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This is the third installment of the Reign of Winter 4th Edition Conversion, have a look at

the first two before you start reading this one. By doing this conversion I hope that I will not
only provide a great adventure to 4th Edition fans, but also bring in new customers to the
Pathfinder game who might not have tried their great adventures before.
For you that download this conversion, please note that I have taken away all the great
context, information, and stories which create the magic of the Paizo product. I therefore
strongly advise you to purchase the Paizo products it is based upon, in order to have the full
experience. I did so myself. They are great.
/Myrhdraak
Reign of Winter 4th Edition Conversion

TABLE OF CONTENT DEMONS IN THE NIGHT (CR 11) ............................. 18 D1. THE MAD NURSERY (CR 10+) ............................ 35
A NATIVE GUIDE (CR 2)................................................ 19 D2. THE JILTED LOVER (CR 3).................................... 37

THE SHACKLED HUT ......................................................5 THE COLD RIDER (CR 12) ........................................... 19 D3. THE MOTHER'S HAND (CR 14) ......................... 39
PART ONE: THE DANCING HUT .................. 5 PART THREE: THE THREE WHO WATCH . 21 D4. THE TORTURE PIT (CR 11) .................................. 40
Languages and Communication ....................................... 5 THE ASCENT (CR 11) ...................................................... 21 D5. TEMPLE OF MESTAMA (CR 11) ......................... 41
A2. THE KNOTTED CORRIDOR .................................... 5 B. ARTROSA'S DOOR (CR 14)...................................... 23 D6. CRYPT OF WARDENS (CR 13) ........................... 42
A3. CHAMBER OF TWILIGHT (CR 10) ...................... 6 PART FOUR: THE MAIDEN ................................ 25 D7. STRANGE ALLIANCES (CR 12) ........................... 44
A4. THE CHALLENGE OF STRENGTH (CR 10) ......7 C1. THE UNLIKELY WITCH (CR 12) ....................... 25 D8. PETRIFIED ROOT FOREST (CR 14) ..................45
A5. CHAMBER OF NIGHT (CR 10) ............................... 7 C2. FIST OF FROST (CR 7)............................................. 26 D9. THE BIRTHING STONES (CR 5) ......................... 46
A6. THE CHALLENGE OF WIT (CR 8) ........................ 9 C3. INVADERS' BASE CAMP (CR 13)....................... 26
PART SIX: THE CRONE ........................................ 47
A7. CHAMBER OF DAWN (CR 10)............................ 10 C4. THE GARDEN FEEDER (CR 12) ......................... 27 E1. SCREAMS IN THE DARKNESS (CR 13) ...........47
A8. THE CHALLENGE OF ENDURANCE (CR 11) C5. THE COVEN QUEEN (CR 9) ................................. 29 E2. CRONE'S CAULDRON (CR 12) ............................ 48
......................................................................................................... 11 C6. THE MAIDEN IN THE FIELD (CR 11+) ........... 30 E3. TOTEM ROOM (CR 13) ............................................ 49
A9. CONTROL ROOM (CR 9)........................................ 12 C7. THE MOTHER'S RITE (CR 12) ............................. 31 E4. THE NYMPH'S BASTARDS (CR 13) ...................50
PART TWO: THE DVEZDA MARCHES .......... 14 C8. FOUNTAIN OF LIGHT (CR 13) ........................... 32 E5. THE RATTER (CR 18)................................................ 52
GIANT SENTRIES (CR 12+) ........................................... 14
C9. MAIDENS IN A RING (CR 9) ................................ 33 E6. THE CRONING RITUAL (CR 10) ......................... 53
SPEARS IN THE FOREST (CR 11) ............................... 16
C10. RING OF THE SUN (CR 12) ............................... 34 E7. THE CRONE'S VENGEANCE (CR 13+) .............54
A MEETING WITH KORAK KAAG (CR 7) .............. 17
PART FIVE: THE MOTHER.................................. 35 E8. THE SHATTERED CRONE (CR 11) ....................56

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E9. THE EON PIT (CR 17)............................................... 57 Demon, Andrazku .................................................... 79


XP ADVANCEMENT ........................................................ 59 Golem, Wood ............................................................. 79
NPC GALLERY..................................................................... 60 Green Hag ................................................................... 80
Jadrenka ....................................................................... 60 Hag Covens ........................................................................... 81
Erdija the Scout ......................................................... 61 Hungry Fog ................................................................. 81
Ratibor the Bold ........................................................ 62 Korred ........................................................................... 82
Vsevolod ....................................................................... 63 Lurker in Light ........................................................... 83
REIGN OF WINTER TREASURES....................... 64 Mishtu ........................................................................... 84
Bane Weapon ............................................................. 64 Pukwudgie ................................................................... 85
Bone Razor .................................................................. 64 Red Cap (Spriggan) .................................................. 86
Bottle of Messages ..................................................... 65 Svathurim .................................................................... 87
Broom of Animated Attacks .................................. 65 Tendriculos ................................................................. 88
Boots of the Winter Jarl .......................................... 65 Undead Raven Swarm ............................................ 89
Bottled Yeti Fur ......................................................... 66 Witch Tree .................................................................. 90
Cookbook of Arcane Augmentation ................... 66 Witchfire ...................................................................... 91
Frost-Thunder Hammer ......................................... 66 Witchfire Covens ................................................................ 91
Ghostslayer Weapon ............................................... 67 BATTLE MAPS .................................................................... 92
Globe of Blizzards ..................................................... 67 Using Battle Maps ..................................................... 92
Grim Lantern.............................................................. 67
Horn of Fog ................................................................. 68
Pipes of Haunting ..................................................... 68
Poisons .......................................................................... 68
Potion of Nondetection ........................................... 68
Quaal's Feather Token ............................................ 69
REIGN OF WINTER TOOLKIT ............................. 70
Winter Magic ............................................................. 70
BESTIARY ................................................................................ 74
Animate Dream ......................................................... 74
Annis Hag .................................................................... 75
Asura, Upasunda ....................................................... 76
Cold Rider ................................................................... 77

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Reign of Winter 4th Edition


Conversion
So, 4th Edition is dead, at least in the eyes of Wizard of Pathfinder Adventure Path #69: Maiden, Mother, Crone (Reign of Winter 3 of 6)
the Coast. Everyone has their views of why this happened. Paizo Publishing, LLC
Personally I think the biggest mistake WotC did was to end
Chapter 3: "Maiden, Mother, Crone"
their cooperation with Paizo. Paizo had delivered some
really great adventures paths in the Dungeon Magazines, by Tim Hitchcock
creating really memorable adventures. Three Times the Adventure!

So what should you do, if you as I like the more advanced On the trail of Baba Yaga, the heroes find themselves transported to the barbaric land of
4th Edition combat and party interworking? I decided to Iobaria on the far-off continent of Casmaron. They must explore three ancient, mystically
linked dungeons in search of more clues to the fate of the Queen of Witches, while
give it a try to convert the latest Paizo adventure path to 4th
contending with savage centaurs and demon-worshiping frost giants who seek to claim
Edition. Could the systems interwork? and could the "fluff" Baba Yaga’s secrets for themselves.
of Paizo bring back the magic to 4th Edition? Well we will
This volume of Pathfinder Adventure Path continues the Reign of Winter Adventure
have to see. If you want to contribute to this work, please
Path and includes:
do. Any advices, ideas, corrections, contributions, are more
than welcome. * “Maiden, Mother, Crone,” a Pathfinder RPG adventure for 7th-level characters, by
Tim Hitchcock.
This Maiden, Mother, Crone conversion are using material * A gazetteer of the Dvezda Marches—a cold and isolated region of Iobaria populated
from the same Pathfinder product. As I am only copying the by centaur clans and dotted with ancient ruins.
necessary game elements that should be used in the 4th * An account of the demon lord of hideous giants, numbing cold, and bloody
Edition game, I have taken away all the great context, revenge—Kostchtchie the Deathless!
information, and stories which creates the magic of the * A glimpse into Irrisen’s eerie relationship with dolls in the Pathfinder’s Journal, by
Paizo product. Kevin Andrew Murphy.
* Five new monsters, by Jason Nelson and Sean K Reynolds..
I therefore strongly advise you to purchase the following
Paizo products, to run the Reign of Winter campaign. I did!
You can order and buy all the products from their online
store at http://www.paizo.com

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the Insight skill to discern intent and decipher body


language during social interactions, or to use the Streetwise
skill to pick up a dialect of a known language, or even the
History skill to understand unfamiliar spoken languages as
well as written languages as long as they have some
common root back in history.

Insight /
Streetwise /
Level of Understanding History DC
Understand simple ideas 18 / 20 / 25
Understand everyday speech 35 / 26 / 28
Understand intricate or complex 40 / 28 / 30
concepts
Dialect or similar to known language +0 / +0 / +0
Common roots as know language +0 / +5 / +0
No relation to any known language +0 / +10 / +5

In all of these skill cases, however, the PCs should get


only a basic understanding of what is said. To have a true
conversation, a PC still needs to learn the language or use
magic to communicate.

THE SHACKLED HUT


A2. THE KNOTTED CORRIDOR
A PC who succeeds at a DC 20 Dungeoneering check
PART ONE: THE DANCING HUT with whom the PCs share a language drops even further.
confirms that the corridor just leads in a circle.
The PCs can of course learn new languages by getting the The illusions that cover the endless hallway also mask the
Languages and Communication Linguist feat, and rituals such as comprehend languages and door (Perception DC 30 to spot). Once the doors have been
In "Maiden, Mother, Crone," for the first time in the Reign tongues can remove most language barriers, but there may opened, the illusion is dispelled, though the door remains
of Winter Adventure Path the PCs are taken away from the be times in the campaign where the PCs encounter a new difficult to spot (Perception DC 25 to find).
Inner Sea region to the land of lobaria, where the language and do not want to spend a feat slot in into Baba Yaga herself placed an arcane lock ritual upon the
"Common" tongue of Taldane is spoken rarely, if at all. As Linguist, or don't have a spellcaster with comprehend door that keeps it held fast (break DC 35, Thievery DC 25),
the campaign progresses and the PCs venture into even languages prepared. In these cases, you might want to though the third raven oracle's amulet easily opens it.
more far-flung locales, the chance of meeting characters consider implementing a house rule allowing a PC to use

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A3. CHAMBER OF TWILIGHT (CR 10) Moc, Raven Oracle (M) Level 10 Elite Controller 4 Shadow Ravens (R) Level 9 Skirmisher
Tiny magical beast XP 1,000 Tiny shadow beast XP 400
A successful DC 25 Arcana or History check reveals the
carving to be a symbol for twilight, in a style favored by HP 208; Bloodied 104 Initiative +10 HP 97; Bloodied 48 Initiative +11
Iobarian witches. A character with the witch subtype gains AC 24; Fortitude 20, Reflex 24, Will 22 Perception +13 AC 23; Fortitude 20, Reflex 22, Will 21 Perception +8
Speed 2, fly 8 (average) Low-light vision Speed 2, fly 8 (average); phasing Low-light vision
a +10 circumstance bonus on this check.
Saving Throws +2; Action Points 1 Resist insubstantial
A successful DC 18 Perception check reveals the room's STANDARD ACTIONS TRAITS
only other exit, a narrow passageway lined with jutting,
R Freezing Gaze (psychic) * At-Will Death's Herald * Aura 5
leafles s branches, hides behind a tangle of dead branches
Attack: Ranged 10 (one creature); +13 vs. Will Enemies within the aura take a –2 penalty to death saving
at the rear of the room.
Hit: The target is stunned (save ends). throws.
This room is the demesne of Moc, one of Baba Yaga's Aftereffect: The target is immobilized (save ends). Insubstantial
three raven oracles. Shortly after the PC s enter the room, A Raven's Curse (necrotic) * At-Will The shadow raven takes half damage from all attacks, except
the raven flies out of the darknes s and settles atop the Attack: Area burst 2 within 10 (enemies in burst); +13 vs. those that deal force damage. When it takes radiant damage, it
glowing orb, casting a huge, ominous shadow. With a Fortitude loses this trait and the ability to use soul fly through until the start
successful DC 25 Perception check, a PC notices a small of its next turn.
Hit: 1d8 + 9 necrotic damage, and the target is blinded and
iron amulet hanging from a leather thong about the bird's takes ongoing 5 necrotic damage (save ends both). STANDARD ACTIONS
neck. R Terrible Remorse (psychic) * Recharge 4 5 6 m Claws (necrotic) * At-Will
Initially, Moc holds his thoughts, waiting and listening. Attack: Ranged 10 (one creature); +13 vs. Will Attack: Melee 1 (one creature); +14 vs. AC
Eyeing the PCs suspiciously, he darts his head in short, Hit: The target starts hurting itself, and takes 10 damage on its Hit: 2d6 + 10 necrotic damage.
crisp movements. If the PCs don't address him first, Moe's turn and can't take any other actions (save ends). M Soul Fly Through (necrotic) * At-Will
initial attitude is indifferent. If the PCs tell him they have Aftereffect: The target is dazed from sorrow (save ends). Effect: The shadow raven moves up to its speed and can make
come seeking to undo Baba Yaga's fate and make Moc MINOR ACTIONS one attack against a creature whose square it phases through at
friendly, he accepts their story. Alternatively, clever r Inflict Wounds (necrotic) * At-Will (1/round) any point during the movement. The shadow raven doesn't
provoke opportunity attacks when moving away from the target
roleplaying can convince Moc of the PCs' good intentions. If Attack: Ranged 10 (one creature); +15 vs. AC
of the attack.
all else fails, or if the PCs remain silent, Moc uses his detect Hit: 2d8 + 9 necrotic damage.
Attack: Melee 1 (one creature); +14 vs. AC
thought ritual to learn the reasons for the PCs' presence Sanctuary * Recharge 5 6 Hit: 1d6 + 7 necrotic damage, the target loses a healing surge,
before initiating conversation. Effect: The shadow raven receives a +5 bonus to all defenses and it is immobilized until the end of its next turn.
[For the raven oracle riddle, se the original adventure.] until its next attack or until the end of the shadow raven's next Skills Stealth +14
turn. Str 6 (+2) Dex 20 (+9) Wis 18 (+8)
Creatures (2,600 XP): 1 raven oracle, 4 shadow ravens
Rituals Consult Mystic Sages +16, Detect Thought +16 (2/day; see Con 17 (+7) Int 16 (+7) Cha 10 (+4)
Tactics: Moc makes every effort to avoid combat, using Appendix); Endure Elements, Tongues
Alignment unaligned Languages common
powers like freezing gaze, and sanctuary if necessary. If forced Skills Arcana +14, Diplomacy +14, Insight +13, Stealth +15
to fight, he calls upon four shadow ravens that sweeps down Str 6 (+3) Dex 20 (+10) Wis 16 (+8)
from hiding amoung the leafless trees. He uses his inflict Con 16 (+8) Int 22 (+11) Cha 18 (+9) Morale: Bound to Baba Yaga and the Dancing Hut, Moc
wound, raven's curse and terrible remorse to deal as much as Alignment unaligned Languages common, elven and the shadow ravens fight to the death.
damage to and hardship on his enemies as he can, while the Equipment iron amulet (+3 brooch of shielding) Area Features: The area has the following features:
shadow ravens uses soul fly through against the enemies.
Illumination: Dim light from points of magical lights in the
roof, mimicking a star filled sky.

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Walls of Trees: The tree branches are pointy and sharp and A4. THE CHALLENGE OF STRENGTH (CR 10) 2 Thunderfury Boars (B) Level 15 Brute
is a real threat for anybody not watching out: Large fey beast XP 1,200
The Beasts of Gelglast, a pair of hideously scarred
thunderfury boars of monstrous proportion, reside within HP 182; Bloodied 91 Initiative +9
this chamber, brought here by Baba Yaga after one of her AC 27; Fortitude 29; Reflex 24; Will 23 Perception +8
TRIGGERED ACTIONS
extra planar travels. The Beasts hide in the shadows of the Speed 8
m Sharp Tree Branches * At-Will
far corner, ready to run down and gore to ribbons whatever TRAITS
Trigger: Any Medium sized creature or larger, starting its turn or Thunderous Charge (thunder)
entering a square adjacent to the spear tree walls. hapless sacrifices wander into its abode.
The thunderfury boar deals 10 extra thunder damage when it
Attack: Melee 1 (triggering creature); +15 vs. AC Creatures (2.400 XP): 2 thunderfury boars charges.
Hit: 10 damage
Tactics: The two boars immediately charge the invaders, STANDARD ACTIONS
taking full advantage of their tunderous charge. Once close to m Gore * At-Will
Treasure (17,000 gp): In addition to providing the PCs the enemies, they try to use thunderfury as often as the can. Attack: Melee 1 (one creature); +20 vs. AC
with a clue, the iron amulet also functions as a +3 brooch of Hit: 4d8 + 9 damage, or 5d8 + 11 damage while the
Morale: They fight ferociously to the death.
shielding (17,000 gp, AV p.149). thunderfury boar is bloodied, and the target is pushed up to 2
Area Features: The area has the following features: squares.
Story Award (2,600 XP): If the PCs solve Moe's riddle
and earn the amulet without fighting the raven, award them Illumination: Dim light from points of magical lights in the C Thunderfury (thunder) * Recharge 5 6
2,600 XP as if they had defeated Moc and the shadow roof, mimicking a star filled sky. Attack: Close burst 2 (creatures in burst); +18 vs. Fortitude
ravens in combat. Walls of Trees: The tree branches are pointy and sharp and Hit: 3d8 + 11 thunder damage, and the target is knocked prone.
is a real threat for anybody not watching out: Miss: Half damage, and the target is not knocked prone.
TRIGGERED ACTIONS
M Death Strike
TRIGGERED ACTIONS
Trigger: When the boar drops to 0 hit points.
m Sharp Tree Branches * At-Will
Effect: The thunderfury boar makes a gore attack.
Trigger: Any Medium sized creature or larger, starting its turn or
Str 24 (+14) Dex 15 (+9) Wis 12 (+8)
entering a square adjacent to the spear tree walls.
Con 22 (+13) Int 5 (+4) Cha 9 (+6)
Attack: Melee 1 (triggering creature); +15 vs. AC
Alignment unaligned Languages —
Hit: 10 damage

Development: After defeating the boars, the PCs must A5. CHAMBER OF NIGHT (CR 10)
succeed at a DC 22 Nature check to properly remove the
A successful DC 25 Arcana or History check reveals the
great beast's tusks.
carving to be the Iobarian witch symbol for night. A
character with the witch subtype gains a +10 circumstance
bonus on this check.

Wavering darkness devours everything that lies beyond the


threshold. An unnatural chill meet you, stinging the skin of your
exposed faces. Thick stone columns and wooden beams are covered

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in frost, and ice flower blossoms, supporting the room's highvaulted Rozum, Raven Oracle (M) Level 10 Elite Controller 2 Winterbole Rimeneedles (R) Level 12 Skirmisher
ceiling. A faintly glowing blood-red orb dangles from a black frozen Tiny magical beast XP 1,000 Large fey magical beast (plant), treant XP 700
iron chain in the center of the room. HP 208; Bloodied 104 Initiative +10 HP 122; Bloodied 61 Initiative +10
AC 24; Fortitude 20, Reflex 24, Will 22 Perception +13 AC 26; Fortitude 24, Reflex 23, Will 24 Perception +10
Another of Baba Yaga's three raven oracles, Rozum, Speed 2, fly 8 (average) Low-light vision Speed 6 (forest walk, ice walk) Low-light vision
inhabits the Chamber of Night. A hideous albino raven with Saving Throws +2; Action Points 1 Resist 10 cold
red eyes, Rozum perches in the rafters, hidden amid the STANDARD ACTIONS TRAITS
moonflower blossoms. Shortly after the PCs arrive, he hops
R Freezing Gaze (psychic) * At-Will Wooden Body
forth along the beams before fluttering to rest atop the orb.
Attack: Ranged 10 (one creature); +13 vs. Will Whenever the rimeneedle takes fire damage, it also takes
Like Moc in area A3, Rozum eyes the PCs when they Hit: The target is stunned (save ends). ongoing 5 fire damage (save ends).
arrive, waiting for them to address him. The PCs must Aftereffect: The target is immobilized (save ends). STANDARD ACTIONS
convince him of their intentions before the raven offers his A Raven's Curse (necrotic) * At-Will m Slam * At-Will
counsel. Rozum's initial attitude is indifferent (Diplomacy Attack: Area burst 2 within 10 (enemies in burst); +13 vs. Attack: Melee 2 (one creature); +17 vs. AC
DC 26 to turn more positive), but showing Rozum an Fortitude Hit: 2d12 + 7 damage, and the target is pushed up to 2 squares.
amulet earned from a previous challenge immediately Hit: 1d8 + 9 necrotic damage, and the target is blinded and M Tree Stomp * At-Will
convinces him. If the PCs wait too long or fail to convince takes ongoing 5 necrotic damage (save ends both). Effect: The rimeneedle shifts up to its speed and can move
him, Rozum uses his brain drain revelation to find out why R Terrible Remorse (psychic) * Recharge 4 5 6 through enemies' spaces during this movement. At any point
they have come. Still, he too requests they earn the Attack: Ranged 10 (one creature); +13 vs. Will during that movement, it uses slam once. If the attack hits, the
knowledge he holds with a challenge. Hit: The target starts hurting itself, and takes 10 damage on its target also falls prone.
Creatures (2,400 XP): 1 raven oracle, 2 winterbole turn and can't take any other actions (save ends). MOVE ACTIONS
rimeneedles Aftereffect: The target is dazed from sorrow (save ends). C Winter's Step (cold, teleportation) * Encounter
MINOR ACTIONS Effect: Before the attack, the rimeneedle can teleport up to 5
Tactics: Rozum makes every effort to avoid combat,
r Inflict Wounds (necrotic) * At-Will (1/round) squares.
using powers like freezing gaze, and sanctuary if necessary. If
Attack: Ranged 10 (one creature); +15 vs. AC Attack: Close burst 2 (enemies in the burst); + 15 vs. Fortitude
forced to fight, two winterbole rimeneedles disentangle Hit: 2d10 + 9 cold damage.
from the walls and use their winter's step to block any escape Hit: 2d8 + 9 necrotic damage.
Miss: Half damage.
for the PCs. Rozum uses his inflict wound, raven's curse and Sanctuary * Recharge 5 6
Skills Nature +15, Stealth +13
terrible remorse to deal as much as damage to and hardship Effect: The shadow raven receives a +5 bonus to all defenses
Str 19 (+10) Dex 15 (+8) Wis 18 (+10)
on his enemies as he can, while the rimeneedles uses slam until its next attack or until the end of the shadow raven's next
turn. Con 18 (+10) Int 17 (+9) Cha 16 (+9)
to push creatures into the wall of sharp tree branches.
Rituals Consult Mystic Sages +16, Detect Thought +16 (2/day; see Alignment unaligned Languages Elven
Morale: Bound to Baba Yaga and the Dancing Hut, Appendix); Endure Elements, Tongues
Rozum and the rimeneedles fight to the death if forced into Skills Arcana +14, Diplomacy +14, Insight +13, Stealth +15 Area Features: The area has the following features:
combat. Str 6 (+3) Dex 20 (+10) Wis 16 (+8)
Con 16 (+8) Int 22 (+11) Cha 18 (+9)
Illumination: Permanent magical light ward ritual swallows
the entire chamber in darkness, but the glowing red orb
Alignment unaligned Languages common, elven
provides dim light in a 10-foot radius. While in the warded
Equipment iron amulet (+3 brooch of shielding)
area, bright light becomes dim light, and dim light becomes
darkness. The effects can not be dispelled by the PCs.

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Sound: The room is also under the effects of a permanent jumping, using a rope, or the like) triggers a trap. The First Failed Save: The target is also weakened (save ends).
forced quiet ritual (see Appendix), which muffles sound in stepping-stones reappear if someone else drinks from the Second Failed Save: The target falls unconscious until the end of
the room, making creatures within unable to shout or make correct chalice. the encounter
loud noises. The effects can not be dispelled by the PCs. Countermeasure: Perception DC 26 to notice poison before
ingested.
Walls of Trees: The tree branches are pointy and sharp and
The Drowning Pool Level 8 Trap
is a real threat for anybody not watching out. The
Object XP 1,750
rimeneedles are immune to the effect: Area Features: The area has the following features:
Detect Arcana DC 24, "You sense the presence Initiative −
of an evil curse, placed on the dark waters of Illumination: The room is dark, and the alcoves in the
the pool" grotto walls are cloacked in darkness by permanent magical
TRIGGERED ACTIONS
Immune all attacks. light ward rituals. They are not illuminated even if light is
m Sharp Tree Branches * At-Will
TRIGGERED ACTIONS brought into the chamber. The effects can not be dispelled
Trigger: Any Medium sized creature or larger, starting its turn or by the PCs.
entering a square adjacent to the spear tree walls. M Suffocation * At-Will
Attack: Melee 1 (triggering creature); +15 vs. AC Trigger: Any living creature enters into the pool or passes above Alcoves: Each alcove contains an object, locked within a
Hit: 10 damage the surface of its waters without using the stepping-stones cage (Break DC 26) and chained and padlocked to the
Attack (Immediate Reaction): Melee 0 (triggering creatur); +11 vs. stone floor (Break DC 26 or Thievery DC 24). The objects
Fortitude are a mirror (area A6a), an apple (area A6b), an hourglass
Treasure (17,000 gp): In addition to providing the PCs Hit: Creature is dazed, gasping for breath (save ends) (area A6c), an athame (area A6d), and a key (area A6e).
with a clue, Rozum's amulet also functions as a +3 resilience First Failed Saving Throw: Creature is unconscious and
amulet (17,000 gp; AV p.154). reduced to 0 hit points (save ends). Ceiling: The ceiling of the grotto is 20 feet high

Story Award (2,400 XP): If the PC s solve Rozum's Second Failed Saving Throw: Creature drops to -1 hit points and Pool: The water of the pool is 20 feet deep.
is dying (save ends, but creature is still dying).
riddle and earn the amulet without fighting the raven, Table with Chalices: The table in the center of the room has
Third Failed Saving Throw: The creature dies.
award them 2,400 XP as if they had defeated Rozum and five chalices, which are half full of dark red wine, and the
COUNTERMEASURES
the winterbole rimeneedles in combat. rim of each chalice is etched with a specific rune in a
* Surpress: Arcana DC 24 (standard action). Success: You
repeating pattern. Each rune corresponds to one of the
manage to surpress the curse long enough for one person to
pass safely to an alcove.
objects hidden in each alcove. With a successful DC 25
A6. THE CHALLENGE OF WIT (CR 8) * Healing: Healing DC 24 (minor action). Success: You allow a Arcana or History check, a PC identifies each rune and the
suffocating character to reroll a failed saving throw and take object it corresponds to. The chalices have an aura of
Trap (1,750 XP): To access an alcove, one must drink transmutation and evocation. No matter how much wine is
the new result. This can only be performed once per
from the corresponding chalice. When this occurs, three suffocating character. drunk from a chalice, it always remains half-full, as long as
stepping-stones rise from the black waters, creating a path it is within this chamber. The chalices become nonmagical
to the alcove. Unfortunately, Rozum has poisoned every if removed from this room.
chalice except the right one with dark reaver powder (see Dark Reaver Powder Level 10 Poison
Appendix). To add to the difficulty of this challenge, the Story Award (1,750 XP): If the PCs somehow bypass
This grey-black power gives a faint smell of musk to any food or drink it
stepping-stones only remain solid for 1d4 rounds, after has been applied to. Once ingested the target is beset with stomach ache,
the trap or successfully recover the hourglass without
which they vanish again, dropping anyone standing on a cramps, weakness and sometime even unconscioussnes. triggering the trap, award them 1,750 XP.
stepping-stone into the black water. Any living creature that Poison ingested 1,250 gp
enters into the pool or passes above the surface of its dark Attack: +13 vs. Fortitude; ongoing 5 poison damage, and slowed
waters without using the stepping-stones (such as by flying, (save ends both).

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A7. CHAMBER OF DAWN (CR 10) takes ongoing 5 necrotic damage (save ends both). Requirement: The dryad must be adjacent to a tree or a Large
R Terrible Remorse (psychic) * Recharge 4 5 6 plant.
At the center of the half- circle, a single extended arrow
Attack: Ranged 10 (one creature); +13 vs. Will Effect: The dryad teleports up to 8 squares to a square adjacent
points upward. A successful DC 25 Arcana or History to a tree or a Large plant.
check reveals the carving to be the Iobarian witch symbol Hit: The target starts hurting itself, and takes 10 damage on its
turn and can't take any other actions (save ends). MINOR ACTIONS
for dawn. A character with the witch subtype gains a +10
Aftereffect: The target is dazed from sorrow (save ends). Deceptive Veil (illusion) * At-Will
circumstance bonus on this check.
MINOR ACTIONS Effect: The dryad disguises itself to appear as a Medium
Tryva, the third raven oracle, guards the Chamber of r Inflict Wounds (necrotic) * At-Will (1/round) humanoid (usually a beautiful elf or eladrin) until it uses
Dawn. She is tasked with testing the PCs' endurance. When deceptive veil again or until it drops to 0 hit points. Other
Attack: Ranged 10 (one creature); +15 vs. AC
the PCs enter, she flutters down from a nearby shrub and creatures can make a DC 30 Insight check to discern that the
Hit: 2d8 + 9 necrotic damage. form is an illusion.
perches at the pool's edge, opposite the PCs. Like the other
Sanctuary * Recharge 5 6 Skills Bluff +10, Insight +12, Stealth +13
ravens, Tryva gives the PCs a short time to state their
Effect: The shadow raven receives a +5 bonus to all defenses Str 17 (+7) Dex 19 (+8) Wis 16 (+7)
purpose and convince her of their intentions. Her initial
until its next attack or until the end of the shadow raven's next Con 19 (+8) Int 10 (+4) Cha 13 (+5)
attitude is indifferent (Diplomacy DC 26 to turn more
turn.
positive), but showing Tryva an amulet earned from a Alignment unaligned Languages Elven
Rituals Consult Mystic Sages +16, Detect Thought +16 (2/day; see
previous challenge immediately convinces her. Appendix); Endure Elements, Tongues
If necessary, Tryva uses her brain drain revelation to Skills Arcana +14, Diplomacy +14, Insight +13, Stealth +15 Area Features: The area has the following features:
extract this information forcefully. Like her siblings, the Str 6 (+3) Dex 20 (+10) Wis 16 (+8) Illumination: A pale, warm light fills the room, emanating
raven demands the PCs earn her gift by completing a Con 16 (+8) Int 22 (+11) Cha 18 (+9) from a stone-lined pool of water in the center.
challenge. Alignment unaligned Languages common, elven
Pool: The water is clear and refreshing and only ankle
Creatures (2,600 XP): 1 raven oracle, 4 dryads Equipment iron amulet (+3 brooch of shielding)
deep, hower it is deep enough to prevent characters to run
or charge across the pool.
4 Dryads (D) Level 9 Skirmisher
Tryva, Raven Oracle (M) Level 10 Elite Controller Vinestocks: The vinestocks provide concealment for Small
Medium Fey humanoid (plant) XP 400
Tiny magical beast XP 1,000 creatures of smaller.
HP 99; Bloodied 49 Initiative +10
HP 208; Bloodied 104 Initiative +10
AC 23; Fortitude 22, Reflex 22, Will 20 Perception +12
AC 24; Fortitude 20, Reflex 24, Will 22 Perception +13
Speed 8 (forest walk) Treasure (25,000 gp): In addition to providing the PCs
Speed 2, fly 8 (average) Low-light vision
STANDARD ACTIONS with a clue, Tryva's amulet also functions as a chime of
Saving Throws +2; Action Points 1
m Claw * At-Will opening (25,000 gp; MME, p 81). The amulet automatically
STANDARD ACTIONS
Attack: Melee 1 (one creature); +14 vs. AC opens the arcane locked secret door in area A2.
R Freezing Gaze (psychic) * At-Will
Hit: 2d8 + 8 damage, or 3d8 + 10 if no other enemy is adjacent Story Award (2,600 XP): If the PCs solve Tryva's riddle
Attack: Ranged 10 (one creature); +13 vs. Will to the dryad.
Hit: The target is stunned (save ends). and earn the amulet without fighting the raven, award them
M Luring Feint * At-Will 2,600 XP as if they had defeated her and the dryads in
Aftereffect: The target is immobilized (save ends).
Effect: The dryad uses claw. If the attack hits, the dryad shifts up combat.
A Raven's Curse (necrotic) * At-Will to 4 squares, pulling the target with it. If the attack misses, the
Attack: Area burst 2 within 10 (enemies in burst); +13 vs. dryad shifts up to its speed.
Fortitude MOVE ACTIONS
Hit: 1d8 + 9 necrotic damage, and the target is blinded and Treestride (teleportation) * At-Will

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A8. THE CHALLENGE OF ENDURANCE (CR 11) (Baba Yaga killed her and captured her soul), or similar Retrying
lines of questioning should produce enough evidence for Yes, if the characters leave the room with the nightmare alive,
To complete the Challenge of Endurance, the PCs must
PCs to guess her desires. they can retry again later, without the nightmare being aware of
confront the animate dream of Baba Yaga's most recently
slain daughter, Yelizaveta. This is not the actual Yelizaveta Shortly after the PCs enter the room, the their return, or them having been there. The Dancing Huts
Witchdaughter's Nightmare manifests from the stain on the magic have restored the animated dream to full hit points.
or her spirit, but an ethereal fragment of one of her
nightmares, given vengeful life by the magic of the Dancing bed. Her vaguely humanoid form continually morphs and Perception DC 20 (free action, 1 success, maximum 1 success)
Hut. distorts. She immediately attacks the intruders. Run the You note that the shadowy creature's base appearance is that of a
following skill challenge during the fight with the animate female Jadwiga, with a similar appearance to that of the current queen
To complete the challenge, the PCs must determine the
dream. of Irrisen.
animate dream's desire before destroying her. The dream
doesn't want to share her desire with mortals, however, so History DC 27 (free action, 1 success, maximum 1 success)
Prerequisite: A successful Perception check.
the PCs must trick her into
Facing the Witchdaughter's Nightmare Level 11
revealing information. You recognizes the shadowy creature as Yelizaveta, the thirteenth
Skill Challenge XP −
daughter of Baba Yaga and former queen of lrrisen.
The dream is aware that she You need to understand the desires of the nightmare you are facing. A
Arcana DC 20 (minor action, 1 success, maximum 2 successes)
is a prisoner, neither dead nor creature of shadows, hate and hunger that want to consume your soul.
alive and trapped in an 1. The creature is not a ghost or even a spirit, but an ethereal fragment
To complete the challenge, the PCs must determine the animate
eternal netherworld to of somebody's nightmares, given vengeful life by the magic of the
dream's desire before destroying her.
Dancing Hut.
repeat the same
Complexity 2. You inform the creature that it is a prisoner in the Dancing Hut, a
cycle of
2 (6 successes before 3 failures) nightmare given life by the magic of Baba Yaga.
nightmares for
all eternity. Primary Skills Diplomacy DC 27 (1 per round, 1 success, maximum 3
Therefore, her successes)
Perception, History, Arcana, Diplomacy, Bluff (Intimidate)
desire is You try to convince the shadowy creature that you mean her no harm.
Victory
twofold−she You actually want to save her. But you can only save her if she reveals
seeks freedom For every successful Diplomacy or Bluff check the animate her heart's desires.
dream gets a new action point (starts at zero), as it becomes
from Baba Bluff DC 22 (1 per round, 1 success, maximum 3 successes)
more enraged and more violent. However, it reveals more
Yaga's binding infromation at each success. You try to trick the shadowy creature to reveal its heart's desire.
clutches and With a successful skill challenge the PCs learn that her desire is Intimidate Automatic Failure (The animate dream gets a +2
vengeance twofold−she seeks freedom from Baba Yaga's binding clutches bonus on all attacks and damge until the end of the encounter)
against the and vengeance against the Queen of Witches.
Your anger at the shadowy creature that becomes more enraged and
Queen of
Defeat more violent.
Witches.
Questions The PCs do not manage to discover the animated dream's true
desire. However, if the PCs have succeeded with an Arcana
about the Creatue (3,000 XP): Animate Dream
check they have understood that the animated dream is almost
dream's like a recording and that they could leave and come back again Morale: The Witchdaughter's Nightmare fights until
identity, how if they have not killed it. You should hint this fact to the PCs, or destroyed.
she came to be give them a DC 20 Insight or Arcana check to learn it before it
within the is to late.
Dancing Hut

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Witchdaughter's Nightmare Level 11 Solo Skirmisher TRIGGERED ACTIONS A9. CONTROL ROOM (CR 9)
Medium shadow humanoid XP 3,000 R Phantasmal Killer * At-Will
An Iobarian warlord called Ratibor the Bold and his three
HP 444; Bloodied 222 Initiative +11 Trigger: A creature attacks the animated dream with and attack barbarian companions guard this area. A prisoner of Baba
AC 25; Fortitude 21, Reflex 23, Will 24 Perception +12 with a dazing, stunning, or dominating effect.
Yaga, Ratibor and his henchmen are bound to serve her
Speed fly 8 (perfect); phasing Darkvision Attack (Immediate Reaction): Ranged 10 (triggering enemy); +14
and guard the Dancing Hut from intruders. However, his
Saving Throws +5; Action Points See skill challenge vs. Will. The attack roll takes no penalty from concealment.
orders are to defend the hut against intruders from the
TRAITS Hit: 3d8 + 11 psychic damage.
outside−they say nothing about intruders from the inside,
Action Recovery Effect: The animated dream can make a saving throw against any
dazing, stunning, or dominating effect caused by the triggering such as the PCs, who are likely coming from within the hut
Whenever the animated dream ends its turn, andy dazing, itself.
creature.
stunning, or dominating effect on it ends.
Skills Bluff +15, Insight +12, Intimidate +15, Stealth +14 When the PCs first enter this room, Ratibor and his
Insubstantial
Str 10 (+5) Dex 18 (+9) Wis 15 (+7) henchmen are standing guard facing the hut's outer door.
The animated dream takes half damage from all attacks, except
Con 15 (+7) Int 10 (+5) Cha 21 (+10) When they notices them, there is a moment of confusion.
those that deal force damage. When it takes radiant damage, it
loses this trait and its phasing ability until the start of its next Alignment evil Languages telepathy 20 Never before during their service have people come from
turn. within the hut unaccompanied by Baba Yaga, and they are
STANDARD ACTIONS unsure what they should do. Ratibor hails the PCs and
m Incorporeal Touch * At-Will informs them of his duty, first in Iobarian, then in Draconic,
Area Features: The area has the following features: and waits for their response. He is suspicious of the PCs but
Effect: The animated dream uses its incorporeal touch upon the
target, which has one of the following effects: Illumination: Dim light. Light shines in from A7. Should does not order an attack outright, waiting instead to see
1. Nightmare Curse (necrotic): Melee 1; +14 vs. Reflex; 2d6 + 8 the door be closed, the room is plunged into darkness. The whether he can learn who they are and the reason for their
necrotic damage, and ongoing 5 necrotic damage (save ends). animate dream does not leave the room to pursue any PCs presence in the hut.
At the end of the encounter, the target makes a saving throw. returning into the light area of A7. Quick-thinking PCs can convince Ratibor to let them
On a failure, the target recieves a nightmare curse (stage 1).
Bed: The bed provides cover for Small or smaller leave the hut with a successful DC 29 Diplomacy check. If
2. Deep Slumber (charm): Melee 1; +14 vs. Will; the target falls
unconscious (save ends). creatures. A Medium creature can spend a standard action successful, he lets them pass without attacking, so long as
3. Nightmare Jaunt (psychic): 2d6 + 7 psychic damage, and the to overturn the bed to get cover. The squares with the bed they do not try to reenter the hut. If Ratibor is made
target is removed from play until the start of animated and the cupboard are considered difficult terrain. friendly or helpful, the PCs can question him about Baba
dream’s next turn. The target then reappears in an Yaga, the Dancing Hut, and their current location (see page
unoccupied space of the animated dream's choice within 5 56 in the original adventure for how Ratibor can help the
squares of the animated dream. When it reappears, the target PCs). If the PCs make Ratibor hostile or try to pass by him
is dazed (save ends).
4. Confusion (charm); Melee 1; +14 vs. Will; the target uses a
free action to charge the nearest ally it is able to charge.
5. Terror (fear, psychic): Melee 1; +14 vs. Will; 2d8 + 6 psychic Nightmare Curse Level 11 Curse
damage, and the animated dream pushes the target its speed. An animate dream’s touch puts a curse of terrifying nightmares and Attack: +14 vs. Will
M Flyby Attack * At-Will horrifying visions in the target’s mind. Endurance improve DC 27, maintain DC 14, worsen DC 13 or lower
Effect: The animated dream flies up to its speed and uses The curse  Initial Effect The target is fatigued   The target loses two healing surges that it  Final State The
incroporeal touch on any enemy within reach during that ends and grants combat advantage, cannot regain until cured. Any skill checks target loses 2 points
movement. It does not provoke opportunity attacks when and can't run or charge. based on Wisdom or Intelligence has a -2 in Wisdom
moving away from the target of the attack. penalty.

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without befriending him, he and his barbarian scouts M Wrath of the Storm (weapon) * Recharge 5 6 Adept Charger
immediately attack. Attack: Melee 1 (one creature); +19 vs. AC The scout is not limited to taking only free actions immediately
after a charge.
Creature (3,500 XP): Ratibor the Bold, 3 barbarian Hit: 4d10 + 12 damage, and the target is pushed up to 4 squares
scouts and is knocked prone. Wolf Flurry
M Blood-Frenzy Strike (weapon) * Recharge when bloodied While bloodied, the scout gains a +2 power bonus to speed and
Tactics: Ratibor uses little in the way of strategy. He a +4 power bonus to all defenses against opportunity attacks.
simply attacks the nearest target within range, though he Attack: Melee 1 (one creature); +19 vs. AC
STANDARD ACTIONS
does take advantage of his wrath of the storm and blood-frenzy Hit: 3d10 + 12 damage, and the target gains vulnerable 5 to all
damage until the end of Raibor's next turn. m Battleaxe (weapon) * At-Will
strike powers. He uses his defenders aura and vengeful
MINOR ACTIONS Attack: Melee 1 (one creature); +15 vs. AC
guardian effectively to protect his barbarian companions.
M Jarring Smash (weapon) * At-Will (1/round) Hit: 2d10 + 6 damage, or 3d10 + 6 if the attack was part of a
Together they hold their ground and try to prevent their
charge.
enemies from getting past them. Attack: Melee 1 (one creature); +19 vs. AC
Hit: 3d10 + 12 damage, and the target grants combat advantage M Wolf Strike (weapon) * Recharge if the power misses every
The barbarian scouts try to swarm around their targets target
until the end of Ratibor's next turn.
using adept charger, and wild instinct to stay out of flank
TRIGGERED ACTIONS Attack: Melee 1 (one or two creatures); +13 vs. Fortitude
position. Hit: 2d10 + 4 damage, and ongoing 5 damage (save ends).
M Vengeful Guardian * At-Will
Morale: If guarding the Dancing Hut, Ratibor and his TRIGGERED ACTIONS
Trigger: An enemy subject to your dender aura shifts or makes
barbarian companions have no choice but to fight to the Wild Instinct * At-Will
an attack that does not include Ratibor.
death. If their opponents flee, they follow them wherever Triaaer: An enemy ends its movement in a square where it
Effect: Ratibur uses battleaxe against the triggering enemy.
they go, but they are forbidden to exit the hut itself. flanks the scout.
Surge of Fury * Encounter
Effect (Immediate Reaction): The scout shifts up to 2 squares.
Trigger: Ratibor start his turn subject to a dazing or dominating
Skills Athletic +13, Stealth +15
Ratibor the Bold (R) Level 14 Elite Brute effect.
Str 17 (+8) Dex 21 (+10) Wis 20 (+10)
Medium natural humanoid (human barbarian) XP 2,000 Effect: Ratibur ends the triggering effect. Until the end of his next
turn, he is immune to effects that daze or dominate him. Con 18 (+9) Int 10 (+5) Cha 10 (+5)
HP 336; Bloodied 168 Initiative +11
Skills Athletic +18, Endurance +16, Intimidate +11, Alignment unaligned Languages Common
AC 26; Fortitude 29; Reflex 26; Will 23 Perception +7
Nature +12 Equipment chainmail, battleaxe
Speed 6
Resist 10 cold Str 23 (+13) Dex 18 (+11) Wis 10 (+7)
Saving Throws +2; Action Point 1 Con 18 (+11) Int 12 (+8) Cha 8 (+6) Area Features: The area has the following features:
TRAITS Alignment unaligned Languages Common, Draconic
Illumination: Light from a lantern in the main room, and
Equipment +3 frozen scale armor, +2 heavy shield of the guardian,
Defenders Aura * Aura 1 daylight in the alcove area.
+3 battleaxe, longbow with 20 arrows, boots of the winter jarl, gold
Enemies takes a -2 penalty to attack rolls that do not include necklace Alcove: In the back alcove, a wooden door leads outside to
Ratibor as a target. Marked enemies are not subject to this aura.
the Dancing Hut's porch. Windows in the alcove look out
While bloodied the aura expands to 2 squares, and Ratibor can
into a snowy forest clearing.
shift 1 square as a free action before using vengeful guardian. 3 Barbarian Scouts (S) Level 10 Skirmisher
STANDARD ACTIONS Medium natural humanoid (human) XP 500 Balcony: The balcony and walkway are 10 feet above the
m Battleaxe (weapon) * At-Will HP 106; Bloodied 53 Initiative +12 floor. Trying to push or slide an opponent over the railing
AC 26; Fortitude 29; Reflex 26; Will 23 Perception +15 requires and opposed Strength check, where the opponent
Attack: Melee 1 (one creature); +19 vs. AC
Speed 6 gets a +4 bonus on the roll, due to the height of the railing.
Hit: 3d10 + 12 damage.
TRAITS

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Ceiling: The ceiling is 20 feet high in this room. PART TWO: THE DVEZDA The The Dancing Hut lashes out at the giants with its
trample and chimney gout. You might allow it to use its
Crates and Containers: The crates and containers in the MARCHES swallow whole once if the PCs are too passive in the fight,
room hold more mundane tools and supplies and are
Exiting the Dancing Hut, the PCs find themselves in a forcing them to face one frost giant inside the Hut.
considered difficult terrain.
clearing in a dense, snow- covered forest. A successful DC
Entry Double Doors: The two double doors leading into the While eight frost giants are an almost certainly deadly CR
20 History or Nature check is enough for them to realize
room are carved to resemble an oversized gate guarded by 17 encounter for the PCs, in truth they pose little threat to
that the hut is no longer in Irrisen, though it does not reveal
a scrawny dog. These doors are unlocked, but iron bells the CR 25 hut, with its high AC, large damage, and self
their exact location.
nailed to the opposite side of the doors sound when the healing. This is not meant to be a challenging, or even
doors are opened. If the PCs specifically state they are especially dangerous, encounter. Rather, the point of this
trying to open the doors quietly, allow them to attempt a encounter is to foreshadow the later conflict with
Stealth check with a -10 penalty to avoid alerting the
GIANT SENTRIES (CR 12+) Vsevolod's frost giants in Artrosa while at the same time
occupant of the room beyond. A total of eight frost giants guard the forest clearing now giving the PCs a glimp se of the true capabilities of the
holding the Dancing Hut. A single frost giant stands watch powerful artifact now in their possession.
Ladder: On the landing to the left of the entrance, a
over the Dancing Hut's front door. The moment the PCs Morale: Once four of the frost giants are defeated or
wooden ladder climbs to a trap door in the ceiling; this
emerge from the hut, the giant attacks, calling out an alarm killed, the remainders of the giants break off combat and
leads to a dusty, disused loft.
to alert the rest of the giants. flee northward toward Artrosa.
Table: A cracked clay bowl sits atop the table on the
Creatures (9,600 XP): 8 frost giant scouts
balcony, with a brownish, speckled hen's egg inside. The
area is difficult terrain. Overturning the table is a standard Tactics: The frost giants keep their distance and starts 8 Frost Giant Scouts (F) Level 15 Artillery
action and gives cover to a Medium sized creature or using tundra hunter, chillshards and then icy arrow against any Large elemental humanoid (cold, giant) XP 1,200
smaller. enemies coming out of the Hut. Each round, an additional HP 115; Bloodied 57 Initiative +13
frost giant rushes to the sentry's aid and attacks the PCs, AC 27; Fortitude 26; Reflex 28; Will 27 Perception +17
until 8 giants have joined the fray. It should quickly become Speed 9 (ice walk)
Treasure (68,500 gp): Ratibor the Bold carries the obvious to the PCs that the onslaught of giants will quickly Resist 15 cold
following equipment: +3 frozen scale armor (21,000 gp; AV, overwhelm them. TRAITS
p 46), +2 heavy shield of the guardian (13,000 gp; AV, p120),
Fortunately, the hut takes matters into its own hands on Quick Release
+3 battleaxe (9,000 gp), longbow with 20 arrows, boots of the
the third round of combat, activating to defend itself from The frost giant scout does not provoke opportunity attacks when
winter jarl (25,000 gp; see Appendix), gold necklace worth
the frost giants and allowing the PCs to retreat back inside, it makes ranged or area attacks.
500 gp
if they want to avoid the combat. Although the PCs have Icebound Footing
Major Quest (XP 3,500): 700 XP/Player. The PC s can likely not yet learned to use the hut's controls, for this When an effect pulls, pushes, or slides a frost giant, the giant
free Ratibor from his servitude to Baba Yaga with a ritual combat, they should take turns actually playing Baba Yaga's moves 2 squares less than the effect specifies. Also, a frost giant
found in her cookbook of arcane augmentation, which is stored hut as it fights the frost giants. Give the PCs the stat block can make a saving throw to avoid being knocked prone.
in area D7 in the Mother dungeon of Artrosa. If the PCs for the Dancing Hut of Baba Yaga from The Shackled Hut 4th STANDARD ACTIONS
find the book, they can return to the Dancing Hut and Edition Conversion. PCs who are not actively playing the hut m Icy Spear (cold, weapon) * At-Will
perform the ritual to free Ratibor. If the PCs free Ratibor can still participate in the combat by lobbing spells or Attack: Melee 2 (one creature); +20 vs. AC
and his henchmen from their service, award them 3,500 missile weapons out of the hut's windows or from the hut's Hit: 2d10 + 10 cold damage.
XP as if they had defeated them in combat. porch, or even racing out of the hut to join in the fray in r Icy Arrow (cold, weapon) * At-Will
person.
Attack: Ranged 20/40 (one creature); +22 vs. AC

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Hit: 2d12 + 10 cold damage, and the target is slowed until the Shake It Off Effect (Immediate Reaction): The hut uses claw kick.
end of the frost giant scout’s next turn. At the start of the hut’s turn, it can make a saving throw against Str 28 (+21) Dex 25 (+19) Wis 23 (+18)
A Chillshards (cold, weapon) * Recharge 5 6 any effect that a save can end. On a save, the effect immediately Con 25 (+19) Int 8 (+11) Cha 3 (+8)
Attack: Area burst 1 within 20 (creatures in burst); +20 vs. ends, preventing it from affecting the hut on its current turn. Alignment unaligned Languages understands any
Fortitude Immortal Structure (cannot speak)
Hit: 2d12 + 15 cold damage, and the target is slowed and Reducing the hut to 0 or lower hit points brings the hut toppling
cannot take immediate or opportunity actions until the end of to the ground, without affecting the extradimensional interior
the frost giant scout’s next turn. orany creature inside. The hut can not be controlled and
Aftereffect: The target is slowed until the end of the frost giant remains immobilzed for 24 hours, However, the huts
scout’s next turn. transportive powers can still be used. After 24 hours the hut
regain its bloodied value (570 hp) and all its other powers are
Tundra Hunter * Recharge when first bloodied
activated again. The hut can only be destroyed as described in
Effect: The frost giant makes a melee or ranged attack. If the the artifact's destruction entry.
attack hits, the target gains vulnerable 10 cold (save ends). STANDARD ACTIONS
Aftereffect: The target gains vulnerable 5 cold (save ends).
m Claw Kick or Grab * At-Will
Skills Athletic +13, Stealth +15
Attack: Melee 3 (one creature); +30 vs. AC
Str 19 (+11) Dex 23 (+13) Wis 20 (+12)
Hit: 4d10 + 19 damage, the hut either pushes the target up to 3
Con 19 (+11) Int 10 (+7) Cha 10 (+7)
squares, and the target falls prone; or it grabs the target (escape
Alignment evil Languages Giant DC 29) if it has fewer than two creatures grabbed.
Equipment hide armor, spear, longbow, 40 arrows
M Trample * At-Will
Effect: The hut moves up to its speed. During this movement, the
Baba Yaga's Dancing Hut Level 25 Solo Brute hut can move through enemies’ spaces, and when the hut first
Huge natural animate (blind, construct) XP 6,000 enters a creature’s space, it uses claw kick or grab against that
HP 1140; Bloodied 570 Initiative +19 creature. Area Features: A battle map of the "Giant Sentries " is
AC 27; Fortitude 29; Reflex 27; Will 26 Perception +18 MINOR ACTIONS provided in the Map Appendix. The area has the following
Speed 12 Blindsight 20 C Chimney Gout (fire) * Recharge 5 6 features:
Immune blinded, charm, disease, gaze effects, poison Attack: Close blast 3 (creatures in blast); +28 vs. Reflex Illumination: Daylight
Saving Throws +5; Action Points 2 Hit: 4d6 + 6 fire damage, and ongoing 15 fire damage (save
TRAITS ends). Boulders: Boulders provide cover for Large-sized creatures
Miss: Half damage. or smaller. For Large creatures, boulders are treated as
Flailing Legs * Aura 3
difficult terrain, but for smaller creatures they have to be
Any enemy that starts its turn in the aura, or makes an attack M Swallow Whole * At-Will (1/round)
climbed with a DC 15 Athletcis check.
during the hut’s turn while in the aura, takes 15 damage. While Attack: Melee 0 (one grabbed creature); +28 vs. Reflex
the hut is bloodied, this damage increases to 20. Hit: 4d12 + 15 damage, and the target is scooped up by the
Bushes and Fir-trees: The bushes and fir-trees provide
Long Stride hut's front door and flung inside. The target appears within the concealment.
The hut ignores difficult terrain. extra dimensional space inside the hut−the layout of which Snowy Landscape: The snow is 1-2 feet deep and is treated
Self Healing depends upon the hut's physical location. as difficult terrain for Medium-sized creatures or smaller.
The hut regains 15 hit points whenever it starts its turn and has TRIGGERED ACTIONS
Tree Trunks: The tree trunks provide cover for any
at least 1 hit point. When the hut takes psychic damage, its M Berserk Hut * At-Will
creature standing adjacent to it
regeneration does not function on its next turn. Trigger: An attack damages the hut while it is bloodied.

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Treasure (6,300 gp): The giants have little treasure Creatures (3,100 XP): 3 centaur ravagers, centaur Trigger: When a creature moves into a space where it flanks the
beyond their gear, though one of them is carrying a fist- hunter, 2 centaur archers, centaur mystic centaur ravager.
sized glass bauble in its sack, wrapped up in a bundle of Attack (Immediate Reaction): Melee 1 (triggering creature); +17
Tactics: The centaur ravagers do a berserk rush to engage vs. AC
hay. This bauble is a new magic item, a globe of blizzards the enemies. One at a time, try to break out in order to use
(6,300 gp; see Appendix). Hit: 2d6 + 5 damage.
greatsword with a charge attack. Enemies trying to flank
M Brash Retaliation (weapon) * Encounter
Story Award (3,600 XP): Award the PCs 3,600 XP for them face their quick kick power.
using the hut to defeat the frost giants, regardles s of how Trigger: When first bloodied.
The centaur hunter stays back together with the two Attack (Free): Melee 1 (one creature); +17 vs. AC
many frost giants were actually slain. Even eight frost giants centaur archers, using his triple shot and lightning-fast shots
make up an easy encounter for a creature as powerful as Hit: 3d10 + 9 damage, and the centaur ravager pushes the target
powers. Charger arrow is used to help a centaur ravager to 2 squares.
the Dancing Hut, and the PC s should not receive full XP disengage from the enemy in order to do a new charge Skills Athletics +17, Nature +14
for giants that the hut defeated. attack. The centaur archers shot supportive fire with their Str 22 (+12) Dex 18 (+10) Wis 16 (+9)
longbows, trying to keep their distance to the battle as well as Con 20 (+11) Int 9 (+5) Cha 10 (+6)
from any area attacks. If possible they try to take out enemy Alignment unaligned Languages Elven
SPEARS IN THE FOREST (CR 11) controllers across the battle field. Equipment greatsword
A small band of Rashalka centaur scouts wait in this Morale: Once two or more of the centaurs have fallen,
section of forest for anyone coming from the Dancing Hut. one of the scouts breaks from combat and attempts to flee
Centaur Hunter (H) Level 12 Artillery
They have witnessed the hut's destruction of the frost giants, back to the centaur camp to warn Korak Kaag of the
Large fey humanoid XP 700
and are expecting agents of Baba Yaga, but the arrival of intruders.
HP 96; Bloodied 48 Initiative +11
humanoid strangers−a rarity in Hoofwood−takes them
AC 25; Fortitude 24; Reflex 25; Will 23 Perception +14
aback. Unsure how to proceed, the centaurs decide to
3 Centaur Ravagers (R) Level 12 Brute Speed 8 Low-light vision
question the PCs about the reasons for their presence in
Large fey humanoid XP 700 TRAITS
Hoofwood. The leader of the scouts hails the PCs (first in
HP 150; Bloodied 75 Initiative +10 Close-Combat Archer
Iobarian, then in other languages, if they don't seem to
understand), demanding that the PCs state their business. AC 24; Fortitude 26; Reflex 24; Will 23 Perception +9 When making ranged attacks, a centaur hunter does not
Speed 8 Low-light vision provoke opportunity attacks from the targets.
The scouts assume the PCs are agents of Baba Yaga sent to
STANDARD ACTIONS
prepare the centaurs' tribal lands for her coming, so they STANDARD ACTIONS
have an initial attitude of unfriendly. If the PCs can m Greatsword (weapon) * At-Will m Bastard Sword (weapon) * At-Will
communicate with the centaurs, however, they can attempt Attack: Melee 1 (one creature); +17 vs. AC Attack: Melee 1 (one creature); +17 vs. AC
a DC 27 Diplomacy check to try to convince the centaurs Hit: 3d10 + 6 damage, plus 1d10 damage when charging. Hit: 2d10 + 6 damage, plus 1d6 damage when charging.
that they have not come to destroy the centaurs. If asked, R Lightning-Fast Shots (weapon) * At-Will
M Berserk Rush (weapon) * Recharge when first bloodied
the scouts know little about Artrosa or Baba Yaga, but they Attack: Ranged 25/50 (one creature); +19 vs. AC
Attack: Melee 1 (one creature); +15 vs. Fortitude
offer to take the PCs to meet their chieftain, Korak Kaag, Hit: 1d12 + 6 damage.
Hit: 3d10 + 9 damage (plus 2d10 damage when charging), and
who might be able to answer the PCs' questions. Effect: Make the attack one more time against the same target or
the target is pushed 2 squares and knocked prone.
If the PCs refuse to answer the scouts' questions or make Special: When charging, the centaur ravager can use this power a different one.
any hostile moves, the centaurs attack. These warriors have in place of a melee basic attack. R Charger Arrow (weapon) * At-Will
orders to bring any trespassers back to the centaur TRIGGERED ACTIONS Attack: Ranged 25/50 (one creature); +17 vs. Fortitude
encampment for questioning, but they will kill intruders M Quick Kick * At-Will Hit: 2d12 + 7 damage, and the target is pushed 3 squares and
rather than sacrifice their own lives. knocked prone.

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R Triple Shot (weapon) * Encounter Story Award (3,100 XP): If the PCs avoid combat with
Attack: Ranged 25/50 (one, two, or three creatures); +19 vs. AC the centaurs and receive an invitation to speak with Korak
Hit: 1d12 + 6 damage. Kaag at the centaur encampment, award them 3,100 XP as
TRIGGERED ACTIONS if they had defeated the scouts in combat.
M Quick Kick *At-Will
Trigger: When a creature moves into a space where it flanks the
centaur hunter. A MEETING WITH KORAK KAAG (CR 7)
Attack (Immediate Reaction): Melee 1 (triggering creature); +17 vs. Korak Kaag is a powerful centaur with broad shoulders, a
AC full beard and long mustaches, and a dark bay coat. He is
Hit: 2d6 + 5 damage. one of the most prominent Voaldyn chieftains, responsible
Skills Athletics +15, Nature +14 for the defense of northern Hoofwood, and he interrogates
Str 18 (+10) Dex 20 (+11) Wis 16 (+9) the PCs as to their loyalties and reas ons for trespas sing in
Con 18 (+10) Int 10 (+6) Cha 12 (+7) centaur tribal lands. This encounter gives the PCs a chance
Alignment unaligned Languages Elven to learn more about the region, the centaurs, and Artrosa,
Equipment bastard sword, longbow, arrow x40 but Korak Kaag is a shrewd leader who expects information
in return. He has no love for the frost giants, nor is he a
Area Features: A battle map of the "Spears in the Forest"
2 Centaur Archers (A) Level 11 Minion Artillery friend of Baba Yaga or those who serve her.
is provided in the Map Appendix. The area has the
Large fey humanoid XP 150 following features: Skill Challenge (XP 1,600): Befriending Korak Kaak.
HP 1; a missed attack never damages a minion Initiative +11
Illumination: Daylight
AC 24; Fortitude 23; Reflex 24; Will 22 Perception +14
Speed 8 Low-light vision Bushes and Fir-trees: The bushes and fir-trees provide Befriending Korak Kaak Level 13
TRAITS concealment. Skill Challenge XP 1,600
Close-Combat Archer Cliff: The small cliff is more like a very steep hill with icy You need to convince Korak Kaak that you are no enemy of his tribe of
When making ranged attacks, a centaur hunter does not centaurs, and that you are worthy of his trust. Hopefully by befriending
cover, 10 feet high and requires an extra square of
provoke opportunity attacks from the targets. him, you can learn some information that can help you in your quest.
movement for any Large-sized creature to climb up onto.
STANDARD ACTIONS Smaller creatures have to succeed on a DC 15 Athletics The PCs must successfully befriend Korak Kaag and learn
r Longbow (weapon) * At-Will information about Artrosa and how to enter its dungeons.
check.
Attack: Ranged 25/50 (one creature); +18 vs. AC Complexity
Snowy Landscape: The snow is 1-2 feet deep and is treated
Hit: 11 damage. as difficult terrain for Medium-sized creatures or smaller. 2 (6 successes before 3 failures)
Skills Athletics +14, Nature +13 Primary Skills
Tree Trunks: The tree trunks provide cover for any
Str 18 (+9) Dex 20 (+10) Wis 16 (+8)
Con 18 (+9) Int 10 (+5) Cha 12 (+6)
creature standing adjacent to it Arcana, Bluff, Diplomacy, Nature, Intimidate

Alignment unaligned Languages Elven Victory


Equipment longbow, arrow x40 Development: If the PCs fight the scouts and defeat With a successful skill challenge Korak Kaag is made friendly,
and he offers the PCs the hospitality of his camp for the night
them, they can track the centaurs back to their camp with
before they embark on their journey to Artrosa.
three successful DC 19 Perception checks.
For every successful skill check (S1-S6) Korak Kaag gives away
some information that can help the adventurers:

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S1. Information about the general surroundings, presented in Arcana DC 20 (minor action, 1 success, maximum 2 success) TRAITS
the gazetteer of the Dvezda Marches (see page 68 of the Frightful Presence (fear) * Aura 2
You showcase an understanding of: 1. witchcraft; 2. how to fight it.
original adventure).
Enemies take a -2 penalty to Reflex and Will defenses while in
S2. He gives the PCs a description of the three giant figures in Bluff DC 29 (minor action, 1 success, maximum 1 success)
the andazku's fear aura.
Artrosa. You manage to convince the Korak Kaak that you are not doing STANDARD ACTIONS
S3. He tells them the legend that they are supposed to contain anything to help Baba Yaga, rather the opposite.
m Slam * At-Will
dungeons deep inside them.
Attack: Melee 1 (one creature); +19 vs. AC
S4. He warns them of the will- o'-wisps that lair around the
Hit: 2d8 + 9 damage, and the target is knocked prone.
three mesas. DEMONS IN THE NIGHT (CR 11) M Mutilating Gouge * At-Will
S5. He tells them about the stories that claim the door to
Artrosa's dungeons lies at the top of one of the carvings' During the PCs' stay at the centaur encampment (or Effect: The andazku uses slam twice against one creature. If both
heads. during their journey to Artrosa, if they do not take attacks hit, that creature is stunned until the andazku's next
S6. He tells them that according to these tales, the entrance is advantage of Korak Kaag's hospitality), Vsevolod sends a turn.
somehow tied to the phases of the moon, and is protected gang of three andrazkus, also known as misogyny demons, C Ice Breath (cold) * Recharge 5 6
by a powerful guardian. to assassinate the PCs. The andrazkus look like hunched Attack: Close blast 3 (creatures in blast); +17 vs. Fortitude
Defeat gorillas with white fur, ram horns, and cloven hooves. The Hit: 3d10 + 12 cold damage, and the target is immobilized (save
demons wait until nightfall steal into the camp and brutally ends).
If the characters fail the skill challenge, they are escorted out of
slash the PCs' throats while they sleep. Unfortunately for MOVE ACTIONS
the camp, and have to promise never to return. Korak Kaag
insists on that his guide Erdija's should follow them, to make Vsevolod's plans, the andrazkus are not very stealthy. Even C Frost Walk (teleportation) * Encounter
sure they do not come back. Korak Kaag has in secret instructed if the PCs don't set a watch, allow sleeping PCs to attempt
Effect: The andrazku teleports up to its speed, any creature
Erdija to keep an eye on these outsiders and make sure that they Perception checks to detect the demons before they can adjacent to the andrazku when it teleports takes 10 cold
pose no threat to the Rashalka. carry out their bloody task. damage.
Retrying Creatures (3,000 XP): 3 andrazku demons TRIGGERED ACTIONS
None. Variable Resistance * 2/Encounter
Tactics: Once they are detected, the andrazkus charge
Diplomacy DC 20 (minor action, 1 success, maximum 3 opponents, then attack with their slam or mutilating gouge Trigger: The andrazku takes acid, lightning, or thunder damage.
success) attacks. Once in close combat, they use ice breath and try to Effect (Free Action): The andrazku gains resist 15 to the triggering
damage type until the end of the encounter or until it uses
You manage to convince the Korak Kaak that you are: cover as many enemies as possible in the blast area. If any
variable resistance again.
1. No agents of the frost giants; 2. No loyal agents of Baba Yaga; 3. controllers attack them with range attacks, they use frost
Rituals Detect Creature +12
You are no threat to the Rashalka. walk to take the battle to the controllers.
Skills Athletics +18, Bluff +15, Endurance +17, Intimidate +15,
Intimidate DC 29 (minor action, 1 success, maximum 1 Morale: Called to this plane for this task, the andrazkus Perception +16 (+20 when following tracks)
success) fight to the death. Str 23 (+13) Dex 14 (+9) Wis 11 (+7)
Your display of strength and tempered anger shows Korak Kaak that Con 20 (+12) Int 10 (+7) Cha 16 (+10)
you are men of your words, with the strength to back it. He realizes that Alignment chaotic evil Languages Abyssal, Giant,
you could be a great asset to the Rashalka. 3 Demon, Andrazkus (A) Level 14 Brute telepathy 10
Nature DC 20 (minor action, 1 success, maximum 2 success) Medium elemental humanoid (demon, cold) XP 1,000
HP 170; Bloodied 85 Initiative +7
You show that you are close to the centaurs in values, and live in
AC 26; Fortitude 28, Reflex 24, Will 25 Perception +16
harmony with nature: 1. Display knowledge in how to survive in these
cold lands; 2. Display knowledge of how to hunt and trap game Speed 6 (ice walk), climb 6 (ice spider climb) Darkvision
animals. Immune cold, poison; Vulnerable 5 fire

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Tents: Creatures inside tents have total concealment Hit: 1d12 + 6 damage.
versus creatures outside of the tents. TRIGGERED ACTIONS

Trees: The trees provide cover for any creature standing M Quick Kick *At-Will
adjacent to a tree trunk. Trigger: When a creature moves into a space where it flanks the
centaur hunter.
Attack (Immediate Reaction): Melee 1 (triggering creature); +17 vs.
AC
A NATIVE GUIDE (CR 2) Hit: 2d6 + 5 damage.
The following statistics are for Erdija if the PCs try to kill Skills Athletics +16, Endurance +15, Intimidate +12,
her. She is more likely going to be a character companion. Nature +15
Her companion statistics can be found in the NPC Gallery. Str 18 (+10) Dex 20 (+11) Wis 16 (+9)
Con 18 (+10) Int 10 (+6) Cha 12 (+7)
Creature (700 XP): Erdija
Alignment unaligned Languages Common, Elven, Giant
Equipment bastard sword, longbow, arrow x20, potion of cold
Erdija the Scout (H) Level 12 Artillery resistance, +3 amulet of protection
Large fey humanoid XP 700
HP 96; Bloodied 48 Initiative +11 Treasure (17,800 gp): potion of cold resistance (800 gp;
AC 25; Fortitude 24; Reflex 25; Will 23 Perception +14 AV p. 188), chainmail, longbow with 20 arrows, bastard
Speed 8 Low-light vision sword, +3 amulet of protection (17,000 gp)
TRAITS
Close-Combat Archer
When making ranged attacks, a centaur hunter does not
provoke opportunity attacks from the targets.
THE COLD RIDER (CR 12)
STANDARD ACTIONS As the PCs leave Hoofwood and make their way down
into the Deeprun Crevasse toward Artrosa, they encounter
m Bastard Sword (weapon) * At-Will
four sentinels. Mounted on a mighty whitefurred Iobarian
Attack: Melee 1 (one creature); +17 vs. AC
great elks, these cold riders are terrifying fey creatures of
Hit: 2d10 + 6 damage, plus 1d6 damage when charging.
the north, skeletal humanoids with icy blue antlers wielding
R Lightning-Fast Shots (weapon) * At-Will weapons and armor of magical ice. The cold riders, are lead
Attack: Ranged 25/50 (one creature); +19 vs. AC by their chieftan Hmmin, who has no connection with
Hit: 1d12 + 6 damage. either Baba Yaga or Kostchtchie; he was drawn to this
Area Features: A battle map of the "Snow Camp " is
Effect: Make the attack one more time against the same target or region by the movement of Vsevolod's frost giants from the
provided in the Map Appendix. The area has the following
a different one. Ice Steppes into the Dvezda Marches. Curious, he followed
features:
R Charger Arrow (weapon) * At-Will them, but was stymied when the centaur and his followers
Illumination: Twilight entered Artrosa. Hmmin and his cold riders decided
Attack: Ranged 25/50 (one creature); +17 vs. Fortitude
Bushes: The bushes provide concealment. Hit: 2d12 + 7 damage, and the target is pushed 3 squares and instead to follow the frost giants Vsevolod sent south, but
Snowy Landscape: The snow is 1-2 feet deep and is treated knocked prone. takes delight in slaughtering any living creature they come
as difficult terrain. R Triple Shot (weapon) * Encounter across, including the PCs.
Attack: Ranged 25/50 (one, two, or three creatures); +19 vs. AC

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Creatures (3,500 XP): 3 cold riders, 1 cold master, 4 M Icy Sleep (cold, sleep) * Recharge 5 6 Fortitude
iobarian great elks. Attack: Melee 1 (one creature); +15 vs. Fortitude Hit: 3d8 + 7 cold damage, and the target is immobilized (save
ends).
Tactics: Hmmin casts ice storm on a group of foes on the Hit: 3d10 + 4 cold damage and the target is dazed (save ends).
First Failed Saving Throw: The target falls unconscious (save Miss: Half damage, and the target is slowed (save ends).
first round of combat, while the cold riders charge in to Effect: The burst creates a zone of ice. The zone is difficult terrain
ends).
attack with their icy glaive and their mount's powerful charge until the end of the encounter or for 5 minutes.
TRIGGERED ACTIONS
ability, and using their ice walk ability to move through the A Obscuring Mist (zone) * Encounter
area of the ice storm without penalty. Hmmin casts ray of Chill Metal (cold, wepon) * At-Will (1/round)
Trigger: An adjacent enemy hits the cold rider with a melee Effect: Area burst 2 within 10; The burst creates a zone of lightly
frost and targets spellcasters with obscuring mist. The cold
weapon made of metal. obscured squares that lasts until the end of your next turn.
riders use chill metal on any opponents attacking them with Sustain Minor: The zone persists, and you can increase its size by
metal weapons. Their crippling cold aura is in effect as long Effect (Immediate Reaction): Triggering enemy takes 10 cold
damage. 1 to a maximum of burst 6.
as they do not take fire damage. TRIGGERED ACTIONS
Rituals Pass without Trace +14, Phantom Steed +13
If their mounts are slain, the cold riders use their phantom Skills Insight +14, Intimidate +16, Nature +14 Ally’s Revenge * Encounter recharge when first bloodied
steed ritual ability after the encounter to continue their Str 19 (+10) Dex 18 (+10) Wis 17 (+9) Trigger: The cold master is hit by an attack from an enemy who
journey. Con 22 (+12) Int 14 (+8) Cha 20 (+11) is adjacent to one of the cold master’s allies.
Effect (Immediate Reaction): The adjacent ally can make a basic
Morale: Hmmin and his cold rider’s attack is one of Alignment chaotic evil Languages Common, Elven
attack as a free action against the triggering enemy.
opportunity; he has no wish to die or offer his companions
Rituals Pass without Trace +14, Phantom Steed +13
in pointless combat. If two cold riders are killed, the rest of
Hmmin, Cold Master (M) Level 12 Controller (Leader) Skills Insight +15, Intimidate +17, Nature +15
the cold riders flee into the wilderness. If Hmmin is slain,
Medium fey humanoid (cold) XP 700 Str 17 (+9) Dex 14 (+8) Wis 19 (+10)
all remaining cold riders fight to the death to avenge him.
HP 124; Bloodied 62 Initiative +8 Con 20 (+11) Int 18 (+10) Cha 22 (+12)
AC 26; Fortitude 24, Reflex 23, Will 25 Perception +15 Alignment chaotic evil Languages Common, Elven
3 Cold Riders (R) Level 12 Soldier Speed 6 (ice walk) Low-light vision
Medium fey humanoid (cold) XP 700 Immune cold; Vulnerable 5 thunder Darkvision
TRAITS 4 Iobarian Great Elks (E) Level 12 Minion Soldier
HP 126; Bloodied 63 Initiative +11 Large fey magical beast (cold) XP 175
AC 28; Fortitude 25, Reflex 23, Will 24 Perception +14 Crippling Cold (cold) * Aura 2
HP 1; a missed attack never damages a minion. Initiative +10
Speed 6 (ice walk) Low-light vision Any enemy that starts its turn in the aura is slowed until the
AC 28; Fortitude 26, Reflex 22, Will 22 Perception +8
Immune cold; Vulnerable 5 thunder Darkvision start of the cold rider's next turn.
Speed 10 (ice walk) Low-light vision
TRAITS Heat Weakness
Immune cold
Crippling Cold (cold) * Aura 2 When the cold rider takes fire damage, its crippling cold aura
TRAITS
does not function until the end of the cold rider’s next turn.
Any enemy that starts its turn in the aura is slowed until the Trackless Step
start of the cold rider's next turn. STANDARD ACTIONS
The iobarian great elk does not leave a trail in snow and cannot
Heat Weakness m Ray of Frost (cold) * At-Will
be tracked. It can choose to leave a trail, if it so desires.
When the cold rider takes fire damage, its crippling cold aura Attack: Ranged 10 (one creature); +15 vs. Fortitude STANDARD ACTIONS
does not function until the end of the cold rider’s next turn. Hit: 3d6 + 10 cold damage, and the target is slowed until the
m Goring Horns (cold) * At-Will
STANDARD ACTIONS end of the cold mater’s next turn.
Special: Using ray of frost does not provoke opportunity attacks. Attack: Melee 1 (one creature); +17 vs. AC
m Icy Glaive (cold, wepon) * At-Will Hit: 10 damage plus 2 cold damage, or plus 5 cold damage
A Ice Storm (cold, zone) * Recharge 5 6
Attack: Melee 1 (one creature); +17 vs. AC while within cold rider’s crippling cold area.
Hit: 2d10 + 4 damage, and ongoing 5 cold damage. Attack: Area burst 3 within 20 (creatures in burst); +15 vs.

20 2014-06-01
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C Powerful Charge (cold) * Recharge 5 6 Area Features: A battle map of the "Cold Rider " is
Effect: The iobarian great eld makes a charge attack provided in the Map Appendix. The area has the following PART THREE: THE THREE
Attack: Melee 1 (one creature); +18 vs. AC while charging features: WHO WATCH
Hit: 12 damage plus 3 cold damage, or plus 6 cold damage Illumination: Daylight but cloudy PCs searching the region around the bases of the giant
while within cold rider’s crippling cold area.
Cliff: The cliff is 10 feet high and requires a DC 20 climb carvings can attempt a DC 20 Perception check to uncover
TRIGGERED ACTIONS
check to scale. It is possible to slide down the cliff from tracks and various other signs of creatures having passed by
Fierce Endurance * Encounter
above, landing in the soft snow without taking any damage. the area. A DC 27 Perception check indentifies the tracks
Trigger: The iobarian great elk is reduced to 0 or lower hit points from both frost giants and centaurs, which have very
by an attack dealing non-fire damage. Snowy Landscape: The snow is 1-2 feet deep and is treated
recently passed through this area, as well as the presence of
Effect: It is instead bloodied with 1 hit point. as difficult terrain for Medium sized creatures or smaller.
an inordinate number of humanoid bones of varying ages in
Str 22 (+12) Dex 15 (+8) Wis 15 (+8) Pine-Trees: The trees provide cover from ranged attacks the area.
Con 20 (+11) Int 2 (+2) Cha 5 (+3) for any creature hiding behind a tree.
Alignment unaligned Languages −

Treasure (18,000 gp): Although the cold rider's armor THE ASCENT (CR 11)
and glaive melt into water soon after its death, Hmmin also In order to get into the dungeons inside Artrosa, the PCs
carries a horn of fog (17,000 gp; see Appendix) and two must scale one of the figures to reach the top of the mesa
aquamarines worth 500 gp each, which remain behind behind each carving's head. The total distance between the
when he is killed. base of a figure and the summit is approximately half a
mile, or 2,600 feet. Magical flight is the easiest way to
traverse this distance. Climbing the cliffs requires a skill
challenge to succeed.
Skill Challenge (1,000 XP): Ascending the Mesa

Ascending the Mesa Level 10


Skill Challenge XP 1,000
The mountain carvin is huge, nearly half a mile to the top. If you should
find any entrance atop the mesa, it is going to be a long climb.
In order to get into the dungeons inside Artrosa, the PCs must
scale one of the figures to reach the top of the mesa behind each
carving's head
Complexity
2 (6 successes needed)
Primary Skills
Athletics, Acrobatics, Dungeoneering, Endurance, Perception
Victory

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For every success that adventurers reach closer to the top of the You try to find the easiest path up along the carved mountain, while at 4 Will-o’-Wisps (W) Level 10 Lurker
Artrosa without having any accidents. After six successful skill the same time looking out for dangers as you get higher and higher up Small fey magical beast XP 500
checks. They have reached the top. the mountain side. HP 57; Bloodied 29 Initiative +15
Defeat Arcana DC 26 (one minute, no successes, maximum 1 success AC 22; Fortitude 19; Reflex 24; Will 22 Perception +11
attempts for bonus results) Arcana grants a +2 bonus on Speed 0, fly 6 (hover; altitude limit 2) Low-light vision
For every failed group DC skill check, the individuals that failed
primary skill checks Resist insubstantial
their checks lose one healing surge. They lose none if the total
group check was successful, as they were saved by their You understand some of the magic that went into the construction of STANDARD ACTIONS
companions. the Artrosa. By calling on that power, you hope its magic will bring m Glimmer Wisp (radiant) * At-Will
A character failing an Acrobatics check looses 2 healing surges some luck to your ascent up to its top.
Attack: Melee 2 (one creature); +13 vs. Reflex
from the fall across the stone bridge.
Hit: 2d6 + 11 radiant damage.
A failed Dungeoneering check increases the DC for the next A number of will- o'-wisps lair among the cracks and
group check to DC 18. M Spirit Drain (healing, psychic) * Encounter
fissures of Artrosa's mesas, perhaps attracted to the residue
A failed Perception check leads to the Will-o’-Wisps encounter. Requirment: Bloodied targets only.
of the powerful magic used to construct the figures. As the
A failed Arcana check have no effect. Attack: Melee 3 (one creature); +13 vs. Fortitude
PCs ascend the mesas, whether flying or climbing, a pair of
Hit: 2d8 + 9 psychic damage, the target is weakened (save ends),
Retrying will-o’-wisps emerges from their hiding places, attempting and the wisp regains 14 hit points.
Yes, if the characters leave the room with the nightmare alive, to use their eerie powers to lead the PCs astray. The will-o'-
C Luring Glow * At-Will
they can retry again later, without the nightmare being aware of wisps form strings of light in an effort to lure victims into
their return, or them having been there. The Dancing Huts precarious areas. If the characters try to follow them, Attack: Close burst 20 (one target in the burst); +13 vs. Will
magic have restored the animated dream to full hit points. Hit: The target is pulled 3 squares and dazed (save ends).
increase the Athletics group check DC to 18. If
Special: Blind targets are immune
Athletics Group DC 13 (one minute, 1 success, maximum 4 unsuccessful in leading victims astray, the will- o'-wisps
FREE ACTIONS
success) attack, hoping to make climbers fall and feed on their
terror. Fey Light * At-Will
You are scaling the carved walls of the mountain side. Trying to find a
way up to the top. Effect: A will-o’-wisp can give off light as a torch or extinguish
Creatures (2,000 XP): 4 will-o’-wisps
this light. Fey light must be on for the will-o’-wisp to make any
Acrobatics DC 26 (one round, 1 success, maximum 1 success)
Tactics: The Will-o'-Wisps start with their fey light attack. When darkened, the will-o’-wisp has concealment and
There is only one way across the chasm, a bridge carved out by long extinguished, sneaking up on the characters. The can make a Stealth check to remain unnoticed.
dead scupturers. Somebody needs to get across to fasten a rope at the adventurers need to succeed of a DC 26 Perception check TRIGGERED ACTIONS
other side. That somebody is you.
or the Will-o'-Wisps get a surprise round. They start using Blink Out (teleportation) * At-Will
Dungeoneering DC 18 (minor action, 1 success, maximum 1 luring glow, trying to pull characters into the more Trigger: When missed by an attack.
successes) dangerous climb areas, then attacking with glimmer wisp. If Effect (Immediate Interrupt): The will-o’-wisp teleports 5 squares
You use your knowledge of rocks and stonecutting, to help your friends damaged they try to regain hit points with their spirit drain and extinguishes its fey light.
in finding the best path up the carved mountain wall. power. Skills Stealth +16
Endurance Group DC 13 (five minutes, 1 success, maximum 2 Morale: If reduced to fewer than 15 hit points, a will-o'- Str 4 (+2) Dex 22 (+11) Wis 12 (+6)
successes) Con 13 (+6) Int 8 (+4) Cha 18 (+9)
wisp flees. The will-o'-wisps also break off their attack if
This is the longest climb you have ever done in you life. It is no longer their opponents reach the top of the mesa. Alignment evil Languages Elven
only about climbing skill, question is – do you have the endurance?
Perception DC 26 (5 minutes, 1 success, maximum 2
successes)

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Area Features: A battle map is provided in the Map The witch tree allows no one to pass without a sacrifice or
Appendix called "The Ascent". The area has the following the correct answer to her riddle. If the PCs fail to offer her
features: an appropriate sacrifice or give an incorrect answer to the
DM ADVICE: FIGHTING WHILE CLIMBING riddle, the witch tree attacks to gain her chosen sacrifice.
Illumination: Daylight, but sight is limited to 40 feet (8
squares) on the battlefield map as the adventurers have There is not special rules for fighting while climbing, but Creatures (5,000 XP): Witch tree
their heads so close to the wall. Any character flying, or here is some house rules you could use.
Tactics: She moves into position to get the most
having other means of getting a full view of the area can do advantage of her lashing vines power. She grabs the victim in
so, Fighting while Climbing her iron branches, and then try to swallow them (she prefers
Cliff: The cliff is vertical and requires climbing. Different You need both hands free to climb, but you can cling to a gnome or orc flesh above all others). If the PCs allow her to
areas have different Climb DCs. Any climb action uses the wall with one hand while you attack with your sword or claim her sacrifice, the witch tree thanks them and allows
highest DC of the squares moved over during the move. cast a spell. them to enter the arch unmolested. More likely, they will
• White Rock: Climb DC 15 try to stop the witch tree, who defends herself while still
* You can't fight with a weapon which reaquires two- trying to claim her prize.
• Natural Rock: Climb DC 20
hands to use.
• Pink Rock: Climb DC 25 Morale: Bound to guard the entrance, the witch tree
* You can't use a shield while climbing, unless taking
• Red Rock: Climb DC 30 fights to the death.
the total defense action. Calculate your new AC and
Reflex based on not having a shield.
* You gain a -2 penalty to your Reflex defense while Witch Tree (W) Level 14 Solo Soldier
climbing as you do not have full maneuverability. Huge fey magical beast (plant) XP 5,000
* Any time you take damage while climbing, make an HP 560; Bloodied 280 Initiative +14
Athletics check against the DC of the current wall AC 30; Fortitude 27; Reflex 26; Will 25 Perception +14
surface. Failure means the character falls. Speed 4 Low-light vision
Resist 10 electricity, 10 fire
Saving Throws +5; Action Points 2
TRAITS
Pulling Grap
B. ARTROSA'S DOOR (CR 14) The witch tree can attempt to move a grabbed target as part of
any action during which the tree also moves. It gains a +4 bonus
A wicked plant creature known as a witch tree stands in to the Strength check to do so, and on a success, the tree can
the middle of the copse of trees atop the mesa, serving as move up to its full speed.
the guardian of Artrosa's door. Nearly 18 feet tall, the witch Tree Endurance
tree appears similar to a willow tree with a trunk in the If the witch tree at the beginning of its turn is under a
shape of a woman. This encounter is almost identical for all dominating or stunning effect, then that effect ends and the
three of the entrance sites to the dungeons, though the witch tree looses one of its uses of constricting vines under its
witch tree's appearance varies by site, seemingly grown to lashing vines power.
resemble the maiden, the mother, or the crone, in STANDARD ACTIONS
accordance with the figure carved on the mesa. m Constricting Vines * At-Will
Attack: Melee 3 (one creature); +17 vs. Reflex

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Hit: 2d8 + 5 damage, and the tree grabs the target (escape DC Snowy Landscape: The snow is 1-2 feet deep and is treated riddle, award them 5,000 XP as ifthey had defeated her in
21). Until the grab ends, the target takes ongoing 10 damage. as difficult terrain for Medium sized creatures or smaller. combat.
The grab persists even if the tree is unable to take actions.
Thorn Trees and Bushes: Any character entering or starting
M Lashing Vines * At-Will
its turn in a thorn square (trees or bushes) takes 5 damage.
Effect: The witch tree uses constricting vines four times.
M Swallow (acid) * Recharge when the witch tree has no
creatures swallowed
Attack: Melee 3 (one creature the tree is grabbing); +17 vs.
Fortitude
Hit: 4d8 + 19 damage, the grab ends, and the target is
swallowed (escape DC 21). While swallowed, the target is
removed from play, and it takes ongoing 15 acid damage. When
the effect ends or the tree drops to 0 hit points, the target
appears in an unoccupied square of its choice adjacent to the
tree.
MINOR ACTIONS
C Alluring Scent (charm) * At-Will (1/round)
Attack: Close burst 5 (enemies in the burst); +17 vs. Will
Hit: The tree pulls the target up to 4 squares.
TRIGGERED ACTIONS
Deceptive Veil (illusion) * At-Will (1/round)
Trigger: The witch is hit by a ranged attack and it has a creature
grabbed.
Effect: The triggering attack hits the grabbed creature instead.
Skills Arcana +14, Bluff +16, Diplomacy +14, Insight +14
Str 23 (+13) Dex 21 (+12) Wis 15 (+9)
Con 20 (+12) Int 14 (+9) Cha 19 (+11)
Alignment chaotic evil Languages Abyssal, Common,
Elven, Giant Treasure (18,884 gp): Scattered among the bones
among the roots of the trees is the witch tree's treasure,
gleaned from countless sacrifices over the centuries,
Area Features: A battle map of the area, "Artrosa Door" consisting of a suit of +2 battleforged plate armor (5,000 gp), a
is provided in the Map Appendix. The area has the +3 vicious glaive (13,000 gp), an elixir of levitation (125 gp;
following features: MME, p.93), two pieces of amber worth 100 gp each, a
Illumination: Daylight deep blue spinel worth 150 gp, two jaspers worth 50 gp
each, 12 pp, 110 gp, 707 sp, and 830 cp.
Cliff: The cliff is 30 feet high and requires a DC 20 climb
check to scale. Story Award (5,000 XP): If the PCs win their way past
the witch tree through negotiation or by answering her

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PART FOUR: THE MAIDEN Morale: Gurragurra has no wish to fail Jadrenka a filling the area with swirling spectral forms
Attack: Close burst 5 (enemies in burst); +15 vs. Fortitude
second time, so if she is reduced to fewer than 40 hit points
and it looks like she won't be able to stop intruders, she Hit: 3d6 + 10 necrotic damage, and the target slides 3 squares.
drinks her scroll of reduce person and attempts to flee up the MOVE ACTIONS
C1. THE UNLIKELY WITCH (CR 12) stairs and out the entrance with her familiar. Boots of Levitation * Encounter
An ettin witch named Gurragurra keeps watch over this Effect: The ettin fly up to 4 squares vertically and 1 square
chamber, together with her two ogre servants. Surprisingly horizontally, and it can hover there until the end of its next turn.
intelligent for an ettin and possessing a natural aptitude for Gurragurra, Ettin Witch (W) Level 12 Elite Controller When the levitation ends, it descends to the ground without
magic, Gurragurra came to Artrosa to learn magic. Even Large natural humanoid (giant) XP 1,400 taking falling damage.
more surprisingly, Jadrenka agreed to take the ettin in. HP 252; Bloodied 126 Initiative +6 Skills Arcana +12, Intimidate +13, Nature +17
While not a stellar pupil, Gurragurra has managed to AC 28; Fortitude 27; Reflex 21; Will 26 Perception +17 Str 25 (+13) Dex 10 (+6) Wis 23 (+12)
master some witchcraft, though truthfully, she has reached Speed 6 Con 22 (+12) Int 13 (+7) Cha 15 (+8)
the limits of her power. Although loyal to Jadrenka, Saving Throws +2; Action Points 1 Alignment chaotic evil Languages Giant
Gurragurra did not have the gall to question Caigreal when TRAITS Equipment scroll of reduce person, boots of levitation, 2 sickles,
the hag showed up to escort a fierce-looking centaur and Double Action spell component pouch, 12 gp
his cadre of frost giants past the ettin's dutiful watch and An ettin rolls initiative twice, gets two turns during a round, and
into the dungeons. Gurragurra has started to question her has a full set of actions (standard, move, minor) on each turn.
Each set of actions corresponds to a diff erent head. The ettin’s
2 Ogre Warhulks (O) Level 11 Elite Brute
decision to let Caigreal and her "guests" past, and at present
ability to take immediate actions refreshes on each of its turns. Large natural humanoid XP 1,200
is arguing with herself over what should have done (her left
Dual Brain HP 282; Bloodied 141 Initiative +7
head, which goes by Gurra, believes she made a reasonable
At the end of its turn, the ettin automatically saves against the AC 23; Fortitude 25; Reflex 21; Will 21 Perception +7
choice, but her right head, which also goes by Gurra, thinks
dazed and stunned conditions and against charm effects that a Speed 8
she should have questioned Caigreal more closely and
save can end. Saving Throws +2; Action Points 1
considered Jadrenka's reactions). The two heads are at a
STANDARD ACTIONS STANDARD ACTIONS
stalemate, and thus far Gurragurra hasn't told Jadrenka
about the incident, fearing the warden's wrath in the event m Sickle (weapon) * At-Will m Heavy Flail (weapon) * At-Will
that Gurragurra has failed in her duties. The PCs' arrival Attack: Melee 2 (one creature); +17 vs. AC Attack: Melee 2 (one creature); +16 vs. AC
interrupts Gurragurra's argument with herself, and not Hit: 3d8 + 7 damage, and the target is pushed 1 square. Hit: 4d8 + 6 damage, and the target is knocked prone.
willing to make the same mistake twice, she attacks as soon r Evil Eye (necrotic) * At-Will C Flail Hurricane (weapon) * Encounter
as she spots the PCs. Attack: Ranged 20 (one creature); +15 vs. Will Requirements: Requires heavy flail.
Creatures (3,800 XP): Gurragurra, 2 ogre warhulks Hit: 2d8 + 2 necrotic damage, and the target takes ongoing 10 Attack: Close burst 2 (creatures in burst); +16 vs. AC
necrotic damage (save ends). Hit: 4d8 + 6 damage, and a Medium or smaller target is
Tactics: Gurragurra initiates combat with a curse of knocked prone.
shattered bones, before charging into the fray with her sickle. R Curse of Shattered Bone * At-Will
Str 24 (+12) Dex 15 (+7) Wis 15 (+7)
She then uses spirit call on as many enemies as possible. Attack: Ranged 10 (one creature); +15 vs. Will
Con 21 (+10) Int 4 (+2) Cha 6 (+3)
Until the later has recharged she activates her boots of Hit: The next time the ettin successfully hits the target with a
melee attack, the attack is treated as a critical hit and deals an Alignment chaotic evil Languages Common, Giant
levitation and then uses evil eye on the enemies on the
extra 1d12 damage. The curse lasts until the end of the ettin Equipment heavy flail, hide armor
ground.
spirit talker’s next turn.
The ogre warhulks enters combat trying to cover two or C Spirit Call (necrotic) * Recharge 5 6
more enemies with their flail hurricane attack.
Effect: The ettin initiates a howling chant to demonic spirits,

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Area Features: The area has the following features: penalty to his attack rolls. As soon as the giant spots Area Features: The area has the following features:
Illumination: Dim light from piles of smooth, pale pebbles intruders, he bellows loudly, trying to alert his demon allies Illumination: Dim light from piles of smooth, pale pebbles
that glow with a faint violet light, scattered along the walls. in area C3 just down the hallway. that glow with a faint violet light, scattered along the walls.
Stone Staircase: The stone staircase leads to Artrosa's door Creatures (1,600 XP): Frost giant Stone Staircase: Trying to run or charge the staircase
atop the maiden carving (area B), though the door exists Tactics: The giant knows that he's at a disadvantage as requires as DC 15 Acrobatics check to succeed. A failure
only during the moon's waxing phase. During any other long as he remains in the cramped confines this passage, so leads to the character falling prone and taking 10 damage
lunar phases (when the door manifests at one of Artrosa's he does his best to back out of the tunnel, taking a 5-foot as a free action.
other dungeons), the stairs end in a blank rock wall. Trying shift action each round to back toward area C3, as he
to run or charge the staircase requires as DC 15 Acrobatics attacks foes with his axe.
check to succeed. A failure leads to the character falling Treasure (700 gp): The frost giant is wearing a pair of
Morale: The giant fights to the death. huge, finely crafted silver and copper wristbands worth 350
down to the bottom of the staircase and takes 10 damage as
a free action. gp apiece.

Walls: With a successful DC 18 Nature check reveals the Frost Giant (F) Level 17 Brute Development: When the giant bellows a warning cry,
moon's phase on the east wall as the waxing crescent. With Large elemental humanoid (cold, giant) XP 1,600 the andrazkus in area C3 can attempt DC 20 Perception
a successful DC 26 Arcana check, a PC identifies the HP 201; Bloodied 100 Initiative +11 checks to determine whether or not they hear him.
triangular knot on the west wall as a triquetra, a symbol AC 29; Fortitude 32; Reflex 27; Will 28 Perception +13 Presently, the demons are loudly whooping it up and not
used by Iobarian witches to represent the journey through Speed 8 (ice walk) paying much attention to anything outside their room. If the
the three stages of a woman's lifemother, maiden, and Resist 15 cold andrazkus haven't arrived in 2 rounds, the giant bellows
crone. A character with witch class levels gains a +10 TRAITS again, repeating his cries every 2 rounds until the demons
circumstance bonus on this check. Icebound Footing come to his aid. If the andrazkus hear the giant, they come
When an effect pulls, pushes, or slides a frost giant, the giant out into the corridor, but they cannot move past the giant in
moves 2 squares less than the effect specifies. Also, a frost giant the cramped passage. When they discover this, they race
Treasure (4,387 gp): scroll of reduce person (175 gp; see can make a saving throw to avoid being knocked prone. back into area C3 and wait for the giant to pass the
Appendix), boots of levitation (4,200 gp; MME, p.63), 2 STANDARD ACTIONS doorway. Once he is beyond the doorway, the demons rush
sickles, spell component pouch, 12 gp m Icy Greataxe (cold, weapon) * At-Will out to attack anyone in the corridor.
Attack: Melee 2 (one creature); +22 vs. AC
Hit: 3d12 + 11 cold damage, or 2d12 + 47 cold damage if the
C2. FIST OF FROST (CR 7) giant scores a cirtical hit. C3. INVADERS' BASE CAMP (CR 13)
When the PCs first enter this corridor, they face one of M Chilling Strike (cold, weapon) * Recharge 5 6 Vsevolod left four andrazku demons to watch over this
Artrosa's invaders, a lone frost giant exploring this tunnel. Attack: Melee 2 (one creature); +22 vs. AC room and cover his rear, ordering them to slay any agents
Unfortunately for the bulky giant, the human-sized passages Hit: 5d12 + 15 cold damage, and the target gains vulnerable 10 Baba Yaga might have set upon his trail. Since then, the
are too small for him to navigate without crawling on his cold (save ends). thuggish demons have been passing the time by engaging in
hands and knees. The giant is at the point marked C2a on Skills Athletic +19 vicious sparring matches and contests of pain tolerance.
the map. Facing northwest toward area C1, he fights Str 23 (+14) Dex 16 (+11) Wis 20 (+13) Unless successfully alerted by the giant in area C2, the
hunched over on his knees. As long as the PCs force the Con 21 (+13) Int 10 (+8) Cha 12 (+9) demons are initially unaware of intruders and carry on
giant to fight within this narrow passage, he is considered to Alignment evil Languages Giant wildly-whooping, screaming, and making a tremendous
be squeezing and grants combat advantage and takes a -5 Equipment hide armor, greataxe amount of noise. Once they become aware of intruders, the

26 2014-06-01
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demons split up, moving to opposite sides of the room and Variable Resistance * 2/Encounter Area Features: The area has the following features:
trying to force intruders to step between them so they can Trigger: The andrazku takes acid, lightning, or thunder damage. Illumination: Dim light from piles of smooth, pale pebbles
flank them. Effect (Free Action): The andrazku gains resist 15 to the triggering that glow with a faint violet light, scattered along the walls.
Creatures (4,000 XP): 4 andrazkus damage type until the end of the encounter or until it uses
variable resistance again. Railing: The platform railing can easily be climed over but
Tactics: The andrazkus try to flank opponents from Rituals Detect Creature +12 cost 2 extra squares of movement for Medium sized
either side. If pressed, the demons move backward up the Skills Athletics +18, Bluff +15, Endurance +17, Intimidate +15, creatures or smaller.
stairs to get the advantage of higher ground. Perception +16 (+20 when following tracks) Staircase: These small staircases and platforms provides
Morale: The andrazkus fight to the death. Str 23 (+13) Dex 14 (+9) Wis 11 (+7) no danger
Con 20 (+12) Int 10 (+7) Cha 16 (+10)
Table and Chair: The table and chair squares are difficult
Alignment chaotic evil Languages Abyssal, Giant,
terrain.
3 Demon, Andrazkus (A) Level 14 Brute telepathy 10
Medium elemental humanoid (demon, cold) XP 1,000
HP 170; Bloodied 85 Initiative +7 Trap (700 XP): A wooden chest secured with a heavy Treasure (22,700 gp): The chest contains several pieces
AC 26; Fortitude 28, Reflex 24, Will 25 Perception +16 chain and a good lock (Disable Device DC 30) sits atop the of equipment Vsevolod used to enter Artrosa, including a
Speed 6 (ice walk), climb 6 (ice spider climb) Darkvision potion of nondetection (200 gp; see Appendix), a elixir of
western platform. The chest is trapped, however; its surface
Immune cold, poison; Vulnerable 5 fire gaseous form (500 gp; MME, p.92), a rope of climbing (5,000
is smeared with a contact poison made from terinav root.
TRAITS gp), winged boots (17,000 gp), a hammer and a score of iron
Frightful Presence (fear) * Aura 2 spikes, two blocks and tackle, and four 50-foot ropes. Next
Enemies take a -2 penalty to Reflex and Will defenses while in Poisoned Chest Level 12 Trap to the chest is a giant-sized portable ram.
the andazku's fear aura. Object XP 700
STANDARD ACTIONS Detect Perception DC 28, "You notice the coating Initiative −
m Slam * At-Will of an unknown substance on the handles and
surfaces of the chest " C4. THE GARDEN FEEDER (CR 12)
Attack: Melee 1 (one creature); +19 vs. AC
Immune all attacks. This chamber serves as the lair for three tendriculos,
Hit: 2d8 + 9 damage, and the target is knocked prone.
TRIGGERED ACTIONS which the forlarren alchemists in area C4 bred for its
M Mutilating Gouge * At-Will
M Terinav Root Poisoning (poison) * At-Will spores. The tendriculos understand some words in Sylvan,
Effect: The andazku uses slam twice against one creature. If both
Trigger: Any creature touching the chest or its handles without
allowing the forlarrens (and their servant, Poryphanes) to
attacks hit, that creature is stunned until the andazku's next
proper gloves. communicate with them, after a fashion. As long as they
turn.
Attack (Immediate Reaction): Melee 0 (triggering creatur); +15 vs. regularly feed the strange plant creatures, the tendriculos is
C Ice Breath (cold) * Recharge 5 6
Fortitude content to stay in this cavern and even refrains from
Attack: Close blast 3 (creatures in blast); +17 vs. Fortitude attacking them.
Hit: 4d6 + 7 poison damage. The target takes ongoing 10 poison
Hit: 3d10 + 12 cold damage, and the target is immobilized (save
damage and is blinded (save ends booth). A half-fiend satyr named Poryphanes is currentlyworking
ends).
COUNTERMEASURE within this room as well. A debauched and incorrigible
MOVE ACTIONS
* Healing: Healing DC 28 (minor action). Success: You allow a seducer of maidens, Poryphanes seduced and impregnated
C Frost Walk (teleportation) * Encounter
suffocating character to reroll a failed saving throw and take
Effect: The andrazku teleports up to its speed, any creature
the debased nymph Kyrisjana (see area C10) against Baba
the new result. This can only be performed once per
adjacent to the andrazku when it teleports takes 10 cold Yaga's wishes. As punishment, Baba Yaga sentenced him to
poisoned character.
damage. serve his bastard forlarren sons as little more than a slave,
TRIGGERED ACTIONS until he can purchase his freedom with the blood of 100

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sacrifices. The forlarrens have sent Poryphanes here to feed Morale: If reduced to fewer than 30 hit points, Con 18 (+10) Int 14 (+8) Cha 22 (+10)
the tendriculos the bull carcass now lying in the corridor to Poryphanes attempts to flee and rejoin his bastard sons in Alignment chaotic evil Languages Elven
area C5. Upon hearing the PCs' approach, Poryphanes left area E4. The tendriculoses fights to the death. Equipment shortbow, 20 arrows, sure shot gloves, panpipes)
the carcass in the hall and crept forward to investigate and
play his pipes. Poryphanes has nothing but disdain for Baba
Poryphanes (P) Level 12 Elite Controller 3 Tendriculos (T) Level 13 Soldier
Yaga, but he is bound to serve her until he has sacrificed
Medium immortal humanoid (devil) XP 1,400 Huge natural magical beast (plant) XP 800
enough creatures to pay his debt (he has killed 81 creatures
HP 244; Bloodied 122 Initiative +10 HP 130; Bloodied 65 Initiative +7
so far), and so he does his best to kill the PCs with the help
AC 24; Fortitude 23; Reflex 23; Will 26 Perception +12 AC 29; Fortitude 30, Reflex 22, Will 22 Perception +10
of the tendriculos.
Speed 6, fly 8 (good) Darkvision, Speed 4 Low-light vision
Creatures (3,800 XP): Poryphanes, 3 tendriculos, Immune acid
Resist 10 acid, 10 cold, 10 fire Low-Light Vision
Tactics: As soon as opponents enter the room, Immune Poison; TRAITS
Poryphanes takes to the air, using charming gaze to lure STANDARD ACTIONS Regeneration
trespassers closer to the tendriculos. If any of his foes are The tendriculos regains 5 hit points whenever it starts its turn
m Gore * At-Will
female, the satyr uses his charming gaze on them to and has at least 1 hit point. When the tendriculos takes fire
Attack: Melee 1 (one creature); +17 vs. AC damage, its regeneration does not function on its next turn.
take them out of the fight in hopes of
Hit: 2d8 + 6 damage, and the target is knocked prone. STANDARD ACTIONS
seducing (and then sacrificing) them
r Shortbow (poison, weapon) * At-Will m Paralyzing Tentacles (poison) * At-Will
after the battle. If threatened,
Poryphanes use his pipes, playing Attack: Ranged 15/30 (one creature); +17 vs. AC Attack: Melee 3 (one creature); +16 vs. Fortitude
an unholy melody or terror Hit: 2d8 + 7 damage, and ongoing 5 poison (save ends), Hit: 2d10 + 4 damage, and the tendriculos can pull the target 1
overture, then shot at the Special: The attack ignores cover. square, and the target is immobilized (save ends). If the target
C Wooden Pipes * At-Will was already immobilized, it is instead stunned and takes
enemies with his
ongoing 10 poison damage (save ends both).
shortbow from above Effect: Close burst 5 (deafened creatures are immune); the satyr
M Swallow whole (acid) * At-Will while not having a creature
using poisoned piper plays one of the following tunes on its pipes.
swallowed
arrows. Dazing Melody (Charm): (Enemies in burst); +11 vs. Will;
the target is dazed until the end of the satyr piper’s next turn. Attack: Melee 3 (one stunned creature); +16 vs. Fortitude
The tendriculos use their Hit: 3d6 + 11 damage, and the target is swallowed (escape DC
Sustain (minor): +11 vs Will; The piper must make a new
paralyzing tentacles and attack roll when it sustains this effect. 21). While swallowed, the target does not occupy a square and
then attempt to Terror Overture (Fear): (Enemies in burst); Target is has neither line of sight nor line of effect to anything except the
swallow any immobilized until the end of the satyr’s next turn. tendriculos; in addition, nothing has line of sight or line of effect
creature within Unholy Melody (Necrotic): (Good creatures in burst); to the target. If the target attacks the tendriculos using a close or
reach, other than Target takes 3d6+10 necrotic damage and is dazed until the an area attack, that attack targets the creature swallowed by the
worm as well. While swallowed, the target takes 10 acid
Poryphanes, end of its next turn.
damage at the end of its turn. When the effect ends or the
specifically targeting MINOR ACTIONS
tendriculos drops to 0 hit points, the target appears in an
those opponents R Charming Gaze (charm) * At-Will unoccupied square of its choice adjacent to the worm.
who appear Attack: Ranged 5 (one creature); +15 vs. Will Skills Stealth +10 (+15 in undergrowth)
most affected Hit: The target is dominated until the end of the succubus's next Str 24 (+13) Dex 9 (+5) Wis 8 (+5)
by the turn. Con 18 (+10) Int 3 (+2) Cha 3 (+2)
satyr's Skills Bluff +15, Diplomacy +15, Stealth +15 Alignment unaligned Languages Elven (cannot speak)
pipes. Str 18 (+10) Dex 19 (+10) Wis 16 (+7)

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Area Features: The area has the following features: atrocities upon those who inhabit Artrosa. At no time does Caigreal, Annis Hag Level 16 Brute
Illumination: Dim light from piles of smooth, pale pebbles Caigreal reveal that Jadrenka is her daughter. Medium fey humanoid XP 1,400
that glow with a faint violet light, scattered along the walls. Caigreal focuses on one PC, preferably a man, and begs HP 188; Bloodied 94 Initiative +13
him to protect her and kill the wicked warden, for only then AC 28; Fortitude 29, Reflex 28, Will 27 Perception +12
Fungi Morass: The floor is covered in fungi, making the
can she escape. If possible, she secretly uses charm person Speed 7 Low-light vision
ground very slippery. Any character trying to run or charge
across the floow must succeed a DC 20 Acrobatics check or or suggestion to gain an ally on the party. Caigreal will STANDARD ACTIONS
accompany the PCs throughout the dungeons, but will not m Claw * At-Will
fall prone.
join in any combats, claiming to be unskilled in the ways of Attack: Melee 1 (one creature); +21 vs. AC
war. Her primary motive is to feel out the PCs' strengths Hit: 3d10 + 14 damage, and the hag grabs the target (escape DC
Treasure: Poryphanes wears a pair of sure shot gloves and weaknesses, then slip away at a convenient moment to 22).
(4,200 gp; AV, p.137) bring her findings to her coven to discuss how M Rend * At-Will
they can best manipulate these heroic Attack: Melee 1 (one creature grabbed by the hag); +19 vs.
intruders against Jadrenka, or Fortitude
failing that, how to destroy Hit: 3d10 + 21 damage.
C5. THE COVEN QUEEN (CR 9)
them. If Caigreal fails to MINOR ACTIONS
At present, all but one of the coven members convince the PCs to help her Change Shape (polymorph) * At-Will
lurk elsewhere in Artrosa's winding dungeons. or her true identity is somehow Effect: The hag alters its physical form to appear as a female of
The remaining hag is Caigreal, a wicked revealed, Caigreal doesn't any Medium humanoid race until it uses change shape again or
annis hag who is not only the coven's leader, hesitate to attack, as suming her until it drops to 0 hit points. To assume a specific individual’s
but also Jadrenka's mother. A faithful true form-that of a horrific, 8-foot- form, the hag must have seen that individual. Other creatures
follower of Mestama, the demon lord of hags, tall, hunchbacked annis hag with a can make a DC 36 Insight check to discern that the form is a
Caigreal has never been especially loyal to disguise.
horribly scarred abdomen, wearing
Baba Yaga, but she has served the Queen of a dress made of human skin. TRIGGERED ACTIONS
Witches for centuries, though not always C Mind Fog (charm), psychic * Recharge when first bloodied
Creature (1,400 XP): Caigreal
willingly. Trigger: An enemy hits the hag with a melee attack.
Within the Maiden, Caigreal uses alter Tactics: Once her true form is Attack (Immediate Reaction): Close burst 2 (triggering enemy in
self to assume the form of a beautiful, revealed, Caigreal begins combat with the burst); +19 vs. Will
barefoot young human woman with long, dark her claw attack in order to grab the Hit: 2d10 + 12 psychic damage, and the hag slides the target up
creature and then use her rend power. to 2 squares to a square adjacent to the hag. The target grants
hair wearing a simple homespun dress, and this is combat advantage until the end of the hag’s next turn.
how she appears when the PCs first Any creature attacking Caigreal is
influenced by her mind fog attack. Skills Athletics +19, Bluff +14
encounter her. Rather than attacking the
Str 23 (+14) Dex 21 (+13) Wis 18 (+12)
PCs, Caigreal greets them excitedly, Morale: If bloodied during the
Con 18 (+12) Int 12 (+9) Cha 12 (+9)
hailing them as her saviors. In her guise as combat, Caigreal drinks her elixir of
Alignment evil Languages Common, Elven
a maiden, Caigreal appeals to the PCs for invisibility and flees from the combat. She
Euipment quarterstaff, elixir of invisibility, iron key to area D5,
help against Artrosa's warden, whom she heads straight for her coven sisters, first spell component pouch, wooden unholy symbol of Mestama
describes as a malicious monster who racing to the green hag Grishelmuk in area
wears a false human guise. Caigreal D7, then to the witchfire Silyzil in area D5,
claims this creature imprisoned her where the coven makes its final stand.
and performs all manner of

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Area Features: The area has the following features: C6. THE MAIDEN IN THE FIELD (CR 11+) ring of Artrosa. In either case, once Jadrenka leaves the
Illumination: Dim light from piles of smooth, pale pebbles room, the illusion fades. The field becomes a bare cavern,
A young farm maiden stands in the center of the field, her
that glow with a faint violet light, scattered along the walls. and the oxes are revealed to be gorgons.
right arm draped over the muscular neck of a great ox. She
Partitions: The partitions divide the cavern into three is no more a farm maiden than the two creatures beside her Creatures (3,200+ XP): 2 metal gorgons (and Jadrenka)
separate compartments that function as living quarters for a are oxes, however. This is the changeling Jadrenka, Tactics: If Jadrenka must fight, she flies out of reach and
coven ofhags who serve Baba Yaga. The partitions prevents Artrosa's elusive warden, here to observe the PCs and learn then starts to bombard the enemies with range attacks to
line of sight, but not line of effect. their intentions. In the Maiden dungeon, Jadrenka takes the take opponents out of the combat as quickly as possible,
idealized form of a maiden-in truth, not too different from such as by transforming a warrior into a harmless mouse
Sleeping Pallet: The sleeping pallet is difficult terrain. her normal appearance. If the PCs have already with foe to mouse. She then uses hex of woe, blast of cold and
Stone Door: A locked stone door carved with the image of encountered her in her mother or crone forms elsewhere in ray of enfeeblement from a distance. If any enemy is within
a young maiden walking with a deer in a wood stands in the Artrosa, a successful DC 30 Perception check reveals a range, she designate it as the target of her unwilling shield.
center of the wall. Forcing the stone door requires a DC 25 familiar resemblance, as if she were the daughter or
Strength check or a DC 30 Thievery check to pick the lock. granddaughter of the person they previously met. The oxes The gorgons attack with their petrifying breath, then
are actually trained gorgons under the effects of veil from charges any living creature in the room using gore or
Table and Chairs: The tables and chairs is difficult terrain. trample.
the Artrosa Ring.
Jadrenka's behavior toward the PCs varies Morale: If bloodied, Jadrenka uses the Artrosa Ring to
Treasure (26,300 gp): Caigreal carries an elixir of depending upon any previous encounters teleport to safety, where she can regenerate and return to
invisibility (1,800 gp; AV, p.187). with them. If this is the first time she has the battle later on her terms. The gorgons fight to the death.
The leather trunks in the partitioned met them, Jadrenka's initial attitude is
compartments are unlocked and hold friendly. She is curious, questioning
ragged feminine clothing (those in C5c the PCs about their motives for being
are sized for a Large creature). In in Artrosa, and whether they have
addition, the trunk in area C5a news of Baba Yaga or know JADRENKA XP DISTRIBUTION
contains a +3 brooch of shielding anything about the frost giants now The adventurers will face Jadrenka during three
(17,000 gp; AV, p.149), a black star invading the dungeons. In her encounters in this adventure: as a maiden in C6, as a
sapphire worth 3,000 gp, and a jar of maiden form, Jadrenka is playful
mother in D1, and as a crone in E7. In all of these
earwigs, while the trunk in area C5c and flirtatious, and the
encounters Jadrenka will most likely only engage for a
holds a rope trick ritual (2,500 gp; conversation may wander a bit, but
short while before teleporting away. Only award the XP
MotP, p.151), a bejeweled skull under no circumstances does she
for defeating Jadrenka if they actually kill her. The
worth 1,200 gp, a leather sack reveal who she is, or any of
Challenge Rating and XP values provided in these
containing 800 gp in assorted coins Artrosa's secrets. If the PCs make
encounters are not including the XP for Jadrenka herself.
and small gems, and a wooden case her helpful with a successful DC 27
If they befriended Jadrenka, they are instead awarded in
containing what appears to be a Diplomacy check, Jadrenka gives
encounter E9 for Jadrenka, as if they had defeated her.
collection of children's scalps. them a random key (see the sidebar on
page 24) before departing. If the PCs
are hostile toward Jadrenka or attack
her, she fights the PCs for a couple of rounds to see their
strength and weaknesses before teleporting away, using her

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Jadrenka (Maiden Form) Level 15 Elite Controller have seen that individual. Other creatures can make a DC 35 Attack: Close blast 3 (creatures in the blast); +16 vs. Fortitude
Medium natural humanoid (shapechanger), Insight check to discern that the form is a disguise. Hit: 2d8 + 12 poison damage, and the target is dazed and
changeling XP 2,400 TRIGGERED ACTIONS slowed (save ends both).
HP 288; Bloodied 144 Initiative +12 Unwilling Shield (necrotic, healing) * Recharge while target First Failed Saving Throw: The target is instead dazed and
AC 29; Fortitude 26, Reflex 29, Will 27 Perception +13 is within range immobilized (save ends both).
Speed 6, fly 8 (hover) Darkvision Trigger: Jadrenka takes damage and have a designated target Second Failed Saving Throw: The target is instead petrified.
Saving Throws +2; Action Points 1 within 5 squares of her. Str 22 (+12) Dex 15 (+8) Wis 17 (+9)
STANDARD ACTIONS Effect: Jadrenka takes only half damage from the attack. The Con 23 (+12) Int 2 (+2) Cha 6 (+4)
designated target takes half necrotic damage from the attack. Alignment unaligned Languages −
m Dagger * At-Will
Special: The designated target must be chosen at the first use of
Attack: Melee 1 (one creature); +20 vs. AC
this power and cannot be changed during the encounter.
Hit: 4d4 + 7 damage, or 4d4 + 2d6 + 7 damage if Jadrenka has Area Features: The area has the following features:
Rituals Dancing Lights, Tongues, Unseen Servant, Wind Words
combat advantage against the target.
Skill Arcana +18, Intimidate +16, History +18, Nature +18 Illumination: Daylight until the illusion ends, then it turns
C Blast of Cold (cold) * At-Will
Str 14 (+9) Dex 20 (+12) Wis 12 (+8) into dim light from piles of smooth, pale pebbles that glow
Attack: Close blast 5 (creatures in blast); +18 vs. Reflex Con 16 (+10) Int 22 (+13) Cha 19 (+11) with a faint violet light, scattered along the walls.
Hit: 2d8 + 8 cold damage, and the target is immobilized (save
Alignment evil Languages Common, Draconic, Field: The illusion of the field has no impact on movement
ends).
Elven, Giant, Russian
Miss: Half damage, and the target is slowed (save ends). or battle conditions.
R Hex of Woe (cold, necrotic) * Recharge 5 6 Treasure (2,650 gp): Hidden by the Hallucinatory Terrain
Attack: Ranged 10 (one creature); +18 vs. Will
2 Metal Gorgons (G) Level 13 Elite Soldier ritual, in the back of the cavern lies the half-eaten corp se of
Hit: 4d10 + 7 cold and necrotic damage Large elemental beast (earth) XP 1,600 a frost giant, the gorgon's most recent victim. A quick search
Miss: Half damage. HP 270; Bloodied 135 Initiative +10 of the corpse yields a sack made from a goat's stomach
Effect: The target gains vulnerable 5 to all damage (save ends). AC 29; Fortitude 27, Reflex 24, Will 25 Perception +9 containing a climber's kit, 50 feet of giant-sized rope, and
Speed 7 (earth walk) True sight 5 rough-cut gemstones worth a total of 2,650 gp.
R Foe to Mouse (polymorph) * Daily
Immune forced movement, knocked prone, petrification
Attack: Ranged 10 (one creature); +18 vs. Fortitude Saving Throws +2; Action Points 1
Hit: The target turns into a mouse (save ends).
STANDARD ACTIONS
Miss: The target turns into a mouse until the end of its next turn.
m Gore * At-Will
C7. THE MOTHER'S RITE (CR 12)
Effect: As a Tiny beast, the target is dazed, and the only actions it
Attack: Melee 1 (one creature); +18 vs. AC Trap (3,500 XP): The door is both locked with an arcane
can take are to move its speed or shift. All of the target's
equipment transforms with it. If it takes damage from any Hit: 3d10 + 5 damage, or 4d10 + 11 if charging, and the target lock ritual (can be disabled with a DC 30 Thievery check)
source, this effect ends. falls prone. and trapped. Jadrenka carries a key to this door on her
MINOR ACTIONS M Trample * At-Will necklace. Any creature that enters the room without
r Ray of Enfeeblement (necrotic) * At-Will (1/round) Effect: The gorgon can move up to its speed and enter enemies'
bypassing the trap is affected by a maximized wind blades
spaces. This movement does not provoke opportunity attacks, spell, which hardens the air around a target into jagged,
Attack: Ranged 10 (one creature); +18 vs. Fortitude
and the metal gorgon must end its move in an unoccupied invisible blades that deal damage as the target moves
Hit: 2d10 + 6 necrotic damage, and the target is weakened until
the end of Jadrenka's next turn. space. When it enter an enemy's space, the gorgon makes a through them. Movement that doesn't pass through air
trample attack: (such as burrowing, swimming, or teleportation) doesn't
Change Shape (polymorph) * Recharge 5 6
Attack: Melee 0 (one creature); +16 vs. Reflex cause this damage.
Effect: Jadrenka alters her physical form to appear as a Medium Hit: 3d10 + 8 damage, and the target is knocked prone.
humanoid until it uses change shape again or until it drops to 0
C Petrifying Breath (poison) * Recharge 5 6
hit points. To assume a specific individual's form, Jadrenka must

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Mother Door Trap Level 12 Trap Morale: A lurker in light continues to fight until dropped Alignment evil Languages Common, Elven
Object XP 3,500 to fewer than 15 hit points, at which point it uses its
Detect Arcana DC 28, "You sense the presence Initiative − daylight door ability to leave the dungeon. If it is currently
2 Light Senders (S) Level 12 Controller
of dark elemental magic in the room." night, the lurkers in light are unable to leave, and fight to
Small fey humanoid XP 700
Immune all attacks. the death.
HP 120; Bloodied 60 Initiative +10
TRIGGERED ACTIONS
AC 26; Fortitude 23, Reflex 26, Will 24 Perception +14
M Wind Blades * At-Will Speed 6, fly 6 (hover) Low-light vision
4 Lurkers in Light (L) Level 10 Lurker
Trigger: Any living creature taking a move action inside the Small fey humanoid XP 500 Immune blindness
room trap area. TRAITS
HP 82; Bloodied 41 Initiative +14
Attack (Immediate Reaction): Melee 0 (triggering creatur); +19 vs. Blend with Light
AC 24; Fortitude 21, Reflex 23, Will 22 Perception +13
Fortitude
Speed 6, fly 6 (hover) Low-light vision Lurkers are invisible in bright light, and may attack and still
Hit: Creature takes 15 damage plus 5 damage for each square of
Immune blindness remain invisible. In shadowy illumination, a lurker loses this
movement beyond the first.
trait. If the lurker is flying, its fluttering wings gives it only
COUNTERMEASURE TRAITS
concealment rather than total concealment.
* Surpress: Arcana DC 28 (standard action). Success: You Blend with Light
STANDARD ACTIONS
manage to surpress the wind blades on one creature's move Lurkers are invisible in bright light, and may attack and still
m Silver Rapier * At-Will
action, reducing any damage from the movement to half. remain invisible. In shadowy illumination, a lurker loses this
trait. If the lurker is flying, its fluttering wings gives it only Attack: Melee 1 (one creature); +17 vs. AC
* Disable: See description in the original adventure.
concealment rather than total concealment. Hit: 2d8 + 6 damage.
Combat Advantage R Flare of Blindness (radiant) * At-Will
Treasure (300 gp): The silver chalice is worth 300 gp.
The lurker deals 1d8 extra damage against any creature Attack: Ranged 10 (one creature); +15 vs. Will
Story Award (3,500 XP): If the PCs use the fertility granting combat advantage to it. Hit: 3d6 + 10 radiant damage, and the target is blinded until the
ritual to bypass the Mother door trap, award them the full STANDARD ACTIONS end of the lurker's next turn.
3,500 XP for the trap. m Shadow Poison Dagger (necrotic, poison) * At-Will A Daylight (zone) * Recharge when effect ends
Attack: Melee 1 (one creature); +13 vs. Fortitude Effect: Area burst 5 within 10; The burst creates a zone of light
Hit: 1d8 + 9 necrotic damage, and ongoing 5 poison damage. (save ends at the start of the light sender’s turn). Within the
C8. FOUNTAIN OF LIGHT (CR 13) M Distracting Flare (radiant) * Recharge 5 6 aura, dim light is bright light, and darkness is dim light.
MOVE ACTIONS
Four strange and evil fey creatures known as lurkers in Attack: Melee 1 (one creature); +13 vs. Will
Hit: 1d8 + 9 damage plus 2d8 radiant damage, and the lurker Daylight Door (teleportation) * Recharge when first bloodied
light guard this chamber. Effectively invisible in the bright
shifts to another square adjacent to the target and the target Requirement: The start and end points of the teleportaion must
light, the lurkers wait for intruders to enter their demesne, be in an area of bright light.
grants combat advantage until the end of the lurker’s next turn.
using fjhost sound to lure trespassers in by creating Effect: The lurker teleports up to 10 squares.
MOVE ACTIONS
beckoning whispers, then swoop in to attack.
Daylight Door (teleportation) * Recharge when first bloodied Rituals Continual Light, Dancing Lights, Fey Passage (special)
Creatures (4,100 XP): 4 lurkers in light, 2 light senders Requirement: The start and end points of the teleportaion must Skills Arcana +17, Intimidate +15, Stealth +15
Tactics: The lurkers in light gang up against foes, flanking be in an area of bright light. Str 13 (+7) Dex 18 (+10) Wis 16 (+9)
them and blinding opponents using blindness/deafness. Effect: The lurker teleports up to 10 squares. Con 16 (+9) Int 22 (+12) Cha 18 (+10)
They concentrate on taking opponents down one at a time. Skills Acrobatics +15, Stealth +15 Alignment evil Languages Common, Elven
If the lurkers successfully kill two opponents, they use their Str 13 (+6) Dex 21 (+10) Wis 16 (+8)
ritual gate ability to summon a Small air elemental. Con 16 (+8) Int 14 (+7) Cha 14 (+7)

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Fountain of Light Level 12 Trap quadruple in size and animate into wood golems that attack fire damage (save ends).
Object XP 700 anyone in the corridor. The golems fight until destroyed. Magic Resistance
Detect Perception DC 28, "You noticte that the Initiative − If the PCs are having trouble figuring out the puzzle, you The golem automatically succeeds on any saves against power’s
intense light seems to come from a small hole in effect with the arcane or divine keyword, unless they also have
can allow them to attempt DC 20 Intelligence checks to
the middle of the cavern floor." the fire keyword.
remember the carvings in area C1 as a hint.
Immune all attacks. STANDARD ACTIONS
TRIGGERED ACTIONS m Slam * At-Will
C Blinding Light * At-Will Wooden Maidens Trap Level 12 Trap Attack: Melee 1 (one creature); +17 vs. AC
Trigger: Any living creature entering the room. Object XP 3,500 Hit: 2d12 + 8 damage.
Attack (Immediate Reaction): Area (creatures in room); +17 vs. Detect Arcana DC 28, "You noticte the presence Initiative − Effect: The golem marks the target until the end of the golem's
Fortitude of strong transmutation magic in the wooden Senses Truesight next turn.
Hit: Target is blinded (save ends). figureines on the table C Splintering * Recharge 6
COUNTERMEASURE Immune all attacks. Attack: Close burst 3 (creatures in burst); +15 vs. Reflex
* Disable: The source of the intensely bright light is a 6 -inch- TRIGGERED ACTIONS Hit: 2d8 + 10 damage, and the target is dazed (save ends).
diameter hole in the floor in the center of the cavern from C Blinding Light * At-Will Special: Wooden golems are immune to the effect:
which the energy spews forth like a fountain. Covering or Trigger: Any creature trying to pass the table without having Str 18 (+10) Dex 17 (+9) Wis 17 (+9)
filling the hole with an opaque object blocks the light, and Con 24 (+13) Int 3 (+2) Cha 3 (+2)
placed the figurines in the right order.
makes the lurkers in light in the room visible.
Attack (Immediate Reaction): Wooden figurines are transformed Alignment unaligned Languages −
into wood golems, and attack on the same initiative the next
Area Features: The area has the following features: turn.
COUNTERMEASURE Area Features: The area has the following features:
Illumination: Bright light is leaking out from the room into
* Disable: A successful DC 33 Arcana check disables the trap Illumination: Daylight until the illusion ends, then it turns
the surrounding corridors. Within the room, the light
permanently (or until Baba Yaga reactivates it). A DC 28 into dim light from piles of smooth, pale pebbles that glow
becomes painfully bright, nearly blinding. See Fountain of Arcana check prevents the wooden golem transformation for with a faint violet light, scattered along the walls.
Light trap. one round. A failed check below DC 23 immediately triggers
the trap. Ring of Runes: The runes around the moon inlay are in
Door: The door to the southeast is locked. Characters can
* Destroy: If the golems are destroyed, they return to their Iobarian. Anyone who speaks that language or succeeds at a
open the lock with a a successful DC 28 Thievery check.
figurine state and their original size, displaying no signs of DC 28 History (or DC 31 Streetwise) check can decipher
damage. the runes.
Treasure (13,000 gp): The fountain of light is the Table: A small round table stands in the middle of the
product of a magically enhanced and magnified crystal in 5 Wood Golems (G) Level 12 Soldier tunnel. A wooden bowl filled with fresh wildflowers sits in
the hole in the center of the room. If removed, the crystal Medium natural animate (construct) XP 700 the center of the table. Anyone who investigates the
becomes a gem of seeing (13,000 gp; MME, p.84). HP 128; Bloodied 64 Initiative +11 contents of the bowl finds five tiny wooden figurines about
AC 28; Fortitude 26, Reflex 22, Will 22 Perception +9 6 inches tall hiding within the flowers.
Speed 6 (cannot shift) Darkvision Treasure (1,500 gp): Each of the figurines is carved
C9. MAIDENS IN A RING (CR 9) Immune disease, poison, sleep from rare woods and is worth 300 gp.
TRAITS
Trap (3,500 XP): Baba Yaga placed a deadly trap in the Story Award (3,500 XP): If the PCs properly arrange
Wooden Body
corridor to keep it safe from interlopers. Anyone who the figurines to bypass the wooden maiden trap, award
moves past the table triggers the trap. The maiden figurines Whenever the golem takes fire damage, it also takes ongoing 5
them the full 3,500 XP for the trap.

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C10. RING OF THE SUN (CR 12) wickedness in her soul, and her nails have become grasping anathema aura takes 5 necrotic damage.
talons, but the debased nymph still possesses a terrible Charmed Defense
The pile of flowers in the center of the ring hides the
beauty, capable of blinding or stunning those who look The spring nymph gains a +3 bonus to all defenses while it is
room's guardian, Kyrisjana, who languishes in a shallow
upon her, and she revels in destroying the beauty of others adjacent to a creature dominated by it.
pool of the giants' blood (Perception DC 30 to detect). Once
with her defiling touch. Kyrisj ana is the guardian of these STANDARD ACTIONS
a glorious nymph, Kyrisjana foolishly bargained with Baba
sacred stones, and she defends them from any trespassers. m Bloody Claws * At-Will
Yaga for greater power. Baba Yaga granted Kyrisjana the
When two of Vsevolod's frost giants entered this chamber Attack: Melee 1 (one creature); +19 vs. AC
power she craved, but it set the nymph on the path to evil
during their explorations, Kyrisjana killed them and Hit: 2d6 + 5 damage, and ongoing 10 damage (save ends).
and corruption. Seduced by the half-fiend satyr Poryphanes
sacrificed them upon the menhirs−her arms are still
(see area C4), Kyrisj ana is the mother of the deformed m Defiling Kiss (charm, necrotic) * At-Will
drenched with their blood up to her elbows. Utterly mad
forlarren triplets in area E4. Now a cruel and malicious Attack: Melee 1 (one creature); +17 vs. Will
and brutally savage, Kyrisjana attacks any living thing that
creature, Kyrisjana enjoys teasing and tempting both Hit: 2d8 + 7 necrotic damage, which can only be healed by an
enters the room.
Poryphanes and her bastard sons while extended rest, and the target is dazed (save ends).
turning down all of their advances. She Creatures (3,500 XP): Kyrisjana, 3 air elementals A Entangle (zone) * At-Will
also tried (unsucces sfully) to seduce Tactics: Kyrisjana emerges from the pile of wildflowers Attack: Area burst 2 within 10 (creatures in burst); +17 vs.
Marislova (see area D2), but she did and casts call lightning storm while she uses her blinding Reflex
give the half-elf a lock of her hair as beauty to affect targets with stunning glance. She calls upon Hit: 2d8 + 7 damage, and the target is immobilized (save ends).
a token of her affection, thus three air elementals that attack her enemies with rampant Effect: The burst creates a zone of grasping roots and vines that
sowing a seed of jealousy in storm. Kyrisjana uses her charmed defense to throw her lasts until the end of the encounter. Any enemy that starts its
Jadrenka's mind and opponents off guard before attacking with her bloody claws turn within the zone is slowed until the end of the nymph's next
driving a wedge and defiling kiss, reveling in the sensation of her enemies' turn.
between the two lovers. blood on her bare skin. A Call Lightning Storm (lightning, zone) * Recharge when
Kyrisjana's skin first bloodied
Morale: If reduced to fewer than 40 hit points, Kyrisjana
has Attack: Area burst 1 within 10 (creatures in burst); +17 vs.
offers to surrender, promising a variety of depraved
darkened Reflex
pleasures to her captors if they let her live, though she turns
to reflect Hit: 3d6 + 12 lightning damage.
on those who show her mercy at the first opportunity. If her
Effect: The burst creates a zone of wind and lightning that lasts
the offer is rebuffed, Kyrisjana fights to the death, hurling until the end of the nymph's next turn. Any creature that enters
curses at her foes. the zone or starts its turn there is slowed until the end of the
nymph's next turn. As a move action, the nymph can move the
zone 5 squares.
Kyrisjana, Debased Nymph Level 14 Elite Controller Sustain Minor: The zone persists, and each creature within it
Medium fey humanoid XP 2,000 takes 10 lightning damage.
HP 276; Bloodied 138 Initiative +14 MINOR ACTIONS
AC 28; Fortitude 24; Reflex 27; Will 26 Perception +3 R Stunning Glance (charm) * Recharge when no enemy is
Speed 6 (forest walk) Low-Light Vision dominated by this power
Saving Throws +2; Action Points 1 Attack: Ranged 10 (one creature); +17 vs. Will
TRAITS Hit: The nymph pulls the target 3 squares, and the target is
Anathema (necrotic) * Aura 3 dominated (save ends).
Any natural living creature that starts its turn inside the nymphs Rituals Endure Elements

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Skills Acrobatics +19, Bluff +18, Diplomacy +18, Pool with Wild Flowers: The pool of blood is filled with wild
Intimidate +18, Nature +15 flowers. It is shallow and pose no penalty during combat. PART FIVE: THE MOTHER
Str 16 (+10) Dex 25 (+14) Wis 17 (+10)
Stone Circle: The stones provide cover to any creatue With a succes sful DC 26 Arcana check, a creature
Con 18 (+11) Int 16 (+10) Cha 22 (+13)
hiding behind one. These stones have a strong identifies the wheel as an Iobarian witch symbol that
Alignment chaotic evil Languages Common, Elven
transmutation aura, and allow a creature standing in the represent motherhood. A character with witch subclass
center of the stone circle to transfer her consciousness into levels gains a +10 circumstance bonus on this check.
3 Air Elementals Level 10 Lurker the giant image of the maiden outside, seeing through its
Medium elemental magical beast (air) XP 500 eyes and even animating the carving to a limited degree, as
HP 81; Bloodied 41 Initiative +15 the enter image ritual (see Appendix). A character wearing D1. THE MAD NURSERY (CR 10+)
AC 24; Fortitude 21; Reflex 23; Will 22 Perception +5 the Artrosa Ring (see Appendix) can activate this power of
A tall and handsome woman who is visibly pregnant and
Speed 0, fly 8 (hover) the stones with ease. Otherwise, a character must succeed
nearly naked, wearing only a cloak trimmed with raven
Vulnerability 5 fire at a DC 28 Arcana check to identify this ability, or a DC 30
feathers, stands in the middle of the platform. Half a dozen
TRAITS Insight check to blindly activate the stones' power.
small children race about the cavern, howling playfully. The
Phantom on the Wind
woman laughs back, seemingly enthralled with their
The air elemental becomes invisible whenever it starts its turn
Treasure (65,000 gp): One of the glowing skulls is a behavior.
without an enemy adjacent to it. The invisibility lasts until the
end of its next turn or until it attacks. grim lantern (65,000 gp; See Appendix). The woman on the platform is Jadrenka−in the Mother
STANDARD ACTIONS dungeon, she always appears as an idealized mother,
m Slam * At-Will mature and pregnant. If the PCs have already encountered
Attack: Melee 1 (one creature); +15 vs. AC Jadrenka elsewhere in Artrosa, a successful DC 30
Hit: 2d8 + 5 damage. Perception check reveals a familial resemblance between
this person and the one they met previously. The children
C Rampant Storm * At-Will
running around her are a group of korreds, disguised by the
Attack: Close Blast 3 (enemies in blast); +13 vs. Reflex Artrosa Ring's veil ability.
Hit: 3d8 + 5 damage, and the target is dazed until the end of the
air elemental’s next turn if it could not see the elemental before When Jadrenka spots the PCs she addresses them. The
the attack. nature and tone of her conversation varies depending upon
Skills Stealth +16 previous interactions. By this point in the adventure, the
Str 20 (+10) Dex 22 (+11) Wis 11 (+5) PCs have likely had one or two neutral or even positive
Con 15 (+7) Int 5 (+2) Cha 8 (+4) interactions with Jadrenka. In this case, she remains curious
Alignment unaligned Languages understands Primordial but skeptical about the PCs' intentions and abilities and
seeks to question them a little more. In her mother form,
Jadrenka is calm, loving, and nurturing, though she can
Area Features: The area has the following features: display a stern and condescending demeanor, talking to the
Illumination: Flickering light fills this cavern, emanating PCs as one might scold a child. As long as the PCs' previous
from the eye sockets of nine skulls hanging from chains interactions with her have not turned hostile, Jadrenka's
staked into the walls with iron spikes. Bright light in a 1 starting attitude is indifferent. If the PCs have convinced
square burst around the skulls, rest of the room is dim light. Jadrenka by this point that their sole intention is to undo
whatever ill has befallen her patron, or if they make her

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helpful with a successful DC 27 Diplomacy check, she Jadrenka (Mother Form) Level 15 Elite Controller have seen that individual. Other creatures can make a DC 35
warns them to be wary of her "children" and leaves behind Medium natural humanoid (shapechanger), Insight check to discern that the form is a disguise.
a random key (see the sidebar on page 24) before changeling XP 2,400 TRIGGERED ACTIONS
teleporting away. On the other hand, if the PCs previously HP 288; Bloodied 144 Initiative +12 Unwilling Shield (necrotic, healing) * Recharge while target
angered Jadrenka or even attacked her, she becomes AC 29; Fortitude 26, Reflex 29, Will 27 Perception +13 is within range
enraged and demands they leave her house at once, Speed 6, fly 8 (hover) Darkvision Trigger: Jadrenka takes damage and have a designated target
unleashing a short barrage of offensive spells at them before Saving Throws +2; Action Points 1 within 5 squares of her.
teleporting away. STANDARD ACTIONS Effect: Jadrenka takes only half damage from the attack. The
designated target takes half necrotic damage from the attack.
Once Jadrenka leaves the room, the veil ends, revealing m Dagger * At-Will
Special: The designated target must be chosen at the first use of
the playful children to be a gang of crazed korreds. Once Attack: Melee 1 (one creature); +20 vs. AC
this power and cannot be changed during the encounter.
unsupervised, the korreds hurl insults at the PCs, throwing Hit: 4d4 + 7 damage, or 4d4 + 2d6 + 7 damage if Jadrenka has
Rituals Dancing Lights, Tongues, Unseen Servant, Wind Words
rocks a t them and attempting to drive them out of the room combat advantage against the target.
Skill Arcana +18, Intimidate +16, History +18, Nature +18
and "out of their mother." C Blast of Cold (cold) * At-Will
Str 14 (+9) Dex 20 (+12) Wis 12 (+8)
Attack: Close blast 5 (creatures in blast); +18 vs. Reflex Con 16 (+10) Int 22 (+13) Cha 19 (+11)
Creatures (5,100+ XP): 4 korred cudgeleer, korred
Hit: 2d8 + 8 cold damage, and the target is immobilized (save
dancecaller, (and Jadrenka) Alignment evil Languages Common, Draconic,
ends).
Elven, Giant, Russian
Tactics: If Jadrenka must fight, she flies out of reach and Miss: Half damage, and the target is slowed (save ends).
then starts to bombard the enemies with range attacks to R Hex of Woe (cold, necrotic) * Recharge 5 6
take opponents out of the combat as quickly as possible, Attack: Ranged 10 (one creature); +18 vs. Will
4 Korred Cudgeleers (K) Level 10 Soldier
such as by transforming a warrior into a harmless mouse Hit: 4d10 + 7 cold and necrotic damage Small fey humanoid XP 500
with foe to mouse. She then uses hex of woe, blast of cold and Miss: Half damage. HP 102; Bloodied 51 Initiative +7
ray of enfeeblement from a distance. If any enemy is within Effect: The target gains vulnerable 5 to all damage (save ends). AC 26; Fortitude 23; Reflex 21; Will 22 erception +6
range, she designate it as the target of her unwilling shield. Speed 5 Low-Light Vision
R Foe to Mouse (polymorph) * Daily
STANDARD ACTIONS
The korreds use their stonestride ability to meld into the Attack: Ranged 10 (one creature); +18 vs. Fortitude
boulders in the room and skip wildly about the chamber, m Cudgel (weapon) * At-Will
Hit: The target turns into a mouse (save ends).
popping out to use their stunning laugh. The korred Miss: The target turns into a mouse until the end of its next turn. Attack: Melee 1 (one creature); +15 vs. AC
cudgeleers treat the battle like a rowdy dance, laughing and Effect: As a Tiny beast, the target is dazed, and the only actions it Hit: 2d8 + 9 damage, and the target is marked until the end of
singing as they viciously pounds their foes. They charges can take are to move its speed or shift. All of the target's the encounter or until another creature marks it.
into the midst of its enemies, or use their stonestride ability, equipment transforms with it. If it takes damage from any C Cudgeleer's Jig (weapon) * Recharge 4 5 6
unleashing cudgeleer’s jig immediately. They remain near the source, this effect ends.
Attack: Clost burst 1 (enemies in burst); +15 vs. AC
korred dancecaller, who helps them gain better positions at MINOR ACTIONS Hit: 2d8 + 9 damage.
times using rhyme of calling. The later tries to avoid enemies r Ray of Enfeeblement (necrotic) * At-Will (1/round) Effect: The korred cudgeleer shifts a number of squares equal to
so it can call a fool’s dance. If the dancecaller is in danger, it Attack: Ranged 10 (one creature); +18 vs. Fortitude the number of creatures it hits. It must end the shift adjacent to
uses reactive call to draw allies closer to help defend it. Hit: 2d10 + 6 necrotic damage, and the target is weakened until another creature.
the end of Jadrenka's next turn. MINOR ACTIONS
Morale: If bloodied, Jadrenka uses the Artrosa Ring to
teleport to safety, where she can regenerate and return to Change Shape (polymorph) * Recharge 5 6 M Animated Hair * Recharge when no target is restrained
the battle later on her terms. Effect: Jadrenka alters her physical form to appear as a Medium Attack: Melee 1 (one creature); +13 vs. Reflex
humanoid until it uses change shape again or until it drops to 0 Hit: Target is restrained (save ends).
The korreds fight to the death. hit points. To assume a specific individual's form, Jadrenka must

36 2014-06-01
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MOVE ACTIONS MOVE ACTIONS creatures hiding behind them.


Stonestride (teleportation) * At-Will Stonestride (teleportation) * At-Will Stone Staircase: The ceiling in this cavern is 700 feet high,
Requirement: The korred must be adjacent to a loose boulder Requirement: The korred must be adjacent to a loose boulder and the stone staircase climbs the entire height of the
larger than the korred. larger than the korred. chamber, ending at Artrosa's door on the plateau atop the
Effect: The korred teleports up to 6 squares to a square adjacent Effect: The korred teleports up to 6 squares to a square adjacent mother carving (area B). Running or charging down the
to a boulder larger than the korred. to a boulder larger than the korred. staircase require a successful DC 15 Acrobatics check, or
TRIGGERED ACTIONS TRIGGERED ACTIONS the creatures falls prone.
Cudgeleer's Reel * At-Will Reactive Call * At-Will
Trigger: When an adjacent enemy shifts away from the korred Trigger: When an enemy hits the korred dancecaller with a
cudgeleer. melee attack.
Effect (Free): The korred cudgeleer shifts into the vacated square. Effect (Immediate Reaction): An ally within 5 squares of the korred
D2. THE JILTED LOVER (CR 3)
Rituals Animate Rope dancecaller shifts 2 squares as a free action. This chamber is currently the prison of Jadrenka's
Skills Athletics +13, Endurance +12 Rituals Stone Shape, Stone Tell (1/day) estranged lover, a half- elf huntress named Marislova. Born
Str 16 (+8) Dex 12 (+6) Wis 14 (+7) Skills Diplomacy +14, Insight +12 a man and originally named Maroslan, he fell in love with
Con 14 (+7) Int 11 (+5) Cha 13 (+6) Str 14 (+8) Dex 11 (+6) Wis 13 (+7) Jadrenka during one of the warden's rare forays from
Alignment unaligned Languages Elven Con 14 (+8) Int 14 (+8) Cha 16 (+9) Artrosa. Maroslan began openly courting Jadrenka, leaving
Equipment cudgel, hide armor Alignment unaligned Languages Elven the changeling nonplussed−she had spent her whole life in
Equipment hide armor, club Artrosa, and raised by her hag mother, knew nothing of
love. But Maroslan was persistent, and Jadrenka soon
Korred Dancecaller (D) Level 12 Controller (Leader) returned his affections, inviting him to stay with her.
Small fey humanoid XP 700 Area Features: The area has the following Maroslan agreed, and became one of Artrosa's
HP 118; Bloodied 59 Initiative +5 features: residents. Here in this bastion of womanhood
AC 26; Fortitude 24; Reflex 24; Will 25 Perception +5 Illumination: Flickering light fills this and femininity, Maroslan discovered he was
Speed 5 Low-Light Vision cavern, emanating from the eye sockets of more comfortable as a woman, and using
STANDARD ACTIONS nine skulls hanging from chains staked the magic of Artrosa, he transformed into
m Cudgel (weapon) * At-Will into the walls with iron spikes. Bright light the fully female Marislova.
Attack: Melee 1 (one creature); +17 vs. AC in a 1 square burst around the skulls, rest For years, Jadrenka and Marislova were
Hit: 3d8 + 7 damage, and the target slides 3 squares. of the room is dim light. happy, but unfortunately, they are not on the
R Fool's dance (charm, psychic) * At-Will Stalagmite Stage: The stalagmite stage is best of terms at present. In malicious
Attack: Ranged 10 (one creature); +15 vs. Will 20 feet tall. No stairs lead to the top of response to some imagined slight on the
Hit: 2d10 + 4 psychic damage, and the target must move at least the platform. A successful DC 15 part of Jadrenka, the debased nymph
2 squares during its turn (save ends). A target that does not Athletics check is required to Kyrisjana (area C10) gave Marislova a
move 2 squares takes 2d8 psychic damage at the end of its turn scale its sides. lock of her hair for inspiration, then
(before it makes any saving throws). spread rumors that she and the half- elf
Stone Boulders: The stone
MINOR ACTIONS
boulders are 15 to 20 feet high. were having affair. Jadrenka found the
Rhyme of Calling * At-Will and can be scaled with a token of the nymph's affection among
Effect: Two allies within 5 squares of the korred dancecaller can successful DC 20 Athletics check. Marislova's things, and j ealously as
shift 2 squares as a free action. The boulders provide cover for sumed the worst. The couple had a
terrible fight that ended with Jadrenka

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locking her lover away in this chamber. Jadrenka currently with her attacks. After 1d4 rounds, Marislova calms a bit unoccupied square next to the triggering enemy and use sword
considers Marislova an "honored guest"; unsurprisingly, and becomes more rational, casting defensive spells like burst once.
Marislova feels that she is her former lover's prisoner. blur, vanish, or web to open an escape route. Dimensional Dodge (teleportation) * Encounter
Marislova desperately wants to recapture Jadrenka's Morale: Marislova is interested in her own freedom Trigger: An enemy within 20 squares hits Marislova with a
affections, but s o far her pleas have fallen on deaf ears. above all else. If reduced to 25 hit points or fewer, she casts ranged attack.
Jadrenka requires that Marislova prove her love for her, vanish and tries to flee. If she's unable to escape the room Effect (Immediate Interrupt): Marislova teleports adjacent to the
and has devised several "tests" of her lover's fidelity−all of or is cornered or captured, Marislova begs for execution
enemy.
which presuppose a relationship with Kyrisjana that does rather than a return to her imprisonment. Skills Arcane +17, Athletics +15, Edurance +12,
not exist. Intimidate +11,
Str 18 (+10) Dex 16 (+9) Wis 8 (+5)
Marislova interprets the PCs' arrival as another of
Marislova, Swordmage (M) Level 12 Soldier Con 12 (+7) Int 22 (+12) Cha 10 (+6)
Jadrenka's tricks, imagining it as another challenge or test
Medium natural humanoid, half-elf XP 700 Alignment unaligned Languages Abyssal, Draconic, Elven
to win back Jadrenka's favor. As a result, as soon as anyone
HP 116; Bloodied 58 Initiative +11 Equipment po tion of cure severe wounds, potion of spider climb, +3
enters her chambers, Marislova begins yelling at them,
AC 28; Fortitude 25; Reflex 27; Will 21 Perception +5 sylvan leather armor, dagger, longbow with 20 arrows, handaxe,
focusing on one character (preferably female) who she scimitar, +4 amulet of protection, eladrin boots, spell component
believes might be Jadrenka in disguise. In tears, Marislova Speed 6 Low-Light Vision
pouch, lock of Kyrisjana's hair
curses her lover for her deception and unfaithfulness, and STANDARD ACTIONS
demands to be released. Marislova's initial attitude is c Sword Burst (force. weapon) * At-Will
hostile. If the PCs make her at least indifferent with two Treasure (146,384 gp): Marislova carries a potion of cure
Attack: Close burst 1 (creatures in burst); +15 vs. Reflex
successful DC 20 Diplomacy checks and convince her that severe wounds (1,250 gp; see People of the North
Hit: 2d8 + 6 force damage.
they are neither one of Jadrenka's tricks nor her agents, she conversion), a potion of spider climb (100 gp; see The
C Electrified Lash (lightning. weapon) * Recharge 5 6 Shackled Hut conversion), +3 sylvan leather armor (17,000
breaks into tears and begs them to help her escape. She
Attack: Close burst 1 (creatures in burst); +15 vs. Fortitude gp), +4 amulet of protection (45,000 gp), eladrin boots (45,000
only remains in the PCs' company until she can get to one
Hit: 3d8 + 7 lightning damage. gp)
of Artrosa's exits, however. Marislova possesses a
rudimentary knowledge of the dungeons' layouts, but M Beacon Blade (weapon) * Encounter Marislova keeps her personal possessions and valuables
instead of using this information to aid the PCs, she Attack: Melee 1 (one creature); +17 vs. AC in a small trunk in the room, which holds a few changes of
deceptively attempts to direct them toward an exit, relying Hit: 3d8 + 12 damage, and the target is blinded (save ends). clothes, Marislova's ritual book which contains: Arcane
upon them for protection against Jadrenka, who she Effect: The target is illuminated until the end of the encounter, Barrier (3200 gp; Dr 366); Conceal Object (2,000 gp; Dr
believes will not allow her to leave Artrosa. If the PCs refuse shedding bright light within 10 squares around it. Even if it 366); Continual Light (100 gp; Dr 405); Ghost Walk (800 gp:
turns invisible, its location can be pinpointed automatically,
to release Marislova or are unable to calm her, she becomes Dr 380); Glyph of Warding (520 gp; Dr 405); Invisibility
though the normal –5 penalty to the attack roll still applies.
increasingly frustrated and quickly turns violent, attacking Sphere (10,000 gp; see Appendix); Phantom Steed (360 gp),
MINOR ACTIONS
anyone in sight and cursing Jadrenka all the while. a potion of nondetection (200 gp; see Appendix), bottled yeti fur
Sword Mark * At-Will (17,000 gp; see Appendix), a hammered copper bracelet
Creature (700 XP): Marislova
Effect: Close burst 2; Marislova marks one creature within the (worth 15 gp), a violet garnet (worth 260 gp), a gold
Tactics: If Marislova turns violent, she uses her arcane burst. necklace (worth 500 gp), a carved jade ring (worth 225 gp),
pool to enhance her handaxe to a +1 keen handaxe as a TRIGGERED ACTIONS a silver dagger engraved with the inscription "To Marislova,
swift action, then uses her spell combat ability to cast shield M Aegis of Assault (teleportation) * At-Will my love always and forever. Jadrenka," 15 pp, 248 gp, and
(already included in her stat bock) and attacks with her axe. Trigger: A marked enemy of Marislova hits another opponent 1,060 sp. In addition, a gold water clock (worth 1,000 gp)
She continues using spell combat to cast scorching ray and than her within 10 squares of her. stands next to Marislova's bed.
magic missile, then uses spellstrike to deliver touch spells Effect (Immediate Reaction): Marislova makes teleports to an

38 2014-06-01
Reign of Winter 4th Edition Conversion

Frost Giant Scout (F) Level 15 Artillery Equipment hide armor, spear, longbow, 40 arrows
Large elemental humanoid (cold, giant) XP 1,200
HP 115; Bloodied 57 Initiative +13 4 Demons, Andrazkus (A) Level 14 Brute
DM ADVICE: MARISLOVA AC 27; Fortitude 26; Reflex 28; Will 27 Perception +17 Medium elemental humanoid (demon, cold) XP 1,000
In 4th Edition Marislova do not pose any threat to a full Speed 9 (ice walk)
HP 170; Bloodied 85 Initiative +7
party of adventurer. Marislova knows this as well, and if Resist 15 cold
AC 26; Fortitude 28, Reflex 24, Will 25 Perception +16
she is treated badly, she will have to wait for her TRAITS Speed 6 (ice walk), climb 6 (ice spider climb) Darkvision
opportunity. Her best chance is to betray the party Quick Release Immune cold, poison; Vulnerable 5 fire
during a fight where the party is already low on The frost giant scout does not provoke opportunity attacks when TRAITS
resources. it makes ranged or area attacks.
Frightful Presence (fear) * Aura 2
Marislova is of course not keen on letting the party take Icebound Footing
Enemies take a -2 penalty to Reflex and Will defenses while in
all here magic items, but she might agree to give away When an effect pulls, pushes, or slides a frost giant, the giant the andazku's fear aura.
part of her treasure if the party helps her escape Artrosa. moves 2 squares less than the effect specifies. Also, a frost giant
STANDARD ACTIONS
can make a saving throw to avoid being knocked prone.
m Slam * At-Will
STANDARD ACTIONS
Attack: Melee 1 (one creature); +19 vs. AC
m Icy Spear (cold, weapon) * At-Will
Hit: 2d8 + 9 damage, and the target is knocked prone.
Attack: Melee 2 (one creature); +20 vs. AC
M Mutilating Gouge * At-Will
Hit: 2d10 + 10 cold damage.
Effect: The andazku uses slam twice against one creature. If both
r Icy Arrow (cold, weapon) * At-Will
D3. THE MOTHER'S HAND (CR 14) Attack: Ranged 20/40 (one creature); +22 vs. AC
attacks hit, that creature is stunned until the andazku's next
turn.
A frost giant scout and two andrazku demons are Hit: 2d12 + 10 cold damage, and the target is slowed until the C Ice Breath (cold) * Recharge 5 6
exploring this section of the dungeon. As soon as any of end of the frost giant scout’s next turn.
Attack: Close blast 3 (creatures in blast); +17 vs. Fortitude
these creatures spot intruders, they call out an alarm and A Chillshards (cold, weapon) * Recharge 5 6 Hit: 3d10 + 12 cold damage, and the target is immobilized (save
attack. ends).
Attack: Area burst 1 within 20 (creatures in burst); +20 vs.
Creatures (5,200 XP): frost giant, 4 andrazku demons Fortitude MOVE ACTIONS
Hit: 2d12 + 15 cold damage, and the target is slowed and C Frost Walk (teleportation) * Encounter
Tactics: The andrazkus charge opponents, then attack
cannot take immediate or opportunity actions until the end of
with their slam or mutilating gouge attacks. Once in close Effect: The andrazku teleports up to its speed, any creature
the frost giant scout’s next turn.
combat, they use ice breath and try to cover as many adjacent to the andrazku when it teleports takes 10 cold
Aftereffect: The target is slowed until the end of the frost giant damage.
enemies as possible in the blast area. If any controllers scout’s next turn.
TRIGGERED ACTIONS
attack them with range attacks, they use frost walk to take
Tundra Hunter * Recharge when first bloodied Variable Resistance * 2/Encounter
the battle to the controllers.
Effect: The frost giant makes a melee or ranged attack. If the Trigger: The andrazku takes acid, lightning, or thunder damage.
The frost giant keep its distance and starts using tundra attack hits, the target gains vulnerable 10 cold (save ends).
Effect (Free Action): The andrazku gains resist 15 to the triggering
hunter, chillshards and then icy arrow against the enemies the Aftereffect: The target gains vulnerable 5 cold (save ends). damage type until the end of the encounter or until it uses
andrazkus engage with, or any controllers hiding behind. Skills Athletic +13, Stealth +15 variable resistance again.
Morale: They all fight to the death. Str 19 (+11) Dex 23 (+13) Wis 20 (+12) Rituals Detect Creature +12
Con 19 (+11) Int 10 (+7) Cha 10 (+7) Skills Athletics +18, Bluff +15, Endurance +17, Intimidate +15,
Alignment evil Languages Giant Perception +16 (+20 when following tracks)

2014-06-01 39
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Str 23 (+13) Dex 14 (+9) Wis 11 (+7) D4. THE TORTURE PIT (CR 11) Hit: 3d6 + 4 damage, and ongoing 5 damage (save ends).
Con 20 (+12) Int 10 (+7) Cha 16 (+10) M Hamstring (weapon) * Recharge 5 6
Baba Yaga placed a pair of female redcap bloodcrones
Alignment chaotic evil Languages Abyssal, Giant, Attack: Melee 1 (one creature); +16 vs. AC
here to serve as her personal torturers and executioners.
telepathy 10
They have three male red cap steelboot servants that assist Hit: 3d6 + 4 damage, and the target is knocked prone, is slowed
them in their grisly work. The red caps are sadistic and until the end of the red caps next turn, and takes ongoing 5
Area Features: The area has the following features: damage (save ends).
bloodthirsty, and it has been some time since they've had
TRIGGERED ACTIONS
Illumination: Dim light from piles of smooth, pale pebbles living creatures to torture, maim, and otherwise play with.
M Boot Stomp * At-Will (1/round)
that glow with a faint violet light, scattered along the walls. Creatures (3,400 XP): 3 red cap steelboots, 2 red cap
Trigger: An enemy adjacent to the red cap is knocked prone.
Burlap Sacks: A heap of burlab sacks filled with grain lies bloodcrones
Attack: Melee 1 (triggering creature); +16 vs. AC
to the south. Anybody carrying a torch can set the sacks Tactics: The three red cap steelboots uses hamstring in Hit: 2d4 + 2 damage, and the red cap pushes the target up to 3
afire as a minor action. During the next turn and onwards combination with boot stomp to keep their enemies down, or squares.
will any creature that begins its turn adjacent to the cloth push them over the ledge to fall down the 40 feet deep pit. Skills Acrobatics +14, Athletics +15, Bluff +12, Stealth +14
bundle squares takes 5 fire damage, and on a cloth square The two red cap bloodcrones uses flattening wind or dark Str 20 (+10) Dex 18 (+9) Wis 13 (+6)
takes 10 fire damage. blook to further help the steelboots to stomp on the foes. Con 18 (+9) Int 16 (+8) Cha 15 (+7)
Crates, bundles of cloth, and barrels: These areas are difficult Once bloodied, the bloodcrones use blood for the earth to Alignment evil Languages Common, Giant, Elven
terrain. give the red cap steelboots temporary hit points. Equipment steel boots, leather armor, large scythe
Dining Tables: The two dining tables are difficult terrain Morale: The red caps all fight to the death.
and provide cover for Small-sized creatures or smaller. A 2 Red Cap Bloodcrones (B) Level 13 Artillery (Leader)
Large creature can turn the tables over with a move action Small fey humanoid XP 800
to get the same cover. 3 Red Cap Steelboots (S) Level 11 Soldier
HP 130; Bloodied 65 Initiative +9
Small fey humanoid XP 600
Firepit: A firepit sits in a small alcove carved out of the AC 25; Fortitude 24; Reflex 23; Will 25 Perception +7
HP 114; Bloodied 57 Initiative +11
cavern wall. Any creature starting its turn in the firepit Speed 6 Low-Light Vision
AC 27; Fortitude 24; Reflex 23; Will 21 Perception +11
takes 10 fire damage. Next to the firepit, strips of meat hang Speed 6 Low-Light Vision
TRAITS
from a tall wooden rack over a small iron cauldron filled Irreligious
TRAITS
with glowing coals, which provides difficult terrain. Irreligious
If an enemy spends a standard action to present a good-aligned
holy symbol, which the red cap can see, the red cap is shaken
Straw Pallets: The straw pallets along the eastern wall can If an enemy spends a standard action to present a good-aligned and grants combat advantage until the holy symbol is removed
be overturned with a move action, to provide cover for a holy symbol, which the red cap can see, the red cap is shaken (sustaining this effect is a minor action for the enemy).
Medium-sized creature or smaller. Otherwise they are and grants combat advantage until the holy symbol is removed
Redcap Regeneration
difficult terran. (sustaining this effect is a minor action for the enemy).
While wearing its cap, the red cap regains 5 hit points
Redcap Regeneration
Wooden Ladder: At the far northern end of the cavern, a whenever it starts its turn and has at least 1 hit point. A red cap
While wearing its cap, the red cap regains 5 hit points without its cap looses this ability and grants combat advantage
crudely lashed wooden ladder climbs a steep slope to a
whenever it starts its turn and has at least 1 hit point. A red cap to all enemies.
small ledge buried beneath a sweeping snowdrift. Climbing without its cap looses this ability and grants combat advantage
the ladder is a full move action. STANDARD ACTIONS
to all enemies.
STANDARD ACTIONS m Withering Touch (necrotic) * At-Will

m Large Scythe (weapon) * At-Will Attack: Melee 1 (one creature); +16 vs. Reflex
Hit: 2d8 + 9 necrotic damage.
Attack: Melee 1 (one creature); +16 vs. AC

40 2014-06-01
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R Dark Blood (necrotic) * At-Will STANDARD ACTIONS D5. TEMPLE OF MESTAMA (CR 11)
Attack: Ranged 10 (one creature); +18 vs. Reflex C Crashing Torture Rack * At-Will The second member of Caigreal's coven, Silyzil, inhabits
Hit: 3d6 + 11 necrotic damage, and the target is dazed until the Attack: Close blast 2 (creatures in blast); +15 vs. Reflex this room. Once a green hag, she was slain by Jadrenka
end of the red caps next turn, and knocked prone. Hit: 3d6 + 10 damage. during the coven's fight with the warden, but returned to
C/A Flattening Wind * Recharge when first bloodied haunt the temple as a witchfire. The malevolent spirit
Attack: Close blast 3 or Area burst 3 within 10 (creatures in Wall Manacles: Rows of rusted iron manacles hang along viciously guards the temple, attacking any and all intruders
burst or blast); +18 vs. Fortitude the room's walls, their chains hammered deep into the not associated with the coven.
Hit: 3d8 + 13 damage, and the stormeye pushes the target up to stone. A restrained or unconscious foe might be locked to a Creatures (3,100 XP): witchfire, 3 will-o'-wisps
2 squares and knocks it prone.
manacle with a successful DC 20 Thievery check.
A Blood for the Earth (healing) * At-Will while bloodied Tactics: Silyzil attacks from invisibility with her
witchflame bolts, trying to stay out of melee combat by using
Attack: Area burst 2 within 10 (enemies in burst); +18 vs.
Fortitude
her invisibility power. By getting the enemies burning with
witchfire, they become more vulnearble to the will-o'-wisps
Hit: 3d6 + 6 damage, and ongoing 5 damage (save ends), and DM ADVICE: SNATCHING THE RED CAP glimmer wisp power.
one ally in the burst gains 5 temporary hit points.
Special: The temporary hit points do not stack. Let the adventurers realize the regenerative power of the
The Will-o'-Wisps start with their fey light extinguished,
red cap with a successful DC 27 Arcana monster
Skills Arcana +11, Athletics +12, Intimidate +16, Stealth +14 sneaking up on the characters. The adventurers need to
knowledge check. As 4th Edition have no rules for
Str 12 (+7) Dex 16 (+9) Wis 13 (+7) succeed of a DC 26 Perception check or the Will-o'-Wisps
Con 18 (+10) Int 10 (+6) Cha 20 (+11)
snatching an item from the enemy, you might consider
get a surprise round. They start using luring glow, to daze the
using the following House Rule:
Alignment evil Languages Common, Giant, Elven enemies and then attacks using glimmer wisp. If damaged
Equipment iron-shod boots, hide armor SNATCH ITEM they try to regain hit points with their spirit drain power.
Action: Standard Action Morale: They all fight to the death.
Area Features: The area has the following features: Target: You can attempt to snatch a readily accessible
Illumination: Dim light from piles of smooth, pale pebbles object off a creature, such as a sheathed weapon, a coin
Witchfire Level 13 Elite Artillery
that glow with a faint violet light, scattered along the walls. purse, or a holy symbol. The creature must be within
Medium shadow humanoid (undead) XP 1,600
your melee reach (don't count extra reach from a
Pit: A deep, black pit gapes in the floor of this chamber, HP 256; Bloodied 128 Initiative +9
weapon).
hewn by hand from the surrounding stone. Any creature AC 25; Fortitude 24; Reflex 25; Will 27 Perception +14
pushed over the ledge risk falling from 10 to 40 feet down Dexterity Attack: Make a Dexterity attack vs. Reflex. Do Speed 0, fly 10 (hover); phasing Darkvision
to the staircase or bottom, depending on where they fall off not add any weapon modifiers. You must have at least Immune disease, fire, poison; Resist 10 necrotic
the ledge. one hand free to make a snatch attempt. Saving Throws +2; Action Points 1
Torture Rack: A rack along the east wall holds numerous Hit: The object has been removed from the creature and TRAITS
cruel-looking torture implements. A character can try to tip is held in your hand. Insubstantial
the rack over adjacent enemies with a standard action and The witchfire takes half damage from all attacks, except those
Opportunity Attack: A snatch attempt provokes an
a successful DC 20 Strength check. Any enemies adjacent that deal force damage. Whenever the witchfire takes radiant
Opportunity Attack from your enemy. If the attack hits damage, it loses this trait until the start of its next turn.
to the rack are subject to the following attack: you, your snatch attempt fails and your action is lost. STANDARD ACTIONS
m Witchflame Touch (necrotic, radiant) * At-Will
Attack: Melee 1 (one creature); +18 vs. Reflex

2014-06-01 41
Reign of Winter 4th Edition Conversion

Hit: 4d8 + 14 necrotic and radiant damage, and trigger Attack: Melee 3 (one creature); +13 vs. Fortitude
witchflame. Hit: 2d8 + 9 psychic damage, the target is weakened (save ends),
Treasure (52,000 gp): The longspear on the south wall
r Witchflame Bolt (necrotic, radiant) * At-Will and the wisp regains 14 hit points.
is a +3 giant bane longspear, (17,000 gp; see Appendix) while
Attack: Ranged 10 (one creature); +18 vs. Reflex C Luring Glow * At-Will
the curved sword on the north wall is a +3 cold iron scimitar
Hit: 3d6 + 6 necrotic and radiant damage, and trigger witchflame, Attack: Close burst 20 (one target in the burst); +13 vs. Will (17,000 gp; AV p.66). The panpipes on the table are pipes of
R Witch Fury * At-Will Hit: The target is pulled 3 squares and dazed (save ends). haunting (17,000 gp; see Appendix), and the alchemical silver
Special: Blind targets are immune coated dagger (1,000 gp; AV p.23). Although these items
Effect: The witchfire uses witchflame bolt twice.
MOVE ACTIONS
FREE ACTIONS are sacred to witches and used in their rituals, taking these
Fey Light * At-Will items doesn't anger Jadrenka, as she believes the hags have
Invisibility (illusion) * Recharge when the witchfire takes
damage Effect: A will-o’-wisp can give off light as a torch or extinguish already defiled them.
this light. Fey light must be on for the will-o’-wisp to make any
Effect: The witchfire becomes invisible until it hits or misses with
an attack.
attack. When darkened, the will-o’-wisp has concealment and D6. CRYPT OF WARDENS (CR 13)
can make a Stealth check to remain unnoticed.
TRIGGERED ACTIONS Traps (300 XP/each): The mausoleum doors are
TRIGGERED ACTIONS
Witchflame (necrotic, radiant) * At-Will unlocked, but each is sealed with wax. Breaking a seal
Blink Out (teleportation) * At-Will
Trigger: Any target taking damage from the witchfire's attack triggers a trap that curses those who would disturb Artrosa's
Trigger: When missed by an attack. honored dead.
Secondary Attack: (No Action): (triggering creature); +16 vs. Will
Effect (Immediate Interrupt): The will-o’-wisp teleports 5 squares
Hit: Ongoing 10 necrotic and radiant damage, and target is
and extinguishes its fey light.
engulfed in sickly green flames and gains vulnerable 5 radiant
(save ends) Skills Stealth +16 Warden's Curse Trap Level 11 Trap
Str 4 (+2) Dex 22 (+11) Wis 12 (+6) Object XP 300
Rituals Dancing Lights
Con 13 (+6) Int 8 (+4) Cha 18 (+9) Detect Perception DC 20, "You notice that the Initiative −
Skills Bluff +17, Intimidate +17, Stealth +15
Str 10 (+6) Dex 19 (+10) Wis 16 (+9) Alignment evil Languages Elven doors are unlocked, but sealed with vax";
Arcana DC 27, "There is an ancient curse placed
Con 16 (+9) Int 17 (+9) Cha 22 (+12)
on these crypt doors"
Alignment chaotic evil Languages Common, Giant Area Features: The area has the following features: Immune all attacks.
Illumination: Dim light from piles of smooth, pale pebbles TRIGGERED ACTIONS
3 Will-o’-Wisps (W) Level 10 Lurker that glow with a faint violet light, scattered along the walls. M Crypt Curse * At-Will
Small fey magical beast XP 500 Cauldrons: The cauldrons are difficult terrain. Trigger: Any creature breaking the door vax seal
HP 57; Bloodied 29 Initiative +15 Attack (Immediate Reaction): Melee 0 (triggering creature);
Stone Hearth: Along the west wall stands a large stone
AC 22; Fortitude 19; Reflex 24; Will 22 Perception +11 +14 vs. Will
hearth containing the charred remains of a balefire. Any
Speed 0, fly 6 (hover; altitude limit 2) Low-light vision Hit: Target looses one healing surge.
necrotic powers used within a 5 square burst area from the
Resist insubstantial COUNTERMEASURE
hearth does 5 extra necrotic damage.
STANDARD ACTIONS * Disable: Arcana DC 27 (standard action). Success: You
m Glimmer Wisp (radiant) * At-Will Doors: All of the doors to this room are locked. manage to disable the ancient curse. Failure with 5 or more:
Painting: A creature that succeeds at a DC 20 Arcana or Trap is triggered and the arcane disabler looses two healing
Attack: Melee 2 (one creature); +13 vs. Reflex
surges.
Hit: 2d6 + 11 radiant damage. DC 28 Religion check identifies the painting of the winged,
M Spirit Drain (healing, psychic) * Encounter donkey-tailed hag as Mestama, the demon lord of cruelty,
deception, and hags.
Requirment: Bloodied targets only.

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Although the souls of Artrosa's 2 Ghost Barbarians (G) Level 14 Elite Soldier longsword.
former wardens lie at rest, a pair of Medium shadow humanoid (undead) XP 2,000 Skills Endurance +17, Intimidate +17, Stealth +18
restless spirits guards these tombs. HP 140; Bloodied 70 Initiative +13 Str 23 (+13) Dex 18 (+11) Wis 12 (+8)
While they lived, these barbarian AC 30; Fortitude 27; Reflex 25; Will 26 Perception +13 Con 20 (+12) Int 10 (+7) Cha 21 (+12)
warriors proudly served a Speed 0, fly 6 (hover); phasing Darkvision Alignment chaotic evil Languages Common
witch-warden known as Immune disease, poison
the Spirit Mother, Saving Throws +2; Action Points 1
Area Features: The area has the following features:
whom Baba Yaga TRAITS
executed long Insubstantial Illumination: Dim light from piles of smooth, pale pebbles
ago. For The ghost takes only half damage from any damage source
that glow with a faint violet light, scattered along the walls.
daring to except those that deal force damage. Doors: The doors to this chamber are locked, but can be
defend Rage Strike * Recharge 5 6 opened with a DC 20 Thievery check. Ten mausoleum
the facades protrude from the walls around the perimeter of
The ghost barbarian channels it primal rage into a single attack
Spirit and adds +1d12 damage to a damage against a single foe. this cavern. Above each door is a keystone engraved with a
Mother STANDARD ACTIONS name. The doors are not locked, but trapped with the
against her, Baba Yaga warden's curse trap.
m Ghostslayer Longsword * At-Will
buried the Sons of the
Attack: Melee 1 (one creature); +19 vs. AC Statues: Throughout the room stand ten lifesized statues of
Spirit Mother alive
Hit: 3d8 + 9 damage, and the target is marked (save ends), and proud, matronly women. The women are all barefoot and
with their dead
insubstantial targets take full damage. similarly dressed, but they each have their own unique
mistress and bound
C Terror's Cry (fear) * Recharge 5 6 appearance. With a successful DC 29 History check, a
their s pirits to guard
creature identifies these names as those of past wardens of
the Crypt ofWardens Effect: The ghost barbarian uses ghostslayer longsword once.
Artrosa. The statues provide cover for creatures hiding
forever after. Breaking the Attack: Closeburst 2 (creatures in burst); +17 vs. Will
Hit: The target moves 2 squares away from the ghost barbarian
behind them.
seals on any of the mausoleums
rouses the ire of these horrifically as a free action and takes -2 penalty to attack rolls until the end
scarred and tattooed warriors, of the ghost barbarian's next turn.
Treasure (49,600 gp): Inside each of the mausoleums
who manifest to defend the crypt from MINOR ACTIONS
lies the skeletal remains of one of Artrosa's previous
any living intruders. m Corrupting Touch (necrotic) * At-Will
wardens, wrapped in a fragile cotton shroud. Only two of
Attack: Melee 1 (one creature); +17 vs. Reflex the wardens were buried with significant valuables. The
Hit: 3d6 + 12 necrotic damage, and the target is weakened (save corpse in crypt D6a wears a necklace of feathers that are
Creatures (4,000 XP): 2 ghost barbarians (Sons of the ends). actually quaal's feather tokens (5,350 gp; see Appendix): a
Spirit Mother) MOVE ACTIONS pigeon, a fan, a boat, a tree, and a whip. The corpse in
Tactics: The ghosts barbarians charge their enemies and Harry the Marked * Recharge when bloodied mausoleum D6b clasps a bejeweled silver athame (worth
the initiate melee combat using ghostslayer longsword with Effect: The watchful ghost teleports up to 10 squares into a 2,250 gp). Lastly, the bodies of the two Sons of the Spirit
rage strike and corrupting touch. If any tries to flee, they use square adjacent to an enemy it has marked. Mother lie in crypt D6c, from where their two +3
harry the marked, and any killed enemy is followed up with a TRIGGERED ACTION ghostslayer longswords (42,000 gp; see Appendix) can be
swift charge. Swift Charge * At-Will recovered.
Morale: The ghosts fight until destroyed, but they Trigger: The ghost barbarian reduces an enemy to 0 hit points.
rejuvenate 2d4 days later to continue their endless vigil. Hit: The ghost barbarina charge an enemy and uses ghostslayer

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D7. STRANGE ALLIANCES (CR 12) Grishelmuk, Green Hag (G) Level 12 Controller Rituals Change Self, Dancing Lights, Pass without Trace, Tongues,
Medium fey humanoid (shapechanger) XP 700 Tree Shape, Water Breathing +13, Wind Words
The third member of Caigreal's coven, a green hag
HP 124; Bloodied 62 Initiative +10 Skills Arcana +13, Bluff +14, Stealth + 15
named Grishelmuk, keeps watch over this room. In the
AC 26; Fortitude 25, Reflex 24, Will 23 Perception +14 Str 21 (+11) Dex 19 (+10) Wis 16 (+9)
Mother, she uses alter self to appear as an alluring young
Speed 8 (forest walk, swamp walk), swim 8 Low-light vision Con 20 (+11) Int 15 (+8) Cha 16 (+9)
human woman heavy with child. Grishelmuk is currently
Resist 10 poison Alignment evil Languages Common, Elven
entertaining two of Vsevolod's frost giant scouts, whom she
STANDARD ACTIONS
encountered exploring the dungeon.
m Hurl through the Earth (teleportation) * At-Will 2 Frost Giants (F) Level 17 Brute
Creatures (3,900 XP): green hag, 2 frost giants
Attack: Melee 1 (one creature); +17 vs. AC Large elemental humanoid (cold, giant) XP 1,600
Tactics: When the PCs first enter the room, one of the Hit: 2d6 + 9 damage. HP 201; Bloodied 100 Initiative +11
frost giants grabs the cauldron and hurls it at them with Effect: The hag teleports the target up to 3 squares. AC 29; Fortitude 32; Reflex 27; Will 28 Perception +13
boling water splashing all over neaby foes, then attacks with A Grasping Roots * At-Will Speed 8 (ice walk)
icy greataxe and chilling strike. Attack: Area burst 2 within 5 (creatures in the burst); +15 vs. Resist 15 cold
Reflex TRAITS
Hit: The target is restrained (save ends). Icebound Footing
R Thrown Cauldron (fire) * Encounter Miss: The target is slowed until the end of the hag's next turn. When an effect pulls, pushes, or slides a frost giant, the giant
Attack: Ranged 10 (one creature); +20 vs. Reflex A Rampant Growth (zone) * Encounter moves 2 squares less than the effect specifies. Also, a frost giant
Hit: 3d8 + 12 damage, and then a secondary attack with the hit can make a saving throw to avoid being knocked prone.
Attack: Area burst 2 within 5 centered on a creature restrained
creature as the origin square of the burst attack:
by grasping roots (creatures in the burst); +15 vs. Reflex STANDARD ACTIONS
Secondary Attack: Close burst 2 (creatures in burst); +20 vs.
Fortitude
Hit: 2d8 + 8 damage. m Icy Greataxe (cold, weapon) * At-Will
Hit: 2d6 + 7 fire damage. . Effect: The burst creates a zone that lasts until the end of the Attack: Melee 2 (one creature); +22 vs. AC
encounter. Squares in the zone are difficult terrain for any Hit: 3d12 + 11 cold damage, or 2d12 + 47 cold damage if the
creature that doesn't have forest walk, and such a creature takes giant scores a cirtical hit.
Grishelmuk stays out of combat at first, preferring to let 5 damage for each square of movement in the zone.
the giant deal with intruders while she tries to look helpless M Chilling Strike (cold, weapon) * Recharge 5 6
A Stagnant Miasma (poison, zone) * Recharge 5 6
and harmless. If the giant seems to be having trouble Attack: Melee 2 (one creature); +22 vs. AC
Attack: Area burst 2 within 5 (creatures in the burst); +15 vs.
dealing with the PCs alone, she reluctantly enters the fray. Fortitude Hit: 5d12 + 15 cold damage, and the target gains vulnerable 10
cold (save ends).
Grishelmuk uses grasping roots on enemies staying at the Hit: 2d10 + 11 poison damage.
Effect: The burst creates a zone of lightly obscured squares that Skills Athletic +19
back, following up with rampane growth. She focuses her Str 23 (+14) Dex 16 (+11) Wis 20 (+13)
lasts until the end of the hag's next turn. Any creature that ends
attacks on those in combat with the frost giant, using Con 21 (+13) Int 10 (+8) Cha 12 (+9)
its turn in the zone takes 10 poison damage.
stagnant miasma on as many as possible, but if a female
TRIGGERED ACTIONS Alignment evil Languages Giant
character attacks her, the spiteful hag assumes her true
Shape Change (polymorph) * At-Will Equipment hide armor, greataxe
form and attacks that foe with her hurl through the earth.
Effect: The hag alters its physical form to appear as a crone or a
Morale: If Grishelmuk is reduced to fewer than 30 hit young woman of any Medium humanoid race until it uses Area Features: The area has the following features:
points and her frost giant ally has been slain, Grishelmuk change shape again or until it drops to 0 hit points. To assume a
flees to join her coven sister Silyzil in the Temple of specific individual's form, the hag must have seen that Illumination: Dim light from piles of smooth, pale pebbles
Mestama (area D5). individual. Other creatures can make a DC 33 Insight check to that glow with a faint violet light, scattered along the walls.
discern that the form is a disguise. Bright light from the fireplace in the southern cavern.

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Fireplace: A fireplace surrounded by a ring of stones sits by creative power into wanton destruction. The upasunda is The asura makes three initiative checks. On each initiative
the southern wall. Any creature starting its turn in the not so engrossed in her contemplations that she ignores the count the asura can use a standard action, and on the lowest
fireplace takes 10 fire damage. A cauldron hangs initially call of battle, however, and eagerly accosts any intruders to initiative also a move and a minor action. If the asura cannot use
over the fireplace, but is used as a weapon in the beginning test her martial prowess. a standard action due to a charm, dazing, dominating or
stunning effect, then that effect ends instead of the asura using
of the battle by a frost giant. Creatures (5,000 XP): Ranisukalapadi that standard action. The asura can take three immediate
Tables: Beneath the shelves, a couple of crude worktables, Tactics: The upasunda asura has three minds and uses actions per round but only one between one turn and the next.
covered in mysterious stains and clumps of aged tallow, sword cleave, spear sweep and kukri spring at three different STANDARD ACTIONS
hold more items of sinister nature. The tables are difficult initiative counts. On the last initiative it uses gaze of fear on m Destructive Strike (wepon) * At-Will
terrain. one enemy within range. Being an immortal striving for Attack: Melee 1 (one creature); +19 vs. AC
Wooden Shelves: Rough wooden shelves piled high with all perfection it uses punish incompetence on any foe failing to hit Hit: 3d8 + 15 damage, or 2d8 + 46 damage if the asura scores a
manner of weird bric-a-brac stand along the cavern walls. A with a melee attack, combined with insulting remarks on its critical hit.
creature can as a standard action tumble a shelf over incompetence. Once bloodied it gets angy and its immortal M Sword Cleave (weapon) * At-Will (1/round)
nearby foes with a successful DC 25 Strength check. awe aura starts to affect its enemies. Nostafa from area D9 Attack: Melee 1 (one creature); +19 vs. AC
STANDARD ACTIONS arrives in round 3 to join the fight. Hit: 3d10 + 8 damage, and an enemy adjacent to the target and
the asura takes 10 damage.
C Tumbling Shelf * Encounter Morale: Ranisukalapadi is enthralled with destruction,
M Spear Sweep (weapon) * At-Will (1/round)
Attack: Close blast 1 or 2 (creatures in blast); +15 vs. Reflex even her own, and fights to the death.
Attack: Melee 2 (one creature); +17 vs. Reflex
Hit: 2d8 + 6 damage, and the target is knocked.
Hit: 3d8 + 15 damage, and the target is knocked prone and
Ranisukalapadi (R) Level 14 Solo Soldier immobilized until the end of the asura's next turn.
Treasure (46,000 gp): +3 feyslaughter greatclub (21,000 Medium immortal humanoid (asura) XP 5,000 M Kukri Spring (weapon) * At-Will (1/round)
gp, AV p.68), a cursed broom of animated attack. One book is HP 556; Bloodied 278 Initiative +16 Effect: The asura moves up to half its speed; at any point during
of greater value, the cookbook of arcane augmentation (25,000 AC 30; Fortitude 25, Reflex 26, Will 26 Perception +19 that movement, it makes an attack without provoking an
gp; see Appendix) contains details on the ritual used to bind Speed 10 All-around vision, opportunity attack.
Ratibor the Bold to the Dancing Hut. Immune disease, poison; Darkvision Attack: Melee 1 (one creature); +17 vs. Reflex
Resist 10 acid, 10 lightning Hit: 3d6 + 10 damage, and ongoing 10 damage (save ends).
Saving Throws +5; Action Points 2 MINOR ACTIONS

D8. PETRIFIED ROOT FOREST (CR 14) TRAITS R Gaze of Fear (fear, psychic) * At-Will
Immortal Awe (psychic) * Aura 5 Attack: Ranged 5 (one creature); +17 vs. Will
An upasunda asura named Ranisukalapadi meditates in
While the asura is bloodied, any enemy that ends its turn in the Hit: 3d6 + 12 psychic damage, and the target is dazed and
the lotus position in the center of the cavern. Appearing as a immobilized (save ends both), without provoking an opportunity
aura and is not blinded takes 5 psychic damage.
six-armed woman with three fanged faces, she guards the attack.
passage leading to the circle of sacred birthing stones (area All-Around Vision
TRIGGERED ACTIONS
D9), though that is not her only purpose. Ranisukalapadi Enemies can't gain combat advantage by flanking the asura.
M Punish Incompetence * At-Will
originally came to Artrosa to learn the secrets of creation Regeneration
Trigger: An adjacent enemy misses the asura with a melee
and destruction from Baba Yaga. She can sense the strong The troll regains 10 hit points whenever it starts its turn and has
attack.
creation magic present in the birthing stones in the womb at least 1 hit point. When the asura takes damage from a divine
Attack (Opportunity Action): Melee 1 (triggering enemy); +21 vs.
power given by a good deity, its regeneration does not function
of the Mother, and knows that creation and destruction are Reflex
on its next turn.
but two sides of the same coin. For now, she meditates in Hit: 2d6 + 2 damage, and the target falls prone. In addition,
Three Minds
this chamber, hoping to gain insight into how to turn their each of the target's allies adjacent to the target and the asura

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takes 8 damage. Artrosa, the Queen of Witches confided to Nostafa that she on her attacks. In this case, the PCs might be able to reason
Rituals Change Self, Nondetection +14 had foreseen that she would soon suffer a great betrayal. with her and explain their presence with one successful DC
Skills Acrobatics +19, Bluff +16, Insight +19, Intimidate +16, Baba Yaga then gave Nostafa a bottle of messages (see 29 Diplomacy check, and one DC 21 Diplomacy check to
Stealth +19 Appendix), telling the hag that should she fail to return, turn her from hostile to neutral. If the PCs manage to
Str 22 (+13) Dex 24 (+14) Wis 24 (+14) convince her that the Black Rider is dead and that they now
Con 19 (+11) Int 15 (+9) Cha 19 (+11) possess his mantle of authority, Nostafa gives them Baba
Alignment evil Languages Common, Supernal, Yaga's bottle of messages, and calls of the upasunda asura.
telepathy 20
Morale: Nostafa fights to the death.
DM ADVICE: NIGHT HAG
Area Features: The area has the following
The encounters D8 and D9 is more suited as one Nostafa, Night Hag (N) Level 14 Lurker
features:
encounter in 4th Edition, considering they are close by Medium fey humanoid XP 1,000
Illumination: Dim light from and the night hag not a challeng on its own. By
HP 109; Bloodied 55 Initiative +15
piles of smooth, pale pebbles combining D8 and D9, we get a total XP 6,000 or a CR
AC 27; Fortitude 28; Reflex 26; Will 26 Perception +10
that glow with a faint violet 15 encounter, which is more in line with the characters
Speed 8 Darkvision
light, scattered along level at this point in the adventure.
TRAITS
the walls.
Shroud of Night * Aura 5
Stone Trees: The
Within the aura, bright light is reduced to dim light, and dim
stone trees
light is darkness.
provide cover
for any Nostafa should give the bottle to her Three Riders, who STANDARD ACTIONS

Medium-sized would come to Artrosa to contact her. Nostafa has heard m Claw * At-Will
creature or nothing from Baba Yaga or the Three Riders since, but she Attack: Melee 1 (one creature); +19 vs. AC
smaller hiding dutifully remains guarding the stones until she is contacted. Hit: 1d6 + 6 damage. If the night hag has combat advantage
behind one. Creature (1,000 XP): Nighthag against the target, the target is also stunned (save ends).
M Dream Haunting (psychic) * At-Will
Tactics: When Nostafa hear the sound of battle from area
D8 she moves over to investigate what is causing the Attack: Melee 1 (one stunned or unconscious creature); +18 vs.
D9. THE BIRTHING trouble. She arrives in round 3 of the battle. Her shroud of
Will
Hit: 3d6 + 4 psychic damage, and the hag disappears into the
STONES (CR 5) night create darkness around her. She casts wave of sleep on
target's mind. While in this state, the hag is removed from play
the first round of combat, followed by her claw and dream and does nothing on subsequent turns but deal 3d6 + 4 psychic
A night hag oracle named Nostafa
haunting of any stunned or unconscious foe. If any of her damage to the target (no attack roll required). When the target
keeps watch over the sacred
enemies is killed by her dream haunting power, their shouls is no longer stunned or unconscious, or when the target dies,
circle of standing stones,
are trapped inside her heartstone. The creature cannot be the hag reappears adjacent to the target and is insubstantial
serving as the guardian
resurrected until the heartstone is destroyed and the soul until the start of its next turn.
between mother and crone. Unlike
released (the creature is still dead but can now be C Wave of Sleep (psychic, sleep) * Recharge 6
the other hags in Artrosa, she has
resurrected. Attack: Close blast 5 (creatures in blast); +17 vs. Will
rejected Caigreal's coven and
remains devoted to Baba Yaga. In If the PCs try to negotiate with her during the battle, and Hit: 1d8 + 3 psychic damage, and the target is dazed (save ends).
fact, when Baba Yaga last visited they talk about Baba Yaga or the Black Rider, she holds off First Failed Saving Throw: The target is unconscious instead of
dazed (save ends).

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MINOR ACTIONS Story Award (6,000 XP): If the PCs use Diplomacy to 4 Greater Shadows (S) Level 12 Soldier
Change Shape (polymorph) * At-Will get the bottle of messages from Nostafa without fighting her Medium shadow humanoid XP 700
Effect: The hag alters its physical form to appear as a crone of any and the asura, award them 6,000 XP, as if they had HP 124; Bloodied 62 Initiative +13
Medium humanoid race until it uses change shape again or defeated her and the asura in combat. AC 28; Fortitude 25, Reflex 25, Will 22 Perception +8
until it drops to 0 hit points. To assume a specific individual's Speed 8 Darkvision
form, the hag must have seen that individual. Other creatures TRAITS
can make a DC 33 Insight check to discern that the form is a Insubstantial
disguise. PART SIX: THE CRONE The shadow takes half damage from all attacks, except those
Skills Arcana +14, Bluff +16, Intimidate +16, Stealth +16 The dungeon behind the crone carving is simply known that deal force damage. Whenever the shadow takes radiant
Str 22 (+13) Dex 18 (+11) Wis 17 (+10) as "the Crone." The rooms and passages of this dungeon are damage, it loses this trait until the start of its next turn.
Con 19 (+11) Int 14 (+9) Cha 18 (+11) dark and cold, with a motif of winter, darkness, and death STANDARD ACTIONS
Alignment evil Languages Common, Elven throughout. Unless otherwise noted, all passages within the m Shadow Longsword (necrotic) * At-Will
Crone are under the effect of a permanent light ward ritual, Attack: Melee 1 (one creature); +17 vs. AC
Area Features: The area has the following features: and are kept unnaturally cold by a permanent ritual that Hit: 1d8 + 7 necrotic damage, the target loses a healing surge,
keeps the temperature just above freezing. Doors within the and it is immobilized and weakened until the end of its next
Illumination: Dim light from piles of smooth, pale pebbles Crone are decorated with wreaths of goat skulls woven turn.
that glow with a faint violet light, scattered along the walls. together with catgut and cornhusks and then hardened and M Strangling Darkness (necrotic) * Recharge 5 6
Stone Circle: The stones provide cover to any creatue stuck to the doors with lime and shellac. Attack: Melee 1 (one creature); +15 vs. Fortitude
hiding behind one. These stones have a strong Hit: 1d10 + 5 necrotic damage and the target is restrained and
transmutation aura, and allow a creature standing in the takes ongoing 15 necrotic damage (save ends both).
center of the stone circle to transfer her consciousness into
E1. SCREAMS IN THE DARKNESS (CR 13) MOVE ACTIONS
the giant image of the maiden outside, seeing through its Born of Shadows * At-Will
eyes and even animating the carving to a limited degree, as A gang of deadly undead shadows, led by a powerful
greater shadow, hides within these dark passages, stealthily Effect: The shadow can make a Stealth check as part of a move
the enter image ritual (see Appendix). A character wearing action to become hidden when it has concealment instead of
the Artrosa Ring (see Appendix) can activate this power of awaiting the arrival of any wandering prey.
needing total concealment.
the stones with ease. Otherwise, a character must succeed Creatures (4,800 XP): 4 greater shadows, 2 shadow Skills Intimidate +13, Stealth +16
at a DC 28 Arcana check to identify this ability, or a DC 30 puppeteer Str 20 (+11) Dex 20 (+11) Wis 14 (+8)
Insight check to blindly activate the stones' power. Con 20 (+11) Int 15 (+8) Cha 15 (+8)
Tactics: The shadows move slowly using their born of
shadows ability, attempting to gang up on stragglers and Alignment evil Languages Common

Treasure (27,000 gp): Nostafa's black sapphire circle behind victims to surround them and attack. The
heartstone is worth 2,000 gp. In addition, she is wearing a greater shadows attack using their shadow longswords and 2 Shadow Puppeteers (P) Level 14 Lurker
+3 greater necklace of fireballs (25,000 gp; MME p.74) and strangling darkness, while the two shadow puppeteers use Medium shadow humanoid XP 1,000
carries Baba Yaga's bottle of messages (see Appendix). If the shadow touch and then shadow puppet to dominate their foes. HP 74; Bloodied 37 Initiative +17
bottle is smashed or the cork removed, Baba Yaga's voice Morale: The shadows fight until destroyed. AC 26; Fortitude 25, Reflex 27, Will 26 Perception +9
issues from the mouth of the bottle: "If you hear these Speed 8 Darkvision
words, my own blood has betrayed me. Jadrenka has one TRAITS
key; the other lies in the Eon Pit. Follow my trail! " Insubstantial
The shadow takes half damage from all attacks, except those

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that deal force damage. Whenever the shadow takes radiant the cauldron, but when intruders enter this room, it rises up STANDARD ACTIONS
damage, it loses this trait until the start of its next turn. out of the cauldron to attack with its barbed tentacles. m Barbed Talon Tentacle * At-Will
STANDARD ACTIONS
Creature (3,500 XP): Mishtu Attack: Melee 2 (one creature); +17 vs. AC
m Shadow Touch (necrotic, zone) * At-Will Hit: 2d8 + 7 damage plus 5 lightning damage, and the mishtu
Attack: Melee 1 (one creature); +17 vs. Reflex Tactics: The mishtu moves into an enemy space using its grabs the target (escape DC 20).
Hit: 3d6 + 12 necrotic damage, or 3d6 + 17 necrotic damage gaseous trait, in order to trigger its deadly gas power. It then
M Deadly Embrace * At-Will
against a target that cannot see the puppeteer. attacks with its mishtu fury power, making four attacks with
Attack: Melee 2 (one creature grabbed by the mishtu); +15 vs.
Effect: The puppeteer creates a zone in the target's space and its barbed talon tentacles or deadly embraces.
Fortitude
each square adjacent to it. The zone is lightly obscured, and it Morale: The mishtu fights to the death. Hit: 3d8 + 7 damage, and ongoing 10 damage (save ends) as it
lasts until the end of the puppeteer's next turn.
siphons away blood, tears, and other vital fluids.
M Shadow Puppet (charm, necrotic) * Recharge when the Miss: 2d8 + 7 damage.
shadow hits a creature that cannot see it Mishtu Level 12 Solo Brute Mishtu Fury * At-Will
Attack: Melee 1 (one creature); +17 vs. Will Large elemental magical beast (air) XP 3,500
Effect: The mishtu attacks four times, using either barbed talon
Hit: 2d6 + 5 necrotic damage, or 2d6 + 10 necrotic damage HP 608; Bloodied 304 Initiative +12 tentacle or deadly embrace for each attack.
against a target that cannot see the puppeteer. The target is AC 24; Fortitude 25, Reflex 25, Will 22 Perception +13 TRIGGERED ACTIONS
dominated until it starts its turn not adjacent to the shadow.
Speed 4, fly 4 (hover) All-around vision,
MOVE ACTIONS Wind Defense * At-Will
Immune lightning; Resist half damage from darkvision
Born of Shadows * At-Will melee and ranged attacks; Trigger: An enemy attacks the mishtu with a melee ranged
attack using a projectile or thrown weapon.
Effect: The shadow can make a Stealth check as part of a move Vulnerable 10 to close and area attacks
action to become hidden when it has concealment instead of Effect (No Action): If tha attack roll is even, the attack misses.
Saving Throws +5; Action Points 2
needing total concealment. TRAITS Deadly Gas * At-Will
Skills Stealth +18 All-Around Vision Trigger: An enemy starts its turn inside the mishtu space.
Str 12 (+8) Dex 22 (+13) Wis 14 (+9) Enemies can't gain combat advantage by flanking the mishtu. Effect (Opportunity Action): The mishtu uses deadly embrace on the
Con 17 (+10) Int 12 (+8) Cha 19 (+11) triggering enemey, who doesn't have to be grabbed.
Gaseous
Alignment evil Languages Common Skills Acrobatics +17, Bluff +12, Insight +13, Stealth +17
The mishtu can occupy the same space as another creature, and
an enemy can enter its space. The mishtu cannot be pulled, Str 12 (+7) Dex 22 (+12) Wis 14 (+8)
pushed, or slid by melee or ranged attacks. It can squeeze Con 22 (+12) Int 14 (+8) Cha 13 (+7)
Area Features: The area has the following features:
through small holes, even cracks, without losing its speed. Alignment unaligned Languages Elven (cannot speak)
Illumination: Dim light from piles of smooth, pale pebbles Fluid Mind
that glow with a faint violet light, scattered along the walls.
If the mishtu at the beginning of its turn is under a dominating Area Features: The area has the following features:
or stunning effect, then that effect ends and the mishtu looses
one of its attacks under its mishtu fury power. Illumination: Dim light from piles of smooth, pale pebbles
E2. CRONE'S CAULDRON (CR 12) Threatening Reach that glow with a faint violet light, scattered along the walls.

A deadly mihstu from the Plane of Air guards this The mishtu can make opportunity attacks against enemies Cauldron: A large black iron cauldron sits in the middle of
within 2 squares of it. the floor with a ring of runes surrounding the base of the
chamber. Brought here years ago by Baba Yaga, the mihstu
Vulnerable to Cold cauldron, which contains a bubbling and steaming
dislikes the cold of the Crone's rooms and passages, and so
has taken up residence inside the cauldron here, where it The mishtu that takes cold damage is slowed (save ends). A multicolored stew. With a successful DC 28 History or
slowed mishtu that takes further cold damage loses one of its Insight check, a creature deciphers the runes around the
can enjoy the warmth of the magically heated stew. The
attacks under its mishtu fury power (but not multiple losses).
mihstu appears as smoke or steam rising above the stew in

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cauldron, which read, "Spice is the variety of life."The Treasure (12,700 gp): Each spice from the table can be pukwudgie is busy cleaning himself, licking rotted flesh
cauldron square is difficult terrain. added to the stew in the cauldron to produce a different from his quills, but he quickly commands his hoarpanther
Table: The table against the east wall holds a stained magical effect if the stew is consumed. A successful DC 28 zombies to attack intruders.
wooden ladle and six glass jars of spices. The table is Arcana check (by a character trained in Arcana) disclose Creatures (4,000 XP): 4 hoarpanther dread zombies,
difficult terrain. what a specific spice add to the stew (only one attempt per pukwudgie
character and spice).
Tactics: Ungrist seeks out vulnerable opponents engaged
• Alicorn root: as a potion of cure severe wounds (1,250 gp; with his zombies using his death watch trait. Ungrist defends
see People of the North conversion) his position by using his quills to make ranged attacks, but
• Devil's dung: as a scroll of cure disease (360 gp) concentrates on murdering one victim first on which to use
• Dreamspice: Creature ingesting the stew falls into a death knell and then spawn undead to create a new dread
deep slumber for 8 hours, which only a remove zombie walker.
affliction can wake it from. Afterwards it is fully
recovered as from an extended rest. Morale: If reduced to 30 hit points or fewer, Ungrist
• Hag balm: as a potion of restoration (250 gp; see People attempts to flee, seeking out Jadrenka in area E7 for
of the North conversion) protection.
• Witch's kiss: as a scroll of remove affliction (680 gp)
• Delicious: The character is poisoned
4 Hoarpanther Dread Zombies (Z) Level 12 Soldier
Medium natural humanoid (undead) XP 700
M Poison * Encounter HP 126; Bloodied 63 Initiative +13
Trigger: Creature ingesting the stew AC 28; Fortitude 26, Reflex 25, Will 21 Perception +7
Attack: Ingested (triggering creature); +15 vs. Fortitude Speed 8, climb 4 Darkvision
Hit: Target looses 2 healing surges and is weakened (extended Immune disease, poison
rest ends both). TRAITS
Zombie Weakness
A critical hit automatically reduces the zombie to 0 hit points.
E3. TOTEM ROOM (CR 13) STANDARD ACTIONS
An emaciated, hunchbacked, porcupine- quilled creature m Bite (necrotic) * At-Will
called a pukwudgie lurks in this chamber. Named Ungrist, Attack: Melee 1 (one creature); +17 vs. AC
this creepy zombiemaker serves as one of Baba Yaga's Hit: 3d6 + 5 damage, the target takes ongoing 5 necrotic
favorite prisoner-guards. Ungrist wears a smock made of damage (save ends) and is knocked prone if it is Medium size or
human skin, and has personally decorated this chamber to smaller.
suit his tastes. He has slain a number of hoarpanthers with TRIGGERED ACTIONS
his quills, reanimating them as zombie slaves. Rise Again * At-Will

The necromantic energies present in this chamber Trigger: The dread zombie is reduced to 0 hit points by an attack
that does not deal fire or radiant damage.
enhance the power of Ungrist's quills, and any creature
Effect (No Action): The dread zombie is not destroyed. It falls
slain by his poisonous quills is animated as a fast zombie.
prone and appears to be destroyed, but instead, the creature
When the PCs first arrive in this area, the gruesome returns with 15 hit points at the start of its next turn.

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Str 15 (+7) Dex 20 (+11) Wis 15 (+7) +14 Ulgrist's death knell power heals 10 hit points instead of 5 hit
Con 22 (+12) Int 5 (+3) Cha 6 (+4) Skills Aracana +14, Bluff +18, Stealth +16 points.Toppling two of the supporting poles is enough to
Alignment evil Languages − Str 14 (+9) Dex 18 (+11) Wis 14 (+9) end this effect (Break DC 22 for each pole).
Con 23 (+13) Int 15 (+9) Cha 23 (+13)
Alignment evil Languages Common, Draconic, Supernal
Ulgrist, Pukwudgie (U) Level 15 Artillery (Leader) Treasure (17,000 gp): Ungrist carries a +3 bone razor
Small natural humanoid XP 1,200 (17,000 gp; see Appendix) in a pocket of his skin smock.
HP 119; Bloodied 59 Initiative +11 Dread Zombie Walker Level 12 Minion Skirmisher
AC 28; Fortitude 28, Reflex 25, Will 28 Perception +14 Medium shadow humanoid (undead) XP 50
Speed 6 Darkvision HP 1; a missed attack never damages a minion Initiative +9
Immune poison AC 26; Fortitude 27, Reflex 22, Will 22 Perception +7
E4. THE NYMPH'S BASTARDS (CR 13)
TRAITS Speed 8, climb 4 Darkvision Four forlarren vivisectionists perform the grim work
Poisoned Quills (poison) * Aura 1 Immune disease, poison that's on display in this chamber. The bastard sons of the
STANDARD ACTIONS debased nymph Kyrisjana (area C10) and the half-fiend
Enemies that enter or start its turn within the pukwudgie's aura
takes 5 poison damage. m Bite (necrotic) * At-Will satyr Poryphanes (area C4), the triplets are hunched and
Death Watch Attack: Melee 1 (one creature); +17 vs. AC deformed, each posses sing a third twisted, vestigial arm
Hit: 7 damage, the target takes ongoing 5 necrotic damage (save growing out of its torso. Nevertheless, they are stronger and
The pukwudgie always knows how damaged and close to death
all enemies are within a burst 10 area. ends). more powerful than most forlarrens, a product of their
Spawn Undead TRIGGERED ACTIONS debased and fiendish heritage, coupled with the arcane
Rise Again * Encounter energies of the Birthing Stones, where they were born. The
When the pukwudgie kills a humanoid, that humanoid
becomes a dread zombie walker at the start of this pukwudgie's Trigger: The dread zombie is reduced to 0 hit points by an attack
squabbling quartlets perform alchemical research for Baba
next turn. The new zombie appears in the space where the that does not deal fire or radiant damage. Yaga, and Jadrenka mostly leaves them to their own
humanoid died or in the nearest unoccupied square, and it rolls Effect (No Action): The dread zombie is not destroyed. It falls devices, which more often than not involves tormenting
a new initiative check. The new zombie acts under the Dungeon prone and appears to be destroyed, but instead, the creature their indentured father and making crude (and
Master's control. returns with 1 hit points at the start of its next turn. unsuccessful) overtures toward their mother. When
STANDARD ACTIONS Str 15 (+7) Dex 12 (+7) Wis 15 (+7) intruders enter this area, the four brothers clamber up the
m Claws (poison) * At-Will Con 22 (+12) Int 5 (+3) Cha 6 (+4) rope ladders onto their vivisection racks before attacking.
Attack: Melee 1 (one creature); +20 vs. AC Alignment evil Languages − Climbing on the racks requires a succes sful DC 10 Climb
Hit: 2d8 + 3 damage, and ongoing 5 poison damage (save ends). check; balancing on the unsteady racks requires a
R Quills (poison) * At-Will successful DC 20 Acrobatics check.
Area Features: The area has the following features:
Attack: Ranged 10 (any two creatures); +22 vs. AC Hazard (800 XP): As part of an ongoing experiment, ear
Illumination: Dim light from piles of smooth, pale pebbles
Hit: 1d8 + 6 damage, and ongoing 5 poison damage (save ends). seekers infest nearly all of the creatures displayed on the
that glow with a faint violet light, scattered along the walls.
R Death Knell (healing, necrotic) * Recharge 5 6 racks. Anyone investigating the racks or the creatures runs
Attack: Ranged 10 (one creature); +20 vs. Fortitude Canopy: In the center of the chamber, five wooden totem the risk ofbecoming infested as well.
Hit: 4d8 + 11 necrotic damage, and the target is weakened unitl poles hold aloft a macabre canopy crafted from an untold
the end of the pukwudgie's next turn. number of poorly preserved skins crudely stitched together.
Effect: Close burst 5; any undead allies in the area heals 5 hit A DC 30 Arcana or Religion check reveals that the canopy
points. is charged with necromantic energy, and has an evil
Rituals Animate Dead +14, Nondetection +14, Speak with Dead evocation and necromancy aura.While under the canopy

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Ear Seekers Level 13 Hazard 20 or Higher: The stage of the disease decreases by 1. Attack: Ranged 5/10 (one creature); +18 vs. AC
Object XP 800 Hit: 2d4 + 6 damage plus ongoing 10 necrotic damage, and the
Detect Perception DC 29, "You notice small pinholes Initiative − target cannot regain hit points (save ends both).
Creatures (3,200 XP): 4 forlarren alchemists
in the flesh of the vivisected creatures hanging M Hellfire Touch (fire) * Recharge 5 6
from the racks" Tactics: The alchemists use their shadow essence poison
Attack: Melee 1 (one creature); +18 vs. AC
HP 10 per body with their blowguns, while clambering and leaping about
Hit: 2d8 + 8 damage and ongoing 10 fire damage (save ends).
AC 23; Fortitude 25; Reflex 23; Will 25 the vivisection racks, shooting poisoned darts from their
Effect: The forlarren can shift 3 squares after the attack.
Resist 10 psychic, 10 thunder; Immune fear, illusion, all blowguns while drinking alchemist extracts to increase their
MINOR ACTIONS
conditions. climbing abilities. In melee, they try to stay spread apart,
flanking with each other to make sneak attacks with their Alchemist Extracts * Recharge 5 6
TRIGGERED ACTIONS
claws, or hellfire touch. The forlarren is uses one of the following extracts:
M Infestation * At-Will
Blur Extract: Until the end of the forlarren’s next turn, it gains a
Trigger: Any living creature touching the infested bodies If you as a DM want to make the four alchemists a little +2 power bonus to all defenses, and it is invisible to enemies 5
Attack (Immediate Reaction): Melee 0 (triggering creatur); +18 vs. different, please consider to having them making different squares or more away from it.
Fortitude triggered actions, such as chill metal, heat metal, corrupt flesh Climb Extract: The forlarren gets 6 spider climb until the end of
Hit: The target contracts ear seeker infestation (stage 1), see and gust of winds. its next turn.
below. Escape Extract: The forlarren can shift 6 squares as a move action
Morale: The quartlets fight to the death.
COUNTERMEASURES once.
* Destroy: A Remove Disease ritual instantly kills all the ear Healing Extract: The forlarren regains 10 hit points.
seekers on the target, or on a vivisected body.
4 Forlarren Alchemists (F) Level 13 Skirmisher TRIGGERED ACTIONS
Medium fey humanoid XP 800 M Heat/Chill Metal (fire/cold) * Encounter
Ear Seeker Infestation Level 13 Disease HP 131; Bloodied 65 Initiative +14 Trigger: The forlarren is hit by a melee attack from an adjacent
AC 27; Fortitude 26; Reflex 26; Will 23 Perception +14 enemy, using an axe, falil, heavy or light blade, pick or spear.
The ear seekers search out a warm location on the creature, especially
Speed 6 Low-Light Vision Attack (Immediate Reaction): Melee 1 (triggering creature); +6 vs.
favoring the ear canal. Once there, they lay a number of eggs before
TRAITS Fortitude
dying. The eggs hatch within a day and the larvaestarts to devour the
surrounding flesh. Upon the death of their host, the new ear seekers Remorse Hit: 6 fire/cold damage, and the target drops the weapon.
crawl out and seek a new host. Whenever a forlarren kills a living creature, it becomes Skills Acrobatics +17, Athletics +17, Insight +14, Nature +14,
Stage 0: The target recovers from the disease. overwhelmed with remorse, and can't make any attacks (save Stealth +17
Stage 1: While affected by stage 1, the target loses two healing ends). Str 22 (+12) Dex 22 (+12) Wis 16 (+9)
surges, which cannot be regained with any healing. Vestige Arm Con 19 (+10) Int 12 (+7) Cha 10 (+6)
Stage 2: While affected by stage 2, the target loses four healing The forlarren gets a vestige arm, granting it an extra minor Alignment evil Languages Common, Elven
surges, which cannot be regained with any healing. The target action which can only be used to retrieve, hold or put back Equipment Concentrated shadow essence (6 doses), blowgun (10
also takes a -2 penalty to AC, Fortitude, and Reflex. extracts and essence during combat. darts), alchemist's kit, formula book.
Stage 3: While affected by stage 3, the target loses all healing STANDARD ACTIONS
surges and cannot regain any hit points. The target also takes a
m Claws * At-Will
total -4 penalty to AC, Fortitude, and Reflex.
Stage 4: The target dies. Attack: Melee 1 (one creature); +18 vs. AC
Check: At the end of each extended rest, the target makes an Hit: 2d8 + 7 damage, or 3d8 + 7 damage if the forlarren has
Endurance check if it is at stage 1, 2 or 3. combat advantage against the target.
13 or Lower: The stage of the disease increases by 1. R Shadow Essence Blowgun (necrotic) * At-Will (6 doses)
14-19: No change.

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TRIGGERED ACTIONS (OPTIONAL) Area Features: The area has the following features: more available prey in Artrosa than it has had in centuries,
C Corrupt the Flesh (necrotic) * Encounter Illumination: Dim light from piles of smooth, pale pebbles and has just returned to its lair with its most recent kill. The
Trigger: The forlarren is hit by a melee attack from an adjacent that glow with a faint violet light, scattered along the walls. bebilith has no compunction killing other creatures who
enemy. interrupt its meal, however, and attacks any intruders into
Drying Racks: The vivisected creatures hanging on the its lair.
Attack (Immediate Reaction): Melee 1 (triggering creature); +6 vs.
Fortitude racks consist of everything from rabbits and raccoons to
hoarpanthers and stags. Most of the creatures are dead, but Creature (10,000 XP): Bebilith
Hit: The target's flesh warps, and the target gets a -2 penalty to
attack rolls, is slowed and grants combat advantage (save ends several still twitch in agony, barely alive. See Ear Seeker Tactics: A bebilith moves around constantly during
all). hazard. combat, blowing foes with the burning strands of its flaming
Climbing the racks require a DC 15 Athletics check. The web.
TRIGGERED ACTIONS (OPTIONAL) racks are 20 feet high. See house rules for "Fighting while Morale: The bebilith fights to its death.
C Gust of Wind * Encounter climbing" on page 23. Characters wanting to be able to use
both hands in combat can instead do so with a DC 20
Trigger: The forlarren is hit by a melee attack from an adjacent
Acrobatics check, but only combined with horizontal Bebilith (B) Level 18 Solo Brute
enemy.
movement along the racks, never vertical (which requires Huge elemental magical beast (demon) XP 10,000
Attack (Immediate Reaction): Close blast 2 (creatures in blast); +6
vs. Fortitude climbing). The forlarrens takes full use of their extra vestige HP 696; Bloodied 348 Initiative +16
Hit: 6 damage, and the target is knocked prone and pushed up arm while climbing, allowing them to use two- handed AC 30; Fortitude 30; Reflex 31; Will 29 Perception +14
to 2 squares. weapons while climbing. Speed 12, climb 12 (spider climb) Darkvision,
Resist 20 fire, 20 variable (2/encounter) Tremorsense 20
Treasure (51,700 gp): The various supplies in this
Saving Throws +5; Action Points 2
chamber make up a complete alchemist's lab. In addition, a
TRAITS
successful DC 25 Perception check turns up a two clearsense
powders (350 gp each; AV p.26) − the quartlets have Spectral Death Web * Aura 3
partaken of this one potion many times over (with the help Each enemy within the aura that is hit by an attack loses all
of alchemical allocation extracts) after visits with their resistances until the end of its next turn.
mother. Dangersense
The bebilith acts two times in a round, on initiative counts 20
The quartlets also have 24 doses of shadow essence poison and 10. It cannot delay or ready actions. On each turn, it has a
(4.250 gp/dose, see Appendix) which they use in combat. standard action instead of its normal allotment of actions. It can
use one immediate action between each pair of turns.
Compression
E5. THE RATTER (CR 18) The bebilith is considered to be a Large creature when
squeezing, rather than Huge when calculating penaliies.
This room serves as the lair of one of Baba Yaga's prize
STANDARD ACTIONS
pets, a bebilith she uses as a "ratter" in Artrosa-primarily to
hunt demons. The bebilith is confined to the dungeons of m Reaving Claw * At-Will
Artrosa by Baba Yaga's binding spell, which prevents the Attack: Melee 3 (one creature); +23 vs. AC
creature from using plane shift to escape. The bebilith has Hit: 3d10 + 10 damage, and the target takes a cumulative -1
spent long centuries roaming Artrosa's passages, and is penalty to AC each time it is hit until the end of the encounter.
quite skilled in maneuvering in their cramped confines, M Flashing Claws * At-Will
giving it the compression ability. The bebilith currently has

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Effect: The bebilith makes two reaving claw attacks against two Area Features: The area has the following features: The runes are greater glyphs of warding, each with a
different targets. different effect, that trigger whenever a living creature with
Illumination: Dim light from piles of smooth, pale pebbles
M Venomous Bite (poison) * Recharge 6 while bloodied that glow with a faint violet light, scattered along the walls. an Intelligence of 3 or higher that has not yet reached old
Attack: Melee 1 (one creature); +23 vs. AC age passes over one of the runes. A succes sful DC 29
Cocoons: Five web -wrapped cocoons, each almost 10 feet Arcana check reveals the true nature and purpose of the
Hit: 4d8 + 12 damage, and ongoing 10 poison damage (save
long, hang from the ceiling among the stalactites. A sixth runes. A witch who desires to undergo the croning ritual
ends.
cocoon lies on the floor near the middle of the cavern. can bypass the glyphs' negative effects, though undergoing
MINOR ACTIONS
Inspection of the cocoons reveals the corpses of andrazku the full ritual transforms her into a crone.
C Flaming Web (fire) * Recharge 5 6
demons, recognizable with a successful DC 15 Arcana
Attack: Close blast 5 (creatures in blast); +21 vs. Reflex check. (For more information on the trap, see the original adventure)
Hit: 4d8 + 15 fire damage, and the target is slowed and takes
ongoing 15 fire damage (save ends both). Rune: A large, cryptic rune about the length of a grown
First Failed Saving Throw: The target is restrained instead of human is carved into the ground at the south end of the Croning Ritual Trap Level 10 Trap
slowed and takes ongoing 20 fire damage (save ends both). cave. With a successful DC 28 Arcana check, a creature Objects XP 2,500
TRIGGERED ACTIONS identifies the rune as part of a Summon Demon ritual. Detect Arcana (detect magic) DC 26; Initiative −
Hunter's Reflexes * Recharge 5 6 Stalagmites: Several stalagmites rise from the floor, most Perception DC 26
Immune all damage, forced movement, all conditions
Trigger: When an enemy moves into an adjacent space. with their tops shorn off. The stalagmites provides cover for
Medium and Large creatures, while Small or smaller TRIGGERED ACTIONS
Effect (Immediate Reaction): The bebilith shifts 4 squares. This
shift can move through enemies’ spaces. creatures can get total cover from hiding behind them. R Attack (varies) * Encounter
Str 22 (+15) Dex 25 (+16) Wis 20 (+14) Web: Huge webs fill the north end of the cavern. The Trigger: A living creature with an Intelligence of 3 or higher that
Con 22 (+15) Int 5 (+6) Cha 19 (+13) has not yet reached old age passes over one of the runes.
zone is considered difficult terrain. Any creature that ends
Alignment chaotic evil Languages Abyssal Attack (Immediate Reaction):Ranged 5 (triggering creature); +15
its move in the web is immobilized (save ends). The bebilith
vs. Fortitude
can move unhidered among the web. The webs are Hit: The target is effecte based on the triggering rune:
immune to fire, but can be dispeled with dispel magic.
* Sacrifice of Youth: Target gets a -2 penalty to AC, Fortitude and
Reflex defenses and a -2 penalty on all skill checks based on
Str, Dex or Con. The effect lasts until the end of the target’s
E6. THE CRONING RITUAL (CR 10) next extended rest.
* Sacrifice of Fertility: Target gets a -5 penalty on all Charisma
Traps (2,500 XP): Five runes have been chiseled into and Diplomacy checks and a -2 penalty on any attack rolls
the steps at intervals marked on the map, each representing using a power with the charm keyword. The effect lasts until
one of the sacrifices a witch must make when she removed by a Remove Affliction ritual.
undergoes the croning ritual. Descending the stairs in * Sacrifice of Health: The target contracts festering doom (stage
order, a witch symbolically sacrifices her youth (a), her 1), see below. However, the disease can only be permanently
fertility (b), her health (c), her strength (d), and finally, her cured with a Cure Disease ritual.
* Sacrifice of Strength: Target gets a -5 penalty on all Strength
life (e). With a successful DC 20 Arcana or DC 29 History
and Athletics checks and a -2 penalty on any attack and
check, a creature can correctly decipher the meaning of
damage rolls using Strength as the primary ability for the
each rune. A character with witch clas s levels gains a +5 power. The effect lasts until removed by a Remove Affliction
circumstance bonus on any check made to understand the ritual.
nature of the passage and the croning ritual. * Sacrifice of Life (necrotic): Target takes 4d6 + 19 necrotic

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damage and is weakend until the end of its next short rest. intentions by this point, Creatures (4,800+ XP): hungry fog, 2 undead raven
COUNTERMEASURES she gives them a swarms, (and Jadrenka)
* Disable: Arcana or Thievery DC 26. warning and a clue: Tactics: If Jadrenka must fight, she flies out of reach and
Failure by 5 or More: The trap is triggered. "The cancer grows in then starts to bombard the enemies with range attacks to
the womb of the take opponents out of the combat as quickly as possible,
Crone. To face such as by transforming a warrior into a harmless mouse
Festering Doom Level 10 Disease the Curse of with foe to mouse. She then uses hex of woe, blast of cold and
Black sores appear on the skin, oozing black filth and vital fluids when Eons, you must
exposed to healing magic. ray of enfeeblement from a distance. If any enemy is within
have time on range, she designates it as the target of her unwilling shield.
Stage 0: The target recovers from the disease. your side."
Stage 1: The target loses one healing surge until cured. She The hungry fog attacks with its engulfing touch and
Stage 2: Each time the target is bloodied or the target of a immediately enveloping mist. The two undead raven swarms swoop in
healing effect, it takes ongoing 5 necrotic damage (save ends). over the PCs combining their eye-rake and death's beak
teleports
If this damage reduces the target to 0 hit points, it dies. attacks to a deadly force.
away after
Stage 3: From the time of the failed Endurance check, each
time the target takes damage or is the target of a healing effect,
speaking, but Morale: If bloodied, Jadrenka uses the Artrosa Ring to
it takes ongoing 15 necrotic damage (save ends). If this leaves behind a teleport to safety, where she can regenerate and return to
damage reduces the target to 0 hit points, it dies. random key. the battle later on her terms. Both the hungry fog and the
Check: At the end of each extended rest, the target makes an Jadrenka's undead raven swarms fight until destroyed.
Endurance check if it is at stage 1 or 2. cryptic warning
12 or Lower: The stage of the disease increases by 1.
refers to the leader of invaders, Vsevolod, who is close by in
13-17: No change. Jadrenka (Crone Form) Level 15 Elite Controller
18 or Higher: The stage of the disease decreases by 1. the cavern of the Eon Pit (area E9), while her clue refers to
Medium natural humanoid (shapechanger),
the scroll in her chest (see Treasure, below), which may changeling XP 2,400
prove useful in recovering the second key to the Dancing
HP 288; Bloodied 144 Initiative +12
Hut. If, on the other hand, the PCs' interactions with
E7. THE CRONE'S VENGEANCE (CR 13+) AC 29; Fortitude 26, Reflex 29, Will 27 Perception +13
Jadrenka have turned hostile, or if she perceives them as
A bent and aged crone stands in the center the cornfield, Speed 6, fly 8 (hover) Darkvision
interlopers, she attacks them. Unsure of the PCs' intentions, Saving Throws +2; Action Points 1
leaning heavily on a staff-Jadrenka in her crone form. In the she can't allow them to join forces with Vsevolod, who she
Crone dungeon, she always assumes the idealized form of STANDARD ACTIONS
knows is close by.
an elderly woman. If the PCs have already encountered m Dagger * At-Will
Jadrenka elsewhere in Artrosa, a successful DC 20 When Jadrenka departs or is slain, the room's illusion Attack: Melee 1 (one creature); +20 vs. AC
Perception check reveals a familial resemblance, as if she fades, revealing a rectangular room formed from chiseled Hit: 4d4 + 7 damage, or 4d4 + 2d6 + 7 damage if Jadrenka has
were the mother or grandmother of the person they had granite blocks. A thick, evil fog begins to fill the chamber as combat advantage against the target.
previously met. the dead ravens on the floor slowly rise from amid the C Blast of Cold (cold) * At-Will
withered cornstalks. Together, the hungry fog and the Attack: Close blast 5 (creatures in blast); +18 vs. Reflex
As the crone, Jadrenka is crotchety and impatient, with a undead raven swarm attack any living creatures left in the Hit: 2d8 + 8 cold damage, and the target is immobilized (save
biting tongue, but she also possesses great wisdom and a room. The raven swarm flies straight for the nearest living ends).
sharp wit, and remains keen and to the point. As before, her target, using eye-rake attacks to blind victims and draw Miss: Half damage, and the target is slowed (save ends).
reaction to the PCs varies depending on the nature of her them into the hungry fog. Both the hungry fog and raven R Hex of Woe (cold, necrotic) * Recharge 5 6
previous encounters with them. If the PCs have managed to swarm fight until destroyed.
make Jadrenka helpful or convince her of their good Attack: Ranged 10 (one creature); +18 vs. Will

54 2014-06-01
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Hit: 4d10 + 7 cold and necrotic damage Hungry Fog (H) Level 15 Elite Brute 2 Undead Raven Swarms (U) Level 15 Skirmisher
Miss: Half damage. Huge natural beast (blind, ooze) XP 2,400 Large natural beast (tiny swarm, undead) XP 1,200
Effect: The target gains vulnerable 5 to all damage (save ends). HP 338; Bloodied 169 Initiative +9 HP 143; Bloodied 71 Initiative +14
R Foe to Mouse (polymorph) * Daily AC 26; Fortitude 28, Reflex 24, Will 25 Perception +7 AC 29; Fortitude 26, Reflex 29, Will 27 Perception +15
Attack: Ranged 10 (one creature); +18 vs. Fortitude Speed fly 3 (hover) Blind, Blindsight 10 Speed 2, fly 8 Darkvision
Hit: The target turns into a mouse (save ends). Immune acid, blinded, electricity, gaze effects, thunder Immune disease, poison
Miss: The target turns into a mouse until the end of its next turn. Resist 10 cold Resist half damage from melee and ranged attacks
Effect: As a Tiny beast, the target is dazed, and the only actions it Saving Throws +2; Action Points 1 Vulnerable 5 against close and area attacks
can take are to move its speed or shift. All of the target's TRAITS TRAITS
equipment transforms with it. If it takes damage from any Bewitching Brume (fear) * Aura 2 Eye-Rake * Aura 1
source, this effect ends.
Whenever an enemy ends its turn in the aura, the target grants Any enemy that ends its turn in the aura or inside the swarm
MINOR ACTIONS
combat advantage until the end of the hungr fog's next turn. space takes 5 damage, and is blinded until the end of the
r Ray of Enfeeblement (necrotic) * At-Will (1/round) Ooze enemy's next attack. At the end of the encounter, the target
Attack: Ranged 10 (one creature); +18 vs. Fortitude makes a saving throw. On a failure, the target contracts raven
While squeezing, the pudding moves at full speed rather than
Hit: 2d10 + 6 necrotic damage, and the target is weakened until plague (stage 1).
half speed, it doesn't take the -5 penalty to attack rolls, and it
the end of Jadrenka's next turn. doesn't grant combat advantage for squeezing. Death Vigor
Change Shape (polymorph) * Recharge 5 6 Vulnerable to Wind When the swarm starts its turn in the space of a bloodied
Effect: Jadrenka alters her physical form to appear as a Medium creature, the swarm can take move actions as minor actions
Any attack that is based on a strong wind or whirlwind causes
humanoid until it uses change shape again or until it drops to 0 until the end of that turn.
10 extra damage on the hungry fog.
hit points. To assume a specific individual's form, Jadrenka must STANDARD ACTIONS Swarm
have seen that individual. Other creatures can make a DC 35 The swarm can occupy the same space as another creature, and
m Necrotic Touch (necrotic) * At-Will
Insight check to discern that the form is a disguise. an enemy can enter its space, which is difficult terrain. The
Attack: Melee 2 (one creature); +18 vs. Fortitude swarm cannot be pulled, pushed, or slid by melee or ranged
TRIGGERED ACTIONS
Hit: 4d8 + 11 necrotic damage. attacks. It can squeeze through any opening that is large enough
Unwilling Shield (necrotic, healing) * Recharge while target
is within range M Engulfing Touch (fear) * At-Will for at least one of the creatures it comprises.
Trigger: Jadrenka takes damage and have a designated target Effect: The hungry fog uses necrotic touch twice, and any target STANDARD ACTIONS
within 5 squares of her. hit by the attack, which is not immune to fear attacks, is also m Death's Beaks * At-Will
Effect: Jadrenka takes only half damage from the attack. The pulled up to 2 squares into the hungry fog’s space. Attack: Close burst 1 (enemies in the burst); + 20 vs. AC
designated target takes half necrotic damage from the attack. TRIGGERED ACTIONS Hit: 3d8 + 5 damage. If the target is bloodied, it is weakened
Special: The designated target must be chosen at the first use of Enveloping Mist * At-Will until the end of its next turn. At the end of the encounter, the
this power and cannot be changed during the encounter. Trigger: Any creature that enters or starts its turn inside the target makes a saving throw. On a failure, the target contracts
Rituals Dancing Lights, Tongues, Unseen Servant, Wind Words hungry fog’s space. raven plague (stage 1).
Skill Arcana +18, Intimidate +16, History +18, Nature +18 Effect (Free Action): The target takes 10 necrotic damage and is Str 12 (+8) Dex 20 (+12) Wis 16 (+10)
Str 14 (+9) Dex 20 (+12) Wis 12 (+8) dazed (save ends). Con 15 (+9) Int 2 (+3) Cha 13 (+8)
Con 16 (+10) Int 22 (+13) Cha 19 (+11) Str 23 (+13) Dex 14 (+9) Wis 11 (+7) Alignment evil Languages –
Alignment evil Languages Common, Draconic, Con 18 (+11) Int 1 (+2) Cha 1 (+2)
Elven, Giant, Russian Alignment unaligned Languages −

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Raven Plague Level 15 Disease E8. THE SHATTERED CRONE (CR 11) their opponents strength and weaknesses, they start to
retreat into the Eon Pit (see area E9) as they are counting
Often spread by the tainted claws and beaks of undead ravens, raven Two of Vsevolod's frost giants now guard this room
plague leaves its victims sightless. on Vsevolod to support them with their numbers in the
against anyone who would disturb their high priest.
battle. Once the doors are opened they break out of melee
Stage 0: The target recovers from the disease.
Creatures (3,200 XP): 2 frost giant marauders using icy handaxe to shift and then use a move action to
Stage 1: The target eyes get infected resulting in fever and a -4
penalty on Perception checks. The target looses one healing take up defensive positions inside the Eon Pit.
surge that it cannot regain until cured.
2 Frost Giant Marauders (F) Level 17 Skirmisher
Stage 2: The target's vision is blurred. Creatures beyond 5
Large elemental humanoid (cold, giant) XP 1,600
squares of it have concealment.
HP 168; Bloodied 84 Initiative +14
Stage 3: The target is blinded and looses a total of two healing
surges that it cannot regain until cured. AC 31; Fortitude 31; Reflex 28; Will 27 Perception +11
Check: At the end of each extended rest, the target makes an Speed 8 (ice walk) DM ADVICE: THE EON PIT
Endurance check if it is at stage 1, or 2. Resist 15 cold As a DM you can control the challenge rating of the Eon
14 or Lower: The stage of the disease increases by 1. TRAITS Pit. By allowing the adventurers to face the frost giants in
15-21: No change. Icebound Footing E8 first and get a second rest before the final fight in E9,
22 or Higher: The stage of the disease decreases by 1. When an effect pulls, pushes, or slides a frost giant, the giant you turn it into a CR 11 and CR 17 encounter. If the
moves 2 squares less than the effect specifies. Also, a frost giant frost giants enter into area E9, early on in the battle, you
can make a saving throw to avoid being knocked prone. effectivetly turn it into a CR 18 encounter.
Area Features: The area has the following features:
STANDARD ACTIONS
Illumination: Dim light from piles of smooth, pale pebbles
m r Icy Handaxe (cold, weapon) * At-Will
that glow with a faint violet light, scattered along the walls.
Attack: Melee 2 or Ranged 10 (one creature); +22 vs. AC
Floor: Withered cornstalks and dead ravens litter the Hit: 2d6 +6 cold damage.
floor. Effect: The giant shifts up to 2 squares. Area Features: The area has the following features:
Furniture: A simple sleeping pallet lies on the floor against M Twin Strike * At-Will Illumination: Dim light from piles of smooth, pale pebbles
the north wall, next to a small trunk and a nightstand Effect: The giant uses icy handaxe twice and can shift up to 2 that glow with a faint violet light, scattered along the walls.
holding a basin of fresh water and a few candles. The squares between the attacks. Broken statue: The remains of a giant wooden statue,
furniture is difficult terrain. R Hurling Charge * Encounter carved to resemble a stooped and ancient beldame, lie
Walls: Carvings of lifeless cornfields adorn the walls. Effect: The giant uses icy handaxe twice as ranged attacks and broken and scattered across the floor of this chamber. The
then charges one of the targets. area is difficult terrain for Medium sized creatures or
Skills Athletic +18 smaller.
Treasure (8,400 gp): The chest next to Jadrenka's pallet Str 21 (+13) Dex 19 (+12) Wis 17 (+11) Double Doors: A set of massive iron double doors stands in
is unlocked and contains a few changes of clothes, as well as Con 24 (+15) Int 10 (+8) Cha 12 (+9) the south wall, their faces engraved with a procession of
a Age Resistance ritual (4,200 gp, see Appendix) with 6
Alignment evil Languages Giant humanoid figures. Opening or closing the doors are a move
components (700 gp each), which can help in staving off
Equipment 8 handaxes action for Medium or smaller creatures, and a minor action
the negative effects of the Eon Pit (see area E9).
Tactics: As soon as intruders enter, the giants draw their for everybody else. The double doors can be barred from
handaxes, call out a warning to Vsevolod in the chamber the inside (Break DC 30),
beyond, and charge to attack using hurling charge. They then
enter melee combat using twin strike. After having measured

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E9. THE EON PIT (CR 17) Vsevolod Level 17 Elite Controller (Leader) AC
Large fey humanoid XP 3,200 Hit: 3d6 + 9 damage.
Slowly circling the perimeter of the stone ring trots a
HP 328; Bloodied 164 Initiative +10 Skills Arcana +16, Endurance +18, Intimidate +16,
fierce-looking centaur carrying a great warhammer, his
AC 31; Fortitude 30; Reflex 28; Will 30 Perception +13 Religion +16
hirsute body drenched head to hoofin blood. The Str 18 (+12) Dex 14 (+10) Wis 21 (+13)
goresodden centaur is Vsevolod, priest of Kostchtchie, Speed 8 Low-light vision
Saving Throws +2; Action Point 1 Con 20 (+13) Int 16 (+11) Cha 16 (+11)
covered in the blood ofhis last two frost giant allies, whom
STANDARD ACTIONS Alignment chaotic evil Languages Abyssal, Common,
he has just finished ritually sacrificing to his patron demon Elven, Giant
lord. In exchange for this sacrifice, Kostchtchie has m Frost-Thunder Hammer (weapon) * At-Will
Equipment potions of cure serious wounds (2), breastplate, frost-
rewarded his favored priest by sending Vsevolod a powerful Attack: Melee 2 (one creature); +22 vs. AC thunder hammer, dagger, spear, belt of endurance, +4 periapt of
servant creature to aid him and ensure his victory in this Hit: 4d8 + 8 damage. health, key to the chest in area E9, spell component pouch,
final hour. The servant is a svathurim, a centaurlike C Thunder Strike (weapon) * At-Will wooden unholy symbol of Kostchtchie
creature with a frost giant's torso atop the body of a Attack: Close burst 1 (creatures in burst); +20 vs. Fortitude
tremendous eight-legged stallion. Hit: 3d6 + 9 thunder damage, the the target is deafened and 2 Svathurims (S) Level 16 Elite Soldier
If alerted by the frost giants in area E8, Vsevolod waits slowed (save ends). Huge fey humanoid XP 2,800
just west of the Eon Pit for his enemies to come through the C Unholy Blight (necrotic) * Recharge when first bloodied HP 312; Bloodied 156 Initiative +13
door. The svathurim waits in the shadows at the eastern end Attack: Close blast 5 (enemies in blast); +16 vs. Fortitude; and AC 32; Fortitude 32, Reflex 27, Will 26 Perception +15
of the cavern, just north of the standing stones. Vsevolod Will (one attack roll against both defenses) Speed 10 Darkvision
tries to draw the attention of intruders toward him, then Hit: 3d8 + 12 necrotic damage if the attack hits the target’s Immune cold; Vunerable 10 fire
calls forth his newest servant from the shadows. Once Fortitude; the target is weakened if the attack hits the target’s Saving Throws +2; Action Points 1
opponents are inside the cavern and within 100 feet, the Will. STANDARD ACTIONS
svathurim charges out, attempting to trample foes or impale R Ice Tomb (cold) * Recharge when first bloodied C Goring Horns * At-Will
them with his lance. Attack: Ranged 10 (one creature); +22 vs. Reflex Attack: Clost blast 2 (creatures in blast); +21 vs. AC
Creatures (8,800 XP): 2 Svathurim, Vsevolod Hit: 4d10 + 10 cold damage, and the target is entombed in ice. Hit: 3d10 + 8 damage.
While entombed, the target is stunned, and attacks cannot gain
Tactics: The svathurim races about the room, trampling, M Thunderous Trample (thunder) * At-Will
line of effect against it (save ends).
goring, and jabbing with its lance, doing its best to keep Effect: The swathurim moves up to its speed and can move
MINOR ACTIONS
opponents separated and distracted. If an opponent moves through enemies' spaces during the move. Each time the
Hooves * At-Will svathurim enters an enemy's space for the first time during the
within 10 feet of the Eon Pit during the combat, the
Attack: Melee 1 (one creature); +22 vs. AC move, it makes the following attack against that enemy.
svathurim attempts to bull rush the foe into the accursed
Hit: 3d10 + 9 damage. Attack: Melee 0; +19 vs. Reflex
pit. If necessary, the svathurim uses its skyrunner ability to
Divine Influence (healing) * Encounter Hit: 2d8 + 11 damage plus 5 thunder damage, and the enemy
attack flying opponents, but does so only as a last resort, to falls prone.
avoid becoming fatigued. Effect: Vsevolod and each ally it can see regain 10 hit points and
can make a saving throw against one effect. M Lance * Recharge 4 5 6
Morale: The svathurim fights to the death. Attack: Melee 4 (one creature); +21 vs. AC
TRIGGERED ACTIONS
Hit: 4d10 + 14 damage, or 4d10 + 28 damage and the target is
M Quick Kick * At-Will
pushed up to 2 squares if the svathurim charged.
Trigger: When a creature moves into a space where it flanks MOVE ACTIONS
Vsevolod.
Skyrunner * Recharge 5 6
Attack (Immediate Reaction): Melee 1 (triggering creature); +22 vs.
Effect: As part of a charge or run action, the svathurm gain the

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ability to move on air as if it were a solid surface. If it ends its


turn more than 2 squares above a solid surface, it descend
gently until it is 2 squares above one.
Skills Athletics +22 (+27 when jumping), Endurance +18,
Intimidate +13
Str 29 (+17) Dex 17 (+11) Wis 14 (+10)
Con 20 (+13) Int 10 (+8) Cha 11 (+8)
Alignment chaotic evil Languages Common, Giant
Equipment chain shirt, heavy shield, lance

Treasure (209,000 gp): Vsevolod carries two potions of


cure serious wounds (2,000 gp), +4 frost-thunder warhammer
(65,000 gp; see Appendix) , belt of endurance (45,000 gp; AV
p.164), +4 periapt of health (85,000 gp; MME p.74),
A large, ironbound chest sits on the floor near the
standing stones. It is locked (Disable Device DC 30), but
Vsevolod carries the key. This is Vsevolod's "war chest,"
containing the funds for his expedition: coins, rough- cut
gems, art objects, and jewelry worth 12,000 gp in total.
The bottom of the Eon Pit is covered with the countless
bones, mostly humanoid, of those who have succumbed to
the Curse of Eons. There is nothing of value among the
dusty, aged bones, though a successful DC 25 Perception
check reveals a single blue dragon scale lying on the stone
floor in an area cleared of bones. This is one of the two keys
left behind by Baba Yaga that will take the Dancing Hut to
its next destination.
Story Award (7,200 XP): If the PCs recover the dragon
scale from the bottom of the Eon Pit, award them 4,800 XP.
Likewise, if the PCs befriended Jadrenka and they were
able to acquire the gold nugget from her without fighting
her, award them 2,400 XP, as if they had defeated her in
combat.

58 2014-06-01
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XP ADVANCEMENT
Actual
Actual Actual vs. Actual Tresure vs.
Encounter CR XP Story Total XP Multiplier New CR XP Total XP Level Actual XP Total XP Target XP Level Treasure Target
A3. CHAMBER OF TWILIGHT (CR 7) 7 1 500 300 1,4290831 10 2500 21 316 10th Level 2 600 21 336 20 10th Level 17 000 ADVANCEMENT TRACK
A4. THE CHALLENGE OF STRENGTH (CR 7) 7 1 500 600 1,4295947 10 2500 21 816 2 400 21 816 0 0
A5. CHAMBER OF NIGHT (CR 7) 7 1 500 900 1,4301063 10 2500 22 316 2 400 22 296 -20 17 000 "Maiden, Mother, Crone 4th Edition Conversion" is
A6. THE CHALLENGE OF WIT (CR 6) 6 1 250 1 150 1,4306179 8 1750 22 666 1 750 22 646 -20 0
A7. CHAMBER OF DAWN (CR 7) 7 1 500 1 450 1,4311296 10 2500 23 166 2 600 23 166 0 25 000 designed for five characters and uses standard 4th
A8. THE CHALLENGE OF ENDURANCE (CR 8) 8 1 750 1 800 1,4316412 11 3000 23 766 3 000 23 766 0 0 Edition progress.
A9. CONTROL ROOM (CR 9) 9 2 000 2 200 1,4321528 12 3500 24 466 3 500 24 466 0 68 500
GIANT SENTRIES (CR 9+} 9 2 000 2 600 1,4326645 12 3500 25 166 3 600 25 186 20 6 300
SPEARS IN THE FOREST (CR 8) 8 1 750 2 950 1,4331761 11 3000 25 766 3 100 25 806 40 0
A MEETING WITH KORAK KAAG
DEMONS IN THE NIGHT (CR 8) 8
0
1 750
3 200 6 150
6 500
1,4336877
1,4341993
0
11
0
3000
26 086
26 686
11th Level 1 600
3 100
26 126
26 746
40
60
11th Level 0
0
58 578
10 The PCs begin this adventure at 10th level.
THE COLD RIDER (CR 9) 9 2 000 6 900 1,434711 12 3500 27 386 3 500 27 446 60 18 000
THE ASCENT (CR 8) 8 1 750 7 250 1,4352226 11 3000 27 986 3 000 28 046 60 0
B. ARTROSA'S DOOR (CR 10) 10 2 500 7 750 1,4357342 14 5000 28 986 5 000 29 046 60 18 884
The PCs should be 11th level when they start on
C1. THE UNLIKELY WITCH (CR 8)
C2. FIST OF FROST (CR 9)
8
9
1 750
2 000
8 100
8 500
1,4362458
1,4367575
11
12
3000
3500
29 586
30 286
3 800
1 600
29 806
30 126
220
-160
4 387
700 11 the trek to Artrosa.
C3. INVADERS' BASE CAMP (CR 9 and 7) 10 2 500 9 000 1,4377807 14 5000 31 286 4 700 31 066 -220 22 700
C4. THE GARDEN FEEDER (CR 8) 8 1 750 9 350 1,4382924 11 3000 31 886 3 800 31 826 -60 4 200
C5. THE COVEN QUEEN (CR 9) 9 2 000 9 750 1,438804 12 3500 32 586 12th Level 1 400 32 106 -480 12th Level 26 300 -26 251
C6. THE MAIDEN IN THE FIELD (CR 8) 8 1 750 10 100 1,4393156 11 3000 33 186 3 200 32 746 -440 2 650
The PCs should be 12th level after having faced
C7. THE MOTHER'S RITE (CR 9)
C8. FOUNTAIN OF LIGHT (CR 9)
9
9
2 000
2 000
10 500
10 900
1,4398272
1,4403389
12
12
3500
3500
33 886
34 586
3 500
4 100
33 446
34 266
-440
-320
300
13 000
12 the Coven Queen.
C9. MAIDENS IN A RING (CR 9) 9 2 000 11 300 1,4408505 12 3500 35 286 3 500 34 966 -320 1 500
C10. RING OF THE SUN (CR 9) 9 2 000 11 700 1,4413621 12 3500 35 986 3 500 35 666 -320 65 000
D1. THE MAD NURSERY (CR 9) 9 2 000 12 100 1,4418738 12 3500 36 686 2 700 36 206 -480 0
D2. THE JILTED LOVER (CR 8) 8 1 750 12 450 1,4423854 11 3000 37 286 700 36 346 -940 146 384 The PCs should be 13th level when they enter
D3. THE MOTHER'S HAND (CR 10) 10 2 500 12 950 1,442897 14 5000 38 286 5 200 37 386 -900 0 13 the Crypt of Wardens.
D4. THE TORTURE PIT (CR 8} 8 1 750 13 300 1,4434086 11 3000 38 886 3 400 38 066 -820 0
D5. TEMPLE OF MESTAMA (CR 9} 9 2 000 13 700 1,4439203 12 3500 39 586 13th Level 3 100 38 686 -900 52 000
D6. CRYPT OF WARDENS (CR 9) 9 2 000 14 100 1,4444319 12 3500 40 286 4 600 39 606 -680 13th Level 49 600 44 183
D7. STRANGE ALLIANCES (CR 9) 9 2 000 14 500 1,4449435 13 4000 41 086 3 900 40 386 -700 46 000
The PCs should be 14th level before they enter
D8. PETRIFIED ROOT FOREST (CR 9) 9 2 000 14 900 1,4454551 13 4000 41 886 5 000 41 386 -500 0
14
D9. THE BIRTHING STONES (CR 9) 9 2 000 15 300 1,4459668 13 4000 42 686 1 000 41 586 -1 100 27 000 the cavern of the Eon Pit and face the centaur
E1. SCREAMS IN THE DARKNESS (CR 10) 10 2 500 15 800 1,4464784 14 5000 43 686 4 800 42 546 -1 140 0
E2. CRONE'S CAULDRON (CR 8) 8 1 750 16 150 1,44699 11 3000 44 286 3 500 43 246 -1 040 12 700 priest Vsevolod.
E3. TOTEM ROOM (CR 9) 9 2 000 16 550 1,4475017 13 4000 45 086 4 000 44 046 -1 040 17 000
E4. THE NYMPH'S BASTARDS (CR 9) 9 2 000 16 950 1,4480133 13 4000 45 886 4 000 44 846 -1 040 51 700
E5. THE RATTER (CR 10) 10 2 500 17 450 1,4485249 14 5000 46 886 10 000 46 846 -40 0
E6. THE CRONING RITUAL (CR 7+) 7 1 500 17 750 1,4490365 10 2500 47 386 14th Level 2 500 47 346 -40 14th Level 0 -141 417 The PCs should be half way to 15th level by
E7. THE CRONE'S VENGEANCE (CR 10)
E8. THE SHATTERED CRONE (CR 11)
10
11
2 500
3 000
18 250
18 850
1,4495482
1,4500598
14
15
5000
6000
48 386
49 586
4 800
3 200
48 306
48 946
-80
-640
8 400
0
the end of the adventure.
E9. THE EON PIT (CR 12) 12 3 500 9 600 29 150 1,4505714 17 8000 52 146 16 000 52 146 0 209 000
2 560
TARGET XP: 52 000 1400 100%
Multiplier: 0,022 50% of Story Award

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NPC GALLERY equipment transforms with it. If it takes damage from any
source, this effect ends.
MINOR ACTIONS
r Ray of Enfeeblement (necrotic) * At-Will (1/round)

JADRENKA Attack: Ranged 10 (one creature); +18 vs. Fortitude


Hit: 2d10 + 6 necrotic damage, and the target is weakened until
The current warden of Artrosa, Jadrenka guards Baba Yaga's the end of Jadrenka's next turn.
hidden dungeons from both invaders and the machinations of her
Change Shape (polymorph) * Recharge 5 6
own mother, the annis hag Caigreal.
Effect: Jadrenka alters her physical form to appear as a Medium
humanoid until it uses change shape again or until it drops to 0
hit points. To assume a specific individual's form, Jadrenka must
Jadrenka (Crone Form) Level 15 Elite Controller
have seen that individual. Other creatures can make a DC 35
Medium natural humanoid (shapechanger),
Insight check to discern that the form is a disguise.
changeling XP 2,400
TRIGGERED ACTIONS
HP 288; Bloodied 144 Initiative +12
Unwilling Shield (necrotic, healing) * Recharge while target
AC 29; Fortitude 26, Reflex 29, Will 27 Perception +13
is within range
Speed 6, fly 8 (hover) Darkvision
Trigger: Jadrenka takes damage and have a designated target
Saving Throws +2; Action Points 1
within 5 squares of her.
STANDARD ACTIONS
Effect: Jadrenka takes only half damage from the attack. The
m Dagger * At-Will designated target takes half necrotic damage from the attack.
Attack: Melee 1 (one creature); +20 vs. AC Special: The designated target must be chosen at the first use of
Hit: 4d4 + 7 damage, or 4d4 + 2d6 + 7 damage if Jadrenka has this power and cannot be changed during the encounter.
combat advantage against the target. Rituals Dancing Lights, Tongues, Unseen Servant, Wind Words
C Blast of Cold (cold) * At-Will Skill Arcana +18, Intimidate +16, History +18, Nature +18
Attack: Close blast 5 (creatures in blast); +18 vs. Reflex Str 14 (+9) Dex 20 (+12) Wis 12 (+8)
Hit: 2d8 + 8 cold damage, and the target is immobilized (save Con 16 (+10) Int 22 (+13) Cha 19 (+11)
ends). Alignment evil Languages Common, Draconic,
Miss: Half damage, and the target is slowed (save ends). Elven, Giant, Russian
R Hex of Woe (cold, necrotic) * Recharge 5 6
Attack: Ranged 10 (one creature); +18 vs. Will
Hit: 4d10 + 7 cold and necrotic damage
Miss: Half damage.
Effect: The target gains vulnerable 5 to all damage (save ends).
R Foe to Mouse (polymorph) * Daily
Attack: Ranged 10 (one creature); +18 vs. Fortitude
Hit: The target turns into a mouse (save ends).
Miss: The target turns into a mouse until the end of its next turn.
Effect: As a Tiny beast, the target is dazed, and the only actions it
can take are to move its speed or shift. All of the target's

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ERDIJA THE SCOUT Hit: 1d6 + 4 damage.


Skills Athletics +15, Endurance +14, Intimidate +11,
Erdij a is a young centaur ofless than 20 winters, with long, wild Nature +14
brown hair and a chestnut coat. She is amiable, quick to laugh and Str 18 (+9) Dex 20 (+10) Wis 16 (+8)
make friends, but also quick to anger if insulted. Con 18 (+9) Int 10 (+5) Cha 12 (+6)
Alignment unaligned Languages Common, Elven, Giant
Equipment bastard sword, longbow, arrow x20, potion of cold
Erdija the Scout Level 10 Striker
resistance, +3 amulet of protection
Large fey humanoid −
HP 75; Bloodied 37; Healing Surges 10 Initiative +10
AC 25; Fortitude 23; Reflex 24; Will 22 Perception +13 Companion Tactics: Erdija prefers to engage foes from a
Speed 8 Low-light vision distance with her bow, using her speed to keep out of reach
TRAITS of melee combatants. She hates giants and attacks them
Close-Combat Archer over other foes.
When making ranged attacks, a centaur hunter does not Companion Morale: Erdija's loyalty is to her clan, not to
provoke opportunity attacks from the targets. the PCs, and her first priority is to report to Korak Kaag
STANDARD ACTIONS rather than sacrifice herself for non-centaur strangers.
m Bastard Sword (weapon) * At-Will Nevertheless, she won't abandon allies unless it's clear that
Attack: Melee 1 (one creature); +15 vs. AC the battle is lost.
Hit: 1d10 + 6 damage, plus 1d6 damage when charging. Combat Gear: potion of cold resistance (800 gp; AV p.
r Twin Strike (weapon) * At-Will 188), chainmail, longbow with 20 arrows, bastard sword,
Attack: Ranged 25/50 (one creature); +17 vs. AC +3 amulet of protection (17,000 gp)
Hit: 1d10 + 6 damage.
Effect: Make the attack one more time against the same target or
a different one.
R Charger Arrow (weapon) * 3/Encounter
Attack: Ranged 25/50 (one creature); +15 vs. Fortitude
Hit: 2d10 + 6 damage, and the target is pushed 3 squares and
knocked prone.
R Triple Shot (weapon) * 2/Daily
Attack: Ranged 25/50 (one, two, or three creatures); +17 vs. AC
Hit: 1d10 + 6 damage.
TRIGGERED ACTIONS
M Quick Kick *At-Will
Trigger: When a creature moves into a space where it flanks the
centaur hunter.
Attack (Immediate Reaction): Melee 1 (triggering creature); +17 vs.
AC

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RATIBOR THE BOLD M Vengeful Guardian * At-Will

Once a powerful Iobarian warlord, Ratibor the Bold betayed Trigger: An enemy subject to your dender aura shifts or makes
an attack that does not include Ratibor.
Baba Yaga, and now serves eternal penance as a guardian of her
Effect: Ratibur uses battleaxe against the triggering enemy.
Dancing Hut.
Surge of Fury * Encounter
Trigger: Ratibor start his turn subject to a dazing or dominating
Ratibor the Bold Level 14 Elite Brute effect.
Medium humanoid (human barbarian) XP 2,000 Effect: Ratibur ends the triggering effect. Until the end of his next
HP 336; Bloodied 168 Initiative +11 turn, he is immune to effects that daze or dominate him.
AC 26; Fortitude 29; Reflex 26; Will 23 Perception +7 Skills Athletic +18, Endurance +16, Intimidate +11,
Speed 6 Nature +12
Resist 10 cold Str 23 (+13) Dex 18 (+11) Wis 10 (+7)
Saving Throws +2; Action Point 1 Con 18 (+11) Int 12 (+8) Cha 8 (+6)
TRAITS Alignment unaligned Languages Common, Draconic
Defenders Aura * Aura 1 Equipment +3 frozen scale armor, +2 heavy shield of the guardian,
+3 battleaxe, longbow with 20 arrows, boots of the winter jarl, gold
Enemies takes a -2 penalty to attack rolls that do not include
necklace
Ratibor as a target. Marked enemies are not subject to this aura.
While bloodied the aura expands to 2 squares, and Ratibor can
shift 1 square as a free action before using vengeful guardian.
STANDARD ACTIONS
m Battleaxe (weapon) * At-Will
Attack: Melee 1 (one creature); +19 vs. AC
Hit: 3d10 + 12 damage.
M Wrath of the Storm (weapon) * Recharge 5 6
Attack: Melee 1 (one creature); +19 vs. AC
Hit: 4d10 + 12 damage, and the target is pushed up to 4 squares
and is knocked prone.
M Blood-Frenzy Strike (weapon) * Recharge when bloodied
Attack: Melee 1 (one creature); +19 vs. AC
Hit: 3d10 + 12 damage, and the target gains vulnerable 5 to all
damage until the end of Raibor's next turn.
MINOR ACTIONS
M Jarring Smash (weapon) * At-Will (1/round)
Attack: Melee 1 (one creature); +19 vs. AC
Hit: 3d10 + 12 damage, and the target grants combat advantage
until the end of Ratibor's next turn.
TRIGGERED ACTIONS

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VSEVOLOD can make a saving throw against one effect.


TRIGGERED ACTIONS
A devoted priest of the demon lord Kostchtchie, Vsevolod has
M Quick Kick * At-Will
invaded the stronghold of his partron's greatest enemy, Baba Yaga,
with an army of frost giants and demons. Trigger: When a creature moves into a space where it flanks
Vsevolod.
Attack (Immediate Reaction): Melee 1 (triggering creature); +22 vs.
Vsevolod Level 17 Elite Controller (Leader) AC
Large fey humanoid XP 3,200 Hit: 3d6 + 9 damage.

HP 328; Bloodied 164 Initiative +10 Skills Arcana +16, Endurance +18, Intimidate +16,
Religion +16
AC 31; Fortitude 30; Reflex 28; Will 30 Perception +13
Str 18 (+12) Dex 14 (+10) Wis 21 (+13)
Speed 8 Low-light vision
Con 20 (+13) Int 16 (+11) Cha 16 (+11)
Saving Throws +2; Action Point 1
Alignment chaotic evil Languages Abyssal, Common,
STANDARD ACTIONS
Elven, Giant
m Frost-Thunder Hammer (weapon) * At-Will Equipment potions of cure serious wounds (2), breastplate, frost-
Attack: Melee 2 (one creature); +22 vs. AC thunder hammer, dagger, spear, belt of endurance, +4 periapt of
Hit: 4d8 + 8 damage. health, key to the chest in area E9, spell component pouch,
C Thunder Strike (weapon) * At-Will wooden unholy symbol of Kostchtchie

Attack: Close burst 1 (creatures in burst); +20 vs. Fortitude


Hit: 3d6 + 9 thunder damage, the the target is deafened and
slowed (save ends).
C Unholy Blight (necrotic) * Recharge when first bloodied
Attack: Close blast 5 (enemies in blast); +16 vs. Fortitude; and
Will (one attack roll against both defenses)
Hit: 3d8 + 12 necrotic damage if the attack hits the target’s
Fortitude; the target is weakened if the attack hits the target’s
Will.
R Ice Tomb (cold) * Recharge when first bloodied
Attack: Ranged 10 (one creature); +22 vs. Reflex
Hit: 4d10 + 10 cold damage, and the target is entombed in ice.
While entombed, the target is stunned, and attacks cannot gain
line of effect against it (save ends).
MINOR ACTIONS
Hooves * At-Will
Attack: Melee 1 (one creature); +22 vs. AC
Hit: 3d10 + 9 damage.
Divine Influence (healing) * Encounter
Effect: Vsevolod and each ally it can see regain 10 hit points and

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Bone Razor Level 8+ Rare


Performing a coup de grace with this bone razor animates the bones of
the corpse to a skeleton under the command of the user.
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Lvl 18 +4 85,000 gp
REIGN OF WINTER Weapon: Dagger
Enchancement: Attack rolls and damage rolls
TREASURES Critical: +1d6 damage per plus, or +1d12 damage per plus
when performing a coup de grace
Power (Daily): Standard Action. When you perform a coup de
17-22 Dragon grace on a helpless living creature with the bone razor and the
BANE WEAPON 23-27 Fey creature dies from the attack, its bones animate as a skeleton
A bane weapon excels against certain foes 28-60 Humanoid (pick one subtype) under your comman, as an animate dead ritual. The skeleton has
a level equal to the level of the bone razor minus 3.
61-65 Magical beast
The creature’s flesh is not destroyed, but decays at a steady rate.
66-70 Shadow You can spend 1 minute reattaching the flesh to the animate
Bane Weapon Level 8+ Uncommon
71-72 Ooze skeleton, which ends the necromantic magic and results in a
The bane of a designated foe. normal corpse. If you use the razor to flense and animate
73-88 Elemental
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp another creature’s bones, the previous animate skeleton is
89-90 Plant
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp immediately destroyed.
Lvl 18 +4 85,000 gp 91-98 Undead
Weapon: Any 99-100 Immortal
Skeleton Warrior Level 10 Soldier
Enchancement: Attack rolls and damage rolls
Medium natural animate (undead) XP 150
Critical: +1d8 damage per plus, or +1d12 damage per plus
HP 104; Bloodied 52 Initiative +12
against designated foe BONE RAZOR AC 25; Fortitude 22; Reflex 23; Will 22 Perception +8
Power (Daily): Minor Action. Your next attack with this weapon
This jagged bone knife seems too thin and frail for combat but Speed 5 Darkvision
against the designated foe, if made before the end of your turn,
gains a +5 power bonus to the attack roll and automatically easily cuts flesh. However, it has a much darker purpose than just Immune disease, poison; Resist 10 necrotic;
ignores any resistance the designated foe has. cutting its foes. When performing a coup de grace on a helpless Vulnerable 5 radiant
living creature with the bone razor and the creature dies from the TRAITS
attack, the creature’s flesh begins to peel off and its bones animate Speed of the Dead
To randomly determine a weapon’s designated foe, roll
as a skeleton under the command of the bearer of the razor. When making an opportunity attack, the skeleton warrior gains
on the following table.
a +2 bonus to the attack roll and deals an extra 1d6 damage.
STANDARD ACTIONS

d% Roll Designated Foe m Longsword (weapon) * At-Will


Attack: Melee 1 (one creature); +15 vs. AC
01-05 Aberrant
Hit: 3d8 + 4 damage, and the target is marked until the end of
06-09 Natural Beast the skeleton warrior's next turn.
10-16 Construct Str 18 (+9) Dex 20 (+10) Wis 17 (+8)

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Con 16 (+8) Int 3 (+1) Cha 3 (+1)


Broom of Animated Attack Level 15 Uncommon BOOTS OF THE WINTER JARL
Alignment unaligned Languages —
This cursed broom looks in every way as a broom of flying, but once Crafted of stout, wax-treated leather and
Equipment chainmail, longsword, light shield
anybody tries to mount it, they quickly learn their mistake. wrapped with warm fur reminiscent of a frost
Cursed Wonderous Item giant's beard, these boots are sometimes given
Property: This item is indistinguishable in appearance from a as gifts by the frost giant tribes of the north to
BOTTLE OF MESSAGES normal broom. It is identical to a broom of flying by all tests their smaller allies.
short of attempted use.
This green glass bottle has a tiny winding key on its elongated
If you attempt to fly using the broom, the broom drops you from
stem that, if turned, causes a shadowy cork to slowly become a couple of feet off the ground (no falling damage). Then the
substantial over a one round period. The owner of the bottle can broom animates and attacks you.
speak a short message into the bottle, and it gets trapped inside it Boots of the Winter Jarl Level 15 Uncommon
once the cork fully manifests. As soon as the cork is removed or the
These magical boots does not only allow the wearer to withstand cold
bottle is smashed, this message is released exactly as if the owner Animated Broom Level 15 Soldier
conditions and ice walk, but also transform into a frost giant.
had spoken the words at that moment. Medium natural animate (construct) XP 1,200
Wonderous Item 25,000 gp
HP 152; Bloodied 76 Initiative +11
Property: You gain the ice walk ability and can ignore difficult
AC 31; Fortitude 29, Reflex 25, Will 25 Perception +9
terrain as the result of snow or ice, even moving over slippery
Bottle of Messages Level 5 Uncommon Speed 0, Fly 8 (hover) Darkvision ice at normal speed.
Immune disease, poison, sleep
You can store a short message verbally into a bottle, which may later be Property: You leave no tracks behind in the snow. A creature
retrieved by someone uncorking the bottle. TRAITS trying to follow your tracks must use the Hard DC, rather than
Consumable: Bottle 250 gp Wooden Body Moderate DC in snowy terrain.
Property: You can speak a short message, up to 25 words into a Whenever the broom takes fire damage, it also takes ongoing 5 Property: You suffer no ill effects from ambient temperatures
bottle during a round. The bottle is then sealed with a cork. fire damage (save ends). between –50 and 140 degrees Fahrenheit (–45 and 60 degrees
Anyone uncorcing the bottle will hear your verbal message, as Magic Resistance Celcius), and your equipment is likewise protected from the
spoken by you from the bottle, Once the bottle releases its The broom automatically succeeds any saves against power’s ravages of these temperatures and of precipitation.
message, it shatters. effect with the arcane or divine keyword, unless they also have Power (Daily): Minor Action. You can transform into a frost
the fire keyword. giant for up to 10 minutes, or during one encounter, whichever
STANDARD ACTIONS comes first. You can also choose to end it as a minor action.
While in giant form, your size category becomes Large, you
BROOM OF ANIMATED ATTACKS m Straw Attack * At-Will
gain a +3 item bonus to Strength ability checks, a +1 bonus to
Attack: Melee 1 (one creature); +18 vs. Reflex
If a creature attempts to fly using the broom, the broom does a melee attack rolls, a +3 bonus to melee damage rolls, a +2 item
Hit: 2d6 + 7 damage, and the target is blinded until the broom.s bonus to AC and Fortitude, and resist 10 cold.
loop-the-loop with its hopeful rider, dumping him on his head from
next turn.
a few feets off the ground. Then the broom starts swatting the Other creatures can make a DC 35 Insight check to discern
MINOR ACTIONS that the form is a disguise. Frost giants get a +5 natural bonus to
victim’s face with the straw or twig end and beating him with the
m Handle Slam * At-Will (1/round) this check.
handle end.
Attack: Melee 1 (one creature); +20 vs. AC
Hit: 2d6 + 7 damage, and the target is pushed up to 2 squares
and knocked prone.
Str 18 (+11) Dex 17 (+10) Wis 17 (+10)
Con 24 (+14) Int 3 (+3) Cha 3 (+3)
Alignment unaligned Languages −

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BOTTLED YETI FUR Cookbook of Arcane Level 9+ Uncommon


Level 15: +18 vs. Fortitude.
Level 19: +22 vs. Fortitude.
This small opaque flask releases a thick stream of coarse white Augmention Level 25: +28 vs. Fortitude.
fur when opened. This fur creeps up the user’s arm and across her This cookbook lets you enchance your arcane spells with augmented Level 29: +32 vs. Fortitude.
entire body until she is completely covered in a tangled pelt. powers.
Lvl 9 4,200 gp Lvl 25 625,000 gp
Bottled Yeti Fur Level 7+ Uncommon Lvl 15 25,000 gp Lvl 29 2,625,000 gp
Your body is covered in yeti fur which help you keep warm and survive Lvl 19 105,000 gp FROST-THUNDER
in snowy, winter terrain. Wonderous Item HAMMER
Lvl 7 500 gp Lvl 27 325,000 gp Property: A cookbook of arcane augmentation contains recipes for This oversized warhammer is forged
Lvl 17 13,000 gp enhancing your spells with ectoplasmic powers, persistent
from blue steel and engraved with Abyssal
Consumable: Bottle powers, rime powers, and sickening powers.
runes that read, "There are no screams for
Power (Consumable): Move Action. Open this bottle and spend Once per day, you can augment a daily arcane spell power by
following a recipe as part of your normal spell preparation. The
those who die the frozen death."
a healing surge. You do not gain hit points as normal. Instead,
you get coated with yeti fur and gain resist 5 cold. You also gain daily spell power can be no higher than the level of the cookbook.
a +2 item bonus to AC, and a +2 item bonus on Stealth checks To prepare an augmented spell, you must succeed at a
Frost-Thunder Weapon Level 17+ Rare
in areas of ice and snow until the end of the encounter. This fur Moderate DC Arcana check (based on the level of the cookbook) A ghoststrike weapon has a murky sheen andexudes a ghostly yellow
sheds from her body after 24 hours, or can be removed early by while mixing the recipe's ingredients in a cauldron (which mist that is very effective against insubtantial creatures.
soaking it in alcohol. The flask is expended after one use. requires no extra cost). If the check succeeds, the spell is Lvl 17 +4 65,000 gp Lvl 27 +6 1,625,000 gp
Level 17: Gain resist 10 cold, and +4 item bonus. augmented with the recipe's enhanced powers. On a failed Lvl 22 +5 325,000 gp
Level 27: Gain resist 15 cold, and +6 item bonus. check, that spell can't be augmented that day, but you can Weapon: Hammer
attempt to augment another daily spell power. Enchancement: Attack rolls and damage rolls
Ectoplasmic Power (Daily): Free Action. When you use your Critical: +1d8 damage per plus, or +1d12 damage if the target is
augmented daily spell power, you ignore the creature’s resist vulnerable to cold.
COOKBOOK OF ARCANE insubstantial when determining damage for the attack. Property: A frost-thunder warhammer is sized for giants; it is a
AUGMENTATION Persistent Power (Daily): Free Action. When you use your two-handed maul for Medium-sized creatures doing 2d8
augmented daily spell power, any creature targeted by the damage and weighting 18 Ibs, who take a -2 penalty on attack
This book is bound in dyed persistent spell or within its area that needs to roll a saving rolls for wielding an oversized weapon..
goatskin, and its coarse, thick throw to end any effect caused by the spell, must roll twice and Ice Tomb Power (Daily): Standard Action. You slam the weapon
pages are stained in a variety of take the lowest result of the two dice rolls. against the ground to release a crackling bolt of ice that shoots
colors and covered in wavering Rime Power (Daily * Cold): Free Action. The rime power only across the ground toward a single target, encasing it in a solid
script; rough sketches; and affects spell powers with the cold keyword. When you use your block of pale blue ice.
diagrams of various plants, mystic augmented daily spell power, a target that is hit by the spell Attack: Ranged 10 (one creature); Strength vs. Reflex
symbols, and animal parts. A suffers additional effects. The target is also restrained until the Hit: 3d10 + Strength modifier cold damage, and the target is
crude wooden spoon serves a bookmark. A cookbook of arcane end of your next turn. entombed in ice. While entombed, the target is stunned, and
augmentation contains recipes that allow an arcane spellcaster Sickening Power (Daily): Free Action. When you use your attacks cannot gain line of effect against it (save ends).
who prepares spells to augment her spells with specific metamagic augmented daily spell power, and a target is hit by the spell, you Level 27: 4d10 + Strength modifier cold damage
effects through ritual preparation. make a secondary attack against it:
Secondary Attack: +12 vs. Fortitude
Hit: The target is sickened and gets a -2 penalty to attack,
damage rolls, and skill checks, and grants combat advantage
(save ends all).

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GHOSTSLAYER WEAPON GLOBE OF BLIZZARDS GRIM LANTERN


The ghoststrike weapon is the bane of ghosts, wraiths, and other Tiny white crystals hang suspended in a This macabre lantern is composed of a humanoid skull dangling
insubstantial creatures. clear fluid inside this fist-sized glass ball, from a short length of chain. A small fragment of soulstuff is
which contains a miniature scene of leafless trapped inside, burning slowly in a heatless flame. Its flickering
trees in a snow-covered landscape. light shines from the skull’s eye sockets, casting light as a bullseye
Ghostslayer Weapon Level 9+ Uncommon lantern.
A ghoststrike weapon has a murky sheen andexudes a ghostly yellow
mist that is very effective against insubtantial creatures. Globe of Blizzards Level 14 Uncommon
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp Destroying this magical globe allow you to summon a raging blizzard Grim Lantern Level 7+ Uncommon
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp in a 2-mile-radius around you. Shaking the globe activates it, and This magical horn blows out a thick fog that covers an area. The
Lvl 19 +4 105,000 gp causes the crystals inside to fly wildly about the globe, taking on the possessor of the horn can control the fog to roll over the battlefield.
Weapon: Any appearance of a mad snowstorm until they settle back down. Lvl 7 2,600 gp Lvl 27 1,625,000 gp
Enchancement: Attack rolls and damage rolls Consumable: Globe 6,300 gp Lvl 17 65,000 gp
Critical: +1d8 damage per plus, or +1d12 damage per plus Power (Consumable): Move Action. Shattering the globe Wonderous Item
against insubstantial undead. (hardness 1, hp 2) destoys it and creates a raging blizzard Property: This lantern sheds dim light from the skull’s eye
Property: When you hit with the ghostslayer weapon, you conditions in a 2-mile-radius circle centered on the location sockets in a 20-square blast area, and overlapping bright light in
ignore the creature's resist insubstantial when determining where the globe was shattered, similar to a control weather ritual a 10-square blast area, but it it never needs lighting or refilling,
damage for the attack. but without the season limitation. except as described below.
Power (Daily): Minor Action. Your next attack with this weapon In this area, temperatures drop to below freezing, winds blow
C Attack Power (Fire) * Daily (special): Standard Action.
against an undead, if made before the end of your turn, gains a at over 50 miles per hour, and heavy snow falls. It takes 10
Effect: On command, the lantern can consume its soulstuff in a
+5 power bonus to the attack roll and automatically ignores any minutes for the blizzard to form, and the conditions last for 1
sudden blast of heat, as burning hands. Doing so extinguishes
resistance the undead has. hour before dissipating, at which point normal weather
the lantern.
conditions in the area return.
Attack: Close blast 3 (creatures in the blast): the lamp's level +3
In these conditions visibility is obscured beyond 5 feet,
vs. Reflex
including darkvision; creatures 2 or more squares away have
total concealment. Ranged attacks are made with a -4 penalty, Hit: 1d10 fire damage
and Small creatures of smaller cannot move against the wind Level 17: 2d10 fire damage.
unless they succeed on a DC 15 Athletics check. Level 27: 3d10 fire damage.
Recharge: Whenever a living non-minion creature within 30 feet
of an empty grim lantern is killed, the lantern absorbs a
fragment of that creature’s soul, restoring its glow and the ability
to use this daily power.

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HORN OF FOG PIPES OF HAUNTING Shadow Essence Level 13 Poison


This small bugle allows its possessor to blow forth a thick cloud This magic item appears to be a small set of pan pipes. When This misty, black oil has the consistency ofshadows and makes enemies
of heavy fog. The device makes a deep, foghorn-like noise, with the played by a person, the pipes create an eerie, spellbinding tune. more susceptible to grievous injuries.
note dropping abruptly to a lower register at the end of each blast. Poison injury 4,250 gp
Attack: +16 vs. Fortitude; ongoing 10 necrotic damage, and the
Pipes of Haunting Level 7+ Uncommon target cannot regain hit points (save ends both).
Horn of Fog Level 15 Uncommon The eerie pipes put fear in everyone around you, playing with their
This magical horn blows out a thick fog that covers an area. The deepest nightmares.
Terinav Root Level 12 Poison
possessor of the horn can control the fog to roll over the battlefield. Lvl 8 3,400 gp Lvl 23 425,000 gp
The juice of the terinav root is feared by many, not only because it is
Lvl 8 3,400 gp Lvl 23 425,000 gp Lvl 13 17,000 gp Lvl 28 2,125,000 gp
hard to detect once applied to a surface, buth rather that it blinds the
Lvl 13 17,000 gp Lvl 28 2,125,000 gp Lvl 18 85,000 gp target upon a mere touch.
Lvl 18 85,000 gp Wonderous Item
Poison contact 3,250 gp
Wonderous Item C Attack Power (Psychic) * Daily (Standard Action). Attack: +15 vs. Fortitude; ongoing 10 poison damage and
Property: The horn of fog blows forth a thick cloud of heavy fog. Attack: Close burst 3 (creatures in the burst): the pipes's level +3 blinded (save ends both).
The fog dissipates after 3 minutes. A moderate wind (11+ mph) vs. Will Countermeasure: Perception DC 28 to notice poison on applied
disperses the fog in 4 rounds; a strong wind (21+ mph) Hit: 1d10 psychic damage, andthe target takes a –2 penalty to surface before touching it.
disperses the fog in 1 round. attack rolls and defenses until the end of your next turn, and is
Power (Daily * Primal, Zone): Standard Action; Blowing the pushed away up to 3 squares
horn creates an area burst 1 within 10 squares filled with fog. Level 13 or 18: 2d10 psychic damage, and 4 squares.
The burst area creates a zone of lightly obscured squares that Level 23 or 28: 3d10 psychic damage, and 5 squares. POTION OF NONDETECTION
lasts until the end of your next turn.
This potion makes it harder for people to use divination magic to
Sustain Minor: You can move the zone up to 3 squares.
Level 13: Area burst 2, within 10, lightly obscured POISONS learn about your whereabouts or what you are doing. Good if you
are meesing with powerful adversaries.
Level 18: Area burst 3 within 15, lightly obscured Below you will find a number of poisons that appear in
Level 23: Area burst 4 within 20, heavily obscured the Maiden, Mother, Crone adventure:
Level 28: Area burst 5 within 20, heavily obscured
Potion of Nondection Level 10 Uncommon
The potion of nondetection, is as powerful as its taste is rancid. It wards
Dark Reaver Powder Level 10 Poison
your activities from scrying and other divination magic.
This grey-black power gives a faint smell of musk to any food or drink it
Consumable: Potion 200 gp
has been applied to. Once ingested the target is beset with stomach ache,
cramps, weakness and sometime even unconscioussnes. Power (Consumable): Minor Action. You are warded from
detection, reducing the effect of divination and exploration
Poison ingested 1,250 gp
rituals such as observe creature, detect object, or other detect rituals
Attack: +13 vs. Fortitude; ongoing 5 poison damage, and slowed
during 1 hour. Opponents need to succeed against a DC 26
(save ends both). opposed skill check for any divination magic to work on you.
First Failed Save: The target is also weakened (save ends). The potion also wards your gear as well as yourself.
Second Failed Save: The target falls unconscious until the end of
the encounter
Countermeasure: Perception DC 26 to notice poison before
ingested.

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QUAAL'S FEATHER TOKEN Quaal's Feather Boat Level 14 Uncommon Quaal's Feather Sail Level 12 Uncommon
By placing this feather in water, you cause the feather to become a long With a wave of this feather, a sail unfurls from its tip, ready to be
The master wizard who created the original feather tokens, and
swanshaped boat. lashed to mast and ropes.
whose name is still attached to those being crafted today,
Consumable 850 gp Consumable 500 gp
appreciated magic that was both spectacular and innocuous. Each
of these seemingly nondescript feathers turns into something Utility Power (Consumable): Minor Action. By placing this Utility Power (Consumable): Minor Action. You produce a sail
feather in water, you cause the feather to become a long that, once installed on a ship, can move it at a normal sailing
entirely different when the user commands its magic to come forth.
swanshaped boat. This boat can hold up to five Medium or speed even in the absence of wind. The sail persists for 24
To do so, the wielder holds a feather in hand and announces in a Small creatures (or two Large creatures). It can be rowed by two hours.
firm voice, "The peerless magic of Grand Archwizard Quaal creatures at a speed of 4. The swan boat can be used for up to
commands your obedience!" The feather instantly transforms into 12 hours.
whatever item it was created to embody. Quaal's Feather Tree Level 15 Uncommon
These magical feathers can help and adventurer in different situations
Among the known kinds of original feather tokens are Quaal's Feather Fan Level 13 Uncommon
enchanted anchors that cannot be moved, carrier pigeons that Consumable 1,000 gp
You produce a huge flapping fan that produce a strong breeze.
unerringly deliver messages over any distance, and sails that can Utility Power (Consumable): Minor Action. A token that causes
Consumable 700 gp a great oak to spring into being (5-footdiameter trunk, 60-foot
move a ship even in a dead calm.
Utility Power (Consumable): Minor Action. You produce a huge height, 40-foot top diameter). This is an instantaneous effect.
Numerous other versions of this item exist, and no doubt others flapping fan, causing a breeze of sufficient strength to propel
are being reserached. There is no apparent relationship between one ship (about 25 mph). This wind is not cumulative with
certain kinds of feathers and their effects, so that it takes either existing wind speed. The token can, however, be used to lessen Quaal's Feather Whip Level 15 Uncommon
studious investigation or actual use to determine what a particular existing winds, creating an area of relative calm or lighter winds These magical feathers can help and adventurer in different situations
QuaaI's feather token does. (but wave size in a storm is not affected). The fan can be used for
Consumable 1, 000 gp
up to 8 hours. It does not function on land.
Utility Power (Consumable): Minor Action. You produce a large
leather whip that animates and dances in the air in unoccupied
Quaal's Feather Anchor Level 12 Uncommon Quaal's Feather Pigeon Level 16 Uncommon squares adjacent to you. You can use a move action to cause the
You produce a heavy iron anchor that is immobile and sturdy. whip to fly up to 6 squares to squares that you can see. The
This feather turns into a messenger pigeon that awaits your instruction.
object occupies 4 squares, like a large creature, and it cannot
Consumable 500 gp Consumable 1,800 gp flank. It has 25 in its defenses, although it cannot be harmed by
Utility Power (Consumable): Minor Action. You produce an Utility Power (Consumable): Minor Action. You produce a small any attack. If an attack hits the weapon, or the encounter ends,
anchor that cannot be moved from the location where it comes bird that can travel 5O miles a day to unerringly reach any the feather token is consumed.
into being. The anchor persists for one year. location or individual you name, carrying with it a small written While whip feather token is active and you can see the whip,
message. The bird disappears after delivering its message. you can use its attack powers while it dances, using its square as
the origin square of the attacks.
M Attack Power (At-Will): Standard Action.
Attack: Melee 2 (one creature); +18 vs. Reflex
Hit: 3d6 + 6 damage, and you can knock the target prone or pull
the target 2 squares.

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You ignore the physical detriments of older age (see


Reign of Winter House Rules for old age in People of the
North conversion). This spell does not cause you to look
younger, nor does it prevent you from dying of old age, but
REIGN OF WINTER TOOLKIT as long as the spell is in effect, you ignore the penalties that
accrue once you become older. You still retain the age
related bonuses to some abilities while under the effects of
this spell. Additional penalties that you accrue upon
becoming old or venerable apply in full.
Your Arcana or Nature check, combined with the cost of
the ritual component determines the maximum age
category the ritual can effect and restore, as well as the
duration of the ritual.

Component Skill Age Duration


Cost DC
700 gp 20* Middle 24 hours*
3,400 gp 23* Old 1 week*
17,000 gp 27* Venerable 1 month*

* A higher skill check extends the ritual duration.


Multiply the duration with 2 for each 5 above the DC

Detect Creature
WINTER MAGIC Age Resistance Lifting your finger, you point confidently at a large stone block
by the side of the road. Ten feet past it, you can sense the bandits
Within this 4th Edition conversion there are several As the magic of the ritual suffuse your tired old body, you feel hiding in an ambush.
spells that needs to be converted into 4th Edition rituals in how it rejuvinate your bones and muscles, lifting the pain and
order to be able to deliver a similar effect. aches of old age from your weary frame.
Level: 14 Component Cost: 1,600 gp
They are converted here for your convenience.
Category: Exploration Market Price: 4,200 gp
Level: 13 Component Cost: Varies (see
Time: 10 minutes Key Skill: Arcana
Category: Restoration below) Duration: 5 minutes
Time: 1 minute Market Price: 4,200 gp
Duration: Special Key Skill: Arcana or Nature
Name a creature. For the duration of the ritual’s effect,
you can detect the direction and distance to the nearest

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creature of that kind, as long as one is within the range the ritual lasts. During the duration of the ritual you must
defined by your Arcana check result. You also know in spend time to detect conscious minds and its thoughts. Enter Image
which direction the creature is moving, if any. When Your mind leaves your body and enters an idol of your likeness;
1st Minute: Presence or absence of thoughts (from
attempting to locate a specific object, apply the modifiers allow ing you to spy on your enemies from various stone idols.
conscious creatures with Intelligence scores of 1 or higher).
below.
2nd Minute: Number of thinking minds and the Level: 6 Component Cost: 150 gp
Intelligence score of each. If the highest Intelligence is 26 Category: Scrying Market Price: 360 gp
Specific Object is … Modifier or higher (and at least 5 points higher than your own Time: 10 minutes Key Skill: Arcana
Intelligence score), you are stunned for 1 round and the Duration: 8 hours
Very familiar to you 0
spell ends. This spell does not let you determine the
Seen once by you -5 location of the thinking minds if you can’t see the creatures
Described to you -10 whose thoughts you are detecting. You gain a dim impression of the activities around any
object bearing your face or form and can also project your
3rd Minute: Surface thoughts of any mind in the area. consciousness into one such object at a time, allowing you
Arcana Check Result Range Make an Arcana check versus the target’s Will defense. If to observe or even interact with nearby creatures.
9 or lower 5 squares you fail, it prevents you from reading its thoughts, and you
must cast detect thoughts again to have another chance. This ritual allows you to leave your body and
10–19 10 squares subconsciously monitor the immediate area around any
Creatures of animal intelligence (Int 1 or 2) have simple,
20–29 30 squares depiction of your image whether one, hundreds, or even
instinctual thoughts.
30–39 60 squares thousands. Each such image has the full range of your
Each round, you can turn to detect thoughts in a new area. normal senses (sight, hearing, smell, etc.) and you can make
40 or higher 100 squares
The spell can penetrate barriers, but 1 foot of stone, 1 inch a Perception check with a -10 penalty to the check to notice
of common metal, a thin sheet of lead, or 3 feet of wood or anything occurring nearby, as if you were actually present
Running water blocks the ritual. It cannot detect objects. dirt blocks it. at that location. You cannot make a passive Perception
Ritual Scroll: You can perform this ritual as a standard check and even if you would normally notice something
action when you do so from a ritual scroll. If you do, the automatically, you still need to make a DC 10 Perception
Detect Thoughts ritual lasts for the duration of the encounter, and the check to notice it. Your Arcana check determines the
Negotiations always go so much better when you can read your amount of time needed to search for thoughts are measured maximum distance at which you can receive sensory input
opponents thoughts. in rounds instead of minutes. If at the end of the ritual you from an image.
have successfully penetrated one mind you pay the price
with one healing surge.
Level: 1 Component Cost: 25 gp Arcana Check Result Range
Category: Exploration Market Price: 125 gp 19 or lower 1 mile
Time: Varies (see text) Key Skill: Arcana
20–29 3 miles
Duration: 24 hours
30-39 6 miles
40 or higher 10 miles
You detect surface thoughts. The amount of information
revealed depends on how long you study a particular area
or subject. Make an Arcana check to see how many minutes You may, at any time, choose to fill one specific image
within range with your consciousness. While inside an

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image you lose the ability to monitor any other images The ritual effect a single room (or a burst 4 area) and Arcana
within range. While sensing through the image, you cannot muffles the sound in the warded area, making it impossible Check Result Subjects Duration
use your own senses and are considered blind and deaf. to yell or otherwise make loud noises. This does not affect
9 or lower One 5 minutes
Your body is considered helpless and always fails any spellcasting within the area. However, any attacks with the
saving throws while your consciousness is filling an image. thunder keyword has -2 penalty on the attacks, and targets 10-19 Three 10 minutes
However you are aware of any attacks made to your body, get a +2 bonus on saving throws against ongoing thunder 20-29 Six 20 minutes
and you can return to it as an immediate reaction if effects. Any Stealth checks made in the warded area gets a 30-39 Twenty 1 hour
attacked. +4 circumstance bonus. 40 or higher Any number 4 hours
When you fill an image with your consciousness it gains a Ritual Scroll: You can perform this ritual as a standard within sphere
limited form of animation. Statues and similar three- action when you do so from a ritual scroll. If you do, the bounderies
dimensional representations can move their heads, make target of the spell is a single creature who then enjoy the
gestures, and talk, but cannot attack or leave their square benefits of the ritual. The ward only last for 10 minutes or a Items dropped or put down by an invisible creature after
without assistance. Portraits or similar two-dimensional single encounter, whichever comes first. the casting of the ritual become visible; items picked up
representations bearing your likeness can also talk and your disappear if tucked into the clothing or pouches worn by
image can move anywhere within the picture or even the creature. Light, however, never becomes invisible,
temporarily alter it (such as by picking a flower in the
painting). You cannot use any spells, rituals or other
Invisibility Sphere although a source of light can become so (thus, the effect is
that of a light with no visible source). Any part of an item
abilities while within an image. This spell causes instant diminution of a humanoid creature into
that the subject carries but that extends more than 10 feet
a smaller version of itself.
You may leave the image at any time, returning you to from it becomes visible.
your body as a free action. Once your consciousness departs Level: 15 Component Cost: 3,000 gp, Of course, the subjects are not magically silenced, and
from an object bearing your likeness, it immediately reverts Category: Exploration plus 3 healing surges certain other conditions can render the recipients
to the appearance it had before you entered it. If someone Time: 5 minutes Market Price: 10,000 gp detectable (such as swimming in water or stepping in a
destroys or damages the image you return to your body Duration: See text Key Skill: Arcana puddle). If a check is required, a stationary invisible
unharmed. The spell lasts until you cease concentrating, or creature has a +40 bonus on its Stealth checks. This bonus
until it is terminated by some outside means, such as a This ritual creates a sphere of illusion that hides allies is reduced to +20 if the creature is moving.
dispel magic cast upon either the image or your body, or if within the sphere from enemies outside the sphere. The The ritual ends if any subject inside the sphere attacks
your body is killed. sphere has a radius of 10 squares from the caster of the any creature, inside or outside of the sphere. For purposes
ritual. The center of the effect is mobile with the caster. of this ritual, an attack includes any power targeting a foe or
Those inside the sphere, including enemies, can see each whose area or effect includes a foe. Exactly who is a foe
Forced Quiet other and themselves as if unaffected by the spell. Any depends on the invisible character’s perceptions. Actions
The magic of you ritual muffles all sound in the warded area, affected creature moving out of the area becomes visible, directed at unattended objects do not break the spell.
making it impossible to yell or otherwise make loud noises. but creatures moving into the area after the spell is cast do Causing harm indirectly is not an attack. Thus, an invisible
not become invisible for people outside. being can open doors, talk, eat, climb stairs, summon
Level: 1 Component Cost: 30 gp monsters and have them attack, cut the ropes holding a
The amount of allies that can be affected by the ritual
Category: Warding Market Price: 75 gp rope bridge while enemies are on the bridge, remotely
inside the sphere and the duration of the ritual is
Time: 10 minutes Key Skill: Arcana (no check) trigger traps, open a portcullis to release attack dogs, and so
dependent on the Arcana check result.
Duration: 24 hours forth. If the subject attacks directly, however, it and
everybody else inside the sphere immediately becomes

72 2014-06-01
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visible along with all its gear. Powers that specifically affect what is covered or concealed behind or under them. The
only allies but not foes, such as the cleric power bless, are Reduce Person stones relate complete descriptions if asked. A stone’s
not attacks for this purpose, even when they include foes in This spell causes instant diminution of a humanoid creature into perspective, perception, and knowledge may prevent the
their area. a smaller version of itself. stone from providing the details you are looking for. You
can speak with natural or worked stone.
Level: 4 Component Cost: 70 gp
Nondetection Category: Exploration
Time: 10 minutes
Market Price: 175 gp
Key Skill: Arcana (no check)
You ward a creature or object from magical detection, scrying Duration: 8 hours
and divinations.
A nonhostile Small or larger person or humanoid, must
Level: 10 Component Cost: 400 gp remain within 5 squares of you while you perform this
Category: Warding Market Price: 1,000 gp ritual. Upon the ritual's completion, the creature's size is
Time: 10 minutes Key Skill: Arcana reduced by one category. This change does not alter the
Duration: 8 hours creature's statistics, though its Strength is considered 4
lower for the purpose of determining how much the
The ritual wards a creature or an object from detection, creature can carry, drag, or lift. In addition, the creature
reducing the effect of divination and exploration rituals gains a -2 power penalty to Strength checks and damage
such as observe creature, detect object, or other detect rituals. rolls.
Nondetection also prevents location by such magic items as The ritual's effect ends if the creature dies, at which point
crystal balls. If a divination is attempted against the warded it reverts to its normal size.
creature or item, the caster of the divination must succeed
on an opposed skill check against the Arcana check result Ritual Scroll: You can perform this ritual as a standard
of the nondetection ritual. If cast the nondetection ritual on a action when you do so from a ritual scroll. The target of the
creature, nondetection wards the creature’s gear as well as ritual still needs to be nonhostile and willing.
the creature itself.
The duration of the ward is determined by your Arcana
check. Stone Tell
"Stones have no secrets for me"

Arcana Check Result Duration


Level: 10 Component Cost: 200 gp and
9 or lower 1 hour
Category: Exploration a healing surge
10-19 8 hour Time: 1 minute Market Price: 1,000 gp
20-29 1 day Duration: 10 minutes Key Skill: Arcana or Religion
30-39 1 week (no check)
40 or higher 1 month
You or gain the ability to speak with stones, which relate
to you who or what has touched them as well as revealing

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ANIMATE DREAM
This indistinct figure suddenly takes on a nightmarish shape, not
quite human or animal or fiend.

Animate Dream Level 11 Solo Skirmisher


Medium shadow humanoid XP 3,000
HP 444; Bloodied 222 Initiative +11
AC 25; Fortitude 21, Reflex 23, Will 24 Perception +12
Speed fly 8 (perfect); phasing Darkvision
Saving Throws +5; Action Points 2
BESTIARY TRAITS
Action Recovery
Whenever the animated dream ends its turn, andy dazing,
stunning, or dominating effect on it ends.
Insubstantial
The animated dream takes half damage from all attacks, except
those that deal force damage. When it takes radiant damage, it
loses this trait and its phasing ability until the start of its next
turn.
STANDARD ACTIONS
m Incorporeal Touch * At-Will
Effect: The animated dream uses its incorporeal touch upon the
target, which has one of the following effects:
1. Nightmare Curse (necrotic): Melee 1; +14 vs. Reflex; 2d6 + 8
necrotic damage, and ongoing 5 necrotic damage (save ends).
At the end of the encounter, the target makes a saving throw.
On a failure, the target recieves a nightmare curse (stage 1).
2. Deep Slumber (charm): Melee 1; +14 vs. Will; the target falls
This month's Pathfinder Bestiary includes two obscure MONSTER RITUALS unconscious (save ends).
monsters from Inuit and Swiss folklore, a demon related to 3. Nightmare Jaunt (psychic): 2d6 + 7 psychic damage, and the
In the 4th Edition Conversion I have introduced monster target is removed from play until the start of animated
the demon lord Kostchtchie, a cruel murderous fey
rituals, to better reflect some of the powers of the dream’s next turn. The target then reappears in an
creature, and a tauric beast of cold spawned by Thremyr.
Pathfinder counterparts. These rituals do not have any in unoccupied space of the animated dream's choice within 5
In this 4th Edition Conversion I have also added all the battle effect, as the casting times are too long, and have no squares of the animated dream. When it reappears, the target
new creatures that appear in Maiden, Mother, Crone that component cost for the monsters. However, they can be is dazed (save ends).
have not a direct counterpart in Dungeons & Dragons used to great effect in role-playing encounters or to explain 4. Confusion (charm); Melee 1; +14 vs. Will; the target uses a
various Monster Manuals. the set up of the battles. After each ritual is the skill check free action to charge the nearest ally it is able to charge.
5. Terror (fear, psychic): Melee 1; +14 vs. Will; 2d8 + 6 psychic
modifier for the ritual, as wall as any daily limitations.
damage, and the animated dream pushes the target its speed.

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M Flyby Attack * At-Will differs for each viewer.


Effect: The animated dream flies up to its speed and uses An animate dream can find satisfaction and sustenance
incroporeal touch on any enemy within reach during that by passing one of its ghostly limbs through a mortal’s body—
movement. It does not provoke opportunity attacks when
the act infusing the mortal with negative energy that sates
moving away from the target of the attack.
the animate dream’s unnatural hunger. But by forcing a
TRIGGERED ACTIONS
creature into a state of sleep, terror, or both, the animate
R Phantasmal Killer * At-Will
dream can gain a much more satisfying meal, feeding on
Trigger: A creature attacks the animated dream with and attack the emotions released in such states. It uses its spell-like
with a dazing, stunning, or dominating effect.
abilities to this end, for each creature it harms with its
Attack (Immediate Reaction): Ranged 10 (triggering enemy); +14
nightmares, drives temporarily insane with confusion or
vs. Will. The attack roll takes no penalty from concealment.
fear, or outright slays with phantasmal killer provides the
Hit: 3d8 + 11 psychic damage.
monster with more nourishment. An animate dream forced
Effect: The animated dream can make a saving throw against any
dazing, stunning, or dominating effect caused by the triggering to go for a long period of time without feeding does not
creature. starve to death, but does grow increasingly feral and violent
Skills Bluff +15, Insight +12, Intimidate +15, Stealth +14 in nature.
Str 10 (+5) Dex 18 (+9) Wis 15 (+7) Animate dreams sometimes associate with other
Con 15 (+7) Int 10 (+5) Cha 21 (+10) creatures from the Ethereal Plane or that have associations
Alignment evil Languages telepathy 20 with dreams and nightmares, such as night hags, phase
spiders, and xills. Sometimes these alliances are mutually
beneficial, but in many cases the animate dreams are
From time to time, when a powerfully imaginative
treated as slaves. Night hags in particular like enslaving
sleeper wakes from a particularly vivid or unusual dream, a
animate dreams, and sometimes use their essence as a
fragment of that dream lingers on the Ethereal Plane.
component in creating heartstones.
To survive, this animate dream needs the power of living
will, imagination, and emotion to sustain it. An animate
dream seeks out mortal minds, appearing as a shadowy and
often frightful dream figure. Its true appearance is vague ANNIS HAG
and nebulous, but it reacts to the fears and emotions of This repulsive, hunchbacked crone has skin the color of a fresh
those around it, taking on a nightmarish appearance that bruise. Despite her hunch, she looms taller than a human.

Nightmare Curse Level 11 Curse Annis Hag Level 16 Brute


Attack: +14 vs. Will Large fey humanoid XP 1,400
An animate dream’s touch puts a curse of terrifying nightmares and
horrifying visions in the target’s mind. Endurance improve DC 27, maintain DC 14, worsen DC 13 or lower HP 188; Bloodied 94 Initiative +13
The curse  Initial Effect The target is fatigued   The target loses two healing surges that it  Final State The AC 28; Fortitude 29, Reflex 28, Will 27 Perception +12
ends and grants combat advantage, cannot regain until cured. Any skill checks target loses 2 points Speed 7 Low-light vision
and can't run or charge. based on Wisdom or Intelligence has a -2 in Wisdom STANDARD ACTIONS
penalty. m Claw * At-Will

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Attack: Melee 1 (one creature); +21 vs. AC possessed of cunning minds, annis prove more decadent tenderness of such meals and for the sorrow such murders
Hit: 3d10 + 14 damage, and the hag grabs the target (escape DC than most other hags, frequently indulging in their taste for spread. After gorging themselves, these hags delight in
22). living f lesh and the music of pleading screams. Unlike stripping the skin from their victims, often garbing
M Rend * At-Will green hags, they use their ability to assume humanoid form themselves in the grisly trophies. They are also known to
Attack: Melee 1 (one creature grabbed by the hag); +19 vs. via alter self not to infiltrate societies but to lure victims into retain and even preserve identifiable portions of their
Fortitude a false sense of security before attacking—often posing as victims (such as heads) for later use in spreading misery. An
Hit: 3d10 + 21 damage. travelers in need of aid or pilgrims seeking to share a camp. annis who eats the children of a local farmer might keep
MINOR ACTIONS the heads (or at least the faces) handy to return to the
Change Shape (polymorph) * At-Will victims’ parents, for example—often in the guise of an
Effect: The hag alters its physical form to appear as a female of anonymous gift. The most insidious of annis hags present
any Medium humanoid race until it uses change shape again or these gifts in ways that implicate friends or family in the
until it drops to 0 hit points. To assume a specific individual’s victim’s death.
form, the hag must have seen that individual. Other creatures
Like most hags, annis sometimes join covens of their
can make a DC 36 Insight check to discern that the form is a
disguise. repulsive sisters, though many prove resistant to such
TRIGGERED ACTIONS cooperation. They are particularly unlikely to join covens
that already include other annis, though groups of related
C Mind Fog (charm), psychic * Recharge when first bloodied
annis—typically horrible triplets—are not unknown. A
Trigger: An enemy hits the hag with a melee attack.
typical annis coven consists of one annis leader along with
Attack (Immediate Reaction): Close burst 2 (triggering enemy in
the burst); +19 vs. Will
two green hags or sometimes even a witch or two. Annis
Hit: 2d10 + 12 psychic damage, and the hag slides the target up
covens often seek to recruit additional creatures as
to 2 squares to a square adjacent to the hag. The target grants guardians and are particularly fond of trolls and ogres for
combat advantage until the end of the hag’s next turn. such roles.
Skills Athletics +19, Bluff +14
Str 23 (+14) Dex 21 (+13) Wis 18 (+12)
Con 18 (+12) Int 12 (+9) Cha 12 (+9)
Alignment evil Languages Common, Elven
ASURA, U PASUNDA
This six-armed woman has three fanged faces on her head. She
wears colorful robes, and her hands wield several exotic weapons.
Also known as black hags or iron hags, annis hags are the
largest and most physically intimidating of their foul brood.
Known for their iron-hard, wart-covered skin that varies Asura, Upasunda Level 14 Solo Soldier
from shades of deep blue to black and their claws like rusty Medium immortal humanoid (asura) XP 5,000
blades, annis hags forgo much of the cunning and HP 556; Bloodied 278 Initiative +16
deceptiveness of their kind to revel in the more visceral AC 30; Fortitude 25, Reflex 26, Will 26 Perception +19
evils of torture and slaughter. The typical annis hag stands Speed 10 All-around vision,
just over 8 feet tall and weighs upward of 300 pounds. Immune disease, poison; Darkvision
Dwelling in dark caves, tangled hollows, and cursed ruins Resist 10 acid, 10 lightning
Annis hags find the flesh of children, young animals, and Saving Throws +5; Action Points 2
deep within frozen swamps or icy moors, annis hags stalk
the pure of heart particularly pleasing, both for the
forth by night to sow fear and hunt the unwary. Although TRAITS

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Immortal Awe (psychic) * Aura 5 Attack: Ranged 5 (one creature); +17 vs. Will
While the asura is bloodied, any enemy that ends its turn in the Hit: 3d6 + 12 psychic damage, and the target is dazed and
aura and is not blinded takes 5 psychic damage. immobilized (save ends both), without provoking an opportunity
attack.
All-Around Vision
TRIGGERED ACTIONS
Enemies can't gain combat advantage by flanking the asura.
M Punish Incompetence * At-Will
Regeneration
Trigger: An adjacent enemy misses the asura with a melee
The troll regains 10 hit points whenever it starts its turn and has
attack.
at least 1 hit point. When the asura takes damage from a divine
power given by a good deity, its regeneration does not function Attack (Opportunity Action): Melee 1 (triggering enemy); +21 vs.
on its next turn. Reflex
Hit: 2d6 + 2 damage, and the target falls prone. In addition,
Three Minds
each of the target's allies adjacent to the target takes 8 damage.
The asura makes three initiative checks. On each initiative
Rituals Change Self, Nondetection +14
count the asura can use a standard action, and on the lowest
initiative also a move and a minor action. If the asura cannot use Skills Acrobatics +19, Bluff +16, Insight +19, Intimidate +16,
a standard action due to a charm, dazing, dominating or Stealth +19
stunning effect, then that effect ends instead of the asura using Str 22 (+13) Dex 24 (+14) Wis 24 (+14)
that standard action. The asura can take three immediate Con 19 (+11) Int 15 (+9) Cha 19 (+11)
actions per round but only one between one turn and the next. Alignment evil Languages Common, Supernal,
STANDARD ACTIONS telepathy 20
m Destructive Strike (wepon) * At-Will
Attack: Melee 1 (one creature); +19 vs. AC Upasundas, also called beatific ones, are asuras who
Hit: 3d8 + 15 damage, or 2d8 + 46 damage if the asura scores a devote themselves to martial meditations and physical
critical hit. perfection. Upasundas seek monklike poise and skill, and
M Sword Cleave (weapon) * At-Will (1/round) through it, the ability to deal flawless destruction wherever
Attack: Melee 1 (one creature); +19 vs. AC they go. Their nickname suggests purity, and indeed, each
Hit: 3d10 + 8 damage, and an enemy adjacent to the target and beatific one is an expression of asura purity through
the asura takes 10 damage. devotion to the ideal of annihilation. It is believed that the
M Spear Sweep (weapon) * At-Will (1/round) first upasundas were created from the jealous followers of a
Attack: Melee 2 (one creature); +17 vs. Reflex man who achieved divinity through his own force of will.
Hit: 3d8 + 15 damage, and the target is knocked prone and Those of his followers who felt abandoned when this new
immobilized until the end of the asura's next turn. deity ascended to the Great Beyond sought other ways to
M Kukri Spring (weapon) * At-Will (1/round) achieve immortality, and fell pray to one of the asura ranas,
Effect: The asura moves up to half its speed; at any point during who granted them their desire by transforming them into
COLD RIDER
that movement, it makes an attack without provoking an beatific ones. Upasundas never surrender to foes in combat Jagged, twisting antlers of dark blue ice crown the helm of this
opportunity attack. and rarely flee from battle. They hope to increase in skill ice-armored humanoid figure.
Attack: Melee 1 (one creature); +17 vs. Reflex and wisdom or to die in battle. On either path lies evolution Cold riders are terrifying armored majesties, clad in
Hit: 3d6 + 10 damage, and ongoing 10 damage (save ends). toward a greater understanding of destruction in its cloaks of frost with a pair of large crystal-blue antlers
MINOR ACTIONS countless forms. cresting their almost skeletal heads. Their icy armor and
R Gaze of Fear (fear, psychic) * At-Will weapons are as much a part of them as their frozen f lesh.
An upasunda is 7 feet tall and weighs 240 pounds.

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Cold riders delight in perversion, slaughter, and the Rituals Pass without Trace +14, Phantom Steed +13 TRIGGERED ACTIONS
corruption of other fey. They prefer undead or cold- Skills Insight +14, Intimidate +16, Nature +14 Ally’s Revenge * Encounter recharge when first bloodied
resistant steeds, but even when they have no access to such, Str 19 (+10) Dex 18 (+10) Wis 17 (+9) Trigger: The cold master is hit by an attack from an enemy who
their phantom steed ritual ability ensures they never go long Con 22 (+12) Int 14 (+8) Cha 20 (+11) is adjacent to one of the cold master’s allies.
without a mount. Alignment chaotic evil Languages Common, Elven Effect: The adjacent ally can make a basic attack as a free action
against the triggering enemy.
Cold riders are 7 feet tall, though their antlers easily add
Rituals Pass without Trace +14, Phantom Steed +13
another 2 feet to their height. They weigh 300 pounds. Cold Master Level 12 Controller (Leader)
Skills Insight +15, Intimidate +17, Nature +15
Medium fey humanoid (cold) XP 700
Str 17 (+9) Dex 14 (+8) Wis 19 (+10)
HP 124; Bloodied 62 Initiative +8 Con 20 (+11) Int 18 (+10) Cha 22 (+12)
Cold Rider Level 12 Soldier
AC 26; Fortitude 24, Reflex 23, Will 25 Perception +15
Medium fey humanoid (cold) XP 700 Alignment chaotic evil Languages Common, Elven
Speed 6 (ice walk) Low-light vision
HP 126; Bloodied 63 Initiative +11
Immune cold; Vulnerable 5 thunder Darkvision
AC 28; Fortitude 25, Reflex 23, Will 24 Perception +14
TRAITS
Speed 6 (ice walk) Low-light vision
Crippling Cold (cold) * Aura 2
Immune cold; Vulnerable 5 thunder Darkvision
Any enemy that starts its turn in the aura is slowed until the
TRAITS
start of the cold rider's next turn.
Crippling Cold (cold) * Aura 2
Heat Weakness
Any enemy that starts its turn in the aura is slowed until the
When the cold rider takes fire damage, its crippling cold aura
start of the cold rider's next turn.
does not function until the end of the cold rider’s next turn.
Heat Weakness
STANDARD ACTIONS
When the cold rider takes fire damage, its crippling cold aura
m Ray of Frost (cold) * At-Will
does not function until the end of the cold rider’s next turn.
Attack: Ranged 10 (one creature); +15 vs. Fortitude
STANDARD ACTIONS
Hit: 3d6 + 10 cold damage, and the target is slowed until the
m Icy Glaive (cold, wepon) * At-Will
end of the cold mater’s next turn.
Attack: Melee 1 (one creature); +17 vs. AC Special: Using ray of frost does not provoke opportunity attacks.
Hit: 2d10 + 4 damage, and ongoing 5 cold damage.
A Ice Storm (cold, zone) * Recharge 5 6
C Ice Storm (cold, zone) * Recharge 5 6
Attack: Area burst 3 within 20 (creatures in burst); +15 vs.
Attack: Close burst 3 (creatures in burst); +15 vs. Fortitude Fortitude
Hit: 3d8 + 7 cold damage, and the target is immobilized (save Hit: 3d8 + 7 cold damage, and the target is immobilized (save
ends). ends).
Miss: Half damage, and the target is slowed (save ends). Miss: Half damage, and the target is slowed (save ends).
Effect: The burst creates a zone of ice. The zone is difficult terrain Effect: The burst creates a zone of ice. The zone is difficult terrain
until the end of the encounter or for 5 minutes. until the end of the encounter or for 5 minutes.
TRIGGERED ACTIONS A Obscuring Mist (zone) * Encounter
m Chill Metal (cold, wepon) * At-Will (1/round) Effect: Area burst 2 within 10; The burst creates a zone of lightly
Trigger: An adjacent enemy hits the cold rider with a melee obscured squares that lasts until the end of your next turn.
weapon made of metal. Sustain Minor: The zone persists, and you can increase its size by
Effect: Triggering enemy takes 10 cold damage. 1 to a maximum of burst 6.

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DEMON, ANDRAZKU variable resistance again.


Rituals Detect Creature +12
This burly, primitive-looking creature has an ape-like upper
Skills Athletics +18, Bluff +15, Endurance +17, Intimidate +15,
body, demonic horns, cloven hooves, and skin the color of a snow- Perception +16 (+20 when following tracks)
buried corpse. Str 23 (+13) Dex 14 (+9) Wis 11 (+7)
Con 20 (+12) Int 10 (+7) Cha 16 (+10)
Alignment chaotic evil Languages Abyssal, Giant,
Demon, Andrazku Level 14 Brute
telepathy 10
Medium elemental humanoid (demon, cold) XP 1,000
HP 170; Bloodied 85 Initiative +7
AC 26; Fortitude 28, Reflex 24, Will 25 Perception +16 Andrazkus are thugs who use their strength to lord over
Speed 6 (ice walk), climb 6 (ice spider climb) Darkvision weaker creatures. Their hatred is cold and seething, prone
Immune cold, poison; Vulnerable 5 fire to suddenly snapping in an avalanche of ice and crushing
TRAITS blows. Birthed from the protomatter of the Abyss with
Frightful Presence (fear) * Aura 2 natural gifts for tracking and subduing prey, they are
Enemies take a -2 penalty to Reflex and Will defenses while in
sometimes used as trackers and jailors by more powerful
the andazku's fear aura. demons who need to find lost prisoners and slaves.
STANDARD ACTIONS From the waist up these demons are built much like
m Slam * At-Will strong, hairy humans or dwarves, but with exaggerated
Attack: Melee 1 (one creature); +19 vs. AC proportions resembling those of a gorilla. Their thick necks
Hit: 2d8 + 9 damage, and the target is knocked prone. sport bristling manes that merge with the hair on their
M Mutilating Gouge * At-Will backs, and their flat faces bear two ramlike horns and cold
Effect: The andazku uses slam twice against one creature. If both
eyes filled with hate. Their breath is a freezing fog, and their GOLEM, WOOD
attacks hit, that creature is stunned until the andazku's next teeth are small but numerous, like a shark's. An andrazku's
This human-sized automaton resembles a crude humanoid
turn. legs seem small in comparison to its torso, bend backward
figure made of cast-off pieces of wood.
C Ice Breath (cold) * Recharge 5 6 like a satyr's, and end in large cloven hooves. Their skin is
Attack: Close blast 3 (creatures in blast); +17 vs. Fortitude
the dead blue of a frozen corp se or a frost giant. Their top-
Hit: 3d10 + 12 cold damage, and the target is immobilized (save
heavy builds mean they have difficulty standing upright and Wood Golem Level 12 Soldier
ends). normally assume a hunched posture; many prefer to walk Medium natural animate (construct) XP 700
MOVE ACTIONS and run on all fours, like apes. An andrazku is 7 feet tall at HP 128; Bloodied 64 Initiative +11
C Frost Walk (teleportation) * Encounter the shoulder and weighs 450 pounds. AC 28; Fortitude 26, Reflex 22, Will 22 Perception +9
Effect: The andrazku teleports up to its speed, any creature A full description of the andrazku demon's ecology, habitat and Speed 6 (cannot shift) Darkvision
adjacent to the andrazku when it teleports takes 10 cold society can be found in the original Maiden, Mother, Crone Immune disease, poison, sleep
damage. adventure page 84-85. TRAITS
TRIGGERED ACTIONS Wooden Body
Variable Resistance * 2/Encounter Whenever the golem takes fire damage, it also takes ongoing 5
Trigger: The andrazku takes acid, lightning, or thunder damage. fire damage (save ends).
Effect (Free Action): The andrazku gains resist 15 to the triggering Magic Resistance
damage type until the end of the encounter or until it uses The golem automatically succeeds any saves against power’s

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effect with the arcane or divine keyword, unless they also have A wood golem is carved from rare woods, assembled into Attack: Area burst 2 within 5 (creatures in the burst); +15 vs.
the fire keyword. a roughly humanoid body with articulated limbs. Their Fortitude
STANDARD ACTIONS creators usually leave their bodies almost unfinished, with Hit: 2d10 + 11 poison damage.
m Slam * At-Will individual pieces of lumber and unworked wood apparent Effect: The burst creates a zone of lightly obscured squares that
Attack: Melee 1 (one creature); +17 vs. AC and obvious as part of their construction. A wood golem lasts until the end of the hag's next turn. Any creature that ends
its turn in the zone takes 10 poison damage.
Hit: 2d12 + 8 damage. stands 6-1/2 feet tall and weighs 400 pounds.
TRIGGERED ACTIONS
Effect: The golem marks the target until the end of the golem's
next turn. Shape Change (polymorph) * At-Will
C Splintering * Recharge 6 Effect: The hag alters its physical form to appear as a crone or a
Attack: Close burst 3 (creatures in burst); +15 vs. Reflex
GREEN HAG young woman of any Medium humanoid race until it uses
Knots of dark, moldering hair spill over the features of this sickly, change shape again or until it drops to 0 hit points. To assume a
Hit: 2d8 + 10 damage, and the target is dazed (save ends).
specific individual's form, the hag must have seen that
Str 18 (+10) Dex 17 (+9) Wis 17 (+9) thin, green-skinned crone.
individual. Other creatures can make a DC 33 Insight check to
Con 24 (+13) Int 3 (+2) Cha 3 (+2) discern that the form is a disguise.
Alignment unaligned Languages − Rituals Change Self, Dancing Lights, Pass without Trace, Tongues,
Green Hag Level 12 Controller
Tree Shape, Water Breathing +13, Wind Words
Medium fey humanoid (shapechanger) XP 700
Skills Arcana +13, Bluff +14, Stealth + 15
HP 124; Bloodied 62 Initiative +10
Str 21 (+11) Dex 19 (+10) Wis 16 (+9)
AC 26; Fortitude 25, Reflex 24, Will 23 Perception +14
Con 20 (+11) Int 15 (+8) Cha 16 (+9)
Speed 8 (forest walk, swamp walk), swim 8 Low-light vision
Alignment evil Languages Common, Elven
Resist 10 poison
STANDARD ACTIONS
m Hurl through the Earth (teleportation) * At-Will Terrifying crones known to haunt foul swamps and
Attack: Melee 1 (one creature); +17 vs. AC tangled forests, green hags harbor an intense hatred for all
Hit: 2d6 + 9 damage. beauty and purity. Making use of their varied deceptive
Effect: The hag teleports the target up to 3 squares. abilities, these crones delight in murdering innocents,
A Grasping Roots * At-Will
unhinging noble minds, and debasing the pure of heart.
They are particularly fond of using disguise self to assume
Attack: Area burst 2 within 5 (creatures in the burst); +15 vs.
Reflex
the forms of alluring young maidens and then seducing
Hit: The target is restrained (save ends). young men away from their lovers or families. In this form,
Miss: The target is slowed until the end of the hag's next turn. they can infect such noble and upstanding citizens with all
manner of debauchery and scandal. Some green hags
A Rampant Growth (zone) * Encounter
prefer to reveal their true natures to their lovers at a
Attack: Area burst 2 within 5 centered on a creature restrained
moment precisely engineered to drive the man mad with
by grasping roots (creatures in the burst); +15 vs. Reflex
horror and shame. Others drag out their dalliances and do
Hit: 2d8 + 8 damage.
what they can to utterly ruin the lives of the men they
Effect: The burst creates a zone that lasts until the end of the
encounter. Squares in the zone are difficult terrain for any seduce before showing the broken shell that remains the
creature that doesn't have forest walk, and such a creature takes truth. In the end, the luckiest of these unfortunate lovers
5 damage for each square of movement in the zone. end up being eaten by their green hag companions—for the
A Stagnant Miasma (poison, zone) * Recharge 5 6

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unlucky, their final doom can be much worse, for the cruel At the GM’s discretion, certain more powerful hag covens Trigger: Any creature that enters or starts its turn inside the
imagination of the green hag is vast. might have additional spell-like abilities. hungry fog’s space.
Effect (Free Action): The target takes 10 necrotic damage and is
A typical green hag stands between 5 and 6 feet tall and
dazed (save ends).
weighs just under 160 pounds.
Str 23 (+13) Dex 14 (+9) Wis 11 (+7)
HUNGRY FOG Con 18 (+11) Int 1 (+2) Cha 1 (+2)
Horrid shapes form within this cloying green mist, which pulses Alignment unaligned Languages −
Hag Covens sporadically and with seeming voracity.
When three hags of any type gather, they can form a This eerie, vaporous ooze slips silently through the air, a
coven to gain increased magical ability. Any combination of roiling cloud of green fog within which dance the indistinct
hags can form a coven, but green hags are the most Hungry Fog Level 15 Elite Brute
shapes of twisted, spooky ghosts. Despite its haunting
common members of such foul gatherings. Huge natural beast (blind, ooze) XP 2,400
appearance, and despite the fact that hungry fogs often
HP 338; Bloodied 169 Initiative +9
Whenever all three hags of a particular coven are within dwell in old graveyards or hunt battlefields, a hungry fog is
AC 26; Fortitude 28, Reflex 24, Will 25 Perception +7
10 feet of one another, all three of them can work together not an undead creature. Rather, it is a form of gaseous ooze
Speed fly 3 (hover) Blind, Blindsight 10
to use any of the following spell- infused with negative energy. Thus, while a hungry fog is
Immune acid, blinded, electricity, gaze effects, thunder
like abilities: animate dead, not an undead creature, undead gain considerable boons by
Resist 10 cold
baleful polymorph (DC 18), fighting within a hungry fog, for its mists heal them as
Saving Throws +2; Action Points 1
blight (DC 17), bestow surely as they drain vitality from the living creatures caught
TRAITS
curse (DC 17), within.
Bewitching Brume (fear) * Aura 2
clairaudience/clairvoyance, Within a hungry fog, the ooze’s mists interact strangely
Whenever an enemy ends its turn in the aura, the target grants
charm monster (DC 17), with fragments of those it has consumed, creating eerie
combat advantage until the end of the hungr fog's next turn.
commune, control weather, phantasms of its past victims. Periodically, one of these
Ooze
dream, forcecage, mind shapes might f lash with light as if momentarily holding a
While squeezing, the pudding moves at full speed rather than
blank, mirage arcana (DC lantern aloft, but as soon as the figure is approached, it
half speed, it doesn't take the -5 penalty to attack rolls, and it
18), reincarnate, speak with fades away into the surrounding mists, often giving the
doesn't grant combat advantage for squeezing.
dead, veil (DC 19), vision. observer a quick and unsettling glimpse of a skull-like
Vulnerable to Wind
All three hags must take a Any attack that is based on a strong wind or whirlwind causes countenance. These shapes, like the fog itself, are not truly
fullround action to take part in this 10 extra damage on the hungry fog. undead, but the fact that a hungry fog is hurt by positive
form of cooperative magic. All STANDARD ACTIONS energy as surely as if it were helps to blur the distinction
coven spell-like abilities function at m Necrotic Touch (necrotic) * At-Will and spread even more confusion about its actual nature.
CL 9th (or at the highest CL available Attack: Melee 2 (one creature); +18 vs. Fortitude A hungry fog is instinctively drawn to areas where
to the most powerful hag in the coven). Hit: 4d8 + 11 necrotic damage. negative energy is strong. These nocturnal creatures are
The save DCs are Charisma-based, and M Engulfing Touch (fear) * At-Will particularly fond of sites that are haunted, such as old
function as if with a Charisma score of 16 houses, abandoned graveyards, or shipwrecks along
Effect: The hungry fog uses necrotic touch twice, and any target
unless one of the hags has a higher shorelines—although their vulnerability to high winds
hit by the attack, which is not immune to fear attacks, is also
Charisma score, in which case the spell-like pulled up to 2 squares into the hungry fog’s space. means that they are rarely encountered in areas where
ability DCs are adjusted by that hag’s TRIGGERED ACTIONS storms are common.
Charisma modif ier. Enveloping Mist * At-Will

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another creature. (before it makes any saving throws).


MINOR ACTIONS MINOR ACTIONS
M Animated Hair * Recharge when no target is restrained Rhyme of Calling * At-Will
Attack: Melee 1 (one creature); +13 vs. Reflex Effect: Two allies within 5 squares of the korred dancecaller can
Hit: Target is restrained (save ends). shift 2 squares as a free action.
MOVE ACTIONS MOVE ACTIONS
Stonestride (teleportation) * At-Will Stonestride (teleportation) * At-Will
Requirement: The korred must be adjacent to a loose boulder Requirement: The korred must be adjacent to a loose boulder
larger than the korred. larger than the korred.
Effect: The korred teleports up to 6 squares to a square adjacent Effect: The korred teleports up to 6 squares to a square adjacent
to a boulder larger than the korred. to a boulder larger than the korred.
TRIGGERED ACTIONS TRIGGERED ACTIONS
Cudgeleer’s Reel * At-Will Reactive Call * At-Will
Trigger: When an adjacent enemy shifts away from the korred Trigger: When an enemy hits the korred dancecaller with a
cudgeleer. melee attack.
Effect (Free): The korred cudgeleer shifts into the vacated square. Effect (Immediate Reaction): An ally within 5 squares of the korred
Rituals Animate Rope dancecaller shifts 2 squares as a free action.
Skills Athletics +13, Endurance +12 Rituals Stone Shape, Stone Tell (1/day)
Skills Diplomacy +14, Insight +12
KORRED Str 16 (+8) Dex 12 (+6) Wis 14 (+7)
Str 14 (+8) Dex 11 (+6) Wis 13 (+7)
Con 14 (+7) Int 11 (+5) Cha 13 (+6)
This knobby-kneed, stunted humanoid has a particularly thick Con 14 (+8) Int 14 (+8) Cha 16 (+9)
Alignment unaligned Languages Elven
beard and wild mane of hair, hiding most of its body from view. Alignment unaligned Languages Elven
Equipment cudgel, hide armor
Equipment hide armor, club

Korred Cudgeleer Level 10 Soldier Korred Dancecaller Level 12 Controller (Leader)


Small fey humanoid XP 500 Small fey humanoid XP 700
HP 102; Bloodied 51 Initiative +7 HP 118; Bloodied 59 Initiative +5
AC 26; Fortitude 23; Reflex 21; Will 22 erception +6 AC 26; Fortitude 24; Reflex 24; Will 25 Perception +5
Speed 5 Low-Light Vision Speed 5 Low-Light Vision
STANDARD ACTIONS STANDARD ACTIONS
m Cudgel (weapon) * At-Will m Cudgel (weapon) * At-Will
Attack: Melee 1 (one creature); +15 vs. AC Attack: Melee 1 (one creature); +17 vs. AC
Hit: 2d8 + 9 damage, and the target is marked until the end of Hit: 3d8 + 7 damage, and the target slides 3 squares.
the encounter or until another creature marks it.
R Fool’s dance (charm, psychic) * At-Will
C Cudgeleer’s Jig (weapon) * Recharge 4 5 6
Attack: Ranged 10 (one creature); +15 vs. Will
Attack: Clost burst 1 (enemies in burst); +15 vs. AC Hit: 2d10 + 4 psychic damage, and the target must move at least
Hit: 2d8 + 9 damage. 2 squares during its turn (save ends). A target that does not
Effect: The korred cudgeleer shifts a number of squares equal to move 2 squares takes 2d8 psychic damage at the end of its turn
the number of creatures it hits. It must end the shift adjacent to

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hair when the locks become too unruly, saving the Effect: The lurker teleports up to 10 squares.
trimmings in its pocket so it can weave them into ropes for Skills Acrobatics +15, Stealth +15
its animate rope spell-like ability. Str 13 (+6) Dex 21 (+10) Wis 16 (+8)
Con 16 (+8) Int 14 (+7) Cha 14 (+7)
Alignment evil Languages Common, Elven

LURKER IN LIGHT
Light Sender Level 12 Controller
This large-eyed humanoid looks like a glowing, emaciated elven
Small fey humanoid XP 700
child save for its small, transparent wings.
HP 120; Bloodied 60 Initiative +10
AC 26; Fortitude 23, Reflex 26, Will 24 Perception +14
Lurker in Light Level 10 Lurker Speed 6, fly 6 (hover) Low-light vision
Small fey humanoid XP 500 Immune blindness
HP 82; Bloodied 41 Initiative +14 TRAITS
AC 24; Fortitude 21, Reflex 23, Will 22 Perception +13 Blend with Light
Speed 6, fly 6 (hover) Low-light vision Lurkers are invisible in bright light, and may attack and still
Immune blindness remain invisible. In shadowy illumination, a lurker loses this
TRAITS trait. If the lurker is flying, its fluttering wings gives it only
concealment rather than total concealment.
Blend with Light
STANDARD ACTIONS
Lurkers are invisible in bright light, and may attack and still
remain invisible. In shadowy illumination, a lurker loses this m Silver Rapier * At-Will
trait. If the lurker is flying, its fluttering wings gives it only Attack: Melee 1 (one creature); +17 vs. AC
concealment rather than total concealment. Hit: 2d8 + 6 damage.
Combat Advantage R Flare of Blindness (radiant) * At-Will
The lurker deals 1d8 extra damage against any creature Attack: Ranged 10 (one creature); +15 vs. Will
granting combat advantage to it. Hit: 3d6 + 10 radiant damage, and the target is blinded until the
STANDARD ACTIONS end of the lurker's next turn.
Korreds are an ancient fey race who like forested areas
m Shadow Poison Dagger (necrotic, poison) * At-Will A Daylight (zone) * Recharge when effect ends
with nice, rocky ground. They resemble small, wildhaired
humanoids with wild, knotted hair. Korreds especially like Attack: Melee 1 (one creature); +13 vs. Fortitude Effect: Area burst 5 within 10; The burst creates a zone of light
to dance in ancient stone circles within forest glades, often Hit: 1d8 + 9 necrotic damage, and ongoing 5 poison damage. (save ends at the start of the light sender’s turn). Within the
M Distracting Flare (radiant) * Recharge 5 6 aura, dim light is bright light, and darkness is dim light.
led by satyrs with panpipes. They are a shy race and do not
MOVE ACTIONS
take kindly to outsiders discovering them, even by accident. Attack: Melee 1 (one creature); +13 vs. Will
They almost always attack nonkorreds who stumble into Hit: 1d8 + 9 damage plus 2d8 radiant damage, and the lurker Daylight Door (teleportation) * Recharge when first bloodied
their territory, seeking to kill them or at least drive them off. shifts to another square adjacent to the target and the target Requirement: The start and end points of the teleportaion must
grants combat advantage until the end of the lurker’s next turn. be in an area of bright light.
Korred clothing normally consists of a simple leather MOVE ACTIONS Effect: The lurker teleports up to 10 squares.
apron, jerkin, or kilt, leaving their legs uncovered and their
Daylight Door (teleportation) * Recharge when first bloodied Rituals Continual Light, Dancing Lights, Fey Passage (special)
feet bare. Their clothes usually have a large pocket or pouch
Requirement: The start and end points of the teleportaion must Skills Arcana +17, Intimidate +15, Stealth +15
to hold their belongings. A korred’s hair and beard grow Str 13 (+7) Dex 18 (+10) Wis 16 (+9)
be in an area of bright light.
quickly, sometimes an inch a day, and the korred trims its

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Con 16 (+9) Int 22 (+12) Cha 18 (+10)


MISHTU
Alignment evil Languages Common, Elven
A miasmal form roils as barbed tentacles emerge from the
central mass, coalescing into razor-sharp talons and claws.
Malicious and alien fey, lurkers in light venture to the
Material Plane to perpetrate strangely targeted mischief,
stealing and killing according to a logic or system of justice Mishtu Level 12 Solo Brute
only they understand. Gnomes in particular seem to incur Large elemental magical beast (air) XP 3,500
these unexplained attacks, leading some to believe that HP 608; Bloodied 304 Initiative +12
lurkers may be agents of ancient and vengeful forces. AC 24; Fortitude 25, Reflex 25, Will 22 Perception +13
Creatures of the light, lurkers are visible only in dim Speed 4, fly 4 (hover) All-around vision,
illumination, with anything brighter than a flickering torch Immune lightning; Resist half damage from darkvision
making them completely invisible, even as they savage their melee and ranged attacks;
enemies—a prospect terrifying to those civilized races that Vulnerable 10 to close and area attacks
equate light with safety. Saving Throws +5; Action Points 2
TRAITS
A lurker in light turns conventional wisdom on its head,
All-Around Vision
for they detest darkness and the creatures that dwell in it,
Enemies can't gain combat advantage by flanking the mishtu.
yet they themselves are sadistic and evil. They particularly
hate darkmantles, dwarves, and creatures from the Gaseous
Shadowfell, and given the time, they enjoy torturing such The mishtu can occupy the same space as another creature, and
an enemy can enter its space. The mishtu cannot be pulled,
creatures to death if they can capture them alive.
pushed, or slid by melee or ranged attacks. It can squeeze
By sacrificing one or more humanoid victims, a lurker or through small holes, even cracks, without losing its speed.
group of lurkers can create a fey passage to the Material Fluid Mind
Plane, either to return home or to conjure allies. Creating a If the mishtu at the beginning of its turn is under a dominating
gate for travel requires the sacrifice of five victims—the fey or stunning effect, then that effect ends and the mishtu looses
crossing created remains open for 1 minute. Creating a fey one of its attacks under its mishtu fury power.
crossing to bring allies to the Material Plane requires five Threatening Reach
sacrifices per lurker. The sacrifices do not need to be The mishtu can make opportunity attacks against enemies
simultaneous; as long all sacrifices occur at some point within 2 squares of it.
during the hour-long ritual, the magic continues to build Vulnerable to Cold
until it reaches the required total. The mishtu that takes cold damage is slowed (save ends). A
If killed, a lurker in light disintegrates over the course of slowed mishtu that takes further cold damage loses one of its
attacks under its mishtu fury power (but not multiple losses).
several minutes into 2d6 pounds of dust that radiates faint
STANDARD ACTIONS
evocation magic and glows for 1d6 days with a cold light
equal to that provided by a candle. This dust damages m Barbed Talon Tentacle * At-Will
shadows as if it were holy water, with a pound of dust equal Attack: Melee 2 (one creature); +17 vs. AC
to one flask of holy water. Hit: 2d8 + 7 damage plus 5 lightning damage, and the mishtu
grabs the target (escape DC 20).
A lurker in light is 3 feet tall, but weighs only 20 pounds.
M Deadly Embrace * At-Will

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Attack: Melee 2 (one creature grabbed by the mishtu); +15 vs. manages to embrace a foe with its body, it drains away the creatures such as rakshasas and evil cloud giants often
Fortitude creature’s vital f luids at an alarming rate. These f luids utilize mihstus as trackers and assassins, or sometimes
Hit: 3d8 + 7 damage, and ongoing 10 damage (save ends) as it churn in the creature’s body for a few rounds before employ them as guards in the forgotten corridors of their
siphons away blood, tears, and other vital fluids. spattering against nearby walls or on the f loor—the mihstu lairs.
Miss: 2d8 + 7 damage. seems to gain no nourishment from these f luids, so this
Mishtu Fury * At-Will attack may be nothing more than a favorite method of
Effect: The mishtu attacks four times, using either barbed talon cruelty.
tentacle or deadly embrace for each attack. PUKWUDGIE
TRIGGERED ACTIONS A merging of an emaciated man and a porcupine, this sinister
Wind Defense * At-Will creature smells of death and decay.
Trigger: An enemy attacks the mishtu with a melee ranged
attack using a projectile or thrown weapon.
Effect (No Action): If tha attack roll is even, the attack misses. Pukwudgie Level 15 Artillery (Leader)
Small natural humanoid XP 1,200
Deadly Gas * At-Will
HP 119; Bloodied 59 Initiative +11
Trigger: An enemy starts its turn inside the mishtu space. AC 28; Fortitude 28, Reflex 25, Will 28 Perception +14
Effect (Opportunity Action): The mishtu uses deadly embrace on the Speed 6 Darkvision
triggering enemey, who doesn't have to be grabbed.
Immune poison
Skills Acrobatics +17, Bluff +12, Insight +13, Stealth +17
TRAITS
Str 12 (+7) Dex 22 (+12) Wis 14 (+8)
Poisoned Quills (poison) * Aura 1
Con 22 (+12) Int 14 (+8) Cha 13 (+7)
Enemies that enter or start its turn within the pukwudgie's aura
Alignment unaligned Languages Elven (cannot speak)
takes 5 poison damage.
Spawn Undead
The deadly mihstus hail from the Plane of Air. When When the pukwudgie kills a humanoid, that humanoid
they come to the Material Plane, they prefer to inhabit dank becomes a dread zombie walker at the start of this pukwudgie's
dungeon corridors, abandoned ruins, and the forgotten next turn. The new zombie appears in the space where the
corridors of lost civilizations. Scholars dispute what drives humanoid died or in the nearest unoccupied square, and it rolls
the ambitions of these creatures, or even what they seek on a new initiative check. The new zombie acts under the Dungeon
Master's control.
the Material Plane, but all agree that they are deadly
STANDARD ACTIONS
combatants and merciless hunters. Their semi-solid bodies
appear to be composed of a strange, white smoke, and they m Claws (poison) * At-Will
can shape their vaporous bodies at will to seep through Attack: Melee 1 (one creature); +20 vs. AC
small cracks and openings in pursuit of prey. When Hit: 2d8 + 3 damage, and ongoing 5 poison damage (save ends).
Mihstus are immortal unless slain by violence, and if
attacking, they coalesce the tips of their misty tentacles into R Quills (poison) * At-Will
properly bargained with, these deadly outsiders can
wickedly barbed talons, slashing at opponents with these Attack: Ranged 10 (any two creatures); +22 vs. AC
actually be intriguing sources of information. Mihstus are
razor-sharp appendages. Mihstus rely on their insubstantial Hit: 1d8 + 6 damage, and ongoing 5 poison damage (save ends).
normally interested in little more than stalking and
nature to close with opponents quickly, engulfing the R Death Knell (healing, necrotic) * Recharge 5 6
consuming prey, and as a result only tend to provide
nearest threat while continuing to attack any who seek to Attack: Ranged 10 (one creature); +20 vs. Fortitude
reliable information or cooperate when supplied with
deprive them of their chosen victim. When a mihstu Hit: 4d8 + 11 necrotic damage, and the target is weakened unitl
intriguing victims to pursue and destroy. Nefarious

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the end of the pukwudgie's next turn. necromantic nature, along with their penchant for torment immensely, and are often willing to go through great
Effect: Close burst 5; any undead allies in the area heals 5 hit and sadistic ways, makes pukwudgies evil to the core. personal risk to secure infantile repasts when they are
points. available. Their delight in arson only further makes them a
Rituals Animate Dead +14, Nondetection +14, Speak with Dead bane of small villages.
+14
Skills Aracana +14, Bluff +18, Stealth +16
A pukwudgie stands 3-1/2 feet tall and weighs a little
Str 14 (+9) Dex 18 (+11) Wis 14 (+9)
more than 30 pounds.
Con 23 (+13) Int 15 (+9) Cha 23 (+13)
Alignment evil Languages Common, Draconic, Supernal
RED CAP (SPRIGGAN)
Dread Zombie Walker Level 12 Minion Skirmisher Like some miniscule, wicked old man, this snarling little
Medium shadow humanoid (undead) XP 50 humanoid wears metal boots and a blood-red pointed cap.
HP 1; a missed attack never damages a minion Initiative +9
AC 26; Fortitude 27, Reflex 22, Will 22 Perception +7
Speed 8, climb 4 Darkvision Red Cap Steelboots Level 11 Soldier
Immune disease, poison Small fey humanoid XP 600
STANDARD ACTIONS HP 114; Bloodied 57 Initiative +11
m Bite (necrotic) * At-Will AC 27; Fortitude 24; Reflex 23; Will 21 Perception +11
Speed 6 Low-Light Vision
Attack: Melee 1 (one creature); +17 vs. AC
TRAITS
Hit: 7 damage, the target takes ongoing 5 necrotic damage (save
ends). Irreligious
TRIGGERED ACTIONS If an enemy spends a standard action to present a good-aligned
holy symbol, which the red cap can see, the red cap is shaken
Rise Again * Encounter
and grants combat advantage until the holy symbol is removed
Trigger: The dread zombie is reduced to 0 hit points by an attack (sustaining this effect is a minor action for the enemy).
that does not deal fire or radiant damage.
Redcap Regeneration
Effect (No Action): The dread zombie is not destroyed. It falls
prone and appears to be destroyed, but instead, the creature While wearing its cap, the red cap regains 5 hit points
returns with 1 hit points at the start of its next turn. whenever it starts its turn and has at least 1 hit point. A red cap
without its cap looses this ability and grants combat advantage
Str 15 (+7) Dex 12 (+7) Wis 15 (+7) Pukwudgies are frequently found in the company of to all enemies.
Con 22 (+12) Int 5 (+3) Cha 6 (+4) undead. This retinue usually consists of zombies and STANDARD ACTIONS
Alignment evil Languages − skeletons created via their poisonous quills ability or their m Large Scythe (weapon) * At-Will
ability to animate dead bodies. They have a strong
Attack: Melee 1 (one creature); +16 vs. AC
The vile pukwudgie is a small, hunchbacked humanoid preference for animating the bodies of dead animals over
Hit: 3d6 + 4 damage, and ongoing 5 damage (save ends).
covered with long, sharp quills. These quills, like those of a other creatures, and often use undead animals as mounts.
M Hamstring (weapon) * Recharge 5 6
porcupine, help protect the small creature but are also A pukwudgie usually stays away from well-traveled areas
Attack: Melee 1 (one creature); +16 vs. AC
dangerous offensive weapons, for the quills hold a deadly and humanoid settlements, but may sometimes slip into
Hit: 3d6 + 4 damage, and the target is knocked prone, is slowed
poison that animates those it slays as zombies. This small villages in the night to steal children. The little until the end of the red caps next turn, and takes ongoing 5
horrors enjoy the tender f lesh of newborn babies damage (save ends).

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TRIGGERED ACTIONS burst or blast); +18 vs. Fortitude widely recognized for their long woolen caps, which they
M Boot Stomp * At-Will (1/round) Hit: 3d8 + 13 damage, and the stormeye pushes the target up to drench in the blood of their victims. Rumors and fairy
2 squares and knocks it prone. stories abound concerning rituals and the cultural
Trigger: An enemy adjacent to the red cap is knocked prone.
Attack: Melee 1 (triggering creature); +16 vs. AC A Blood for the Earth (healing) * At-Will while bloodied significance of their blood-soaked caps, though the practice
Hit: 2d4 + 2 damage, and the red cap pushes the target 3 Attack: Area burst 2 within 10 (enemies in burst); +18 vs. likely evolved as an easy way for the brutish runts to create
squares. Fortitude both fear and spectacle. Redcaps typically stand only 3 feet
Skills Acrobatics +14, Athletics +15, Bluff +12, Stealth +14 Hit: 3d6 + 6 damage, and ongoing 5 damage (save ends), and tall, with twisted frames, pointed ears, and long white
Str 20 (+10) Dex 18 (+9) Wis 13 (+6) one ally in the burst gains 5 temporary hit points. beards. They dress in soiled leather armor and wear
Con 18 (+9) Int 16 (+8) Cha 15 (+7) Special: The temporary hit points do not stack. oversized, iron-shod boots that make a distinctive clanging
Alignment evil Languages Common, Giant, Elven Skills Arcana +11, Athletics +12, Intimidate +16, Stealth +14 when they run.
Equipment steel boots, leather armor, large scythe Str 12 (+7) Dex 16 (+9) Wis 13 (+7)
Con 18 (+10) Int 10 (+6) Cha 20 (+11)
Alignment evil Languages Common, Giant, Elven
Red Cap Bloodcrone Level 13 Artillery (Leader) Equipment iron-shod boots, hide armor SVATHURIM
Small fey humanoid XP 800 This hulking creature has the lower body of a massive stallion
HP 130; Bloodied 65 Initiative +9 with eight thick legs. Rising from its equine body is the trunk of a
AC 25; Fortitude 24; Reflex 23; Will 25 Perception +7
Redcaps embody both capriciousness and sadism. These
muscled humanoid with icy blue skin and a prodigious white beard
Speed 6 Low-Light Vision
stumpy, misanthropic fey freaks exist seemingly to indulge
rimed with ice. Piercing blue eyes glare beneath beetled brows and
in blissful bloodletting and self-indulgent slaughter. Like
TRAITS a spiraling pair of horns which curl upward.
prune-faced, angry old men, they mollycoddle their own
Irreligious
inefficiencies and miseries in gore. Redcaps are most
If an enemy spends a standard action to present a good-aligned
holy symbol, which the red cap can see, the red cap is shaken Svathurim Level 16 Elite Soldier
and grants combat advantage until the holy symbol is removed Huge fey humanoid XP 2,800
(sustaining this effect is a minor action for the enemy). HP 312; Bloodied 156 Initiative +13
Redcap Regeneration AC 32; Fortitude 32, Reflex 27, Will 26 Perception +15
While wearing its cap, the red cap regains 5 hit points Speed 10 Darkvision
whenever it starts its turn and has at least 1 hit point. A red cap Immune cold; Vunerable 10 fire
without its cap looses this ability and grants combat advantage Saving Throws +2; Action Points 1
to all enemies.
STANDARD ACTIONS
STANDARD ACTIONS
C Goring Horns * At-Will
m Withering Touch (necrotic) * At-Will
Attack: Clost blast 2 (creatures in blast); +21 vs. AC
Attack: Melee 1 (one creature); +16 vs. Reflex Hit: 3d10 + 8 damage.
Hit: 2d8 + 9 necrotic damage.
M Thunderous Trample (thunder) * At-Will
R Dark Blood (necrotic) * At-Will Effect: The swathurim moves up to its speed and can move
Attack: Ranged 10 (one creature); +18 vs. Reflex through enemies' spaces during the move. Each time the
Hit: 3d6 + 11 necrotic damage, and the target is dazed until the svathurim enters an enemy's space for the first time during the
end of the red caps next turn, and knocked prone. move, it makes the following attack against that enemy.
C/A Flattening Wind * Recharge when first bloodied Attack: Melee 0; +19 vs. Reflex
Hit: 2d8 + 11 damage plus 5 thunder damage, and the enemy
Attack: Close blast 3 or Area burst 3 within 10 (creatures in

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falls prone. may live up to 500 years, far longer than their frost giant worm as well. While swallowed, the target takes 10 acid
M Lance * Recharge 4 5 6 kin. damage at the end of its turn. When the effect ends or the
tendriculos drops to 0 hit points, the target appears in an
Attack: Melee 4 (one creature); +21 vs. AC A full description of the svathurim's ecology, habitat and society unoccupied square of its choice adjacent to the worm.
Hit: 4d10 + 14 damage, or 4d10 + 28 damage and the target is can be found in the original Maiden, Mother, Crone adventure Skills Stealth +10 (+15 in undergrowth)
pushed up to 2 squares if the svathurim charged. page 90-91. Str 24 (+13) Dex 9 (+5) Wis 8 (+5)
MOVE ACTIONS
Con 18 (+10) Int 3 (+2) Cha 3 (+2)
Skyrunner * Recharge 5 6
Alignment unaligned Languages Elven (cannot speak)
Effect: As part of a charge or run action, the svathurm gain the
ability to move on air as if it were a solid surface. If it ends its TENDRICULOS
turn more than 2 squares above a solid surface, it descend This plant’s thick trunk is capped by a crown of wide leaves, A tendriculos is a creature brought into being through a
gently until it is 2 squares above one. corruption of nature, often where foul magic has seeped
whipping vines, mushrooms, and a ravenous purple maw.
Skills Athletics +22 (+27 when jumping), Endurance +18, into the environs for many years, or where the boundaries
Intimidate +13 between the Material Plane and the mysterious realm of the
Str 29 (+17) Dex 17 (+11) Wis 14 (+10) Tendriculos Level 13 Soldier fey have worn thin. Tales and myths speak of arcane
Con 20 (+13) Int 10 (+8) Cha 11 (+8) Huge natural magical beast (plant) XP 800 manipulation from other planes, while others speak of a
Alignment chaotic evil Languages Common, Giant HP 130; Bloodied 65 Initiative +7 tendriculos as being the manifestation of an angered spirit
AC 29; Fortitude 30, Reflex 22, Will 22 Perception +10 of nature.
Ancient tales claim the first svathurims spawned from Speed 4 Low-light vision
A voracious carnivore, the tendriculos is an active hunter
Thremyr, akin to the creation stories of frost giants, ice Immune acid
when it needs to be but it prefers to rely on ambush tactics,
trolls, winter wolves, and other creatures of snow and ice. TRAITS
choosing welltraveled areas in the forest where it can lie in
The stories claim that when Thremyr fell into the Steaming Regeneration wait in the undergrowth. The creature is quick to swallow
Sea, he shed great icebergs that transformed into smaller The tendriculos regains 5 hit points whenever it starts its turn any prey it happens to catch in its vines, relying upon the
copies of the god himself. The frost giants, spawned from and has at least 1 hit point. When the tendriculos takes fire
acidfilled reservoir in its trunk to finish off prey that may
damage, its regeneration does not function on its next turn.
his shedding body, worship still have a bit of fight left in it. This acid not only consumes
STANDARD ACTIONS
this slumbering god as their organic material with shocking ease, but also contains a
creator, and thus m Paralyzing Tentacles (poison) * At-Will
powerful paralytic enzyme that further reduces a creature’s
Attack: Melee 3 (one creature); +16 vs. Fortitude chance of escape once it’s been gulped down by the plant.
Hit: 2d10 + 4 damage, and the tendriculos can pull the target 1
square, and the target is immobilized (save ends). If the target Although incapable of speech itself, the tendriculos
was already immobilized, it is instead stunned and takes generally understands a handful of words in a single
ongoing 10 poison damage (save ends both). language (usually Sylvan). While they tend to see all smaller
consider svathurims
M Swallow whole (acid) * At-Will while not having a creature creatures as nothing more than food, tales exist of certain
their kin. The
swallowed creatures, particularly fey or druids, having secured a sort of
hindquarters of an adult
Attack: Melee 3 (one stunned creature); +16 vs. Fortitude alliance with local tendriculoses. In such cases, the
svathurim are up to 10 feet tall
Hit: 3d6 + 11 damage, and the target is swallowed (escape DC tendriculos is more than willing to serve its ally as a
and 16 feet long, while their
21). While swallowed, the target does not occupy a square and guardian, so long as the ally is diligent at providing the plant
giant trunk and head reach
has neither line of sight nor line of effect to anything except the with a regular supply of food.
up to 18 feet on average. tendriculos; in addition, nothing has line of sight or line of effect
Svathurims typically to the target. If the target attacks the tendriculos using a close or The fact that a tendriculos displays a curious mix of plant,
weigh over 5 tons and an area attack, that attack targets the creature swallowed by the fungal, and even animal traits (in the form of its almost

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fleshy, toothed maw) has long intrigued sages. That the U NDEAD RAVEN SWARM for at least one of the creatures it comprises.
creature is a plant is firmly established, yet it lays egg-like STANDARD ACTIONS
A screeching cawing whirlwind of buffeting wings, clawing
spheres when the need to reproduce strikes. These “eggs” m Death's Beaks * At-Will
talons and pecking beaks.
are in fact massive, puff ball-like fungi filled with spores— Attack: Close burst 1 (enemies in the burst); + 20 vs. AC
when jostled, the cloud of spores that is released can carry Hit: 3d8 + 5 damage. If the target is bloodied, it is weakened
for miles, ensuring that a single tendriculos can seed a huge An undead raven swarm is a teeming mass of sinister, until the end of its next turn. At the end of the encounter, the
territory. target makes a saving throw. On a failure, the target contracts
rotting, diseaseridden birds that seek to destroy any living
raven plague (stage 1).
A tendriculos is 20 feet tall and weighs 3,500 pounds. creature encountered. A single undead raven appears as a
Str 12 (+8) Dex 20 (+12) Wis 16 (+10)
rotting and diseased black bird whose feathers are torn,
Con 15 (+9) Int 2 (+3) Cha 13 (+8)
matted and dirty. Its eyes are inky black.
Alignment evil Languages –
Undead raven swarms are found in desolate forests, on
desolate plains or moors, or in haunted caves and
mountains.

Undead Raven Swarm Level 15 Skirmisher


Large natural beast (tiny swarm, undead) XP 1,200
HP 143; Bloodied 71 Initiative +14
AC 29; Fortitude 26, Reflex 29, Will 27 Perception +15
Speed 2, fly 8 Darkvision
Immune disease, poison
Resist half damage from melee and ranged attacks
Vulnerable 5 against close and area attacks
TRAITS
Eye-Rake * Aura 1
Any enemy that ends its turn in the aura or inside the swarm
space takes 5 damage, and is blinded until the end of the
enemy's next attack. At the end of the encounter, the target
makes a saving throw. On a failure, the target contracts raven
plague (stage 1).
Death Vigor
When the swarm starts its turn in the space of a bloodied
creature, the swarm can take move actions as minor actions
until the end of that turn.
Swarm
The swarm can occupy the same space as another creature, and
an enemy can enter its space, which is difficult terrain. The
swarm cannot be pulled, pushed, or slid by melee or ranged
attacks. It can squeeze through any opening that is large enough

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to the Strength check to do so, and on a success, the tree can


Raven Plague Level 15 Disease
move up to its full speed.
Often spread by the tainted claws and beaks of undead ravens, raven
Tree Endurance
plague leaves its victims sightless.
If the witch tree at the beginning of its turn is under a
Stage 0: The target recovers from the disease.
dominating or stunning effect, then that effect ends and the
Stage 1: The target eyes get infected resulting in fever and a -4 witch tree looses one of its uses of constricting vines under its
penalty on Perception checks. The target looses one healing lashing vines power.
surge that it cannot regain until cured.
STANDARD ACTIONS
Stage 2: The target's vision is blurred. Creatures beyond 5
squares of it have concealment. m Constricting Vines * At-Will
Stage 3: The target is blinded and looses a total of two healing Attack: Melee 3 (one creature); +17 vs. Reflex
surges that it cannot regain until cured. Hit: 2d8 + 5 damage, and the tree grabs the target (escape DC
Check: At the end of each extended rest, the target makes an 21). Until the grab ends, the target takes ongoing 10 damage.
Endurance check if it is at stage 1, or 2. The grab persists even if the tree is unable to take actions.
14 or Lower: The stage of the disease increases by 1. M Lashing Vines * At-Will
15-21: No change.
22 or Higher: The stage of the disease decreases by 1.
Effect: The witch tree uses constricting vines four times. Witch trees gain nutrients from the soil where they take
M Swallow (acid) * Recharge when the witch tree has no root, but have a particular fondness for living flesh,
creatures swallowed particularly that of gnomes and orcs. As such, groves of
Attack: Melee 3 (one creature the tree is grabbing); +17 vs. these creatures can be found lairing near such settlements.
WITCH TREE Fortitude The origin of the witch tree is clouded; on one side, sages
A witch tree combines the features of a tall, beautiful woman Hit: 4d8 + 19 damage, the grab ends, and the target is argue that the witch tree is a magical creation created by an
and a willow tree looking somewhat like a female willow treant. swallowed (escape DC 21). While swallowed, the target is insane spellcaster to do his personal bidding. On the other
Her hair and fingers form the fronds of the willow, her arms and removed from play, and it takes ongoing 15 acid damage. When
side, sages argue that the witch tree resulted from miscast
parts of her hair, the branches. From a distance, the witch tree is the effect ends or the tree drops to 0 hit points, the target
appears in an unoccupied square of its choice adjacent to the
magic or is the result of “magical leakage” perhaps created
almost indistinguishable from a normal willow tree. Its skin is thick when a spellcaster attempting to create a magical wand or
tree.
and dark, resembling the bark of a tree. Its legs join together to staff or other such item failed in his endeavors and cast
MINOR ACTIONS
form the roots. aside the item, thereby allowing what magic it held to “leak”
C Alluring Scent (charm) * At-Will (1/round)
out into the surrounding soil. Regardless of the origin, the
Attack: Close burst 5 (enemies in the burst); +17 vs. Will
creature has multiplied significantly in numbers and shows
Witch Tree (W) Level 14 Solo Soldier Hit: The tree pulls the target up to 4 squares.
no signs of becoming extinct anytime soon.
Huge fey magical beast (plant) XP 5,000 TRIGGERED ACTIONS
HP 560; Bloodied 280 Initiative +14 Some adventurers tell tales of a witch tree grove that
Deceptive Veil (illusion) * At-Will (1/round)
AC 30; Fortitude 27; Reflex 26; Will 25 Perception +14 lured the entire population of a small village to its death
Trigger: The witch is hit by a ranged attack and it has a creature
Speed 4 Low-light vision through magical charms and hexes. Such stories are not
grabbed.
Resist 10 electricity, 10 fire without merit, and most intrepid adventurers warn others
Effect: The triggering attack hits the grabbed creature instead.
Saving Throws +5; Action Points 2 of their kind when a witch tree grove has been discovered.
Skills Arcana +14, Bluff +16, Diplomacy +14, Insight +14
TRAITS When a discovery is made, hunters, druids, and warriors
Str 23 (+13) Dex 21 (+12) Wis 15 (+9)
Pulling Grap move against the witch tree in an effort to remove the threat
Con 20 (+12) Int 14 (+9) Cha 19 (+11)
The witch tree can attempt to move a grabbed target as part of before villagers and livestock begin disappearing.
Alignment chaotic evil Languages Abyssal, Common,
any action during which the tree also moves. It gains a +4 bonus Elven, Giant

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A witch tree sits unmoving until a potential target moves damage undead, fire storm (DC 21), nightmare (DC 18), waves of
within range. It first attacks using its spell-like abilities, Effect: The witchfire becomes invisible until it hits or misses with exhaustion (DC 20). All abilities function at CL 9th, and
attempting to charm or control its would-be assailants. an attack. save DCs are based on a Charisma score of 16. The use of
Those that resist are attacked physically by the witch tree. A TRIGGERED ACTIONS these abilities functions identically to other coven abilities.
grabbed opponent is held until it escapes or dies or until the Witchflame (necrotic, radiant) * At-Will Such covens must have at least one living hag, as covens of
witch tree is killed. Trigger: Any target taking damage from the witchfire's attack three witchfires gain no coven-related abilities.
Secondary Attack: (No Action): (triggering creature); +16 vs. Will
Hit: Ongoing 10 necrotic and radiant damage, and target is
engulfed in sickly green flames and gains vulnerable 5 radiant
WITCHFIRE (save ends)
Bathed in sickly green f lames, this insubstantial specter of a Rituals Dancing Lights
beautiful young woman floats just off the ground. Skills Bluff +17, Intimidate +17, Stealth +15
Str 10 (+6) Dex 19 (+10) Wis 16 (+9)
Con 16 (+9) Int 17 (+9) Cha 22 (+12)
Witchfire Level 13 Elite Artillery Alignment chaotic evil Languages Common, Giant
Medium shadow humanoid (undead) XP 1,600
HP 256; Bloodied 128 Initiative +9
AC 25; Fortitude 24; Reflex 25; Will 27 Perception +14 When an exceptionally vile hag or witch dies with some
Speed 0, fly 10 (hover); phasing Darkvision malicious plot left incomplete, or proves too horridly
Immune disease, fire, poison; Resist 10 necrotic tenacious to succumb to the call of death, the foul energies
Saving Throws +2; Action Points 1 of these wicked old crones sometimes spawn incorporeal
TRAITS undead known as witchfires. These ghostly creatures
Insubstantial appear much as they did in life, although the grotesque
undead energy that births them makes them appear young
The witchfire takes half damage from all attacks, except those
that deal force damage. Whenever the witchfire takes radiant and attractive and wreathes their insubstantial bodies in a
damage, it loses this trait until the start of its next turn. powerful aura of sickly green f lame, a ghostly fire referred
STANDARD ACTIONS to as “witchf lame” in local legends.
m Witchflame Touch (necrotic, radiant) * At-Will Strings of will-o’-wisps are often found in the immediate
Attack: Melee 1 (one creature); +18 vs. Reflex vicinity of witchfires and are typically led by the undead,
Hit: 4d8 + 14 necrotic and radiant damage, and trigger leading scholars to speculate that the creatures feed off of a
witchflame. witchfire’s f lames and fury.
r Witchflame Bolt (necrotic, radiant) * At-Will
Attack: Ranged 10 (one creature); +18 vs. Reflex
Hit: 3d6 + 6 necrotic and radiant damage, and trigger witchflame, Witchfire Covens
R Witch Fury * At-Will Witchfires occasionally join or subjugate existing hag
Effect: The witchfire uses witchflame bolt twice. covens (see page 167 of the Pathfinder RPG Bestiary). A
MOVE ACTIONS hag coven that includes a witchfire gains the following
Invisibility (illusion) * Recharge when the witchfire takes additional coven spell-like abilities: 3/day—blight, create

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BATTLE MAPS

U SING BATTLE MAPS The following maps are provided


D&D 4th Edition is a very tactical game and battle maps * Giant Sentries (same encounter)
are used with great advantage during combat. Good or bad, * Spears in the Forest (same encounter)
within my own gaming group we have found it good to * Snow Camp (Demons in the Night encounter)
visualize the battle. In this conversion my ambition is to * Cold Rider (same encounter)
provide maps for the encounters that are present in the * The Ascent (same encounter)
original Pathfinder Adventure without any map reference. * Artrosa Door (same encounter)
As we are using MapTools all the maps provide herein are
50 pixels per square (or inch).

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Giant Sentries
map including
Dancing Hut
by Myrhdraak

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Giant Sentries
map without
Dancing Hut
by Myrhdraak

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Spears in the
Forest
by Myrhdraak

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Snow Camp
modified map
based on original
map by
BigFatTexta at
Deviantart.com

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Cold Rider
modified map
based on original
map by
Gameprinter at
Cartographersguild.com

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The Ascent
by Myrhdraak

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Artrosa Door
modified map
based on original
map by
Gameprinter at
Cartographersguild.com

2014-06-01 99

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