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Ee ee ® meme LES SA SO =O ses QD aD Avi Marmell a Fg ee cea += PANTASTIC. LOCATIONS —=- THE CREDITS Designer: Ari Marmell Developers: Stephen Schubert, Mike Mearls Editor: Christopher Perkins Editing Manager: Kim Mohan Design Manager: Christopher Perkins Development Manager: Jesse Decker Director of RPG R&D: Bill Slavicsek Senior Art Director D&D: Stacy Longstreet Production Managers: Josh Fischer, Randall Crews Graphic Designer: Mari Kolkowsky ‘Art Director: Mari Kolkowsky Cover Artist: Izzy Interior Artist: David Griffith Cartographer: jason Engle Graphic Production Specialist: Angelika Lokotz Image Technician: Travis Adams ‘Based on the exiginal Dunston Daacons rules created by Gary Gygax and Dave Arneson an the new Duncavss &e Daacons game designed by Jonathan Feet, Monte Cook, Skip Wiliams, Richard Bakr and Peter Adkizon. “This Wizans or ut Cons game product contains no Open Game Content. No portion ofthis work may be reproduced in any form without ‘wtten permission Toleatn moresbout the Open Caming icenre andthe 20 Sytem Lionas, pleut vist worewisarde.comn/d3 [US,CANADA,ASIA, [EUROPEAN LIEADQUAREERS ‘PACIFIC, LATIN AMERICA Hasbro UC Lad ‘Winards of he Cost, nc. Caswell Wey PO Box 707 P. Newpor NPVOVH. Reston WA 980570707 GREAT BRITAIN (Qoestion) L400 3246496 Pleae keep thieaddes for your record ISBN-10:079604169:9 907654321 ISBNS 9790786941608 Fist Printing December 2006 Pt hao tren nd Pn nt rien et Ca Meee Maa Panacea Ta a pacientes mot deren ‘tect entire ntl estas ot oot emeleelene commana oat pede eee sn. Secs ts Moped tin esa Sens nc 20) INTRODUCTION ‘The Frostfell isan unforgiving land where cold and terain can illas swiftly asthe predators tha stalkin the desolation, ew sane people would ever dare enter the place. But hidden ‘within the endless ice are mysteries and challenges that draw the adventurous nonetheless. “This 16-page booklet presents several encounters that can add a liele Frostfll 0 your Duncrons & Daacons® game ‘While the encounters vary in Encounter Level from 4 to 18, and they Function fine individually, you can link them witha story described inthe Adventure Background, ‘To play the encounters properly, you (as the Dungeon Master) need the Players Llandbok (PH) and Dungeon Masters Guide (DMG)—the latter especialy forthe severe cold rules (DMG 302). While Monster Manual (MM), Monster Manual 11, Monster Manual IIL, Monster Manual IV, and Frostburn are helpful resources, Fantastic Locations The Frost Rift {includes complete statistics forall monsters in the encoun- ters. Encounters draw material from other supplements as noted, D&D* miniatures can enhance play involving the battle maps. usiNG THE BATTLE MAPS Fala Laon: The Fre ft incudes four miniatures: ale mape that provide caricng batlegoands for REC GGevuners and init skinwiies. These map allow for dynamic and challenging encounters, encouraging you ir players 0 make bmpowtane tected deicone vhle combat is underway. ~~ For the Roleplaying Game: Funlastic Locations battle maps BoE cage your ereig Uegeen comple: Up voge act oceer repeat an cate sdvetere eer wets ty ffovide interesting locations fre bey scencs end nportant Feeds trakesalotofcfiorton your arto design complex enter, but bee the Wook done foe you, The meester tects ake advantage ofthe terrain ensuing thatthe battles tmngg over lage sctont of themep. ‘Small reproductions of the maps, which have tags to help. ‘you run the encounters, are printed on the inside covers of {Eis bool For obvious reson, our payers hou nor be Allowed to view these mall mae ‘Some of the labels on the battle maps are intended for the D&D Miniatures Game only. These include areas marked Start Area, Ei and Victory Are: Tags for the roleplaying ame encounters hve been deliberately et off ofthe battle traps where they would interfere withthe mapd usability in ‘miniatures play and other roleplaying scenarios. For Skirmish Ply: The mapsin this productarecarefilly designed for fast and exciting miniatures pay. You can use ‘these maps for any D&D Miniatures Game bates. Refer to page 16 for specifics on using these maps with official D&D ADVENTURE BACK OUND “The Skyfrost Mountains are a line of towering peaks tenshrouded in perpetual winter. Only in the mountains lowest valleysdo the seasons change, and only in chose valleys does civilization have any foothold. In and above one such lowland, forgotten evil isawakening and gathering again. The place the Skaraj Vale. ‘Anancient shrine toBrythnul, deity of slaughter, is located ‘within the Caves of Chaos on the northern end ofthe vale. ‘Once ruled by Ulgundra, « marilth, the cult of Erythnul spread its influence and its baleful magic far and wide from this shrine. But Ulgundra disappeared hundreds of years ‘ago. Without her, the chaotic forces she commanded became loppy, eventually drawing the attention of heroes from the south. These heroes ascended the vale and attacked the cul, scattering itto the four winds. Recently, however, goblinoid champions of the Many, as Erythnul is known, have returned 10 the Caves of Chaos. “Their worship has empowered magie and monsters that were Jong dormant. Though they ean do litle damage so far from ization, the results of theirefforts could eventually spread tothe heavily populated realms ofthe south. Pethaps to learn the history of heroic relative that fought Erythnuls cult or for some other bit of obscure knowledge. the PCs come tothe Black Library. Founded centuries ago by ‘an order of scholarly monks and known to contain numerous tomes of esoteric lore, the library sits in the vale southern end. However, the characters arent the only ones interested sn the works housed inthe stacks continuing story Sidebars entitled “Continuing Story" tell how the events detailed in each encounter fir into the adventure background. Since the Encounter Ivels vary, the battle with Eryehnals cult can bea running theme in your campaign. Further, the ‘statistics provided in this booklet can be used to help create other encounters centered on Erythnul’s burgeoning cult. An ‘example ofhow youmightexpandan cncounterareisdetiled inthe Hunters Hunted encounter on page 6. a a a a REUSING THE MAPS. All the encounters described inthis booklet unfold on the min- latures-scal battle maps included inthis product. Although the ‘maps in each Fantastic Locations product emphasize specific ter rain elements that allow for more exciting and compelling battles, they are quite versatile, and we encourage you to use them more than once. Given the structure of the story and encounters i Fantostc Locations: The Frostfell Rift, the PCs have a reason tc Visit each site inthis booklet at least twice. ‘Check the Wizards ofthe Coast website, RPGA adventures, ane the pages of Dungeon® magazine for variant encounters using the Fantastic Locations maps. BOOK BURNING Encounter Level 4 sETUP This encounter takes place on the Blake Library map. Refer to the red encounter tags shown on the reproduction ofthat. ttle map om the inside front cover “The players must place their minituses within 2 squates ofthe door matked PC but not beyond an interior wall. The goblins start onthe squares marked G. Surviving librarians breginon the aqutes marked. Dont place any ofthese NPCs until theyre revealed during the combat. The te librarians (mle or female human expeet 2, AC 10, hp each, For +0, Ref +0, Will +3) are noncombatants. They un from goblins and ty to stay out ofthe PCs way. ‘When the PCs enter, read: Books le strewn about the floor. The coppery scent of blood is strong, and several bodies lie heaped against the walls. You hear the sound of movernent, but it suddenly ceases as you enter. 4 Cutt SNEAKS CRI Tp (1 HD) each: ‘ale or female goblin rogue 1 CE Small humanoid (goblinoid) Init +3; Senses darkvision 60 ft; Listen +5, Spot +5 Languages Goblin E16, touch 14, fat Toored 13 Fort +1, Ref +5, Wil +1 Speed 30. (6 squares) Melee short sword +4 (144/19-20) Ranged muk light crossbow +5 (1d6/19-20) Base Atk +0; Grp—3 [Ak Options sneak attack #166 Abilities St 12, Dex 7, Con 13, tnt 10, Wis T2, Cha © $Q trapfinding Feats Weapon Finesse ‘Skills Balance 47, Hide +10, Knowledge (cligion) 11, Listens5, Move Silently +10, Open Lock 47, Ride +7, Search +4, Spot +5, Tumble 47 Possessions leather armor, short sword, masterwork light ‘crossbow with 20 bolts, wooden symbol of Erythnul thieves tole, flint and ste! Tactics Downstairs, the gablins attack ftom behind ar atop a bookcase. “They team uptoflank foes in the narrow aisles. Those upstairs snipe from near the railing. FEATURES OF THE AREA “The atea has the following features. Ceilings: The ceilings inthe library ae 15 feet high. fall from the upper story dels 2de points of damage. ‘Bookshelves: 5 feet thick; hardnese 5 and 50 bp; Climb DC'S. These large wooden frames ae loaded with books and stand 7 feet high. They provide cover to those behind them (+4 to AC, +2 on Reflex saves). -Atbookshelf can be pushed over by someone who succeeds ‘ona DC-20 Strength check, dealing 2 points of damage 10 creatures standing in the squares where it lands DC 10 Reflex save for hall). Ie fills those squares with light debris (see page 5 for details on light debris). Gartains and Tapestries: Less than 1 inch thick; AC 3, hardness 0 and 1 hp per 5f00t section. Cloth does not block sound. A DC15 Climb check is sufficient to climb a curtain (DC 10 for a tapestry), but it rps from its hangers if someone ‘weighing more than 120 pounds climbs it. Curtains provide total concealment (50% miss chance) to those behind them ‘Tapestries provide concealment (20% miss chance). Desks and Chairs: Squares occupied by desksor ch 2 squares to enter, Desks provide cover for those crouching behind them. A creature can jump atop a desk, gaining a-+1 Jhonson melee attack ols agsins those on the foe Doing so {sauiomatic for someone who takes move action roma desks square, orit can be done as part of larger move action with a 'DC24 Jump check (DC 12 with 20-foot running star). ‘Wooden Railing: Hardness 5, 15hp, break DC 18. Railings provide cover. They also granta +2circumstance bonus on the opposed Strength check to resist being bul rushed from the upper floor. Stairs: Creatures gain a +1 bonus on melee attack rolls against foes below them on the stars. Conclusion: ‘When one goblin goes down, one ofthe remaining sneaks hit) is nor engaged in melee retrieves Mint and stel. That culst™ 9” them tiesto start ire. Each attempt wo do so is fullraund Es action that provokes an attack of opportunity. However,each attempt has only a 0% chance tobe suecessul. Once started, thefrespreads squareineach direction rom= itspointoforigin every otherround, Puttingoutasquare thats > on fire takes 5 gallons of water or a smothering implement! (euch asa tapestry) and a full ound action that provokes an attack of opportanity An uncontrolled fire eventually con sumes everything besides the library's stone structure. ‘Award the PCs 100 experience points each if they put out ox prevent fire. Qa EE continuing story Several boreankng enembers of Eilat cu have conto siete ers del sereal ee toes resect te ull’ former presence in the Skyrost Mountains, and torch the fernaindar The Pa arrive just before the cals ean fish off the last ofthe ibvarans gan and Mola, the remaining Hbrarians, promise their aid in the ftore, They can research the cults history and eventually discover that shrine once stood inthe vale. rythnul’s cult doesn’ yet know the Pcs, butte cultists start to lok for signs ‘ffurharerrena, he sneaks fled, addtional aracke on the library are certainly posible COLD SHADOW ‘Encounter Level 5 SETUP ‘Thisencounter takes place onthe Hailstorm Tower map. Refer to the red encounter tags shown on the reproduction of that battle map on the inside front cover. ‘The players can place their miniatutes anywhere within 2 squares of the square marked PC. Make a Hide check for the ‘gargoyle at its higher bonus, and allow each PCa Spot check. "hase who dont sete parr ste suspend Bae the ga leon the syuare matked Gasitattacks the party from atop fie baken owe ‘This area is severely cold (DMG 302}. ‘As the gargoyle attacks, read: The silence is broken only by the ragged sound of your breathing, the still air marked only by your frosty breath. A breeze from above you, close to the nearby tower isthe only warning you have of sudden attack! Stavow* GarcovLe CRS S51 hp (6 HD); DR 10/ magic: GE Medium monstrous humanoid (earth, exraplanay) “Template described in Lor of Madness Init +2; Senses darkvsion 60 ft. low-light vision; Listen +4, Spot +5 Languages Common, Terran C16, touch 1, MavTooted 14 Resist cold 1, evasion Fort +6, Ref +7, Will 5 ‘Speed 60 ft. (12 squares), fly 90 (average) Melee? claws +8 each (16442) and bite +6 (1d6+1) and gore +6 (16641) Base Atk +6; Grp +8 ‘Atk Options proved Bull Rush, Power Attack Riilties St 15, Dex 14, Con 18, nt 6, Wis T1, ha 7 SQ freeze, shadow blend Feats Improved Bull Rush, Multiattack, Power Attack Skills Hide +8 (216 when against stone), Listen +4, Move silently +8, Spot +5 Freeze (Ex) A shadow gargoyle can hold iselfso stilt ‘appears to be a statue. An observer must succeed on a 1DC 20 Spot check to notice the gargoyle is alive. ‘Shadow Blend (Su) A shadow gargoyle can disappear into shadows in any illumination other than fll daylight, thereby gaining concealment. ‘Tactics “The gargoyle dives downward asa charge an tres to bull sh 4 weakcor Small PC off she nesehy cif Inching the bonuses from Improved Bull Rush and the charge, the gargoyle has a 48 bonus on the opposed Strength check. See PH 154 for the details ofthe bull rash special attack—due to Improved Bull Rush, the gargoyle doesnt provoke an atack of opportunity from ts ange The tactic succeeds, the gargoyle then focuses on the so- lated PC, ft fal its bull ash attempe the gargoyle uses the caves to in the advantage ofits shadow blend ability. tikes ‘to isolate its enemies and target climbing PCs. FEATURES OF THE AREA “The atea has the following features. Steep Slopes Itiakes 2squares movernentiwascendeach square. Creatures running or charging downbill must succeed ona DC 10 Balance check ending theit movement 12S fet later if they (ail. Those that fail by 5 ot mote fall prone at the enof that movement. The DC of Tumble checks increases by 2 Creatures gains +1 bons on melee stack rolls against foes below them on the slope ‘Cliffs: 20 fot drop (2d6 points of damage from a fill), Climb DC 25 due to intermittent ce Protruding Rocks: 10-0 30-oot rise, Clim DC2s. ‘Tower Walls: Hewn stone 3 feet thick; hardness 8, 40p, and break DC 50 per 10-001 section; Climb DC2s. Ifa ower walls breached, the squares breached and all adjacent nonwall squares become heavy debris. ee: The tower s currently led with sold ie;hardness 8, so hp,and bresk DC 60 pet 104oot section. Creatures cannot ‘move int the tower and the sacred ciel inside. However, ‘when is dack, the blue low ofthe cxcle can be seen through theice, Caves behind the ower are clea of ice ‘Boulder The boulder blocking he northern cave entrance hasthe same statistics asthe hewn masonry ofthe ower walls It leaves the same sort of debris if smashed Tie boulder canbe pushed out ofthe wayby someone who sueceeds on a DC 30 Strength check. Upto three other char acters can effectively assist in moving the massive stone, ‘Heavy Debris: Icons 2 squares of movement to exter a square with heavy debris, Heavy debris increases the DCof Balance and Tumble checks by 5, and it imposes «2 penaley on Move Silently checks. Running orcharging through heavy debris is impossible. Qa contTINUING stoRY ‘On the slopes of Mount Skaraj stands the imposing Hailstorm Tower, a 40-foot broken edifice containing only ice and some shallow caves. Brought here long ago as guardians of te tower and Erythnul's shrine, shadow gargoyles stalk the mountain and attack PCs in precarious positions. The gargoyle inthis encounter is one of may. 2 Qa UNSTABLE FOOTING Encounter Level 7 SETUP “This encounter takes place on the Frost Rift map. Refer to the red encounter tags shown on the reproduction of that barcle map on the inside back cover “The playerscan place thet matures the bridge within 2 squates of the square marked PC. Whitespawn hordeling tniniatures goon the squares marked W-—make Hide checks for those in the chasm, placing them only after the PCs see them. When those two hordelings start to climb, they don't bother tomake Mave Silently checks, Place marker represent ingthe pilgrims care on the sare marked C ‘This area is severely cold (DMG 302). ‘When the PCs see the cart, read: ‘Wo small reptilian creatures scurry over the cart ahead of you, their white snouls ved with blood. Two ‘more are near a frozen body to your right. They all Jhiss at your approach and tense for atiack. 6 CorrupT* WuiTespawN HorveELINGs CR2 7p (@ HO) each fast healing ‘CE Small monstrous humanoid (cold, dragonblood) Template described in Book of Vile Darkness Init =I; Senses datkvision 60 fe; Listen 2, Spot-2 Immune acid, cold Fort +4, Ref 2, Will 1 Weakness vulnerability to fee Speed 40°. (@ squares) ‘Melee short sword +5 (1d442/19-20) and bite +3 (1d6s1 plus 1 vile) or Melee short sword +3/+3 (1d4+2/19-20) and bite +3 (12641 plus 1 vile) Ranged dart 12 (16842) Baze Atk #2; Grp +0 Special Actions breath weapon Abilities Str 15, Dox 8, Con 18, nt 4, Wis 7, Cha Feate Multiattack, Two-Weapon Fighting ‘Skill Balance +9, limb +7, Hide +3, Jump +6, Listen -2, Spot -2 Possessions 2 short swords, 4 darts Breath Weapon (Su) 30-f. cone, once avery 144 rounds, damage Td6 cold, Reflex OC 19 hall Vile Damage (Su) Can only be healed inthe area ofa ‘consecrate or hallow spell ‘Tactics The four hordslings on the same level asthe PCs use their breath weapons to sofien up the characters. Ech hordeling tusesits breath wespon whenever the opportunity arises. ‘Thetwohordelngsin the chtsm climbup(atquarter speed, 4169) and attempt ro trip PCs fa characteris tripped the hotdelingthar made the rip can make a ubsequent Stenath chec(D 10 for Smal targets,DC 15 for Meum to dragthat Cio the chasm, When the tactic works fr the Ersttime the two climbing hordelings go back into the chasm and gang up tn the fallen PC Ifthe racials both mes, the hordelings tive up and claaber onto the bridge behind the characters “The hordelings maneuver 10" gain tactically superior positions and to flank foes. Those already in advantageous locations suchas hero ofthe cart emsinnthor postions to maintain the associated bene. FEATURES OF THE AREA “The area has the following features Tee Sheets: Itcosts2 squares of movement toentera square covered by an ice sheet, andthe DC of Balance end Tarsle thlecksintrwes by 5. DC 10 Bala chuck is required runor charg acroesan ce sheet Flue means the character Gamstll oc but cnt run or charge this round. ‘Chasm: 20 feet deep (ade points of damage fom afl), Climb DC 25. Light Debris: Light debris increases the DC of Balance and Tumble checks by 2, and it imposes a—2 penalty on Move Silently checks A D¢10 Balance check is tequied to run or charge acrosslght debris, Tale means the character can il Sctbut cant run or charge this round Ice Blocks: Hardness 8,60 hp and break DC.60 per foot section; Climb DC 30. An pe eek en a ye (Cart: The certs square cost 2oquaresf enter. Uh cartpr vides cover for those crouching behind it. A.creature can jump atop the cart, gaininga st bonus on melee attack rolls ‘ those on the ground, Doing sois automatic fr someone who takes a move ation fom a carts square, ort canbe done as partofa lager move action witha BC 24 Jump check (DC 125 ‘with 20‘oor running ser) Qa -o- continuing story ‘Seeking a missing group of pls who were bringing foreign wrtings tothe Black Library, the PCs find their quarry too len the depths ofthe Skyrosts, Corupted whitespawn hordlings feast on the missing The hordlings were captured and held for years beneath Erythnul's shrine, where the unholy energies cortupted them. Members ofthe new cult turned Wem lose to harry tovelers Ii and near the overturned cart are crates that held tomes and goods intended for the Black Ubrary, 38 well 3s food, the persona elects of the pls, anda casket containing 100 gp. ‘thorough inspection ofthe boxes reveals that they also contain 2 valuable and ancient pair of tapestries (380 gp each), three ‘ivne scrolls (call ighning. protection ffom energy, and remove desde), and pai of potlons fens wisdom, While the fans claim the tapestries forthe Horry, they gratefully give the PCs the money andthe magic tems asa fevard for recovering the rest ofthe shipment. HUNTER’S HUNTED Encounter Level § seTuP ‘This encounter takes place onthe Caves of Chaos map. Refer to the red encounter tags shown on the reproduction ofthat battle map on the inside back cover “The plyerscan place their miniatures anywhere onthe side ofthestream opposite the caves within 2squaresof the square tmatked PC. Aspace marked L indicates abryssstartingloce tion, Dont place him until the PCs have line of sight on him (Ghe forested squares block line of sight). Make a Hide check. forthe dire lion, wsing the higher bonus, andallow each PCa Spotcheckata4 penalty due tothe ain. Those who dont see the lionare surprised. When th lin attack, place itinside the forest wherever thas the bestline ofattack within 1 square of the space marked D. ‘When the PCs pause to cross the stream, rea: Cold rain seeps into your clothes and blurs your view of the valley. Obviously runoff from the ice atop the surrounding peaks, the nearby stream is probably colder. Thankfully the flow is but a few fet wide, since crossing itis the only way fo continue ‘your exploration of the area, The calmness ofthe scene is suddenly broken by a brief rustling of leaves. With staring swiftness, a “massive lion hurtles through the air toward you! Dire Lion CRS ‘60 hp (8 HO} NN Large animal Init +2; Senses low-light vision, scent; Listen 45, Spot +5 CAS, touch Vi, fatfooted rt 19, Ref +8, Wil 7 ‘Speed «0 ft. (& squares) Melee 2 claws +13 each (14647) and bite +7 (14843) ‘Space 10 ft; Reach 5 ft. Base Atk +6; Grp +17 ‘Atk Options improved grab, ‘Abilities Str25, Dex 15, Com 17 int 2, Wis 12, Cha 10 Feats Skill Focus (Hide), Stealthy, Weapon Focus (law) ‘Skils Hide 47* (411 in undergrowth), Jump 411, Usten +5, Move Silently +7, Spat +5 proved Grab (Ex) To use this ability, a dire hit an opponent of any size with a bite attack. tean then attempt to stata grapple asa free action without provoking an attack of opportunity fit wins the grapple check, it establishes a hold and can rake. Pounce (Ex) Ifthe die lion charges, it can make a full attack, including two rake attacks Laprys CRT 71 hp (9 HO) Wale minotaur ranger CCE Large monstrous humanoid Init ses darkvsion 60 f, scent; Listen +8, Spot +8 nguages Common, Giant HEB, touch 9, Mat footed I Immune maze Fort +5, Ref +8, Will 6 Speed 40 ft (squares) Melee mirk ore double axe 114/+9 (2d6+6)3) and ‘wk ore double axe +14 (206+3/%3) and gore +9 (1d8+3) or Melee gore +14 (18:6) ‘Space 10; Reach 10 ft Base Atk +9; Grp +19, ‘Atk Options favored enemy humans +2, Improved Sunder, Power Attack, powerful charge Combat Gear 3 potions of cure moderate wounds Abilities Str 23, Dex 10, Con V7, Int 10, Wis 10, Cha 10 ‘SQ natural curing, wid empathy +3 (-1 magical beasts) Feats EnduranceB, Exotic Weapon Proficiency (orc double ‘axe, Improved Sunder, Power Attack, Track8, Two: Weapon Fighting8, Weapon Focus (ote double axe) ‘Skills Cimb +5, Handie Animal +4, Hide +0, lntimidate 49, Jump +14, Listen 48, Move Silently +4, Search +5, Spot +8, Survival +4 Possessions combat gear plus masterwork chain shir, ‘masterwork/masterwotk orc double ax, boots of striding and springing, gold symbol ofErythnul (250 gp) Natural Cunning (Ex) Labrys is immune to maze spells, and he cannot become lost and cannot be caught flat footed, Powerful Charge (Ex) IFLabrys charges, he deals 44619 points of damage with his gore attack, ‘tactics The lion pounces, choosing a lightly armored target just beside the forest if possible. If necessary, it leaps as part of 2 charge to avoid being hindered by te evan, I roare ait attacks, alerting Labrys to its location. “Labry begins so deep inthe undergrowth that he has no line of ight tothe PCs, but he runs toward the sound ofthe lions rat. Once he has clesr path, he charge che clonet PC and gores that character. After that, he attacks either the Inrgest arecieroran vious spellaner: He prefers toight in the undergrowth, but he pursues if the PCs retreat away from the forests edge TfLabrys takes significant damage froma single PCs melee attacks atipto fonder that Cancers wespon Labeys and the PC make opposed attack rolls; Labrys has a +18 bonus fexinst Medium Ps and +22 bonus aguinst Small FCs. {abrye wins, deals 2d69 points of damage tothe targeted ‘weapon (hes swinging onesie of his double axe using two hands when he sunder). See PH158 for the hardness and hitpoints of weapons Each +1 enhancement boms ads 210 the weapons harness an 10 0 its points. 1a weapon s still intact afer twosunder attempts, Labrys gives upon this natural cunning FEATURES OF THE AREA The area has the following features. Rain: The rain reduces visibility by half, resulting in + penalty on Spor and Search checks. It automatically ‘extinguishes unprotected flames, and it has a 50% chance of extingwishing protected flames (ch a lanterns). Rain ‘imposes a—t penalty on ranged attack rolls. ‘Trees: Every square in the forested terrain contains tree ‘Acreatue standing in the same squate as 4 tee pans a2 bonus to AC and a +1 bonus on Rellex saves. Atypical tree has AC 4, hardness 5, nd 150 hp. A DC 15 Climb check is sufficient to climb a tee. Supposing they can reach, those ina tree guin a 1 bonus on melee attack rolls against those ‘om the ground. “Light Undergrowth: Every square in the forested terain contains light undergrowth. It costs 2 squares of movement to entera square covered in light undergrowth, and the DC of ‘Tumble checks increases by2Light undergrowth also imposes 41-2 penalty on Move silenly checks. A creature that has a Slashing weapon can clears square of light undergrowth by takings fullround action to doo. jream: It costs 2 squares of movement to enter the stream, and the DC of Balance and Tumble checks in steam squares increases by 2. The stream also imposes a—2 penalty on Move Silently checks. Pook: Itcorts Medium or larger creatures 4 squares ofmove- rent to enter a square in the poo, or characters can swim {f they wish. Small or smaller creatures must switn to move through aaquare in the pool “The water inthe pool provides cover for Medium or larger creatures. Smaller rearures gan improved cover (+ bons 0 AC, +4 bonus on Reflexsaves) Medium orargercreaturescan ‘crouch ara move action o grin this improved cover Creatures thar gain improved cover fom the pool take a 10 penalty on attacks against creatures that aren't also underwater. Creatures take a-2 penalty on Move Silently checks while in the pool. Tumbling is impossible inthe poo ‘Heavy Debris: Ie costs 2 squares of movement to enter a square of heavy debris. Heavy debris increases the DC of Ba: ance and Tumble checks by 5, and it imposes a -2 penalty on ‘Move Silently checks, Running or charging through heavy debris is impossible ‘Blood Rocke Any creature that threatens critical hit while standing on blood rock square automatically has that threat confirmed (n0 rll necessary) Sacred Circle: Those standing even partly in the sacred ‘circle receive a +2 bonus on attack rolls. Such a creature's attacks are considered magic forthe purpose of overcoming damage reduction. ‘This circle of stones contains a Medium idol of Erythnul carved fom blood rock Itradiatesastrong evi auraif viewed using detect evi, and it radiates a strong magic aura if viewed ‘using detect magic (DC 25 Spellraft check to determine its ‘mansmutation). The starue has hardness 8 and 145 hp. 1f destroyed, the statue reassembles itself in 26 hours, ‘Sacrificial Pit: 40 feet deep (ds points of damage from a fall), climb DCs. EXPLORING THE CAVES ‘While the Caves of Chaos dont feature prominently in this encounter, the PCs can explore them. The bulkof the cultists are elsewhere, seeking a ritual to bring their idol to life. You can create a few encounters to populate the caves by using ther statistics blocks in this book For example, the PCs meet Labrys near the cave entrance closest the sacrificial pit. Maybe the pt area is home o four tocight corrupt whitespawn hordelings(EL610 8). Aberserker and two to four cult sneaks might be asleep in the cham ‘containing Exit A onthe battle map, so they have to don their «armor when they hear combat nea the pit. Such an encounter still hasan EL of 9, bu the sneaks give the berserker litle ore staying power. you're really feeling ambitious, you can create a priest for the cut. Such a character should have a Challenge Rating of 3 orhigher, and a similar character could even replace one of the berserkers in the Stone znd Blood encounter on page 12 6G EEG continuing story The PCs are deep in Stars} Vale. Whether theyre deliberately Seeking Erythnuts cul or not, they've wandered too close tothe Caves of Chaos. Guarding the aes forthe largely abren cl ists ar Labrys, fanatical devote of Enthnul nd he specially trained dire on. ifthe party says Labrys and his ion, the cultists become en raged, ibrys was one of ther favored members, ad they spare noeffort to lesmvho sew him They eventual find out an end assassin afte the PCs ao WEIRD SISTERS Encounter Level seTUP “This encounter takes place onthe Black Library map. Referto the green encounter tags shown on the reproduction ofthat battle map on the inside front cover. rom the beginning, the sisters Graul take every oppor tunity to keep the fight on their terms, entering the library posing s patrons. They are not only odd and obvious fey, but they are alo friendly and beautiful seemingly interested only intalking with the ibrariansand the PCs. As the Grauls peruse the stacks the sisters subtly probe the characters and the ibrar ians for information that might prove useful in the coming assault, They surreptitiously use charm person and hypmaism to ensure thatthe librarians interfere with the PCS tactics at ‘crucial moments and that at last one PC views them favor ably Secondary, Regeilia uses suggstion on a good-hearted 1 (preferably a melee combatant) to make that PC place the safety ofthe librarians above dealing with attackers ‘When the situation is satisfactorily massaged, the sisters leave the library and prepare for combat. Begeli uses walk nse, entropic warding, and potion from law. Allura uses hherscroll of bulls strength and cats imisibiity, rtecton from rod, and protection from law. Uhey then reenter the building through windows in the upper story. ‘As the fight begins, allow the players to place theit min- iatures wherever they like within the Black Library. Place ‘miniatures representing the libraranson the squares marked 1 lfany ofthe PCs can see invisible creatures, place miniatures ting Allura and Regella Graul onthe squares marked ‘Aand B. Ifthe PCs cannot se invisible creatures, keep tack ofthe sisters starting pointsand heir movements, burdonot Ranged light crossbow +5 (148/19-20) reveal their locations until they become visible or the PCs Base Atk-s4; Grp +3 gs tecsaccgetnidiastihen ‘Combat Gear scroll of bull's strength ‘The librarians (male or female human expert AC 10, 6 hp aa , " cach, Fort +0, Ref 10, Will 13) are noncombatants. They run car ee int Flom the Gwulsand try to sty out ofthe CE wey Ss (#5 melee touch, DC 18), searing light (+5 ranged touchy When the iters ral aac, read wifletadonc am (Smecketoxh Se, ‘The peace ofthe library is suddenly shattered by the 1st deny car igh wound, daniel doom {O16 cial of breaking loss tend a scram of terrae from OE ee remade CCE onc ofthe librarians on the upper story! ‘fom good 0 (year minr wounds, detect magi detect an pudence inc mir wounds mee ouch, ‘Auwura Grau cR7 Cote aes ‘ 3éhp (HD) Spat te Abie (CL Female halFfej™ harman favored souP™ ‘Ae wilcharm person (DC 16) “Template described in Fiend Fo 3jday—detet low, protection fom low ‘Class described n Complete Divine ‘day—entral (OC 1) fmf, hypnotism (OC 16), ‘CN Medium fey (oman) sugestion (OC 17) tnt +; Sense lowlight vison: Listen 2, Spot +2 ‘ilies St 8, Dex 2, Con To 1, Wis V4, Cha 2D Feats Brew Potion, Combat Casting, Dodge, Weapon Languages Common, Syv inesse, Weapon Focus (morning star)® 'AC 19, touch T flat-footed 18; Dodge Immune enchantment spells and effects Skile Concentration +10 (+14 casting defensively), Craft Resist fire 10 alchemy) +8, Diplomacy +8, Knowledge (arcana) +6, Fort +6, Ref +6, Will +7 Listen +2, Sense Motive #3, Spelicraft+8, Spot +2 eT —— __ Possessions combat gear plus + elven chain, masterwork Speed Shi empares, YO ee heavy steel shield, masterwork morning sta, ight Melee mwk morning star +5 (148-1) heen ed ee Beceitia Graut CR? 29hp (6 HD}; DR I/cld ron Female half fey human warlock 6 ™ Class described in Complete Arcane CN Medium Fy (ruman) Init-+4; Senses low-light vision; Listen +0, Spot +0 Languages Common, Syvan ‘AC 18, touch 14, at footed 15; Dodge Miss Chance 20% (ranged attacks only) Immune enchantment spells and elects Fort +3, Ref +6, Wil +5 ‘Speed 30 (6 squares), fy OF. (good) Melee mu hesvy mace 5 (1a8) Ranged eldritch Blast +9 ranged touch (346) Base Ak +4; Grp +4 ‘ke Options Point Blank Shot, Precise Shot Combat Gear 2 potions of ure moderate wounds, 2 scrolls of ‘mujorimage Invocations Known (CL 6th: Lesser (twill walk unscen (imo, self only) Least (2 will entropic wording (as entropic held plus ‘posswithout trace carne be tracked by scent Bt Can be detected), edith pear (elditch blast ange 250 feet), sickening bast (eretures struck with ‘ldtch bast must succeed on a OC 1/ Fort save or be Sickened for 1 minute)"** + Blast shape invocation + Eldritch essence invocation Spell-Like Abilities (CL 6th ‘At wllcharm person (OC 14) 3/d3y-—detect lou protection from lw fday—sleep (OC 18), piterdst (OC 15), hypnotism (OC 4), Tosha's hideous laughter (DC 3) “ilies Sir 10, Dex, Con 2, in 3, Wis 10, Cha 16 '5Q deceive iter Feats Dodge, Point Blank Shot, Precise Shot, Weapon Focus (eldtch baz) Skls Blu +8, Concentration +10, Diplomacy +5, Intimidate “+8, Knowledge reana) +6, Listen +0, Speleraft +8 (+10 to decipher sero), Spot 10, Use Magic Device +12 (14 with sero) Possession combat gear plus +2 studded leather armor, masterwork heavy mace DDeceive tem (Ex) Begela can take 10 on Use Magic Device ‘checks even if distracted or hreatened. ‘Tactics Begeila’s primary tactic isto move invisibly behind coves, snipe once or twice, and then disappear again. She usesbook. ass, alings, and anyother available cover for her purposes. “ying level to level, she might even ft ouside to aim her dlditch bast through windows. She uses her scrolls of major ‘mageand Tae’ hideous laughter spelllike bility to distractor foil pursuers, or those who try to tie her up in melee. ‘Allura cart dom on a song fighter. She also uses ering light to snipe with the same tactics a her sister, but she’ not afraid of melee combat. When possible, she prefers inflict spells ‘tousing her mace, but she keeps some healing spellsin reserve. She cats death knell on the fist PC that becomes vulnerable to thar spel. “The Graul sisters plan o kill everyone, but they doit take out any ibrarians until the PCs are down. During the fight, CONCLUSION FEATURES Of THE AREA they maneuver to endanger the librarians, and they gladly use the innocents toconfound PC actions or cover anesenpe: They flee ifthey both are reduced to 5 hp or fewer. Fone sister falls, the other flees when she has 10 hp or fewer. “The characters might have to save librarians. Grant each PC 100 bonus experience points for each librarian alive atthe cend of combat, ‘The area has the following features. Ceilings: The ceilingsin the library are 15 fet high. A fall from the upper story deals 2d6 points of damage Bookshelves: 5 feet thick; hardness and 50 hp Climb DCS. These large wooden frames are loaded with books and stand 7 fet high. They provide cover to those behind theim (+4 t0 AC, +20n Reflex saves). ‘bookshelf can be pushed over by someone who succeeds ‘on a DC 20Strength check, dealing 2d6 points of damage to creatures standing in the squares where itlands (DC 10 Reflex save for half) fills those squares with light debris Light debrisincreases the DC of Balance and Tumble checks bby 2, and ieimposes a2 penalty on Move Silently checks. A 1DC:10 Balance check isrequired to run or charge across light debris. Failute means the character ean sill act but ean’ Fun or charge this round. ‘Cartains and Tapestries: Less than 1 inch thick: AC? hardness and t hp pet Sot section. Cloth des no block | sound. A DC 15 Climb check is sufficient to climb a (DC 10 for tapestry), but trips fom its hangers if ‘weighing more than 120 pounds climbs i. Curtains provid total concealment (50% miss chance) to those behind thems “Tapestries provide concealment (20% miss chance). Sh Desksand Chairs: Squares occupied by desks orchairs cost” 2 squates to enter. Desks provide cover for those crouching behind them, A creature can jump atop a des, gaining 2-01 bbonuson mele attack rolls against those on the oor. Doing so isautomatic for someone who akesa move action from adesk’s ‘square, oritcan be done as pat of larger move ation with a 1DC24 Jump check (DC 12 with a 20-foor running star) ‘Wooden Railing: Hardness 5, 15hp, break DC 18. Railings provide cover. they also granta :2circumstance bonuson the opposed Strength check to revit being ball rushed fom the upper floor. Stairs: Crearures gain 2-41 bonus on melee attack rolls against foes below them on the stairs. ‘Windows: Hardness 1 and 1 hp. the sills provide cover agains ranged attacks from the opposite side of the window. Qa continuing story Eythnul's cultists are fed up with the party's interference. They dispatch the sisters Graul, strange but effective assassin, 10 eliminate the PCs and thelrarians ‘Aer the stack, the characters have reason to find out who's afterthemand why. The PCs certainly meet the sisters again the Grauls manage to ezcape. only one sister survived, she makes ither life's mission to see the characters dead. DEAD OF WINTER. ‘Encounter Level 12 SETUP “This encounter takes place onthe Hailstorm Tower map. Refer tw the green encounter tags shown onthe reproduction of that battle map on the inside front cover “The players can place theit miniatures anywhere within 3 squares ofthe squate marked PC. Make a Hide check foreach icegaunt, including Maclik, using the bonus for icy ares. Allow each PCa Spot check Those who dont se theiegaunts ate surprised don place the miniature representingan ice {gaunt until a PC ses the creature orit attacks. Maelik stands atop the rocks inthe square marked M. Place each other ice- ‘gaunt on one ofthe squares marked 1 Maclik lis over the area regularly inthe form of a ravemy andhe spotted the PCs approach. Therefore, the icegaunts are prepared forthe party, and they've cast the spells indicated in thet statistics blocks. Each of those spells (besides ivory flesh) thas a duration of 10 minutes per level, and ice kate (Frstburn 100) provides thee movement the icegaunts now enjoy. 1v0ry {leh basa duration oft hour per level, and itprovides a bonus ‘on Fide checks in ie and snow. “This area is severely cold (DMG 302). ‘When the icegaunts attack, read: “The snow crunches under your feet. A blinding Sasha leining ncaa sudden movement of ! You're under attack! Mac “106 hp (15 HO}; DR 1O/magic: Male cegaunt druid S NE Mediuem undead (cold) Init +2; Senses darkvision 60 ft Listen +7, Spot 112 {Languages Common [AC 26, touch 12 flatfooted 24 Immune ability damage to physical ability scores, ability ‘rain, cold, critical hits, death effects, disease, energy Grain, echaustion and fatigue, Fort save effects that don't affect objects, mind-affectng effects, nonlethal damage, paralysis, poison, sleep, stunning Resist +4 against spel-ike abilities of fey fre 10 Fort +6, Ref «7, Will 16 ‘Weakness vulnerability to fire ‘Speed 3071. (@ squares), 907%, (1B squares) on icy surfaces ‘and inclines; woodland stride Melee slam +12 (1d646 plus 146 cold plus Constitution drain base Al +; Gp 12 ‘Atk Options Cleave, Power Attack ‘Special Actions wid shape 3/day (5 hours) Druid Spells Prepared (CL 10th 'th—balefl polymorph (2, DC20), insect plague 4th—air wall, silent cll lightning (OC 18), ice strm (2) 3rd —cal lightning (DC 18), meld into stone, quench @,0C 13) cru ‘2nd—chill metal (2, C17) fog cloud, gust of win, resist. energy’ ‘st—charm animal (OC 16), foie fre, ce skate, ivory “flesh jump, mogic fang ‘ocreate water (2, detect magic (2). guidance, resistance * already cast (included in statistics) Bilties Str, Dex 14, Con—, Int 10, Wis 20, Cha T6 ‘SA create spawn 'SQ trackless step, wild empathy +8 (+4 magical beasts) Feats Cleave, Improved Toughness, Lightning Reflexes, Power Attack, Silent Spell, Track ‘Skils Cimb #12, Concentration +18, Hide +14 (#19 in fee ‘of snow), Knowledge (nature) +12, Listen +7, Move Silently +14, Spot +12, Survival +15 (+17 aboveground natural environments) Possessions 12 leather armor, +1 heavy wooden shield, ring of climbing, druids vestments Constitution Drain (Su) Living creatures hit by an icegaunt’s ‘slam attack take 144 points of Constitution drain (Fort DC 20 negates). On each successful drain, the icegaunt gains 5 temporary hitpoints for 1 hour. (create Spawn (Su) Any humanoid slain by an icegaunt rises ‘as an icegaunt on the next midnight. Spawn are under the ‘Command of the icegaunt that created them and remain, enslaved until its death. 3 IceGaunts* CRE Monster described in Frostburn {Bhp each (10 HD); DR 1O/magic: INE Medium undead (cold) Init +0; Senses darkvsion 60 ft; Listen +2, Spot +9 Languages Common ‘AC19, touch 10, flav footed 19 Immune ability darnage to physical ability scores, abil ‘rain, cold critical hits, death effects, disease, energy exhaustion and fatigue, Fort save effects that don't affect objects, mind.affecting effects, nonlethal damage, paralysis, poison, sleep, stunning Resist fire 10 Fort +3, Ref +3, Will 19 Weakness vulnerability to fire Speed 307. (6 squares), 90 ft. (18 squares) on icy surfaces and inclines Melee slam 110 (14647 plus 146 cold plus Constitution rain) Base Atk +5; Grp #10 ‘Atk Options Cleave, Power Attack Druid Spells Prepared (CL Sth): “3rd—call lightning (OC 15) 2nd—chill metal (OC 14), fog cloud, rest energy Tst—facrie fire, ice skate, ivory flesh, magic fong 0—create water (2), detect magic, guidance, resistance ‘already cast (included in statistics) ‘Riles Sir 20, Dex 1, Con —, Int TT, Wis 14, Cha 12 SSA create spawn Feats Cleave, Power Attack, Silent Spel, Toughness Skile Climb +8, Concentration +14, Hide #13 (+18 in ice or ‘snow), Listen +2, Move Silently 13, Spot +9 Possessions leather armor ‘Constitution Drain (Su) See Maclik (For DC 16 negates) ‘Create Spawn (Su) See Maelik ‘Tactics Macikefrstcass his silent al lightning asthe read-aloud sug. agents. The rest of che icegaonts cast after he does, delaying if they must and opening wit al lightning Maelikfllows up hy casting quench on any fire creature or fery implement the PCs have with them. As he does, some of the icegaunts then bring cll metl to bear on BCs wearing alot of metal armor cor sing metal weapons, Those icegsunts that have no viable target for chil mtal instead cal forth lightning bolt, ‘When an icegauntiseaughtin mele, it casts aerieieon its foe, One of ts companions then cast og cloudon that icegaunts area to help t evade ts attacker. While ae fre desathelp agsins total concealment, does eliminate the concealment caused by og loud, Tegaunt caught in the fog cast maging ‘on themselves: They then decide whether teal down light hing on or lam a nearby foe each round, based on what they petesive tobe most advantageous. The fegaunts might handle ‘dangerous cleric spelleateror archer the sme way—cover- ‘ing that foe with fog cloud. “Macliusesasrwalk to stay above the batleas longs he cen. ‘He quickly targets good clerics, or anyone else who seems to beabletosuen undead, with blfulpolymorph. Ealing chat, he ‘uses gus of wind to blow that PC (ot another dangerous foe) off A clifE When another icegaun cast og loud, Maelie supple ‘ments the cloud with ins! plague. He also casts ce sorm on the foggy areas that he kas contain the most PCs, but he tries to void hariang his minions with the spell ‘TE the tide of battle turns against them, the icegaunts run away, using their prodigious speed to do so. Malik lands to do the same, keeping air walk up to deter pursuit ase leaps off cliffs or other similar obstacles. If worse comes to worst, “Maleik casts meld to stonetoescapethe PCs, hoping they leave before the splls duration expires. CONCLUSION In the tiny chamber within the tower's intact section are a gold-and-sapphire miniature of an undamaged Hailstorm “Tower (1,000 gp, § pounds), three masterwork spears, and a Hsiitar FEATURES OF THE AREA “The area has the following features. Steep Slopes: It takes 2 squaresof movement to ascend each quate Greatares running charging downhill must succeed ona DC 10 Balance check, ending their movement 1d2xs feet later if they ai. Those that fail by sor more fall prone at the endof hat movement, The DC of Tumble checks increases by 2 Creatures gun a1 bonus on melee atack roll aginst foes below them on the slope Cliffs: 20400r drop (246 points of damage from a fall), Climb DC 25 due tointermitent ic. Protruding Rocks: 10- to 30-foot rise, Climb DC 2. ‘Tower Walls: ewn tone; 3feethics hardness 6,540 hp, snd breale DC 50 per 10foot section; Climb DC 25. fa rower wallis breached, che squares breached and all adjacent nonvall ‘squares become heavy debris. “Heavy Debris: It costs 2 squares of movement to enter square with heavy debris, Heavy debris increases the DC of! Balance and Tumble checks by 5, and it imposes a -2 penalty gov Sem checks Ranningor charging hnveheny— debris is impossible “8 Roulder: Ifthe PCs want ‘omove he bolder locking thes * northem cave entrance seepage 4 Sacred Circle: Those standing even partly in the sacred circle receive a+2 bonus on attack rolls, Such a creatures attacks are considered magic forthe purpose of overcoming damage reduction. Steep and Tey Stairs: Within the tower ate icecovered ‘stairs that ascend toa small room (see Conclusion). Itnormally takes 2 squares of movement to ascend each square on steep stars, but the eon these stair forces creatures to make DC 5 Balance checks ro ascend or descend at half speed (DC 10 Balance check for full speed). Creatures running or charg- ing down the stairs must succeed on a DC 15 Balance check, ‘ending their movement 1d2xS feet later if they fail. Those that fuilby Sor morefall pone and take id points of damage atthe cend ofthat movement. The DC of Tumble checks increases by 40. Creatures gin a +1 onus on attack rolls when attacking foes below them onthe sats Qe continuing story Expanding unkoly anergy parenting Mount Star ranimated the remains of a druid cabal within a hidden, intact chamber 5top Halstorm Tower. The undead used their magi to fee the touet of ice Phan, Fotbor 105), then began to wander the nearby region. Their heeless slaughtering of intligentIving Creatures stiacs the Ps’ attention STONE AND BLOOD Encounter Level 15 sETUP ‘This encounter takes place on the Caves of Chaos map. Refer tothe green encounter ag shown onthe reproduction of that ‘battle map on the inside back cover. ‘The players can place their miniarures at either entrance amarked. PC. Place the bughear miniatures in the sjuares tacked B. Ifthe PCs ace trying to he stealthy, pi their Hide and MoveSilenly checks agninsthe bugbears Sporand Listen checks. Only the bugbears that are aware of the PCs can act ducing a surprise round (fn). At the start of the round after the first combatant on either ‘side has been injured, the statue of Erythnul doubles in size and animates (see The Golem Animates). ‘When the PCs can see the cultists, read: ‘The sound of guttural chanting echoes off the cave ‘walls, creating a cacophony that grates on the ears, Veco teraz a youreypradls, balbtg cultists cease thetr dirge and turn away from the ‘ido, bloodlust seething in ther eyes. 6 Curr BerserKers (RAGING) Ro Tehp each (10H); DR Male orfemele bugbear barbarian 7 CCE Medium humanoid (goblinoid) Int +3; Senses darkvsion 60, scent; Listen +12, Spot +4 Languages Common, Goblin ‘KC 20, touch T, fab footed 7s uncanny dodge, improved uncanny dodge Forts, Ref 18, Wil +8 Speed 40 (8 squares) Melee +1 fichion 18/13 (244s11/15-20) Ranged javelin #12 (146+7) Base atk +5; Grp 16 Atk Options Power Attack, rage 2/day (8 rounds) {Combat Gear 2 potions of ure serous wounds ‘Ablities St 24, Dex 16, Con 20, nt 10, Wis 72, Cha 6 SQitrap sense's2 Feats Improved Critical (alchion, ron Wil, Power Attack, ‘Weapon Focus (alcion) ‘Skil Climb +12, intimidate +2, jump +14, Listen +12, Spot, Survival +5 Possessions combat gear pls chain shirt flehion, “amulet of natural armor 1 (blood rack symbol of Erythnul), 3 javelins When not raging the cultists have the following changed statistics: ‘AC 22, touch 13, flat-footed 19, hp Fort +9, Will +6 ‘Melee +1 falchion +16/+11 (244+8/15-20) Ranged javelin +12 (165+5) Grpsig Abilities Str 20, Con 16, Skils Climb +10, jump +12, Knowledge (eligion) +2, Move Silently +7 TAcTics ‘The bughears rage at thei frst opportunity and they spread out to avoid are effects, Berserkes charge PCs onthe blood rock, heedless of attacks of opportunity, trying to bull rush their opponents of rock squates and claim the devastating benefit ofthat terrain for themselves, Ober berserkers force thefightonto debris strewn terrain were fedomof movement tpves them an advantage Gee Unballowed in che Festires of the Area). all the bugbears lank whenever posible so they can take doven individual opponents quickly. ‘Animated by the power ot Erythnl the golem recognizes the bugbears as allies and follows their orders. It takes advan- tage ofreach, pertcularly focusing on foes in diffcule rain. 1Wusesits dw ability at very opportunity untial he FCs are unser that ability effect. foe proves especially dangerous tothe bugbears, the golem might grapple that PC ‘Once the golem animate, the berserkers ue i for anking and as mobile cover against ranged attacks. They can command {eto teleport ro the Blood rock or t one of them (lrawn to ‘blood rock symbol of Erythnul) for tactical purposes. THE GOLEM ANiMATES Roll initiative forthe golem when ieanimates and additto the combat, Is tactics are described above. ‘The Large golem's miniature should be placed so thar it has cone part ofthe fronts basen the orginal square where the {nanimate Medium statue stood. It should stare ou in unce- copied squares. fi cant do that, it pushes the occupants of Squates needs ofl our of those squares and ino the nearest Safe and adjacent squires PCs so displaced can make atacks of opportunity agnnst the golem, bu ther combatants dont Pronoke attacks of opportunity for heir movement. ‘When the golem animates,read: Asfalling blood touches the earth, a hot wind sweeps the cavern. With a erack as though the ‘mountainside were splitting, the idol of Erythmul doubles in size. It turns its twisted face, wich is shaped like the unholy union of « boar and a fiend, toward you. A grinding of stone on slone shakes your bones asthe statue raises its crimson limbs and Its sel int he ate, You can ep but wonder ifits ponderous movements belie some ancient evil contained within its unforgiving stone. BLoop Rock GoLeM oF EryTHNUL =—CR 13, 145 hp (21 HD}; OR YOfadamantine: CE Large construct Init +0; Senses darkvision 60 flow light vision; Listen +0, Spot +0 Languages understands the cultists’ orders ‘ACD, touch 9, flat footed 27 Immune ability damage and drain, critical hits, death effects, ‘digease, energy drain, exhaustion and fatigue, Fort save effects that don't affect abjects, magic, mind-affecting effects, necromancy effects, nonlethal damage, paralysis, poison, sleep, stuncing Fort 47, Ref +7, Will 17 Weakness immunity to magic Speed 2041. @ squares) Melee 2 slams +24 each (2d10+10/19-20), ‘Space 10 ft; Reach 10 ft Base Atk +15; Grp +28 {Atk Options fearsome critical ‘Special Actions blood to blood, slow Abilities Str 30, Dex 10, Con ‘SQ construct traits Feats Improved Critical (slam) B ‘Skis Listen +0, Spot +0 immunity to Magic (Ex) A Blood rock golem is immune to any spell or spal-lke ability that allows spell resistance. Inaddtion, certain spells and effets function differently against the creature, 2s noted here. A transmute rock 19 ‘ud spel slows the golem (as the slow spel) for 245 rounds, with no saving throw, while transmute mud to rock heals allits lost it points. A stone to flesh spel does rot actually change the goler’s structure but negates its damage reduction, immunity to magic, fearsome critical ‘and blood to bioad abilities for ¥ round. Fearsome Critical (Su) Because itis made of blood rack, 2 blood rock golem teats al tical threats 2s automaticaly confirmed (n0 second rll necessary) Blood to Blood (Su) As the dimension door spel at wil; ‘caster level th, The golem can only transport itself up 10, range of 100 feet, and the asival point must contain. blood rack ar he adjacent to a square that contains blood rock Slow (Su) As the slow spel 1/2 rounds; free action; DC 20; aster level 7th, The effect has a range of 10 feet. FEATURES OF THE AREA The atea as the following features. ‘Unhallowed: A 40-footradius unhallow effect that has a caster level of 20th is centered on the square marked U. This {rants the bughenrsand the golem a2 deflection bonusto AC snd a2 resistance bonus om saves both aginst good foes It wards themagains ind control and szilr effects Nonevil summoned creatures cannot enter the area unless the effect fails to overcome their spell resistance. Finally, the spell has {freedom of movement fixed to it, affecting only members of the cultand the golem Because the ght might move beyond this area, the above modifications are not included in the monsters statistics blocks. Wis 11, ha Heavy Debris: Ir costs 2 squares of movement to enter a square of heavy debris Heavy debris increases the DC of Bal ance and Tumble checks by 5, and it imposes a~2 penalty on Move Silently checks. Running or charging through heavy debris is impossible. Blood Rock: Any creature that threatensa critical hit while standing on 2 blood rock square automatically has that threat confirmed (no rll necessary). ‘Sacred Circle: While the statue remains inanimate, those partly inthe sacred citle receive #2 bonus on standing en artack rolls Such acreature’sartacks are considered magic for the purpose of overcoming damage reduction. “Even ifthe PCs destroyed the idol ina previous encounter, thiscirele of stonescontainsa Medium idol of Erythnul carved from blood rock. Once the statue animates, the sacred circle becomes normal terrain, Sacrificial Pit: 40 feet deep (446 points of damage from a fall), Climb DC 25. ‘Trees: Every square inthe forested terrain containsatree.A creature standing inthe same square asa tree gains +2 bonus to ACand +1 bonus on Reflex saves. Atypical tree has AC 4, hardiness 5, and 150 hp, A DC 45 Climb check is sufficient 0 climb a ree. Supposing they can reach, those ina tree gain 2 41 bonus on melee attack rolls against those on the ground. “Light Undergrowth: Every square inthe forested terrain ‘undergrowth. Itcosts 2 squares of movement coveted in lightundergrowth, and the DCof sinereaseyby 2 Light undergrowthalso imposes 4-2 penley on Move Sie checks, rear that his slashing weapon can cleat a square of light undergrow taking a fullround action todo so, a5 ‘Stream: [ross 2 squares of movement ro cnter thest and the DC of Balance and Tumble checks in stream squares increases by 2 The stream also imposes a-2 penalty on Move» Silently checks z Bool: [¢costs Medium or lager creatures ¢ squares of move- iment fo enter 2 sguare in the pool, of characters can swim if they wish. Small or smaller creatures must swim to move through « square inthe pool. “The water in the pool provides cover for Medium or larger creatures Smaller cteatutes gain improved caver (+8 bonis 0 AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch asa move action ro gain thisimproved cover. Creatures that gain improved cover from the pool take a ~10 penalty on attacks against creatures that arent also underwater (Creatures take a-2 penalty on Move Silently checks while in the pool. Tumbling is impossible inthe pool. QS continuing story The time has finally come forthe PCs to confront the heart of Enjthnul's resurgent cut—a pack of vicious bugbears. With the destruction ef the idol and the death ofthe bugbears, the characters break the back of the cult in the Skyfrost Mountains. ‘While the Manys church thrives elsewhere, falls o establish 3 tochold in the north “The PCs can't rest easy, though. Erythnul's igh priests receive comens informing them of the party's actions. No doubt the heroes must del with agent ofthe Many in future adventures oy ‘tHE FROSTFELL RIFT Encounter Level 7 SETUP “This encounter takes place on the Frosfell Rift map Referro the green encounter fags shown on the reproduction of that ‘battle map on the inside back cover. ‘The players can place their miniatures within 2 squares of a square matked PC. When th Collector makes its appearance, place the ice devil miniature on the space marked C “This area is severely cold (OMG 302), - ‘When the characters enter the rift, read: Frozen ore an ince anes orm macabre stalactites and stalagmites here. Within a nearby ice block is a lange, multi-armed figure that has & snakelike lower body. Another bloc contains an immense bat-winged form. Before you can examine either further, an insecile fiend, its pale blue carapace gleaming, appears in the chasm, It hefts an enormous spear, and you hear whispers in the vaults of your mind. “Excellent. Welcome, new acquisitions for my private hell” THE CoLtector cRV 287 hp (23 HO); cogeneration 5; DR 10/good: ‘Kavanced ice devi (gelugon) LE Large outsider (baatezu, evil, extraplanar, lawful) Init +3: Senses derkvision 60 ft, see in darkness Listen +31 Spot +31 Aura fear (10) Languages Celestial, Draconic, Infernal; telepathy 100 f. 'AC 35, touch 17, fatfooted 30 Immune fire, poison Resist aic 10, cold 10; SR 25 Fort 20, Ref <18, Will 19 Speed 40. (8 squares) Melee +2 urhoy spear +32/+21]+22/417 (246+12/19-20p3 ls sow plus 246 against good-algned foes) and be -27 26-3) and ta =27 (Bd6=3 plus slow) or Melee 2 claws «29 each (1107) and bite +27 (26643) and tail -27 (36-5 pus low) ‘Space 10 ft; Reach 10 ft Base Atk ~23: Grp ~ ‘Atk Options signee ‘attack Special Actions slow, summon baatery Spelblike Abilities (CL 230) ‘Atwill_—cone of cld (OC 20), fly ice strm (DC 19), ipeaterielepor: se pus 50 pounds of objects on), penser image (OC 20), unholy ura (OC 23), wal ofc (0c13) Willies Sw 2s, Oe ie, Cleave, Combat Reflexes, Power (Con 24, nt 22, Wis 22, Cha 20 Feats Cleave, Combat Reflexes, Improved Critical (spe Improved Initiative, Improved Toughness, Muliattack, Power Attack, Weapon Focus (spear) Skills BlufT +28, Climb +31, Concentration +31, Diplomacy +9, Disguise +5(+7 acting), Intimidate #31, Jump +35, Knowledge (areana) +30, Knowledge (nature) +30, Knowiedge (the planes) +30, Listen +31, Move Silently 430, Search +30, Sense Motive +30, Spellraft +32 (+36 deciphering scrolls), Spot +31, Survival +6 (+8 on other planes, following tracks, and in aboveground natural ‘environments), Use Magie Device +30(+32 serole) Possessions +2 unholy spear ring of protection +3, staffof ‘healing (5 charges) Regeneration (Ex) The Collector takes normal damage from ‘Good-aligned weapons, as wel 25 from spells and effects With the good descriptor. ‘See in Darkness (Su) The Collector can see perfectly in darkness of any kind, even that crested by a deeper darkness spel Fear Aura (Su) At the end ofeach ofthe Collector's urns, creatures within 10 feet of it must attempt DC 26 Will saves or be panicked for 10 rounds. A successful save negates the effect. A creature that successfully saves cannot be affected again by the Collector's aura for 24 hours, Other baateru are immune to the aura igned Strike (Su) The Collector's natural attacks and any "weapon it wields are considered lawful aligned and evil aligned for bypassing damage reduction Slow (Su) A hit ftom the Collectors tal or spear induces numbing cold. The opponent must succeed on a DC 28 Fortitude save or be affected as though bya slow spel for 146 rounds, ‘Summon Baateru (Sp) 100% chance to summon 2410 lemures or 146 bearded devils, 50% chance to summon 24 bone devils, or 20% chance to summon another ice evil 1/day; caster level 23rd, This ability is the equivalent of 4thlevel spel Tactics ‘The Collector teleport away when it becomes aware ofthe PCa descending into the rift. Irthen uses unl cura and fyon ‘self subsequently teleporting back a suggested by the read aloud, I files to avoid difficul terrain, and it makes frequent, ‘te ofits fy speed and teleport for tactical advantage. If the Collector is reduced to 130 hp or fewer, it wills the ice blocks to shatter (ee The Block Shatter Iethen teleports say etening fly healed, cha to its sta, Grounds later. [fsubsequently reduced ro 40 p or fewer, the Collector tle ports away and does nt reappear. Ulgunds i furious ater longimmprizonment,andbe fights ‘until he ie lan, Ifthe Collector reappeste during her batle with the PCs, she attacks it. Regardless of whether the PCs help to defeat che gelugon, che mariith renews combat with them once the Collector alls. FEATURES OF THE AREA ‘The area has the following features. Tee Sheets Itcosts2 squares of movementtoenterasqure covered by an ice sheet. andthe DC of Balance and Tumble checks ineetss by 5, A DC 10 Balance checc is equied © runor charg scrossanice sheet. Failure means the character can sill act but cant run or charge this round. ‘Chasm 20 fee deep (236 points of damage fom a fl, climb Deas Light Debris: Light debris increases the DCof Balance and “Tumble checks by 2andtimposes a.-2 penalty on Move Silently checks. A DC10 Balance check is required to run of charge across light debris Failure means the character can sil act but ca ran or charge this round, Tee Blocks: Hardness 8, 80 hp, and break DC60 per Sfoot see tion; Climb DC30. An ice block can provide cover. One block holds Ulgundra, the other a dead horned devil THE BLOCKS SHATTER, ‘WhentheCollectorwill th locks ‘to shatter, the marilith Ulgundra is freed from centuries of imprison smentand the horned devils corpse slumps to the ground. lace the rarilith miniature on the block ‘marked U, She attacks immediately ‘When the blocks shatter, read: ‘Sounds of racking ice are drowned out by a shrick of inhuman rage. Standing among the steaming slivers is a towering feminine figure, its ix arms and serpentine tail writhing in fury! UtcunpRa cRv7 ZiGhp (GHD) DR 10/go0d and cldivon: ‘CE Large outsider (chaotic extraplanar, ei anarn) Init 4; Senses darevsion, re seing: Listen 31, Spot 437 Languages Abyssal Celestial, Draconic; telepathy 00 ‘C23, touch 1 fat footed 23 Immune electnicty poison Resist ai 10, cold 10, fe 10; SR25 Fort 19, Re 14, Wl 914 ‘Speed 40. (8 squares) Mele + longsword #26 (246110/19-20) and 5 2 lonoord 126 each (246+5/19-20) and tail slap +22 (4d6+4) or Mele & slams #24 each (14819) and tal ap 922 (40604) space 10 Reach 10 Base Atk +16; Grp +29 ‘Ak Options aligned strike, Combat Reflexes, constrict (d6s13), improved rab, Power Attack special Actions summon tonor Spelhike abilities (Tet ‘At will—aign weapon blade borer (OC 23), magic ‘weapon, project image (OC 2), se iii, telekinesis {OC 22, preotertelpor (cel plus 50 pounds ofbjects Feats Combat Expertise, Combat Reflexes, Multiattack, Mult ‘weapon Fighting, Power Attack, Weapon Focus (longsword) ‘Skis Bluf¥ +26, Concentration +28, Diplomacy +30, Disguise “7 (69 sting), Hide 18, Intimidate +28, Listen 431, Move Siemy 02, Search 23, Sense Motive +23, Spelicraft +23 (-25to decipher scrolls), Spot +31, Survival +4 15 tolowing tracks), Use Magle Device $25 (128 sro eceessions masterwork chain shir, si-+ longswords “Trae Secing (Su) As the true sexing spel continuous; c oie ‘Aigned Svike (Su) Ulgundra's natural atacks and: Mapon wild ore covsidered cheered and” a So Sigres for bypassing damage reduction. > CConstrict (Ee Uigundra deals 4d6#13 points of damage with 2 successful grapple check. The constricted creature must succeed on 2 DC 2) Fortitude save or lose conscousnese ‘Se long 3 it emains inthe colls and for 244 rounds Improved Grab (E) To use this ability, Ulgundra must hit Sr cpsorent of any size with ata slap attack She can then stemptt start a grapple as fee action without provouung an stack of opportunity ‘Summon Tanai (Sp) 50% chance to summon 4d10 es, 18d hezrous, or one nalfeshnee, oF 20% Grance to summon one glabrezu or another marith; "ay. caer level 16th. This ablity isthe equivalent of = Ate! spell Qo continuing story Even with Enh s cultdefeated and Maclik’s druids destroyed disappearances continue with alarming frequency inthe passes lof the Skyfrosts A librarian at the Black Library runs across an obscure sierence to Ulgundra and her cut. It seems that the ‘marith took powerful cultists to face devils i the Frostel Rit ‘She never retuned When ‘ally defeat the Collector, perhaps they've truly cleansed Mount Searaj of ev, But what fell power allowed the gelugon to encase ss defeated foes and deceased alles in ice? (Obvouely. more adventure waits in the Skyfrost Mountains q

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