updating the License: Wizards or its designated Agents may publish updated versions M. Reid, Alexander Riggs, David N. Ross, David Schwartz, Mark Seifter, Linda Zayas-
of this License. You may use any authorized version of this License to copy, modify and Palmer.
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10. Copy of this License: You MUST include a copy of this License with every copy of the distributed by Frog God Games.
Open Game Content You Distribute. Tome of Horrors 4, Copyright 2013, Frog God Games, LLC; Authors: Erica Balsley, Casey
11. Use of Contributor Credits: You may not market or advertise the Open Game Content Christofferson, Jim Collura, Lance Hawvermale, Patrick Lawinger, Phillip Larwood, Greg
using the name of any Contributor unless You have written permission from the Contributor A. Vaughan, and Bill Webb, based on material by Jonathan Tweet, Monte Cook, and Skip
to do so. Williams.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this Pathfinder Player Companion: Champions of Corruption © 2014, Paizo Inc.; Authors:
Paris Crenshaw, Jim Groves, Sean McGowen, and Philip Minchin.
License with respect to some or all of the Open Game Content due to statute, judicial order,
Dunes of Desolation © 2014 Frog God Games, LLC. Author: Tom Knauss
or governmental regulation then You may not Use any Open Game Material so affected. Fields of Blood © 2015 Frog God Games, LLC. Author: Tom Knauss
13. Termination: This License will terminate automatically if You fail to comply with all Mountains of Madness © 2017 Frog God Games, LLC. Author: Tom Knauss
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All sublicenses shall survive the termination of this License. Northlands © 2011, Open Design LLC; Author: Dan Voyce; www.koboldquarterly.com.
14. Reformation: If any provision of this License is held to be unenforceable, such The Lost Lands: The Northlands Saga Complete © 2015, Frog God Games, LLC;
provision shall be reformed only to the extent necessary to make it enforceable. Authors: Kenneth Spencer, Greg A. Vaughan, and Kevin Wright.
15. COPYRIGHT NOTICE Icebound Copyright 2021, Michael Mars; Author: Tom Knauss
In most places, the rising and setting of the sun is a daily occurrence, an
event signaling the dawn of a new day or the cessation of one’s labors.
Daily routines are much different at the poles. Throughout winter and
beyond the sun rarely, if ever, peeks above the horizon. Its absence casts
the land into seemingly perpetual shadow, allowing frigid temperatures
and brutal conditions to take hold. Animals retreat to their insulated dens
or flee for warmer climes. Humanoids take shelter indoors, subsisting on
the provisions they gathered during the spring and summer months. Even
the monstrous denizens limit their exposure to the cruel elements, only
venturing outdoors to stave off the pangs of hunger. Venturing out onto the
desolate glaciers or navigating a route through the sea ice choking the
polar seas bears the telltale hallmarks of an unrewarding fool’s errand
doomed to end in disaster.
The poles consign the unprepared, the ill-equipped, and the unwary to an
unmarked, snowy grave, leaving most to wonder why anyone in their right
mind would dare venture into this forsaken wilderness. For those who
dwell and travel here, the poles offer opportunity and a challenge. The
bounties of the seas beckon fishermen and hunters to these chilly waters,
while the allure of natural riches and lost civilizations buried beneath the
snow inspire treasure seekers to trek inland. Surviving the frozen ordeal
takes experience, careful planning, and some degree of luck. Although
cold weather is an absolute certainty, nature has more tricks in its devious
bag. Sheets of blinding ice and snow, ferocious winds, and gargantuan
waves of dislodged snow and ice
represent a meager sampling of the
terrors awaiting polar explorers. If
you have the courage to test your
mettle and try your luck against
winter’s wrath, be warned. At the
poles, nature gladly takes prisoners,
permanently encasing them in ice
and snow. Watch every step, or find
yourself forever icebound.

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