caverns of the snow witch Based on the ™ book by Credits Author: Jamie Wallis Editor: Sean Borthwick Producer: Mike Dymond Art Director: Martin McKenna

Cover Illustration: Les Edwards Internal Illustrations: Janine Johnston Graphic Design: Martin McKenna Cartography: Martin McKenna and Jamie Wallis Typography: Jamie Wallis

Project Manager: Geoff Oades Finance Planning: Nigel Dixon

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

legal notice The d20 conversion of Caverns of the Snow Witch is © 2003 Myriador Ltd, all rights reserved. 'Myriador' and the Myriador logo are trademarks of Myriador Ltd. 'Fighting Fantasy' and the Fighting Fantasy logo are trademarks of Steve Jackson and Ian Livingstone and are used with permis- sion. Dungeons & Dragons® and Wizards of the Coast® are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with permission. 'd20 System' and the 'd20 System' logo are trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used according to the terms of the d20 System License version 4.0. A copy of this License can be found at www.wizards.com/d20. The d20 con- version of Caverns of the Snow Witch is presented under v1.0a of the Open Game License (OGL) and as required a copy of the OGL can be found at the rear of this publication. All game mechanics and statistics derived from Open Game Content (OGC, as defined by the OGL) and the System Reference Documents are to be considered OGC. Everything in the following sections, apart from Product Identity listed below (as defined by the OGL) is also to be considered OGC: Luck, Appendix 1 New Monsters and Appendix 2 New Magic. All place names, character names, monster names, art work, cartography, trade marks, trade dress and other elements as defined in section 1(e) of the OGL are to be considered Product 1 Identity, this includes but is not limited to: Fighting Fantasy, Myriador, Firetop Mountain, Gilford, Fang, River Kok, Red River, Allansia, Titan, Icefinger Mountains, Pagan plains, Crystal Caverns, Stonebridge, Moonstone Hills, Firetop Mountain, Darkwood Forest, Sarian Jax, Ellion G'aarak, Rhana Quinn, Dekion Strom, Big Jim Sun, Brogan, Hagan, Brak and Gorgok, Glom, Rillion, T'armeru, Adolynn, Ulgrad, Yorgar the Prism mage, Frasor, Icefang, The Snow Witch, Redswift, Stubb, Baron Sukumvit, , Trial of Champions, Garin, Sorric, Rangard, Kollos, Morri, Raast the herbalist, Ash, Drasshk the Man-Orc, Uthdar, King Gillibran, Bigleg, Banshee, Bird-man, Brain Slayer, Crystal Warrior, Death Hawk, Flesh Grub, Ice Demon, Night Stalker, Sentinel, Snow Wolf, Titan Trolls., Titan Hilltroll. the same way, providing you with everything we can Introduction so that you can get on and play the game without hav- Caverns of the Snow Witch was the ninth of the ing to spend ages preparing. Simply hand out the pre- Fighting Fantasy™ series of books. First published in generated characters, get your dice and start playing. 1984, this revolutionary new idea, part book part Detailed dungeon floor plans, pregenerated charac- game, gave the reader a unique experience - a fantasy ter sheets with rules' summaries and character and adventure where you are the hero. monster tokens are available free to owners of this The Fighting Fantasy™ series has 59 titles to date book and can be downloaded from and has sold over 15 million copies worldwide and www.myriador.com has been translated into over 20 languages. The Notes are included in the back of this book to help Warlock of Firetop Mountain alone sold over 2 million you integrate this scenario into an ongoing campaign, copies. Now the Fighting Fantasy™ books are being or visit our website: www.myriador.com where more re-released allowing a new generation of players to information can be found about Titan™, the Fighting explore the Citadel of Chaos, confront the Warlock of Fantasy™ world. Firetop Mountain or get lost in the Forest of Doom. This book is a conversion of Caverns of the Snow Campaign Integration Witch into a D20 role-playing game scenario. The Although this scenario is designed to be played as a original books were a solo experience; we have writ- stand-alone adventure using the pregenerated charac- ten this scenario to allow players to challenge the ters provided or a party of newly created 8th level Snow Witch on their own or as part of a group of characters, there is no reason why it couldn't be used adventurers. The inclusion of the new Luck rules give as a part of an on-going campaign. Guidelines and the single player a good chance of success without advice are included in the appendices to help you making groups of players too powerful. integrate this scenario into an on-going campaign and The Fighting Fantasy™ books could be picked up suggestions are included about adjusting difficulty and played with a minimum of preparation, we have levels (see Appendix 3 - Campaign Play). written this scenario to reflect this including pregen- erated characters, full colour maps and other play aids How to use this Book to get you started quickly. For more information about The first pages of this scenario contain background Roleplay games, Fighting Fantasy™ and the Caverns information for the DM. Later pages contain the rules of the Snow Witch visit the Myriador website: for the new (optional) Luck ability, these rules should www.myriador.com be studied by the DM and the players. Towards the back of the book you will find summaries of new Adventure Summary monsters, spells and magic items as well as advice The Snow Witch dwells within the Crystal Caverns. about integrating this adventure into your campaigns. These fabled Caverns are located in the frozen heights The bulk of the book contains the scenario informa- of the Icefinger Mountains on Allansia. tion. Each location entry in the scenario is shown on You are working as a caravan guard for Big Jim Sun the main map provided, a full colour 1" = 5 feet map when the outpost you are headed to is attacked by a of each location can be obtained free from: www.myr- savage monster. Tracking this monster takes you into iador.com A description of each location is provided a the long lost labyrinth of the Crystal Caverns ... and for the DM detailing its contents and any monsters beyond. present. The shaded text boxes contain information Caverns of the Snow Witch is an adventure designed that the DM can either read out or paraphrase to the for single adventurers or small adventuring groups players. Other information should be kept secret from based on the Fighting Fantasy™ book of the same the players until they discover it. Descriptions of how name each monster is likely to react are included in the room descriptions. The DM controls all the creatures Preparation within the adventure except the player characters and In addition to the books required (as stated on the is free to change their behaviour as he / she sees fit. cover of this product), which will be referred to as the The DM is advised to read through the scenario at DMG, PHB and MM, a set of polyhedral dice (D4, D6, least once before you play. D8, D10, D12 and D20) is also needed to play. Pull out Character sheets of the four pre-generated characters Using Maps & Miniatures can be found in Appendix 4 - Characters. Using maps and miniature figures adds a whole new Full colour maps and pre-generated character sheets dimension to playing this game, they help the DM to can be downloaded free from www.myriador.com 'set the scene' and players to see where characters and monsters are, what the dungeon looks like and make Quick Play combat more exciting and realistic. One of the great attractions of the Fighting Fantasy™ Full colour maps, pregenerated character sheets and series of books is that it is very easy to pick up a book character and monster tokens are all available free to 2 and start playing, everything you need is provided in owners of this book from; www.myriador.com (make the books, you just need to grab a pencil to get straight sure you have your copy of this book available when into the action. We have tried to write this scenario in downloading these free extras) Ability Luck check = D20 + Ability Modifier (Luck) Luck against DC10 Luck was a major factor in the Fighting Fantasy™ A total roll of 10 will give you a +1 bonus. For every series of books. The d20 system includes a range of 2 points over 10 that you roll you gain +1 to the out- skills that are used where Luck was in the original come that Luck was used to affect (i.e. 10 = +1; 12 = +2; books. However, we wanted to keep the overall tone & 18 = +5 etc ). feel of the Fighting Fantasy™ books so we have If the Character fails his Luck check by up to 5, there included Luck as a new Ability score. is no penalty. However, if the character fails by 6 or This scenario is aimed at small parties of players more, he will suffer a -2 penalty to the outcome that (mini-groups). The inclusion of Luck gives them an Luck was used to affect. edge that makes up for their lack of numbers. Players Example: Ellion G'aarak decides to test her Luck to are be encouraged to use Luck as often as possible - it help her fight 2 Orcs by giving a modifier to hit them. may make the difference between success and failure! She rolls a D20 and adds her Luck ability modifier get- To reflect this, it is easier for characters to recover ting a total of 13, success! Ellion now adds +2 to her Luck than it is for other attributes, methods of restor- next attack roll against the Orcs and her Luck is tem- ing Luck are given under the heading: Restoring Luck. porarily reduced by 1. Later in the same fight Ellion decides to test her Luck New Ability Score to add to her attack roll again, this time she rolls a total Luck is determined in the same way as other ability of 4. Ellion has failed to make the required DC10 by 6. scores. There are several options available (see DMG Ellion now suffers a -2 penalty to her attack roll and Chapter 2, Ability Scores Generation). The maximum her Luck is temporarily reduced by 1. If she had rolled possible starting Luck score is 18 regardless of race. a total of 7, she would still have failed in her Luck A character's starting Luck score can only be check but not suffered a penalty. However, her Luck increased by magical means or by spending attribute would still have been temporarily reduced by 1. points gained as the characters become more experi- enced. Minimum Luck Score Luck will be treated as an Ability score in every When a character's Luck score reaches 0 they can no respect i.e. lost ability scores are regained at the rate of longer choose to test their Luck. Luck cannot be low- one per day (see DMG Chapter 3, Running the game, ered further than 0, and cannot be used again until it ability score loss). is raised to at least 1. Standard Point Buy Method Saving Throws & Luck Because there are now 7 ability scores instead of the Luck can be used to modify the result of a saving normal 6, the amount of starting points is increased to throw using the same method as described above 30 rather than 25 (See DMG Chapter 2, Ability Scores (under the heading: Luck Difficulty Class). The char- Generation, Standard Point Buy). acter makes a Luck check and than applies the result as a modifier to their saving throw. Using Luck A character may use Luck to change or influence Skills & Luck events, reducing the damage taken from an enemies Luck can be used to modify the result of skill checks attack for instance, or increasing their chance of pick- using the same method as described above (under the ing a lock. Luck can be used to modify a character's heading: Luck Difficulty Class). The character makes a skill checks, saving throws, attack rolls, and melee/ Luck check and then applies the result as a modifier to ranged damage dealt. You can also use your Luck to their skill check. reduce the damage you take from an enemies attack. e.g. Rhana Quinn has fallen off a rickety bridge into Luck checks must be resolved BEFORE the action a fast flowing river. The DM determines that a skill that they are affecting is undertaken (exception: (Swim) check (DC15) is required for Rhana to safely reducing damage taken in melee/ ranged). The result swim to the nearby riverbank. Rhana is not a good of the Luck check is applied as a modifier to the swimmer having only a skill of 1, which is reduced by action. You may only check Luck once per action -7 because of her equipment (-1 per 5lbs carried). This undertaken and the result only affects that action. means that the best she can hope to do is 20 + 1 - 7 = 14 A character's Luck score is temporarily reduced by 1 meaning she can't succeed! She decides to use her every time Luck is checked. Luck to help her reach the riverbank safely. Rhana Luck cannot be used to give a character feats or spe- rolls a D20 getting 15 and adds her Luck ability mod- cial abilities that she would not normally have. i.e. a ifier (+2 from an Ability score of 14) for a total of 17. fighter cannot use Luck to allow her to turn / rebuke She has succeeded by 7 so she may add +4 to her Swim Undead. check. She now makes her Swim skill check D20 + 1 (Swim skill) -7 (equipment carried) +4 (Luck). She rolls Luck Difficulty Class a 17 giving her a final check result of 15. Rhana just Luck is checked against a Difficulty Class (DC). (See manages to scramble to the riverbank. Rhana reduces 3 PHB Chapter 4, skills, using skills, Difficulty Class). her Luck temporarily by 1. The base DC for Luck is 10. If Rhana had failed her Luck check, for instance ness. i.e. Luck may be applied to the Turning Check rolling a 3 on her D20 (+2 Ability modifier) = 5, her Result, but cannot be used to increase the maximum Swim check would then have been D20 +1 (Swim skill) hit dice affected, or the number of HD affected. -7 (equipment carried) +0 (Luck check result) giving e.g. Ellion G'aarak is a 4th level Cleric. Entering a her a maximum possible result of only 14. She would room Ellion encounters 4 zombies, she decides to start to drown. Of course she could use Luck again in attempt to turn them and to use Luck in her attempt. the next round to help her survive. Ellion makes a Luck check, the result of which is added to her Turning check result which may make Opposed Skill Checks & Luck her more likely to succeed. However, Luck cannot be Luck can be used to modify the result of opposed skill used to change the maximum effectiveness of her checks using the same method as described above turning attempt, she can still only possibly affect (under the heading: Luck Difficulty Class). The char- Undead with 8HD or less. Neither does Luck affect acter makes a Luck check and then applies the result the number of such Undead she can affect. as a modifier to their opposed skill check, which is then compared to their opponent's check as normal. Stand alone Luck Checks There will be situations within the adventure when Checks Without Rolls & Luck Luck can be used to determine the outcome. You cannot 'take 10' or 'take 20' with Luck saves Depending on the situation the DM may appoint a higher or lower Luck DC. The DM must never use Combat & Luck Luck to replace a saving throw or skill check that Luck can be used in combat in three ways. To increase already exists. In the example below an unsuccessful your chance of hitting an opponent, to increase the Luck check would then require a Reflex save to avoid damage you deal to an opponent, or to reduce the falling in the water. damage taken from an opponent's blow. An example of a stand alone Luck check: If the char- Using Luck to hit an opponent acters are walking over a rickety old wooden bridge, does a rotten plank break under the weight of one of A character may make a Luck check (as described the players? The DM decides that the characters will under the heading: Luck Difficulty Class) the result of have to be particularly Lucky to avoid all the rotten which is then added or subtracted to her next attack planks and gives this situation a Luck DC of 15. As roll to hit an opponent. with all Luck checks, once a stand alone Luck check Using Luck to increase the damage dealt has been made (whether successful or not) the charac- When a character has successfully hit an opponent, he ter must temporarily reduce his Luck score by 1. may make a Luck check (as described under the head- Opposed Luck Checks ing: Luck Difficulty Class) and add or subtract the Two characters are sitting at the table playing cards. result to the damage dealt by his attack. The Luck Who will win? The simple solution to this is for the check must be made before damage is rolled. Luck characters to make an opposed Luck check. Both char- damage is never multiplied by a critical success. acters roll a D20 and add their Luck modifier. The Using Luck to reduce the damage taken character with the highest Luck result wins. Each When a character has been hit by an opponent's character that made the opposed Luck check must attack, she may make a Luck check (as described temporarily reduce his Luck score by 1. under the heading: Luck Difficulty Class) and apply Optional Luck rule the result to reduce or increase the damage she suffers If a character rolls a natural 1 on the Luck roll the DM from the attack. Damage reduced by a Luck check can may rule that that character has been so unlucky that never be reduced to less than 0. She can decide to he automatically fails whatever he was attempting to make the Luck check before or after damage has been use Luck with: if he was using Luck to modify his rolled. attack roll then the attack automatically misses; if he Luck and Magic was using Luck to modify his chance to Pick a lock, Luck cannot be used to increase or decrease the effec- the attempt automatically fails; if he was using Luck to tiveness of a spell or magical effect. modify his melee damage roll, he scores no damage at Luck can be used to increase the chance of hitting all; If he was using Luck to modify his opponent's with a magical attack such as a ray by modifying the melee damage roll, his opponent does full damage. to-hit roll, or it could be used to modify the result of a Restoring Luck Spellcraft check to help identify a spell being cast. Luck can be restored in a number of ways. Luck can- Similarly it could be used to increase the chance of not be increased past its starting value except by mag- making a successful saving throw to counter a spells ical means (see Appendix 2 - New Magic, New effect. Spells). Any excess Luck points that would take a 4 Luck and Turn / Rebuke Undead character's Luck score above the original value are Luck can be used to increase the chance of turning / lost. rebuking Undead but cannot increase the effective- Normal regeneration of ability points Background (see DMG chapter 3, ability score loss) The following text should be read aloud Winters in northern Allansia are always cruel and Magical means - spells and potions bitter; the snow falls thick and the icy wind blows Any spell that restores Ability points can be used to hard, chilling everybody to the bone. For the past restore Luck points. Examples include: Lesser few weeks you have been hired by a merchant called Restoration; Restoration and Fortune (see Appendix 2 Big Jim Sun to protect his trading caravans as they - New Magic, New Spells) roll their way north to the frozen outposts. Any potion that restores Ability points can be used to restore Luck points. It is nearing midday as you walk ahead of the six carts across a frozen lake. In the distance you can Discretionary Awards by the DM. see the snow-capped peaks of the Icefinger DM's can choose to award Luck points to characters Mountains jutting out of a low cloud. Your destina- for particular acts of daring or heroism. It should be tion lies at the base of the mountains where the remembered that Luck is an extremely powerful abil- Northmen meet to trade. Snow is falling, but not ity that can allow characters to succeed at tasks that heavily, suddenly the shrill call of a hunting horn they normally wouldn't be able to achieve. Care breaks the silence. should be taken when awarding Luck points, don't Big Jim calls you over to his wagon; his bright blue give the characters too much or you could make any eyes scan the horizon, searching for signs of life. In a scenario too easy, but don't be too stingy with your deep voice he says, "Sounds like that came from the Luck awards or the characters will probably fail. outpost. You'd better go and investigate. Could be Scenario Awards trouble. And get back quick!" At various points in this adventure Luck points are Two hours later you reach the outpost at the base of awarded to characters. These Luck awards can be the Icefinger Mountains. The snow is red with blood; increased / decreased at the DM's discretion. Luck the Northmen's wooden huts are smashed and torn awards are to the party as a whole, it is up to the DM down. Six men lie dead, their bodies torn apart, bro- to determine how they are divided amongst the char- ken axes lying at their sides in the snow. Judging by acters. E.g. if a party of 3 characters are awarded 2 the size of the footprints, the creature that attacked Luck points, the DM can give 1 point each to 2 of the the outpost must have been enormous! players or 2 points to one of them at the DM's discre- There is nothing you can do for the unfortunate tion - award the points to the characters who played Northmen and there is nothing salvageable from the the most significant role in gaining them. outpost, so you head back towards Big Jim's cara- Monsters and Luck van to report the news reaching them just as day- Luck is a player character specific ability. Monster and light is fading. After telling Big Jim about the car- NPC's do not gain the Luck Ability score. nage at the Northmen's outpost, he orders the carts to be drawn into a circle to protect his men during the night. A large fire is built in the centre of the cir- Caverns of the Snow cle and you sit down beside it to talk to Big Jim. In a low voice, Big Jim asks you if you will hunt down Witch the terrible creature, otherwise his business will be ruined forever. You smile and reply that you will For the DM track down the beast, but only for a share in the This adventure takes place on the continent of profits. You estimate that to be around 3000gp. Big Allansia, In the Fighting Fantasy™ world of Titan™. Jim's jaw drops open, and it takes a great deal of The first part of the adventure takes place on the persuasion before he agrees to your demands. The Icefinger Mountains and within the Crystal Caverns snow finally stops falling as you settle down for the (please refer to Map 1). The characters are hired by Big night; sleep is a long time coming, for your mind is Jim Sun to kill a Monster that has slaughtered every- active with thoughts of the impending hunt. one at a trading outpost. While looking for this crea- ture, the characters discover the Crystal Caverns and When you awake just after dawn, the fire is reduced uncover a plot by the Snow Witch to bring about to dying embers. You walk over to where Big Jim is another Ice Age and take over the World. sleeping and tap him on the shoulder. He wakes with The second part is set in the wilderness (please refer a start and you tell him that you are setting off and to the wilderness map). The characters have been hope to be back later in the day. As you leave you affected by an ancient Death spell and must travel to wave to the guards. The snow starts to fall again, the heart of the Moonstone Hills to find the only and you make your way back to the outpost known cure. 5

The Dungeon this bonus to other characters as well (see PHB All rooms and corridors in the Glacier section have Chapter 4 for more information). Any characters that 12ft. ceilings. Corridors and rooms are rough-cut ice receive subdual damage have frostbite and are con- either 5ft. or 10ft. wide (please refer to the overlay sidered fatigued (see DMG Chapter 3, Condition sum- map). mary for more information). All rooms and corridors in the Mountain section If any of the characters make a skill (Spot) check have 22ft ceilings. Corridors and rooms are rough-cut (DC15 - remember to include the -4 penalty due to the stone work either 5ft. or 10ft. wide (please refer to the snow) read them the following: overlay map). Just ahead of you, a huge dark shape looms out of Doors are wooden (good) and are unlocked unless the curtain of snow. A huge hairy Mammoth stands otherwise stated. Any locked doors have average before you its long tusks curving out threateningly. locks unless otherwise stated. The dungeon is unlit Although the edge of the Crevasse is quite wide, unless otherwise stated. there is no way around the creature. It lumbers for- Doors: Good Wooden; 1½ inches thick; Hardness 5; ward menacingly. Hit points 20; Break DC25 If the characters turn and flee back to the Bridge, the Locks: Average lock; Open lock DC25 Mammoth will not follow. If they stay where they are Listen checks: All Listen check DC are calculated the Mammoth will ready to charge the first person with the character standing in the adjacent square to who comes into range. the door (2½ ft. away) unless stated in the text. If a Mammoth: hp 101(see Appendix 1- New Monsters) character actively listens at a door (presses his ear to If the characters either kill the Mammoth or find a the door) then reduce the Listen DC by 2. way to get past it, they may continue around the edge Northmen Outpost (EL 0) of the Crevasse. Read them the following: The distance to the Outpost from the Caravan is 6500ft It takes just under 20 minutes of hard walking to (1.23 miles) and will take the characters just over 43 reach to edge of the Crevasse. You are now able to minutes to walk there. follow a path that climbs steeply up the mountain. By the time you reach the Outpost again, the bodies Ice Bridge (EL 2) are blanketed with snow and the beast's footprints are covered over. The visibility is poor as you set off The natural Ice Bridge is quite narrow and looks towards the mountains where you hope to find the very slippery. However, it also appears to cut quite abominable killer beast. The snow on the mountain- a distance out of your journey. side is soft and you sink up to your knees as you The Ice Bridge is 10ft. wide and 40ft. long. Any char- climb slowly upwards. Soon, you find yourselves at acter attempting to cross the Ice Bridge must make a the edge of a Crevasse, which is spanned by an Ice skill (Balance) check (DC15). If unsuccessful, they fall Bridge. 30 ft. to a ledge below (which juts out of the south side The deep snow reduces movement rates by half of the Crevasse) and take 3D6 falling damage. The ledge is 120 ft. long and 15 ft. wide. The fallen charac- The Crevasse (EL 8) ter may climb up the rock face by making a skill Distance from encounter 1 is 7250ft. (1.37 miles). It will (Climb) check (DC15). If a character fails their Climb take the characters just over 48 minutes to walk this check they fall, a successful ability (Luck) check distance in the snow. (DC10) means they land back on the ledge, failure When the characters arrive at the Crevasse, read means they plummet 2000ft to the bottom of the them the following: Crevasse and are killed The Crevasse is quite wide, the wind starts to howl Snow Wolves (EL 4) and blows flurries of snow into your faces. As the last person has crossed the Bridge the wind The howling (strong) wind and snow will make the starts to howl. As it picks up speed it blows flurries going tough for the characters. Listen checks will of snow into your faces. incur a -2 penalty (due to the wind) and spot checks will incur a - 4 penalty (due to the blown snow). In The howling (strong) wind and snow will make the addition, characters using ranged weapons also incur going tough for the characters. Listen checks will a penalty of -6 to hit (-2 for the wind and -4 for the incur a -2 penalty (due to the wind) and Spot checks snow) and any unprotected flames (like torches) will will incur a - 4 penalty (due to the snow). In addition, be extinguished. The deep snow reduces movement characters using ranged weapons also incur a -6 to hit rates to one half normal. (-2 for the wind and -4 for the snow) and any unpro- The icy cold wind and snow also has its effects on tected flames (like torches) will be extinguished. The the characters. Unprotected characters (those that deep snow reduces movement to one half normal. have not sought shelter and warmth) must make If any character succeeds at a skill (Listen) check Fortitude saves (DC15, +1 per previous check) every (DC12 - remember to include the -4 penalty due to the hour, taking 1D6 of subdual damage on every failure. snow) read them the following: 7 Characters with the Wilderness lore skill receive a bonus to this saving throw and may be able to apply Above the howling of the wind, you have suddenly become aware of another sound - the howling of wolves. The howl belongs to two Snow Wolves. The Wolves are searching for food for their young and have picked up on the character's scent. The Snow Wolves use their skill (Hide) to approach within striking distance. To see the approaching Snow Wolves, the characters must make opposed skill (Hide/ Spot) checks with the wolves. If the characters are unsuccessful the wolves' gain a partial action (due to surprise) before initiative is rolled for combat. If the characters are successful, read the following: As if out of nowhere two Wolves appear. Both are completely white part from their blood red eyes. Their colouring makes them difficult to see against the snowy background. The Snow Wolves attack: Snow Wolves (2): hp's; 15, 20 (see Appendix 1- New Monsters) 5. Blizzard (EL 2) Distance from encounter 4 is 7000ft. (1.33 miles). It will take the characters just over 48 minutes to walk this distance in the snow. As you ascend the mountain the snow begins to fall heavily and the wind blows so hard that you find it difficult to keep your balance. It looks like a bliz- zard is starting. The door to the cabin is frozen shut. If any character The blizzard will last two hours, during which the wishes to open it they will have to make an ability following effects apply: visibility is reduced to three (Strength) check (DC13). quarters, -8 penalty to Spot, Search and Listen checks. If a character enters the cabin or looks through one of Missile fire is impossible, unprotected flames are the windows, read them the following: extinguished; protected flames such as hooded There is only one room inside the log cabin. Animal lanterns have a 50% chance of being extinguished. traps, furs and sacks are stacked in the northwest Characters not in warm shelter must make a Fortitude corner. A wooden bed is positioned in the centre of save (DC15 + 1 per previous check) every 10 minutes the north wall while a table and single chair are cen- or take 1d6 subdual damage (Cold), characters with tred in the room. The fireplace has embers glowing in the Wilderness Lore skill receive a bonus (see PHB its hearth and a pot of stew hangs over it. There are Chapter 4 for more information). Any character taking some sheets of parchment on the table, with a quill damage suffers frostbite and is considered fatigued and inkpot. (see DMG Chapter 3, Condition summary for more This cabin belongs to a Trapper by the name of information). Brogan. Brogan has spent most of life up here in the The blizzard lasts for 2 hours, after which the weath- mountain trading furs at the Northmen outpost to er calms considerably. The wind is still blowing strong earn a living. Five years ago he heard rumours that the (-2 to Ranged Attacks and Listen checks), but it has legendary Crystal Caves were located somewhere in stopped snowing for the time being. this mountain and he has spent most of his spare time 6. The Trappers Log Cabin (EL 0) since searching for the entrance. Distance from encounter 5 is 5000ft. (0.95 miles). It will If any characters read the note, read the following: take the characters just over 33 minutes to walk this The parchment has been written on in the common distance in the snow. language and reads: Underneath an overhanging rock, you can see a I hope someone finds this letter before it is too late! small wooden cabin built against the side of the mountain. Its roof is piled high with snow and long I have discovered the entrance to the legendary icicles hang down from the window ledges. Crystal Caverns. The minions of the Snow Witch, a Characters investigating the outside of the cabin beautiful yet evil sorceress, have carved these caves making a successful skill (Search) check (DC10) will out of a glacier. I have discovered that she is trying 8 find a partially covered set of human footprints lead- to bring on an Ice Age so that she can rule supreme ing from the cabin up the mountain. over the whole world! The entrance to the Crystal Caverns is located high Wooden Shield, a +1 Shortsword, 50ft of Rope, a warm up on this very mountain. It is open, but shrouded by Wolf Fur Cloak, 5 days worth of Trail Rations & 20gp an illusion. This I know because I have seen one of 8. Avalanche! (EL 10) the Snow Witches minions seemingly walk through Distance from encounter 7 is 4000ft. (0.75 miles). It the Ice Wall. will take the characters just over 26 minutes to walk I am leaving now, to put an end to the Snow Witches this distance in the snow. plan. I hope that who ever finds this letter will pur- Now that the snow has stopped falling and the wind sue me up the mountain to help me rid the world of has died down to a gentle breeze, the sky is clear and this evil before it is too late! I have left a piece of fur blue. The air is cold and crisp and the snow crunch- hanging over the entrance so that you will be able to es beneath your feet. Slowly you continue up the locate the Crystal Caverns. mountainside looking for the entrance marker left by Brogan Brogan the trapper. Suddenly you hear a distant rumbling from above. Looking up you can see great The dying fire can easily be revived using the fire- cascades of snow tumbling down the mountainside wood in the cabin. There is enough of the tasty stew in your direction. for four people to enjoy a substantial meal. Staying in the warm cabin for an hour will cure any subdual The terrifying noise is an Avalanche. If the characters damage caused by the cold weather. look around they see an outcrop under which they Any character making a skill (Search) check (DC10) could shelter, but they will have to move fast to get of the cabin will find a War-hammer and a Spear there safely. under the bed. Both weapons are masterwork (see In order for the characters to make the outcrop PHB Chapter 7, Special and Superior items for more before the Avalanche is upon them they must move information). quickly across the snow. To avoid falling over in the deep snow, characters must make a skill (Balance) 7. Brogan and the Yeti (EL 7) check (DC10). If they are successful, they reach the Distance from encounter 6 is 5000ft. (0.95 miles). It will shelter of the outcrop and the Avalanche harmlessly take the characters just over 33 minutes to walk this over them. If they are unsuccessful the mass of ice and distance in the snow. rock falls upon them and they suffer 5D6 impact dam- The high altitude and thin atmosphere make you age, Reflex save (DC15) for half damage. pant for breath as you continue your steady climb up 9. The Crystal Caves (EL 0) the mountain. Distance from encounter 8 is 7000ft. (1.33 miles). It As they approach ask the characters to make a skill will take the characters just over 46 minutes to walk (Listen) check (DC10 remember to include the -2 this distance in the snow. penalty due to the wind). If successful they can hear You make your way ever onwards up the Mountain the cry of a human followed by a ferocious roar. until you reach a rock face that is too steep to climb. If the characters make a skill (Spot) check (DC12) Walking around the side of the rock face you can see read them the following: a massive wall of ice that completely blocks a gully Just ahead you can see a fur trapper fighting for his between two peaks of the mountain - the glacier. life against a large bear-like beast with long white Hanging on the ice is a small animal fur. fur and sharp teeth protruding from its jaws. This The entrance to the Crystal Caves has an Illusory could be the killer beast that slew the Northmen Wall spell (see PHB Chapter 11 for more information) traders at the outpost. As you watch, the creature's cast on it to make it appear to be just an Ice Wall. If the claws gash the unfortunate trapper and he falls face characters feel along the wall they will find the cave first into the snow. entrance easily enough. Once the location of the This is indeed the creature responsible for the car- Illusory Wall spell is known the characters can make a nage at the outpost. The creature is a Yeti. It spots the Will saving throw (DC17) to disbelieve it. characters and advances menacingly. Inside the cave is a tunnel that has been carved from Yeti: hp 49 (see Appendix 1 - New Monsters) the ice. The tunnel leads into darkness. The trapper is Brogan. It was his cabin that the char- If the characters continue up the passage, they come acters saw further back down the mountain. Brogan to a T-junction leading east west. has been killed by the Yeti and cannot be revived. If 10. Anti-freeze Potion (EL 0) the characters kill the Yeti they are faced with two Upon entering the cavern read the following: choices; either they can take evidence of the snow beast's death back to Big Jim at the caravan and claim The tunnel opens out into a cavern. The cavern is their 3000gp reward, or they can continue on up the empty apart from a brass bowl resting on top of an mountain to locate the Crystal Caves and slay the ice plinth. Snow Witch. The brass bowl contains a yellow liquid and a ladle. Searching Brogan's body the characters will find the The yellow Liquid is a potion of Endure Elements, 9 following equipment: a Cold Weather Outfit (see PHB cold (see DMG, Chapter 8, Potions for more informa- Chapter 7, Equipment for more information), a suit of tion). In addition to the normal effects of the potion, Studded Leather Armour (medium sized), a small this will also cure any subdual damage (frostbite) that If Hagen is killed the characters will notice that the has been incurred due to the cold weather. collar around his neck stops glowing and turns black. The potion is here to ward the evil minions of the The Witch will be aware that Hagen has died and Snow Witch against the cold elements. There are 30 sends two Goblins to investigate. The Goblins come doses of the potion in the bowl. running from room 16, their approach can be heard on 11. A Mountain Elf (EL 5/ 7) a successful listen check (DC14). The Goblins will Characters who make a successful skill (Listen) check attack the characters on sight. (DC16) can hear footsteps coming down the corridor. Brak and Gorgok, male goblins (2) Ftr4 (Both): CR The footsteps are being made by a Mountain Elf 4 each; Size S (3 ft., 6 in. tall); HD 4d10+12; hp 44, 39; coming down the corridor, if the characters wait Init +5 (+1 Dex, +4 Improved initiative); Spd 30 ft.; AC where they are they will surprise him when he comes 15 (+1 Dex, +1 Size, Leather +1); Attack +5 melee round the corner, otherwise read them the following: (Longsword 1D8 +2); face/ reach: 5ft. by 5ft. / 5ft.; SV Fort +2, Ref +1, Will +0; AL NE; Str 9, Dex 13, Con 11, The tunnel bends round to the right. As you turn the Int 10, Wis 11, Cha 8; Languages Spoken: Goblin; corner you almost bump into a tall pale skinned Skills and feats: Hide +6, Listen +3, Move silently +4 humanoid coming the other way. He is wearing a and Spot +3; Alertness, Dodge, Improved initiative, white cloak with a hood pulled over his head. You Weapon focus (Longsword), Weapon specialisation recognise the male as a Mountain Elf. (Longsword). Equipment: Both Goblins wear Leather "Who are you? And where are you going?" he asks in +1 and both have Longswords +1, both wear a Collar the common tongue. of Obedience (see Appendix 2- New Magic) see MM Hagan is patrolling the corridors; characters can for more information on Goblins. attempt to bluff their way past him by making a suc- 12. Pit Trap (EL 3) cessful opposed skill (Bluff/Sense motive) check, in Trap: A pit trap 10ft. long, 50ft deep, spanning the which case he will continue his patrol. If they fail or entire width of the corridor has been dug here and a otherwise raise his suspicions he will attack. thin layer of ice has been laid over the pit to camou- Hagen, male elf (Mountain) Ftr5: CR 5; Size M (4 ft., flage it. The ice covering is very thin and will break if 8 in. tall); HD 5d10+10; hp 50; Init +6 (+2 Dex, +4 anyone stands on it. The walls of the pit are hard ice, Improved initiative); Spd 30 ft.; AC 18 (+2 Dex, +2 and are very hard to climb (DC20). Studded Leather, Buckler); Attack +10 melee Pit Trap (50ft.): CR 3; No attack roll (5D6); Reflex (Shortsword 1D6 +6); SV Fort +6, Ref +3, Will +1; AL save (DC20) avoids; Search (DC22); Disable (DC 20). NG (NE with collar); Str 14, Dex 15, Con 15, Int 10, Wis 13. Frozen Orc (EL 5) 11, Cha 14. Languages Spoken: Common, Elven. Skills and feats: Hide +2, Listen +4, Move silently +2, The tunnel opens out into a cave. In front of you is a Search +2, Sense motive +4, Spot +4; Alertness, strange sight. There are two small pools in the floor Improved initiative, Power attack, Weapon focus with steam gently rising from them; protruding from (Shortsword), Weapon specialisation (Shortsword). one pool is the hilt of a sword, from the other, the Equipment: Studded Leather +2, Winter Cloak, shaft of a spear. The frozen body of an Orc lies Shortsword +2, Pouch with 16gp, Collar of Obedience against the wall, its arm rigid and pointing towards (see Appendix 2- New Magic) the sword hilt. If Hagen is reduced to 3 or fewer hit points (and still conscious) or he is subdued, read the following: "Mercy!" cries the wounded Mountain Elf as he slumps to the floor. If the characters spare his life, read the following: He pulls back his hood and reveals a metal collar around his neck, glowing in the semi-darkness. "Obedience Collar", he stammers in pain. "Makes us do whatever she wishes. If I die the collar will loose its energy but she will know and send others to investigate. Mountain Elves would not serve that vile Witch of our own free will. Kill her and we are free. I bear you no grudge for attacking me, for you If any character makes a successful skill (Search) knew no better. check (DC12) read them the following: Hagen is in a lot of pain and cannot talk for much A rhyme has been carved into the ice floor by the longer. He asks the characters not to heal him, because pools. It reads: he would then be unable to resist attacking them Sword or spear, Strength or fear, How you choose, again. The only other information that he can tell the Win or loose. 10 characters is that when they reach the end of this cor- The frozen Orc is long dead and poses no threat. If ridor they should turn right, not left. the characters search the Orc they will find a worth- less pair of old sandals and a mouldy loaf of bread in its backpack. A successful skill (Search) check (DC30) (Dagger). Equipment: Studded Leather +2, Dagger +3, will reveal an iron key in the mouldy loaf of bread. Collar of Obedience (see Appendix 2- New Magic) The key is important and is linked to encounter 19. If the characters are victorious, they are free to look Award the party 2 Luck points for finding the key around and search the kitchen, read the following: The sword can easily be pulled from the pool, it is a The cupboards are full of pots, pans, bowls and Magical Longsword +3 spoons. There is one cupboard that is locked. Trap: The spear is cursed. Any player who touches To force the cupboard open the characters must the spear will suffer a terrible vision of monsters and make an ability (Strength) check (DC10). Inside the demons. cupboard are the cook's possessions: A silver flute, a Cursed spear trap: CR 10; No Attack; Will save rune carved stick painted with blue and yellow hoops, (DC20) or suffer -2 Wisdom (permanent) and -2 Luck an old withered rose and an old leather bound book (permanent). with a metal clasp on the side entitled 'The Secret of If any character attempts to pull the spear from the Toads'. pool, read them the following: The silver flute is Magical and is called Tomah's As you grasp the shaft of the spear, terrible visions Flute (see Appendix 2- New Magic) of nightmarish creatures invade your thoughts. The The Rune stick is non-magical. This item can be used visions seem very real to you indeed. later in the adventure as a wooden steak to aid in the The spear is firmly embedded in the ice and cannot defeat of the Vampire Snow Witch (encounter 24). be removed unless dug out. The withered rose is magical and is called 'The 14. The Kitchen (EL 8) Healing Rose' (see Appendix 2- New Magic). Ask the characters to make a skill (Listen) check Trap: The leather bound book has a metal clasp on (DC5). If they are successful, they can hear shouting the side. On the underside of the clasp is a poison nee- within the cave. Someone appears to be yelling incom- dle. Anyone who opens the clasp without disarming prehensible orders to another. the trap will prick themselves on the needle. If the characters look in the cave, read the following: Poison needle trap: CR 4; No attack roll (damage 1+ shadow essence poison); Reflex Save (DC20) to avoid; At the back of this cave you can see a Neanderthal Search (DC15); Disable (DC15). stripping the skin off of a moose. He appears to be Shadow essence poison: Injury; Fortitude save working rather slowly and is being yelled at by a (DC17); Initial: - 1 Str (permanent), Secondary: 2D6 man dressed in a white apron and waving a wooden Strength (See DMG Chapter 3; table 3-16 Poisons for spoon about in the air. There is a large stew pot sim- more information) mering on an open fire in the centre of the room. If anyone opens the book they find no writing, just a The man will not notice the characters unless they recess cut in the pages that holds a Talisman on a gold- walk into his crude kitchen. If the characters move en chain. silently into the room, they must make opposed skill While the Talisman is worn, the player gains +2 (Move silently/Listen) checks with the man, the resistance bonus to Will save. Neanderthal is too busy to notice them 15. The Bard (EL 7) If the characters are spotted entering the kitchen, Any character that comes within 20ft. of the cavern read them the following: entrance must make a skill (Listen) roll (DC10). If they The man turns to you and shouts, "Get out! Dinner are successful they can hear soft, beautiful stringed won't be ready for two hours yet. You'll hear the bell music emanating from the cavern. when it's ready. Mind you, you all look a little As the characters approach the cave from which the worse for wear. Have a stale cake each and be on music is coming, read them the following: your way". At the end of this corridor is an archway covered by If the characters do not have adequate clothing to animal furs. cover their necks, the man will make a skill (Spot) The music is being played by Rillion the musician. check (DC12). If successful, he notices that they don't Rillion is in charge of fitting the Collar of Obedience to have collars on and orders the Neanderthal to attack. new 'recruits'. Neanderthal: hp 19; Collar of Obedience (see If anyone looks into the room, read the following: Appendix 1 - New Monsters) Glom, male human Ftr5: CR 5; Size M (6 ft., 0 in. You can see a human sat on a chair at the rear of the tall); HD 5d10+10; hp 48; Init +6 (+2 Dex, +4 Improved room. The man is dressed in purple and green hose initiative); Spd 30 ft.; AC 17 (+2 Dex, Studded Leather and vest and pointed red slippers. The man is play- +2); Attack +13 melee (Dagger 1D4 +7), or +11 ranged ing a lute and singing. He is very talented. To his left (Dagger 1D4 +7); SV Fort +6, Ref +3, Will +0; AL NE; are two large clay pots on a shelf. Str 18, Dex 14, Con 14, Int 10, Wis 8, Cha 13. If Rillion spots anyone entering the room he will stop Languages Spoken: Common. Skills and feats: Climb playing and ask them what they want. If compliment- +8, Hide +2, Jump +6, Listen +3, Move silently +2, Spot ed on his musical abilities he will thank the characters 11 +4; Alertness, Dodge, Improved initiative, Power and play a jolly tune that incorporates a Cure Light attack, Weapon focus (Dagger), Weapon specialisation Wounds spell (1d8 + 2) on the nearest injured charac- 16. Temple of the Ice Demon (EL 10/ 12) As the characters approach the cavern they can hear rhythmic chanting emanating from a crowd within. If the characters look into the cavern, read the following: Kneeling down before an ice effigy in the shape of a demon are several hooded humanoids. The wor- shipers are praying to the demon in a rhythmical chant. This is the temple of the Ice Demon T'armeru. The worshippers consist of 10 Goblins and Orcs and Adolynn an Orc Cleric. If the characters walk boldly through the cavern Adolynn the Cleric will challenge them. She is out- raged that they have walked through without paying homage to the Frozen one. If Adolynn makes a skill (Spot) check (DC12) she notices that they do not have Collars of Obedience on and orders the mass of Goblins and Orcs to seize them. If the characters attempt to bluff their way past Adolynn, they will have to make opposed skill (Bluff/Sense motive) checks with her. If the characters have found the magical silver flute from the crude kitchen (encounter 14) and they show it to Adolynn saying that have to play the flute for the Snow Queen, give the players a +4 bonus to their bluff roll. If a fight ensues, Adolynn orders the Ice Demon T'armeru to attack the characters. Adolynn, female Orc Clr2: CR 2; Size M (5 ft., 3 in. ter. Otherwise Rillion will be wary of any intruders tall); HD 2d8+2; hp 14; Init +0; Spd 30 ft.; AC 18 (Chain and ready to fight. shirt +2, Buckler +1); Attack +4 (War-hammer 1D8 +3); "Come back again for more treatment", say's Rillion SV Fort +4, Ref +0, Will +5; AL CE; Str 13, Dex 10, Con smiling. He continues to play. 12, Int 7, Wis 15, Cha 10. Languages Spoken: If the characters walk into the cavern and do not Common, Orc. Skills and feats: Concentrate +2, Hide mention Rillion's vocal and musical talents he is very +0, Listen +2, Move silently +1, Spot +2; Martial wary of them. He readies a Charm Person spell with weapon proficiency (War-hammer). Equipment: War- the trigger being if anyone comes within 5ft. of him. hammer +2, Chain shirt +2, Winter Cloak and Buckler Rillion, male human Ftr7: CR 7; Size M (6 ft., 1 in. +1, Collar of Obedience (see Appendix 2- New Magic) tall); HD 7d10+7; hp 60; Init +4 (+4 Dex); Spd 30 ft.; AC Cleric Domains: Evil, Chaos. Cleric spells Per Day: 18 (+4 Dex, Leather Armour +2); Attack +14 /+9 melee 4/3+1 (see PHB Chapter 11 Spells, Cleric Domains for (Rapier 1D6 + 5); SV Fort +6, Ref +7, Will +2; AL NE; Str a list of Cleric Domain spells) 13, Dex 19, Con 13, Int 11, Wis 7, Cha 17. Languages Spells revised: 0 level-- Cure Minor Wounds x3, Spoken: Common. Skills and feats: Climb +8, Hide +3, Virtue. 1st Level-Inflict Light Wounds x2, Shield of Listen +3, Move silently +10, Perform (Lute) +10, Spot Faith +5, Swim +5; Dodge, Mobility, Spring attack, Weapon Orcs (6): hp 8, 8, 7, 8, 6, 6; Longsword (1D8 +3),Collar finesse (Rapier), Weapon focus (Rapier), Weapon spe- of Obedience (see Appendix 2- New Magic) cialisation (Rapier). Equipment: Rapier +2, Leather +2, Goblins (4): hp 5, 7, 6, 4; Shortsword (1D6 -1), Collar a Lute and a Collar of Obedience (see Appendix 2- of Obedience (see Appendix 2- New Magic) New Magic). T'armeru, Ice Demon: hp 47 (see Appendix 1- New Rillion can use the following spell like abilities twice Monsters) per day each: Cure Light Wounds, Cure Serious If the Ice Demon T'armeru is defeated, Adolynn and Wounds and Charm Person. the Orcs and Goblins will flee the area via the west Tactic: If attacked, Rillion will cast Charm Person on door. They will flee out of the caverns and down the the strongest looking character and ask them not to mountainside and not be seen again during this harm him. Rillion will then attack the remaining char- adventure. acters with his rapier and attempt to subdue them. He Secret Door: If the characters make a successful skill will then attach the Collars of Obedience once all the (Search) check (DC15) along the north wall, they will characters are either charmed or subdued. find the secret door that leads to the pit viewing area Any character collared by Rillion is completely (encounter 17) 10ft. above the pit. If they proceed up 12 under the control of the Snow Witch and should be the stairs, ask them to make a skill (Listen) check treated as an NPC until released. (DC5). If successful, they can hear jeering and cursing (in the Goblin tongue) from further along the passage. The noise is being made by 4 Goblins who are throw- This is Yorgar the Prism Mage. He guards the ing chunks of rock and ice at a Dwarf who has fallen entrance to the Snow Witches personal caverns. in the pit below. If the Goblins spot the characters they It is impossible for the characters to bluff their way will attack: past Yorgar, he knows that no-one is allowed past Goblins (4): hp 6, 7, 5, 6; all Goblins wear Collar's of him, only the Snow Witch herself and her personal Obedience (see Appendix 2- New Magic) and have servants all of which he knows very well. Regardless Longsword's (1d8 -1) (see MM for more information of the yarn the characters attempt to spin, Yorgar on Goblins). agrees to them passing onward and tells them the 17. The Pit (EL 0) Snow Witches personal quarters are along the left Any character moving within 20ft. of the Pit must hand passage. The left passage leads to a trap. make a skill (Listen) check (DC9). If they are success- Yorgar, knowing that the characters are not sup- ful, they can hear shouts for help in the common posed to be here, is holding out in front of him the tongue that seem to be coming from a Pit at the end of Prism of Illusion (see Appendix 2- New Magic). He the corridor. has readied a Mirror Image spell with the trigger If the characters investigate, read the following: being anyone who comes within 5ft. DM's note: If the characters have found the secret Yorgar, male half-elf Sor6: CR 6; Size M (5 ft., 4 in. door in encounter 16 they may already have killed the tall); HD 6d4+6; hp 27; Init +2 (+2 Dex); Spd 30 ft.; AC 4 Goblins that are throwing rocks at Ulgrad. If this is 14 (+2 Dex, Amulet of natural Armour +2); Attack +6 the case, only read the passage up to the asterisk. melee (Dagger 1D4 +3), or +7 ranged (Dagger 1D4 +3); SV Fort +3, Ref +4, Will +5; AL CE; Str 13, Dex 14, Con At the bottom of the 20ft. Pit is a Dwarf. The unfor- 13, Int 16, Wis 11, Cha 15; Languages Spoken: tunate humanoid is trying desperately to climb up Common, Draconic, Dwarven, Elven. Skills and feats: the slippery sides of the Pit wall*. The floor of the Balance +4, Concentration +9, Hide +5, Listen +4, Pit is covered with large ice boulders that are being Move silently +4, Search +4, Spot +5; Dodge, Silent continually thrown by humanoid creatures at the spell, Still spell. Equipment: Amulet of natural top of the shaft. One lands on the Dwarf's shoulder, Armour +2, Collar of Obedience (see Appendix 2- to which you hear loud cheers from above. The New Magic) Prism of Illusion (see Appendix 2- New Dwarf tumbles back down to the bottom of the Pit. Magic), 2x Daggers +2 and a Purse with 3D4 gold He looks up at you and says, "Curse you strangers if Sorcerer Spells Known (6/7/6/3): 0th -- Dancing you do not help me". Lights, Detect Magic, Ghost Sound, Light, Mage If the characters throw a rope down to the Dwarf he Hand, Prestidigitation, Read Magic. 1st -- Charm climbs up, much to the annoyance of the creatures Person, Chill Touch, Magic Missile, Shield. 2nd - above. The Dwarf hurriedly introduces himself as Mirror Image, Invisibility. 3rd -- Lightning Bolt. Ulgrad and says that now he is free he must get back 19. The left hand passage (EL 1) to his village as soon as possible. He thanks the char- Trap: A pressure plate spans the corridor (marked acters for rescuing him and hands them a bag in 19.A on the map). If anyone stands on the pressure which is a sling and 3 metal slingshots. He runs down plate, a heavy Iron Portcullis drops at the passage the corridor and turns right (towards the Ice Demon's entrance (marked 19.B on the map). temple). As he does so, he shouts back, "Beware the Lifting the Portcullis requires an ability (Strength) White Rat!" check (DC25). If successful, it lifts 3ft before sticking. The sling and metal slingshots are magical: sling +1 Pressure plate trap: CR 1; No attack roll (no dam- and 3 metal slingshots +3 age); Search (DC20); Disable (DC20). Award the party 1 Luck point for rescuing Ulgrad If the characters continue, read them the following: and receiving his warning. The passage bends to the right, continues for 30ft. 18. The Prism Mage (EL 6) and ends at a large iron door, which spans the entire As the characters move from the corridors inside the passageway. The door has a single keyhole. glacier into the mountain, read them the following: The door is locked. If the players found the key in the The ice corridors that you are following soon lead bread (encounter 13), it fits and opens the door. If not, into the mountain itself. The walls of the corridors the door can either be forced open by a successful abil- change from ice to bare rock. ity (Strength) check (DC28); Broken down: hardness If the characters continue into the cavern, read them 10, Hp 60 or the lock can be picked by a successful the following: skill (Open locks) check (DC35) The passageway opens into a large cavern. There are 20. The right hand passage (EL 1) three exits; one on the left, one on the right and the Trap: A pressure plate spans the corridor (marked main one straight ahead which has been carved as a 20.A on the map). If anyone stands on the pressure giant skull. As you look, an ugly man steps out of plate, a heavy Iron Portcullis drops at the passage the mouth of the skull, holding a glass prism in his entrance (marked 20.B on the map). out-stretched hands. "Turn back" he commands, Lifting the Portcullis an ability (Strength) check 13 "Only the Snow Witches personal servants are (DC25). If successful, it only lifts 3ft before sticking. allowed inside the mountain". Pressure plate trap: CR 1; Search (DC20); Disable device (DC 20). If the characters continue, read them the following: The 'man' is a Zombie. The Zombie attacks anyone The passage bends to the left and continues for 60ft. who enters the storeroom. before bending to the left again, but blocking your Zombie: hp 17 (See MM for more information on advance, 30ft. along the passage, is a heavy Zombies, medium sized) portcullis. A successful skill (Search) check (DC14) of the room will reveal the following: on a roll of exactly 14 they If the characters examine the portcullis, ask them to find a jar of pickled lizard tails, which weighs 1lb (the make a skill (Spot) check (DC15). If successful, they pickled tails have no use in this adventure). For every can see a small button 10ft. farther along the wall additional 2 points above 14, the characters find items beyond the portcullis. In order to throw an object at in the following order: some garlic a box full of assort- the button the players make a successful ranged ed teeth weighing 1lb (the teeth have no use in this attack. The button is AC18 (due to its size). If the but- adventure) four large dragon eggs which weigh 5lbs ton is pressed or hit by an object the portcullis opens. each (the eggs can be used much later in the adventure 21. The Frost Giant (EL 9) by the healer - see encounter 22 in the Wilderness sec- If the characters go through the central skull shaped tion) and a jar full of Powder with a note in it. The note door, read them the following: describes the contents of the jar and its use. The jar is The passage widens into a large rectangular cavern. Szordrins dust (see Appendix 2 - New Magic), and Moving around in the cavern is a Giant Man who can be used in encounter 24 to stop the White Rat stands about 15ft. tall. The man has white skin with changing back into a Dragon. dirty yellow hair, and he wears thick animal furs. As 24. The Snow Witch (EL 11) you watch, the Giant is lifting a large chest on to a The tunnel ends at a large pair of double doors. The high shelf. doors are unlocked. No sound can be heard from the The giant is Frasor, this is his lair. If he spots the char- other side. If the characters open the doors, read them acters he hurls the heavy chest at them +9 Ranged the following: (chest 2D4+9) before charging them with his huge Beyond the door is a large high-ceilinged (50ft high) Greataxe. There is no bargaining with Frasor. He chamber , which ends in a massive wall of ice. In the fights to the death. centre of the chamber is an open marble sarcophagus Frost Giant: hp 121 (see MM, Giants for more infor- with its lid propped up against its side. As you mation on Frost Giants) watch, a tiny White Rat jumps out of the sarcopha- The chest contains 3 Rings and a potion of Cure seri- gus and sits on the floor. The Rat starts to grow and ous wounds that heals 3D8 +10 hit points labelled in change shape! common. If the players have found Szordrins Dust from Note: If the Frost Giant hurled the chest then the encounter 23, they could use this on the polymorph- potion bottle has been shattered and the potion ing creature. If they do, the Dragon remains as a White ruined. Rat, use the stats below: The three rings are: A golden ring, which is a ring of Icefang in rat form: CR 3; Size T (1ft. long); HD Major Elemental (Cold) resistance (see DMG Chapter 15D12; hp 67; Init +2 (+2 Dex); Spd 15 ft., Climb 15ft.; 8, Rings for more information); a silver ring, which is AC 14 (+2 size, +2 Dex); Attack +15 melee (Bite 1D3 -4); a Ring of The Vampires Curse (see Appendix 2- New Face/Reach: 2 ½ft. by 2½ ft./ 2 ½ft. SA spell like abili- Magic) and a copper ring, which is a Ring of Warrior ty: Freezing fog - 3x/day; Other spell like abilities: Summoning (see Appendix 2- New Magic) Gust of wind, Fog cloud, Wall of ice - 3/day, Control 22. The Crystal Warrior (EL 4) weather - 1/day; SQ Cold subtype, Ice walking, As the characters approach, read the following: Frightful presence Will save (DC16), Spell resistance Blocking the passageway ahead is a tall humanoid (SR16), Dragon immunities, Blind slight 150ft., Keen who appears to be made of Clear Quartz. The senses, Darkvision 500ft. ; SV Fort +9, Ref +12, Will +9; Crystal Warrior carries a quartz spear, which it AL CE; Str 2, Dex 15, Con 10, Int 8, Wis 11, Cha 8. readies for combat. Languages Spoken: Draconic. Skills and feats: Listen + The only way to pass is to fight the Crystal Warrior. 15, Spot +15 and search +15; Alertness, Power attack, Crystal Warrior: hps 35 (see Appendix 1 - New Weapon focus (Bite). Equipment: None (see MM, Monsters). Dragon, White Dragon for more information on Young Adult White Dragons) 23. The Zombie Store Man (EL 1) If not the Rat polymorphs into its true self; a Young The corridor ends at a locked door. If any character Adult White Dragon called Icefang. He is the Snow makes a skill (Listen) check (DC14), they can hear Witches personal guard.Icefang attacks the characters. shuffling footsteps coming from the other side. Icefang, young adult White Dragon: CR 7; Size L (15 If the characters open the door, read the following: ft. tall); HD 15D12 +45; hp 112; Init +0; Spd 60 ft., fly Jars and bottles of various shapes and sizes sit on 200ft. (poor), swim 60ft., burrow 30ft.; AC 23 (-1 size, 14 shelves that line the walls. Boxes and barrels are +14 natural); Attack +19 melee (bite 2D6 +4) and +14 stacked up on the floor. A grey skinned man with melee (2 claw 1D8 +2 each) and +13 melee (2 wings white eyes and a club in his hand shuffles his way 1D6+2 each) and +13 melee (tail slap 1D8 +6); towards you. Face/Reach: 5ft. by 10ft./ 10ft. SA Breath weapon (40ft. cone of cold, 5D6 damage, Reflex save (DC20) for half ing 5, Vampire weakness. SV Fort +2, Ref +9, Will +5; damage, Spell like ability: Fog Cloud 1/day; SQ Cold AL CE; Str 15, Dex 18, Con 0, Int 12, Wis 10, Cha 21. subtype, Ice walking, Frightful presence Will save Skills and feats: Bluff +13, Concentration +10, Hide +9, (DC16), Spell resistance (SR16), Dragon immunities, Listen +10, Move silently +10, Search +9, Sense motive Blind slight 150ft., Keen senses, Darkvision 500ft. ; SV +8, Spellcraft +9, Spot +10; Alertness, Combat reflexes, Fort +12, Ref +9, Will +9; AL CE; Str 19, Dex 10, Con 17, Dodge, Improved initiative, lightning reflexes, Scribe Int 8, Wis 11, Cha 8. Languages Spoken: Draconic. scroll, Still spell and Silent spell. Skills and feats: Listen + 15, Jump +6, Spot +15 and Sorcerer spells per day (6/8/7/5): 0th -- Dancing search +15; Alertness, Power attack ,Weapon focus Lights, Detect Magic, Ghost Sound, Light, Mage (Bite) and Weapon focus (Claw). Equipment: None Hand, Prestidigitation, Read Magic. 1st -- Mage (see MM, Dragon, White Dragon for more information Armour, Magic Missile, Shield, Silent Image, and on Young Adult White Dragons) Sleep. 2nd -- Blur, Scare and See Invisibility. 3rd - Fly If the characters defeat Icefang read the following: and Slow. A woman's eerie laughter echoes around the cham- (See MM Appendix 3 for more information on ber. A beautiful woman wearing white furs slowly Vampires and see PHB Chapter 3, Sorcerer for more rises out of the sarcophagus. She looks in your direc- information) tion and smiles. Not an ordinary smile for she has Lying in the bottom of the sarcophagus is a torn and huge fangs. stained scrap of paper with the words " gold against gold, gem against gem, you must hold what you wish The Snow Witch is a Vampire of considerable power. to defeat " written in common. In her former life she was a Sorcerer. All of her magi- Map location A: If any character looks around the cal abilities remain with her in her Undead state. cavern, ask him or her to make a skill (Search) check The Snow Witch attacks. If slain the Witch becomes (DC20). If successful, read them the following: gaseous and returns to the sarcophagus to regenerate. You can see an ornate trunk that has been frozen Snow Witch, Vampire, medium sized Undead (sor7 inside the Ice Wall. The trunk is buried at least 2 ft. base creature): CR 9; Size M (5 ft., 8 in. tall); HD 7d12; inside the wall. hp 60; Init +8 (+4 Dex, improved initiative); Spd 30 ft.; It will take couple of hours to dig the trunk from the AC 20 (+4 Dex, +6 natural armour); Attack +5 melee Ice Wall, but it will be worth the effort. The trunk is (slam 1D6+2 +energy drain); Special attacks: Charm, unlocked and not trapped. If the characters open the Energy drain, Blood drain, Children of the night, trunk, read them the following: Create spawn. Special Qualities: Undead, damage 15 reduction 15/+1, Cold and electricity reduction 20, The trunk is filled to the brim with coins. Several Gaseous form, Spider climb, Alternate form, Fast heal- gems can also be seen protruding from the hoard, but the 10" long golden idol, which lies on top of the Trap: The footprints are trapped. Anyone touching money, catches your eye. the white footprints activates an Ice Storm spell (see The statue is in fact a guardian Sentinel. If anyone PHB Chapter11 for more information). Anyone touch- touches the statue (except the Snow Witch) it instant- ing the black footprints activates an Inflict Serious ly transforms into a Sentinel and attacks. wounds spell. Sentinel: hp 55 (see Appendix 1- New Monsters) Magical white footprints trap: CR 4; No attack roll; If the characters defeat the Sentinel, they are free to 20ft. radius of large hail stones and ice (5D6 damage); take the treasure: 600gp, 10 Gems (value: 10gp, 20gp Reflex save (DC16) avoids; Search (DC29); Disable X3, 50gp X 4, 100gp X2) and 3 potions of Cure Light (DC29). This trap resets immediately. Wounds that heal 1d8 +2 each. Magical black footprints trap: CR 2; No attack roll If the characters find and unearth the trunk, then (3D8 +5 damage); Reflex save (DC14) avoids; Search read them the following after they have defeated the (DC28); Disable (DC28). This trap resets immediately. Sentinel. If they do not find the trunk read the follow- 26. The Orb of Energy (EL 0) ing before they try to leave the room. If the characters take the left hand passage, read them The floor begins to shake and small rocks drop from the following; the cavern roof. An almighty crash echoes through Lying on the floor in the corner of the corridor is a the room, its source appears to have come from the small glass ball. passage beyond the double doors. The rumbling This is an Orb of Energy (see Appendix 2 - New stops, but the noise has alerted you to the double Magic) doors, which are opening. 27. Iron Casket (EL 4) A Wood Elf and a Dwarf appear at the double doors, As the characters walk up the passage, read them the "You've killed her" shouts the Elf. "We are free! Soon following: we will be able to remove our Collars of Obedience" Lying against the left hand wall of the passage is an The Wood Elf introduces himself as Redswift and the Iron Casket. The Casket seems ordinary enough. It Dwarf as Stubb. They tell the characters that they have has a brass handle in the shape of a serpent. just returned from outside the caverns where the Trap: The brass handle is laced with a contact poi- Witch had sent them scouting. The passage behind son. There is a secret button located on the rear of the them has collapsed almost killing them, the cave-in box to open it. The characters need to make a skill was (map location 22) probably due to the Snow (Search) check (DC18) to find the button. Witches demise. Redswift shows the characters the Contact poison trap: CR 3; No attack roll required Illusionary wall (map location B) saying that he knew (no damage +Terinav root poison); Search (DC18); it existed, but he does not know where the passage Disable (DC18). beyond it leads. Redswift and Stubb's pullout Non- Terinav root poison: Contact; Fortitude save (DC16); player character sheets are included in Appendix 4 - Primary 1D6 Dex, Secondary 2D6 Dex. Characters. Inside the casket is a pair of Boots of Elven kind (see 25. Footprints (EL 4) DMG Chapter 8, Wondrous Items). If the characters take the right hand passage, read 28. Caveman (EL 3) them the following: Just before the characters reach the T-junction, ask Two pairs of human sized footprints run parallel them to make a skill (Listen) check (DC8). If success- down the corridor. One set is black the other is ful, they can hear padding footsteps coming down the white. left-hand corridor. It is possible to walk down the narrow corridor with- The footsteps are being made by a Neanderthal cave- out stepping on either of the sets of footprints. To do man. If he spots the characters he will attack. so each character must make a successful skill If a fight ensues, Redswift and Stubb panic and run (Balance) check (DC10). If failed roll a D6, on an odd off down the right hand passage. They will not stop number the character has accidentally touched one of unless forced to. They continue through the door (see the white footprints, an even number means they have encounter 29). touched one of the black footprints. Neanderthal: hp 18; belt pouch containing a star- shaped metal disk (See Appendix 1 - New Monsters). *The metal disk is used in encounter 33. Award the party 2 Luck points for finding the star- shaped disk. 29. The Brain Slayer (EL 7) If Redswift and Stubb have already entered the room ask the characters to make a skill (Listen) check (DC12). If successful, they can hear moaning coming 16 from the other side of the door. If they open the door, read them the following: The door opens into a strange room. Dim purple Redswift has just read an ancient Death spell (see illuminations provide the lighting. In the centre of Appendix 2 - New Magic for more information on the the room Redswift and Stubb are kneeling in sub- Death spell). The spell will start affecting the charac- mission to a horrible robed creature with an octo- ters when they reach Stonebridge. pus-like head. Two of its tentacles are wrapped If the characters ask Redswift what was on the around each of your friends' heads. parchment, he tells them that it was ancient Death If the Brain Slayer spots the characters, it releases its spell and he fears that all the party are now infected. grip on Redswift and Stubb and advances to attack. Read the characters the following: Redswift and Stubb act as if Stunned for 4 rounds, if The Death spells effects are like that of a magical they recover before the Brain Slayer is killed they will disease. It can start at any time. Only one person join the fight against it. knows the cure, he is Yoritar the Healer. Luckily, my Brain Slayer: hp 45 (see Appendix 1- New brother Ash and I grew up near to his home. The Monsters) Healers cave is by Jovik Peak in the Moonstone After killing the Brain Slayer the characters can Hills. We will need to get there as soon as possible. search the room. The strange illumination comes from If anyone opens the door read the following: moss growing on the walls; a successful skill (Search) Beyond the door is a large natural cavern. Water check (DC15) will reveal 2 clay pots in a recess in the drips from Stalactites that hang from the cavern cavern wall. One pot contains a square metal disc (this roof. item is used in encounter 33), the other pot contains a scroll with the Divine spell Protection form Elements The liquid that drips continuously is not water but a (Electricity) scribed upon it. deadly corrosive acid. For every round that the char- Award the party 2 Luck points for finding the acters are exposed to the acid they take 1D6 points of square-shaped disk. damage (see DMG Chapter 3, Other Dangers). It is impossible to cross the cavern without being hit by the 30. Animated Dagger (EL 1) dripping acid. The door at the opposite end of the cav- The corridor ends at a door, which has an ordinary ern is locked. looking dagger sticking in it. The Dagger is a tiny animated object, which has 33. Cavern of the Snow Witch (EL 5) become stuck in the door. Should any of the characters The tunnel ends at a pair of double door. The doors free the Dagger with an ability (Strength) check (DC8), are unlocked and not trapped. If anyone opens the it will attack the person that freed it. double doors, read them the following: Tiny animated object (Dagger): hp2; Hardness 10 The walls of this circular cavern are covered ice. In (see MM for more information on Animated Objects). the centre of the cavern a large glass Orb sits on top 31. The Shield (EL 5) If the characters walk up this corridor, they can see a large Steel Shield hanging on the wall. The Shield has no crest on it, but it has been polished to a high sheen. Trap: The first person to touch the Shield hanging on the wall will activate cause an invisible large Air Elemental held by a Lesser Planar Binding (Air) spell to attack the characters. Characters able to see invisi- ble creatures will easily be able to see the Elemental lurking in the corridor before the shield is touched.. Lesser Planar Binding Trap: CR5; No attack roll required (no damage); Search (DC32); Disable device (DC32). Air Elemental, large: hp 70 (see MM for more infor- mation on Air Elementals). Once the characters have defeated the Air Elemental, they can easily take the Shield. The Shield is a large Steel Shield +3. 32. Acid Stalagmites (EL3) The tunnel ends at another door. The door is not locked, but there is a piece of parchment pinned to the door. Read the following: Redswift unpins the parchment from the door and reads it. As he does so his eyes widen with terror. "Look", says the Wood Elf holding up the parchment 17 for all to see, "The words are fading away. By the Gods of Titan, what have I done?". Redswift drops to his knees. of an ice plinth. An Orc runs into the cavern from the Here are the rules: One of you must pick a shaped doors opposite and the Orb immediately starts to disk and conceal it in your hand. I will call out a glow. The outline of a face takes shape in the Orb, shape. A square beats a circle, a circle beats a star and you recognise the face of the Snow Witch! Her and a star beats a square. If you win, I will grant encased head starts to laugh, then she speaks, you the chance to escape but if you loose you will "Although you have killed me, you have not defeat- die. If we both choose the same shape, we will play ed me. My spirit can still defeat you. Watch careful- again. ly". The Orc, who is standing by the Orb, grips the The Snow Witch will select Circle for the first round metal collar around his neck and cries out, gasping of the game, then Star for the second round and for breath. His green face bulges as he desperately Square for the third round, if any characters are left tries to stop the collar from tightening. The Snow alive or the Snow Witch has not been beaten she will Witches image sneers contemptuously and says, "I repeat her sequence of choices. have no use for servants any longer". With that, The first time a character draws with the Snow Witch Redswift and Stubb clutch at their throats. she grows angry and tells the characters that the rules The spirit of the Snow Witch now inhabits the magi- have changed; if there is a tie again she wins! cal Orb. In this form she can cast Lightning Bolt (8D6 If a character loses a round of the game a yellow ray damage, Reflex save DC18 for half) and Ray of of light springs forth from the Orb and strikes the Enfeeblement (ranged touch attack +4 to hit, 1D6 + 5 character. The stricken character must make a enhancement penalty to Strength, Fortitude save Fortitude save DC25 or die. DC16 to negate) one time each per round. If a character wins a round of the game read them The Snow Witch will cast her spells at anyone who the following: attacks the Orb. The Orb starts to fill with white smoke and shatters. The Orb has AC18, 20 hit points and Damage reduc- The vision of the Snow Witch disappears. Her shrill tion 20/+4. If the Orb shatters, the cavern starts to col- cry fills the cavern. The Snow Witch is truly defeat- lapse. The characters must move quickly over the ice ed, but your joy is short lived. The cavern shakes and in order to escape. A successful Reflex save (DC15) is starts to collapse! required to escape the cavern before it collapses. If The characters must move quickly over the ice in anyone fails read them the following: order to escape. A successful Reflex save (DC15) is The ice-covered floor slows your escape from the required to escape the cavern before it collapses. If collapsing cavern. A huge chunk of ice glances off anyone fails please refer to rules regarding escaping your shoulder sending you crashing to the floor. the collapsing cavern given earlier in this encounter Seconds later, hundred's of tons of more ice and rock As soon as the Orb shatters Redswift and Stubb will bury you in your frozen tomb. Your adventure ends recover and run for the exit, they will both successful- here ly escape from the caverns. If any of the characters attacked the Orb and were If the characters escape the doomed Crystal Caverns, struck by the Snow Witches Lightning Bolts, or the read them the following: characters do not attack read the following: By some miracle, you are not hit by the falling debris "I am enjoying watching you and your friends suffer. that was once the Crystal Caverns. Looking around I wish to prolong all of your agonies", announces the you are surprised to see the welcome sight of blue Snow Witch. She loosens the grip she holds on skies above, down the mountain side everything Redswift and Stubb long enough for them to draw a looks tranquil. It isn't even snowing. As you begin good breath into their lungs. Two figures shuffle your decent, you remember Big Jim Sun and the cir- their way in through the door opposite. One is a cumstances that led you to enter the Caverns of the Dwarf and the other an Elf. Both have grey skin and Snow Witch. You expect that Big Jim will think that vacant stares. "Fight my slaves while I think of a you died on the mountain, and besides you are game for us to play" says the Snow Witch, "A fair affected with the ancient Death spell and need to game, that may result in your freedom?". visit the Healer who dwells within the Moonstone The two unfortunate souls are Zombies. They Hills. advance and attack the characters. Redswift and Stubb Stubb speaks, "My town is called Stonebridge", he are too busy trying to get free of their collars to aid the says, "It is a couple of days travel from here and on characters in any way. the way to the Moonstone Hills. When we arrive I Zombies, Medium (2): hp 22, 21 (see MM for more promise you a hero's welcome". information on Zombies). If the Zombies are defeated, read them the following: You all set off down the mountain trail. "I have a game that we can play", cackles the Snow Witch. "I hope that during your travels through my Crystal Caves that you have found some of my 18 shaped metal disk's? +2); SV Fort +7, Ref +6, Will +0; AL CE; Str 17, Dex 19, Into the Wilderness Con 12, Int 10, Wis 7, Cha 7. Languages Spoken: This section of the adventure takes place outside. Common, Elven, and Undercommon. Skills and feats: Please refer to the Wilderness map Hide +13, Jump +10, Listen +5, Move silently +8, 1. The River Kok (EL 3/ 9) Search +5, Spot +6; Dodge, Endurance, Improved ini- tiative, Point blank shot, Far shot, Weapon finesse Your journey south is long and arduous. Two (Rapier), Weapon focus (Rapier), Weapon specializa- uneventful days after leaving the Ice Caverns, you tion (Rapier). Equipment: Leather +3, Rapier +3, reach the River Kok. Redswift explains that 50 miles Amulet of natural armour +2, Longbow +2, 15 Arrows west up-river lies Fang, the town where Baron +1, Potion of cure serious wounds (3D8+6) (see PHB Sukumvit's notorious Deathtrap Dungeon awaits Chapter 3, Fighters for more information) its challengers each year for the Trial of Champions. However, at this time of year Fang is unlikely to be 2. Bandits! (EL 10) anymore interesting than any other river town. Ask the characters to make a skill (Listen) check Stubb informs you that in order to get to Stonebridge (DC18). If they are successful, they can hear the sound the party must find a way across the river Kok. of horses approaching. There is plenty of scrub to hide in should the charac- Redswift suggest that the characters all head down- ters not want to be seen. The scrub will add a +2 cir- stream for the time being. The river shallows a few cumstance bonus to the characters hide checks. miles down and if the worst comes to the worst, we The noise is made by an approaching band of can all wade across. Centaurs. If the characters do not hide (or are spotted), After a mile or so, ask the characters to make a skill the Centaurs approach them, read the following: (Spot) check (DC12). If they are successful, read them the following: The thundering noise of galloping hooves grows louder and four Centaurs come into view. Each one Down by the riverbank, you can see a large raft with has a bow slung over his shoulder and carries a a man asleep in it. spear and a shield. The Centaurs approach and form If the characters call to the man and then ask him to a line in front of you. One of the creatures addresses ferry them across the river, he replies that it's his day you. He has an ugly blue scar running down his face off and that he is enjoying his rest. and chest and he wears a horned helmet. "I am If the characters offer Garin a sizable amount of Rangard. What are you doing on the Pagan money to ferry them across the river Kok, He will Plains?". His voice is deep and menacing. agree (a sizable amount is at least 5gp each). Rangard and his band are nothing more than ban- If attacked, Garin will defend himself dits. They see the characters as easy pickings Garin, male human male human Ftr2: CR 2; Size M If the characters talk to Rangard, he is blunt and (6 ft., 1 in. tall); HD 2d10+4; hp 20; Init +6 (+2 Dex, +4 unhelpful. He asks where they have come from, and Improved initiative); Spd 30 ft.; AC 12 (+2 Dex); Attack where they are going. If anyone mentions that they +5 melee (Unarmed strike 1D3 +3 Subdual damage); have been adventuring in the Crystal Caverns, SV Fort +5, Ref +2, Will +1; AL N; Str 17, Dex 15, Con Rangard looks interested. He surreptitiously motions 14, Int 13, Wis 12, Cha 6. Languages Spoken: to the other 3 Centaurs and they start to ready their Common; Skills and feats: Hide +4, Jump +4, Listen +3, weapons. A successful skill (Spot) check (DC10) will Move silently +2, Spot +3 and Swim +7; Alertness, allow characters to recognise their actions. Dodge, Improved initiative, Improved unarmed Rangard will question the characters closely about strike. Equipment: boat mending equipment: the Crystal Caverns and will order his Centaurs to Hammer, Nails and odd bits of Wood. attack if he thinks the characters are carrying treasure. If the characters continue down the river bank they Rangard, male centaur Ftr4: CR 7; Size L (7 ft., 8 in. will spot a boat tied to a tree 200ft further on. The boat tall); HD 4d8+16 + 4d10+16; hp 81; Init +6 (+2 Dex, +4 belongs to a Dark Elf called Sorric who is hidden in Improved initiative); Spd 50 ft.; AC 15 (+2 Dex, -1 Size, the bushes nearby - opposed Spot / Hide to see him, +2 Natural, +2 Large Wooden Shield); Attack +12 Sorric gains a +4 circumstance bonus to his hide roll melee (2 hooves 1D6 +5) and +15 melee (Short spear due to cover. If the characters try to steal the boat 1D8 +5), or +10 ranged (Longbow 1D8); Face/reach: Sorric will attack them when they start rowing away. 5ft. by 10ft./ 5ft; SV Fort +9, Ref +7, Will +4; AL LE; Str If the characters spot Sorric and try to hire his boat he 21, Dex 15, Con 19, Int 12, Wis 9, Cha 15. Languages will flatly refuse attacking the characters if they are Spoken: Common, Elven and Sylvan. Skills and feats: persistent. Sorric will not attack the characters if he is Hide -2, Listen +2, Move silently +4, Spot +2; Improved not spotted and the characters do not steal his boat. initiative, Power attack, Weapon focus (short spear), Three miles further down river the water becomes Weapon focus (Longbow). Equipment: Short spear +2, shallow enough to wade across. Large Wooden Shield. Sorric, male Elf (Dark) Ftr8: CR 9; Size M (5 ft., 2 in. Male centaur (3) Ftr2: CR 5 (each); Size L (7 ft., 9 in. tall); HD 8d10+8; hp 71; Init +8 (+4 Dex, Improved ini- tall); HD 4d8+12 + 2d10+6; hp 53, 45, 41; Init +3 (+3 tiative); Spd 30 ft.; AC 21 (+4 Dex, Leather +3, Amulet 19 Dex); Spd 50 ft.; AC 14 (+3 Dex, -1 Size, +2 Natural); of natural Armour +2); Attack +16/ +11 melee (Rapier Attack +10 melee (2 hoofs 1D6 +5), or +11 melee (Short 1D6 +8/ 18-20/x2), or +14/ +9 ranged (Longbow 1D8 spear 1D8 +5), or +7 ranged (Longbow 1D8); SV Fort +7, Ref +7, Will +4; AL LE; Str 20, Dex 16, Con 16, Int "Oh yes we have", replies Redswift solemnly, "but 12, Wis 10, Cha 8. Languages Spoken: Elven, Dwarven you don't want to see them like that". He points to and Sylvan. Skills and feats: Balance +5, Hide +2, a boulder about 150ft. west. The bloodied body of a Listen +3, Move silently +5, Spot +3; Blind-fight, Dwarf lies propped up against it, his head slumped Weapon focus (Short spear), Weapon focus forward and his body motionless. The Dwarf still (Longbow). has his axe in his hand. 3. An old man (EL 0) Stubb runs up to the Dwarf wailing in grief. "Its Ask the characters to make a skill (Spot) check (DC14). Morri the ironsmith", he says. "This looks like the If successful they see an old man approaching from work of Hill Trolls. We need to get to Stonebridge as the South. soon as possible, but we must bury Morri first". If the characters stop and talk, read the following: Once Morri is buried, and his grave marked with his The person approaching is a little old man carrying helmet and axe, Stubb leads the way to Stonebridge. a sack over his shoulder. "Put your weapons away, 7. Night Watch (EL 5) there is no point in killing me. The only thing I have to offer is information - and that will cost you 2gp. You have been walking all day and night is fast I promise you wont regret it". approaching. Redswift scouts ahead to look for a place to camp. If the players pay Corin for his information, he tells them to beware. The Waterhole located due south has Redswift has found a suitable campsite and has a fire been poisoned. Do not drink from it! going by the time the characters reach him. During the Corin, male human Fighter1 (age 78): CR 1; Size M night (2pm) the camp will be attacked by a hunting (5 ft., 9 in. tall); HD 1d10-1; hp 6; Init -2 (-2 Dex); Spd Werewolf (in Hybrid form), any character on guard 30 ft.; AC 8 (-2 Dex); Attack -1 melee (Unarmed strike can make an opposed skill (Listen / Move Silently) 1D3 -2); SV Fort -1, Ref -2, Will +2; AL NG; Str 6, Dex check to hear the Werewolf's approach. If not detected 7, Con 8, Int 13, Wis 14, Cha 10. Languages Spoken: the Werewolf will attack. Common, no skills or feats. Equipment: A sack full of Werewolf in hybrid form (Rog5): CR 5; Size M (6 ft., leaves and twigs 4 in. tall); HD 5d6+10; hp 35; Init +9 (+5 Dex, improved initiative); Spd 50 ft.; AC 17 (+5 Dex, +2 natural); 4. Aerial Assault (EL 4) Attack +11 melee (bite 1D6 +4) or +7 melee (Unarmed If any character makes a skill (Spot) check (DC12), strike 1D3 +4 subdual); SA: Trip and curse of lycan- read them the following: thrope SQ: Wolf empathy, Scent, Damage reduction Circling above you are four winged creatures. They 15/ silver. SV: Fortitude +5, Ref +9, Will +4; AL CE; Str are green and have membranous wings as well as 18, Dex 20, Con 15, Int 17, Wis 13, Cha 8. Languages arms and legs. They appear to be getting closer. Spoken: Common, Draconic, Dwarven, Elven, Giant The creatures are Bird-men. The sun glistening off and Gnoll. Skills and feats: Balance +8, Climb +8, Hide the characters equipment has attracted them. The +10, Listen +16, Move silently +15, Pick pocket +15, creatures tuck their wings behind them and dive Search +16, Spot +16, Tumble +13; Alertness, Blind towards the party. fight, Dodge, Improved initiative and weapon finesse Bird-men (4): hp 20, 16, 19 and 17 (see Appendix 1- (Bite). Equipment: none (See PHB Appendix 3, New Monsters) Lycanthrope for more information on Werewolves) 5. Water Hole (EL 1) 8. Hill Trolls (EL 7) Ahead, the land subsides and a natural Water Hole By mid-morning Stubb has become quite excited, has formed. An Ogre is lying motionless facedown in knowing that he will soon be home. His face then the water. saddens at the thought of his dead friend Morri and This Water Hole has become lethally contaminated he shakes his fist in the air. "Curse the Hill Trolls!", (see below). The Ogre is dead. His possessions have he spits. long since been taken and parts of him have been An hour later Redswift points out the distant wisps eaten. of smoke rising into the sky. "Stonebridge!", yells Poison (Filthy water): Ingested; Fortitude save Stubb and he starts to run towards his home. (DC16); Primary and Secondary damage 1D10 Constitution Stubb then stops dead in his tracks. Redswift runs to Disease (Filth Fever variant): Contact; Fortitude catch him up. "Look there", Stubb shouts. "Hill save (DC12); Incubation 1d3 days; Damage 1D3 Dex Trolls heading toward Stonebridge!". and Con. A war party of 6 Hill Trolls are indeed heading for 6. Morri the Dwarf. RIP (EL 0) Stonebridge. Their goal is a to kill as many farmers and Dwarfs as they can on the outskirts of the town. Read the characters the following: Stubb insists that the characters help him to dispatch "We should reach Stonebridge early on the morrow" the Hill Trolls and runs off in their direction. 20 announces Stubb, "But I am surprised that we have Hill Trolls (6): hp 40, 38, 50, 49, 37 and 42 (see not encountered any of my kin yet". Appendix 1- New Monsters) 9. Stonebridge (EL 0) becomes weaker, until eventually he passes out. You The walled town of Stonebridge is before you. set him down on the ground but it is too late for your Elven companion. The Death spell has won over him Stubb leads you into the town greeting many friends. and Redswift has died. You soon discover that the fabled War-hammer of king Gillibran of the dwarves has been stolen, the You bury the Elf, and for the rest of the day you con- Dwarven inhabitants of the town are dismayed by tinue along the river toward the hills. its loss. Stubb, concerned about the dwarves loss of 11. A Rope Bridge (EL 0) morale leads you to The Smithies Forge, an inn Read the characters the following: owned by his friend Bigleg. After seeing you seated You are now in the Moonstone Hills. To the north and given food and beer Bigleg tells you that the looms the leviathan known as Firetop Mountain. Its War-hammer was snatched by an eagle and dropped rose red summit making it look like an erupting vol- somewhere in Darkwood forest. Hearing this Stubb cano. To the south, a Rope Bridge spans the Red cries "Then we must find it Bigleg, and we must River at a narrow point and to the east the river leave immediately!" he bids you farewell and leaves continues to its source. with Bigleg. The characters have the choice of either turning Redswift, who is beginning to look rather unwell, south and crossing the Rope Bridge, or continuing sighs." The Death spell is beginning to affect me. We east along the river and following it to the base of the don't have time to finish this meal. We need to get to northern Moonstone Hills. the Moonstone Hills and fast!". Redswifts words If they cross the Rope Bridge they find themselves in are beginning to slur. He stands, wobbles slightly the western Moonstone Hills. A track leads south-east steadying himself on the table. "Please, quickly!". for a short distance, then turns east in-between two With that Redswift heads for the door and leaves. hills (see encounter 17). If the characters remind Stubb that he is suffering 12. Hollow Tree Stump (EL 4) from a Death Spell he will tell them that some things Read the characters the following: are more important than living. The honour of the Dwarves is one such thing, without the War-hammer To your left, about 25ft. away, you can see a large their honour is lost. He cannot be persuaded to give Hollow Tree Stump. up the hunt for the War-hammer. Ask the characters to make a skill (Spot) check 10. The Death Spell! (EL5) (DC10). If successful read them the following: There is a thick piece of vine tied to its roots which If the characters follow Redswift, read the following: runs up the side and into the hollowed out Stump. Redswift walks out of Stonebridge and follows the Anyone who investigates the Stump will see that the Red River east towards the Moonstone mountains. vine disappears inside the stump and into blackness. After about a mile he stops and motions you to keep If a character pulls up the vine, read the following: quiet. "Look there", he points to some trees 60ft. to As you pull the vine into the light, you can see it is your left. In the trees are three Hill Trolls sharpening crawling with revolting maggots the size of your their weapons against a rock. thumb. One of the maggots moves towards your If the characters don't wish to fight the monsters they hand. can easily skirt around the trees without being spot- If the character allows the maggot to touch his hand, ted. If the characters openly approach the Hill Trolls it attacks. The revolting maggots are in fact Flesh or attempt to sneak closer, the Hill Trolls will attack as Grubs (see Appendix - 1 New Monsters). If the Flesh soon as they spot the characters. Grubs hits, it automatically uses its special attack to Hill Trolls (3): hp 40, 40, 38 (see Appendix 1- New attach itself to its victim. If the character pulls the Monsters) attached Flesh Grub from his hand they take an addi- If the characters either kill the Hill Trolls or avoid tional 1 hp damage. Once removed, the Flesh Grub them, read them the following: can be easily killed without needing an attack roll. Redswift finds a quiet spot by the Red river and he If a character climbs down the vine he must make a sits down, motioning for you to do the same. skill (Climb) check (DC5). If he is successful, read him Redswifts face is white and he has beads of perspi- the following: ration dripping from his forehead. "The sands of my As you climb down the make shift rope into the dark time here on Allansia are running out fast". depths of the hollowed out Stump, you suddenly feel "The Healer lives in the Moonstone Hills, as I have cold clammy, clammy maggot-like larvae on the mentioned before. In case I do not make it, Jovik vine. They are as big as your finger and they crawl peak is located in the Southern Hills. You will have onto your arms and body. You feel a sharp pain in to find a way across the river". Redswift tries to your hand as one of these creatures sinks its hook- stand, but cannot. He smiles weakly, "Please help like teeth into you. me up. My strength is failing". The character on the vine takes one point of damage 21 You continue your walk along the river while sup- from the Flesh Grub, which is now attached to them porting Redswift between you. With each step he (see Appendix 1 - New Monsters). There are 1D6 +2 Flesh Grubs on the character, all of which attack, and If the characters make a successful skill (Search) an additional 1D6 +2 climb onto the character from the check (DC12), they find Raast's savings; a small wood- vine every round (to a maximum of 200) until the en box with 22 copper coins in. character lets go of the vine either by falling or by climbing back out of the stump. A character can remove one Flesh Grub per combat round with each free hand, anyone who is climbing the vine can only use one hand or they will fall. If the player falls to the bottom of the pit he takes 2D6 damage for the 20ft. fall. While at the bottom of the pit 3D6 Flesh Grubs arrive every round (to a max- imum of 200) and attack the character. There are only scattered human and humanoid bones lying at the bottom of the pit. 13. Narrow Footpath (EL 2) To your left you can see that the Footpath you are following along the river branches off into some trees to the north. If the characters follow this new Footpath to the north, read them the following: 14. Stepping Stones (EL 4) The Footpath twists and turns for about 200ft. Ask the characters to make a skill (Spot) check (DC10). before ending at a wooden hut. If they are successful read them the following: Looking through the window the characters can see Between small gaps in the rocks you can see the trees an old man asleep in a wooden chair, the shelves in on the other side of the river. There is a smoke rising the hut are lined with jars of herbs and berries. from a fire, but you cannot see anyone. Anyone entering the hut will awaken the sleeping The river runs very fast here, but it is also narrow. man who introduces himself as Raast. Raast is down Large rocks jut out of the river and it looks possible to on his luck at the moment, if the characters mention cross by jumping from rock to rock. they are looking for a healer he will attempt to con- There are three large rocks in the middle of the river, vince them that he by jumping from one to the next a character can make is the one they seek - an opposed skill (Bluff / Sense their way to the far bank. Motive) check will reveal his lie. If successful Raast The first rock is 13ft from the bank; there is enough will attempt to sell the characters various worthless room to for a good run up. The next rock is 5ft further herbs and berries that he insists will cure the disease, away, the third 6ft further on. From the third rock it is he charges 10gp per person for this ineffectual cure. only 7ft to the far riverbank. As soon as the characters depart Raast will flee to While characters have plenty of room for a run-up to Stonebridge to spend his ill gotten gains. jump onto the first rock, none of the rocks are big If the bluff is unsuccessful, or he is threatened, Raast enough to allow running jumps from them - standing comes clean. He apologises saying that he is only a jumps only are allowed. herbalist and he does not know the location of the Any character that fails their jump check may fall in Healer. the water. If the character fails by their Jump check by If attacked Raast will defend himself to the best of 1 they may make a Reflex save (dc12), success allows his ability: them to scramble onto the rock they were attempting Raast the herbalist, male human Sor3: CR 3; Size M to jump to. Failing the Jump check by more than 1 (5 ft., 9 in. tall); HD 3d4+9; hp 18; Init +1 (+1 Dex); Spd means the character has fallen into the river and now 30 ft.; AC 11 (+1 Dex); Attack +1 melee (Dagger 1D4), must make a successful skill (Swim) check (DC15) to or +3 ranged (Dagger 1D4); SV Fort +4, Ref +2, Will +3; reach the nearby rock or the river bank. AL CN; Str 9, Dex 13, Con 16, Int 16, Wis 10, Cha 14. If the characters make it to the other side they find a Languages Spoken: Auran, Common, Dwarven, small campfire with a delicious looking duck roasting Elven. Skills and feats: Bluff +2, Concentrate +2, Hide on a spit. An animal skin bedroll is also present. +1, Listen +2, Spellcraft +5, Spot +2; Alertness, Hiding near his camp is a wild hill man. He has lived Empower spell, Heighten spell. Equipment: Sorcerer alone in the wild all of his life and has no name. As the robes, Dagger +1 characters approach his camp he runs at them scream- Sorcerer Spells Known (6/6): 0th -- Dancing Lights, ing. He is wearing animal furs and wields a club. Detect Magic, Flare, Light, Mage Hand. 1st -- Shield, Wild Hill Man, male human Ftr3: CR 3; Size M (6 ft., Spider Climb, Summon Monster I. 3 in. tall); HD 3d10+6; hp 26; Init +7 (+3 Dex, +4 Raast has various berries and herbs in jars on his Improved initiative); Spd 30 ft.; AC 13 (+3 Dex); Attack 22 shelf. There are enough berries to make a frugal meal +6 melee (Club 1D6 +2); SV Fort +5, Ref +4, Will +1; AL for one character keeping them fed for one day. N; Str 14, Dex 17, Con 14, Int 11, Wis 11, Cha 9. Languages Spoken: Common. Skills and feats: Balance +5, Hide +3, Listen +2, Move silently +3, Open The evil Hilltrolls cut the bridge before you can lock +2, Spot +2; Alertness, Dodge, Endurance, make your way across to the other side. The bridge Improved initiative, Weapon focus (Club). disappears beneath your feet and you plummet 250ft. Equipment: Furs, Club, Fish bone necklace worth 1gp to the rocks below. Your adventure ends here Beyond the wild mans camp is an old goat path that 16. Death Hawk (EL 1) leads up a hill. Ask the characters to make a skill (Spot) check (DC12). The path is the only way onwards. If the characters If successful they manage to spot the large Hawk div- choose not to take this path they must either jump or ing at them. If they fail the Spot check, the Death swim back across the river. Hawk gains a partial action due to surprise. 15. Ash (EL 0) Death Hawk: hp 7 (see Appendix 1 - New Monsters) Through the trees to your left you can see a Wood Elf. He wears a green cloak and leather armour. He 17. Dark Cave in the Hills (EL 6) is sitting by a tree carving arrow shafts from While the characters are walking along the hill path, branches. He looks similar in appearance to ask them to make a skill (Spot) check (DC15). If suc- Redswift. cessful read them the following: If the players ask the Elf if he knows where the You can see a cave entrance further up the hill, but Healer lives, he asks why they want to know? there is no path leading to it. If the characters tell their tale about being effected by The cave is very dark inside. Characters without the Death spell and mention the deceased Redswift, Darkvision will require a light source to investigate it. read the following: If the characters decide to venture into the cave they "Redswift!", cries the Elf. "He is my brother. He will need to make a skill (Climb) check (DC5). went missing from our village several months ago. I When inside the cave, read the following: feared the Snow Witch held him captive. My name is A light source can be seen swaying from side to side Ash. I have been looking for him. Can you please tell inside the cave. It is moving in your direction. me where he is?" There is no cover to hide behind inside the cave. If If the characters explain where Redswift is, Ash the characters wait to see who is coming up from decides to help before going to mourn his brother. inside the cave, read the following: "I will help you find the Healer, but you will have to The figure holding the lantern comes into view and face him alone, because he will only make contact you can see its horrific features. Its face is ashen and with the sick. He was disfigured and cursed with its eyes are just two folds of skin sunken into their disease and pain by the Dark Ones, the evil spirits of sockets. It smiles at you and you can see a mouth the night, for ridding a wizard names Nicodemus of full of over sized razor sharp teeth. a Death spell they had cast on him. Now he practices The creature is a Night Stalker. Any character that his work in the solitude of the hills. Follow me, as looks at the creature must make a Will save (DC15). If we have no time to lose." they fail, they succumb to the creatures 'frightful pres- Ash walks ahead constantly alert for danger. You ence' and suffer a -2 moral penalty to all attack rolls, climb up the valley for an hour or so before you come skill checks and saving throws. The penalty lasts until to a rope bridge across the river. "We must cross here", the creature is slain or the characters escape. says Ash The creature drops its lantern and charges the near- The characters must cross the 80ft long bridge in sin- est character. gle file. As the last person is half way across the Night Stalker: hp 40 (see Appendix 1 - New bridge, ask them to make a skill (Listen) check (DC10). Monsters) If successful, they can hear shouts behind them. Read If the characters slay the Night Stalker they are free the following: to search the rest of the cave. The cave is 80ft. long. At Two Hilltrolls are cutting the supports to the bridge. the rear lies the creature's last victim. The remains of a Any character who was actively watching for trouble male human lie on the floor, his possessions thrown sees the Hilltroll approach, it will take the Hilltroll into the corner. They are: A non-magical spear, a suit two combat rounds to reach the end of the bridge. of ruined leather armour and a backpack. Inside the Once there, any characters left on the bridge must backpack is a potion of lesser restoration (labelled in hurry to reach the other side before it collapses. common). Titan Hilltrolls (2): hp 35, 40 (see Appendix 1 - New 18. Rattlesnake (EL 1) Monsters) While the characters are walking down the hill path Each character on the bridge must make a skill there is a chance they may not notice the Rattlesnake (Balance) check (DC10). If they are successful they on the path. make it across the bridge before it collapses. It is Ask the characters to make a skill (Spot) check (DC28 impossible to pass another character on the bridge so - this score includes the snakes hide skill of +15). If 23 if one fails their Balance check those behind them also unsuccessful the Rattlesnake attacks the first person in suffer their fate. If they fail, read the following: the party. Snake, small viper: hp 4 (See MM Appendix 1, 21. The Healer's Cave (EL 8) Animals for more information on Snakes) Ask the characters to make a skill (Spot) check (DC14). Snake, small viper poison: Bite; Fortitude save If successful, read them the following: (DC11); Initial and secondary damage: 1D6 Off to your right, almost hidden amongst the rocks, Temporary constitution. is a huge slab of granite with an elaborately carved 19. A Tree House (EL 6) picture of a magnificent bird surrounded by fire If the characters make a successful skill (Spot) check etched on to it. Beyond the slab are rough-carved (DC15) they can see a rope ladder hanging from a tree stone steps leading upwards to a cave entrance. to their left. A closer inspection will reveal a small Tree If the characters climb the steps and peer into the House about 20ft. up in the tree. cave entrance, read them the following: Shouting up to the Tree House doesn't elicit a Peering into the cave, you see that it runs deep into response, although it will have alerted Drasshk the the side of the hill. Torches cast an eerie light inside man-Orc who lives there. the cave, illuminating wooden carvings and masks Climbing the rope ladder requires a skill (Climb) that are hanging on the walls. Sitting on the floor check (DC5). with his back to you is a man with white robes on. The occupant, Drasshk the Man-Orc, will be alerted as soon as someone climbs his ladder. He will attack Without turning around, the mysterious man sat on the first person that enters his tree house. the floor says, "I am the Healer. If you have come to Drasshk, male man-Orc Ftr6: CR 6; Size M (5 ft., 7 be healed, stand before me now." in. tall); HD 6d10+6; hp 41; Init +5 (+1 Dex, +4 If the characters who are affected by the Death spell Improved initiative); Spd 30 ft.; AC 14 (+1 Dex, stud- stand in front of the Healer, read them the following: ded leather); Attack +9/+4 melee (Battleaxe 1d8 +4); SV Your heart beats faster as you walk over and stand Fort +6, Ref +5, Will +0; AL CE; Str 14, Dex 12, Con 13, in front of the man. As you get closer you can see Int 5, Wis 7, Cha 8. Languages Spoken: Common, that he is horribly disfigured, his body terribly Giant, Orc. Skills and feats: Hide +1, Listen +0, Move twisted, but he sits there proudly although pain reg- silently +1, Spot +0; Alertness, Blind-fight, Combat isters on his face. "What Illness has befallen you", reflexes, Improved initiative, Lightning reflexes, asks the Healer. Weapon focus (Battleaxe), Weapon specialisation (Battleaxe). Equipment: Battleaxe and Studded If the characters tell the Healer that they believe they Leather. have been affected by an ancient Death spell, read Drasshk is skilled in surviving in the wilderness. His them the following: Tree House is full of skinned animals and salted The Healer responds, "The power of an ancient meats. Apart from the animal pelts the only other Death spell is difficult to destroy. I have only man- items of interest are a silver tinderbox and 3 candles aged it once before and it was not easy. A ritual (These items are useful in encounter 22). must be performed which you may not survive. Still, 20. The Barbarian (EL 8) you must try. I will help you as much as I can Ask the characters to make a skill (Listen) check The healing ritual that the characters need to follow (DC14). If successful, they hear someone snoring guided by the Healer is a dangerous and complex one loudly. The noise appears to coming from behind involving several stages. The Healer will ask if the some large rocks about 20ft. away. A Barbarian by the characters are ready to proceed, if they are he will fol- name of Uthdar is sleeping on the other side of the low the steps described below. Any character that rocks. If the characters try to pass without waking him refuses to follow the ritual will not be cured. (para- they must make opposed skill (Move silently/Listen) graphs in italics should be read to the players) checks with Uthdar (who suffers a -6 penalty for being A. The Mask of Life: asleep). If the Barbarian wakes, he will attack The Healer will give each infected character a Sun Uthdar, male human Ftr8: CR 8; Size M (5 ft., 8 in. Mask from his supply hanging on the wall. Characters tall); HD 8d10+24; hp 90; Init +6 (+2 Dex, +4 Improved who choose not to wear a Mask must make a Will save initiative); Spd 20 ft. (Hide armour) base 30ft.; AC 18 (DC21) or suffer 1D6 Con (permanent) damage. Those (+2 Dex, Hide armour +3); Attack +17 /+12 melee that don a Mask must make a Will save (DC12) or take (Longsword 1D8 +10); SV Fort +11, Ref +4, Will -1; AL 1D6 Con (permanent) damage. NE; Str 20, Dex 14, Con 17, Int 10, Wis 4, Cha 8. As you don the Mask, you feel as though your body Languages Spoken: Common. Skills and feats: Hide is being torn apart from the inside, outwards. "Later +2, Listen +2, Move silently +2, Spot -3; Alertness, stages of the process are also very dangerous, but the Dodge, Endurance, Great fortitude, Improved critical dangers can be reduced if you have discovered some (Longsword), Improved initiative, Power Attack, specific items on your journey. My help from now on Weapon Focus (Longsword), Weapon specialisation will be limited, you will have to journey to another (Longsword). Equipment: Longsword +3, Hide place to break the Death spell completely. Please armour and small wooden shield. Shortbow and 20 24 follow me", asks the Healer. arrows. An engraved copper armband (+1 strength enhancement while it is worn) and a leather pouch Unaffected characters and NPC's may follow the with 6 silver arrow heads in (worth 4sp each). infected party members through the ritual but are warned by the Healer that they must not interfere or You can hear a woman howling in the depths of the the cure may be ruined - Will save (DC35) or infected tunnel. The Healer whispers to you that the cries character aided loses 2D6 + 6 Con (permanent) come from a Banshee. He tells you that if you walk B. Crossing the Bridge: by her without fear, you will come to no harm. "Do not speak to her, touch her or even acknowledge her The Healer walks further into the cave leading you presence. She cannot harm you if you obey my to the edge of the pit. There is almost no light here. instructions." "A log spans the pit before you and you must walk across it to reach the inner cave. Walking in the dark Infected characters must make a Will save (DC20) to is dangerous. Do you possess a candle? If you do, overcome their fear of the Banshee. Characters that you may light it to help you cross. The candle repre- have drunk the soothing dragon's egg potion made by sents your faint glimmer of hope". The Healer effort- the Healer reduce the DC to 10. Characters that pass lessly walks over the log. their Ability check may walk past the Banshee unmo- lested those that fail are attacked. Infected characters must walk across the Bridge; if If other characters come to their embattled friends they are holding a lit candle they must make a skill aid, one extra Banshee will appear per character aid- (Balance) check (DC12), the DC is 20 without a candle. ing the first. Characters that fail fall 150ft (15D6 damage). Banshee: hp 60 (see Appendix 1 - New Monsters) Unaffected characters can cross by any means If the Banshee is killed another will appear to test the C. Calmness: next diseased character that passes. "Now you must prepare yourself for the next stage. D. Wings of Hope In order to survive, you must remain totally calm. You walk on in silence until you can see sunlight Do you possess a Dragons egg? If you do, I can make streaming through a crack at the end of the cave. you a relaxing concoction." Once everyone is outside, read them the following: The Healer will make a calming brew from the drag- on eggs and special herbs and tells the characters to The Healer joins you outside. "This is as far as I go", drink it all. One egg provides enough potion for one he says. "The final part of this ritual you must face character. The Healer will then tell the characters to without me. Wearing your mask, you must be at the proceed one at a time down a narrow passage, summit of Firetop Mountain before dawn to watch reminding them to remain calm. the sun rise. You must sit cross-legged facing east. As the characters walk in to the tunnel, read them You will be totally cured the moment the first rays of 25 the following: sunlight come up over the horizon. If you have some- thing made of silver, we will be able to attract some ters, whether diseased or not, receive this dream from Pegasus to fly you there". the Healer): Any silver object will do, a coin, jewellery or even You sleep very, very deeply and dream strange the silver arrowheads. If the characters do not pos- dreams, full of vivid and strange things. sess anything silver, read the following: Unbeknown to you, the moon has passed overhead and sunrise is just a few moments away. A tiny "I am very sorry", says the Healer. "Then the only image disturbs your dreams but it is difficult to option would have been for you to walk to Firetop make out; it grows steadily larger, until the flashing Mountain and climb to the summit, but you do not image fills your mind. A bird with a long beak and have enough time. Firetop Mountain is half a day's fine plumage is trying to fly out of a circle of flames. walk from here and to ascend to the summit would It seems the Healer is trying to wake you. take the most experienced climber two days. The Ask each of the characters to secretly write down Death spell will win over you first light tomorrow". what they think the bird is. Those who write down the The Healer removes the Sun Mask and returns to his word 'Phoenix' (or an approximate spelling) will wake cave. You have no options left. Your life on Allansia immediately. Read the following: will end by morning and no one can stop it now The first rays of the morning sun rise up above the Your adventure ends here hills of Kay-Pong in the east. The warmth of the sun If each of the diseased characters do possess some- fills your body. You are cured of the Death spell. The thing made of silver, read the following: Pegasus are waiting to take you back to the You hand the silver to the Healer. He stands on the Moonstone Hills. Again, your thoughts wander to open plain with the metal object held above his think of Stubb and the Dwarfs of Stonebridge. head, sunlight glistens off the silver. The Healer puts Maybe you should go there to see if you could help? his fingers to his mouth and whistles very loudly. A The Snow Witch is defeated and the Death spell is few moments later you hear the flapping of wings beaten. You deserve a long rest. Whether you get it or and a magnificent white winged horse lands several not, is another story feet from where the Healer is stood. Those that do not know the name of the bird from which the Healer draws his power will remain asleep "Tie the silver to its mane and command it to take unless they make a Will save (DC20) (and cannot be you to Firetop Mountain. Pegasus will take you awakened by any means) dying several days later anywhere for silver. This is where we say goodbye. from lack of food and water. Good luck, and I hope you make it". 22. Too Far (EL 0/ 10) The Healer will repeat his call until enough Pegasus If the characters either pass the Healer's cave without have arrived to carry all the characters to the moun- noticing it or decide to ignore it and continue on into tain (provided each character has some silver) the hills, they will notice that the hills are becoming You tie the silver to its mane and climb up on its very dense and steep, very difficult to walk up. back. Leaning forward, you say to the beast, "To The The Death spell begins to take its toll. Its effects summit of Firetop Mountain". And with that, the should now be applied. (see Appendix 2: New Magic) Pegasus flaps its huge wings and is airborne. The hills will become impassable after 5 miles of The Pegasus flies high in the sky. Westward, in the travel. The characters will have to turn back. distance, you can see the huge arboreal expanse known as Darkwood Forest and you can't help but Appendix 1- New wonder how Stubb and his kin are doing in their search for King Gillibran's fabled War-hammer. Monsters Ahead of you, Firetop Mountain grows bigger and bigger. The Pegasus circles the summit looking for a Banshee place to land, then descends on top of the Infamous Medium Undead Hit Dice: 10d12 (65 hp) Mountain. Sunrise is several hours away, so you sit Initiative: +0 (Dex) on the soft red covering that gives Firetop Mountain Speed: 30 ft. its name and wait AC: 16 (+6 natural) The Pegasus will wait for the characters until after Attacks: 2 claws +9 melee and bite +4 melee sunrise, then take them back to the Moonstone Hills. Damage: Claw 1d6+4, bite 1d4+2 Firetop Mountain's summit is covered in a strange Face/Reach: 5ft. by 5ft./ 5ft. red grass. This is the only place on Allansia where it SA: Wail SQ: Undead grows. The grass emits an undetectable gas that Saves: Fort +3, Ref +5, Will +9 makes any creature (except Pegasus) fall unconscious. Abilities: Str 19, Dex 10, Con --, Int 4, Wis 15, Ask the characters to make a Will save (DC35). If Cha 12 26 they are unsuccessful, they fall unconscious on the red Skills: Climb +14, Jump +14, Spot +12 grass. Read the following (please note that all charac- Feats: Cleave, Lightning Reflexes, Power Attack Skills: Climb +7, Jump +7, Spot +6* Climate/Terrain: Any wilderness or ruins Feats: Multidexterity Organisation: Solitary Challenge Rating: 6 Climate/Terrain: Any hills Treasure: None Organisation: Solitary, Gang (2-6) or Tribe Alignment: Always Chaotic Evil (10-30) Advancement: 11 - 16 HD (medium) Challenge Rating: 1 Banshees are hideous Undead creatures often heard, Treasure: Standard but rarely met, in the forsaken wastelands in which Alignment: Often Chaotic Neutral they dwell. They Advancement: 4 - 5 HD (medium) are chiefly known Tribes of Bird-Men are found in mountainous areas across the whole of Allansia and Kakhabad, perched for the soul-shred- in villages and caves in the highest peaks. They are ding wail that they short and constantly howl, sinewy, with both day and night, especially as they wander the powerful chest wastes. The ghastly muscles, spectres are which support thought to be a wide pair of human spirits, feathered trapped on this wings. Their mouths are plane and unable to sharp, hooked rest, as punishment beaks, and for some horrific both arms and crime committed legs end in when they were alive. cutting talons. In it's new form, a Banshee appears as a shrivelled, They are cov- knotted old man or woman, with long unkempt hair, ered in short, one large nostril and a single tooth. It's eyes are ringed almost feath- red; all the creature's sorrow and anger is reflected in ery hair, which them, if anyone dares to look. It's terrible wail can varies in cause opponents to become transfixed with fear, mak- colour from ing them easy meat for the monster's claws. green through Combat brown to grey and black, The Banshee attacks directly, wailing at all times. If an according to enemy succumbs to it's wail, it will concentrate attacks their tribe. on that victim. The Banshee will attack in this way Bird-Men talk in strange chirruping voices that can until it is destroyed or it has killed all of it's enemies. change into disconcerting piercing shrieks as they Wail (Su) wheel down out of the sky to attack their foes. The constant howling of the Banshee causes a sonic, The tribes of the Moonstone Hills in northern mind-affecting fear effect in all who can hear within a Allansia are quite primitive for their race. Attracted by 60 ft. spread. The victims must make a Will save metal objects, which they consider great status sym- (DC17) or cower for 1 round. They must continue to bols, they will attack lone adventurers in great num- save each round they are exposed to the wailing. bers. They are rather cowardly creatures, though, and Undead a display of strength by their victim can often drive Immune to mind-influencing effects, poison, sleep, them off in search of easier prey. paralysis, stunning, and disease. Not subject to critical Combat hits, subdual damage, ability damage, energy drain, A favoured tactic of Bird-Men is to snatch up their vic- or death from massive damage. tims and carry them into the air, and then drop them Bird-Man, Moonstone Hills to the rocks far below. They will otherwise dive on Medium Monstrous Humanoid enemies and withdraw again repeatedly, slashing Hit Dice: 3d8+3 (16 hp) with their talons and weapons. Initiative: +3 (Dex) Dive (Ex) Speed: 20 ft. or Fly 50 ft. (average) A Bird-Man who charges from above onto a target AC: 14 (+3 Dex, +1 natural) may attack with 2 additional claws at the same attack Attacks: 2 claws +4 Melee bonus they usually use. Damage: Claw 1d4+1 Power Lift (Ex) Face/Reach: 5ft. by 5ft./5ft. Bird-Men can beat their wings furiously to enable SA: Dive, Power Lift them to lift a creature of up to medium-size into the SQ: None air. They can maintain this for up to 30 27 Saves: Fort +2, Ref +6, Will +3 Abilities: Str 13, Dex 16, Con 13, Int 6, Wis 11, Cha 8 Brain Slayer Mental Drain (SU) Large Aberration If the Brain Slayer manages to hit a stunned opponent Hit Dice: 7d8+14 (45 hp) with a tentacle attack, it grasps their head in it's loath- Initiative: +8 (+4 Dex, +4 improved initiative) some coils. Anyone held by the Brain Slayer's tentacle Speed: 30ft is subjected to a temporary ability drain of 1d4 points AC: 18 (-1 size, +4 Dex, +5 natural) of Intelligence, Wisdom and Charisma each round Attacks: 6 Tentacles (+9 melee) they are held. If they recover from the stun effect, they Damage: Tentacle 1d4+2 may pull free of the tentacle as a free action, as it can- Face/Reach: 5ft. by 5ft./10ft. not use it's tentacles to constrict effectively. SA: Hypnotic Gaze, Mental Drain SQ: None Crystal Warrior Saves: Fort +4, Ref +6, Will +7 Medium Construct Abilities: Str 15, Dex 18, Con 15, Int 10, Wis 15, Hit Dice: 6D10 (33 hp) Cha 14 Initiative: +0 (Dex) Skills: Climb +7, Escape Artist +9, Jump +4, Speed: 20ft (Can not run) Listen +7, Spot +7 AC: 25 (+15 natural) Feats: Weapon Finesse (Tentacle), Attacks: Slams (+8 melee) Multidexterity Short Spear +8, 1d8 + 6, 20/x3 Damage: Slam 1D8 +4 Climate/Terrain: Any underground Face/Reach: 5ft. by 5ft./5ft. Organisation: Solitary SA: None Challenge Rating: 6 SQ: Construct, Damage Reduction Treasure: Standard 15/Bludgeoning, Elemental Alignment: Always Chaotic Evil Resistance, Sonic Vulnerability Advancement: 8 - 12 HD (large) Saves: Fort +2, Ref +2, Will +2 Many are the references in the legends of the subter- Abilities: Str 19, Dex 10, Con --, Int -, Wis 11, ranean races to horrifically Cha -- evil, horrendously foul-look- Skills: None ing creatures called Brain Feats: None Slayers. They dwell in isolat- ed colonies deep in the Climate/Terrain: Any earth, far below even the Organisation: Solitary or patrol (2 - 4) furthest explorations of the Challenge Rating: 4 inquisitive Dwarfs, and rarely Treasure: None venture towards the surface. Alignment: Always Neutral They detest light, warmth and Advancement: 7-8 HD (medium), 9-12 HD indeed life itself; never was (large) there a race more suited to the One of the hindrances a Warlock faces in pursuing his darkness. chosen craft is the amount of time spent in tedious rit- Their appearance is bizarre, it is as uals and frustrating research, and the corresponding lack of time avail- though an octopus were somehow grafted to able for learning the torso of a powerful humanoid. Their skin is slick the arts of the with slime and mucus, and is coloured a stomach- warrior. churning purple-green. As they move, their tentacles Consequently, whip around in a frenzy, as if they were trying some- many wizards are how to sniff out living creatures to feed upon. They very weak and dress in long flowing robes patterned with odd prone to all kinds designs. To look into the eyes of a Brain Slayer, it is of attack. To said, is to gaze into pure, unsullied hatred. It is also counter this, a extremely unwise, as their eyes carries their most number of potent weapons - a powerful hypnotic gaze that can defences have been invented; transfix a man and swiftly draw him into range of one is the Crystal their tentacles. Warrior. After a Combat lengthy sculpting Brain Slayers will first try to hypnotise opponents, and animating and then proceed to encircle their heads with it's ten- process, the tacles and begin to drain their minds. If this does not resulting Crystal Warrior is set to work patrolling the incapacitate their enemies, they will flail with their passages and chambers of the wizard's stronghold tentacles to try to ensnare them again - but if they are Combat seriously harmed they will flee, for they are cowardly Anyone who is not recognised by a patrolling or at heart. guarding Warrior is attacked mercilessly. Crystal 28 Hypnotic Gaze (SU) Warriors have no sense of self-preservation, and no A gaze weapon with a range of 30 ft., anyone meeting fear. the gaze of the Brain Slayer must make a Will save against DC 15 or be stunned for 1d6 rounds. Construct The Death Hawk is a natural predator, seeking out Immune to mind-influencing effects, poison, disease, fresh meat to feed its self and its young. They resem- and similar effects. Not subject to critical hits, subdual ble normal Hawks but have a damage, ability damage, energy drain, or death from longer wing span (7ft.). The massive damage. creatures gain their name Damage Reduction (EX) because they are not Crystal Warriors are very difficult to hurt with slash- scared to attack any crea- ing or piercing weapons, they reduce all damage from ture. Many caravan parties these weapons by 15 points. Bludgeoning and force- travelling through the based attacks (magic missile) affect them normally. Trolltooth pass have Elemental Resistance (EX) reported being Because of their construction, Crystal Warriors are attacked by Death very resistant to normal elemental attacks. They have Hawks. acid, cold, electrical and fire resistance of 10. Combat Sonic Vulnerability (EX) Death Hawks combine both claws into a single attack Their crystalline structure is vulnerable to sonic attacks. On a failed saving throw, the Crystal Warrior Skills takes double damage from a sonic attack. Death Hawks gain a +8 racial bonus to Spot in day- Construction light. This bonus is not reflected in the creatures stats. The sorcerer first takes a large block of pure quartz and fashions it into human form with a specially treat- Flesh Grub Fine Aberration ed hammer and chisel. The statue is then temporarily Hit Dice: 1 hit point animated by a lengthy ritual, which bears many simi- Initiative: +0 (Dex) larities to that used in the creation of a Golem. Upon Speed: 5 ft. cannot run completion, the Crystal Warrior can memorise the AC: 18 (+8 size) faces of two people, or remember a particular symbol; Attacks: Bite +3 melee these people or anyone bearing the symbol will be Damage: 1 point allowed to pass. All others will be attacked on sight by Face/Reach: 5ft. by 5ft./ 5ft. the Warrior. The magical rituals of animation take 1 SA: Attach week to complete, and the sorcerer must labour for at SQ: Blind sight 10ft. least 8 hours per day of the rituals. The character must Saves: Fort +2, Ref +0, Will +0 have the Craft Magical Arms and Armour feat and the Abilities: Str 1, Dex 10, Con 11, Int 2, Wis 11, Craft Wondrous Item feat. The materials needed cost Cha 2 20,000gp (10,000 of which is for the quartz). Skills: Climb +4 Creation Feats: None Creating the body requires a Craft (sculpture) check DC 16. The creator must be 10th level and able to cast Climate/Terrain: Any underground, any arcane spells. Completing the ritual drains 500xp from swamp / marsh the creator and requires the spells Endurance, Organisation: Mass (1-200) Challenge Rating: 1/6 Geas/Quest, Polymorph Other and Stoneskin. Treasure: None Death Hawk Alignment: Always Neutral Evil Tiny Animal Advancement: ---- Hit Dice: 1D8 (4hp) Mooching about in old tombs or dungeons may be the Initiative: +3 (+3 Dex) best way for an adventurer Speed: 10 ft., fly 60ft. (Average) to gain fame and fortune, AC: 17 (+2 size, +3 Dex, +2 natural) but it is not without it's Attacks: Claws +5 melee hazards. As well as the Damage: Claws 1D4 -2 larger creatures, there are Face/Reach: 2 ½ ft. by 2 ½ ft./ 2 ½ ft. many smaller dangers, SA: None such as Flesh Grubs. These SQ: None disgusting maggot-like Saves: Fort +2, Ref +5, Will +2 worms lurk writhing in Abilities: Str 6, Dex 17, Con 15, Int 2, Wis 12, rotten debris and other Cha 6 hidden corners, waiting Skills: Listen +6, Spot +6* for the tell-tale scent of Feats: None human flesh to waft by. They are blind, but can Climate/Terrain: Any forest, plains, hills and easily smell out their tar- mountains get before latching on to it Organisation: Solitary or pair with barbed teeth. Challenge Rating: 1/3 Combat 29 Treasure: None The Flesh Grub usually attacks someone who has dis- Alignment: Always Neutral turbed it's resting place, perhaps searching a rotten Advancement: ---- coffin or something similar. They bite on, and hang onto the flesh consuming it rapidly. The Flesh Grubs sacrifices. The raiders are surprisingly disciplined, will drop off of their own accord if left to eat, inflict- and it is widely thought that they are ruled over by an ing 3 points of damage per Grub. evil lord who has trained them. In fact, their leader is Attach (Ex) a powerful Ice Demon, called to the Earthly Plane by his devoted acolytes. If the Flesh Grub hits it's victim it is automatically con- For most of the time, the beast simply squats, as sidered to have attached itself to the flesh. Thereafter, motionless as a statue carved from the ice, watching it deals an automatic point of damage each round, and listening to it's worshippers. It can communicate until it has inflicted 3 points at which time it will drop telepathically with the shaman who rules them, order- off, gorged on fresh meat. If it is pulled off, it will do ing attacks and sacrifices as it desires. When a cap- another point of damage as it is torn away from the tured human is brought before it for sacrifice, the skin. The Flesh Grub is easily removed and crushed - Demon will come to life and attack, rows of icicles a character can remove and kill six each round. snapping from its limbs as its great body lumbers for- Blind-Sight (Ex) wards. The Ice Demon stands at least 20 feet tall, and Flesh Grubs use their advanced sense of smell to 'see' is fat and strong. It's grim head supports two huge, anything within 10 feet of them. curving ram's horns. Behind it, a wide pair of bat-like Skills wings spread for almost 30 feet. The Ice Demon is completely white, and appears to be made from the Flesh Grubs use their Dexterity modifier for Climb ice itself. checks, rather than their Strength modifier. Combat Ice Demon (T'armeru) The Ice Demon strikes with it's two massive fists, Huge Outsider (Chaos, Cold, Evil) while breathing clouds of freezing mist onto it's ene- Hit Dice: 10d8+10 (55 hp) mies. Should the Demon be defeated, it's body will Initiative: -1 (Dex) shatter like a block of ice, and it's spirit will be ban- Speed: 30 ft. or Fly 40 ft. (poor) ished back to Hell. AC: 17 (-2 size, -1 Dex, +10 natural) Cold-Subtype (Ex) Attacks: 2 Slams (+16 melee) Immune to cold. On a failed saving throw, the Ice Damage: Slam 1D10 +6 Demon takes double damage from fire attacks. Face/Reach: 10 ft. by 10 ft./ 15ft. SA: Icy Breath Icy Breath (Su) SQ: Cold-Subtype, Damage Reduction As a free action, the Ice Demon exhales a cloud of 10/+1, Telepathy freezing mist, surrounding it in combat in a 10 ft. Saves: Fort +10, Ref +6, Will +8 radius. All creatures within the mist must make a Abilities: Str 23, Dex 8, Con 13, Int 8, Wis 13, Fortitude save against a DC of 16 or sustain 1d6 points Cha 12 of cold damage. This save must be made each round Skills: Climb +16, Jump +16, Listen +11, the victim is in the mist. Sense motive +11, Spot +11, Swim +16 Telepathy (Su) Feats: Cleave, Great Cleave, Power Attack As a free action, the Ice Demon can communicate tele- pathically with any creature within 100 ft. that has a Climate/Terrain: Any cold land language. Organisation: Solitary Challenge Rating: 8 Mammoth Treasure: Standard Huge Animal Alignment: Always Chaotic Evil Hit Dice: 11D8 +55 (104 hp) Advancement: 11-16 HD (huge) Initiative: +0 (Dex) The trappers of the Icefinger Mountains talk in Speed: 40ft hushed whispers of a certain sheltered valley high in AC: 15 (-2 Size, +7 natural) the mountains, from where streams of fanatical Orcs, Attacks: Slam (+16 melee), 2 stamps (+11 Goblins and Neanderthals have been known to pour Melee) or Gore (+16 melee) out, to raid trading posts and villages for slaves and Damage: Slam 2D6+10, stamp 2D6 +5; gore 2D8 +15 Face/Reach: 10ft. by 20ft./10ft. SA: Trample 2D8 +15 SQ: Scent Saves: Fort +12, Ref +7, Will +4 Abilities: Str 30, Dex 10, Con 21, Int 2, Wis 13, Cha 7 Skills: Listen +6 and Spot +6 Feats: None

Climate/Terrain: Any cold land Organisation: Solitary or herd (2-10) Challenge Rating: 8 30 Treasure: None Alignment: Always Neutral Advancement: 12 - 22 HD (huge) Mammoths are huge shaggy-haired animals, similar a religious totem or statue. They to elephants but dwelling chiefly in cooler climes. look like thin, filthy humans, with They are rare creatures, encountered most frequently wild hair and untrimmed claw- on the barren northern plains around the Icefinger like nails on their hands and Mountains, but a few scattered herds have been toes. They will be carrying crude reported spears and knives, and may be in other decorated with poorly made icy pendants, bracelets, and studs in regions. their ears and noses. They are They are unintelligent beings and will usually sometimes be found in the serv- coloured a ice of a clever leader - an Orc, deep Goblin, or maybe even an evil brown, human. Neanderthals have a with large whole pantheon of primitive curving Gods, for they worship every- tusks thing they don't understand from the sun to a moun- extending tain. One member of a tribe may be a shaman, dressed out in up with bones, feathers and rattles and covered in front of bizarrely painted designs. They have no special pow- them. They are fairly docile, and wander in small ers except a great sense of theatre and ritual - anyone herds in search of vegetation to feed up on. demonstrating real magic to a Neanderthal tribe can Mammoths are hunted by many of the northern expect to be treated as nothing less than a God! tribes, both Human and Toa-suo, for their meat, ivory There are even more primitive tribes of and warm shaggy pelts. Folk-legend tells of a time Neanderthals who dwell primarily in caverns and where mammoths roamed the lush plains. Huge underground, these primitives are often referred to as herds were not uncommon, but such times are long Cavemen. They rarely wear armour, and more often gone. The Mammoth is being hunted to extinction. make use of simple clubs than spears. Combat Neanderthal Characters In an attack, a Mammoth will rear up on its hind legs Neanderthals are a brutish bunch, and typically those brandishing its tusks menacingly, and attempting to who excel within their primitive culture are knock over and trample its opponent. Barbarians. Trample (EX) Combat A Mammoth can trample creatures of medium size or Neanderthals are uninspired when it comes to battle- smaller for automatic Gore damage. Any opponent tactics; they tend to run towards the enemy yelling who does not take an attack of opportunity can make and screaming incomprehensible war cries. a Reflex save (DC20) for half damage. Occasionally, when hungry, they may try to creep up Neanderthal (caveman) on an unawares enemy and then proceed to rush from Medium Humanoid concealment, attacking in their usual fashion. They Hit Dice: 2d8+4 (13 hp) favour crude spears and improvised blunt weapons, Initiative: +0 (Dex) as they lack the ability to make iron weapons. Speed: 20 ft. (hide armour); base 30 ft. AC: 14 (+1 natural, hide armour) Night Stalker Large Monstrous Humanoid Attacks: Club +2 melee or Short spear +2 melee Hit Dice: 9d8+9 (49 hp) Damage: Club 1d6+1 or Short spear 1d8+1 Initiative: +1 (Dex) Face/Reach: 5ft. by 5ft./ 5ft. Speed: 40 ft. SA: None AC: 19 (-1 size, +2 Dex, +8 natural) SQ: None Attacks: 2 claws +15 melee and bite +10 melee Saves: Fort +5, Ref +0, Will +0 Damage: Claw 1d8+6, bite 1d6+3 Abilities: Str 13, Dex 10, Con 15, Int 6, Wis 11, Face/Reach: 5ft. by 5ft./ 10ft. Cha 8 SA: None Skills: Climb +4, Jump +3 SQ: Frightful Presence, Immunities Feats: Power Attack Saves: Fort +6, Ref +8, Will +7 Abilities: Str 23, Dex 14, Con 13, Int 10, Wis 13, Climate/Terrain: Cold plains and mountains, Cha 12 underground Skills: Climb +10, Jump +10, Listen +6, Organisation: Solitary, Pair, Hunting group Wilderness lore +8 (3-10), tribe (11-60) Feats: Great Fortitude, Power Attack, Track Challenge Rating: ½ Treasure: None Climate/Terrain: Any underground Alignment: Always Chaotic Neutral Organisation: Solitary Advancement: By character class Challenge Rating: 6 The brutish semi-humans known as Neanderthals are Treasure: None 31 a primitive and violent race to be found in many areas. Alignment: Always Neutral Evil They will usually be encountered as hunting-party or Advancement: 10-15 HD (large) in a settlement - typically a crude circle of huts around In the dank, forbidding depths of dungeons deep Organisation: Solitary below the ground, many perils stalk the darkness in Challenge Rating: 10 search of their next meal. The Night Stalkers were per- Treasure: None haps human once, but Alignment: Always Neutral they are something Advancement: ---- less than human now. There are many methods employed by wizards and Bent over from their noblemen to protect their vast treasure hoards, includ- endless wanderings in ing Golems, Crystal Warriors, and Sentinels. First cre- the oppressive tun- ated by a sorcerer in the service of Baron Kognoy of nels, they are sinewy Kaypong, a province beings covered in to the east of Fang, folds of leathery grey they are powerful, skin. Their facial fea- near-invisible tures are gruesome - guardians. Unlike eyes sunk deep into many such sockets and perma- guardians, they are nently squinting, teeth quite easy for their as long as a man's little master to control. finger, skin wrinkled They are created by and warty. Their arms pouring a specially are long and thin, and formulated magical end in large, clawed hands that can split stone or skills potion over a gem- with equal ease. They may be carrying a small lantern stone or piece of to guide their unceasing patrols - even though they metal, in order to can see perfectly in the darkness, the lantern ensures create a Sentinel of their prey can look upon their foul features and hope- the same basic mate- fully be cowed into submission. They may wear petty, rial. The potion-cov- worthless trinkets stolen from past victims for the nice ered material, typically a gold coin or a small dia- way they sparkle in the wan lantern light. mond, will retain it's form until touched by living Combat flesh. When creating a Sentinel, it is advisable to use A Night Stalker will ceaselessly pursue it's prey, and tongs! then attack silently, clawing chunks of meat straight The potion-drenched object is usually secreted near from the bones of it's terrified victim. Night Stalkers the top of a pile of treasure, where it will hopefully be are ceaseless in their attacks, and never make any picked up by a thief. Once touched, it transforms complaint at their injuries, fighting to the death. immediately into a large, fearsome warrior. The Sentinel cannot be harmed by blows unless the oppo- Frightful Presence (Su) nent is in contact with a piece of material from which Any creature within 30 ft. that looks upon the features the Sentinel was formed. Thus, to damage a Gold of a Night Stalker must make a Will save against DC Sentinel it's opponent must be holding a piece of gold 15 or become shaken (-2 morale penalty to all attack in it's hand. If defeated, the Sentinel shifts back to it's rolls, skill checks and saving throws) until the Night original form and will not transform again. Stalker is slain or the victim escapes. This save is nec- essary only once. This ability is the reason Night Combat The Sentinel will relentlessly attack any living thing it Stalker's like to carry lanterns! can see. If it runs out of targets, it will simply wait for Immunities (Ex) more to arrive or until an hour has passed, when it Night Stalkers are immune to mind-affecting spells reverts to it's ordinary form to await the next hapless and abilities. This includes all forms of Fear and thief. Charm spells, as well as Illusions. Construct Sentinel, Metal Immune to mind-influencing effects, poison, disease, Medium Construct and similar effects. Not subject to critical hits, subdual Hit Dice: 12d10 (66 hp) damage, ability damage, energy drain, or death from Initiative: +0 (Dex) massive damage. Speed: 20ft (Can not run) Damage Ward (Ex) AC: 24 (+14 natural) The Sentinel has Damage Reduction 30 against any Attacks: Longsword +10 / +5 melee attack unless the attacker is holding a piece of materi- Damage: Longsword 1d8+4 al which the Sentinel is made from. Face/Reach: 5ft. by 5ft./5ft. SA: None Snow Wolf SQ: Construct, Damage Ward Large Animal Saves: Fort +4, Ref +4, Will +4 Hit Dice: 4D8 +4 (22 hp) Abilities: Str 19, Dex 10, Con --, Int --, Wis 11, Initiative: +2 (Dex) Cha -- Speed: 50ft Skills: None AC: 14 (+1 Dex, +4 natural, -1 size) 32 Feats: None Attacks: Bite (+5 melee) Damage: Bite 1D6 +5 Climate/Terrain: Any Face/Reach: 5ft. by 10ft./5ft. SA: Trip Attacks: Short spear +9 melee; or greataxe +9 SQ: Scent melee; or slam +9 melee Saves: Fort +5, Ref +5, Will +1 Damage: Short spear 1d8+5, Greataxe 1d12+5, Abilities: Str 21, Dex 13, Con 15, Int 2, Wis 12, Slam 1d4+5 Cha 6 Face/Reach: 5 ft. by 5 ft./ 10ft.. Skills: Hide +6*, Listen +6, Move silently +5, SA: None Spot +6, Wilderness lore +2* SQ: None Feats: Weapon finesse (bite) Saves: Fort +8, Ref +2, Will +2 Abilities: Str 21, Dex 10, Con 17, Int 8, Wis 11, Climate/Terrain: Any cold lands, hills, plains Cha 8 and mountains Skills: Climb +10, Jump +7, Wilderness lore Organisation: Solitary, pair or pack (7 - 16) +3 Challenge Rating: 2 Feats: Cleave, Power Attack Treasure: None Alignment: Always Neutral Climate/Terrain: Temperate hills, mountains Advancement: 5 HD (large) Organisation: Solitary, pair, war band (3-8) In the extreme north of Allansia, the species known as or tribe (10-30) the Snow Wolf may be encountered. They are larger Challenge Rating: 3 than normal wolves, and are savage killers, which fear Treasure: Standard nothing. Covered all Alignment: Usually Chaotic Evil over in shaggy white Advancement: By character class fur they are all but The inter- indistinguishable minable from their surround- wars ings. Only their between hunger crazed red the eyes will give them Dwarfs away. The Toa-suo and the keep trained Snow Hill Trolls Wolves with which have con- they hunt Yeti and tinued Frost Giants. since Combat before his- The Snow Wolf will tory was use its natural surroundings to hide in while moving recorded, for the two races loathe each other. Hill closer to its prey. The Snow Wolf will attempt to trip Trolls are warlike beings, who provide endless haz- its opponent them bite with its huge teeth. ards to travellers and settlers in the higher regions. They are the largest of all Trolls, usually dressed in Trip (EX) furs and leathers, their long hair braided with bones A Snow Wolf who scores a successful bite attack can and jewellery. Their favourite weapons are spears and attempt to trip an opponent as a free action (see PHB axes, and they also use shields and odd scraps of Chapter 8, Trip for more information) without making armour to protect themselves. They dwell in tribal vil- a touch attack or provoking an attack of opportunity. lages high in the hills, from where they can sweep Skills down into the valleys to attack the settlements of A Snow Wolf receives a +8 racial bonus to Hide when Dwarfs and humans alike. in the snow and a +6 racial bonus to Wilderness lore Troll Characters when using its scent to track. Those Trolls that rise above the general thuggish rab- ble of their fellows usually aspire to become Fighters. Titan Trolls Trolls are large, ugly humanoids related to Ogres, Yeti Orcs, Goblins, and a variety of lesser crossbreeds. Large Magical Beast (Cold) They may be found in many lands, but always doing Hit Dice: 6d10+18 (52 hp) what they most enjoy - being thoroughly evil! From Initiative: +0 (Dex) the civilised Troll mercenaries of Port Blacks and to Speed: 40ft the savage Trolls of the Moonstone Hills and beyond, AC: 17 (-1 size, +8 natural) these creatures delight in torture, death and worse. Attacks: 2 claws (+11 melee), bite (+6 melee) There are a number of different types of Troll, found Damage: Claw 1d6 +5 plus 1 cold, bite 2d4 +3 in different areas of the world. plus 1 cold Face/Reach: 5ft. by 5ft./10ft. Titan Hilltroll SA: Freezing touch Large Humanoid SQ: Cold Subtype, Scent Hit Dice: 6d8+18 (46 hp) Saves: Fort +10, Ref +5, Will +3 Initiative: +0 (Dex) Abilities: Str 21, Dex 10, Con 17, Int 4, Wis 13, Speed: 30 ft Cha 10 AC: 18 (-1 size, +5 natural, Leather Armour Skills: Climb +7*, Hide +1*, Move silently +4, 33 and Shield) Wilderness lore +5 Feats: Great Fortitude, Track Climate/Terrain: Any cold land Appendix 2- New Magic Organisation: Solitary Challenge Rating: 6 New Spells Treasure: Standard Alignment: Always Neutral Evil Ancient Death Spell Necromancy; Level: Sor 5; Components: V,S,M; Advancement: 7-10 HD (large), 11-14 HD (huge) Casting Time: 1 hour; Range: close (25 ft.); Area Effect: All creatures within 25ft. emanation; Duration: In the desolate mountain- Permanent; Saving Throw: None; Spell Resistance: No ous wastes of northern Allansia, where the snow This spell infects the recipient with a magical disease falls thick and the wind that causes a slow and agonising death as the infected cuts like an icy dagger, creature wastes away. The disease can take several hunters huddle around days to manifest any symptoms and is thus very diffi- their campfires and cult to spot. A successful skill (Heal) check (DC25) will speak in hushed, fearful determine that the infected creature is suffering from voices of the Yeti. Their an unusual disease. A subsequent skill (Spellcraft) folk-tales say that long check (DC25) will determine that the illness is magical ago they were the rulers and reveal it's cause. of this craggy, inhos- Creatures affected go through 4 stages of illness: pitable land. With the coming of man and Stage 1: Incubation - the magical disease takes up to dreaded fire, the beasts 1D6 days before it has any noticeable affect on the retired to the higher infected creature. At the end of this stage the creature slopes, emerging only must make a Fortitude save DC10 or immediately lose occasionally to prey on 1 point of constitution permanently. At this point the men. creature will be aware they are ill. Standing more than 13 feet tall when rearing fully Stage 2: The disease intensifies it's attack upon it's upright, these huge monsters are covered in masses of hosts body, 24 hours after stage 1 ends the infected thick white fur, a pelt most prized by hunters - often creature must make a Fortitude save DC14 or lose 1D4 selling for 1,000 gp or more. Like a cross between the points of constitution permanently. most savage of apes and most fearsome of bears, they are equipped for hunting with a mouth brimming Stage 3: The disease is now rampant in the infected with sharp tusks and razor-like teeth, and paws full of creature’s body, 24 hours after stage 2 has ended the claws each as long as a man's hand! Furthermore, their infected creature must make a Fortitude save DC18 or touch imparts a deadly freezing chill into their victim. lose 1D6 points of constitution permanently. Unlike most of the mountain creatures, Yeti do not Stage 4: the disease is now entering it's final deadly need to hibernate in even the harshest winters, for phase, 24 hours after stage 3 the infected creature they can withstand even the worst blizzards in their must make a Fortitude save DC35 or lose 2D6 + 6 relentless hunt for food. points of constitution permanently. Combat If the infected creature's constitution score is reduced These massive beasts are not very intelligent, but they to 0 at any stage of the diseases progress the creature possess an animal cunning. They silently track their immediately dies. prey, usually by scent alone. They may follow an The disease cannot be cured by any means (includ- unwary man for days before choosing to strike. They ing the Remove Disease spell) except for a complicat- do so quickly, ripping their victim to shreds with their ed ritual that is only known by certain Master Healers massive claws and teeth. If seriously wounded, they scattered across the world. will usually lope away into the snowy wastes and climb up into the freezing mountains where no-one Material Components: Crushed gems worth 2000gp can follow. New Magic Items Cold Sub-type Yeti are immune to cold damage. They are vulnerable Collar of Obedience to fire, taking double damage on a failed saving throw Collars of Obedience are magical items that are used against fire attacks. to enslave and control the creatures wearing them. Freezing Touch (Su) Collars are attuned to their creator who can exercise The touch of a Yeti inflicts 1 point of cold damage. limited control over those wearing them. This damage is applied to each hit from a Yeti's natu- The Collar gives the controller crude telepathic aware- ral weaponry, and to any creature that strikes a Yeti ness of any creature wearing one, the controller is with a natural weapon. aware of whether the wearer is alive or dead and can Skills send simple commands to a creature up to 5 miles Yeti have a +4 bonus to tracking checks when using away. Creatures wearing a Collar cannot voluntarily the Scent special ability. They also receive a +8 racial move more then 5 miles away from their controller. bonus to Hide checks when among ice and snow, and 34 they ignore the penalty to Climb checks for icy sur- The controller must concentrate to send commands faces. These bonuses are not included in the statistics to wearers and cannot communicate with more than 4 block. wearers at any one time although they retain aware- Aragose cannot be healed by any means. Once his hit ness of all those wearing their Collars. points are reduced to 0, Aragose, his equipment and The wearer of the Collar must make a Will save the copper ring will crumble to dust. (DC25) whenever a command is issued to them by Aragose the Defender, male human Ftr10: Size M (6 their controller. Failure means that the command must ft., 0 in. tall); HD 10d10 +40; hp 61 (from 122); Init +6 be followed without hesitation. Success allows the (+2 Dex, +4 Improved initiative); Spd 20 ft. (Full Plate wearer to ignore the command if desired. mail armour ) base 30ft.; AC 25 (+1 Dex -due to The controller can inflict pain to any wearer by mak- armour, Full Plate mail +2, Large steel shield +2); ing the Collar constrict around their throats, if desired Attack +19/ +14 melee (Longsword 1D8 +10); SV Fort the Collar can be tightened enough to strangle the +7, Ref +6, Will +5; AL N; Str 20, Dex 15, Con 18, Int 10, wearer causing 2D6 damage per round. Wis 10, Cha 10. Languages Spoken: None (but A Collar of Obedience cannot be removed by it's Aragose understands all language). Feats: Blind-fight, wearer while the controller lives, if the controller dies Cleave, Great cleave, Dodge, Improved initiative, the Collar turns black and crumbles to dust. Collars Power attack, Toughness, Weapon focus (Longsword), can be removed by another creature upon a successful Weapon specialisation (Longsword). Equipment: Full casting of a Remove Curse spell. Plate mail +2, Large Steel Shield +2, Longsword +3 Wearing the Collar grants Darkvision 60ft.. Caster Level: 11th; Prereq.: Planar Ally, Greater Magic Caster Level: 10th; Prerequisites: Craft Wondrous Weapon, Magic Vestment, Forge Ring; Price 30,000 Item, Dominate Person, Darkvision and Telepathic Szordrins Dust Bond; Price 6000pg, weight 4lb This Magic Dust was created by a powerful Sorcerer Potion of Fortune named Szordrin who dwells within the city of Khare When the contents of this bottle have been imbued, on the continent of Kakhabad (also known as the old the recipient may restore 1D4+3 Luck points. world). If the Dust, which is made from ground Caster Level: 4th; Prerequisites: Brew Potion, Restore Minotaur's horn, is sprinkled on a transforming crea- Luck; Market price 300 gp. ture - such as a polymorphed creature; a man chang- Prism of Illusion ing into a Werewolf etc - the targeted creature will This Item is only usable by Wizards or sorcerers. remain in its current form for 2D6 hours. This clear Prism measures 10 inches from top to bot- If the Dust is sprinkled on a transforming target, it tom. The Prism can be used to store up to 10 levels of must make a Fortitude save (DC20) or remain in its spells (from the school of Illusion only) in it. The spells current form for 2D6 hours. must be cast into the Prism by a Wizard or Sorcerer. A full jar of Szordrin's Dust typically has 4 applica- There they will remain until recalled. The Wizard or tions of the Dust within it. Sorcerer can recall any spell stored within the Prism as Caster Level: 7th; Prerequisites: Polymorph Other ; a standard action. Price 4000gp (1000 gp per application) Caster Level: 7th; Prerequisites: Craft Wondrous The Healing Rose Item, Imbue with spell ability; Price 25,000gp, Wt. 5lb This item appears to be an old, dying and withered Ring of the Vampire's Curse rose whose colour has faded to a dirty red. This silver ring appears to be of plain design, without A creature that sniffs the Rose will have a Cure any markings at all. Moderate Wounds spell bestowed up on them healing Any character who wears this ring on any finger 2D8 +5 hit points. The Healing Rose's power only must make a Fortitude save (DC20) or suffer 2 nega- works once per day. tive levels whilst wearing the ring. Only a Remove Caster Level: 5th; Prerequisites: Craft Wondrous Curse spell allows the wearer to remove the ring. Item, Cure moderate wounds; Price 4000gp, Caster Level: 7th; Prerequisites: Forge Ring, Bestow The Orb of Energy Curse, Enervation ; Price 2,000gp This circular glass measures 10 inches in diameter. Ring of Warrior Summoning Looking into the Orb, the viewer will see swirling This copper ring is inscribed both inside and out. The mists within. markings are written in an ancient language long for- Any creature that holds the Orb in both hands will gotten that reads: Aragose the Defender have 1D8 points of cold damage healed. Damage from Anyone who wears the ring on any finger will know other sources is not healed. the rings power. Once per week the wearer of the ring The Orb has 100 charges when made, but is typical- can summon forth Aragose the Defender. Aragose will ly found with 10D6 charges remaining. appear as an ancient male warrior, clad in ornate Full Caster Level: 5; Prerequisites: Craft Wondrous Item, Plate mail armour and carrying a Longsword and Cure Light Wounds, Endure Elements; Price 500gp Shield. Aragose will attack any creature or person Tomah's Flute specified by the wearer of the ring. Once the creature This Flute is silver, and quite ordinary in appearance. or person is slain, Aragose will return to the ring. If a creature without the Perform skill holds the Flute Aragose will not surrender any of his equipment to to their lips and attempts to play a tune, they will be 35 anyone. Attempts to force him to do so will cause him, amazed, for a wonderful tune will come forth. his equipment and the ring to crumble to dust. The creature using the Flute will gain the skill Perform (Flute) +10 while playing the Flute. A creature appendix 4 - characters that already has the skill Perform (Flute) will gain a +5 Redswift and Stubb - NPCs enhancement bonus to the Perform (Flute) skill while playing the Flute. Name: Redswift Race/Sex: Wood Elf / male Caster Level: 4th; Prerequisites: Craft Wondrous Class/Level: Fighter / 7 Item, Skill Perform (flute) 10 ranks; Price 750gp, Hit Dice: 7D10+7 (hp55) Weight 2lb Initiative: +8 (+4 Dex, +4 Imp. init) Speed: 30ft. (6 squares) AC: 18 (+4 Dex, Studded leather +1) Appendix 3- Campaign Play touch 14, flat-footed14 This section has been added to Caverns of the Snow Attacks: +10/+5 melee (Longsword 1D8 +2) Witch for those DM's amongst you that wish to incor- or +12/+7 ranged (Longbow 1D8+2) porate this scenario into your ongoing campaign, Saves: Fort +6, Ref +6, Will +4 rather than play the 'quick version'. Abilities: Str 15(+2), Dex 19(+4), Con 13(+1), Int 13(+1), Wis 14(+2), Cha 14(+2) Party Levels Skills: Hide +4, Jump +5, Listen +4, Move This scenario is designed for a party of three charac- silently +4, Search +3, Spot +4 ters of 8th level. The party would benefit from having Feats: Combat reflexes, Improved initiative, Quick draw, Wpn focus(Longbow), a good aligned cleric along for the adventure. Wpn focus (Longsword), Weapon Scaling the Adventure specialisation (Longbow) Equipment: Studded Leather +1, Leather boots, As mentioned before, The Caverns of the Snow Witch Collar of Obedience Longbow and 20 is designed to be played with three pre rolled 8th level Arrows, Winter cloak characters. However, it can be adjusted for lower or Languages: Common, Elven, Goblin higher level parties with a few modifications. Some examples are given below. Name: Stubb Race/Sex: Dwarf / male Party Levels 5th - 7th Class/Level: Fighter / 7 Consider allowing the PC's to find some extra healing, Hit Dice: 7d10+14 (hp 79) maybe potions or scrolls, and make sure they have Initiative: Init +5 (+1 Dex, +4 Improved init.) plenty of opportunities to rest and fully recuperate Speed: 20ft. (4 squares) between encounters. AC: 16 (+1 Dex, Chain shirt +1) touch 11, flat-footed 15 Encounters of EL6 or greater should be tweaked to Attacks: +12/+7 melee (Battleaxe 1D8 +6), or increase the parties chance of survival: Dungeon +8/+3 ranged (Light crossbow 1D8) adventure: encounter 4 - replace the Mammoth with 2 Saves: Fort +7, Ref +3, Will +2 Snow Wolves; encounter 7 - reduce the Yeti to 5HD ; Abilities: Str 18(+4), Dex 12(+1), Con 14(+2), Int encounter 11 - reduce the Mountain Elf to a 3rd level 12(+1), Wis 10(+0), Cha 9(-1). fighter and the Goblins to 2nd level Fighters; in Skills: Appraise +3, Hide +3, Jump +4, encounter 14 - reduce the human chef to a 5th level Listen +2, Move silently +1, Spot +2 Barbarian; encounter 15 - reduce Rillion to a 2nd level Feats: Alertness, Combat reflexes, Fighter/Sorcerer; encounter 16 - reduce the Orc Cleric Improved initiative, Power attack, to 3rd level and make the Orcs and Goblins normal Weapon focus (Battleaxe), Weapon focus (Light Crossbow), Weapon monsters without Fighter levels. Reduce the Ice specialisation (Battleaxe) Demons to 8HD; encounter 21 - reduce the Frost Giant Equipment: Chain Shirt +, Battleaxe, Winter to 8HD and reduce his Strength to 20 (+5); encounter Cloak, Collar of Obedience 24 - reduce the White Dragon's age to very young and Languages: Common, Dwarven, Elven make the Snow Witch a Vampire Spawn; encounter 29 - reduce the Brain Slayer to 5HD. Wilderness adven- ture: encounter 1 - reduce the Dark Elf to a 5th level Fighter; encounter 2 - Make all the Centaurs 1st level Fighters; encounter 8 - reduce the amount of Hill Trolls from 6 to 3. Encounter 28 In the original Caverns of the Snow Witch Fighting Fantasy™ book by Ian Livingstone, the corridor at encounter 28 continues on to another part of the dun- geon that is never explored. You, the DM might want 36 to expand the caverns at this point. It could lead to an underground city of Brain Slayers, or just be a single room. The choice is yours. Combat Rhana Quinn ellion g’aarak In order for Rhana to hit her opponent, she must do the following; Roll a D20 and add her com- Combat bat modifier for the weapon she is using (+6 for her Quarterstaff). If the result is equal to or In order for Ellion to hit her opponent, she must do the following: Roll a D20 and add her greater than her opponents Armour class (AC), then she has hit. Rhana then rolls her damage combat modifier for the weapon she is using (+13 for her Heavy mace). If the result is for the weapon she is using (1D6 +2 for her Quarterstaff). equal to or greater than her opponents Armour class (AC), then she has hit. Ellion then If a monster's roll to hit is equal to or greater than Rhana's AC, then the monster has scored a hit rolls her damage for the weapon she is using (1D8+7 Heavy mace). and Rhana looses hit points (hp). If a monster's roll to hit is equal to or greater than Ellion's AC, then the monster has scored When Rhana's hp reaches 0, she is unconscious. If they reach -10, she is dead. Skills a hit and Ellion looses hit points (hp). When Ellion's hp's reach 0, she is unconscious. If they reach -10, she is dead. Rhana has a number of skills that she can use during the course of this adventure. In order for Rhana to succeed at a skill, she must roll equal to or greater than the Difficulty Class (DC) num- Skills ber for the skill in question on a D20 while adding the skill modifier. An example of this would Ellion has a number of skills that she can use during the course of this adventure. In order be that Rhana is listening at a door. In order to hear the conversation on the other side she must for Ellion to succeed at a skill, she must roll equal to or greater than the Difficulty Class make a skill (Listen) check (DC15). She rolls a D20 and adds the listen modifier (+7). (DC) number for the skill in question on a D20 while adding the skill modifier. An exam- Rhana's swim skill, which is separated by the slash, (+2/ -5) is her modifier to swim with all of ple of this would be that Ellion is listening at a door. In order to hear the conversation on her equipment on (-1 to Swim checks for every 5lbs carried). the other side she must make a skill (Listen) check (DC15). She rolls a D20 and adds her Balance- Use this skill when you need to keep your balance on a ledge etc listen modifier (+6). Climb- Use this skill to climb the tallest mountain or descend the deepest pit Note that some of Ellion's skills have a slash separating two figures (i.e. Climb +7/ +1). The Concentrate- Use this skill when you need to focus your mind or cast a spell in combat first number given is Ellion's modifier without her Armour penalty (-2 for her shield and - Hide- use this skill to sink into the shadows and remain unseen 4 for her breast plate). Ellion's swim skill, which is separated by the slash, (+5/ -10) is her Jump- Use this skill to leap over pits, vault low fences or leap onto tables modifier to swim with all of her equipment on (-1 to Swim checks for every 5lbs carried). Listen- Use this skill to hear approaching enemies or to listen at doors Balance- Use this skill when you need to keep your balance on a ledge etc Move silently- you can sneak up on an enemy, or slink away without being heard Climb- Use this skill to climb the tallest mountain or descend the deepest pit Search- you can find simple traps, hidden doors, and other details not readily apparent Concentrate- Use this skill when you need to focus your mind or cast a spell in combat Spot- Use this skill to spy a rogue hiding in the shadows or a Camouflaged monster Hide- use this skill to sink into the shadows and remain unseen Swim- you can swim Jump- Use this skill to leap over pits, vault low fences or leap onto tables Feats Listen- Use this skill to hear approaching enemies or to listen at doors Feats are features that that give Rhana special capabilities, or improve ones that she already has. Move silently- you can sneak up on an enemy, or slink away without being heard Listed below are Rhana's feats and a brief description of each one: Combat casting- you are adept at casting spells in combat. +4 to concentrate checks to cast spells Search- you can find simple traps, hidden doors, and other details not readily apparent on the defensive Spellcraft- you can identify a spell being cast or a spell effect. Silent spell- you can cast a spell without the verbal component. The spell is cast as if it were one Spot- Use this skill to spy a rogue hiding in the shadows or a Camouflaged monster level higher. Swim- you can swim Maximise spell- You can cast a 1st level spell to maximum effect. The spell is cast as if it were 3 Feats levels higher. Feats are features that give Ellion special capabilities, or improve ones that she already Racial abilities: has. Listed below are Ellion's feats and a brief description of each one. Low light vision- half elves can see twice as far as humans in starlight, moonlight and similar Alertness- +2 bonus on listen and spot checks conditions Combat casting- you are adept at casting spells in combat. +4 to concentrate checks to cast Immune to magical sleep- half elves are immune to magical induced sleep spells on the defensive +2 save against enchantment- half elves gain a +2 bonus against enchantment spells or effects Weapon Focus (Heavy mace)- You are especially good with the Heavy mace. You add +1 Familiar to your attack roll with this weapon. Rhana has a magically summoned creature called a familiar. His name is Milano and he is a rat. Turn undead - You can turn undead as a supernatural ability Milano and Rhana can communicate empathically up to a range of one mile or they can talk to Spells each other. Ellion worships the Deity Sindla. Her God grants her the use of spells. Milano can also speak with other rats. Spells per day are: 0 level- 6; 1st level- 5 +1; 2nd level- 4 +1 3rd level 3 +1 and 4th level 2 +1. While Milano is within arms reach, Rhana gains the feat Alertness (+2 to Listen and Spot checks) Her domains are: Good (all good spells are cast at +1 level) and Luck (use good fortune At Rhana's discretion, any spell that she casts on herself (mage Armour for example) can affect Milano if he is within 5ft. once a day and re-roll a dice roll you just made) Milano can deliver Rhana's touch effect spells Spontaneous casting Milano has the feat improved evasion. This means that any attack that would cause Milano to Ellion can channel any spell revised into a cure spell make a reflex save, he takes no damage. Potions: Potions of Cure Serious Wounds will heal 3D8 +1 hit points. Potion of Potions: Potions of Cure Serious Wounds will heal 3D8 +1 hit points. Potion of Fortune will restore 1d4 +3 Luck. Fortune will restore 1d4 +3 Luck. Ellion G’arrak Hit Points 50 Luck 16 Rhana Quinn Hit Points 48 Luck 14

Size: Medium (6ft. 5 in) Size: Medium (5ft. 3 in) Race/Sex: Half-Orc / female Race/Sex: Half-elf / female Class/Level: Cleric / 8 Class/Level: Sorcerer / 8 Hit Dice: 8D8+0 (hp 50) Hit Dice: 8D4+24 (hp 48) Initiative: +0 Initiative: +2 (+2 Dex) Speed: 20ft. while wearing Speed: 30ft. (6 squares) Breastplate armour Armour Class: 15 (+2 Dex, Amulet of (4 squares), base 30ft. natural armour +3) touch 12, flat-footed 13 Armour Class: 20 (Breastplate armour +1 and large wooden shield Attacks (Damage): +6 melee (Quarterstaff 1D6 +2) or +7 melee (Dagger 1D4 +3) or +8 +2) touch 10, flat-footed 20 ranged (Dagger 1D4 +3) Attacks (Damage): +14/ +9 melee (Heavy mace 1D8+7) or +6 ranged Special Qualities: Low light vision, Immune to magical sleep, +2 saves against enchant (Light crossbow 1D8) ment spells and effects Special Qualities: Dark Vision 60 ft. Saves: Fort +5, Reflex +4, Will +8 Saves: Fort +6, Reflex +2, Will +8 Abilities: Str 13 (+1), Dex 14 (+2), Con 16 (+3), Int 14 (+2), Wis 14 (+2), Chr 18 Abilities: Str 20 (+5), Dex 10 (+0), Con 11 (+0), Int 12 (+1), Wis 15 (+4) Luck 14 (+2) (+2), Chr 9 (-1) Luck 16 (+3) Skills: Balance +5, Climb +3, Concentration +11, Hide +3, Jump +4, Listen Skills: Balance +6/ +0, Climb +7/ +1, Concentrate +11, Hide +7, Move silently +4, Search +4, Spellcraft +11, Spot +4, Swim +2/ -5 +2/ -4, Jump +6/ +0, Listen +6, Move silently +0/ -6, Feats: Combat casting, silent spell and Maximise spell Search +6, Spellcraft +11, Spot +8, Swim +5/ -10 Spells: Spells castable per day (6/7/7/6/4); base DC = 14+ spell level): Feats: Alertness, Combat casting and Weapon focus (Heavy 0 level- Arcane Mark, Daze, Detect Magic, Disrupt Undead, Ghost mace) Sound, Open/ Close, Ray of Frost and Read Magic; 1st Level- Ray of Bonus Feats: Turn undead, Spells, Spontaneous casting Enfeeblement, Burning Hands, Endure Elements, Expeditious Retreat and Spells: Spells per day: (6 /5 +1/4 +1/3 +1/2 +1) Mage Armour; 2nd Level- Bull's Strength, Mirror Image and Melf's Acid Equipment: Heavy mace +2 (12 lbs), light crossbow (6 lbs) 10 bolts Arrow; 3rd Level: Flame Arrow and Haste; 4th Level: Minor Globe of nvulnerability. (1lb total) Breastplate armour +1 (20 lbs), large wood Equipment: Wand of magic missiles (5th level, 20 charges), en shield +2 (10lbs), Explorers outfit (8lbs), backpack Quarterstaff +1(4lb), Dagger +2 in boot (1lb), Dagger +2 in belt (2lbs): winter blanket (3lbs), torches x3 (3lbs total), scabbard (2lb), explorers outfit (8lbs), sorcerer's robes (2lbs) Amulet 50ft. silk rope (5lbs), sacks x2 (1lb total), pitons x6 (3lb of natural armour +3, backpack (2lbs): winter blanket (3lbs), scroll total), small hammer (2lbs), rations for four days (2lbs case (0.5lbs), Bullseye lantern (3lbs), 50ft. silk rope (5lbs), sacks x2 (1lb total), Flint and steel (1lb), 2x Potions of Cure total), pitons x6 (3lb total) small hammer (2lbs), rations for four days ( Serious wounds and a potion of Good Fortune. lbs total), Flint and steel (1lb), 2x Potions of Cure Serious wounds Encumbrance: Light load carried (weight carried 79 lbs) and a potion of Good Fortune. Languages: Common, Goblin, Orc Encumbrance: Light load carried (weight carried 37.5lbs) Deity: Sindla (Titan Goddess of Luck) Languages: Common, Elven, Orc Domains: Luck and Good Notes Milano - Rhana’s familiar hit points Race: Rat (tiny animal) 24 HD: 8 (24 hit points) AC: 18 (+2 size, +2 Dex, +4 Natural) Atk: Bite +4 melee (Bite 1D3 -4) Saves: Fort +2, Reflex +4, Will +1 Abilities: Str 2, Dex 15, Con 10, Int 9, Wis 12, Chr 6 SQ: Scent Special: Alertness, Improved evasion, Share spells, Empathic link, Speak with master and Touch. Skills Balance +10, Climb +12, Hide +18, Listen +1, Move silently +10, Spot +1 Feats: Weapon finesse (bite) Dekion strom sarian jax Combat Combat In order for Sarion to hit his opponent, he must do the following: Roll a D20 and add his In order for Dekion to hit his opponent, he must do the following; Roll a D20 and add his combat modifier for the weapon he is using (+8 for his Shortsword). If the result is equal combat modifier for the weapon he is using (+15 for his scimitar). If the result is equal to to or greater than his opponents Armour class (AC), then he has hit. Sarion then rolls his or greater than his opponents Armour class (AC), then he has hit. Dekion then rolls his damage for the weapon he is using (Shortsword 1D6 +2). damage for the weapon he is using (1D6 +8 for his Scimitar). If a monster's roll to hit is equal to or greater than Sarion's AC, then the monster has If a monster's roll to hit is equal to or greater than Dekion's AC, then the monster has scored a hit and Sarion looses hit points (hp). scored a hit and Dekion looses hit points (hp). When Sarion's hp reaches 0, he is unconscious. If it reaches -10, he is dead. When Dekion's hp reaches 0, he is unconscious. If they reach -10, he is dead. Skills Skills Sarion has a number of skills that he can use during the course of this adventure. In order Dekion has a number of skills that he can use during the course of this adventure. In for Sarion to succeed at a skill, he must roll equal to or greater than the Difficulty Class order for Dekion to succeed at a skill, he must roll equal to or greater than the Difficulty (DC) number for the skill in question on a D20 while adding the skill modifier. An exam- Class (DC) number for the skill in question on a D20 while adding the skill modifier. An ple of this would be that Sarion is listening at a door. In order to hear the conversation on example of this would be that Dekion is listening at a door. In order to hear the conversa- the other side he must make a skill (listen) check (DC15). He rolls a D20 and adds his lis- tion on the other side he must make a skill (listen) check (DC15). He rolls a D20 and adds ten modifier (+10). the listen modifier (+4). Sarion's Swim skill, which is separated by the slash, (+2/ -5) is his modifier to swim with Note that some of Dekion's skills have a slash separating two figures (i.e. Climb +11/ +7). all of his equipment on (-1 to Swim checks for every 5lbs carried). The first number given is Dekion's modifier without his Armour penalty (-2 for his Chain Appraise- Use this skill to determine the approximate value of an item. mail shirt and -2 for his Large steel shield). Dekion's swim skill, which is separated by the Balance- Use this skill when you need to keep your balance on a rocking boat etc slash, (+10/ -6) is his modifier to swim with all of his equipment on (-1 to Swim checks for Climb- Use this skill to climb the tallest mountain or descend the deepest pit every 5lbs carried). Disable devise- use this skill to disable traps both mechanical and magical Balance- Use this skill when you need to keep your balance on a ledge etc Hide- use this skill to sink into the shadows and remain unseen Climb- Use this skill to climb the tallest mountain or descend the deepest pit Jump- Use this skill to leap over pits, vault low fences or leap onto tables Concentrate- Use this skill when you need to focus your mind or cast a spell in combat Listen- Use this skill to hear approaching enemies or to listen at doors Hide- use this skill to sink into the shadows and remain unseen Move silently- you can sneak up on an enemy, or slink away without being heard Jump- Use this skill to leap over pits, vault low fences or leap onto tables Open lock- Sarion can open locks with the aid of lock picks Listen- Use this skill to hear approaching enemies or to listen at doors Pick pockets- Sarion can steal from people without them knowing Move silently- you can sneak up on an enemy, or slink away without being heard Search- you can find simple traps, hidden doors, and other details not readily apparent Search- you can find simple traps, hidden doors, and other details not readily apparent Spot- Use this skill to spy a rogue hiding in the shadows or a Camouflaged monster Spot- Use this skill to spy a rogue hiding in the shadows or a Camouflaged monster Tumble- Sarion can use his acrobatics to avoid combat. Swim- you can swim Swim- you can swim Feats Feats Feats are features that that give Dekion special capabilities, or improve ones that he feats are features that give Sarion special capabilities, or improve ones that he already has. already has. Listed below are Dekion's feats and a brief description of each one. Listed below are Sarion's feats and a brief description of each one. Blind-fight - you know how to fight in melee without being able to see your foes. Alertness- Due to your keen senses you gain a +2 bonus to Listen and Spot checks. Cleave- If you kill a creature with your sword, your blow follows through to possibly Dodge- you are adept at dodging blows. Designate an opponent and receive a +1 bonus to strike another opponent within immediate reach. AC against attacks from that opponent. Dodge- You are adept at dodging blows. Designate an opponent and receive a +1 bonus to Improved initiative- +4 to initiative roll AC against attacks from that opponent. Point Blank shot- You gain a +1 to hit and damage with ranged weapons up to 30ft. Power attack- You can make exceptionally powerful attacks. You may take a penalty on Sneak attack- If Sarion catches his opponents flatfooted he gains additional damage your to hit roll and add that score to your damage (if you hit). (+4D6) Sunder- You are skilled at attacking another's weapon. This does not provoke an attack of Evasion- any attack that would require a save for half damage deals no damage (if the opportunity (see PHB page 136) save was successful) Weapon focus (Scimitar)- You are especially good with the scimitar. You add +1 to your Uncanny dodge- you can never be caught flatfooted, nor can you be flanked. attack roll with this weapon. Potions: Potions of Cure Serious Wounds will heal 3D8 +1 hit points. Potion of Weapon specialisation (Scimitar)- Your extra training allows you to gain +2 damage with this weapon. Fortune will restore 1d4 +3 Luck. Potions: Potions of Cure Serious Wounds will heal 3D8 +1 hit points. Potion of Fortune will restore 1d4 +3 Luck. Languages: Encumbrance: Equipment: Bonus Feats: Feats: Skills: Abilities: Saves: Special Attacks: Attacks: AC: Initiative: Dice: Hit Class/Level: Race/Sex: Size: Sarian Jax Speed:30ft. (6 squares) Improved initiative) +8 (+4 Dex, 48) (hp 8d6+8 Rogue / 8 / male Human Medium (5ft. 10 in) Common Total weight 38lbs (light encumbrance) Serious wounds and a potion of Good Fortune. rope (5lbs), Flint and steel, 2xPotions of Cure (2lbs total), masterwork thieves' tools (1lb), 50ft. silk (15), backpack(2lbs): winter blanket (3lbs), torches x2 quiver(3lbs), dagger (1lb), and leather Armour +3 Short sword +1(3lbs), short bow +1(2lbs), 20 arrows in Evasion, Uncanny dodge, Sneak Attack initiative Alertness,Point Dodge, and blank shot improved -5 Tumble Swim+2/ +10, +10, Spot +10, silently +15, Open lock +15, Pick pockets +8, Search Move +10, Listen +9, Jump +10, Hide +10, device Appraise +10,Balance +15,Climb +10, Disable 16 (+3) Luck 10, Cha (+3), Str 13 (+1), Dex 20 (+5), Con 13 (+1), Int 15 (+2), Wis 17 Will +5 +10, Ref +3, Fort Sneak Attack+4D6 ranged +11/+6 (Dagger1D4 +1) or +1) 1D4 (Dagger +2 melee +7/ or +1) 1D6 (shortbow +7 ranged +12/ or +2) 1D6 (Shortsword melee +3 +8/ 20 (+5 Dex, leather armour +3); touch 15, flatfooted 15 Hit Points Notes 48 Luck 16 Abilities: Saves: Attacks: Armour Class: Armour Speed: Initiative: Hit Dice: Class/Level: Size: Race/Sex: Equipment: Feats: Skills: Languages: Encumbrance: Dekion Strom

OP

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base 30ft. 20ft.squares) (4 Dex) (+3 +3 (hp 90) 8D10+24 / 8 Fighter Medium (6ft. 2in) Human / male Co 1. D trib ati rec (+1), Chr 11 (+0) Luck 13 13 (+1) Luck 11 (+0) Chr (+1), Wis12 (+2), 14 Int (+3), 16 Con (+3), 16 Dex (+4), 18 Str +3 Will +5, Reflex +9, Fort 1D8) crossbow (Light ranged +11 or +7) 1D4 (Dagger ranged +9 +14/ or +7) 1D4 (Dagger +15/ +10melee (Scimitar 1D6 +8) or +13/+8melee touch 13, flat-footed 20 +1) shield steel Large and +2 Chainmail Dex, (+3 23 potion of Good Fortune. Good of potion a and wounds Serious Cure of Potions 2x (1lb), steel and flint total), (2lbs days four for rations (2lbs), hammer small total), (3lb x6 pitons total), (1lb x2 sacks (5lbs), rope silk 50ft. total), (3lbs + oil lantern Bullseye (3lbs), blanket winter backpack (2lbs): (8lbs),outfit explorers (2lb), scabbard belt in +3 Dagger +1(15lbs), shield steel large (25lbs), +2 shirt mail Chain total), (1lb bolts 10 (6lbs), light crossbow (4lbs), +2 Scimitar (Scimitar) Weapon (Scimitar), Weapon focus specialisation Power Sunder,Dodge, Cleave, attack, fighting, Blind -6 +10/ Swim +6, Spot +6, Search +2, +6/ silently Move +4, Listen +11, +15/ Jump +2, +6/ Hide +7, +11/ Climb +4, +8/ Balance Common, Elven, Goblin Common, lbs) 82 carried (weight carried load Light wh lice Co to pri an cop pro Hit Points ter de oth per Notes tur an of 90 me or (g) wi ter 2. T

Luck the a n thi to 3.O ter 13 4. G Yo to 5.R Co rig OPEN GAME LICENSE Version 1.0a

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