I have loved all the adventure paths that Paizo have published over the years. As I belong to the fraction that really liked the 4th Edition rules,

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1 I have loved all the adventure paths that Paizo have published over the years. As I belong to the fraction that really liked the 4th Edition rules, it has been very sad to not have Paizo there supplying us with great adventures as they used to do. So I got this idea to try to convert one of the great adventure paths of the Pathfinder game by Paizo. The new Reign of Winter looked promising so I started to try to convert the material to 4th Edition. By doing this I hope that I will not only provide a great adventure to 4th Edition fans, but also bring in new customers to the Pathfinder game who might not have tried their great adventures before. For you that download this conversion, please note that I have taken away all the great context, information, and stories which create the magic of the Paizo product. I therefore strongly advise you to purchase the Paizo products it is based upon, in order to have the full experience. I did so myself. They are great. /Myrhdraak

2 TABLE OF CONTENT THE SHACKLED HUT... 5 Part One: Journey to Whitethrone... 5 Travel and Weather... 5 EVENT 1: THREAT FROM THE SKIES (CR 7)... 5 EVENT 2: GREMLINS' CURSE (CR 5)... 6 EVENT 3: LITTLE BOY LOST (CR 3)... 8 EVENT 4: NAZHENA'S HUNTERS (CR 6)... 9 A1. A Plea for Help (CR 1) A2. Mossy Cave (CR 5) B. POCKET OF SUMMER (CR 6) C. HAUNTED VILLAGE (CR 6) D1. Besieged Cottage (CR 3) D2. Abandoned Barn (CR 3) E. TROLL BRIDGE (CR 6) F1. The Fishcamp Guards (CR 5) F2. Fishcamp Guardhouse (CR 7) Part Two: The Howlings G1. THE HOWLINGS GATE (CR 6) G2. THE BACK-ALLEY BOYS (CR 5) G3. MIRROR, MIRROR (CR 5) G5. WAGES OF SIN (CR 6) G6. THE HUNT (CR 6) G7. WINTER GUARD PATROL (CR 7) G9. CHECKPOINT (CR 8) Part Three: The Dragon of White Throne K. SHRINE OF THE EVERBLOOM L1. Courtyard (CR 6) L3. Barracks (CR 5) L4. Mess Area (CR 6) L5. Armory (CR 4) L6. Prison Larder (CR 1) L7. Bonepick's Quarters L8. Amagarra's Quarters (CR 5) L9. Upstairs Hall (CR 1) L10. Kitchen (CR 3) L13. Nursery L15. Granny Nan's Room (CR 5) L18. Logrivich's Lair (CR 11) Part Four: The Endless Forest M1. Forest Entrance (CR 10) M2. Font of Water (CR 9) M3. Tricks and Traps (CR 9) M4. The Reality Siphon M5. Tottering Treehouse M6. Altar of Earth (CR 5) M7. Heart Hunters (CR 7) M8. Abandoned House (CR 1) M9. The Last Party (CR 8) M10. The Sky Tree (CR 11) M11. The Dancing Hut (CR 13) Part Five: The Dancing Hut of Baba Yaga N1. Cauldron Room (CR 10) N2. Library N3. Map Room (CR 13) N4. Root Cellar Concluding the Adventure XP ADVANCEMENT...54 NPC GALLERY Nazhena Vasilliovna Zorka REIGN OF WINTER TREASURES New Melee Weapons HORSECHOPPER OGRE HOOK New Weapon Property Bead of Newt Prevention Bladed Belt Elemental Gem Emberchill Everbloom's Rose Hand of the Mage Hexing Doll Hyperboreal Robe Ice Troll Phlegm Poison Insidious Bear Trap Bear Trap Love Philter Migrus Locker Potion of Barkskin Potion of Jump Potion of Shield of Faith Potion of Spider Climb Restorative Ointment Rimepelt

3 Seer's Tea Skyrocket Firework Steadfast Gut-Stone Unguent of Timelessness Ushanka of the Northlands Wand of Ice Spear BabaYaga's Dancing Hut Properties of the Dancing Hut Troll, Ice Trollhound Twigjack BATTLE MAPS Using Battle Maps REIGN OF WINTER TOOLKIT Winter Magic BESTIARY Attic Whisperer Baccae Baccae Society Bugbear, Wikkawak Caryatid Column Dawn Piper Faun Golem, Ice Golem, Bone Goblin, Snow Gremlin, Jinkin Gremlin, Nuglub Huecuva Template Huldra Kikimora Megaloceros Merrow Mindslaver Mold Mirror Man

4 Reign of Winter 4th Edition Conversion So, 4th Edition is dead, at least in the eyes of Wizard of the Coast. Everyone has their views of why this happened. Personally I think the biggest mistake WotC did was to end their cooperation with Paizo. Paizo had delivered some really great adventures paths in the Dungeon Magazines, creating really memorable adventures. So what should you do, if you as I like the more advanced 4th Edition combat and party interworking? I decided to give it a try to convert the latest Paizo adventure path to 4th Edition. Could the systems interwork? and could the "fluff" of Paizo bring back the magic to 4th Edition? Well we will have to see. If you want to contribute to this work, please do. Any advices, ideas, corrections, contributions, are more than welcome. This The Shackled Hut conversion are using material from the same Pathfinder product. As I am only copying the necessary game elements that should be used in the 4th Edition game, I have taken away all the great context, information, and stories which creates the magic of the Paizo product. I therefore strongly advise you to purchase the following Paizo products, to run the Reign of Winter campaign. I did! You can order and buy all the products from their online store at Pathfinder Adventure Path #68: The Shackled Hut (Reign of Winter 2 of 6) Paizo Publishing, LLC Chapter 2: "The Shackled Hut" by Jim Groves The winter portal has closed, but the heroes now find themselves trapped in the frozen land of Irrisen with an urgent quest to find Baba Yaga! In order to track down the missing Queen of Witches, the heroes must brave the monster-infested capital city of Whitethrone, where Baba Yaga s Dancing Hut has been captured and put on display. Will possession of the miraculous artifact lead them to the Witch Queen, or will they die a cold death at the hands of Irrisen s White Witches? This volume of Pathfinder Adventure Path continues the Reign of Winter Adventure Path and includes: * The Shackled Hut, a Pathfinder RPG adventure for 4th-level characters, by Jim Groves. * An exploration of the ecology and the origins of the cunning and dangerous winter wolf, by Russ Taylor. * A look into the cult of rebels and revolutionaries who revere Milani the Everbloom, by Sean K Reynolds. * A dangerous introduction to Whitethrone s aristocracy in the Pathfinder s Journal, by Kevin Andrew Murphy. * Four new monsters, by Jim Groves, Dale C. McCoy, Jr., and Sean K Reynolds

5 using daily alternatives such as endure elements ritual should not have to attempt regular Endurance checks. Food is always scarce in the Irriseni wilderness, adding 5 to the DC of any Nature checks to forage food. Staying warm at night requires establishing a camp to provide shelter and building a fire to stay warm. This requires a successful DC 15 Nature check and an hour of effort in the cold. A result of 20 or higher reduces this time to less than an hour. Once a camp is established, characters inside shelters can remove their cold-weather gear, study, pray, and rest to recover damage. Characters outside of a shelter but in a camp can stay warm with cold-weather gear even if the temperature drops below 0 F / -15 C. THE SHACKLED HUT PART ONE: JOURNEY TO WHITETHRONE Travel and Weather Whitethrone is approximately 132 miles northwest of Waldsby on average, it should take the PCs about 9 days to traverse the snowy wilderness. Snow is everywhere in Irrisen, reducing overland travel rates by half. During combat, entering a snow-covered square costs 2 squares of movement. If the PCs do not yet have them, cold-weather gear, furs, tents, and snowshoes are all readily for sale in Waldsby, as well as rations and other provisions. Rules for cold temperatures appear in the People of the North Conversion on page 14, and you can assume it is always cold weather (0 to 40 F / -15 to 5 C), with occasional spells of severe cold (below 0 F / -15 C). In general, however, characters wearing cold-weather gear or EVENT 1: THREAT FROM THE SKIES (CR 7) A half-dozen ravens approach from the south and begin a lazy circling pattern above the PCs. For the first few miles of the party's journey, the ravens' presence appears to be benign, but with a successful DC 15 Perception check, the PC s notice the birds' numbers are gradually growing over time. The ravens are responding to magic employed by the White Witches in Whitethrone. Once Nazhena lost contact with her apprentice Radosek Pavril, she assumed the worse. On her authority, the White Witches have started looking for trouble from the southeast, and the ravens are among their spies. A successful DC 15 Knowledge (nature) check confirms that the ravens' behavior is unnatural, giving the PCs 1 round of warning before the ravens coalesce into two swarms and spiral down to attack. Creatures (XP 1,500): 2 witchraven swarms

6 2 Witchraven Swarms (S) Level 3 Solo Brute Large shadow beast (swarm) XP 750 HP 216; Bloodied 108 Initiative +4 AC 15; Fortitude 15, Reflex 16, Will 13 Perception +8 Speed 2, fly 8 Low-light vision Immune disease, poison Resist half damage from melee and ranged attacks Vulnerable 10 against close and area attacks Saving Throws +5; Action Points 2 Death from Above * Aura 1 Any enemy that ends its turn in the aura or inside the swarm takes 5 damage. Swarm The swarm can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or ranged attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises. m Swarm of Talons * At-Will Attack: Melee 1 (one creature); +6 vs. Reflex Hit: 1d8 + 4 damage, and ongoing 5 damage (save ends). M Double Attack * At-Will Effect: The shadowraven swarm makes two swarm of talons attacks versus two different targets. C Eye-Rake * Recharge 5 6 Attack: Close burst 1 (creatures in burst); +8 vs. AC Hit: 2d8 + 4 and the target is blinded (save ends). MOVE ACTIONS M Ravens Wrath * Recharge Effect: The witchraven swarm shifts up to 6 squares and can move through enemy-occupied squares as it moves. It makes a swarm of talons attack against any creature whose space it enters. The swarm cannot attack a target more than once in this fashion, and it must end its movement in an unoccupied square. Split * At-Will Trigger: When first bloodied. Effect (Immediate Reaction): The witchraven swarm splits into two, each with hit points equal to one-half its current hit points. Effects applied the original witchraven swarm do not apply to the second one. A witchraven swarm can t split if reduced to 0 hit points by the attack that bloodied it. Left alone, the two halves recombine into a single creature at the end of the encounter. Str 12 (+2) Dex 17 (+4) Wis 14 (+3) Con 14 (+3) Int 1 (-4) Cha 8 (+0) Alignment evil Languages Area Features: You find a battle map named "Winter Forest Road" in the Appendix. The area has the following features: Illumination: Daylight Boulders: The largest boulders are 5 feet high and require an extra square of movent for a medium sized creature to climb up onto. Smaller creatures have to succeed on a DC 15 Athletics check. Bushes: The bushes provide concealment. Snowy Landscape: The snow off the road is 1-2 feet deep and is treated as difficult terrain. Tree trunk: The fallen tree trunk provides cover and is considered difficult terrain to pass. One small creature can crawl inside the rotten tree trunk, which grants superior cover. Treasure (240 gp): Lady Argentea's signet ring, a pair of earrings (25 gp), a set of pearl-inlaid bracelets (90 gp), assorted gold and silver necklaces (75 gp), and one sapphire pendant (50 gp). EVENT 2: GREMLINS' CURSE (CR 5) On the second day of travel, the PCs come under the scrutiny of a group of malicious winter jinkin gremlins. In Irrisen, jinkins often extort food from farmers and villagers in exchange for being left alone. The propitiation sometimes works for a while, but inevitably the fey must be run off when their urge for mischief eventually overwhelms them. The five jinkins hide at a distance, behind trees and under shrubs and other undergrowth. The gremlins study the PCs as they set up their camp, noting where the party stores their supplies and who openly displays religious symbols. The jinkins' favorite tactic is to approach stealthily, especially when humans are on watch, while they prepare their tinker ability. Then they slice an opening into a shelter in order to touch a religious or druidic character and bestow their curse (a

7 sleeping character is helpless but still receives a saving throw). If the characters on watch appear particularly attentive, the jinkins use dimension jump to teleport directly inside tents or other shelters. The jinkins' bestow curse ability (see ritual with same name in Winter Magic sub-chapter) causes all spells or rituals that create or affect food or water, such as traveller's feast, goodberry, and purify water, to automatically fail. Once the jinkins succeed in this antic, they rifle through the goods of the sleeping characters, stealing what they want and using their putrefy food and water ritual (see Winter magic appendix) effect on the party's food. They avoid physical attacks that could wake and rouse the whole camp. Instead, they watch with glee from afar when the morning comes and their victims discover their food is ruined and they have little chance of finding any more. If discovered, or when their evil handiwork is finished, the jinkins use dimension jump to flee. If they've already used that ability, they rely on their natural stealth to help them escape the camp. Creature (XP 1,050): 4 winter jinkin tricksters, winter jinkin curser 4 Winter Jinkin Tricksters (T) Level 5 Skirmisher Tiny fey humanoid (cold) XP 200 HP 59; Bloodied 29 Initiative +8 AC 19; Fortitude 15, Reflex 19, Will 17 Perception +4 Speed 6 Darkvision, Resist 10 cold, Vulnerable 5 fire Low-light vision m Short Sword (weapon) * At-Will Attack: Melee 1 (one creature); +10 vs. AC Hit: 2d6 + 6 damage, or 3d6 + 6 damage if the jinkin has combat advantage against the target. Effect: The jinkin shifts up to 2 squares M Bite and Claw Fury * At-Will for Medium sized targets or larger Prerequisite: The jinkin may not Attack: Melee 1 (one creature); +8 vs. Reflex Hit: 2d4 + 3 damage and the target takes 10 ongoing damage and the jinkin climb the target and enters the target s square (save ends both). While in the target s square any attack that misses the jinkin instead hits the target. The jinkin can only take minor actions while doing ongoing damage. The jinkin stays in the target s square even if the target makes move or shift actions, but not if it teleports away. MOVE ACTIONS Dimension Jump * Recharge Effect: The jinkin teleport up to 6 squares. Gremlin Tactics * At-Will Trigger: An enemy adjacent to the jinkin misses it with a melee attack. Effect (Immediate Reaction): The jinkin swaps positions with the triggering enemy. Numbing Cold * Encounter Trigger: The winter sprite takes damage from a melee attack. Attack (Opportunity Action): Melee 1 (triggering enemy); +4 vs. Fortitude Hit: Target is dazed (save ends). Rituals Bestow Curse +9, Putrefy Food and Water +9 Skills Acrobatics +11, Thievery +11, Stealth +11 Str 3 ( 2) Dex 19 (+6) Wis 14 (+4) Con 11 (+2) Int 14 (+4) Cha 15 (+4) Alignment chaotic evil Languages deep speech Winter Jinkin Curser (C) Level 6 Controller Tiny fey humanoid (cold) XP 250 HP 69; Bloodied 34 Initiative +5 AC 20; Fortitude 16, Reflex 19, Will 18 Perception +6 Speed 6 Darkvision, Resist 10 cold, Vulnerable 5 fire Low-light vision Sabotaging Presence * Aura 5 Enemies within the aura take a 5 penalty to skill checks. m Claws * At-Will Attack: Melee 1 (one creature); +11 vs. AC Hit: 2d6 + 7 damage. A Befuddling Burst (charm, psychic) * Recharge Attack: Area burst 2 within 10 (enemies in burst); +9 vs. Will Hit: 1d8 + 6 psychic damage, and the target cannot shift or stand up (save ends). Miss: The target cannot shift or stand up until the end of its next turn. M Tinker * Daily Attack: Melee 1 (one creature); +9 vs. Reflex Effect: The jinkin tinker with one of the target s magic items. Until the end of the encounter that specific magic item fails to function on a roll of 5 6 MOVE ACTIONS Dimension Jump * Recharge Effect: The jinkin teleport up to 6 squares. Gremlin Tactics * At-Will Trigger: An enemy adjacent to the jinkin misses it with a melee attack. Effect (Immediate Reaction): The jinkin swaps positions with the triggering enemy. Numbing Cold * Encounter Trigger: The winter sprite takes damage from a melee attack. Attack (Opportunity Action): Melee 1 (triggering enemy); +4 vs. Fortitude Hit: Target is dazed (save ends). Rituals Bestow Curse +9, Putrefy Food and Water +9 Skills Bluff +10, Thievery +10, Stealth +10 Str 3 ( 1) Dex 15 (+5) Wis 16 (+6) Con 13 (+4) Int 18 (+7) Cha 15 (+5) Alignment chaotic evil Languages deep speech

8 Tents: Creatures inside tents have total concealment versus creatures outside of the tents. Trees: The trees provide cover for any creature standing adjacent to a tree trunk. 4 Boreal Gray Wolves (W) Level 3 Skirmisher Medium magical beast (cold) XP 150 HP 48; Bloodied 24 Initiative +6 AC 17; Fortitude 15; Reflex 16; Will 14 Perception +7 Speed 8 Low-light vision Area Features: You find a battle map named "Gremlin's Curse" in the Appendix. The area has the following features: Illumination: Twilight Bushes: The bushes provide concealment. Snowy Landscape: The snow off the road is 1-2 feet deep and is treated as difficult terrain. EVENT 3: LITTLE BOY LOST (CR 3) Finding Orm is a race against time. The longer it takes to find him, the worse the situation becomes. The PCs can split up into multiple search parties if they wish; each search party can attempt a DC 22 Perception check. The character with the highest Perception skill level rolls the check, and the other PCs in the search party can provide aid on the skill check. Failed checks can be retried, but each attempt represents 20 minutes spent searching. When Orm is found, he is hiding in a small creek surrounded by three boreal wolves, white-furred wolves adapted to Irrisen's eternal supernatural winter. If a search party locates him on their first attempt, Orm is unharmed. After two attempts, it begins snowing, affecting Perception checks and ranged attacks (Core Rulebook 438). The same conditions apply after three attempts; in addition, it is now dark and light sources are required to see clearly. Dropping a torch in the snow extinguishes it in 1 round. After four attempts, all previous conditions apply and Orm has been savaged by the wolves. He is unconscious and dying and is at -5 hit points. If not stabilized, Orm will die when and if he fails his third death saving throw. After five attempts, Orm is found dead. The wolves attack to keep interlopers away from their quarry, but do not attack Orm if there are more dangerous predators to fight. Creature (XP 850): 4 boreal wolves, 1 boreal dire wolf Trackless Step A boreal creature does not leave a trail in snow and cannot be tracked. It can choose to leave a trail, if it so desires. m Bite (cold) * At-Will Attack: Melee 1 (one creature); +7 vs. AC Hit: 1d6 + 5 damage plus 1d6 cold damage, or 2d6 + 5 damage plus 1d6 cold damage against a prone target. If the wolf has combat advantage against the target, the target falls prone. Skills Endurance +4 (+8 cold effects), Stealth +4 (+8 in snow terrain) Str 15 (+3) Dex 16 (+4) Wis 13 (+2) Con 16 (+4) Int 2 (-3) Cha 10 (+1) Alignment unaligned Languages Boreal Dire Wolf (D) Level 6 Skirmisher Large magical beast (cold) XP 250 HP 77; Bloodied 38 Initiative +7 AC 20; Fortitude 19; Reflex 18; Will 17 Perception +9 Speed 8 Low-light vision Pack Harrier The wolf has combat advantage against any enemy that is adjacent to two or more of the wolf's allies. Trackless Step A boreal creature does not leave a trail in snow and cannot be tracked. It can choose to leave a trail, if it so desires. m Bite * At-Will Attack: Melee 1 (one creature); +10 vs. AC Hit: 2d8 + 4 damage plus 1d6 cold damage, or 3d8 + 4 damage plus 1d6 cold damage against a prone target. The target also

9 falls prone if the wolf has combat advantage against it. Skills Endurance +7 (+11 cold effects), Stealth +5 (+9 in snow terrain) Str 21 (+7) Dex 16 (+5) Wis 14 (+4) Con 21 (+7) Int 5 (-1) Cha 11 (+2) Alignment unaligned Languages Area Features: You find a battle map named "Winter Creek" in the Appendix. The area has the following features: Illumination: Twilight Creek Walls: The creek walls are 5 feet high and require an extra square of movement for a Medium sized creature to climb up onto. Smaller creatures have to succeed on a DC 15 Athletics check. Bushes and Fir-trees: The bushes and fir-trees provide concealment. Snowy Landscape: The snow off the road is 1-2 feet deep and is treated as difficult terrain. Trees: The trees provide cover for any creature standing adjacent to a tree trunk. EVENT 4: NAZHENA'S HUNTERS (CR 6) The events at the Pale Tower in "The Snows of Summer" have not gone unnoticed. Approximately a week after Nazhena Vasilliovna lost all communication with her apprentice, Radosek Pavril, the White Witch dispatched a contingent of the Winter Guard from Whitethrone to investigate, instructing the soldiers to look out for and intercept any armed groups of adventurers en route to Whitethrone from the southeast. A winter wolf named Norgrimm was given command of four human Winter Guard falconers. Norgrimm is the absolute leader of this group, and the falconers defer to his authority. The group works as a team. The falconers send their animals ahead to search from great heights and return when they spot creatures. Once the falcons report a positive sighting, Norgrimm breaks off to circle around the party. Once in position, Norgrimm attacks the PCs from behind while the falconers send their falcons to attack and draw their bows to launch their own assault. Creatures (XP 1,350); Norgrimm, 2 frost hawks, 2 falconeers Norgrimm, Lesser Winter Wolf (N) Level 8 Skirmisher Large natural magical beast XP 350 HP 90; Bloodied 45 Initiative +10 AC 22; Fortitude 21; Reflex 20; Will 18 Perception +6 Speed 8 (ice walk) Low-light vision Resist 10 cold Takedown Whenever the wolf hits a target with a charge attack, the target takes 1d8 extra damage and falls prone. m Bite (cold) * At-Will Attack: Melee 1 (one creature); +13 vs. AC Hit: 1d8 + 6 damage plus 1d10 cold damage, or 2d8 + 6 damage plus 1d10 cold damage against a prone target. C Freezing Breath (cold) * Recharge 5 6 Attack: Close blast 5 (creatures in the blast); +11 vs. Reflex Hit: 2d6 + 5 cold damage. Miss: Half damage. MINOR ACTIONS Drag * At-Will Effect: Melee 1 (one prone creature); the wolf shifts 1 square, pulling the target to a square adjacent to it. Skills Stealth +8 (+12 in snow terrain) Str 20 (+9) Dex 18 (+8) Wis 14 (+6) Con 18 (+8) Int 9 (+3) Cha 10 (+4) Alignment evil Languages Common, Giant 2 Frost Hawks (H) Level 7 Skirmisher Small elemental beast (cold) XP 300 HP 80; Bloodied 40 Initiative +9 AC 21; Fortitude 19; Reflex 20; Will 19 Perception +6 Speed 2 (clumsy), fly 8 Immune disease, poison; Resist 10 cold Shattering Strike A frost hawk s melee attacks deal 2d6 extra cold damage against a slowed creature. m Ice Talons (cold) * At-Will Attack: Melee 1 (one creature); +12 vs. AC Hit: 1d8 + 6 damage plus 1d8 cold damage. M Flyby Attack * At-Will Effect: The frost hawk flies 8 squares and makes an ice talons attack at any point during that movement. The frost hawk doesn t provoke opportunity attacks when moving away from the target

10 C Freezing Screech (cold) * At-Will Attack: Close blast 3 (creatures in blast); +10 vs. Fortitude Hit: 2d6 + 4 cold damage, and the target is slowed (save ends). Str 14 (+5) Dex 19 (+7) Wis 16 (+6) Con 16 (+6) Int 2 ( 1) Cha 8 (+2) Alignment unaligned Languages 2 Winter Guard Falconers (G) Level 5 Artillery Medium natural humanoid (human) XP 200 HP 50; Bloodied 25 Initiative +5 AC 17; Fortitude 17; Reflex 18; Will 16 Perception +8 Speed 6 Hunter's Quarry Once per turn as a minor action, The winter guard can designate the enemy nearest to him as his quarry. Once per round, the winter guard deals 1d6 extra damage on an attack made against his quarry. m Longsword (weapon) * At-Will Attack: Melee 1 (one creature); +10 vs. AC Hit: 2d8 + 4 damage. r Longbow (weapon) * At-Will Attack: Ranged 20/40 (one creature); +12 vs. AC Hit: 1d damage, and the winter guard can shift 1 square before or after his attacks. R Shoot and Run (martial, weapon) * Recharge 5 6 Requirements: Requires longbow. Attack: Ranged 20/40 (one or two creatures); +12 vs. AC Hit: 1d damage. Special: After the first or the second attack, the winter guard can shift 4 squares. R Excruciating Shot (martial, weapon) * Encounter Requirements: Requires longbow. Attack: Ranged 20/40 (one creature); +12 vs. AC Hit: 2d damage, and the target is weakened (save ends). Miss: Half damage, and the target is not weakened. Unbalancing Parry * Encounter Trigger: When an enemy misses the winter guard with a melee attack. Effect (Immediate Reaction): The winter guard slides the enemy into a square adjacent to him and gains combat advantage against it until the end of his next turn. Skills Athletics +9, Nature +8, Stealth +10 Str 15 (+4) Dex 17 (+5) Wis 12 (+3) Con 14 (+4) Int 10 (+2) Cha 10 (+2) Alignment evil Languages Common Equipment leather armor, longsword, longbow, arrows (20) Area Features: You may use the "Winter Forest Road" battle map for this encounter, or the snowy terrain map from "The Snows of Summer". The area has the following features Illumination: Twilight Bushes and Fir-trees: The bushes and fir-trees provide concealment. Snowy Landscape: The snow off the road is 1-2 feet deep and is treated as difficult terrain. Trees: The trees provide cover for any creature standing adjacent to a tree trunk. Tree trunk: The fallen tree trunk provides cover for Small creatures or smaller, or a prone Medium creature. The trunk is difficult terrain to pass. Treasure (170 gp): Together the winter guards have the following equipment: two potions of healing (100 gp), two leather armors (25 gp), two longswords (15 gp), and two longbows (30 gp)

11 Norgrimm has one blue eye and one violet eye. If he is slain, Nadya remembers old folk tales that suggest a winter wolf with different-colored eyes can be skinned to create a magic cloak called a rimepelt (see Appendix). She offers to skin the wolf if none of the PC s have the appropriate skills. While this normally requires a successful DC 20 skill check, whoever skins the beast should automatically succeed at the task, as possession of a rimepelt will make the PCs' infiltration of Whitethrone in Part Two much easier. A1. A Plea for Help (CR 1) As the PCs near the cabin, a strikingly beautiful, redhaired woman in a hooded coat comes out of the cabin and hails them, asking for their help. She introduces herself as Sylgja, and explains that she believes her husband Finngarth was taken by a moss troll that lairs in a nearby cave. Sylgja begs the PC s to rescue or avenge Finngarth, in return for safe and comfortable lodging for the night and a magical treasure that belongs to her husband. Sylgja's story is completely true, insofar as she believes it, but she does not share everything with the PCs. Sylgja does not reveal that she is Finngarth's wood-wife and a huldra, a fey creature with a long fox's tail and an opening in her back that reveals her body is a hollow wooden shell. Sylgja wears a long cloak or wears her hair down to hide her hollow back and tail, using her Disguise skill to conceal her true nature. She loves Finngarth, but the couple live in isolation because most Irriseni peasants would not accept their relationship. Huldras hate trolls, and Sylgja is no exception, but she does not believe she can defeat a troll on her own, which is why she seeks the PCs' aid. Monsters (XP 400): Sylgja Tactics: If the PCs refuse Sylgja, she casts a charm person ritual to gain an ally to convince the PCs to assist her. If the PCs attack Sylgja, she responds in kind. She attempts to control leading party's members with beguiling smiles or moon and star, then casts huldra s curse and blazing starfall on remaining enemies, still trying to convince the enemies to stop attacking her and instead hoping to send them to rescue Finngarth. Development: If the PCs agree to help Sylgja, she directs them toward a small cave in a nearby rocky hillside where she believes the moss troll lives (area Az). Morale: If reduced to 30 hit points or fewer, Sylgja flees, using deep shroud to conceal herself and later the pass without trace or tree shape ritual to throw off pursuit. Sylgja, Huldra Sorcerer (S) Level 5 Elite Controller Medium fey humanoid XP 400 HP 124; Bloodied 62 Initiative +5 AC 19; Fortitude 18, Reflex 16, Will 19 Perception +4 Speed 6 Darkvision, Immune charm effects; Resist 10 cold Low-light vision Saving Throws +2; Action Points 1 Cosmic Sun Sorceress * Aura 1 Enemies within the aura take 5 fire and radiant damage at the start of Sylgja s turn. Regeneration The huldra regains 5 hit points whenever it starts its turn and has t least 1 hit point. When the huldra takes acid or fire damage, its regeneration doesn t function on its next turn. m Slam (weapon) * At-Will Attack: Melee 1 (one creature); +10 vs. AC Hit: 1d8 + 4 damage. R Huldra's Curse (necrotic) * At-Will Attack: Ranged 10 (one creature); +8 vs. Will Hit: 2d6 + 6 necrotic damage and the target takes 2 penalty to all attack rolls and skill checks (save ends). R Beguiling Smile (charm) * Recharge when no creature is affected by the power Attack: Ranged 5 (one creature); +8 vs. Will Effect: The target cannot attack the huldra, and the target must make opportunity attacks with a +2 bonus against any creature within reach that attacks the huldra (save ends). R Moon and Star (arcane, cold or radiant) * Daily Attack: Ranged 10 (one or two creatures); +8 vs. Will Hit: 3d6 + 6 cold or radiant damage. The damage type Sylgja choose determines the attack's additional benefit. Cold: The target is slowed and cannot shift (save ends both). Radiant: Sylgja heals 31 hit points. Miss: Half damage (Sylgja s choice of cold or radiant). MINORACTIONS a Blazing Starfall (arcane, fire, radiant, zone) * At-Will (1/round) Attack: Area burst 1 within 10 (creatures in burst); +8 vs. Reflex Hit: 1d8 + 4 radiant damage. Effect: The burst creates a zone that lasts until the end of the huldra s next turn. Whenever an enemy within the zone leaves it, that enemy takes 5 fire damage. Deep Shroud (arcane) * Daily Effect: Sylgja creates a shroud of supernatural shadow around her. Until the end of her next turn, the space she occupy and each square adjacent to her are heavily obscured. Sustain (Minor): The effect persists. M Lashing Tail (necrotic) * At-Will Trigger: An enemy adjacent to the huldra hits it with a melee attack. Attack (Immediate Reaction): Melee 1 (triggering enemy); +8 vs. Reflex Hit: 1d6 damage plus 5 necrotic damage, and the target gets a cumulative 2 penalty on Diplomacy checks, as the target grows progressively more deformed and ugly. The target recovers one 1 penalty per extended rest, or recovers fully with a remove affliction ritual. Rituals Charm Person +6, Pass without Trace +9, Tree Shape +9 Skills Arcane +8, Bluff +11, Nature +9, Stealth +10 Str 18 (+6) Dex 17 (+5) Wis 14 (+4) Con 14 (+4) Int 12 (+3) Cha 18 (+6) Alignment chaotic evil Languages deep speech

12 mold, which is using him as a host to spawn more mold and grow a collective in this cave. Creature (XP 1,000): Mindslaver Mold, Finngarth Tactics: The mindslaver mold uses its avoidance ability to evade attacks, firing spore pods at anyone attacking it or Finngarth. Morale: While under the mindslaver mold's domination, Finngarth fights to the death. If freed from the mold, Finngarth immediately surrenders. If the mind slaver mold is removed from Finngarth, or if Finngarth is slain, the mold attempts to find a new host. It uses attach to host on any adjacent creature to allow it to infest a new victim. Area Features: You find a battle map named "Huldra Cabin" in the Appendix. The area has the following features: Illumination: Twilight Buildings: Buildings provide cover for creatures standing at the corners. Bushes and Fir-trees: The bushes and fir-trees provide concealment. Snowy Landscape: The snow off the road is 1-2 feet deep and is treated as difficult terrain. Stone Wall: The Stone wall is 3 feet high and cost 3 squares of movement to enter. Trees: The trees provide cover for any creature standing adjacent to a tree trunk. A2. Mossy Cave (CR 5) This small cave lies about half a mile from Sylgja's cabin, and is inhabited by the "moss troll" that Sylgja believe attacked her husband. In fact, what Sylgja thought was a moss troll is actually her husband Finngarth, who has been infested by a strange, intelligent plant creature from the First World called a mindslaver mold. Upon catching a glimpse of Finngarth from the distance, Sylgja mistook him for a moss troll because he is now covered in mossy green vegetation. Finngarth has been enslaved by the intelligent Area Features: A battle map of the "Mossy Cave" is provided in the Map Appendix. The area has the following features:

13 Illumination: Dim light Ice Sheets: Some small pools of water inside the cave have frozen to ice. The squares with slippery ice are treated as difficult terrain. The DC of Acrobatics checks increases by 5. A successful DC 15 Acrobatics check is required to run or charge across the ice. Stones and Boulders: The areas covered in stones and boulders are difficult terrain. Mindslaver Mold (M) Level 8 Elite Controller Small natural plant XP 700 HP 178; Bloodied 89 Initiative +8 AC 22; Fortitude 21, Reflex 21, Will 19 Perception +5 Speed 1, climb 1 Low-light vision Immune cold; Resist 10 acid Saving Throws +2; Action Points 1 Mold Mindlink The mindslaver mold have telepathy 10 miles with other mindslaver molds. Avodiance * At-Will while infesting a host When a melee or a ranged attack hits the mold, if the player rolled an odd number on the attack roll, the attack instead hits the infested host. If the player rolled an even number on the attack roll, the attack hits as normal, and the mold loses this trait until the start of its next turn. r Spore Pod (psychic) * At-Will Attack: Ranged 10 (one creature); +11 vs. Fortitude Hit: 2d8 + 7 psychic damage and 5 ongoing psychic damage (save ends). Using spore pod does not provoke opportunity attacks. M Attach to Host * At-Will Attack: Melee 1 (One creature); +11 vs. Will. Hit: The target is dominated and takes 10 ongoing psychic damage (save ends both}. While the target is dominated, the mold attaches itself to the host and enters the same square as the target, activating the avoidance trait. Aftereffect: The mold appears in an unoccupied square adjacent to the target. Infestation * At-Will Trigger: A target drops to 0 hit points from the mold's attack. Effect: The target stays conscious with 1 hit point, but cannot save against the mold's dominate effects. Target makes death saving throws as usual but with a 4 penalty. If the target dies it becomes a thrall under the full control of the mold until the mold dies, or is torn free with a DC 22 Strength check, the later causing 3d damage to the host. Skills Bluff +10, Nature +10, Stealth +13 Str 2 (+0) Dex 17 (+8) Wis 12 (+5) Con 17 (+8) Int 14 (+6) Cha 13 (+5) Alignment evil Languages Common, Elven (cannot speak) Finngarth, Fighter (F) Level 7 Soldier Medium natural humanoid (human) XP 300 HP 84; Bloodied 42 Initiative +4 AC 23; Fortitude 21, Reflex 18, Will 18 Perception +2 Speed 6 m Greataxe (weapon) * At-Will Attack: Melee 1 (one creature); +12 vs. AC Hit: 2d damage. Effect: The target is marked until the end of Finngarth's next turn. C Come and Get It * Recharge 5 6 Effect: Close burst 3 (visible enemies in burst); Finngarth pull each target 2 squares to a space adjacent to him. He cannot pull a target that cannot end adjacent to him. You then make a close attack targeting each adjacent enemy. Attack: Close burst 1 (enemies in burst); +12 vs. AC Hit: 2d damage M Rampage (weapon) * Recharge when first bloodied Effect: Finngarth can move up to 3 squares. Whenever Finngarth enters an enemy's space during this movement, that enemy falls prone. At the end of the movement, Finngarth makes the following attack. Attack: Close burst 1 (enemies in the burst); +12 vs. AC Hit: 3d damage, and ongoing 5 damage (save ends). Skills Athletics +12, Endurance +10, Nature +7 Str 18 (+7) Dex 13 (+4) Wis 8 (+2) Con 14 (+5) Int 10 (+3) Cha 12 (+4) Alignment unaligned Languages Common Equipment Leather armor, greataxe Development: If the PCs discover the mindslaver mold's true nature and save Finngarth, both Sylgja and Finngarth are overjoyed and grateful. They offer their cabin as a safe place for the PCs to rest. The cabin is well appointed and large enough to host the entire party. In addition, if the PCs are suffering from any curses (such as the cursed belt of life bleed from the Pale Tower in "The Snows of Summer" or the jinkins' curse in Event 2), Sylgja offers to remove it with her scroll of remove affliction. Finally, if one of the PCs particularly distinguished himself saving Finngarth, Sylgja imparts good luck on that character with her manipulate luck ability before the PCs take their leave. If the PCs inadvertently kill Finngarth, the situation becomes complicated. Sylgja doesn't blame them, and upholds her offer of hospitality for the night. However, that night while the characters are asleep, Sylgja casts a charm person ritual on a PC she might find attractive. If successful, she tries to convince that PC to remain to start a new life with her. Sylgja does this not out of revenge, but out of fear of being alone. The huldra has grown accustomed to her relationship with Finngarth, and she grasps for a new love to replace her old one. Sylgja's capricious fey nature doesn't perceive anything wrong with this, but her charm does not alter the mantle of the Black Rider carried by the PCs. With a successful DC 22 Insight check, a PC gains insight into her motivations, and with a successful DC 15 Diplomacy check, a PC persuades her that charming a party member is a mistake, causing her to release her charmed victim with an apology

14 Story Award (700 XP): If the PCs defeat the mindslaver mold and rescue Finngarth, award them 700 XP, as if they had defeated Finngarth and Sylgja in combat. Treasure (3,400 gp): Regardless of whether Finngarth is saved, Sylgja keeps her word, even if there is an altercation with her afterward. She rewards the PCs with her husband's "lucky bear trap" a magic item called an insidious bear trap (see Appendix). If Finngarth survives, he happily honors the promise as well. B. POCKET OF SUMMER (CR 6) For the brief periods they exist, these sheltered areas almost always attract wildlife. Currently a pair of giant elks grazes in this "summer pocket." These "great elks" or megaloceroses is a particularly large species of elk that have migrated from the Realm of the Mammoth Lords to the east. They stand 6 feet tall at the shoulder, and their antlers spread almost 12 feet wide. The great elks are large enough to serve as a mount for a Medium creature, but it is still a wild animal. The megaloceros is skittish and wary of predators, and becomes fiercely territorial and aggressive if approached. The megaloceroses are not the only animal life active in the area. A group of dire wolves have been stalking the elks, but they consider the animal too strong and dangerous to attack. If they spy the PCs, the dire wolves hide and observe the party (passive Perception DC 20 to notice them). If either the elk or the PCs are significantly injured, the dire wolves charge in to attack the weakest group, hoping that the stronger group will depart when confronted with a fresh and uninjured threat. As soon as the dire wolves appear, the megaloceroses attempts to flee. Creatures (XP 1,300): 2 megaloceros, 4 dire wolves 4 Dire Wolves (D) Level 5 Skirmisher Large natural beast (mount) XP 200 HP 67; Bloodied 33 Initiative +7 AC 19; Fortitude 18; Reflex 17; Will 16 Perception +9 Speed 8 Low-light vision Pack Harrier The wolf has combat advantage against any enemy that is adjacent to two or more of the wolf's allies. Pack Hunter (mount) The wolfs rider has combat advantage against any enemy that is adjacent to one of the rider's allies other than the wolf.. m Bite * At-Will Attack: Melee 1 (one creature); +10 vs. AC Hit: 2d8 + 4 damage, or 3d8+4 against a prone target. The target also falls prone if the wolf has combat advantage against it. Skills Stealth +10 Str 19 (+6) Dex 16 (+5) Wis 14 (+4) Con 19 (+6) Int 5 (-1) Cha 11 (+2) Alignment unaligned Languages 2 Megaloceros (M) Level 6 Skirmisher Large natural beast XP 250 HP 74; Bloodied 37 Initiative +7 AC 19; Fortitude 18, Reflex 16, Will 17 Perception +10 Speed 10 Low-light vision m Sweeping Antlers * At-Will Attack: Melee 1 (one creature); +11 vs. AC Hit: 2d6 + 7 damage. M Trample * Encounter Effect: The stag moves up to its speed and can move through enemies spaces during the move. Each time the stag get an enemy adjacent to it for the first time during the move, it makes the following attack against that enemy: Attack: Melee 1 (one creature); +9 vs. Reflex Hit: 2d6 + 7 damage, and the enemy falls prone. Skills Endurance +12 Str 20 (+8) Dex 15 (+5) Wis 15 (+5) Con 18 (+7) Int 2 ( 1) Cha 5 (+0) Alignment unaligned Languages Area Features: A battle map of the "Forest Clearing" is provided in the Map Appendix. The area has the following features: Illumination: Twilight Boulders: The boulders are to large to easily climb and provides cover for any creature standing behind them. Some ore the area around can be passed over but is difficult terrain. Climbing on top of the boulders require a successful DC 15 Athletics check. Dense Bushes and Fir-trees: The dense bushes and fir-trees provide concealment. Fallen Trees: The fallen tree trunk provides cover for Small creatures or smaller, or a prone Medium creature. The trunk is difficult terrain to pass

15 C. HAUNTED VILLAGE (CR 6) When the clerics renounced their faith in Desna and blasphemously prayed to Baba Yaga instead, their souls were damned. After the destruction of Ulsgaard, they rose as undead huecuvas. During the day, the huecuvas linger in the churchyard, appearing as their old human selves. At first, the huecuvas are confused by the presence of the PCs, mistaking them for new children, and they encourage the PCs not to worry and to "run along and play." Once the haunt (see below) manifests, however, the huecuvas reveal themselves for the monsters they are and attack, calling forward the skeletons of the slain children from the ground. Creatures (XP 1350): 2 huecuvas, 8 skeleton children 2 Huecuva Warpriests (H) Level 5 Elite Soldier (Leader) Medium natural humanoid (Undead) XP 400 HP 132; Bloodied 66 Initiative +7 AC 21; Fortitude 18; Reflex 15; Will 18 Perception +4 Speed 6 Darkvision Immune disease; Resist 5 necrotic Saving Throws +2; Action Points 1 Deathless Fanatism * Aura 10 Allies in this aura make a melee basic attack with a +2 attack bonus when reduced to 0 hit points. Regeneration The huecuva regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the huecuva takes damage from silver weapons, its regeneration doesn t function on its next turn. False Humanity (illusion) During the day, a huecuva is cloaked in an illusion that makes it look, sound, and feel like the living creature it once was. Other creatures can make a DC 27 Insight check to discern that the form is a disguise (creatures with the beast type get a +5 bonus to the check as they may discern the scent of undeath). m Blessed Mace of Battle (weapon) * At-Will Attack: Melee 1 (one creature); +10 vs. AC Hit: 2d6 + 6 damage. Effect: The huecuva or one ally gains resist 5 all damage until the end of the huecuva s next turn. m Divine Castigation (necrotic, weapon) * Daily Attack: Melee 1 (one creature); +10 vs. AC Hit: 2d8 + 7 damage. Miss: Half damage. Effect: Until the end of the encounter when the target attacks the huecuva or one of its allies, it provokes and opportunity attack for the huecuva. MINOR ACTIONS M Unholy Touch (necrotic) * At-Will (1/round) Attack: Melee 1 (one creature); +8 vs. Reflex Hit; 1d6 + 5 necrotic damage, and ongoing 5 necrotic damage (save ends). When the target takes necrotic damage, all adjacent living creatures take 5 necrotic damage. C Shield of Faith (divine) * Daily Effect: Close burst 5 (huecuva and allies in burst); Target gets +2 bonus on AC until the end of the encounter. Skills Diplomacy +8, Religion +4 Str 14 (+4) Dex 16 (+5) Wis 14 (+4) Con 18 (+6) Int 4 (-1) Cha 12 (+3) Alignment chaotic evil Languages 8 Skeleton Children (S) Level 5 Skirmisher Minion Medium natural humanoid XP 50 HP 1; a missed attack never damages a minion Initiative +8 AC 20; Fortitude 16; Reflex 19; Will 16 Perception +4 Speed 6 Darkvision Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant m Claw * At-Will Effect: The skeleton child can shift up to 3 squares before or after the attack. Attack: Melee 1 (one creature); +10 vs. AC Hit: 7 damage. Str 8 (+1) Dex 18 (+6) Wis 15 (+4) Con 14 (+4) Int 3 ( 2) Cha 3 ( 2) Alignment unaligned Languages Haunt: When the clerics made their decision to sacrifice the children to save themselves, they gathered the children in the churchyard to play, so they would all be in one place when the time came to hand them over. The echoes of this betrayal remain to this day, and the spirits of the children of Ulsgaard remain in the churchyard where they were slain by Baba Yaga's minions. The haunt manifests in the center of the courtyard, 20 feet from the entrance of the church. When the haunt is triggered, a group of ghostly, translucent

16 children appear in the churchyard, crying for their parents and screaming as ghostly trolls and giants enter the churchyard and begin snatching them up. The palpable despair of the children sweeps over any living creature in the courtyard. The Children of Ulsgaard Level 6 Hazard Haunt XP 250 Detect Perception DC 23 "You hear the sound Initiative of children screaming." Immune all attacks C Attack (psychic) * At-Will Trigger: A creature enters the churchyard area. Attack (Opportunity Action): Area churchyard (creatures in area); +9 vs. Will Hit: 2d6 + 5 psychic damage and 5 ongoing psychic damage from despair caused by great sadness, and the target takes a -2 penalty on attack, damage rolls, skill checks and grant combat advantage (save ends all effects). COUNTERMEASURE * Avoid: The haunt do not attack anyone under the influence of a deathly shroud ritual. * Destroy: The huecuvas must be destroyed and a cleric s consecrate ground prayer must be cast within the churchyard. Area Features: A battle map of the "Haunted Churchyard" is provided in the Map Appendix. The area has the following features: Illumination: Depending on time of the day Fence: This 10-foot-high fence requires two move actions and two DC 10 Athletics checks to climb over. Gravestones and Trees: The gravestones provide cover to anyone standing in their space, while the trees provide cover to anyone standing adjacent to the trunks. Ruins: The ruins of old buildings provide cover for medium sized creatures or smaller. Snowy Landscape: The snow is 1-2 feet deep and is treated as difficult terrain. Treasure (21,070 gp): A small stone coffer contains a scroll of magic circle (250 gp) and a scroll of endure elements (100 gp) in an engraved scroll case worth 100 gp, a +2 bladed belt longsword (4,200 gp, see Appendix), a lesser ring of feather falling (13,000 gp, MME p,76), and two fire opals (worth 250 gp each), as well as 220 gp and 27 pp. D1. Besieged Cottage (CR 3) [I have included part of the description of this encounter where I have done some changes to it] Recently, the now-adult Garen, in search of his father, fell in with a satyr named Torq and his two quickling companions, a couple named Faernip and Zzababa. The naive faun was unaware of the capricious cruelty of the fey and told them his story, hoping that Torq could help him find his farther. Torq and the quicklings became outraged that "verminous humans" would presume to be ashamed of fey relations instead of the other way around. Now for cruel sport, they have traveled to Ellsprin to punish the village, starting with Garen's mother, Maret. Garen attempted to stop them, but Torq and the quicklings overpowered him and tied him up in an abandoned barn nearby. Torq and the quicklings intend to "toughen him up" by forcing him to watch what they do to his mother. When the quicklings attacked, Borvald tried to fight them off while Maret and the children barricaded themselves inside. Sadly, the quicklings killed the woodsman and Maret and her children are now trapped inside the house. They can't outrun the fey, and the village is just too far away for their cries to be heard. Encounter: The quickling Faernip and his twigjack ally, Tindlecrick, are not far from the cabin. Faernip stands motionless and hidden (passive Perception DC 27 to spot), watching the PCs to see what they will do. He doesn't understand non-fey well enough to actually know for sure. If they elect to pass by without investigating the house, he resumes his torment after they're gone. Tindlecrick hides in the nearby shrubs (passive Perception DC 27 to spot), waiting for Faernip's cue before acting. If the PCs approach Borvald's body or the house, Maret shouts out a warning from the house. Alternatively, if the PCs search for tracks, any who succeed at a DC 10 Perception check detect Faernip's tracks, which abruptly end near the house (where he now stands hiding). Once it becomes clear the PC s intend to interfere, Faernip and Tindlecrick attack. During the fight, Faernip makes derogatory and insulting comments about humans. You can use this to highlight his prejudice to the PCs. Creatures (750 XP): Winter quickling renegade, winter twigjack. Tactics: Faernip uses quick cuts to rush through the battle hitting the enemies. Tindlecrick starts with a spear attack from hiding, getting combat advantage. He then uses the shrubs and thickets around the house to use his bramble jump ability to position himself strategically for his

17 splinterspray power. If forced to melee combat he tries to get in flanking position with Faernip. Faernip calls upon his mate, Zzababa who arrives from the barn together with Torq and Garen at the start of round 3. Morale: Crazed with hatred for "verminous humans," Faernip fights to the death. If Tindlecrick is reduced to fewer than 15 hit points, or if Faernip is slain, Tindlecrick flees. Winter Quickling Renegade (F) Level 10 Skirmisher Small fey humanoid (cold) XP 500 HP 104; Bloodied 52 Initiative +14 AC 25; Fortitude 21; Reflex 25; Will 21 Perception +8 Speed 12, climb 6 Low-Light Vision Resist 10 cold, Vulnerable 5 fire m Short Sword (weapon) * At-Will Attack: Melee 1 (one creature); +15 vs. AC Hit: 2d6 + 7 damage. M Quick Cuts (weapon) * At-Will Effect: The renegade moves its speed. At any two points during its move, the renegade makes a basic attack at a -2 penalty. During the movement, the quickling gains a +4 bonus to all defenses against opportunity attacks. A renegade cannot use this power while immobilized or slowed. Fey Shift * Encounter Effect: The renegade shifts 10 squares. MINOR ACTIONS Maintain Mobility * Recharge Effect: An immobilized renegade is no longer immobilized. Numbing Cold * Encounter Trigger: The winter sprite takes damage from a melee attack. Attack (Opportunity Action): Melee 1 (triggering enemy); +13 vs. Fortitude Hit: Target is dazed (save ends). Skills Acrobatics +17, Bluff +10, Stealth +17 Str 9 (+4) Dex 24 (+12) Wis 17 (+8) Con 16 (+8) Int 14 (+7) Cha 10 (+5) Alignment evil Languages Elven Equipment short sword Winter Twigjack (T) Level 6 Artillery Tiny natural fey (cold) XP 250 HP 58; Bloodied 29 Initiative +7 AC 18; Fortitude 18, Reflex 19, Will 17 Perception +10 Speed 10 (forest walk) Darkvision, Resist 10 cold, Vulnerable 5 fire Low-light vision Wooden Body Whenever the twigjack takes fire damage, it also takes ongoing 5 fire damage (save ends). m Claws * At-Will Attack: Melee 1 (one creature); +11 vs. AC Hit: 1d6 + 7 damage, or 2d6 + 7 damage if the twigjack has combat advantage. r Spear * At-Will Attack: Ranged 10 (one creature); +13 vs. AC Hit: 2d6 + 7 damage, or 3d6 + 7 damage if the twigjack has combat advantage. R Splinterspray * Recharge Attack: Close burst 3 (creatures in burst); +11 vs. Reflex Hit: 2d8 + 5 damage. MOVE ACTIONS Bramble Jump (teleportation) * Encounter The twigjack can teleport up to 5 squares, but must start its move adjacent to a tree, brush, or other undergrowth. Numbing Cold * Encounter Trigger: The winter sprite takes damage from a melee attack. Attack (Opportunity Action): Melee 1 (triggering enemy); +9 vs. Fortitude Hit: Target is dazed (save ends). Skills Acrobatics +12, Nature +10, Stealth +12 (+17 in undergrowth) Str 8 (+2) Dex 18 (+7) Wis 14 (+5) Con 16 (+6) Int 11 (+3) Cha 13 (+4) Alignment chaotic evil Languages Common, Elven

18 D1+D2 Area Features: A battle map of the "Besieged Cottage" is provided in the Map Appendix. The area has the following features: Illumination: Depending on time of the day Bushes: The bushes proveds concealment for Small or smaller creatures. Farm Cart: The farm cart is difficult terrain and proveds cover for Small or smaller creatures hiding behin d it. Stone wall: This 3-foot-high stone wall around the cottage and barn are diffictult terrain. Snowy Landscape: The snow is 1-2 feet deep and is treated as difficult terrain, except along the paths in the snow were people have walked regularly. Well: The well have frozen over, but anyone pushed into it takes 1d10 damage from the 10 feet fall to the icy bottom. Climbing up the well requires a successful DC 20 Athletics check, due to the icy walls. D2. Abandoned Barn (CR 3) Creatures: Torq and Faernip's mate, Zzababa, waits in this abandoned barn with Garen, whom she has tied up. As soon as Zzababa becomes aware of the PCs, she cuts Garen's bonds and presses a dagger into his hands, ordering him to attack the party. Garen refuses, and in a fury, she pushes him out of the barn and she and Torq attacks the party. If Faernip is killed in the battle, Zzababa screams in shock and immediately redirects her wrath toward Garen, attacking the faun. Zzababa believes that Garen's refusal to support his fellow fey led to her mate's death, and she intends to see him die for it. She shrieks at the young faun, "We did this for you! " The enraged quickling fights to the death. Creatures (XP 850): Winter quickling renegade, satyr piper. Winter Quickling Renegade (Z) Level 10 Skirmisher Small fey humanoid (cold) XP 500 HP 104; Bloodied 52 Initiative +14 AC 25; Fortitude 21; Reflex 25; Will 21 Perception +8 Speed 12, climb 6 Low-Light Vision Resist 10 cold, Vulnerable 5 fire m Short Sword (weapon) * At-Will Attack: Melee 1 (one creature); +15 vs. AC Hit: 2d6 + 7 damage. M Quick Cuts (weapon) * At-Will Effect: The renegade moves its speed. At any two points during its move, the renegade makes a basic attack at a -2 penalty. During the movement, the quickling gains a +4 bonus to all defenses against opportunity attacks. A renegade cannot use this power while immobilized or slowed. Fey Shift * Encounter Effect: The renegade shifts 10 squares. MINOR ACTIONS Maintain Mobility * Recharge Effect: An immobilized renegade is no longer immobilized. Numbing Cold * Encounter Trigger: The winter sprite takes damage from a melee attack. Attack (Opportunity Action): Melee 1 (triggering enemy); +13 vs. Fortitude Hit: Target is dazed (save ends). Skills Acrobatics +17, Bluff +10, Stealth +17 Str 9 (+4) Dex 24 (+12) Wis 17 (+8) Con 16 (+8) Int 14 (+7) Cha 10 (+5) Alignment evil Languages Elven Equipment short sword Torq, Satyr Piper (S) Level 8 Controller (Leader) Medium fey humanoid XP 350 HP 86; Bloodied 43 Initiative +8 AC 22; Fortitude 18; Reflex 20; Will 21 Perception +10 Speed 6 Low-Light Vision m Gore * At-Will Attack: Melee 1 (one creature); +13 vs. AC Hit: 1d8 + 0 damage, and the target is knocked prone. r Longbow (weapon) * At-Will Attack: Ranged 20/40 (one creature); +13 vs. AC Hit: 1d damage. C Wooden Pipes * At-Will Effect: Close burst 5 (deafened creatures are immune); the satyr piper plays one of the following tunes on its pipes. Dazing Melody (Charm): (Enemies in burst); +11 vs. Will; the target is dazed until the end of the satyr piper s next turn. Sustain (minor): +11 vs Will; The piper must make a new attack roll when it sustains this effect. Feral Overture: (Allies in burst); Aliies gain a +1 bonus to attack rolls and a +2 bonus to damage rolls until the end of the satyr piper s next turn. Leaping Stag Dance: (Allies in burst); Allies can shift 2 squares immediately. Song of Freedom: (Allies in burst); Allies can each make a free saving throw against an effect that a save can end. Skills Bluff +14, Nature +10, Stealth +13 Str 10 (+4) Dex 18 (+8) Wis 13 (+5) Con 14 (+6) Int 13 (+5) Cha 20 (+9) Alignment unaligned Languages Elven Equipment wooden pipes, longbow, arrows (30) Garen, Faun (G) Level 4 Controller Medium fey humanoid XP 150 HP 53; Bloodied 26 Initiative +5 AC 19; Fortitude 14; Reflex 16; Will 17 Perception +9 Speed 6 Low-Light Vision

19 m Dagger (weapon) * At-Will Attack: Melee 1 (one creature); +9 vs. AC Hit: 2d4 + 7 damage. r Shortbow (weapon) * At-Will Attack: Ranged 15/30 (one creature); +9 vs. AC Hit: 2d6 + 5 damage. C Panpipes * Recharge 5 6 Effect: Close burst 3 (deafened creatures are immune); the faun plays one of the following tunes on its pipes. Dozing Melody: (Enemies in burst); +7 vs. Will; The target is slowed (save ends). If the target fails its first saving throw, the target falls asleep and becomes unconscious (save ends). Joyful Tune: (Enemies in burst); The target is overwhelmed with laughter and grants combat advantage (save ends). Skills Acrobatics +10, Bluff +10, Insight +9, Stealth +10 Str 14 (+4) Dex 16 (+5) Wis 14 (+4) Con 13 (+3) Int 11 (+2) Cha 17 (+5) Alignment good Languages Common, Elven Equipment dagger, wooden pipes, shortbow, arrows (30) Development: Although there is much tragedy in this situation, there is also hope. If Garen survives, he and his mother reconcile. Nadya and Maret become friends, and Maret invites Nadya to leave the twins with her until Nadya finishes her obligation to the PCs. Garen takes up residence nearby to keep an eye on both families and help protect them. Treasure (4,700 gp): The flighty fey have collected treasure worth a total of 500 gp in the barn, made up of various coins and small jewelry pieces, stolen from waylaid travelers. If Maret and Garen are reunited, Maret also rewards the PCs with a fine furred hat that Garen's father left behind years ago, an ushanka of the northlands (4,200 gp, see Appendix). She kept it for the memories it elicited, but now decides to give it to the PCs as thanks for bringing her first son home at last. Story Award (400 XP): If Garen survives the encounter, award the PCs 400 XP. E. TROLL BRIDGE (CR 6) Three freshwater merrows lurk underneath this bridge to waylay travelers. The merrows normally dwell in Glacier Lake among the many underwater hot springs near Whitethrone. They are acclimatized to the colder temperatures but cannot live in the rivers indefinitely. Each evening they return to their underwater homes just south of Whitethrone. The merrows block the western side of the bridge and demand in broken Common, "Papers, please." Their intent is to bluff travelers into paying them a bribe without having to resort to violence and without any travelers reporting their activities to city officials. None of the merrows can read, but they examine any proffered documents seriously (and possibly upside down) before grunting, "Not in order! You pay bridge tax!" The merrows prefer living "food" as tax: a Large mount, a Small or Medium animal companion, two familiars, or the smallest PC, in that order of priority. With three successful DC 16 Bluff or Intimidate checks, the PCs convinces the merrows to let the party pass the merrows know their tolls are illegal and that there will be reprisals if Whitethrone's officials learn what they're doing there. A failed check prompts the merrows to attack. Creatures (XP 1,350): 5 freshwater merrows 3 Merrows, Freshwater (M) Level 6 Brute Large natural humanoid (aquatic, giant) XP 250 HP 90; Bloodied 45 Initiative +7 AC 18; Fortitude 20, Reflex 18, Will 16 Perception +3 Speed 8, swim 8 Low-light Vision Aquatic The merrow can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls against nonaquatic creatures. m Claws * At-Will Attack: Melee 2 (one creature); +11 vs. AC Hit: 2d damage, and the merrow grabs the target (escape DC 15) R Javelin (weapon) * At-Will Attack: Ranged 10 (one creature); +11 vs. AC Hit: 2d6 + 5 damage. M Crushing Grab * Recharge 5 6 Attack: Melee 1 (one creature grabbed by the merrow); +9 vs. Fortitude Hit: 2d damage, and the target is dazed until the end of the merrow's next turn. Str 21 (+8) Dex 18 (+7) Wis 10 (+3) Con 20 (+8) Int 6 (+1) Cha 7 (+1) Alignment evil Languages Giant Equipment 4 javelins 2 Merrow Hunters, Freshwater (H) Level 7 Skirmisher Large natural humanoid (aquatic, giant) XP 300 HP 84; Bloodied 42 Initiative +9 AC 21; Fortitude 21, Reflex 19, Will 17 Perception +5 Speed 8, swim 8 Low-light Vision Aquatic The merrow can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls against nonaquatic creatures. m Claws * At-Will Attack: Melee 2 (one creature); +12 vs. AC Hit: 2d8 + 6 damage, and the merrow grabs the target (escape DC 15) R Javelin (weapon) * At-Will Attack: Ranged 20 (one creature); +12 vs. AC Hit: 1d8 + 9 damage. R M Hurling Charge * Recharge Effect: The merrow uses javelin. If its attack hits, the merrow

20 charges as a free action. MOVE ACTIONS C Shark Tactics * At-Will Attack: Close burst 2 (creatures in burst); +10 vs. Fortitude Hit: The ogre pushes the target up to 2 squares. Effect: If the attack hits any of the targets, the ogre moves up to its speed. Str 21 (+8) Dex 18 (+7) Wis 15 (+5) Con 20 (+8) Int 6 (+1) Cha 7 (+1) Alignment evil Equipment 4 javelins Languages Giant Bridge: The bridge is roughly 70 feet across and two Medium sized creatures can meet on the bridge. Any creature falling of the bridge and ending up in the icy cold water must succeed on a DC 20 Endurance check or lose a healing surge and suffer from hypothermia (PC cannot run or charge and grants combat advantage). The merrows are immune to this chilling effect from the water. Boulders: Areas covered by boulders are difficult terrain. Bushes: The bushes provide concealment. Snow: The white snow is only light and provide no hinder. Stream: The stream has not frozen over thanks to some hot springs, but the water is far from hot in any way. The stream is 10 feet below bridge level. resistance and pay little attention to the PCs until they're actually confronted face to face. Once they are challenged, they're almost surprised that anyone has the temerity to stand up to them. Creatures (1,050 XP): 4 fishcamp guards, 2 fishcamp archers. Tactics: The Fishcamp Guards' favorite trick is to trip opponents with their trip strike power using their ogre hooks, then attack enemies while they're down. The fishcamp archers provide supporting fire with their crossbows, defending themselves with disruptive shot if attacked. Morale: If a Fishcamp Guard is reduced to 5 hit points or fewer, or if half of the thugs have been defeated, the remaining guards throw down their hooks and surrender. Area Features: A battle map of the "Troll Bridge" is provided in the Map Appendix. The area has the following features: Illumination: Daylight Story Award (1,350 XP): If the PCs dissuade the merrows from attacking, award the PCs XP as if they had defeated the merrows in combat. Treasure (8,575 gp):the body can be discovered with a successful DC 15 Perception check, along with three +2 freezing arrows (375 gp, AV2 p.27), three +2 arrows of revelation (480 gp, AV2 p.27), a +2 frozen chainmail (4,200 gp, AV p.46), a +2 cold iron battleaxe (3,400 gp, AV p.66), and a leather pouch containing two blue sapphires (worth 50 gp each) and 20 gp in coins. F1. The Fishcamp Guards (CR 5) After the PCs have had a chance to talk to the fisherfolk, the community's attention is drawn toward the piers. A group of Fishcamp Guards little more than thugs, really have encircled a local fisherman and knocked him to the ground after he told them he couldn't afford to pay his "tax." If the PCs were able to get any of the villagers to speak to them, they point out the thugs as being part of the same group who dragged Ringeirr off a few days ago. The Fishcamp Guards are unaccustomed to any organized 4 Fishcamp Guards (G) Level 4 Soldier Medium natural humanoid (human) XP 175 HP 52; Bloodied 26 Initiative +6 AC 20; Fortitude 17, Reflex 16, Will 14 Perception +1 Speed 6 m Ogre Hook (weapon) * At-Will Attack: Melee 1 (one creature); +9 vs. AC Hit: 1d damage, and the fishcamp guard marks the target until the end of the fishcamp guard's next turn. r Dagger (weapon) * At-Will Attack: Ranged 5/10 (one creature); +9 vs. AC Hit: 2d4 + 5 damage. M Trip Strike (weapon) * Recharge 5 6 Attack: Melee 1 (one creature); +7 vs. Reflex Hit: 2d damage, and the target falls prone. M Interceding Strike (weapon) * At-Will Trigger: An enemy marked by the fishcamp guard makes an attack that doesn't include it as a target. Attack (Immediate Interrupt): Melee 1 (triggering enemy); +9 vs. AC

21 Hit: 1d damage. Str 17 (+5) Dex 14 (+4) Wis 8 (+1) Con 12 (+3) Int 13 (+3) Cha 10 (+2) Alignment evil Languages Common Equipment leather armor, 2 daggers, ogre hook 2 Fishcamp Archers (A) Level 4 Artillery Medium natural humanoid (human) XP 175 HP 42; Bloodied 21 Initiative +5 AC 16; Fortitude 16, Reflex 17, Will 14 Perception +1 Speed 6 m Dagger (weapon) * At-Will Attack: Melee 1 (one creature); +9 vs. AC Hit: 2d4 + 5 damage. r Crossbow (weapon) * At-Will Attack: Ranged 15/30 (one creature); +11 vs. AC Hit: 1d damage. R Disruptive Shot (weapon) * Recharge 5 6 Trigger: An enemy makes a melee attack against the fishcamp archer. Effect (Immediate Reaction): The fishcamp archer can shift 1 square and then use crossbow against the triggering enemy. Str 14 (+4) Dex 17 (+5) Wis 8 (+1) Con 12 (+3) Int 13 (+3) Cha 10 (+2) Alignment evil Languages Common Equipment leather armor, 2 daggers, crossbow with 20 arrows Area Features: A battle map of the "Fishcamp Dock" is provided in the Map Appendix. The area has the following features: Illumination: Daylight Dock: The dock is roughly 15 feet wide. Any creature falling of the dock and ending up in the icy cold water must succeed on a DC 20 Endurance check or lose a healing surge and suffer from hypothermia (PC cannot run or charge and grants combat advantage). Crates: The crates are difficult terrain. A character can with a move action tumble a crate of fish to the ground, making the adjacent square difficult terrain. The crates can provide cover for a Medium sized creature or smaller hiding behind them. Cliffs: The cliffs are difficult terrain. Boat: Any creature taking the battle to the boat need to keep its feeting. After any attack or move action ending in a boat square requires the creature to make a DC 10 Acrobatic check or fall prone. A roll of 1 on the dice results in the creature falling overboard. While on a boat square the creature provides combat advantage while standing. Bush: The bush provide concealment. Snow: The snow by the lake is light and provide no hinder. F2. Fishcamp Guardhouse (CR 7) The leader of the Fishcamp Guards, Marcian Enarxion, and his two ogre bodyguards, Borger and Whunk, inhabit the guardhouse. Borger and Whunk were banished from Whitethrone for their repeated failures to differentiate licensed merchants from native Ulfen slaves. Marcian keeps the pair well fed and paid, and they now serve as his personal enforcers and bodyguards. The sour smell in the building is due to their presence. Unless the PCs have a means to get past the barred door, such as a knock spell or breaking the door or a section of wall down, Whunk responds to any knock at the door. Red- eyed and groggy from sleep, he rudely orders the PCs to leave before it dawns on him that they might actually respond with violence. If combat erupts, Whunk backs into the building to draw the PCs through the door while he calls for Borger and Marcian to help him. The ogres fight to the death, while Marcian begs for his life. Unfortunately, he has little to offer in exchange. Creatures (1,200 XP): 2 ogres, Marcian Enarxion, 2 fishcamp guards. Tactics: Marcian try to take advantage of the shadows to get combat advantage on his hand crossbow attacks, while Borger and Whunk engage with the enemies using their ogre hook for trip strikes. The fishcamp guards tries to lock down the foes and mark them using their ogre hooks, attacking with interceding strike on anybody trying to disengage. Marcian joins the fight with cloud of steel bolts followed by deep cut and rapier deft strike positions him to flank with Borger or Whunk to sneak attack the opponents. Morale: If reduced to 17 hit points or fewer, Marcian attempts to flee. If reduced to 8 hit points or fewer, he surrenders. 2 Ogre (O) Level 6 Brute Large natural humanoid (giant) XP 250 HP 90; Bloodied 45 Initiative +5 AC 18; Fortitude 20, Reflex 17, Will 16 Perception +3 Speed

22 m Ogre Hook (weapon) * At-Will Attack: Melee 2 (one creature); +11 vs. AC Hit: 2d damage. R Rock * At-Will Attack: Ranged 10 (one creature); +11 vs. AC Hit: 2d6 + 5 damage. M Trip Strike (weapon) * Recharge 5 6 Attack: Melee 2 (one creature); +9 vs. Reflex Hit: 3d damage, and the ogre pushes the target up to 2 squares and knocks it prone. Miss: Half damage, and the target falls prone. Str 21 (+8) Dex 14 (+5) Wis 11 (+3) Con 20 (+8) Int 4 (+0) Cha 6 (+1) Alignment chaotic evil Equipment ogre hook, 4 rocks Languages Giant Marcian Enarxion (M) Level 8 Lurker Medium natural humanoid (human) XP 350 HP 68; Bloodied 34 Initiative +13 AC 22; Fortitude 18, Reflex 22, Will 20 Perception +8 Speed 6 m Rapier Deft Strike (weapon) * At-Will Effect: Marcian can move 2 squares before the attack. Attack: Melee 1 (one creature); +13 vs. AC Hit: 2d6 + 5 damage, or 4d6 + 5 damage if Marcian have combat advantage. R Hand Crossbow (weapon) * At-Will Effect: Marcian can move 2 squares before the attack. Attack: Ranged 10/20 (one creature); +13 vs. AC Hit: 2d6 + 5 damage, or 4d6 + 5 damage if Marcian have combat advantage. C Cloud of Steel Bolts (weapon) * Recharge 5 6 Attack: Close blast 5 (creatures in blast); +13 vs. AC Hit: 2d6 + 5 damage. M Deep Cut (weapon) * Daily Attack: Melee 1 (one creature); +13 vs. AC Hit: 2d6 + 7 damage, and ongoing 10 damage (save ends). M Ignoble Escape (weapon) * Encounter Trigger: Marcian is marked by an enemy Effect (Immediate Reaction): Marcian ends the marked condition, and can shift up to 6 squares. Skills Bluff +12, Insight +8, Intimidate +12, Stealth +14, Streetwise +12, Thievery +14 Str 10 (+4) Dex 20 (+9) Wis 8 (+3) Con 14 (+6) Int 13 (+5) Cha 16 (+7) Alignment evil Languages Common, Giant Equipment +2 leather armor of cold resistance, +2 parrying rapier, +2 amulet of protection, dagger, hand crossbow with 30 bolts 2 Fishcamp Guards (G) Level 4 Soldier Medium natural humanoid (human) XP 175 HP 52; Bloodied 26 Initiative +6 AC 20; Fortitude 17, Reflex 16, Will 14 Perception +1 Speed 6 m Ogre Hook (weapon) * At-Will Attack: Melee 1 (one creature); +9 vs. AC Hit: 1d damage, and the fishcamp guard marks the target until the end of the fishcamp guard's next turn. r Dagger (weapon) * At-Will Attack: Ranged 5/10 (one creature); +9 vs. AC Hit: 2d4 + 5 damage. M Trip Strike (weapon) * Recharge 5 6 Attack: Melee 1 (one creature); +7 vs. Reflex Hit: 2d damage, and the target falls prone. M Interceding Strike (weapon) * At-Will Trigger: An enemy marked by the fishcamp guard makes an attack that doesn't include it as a target. Attack (Immediate Interrupt): Melee 1 (triggering enemy); +9 vs. AC Hit: 1d damage. Str 17 (+5) Dex 14 (+4) Wis 8 (+1) Con 12 (+3) Int 13 (+3) Cha 10 (+2) Alignment evil Languages Common Equipment leather armor, 2 daggers, ogre hook Trap (300 XP): Concealed underneath the bed in Marcian's room is a small metal locker where he keeps the Fishcamp Guards' earnings and payroll. The chest is locked and trapped (Disable Device DC 23), but Marcian carries the key on his person. The trap triggers when the locker's lid is lifted without first disabling the trap or unlocking the locker with a key. Poison Dart Trap Level 7 Trap Object XP 300 Detect Perception DC 27 Initiative Immune all attacks C Attack (poison) * Encounter Trigger: The locker s lid is opened without first disabling the trap or unlocking it with fitting the key. Attack: Close burst 3 (creatures in burst); +10 vs. Reflex Hit: 3d6 + 4 poison damage, and secondary attack from ice troll phlegm poison: Secondary Attack: +10 vs. Fortitude; ongoing 5 poison damage and slowed (save ends both). First Failed Save: The target is immobilized instead of slowed (save ends). Second Failed Save: The target is stunned instead of immobilized (save ends). Aftereffect: Target s skin turns bright blue. This effect ends after a number of extended rests equal to the number of failed saves the target made (with a minimum of one extended rest). COUNTERMEASURE * Disable: Thievery DC 23. Failure (18 or less): The trap is triggered. Allies can use Thievery or Arcana to aid the Thievery check, using the aid another action

23 Crates: The crates are difficult terrain. A character can with a move action tumble a crate of fish to the ground, making the adjacent square difficult terrain. The crates can provide cover for a Medium sized creature or smaller hiding behind them. Doors: The doors to the building are locked and require a DC 20 Thievery check to open. The two ogres needs to squeeze through the normla doors inside the building, which the constantly complain about. Stairs: A creature cannot run or charge down the stairs without risk falling. If it fails a DC 10 Acrobatic check, it ends up prone at the bottom of the stair and takes 1d6 damage. Area Features: A battle map of the "Fishcamp Guardhouse" is provided in the Map Appendix. The area has the following features: Illumination: Torchlight Basins: The basins are filled with fish and crayfish which is about to be put into the crates for transport to Whitethrone. They are difficult terrain. Beds: Beds are difficult terrain. A bed can be overturned to provide cover for ranged attacks. Benches. Tables and Chairs: Benches, tables and chairs are difficult terrain. Treasure (8,573 gp): Marcian Enarxion carries the following equipment: +2 leather armor of cold resistance (2,600 gp, AV p.41), +2 parrying rapier (2,600 gp, AV p.74), +2 amulet of protection (1,800 gp, PHB p.249), hand crossbow with 30 bolts (13 gp), cold weather outfit (4 gp), key to locker, thieves tools (10 gp), gold necklace (worth 50 gp), 17 gp. The locker contains a boots of spider climb (1,000 gp, PHB p.246), a small pouch holding four uncut rubies worth 50 gp each, 179 gp in assorted coinage, and a curious silver mirror engraved with the image of two lovers embracing (worth 100 gp). The locker also contains all of Ringeirr's equipment (see below). Story Award (1,800 XP): Marcian Enarxion's defeat is the first relief the Fishcamps have experienced in some time. Without his leadership, the Fishcamp Guards fall to squabbling among themselves and eventually disband as an organized group. If Marcian and his ogres are defeated, award the party 1,200 XP for liberating the Fishcamps from the yoke of this crime boss. Award the PCs an additional 600 XP for rescuing Ringeirr

24 PART TWO: THE HOWLINGS G1. THE HOWLINGS GATE (CR 6) A winter wolf named Greta, currently in human form, has been tasked with guarding the Howlings Gate at this time. In human form, Greta is tall, with shoulder length silver hair, fair skin, and bright blue eyes-and by human standards she is very attractive. She watches the PCs' approach warily, and with a raised hand she bids them to stop and state their business. She immediately challenges any PC who is openly armed and armored (except for a character wearing a rimepelt, whom Greta believes to be a winter wolf), and demands to see identification. If the PCs have no documents, or if she detects a forgery, Greta reaches for her signal whistle to sound an alarm before attacking. Note this is a worst-case scenario and should happen only if the PCs completely ignore Ringeirr's advice about openly displaying armor and weapons. If the party appears unarmed, Greta is much easier to deal with. Her orders require her to perform a routine search of persons and items brought through the gate. Although her initial attitude is unfriendly, with a successful Bluff check (opposed by Greta's Insight check) or DC 22 Diplomacy check, a PC convinces her to allow the group into the city with nothing more than a cursory visual inspection. Greta doesn't question anyone she believes to be a winter wolf (such as a character wearing a rimepelt), and such a character can attempt Bluff or Diplomacy checks on behalf of the entire party with a +5 circumstance bonus. If the PCs fail to persuade Greta to let them all is not lost, especially if they remain polite. She looks both ways, then lowers her voice and demands that they pay a "service fee" for passing through the gate. Greta leaves how much of a bribe she wants to their imaginations, but expects about 30 gp per character to look the other way while they enter. Creatures (1,300 XP): 2 winter wolves (Greta and Agilur), 3 Howlings archers Tactics: Greta charges into combat with her greataxe and vital strike, while the archers support her with crossfire from their crossbows. If faced with multiple foes, Greta resumes her wolf form to use her freezing breath attack. As a wolf, she uses her takedown and bite attack. During round 3 her partner Agilur joins the fray, being a winterwolf in human form as he arrives. Morale: Greta retreats if reduced to fewer than 20 hit points. Treasure (): Greta have the following equipment: potion of cure moderate wounds, +1 chainmail, +1 greataxe, signal whistle. Story Award (1,300 XP): If the PCs successfully get through the gate without fighting Greta, award them 1,300 XP, as if they had defeated her and the guards at the gate in combat. 2 Lesser Winter Wolf (G) Level 8 Skirmisher Large natural magical beast (shapechanger) XP 350 HP 90; Bloodied 45 Initiative +10 AC 22; Fortitude 21; Reflex 20; Will 18 Perception +11 Speed 8 (ice walk) Low-light vision Resist 10 cold Takedown Whenever the wolf hits a target with a charge attack, the target takes 1d8 extra damage and falls prone. m Greataxe (weapon) * At-Will while in human form Attack: Melee 1 (one creature); +13 vs. AC Hit: 1d damage and the target is knocked prone. m Vital Strike (weapon) * Encounter while in human form Attack: Melee 1 (one creature); +11 vs. AC Hit: 2d damage. Miss: Half damage. m Bite (cold) * At-Will while in wolf form Attack: Melee 1 (one creature); +13 vs. AC Hit: 1d8 + 6 damage plus 1d10 cold damage, or 2d8 + 6 damage plus 1d10 cold damage against a prone target. C Freezing Breath (cold) * Recharge 5 6 while in wolf form Attack: Close blast 5 (creatures in the blast); +11 vs. Reflex Hit: 2d6 + 5 cold damage. Miss: Half damage. MINOR ACTIONS Drag * At-Will while in wolf form Effect: Melee 1 (one prone creature); the wolf shifts 1 square, pulling the target to a square adjacent to it. Shapechange (polymorph) * At-Will while in the Howlings

25 Effect: The winter wolf alters its physical form to appear as a Medium winter wolf, or unique human with silver or white hair of the same sex, Skills Intimidate +9, Nature +11, Stealth +8 (+12 in snow terrain) Str 20 (+9) Dex 18 (+8) Wis 14 (+6) Con 18 (+8) Int 9 (+3) Cha 10 (+4) Alignment evil Languages Common, Giant 3 Howlings Archers (A) Level 5 Artillery Medium natural humanoid, human XP 200 HP 47; Bloodied 23 Initiative +6 AC 17; Fortitude 17; Reflex 18; Will 15 Perception +7 Speed 6 m Dagger (weapon) * At-Will Attack: Melee 1 (one creature); +10 vs. AC Hit: 2d4 + 6 damage. r Crossbow (weapon) * At-Will Attack: Ranged 15/30 (one creature); +12 vs. AC Hit: 2d8 + 4 damage. R Disruptive Shot (weapon) * Recharge 5 6 Trigger: An enemy makes a melee attack against the archer. Effect (Immediate Reaction): The archer can shift 1 square and then use crossbow against the triggering enemy. Str 13 (+3) Dex 18 (+6) Wis 11 (+2) Con 16 (+5) Int 10 (+2) Cha 12 (+3) Alignment evil Languages Common Equipment leather armor, crossbow, crossbow bolt x20, dagger G2. THE BACK-ALLEY BOYS (CR 5) A group of snow goblins called the Back-Alley Boys are lurking in the Howlings at this time. Snow goblins are native to Irrisen and the icy north. Their skin is more of a pale blue color, but they are otherwise indistinguishable from normal goblins. The snow goblin population of Whitethrone is struggling with the same resource shortage as everyone save the Jadwiga, and the gang has left the Ratnest, the goblin warrens where they normally reside, to look for a group of humans to rob. Unfortunately for the PCs, Ringeirr's cart of fish proves to be irresistible bait. The goblins are hiding behind a circle of carts in front of a covered alley. Their leader, an alchemist named Grindtooth, hides on top of the covered alley behind them, acting as lookout. All of the goblins have cover and are set up for a surprise attack. Have the PCs attempt Perception checks opposed by the goblins' Stealth checks. The goblins who remain unseen can act in the surprise round, launching ranged attacks with their shortbows or Grindtooth's bombs. As the goblins attack, Grindtooth shouts in Skald, "Leave the fish cart, longshanks! Run! Get out of here! " If a PC is wearing a rimepelt, that character can attempt a DC 16 Intimidate check against Grindtooth immediately after the goblins launch their attack. If the PC succeeds at the check, Grindtooth mistakes the character for a winter wolf and ruefully calls off the attack with a muttered apology. Creatures (1,100 XP): 3 back-alley boys, grindtooth Tactics: The Back-Alley Boys use stealth and the alleys' dim light (passive Perception DC 24 to spot them) to get a surprise round where they launch one ranged to weaken their targets' resolve. The back-alley boys use shortbows, and grindtooth bomber s skill, all with the combat adept advantage. They then demand them to abandon their goods. If their victim s refuse, the goblins attack with their horsechoppers, using their reach to trip up less martial opponents. Grindtooth tries to keep the height advantage, staying up on the alley's roof and weakening enemies with his bombs first. Once he has run out of bombs, he jumps down using his sling or join in melee combat with his morningstar. Morale: A born coward, Grindtooth abandons the fight when brought down to 30 hit points or fewer, using his expeditious retreat to make his escape. The Back-Alley Boys fight to the death, unless Grindtooth is slain, in which case they scatter. 3 Back-Alley Boys (B) Level 5 Soldier Small natural humanoid, snow goblin XP 200 HP 68; Bloodied 34 Initiative +7 AC 21; Fortitude 20; Reflex 17; Will 15 Perception +8 Speed 6 (ice walk), climb 4 Low-light vision, Darkvision Combat Adept At the start of an encounter, the goblin's attacks deal 1d10 extra damage against any enemy that has not yet acted during the encounter. Back-Alley Tactics Whenever an enemy misses the goblin with a melee attack, the goblin gains combat advantage against that enemy until the end of its next turn. m Horsechopper (weapon) * At-Will Attack: Melee 2 (one creature); +10 vs. AC Hit: 2d8 + 4 damage. r Shortbow (weapon) * At-Will Attack: Ranged 15/30 (one creature); +10 vs. AC Hit: 1d8 + 6 damage. M Trip Up (weapon) * At-Will Attack: Melee 2 (one creature); +8 vs. Reflex Hit: 2d8 + 4 damage, and the target falls prone. Skills Endurance +7 (+11 cold effects), Intimidate +6 (+10 booming voice), Stealth +10 (+14 in snowy terrain) Str 13 (+3) Dex 17 (+5) Wis 12 (+3) Con 20 (+7) Int 10 (+2) Cha 9 (+1) Alignment evil Languages Common, Goblin Equipment leather armor, horsechopper, shortbow with 20 arrows, cold-weather outfit

26 Grindtooth, Alchemist (G) Level 6 Elite Artillery Small natural humanoid, snow goblin XP 500 HP 120; Bloodied 60 Initiative +6 AC 18; Fortitude 18; Reflex 19; Will 16 Perception +10 Speed 6 (ice walk), climb 4 Low-light vision, Darkvision Saving Throws +2; Action Points 1 Combat Adept At the start of an encounter, the goblin's attacks deal 1d10 extra damage against any enemy that has not yet acted during the encounter. Back-Alley Tactics Whenever an enemy misses the goblin with a melee attack, the goblin gains combat advantage against that enemy until the end of its next turn. m Morningstar (weapon) * At-Will Attack: Melee 1 (one creature); +11 vs. AC Hit: 2d6 + 7 damage. R Sling Bomb (weapon) * At-Will (6/encounter) Attack: Ranged 10/20 (one creature); +13 vs. AC Hit: 2d6 + 7 damage plus one of the following effects (roll a d6): 1 2 Stinkbomb: The target takes a -2 penalty to attack rolls (save ends). 3 4 Firebomb (fire): The target takes ongoing 5 fire damage (save ends). 5 6 Gluebomb: The target is immobilized (save ends). r Bomber s Skill (weapon) * At-Will Effect: Grindtooth gets uses slingbomb or sling twice towards the same or different targets. MOVE ACTIONS Expeditious Retreat * Encounter Effect: Grindtooth shifts up to 6 squares. Skills Arcana +13, Endurance +7 (+11 cold effects), Intimidate +7 (+11 booming voice), Stealth +11 (+15 in snowy terrain) Str 10 (+3) Dex 16 (+6) Wis 15 (+5) Con 18 (+7) Int 21 (+8) Cha 9 (+2) Alignment evil Languages Common, Goblin Equipment leather armor, morningstar, sling with 20 bullets and 6 sling bombs, cold-weather outfit, Treasure (413 gp): Grindtooth has a potion of healing (50 gp), potion of jump (160 gp, see Appendix), alchemist s frost (75 gp), and 2 gp. Together with the Back-Alley Boys they have four leather armors (50 gp), three horse choppers (15 gp), one Morningstar (5 gp), three shortbows with arrows (40 gp), and four cold-weather outfits (16 gp). Story Award (1,100 XP): If the PCs successfully cow the Back-Alley Boys by intimidating Grindtooth, award them XP as if they had defeated the goblins in combat. G3. MIRROR, MIRROR (CR 5) The mirror man walks slowly west, toward the PCs, looking for anything out of place. Although it can detect the PCs with its blindsight, it is mostly focused on its immediate surroundings, so it is not yet suspicious of the PCs. Both the PCs and the mirror man should make initiative checks at this point. The mirror man walks at a speed of 30 feet per round; at the end of the second round, the mirror man should arrive at area G3, at the western end of the alley. Unless they're careless and draw attention to themselves, the PCs should have 2 rounds to act before the mirror man reaches them. The best way to handle a mirror man under these circumstances is not to be noticed. If the PCs try to hide from the mirror man, they find it difficult because of the mirror man's blindsight (though the PCs are likely unaware of this ability). The covered roof of the alley is an excellent place to hide, but the PCs need to scramble up quickly before the mirror man arrives. Another spot to hide is among the trees on the side of the street, but to do so they must enter the deep snowdrifts around the trees, and the mirror man might spot their tracks with a passive Perception check. It's also possible to enter one of the nearby homes and hide, though this gambit is risky. There is a 40% chance that a given door is locked (DC 20 Disable Device), and a 30% chance during the day (70% at night) that the occupants are home. Ringeirr's handcart might still be a problem, however, as abruptly abandoned food can look suspicious. On the other hand, a few appropriately dressed characters pushing the cart who keep their heads down are just as likely to be ignored. In this case, the PCs can attempt Disguise checks opposed by the mirror man's Perception check. If a PC is wearing a rimepelt, that character can attempt to impersonate a winter wolf and allay the mirror man's suspicions. In this case, the mirror man asks the character whether the slaves (the other PCs) belong to him, and what they are doing. A successful Bluff check opposed by the mirror man's Insight check satisfies the mirror man, but bear in mind that no creature, save a White Witch, is above suspicion in the eyes of Whitethrone's mirror men

27 If the PC s attract the mirror man's attention by acting suspiciously, it demands to see identification. If no papers are produced within 1 round, the mirror man uses its alert master ability and follows the PCs, studying them and using its scrying ability to record their actions until a White Witch contacts it through its scrying power, though this takes a minimum of 10 minutes. At this point two other mirror men are sent to assist it, if the White Whitches have reason to bring them in for questioning or arresting them. Otherwise, the mirror man does not attack unless it witnesses the PCs engaging in a criminal act or it is assaulted first, at which point it draws its sword and attacks. Creatures (1,200 XP): 3 mirror men Tactics: The mirror men try to surround the PCs and attack with their longsword and vital strike power. If attacked with any radiant power, their reflected light power hurts nearby enemies. Morale: If reduced to 25 hit points or fewer, the mirror man attempts to flee combat. 3 Mirror Men Level 9 Soldier Medium natural animate (construct) XP 400 HP 98; Bloodied 49 Initiative +11 AC 25; Fortitude 21, Reflex 22, Will 20 Perception +11 Speed 6 Blindsight 10, Darkvision, Immune blinded, gaze effects Low-light vision Reflected Fear (psychic) * Aura 1 Seeing enemies take a -2 penalty to attack rolls and Will defense while in the aura. Regeneration The mirror man regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the mirror man takes psychic damage, its regeneration doesn t function on its next turn. Mirror Face The mirror man face may be broken with a break DC 25, making it blinded; doing so provokes an opportunity attack from the mirror man. m Longsword (weapon) * At-Will Attack: Melee 1 (one creature); +14 vs. AC Hit: 2d8 + 8 damage. M Vital Strike (weapon) * Recharge 5 6 Attack: Melee 1 (one creature); +14 vs. AC Hit: 3d8 + 9 damage. MINOR ACTIONS Alert Master * Encounter The mirror man can send a brief message with up to 1 minute of recorded visuals to its master. The communication is one way, and the target cannot respond to the sending. C Reflected Light (radiant) * At-Will Trigger: The mirror man takes radiant damage. Attack (Immediate Reaction): Close blast 3 (creatures in blast); +12 vs. Reflex Hit: Target takes half the triggering radiant damage. Skills Insight +11, Stealth +14, Streetwise +9 Str 16 (+7) Dex 21 (+9) Wis 15 (+6) Con 18 (+8) Int 15 (+6) Cha 12 (+5) Alignment evil Languages Common (can t speak), Equipment longsword, cloak Giant (can t speak), telepathy 20 Development: If the mirror men survives long enough for one of the White Witches to make contact, she reviews the mirror man's recorded memories, if its mirrored face remains unbroken. In this case, an armed force of four ice trolls led by a winter wolf commander (a CR 9 encounter) is sent to sweep the entire Howlings district 20 minutes later, going from door to door specifically seeking the PCs and Ringeirr. If a White Witch is alerted but the mirror man's soul mirror has been destroyed, there is no immediate response, but at your discretion, the number of random Winter Guard patrols in Whitethrone can increase for the next 1d6 hours. G5. WAGES OF SIN (CR 6) Four winter wolves, named Yargin, Scrobe, Sardin and Yosif are standing here loudly arguing in human form. The group were drinking and playing cards all night, and got into more than one fistfight; now they're drunk, frustrated, and thoroughly confused as to which way is their home, and they are more than willing to take out their frustrations on passing humans. Once combat begins, Yargin and Scrobe return to their wolf forms to attack. They flee if reduced to fewer than 20 hit points, or if one of them is slain. Creatures (1,400 XP): 4 lesser winter wolves 4 Lesser Winter Wolves (W) Level 8 Skirmisher Large natural magical beast (shapechanger) XP 350 HP 90; Bloodied 45 Initiative +10 AC 22; Fortitude 21; Reflex 20; Will 18 Perception +11 Speed 8 (ice walk) Low-light vision Resist 10 cold Takedown Whenever the wolf hits a target with a charge attack, the target takes 1d8 extra damage and falls prone. m Greataxe (weapon) * At-Will while in human form Attack: Melee 1 (one creature); +13 vs. AC Hit: 1d damage and the target is knocked prone. m Vital Strike (weapon) * Encounter while in human form Attack: Melee 1 (one creature); +11 vs. AC Hit: 2d damage. Miss: Half damage. m Bite (cold) * At-Will while in wolf form Attack: Melee 1 (one creature); +13 vs. AC Hit: 1d8 + 6 damage plus 1d10 cold damage, or 2d8 + 6 damage plus 1d10 cold damage against a prone target. C Freezing Breath (cold) * Recharge 5 6 while in wolf

28 form Attack: Close blast 5 (creatures in the blast); +11 vs. Reflex Hit: 2d6 + 5 cold damage. Miss: Half damage. MINOR ACTIONS Drag * At-Will while in wolf form Effect: Melee 1 (one prone creature); the wolf shifts 1 square, pulling the target to a square adjacent to it. Shapechange (polymorph) * At-Will while in the Howlings Effect: The winter wolf alters its physical form to appear as a Medium winter wolf, or unique human with silver or white hair of the same sex, Skills Intimidate +9, Nature +11, Stealth +8 (+12 in snow terrain) Str 20 (+9) Dex 18 (+8) Wis 14 (+6) Con 18 (+8) Int 9 (+3) Cha 10 (+4) Alignment evil Languages Common, Giant Treasure (4,000 gp): Yargin wears a pouch containing 20 blue quartz "ice diamonds" worth 50 gp each (1,000 gp). Scrobe's pouch contains a curious magic stone called a steadfast gut-stone (1,000 gp, see Appendix), offered up as collateral on a loan, and 20 pp. G6. THE HUNT (CR 6) An Ulfen man named Jorhan (Good male human commoner 1) runs pell-mell from the east and turns north at this point, barreling directly into the PCs. He drops to his knees, panting with exhaustion. Out of breath, Jorhan gasps, "My master's... in a rage." One round later, a winter wolf in wolf form named Korgin rounds the corner in front of the PCs and skids to a stop with three frost hounds on the leash, eyeing them and Jorhan. If no one appears to be a winter wolf, Korgin snarls and orders them to step aside and be about their business. If a PC is wearing a rimepelt, the wolf introduces himself: "I am Korgin. This man is part of my household, or was, until he decided to question how I manage my affairs. I'm sure you understand. Sometimes you just can't break that defiant streak, and they're good for nothing but a bit of sport." It's up to the PCs to decide how they handle this encounter. It is clear that if they do nothing, Korgin will hunt the man down with his frost hounds and devour him. The PCs cannot persuade Korgin to just let Jorhan go or give him a warning, but if Korgin thinks one of the PCs is a winter wolf, they might be able to convince Korgin to sell his slave. With a successful DC 16 Diplomacy check, a PC can convince Korgin to be rid of his troublesome slave for 75 gp. For every 5 by which the check exceeds the DC, Korgin reduces the price by 25 gp (to a minimum of 25 gp). The PCs can also try to intimidate Korgin, or just kill the winter wolf. Korgin fights to the death to reclaim his property. Creatures (1,250 XP): Korgin, 3 frost hounds Korgin, Lesser Winter Wolf (K) Level 8 Skirmisher Large natural magical beast (shapechanger) XP 350 HP 90; Bloodied 45 Initiative +10 AC 22; Fortitude 21; Reflex 20; Will 18 Perception +11 Speed 8 (ice walk) Low-light vision Resist 10 cold Takedown Whenever the wolf hits a target with a charge attack, the target takes 1d8 extra damage and falls prone. m Greataxe (weapon) * At-Will while in human form Attack: Melee 1 (one creature); +13 vs. AC Hit: 1d damage and the target is knocked prone. m Vital Strike (weapon) * Encounter while in human form Attack: Melee 1 (one creature); +11 vs. AC Hit: 2d damage. Miss: Half damage. m Bite (cold) * At-Will while in wolf form Attack: Melee 1 (one creature); +13 vs. AC Hit: 1d8 + 6 damage plus 1d10 cold damage, or 2d8 + 6 damage plus 1d10 cold damage against a prone target. C Freezing Breath (cold) * Recharge 5 6 while in wolf form Attack: Close blast 5 (creatures in the blast); +11 vs. Reflex Hit: 2d6 + 5 cold damage. Miss: Half damage. MINOR ACTIONS Drag * At-Will while in wolf form Effect: Melee 1 (one prone creature); the wolf shifts 1 square, pulling the target to a square adjacent to it. Shapechange (polymorph) * At-Will while in the Howlings Effect: The winter wolf alters its physical form to appear as a Medium winter wolf, or unique human with silver or white hair of the same sex, Skills Intimidate +9, Nature +11, Stealth +8 (+12 in snow terrain) Str 20 (+9) Dex 18 (+8) Wis 14 (+6) Con 18 (+8) Int 9 (+3) Cha 10 (+4) Alignment evil Languages Common, Giant 3 Frost Hounds (H) Level 7 Soldier Medium elemental beast (cold) XP 300 HP 80; Bloodied 40 Initiative +7 AC 24; Fortitude 21; Reflex 17; Will 18 Perception +11 Speed 6 Resist 20 cold Frost Shield (cold) * Aura 1 Each creature that enters or begins its turn in the aura is slowed until the end of its turn. m Bite (cold) * At-Will Attack: Melee 1 (one creature)+12 vs. AC

29 Hit: 1d8 + 6 damage plus 1d8 extra cold damage. C Icy Breath (cold) * Encounter Attack: Close burst 3 (creatures in burst); +10 vs. Fortitude Hit: 2d6 + 4 cold damage, and the target is immobilized (save ends). Icy Spikes (cold) * At-Will Trigger: When an adjacent enemy attacks the frost hound s ally without also targeting the frost hound with the attack. Effect (Immediate Interrupt): The target takes ongoing 5 cold damage (save ends). Str 14 (+5) Dex 14 (+5) Wis 17 (+6) Con 16 (+6) Int 2 ( 1) Cha 10 (+3) Alignment unaligned Languages Development: If the PCs kill Korgin or purchase Jorhan and set him free, Ringeirr tells Jorhan to go home, gather any of Korgin's other slaves who might be there, and clear out the place of valuables, then go to a location where the Heralds of Summer's Return will help them get out of the city. Ringeirr tells the PCs that some of the wolf's wealth must go to help the slaves escape, but he'll see that they receive a fair portion of it to help them start anew. If the PCs intimidate Korgin into letting Jorhan go, the winter wolf seeks out the Winter Guard as soon as the intimidation expires to report the rimepelt wearer as a traitor, and gives full descriptions and the last known whereabouts of the PCs. Story Award (2,050 XP): If the PCs rescue Jorhan without killing Korgin, award them 1,250 XP, as if they had defeated the winter wolf and the frost hounds in combat. If they kill Korgin and work with Ringeirr to see to it that the winter wolf's whole household is rescued, award them 800 XP in addition to the XP for defeating the winter wolf. Treasure (2,000 gp): Korgin carries no valuables with him, but if Jorhan is rescued, he returns to his master's house as instructed, and 24 hours after the party makes contact with Solveig Ayrdahl (see area K), the PCs receive a portion of Korgin's valuables worth a total of 2,000 gp. G7. WINTER GUARD PATROL (CR 7) When the PCs reach area G7, they notice a disturbance taking place to the north at area G7a, where three ice trolls in the livery of Queen Elvanna's Winter Guard have stopped two white-haired humans. Unless the PCs are already being stealthy, the trolls also notice the PCs at this point, though the trolls are still questioning the humans. With a successful DC 16 Arcana check, a PC realizes the two white-haired humans are winter wolves in human form. Ringeirr informs the PCs that the ice trolls and winter wolves frequently contest each other's authority, particularly in the Howlings, but such disagreements seldom last long. If the PCs want to avoid a confrontation with the ice trolls, they're going to have to act fast. The PCs have 3 rounds to act before the ice trolls turn their attention to them. Ringeirr tells the PCs that their only hope of avoiding the trolls is to get out of sight. Luckily, the home of Mortin the forger is just around the corner (area G8). Unfortunately, no one answers and the strong wooden door is locked (hardness 5, hp 25, break DC 23, Thievery DC 23 to pick). Ringeirr swears and tells the PCs to open the door quickly a challenge, considering the actions needed to accomplish the task (checking the door, getting tools out, a full-round action to disable the lock), which will require teamwork and luck to execute before the trolls arrive. On the second round, the winter wolves assume their wolf forms, ending the argument with the ice trolls. With that situation resolved, the ice trolls take an interest in the PCs, heading toward them at a deliberate marching pace, and arriving at area G7 at the end of the third round. If the PCs have entered Mortin's house (or they've at least opened the door and are walking in), the trolls eye them suspiciously for a few moments but then continue on their patrol, ending the encounter. If the PCs have not yet made their escape by that time, the ice trolls call out for the party to stop and begin to run toward them. Unless the PCs can bluff the trolls or produce forged documents, the trolls attempt to place them under arrest. If attacked, the trolls fight to the death. Creatures (1,500 XP): 3 ice trolls 3 Ice Trolls (T) Level 10 Soldier Large natural humanoid XP 500 HP 109; Bloodied 55 Initiative +9 AC 26; Fortitude 23; Reflex 19; Will 17 Perception +7 Speed 8 Regeneration The troll regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the troll takes fire or acid damage, its regeneration does not function on its next turn. Emanating Cold * Aura 1 Any enemy that starts its turn in the aura is slowed by the numbing cold until the start of its next turn. Troll Healing (healing) Whenever an attack that doesn't deal acid or fire damage reduces the troll to 0 hit points, the troll does not die and instead falls unconscious until the start of its next turn, when it returns to life with 15 hit points. If an attack hits the troll and deals any acid or fire damage while the troll is unconscious, it does not return to life in this way. m Claw * At-Will Attack: Melee 2 (one creature): +15 vs. AC Hit: 3d6 + 8 damage. m Greataxe (weapon) * At-Will Attack: Melee 2 (one creature); +15 vs. AC Hit: 2d8 + 9 damage. If the attack bloodies the target, the troll uses greataxe against it again. Effect: The troll marks the target until the end of the troll's next turn

30 C Sweeping Strike (weapon) * At-Will Attack: Close blast 2 (creatures in blast); +15 vs. AC Hit: 2d8 + 6 damage, and the target falls prone. Skills Athletics +16, Endurance +15 Str 22 (+11) Dex 18 (+9) Wis 14 (+7) Con 21 (+10) Int 6 (+3) Cha 8 (+4) Alignment chaotic evil Languages Giant Equipment greataxe, scale armor Story Award (1,500 XP): If the PCs manage to avoid the trolls without fighting them, award them XP as if they had defeated the trolls in combat. G9. CHECKPOINT (CR 8) Two mirror men have set up a checkpoint near a private residence here to watch for groups leaving the district. Their presence is due in part to reports of confrontations heard or witnessed by residents of the district. The mirror men are hiding in the shadows beneath the eaves of the building and can be spotted with a successful DC 20 Perception check. How this encounter develops depends on the PCs' past conduct in the Howlings. The more complaints that were made, bodies left to be discovered, and violence that broke out, the more suspicious the mirror men are when they encounter the PCs. If the PCs resolved at least three of the six encounters in the Howlings (G1 through G3 and G5 through G7) with Stealth, social skills, or other creative solutions instead of resorting to combat, they have a chance to get past the mirror men with minimal harassment. In this case, the mirror men come out of hiding before the PCs leave the district, gesturing to see their papers while they observe the PCs' actions. The mirror men only make opposed Insight checks to detect forgeries if the PCs give them cause, but they draw the moment out to see how the PCs react. If the PCs remain calm and nothing is out of place, the mirror men return the PCs' identification and let them pass. If any of the PCs are impersonating stilyagi, one of the mirror men warns them, "Public dancing remains strictly prohibited" in its cold telepathic voice as they leave. If four or more of the Howlings encounters resulted in combat, the mirror men are already suspicious of the PCs, regardless of how good their forged credentials are. This is not to say that the identification won't work later and elsewhere, but the PCs have drawn too much attention to themselves at this time. In this case, the mirror men use their alert master ability immediately, then step out of hiding, motioning for the party to stop and surrender. They closely study any credentials offered, and if they detect any irregularities or the PCs resist, the mirror men attack. Creature (1,800 XP): 3 mirror men, mirror man gazer Morale: One mirror man always tries to flee when reduced to half its hit points or fewer while the other tries to cover its escape, fighting until destroyed. 3 Mirror Men (M) Level 9 Soldier Medium natural animate (construct) XP 400 HP 98; Bloodied 49 Initiative +11 AC 25; Fortitude 21, Reflex 22, Will 20 Perception +11 Speed 6 Blindsight 10, Darkvision, Immune blinded, gaze effects Low-light vision Reflected Fear (psychic) * Aura 1 Seeing enemies take a -2 penalty to attack rolls and Will defense while in the aura. Regeneration The mirror man regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the mirror man takes psychic damage, its regeneration doesn t function on its next turn. Mirror Face The mirror man face may be broken with a break DC 25, making it blinded; doing so provokes an opportunity attack from the mirror man. m Longsword (weapon) * At-Will Attack: Melee 1 (one creature); +14 vs. AC Hit: 2d8 + 8 damage. M Vital Strike (weapon) * Recharge 5 6 Attack: Melee 1 (one creature); +14 vs. AC Hit: 3d8 + 9 damage. MINOR ACTIONS Alert Master * Encounter The mirror man can send a brief message with up to 1 minute of recorded visuals to its master. The communication is one way, and the target cannot respond to the sending. C Reflected Light (radiant) * At-Will Trigger: The mirror man takes radiant damage. Attack (Immediate Reaction): Close blast 3 (creatures in blast); +12 vs. Reflex Hit: Target takes half the triggering radiant damage. Skills Insight +11, Stealth +14, Streetwise +9 Str 16 (+7) Dex 21 (+9) Wis 15 (+6) Con 18 (+8) Int 15 (+6) Cha 12 (+5) Alignment evil Languages Common (can t speak), Equipment longsword, cloak Giant (can t speak), telepathy 20 Mirror Man Gazer (G) Level 11 Controller Medium natural animate (construct) XP 600 HP 114; Bloodied 57 Initiative +11 AC 25; Fortitude 23, Reflex 25, Will 22 Perception +13 Speed 6 Blindsight 10, Darkvision, Immune blinded, gaze effects Low-light vision Regeneration The mirror man regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the mirror man takes psychic damage, its regeneration doesn t function on its next turn. Mirror Face The mirror man face may be broken with a break DC 25, making it blinded; doing so provokes an opportunity attack from

31 the mirror man. m Mirror Portal (teleportation) * At-Will Attack: Melee 1 (one creature); +14 vs. Will Hit: 2d6 + 7 damage, and the mirror man teleports the target to a space adjacent to one of the mirror man's allies within 10 squares of the mirror man. R Warped Image (teleportation) * At-Will Attack: Ranged 5 (one creature); +14 vs. Fortitude Hit: 2d damage, and the mirror man teleports the target 3 squares. R Captured Image * Recharge 5 6 Attack: Ranged 10 (one creature); +14 vs. Will Hit: The target is removed from play (save ends). Until the effect ends, whenever the mirror man takes damage from an enemy, the target takes 14 damage. When the effect ends, the target appears in an unoccupied square of the mirror man's choice within 5 squares of the mirror man. If the mirror man drops to 0 hit points, the effect ends. MOVE ACTIONS Mirror Step (teleportation) * At-Will Effect: The mirror man teleports up to 5 squares to a square adjacent to a mirror or another mirror man. MINOR ACTIONS Alert Master * Encounter The mirror man can send a brief message with up to 1 minute of recorded visuals to its master. The communication is one way, and the target cannot respond to the sending. Skills Insight +11, Stealth +14, Streetwise +9 Str 16 (+8) Dex 22 (+11) Wis 16 (+8) Con 18 (+9) Int 20 (+10) Cha 12 (+6) Alignment evil Languages Common (can t speak), Equipment cloak Giant (can t speak), telepathy 20 Development: If the encounter results in combat and a mirror man survives for 10 minutes, or the mirror men's faces are not broken, a White Witch contacts the mirror men and sees the PCs' faces. The Winter Witches soon step up efforts to locate, capture, and eliminate the party. This reduces the effectiveness of the PCs' forged credentials (the DCs to detect a forgery are reduced by 5). In addition, wanted posters are put up throughout the city, there is an increased threat of random patrols and random encounters, and even the possibility of magical attempts to locate the PCs, such as Irriseni mirror sight (see The Snows of Siummer conversion), nightmare (see Appendix), or scrying rituals. The implications of these developments are left for you to explore, but these ramifications are representative of what to expect anytime a mirror man escapes. Story Award (1,800 XP): If the PCs successfully get past the mirror men without fighting them, award them XP as if they had defeated the mirror men in combat

32 PART THREE: THE DRAGON OF WHITE THRONE K. SHRINE OF THE EVERBLOOM Treasure (1,150 gp): She offers the PCs three potions of cure moderate wounds (750 gp, see People of the North conversion) and two skyrocket fireworks (400 gp, see Appendix) to use on their mission. L1. Courtyard (CR 6) The statues are actually caryatid columns, instructed to allow ice trolls, children, and those dressed like winter witches or in the livery of the Winter Guard to pass unchallenged. The constructs are unintelligent, however, so characters in disguise or Small characters like halflings (who might be mistaken for children) can easily fool the statues. The caryatid columns don't animate until intruders cross the threshold into the tower itself. At that time, the caryatid columns come to life and quietly enter the tower to attack intruders in area L2. Creatures (1,400 XP): 2 caryatid columns 2 Caryatid Columns (C) Level 8 Elite Soldier Medium natural animate (construct) XP 700 HP 180; Bloodied 90 Initiative +11 AC 24; Fortitude 21; Reflex 20; Will 17 Perception +4 Speed 6 Darkvision Immune disease, poison Saving Throws +2; Action Points 1 Shatter Weapons Any melee weapon attack against the caryatid column (magical or nonmagical weapon), shatters the weapon on a roll of 6. Statue A caryatid column can stand perfectly still, emulating a statue. Failure to spot that the caryatid column is alive with a DC 24 Perception check, grants the caryatid column a surprise round. m Bastard Sword (weapon) * At-Will Attack: Melee 1 (one creature); +13 vs. AC Hit: 2d damage, and the target is marked until the end of the caryatid column s next turn. M Oath Strike (weapon) * Recharge 5 6 Requirements: Requires a bastard sword. Attack: Melee 1 (one creature); +13 vs. AC Hit: 2d10 + 2d6 +5 damage, and if the target is marked, it s immobilized (save ends). C Terror Smash (weapon) * Encounter Requirements: Requires a bastard sword. Attack: Close burst 1 (creatures in burst); +13 vs. AC Hit: 2d damage, and target drops prone and is marked until the end of the caryatid column s its next turn. M Smash Back (weapon) * Encounter Requirements: Requires a bastard sword. Trigger: When an opponent enters an adjacent square. Attack (Immediate Reaction): +13 vs. AC Hit: 2d damage, and the target is pushed 2 squares. Magic Resistance * 2/Encounter Trigger: The first time the caryatid column takes cold, fire, lightning, necrotic or radiant damage. Effect (Immediate Interrupt): The caryatid column gains resist 20 to the triggering damage type until the end of the encounter. Special: If the caryatid column takes acid damage one random magic resistance power ends. Str 20 (+10) Dex 18 (+9) Wis 8 (+4) Con 18 (+9) Int 3 (+1) Cha 3 (+1) Alignment unaligned Languages Equipment bastard sword Treasure (4,200 gp): The caryatid column carved in Queen Betyrina's likeness wields a +2 oathblade bastard sword (4,200 gp, see AV p.73), which can be easily recovered once the construct is destroyed. DM ADVICE: LOGRIVIC'S CLOCK TOWER LOWER LEVEL The Logrivic's Clock Tower is better planned into a combination of rooms serving as one encounter, in ordeer to follow 4th Edition design philosophy. My suggestion would be to combine room L2, L3 and L4 into one CR 9 encounter with 4 ice trolls. Room L5, L6 and L8 can likewise be combined into a CR 10 encounter against an icetroll, two trollhounds, one wikkawak and Amagarra. I have put all these monster statstics on the same page to make DM battle management easier. L3. Barracks (CR 5) Two ice trolls named Hartlegrath and Marrowsnap are currently here, trying to nap after a restless night spent listening to the clockworks. Neither is asleep, but both are lying on beds with their eyes closed. Creatures (1,000 XP): 2 ice trolls Tactics: When anyone enters the room, the two ice trolls growl in Giant to be quiet, but open their eyes 1 round later and jump up to attack intruders with their claws, before grabbing and attacking with their greataxes in round 3. If confronted with fire or reduced to 25 hit points or fewer, one of the trolls runs to the door to area L4 and pounds on it while shouting in Giant, "Unplug yer ears, ya worthles s

33 pair o' goblins! " The other shouts (uselessly) for Granny Nan. Development: If one of the trolls manages to pound on the door to area L4, Garskink and Koruunden rise from their meal and fling the doors open 2 rounds later. 4 Ice Trolls (T) Level 10 Soldier Large natural humanoid XP 500 HP 109; Bloodied 55 Initiative +9 AC 26; Fortitude 23; Reflex 19; Will 17 Perception +7 Speed 8 Regeneration The troll regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the troll takes fire or acid damage, its regeneration does not function on its next turn. Emanating Cold * Aura 1 Any enemy that starts its turn in the aura is slowed by the numbing cold until the start of its next turn. Troll Healing (healing) Whenever an attack that doesn't deal acid or fire damage reduces the troll to 0 hit points, the troll does not die and instead falls unconscious until the start of its next turn, when it returns to life with 15 hit points. If an attack hits the troll and deals any acid or fire damage while the troll is unconscious, it does not return to life in this way. m Claw * At-Will Attack: Melee 2 (one creature): +15 vs. AC Hit: 3d6 + 8 damage. m Greataxe (weapon) * At-Will Attack: Melee 2 (one creature); +15 vs. AC Hit: 2d8 + 9 damage. If the attack bloodies the target, the troll uses greataxe against it again. Effect: The troll marks the target until the end of the troll's next turn. C Sweeping Strike (weapon) * At-Will Attack: Close blast 2 (creatures in blast); +15 vs. AC Hit: 2d8 + 6 damage, and the target falls prone. Skills Athletics +16, Endurance +15 Str 22 (+11) Dex 18 (+9) Wis 14 (+7) Con 21 (+10) Int 6 (+3) Cha 8 (+4) Alignment chaotic evil Languages Giant Equipment greataxe, scale armor Treasure (1,020 gp): Hartlegrath and Marrowsnap together carries 14 gp and 60 sp. The chests contain the trolls' smelly and worthles s personal effects. At the bottom of one of the chests, however, is an artist's sketchbook filled with provocative illustrations of several members of the Jadwiga Elvanna in various states of undress. The artist is extremely talented, and the potential scandal it could cause makes it both dangerous and valuable to the right collector. The sketchbook is worth l,000 gp. L4. Mess Area (CR 6) Two ice trolls, Garskink and Koruunden, are finishing up the remains of their latest meal. They're engrossed in gnawing every piece of rare meat off the bones to pay too much attention to their surroundings. If the doors are opened, however, they spin around and grab their weapons to see who is intruding on their meal. Creatures (1,000 XP): 2 ice trolls Tactics: If opponents try to press their way into the room, the trolls let them, kicking the chairs out of the way and flanking the doorway. The trolls can flip the table over and against the wall as a move action. Morale: These two trolls fight to the death. Treasure (20 gp): Garskink and Koruunden together carries 18 gp and 20 sp. L5. Armory (CR 4) A single ice troll named Rorgurt is here sharpening his battleaxe, and his two pet trollhounds Thukk and Sharr is with him. Unlike many ofhis associates, Rorgurt is not easily taken by surprise. If anyone enters, he gives a cry of warning and rushes to attack. Creatures (1,200 XP): ice troll, 2 trollhounds Tactics: Rorgurt never flees combat, but if he's bloodied or Thukk is slain, he backs up to the doors to area L6 to try to summon help from the wikkawak Bonepick. At first, there is no answer, so Rorgurt uses a move action the following round to fling one of the double doors open, snarling in Giant, "Bonepick, you idiot, get out here! We're under attack!" Bonepick joins the combat the following round. Treasure (16,512 gp): Rorgurt carries 8 gp and 40 sp and the keys to the cells in area L6. Thukk wears a leather collar studded with blue quartz "ice diamonds" worth 100 gp. Most of the weapons in the room are unexceptional, but a +2 point blank longbow (3,400 gp, AV p.75) lies on the table, and one of the dummies is wearing a suit of +3 dwarven chain mail (13,000 gp). L6. Prison Larder (CR 1) A creature named Bonepick currently occupies this room. Bonepick is an albino northern bugbear called a wikkawak a sinister, 7-foot-tall humanoid with white fur and dead white eyes. The ice trolls are not fond of Bonepick's company, and he keeps his own quarters away from them. Even so, the trolls keep him around because he's an effective combatant-particularly when the threat of fire and acid is present. Bonepick loves the smell of fear, and he frequently enters this room to frighten the children held here and drink in the heady scent of their terror

34 Six young human children, three girls and three boys between the ages of 6 and 12 (CG human commoners 1) are locked in the cells. They are all orphans, runaways, or simply disobedient, and were taken by or given to Granny Nan to feed the ice trolls. The children have no idea what's in store for them, but they know that those who are taken from this room are never seen again. Bonepick is distracted with terrorizing the children, so the first round of combat is a surprise round in which the PCs can act. When the children see the PCs, their expressions brighten with hope and they immediately begin to plead for help. Once Bonepick comprehends the situation, he grins nastily at the PCs and says, "I am not afraid of fire." Just before his turn in the initiative count, one of the children calls out, "Then be afraid of this! " She pulls a bag of marbles (Ultimate Equipment 68) from her dress pocket and throws them into his square. Bonepick must succeed at a DC 10 Reflex saving throw or fall prone. Although he is unlikely to fall, throwing the marbles is all the children can do to help their would-be rescuers, but they provide color for the battle by cheering when the PCs do well and groaning disappointedly when the PCs get hurt. Creatures (350 XP): bonepick Tactics: Morale: A loner by nature, Bonepick does not seek help from the ice trolls and fights to the death. Story Award (800 XP): If the PCs rescue the children and get them to safety, award them 800 XP. Rorgurt, Ice Troll (R) Level 10 Soldier Large natural humanoid XP 500 HP 109; Bloodied 55 Initiative +9 AC 26; Fortitude 23; Reflex 19; Will 17 Perception +7 Speed 8 Regeneration The troll regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the troll takes fire or acid damage, its regeneration does not function on its next turn. Emanating Cold * Aura 1 Any enemy that starts its turn in the aura is slowed by the numbing cold until the start of its next turn. Troll Healing (healing) Whenever an attack that doesn't deal acid or fire damage reduces the troll to 0 hit points, the troll does not die and instead falls unconscious until the start of its next turn, when it returns to life with 15 hit points. If an attack hits the troll and deals any acid or fire damage while the troll is unconscious, it does not return to life in this way. m Claw * At-Will Attack: Melee 2 (one creature): +15 vs. AC Hit: 3d6 + 8 damage. m Greataxe (weapon) * At-Will Attack: Melee 2 (one creature); +15 vs. AC Hit: 2d8 + 9 damage. If the attack bloodies the target, the troll uses greataxe against it again. Effect: The troll marks the target until the end of the troll's next turn. C Sweeping Strike (weapon) * At-Will Attack: Close blast 2 (creatures in blast); +15 vs. AC Hit: 2d8 + 6 damage, and the target falls prone. Skills Athletics +16, Endurance +15 Str 22 (+11) Dex 18 (+9) Wis 14 (+7) Con 21 (+10) Int 6 (+3) Cha 8 (+4) Alignment chaotic evil Languages Giant Equipment greataxe, scale armor 2 Trollhound (T) Level 8 Brute Medium magical beast XP 350 HP 107; Bloodied 53 Initiative +6 AC 20; Fortitude 22; Reflex 19; Will 18 Perception +10 Speed 8 Darkvision, Low-light vision Regeneration The troll regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the troll takes fire or acid damage, its regeneration does not function on its next turn. m Bite (disease) * At-Will Attack: Melee 1 (one creature); +13 vs. AC Hit: 3d damage. At the end of the encounter, the target makes a saving throw. On a failure, the target contracts bloodfire fever (stage 1). M Locked Jaws (disease) * Recharge 5 6 Attack: Melee 1 (one creature); +13 vs. AC Hit: 2d6 + 7 damage, and the target takes ongoing 10 damage and is immobilized (save ends both). At the end of the encounter, the target makes a saving throw. On a failure, the target contracts bloodfire fever (stage 1). Skills Perception +10 (+15 scent tracking) Str 20 (+9) Dex 15 (+6) Wis 13 (+5) Con 17 (+7) Int 2 (+0) Cha 6 (+2) Alignment unaligned Languages Wikkawak Hunter Level 8 Skirmisher Medium natural humanoid, bugbear XP 350 HP 87; Bloodied 44 Initiative +9 AC 22; Fortitude 21; Reflex 20; Will 19 Perception +6 Speed 7 (ice walk) Low-Light Vision Resist 5 cold Quench Fires * Aura 5 The Wikkawak extinguish any nonmagical fires in the aura. Bushwhack The wikkawak gains a +4 bonus to attack rolls against a creature that has no allies adjacent to it. Expert Ambusher If the wikkawak is hidden from its target when it makes an attack, the attack deals 5 extra damage Trackless Wikkawak's leaves few tracks, increasing track DC's with

35 m Greataxe (weapon) * At-Will Attack: Melee 1 (one creature); +13 vs. AC Hit: 2d damage. If the wikkawak scores a critical hit, the damage is 2d damage. M Slayer's Assault (weapon) * Encounter Effect: The wikkawak hunter moves 7 squares before the attack and does not provoke opportunity attacks by moving Attack; Melee 1 (one creature); +13 vs. AC Hit: 2d damage, and the wikkawak hunter shifts 3 squares after the attack. If the wikkawak scores a critical hit, the damage is instead 2d damage. MOVE ACTIONS M Blur of Movement * Recharge 5 6 Effect: The wikkawak hunter shifts 3 squares. MINOR ACTIONS Shadow Ghost * Encounter Effect: If the wikkawak hunter has cover or concealment, it can make a Stealth check with a +2 bonus to become hidden. Skills Acrobatics +12, Athletics +12, Intimidate +6, Stealth +14 Str 16 (+7) Dex 17 (+7) Wis 14 (+6) Con 15 (+6) Int 10 (+4) Cha 11 (+4) Alignment evil Languages Common Equipment hide armor, greataxe Amagarra Level 10 Elite Soldier Large natural humanoid, ice troll XP 1,000 HP 218; Bloodied 109 Initiative +9 AC 26; Fortitude 23; Reflex 19; Will 17 Perception +7 Speed 8 Saving Throws +2; Action Points 1 Regeneration The troll regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the troll takes fire or acid damage, its regeneration does not function on its next turn. Emanating Cold * Aura 1 Any enemy that starts its turn in the aura is slowed by the numbing cold until the start of its next turn. Troll Healing (healing) Whenever an attack that doesn't deal acid or fire damage reduces the troll to 0 hit points, the troll does not die and instead falls unconscious until the start of its next turn, when it returns to life with 15 hit points. If an attack hits the troll and deals any acid or fire damage while the troll is unconscious, it does not return to life in this way. m Greataxe (weapon) * At-Will Attack: Melee 2 (one creature); +15 vs. AC Hit: 2d8 + 9 damage. If the attack bloodies the target, the troll uses greataxe against it again. Effect: The troll marks the target until the end of the troll's next turn. C Sweeping Strike (weapon) * At-Will Attack: Close blast 2 (creatures in blast); +15 vs. AC Hit: 2d8 + 6 damage, and the target falls prone. MINOR ACTIONS m Claw * At-Will (1/round) Attack: Melee 2 (one creature): +15 vs. AC Hit: 3d6 + 8 damage. Skills Athletics +16, Endurance +15 Str 22 (+11) Dex 18 (+9) Wis 14 (+7) Con 21 (+10) Int 6 (+3) Cha 8 (+4) Alignment chaotic evil Languages Giant Equipment greataxe, scale armor Bloodfire Fever Level 8 Disease The bloodfire fever is a disease characterized by deep internal pain, as if the victim s blood were on fire. Additional symptoms include loss of muscular coordination, pus-filled blisters, and overall lethargy and fatigue. Trolls and trollhounds alike are immune to bloodfire fever, even though trollhounds often exhibit the pus-filled blisters that come with the disease. Stage 0: The target recovers from the disease. Stage 1: While affected by stage 1, the target loses a healing surge. Stage 2: While affected by stage 2, the target loses a healing surge. The target also takes a -2 penalty to AC, Fortitude, and Reflex. The target can not run or charge. Stage 3: While affected by stage 3, the target loses all healing surges and cannot regain hit points. The target also takes a -2 penalty to AC, Fortitude, and Reflex. The target can only move at half speed. Check: At the end of each extended rest, the target makes an Endurance check if it is at stage 1 or or Lower: The stage of the disease increases by : No change. 16 or Higher: The stage of the disease decreases by 1. L7. Bonepick's Quarters Treasure (755 gp): At the bottom of the chest, beneath all the toys, is a hand of the mage (680 gp, see Appendix) and a pouch containing 75 gp. L8. Amagarra's Quarters (CR 5) Logrivich's second-in- command is a female ice troll named Amagarra, as signed command over the trolls in the clock tower to keep the more aggressive and territorial male trolls in line. She is a strict disciplinarian, and more than one of the trolls in the tower has felt the bite of her axe when he didn't immediately follow one of her orders. Amagarra can normally be found here, in her quarters, but unlike the trolls under her command, she is not likely to be taken by surprise. Creatures (1,000 XP): Amagarra Tactics: If the PCs are fighting Rorgurt in area L5, Amagarra is aware of their presence. She carefully peeks out and decides if she wants to join the fight or wait to ambush them just east of the doors to her quarters. If she can target controllers in the back to cut them of from defenders, she uses her action point to position herself between defenders and controllers in the back. If the fight

36 quickly is over and the PCs appear to have gone elsewhere, she stalks them throughout the clock tower, hoping to take them by surprise at an inopportune moment. Treasure (5,067 gp): Inside the chest is the ice troll garrison's payroll, consisting of 767 gp. The chest also holds Amagarra's personal treasure stash: a +2 feyslaughter greatsword (4,200 gp, AV p.68), a potion of spider climb (100 gp; see Appendix), an iron nose ring, and her collection of 12 brightly polished human skulls. DM ADVICE: LOGRIVIC'S CLOCK TOWER UPPER LEVEL The upper level of Logrivic's Clock Tower can also be turned into one encounter by combining the rooms, to better follow 4th Edition design philosophy. My suggestion would be to combine room L9, L10 and L15 into one CR 9 encounter with an attic whisperer, one animate stove and Granny Nan. Individually the players can easily take down each of these. It is therefore important that wherever the battle enrupts the other join the fight. I have put all these monster statstics on the same page to make DM battle management easier. L9. Upstairs Hall (CR 1) An attic whisperer named Evija quietly plays behind the crates here. She died alone in the clock tower long before the current occupants came to reside here, and now appears as a conglomeration of tiny clockwork gears, bird bones, dried twigs, and scraps of dog fur, topped with a cracked and chipped porcelain doll's head. Granny Nan has since befriended the attic whisperer and treats her almost like a second familiar. Evija longs for the day when another child becomes 'just like I am." Cratures (350 XP): Attic Whisperer Tactics: Evija has cover behind the boxes, so the PCs must succeed at DC 23 passive Perception check to detect her. When the PCs first enter the hall, she peeks out invisible to see who has arrived. If undetected, she watches what the party does. If possible, Evija tries to avoid combat in this area entirely. She does her best to get to area L15 to warn Granny Nan, and if a fight erupt there she joins the fight to protect Granny Nan. Evija fights only as a last resort. She is canny enough to use her steal breath power against martial characters and her steal voice power against spell casters. Morale: If there is no way for Evija to flee combat, she fights until destroyed. Treasure (0 gp): Evija has no treasure, but when she's destroyed, her body falls apart into broken toys and junk, including a key to areas L13 and L15, which Evij a stole months ago. L10. Kitchen (CR 3) The kitchen is the lair of "the Gobbler" Granny Nan's enormous, evil, animated stove. A black iron monster with feet molded to look like the claws of a beast, the stove is a family heirloom passed down to her in her twilight years. She rode the stove to the clock tower like a hulking beast ofburden and then installed it in this room. The stove was given its silly name, born of the terror of many young children, generations ago. Granny Nan finds the name hilarious. The Gobbler is a mindles s construct, but it carries a faint spark of malign intent, haunted by the spirits of the children devoured within its maw. It attacks with enthusiasm, and the serrated jaws of its oven doors snap wildly like those of a hungry crocodile. With a successful DC 17 Religion check, a PC realizes that the Gobbler can be harmed by positive energy. Creatures (800 XP): The Gobbler Tactics: If any creature besides Granny Nan, Evija, or an ice troll enters the kitchen, the Gobbler abruptly lurches to life and attacks, pulling away from the wall to leave its flue pipes dangling behind. Three rounds after the stove

37 animates, smoke from its flue pipes begins to fill the room (Core Rulebook 444). The Gobbler fights until destroyed. If it defeats the party, the stove waddles back to its corner and reinserts its flue pipes into the wall. If called by Granny Nan to help, it break through doorways, arriving in her room at the beginning of round 3. Treasure (): Granny Nan's cauldron of brewing (Ultimate Equipment 287) sits atop one of the tables to the northwest. Evija, Attic Whisperer (E) Level 8 Lurker Small natural humanoid (undead) XP 350 HP 68; Bloodied 34 Initiative +12 AC 22; Fortitude 19, Reflex 21, Will 20 Perception +12 Speed 4 Darkvision Immune disease, poison; Resist 10 necrotic Aura of Sobs (psychic) * Aura 3 Enemies within the aura take a 2 penalty to attack and damage rolls. Benefits from bardic songs are supressed within the aura. Mimic Voice Any voice stolen with the steal voice power, the atticwhisperer can mimic. Other creatures can make a DC 24 Insight check to discern that the voice is a bluff. m Steal Voice (psychic) * At-Will Attack: Melee 1 (one creature); +11 vs. Reflex Hit: 2d8 + 7 psychic damage, and target can't speak (save ends). Any spell, ritual, prayer or bardic performance relying on being able to speak does not work (DM's decision. If unsecure, the power do not work on a ) C Steal Breath (necrotic) * Recharge 5 6 Attack: Close blast 2 (creatures in blast); +11 vs. Will Hit: 2d6 + 5 necrotic damage, and target is weakened (save ends). Invisibility (illusion) * Recharge when the attic whisperer takes damage Effect: The attic whisperer becomes invisible until it hits or misses with an attack. Skills Bluff +12, Thievery +13, Stealth +13 Str 9 (+3) Dex 19 (+8) Wis 16 (+7) Con 14 (+6) Int 14 (+6) Cha 17 (+7) Alignment evil Languages common (plus any from victims) The Gobbler, Animated Stove Level 9 Elite Brute Large natural animate (construct) XP 800 HP 175; Bloodied 88 Initiative +3 AC 18; Fortitude 19; Reflex 18; Will 17 Perception +3 Speed 4 Darkvision, Resist 5 fire; Vulnerable 5 radiant, 5 cold Low-light vision Saving Throws +2; Action Point 1 Pulling Grab The stove can attempt to move a grabbed target as part of any action during which the stove also moves. It gains a +4 bonus to the Strength check to do so, and on a success, the stove can move up to its full speed. m Slam * At-Will Attack: Melee 2 (one creature); +14 vs. AC Hit: 3d8 + 8 damage. M Bite * At-Will Attack: Melee 2 (one medium creature or smaller); +12 vs. Reflex Hit: 2d8 + 8 damage, and the stove grabs the target (escape DC 17). Until the grab ends, the target takes ongoing 5 damage. The grab persists even if the tree is unable to take actions. M Swallow (fire) * Recharge when the stove has no creature swallowed Attack: Melee 2 (one creature the stove is grabbing); +12 vs. Fortitude Hit: 4d damage, the grab ends, and the target is swallowed (escape DC 17). While swallowed, the target is removed from play, and it takes ongoing 10 fire damage. When the effect ends or the stove drops to 0 hit points, the target appears in an unoccupied square of its choice adjacent to the stove. M Licking Flames (fire) * At-Will Trigger: An adjacent enemy hits the stove with a melee attack. Attack (Immediate Reaction): Melee 1 (the triggering enemy); +14 vs. AC Hit: 2d fire damage. Str 22 (+10) Dex 8 (+3) Wis 8 (+3) Con 20 (+9) Int 3 (+0) Cha 3 (+0) Alignment evil Languages - Granny Nan, Winter Witch Level 10 Elite Controller Medium natural humanoid, human XP 1,000 HP 200; Bloodied 100 Initiative +4 AC 24; Fortitude 20; Reflex 24; Will 22 Perception +8 Speed 6 (ice walk) Saving Throws +2; Action Point 1 m Club (weapon) * At-Will Attack: Melee 1 (one creature); +15 vs. AC Hit: 2d6 + 6 damage. c Breath of Night (cold) * At-Will Attack: Close burst 1 (enemies in burst); +13 vs. Fortitude Hit: 2d cold damage, and the target is pushed up to 3 squares. A Winter's Wrath (cold) * Recharge 5 6 Attack: Area burst 2 within 10 (creatures in burst); +13 vs. Fortitude Hit: 3d8 + 9 cold damage Effect: A blizzard erupts in the designated area and continues until the end of Granny Nan's next turn. It grants concealment, and any creature that starts its turn in the storm takes 5 cold damage. Granny Nan can end this effect as a minor action. R Foe to Frog (polymorph) * Daily Attack: Ranged 10 (one creature); +13 vs. Fortitude Hit: The target turns into a frog (save ends). Miss: The target turns into a frog until the end of its next turn

38 Effect: As a Tiny beast, the target is dazed, and the only actions it can take are to move its speed or shift. All of the target's equipment transforms with it. If it takes damage from any source, this effect ends. MINOR ACTIONS r Witchbolt (lightning) * At-Will (1/round) Attack: Ranged 5 (one creature); +13 vs. Reflex Hit: 2d lightning damage. Sustain Minor: While the target is within range, reroll the damage and deal it to the target again. Blur (illusion) * Daily Effect: Until the end of the encounter, Granny Nan gain a +2 power bonus to all defenses, and enemies 5 or more squares away from her cannot see her. Skills Arcana +15, History +15, Intimidate +10, Nature +13 Str 8 (+4) Dex 8 (+4) Wis 17 (+8) Con 12 (+6) Int 20 (+10) Cha 11 (+5) Alignment evil Languages Common, Draconic, Giant Equipment potion of cure moderate wounds, elixir of flying, elixir of invisibility, club, +3 amulet of protection, spell component pouch, keys to areas L6, L13, L15, and L17 L13. Nursery Treasure (300 gp): The books o n the tables are children's picture books, or collections of fables and folklore from other nations of the Inner Sea. One dubious and inappropriate exception is entitled The Wilewood Labyrinth. The book is the life's work of a scholar of distant Sevenarches, collected posthumously. It contains many ghastly illustrations of shadowy creatures, and is worth 300 gp. L15. Granny Nan's Room (CR 5) This is the abode ofnan Hestreka, known to the children in her charge as "Granny Nan," a spinster Jadwiga witch whose bloodline has fallen into relative obscurity. Forced to sell her sole remaining property last year, Granny Nan faced potential poverty, a situation the White Witches found "unseemly" for one of Jadwiga blood. For the sake of propriety, she was appointed mistres s of the Winter Guard barracks in the clock tower. In fact, Granny Nan has little authority. Logrivich mostly ignores her, but the ice trolls adore her. They're unaccustomed to someone looking after them and preparing savory food for them. In Logrivich's (unauthorized) name, Granny Nan has requisitioned children and young adults from Whitethrone's orphanages and jails to feed her "boys." The leadership of the Winter Guard assumes the requisitions are to feed the dragon, and Amagarra has not corrected them. Granny Nan uses the attic whisperer Evija as a spy and secondary guardian. If Granny hears someone attempting to pick the lock on the door, she assumes Evija is scratching to get in. If Evija came here after seeing the PCs in area L9, Granny Nan is expecting them, and Evija fights at Granny's side. If Granny is defeated, Evija flees again, this time up the tower to alert Logrivich in area L18. Creatures (1,000 XP): Granny Nan Tactics: When attacked Granny Nan shouts for the Gobbler and Evija to assist her. The Gobbler arrives at the start of round 3 to assist her. Granny Nan casts winter wrath, then casts blur. There after, she targets the most dangerous enemy with foe to frog. She casts breath of night and witchbolt if forced into melee combat. Morale: If reduced to 25 hit points or fewer, Granny Nan attempts to flee through the window to area L18 to join and warn Logrivich, using her potion of fly and potion of invisibility, if necessary. Treasure (9,725 gp): Granny Nan has the following equipment on her: a potion of cure moderate wounds (250 gp, see People of the North Conversion), elixir of flying (350 gp, MME p.92), elixir of invisibility (75 gp, MME p.93), club, +3 amulet of protection (9,000 gp), spell component pouch, keys to areas L6, L13, L15, and L17. A large glass snow globe depicting Whitethrone's Royal Palace with a music box built into the base sits atop one of the nightstands (50 gp), Under the desk, there is also box containing dozens of handwritten letters to Queen Elvanna and children's parents, written by children kept in area L13. Alongside them are requisition orders, all stamped with approval, for children from orphanages in Whitethrone to be brought to the clock tower. The box's contents paint a grim picture of what has transpired here

39 L18. Logrivich's Lair (CR 11) The young white dragon Logrivich makes his lair here, where he can keep tabs on the entire city. The young dragon has spent a great deal of effort refurbishing his new nest. Logrivich has become accustomed to the sound of the clockworks, and as a result takes no penalties on his Perception checks. He attacks any intruders entering his lair. Creatures (3,000): Adult white dragon Tactics: Logrivich's preferred tactic is to keep his enemies trapped inside the tower and wea r them down with his breath weapon and attacks from the air. The dragon begins combat with his breath weapon, and then takes to the air, flying around the tower. He avoids combat on the bare floor when possible, preferring to engage in melee combat only on the exterior ledges or the ice platform. While in flight, Logrivich makes flyby attacks against opponents on the ledges while waiting fo r his breath weapon to recharge. Morale: Logrivich fights to the death. Logrovich, Adult White Dragon (L) Level 11 Solo Brute Large natural magical beast (dragon) XP 3,000 HP 476; Bloodied 238 Initiative +6 AC 25; Fortitude 24, Reflex 21, Will 22 Perception +13 Speed 8 (ice walk), fly 8 (hover) Darkvision Resist 15 cold Saving Throws +5; Action Points 2 Action Recovery Whenever the dragon ends its turn, any dazing, stunning, or dominating effect on it ends. Instinctive Rampage On an initiative of 10 + the dragon's initiative check, the dragon can move up to its speed as a free action. The dragon can move through enemies' spaces and gains resist 5 to all damage during the move. Each time the dragon enters an enemy's space for the first time during the move, it can use claw against that enemy. If the attack hits, the target also falls prone. If the dragon cannot use a free action to take this move due to a dominating or stunning effect, then that effect ends instead of the dragon making this move. Savage Bloog While bloodied, the dragon can score a critical hit on a roll of m Bite (cold) * At-Will Attack: Melee 2 (one creature); +16 vs. AC Hit: 4d cold damage. Miss: 1d12 cold damage. M Claw * At-Will Attack: Melee 2 (one creature); +16 vs. AC. Hit: 2d damage, M Dragon Fury * At-Will Effect: The dragon uses claw twice. C Breath Weapon (cold) * Recharge 5 6 Attack: Close blast 5 (creatures in the blast); +14 vs. Reflex Hit: 4d cold damage, and the target is slowed (save ends). Miss: Half damage. M Tail Slap * At-Will Trigger: An enemy hits the dragon while flanking it. Attack (Free Action): Melee 2 (triggering enemy): +14 vs. Fortitude Hit: 2d8 + 3 damage, and the dragon pushes the target up to 5 squares. C Bloodied Breath * Encounter Trigger: The dragon is first bloodied. Effect (Free Action): Breath weapon recharges, and the dragon uses it. Skills Athletcis +15 Str 20 (+10) Dex 13 (+6) Wis 17 (+8) Con 23 (+11) Int 10 (+5) Cha 10 (+5) Alignment evil Languages Common, Draconic Treasure (48,464 gp): Logrivich's hoard consists of a heavy shield of deflection (13,000 gp), an +3 adamantine warhammer (17,000 gp, AV p.63), an elderwood falcon figurine of wondrous power (5,000 gp, Dungeon #160 p.54), a ritual book containing the rituals protection from energy (520 gp, Dragon #405 p.20), change self (360 gp, Dragon #405 p.20), share husk (400 gp, FRPG p.145), a +2 wand of witchfire (3,400 gp), a +2 precise wand of color spray (5,000 gp, AV p.111), a gold censer with a platinum inlay of Desna's holy symbol worth 500 gp, and five tourmalines worth 50 gp each, as well as 24 pp, 628 gp, 1,905 sp, and 7,126 cp. PART FOUR: THE ENDLESS FOREST M1. Forest Entrance (CR 10) Four ice trolls of the Winter Guard watch over the entrance to the overgrown Market Square, and they allow no one but Winter Guards or White Witches to enter the forest. They are lead by an ice troll witch named Igaga. The ice trolls fight to the death, but are reluctant to pursue enemies into the woods. They won't enter the clearings at areas M2 or M4, or go farther than area M5. Creatures (2,700 XP): 4 ice trolls, ice troll witch 4 Ice Trolls (T) Level 10 Soldier Large natural humanoid XP 500 HP 109; Bloodied 55 Initiative +9 AC 26; Fortitude 23; Reflex 19; Will 17 Perception +7 Speed 8 Regeneration The troll regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the troll takes fire or acid damage, its regeneration does not function on its next turn

40 Emanating Cold * Aura 1 Any enemy that starts its turn in the aura is slowed by the numbing cold until the start of its next turn. Troll Healing (healing) Whenever an attack that doesn't deal acid or fire damage reduces the troll to 0 hit points, the troll does not die and instead falls unconscious until the start of its next turn, when it returns to life with 15 hit points. If an attack hits the troll and deals any acid or fire damage while the troll is unconscious, it does not return to life in this way. m Claw * At-Will Attack: Melee 2 (one creature): +15 vs. AC Hit: 3d6 + 8 damage. m Greataxe (weapon) * At-Will Attack: Melee 2 (one creature); +15 vs. AC Hit: 2d8 + 9 damage. If the attack bloodies the target, the troll uses greataxe against it again. Effect: The troll marks the target until the end of the troll's next turn. C Sweeping Strike (weapon) * At-Will Attack: Close blast 2 (creatures in blast); +15 vs. AC Hit: 2d8 + 6 damage, and the target falls prone. Skills Athletics +16, Endurance +15 Str 22 (+11) Dex 18 (+9) Wis 14 (+7) Con 21 (+10) Int 6 (+3) Cha 8 (+4) Alignment chaotic evil Languages Giant Equipment greataxe, scale armor Ice Troll Witch (W) Level 12 Controller Large natural humanoid XP 700 HP 124; Bloodied 62 Initiative +8 AC 26; Fortitude 25; Reflex 22; Will 24 Perception +8 Speed 7 Regeneration The troll regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the troll takes fire or acid damage, its regeneration does not function on its next turn. Emanating Cold * Aura 1 Any enemy that starts its turn in the aura is slowed by the numbing cold until the start of its next turn. Troll Healing (healing) Whenever an attack that doesn't deal acid or fire damage reduces the troll to 0 hit points, the troll does not die and instead falls unconscious until the start of its next turn, when it returns to life with 15 hit points. If an attack hits the troll and deals any acid or fire damage while the troll is unconscious, it does not return to life in this way. m Claw * At-Will Attack: Melee 2 (one creature): +17 vs. AC Hit: 3d damage. R Fear of Teeth (charm, fear) * Recharge 5 6 Attack: Ranged 10 (one creature affected by flesh for eating): +15 vs. Will Hit: The target is dominated (save ends). A troll witch can dominate only one creature at a time. C Ravenous Teeth * Daily Attack: Close blast 5 (enemies in blast); +15 vs. Fortitude Hit: 2d damage, and the target is dazed (save ends). MINOR ACTIONS R Flesh for Eating * At-Will Attack: Ranged 10 (one creature): +15 vs. Reflex Hit: The target takes 1 point of damage, and any time a troll deals damage from a melee attack against the target for the remainder of the encounter the target takes an additional 1d6 damage. Burnsalve (healing) * At-Will Effect: A troll within 2 squares of the troll witch (excluding itself) regenerates normally at the beginning of its turn even if it took fire or acid damage any time since its last turn. Skills Endurance +15, Insight +13 Str 18 (+10) Dex 15 (+8) Wis 14 (+8) Con 20 (+11) Int 12 (+7) Cha 18 (+10) Alignment chaotic evil Languages Common, Giant Equipment greataxe, scale armor M2. Font of Water (CR 9) The dawn piper Auraenos stands in the center of the frigid, ankle- deep water with one shoulder hunched and his head cocked at a crooked angle. Auraenos has created a water elemental font that grants him additional waterthemed spell-like abilities. He is biding his time until the reality siphon in does its j ob, and if the PCs don't yet realize his font is an obstacle in their path, Auraenos doesn't explain it to them. He's a strange and detached creature, and arrogant in his interactions with non-fey. Auraenos is accompanied by other planar refugees, five spriggans lead by a spriggan named Wortleby, whom the dawn piper calls "my little steward from the Dullard Lands." Auraenos has promised to "fix" the spriggans so they can perceive beauty once more. In return, Wortleby and his spriggans have agreed to be the dawn piper's bodyguard. Wortleby hides behind some trees just to the north and west of the pool. Unles s attacked first, they do not attack the PCs. Creatures (2,400 XP): Dawn piper, spriggan giant soul, 3 spriggan thorns, water elemental font Tactics: Auraenos relies on Wortleby and his spriggans to keep opponents busy while he uses his dawn melodies and dissonance power against them. Wortleby hides until he and his spriggans can rush out of hiding and surround the enemies. Once revealed, he grows to Large size to keep melee combatants away from his master. Morale: Auraenos fights to the death to defend his font. Wortleby fights to the death, unless Auraenos is slain and the font destroyed, in which case he tries to flee

41 Auraenos, Dawn Piper Level 10 Controller Medium fey humanoid XP 500 HP 104; Bloodied 52 Initiative +10 AC 24; Fortitude 21; Reflex 23; Will 21 Perception +12 Speed 6 Darkvision, Low-Light Vision Terrible Beauty (radiant) * Aura 2 Any creature starting its turn within the dawn piper's aura takes 5 radiant damage, with bleeding eyes and ears. Any Perception checks are made with a 5 penalty. m Rapier (weapon) * At-Will Attack: Melee 1 (one creature); +15 vs. AC Hit: 2d8 + 9 damage. r Shortbow (weapon) * At-Will Attack: Ranged 15/30 (one creature); +15 vs. AC Hit: 2d6 + 6 damage. C Disonance (thunder) * Recharge 5 6 Attack: Close blast 3 (enemies in blast); +13 vs. Will Hit: 3d thunder damage. Miss: Half damage. C Dawn Melodies * At-Will Effect: The dawn piper plays one of the following tunes on its instrument (deafened creatures are immune). Melody of Grief (Charm): Close burst 5 (Enemies in burst); +13 vs. Will; the target is dazed until the end of the dawn piper s next turn. Sustain (minor): +13 vs Will; The piper must make a new attack roll when it sustains this effect. Melody of Lust: Ranged 10 (one creature); +13 vs. Will; The target uses all its action on it's next turn to move to the designated target (which must be in range of the effect and within line of sight) to passionatly kiss it. It can take no other action on its next turn. If the target would not normally have lustful feelings to the target, it recieves a +4 bonus on its Will defense. Melody of Pride: Close burst 5 (enemies in burst); Target get a -2 penalty on attack rolls and skill checks, but a +2 bonus on Will defense (save ends all). Melody of Rage: Close burst 5 (allies in burst); Allies gain a +2 bonus to attack and damage rolls, and a -2 penalty to AC until the end of the dawn piper s next turn. Rituals Reckless Infatuatio n, Unadulterated Loathing Skills Acrobatics +15, Bluff +13, Diplomacy +13, Insight +12 Str 15 (+7) Dex 20 (+10) Wis 15 (+7) Con 16 (+8) Int 14 (+7) Cha 17 (+8) Alignment unaligned Languages Common, Elven Equipment rapier, musical instrument Wortleby, Spriggan Giantsoul (W) Level 10 Brute Small fey humanoid XP 500 HP 105; Bloodied 52 Initiative +8 AC 22; Fortitude 23; Reflex 21; Will 22 Perception +9 Speed 6 Low-light vision m Slam * At-Will Attack: Melee 1 (one creature); +15 vs. AC Hit: 3d damage, or 3d while the spriggan giantsoul is bloodied. M Giantsoul Slam * Recharge 5 6 Attack: Melee 2 (one creature); +15 vs. AC Hit: 3d damage, and the target falls prone. While the giantsoul is bloodied, the damage increases to 3d M Surprise Slam * Encounter Trigger: An enemy within 2 squares of the giantsoul attacks one of the giantsoul s allies. Effect (Immediate Interrupt): Giantsoul slam recharges, and the giantsoul uses it against the triggering enemy. Redcap Zeal * Encounter Trigger: When the spriggan thorn bloodies an enemy or reduces an enemy to 0 hit points or fewer. Effect (Immediate Reaction): The spriggan thorn gains 1d temporary hit points. Skills Athletics +13, Intimidate +10, Stealth +11 Str 19 (+9) Dex 16 (+8) Wis 18 (+9) Con 17 (+8) Int 10 (+5) Cha 12 (+6) Alignment evil Languages Common, Elven Equipment iron-shod boots, hide armor 3 Spriggan Thorns (S) Level 8 Soldier Small fey humanoid XP 350 HP 88; Bloodied 44 Initiative +7 AC 24; Fortitude 20; Reflex 19; Will 21 Perception +10 Speed 5 Low-light vision m Short Sword (weapon) * At-Will Attack: Melee 1 (one creature); +13 vs. AC Hit: 2d6 + 4 damage, and ongoing 5 damage (save ends). R Mark of Thorns * Encounter Attack: Ranged 5 (one enemy); +13 vs. AC Hit: The target is affected by the mark of thorns until the end of the encounter. While affected by the mark of thorns, the target cannot make opportunity attacks against the spriggan thorn, and the target takes 4 damage at the end of any turn in which it did not attack the thorn. In addition, at the start of the target's turn, each of the target's allies adjacent to the target takes 4 damage. MINOR ACTIONS Drowsing Puncutre * Recharge when first bloodied If the spriggan thorn hits with its next short sword attack, the target of the attack is dazed until the end of the thorn's next turn and is knocked prone. Redcap Zeal * Encounter Trigger: When the spriggan thorn bloodies an enemy or reduces an enemy to 0 hit points or fewer. Effect (Immediate Reaction): The spriggan thorn gains 1d8 + 2 temporary hit points. Skills Athletics +13, Stealth +12 Str 18 (+8) Dex 16 (+7) Wis 12 (+5) Con 16 (+7) Int 10 (+4) Cha 19 (+8) Alignment evil Languages Elven Equipment chainmail, light shield, short sword, iron-shod boots

42 Water Elemental Font Level 8 Hazard Terrain XP 350 Detect Perception DC 24 Initiative +5 Immune attacks TRAIT Water Flow A creature in the hazard's area can shift as a minor action. Aqueous Orb An enemy of the elemental font's creator in the hazard's area is engulfed by chruning water. It automatically quenches any nonmagical fires. The creature starts to suffocate and have to fight and move in aquatic conditions. M Hydaulic Push * At-Will Trigger: An enemy of the elemental font's creator enters a square of the hazard's area, Attack (Immidiate Interrupt): Melee 0 (triggering enemy); +11 vs. Fortitude Hit: 2d6 + 5 damage, and the target is pushed up to 4 squares. COUNTERMEASURE * Disable: (Standard Action) A successful DC 24 Arcana check disable the elemental font until the end of your next turn. * Destoy: (Standard Action) The use of a dimensional anchor destroys the elemental font. Treasure (4,000 gp): When the elemental font is destroyed, a score of large freshwater oysters are revealed lying in the muck where the pool sat. If all of the oysters are shucked, 10 enormous freshwater pearls can be found, each worth 400 gp. M3. Tricks and Traps (CR 9) When the forest erupted around the Dancing Hut, two nuglub gremlins found themselves lost in the melange of city and forest. They've spent days preying upon merchants and refugees, but with the immediate area depopulated, they're preparing to move elsewhere soon. They've laid a trap acros s the trail, and hide just out of sight behind a wagon at area M3a. Once the trap is sprung (or if the trap is discovered and the PCs attempt to disable it), the gremlins attack. Creatures (2,130 XP): 6 nuglub slashers, 6 nuglub jumpers Tactics: The nuglubs focus their attacks on armored opponents first, taking full advantage of their shocking grasp power. The nuglub jumpers try to use their jump power to position themselves to flank the enemies. The nuglub slashers use heat metal against enemies with metal weapons, and rope snare to immobilize enemies. The nuglubs focus on a few targets at a time in order to benefit from their gremlin frenzy power. Morale: When only two nuglub slashers remain, the survivors flee into the forest. Trap (250 XP): The nuglubs have strung a trip wire across the path connected to two trees that are ready to fall across the path and crush anyone underneath. Creatures that fail their Reflex saving throws are knocked prone and are entangled for 1 round under the tree branches. After the trap is triggered, the affected area is considered difficult terrain. 6 Nuglub Slashers (N) Level 6 Brute Small fey humanoid, gremlin XP 250 HP 85; Bloodied 42 Initiative +7 AC 18; Fortitude 18, Reflex 20, Will 17 Perception +7 Speed 6, climb 4 Darkvision, Low-light vision Gremlin Frenzy The nuglub recieves a +1 bonus on attack rolls for each nuglub ally adjacent to the target it is attacking. m Slashing Claws (weapon) * At-Will Attack: Melee 1 (one creature); +11 vs. AC Hit: 2d8 + 8 damage, and the target is tripped prone. M Shocking Grasp (lightning) * At-Will Attack: Melee 1 (one creature); +9 vs. Reflex, or +11 if target is wearing metal armor. Hit: 3d6 + 6 lightning damage. MOVE ACTIONS M Rope Snare * Encounter Attack: Melee 1 (one creature); +9 vs. Reflex Hit: Target is immobilized (save ends). M Heat Metal (fire) * Encounter Trigger: An enemy hits the nuglub with a metal melee weapon. Effect (Immediate Reaction): The targets take 5 fire damage, and do so once every round when it hits the nuglub with the same weapon that triggered the attack, for the rest of the enconter. Skills Acrobatics +12, Intimidate +9, Stealth +12 Str 13 (+4) Dex 18 (+7) Wis 9 (+2) Con 15 (+5) Int 8 (+2) Cha 12 (+4) Alignment chaotic evil Languages deep speech 10 Nuglub Jumpers (J) Level 6 Minion Skirmisher Small fey humanoid, gremlin XP 63 HP 1; a missed attack never damages a minion. Initiative +7 AC 18; Fortitude 18, Reflex 20, Will 17 Perception +7 Speed 6, climb 4 Darkvision, Low-light vision Gremlin Frenzy The nuglub recieves a +1 bonus on attack rolls for each nuglub ally adjacent to the target it is attacking. m Shocking Grasp (lightning) * At-Will Attack: Melee 1 (one creature); +9 vs. Reflex, or +11 if target is wearing metal armor. Hit: 8 lightning damage. MOVE ACTIONS Jump * At-Will (1/round) Effect: The nuglub shifts up to 4 squares

43 Skills Acrobatics +12, Intimidate +9, Stealth +12 Str 13 (+4) Dex 18 (+7) Wis 9 (+2) Con 15 (+5) Int 8 (+2) Cha 12 (+4) Alignment chaotic evil Languages deep speech Falling Tree Trap Level 6 Trap Object XP 250 Detect Perception DC 23 Initiative +7 HP 66 AC 17; Fortitude 14, Reflex 14, Will Immune necrotics, poison, psychic, forced movement, all conditions, ongoing damage M Attack * At-Will Trigger: A creature enters a square of the trap's area, Attack (Immidiate Reaction): Area (creatures in trap's area); +11 vs. Reflex Hit: 3d damage, and the target is knocked prone and immobilized until the end of the target's next turn. Aftereffect: The trap's area is considered difficult terrain. COUNTERMEASURE * Disable: (Standard Action) Thievey DC 23. Success: The triggering wire of the trap is disabled. Failure (18 or less): The trap is triggered and you and anyone in the trap's area is attacked. * Predict: (Minor Action) Dungeoneering DC 23. Success: You can determine the row of squares the trap will attack on its next turn. Treasure (3,630 gp): The wagon at area M3a holds a half-dozen human corpses-the remains of a foreign merchant and her family, who ran afoul of the nuglubs as they tried to flee the Merchants' Quarter-and their mundane possessions. Each of the bodies displays tiny bite and claw marks. A successful DC 15 Perception check allows the PCs to find a small coffer buried in a larger wooden chest of clothing. The coffer is locked and a successful DC 25 Thievery check is needed to open it (one of the nuglubs swallowed the key). It contains three potions of cure moderate wounds (750 gp, People of the North conversion), 200 gp in coins, a gold locket worth 50 gp, and a silver necklace worth 30 gp with a pearl pendantactually a pearl of power (2,600 gp, MME p.88). M4. The Reality Siphon Reality Siphon Level 13 Hazard Terrain XP 800 Detect Perception DC 10 "The vortex is some Initiative sort of extra planar portal or gateway that seems to be siphoning away reality itself. As such, it cannot be passed through or bypassed." Arcana DC 15 "The vortex is some form of ritual magic. It is unlikely that the Dancing Hut created it something else surely did." Arcana DC 20 "The vortex will take some time before it completely drains reality away from this area, taking everything nearby with it, but no more than a week at most. Arcana DC 25 "Multiple external power sources sustain the vortex. If they are all destroyed, the backlash should disrupt the vortex as well." Immune attacks TRAIT Antilife Shell No living natural creature can enter the hazard's area, including beasts, humanoids and magical beasts. Animates or undead are not affected, neather are creatures with abberrant, elemental, fey, immortal or shadow origin. M Attack (necrotic) * At-Will Trigger: A living natural creature tries to enter a square of the hazard's area, Attack (Immidiate Interrupt): Melee 1 (triggering creature); +16 vs. Fortitude Hit: 3d necrotic damage, and the target is pushed up to 2 squares. COUNTERMEASURE * Destroy: Once the PCs have slain all three o f the dawn pipers and destroyed their elemental fonts, the reality siphon implodes upon itself, clearing the path to the Dancing Hut. The destruction of the reality siphon alerts Nazhena Vasilliovna in area M11 as well, and she readies herself to face the PCs. Story Award (800 XP): Award the PCs 800 XP for destroying the dawn pipers' reality siphon. DM ADVICE: ALTAR OF EARTH I have chosen to combine encounter M6 and M7 into one encounter, which creates a CR 10 encounter with a dawn piper, earth elemental font, and two advanced elder perytons. I have put all these monster statstics on the same page to make DM battle management easier. M5. Tottering Treehouse Treasure (13,000 gp): If the PCs rescue the family, their gratitude is profound. Karend offers the PCs an +3 amulet of mental resolve (13,000 gp, AV p.148). "I gave it to my late wife years ago to keep her safe," he explains. "You saved her children today. She would want you to have it." The children can help their father walk, and Karend has legitimate foreign merchant credentials and some political contacts. He is confident the Winter Guard will allow them to evacuate the market, so long he as he doesn't try to return. Story Award (800 XP): Award the PCs 800 XP for safely rescuing Karend and his family

44 M6. Altar of Earth (CR 5) The dawn piper Ravathiel squats upon the stone platform with his flute in his hands. Ravathiel has created an earth elemental font, granting him additional earth themed spelllike abilities. Less detached than Auraenos in area M2, Ravathiel has observed the PCs' actions in nearby areas with interest. He makes no pretense at ignorance, warning the PCs as they approach, "Turn back, mortals, you cannot pass. We have come to claim this reality, and we'll take the Crone's hovel with us. Turn away and live your lives in peace and safety, unburdened by the heavy weight of relevance." His offer is sincere, but if the PCs refuse to leave, Ravathiel is not surprised. "So be it," he croons softly, and attacks before the PCs can surround the stone platform. Creatures (1,200 XP): Dawn piper, earth elemental font Tactics: Ravathiel sits on the stone platform using his dawn melodies and disonance powers against enemies. He controls the earth elemental font, using greasy ground to prevent opponents from scaling the platform to reach him. He commands the floating boulder attacks, and uses opening spiked pit to control the battlefield and maintain a height advantage. If an enemy reaches the top of the platform, Ravathiel activates his terrible beauty aura to blind foes, and use his rapier to defend himself. The perytons from M7, who has taken residence on the floating boulders, join the battle. See M7 for further details. Morale: Ravathiel covets the Dancing Hut, and fights to the death to protect his elemental font and keep the reality siphon intact. Development: If Ravathiel is killed, the floating boulders shudder and crash to the ground. The stone platform remains, but the elemental font is otherwise destroyed. Ravathiel, Dawn Piper (R) Level 10 Controller Medium fey humanoid XP 500 HP 104; Bloodied 52 Initiative +10 AC 24; Fortitude 21; Reflex 23; Will 21 Perception +12 Speed 6 Darkvision, Low-Light Vision Terrible Beauty (radiant) * Aura 2 Any creature starting its turn within the dawn piper's aura takes 5 radiant damage, with bleeding eyes and ears. Any Perception checks are made with a 5 penalty. m Rapier (weapon) * At-Will Attack: Melee 1 (one creature); +15 vs. AC Hit: 2d8 + 9 damage. r Shortbow (weapon) * At-Will Attack: Ranged 15/30 (one creature); +15 vs. AC Hit: 2d6 + 6 damage. C Disonance (thunder) * Recharge 5 6 Attack: Close blast 3 (enemies in blast); +13 vs. Will Hit: 3d thunder damage. Miss: Half damage. C Dawn Melodies * At-Will Effect: The dawn piper plays one of the following tunes on its instrument (deafened creatures are immune). Melody of Grief (Charm): Close burst 5 (Enemies in burst); +13 vs. Will; the target is dazed until the end of the dawn piper s next turn. Sustain (minor): +13 vs Will; The piper must make a new attack roll when it sustains this effect. Melody of Lust: Ranged 10 (one creature); +13 vs. Will; The target uses all its action on it's next turn to move to the designated target (which must be in range of the effect and within line of sight) to passionatly kiss it. It can take no other action on its next turn. If the target would not normally have lustful feelings to the target, it recieves a +4 bonus on its Will defense. Melody of Pride: Close burst 5 (enemies in burst); Target get a -2 penalty on attack rolls and skill checks, but a +2 bonus on Will defense (save ends all). Melody of Rage: Close burst 5 (allies in burst); Allies gain a +2 bonus to attack and damage rolls, and a -2 penalty to AC until the end of the dawn piper s next turn. Rituals Reckless Infatuatio n, Unadulterated Loathing Skills Acrobatics +15, Bluff +13, Diplomacy +13, Insight +12 Str 15 (+7) Dex 20 (+10) Wis 15 (+7) Con 16 (+8) Int 14 (+7) Cha 17 (+8) Alignment unaligned Languages Common, Elven Equipment rapier, musical instrument Earth Elemental Font Level 8 Elite Hazard Terrain XP 700 Detect Perception DC 24 Initiative +5 Immune attacks STANDARD ACTION c Floating Boulder Attack * At-Will Attack: Close burst 5 (two creatures in burst area); +15 vs. AC Hit: 2d8 + 7 damage, and target is knocked prone. A Opening Spiked Pit * Recharge 5 6 Attack: Area burst 0 within 5 (one creature in burst area); +11 vs. Reflex Hit: 3d damage, and target is knocked prone. Effect: A 6 square deep pit is formed, with the target lying at the bottom of the pit. Climbing the greasy pit walls require a DC 20 Athletics check. M Greasy Ground * At-Will Trigger: An enemy of the elemental font's creator enters a square of the hazard's area, Attack (Immidiate Interrupt): Melee 0 (triggering enemy); +11 vs. Reflex Hit: The target is knocked prone. Miss: The target slide up to 2 squares away from the area. COUNTERMEASURE * Disable: (Standard Action) A successful DC 24 Arcana check disable the elemental font until the end of your next turn. * Destoy: (Standard Action) The use of a dimensional anchor

45 destroys the elemental font. 2 Advanced Elder Perytons (P) Level 9 Elite Soldier Large natural beast XP 800 HP 192; Bloodied 96 Initiative +10 AC 25; Fortitude 23; Reflex 21; Will 20 Perception +13 Speed 2, fly 10 Saving Throws +2, Action Points 1 Peryton's Prey At the start of each of its turns, the peryton chooses one creature it can see. That creature is the peryton's prey until the start of the peryton's next turn. Unhindered When the peryton moves on its turn, it pulls with it any creature grabbed by it. The peryton can pull the creature vertically off a solid surface. During this movement, the creature remains grabbed, and this movement does not provoke an opportunity attack from the grabbed creature. m Antler Bash * At-Will Attack: Melee 2 (one creature); + 14 vs. AC Hit: 2d8 + 6 damage, or 2d against a creature designated as the peryton's prey. In addition, the target falls prone. M Claw Snatch * Recharge Effect: Before and after the attack, the peryton can fly up to half its fly speed. Attack: Melee 1 (one Medium or smaller creature designated as the peryton's prey); +12 vs. Reflex Hit: 4d6 + 9 damage, and the target is grabbed (escape DC 17). M Feast (healing) * Encounter Effect: Melee 1 (one dying humanoid). The target dies, and the peryton regains 25 hit points. MINOR ACTIONS M Cursed Bite * At-Will (1/round) Attack: Melee 1 (one creature); + 14 vs. AC Hit: 2d8 + 8 damage. Effect: Until the end of the peryton's next turn, the target takes 5 damage whenever it attacks a creature other than the peryton. M Stealth Dive * Encounter Trisser: The creature designated as the peryton's prey makes an attack that doesn't include the peryton as a target. Effect (Immediate Reaction): The peryton charges the triggering creature. Str 21 (+9) Dex 19 (+8) Wis 18 (+8) Con 16 (+7) Int 13 (+5) Cha 12 (+5) Alignment chaotic evil Languages M7. Heart Hunters (CR 7) A mated pair of perytons have taken up residence on the floating boulders. They have made great sport of stalking and hunting humanoids in the wood before their brief and brutal mating ritual ends. Creatures (1,600 XP): 2 advanced elder perytons Tactics: The perytons hide in the treetops or on the floating boulders (passive Perception DC 18 to spot them) until the PCs pass, then fly over the party before swooping down to attack their prey. The perytons break off combat if they manage tear out a victim's heart; otherwise, their hunger and savagery drive them to fight to the death. If the party attacks Rafatiel on the earth elemental font they swoop down and attack. M8. Abandoned House (CR 1) A single member of the Winter Guard, a winter wolf named Bragda, is holed up in this abandoned house. When the marauding fey in the forest attacked her patrol, Bragda led her troops here to wait for reinforcementswho haven't come. The human members of her patrol have succumbed to their injuries, leaving Bragda alone, and she is not about to try to fight her way through the wood by herself. She watches the path outside carefully, and ventures outside if she sees the PCs. Rather than attacking; however, Bragda tries to commandeer the PCs. As the most senior authority in the immediate area, she wants to assume command of their group and lead them out of the area as a unit (providing herself with an escort at the same time), and she's not joking. Bragda doesn't care about papers or credentials she just wants to get out. If the PCs refuse to accept her leadership, Bragda snarls and tells them they can't just leave her trapped in the forest, and offers to release them on their own recognizance once they're out of the wood. If she and the PCs cannot come to an accord,

46 Bragda turns her frustrations and fears on the PCs and attacks. Creature (350 XP): Bragda Bragda, Lesser Winter Wolf (B) Level 8 Skirmisher Large natural magical beast (shapechanger) XP 350 HP 90; Bloodied 45 Initiative +10 AC 22; Fortitude 21; Reflex 20; Will 18 Perception +11 Speed 8 (ice walk) Low-light vision Resist 10 cold Takedown Whenever the wolf hits a target with a charge attack, the target takes 1d8 extra damage and falls prone. m Greataxe (weapon) * At-Will while in human form Attack: Melee 1 (one creature); +13 vs. AC Hit: 1d damage and the target is knocked prone. m Vital Strike (weapon) * Encounter while in human form Attack: Melee 1 (one creature); +11 vs. AC Hit: 2d damage. Miss: Half damage. m Bite (cold) * At-Will while in wolf form Attack: Melee 1 (one creature); +13 vs. AC Hit: 1d8 + 6 damage plus 1d10 cold damage, or 2d8 + 6 damage plus 1d10 cold damage against a prone target. C Freezing Breath (cold) * Recharge 5 6 while in wolf form Attack: Close blast 5 (creatures in the blast); +11 vs. Reflex Hit: 2d6 + 5 cold damage. Miss: Half damage. MINOR ACTIONS Drag * At-Will while in wolf form Effect: Melee 1 (one prone creature); the wolf shifts 1 square, pulling the target to a square adjacent to it. Shapechange (polymorph) * At-Will while in the Howlings Effect: The winter wolf alters its physical form to appear as a Medium winter wolf, or unique human with silver or white hair of the same sex, Skills Intimidate +9, Nature +11, Stealth +8 (+12 in snow terrain) Str 20 (+9) Dex 18 (+8) Wis 14 (+6) Con 18 (+8) Int 9 (+3) Cha 10 (+4) Alignment evil Languages Common, Giant Treasure (9,950 gp): Inside the house are the bodies of the three human Winter Guards of Bragda's patrol who died here from their injuries. Much of their equipment is of little value, but the following items can be salvaged: a +2 feyslaughter longbow (4,200 gp. AV p.68), three potions of restoration (750 gp, People of the North conversion), and an efficient quiver holding onslaught arrows (5,000 gp, AV2 p.27) and 30 normal arrows. Development: If the PCs actually agree to escort Bragda from the forest, the winter wolf tries to lead them to the nearest Winter Guard barracks (Insight or Streetwise DC 16 to notice). If they refuse, there is a tense moment while Bragda considers her few options, but after a moment she gives up. She half-heartedly orders them to leave the Merchants' Quarter altogether and departs, never looking back at the PCs. Story Award (800 XP): If the PCs escort Bragda out of the Market Square, award them 800 XP, as if they had defeated her in combat. M9. The Last Party (CR 8) Three baccae from the First World have gathered at this house to carouse. They are creatures of powerful emotion, and have used their charming gazes to entice nine human merchants to join them in their revels. Together they sit outside, talking, laughing, and sharing the baccae's strong wine. All the drinking has turned the merchants into baccae debauchers. The merchants believe that some catastrophe has befallen Whitethrone or that the queen has been overthrown, and they act almost as if this were the end of the world. The baccae are allies of the dawn piper Zephimere in area M10, and watch the woods to waylay any intruders. The baccae are currently in human form, appearing as beautiful women with long hair the color of red wine. Both they and the merchants call out to the PCs and invite them to share the fire, the wine, and the company. If questioned, the group explains they have found this oasis away from the forest's monsters and are passing the time until order is restored. The baccae invits them to join their drinking. Creatures (1,725 XP): 3 baccae revelers (Elzebethe, Oliphetta, and Mari), 9 baccae debauchers Tactics: If the PCs refuse to join the baccae, they use their charm person ability and ask a second time. Drinking the baccae's wine has the effect of calming emotions on imbibers, but may in the worst case turn the PCs into baccae debauchers themselves. The Fortitude defense is reduced by 1 for every cup of wine consumed. Further refusal angers the baccae, who attacks. If bloodied they turn into their beast forms and attacks feriously. The baccae debaucher merchants join the fight to defend the baccae women with their lives. Morale: While raging, the baccae fight to the death. Otherwise, they flee into the woods if reduced to fewer than 10 hit points. 3 Baccae Revelers (B) Level 8 Skirmisher Medium fey humanoid XP 350 HP 88; Bloodied 44 Initiative +9 AC 22; Fortitude 21; Reflex 19; Will 19 Perception +8 Speed 6 Low-Light Vision m Greatclub (weapon) * At-Will Attack: Melee 1 (one creature); +13 vs. AC

47 Hit: 2d6 + 6 damage. M Bite * At-Will while in beast rage Attack: Melee 1 (one creature); +13 vs. AC Hit: 1d6 + 5 damage and 5 ongoing damage (save ends). R Charming Gaze (charm) * At-Will while not in beast rage Attack: Ranged 5 (one creature); +11 vs. Will Hit: The target is dominated until the end of the baccae's next turn. Beast Rage (healing) * Encounter Trigger: When the baccae first becomes bloodied. Effect: The baccae turns beastlike and gains 10 temporary hit points and uses greatclub with a +2 bonus on the attack roll and an extra 1d12 damage to the attack. All these attack and damage bonuses remain for the rest of the encounter. Rituals Charm Person Skills Bluff +12, Diplomacy +12, Stealth +12 Str 21 (+9) Dex 16 (+7) Wis 9 (+3) Con 16 (+7) Int 11 (+4) Cha 16 (+7) Alignment unaligned Languages Common, Elven Equipment greatclub, cold-weather outfit, bottle of wine Baccae Debaucher Level 7 Minion Brute Medium natural humanoid, human XP 75 HP 1; a missed attack never damages a minion. Initiative +5 AC 19; Fortitude 20; Reflex 18; Will 18 Perception +2 Speed 6 m Club (weapon) * At-Will Attack: Melee 1 (one creature); +12 vs. AC Hit: 8 damage. M Berseark Swing (weapon) * At-Will while in rage Attack: Melee 1 (one creature); +14 vs. AC Hit: 12 damage. Rage (healing) * Encounter Trigger: When the baccae is first reduced to 0 hit points. Effect: The baccae is raging and returns to 1 hit point and is bloodied. Skills Bluff +10 Str 16 (+6) Dex 14 (+5) Wis 9 (+2) Con 18 (+7) Int 10 (+3) Cha 14 (+5) Alignment unaligned Languages Common Equipment club, cold-weather outfit, bottle of wine Wine of Baccus Dionysus Level 8 Poison This red, full-bodied wine smells of the sweates nectars, and makes the drinker calm and apathic. Poison ingested 850 gp Attack: +11 vs. Fortitude; target is dazed (save ends). Effect: Roll a new attack towards the target for each new cup of wine ingested, with a cumulative 1 penalty on the target's Fortitude defense for each cup consumed. First Failed Save: The target is also slowed and cannot attack, only defend against attacks (save ends). Second Failed Save: The target is stunned (save ends). Third Failed Save: The target is turned into a baccae debaucher and is removed from play. COUNTERMEASURE * Redeem: A character turned into a baccae debaucher may be returned to normal with a remove afflicaion ritual. The same result may be achieved by preventing target from using alcohol and meeting with fey for one year and a day. M10. The Sky Tree (CR 11) The dawn piper Zephimere stands in the branches of the tree some 10 feet above the ground. Her air elemental font grants her the ability to fly within the area of the elemental font, and protects her with lightning bolts and gust of winds. Zephimere's twigjack servants, which she refer to as "my sliverthorns", hides in the nearby wall of thorns bordering the clearing using their forest walk ability, eagerly awaiting their mistress's call to attack. Three baccae is sitting under the tree listening to the sweet music of her flute, while drinking. If the PCs have already destroyed either of the elemental fonts in areas M2 and M6, Zephimere is expecting them. When the PCs approach the tree, the dawn piper offers them a final chance. "Go now. This forest and the Dancing Hut are ours, and I will not yield." If the PCs do not turn back, Zephimere, the baccae and the sliverthorns attack. Creatures (3,000 XP): Dawn Piper, 3 baccae revelers, 3 twigjacks, air elemental font. Tactics: The sliverthorns takes advantage of the terrain, using their bramble jump power to position themselves for flanking with the enemies as a last resort. Otherwise they use their range attacks spear and splinterspray to weaken the enemies. The baccae tries to charm their opponents with charming gaze, and using greatclub if attacked. When bloodied they enter beast rage and bite their enemies. Zephimere uses fly to remain above the fray, supporting the baccae and silverthorn's attacks and raining down attacks from above. Morale: The baccae and the sliverthorns fight to the death to defend Zephimere and Zephimere fights to the death. Zephimere, Dawn Piper (Z) Level 10 Controller Medium fey humanoid XP 500 HP 104; Bloodied 52 Initiative +10 AC 24; Fortitude 21; Reflex 23; Will 21 Perception +12 Speed 6, fly 10 (hover) Darkvision, Low-Light Vision Terrible Beauty (radiant) * Aura 2 Any creature starting its turn within the dawn piper's aura takes 5 radiant damage, with bleeding eyes and ears. Any Perception checks are made with a 5 penalty. m Rapier (weapon) * At-Will Attack: Melee 1 (one creature); +15 vs. AC

48 Hit: 2d8 + 9 damage. r Shortbow (weapon) * At-Will Attack: Ranged 15/30 (one creature); +15 vs. AC Hit: 2d6 + 6 damage. C Disonance (thunder) * Recharge 5 6 Attack: Close blast 3 (enemies in blast); +13 vs. Will Hit: 3d thunder damage. Miss: Half damage. C Dawn Melodies * At-Will Effect: The dawn piper plays one of the following tunes on its instrument (deafened creatures are immune). Melody of Grief (Charm): Close burst 5 (Enemies in burst); +13 vs. Will; the target is dazed until the end of the dawn piper s next turn. Sustain (minor): +13 vs Will; The piper must make a new attack roll when it sustains this effect. Melody of Lust: Ranged 10 (one creature); +13 vs. Will; The target uses all its action on it's next turn to move to the designated target (which must be in range of the effect and within line of sight) to passionatly kiss it. It can take no other action on its next turn. If the target would not normally have lustful feelings to the target, it recieves a +4 bonus on its Will defense. Melody of Pride: Close burst 5 (enemies in burst); Target get a -2 penalty on attack rolls and skill checks, but a +2 bonus on Will defense (save ends all). Melody of Rage: Close burst 5 (allies in burst); Allies gain a +2 bonus to attack and damage rolls, and a -2 penalty to AC until the end of the dawn piper s next turn. Rituals Reckless Infatuatio n, Unadulterated Loathing Skills Acrobatics +15, Bluff +13, Diplomacy +13, Insight +12 Str 15 (+7) Dex 20 (+10) Wis 15 (+7) Con 16 (+8) Int 14 (+7) Cha 17 (+8) Alignment unaligned Languages Common, Elven Equipment rapier, musical instrument 3 Baccae Revelers (B) Level 8 Skirmisher Medium fey humanoid XP 350 HP 88; Bloodied 44 Initiative +9 AC 22; Fortitude 21; Reflex 19; Will 19 Perception +8 Speed 6 Low-Light Vision m Greatclub (weapon) * At-Will Attack: Melee 1 (one creature); +13 vs. AC Hit: 2d6 + 6 damage. M Bite * At-Will while in beast rage Attack: Melee 1 (one creature); +13 vs. AC Hit: 1d6 + 5 damage and 5 ongoing damage (save ends). R Charming Gaze (charm) * At-Will while not in beast rage Attack: Ranged 5 (one creature); +11 vs. Will Hit: The target is dominated until the end of the baccae's next turn. Beast Rage (healing) * Encounter Trigger: When the baccae first becomes bloodied. Effect: The baccae turns beastlike and gains 10 temporary hit points and uses greatclub with a +2 bonus on the attack roll and an extra 1d12 damage to the attack. All these attack and damage bonuses remain for the rest of the encounter. Rituals Charm Person Skills Bluff +12, Diplomacy +12, Stealth +12 Str 21 (+9) Dex 16 (+7) Wis 9 (+3) Con 16 (+7) Int 11 (+4) Cha 16 (+7) Alignment unaligned Languages Common, Elven Equipment greatclub, cold-weather outfit, bottle of wine 3 Twigjacks (T) Level 6 Artillery Tiny natural fey XP 250 HP 58; Bloodied 29 Initiative +7 AC 18; Fortitude 18, Reflex 19, Will 17 Perception +10 Speed 10 (forest walk) Darkvision, Low-light vision Wooden Body Whenever the twigjack takes fire damage, it also takes ongoing 5 fire damage (save ends). m Claws * At-Will Attack: Melee 1 (one creature); +11 vs. AC Hit: 1d6 + 7 damage, or 2d6 + 7 damage if the twigjack has combat advantage. r Spear * At-Will Attack: Ranged 10 (one creature); +13 vs. AC Hit: 2d6 + 7 damage, or 3d6 + 7 damage if the twigjack has combat advantage. R Splinterspray * Recharge Attack: Close burst 3 (creatures in burst); +11 vs. Reflex Hit: 2d8 + 5 damage. MOVE ACTIONS Bramble Jump (teleportation) * Encounter The twigjack can teleport up to 5 squares, but must end its move adjacent to a tree, brush, or other undergrowth. Skills Acrobatics +12, Nature +10, Stealth +12 (+17 in undergrowth) Str 8 (+2) Dex 18 (+7) Wis 14 (+5) Con 16 (+6) Int 11 (+3) Cha 13 (+4) Alignment chaotic evil Languages Common, Elven Air Elemental Font Level 8 Elite Hazard Terrain XP 700 Detect Perception DC 24 Initiative +5 Immune attacks Imbue Fly The creator of the elemental font is imbued with fly 10 (hover) speed, while within the area of the hazard. STANDARD ACTION R Lightning Bolts (lightning) * At-Will Attack: Ranged 10 (two creatures); +11 vs. Reflex Hit: 3d6 + 4 lightning damage. C Gust of Wind * At-Will Trigger: An enemy of the elemental font's creator ends it's turn in a square of the hazard's area,

49 Attack (Immidiate Reaction): Close blast 3 (triggering enemy and any creature in burst); +11 vs. Fortitude Hit: The target is knocked prone, and pushed up to 2 squares away from the area. COUNTERMEASURE * Disable: (Standard Action) A successful DC 24 Arcana check disable the elemental font until the end of your next turn. * Destoy: (Standard Action) The use of a dimensional anchor destroys the elemental font. Treasure (3,000 gp): A successful DC 20 Perception check reveals a large blue-green gemstone among the tree's roots three air elemental gems (3,000 gp, see Appendix). M11. The Dancing Hut (CR 13) The White Witch Nazhena Vasilliovna waits for the PCs in front of the Dancing Hut, having been trapped in this clearing by the dawn pipers' reality siphon and the hut's dimensional shackles. By this point, Nazhena is most likely aware of the PCs' identities as those who infiltrated her Pale Tower in the previous adventure and killed her apprentice Radosek Pavril. "I suppose I should thank you for ridding me of this fey incursion," she says coldly, "but we both know what you've cost me already." She wastes no more time with words, and attacks the PCs. Nazhena has also brought an ice golem from the Royal Palace with her to help guard the Dancing Hut. She orders it to take up a position blocking the path from area M4 and attack anyone attempting to enter the clearing. The ice golem fights until destroyed. If the fight spills inside the bone fence surrounding the Dancing Hut, see Part Five for the hut's reactions. Creatures (4,250 XP): Nazhena Vasilliovna, owl familiar, ice golem, 8 ice mephit servants Tactics: Once enemies enter area M11, she drinks potions of barkskin and shield of faith and activates her levitate hex. Nazhena summons 8 ice mephit. She relys on her ice golem and summoned ice mephits to engage oppon ents on the ground, while she uses ice storm and improved chill presence from above. She casts ray of enfeeblement to reduce the effectiveness of a rival spell caster. If brought to ground, she uses her emberchill frost sickle and uses wall of winter again to put difficult terrain between herself and her enemies. The ice golem engage enemies with a combination of his grab and frost breath powers. The ice mephits soars around the battlefield, using ray of frost and freezing blast. Their regeneration power makes them dangerous unless the party has access to ranged or area fire/psychic powers. Morale: If reduced to 30 hit points or fewer, Nazhena tries to flee, covering her escape with sleet storm while she flies away. If cornered and unable to escape, Nazhena fights to the death rather than surrender, and so does the ice golem and ice mephits as well. Nazhena, Winter Witch Level 13 Elite Controller Medium humanoid (human) XP 1,600 HP 256; Bloodied 128 Initiative +10 AC 27; Fortitude 24; Reflex 27; Will 24 Perception +19 Speed 6 Darkvision, Resist 5 cold Truesight 10 Saving Throws +2; Action Point 1 Frost Foot Radosek can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice. He can move across regular snow without penalty, and heavy snow costs him only 2 squares of movement instead of 4. Truesight Nazhena can see invisible creatures and objects. m Emberchill Frost Sickle (weapon) * At-Will Attack: Melee 1 (one creature); +18 vs. AC Hit: 2d6 + 4 damage, and ongoing 10 cold damage (save ends). C Improved Chill Presence (cold) * Recharge 5 6 Attack: Close blast 5 (creatures in blast); +16 vs. Fortitude Hit: 3d8 + 8 cold damage, and the target is slowed until the end of Nazhena's next turn. A Wall of Winter * Recharge when bloodied Effect: Area wall 5 within 20; Nazhena conjures a 4 square high wall of frost and raging winds that lasts until the end of her next turn. Each creature that enters the wall area or starts its turn inside or adjacent to it, takes 3d8+8 cold damage, and is slowed (save ends). Wall area is difficult terrain, heavily obscured and blocks line of sight. A Ice Storm * Encounter Attack: Area burst 3 within 20 (creatures in burst); +16 vs. Fortitude Hit: 3d cold damage, and the target is immobilized (save ends). Miss: Half damage, and the target is slowed (save ends). Effect: The burst creates a zone of ice. The zone is difficult terrain until the end of the encounter. Levitate Hex * Encounter Effect: Nazhena flies up to 4 squares vertically and hovers there until the end of her next turn. When the levitation ends, Nazhena descends safely to the ground, without taking falling damage. Sustain Move: The levitation persists until the end of Nazhena s next turn, and she can fly up to 3 squares vertically and 1 square horizontally. MINOR ACTIONS r Ray of Enfeeblement (necrotic) * At-Will (1/round) Attack: Ranged 10 (one creature); +16 vs. Fortitude Hit: 2d10+5 necrotic damage, and the target is weakened until the end of Nazhena's next turn. M Hyperboreal Robe (cold) * At-Will Trigger: Nazhena is hit by a melee attack. Effect: Triggering creature takes 5 cold damage. Skills Arcana +17, Insight +14, Intimidate +13 Str 12 (+7) Dex 18 (+10) Wis 17 (+9)

50 Con 16 (+9) Int 22 (+12) Cha 14 (+8) Alignment evil Languages Common, Elven, Giant Equipment 2 potions of barkskin, 2 potions of cure moderate wounds, 2 potions of shield of faith, +3 Emberchill sickle, +3 hyperboreal robe with wall of winter stored, spell compontent pouch, blue quartz tiara, ice dimon necklace. Snow Owl Senses low-light vision Speed 2, fly 6 (hover) BENEFITS Constant Benefits Familiar Owl's Counsel: Whenever Nazhena makes an Insight check or Perception check, add 1d4 to the result. Active Benefits Owl's Eyes: As a standard action, you can see through your familiar's eyes until the end of your next turn. You do not gain the ability to cast spells or attack through the familiar, and you determine if a target has cover and concealment from you as normal, but you might spot an enemy coming around a corner or notice a foe hiding behind a wall. Effect: The ice golem uses slam twice. If both attacks hit the same target, the target is grabbed (escape DC 20). Effect: At the start of every following turn while the target is still grabbed it takes 40 cold damage. The ice golem cannot use its slam attack while having a target grabbed. C Frost Breath (cold) * Recharge 5 6 Attack: Close blast 4 (creatures in blast); +15 vs. Reflex Hit: 4d cold damage, and the target is dazed and immobilized (save ends both). Aftereffect: Target is slowed (save ends). Miss: Half damage and target is immobilized (save ends). C Icy Destruction * Encounter Trigger: When the ice golem drops to 0 hit points. Attack (Immediate Reaction): Close burst 3 (creatures in the burst); +15 vs. Reflex Hit: 4d damage, and the target is dazed (save ends). Miss: Half damage, and the target is immobilized (save ends). Str 22 (+12) Dex 12 (+7) Wis 16 (+9) Con 21 (+11) Int 3 (+2) Cha 3 (+2) Alignment evil Languages Attack: Ranged 10 (one creature); +15 vs. Fortitude Hit: 10 cold damage. R Freezing Blast (cold) * Recharge 5 6 Attack: Close blast 3 (creatures in the blast); +15 vs. Reflex Hit: 5 cold damage, and ongoing 5 cold damage (save ends). Skills Stealth +15 Str 12 (+6) Dex 21 (+10) Wis 11 (+5) Con 17 (+8) Int 8 (+4) Cha 15 (+6) Alignment evil Languages Common, Primordial Treasure (63,700 gp): Nazhena carries 2 potions of barkskin (100 gp, See Appendix), 2 potions of cure moderate wounds (500 gp, see People of the Nort conversion), 2 potions of shield of faith (100 gp, see appendix), +3 wand of ice spears (17,000 gp, see Appendix), +3 emberchill sickle (21,000 gp, see Appendix), currently storing a wall of winter spell, and a +3 hyperboreal robe (25,000 gp, see Appendix). Ice Golem Level 12 Elite Brute Large natural animate (construct) XP 1,400 HP 302; Bloodied 151 Initiative +7 AC 24; Fortitude 26; Reflex 22; Will 24 Perception +9 Speed 6 (cannot shift) Darkvision, Immune cold, disease, poison, sleep Low-light vision Saving Throws +2; Action Points 1 Freezing Cold * Aura 2 Each enemy that enters or start its' turn in the aura takes 5 cold damage. m Slam (cold) * At-Will Attack: Melee 2 (one creature); +17 vs. AC Hit: 2d damage and 5 ongoing cold damage (save ends).. M Grab (cold) * At-Will 8 Ice Mephit Servants (I) Level 10 Minion Artillery Small elemental humanoid (water) XP 125 HP 1; a missed attack never damages a minion Initiative +10 AC 22; Fortitude 22; Reflex 24; Will 20 Perception +5 Speed 6 (ice walk), 6 fly Darkvision Immune cold Regeneration The mephit regains 1 hit points whenever it starts its turn. When the mephit takes fire or psychic damage, its regeneration does not function, and the ice mephit dies. m Claws (cold) * At-Will Attack: Melee 1 (one creature); +15 vs. AC Hit: 6 damage plus 4 cold damage. r Ray of Frost (cold) * At-Will

51 PART FIVE: THE DANCING HUT OF BABA YAGA Queen Elvanna bound the Dancing Hut of Baba Yaga in the Market Square with an artifact of her own creation. These chains are effectively giant dimensional shackles (PHB p.253), but their dimensional restriction effect extends to cover the entire clearing, and they do not adjust in size to any creature (custome made for Baba Yaga's Hut). The shackles not only block the hut (as well as anyone inside the clearing) from engaging in extradimensional travel, but they also prevent anyone from entering the hut. N1. Cauldron Room (CR 10) The kikimora Zorka is in this room when the PCs first arrive. As they enter the room the kitchen trap animates and attack all inside the room, while the doors close, preventing easy escape form the trap area. Creature (1,500 XP): Zorka and Skill Challenge Tactics: Zorka tries to avoid combat if at all possible, but she uses her spell-like abilities to hinder her attackers while the funrniture attacks (see kitchen trap) until she can safely flee, targeting opponents with deep slumber or pain strike. She uses phatom foes to create the illusion of more fearsome enemies for foes to face. Morale: If reduced to 22 hit points or fewer, Zorka flees to her hidey-hole, casting insect swarm to cover her retreat. Trap (1,000 XP): Baba Yaga have left a devious trap in her kitchen to greet any intruders into her dancing hut. The trap activates on the round after the charcters enter the kitchen, as they do not have access to the secret password which disarms the trap. Negotiating with Zorka, convincing her they are not they enemy here, might lead to her disarming the trap if they convince her they are speaking the truth. Zorka, Kikimora Witch Level 10 Controller Medium natural fey XP 500 HP 105; Bloodied 52 Initiative +9 AC 24; Fortitude 21, Reflex 22, Will 24 Perception +13 Speed 6 Low-light vision Resist 5 thunder Forced Quiet * Aura 5 Sound is muffled inside the aura and creatures gains a +4 circumstance bonus to Stealth checks and +2 bonus on saving throws against ongoing thunder damage. m Filthy Claws (poison) * At-Will Attack: Melee 1 (one creature); +15 vs. AC Hit: 1d8 + 9 damage, and ongoing 5 poison damage (save ends). r Deep Slumber (charm) * At-Will Attack: Ranged 20 (one creature); +13 vs. Will Hit: The target is slowed (save ends). First Failed Saving Throw: The target is unconscious instead of slowed (save ends) Miss: The target is slowed (save ends). R Pain Strike (necrotic) * Recharge Attack: Ranged 10 (one creature); +13 vs. Fortitude Hit: 2d8 + 6 necrotic damage, and target takes ongoing 5 necrotic damage and is dazed (save ends both). A Phantom Foes (fear, illusion) * Recharge 5 6 Effect: Area burst 2 within 10 (creatures in burst); Creatures in the burst are slowed until the end of the kikimora's next turn, and the first time the target makes an attack, It must make a saving throw. If the saving throw fails, the target attacks a creature within range (decided by the kikimora) and that attack and deals 5 extra damage. A Insect Swarm * Recharge 5 6 Attack: Area burst 2 within 10 (creatures in burst); +13 vs. Fortitude Hit: 3d6 + 7 damage Effect: The area of the burst is lightly obscured for your enemies until the end of the Kikimora's next turn. Invisibility (illusion) * At-Will The kikimora turns invisible until it attacks. Rituals: Hallucinatory Terrain, Hidey-Hole (see Appendix) Skills Bluff +16, Nature +13, Thievery +14, Stealth +14 Str 13 (+6) Dex 19 (+9) Wis 16 (+8) Con 17 (+8) Int 12 (+6) Cha 22 (+11) Alignment unaligned Languages Common, Elven Animated Kitchen Trap Level 10 Elite Trap Objects XP 1,000 Detect Perception DC 18, "You notice strange Initiative +9 marks on the floor as if someone had been dragging around the furniture of the kitchen"; Arcane DC 26, "You detect the precense of strong magic tied to everything in the kitchen." HP 260 AC 22; Fortitude 24, Reflex 20, Will Immune necrotics, poison, psychic, forced movement, all conditions; Resist half damage from melee and ranged attacks Vulnerable 5 to close and area attacks c Furniture Attack * At-Will Attack: Area (creatures in the cauldron room); +17 vs. AC or +15 vs. Reflex (select randomly) Hit: 2d8 + 9 damage. Effect: The trap's area is considered difficult terrain. Animating the Kitchen Trigger: A creature enters the cauldron room without saying the secret password. Effect (Immidiate Reaction): The trap animates everything in the cauldron room which rolls initiative and attacks the next round, while closing all the doors from the room. Special: If the characters failed the Perception check the trap gets a first surprise round. COUNTERMEASURE * Disarm: (Free Action) Arcana DC 26. Success: You cancel a hit made by the trap against you or your ally. Failure (21 or

52 less): The trap successfully hits and damages you instead. * Escape: Characters can break down the doors to escape the trap area with a successful DC 26 Strength check. The animated furniture can't leave the kitchen area. * Disable: See skill challenge "Negotiating with Zorka". Development: If the characters take notice of Zorka during the havoc caused by all animated furniture and kitchenware, they may convince her that they come in peace and are envoys of the black rider. Run a skill challenge during the battle with Zorka and the kitchen trap, to see if they manage to get her trust. Negotiating with Zorka Level 10 Skill Challenge XP 1,000 You need to convince Zorka during your fight with Baba Yaga's animated kitchen that you are not agents of the White Witches, and that you have been chosen by the Black Rider. The PCs can engage in a skill challenge with Zorka to receive her trust and make her deactive the kitchen trap. Complexity 2 (6 successes before 3 failures) Primary Skills Arcana, Bluff, Diplomacy, History, Intimidate Victory You manage to convince Zorka that you come in peace and might actually help her find the missing Witch Mother. She deactivates the trap. She later tries to make sure that they are not agents of the queen, in which case she and attempts to lead them into area N3 in the hope that the bone golem in that room will get rid of them. Defeat Zorka do not trunst the adventurers and do not believe they tell the truth. Zorka turns invisible and retreats to her hidey-hole, but not before cackling that she has the hut's controls and they'll never find them. She might later reach out to them, as described on page 59 of the original Shackled Hut adventure, in the description of Zorka. Retrying None. Zorka escapes into the Hidey-Hole and the adventurers will have to deal with the animated kitchen themselves. Diplomacy DC 26, if successful the following checks are DC 18 (one turn talk, 1 success, maximum 3 success) You manage to convince Zorka that you are: 1. Agents of the Black Rider; 2. Capable adventurers ready to help her; 3. Worthy as you have managed to gain access to the dancing hut in search of Baba Yaga. History DC 18 (one turn talk, 1 success, maximum 2 success) You show that you have knowledge of: 1. Baba Yaga; 2. the Black Rider; and therefore being able to put sensitive information in the right scope. Arcana DC Special (free action, 1 success, maximum 2 success) You showcase your Arcane mastery by disabling one of the animated furniture's attacks, see Trap Countermeasure. Bluff DC 18 (one turn talk, 1 success, maximum 1 success) You manage to convince Zorka that you are not scared of Baba Yaga and the White Witches of Irrisen. Intimidate DC 26 (one turn talk, 1 success, maximum 1 success) Your anger at Zorka's distrust at your capabilities convinces her that you are the right people for the job. Story Award (2,500 XP): If the PCs befriend Zorka and convinces her to deactivate the kitchen trap, they may gain her as an ally. Award them the full 2,500 XP, as if they had defeated her and the trap in combat. Treasure (27,400 gp): Among the mundane ingredients in this room are a bead of newt prevention (150 gp, see Appendix), a love philter (3,250 gp, see Appendix), a hexing doll (17,000 gp, see Appendix), restorative ointment (5,000 gp, see Appendix), seer's tea (1,400 gp, see Appendix), unguent of timelessness (400 gp, see Appendix) and universal solvent (200 gp, see AV p.31), each of which can be found with a successful DC 18 Perception check. In addition, the shelves in this room hold almost every imaginable spell component and alchemical ingredient, allowing spellcasters and alchemists to restock their spell component pouches and alchemist's kits. At your discretion, they might also be able to find more costly material components here. N2. Library Treasure (2,600 gp): A lens of reading (2,600 gp, AV p.175) sits atop one of the reading tables. N3. Map Room (CR 13) Queen Elvanna recognized the danger of her enemies gaining acces s to this chamber, so she placed her own guardians inside the room. As soon as any creature steps more than 15 feet inside this room, the pile of bones on the three middle thrones animates into three bone golems and attacks. Creatures (4,000 XP): 2 bone golems, bone golem cager

53 Tactics: The bone golem cager attacks first with its bone cage ability, and then uses its bone spear attacks until the previous have recharged, trying to stay at the back of the battlefield. The two bone golems enter close combat in order to take advantage of their bone spikes and osseous relatiation traits. There they use double spurs and bone volley against the intruders. Morale: The bone golems all fight until destroyed. Bone Golem Level 12 Elite Brute Large natural animate (construct) XP 1,400 HP 302; Bloodied 151 Initiative +11 AC 24; Fortitude 25; Reflex 24; Will 22 Perception +9 Speed 6 (cannot shift) Darkvision Immune disease, poison, sleep Saving Throws +2; Action Points 1 Bone Spikes * Aura 1 Each enemy that enters the aura takes 5 damage. Osseous Retaliation A creature that makes an opportunity attack against a bone golem takes 2d6 damage. m Bone Spur * At-Will Attack: Melee 2 (one creature); +17 vs. AC Hit: 3d damage. M Double Spurs * At-Will Effect: The bone golem makes two bone spur attacks, each against a different target. If both attacks hit, the targets are dazed until the end of the golem s next turn. C Bone Volley * Recharge 6 Attack: Close burst 3 (creatures in burst); +15 vs. Reflex Hit: 4d damage, and the target is dazed (save ends). Bone Death* At-Will Trigger: When first bloodied and again when the bone golem drops to 0 hit points. Effect (Free): The golem uses bone volley if the power is not expended; otherwise, it makes a bone spur attack. Str 22 (+12) Dex 20 (+11) Wis 17 (+9) Con 21 (+11) Int 3 (+2) Cha 3 (+2) Alignment evil Languages Bone Golem Cager Level 11 Elite Controller Large natural animate (construct) XP 1,200 HP 234; Bloodied 117 Initiative +10 AC 25; Fortitude 24; Reflex 23; Will 21 Perception +8 Speed 6 (cannot shift) Darkvision Immune disease, poison, sleep Saving Throws +2; Action Points 1 Bone Spikes * Aura 1 Each enemy that enters the aura takes 5 damage. Osseous Retaliation A creature that makes an opportunity attack against a bone golem takes 2d6 damage. m Bone Spur * At-Will Attack: Melee 2 (one creature); +16 vs. AC Hit: 3d damage. r Bone Spear * At-Will Attack: Ranged 10 (one creature); +16 vs. AC Hit: 4d damage. R Bone Cage * Recharge 5 6 Attack: Ranged 10 (one creature); +14 vs. Reflex Hit: 3d damage, and the target takes ongoing 10 damage and is dazed and immobilized (save ends all). C Bone Spikes* At-Will Trigger: When first bloodied and again when the bone golem drops to 0 hit points. Attack (Immediate Reaction): Close burst 3 (creatures in burst); +16 vs. AC Hit: 2d6 + 7 damage. Str 22 (+11) Dex 20 (+10) Wis 17 (+8) Con 21 (+10) Int 3 (+1) Cha 3 (+1) Alignment evil Languages N4. Root Cellar Treasure (4,200 gp): The box in the southwest corner is a migrus locker (4,200 gp, see Appendix); it's sealed with iron chains (hardness 10, hp 5, break DC 26) that must be broken to open the locker and release the migrus inside. CONCLUDING THE ADVENTURE Story Award (3,200 XP): Award the PCs 3,200 XP for taking possession of the Dancing Hut and using the Black Rider's keys to take the hut to its next destination

54 XP ADVANCEMENT Nr Encounter CR XP Story Total XP Multiplier New CR XP Total XP Level Actual Actual XP Total XP Actual vs. Target XP Actual Level Treasure Actual Tresure vs. Target 1 EVENT 1: THREAT FROM THE SKIES (CR 5) , th Level EVENT 2: GREMLINS' CURSE (CR 6) , EVENT 3: LITTLE BOY LOST (CR 5) , EVENT 4: NAZHENA'S HUNTERS (CR 7) , th Level th Level A1. A Plea For Help (CR 5) , A2. Mossy Cave (CR 5) , B. POCKET OF SUMMER (CR 4) , C. HAUNTED VILLAGE (CR 6) , D1. Besieged Cottage (CR 6) , D2. Abandoned Barn (CR 4) , E. TROLL BRIDGE (CR 6) , F1. The Fishcamp Guards (CR 5) , F2. Fishcamp Guardhouse (CR 7 and CR 5) , th Level th Level G1. THE HOWLINGS GATE (CR 6) , G2. THE BACK-ALLEY BOYS (CR 5) , G3. MIRROR, MIRROR (CR 5) , G5. WAGES OF SIN (CR 6) , G6. THE HUNT (CR 5) , G7. WINTER GUARD PATROL (CR 6) , G9. CHECKPOINT (CR 7) , L1. Courtyard (CR 5) , L3. Barracks (CR 6) , L4. Mess Area (CR 6) , L5. Armory (CR 5) , th Level th Level L6. Prison Larder (CR 4) , L8. Amagarra's Quarters , L9. Upstairs Hall (CR 4) , L10. Kitchen (CR 6) , L15. Granny Nan's Room (CR 5) , L18. Logrivich's Lair (CR 6) , M1. Forest Entrance (CR 7) , M2. Font of Water (CR 6) , M3. Tricks and Traps (CR 6) , M5. Altar of Earth (CR 5) , th Level th Level M7. Heart Hunters (CR 6) , M8. Abandoned House (CR 5) , M9. The Last Party (CR 6+) , M10. The Sky Tree (CR 6) , M11. The Dancing Hut (CR 8) , N1. Cauldron Room (CR 6) , N3. Map Room (CR 8) , th Level th Level TARGET XP: % % Multiplier: 0,87 50% of Story Award ADVANCEMENT TRACK "The Shackled Hut 4th Edition Conversion" is designed for five characters and uses standard 4th Edition progress The PCs begin this adventure at 5th level. The PCs should be 6th level when they encounter the huldra in A Plea for Help. The PCs should be 7th level by the time they enter the Howlings. The PCs should be 8th level when they enter the second floor of Logrivich's Clock Tower. The PCs should be 9th level sometime while finding their way through the Endless Forest. The PCs should reach 10th level by the end of the adventure

55 NPC GALLERY NAZHENA VASILLIOVNA The former mistress of the Pale Tower, the beautiful but cold Nazhena Vasilliovna not only has her queen's abmitions at heart, but a very personal vendetta to pursue as well. Nazhena, Winter Witch Level 13 Elite Controller Medium humanoid (human) XP 1,600 HP 256; Bloodied 128 Initiative +10 AC 27; Fortitude 24; Reflex 27; Will 24 Perception +19 Speed 6 Darkvision, Resist 5 cold Truesight 10 Saving Throws +2; Action Point 1 Frost Foot Radosek can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice. He can move across regular snow without penalty, and heavy snow costs him only 2 squares of movement instead of 4. Truesight Nazhena can see invisible creatures and objects. m Emberchill Frost Sickle (weapon) * At-Will Attack: Melee 1 (one creature); +18 vs. AC Hit: 2d6 + 4 damage, and ongoing 10 cold damage (save ends). C Improved Chill Presence (cold) * Recharge 5 6 Attack: Close blast 5 (creatures in blast); +16 vs. Fortitude Hit: 3d8 + 8 cold damage, and the target is slowed until the end of Nazhena's next turn. A Wall of Winter * Recharge when bloodied Effect: Area wall 5 within 20; Nazhena conjures a 4 square high wall of frost and raging winds that lasts until the end of her next turn. Each creature that enters the wall area or starts its turn inside or adjacent to it, takes 3d8+8 cold damage, and is slowed (save ends). Wall area is difficult terrain, heavily obscured and blocks line of sight. A Ice Storm * Encounter Attack: Area burst 3 within 20 (creatures in burst); +16 vs. Fortitude Hit: 3d cold damage, and the target is immobilized (save ends). Miss: Half damage, and the target is slowed (save ends). Effect: The burst creates a zone of ice. The zone is difficult terrain until the end of the encounter. Levitate Hex * Encounter Effect: Nazhena flies up to 4 squares vertically and hovers there until the end of her next turn. When the levitation ends, Nazhena descends safely to the ground, without taking falling damage. Sustain Move: The levitation persists until the end of Nazhena s next turn, and she can fly up to 3 squares vertically and 1 square horizontally. MINOR ACTIONS r Ray of Enfeeblement (necrotic) * At-Will (1/round) Attack: Ranged 10 (one creature); +16 vs. Fortitude Hit: 2d10+5 necrotic damage, and the target is weakened until the end of Nazhena's next turn. M Hyperboreal Robe (cold) * At-Will Trigger: Nazhena is hit by a melee attack. Effect: Triggering creature takes 5 cold damage. Skills Arcana +17, Insight +14, Intimidate +13 Str 12 (+7) Dex 18 (+10) Wis 17 (+9) Con 16 (+9) Int 22 (+12) Cha 14 (+8) Alignment evil Languages Common, Elven, Giant Equipment 2 potions of barkskin, 2 potions of cure moderate wounds, 2 potions of shield of faith, +3 Emberchill sickle, +3 hyperboreal robe with wall of winter stored, spell compontent pouch, blue quartz tiara, ice dimon necklace. Snow Owl Senses low-light vision Speed 2, fly 6 (hover) Familiar BENEFITS Constant Benefits Owl's Counsel: Whenever Nazhena makes an Insight check or Perception check, add 1d4 to the result. Active Benefits Owl's Eyes: As a standard action, you can see through your familiar's eyes until the end of your next turn. You do not gain the ability to cast spells or attack through the familiar, and you determine if a target has cover and concealment from you as normal, but you might spot an enemy coming around a corner or notice a foe hiding behind a wall

56 ZORKA With the Black Rider's demise, this strange fey creature is the only one who remains to speak for Baba Yaga. Zorka struggles to come to terms with strangers in her house in the greater cause of rescuing her mistress. Zorka, Kikimora Witch Level 10 Controller Medium natural fey XP 500 HP 105; Bloodied 52 Initiative +9 AC 24; Fortitude 21, Reflex 22, Will 24 Perception +13 Speed 6 Low-light vision Resist 5 thunder Forced Quiet * Aura 5 Sound is muffled inside the aura and creatures gains a +4 circumstance bonus to Stealth checks and +2 bonus on saving throws against ongoing thunder damage. m Filthy Claws (poison) * At-Will Attack: Melee 1 (one creature); +15 vs. AC Hit: 1d8 + 9 damage, and ongoing 5 poison damage (save ends). r Deep Slumber (charm) * At-Will Attack: Ranged 20 (one creature); +13 vs. Will Hit: The target is slowed (save ends). First Failed Saving Throw: The target is unconscious instead of slowed (save ends) Miss: The target is slowed (save ends). R Pain Strike (necrotic) * Recharge Attack: Ranged 10 (one creature); +13 vs. Fortitude Hit: 2d8 + 6 necrotic damage, and target takes ongoing 5 necrotic damage and is dazed (save ends both). A Phantom Foes (fear, illusion) * Recharge 5 6 Effect: Area burst 2 within 10 (creatures in burst); Creatures in the burst are slowed until the end of the kikimora's next turn, and the first time the target makes an attack, It must make a saving throw. If the saving throw fails, the target attacks a creature within range (decided by the kikimora) and that attack and deals 5 extra damage. A Insect Swarm * Recharge 5 6 Attack: Area burst 2 within 10 (creatures in burst); +13 vs. Fortitude Hit: 3d6 + 7 damage Effect: The area of the burst is lightly obscured for your enemies until the end of the Kikimora's next turn. Invisibility (illusion) * At-Will The kikimora turns invisible until it attacks. Rituals: Hallucinatory Terrain, Hidey-Hole (see Appendix) Skills Bluff +16, Nature +13, Thievery +14, Stealth +14 Str 13 (+6) Dex 19 (+9) Wis 16 (+8) Con 17 (+8) Int 12 (+6) Cha 22 (+11) Alignment unaligned Languages Common, Elven

57 REIGN OF WINTER TREASURES New Weapon Property Trip: You have mastered the technique of tripping your enemies with special melee weapon designed to easily trip the opponents. You may use the melee trip attack instead of a melee basic attack with that weapon. NEW MELEE WEAPONS HORSECHOPPER Crafted by goblins for battling horses, this weapon is essentially a long-handled halberd with an enlarged hook on the blade. Most horsechoppers are sized for Small creatures. OGRE HOOK This large crook of sharpened metal makes it easy to trip and catch fleeing opponents. Invented by ogres, most ogre hooks are Large and crudely fashioned often from metal torn from previous victims weapons and armor. Despite their poor workmanship, the rarity and peril involved in getting ogre hooks make such items quite valuable. Melee Trip Attack Basic Attack You have mastered the technique of tripping your opponent with a special melee weapon designed to easily trip enemies. At-Will * Weapon Standard Action Melee weapon Target: One creature Attack: Strength 2 vs. Reflex Hit: 1[W] + Strength modifier damage, and the target falls prone. Level 21: 2[W] + Strength modifier damage. BEAD OF NEWT PREVENTION This bead is carved with a tiny pictogram representing a small, harmless animal such as a newt, rabbit, or frog. SUPERIOR MELEE WEAPONS Weapon Prof. Damage Range Price Weight Group Properties Horsechopper +2 1d10 10 gp 12 Ib. Heavy blade, polearm Reach, trip Ogre Hook +3 1d10 24 gp 10 Ib. Heavy blade Trip Two-handed Bead of Newt Prevention Level 6 Uncommon This bead protects you from witches' power of turning people into frogs or other minuscule creatures. Consumable: Bead 150 gp Power (Consumable): Free Action. If the bearer is hit by an attack which results in a hostile polymorph effect such as foe to frog, the bead is destroyed and the effect does not affect the bearer and he takes no damage from the attack

58 BLADED BELT Rather than being made of one continuous line of material, this belt consists of many bits of tanned leather joined together by thick metal studs. Bladed Belt Level 1 Uncommon With a single command word you transform your belt into a deadly blade. Weapon: Any Blade or Spear 640 gp Property: Free Action. On command, you can transform the belt into a single Blade or Spear melee weapon of your choice. As long as you are holding the weapon, you can also revert it back to belt form with a command. Special: The belt can be further enchanted into a magic weapon with this extra property. Treat the resulting magic weapon as four levels higher when estimating its value. ELEMENTAL GEM This blue transparent gem holds a bound air elemental inside, which is realease upon its breaking. Air Elemental Gem Level 3+ Uncommon You call forth a damaged and destructive silt elemental, keeping it under your control for a short while. Lvl gp Lvl 20 25,000 gp Lvl 10 1,000 gp Lvl ,000 gp Lvl 15 5,000 gp Lvl ,000 gp Wonderous Item Property: When you crush the gem (as a standard action), an air elemental appears as if summoned by you. The air elemental is under the control of the creature that broke the gem. Power (Daily * Summoning): Minor Action; Ranged 5; Effect: You summon an air elemental in an unoccupied space within range. The creature is an ally to you and your allies. The creature lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in the air elemental s description. You must have line of effect to the air elemental to command it. When you command the air elemental, you and the creature share knowledge, but not senses. When the air elemental makes a check, you make the roll using your game statistics, including any temporary bonuses or penalties. The creature lasts until it drops to 0 hit points, until you dismiss it as a minor action, or until the end of the encounter. Each round, if you do not give the air elemental any commands, you must make a saving throw at the end of your turn; if you fail the saving throw, this effect ends, and you replace the air elemental with a lesser air elemental creature, which is hostile. Level 10: Replace with a level 6 silt elemental creature. Level 15: Replace with a level 11 silt elemental creature. Level 20: Replace with a level 16 silt elemental creature. Level 25: Replace with a level 21 silt elemental creature. Level 30: Replace with a level 26 silt elemental creature. Air Elemental Summoned Creature Medium elemental magical beast (air) HP your bloodied value; Healing Surges none, but you can expend a healing surge for the silt elemental if an effect allows it to spend one. Defenses your defenses +2, not including any temporary bonuses or penalties. Speed 0, fly 6 (hover) Vulnerable 5 fire Level 15 and 20: fly 8 (hover). Level 25 and 30: fly 10 (hover) and Vulnerable 10 fire Phantom of the Wind The air elemental becomes invisible whenever it starts its turn without an enemy adjacent to it. The invisibility lasts until the end of its next turn or until it attacks. m Slam * At-Will Attack: Melee 1 (one creature); your level +7 vs. AC Hit: 1d your level damage. M Grasp of Storm * At-Will Attack: Melee 1 (one creature that can't see the elemental); your level +5 vs. Reflex Hit: 1d your level damage, and elemental grabs the target. Until the grab ends, the target takes ongoing 5 damage, and any ranged or melee attacks that hit the elemental deal half damage to the target. Level 15 and 20: ongoing 10 damage Level 25 and 30: ongoing 15 damage EMBERCHILL Emberchill is a sickle whose cruel blade is crafted entirely of magical ice. It is believed that one of lrrisen's past queens originally forged Emberchill, and over the succeeding centuries, tradition has kept the weapon in the hands of the White Witches, such as its current wielder, Nazhena Vasilliovna. Emberchill Level 4+ Rare The cruel blade of this sickle is made of magical ice. Lvl ,200 gp Lvl ,000 gp Lvl ,000 gp Lvl ,625,000 gp Lvl ,000 gp Weapon: Sickle Enhancement: Attack rolls and damage rolls Critical: +1d6 cold damage per plus Property: You can store an extra encounter attack power with the cold keyword of your level or lower in emberchill. Once per encounter as a free action you can use the stored power by expending another unused encounter power of its level or higher. After an extended rest, you can replace the stored power with a new encounter power of your level or lower. You must wield emberchill to benefit from this feature. Power (At-Will * Cold): Free Action; All damage dealt by this weapon is cold damage. Another free action returns the damage to normal

59 Power (Daily Will * Cold): Free Action. Use this power when you hit with the weapon. The target takes an extra 1d8 cold damage and is slowed until the end of your next turn. Level 14 or 19: 2d8 cold damage. Level 24 or 29: 3d8 cold damage. EVERBLOOM'S ROSE Often created by evangelistic clerics of Milani, an Everbloom's rose is a magical morningstar with the power to remove fear from man's heart. Everbloom's Rose Level 3+ Uncommon This morningstar dedicated to Milani isan effective weapon against fear attacks. Lvl gp Lvl ,000 gp Lvl ,400 gp Lvl ,000 gp Lvl ,000 gp Lvl ,125,000 gp Weapon: Morningstar Enhancement: Attack rolls and damage rolls Critical: +1d6 radiant damage per plus Property: Gain a +2 item bonus to saving throws against fear effects. Power (Encounter): Minor Action; Use this power when you are adjacent to an ally who is subject to a fear effect that a save can end. The ally can make a saving throw against the fear effect. HAND OF THE MAGE This mummified elf hand hangs by a golden chain around a character s neck. Hand of the Mage Level 3 Uncommon This hand carries the wizard spell mage hand. Item Slot: Neck 680 gp Enhancement: +1 on Fortitude, Reflex and Will Power (At-Will * Arcane, Conjuration): Minor Action. As the wizard's mage hand power. HEXING DOLL This malevolent-looking doll is made out of cheap rags and embroidery thread and is stuffed with straw or sawdust. Hexing Doll Level 3+ Uncommon This dangerous doll makes the person holding the doll more exposed to witchcraft directed at him or her. Lvl gp Lvl 18 85,000 gp Lvl 8 3,400 gp Lvl ,000 gp Lvl 13 17,000 gp Lvl 28 2,125,000 gp Wonderous Item Property: A detect magic attempt against a hexing doll is a Hard DC and only reveals a faint enchantment. An Arcana checka against a Hard DC +5 reveals its true nature. Property: No Action; If you are holding or carrying a hexing doll, you take a 4 penalty on all defenses against witch attacks, if your level is equal or lower that the enchantment of the doll. Alternatively, if the doll is stuffed with your hair, any witch holding the doll gets a +2 attack bonus on all their attacks against you, if the enchantment level of the doll is equal or higher than your level. HYPERBOREAL ROBE This beautiful robe is fashioned from fine blue silk embroidered with silver thread, and trimmed with owl feathers and tiny shards of crystal. Hyperboreal Robe Level 4+ Uncommon The cruel blade of this sickle is made of magical ice. Lvl ,000 gp Lvl ,000 gp Lvl ,000 gp Lvl ,125,000 gp Lvl ,000 gp Item Slot: Neck Enhancement: Fortitude, Reflex, and Will Property: Gain an item bonus to Endurance checks equal to the cloak s enhancement bonus. Gain resist 5 cold. Level 20 or 25: Resist 10 cold. Level 30: Resist 15 cold. Power (Daily * Cold): Minor Action; Until the end of the encounter, whenever a creature makes a melee attack roll against you, it takes 5 cold damage. No creature can take this damage more than once per turn. Level 20 or 25: takes 10 cold damage. Level 30: takes 15 cold damage. ICE TROLL PHLEGM POISON This crudely nicknamed poison was concocted by Irriseni winter witches and is intended not only to debilitate would-be thieves but also to aid in their subsequent identification. This is particularly effective when a community knows that uncharacteristically blue skin represents a thief or a traitor though ascribing these qualities directly to an ice troll is ill-advised. Ice Troll Phlegm Poison Level 7 Poison This thick, green oil has the consistency of blood and makes enemies more susceptible to grievous injuries. Poison injury 520 gp Attack: +10 vs. Fortitude; ongoing 5 poison damage and slowed (save ends both). First Failed Save: The target is immobilized instead of slowed (save ends). Second Failed Save: The target is stunned instead of immobilized (save ends)

60 Aftereffect: Target s skin turns bright blue. This effect ends after a number of extended rests equal to the number of failed saves the target made (with a minimum of one extended rest). INSIDIOUS BEAR TRAP This bear trap looks no different from any other ordinary bear trap, but it has several additional magical abilities. Insidious Bear Trap Level 8 Uncommon You let the fury of the winter wolf engulf you. You and the pelt becomes one, and where once stood a man, is now a winter wolf. Wonderous Item 3,400 gp Property: On command, an insidious bear trap snaps shut, opens to release a trapped creature, or resets itself. The trap can also be set to ignore a creature that speaks a password (designated by the person setting the trap). In addition, the person setting the trap can effortlessly insert and withdraw the spike designed to secure the trap into the ground or even stone. Power (Daily): Free Action. The insidious bear trap can be commanded to turn invisible for up to 5 hours or until triggered. While invisible, the insidious bear trap is virtually impossible to spot (+20 to the DCs for Perception checks), though the person who set the trap can still see it. Power (Daily): Free Action. You can set the trap to emit an audible or mental alarm, as per the alarm ritual, when it is triggered. Bear Trap Although intended for trapping large animals, bear traps work as well for trapping humanoids or monsters. The hinged jaws of the trap are attached to a chain, which in turn is secured to a spike driven into the ground to ensure that the victim cannot simply crawl away. Bear Trap Level 1 Trap Small Object XP 100 Detect Perception DC 15 Initiative HP 30; Bloodied 15 Reset manual AC 13; Fortitude 10; Reflex 10; Will Immune necrotic, poison, psychic, forced movement, all conditions, ongoing damage M Attack * At-Will Trigger: A creature enters the square of the bear trap, Attack (Opportunity Action): Melee 1 (triggering creature); +6 vs. AC Hit: 2d6 + 6 damage, and creatures speed is halved or creature is immobilized if trap is attached to a solid object. COUNTERMEASURE * Escape: Acrobatics or Athletics DC 19 * Detach: Pulling the spike attaching the trap from the ground requires a DC 20 Strength check. * Disable: Thievery DC 19. Success: The bear trap no longer functions. Price 10 gp Weight 10 Ibs. LOVE PHILTER The Court of Stars delights in sowing affection between unlikely partners, turning chaste men into wild philanderers or making predators fall for their prey. Love Philter Level 2+ Uncommon When a drop of this honeyed draught is applied to a subject s lips, the victim falls madly in love with the next creature he or she sees, but only until the following morning. Lvl gp Lvl ,250 gp Lvl gp Lvl ,250 gp Lvl ,250 gp Lvl ,250 gp Consumable: Potion 1,000 gp Power (Consumable): Minor Action. The creature drinking the potion is open for a mind attack; +5 vs. Will. Effect: You turn madly in love with the next creature you see, as if under a charm person ritual. The charm effect wears off at the next morning's sunlight, or after and extended rest, whichever comes first. MIGRUS LOCKER This small locker is carved from fossilized wood and it is usually found chained and sealed. When the locker is unsealed and opened, the migrus a desiccated hairless cat with a humanoid face is found within. After a few moments the migrus animates and begins to clean itself, and its face begins to take the appearance of the creature who opened the migrus locker. The migrus considers the last creature to release it from the locker is its master. Migrus Locker Level 9 Rare The migrus locker with its migrus familiar is a coveted pet at it can't be destroyed unless its locker is destroyed. Wondrous Item 4,200 gp Property: Free Action. The migrus acts as a familiarexcept it has the construct type. The migrus always does its best to return to its master and cannot be permanently destroyed by normal means. If the locker is destroyed (Break DC 26, AC/Ref/Fort 8, Resist 5 all, HP 10), the migrus is destroyed and it decays messily overnight in a glistening slick of putrid fluid, no matter the distance to the locker. Migrus Familiar Familiar Migrus are willful, independent familiars, who moves in a strange jerky motion. The migrus takes a very literal and brutal approach to problem solving and is fond of taking trophies. Their willingness to act alone makes them excellent spies. Senses Low-light vision Speed

61 Immune all attacks Constant Benefits You gain a +2 bonus to Acrobatics checks, and you can make an Acrobatics check to reduce the damage you take from falling even if you are not trained in that skill. Active Benefits Independent Spirit: A cat familiar has no range limit on the distance it can exist away from you. Silent Predator: A cat familiar gains a +5 bonus to its Stealthchecks. POTION OF BARKSKIN This potion covers the person in bark. Potion of Barkskin A protective layer of tree bark covers your body and armor. Lvl 5 50 gp Lvl 25 25,000 gp Lvl 15 1,000 gp Consumable: Potion Level 5+ Uncommon Power (Consumable): Minor Action. You gain a +2 power bonus to AC until the end of the encounter. Level 15: Gain a +3 power bonus. Level 25: Gain a +4 power bonus. POTION OF JUMP This potion gives the person the ability to do a single jump like a cricket, clearing the battlefield to reach enemies that would otherwise have been hard to reach. Potion of Jump Level 9 Uncommon Empowered by this rancid smelling blue potion, you fling yourself into the air, clearing your foes and landing behind them. Consumable: Potion 160 gp Power (Consumable): Move Action. You jump to a square within 10 squares of you. The jump does not provoke opportunity attacks. POTION OF SHIELD OF FAITH This potion gives the person a divine shield of faith, guarding against attacks. Potion of Shield of Faith Level 5 Uncommon A gleaming shield of divine energy surrounds you, protecting you against attacks. Consumable: Potion 50 gp Power (Consumable): Minor Action. You gain a +2 power bonus to AC until the end of the encounter. POTION OF SPIDER CLIMB This potion of sickly green slime transfers some of the spider's wall climbing ability to its drinker. Potion of Spider Climb Level 6 Uncommon The potion allows you to briefly climb walls like a spider. Consumable: Potion 100 gp Power (Consumable): Minor Action. You gain a climb (spider climb) speed equal to your speed until the end of your turn. RESTORATIVE OINTMENT A jar of this unguent normally contains five applications. Its restorative effects is famous in all know lands. Restorative Ointment Level 5+ Uncommon This restorative ointment can be used to protect its owner aginst wounds, poisoning, and diseases. Lvl gp Lvl ,000 gp Lvl 15 5,000 gp Consumable: Potions Property: A jar of this unguent is 3 inches in diameter and 1 inch deep, weights half a pound, and contains five applications. Power (Consumable): Minor Action. Drink this ointment and spend a healing surge. You do not gain hit points as normal. Instead, gain resist 5 poison until the end of the encounter. Level 15: Gain resist 10 poison. Level 25: Gain resist 15 poison. Power (Consumable): Minor Action. Apply ointment on the diseased area and you gain a +1 item bonus to saving throws against the disease. You also gain an item bonus to Endurance checks against disease. Level 15: Gain a +3 item bonus. Level 25: Gain a +5 item bonus. Power (Consumable): Minor Action. Rubb the ointment on the wound and you spend a healing surge and instead of the hit points you would normally regain, you regain 10 hit points. Level 15: 30 hit points. Level 25: 50 hit points

62 RIMEPELT This snow-white fur pelt of a winter wolf can be worn over the shoulders as a cloak. Rimepelt Level 8 Uncommon You let the fury of the winter wolf engulf you. You and the pelt becomes one, and where once stood a man, is now a winter wolf. Item Slot: Neck 2,600 gp Enhancement: +2 on Fortitude, Reflex, and Will Property: You get a +2 item bonus on Endurance checks to resist cold weather. Power (Daily): Minor Action. You can transform into a winter wolf for up to 2 hours, or during one encounter, whichever comes first. In certain special locations where winter wolves have the ability to take human form, such as the Howlings district of Whitethrone or the town of Redtooth, the wearer of a rimepelt in wolf form can take human form as winter wolves do, appearing as a white haired, blue-eyed human. In either wolf or human form, the wearer of a rimepelt smells like a winter wolf to other winter wolves and creatures with the scent ability. When the wearer returns to his normal form, o r after 2 hours have elapsed, the rimepelt becomes a mundane winter wolf pelt. Very rarely, a properly skinned winter wolf pelt manifests the properties of a rimepelt without requiring additional enchantment. A winter wolf whose pelt has such potential usually manifests some telltale physical attribute, such as heterochromatic eyes. Creating a rimepelt from such a rare creature requires a successful DC 25 Profession (hunter) or Survival check. Taking 20 is not allowed in this situation, and a failed check results in the pelt being utterly ruined for any use. Winter Wolf Shape Rimepelt Powers You assume the form of a lesser winter wolf or return to your humanoid form. Daily * Polymorph, Primal Minor Action Personal Effect: You can change from your humanoid form to winter wolf form and back. When you change from beast form back to your humanoid form, you can shift 1 square. While you are in beast form, you can exchange your normal attack powers as follows: At-Will Powers: Winter wolf bite power Encounter Powers: Winter wolf frost bite power Daily Powers: Winter wolf freezing breath power You can t use weapon or implement attack powers that lack the beast form keyword, although you can sustain such powers. When you have used all your encounter and daily attack powers your change back into humanoid form. You take the form of a lesser winter wolf and get some of its game statistics, while you keep some of you own, as shown in the winter wolf statistics below. Your equipment becomes part of your beast form, but you drop anything you are holding, except implements you can use. You continue to gain the benefits of the equipment you wear, except a shield. You can use the properties and the powers of implements as well as magic items that you wear, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of your beast form, it cannot be removed, and anything in a container that is part of your beast form is inaccessible. Special: You can only make one shift per round. You can not take beast form and change back in the same round. Lesser Winter Wolf Shapechange Large natural magical beast HP Your own; Bloodied Your own Initiative +10 AC, Fortitude, Reflex and Will Your own Perception +6 Speed 8 (ice walk) Low-light vision Resist 10 cold Takedown Whenever you hit a target with a charge attack, the target takes 1d8 extra damage and falls prone. m Bite (cold) * At-Will Attack: Melee 1 (one creature); +13 vs. AC Hit: 1d8 + 6 damage. m Frost Bite (cold) * Encounter Attack: Melee 1 (one creature); +13 vs. AC Hit: 1d8 + 6 damage plus 1d10 cold damage, or 2d8 + 6 damage plus 1d10 cold damage against a prone target. C Freezing Breath (cold) * Daily Attack: Close blast 5 (creatures in the blast); +11 vs. Reflex Hit: 2d6 + 5 cold damage. Miss: Half damage. MINOR ACTIONS Drag * At-Will Effect: Melee 1 (one prone creature); you shift 1 square, pulling the target to a square adjacent to it. Skills Stealth +8 (+12 in snow terrain) Str 20 (+9) Dex 18 (+8) Wis Your own Con 18 (+8) Int Your own Cha Your own Alignment Your own Languages Your own SEER'S TEA This rich tea can be made from any number of herbs. When the tea is brewed without a filter and imbibed, the drinker can read the patterns in the leaves remaining at the bottom of her cup, gaining a glimps of the future or lost lore. Seer's Tea Level 10 Uncommon Using this special tea allows you to to powerful divinations. Wonderours Item 1,400 gp Power (Consumable * Divination): Standard Action. You can read the patterns in the leaves remaining at the bottom of your cup, gaining the benefits of a consult mystic sages ritul, with a 1d skill check result. Additionally, the unbrewed tea can be used as an extra material component when casting a consult oracle ritual. In this case, you

63 can ask an extra question instead. SKYROCKET FIREWORK When lit, this footlong wooden tube begins to shake and emit a handful of white sparks, shedding light as a torch. One round later it takes flight, shooting for the sky where it explodes in brilliant colors. Skyrocket Firework Green flames burn and spread boiling acid in all directions. Lvl 5 50 gp Lvl 20 5,000 gp Lvl gp Lvl 25 25,000 gp Lvl 15 1,000 gp Lvl ,000 gp Alchemical Item Level 5+ Rare Power (Consumable * Fire, Thunder): Standard Action. Attack: Area burst 2 within [1d8 x ] (creatures in burst); +6 vs. Reflex Hit: 1d6 fire damage, and ongoing 2 thunder damage (save ends). Level 10: +11 vs. Reflex; 1d6 fire damage, and ongoing 5 thunder damage (save ends). Level 15: +16 vs. Reflex; 2d6 fire damage, and the target takes ongoing 5 thunder damage and is deafended (save ends both). Level 20: +21 vs. Reflex; 2d6 fire damage, and the target takes ongoing 10 thunder damage and is deafended (save ends both). Level 25: +26 vs. Reflex; 3d6 fire damage, and the target takes ongoing 10 thunder damage and is deafended and blinded (save ends all). Level 30: +31 vs. Reflex; 3d6 fire damage, and the target takes ongoing 15 thunder damage and is deafended and blinded (save ends all). STEADFAST GUT-STONE This fist sized chunk of off-white stone seems too large to fit inside a human s mouth, but may be swallowed to protect the wearer s vital organs. Steadfast Gut-Stone Level 5 Rare You swallow the large stone to let its magic protect your vital organs from harm. Wonderous Item 1,000 gp Property: You may swallow the gut-tone as a standard action. Once ingested, the gut-stone remains active for up to a week, maneuvering itself within your body to protect your vital organs from precision attacks, such as critical hits or sneak attacks. Only one gut-stone may be in your body at a time. Any attempt to swallow a second destroys both stones and you are weakened until you have taken a short rest. If a gut-stone is not used within a week of being swallowed or is destroyed it crumbles apart and is passed harmlessly out of the body. Power (Encounter): Triggered Action. Trigger: You are hit by a critical hit or sneak attack. Effect (Immediate Interrupt): The damage is directed to the gutstone and you take up to 10 hit points less damage from the triggering attack. Power (Once): Triggered Action. Trigger: You are hit by a critical hit or sneak melee attack. Effect (Immediate Interrupt): You may sacrifice the gut-stone to force the enemy of the triggering attack to only be able to use a melee basic attack for its next attack. Aftereffect: The gut-stone is destroyed UNGUENT OF TIMELESSNESS When applied to any matter that was once alive, such as wood, paper, or a dead body, this ointment allows that substance to resist the passage of time. Unguent of Timelessness Level 5 Uncommon This ointment protects its object from the ravage of time. Wonderous Item 400 gp Property: Applying this unguent to any matter that was once alive, such as wood, paper, or a dead body, this ointment allows the substance to resist the passage of time. Each year of actual time affects the substance as if only a day had passed. The coated object gains a +1 resistance bonus on all saving throws. The unguent never wears off, although it can be magically removed (by dispelling the effect, for instance). One flask contains enough material to coat eight Medium or smaller objects. A Large object counts as two Medium objects, and a Huge object counts as four Medium objects. USHANKA OF THE NORTHLANDS This large, furry hat is sewn from the thick pelt of an animal native to the frozen north, and has ear flaps that can be pulled down or folded up over the crown of the hat. Ushanka of the Northlands Level 9 Uncommon You let the fury of the winter wolf engulf you. You and the pelt becomes one, and where once stood a man, is now a winter wolf. Item Slot: Head 4,200 gp Enhancement: +2 on Fortitude, Reflex, and Will against attacks with cold effects. Property: You get a +4 item bonus on Endurance checks to resist cold weather. Power (Daily): Minor Action. You can pull down the earpads and gain resist 5 thunder for the rest of the encounter

64 WAND OF ICE SPEAR This fragile-looking wand appears to be nothing more than a sharpened icicle nearly a foot in length, though it is as sturdy as any wand and the ice never melts. Wand of Ice Spear Level 8+ Uncommon This wand carries the wizard spell ice spear. Lvl ,400 gp Lvl ,000 gp Lvl ,000 gp Lvl ,125,000 gp Lvl ,000 gp Implement (Wand) Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Power (Daily * Arcane, Cold, Implement): Standard Action. As the wizard's icy spear power. Ice Spear Wizard Attack 3 One giant spear of ice lance up out of the ground, targeting your enemy and toppling him to the ground. Daily * Arcane, Cold, Conjuration, Implement Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Reflex Hit: 2d8 + Intelligence damage, and you slide the target 1 square and it falls prone. Effect: A 2 square high stalagmite-like icicle rises from ground and become an obstacle in the affected square. The icicle can provide cover for a Medium sized creature or smaller. BABAYAGA'S DANCING HUT Baba Yaga possesses many unique magical accoutrements, including her broom, her mortar and pestle, and most famously, her Dancing Hut. A highly complex and powerful artifact, the Dancing Hut of Baba Yaga stands on gigantic chicken legs and has the ability to travel to other worlds and planes. Baba Yaga and her dancing hut have been a part of the Dungeons & Dragons game since the early days. They are referenced in the 1979 Dungeon Master s Guide and appeared together in The Dancing Hut, an adventure written by Roger E. Moore for Dragon magazine in Since then, the pair has popped up a number of times, including Nightmare Realm of Baba Yaga in 1986, Castle Greyhawk in 1988, and Book of Artifacts in The hut and the hag were reimagined in 1995 s The Dancing Hut of Baba Yaga, a full-length adventure, and they appeared in several other products and Dungeon magazine adventures. The PCs first encounter the Dancing Hut in Pathfinder Adventure Path # 68, but it plays a prominent role throughout the Reign of Winter Adventure Path. The PCs have the opportunity to become keepers of the hut as they search for Baba Yaga during the campaign though whether they remain its masters is another matter. The Dancing Hut of Baba Yaga appeared in Pathfinder Campaign Setting: Artifacts & Legends, but its details are converted to 4th Edition by mixing from Dungeon Magazine #196 and the Pathfinder material. Properties of the Dancing Hut As a construct, the Dancing Hut of Baba Yaga is also considered a CR 25 creature, with its own creature statistics. These statistics are detailed below. For information on controlling the Dancing Hut, please refer to the original adventure, page Baba Yaga's Dancing Hut Level 25 Solo Brute Huge natural animate (blind, construct) XP 6,000 HP 1140; Bloodied 570 Initiative +19 AC 27; Fortitude 29; Reflex 27; Will 26 Perception +18 Speed 12 Blindsight 20 Immune blinded, charm, disease, gaze effects, poison Saving Throws +5; Action Points 2 Flailing Legs * Aura 3 Any enemy that starts its turn in the aura, or makes an attack during the hut s turn while in the aura, takes 15 damage. While the hut is bloodied, this damage increases to 20. Long Stride The hut ignores difficult terrain. Self Healing The hut regains 15 hit points whenever it starts its turn and has at least 1 hit point. When the hut takes psychic damage, its regeneration does not function on its next turn. Shake It Off At the start of the hut s turn, it can make a saving throw against any effect that a save can end. On a save, the effect immediately ends, preventing it from affecting the hut on its current turn. Immortal Structure

65 Reducing the hut to 0 or lower hit points brings the hut toppling to the ground, without affecting the extradimensional interior orany creature inside. The hut can not be controlled and remains immobilzed for 24 hours, However, the huts transportive powers can still be used. After 24 hours the hut regain its bloodied value (570 hp) and all its other powers are activated again. The hut can only be destroyed as described in the artifact's destruction entry. m Claw Kick or Grab * At-Will Attack: Melee 3 (one creature); +30 vs. AC Hit: 4d damage, the hut either pushes the target up to 3 squares, and the target falls prone; or it grabs the target (escape DC 29) if it has fewer than two creatures grabbed. M Trample * At-Will Effect: The hut moves up to its speed. During this movement, the hut can move through enemies spaces, and when the hut first enters a creature s space, it uses claw kick or grab against that creature. MINOR ACTIONS C Chimney Gout (fire) * Recharge 5 6 Attack: Close blast 3 (creatures in blast); +28 vs. Reflex Hit: 4d6 + 6 fire damage, and ongoing 15 fire damage (save ends). Miss: Half damage. M Swallow Whole * At-Will (1/round) Attack: Melee 0 (one grabbed creature); +28 vs. Reflex Hit: 4d damage, and the target is scooped up by the hut's front door and flung inside. The target appears within the extra dimensional space inside the hut the layout of which depends upon the hut's physical location. M Berserk Hut * At-Will Trigger: An attack damages the hut while it is bloodied. Effect (Immediate Reaction): The hut uses claw kick. Str 28 (+21) Dex 25 (+19) Wis 23 (+18) Con 25 (+19) Int 8 (+11) Cha 3 (+8) Alignment unaligned Languages understands any (cannot speak)

66 Duration: Permanent Key Skill: Arcana or Religion REIGN OF WINTER TOOLKIT In order to use this ritual you need something from the creature you want to curse, which acts as a focus for the ritual. Performing the ritual you place a curse on the subject. The target of the ritual has to be on the same plane as you. Choose one of the following effects: * 4 decrease to an ability score (minimum 1). * 2 penalty on attack rolls, saves, ability checks, and skill checks. * Each turn, the target has a 50% chance to act normally; otherwise, it takes no action. You may together with your DM also invent your own curse, but it should be no more powerful than those described above. The bestow curse ritual can also be used to add a random requirement to a magic item. The focus for this ritual is then the magic item which needs to be in the possession of the caster during the ritual. Choose one of the following effects: WINTER MAGIC Within this 4th Edition conversion there are several spells that needs to be converted into 4th Edition rituals in order to be able to deliver a similar effect. They are converted here for your convenience. Bestow Curse The witch threw the lock of hair from the king into the cauldron, "I curse you William of Elderspring may your bones go weak and your strength fail." Level: 6 Category: Necromancy Time: 1 hour Component Cost: 75 gp, plus a focus Market Price: 360 gp * Item owner must eat twice as much as normal. * Item owner must sleep twice as much as normal. * Item owner must undergo a specific quest before the item starts to function normally again. * Item owner must sacrifice (destroy) 1/100th the value of the magic item (1%) in valuables per day in order for it to work. * Item owner must discard all other magic items for the magic item to work. * Item owner must change her name to a specific name for the magic item to work. * Item must be cleansed with holy water each day to work. * Item must be used at least once a day, or it won t function in one week for its current possessor

67 The curse bestowed by this spell cannot be dispelled, but it can be delayed with a delay affliction ritual or removed with a remove affliction ritual. Focus: Something from the target of the ritual, such as a look of hair, a nail, or some drops of blood. To curse a magic item the specific magic item acts as the focus and the component cost increases to one fifth of the value of the magic item (20%). Hidey-Hole When a kikimora chooses a house to inhabit, she scrawls a symbol on a wall, baseboard, cupboard, or semi-permanent object (like a stove) to be her tiny domain. This ability lets her create an extradimensional space that is connected to her where she can live within a house without being detected. Level: 8 Category: Exploration Time: 1 hour Duration: 24 hours Component Cost: 250 gp, plus a focus worth 500 gp Market Price: 680 gp Key Skill: Arcana The hidey-hole ritual is a well guarded secret by the kikimora fey. You create a small extra-dimensional space by drawing a symbol and placing a sigil on an object or wall. Anytime after designating a hidey-hole, you can, as a standard action, instantly transport yourself and up to 50 lbs. of objects to the designated location. This extradimensional space can only be entered by yourself or by a creature using a plane shift ritual or ability. The location can be determined by a detect magic DC 25 Arcana check in the area of the sigil, but it takes a DC 30 Arcana check to properly determine where the extradimensional space is in order to plane shift into the space. Inside the hidey-hole, you can see what is going on outside of the space through a special sensor. This window allows a range of sight as if you where looking out where the symbol is placed, so it can be blocked by mundane objects placed in front of the sigil. The hidey-hole is like a small hideaway, and commonly used by the kikimoras as their houses. Any item you leave inside the space, remains there even if you removes the sigil and places it in another location, but with the total limit of 50 Ibs. of material. If someone else removes the sigil, all contents are emptied into the feywild (including you if you are within your hideyhole at the time.) In this case, you can attempt a DC 25 Will save to instead eject yourself (but none of yourpossessions) into a square adjacent to the sigil. Focus: A gold sigil worth at least 500 gp. Nightmare Aran woke up covered in sweat. The nightmare had been haunting him the whole night, giving him no rest. He felt exhausted down to his weary bones. Level: 8 Category: Scrying Time: 1 hour Duration: Instantaneous Component Cost: 250 gp and one healing surge Market Price: 680 gp Key Skill: Arcana You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate. The nightmare prevents restful sleep and causes the target to gain no benefits from an extended rest. The success of the ritual depends on your knowledge the subject and the physical connection (if any) you have to that creature. Rituals that protects against scrying dispels the nightmare and causes you to be stunned for 10 minutes per caster level of the opponent dispelling your nightmare ritual. If the recipient is awake when the ritual begins, you can choose to cease casting (ending the ritual) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a DC 24 Arcana check or the ritual ends. If you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance. You are helpless, both physically and mentally, while in the trance. Knowledge and/or Connection to Target No knowledge* Arcana check modifier 10 Secondhand knowledge (you have 5 heard of the target) Firsthand knowledge (you have +0 met the target) Familiar (you know the subject +5 well) Likeness or picture of target +2 Possession or garment of target +4 Body part of target, lock of hair, +10 bit of nail, etc. * You must have some sort of connection to a creature of which you have no knowledge

68 Arcana vs. Will Result Lower than Will Equal or up to 4 higher than Will 5 to 9 higher than Will 10 or higher than Will Effect No effect Regains no hit points from the rest As above, plus regains no healing surges from the rest As above, plus regains no daily powers Creatures who don t sleep (such as an undead) or dream are immune to this ritual. Putrefy Food and Water With a touch of your hand and some mutterings of arcane words, you see how the food at the table starts to grow bad and rot in front of your very eyes. Level: 1 Category: Exploration Time: 1 minute Duration: Instantaneous Component Cost: 20 gp Market Price: 80 gp Key Skill: Arcana This ritual causes otherwise edible food to rot and spoil instantly, and water and other liquids to become brackish and undrinkable. Holy water and similar food and drink of significance are spoiled by putrefy food and drink, but the spell has no effect on creatures of any type, nor upon unholy water. Your Arcana check determines how large quantity of food and water is affected by the ritual. Arcana Check Result Duration 19 or lower 1 gallon cubic foot cubic feet 40 or higher 20 cubic feet Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds. Although potions and elixirs are unaffected by the normal use of the spell, you can instead choose to target a single such object with this spell, destroying it if it fails a saving throw. If the potion is in the possession of a creature you must succeed on an Arcana check versus the creature s Reflex defense to destroy the potion. Reckless Infatuation Listening to the bard's words, Illena was suddently struck by a unatural desire to follow in the footsteps of Arian, her neighbour. How could she have missed his loving smile all these years? Level: 5 Category: Exploration Time: 10 minute Duration: 1 day Prerequisite: Bard Component Cost: 60 gp, plus a focus worth 60 gp Market Price: 250 gp Key Skill: Diplomacy You fill your target with feelings of intense infatuation for a specific individual known to the target, if you succeed on a Diplomacy check opposed by the targets Will defense. At the time of the casting, you designate a single creature as the focus of the target s desire. Thereafter, the target does all it can to remain within 30 feet of the object of its desire. If the target moves outside this range, it gains the dazed condition until it is again near the focus of its desire. If remaining within 30 feet of the focus of its affection would place the target in obvious physical danger, or if combat breaks out, the target can save to end ritual s effect on his or her turns. Reckless infatuation counters the effect of the unadulterated loathing ritual. Focus: A musical instrument you play as part of performing the ritual. Unadulterated Loathing Listening to the bard's words, Arian was suddently struck by a terrible loathing for Illena, his neighbour. How could he have found her ugly smile so charming before? Level: 5 Category: Exploration Time: 10 minute Duration: 1 day Prerequisite: Bard Component Cost: 60 gp, plus a focus worth 60 gp Market Price: 250 gp Key Skill: Diplomacy You fill the target with a terrible loathing aimed at a specific creature, if you succeeed on a Diplomacy check opposed by the targets Will defense. At the time of the casting, you designate a single creature as the object of the target s revulsion. Thereafter, the target does all it can to remain at least 60 feet away from the object of its loathing. As soon as the target moves within this range, it becomes weakened until it can again get away from the object of its revulsion. If traveling beyond 60 feet of the object of its loathing would place the target in obvious physical danger, or if combat breaks out the target can save to end ritual s effect on his or her turns. Unadulterated loathing counters the effect of the reckless infatuation ritual. Focus: A musical instrument you play as part of performing the ritual

69 ATTIC WHISPERER This thing resembles a gray, emaciated child, with cobwebs and dust for clothes and a fox skull for a head. BESTIARY This month's Pathfinder Bestiary includes strange primordial fey, a template that imbues winter's chill into fey, sinister constructs, and a herald of a revolutionary goddess. In this 4th Edition Conversion I have also added all the new creatures that appear in The Snows of Summer that have not a direct counterpart in Dungeons & Dragons various Monster Manuals. MONSTER RITUALS In the 4th Edition Conversion I have introduced monster rituals, to better reflect some of the powers of the Pathfinder counterparts. These rituals do not have any in battle effect, as the casting times are too long, and have no component cost for the monsters. However, they can be used to great effect in role-playing encounters or to explain the set up of the battles. After each ritual is the skill check modifier for the ritual. Attic Whisperer Level 8 Lurker Small natural humanoid (undead) XP 350 HP 68; Bloodied 34 Initiative +12 AC 22; Fortitude 19, Reflex 21, Will 20 Perception +12 Speed 4 Darkvision Immune disease, poison; Resist 10 necrotic Aura of Sobs (psychic) * Aura 3 Enemies within the aura take a 2 penalty to attack and damage rolls. Benefits from bardic songs are supressed within the aura. Mimic Voice Any voice stolen with the steal voice power, the atticwhisperer can mimic. Other creatures can make a DC 24 Insight check to discern that the voice is a bluff. m Steal Voice (psychic) * At-Will Attack: Melee 1 (one creature); +11 vs. Reflex Hit: 2d8 + 7 psychic damage, and target can't speak (save ends). Any spell, ritual, prayer or bardic performance relying on being able to speak does not work (DM's decision. If unsecure, the power do not work on a ) C Steal Breath (necrotic) * Recharge 5 6 Attack: Close blast 2 (creatures in blast); +11 vs. Will Hit: 2d6 + 5 necrotic damage, and target is weakened (save ends). Invisibility (illusion) * Recharge when the attic whisperer takes damage Effect: The attic whisperer becomes invisible until it hits or misses with an attack. Skills Bluff +12, Thievery +13, Stealth +13 Str 9 (+3) Dex 19 (+8) Wis 16 (+7) Con 14 (+6) Int 14 (+6) Cha 17 (+7) Alignment evil Languages common (plus any from

70 victims) An attic whisperer spawns as the result of a lonely or neglected child s death. Rather than animating the body of the dead youth, the creature rises from an amalgam of old toys, clothing, dust, and other objects associated with the departed icons of the child s neglect. The widely varying materials that fuse together to form these creatures lead to attic whisperers with vastly different appearances. Attic whisperers linger in the places where they were formed, typically old homes, orphanages, schools, debtors prisons, workhouses, and similar places where children might be discarded. When an attic whisperer first forms, it does so without a skull this does not impact the creature s abilities in any way, but it usually seeks out a small animal s skull as a form of decoration soon after it manifests. An attic whisperer haunts shadowy, forgotten places like old buildings and dilapidated institutions, places that were once homes to both young children and subtle evils. Hiding in drafty attics and moldy basements, an attic whisperer might lie dormant for decades while the quick go about their lives often a scant f loor away. The coming of a new child, though, rekindles some hope in the creature, its animating spirits motivated by loneliness, and ever seeking comfort and companionship. Once an attic whisperer finds a potential playmate, it does all it can to ensure it will never be lonely again by attempting to lure its friend to it, singing nursery rhymes, leaving trails of old toys, or calling out in the stolen voices of other children. Destroying an attic whisperer reduces it to its component parts, usually consisting of dusty junk left to molder in the attics of old houses, though a few items, such as china dolls, small lockets, music boxes, precious marbles, fine teacups, sculpted metal soldiers, or the like, may have some value. BACCAE An attractive woman with long flowing, rich, red hair and emerald green eyes seductively moves toward you. She wears a billowy white robe emblazoned with archaic symbols and runes. Baccae Reveler Level 8 Skirmisher Medium fey humanoid XP 350 HP 88; Bloodied 44 Initiative +9 AC 22; Fortitude 21; Reflex 19; Will 19 Perception +8 Speed 6 Low-Light Vision m Greatclub (weapon) * At-Will Attack: Melee 1 (one creature); +13 vs. AC Hit: 2d6 + 6 damage. M Bite * At-Will while in beast rage Attack: Melee 1 (one creature); +13 vs. AC Hit: 1d6 + 5 damage and 5 ongoing damage (save ends). R Charming Gaze (charm) * At-Will while not in beast rage Attack: Ranged 5 (one creature); +11 vs. Will Hit: The target is dominated until the end of the baccae's next turn. Beast Rage (healing) * Encounter Trigger: When the baccae first becomes bloodied. Effect: The baccae turns beastlike and gains 10 temporary hit points and uses greatclub with a +2 bonus on the attack roll and an extra 1d12 damage to the attack. All these attack and damage bonuses remain for the rest of the encounter. Rituals Charm Person Skills Bluff +12, Diplomacy +12, Stealth +12 Str 21 (+9) Dex 16 (+7) Wis 9 (+3) Con 16 (+7) Int 11 (+4) Cha 16 (+7) Alignment unaligned Languages Common, Elven Equipment greatclub, cold-weather outfit, bottle of wine Baccae Debaucher Level 7 Minion Brute Medium natural humanoid, human XP 75 HP 1; a missed attack never damages a minion. Initiative +5 AC 19; Fortitude 20; Reflex 18; Will 18 Perception +2 Speed 6 m Club (weapon) * At-Will Attack: Melee 1 (one creature); +12 vs. AC Hit: 8 damage. M Berseark Swing (weapon) * At-Will while in rage Attack: Melee 1 (one creature); +14 vs. AC Hit: 12 damage. Rage (healing) * Encounter Trigger: When the baccae is first reduced to 0 hit points. Effect: The baccae is raging and returns to 1 hit point and is bloodied. Skills Bluff +10 Str 16 (+6) Dex 14 (+5) Wis 9 (+2) Con 18 (+7) Int 10 (+3) Cha 14 (+5) Alignment unaligned Languages Common Equipment club, cold-weather outfit, bottle of wine The handmaidens of Baccus-Dionysus are known as the baccae. Some say they were once his priestesses who succumbed to the madness of the grape. Others say they were a race of fey created by him who reflects his everchanging emotions. When in peaceful playful moods, these women are comely and attractive with long hair the color of

71 red wine. Baccae carry jugs of wine which quickly make the imbiber become complacent around them as if under the influence of a calm emotions spell (caster level 8th). Baccae are a reclusive race of fairy who spend their time in their forested lair away from humankind. While friendly toward humans and humanoids that share their alignment, they spend most of their time associating with others of their race and other fey creatures of the same or similar alignment. Though chaotic by nature, evil baccae are a rare sight as most lean toward a neutral disposition. Those with evil tendencies are shunned by others of their own race and often attacked on sight. (Evil baccae are known to associate with quicklings on occasion, if the agreement mutually benefits both parties involved). Good-aligned baccae, while rare, often associate with druids, elves, and other good-aligned fey creatures. A baccae stands between 5 and 6 feet tall and weighs around 120 to 130 pounds. Her hair is always long and free flowing (baccae never pull it back) and always red. Eye color is either green or commonly blue. Baccae dress in loose-fitting robes of greens, browns, and tans. Baccae Society The baccae are a fey race known for their wild indulgences and extremes of emotion. The baccae brew their own wine which is used in their baccanals. This wine, called the Wine of Baccus-Dionysus is the center of their worship to these strange fey. The wine has the effect of calming emotions, but may if over-indulged by natural humanoids turn them into baccae debauchers. The baccae themselves have a 5% chance per cup imbibed of unleashing their bestial form and falling into a rage, attacking any non-baccae in their midst, starting with males. Wine of Baccus Dionysus Level 8 Poison This red, full-bodied wine smells of the sweates nectars, and makes the drinker calm and apathic. Poison ingested 850 gp Attack: +11 vs. Fortitude; target is dazed (save ends). Effect: Roll a new attack towards the target for each new cup of wine ingested, with a cumulative 1 penalty on the target's Fortitude defense for each cup consumed. First Failed Save: The target is also slowed and cannot attack, only defend against attacks (save ends). Second Failed Save: The target is stunned (save ends). Third Failed Save: The target is turned into a baccae debaucher and is removed from play. COUNTERMEASURE * Redeem: A character turned into a baccae debaucher may be returned to normal with a remove afflicaion ritual. The same result may be achieved by preventing target from using alcohol and meeting with fey for one year and a day. BUGBEAR, WIKKAWAK In wintry climes, albino bugbears called wikkawaks prowl the glaciers by night, hunting settlers and prowling the frosted roofs of log cabins. These creatures fear no wind and bear the bite of cold remarkably well. They also purportedly leave no tracks, although sprinkling salt in the snow shows a wikkawak s prints. Wikkawaks can quell f ire and lantern light with a thought. Wikkawak (bugbear) HP +2; Bloodied +1 Defenses +1 Fortitude Speed 7 (ice walk) Resist 5 cold Quench Fires * Aura 5 Any Role Normal XP The Wikkawak extinguish any nonmagical fires in the aura. Trackless Wikkawak's leaves few tracks, increasing track DC's with +5. Con +2 (+1) CARYATID COLUMN With its feet planted firmly together, this marble statue of a female warrior holding a stone sword rises up to support the ceiling. Caryatid Column Level 8 Elite Soldier Medium natural animate (construct) XP 700 HP 180; Bloodied 90 Initiative +11 AC 24; Fortitude 21; Reflex 20; Will 17 Perception +4 Speed 6 Darkvision Immune disease, poison Saving Throws +2; Action Points 1 Shatter Weapons Any melee weapon attack against the caryatid column (magical or nonmagical weapon), shatters the weapon on a roll of 6. Statue A caryatid column can stand perfectly still, emulating a statue

72 Failure to spot that the caryatid column is alive with a DC 24 Perception check, grants the caryatid column a surprise round. m Bastard Sword (weapon) * At-Will Attack: Melee 1 (one creature); +13 vs. AC Hit: 2d damage, and the target is marked until the end of the caryatid column s next turn. M Paralyzing Strike (weapon) * Recharge 5 6 Requirements: Requires a bastard sword. Attack: Melee 1 (one creature); +13 vs. AC Hit: 2d damage, and if the target is marked, it s immobilized (save ends). C Terror Smash (weapon) * Encounter Requirements: Requires a bastard sword. Attack: Close burst 1 (creatures in burst); +13 vs. AC Hit: 2d damage, and target drops prone and is marked until the end of the caryatid column s its next turn. M Smash Back (weapon) * Encounter Requirements: Requires a bastard sword. Trigger: When an opponent enters an adjacent square. Attack (Immediate Reaction): +13 vs. AC Hit: 2d damage, and the target is pushed 2 squares. Magic Resistance * 2/Encounter Trigger: The first time the caryatid column takes cold, fire, lightning, necrotic or radiant damage. Effect (Immediate Interrupt): The caryatid column gains resist 20 to the triggering damage type until the end of the encounter. Special: If the caryatid column takes acid damage one random magic resistance power ends. Str 20 (+10) Dex 18 (+9) Wis 8 (+4) Con 18 (+9) Int 3 (+1) Cha 3 (+1) Alignment unaligned Languages Equipment bastard sword Caryatid columns are the lesser cousins of true golems, constructs created by spellcasters to guard objects or areas. Unlike true golems, caryatid columns cannot be made into shield guardians, but they are often used in greater numbers because of their relatively inexpensive creation cost. Each caryatid column is programmed to guard an object or area when created, and once set, this command cannot be changed. Caryatid columns are often given specific parameters concerning whom to ignore and whom to attack, but since they have no special form of detection, such restrictions can be overcome with disguises if the parameters are known. A caryatid column stands 7 feet tall and weighs 1,500 pounds. Caryatid columns are always equipped with a masterwork weapon that appears to be made out of stone as long as the construct remains in statue form. The weapon can be recovered after a caryatid column has been defeated. Arming a caryatid column with magical weapons is expensive but feasible even the most powerful of magic weapons appear as nothing more than stone when held by a caryatid column. Since a weapon held in this manner does not radiate magic, many use this trait as a method to hide potent or powerful weapons from both casual observation and study via detect magic. Truesight reveals such disguised weapons for what they really are. Often, only particularly powerful caryatid columns are entrusted with the care and protection of such weapons. Of course, the constructs themselves make full use of any magic weapons they are given to guard. DAWN PIPER Eldritch energy burns within the eyes of this humanoid figure. Strangely colored hair crowns her head like a torch, and gleaming white teeth shine from her grin. The creature cradles a pipe in her long, graceful fingers. Dawn Piper Level 10 Controller Medium fey humanoid XP 500 HP 104; Bloodied 52 Initiative +10 AC 24; Fortitude 21; Reflex 23; Will 21 Perception +12 Speed 6 Darkvision, Low-Light Vision Terrible Beauty (radiant) * Aura 2 Any creature starting its turn within the dawn piper's aura takes 5 radiant damage, with bleeding eyes and ears. Any Perception checks are made with a 5 penalty. m Rapier (weapon) * At-Will Attack: Melee 1 (one creature); +15 vs. AC Hit: 2d8 + 9 damage. r Shortbow (weapon) * At-Will Attack: Ranged 15/30 (one creature); +15 vs. AC Hit: 2d6 + 6 damage. C Melody of Disonance (thunder) * Recharge 5 6 Attack: Close blast 3 (enemies in blast); +13 vs. Will Hit: 3d thunder damage. Miss: Half damage. C Dawn Melodies * At-Will Effect: The dawn piper plays one of the following tunes on its

73 instrument (deafened creatures are immune). Melody of Grief (Charm): Close burst 5 (Enemies in burst); +13 vs. Will; the target is dazed until the end of the dawn piper s next turn. Sustain (minor): +13 vs Will; The piper must make a new attack roll when it sustains this effect. Melody of Lust: Ranged 10 (one creature); +13 vs. Will; The target uses all its action on it's next turn to move to the designated target (which must be in range of the effect and within line of sight) to passionatly kiss it. It can take no other action on its next turn. If the target would not normally have lustful feelings to the target, it recieves a +4 bonus on its Will defense. Melody of Pride: Close burst 5 (enemies in burst); Target get a -2 penalty on attack rolls and skill checks, but a +2 bonus on Will defense (save ends all). Melody of Rage: Close burst 5 (allies in burst); Allies gain a +2 bonus to attack and damage rolls, and a -2 penalty to AC until the end of the dawn piper s next turn. Rituals Reckless Infatuatio n, Unadulterated Loathing Skills Acrobatics +15, Bluff +13, Diplomacy +13, Insight +12 Str 15 (+7) Dex 20 (+10) Wis 15 (+7) Con 16 (+8) Int 14 (+7) Cha 17 (+8) Alignment unaligned Languages Common, Elven Equipment rapier, musical instrument Strange and enigmatic creatures from the First World, dawn pipers are unmi stakably humanoid and share some of the same delicate features of half-elves. But dawn pipers' otherworldly nature becomes evident when one looks at the creatures' eyes, which burn with a strange light. Their skin is smooth, free of blemish or body hair, and radiant. Their hair moves constantly, like the flickering flames of a torch in the breeze, and seems to expres s a seasonal theme in coloration. Their faces are portraits of every emotion that passes through their consciousness; joy, loss, and murder may all dance across their expressions in a matter of moments. Only when a dawn piper is asleep or plays a soothing melody on its pipes does its expression become static and human and through such songs, dawn pipers' heartbreaking beauty becomes truly evident. A full description of the dawn piper's ecology, habitat and society can be found in the Shackled Hut page 87. FAUN This capricious figure has the upper torso, arms, and head of a man, but goatlike legs, a tail, and curling horns on his head. Faun Level 4 Controller Medium fey humanoid XP 150 HP 53; Bloodied 26 Initiative +5 AC 19; Fortitude 14; Reflex 16; Will 17 Perception +9 Speed 6 Low-Light Vision m Dagger (weapon) * At-Will Attack: Melee 1 (one creature); +9 vs. AC Hit: 2d4 + 7 damage. r Shortbow (weapon) * At-Will Attack: Ranged 15/30 (one creature); +9 vs. AC Hit: 2d6 + 5 damage. C Panpipes * Recharge 5 6 Effect: Close burst 3 (deafened creatures are immune); the faun plays one of the following tunes on its pipes. Dozing Melody: (Enemies in burst); +7 vs. Will; The target is slowed (save ends). If the target fails its first saving throw, the target falls asleep and becomes unconscious (save ends). Joyful Tune: (Enemies in burst); The target is overwhelmed with laughter and grants combat advantage (save ends). Skills Acrobatics +10, Bluff +10, Insight +9, Stealth +10 Str 14 (+4) Dex 16 (+5) Wis 14 (+4) Con 13 (+3) Int 11 (+2) Cha 17 (+5) Alignment good Languages Common, Elven Equipment dagger, wooden pipes, shortbow, arrows (30) Often mistaken for satyrs, fauns are far more benevolent than their unpredictable cousins. Many people use the two names interchangeably, a fact that irritates both fauns and satyrs. The vast majority of fauns are male, although unlike satyrs, females of this species do exist they re simply less common than male fauns

74 While satyrs breeding with their seduced victims always produce full-blooded satyrs, fauns are the result of a willing pairing between satyrs and goodly fey or kindhearted humanoids such as humans or elves. Even in this case, the babies of such unions are usually stolen away and raised by their fey parent or some other sylvan foster family. Like satyrs, fauns enjoy wine, music, dancing, nature, and carnal pleasures. Gentle hedonists, fauns also have a dedicated connection to the countryside, helping hardworking humanoids who make peace with the land and take little more than they need. They help these frontier folk by fighting off significant threats and keeping less savory fey creatures away from their settlements. While they prefer to go unnoticed, in dire times a band of fauns may present themselves to villagers to warn their neighbors of an upcoming threat. Fauns find nymphs exceptionally attractive, more so than all others who dare view them. Nymphs find beauty in fauns good nature and steadfast dedication to the natural world, and often humor their advances before almost accidentally falling in love with them. As tall as a human, a faun stands on stark white goat legs and has short horns protruding from its head. It also has a short tail that swishes playfully when it is excited or entertained, and its hair falls gracefully around its horns and ears. Its humanoid torso is always lithe but chiseled because of its constant activity and play fauns rarely laze about too long. Fauns stand nearly 6 feet tall and weigh little more than 150 pounds. GOLEM, ICE This icy statue stands a head taller than a normal human. A rime of frost coats it, and razor-sharp shards of ice adorn its limbs. Ice Golem Level 12 Elite Brute Large natural animate (construct) XP 1,400 HP 302; Bloodied 151 Initiative +7 AC 24; Fortitude 26; Reflex 22; Will 24 Perception +9 Speed 6 (cannot shift) Darkvision, Immune cold, disease, poison, sleep Low-light vision Saving Throws +2; Action Points 1 Freezing Cold * Aura 2 Each enemy that enters or start its' turn in the aura takes 5 cold damage. m Slam (cold) * At-Will Attack: Melee 2 (one creature); +17 vs. AC Hit: 2d damage and 5 ongoing cold damage (save ends).. M Grab (cold) * At-Will Effect: The ice golem uses slam twice. If both attacks hit the same target, the target is grabbed (escape DC 20). Effect: At the start of every following turn while the target is still grabbed it takes 40 cold damage. The ice golem cannot use its slam attack while having a target grabbed. C Frost Breath (cold) * Recharge 5 6 Attack: Close blast 4 (creatures in blast); +15 vs. Reflex Hit: 4d cold damage, and the target is dazed and immobilized (save ends both). Aftereffect: Target is slowed (save ends). Miss: Half damage and target is immobilized (save ends). C Icy Destruction * Encounter Trigger: When the ice golem drops to 0 hit points. Attack (Immediate Reaction): Close burst 3 (creatures in the burst); +15 vs. Reflex Hit: 4d damage, and the target is dazed (save ends). Miss: Half damage, and the target is immobilized (save ends). Str 22 (+12) Dex 12 (+7) Wis 16 (+9) Con 21 (+11) Int 3 (+2) Cha 3 (+2) Alignment evil Languages

75 Ice golems are humanoid automatons formed of carved ice. Their appearance can range from roughly chiseled figures of ice and snow to elaborately detailed ice sculptures and beautiful crystalline statues. Ice golems cannot speak, and move with the sound of cracking and popping ice. An ice golem stands 10 feet tall and weighs 1,000 pounds. GOLEM, BONE This horrific humanoid figure is a mass of bones and skulls tied together with slick ropes of sinew. Bone Golem Level 12 Elite Brute Large natural animate (construct) XP HP 302; Bloodied 151 Initiative +11 AC 24; Fortitude 25; Reflex 24; Will 22 Perception +9 Speed 6 (cannot shift) Darkvision Immune disease, poison, sleep Saving Throws +2; Action Points 1 Bone Spikes * Aura 1 Each enemy that enters the aura takes 5 damage. Osseous Retaliation A creature that makes an opportunity attack against a bone golem takes 2d6 damage. m Bone Spur * At-Will Attack: Melee 2 (one creature); +17 vs. AC Hit: 3d damage. M Double Spurs * At-Will Effect: The bone golem makes two bone spur attacks, each against a different target. If both attacks hit, the targets are dazed until the end of the golem s next turn. C Bone Volley * Recharge 6 Attack: Close burst 3 (creatures in burst); +15 vs. Reflex Hit: 4d damage, and the target is dazed (save ends). Bone Death* At-Will Trigger: When first bloodied and again when the bone golem drops to 0 hit points. Effect (Free): The golem uses bone volley if the power is not expended; otherwise, it makes a bone spur attack. Str 22 (+12) Dex 20 (+11) Wis 17 (+9) Con 21 (+11) Int 3 (+2) Cha 3 (+2) Alignment evil Languages Bone Golem Cager Level 11 Elite Controller Large natural animate (construct) XP 1,200 HP 234; Bloodied 117 Initiative +10 AC 25; Fortitude 24; Reflex 23; Will 21 Perception +8 Speed 6 (cannot shift) Darkvision Immune disease, poison, sleep Saving Throws +2; Action Points 1 Bone Spikes * Aura 1 Each enemy that enters the aura takes 5 damage. Osseous Retaliation A creature that makes an opportunity attack against a bone golem takes 2d6 damage. m Bone Spur * At-Will Attack: Melee 2 (one creature); +16 vs. AC Hit: 3d damage. r Bone Spear * At-Will Attack: Ranged 10 (one creature); +16 vs. AC Hit: 4d damage. R Bone Cage * Recharge 5 6 Attack: Ranged 10 (one creature); +14 vs. Reflex Hit: 3d damage, and the target takes ongoing 10 damage and is dazed and immobilized (save ends all). C Bone Spikes* At-Will Trigger: When first bloodied and again when the bone golem drops to 0 hit points. Attack (Immediate Reaction): Close burst 3 (creatures in burst); +16 vs. AC Hit: 2d6 + 7 damage. Str 22 (+11) Dex 20 (+10) Wis 17 (+8) Con 21 (+10) Int 3 (+1) Cha 3 (+1) Alignment evil Languages Bone golems are most often crafted as guardians of tombs and sometimes formed from the very corpses they guard

76 GOBLIN, SNOW Short and bandy-legged, this humanoid has long arms, a shaggy half-pelt of white hair, and a large, loose sac in its throat that gives it a distinctly froglike appearance. Snow goblins is a template you can apply to any goblin. They are very similar to the more common goblin, but with some differentiating characteristics. Their booming voice allows snow goblins to be heard across great distances, and can be quite intimidating (+4 bonus on Intimidate checks). Snow Goblin Any Role (goblin) Normal XP HP +2; Bloodied +1 Defenses +1 Fortitude Senses +Darkvision Speed 6 (ice walk), climb 4 Skills Endurance (+4 cold effects), Intimidate (+4 booming voice), Stealth (+4 in snowy terrain) Con +2 (+1) GREMLIN, JINKIN Grimacing like a maniac, this lean little bat-eared horror displays a mouth full of needle-like teeth and glowing, orange eyes. Jinkin Trickster Level 5 Skirmisher Tiny fey humanoid XP 200 HP 59; Bloodied 29 Initiative +8 AC 19; Fortitude 15, Reflex 19, Will 17 Perception +4 Speed 6 Darkvision, Low-light vision m Short Sword (weapon) * At-Will Attack: Melee 1 (one creature); +10 vs. AC Hit: 2d6 + 6 damage, or 3d6 + 6 damage if the jinkin has combat advantage against the target. Effect: The jinkin shifts up to 2 squares M Bite and Claw Fury * At-Will for Medium sized targets or larger Prerequisite: The jinkin may not Attack: Melee 1 (one creature); +8 vs. Reflex Hit: 2d4 + 3 damage and the target takes 10 ongoing damage and the jinkin climb the target and enters the target s square (save ends both). While in the target s square any attack that misses the jinkin instead hits the target. The jinkin can only take minor actions while doing ongoing damage. The jinkin stays in the target s square even if the target makes move or shift actions, but not if it teleports away. MOVE ACTIONS Dimension Jump * Recharge Effect: The jinkin teleport up to 6 squares. Gremlin Tactics * At-Will Trigger: An enemy adjacent to the jinkin misses it with a melee attack. Effect (Immediate Reaction): The jinkin swaps positions with the triggering enemy. Rituals Bestow Curse +9, Putrefy Food and Water +9 Skills Acrobatics +11, Thievery +11, Stealth +11 Str 3 ( 2) Dex 19 (+6) Wis 14 (+4) Con 11 (+2) Int 14 (+4) Cha 15 (+4) Alignment chaotic evil Languages deep speech Jinkin Curser Level 6 Controller Tiny fey humanoid XP 250 HP 69; Bloodied 34 Initiative +5 AC 20; Fortitude 16, Reflex 19, Will 18 Perception +6 Speed 6 Darkvision, Low-light vision Sabotaging Presence * Aura 5 Enemies within the aura take a 5 penalty to skill checks. m Claws * At-Will Attack: Melee 1 (one creature); +11 vs. AC Hit: 2d6 + 7 damage. A Befuddling Burst (charm, psychic) * Recharge Attack: Area burst 2 within 10 (enemies in burst); +9 vs. Will Hit: 1d8 + 6 psychic damage, and the target cannot shift or stand up (save ends). Miss: The target cannot shift or stand up until the end of its next turn. M Tinker * Daily Attack: Melee 1 (one creature); +9 vs. Reflex Effect: The jinkin tinker with one of the target s magic items. Until the end of the encounter that specific magic item fails to function on a roll of 5 6 MOVE ACTIONS Dimension Jump * Recharge Effect: The jinkin teleport up to 6 squares. Gremlin Tactics * At-Will Trigger: An enemy adjacent to the jinkin misses it with a melee attack. Effect (Immediate Reaction): The jinkin swaps positions with the

77 triggering enemy. Rituals Bestow Curse +9, Putrefy Food and Water +9 Skills Bluff +10, Thievery +10, Stealth +10 Str 3 ( 1) Dex 15 (+5) Wis 16 (+6) Con 13 (+4) Int 18 (+7) Cha 15 (+5) Alignment chaotic evil Languages deep speech Sneaky and sadistic, jinkins are hideous gremlins that inhabit the dark places underground. Well acclimated to the shadows, they hide in cramped quarters and attack larger creatures when they re strategically positioned. Jinkins commonly work with or near larger or more powerful creatures; these larger creatures provide cover for the jinkins trickery. They use dimension jump to exit any battle that goes badly, taking any stolen goods with them. Jinkins delight in leading larger creatures into dangerous caves or pits, usually by lunging out of the shadows to make a single sneak attack against a creature and then running away, taking care while fleeing to remain visible to their target so that they can lure the victim into a trap. Jinkins also hold dangerous grudges, and one might follow a creature that supposedly slighted it for weeks, looking for an opportunity to take revenge. This revenge can take many forms, from leading horses astray to contaminating food supplies to directing larger monsters toward the begrudged creature. One of the most direct and unwelcome revenges of the jinkins is the cursing of magical items or people, or destroying their foodstuff. A group of five jinkins working together over the course of an hour can create an effect identical to the bestow curse ritual (see Winter Magic subchapter) on any living creature or magic item, without having to pay the component cost. They may also work an effect similar to the putrefy food and water ritual. Many times they ll observe camped enemies from a distance and either steal an item or cut some hair from the owner in order to curse it to annoy the item s owner, or curse the person itself. Once a jinkin has worked its sabotage on a stolen item, the jinkin either grows bored with the item or may attempt to return it to its owner. Jinkin lairs are often cluttered with stolen items that bear curses the jinkins themselves have forgotten all about. Dwarves in particular hate jinkins, with numerous tales in their folklore telling of tragedy at the hands of the gremlins. The loathing is largely mutual. The average jinkin stands almost 2 feet tall and weighs about 13 pounds. GREMLIN, NUGLUB This hideous, hunchbacked creature has three glowing blue eyes. Oily hair grows from its head and back, covering it like a cloak. Nuglub Slasher Level 6 Brute Small fey humanoid, gremlin XP 250 HP 85; Bloodied 42 Initiative +7 AC 18; Fortitude 18, Reflex 20, Will 17 Perception +7 Speed 6, climb 4 Darkvision, Low-light vision Gremlin Frenzy The nuglub recieves a +1 bonus on attack rolls for each nuglub ally adjacent to the target it is attacking. m Slashing Claws (weapon) * At-Will Attack: Melee 1 (one creature); +11 vs. AC Hit: 2d8 + 8 damage, and the target is tripped prone. M Shocking Grasp (lightning) * At-Will Attack: Melee 1 (one creature); +9 vs. Reflex, or +11 if target is wearing metal armor. Hit: 3d6 + 6 lightning damage. MOVE ACTIONS M Rope Snare * Encounter Attack: Melee 1 (one creature); +9 vs. Reflex Hit: Target is immobilized (save ends). M Heat Metal (fire) * Encounter Trigger: An enemy hits the nuglub with a metal melee weapon. Effect (Immediate Reaction): The targets take 5 fire damage, and do so once every round when it hits the nuglub with the same weapon that triggered the attack, for the rest of the enconter. Skills Acrobatics +12, Intimidate +9, Stealth +12 Str 13 (+4) Dex 18 (+7) Wis 9 (+2) Con 15 (+5) Int 8 (+2) Cha 12 (+4) Alignment chaotic evil Languages deep speech

78 Nuglub Jumper Level 6 Minion Skirmisher Small fey humanoid, gremlin XP 63 HP 1; a missed attack never damages a minion. Initiative +7 AC 18; Fortitude 18, Reflex 20, Will 17 Perception +7 Speed 6, climb 4 Darkvision, Low-light vision Gremlin Frenzy The nuglub recieves a +1 bonus on attack rolls for each nuglub ally adjacent to the target it is attacking. m Shocking Grasp (lightning) * At-Will Attack: Melee 1 (one creature); +9 vs. Reflex, or +11 if target is wearing metal armor. Hit: 8 lightning damage. MOVE ACTIONS Jump * At-Will Effect: The nuglub shifts up to 4 squares. Skills Acrobatics +12, Intimidate +9, Stealth +12 Str 13 (+4) Dex 18 (+7) Wis 9 (+2) Con 15 (+5) Int 8 (+2) Cha 12 (+4) Alignment chaotic evil Languages deep speech Nuglub gremlins are deranged; they enjoy combat with a manic glee that other gremlins reserve for destroying devices or creating complex traps. Indeed, they spend long hours sharpening their claws, filing their teeth, and looking for the perfect ledge from which to leap into the fray. If combat doesn t come to them, they seek it out, entering villages and killing innocents by night. Their idea of a good time is murder so silent that the victim never wakes up, so the family members find the remains the next morning and accuse one another of the atrocity. Nuglubs jealously attack armored foes, as the gremlins hunchbacked forms make it diff icult to wear armor made for other humanoids. A group may use its heat metal and shocking grasp abilities to weaken an opponent before mobbing it and trying to knock the foe prone. As soon as an enemy falls to the ground, all nuglubs descend on that target in a frenzy of bloodlust, grappling and biting, holding on like perverse leeches until nothing remains. Though less technically inclined than some of their kin, nuglubs like using traps. Unlike most gremlins, who prefer to sabotage existing machines, nuglubs delight in the stealthy construction of traps in areas their victims consider familiar, rigging these painful and often deadly surprises on front doors, around the f loor of beds, or near cribs in nurseries. Nuglubs are the brutes of gremlin-kind. Groups of nuglubs remain small, as they tend to quarrel with each other and cannibalize those on the wrong side of an angry argument. Lone nuglubs often work with other gremlins, as they like proving they re the strongest, and aren t likely to kill and eat their smaller allies (though those slain by other enemies are fair game for a little snacking). Nuglubs typically stand 2-1/2 feet tall and weigh approximately 25 pounds. HUECUVA TEMPLATE Rotting vestments hang across the withered flesh of this walking corpse, and its mouth hangs open in a silent scream. Huecuva is a template you can apply to humanoid NPCs or monsters, though it works best with controllers and leaders. The huecuva is strongly divine in flavor, so it best fits NPC clerics or paladins. Though both are intended for divine characters, this template focuses more on divine powers than the mummy template, allowing them to coexist while creating different NPCs. Prerequisite: Level 5, humanoid, Wisdom 13 Huecuva Elite Controller or Soldier (Undead) XP Elite Hit Points +8 per level + Constitution score Defenses +2 Will Senses Darkvision Immune disease; Resist 5 necrotic, 10 necrotic at 11th level, 15 necrotic at 21st level Saving Throws +2; Action Points 1 Regeneration The huecuva regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the huecuva takes damage from silver weapons, its regeneration doesn t function on its next turn. 11th Level: 10 regeneration 21st Level: 15 regeneration Deathless Fanatism * Aura 10 Allies in this aura make a melee basic attack with a +2 attack bonus when reduced to 0 hit points. False Humanity (illusion)

79 During the day, a huecuva is cloaked in an illusion that makes it look, sound, and feel like the living creature it once was. Other creatures can make a DC (Hard + 5) Insight check to discern that the form is a disguise (creatures with the beast type get a +5 bonus to the check as they may discern the scent of undeath). MINOR ACTIONS M Unholy Touch (necrotic) * At-Will (1/round) Attack: Melee 1 (one creature); Level + 3 vs. Reflex Hit; 1d6 + (huecuva Level) necrotic damage, and ongoing 5 necrotic damage (save ends). When the target takes necrotic damage, all adjacent living creatures take 5 necrotic damage. 11th Level: 2d6 + (huecuva Level - 9) necrotic damage, and ongoing 10 necrotic damage 21st Level: 3d6 + (huecuva Level - 17) necrotic damage, and ongoing 15 necrotic damage Huecuvas are the risen corpses of heretical clerics who blasphemed and renounced their deities before meeting death. In unlife, they hate and seek to destroy those pious souls who keep their vows. Although easily mistaken for zombies or even skeletons, huecuvas have a spark of intelligence that makes them cunning and deceptive foes. During daylight hours, a huecuva becomes shrouded in an illusion that causes it to appear as it did in life at these times, a huecuva might seek to infiltrate society to dwell among those it hates. When night falls, it emerges to seek out its prey. Fortunately for the living, the typical huecuva has only fragments of intellect remaining, so it is usually not long before the undead creature makes an error of judgment or simply reveals itself for the monster it is. Most huecuvas remember little of their former lives except for the blasphemies that led them to their cursed fates. They often find themselves drawn to the ruins of old temples, where they rage against or seek hopeless absolution from the deities who so afflicted them. Huecuvas sometimes work in concert with other undead creatures that share the same area. While most huecuvas arise when a god rejects a heretic priest s soul, forcing the slain to rise as horrible undead, a huecuva can also be created with create undead. The caster must be at least 11th level, and the body to be transformed must have been an evil cleric in life. The spell can be used to create a huecuva using the body of a nonevil cleric, but doing so requires a DC 20 caster level check. HULDRA This beautiful woman smiles coyly, but as she turns, her foxlike tail and the wood-lined hollow inside her back reveal her true fey nature. Huldra Level 5 Controller Medium fey humanoid XP 200 HP 62; Bloodied 31 Initiative +5 AC 19; Fortitude 18, Reflex 16, Will 17 Perception +4 Speed 6 Darkvision, Immune charm effects; Resist 10 cold Low-light vision Regeneration The huldra regains 5 hit points whenever it starts its turn and has t least 1 hit point. When the huldra takes acid or fire damage, its regeneration doesn t function on its next turn. m Slam (weapon) * At-Will Attack: Melee 1 (one creature); +10 vs. AC Hit: 1d8 + 4 damage. R Huldra's Curse (necrotic) * At-Will Attack: Ranged 10 (one creature); +8 vs. Will Hit: 2d6 + 6 necrotic damage and the target takes 2 penalty to all attack rolls and skill checks (save ends). R Beguiling Smile (charm) * Recharge when no creature is affected by the power Attack: Ranged 5 (one creature); +8 vs. Will Effect: The target cannot attack the huldra, and the target must make opportunity attacks with a +2 bonus against any creature within reach that attacks the huldra (save ends). Lashing Tail (necrotic) * At-Will Trigger: An enemy adjacent to the huldra hits it with a melee attack. Attack (Immediate Reaction): Melee 1 (triggering enemy); +8 vs. Reflex Hit: 1d6 damage plus 5 necrotic damage, and the target gets a cumulative 2 penalty on Diplomacy checks, as the target grows

80 progressively more deformed and ugly. The target recovers one 1 penalty per extended rest, or recovers fully with a remove affliction ritual. Rituals Charm Person +6, Pass without Trace +9, Tree Shape +9 Skills Bluff +11, Nature +9, Stealth +10 Str 18 (+6) Dex 17 (+5) Wis 14 (+4) Con 14 (+4) Int 12 (+3) Cha 18 (+6) Alignment chaotic evil Huldras are fey creatures that legend claims were originally created by troll witches to lure humans into their clutches. Huldras are aware of this tale and find it both insulting and unbelievable, yet the legend persists. There is no greater way to inflame a huldra s anger than to speak about this myth, and huldras hatred of all things trollish is well documented. A huldra appears to be a beautiful human woman when viewed from the front, yet two distinctive features mark the huldra as something Languages deep speech supernatural: her long foxlike tail, and the fact that she has no back merely a hole that reveals her body to be a hollow, bark-lined shell. Most huldras wear their hair long to mask their backs, and they prefer long gowns to hide their tails when interacting with humanoids. Though huldras are not ashamed of their status, they react extremely negatively to those who point out their tails. So long as humanoids are respectful, however, huldras tend to be curious about other races, and may aid those who pass through their territories by telling them the best places for hunting or fishing. In some cases, huldras may even become enamoured with the woodcutters and other outdoor adventurers they encounter, taking them to their beds, but these romances usually end in disappointment and misunderstanding shared by both sides. Despite their relatively lithe frames, huldras are deceptively strong stories abound of them performing astonishing feats of strength, like straightening horseshoes, and their natural weapons are quite potent. KIKIMORA This strange-looking humanoid combines the features of an old crone and some manner of bird. A shawl covers her head but cannot contain her prominent beak and clawed hands. Her skirt reveals bird-like feet. Kikimora Level 8 Controller Medium natural fey XP 350 HP 88; Bloodied 44 Initiative +8 AC 22; Fortitude 19, Reflex 20, Will 21 Perception +12 Speed 6 Low-light vision Resist 5 thunder Forced Quiet * Aura 5 Sound is muffled inside the aura and creatures gains a +4 circumstance bonus to Stealth checks and +2 bonus on saving throws against ongoing thunder damage. m Filthy Claws (poison) * At-Will Attack: Melee 1 (one creature); +13 vs. AC Hit: 1d8 + 7 damage, and ongoing 5 poison damage (save ends). r Deep Slumber (charm) * At-Will Attack: Ranged 20 (one creature); +11 vs. Will Hit: The target is slowed (save ends). First Failed Saving Throw: The target is unconscious instead of slowed (save ends) Miss: The target is slowed (save ends). A Phantom Foes (fear, illusion) * Recharge 5 6 Effect: Area burst 2 within 10 (creatures in burst); Creatures in the burst are slowed until the end of the kikimora's next turn, and the first time the target makes an attack, It must make a saving throw. If the saving throw fails, the target attacks a creature within range (decided by the kikimora) and that attack and deals 5 extra damage. A Insect Swarm * Recharge 5 6 Attack: Area burst 2 within 10 (creatures in burst); +11 vs. Fortitude Hit: 3d6 + 5 damage Effect: The area of the burst is lightly obscured for your enemies until the end of the Kikimora's next turn. Invisibility (illusion) * At-Will The kikimora turns invisible until it attacks. Rituals: Hallucinatory Terrain, Hidey-Hole (see Appendix) Skills Bluff +14, Nature +12, Thievery +13, Stealth +13 Str 13 (+5) Dex 18 (+8) Wis 16 (+7) Con 16 (+7) Int 12 (+5) Cha 21 (+9) Alignment unaligned Languages Common, Elven Kikimoras are devious house spirits who torment those they live with unless these whimsical spirits are catered to and cajoled. They delight in stressing out homeowners by using their illusion magic to make the house look much filthier than it actually is with their hallucinatory terrain

81 ritual. Their favored illusions are those of filth and scuttling vermin. These creatures are enemies of brownies. While brownies can be mischievous, kikimoras often invite pain and frustration on their chosen housemates instead of preferring to remain hidden and actually helping chores along. Some brownies actively seek out kikimora-infested homes with the intention of ridding the disruptive fey creatures. When a homeowner refuses to appease the kikimora (or cannot rid themselves of her devious presence), the kikimora visits upon them a swarm of spiders, rats, or bats. Many times an inhabitant in a home plagued by a kikimora believe their home beset by ghosts because of the subtle tricks employed by the kikimora. Kikimoras love secretly breaking things or making such destruction seem an accident. They then get the people in the house to leave gifts as enticement for making repairs in the night. While they try to avoid notice and aren t typically known as being conversationalists, kikimoras are extremely convincing and use this influence to gain an upper hand in the place they inhabit or to evade capture or avoid violence. MEGALOCEROS The massive and majestic elk stands fully the height of a human at its shoulder, and its antlers stretch over ten feet across. Megaloceros Level 6 Skirmisher Large natural beast XP 250 HP 74; Bloodied 37 Initiative +7 AC 19; Fortitude 18, Reflex 16, Will 17 Perception +5 Speed 10 Low-light vision m Sweeping Antlers * At-Will Attack: Melee 1 (one creature); +11 vs. AC Hit: 2d6 + 7 damage. M Trample * Encounter Effect: The stag moves up to its speed and can move through enemies spaces during the move. Each time the stag enters an enemy s space for the first time during the move, it makes the following attack against that enemy: Attack: Melee 0 (one creature); +9 vs. Reflex Hit: 2d6 + 7 damage, and the enemy falls prone. Str 20 (+8) Dex 15 (+5) Wis 15 (+5) Con 18 (+7) Int 2 ( 1) Cha 5 (+0) Alignment unaligned Languages The megaloceros is a powerful and enormous elk, also known as a dire elf, great elk or king stag. It stands about 6 feet tall at the shoulder and has antlers spanning up to 12 feet. It weighs 1,400 pounds. MERROW This giant has pale green, scaled skin and large, webbed hands and feet. On either side of its neck are slotted gills. Merrow, Freshwater Level 6 Brute Large natural humanoid (aquatic, giant) XP 250 HP 90; Bloodied 45 Initiative +7 AC 18; Fortitude 20, Reflex 18, Will 16 Perception +3 Speed 8, swim 8 Low-light Vision Aquatic The merrow can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls against nonaquatic creatures. m Claws * At-Will Attack: Melee 2 (one creature); +11 vs. AC Hit: 2d damage, and the merrow grabs the target (escape DC 15) R Javelin (weapon) * At-Will Attack: Ranged 10 (one creature); +11 vs. AC Hit: 2d6 + 5 damage. M Crushing Grab * Recharge 5 6 Attack: Melee 1 (one creature grabbed by the merrow); +9 vs. Fortitude Hit: 2d damage, and the target is dazed until the end of the merrow's next turn. Str 21 (+8) Dex 18 (+7) Wis 10 (+3) Con 20 (+8) Int 6 (+1) Cha 7 (+1) Alignment evil Languages Giant Equipment 4 javelins 2 Merrow Hunters, Freshwater (H) Level 7 Skirmisher Large natural humanoid (aquatic, giant) XP 300 HP 84; Bloodied 42 Initiative +9 AC 21; Fortitude 21, Reflex 19, Will 17 Perception +5 Speed 8, swim 8 Low-light Vision Aquatic The merrow can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls against nonaquatic creatures

82 m Claws * At-Will Attack: Melee 2 (one creature); +12 vs. AC Hit: 2d8 + 6 damage, and the merrow grabs the target (escape DC 15) R Javelin (weapon) * At-Will Attack: Ranged 20 (one creature); +12 vs. AC Hit: 1d8 + 9 damage. R M Hurling Charge * Recharge Effect: The merrow uses javelin. If its attack hits, the merrow charges as a free action. MOVE ACTIONS C Shark Tactics * At-Will Attack: Close burst 2 (creatures in burst); +10 vs. Fortitude Hit: The ogre pushes the target up to 2 squares. Effect: If the attack hits any of the targets, the ogre moves up to its speed. Str 21 (+8) Dex 18 (+7) Wis 15 (+5) Con 20 (+8) Int 6 (+1) Cha 7 (+1) Alignment evil Equipment 4 javelins Languages Giant Merrow, Saltwater Level 10 Brute Large natural humanoid (aquatic, giant) XP 500 HP 131; Bloodied 65 Initiative +10 AC 22; Fortitude 24, Reflex 22, Will 20 Perception +7 Speed 8, swim 8 Low-light Vision Aquatic The merrow can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls against nonaquatic creatures. m Claws * At-Will Attack: Melee 2 (one creature); +15 vs. AC Hit: 3d8 + 5 damage, and the merrow grabs the target (escape DC 18). Until the grab ends, the target takes ongoing 5 damage. R Javelin (weapon) * At-Will Attack: Ranged 10 (one creature); +15 vs. AC Hit: 3d6 + 7 damage. M Vital Crush * Recharge 5 6 Attack: Melee 1 (one creature grabbed by the merrow); +13 vs. Fortitude Hit: 2d damage, and and the target is dazed (save ends). Str 24 (+12) Dex 20 (+10) Wis 15 (+7) Con 21 (+10) Int 6 (+3) Cha 7 (+3) Alignment evil Equipment 4 javelins Languages Giant Merrows are best described as the aquatic cousins of ogres. Although their green, scaled skin and webbed hands and feet make them appear different, merrows are just as cruel, savage, and wicked as their ogre relatives. The saltwater variety grows much larger than the freshwater variety, but the behavior and society of the two types are otherwise similar. Merrows are known for pillaging small fishing villages and towns under cover of night. Similar to ogres, merrows have a strong sense of family and typically hunt in gangs, preferring to grab a couple of villagers and head back into the water rather than sticking around and dealing with armed resistance. Merrows have a stronger sense of unity than ogres do, and rarely will the leader of a tribe be challenged. When they have chosen a village or town to plunder, they attack as a gang and share the spoils. A freshwater merrow is 12 feet tall and weighs 500 pounds. Saltwater merrows easily reach 20 feet tall and 4,000 pounds, and have been known to hunt whales. The two species do not often come in contact, but when they do, feuding and conflict are swift to develop

83 MINDSLAVER MOLD A thick sheet of filthy green fungus grows in twisting patterns across the shoulders and back of this feral-looking man. Mindslaver Mold Level 8 Elite Controller Small natural plant XP 700 HP 178; Bloodied 89 Initiative +8 AC 22; Fortitude 21, Reflex 21, Will 19 Perception +5 Speed 1, climb 1 Low-light vision Immune cold; Resist 10 acid Saving Throws +2; Action Points 1 Mold Mindlink The mindslaver mold have telepathy 10 miles with other mindslaver molds. Avodiance * At-Will while infesting a host When a melee or a ranged attack hits the mold, if the player rolled an odd number on the attack roll, the attack instead hits the infested host. If the player rolled an even number on the attack roll, the attack hits as normal, and the mold loses this trait until the start of its next turn. r Spore Pod (psychic) * At-Will Attack: Ranged 10 (one creature); +11 vs. Fortitude Hit: 2d8 + 7 psychic damage and 5 ongoing psychic damage (save ends). Using spore pod does not provoke opportunity attacks. M Attach to Host * At-Will Attack: Melee 1 (One creature); +11 vs. Will. Hit: The target is dominated and takes 10 ongoing psychic damage (save ends both}. While the target is dominated, the mold attaches itself to the host and enters the same square as the target, activating the avoidance trait. Aftereffect: The mold appears in an unoccupied square adjacent to the target. Infestation * At-Will Trigger: A target drops to 0 hit points from the mold's attack. Effect: The target stays conscious with 1 hit point, but cannot save against the mold's dominate effects. Target makes death saving throws as usual but with a 4 penalty. If the target dies it becomes a thrall under the full control of the mold until the mold dies, or is torn free with a DC 22 Strength check, the later causing 3d damage to the host. Skills Bluff +10, Nature +10, Stealth +13 Str 2 (+0) Dex 17 (+8) Wis 12 (+5) Con 17 (+8) Int 14 (+6) Cha 13 (+5) Alignment evil Languages Common, Elven (cannot speak) Mindslaver mold is a much feared infestation from the First World that is particularly common in Grungir Forest, as well as on the island of Kalva, where the cannibals respect and fear the mold almost as a manifestation of some strange god. The mold itself shares a single consciousness, although individual patches of the stuff retain their own goals. Mindslaver mold seeks humanoid hosts, parasitizing them even as it manipulates them into serving as its bodyguards and protectors. MIRROR MAN Tall and lean, this hooded figure resembles a human until the terrible face beneath the cowl is revealed-nothing but a featureless mirror, ref1ecting a hard, cold world. Mirror Man Level 9 Soldier Medium natural animate (construct) XP 400 HP 98; Bloodied 49 Initiative +11 AC 25; Fortitude 21, Reflex 22, Will 20 Perception +11 Speed 6 Blindsight 10, Darkvision, Immune blinded, gaze effects Low-light vision Reflected Fear (psychic) * Aura 1 Seeing enemies take a -2 penalty to attack rolls and Will defense while in the aura. Regeneration The mirror man regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the mirror man takes psychic damage, its regeneration doesn t function on its next turn. Mirror Face The mirror man face may be broken with a break DC 25, making it blinded; doing so provokes an opportunity attack from the mirror man. m Longsword (weapon) * At-Will Attack: Melee 1 (one creature); +14 vs. AC

84 Hit: 2d8 + 8 damage. M Vital Strike (weapon) * Recharge 5 6 Attack: Melee 1 (one creature); +14 vs. AC Hit: 3d8 + 9 damage. MINOR ACTIONS Alert Master * Encounter The mirror man can send a brief message with up to 1 minute of recorded visuals to its master. The communication is one way, and the target cannot respond to the sending. C Reflected Light (radiant) * At-Will Trigger: The mirror man takes radiant damage. Attack (Immediate Reaction): Close blast 3 (creatures in blast); +12 vs. Reflex Hit: Target takes half the triggering radiant damage. Skills Insight +11, Stealth +14, Streetwise +9 Str 16 (+7) Dex 21 (+9) Wis 15 (+6) Con 18 (+8) Int 15 (+6) Cha 12 (+5) Alignment evil Languages Common (can t speak), Equipment longsword, cloak Giant (can t speak), telepathy 20 Mirror Man Gazer Level 11 Controller Medium natural animate (construct) XP 600 HP 114; Bloodied 57 Initiative +11 AC 25; Fortitude 23, Reflex 25, Will 22 Perception +13 Speed 6 Blindsight 10, Darkvision, Immune blinded, gaze effects Low-light vision Regeneration The mirror man regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the mirror man takes psychic damage, its regeneration doesn t function on its next turn. Mirror Face The mirror man face may be broken with a break DC 25, making it blinded; doing so provokes an opportunity attack from the mirror man. m Mirror Portal (teleportation) * At-Will Attack: Melee 1 (one creature); +14 vs. Will Hit: 2d6 + 7 damage, and the mirror man teleports the target to a space adjacent to one of the mirror man's allies within 10 squares of the mirror man. R Warped Image (teleportation) * At-Will Attack: Ranged 5 (one creature); +14 vs. Fortitude Hit: 2d damage, and the mirror man teleports the target 3 squares. R Captured Image * Recharge 5 6 Attack: Ranged 10 (one creature); +14 vs. Will Hit: The target is removed from play (save ends). Until the effect ends, whenever the mirror man takes damage from an enemy, the target takes 14 damage. When the effect ends, the target appears in an unoccupied square of the mirror man's choice within 5 squares of the mirror man. If the mirror man drops to 0 hit points, the effect ends. MOVE ACTIONS Mirror Step (teleportation) * At-Will Effect: The mirror man teleports up to 5 squares to a square adjacent to a mirror or another mirror man. MINOR ACTIONS Alert Master * Encounter The mirror man can send a brief message with up to 1 minute of recorded visuals to its master. The communication is one way, and the target cannot respond to the sending. Skills Insight +11, Stealth +14, Streetwise +9 Str 16 (+8) Dex 22 (+11) Wis 16 (+8) Con 18 (+9) Int 20 (+10) Cha 12 (+6) Alignment evil Languages Common (can t speak), Equipment cloak Giant (can t speak), telepathy 20 At a glance, mirror men are easily mistaken for humans. They are tall, slender, and graceful and mask their true selves in fine hooded cloaks appropriate to Irrisen's eternal winter. Nevertheless, their grace is the product of precision, not elegance, and their hooded garments serve to obscure an inhuman countenance. A mirror man has no eyes, nose, or mouth. Its face is a featureless mirror, affixed atop a lifeless body. Behind this mirror is a vacant hole left behind when the body was prepared for its current use. A mirror man has no eyes, but is capable of visually perceiving through the use of blindsight, darkvision, and low-lightvision. Mirror men are specifically created to interact with the ritual lrriseni mirror sight (see Appendix in The Snows of Summer conversion) in special ways. The construct's mirrored face can serve as a known mirror, allowing the caster to see from the perspective of the construct's face with normal sight. The caster may also communicate telepathically with the mirror man. As a free action, the mirror man can choose to remember and record up to 1 minute of what it sees. This memory is visual only and can be viewed remotely through lrriseni mirror sight or played back across its face. The mirror man can only retain 1 minute of images; when its memory is full, old memories are erased so it can remember new ones. The caster may interact with the mirror man's soul mirror even after the construct body is destroyed as long as the face itself remains unbroken. The soul of a mirror man is bound within its mirrored face. As long as the face remains intact, it can be affixed to a new construct body using the same cost to create a new construct. Once a soul is bound to a mirror, the soul continues to learn, and if the mirror is later affixed to a new body, the soul retains any memories from its previous bodies. A full description of the mirror men's ecology, habitat and society can be found in the Shackled Hut page

85 TROLL, ICE This large creature has light blue-green skin and cold, piercing eyes. Dressed in rough furs, its tusked jaw juts forth in a long underbite. Ice Troll Level 10 Soldier Large natural humanoid XP 500 HP 109; Bloodied 55 Initiative +9 AC 26; Fortitude 23; Reflex 19; Will 17 Perception +7 Speed 8 Regeneration The troll regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the troll takes fire or acid damage, its regeneration does not function on its next turn. Emanating Cold * Aura 1 Any enemy that starts its turn in the aura is slowed by the numbing cold until the start of its next turn. Troll Healing (healing) Whenever an attack that doesn't deal acid or fire damage reduces the troll to 0 hit points, the troll does not die and instead falls unconscious until the start of its next turn, when it returns to life with 15 hit points. If an attack hits the troll and deals any acid or fire damage while the troll is unconscious, it does not return to life in this way. m Claw * At-Will Attack: Melee 2 (one creature): +15 vs. AC Hit: 3d6 + 8 damage. m Greataxe (weapon) * At-Will Attack: Melee 2 (one creature); +15 vs. AC Hit: 2d8 + 9 damage. If the attack bloodies the target, the troll uses greataxe against it again. Effect: The troll marks the target until the end of the troll's next turn. C Sweeping Strike (weapon) * At-Will Attack: Close blast 2 (creatures in blast); +15 vs. AC Hit: 2d8 + 6 damage, and the target falls prone. Skills Athletics +16, Endurance +15 Str 22 (+11) Dex 18 (+9) Wis 14 (+7) Con 21 (+10) Int 6 (+3) Cha 8 (+4) Alignment chaotic evil Languages Giant Equipment greataxe, scale armor Ice Troll Witch Level 12 Controller Large natural humanoid XP 700 HP 124; Bloodied 62 Initiative +8 AC 26; Fortitude 25; Reflex 22; Will 24 Perception +8 Speed 7 Regeneration The troll regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the troll takes fire or acid damage, its regeneration does not function on its next turn. Emanating Cold * Aura 1 Any enemy that starts its turn in the aura is slowed by the numbing cold until the start of its next turn. Troll Healing (healing) Whenever an attack that doesn't deal acid or fire damage reduces the troll to 0 hit points, the troll does not die and instead falls unconscious until the start of its next turn, when it returns to life with 15 hit points. If an attack hits the troll and deals any acid or fire damage while the troll is unconscious, it does not return to life in this way. m Claw * At-Will Attack: Melee 2 (one creature): +17 vs. AC Hit: 3d damage. R Fear of Teeth (charm, fear) * Recharge 5 6 Attack: Ranged 10 (one creature affected by flesh for eating): +15 vs. Will Hit: The target is dominated (save ends). A troll witch can dominate only one creature at a time. C Ravenous Teeth * Daily Attack: Close blast 5 (enemies in blast); +15 vs. Fortitude Hit: 2d damage, and the target is dazed (save ends). MINOR ACTIONS R Flesh for Eating * At-Will Attack: Ranged 10 (one creature): +15 vs. Reflex Hit: The target takes 1 point of damage, and any time a troll deals damage from a melee attack against the target for the remainder of the encounter the target takes an additional 1d6 damage. Burnsalve (healing) * At-Will Effect: A troll within 2 squares of the troll witch (excluding itself) regenerates normally at the beginning of its turn even if it took fire or acid damage any time since its last turn

86 Skills Endurance +15, Insight +13 Str 18 (+10) Dex 15 (+8) Wis 14 (+8) Con 20 (+11) Int 12 (+7) Cha 18 (+10) Alignment chaotic evil Languages Common, Giant Equipment greataxe, scale armor Ice trolls are somewhat smaller than normal trolls, but they possess greater intelligence and cunning and are just as voraciously hungry. They display the typical hunched posture of trolls, combined with long arms tipped with sharp claws and the distinctive troll underbite. Like normal trolls, ice trolls possess amazing regenerative powers that enable them to recover from almost any wound. Unlike most trolls, ice trolls often use weapons in battle, but in the heat of combat, they often cast aside weapons in favor of their rending claws. An ice troll stands about 10 feet tall and weighs up to 900 pounds. Because of their greater intellects, ice trolls sometimes work as mercenaries, and often serve as soldiers in monstrous armies. They frequently ally with frost giants, and may even be found among northern barbarian tribes, as long as they are well fed and well paid. Ice trolls enjoy the taste of human flesh, and those not working with humans frequently set traps near civilized areas to catch their favorite prey. They will also raid isolated settlements for food, often bringing captured humans back to their icy lairs, where the unfortunate victims are caged and fattened up before finally being devoured by the voracious trolls. In combat, ice trolls are more cautious than normal trolls. They do not normally rush headlong into battle, instead focusing on weaker foes or those bearing fire. They do not hesitate to attack opponents armed with fire, but work together to defeat such enemies before they can bring their dangerous weapons to bear. Ice troll society is more patriarchal than normal troll society, and while males may form gangs to hunt or raid, most ice trolls live in small family groups comprised of a male, a female, and their offspring. TROLLHOUND Foul-smelling f luids ooze from weeping sores across the scaly skin of this squat, powerful, and vaguely canine beast. Trollhound Level 8 Brute Medium magical beast XP 350 HP 107; Bloodied 53 Initiative +6 AC 20; Fortitude 22; Reflex 19; Will 18 Perception +10 Speed 8 Darkvision, Low-light vision Regeneration The troll regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the troll takes fire or acid damage, its regeneration does not function on its next turn. m Bite (disease) * At-Will Attack: Melee 1 (one creature); +13 vs. AC Hit: 3d damage. At the end of the encounter, the target makes a saving throw. On a failure, the target contracts bloodfire fever (stage 1). M Locked Jaws (disease) * Recharge 5 6 Attack: Melee 1 (one creature); +13 vs. AC Hit: 2d6 + 7 damage, and the target takes ongoing 10 damage and is immobilized (save ends both). At the end of the encounter, the target makes a saving throw. On a failure, the target contracts bloodfire fever (stage 1). Skills Perception +10 (+15 scent tracking) Str 20 (+9) Dex 15 (+6) Wis 13 (+5) Con 17 (+7) Int 2 (+0) Cha 6 (+2) Alignment unaligned Languages Slavering and voracious, trollhounds seem to be trolls in smaller canine form, and indeed, are often found as pets among gangs and tribes of trolls. Requiring vast amounts of food to fuel their regenerative metabolisms, packs of wild trollhounds range far and wide through the mountains of the north, their ravenous hunger driving them to hunt and consume any prey they can track down and kill. A typical trollhound stands 4 feet tall at the shoulder, has short but powerful legs, and weighs around 350 pounds. A trollhound s skin is somewhat scaly, with patches of rough, greenish-black fur. It has oversized jaws with a pronounced underbite, and its eyes are normally a dull, hateful orange. Trollhounds are believed to be the outcome of infusing particularly ferocious worgs with alchemically prepared troll blood. The resulting beast loses the worg s wicked intelligence but gains the ability to regenerate even the most grievous wounds, except those inf licted by fire or acid. Whatever their origin, trollhounds breed true and are often raised by trolls. Trollhounds are fearless on the hunt and in combat, relying on their ability to regenerate to carry them through

87 Not even the threat of fire is enough to repel them, as the beasts are too dull to recognize the danger it poses. Nevertheless, fire is one of the most effective tools in combating trollhounds, and canny hunters know to burn every last remnant of a slain trollhound, for as is true of trolls, even the smallest piece of trollhound f lesh can eventually regrow back into a full-sized beast. Trollhounds are most often found in the company of trolls, who breed the beasts as hunters, guards, pets, and food. Trollhounds seem to have an affinity for their savage masters, and tamed trollhounds always regard trolls as alpha members of the pack. A trollhound will never attack a troll without cause although trolls often enjoy violent roughhousing with these creatures nonetheless. Bloodfire Fever Level 8 Disease The bloodfire fever is a disease characterized by deep internal pain, as if the victim s blood were on fire. Additional symptoms include loss of muscular coordination, pus-filled blisters, and overall lethargy and fatigue. Trolls and trollhounds alike are immune to bloodfire fever, even though trollhounds often exhibit the pus-filled blisters that come with the disease. Stage 0: The target recovers from the disease. Stage 1: While affected by stage 1, the target loses a healing surge. Stage 2: While affected by stage 2, the target loses a healing surge. The target also takes a -2 penalty to AC, Fortitude, and Reflex. The target can not run or charge. Stage 3: While affected by stage 3, the target loses all healing surges and cannot regain hit points. The target also takes a -2 penalty to AC, Fortitude, and Reflex. The target can only move at half speed. Check: At the end of each extended rest, the target makes an Endurance check if it is at stage 1 or or Lower: The stage of the disease increases by : No change. 16 or Higher: The stage of the disease decreases by 1. TWIGJACK This tiny, vaguely humanoid creature seems to be made completely of bundles of sticks wound with thorny vines. Twigjack Level 6 Artillery Tiny natural fey XP 250 HP 58; Bloodied 29 Initiative +7 AC 18; Fortitude 18, Reflex 19, Will 17 Perception +10 Speed 10 (forest walk) Darkvision, Low-light vision Wooden Body Whenever the twigjack takes fire damage, it also takes ongoing 5 fire damage (save ends). m Claws * At-Will Attack: Melee 1 (one creature); +11 vs. AC Hit: 1d6 + 7 damage, or 2d6 + 7 damage if the twigjack has combat advantage. r Spear * At-Will Attack: Ranged 10 (one creature); +13 vs. AC Hit: 2d6 + 7 damage, or 3d6 + 7 damage if the twigjack has combat advantage. R Splinterspray * Recharge Attack: Close burst 3 (creatures in burst); +11 vs. Reflex Hit: 2d8 + 5 damage. MOVE ACTIONS Bramble Jump (teleportation) * Encounter The twigjack can teleport up to 5 squares, but must end its move adjacent to a tree, brush, or other undergrowth. Skills Acrobatics +12, Nature +10, Stealth +12 (+17 in undergrowth) Str 8 (+2) Dex 18 (+7) Wis 14 (+5) Con 16 (+6) Int 11 (+3) Cha 13 (+4) Alignment chaotic evil Languages Common, Elven Deep in old-growth forests, twigjacks spend their time tormenting intruders and wreaking havoc on settlers. Maladjusted protectors of the wood, these malicious fey constantly threaten any attempts to civilize the wild. Twigjacks delight in breaking wagon wheels from expansionists caravans, snapping hunters bows, and sabotaging isolated cabins and villages. Although they possess a keen intellect, few creatures, even other fey, can tolerate these twig-born creatures for long. Treants especially find twigjacks bothersome, and resent any suggestion that they are related. Equally, twigjacks resent being considered plants, and are proud of their fey heritage. Twigjacks sometimes go out of their way to impress dryads, an effort that is rebuffed almost every time. But some spriggans, quicklings, and other evil fey associate with twigjacks, and while goblins fear and distrust the creatures, bugbears often bully them into service. Gnarled sticks bundled by vines and brambles form a twigjack s entire body. Atop its head, a mossy growth not unlike hair sprouts. The creature s eyes appear as vacant dark knotholes, and its mouth is just a canyon of splintered and broken sticks bisecting its face. Leaves and sprigs of new growth randomly sprout from the creature s body

88

89 BATTLE MAPS * Fishcamp Guardhouse (Encounter F2) USING BATTLE MAPS D&D 4th Edition is a very tactical game and battle maps are used with great advantage during combat. Good or bad, within my own gaming group we have found it good to visualize the battle. In this conversion my ambition is to provide maps for the encounters that are present in the original Pathfinder Adventure without any map reference. As we are using MapTools all the maps provide herein are 50 pixels per square (or inch). The following maps are provided * Winter Forest Road (Event 1) * Gremlin's Curse (Event 2) * Winter Creek (Event 3) * Huldra Cabin (Encounter A1) * Mossy Cave (Encounter A2) * Haunted Churchyard (Encounter C) * Besieged Cottage (Encounter D1 & D2) * Troll Bridge (Encounter E) * Fishcamp Dock (Encounter F1)

90 Winter Forest Road modified map from Keep of the Shadowfell, by Jason Engle

91 Gremlin's Curse, by BigFatTexta at Deviantart.com

92 Winter Creek by Michael K. Tumey

93 Huldra Cabin modified map from Reavers of Harkenwold, by Jason Engle

94 Mossy Cave Created based on Michael K. Tumey's cave map

95 Forest Clearing modified map from Beyond the Crystal Cave in Dungeon #211 by Jason Engle

96 Haunted Churchyard modified map from Dungeon 218, by Jason Engle

97 Besieged Cottage modified map from Reavers of Harkenwold, by Jason Engle

98 Troll Bridge by David Hemenway, hero339 on Deviantart.com

99 Fishcamp Dock modified map based on original by jcarlhendersen at Deviantart.com

100 Fishcamp Guardhouse modified map from Curse of the Crimson Throne by Rob Lazzaretti at Paizo

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