Credits
Author: Jamie Wallis
Editor: Sean Borthwick
Producer: Mike Dymond
Art Director: Martin McKenna
Cover Illustration: Les Edwards
Internal Illustrations: Janine Johnston
Graphic Design: Martin McKenna
Cartography: Martin McKenna and Jamie Wallis
Typography: Jamie Wallis
Project Manager: Geoff Oades
Finance Planning: Nigel Dixon
Lead Playtester: Tim Birkbeck
Playtesters: Chris Gooch, Karen McDonald, Mike Wilson
TABLE OF CONTENTS
Introduction
Adventure Summary
Preparation
Quick Play
Campaign Integration
How to use this Book
Using Maps & Miniatures
2
2
2
2
2
2
Luck
3
3
3
3
3
3
3
4
4
4
4
4
4
4
4
4
4
4
4
5
5
5
5
5
5
5
5
7
19
26
34
36
36
legal notice
The d20 conversion of Caverns of the Snow Witch is 2003 Myriador Ltd, all rights reserved. 'Myriador' and the Myriador logo are trademarks of
Myriador Ltd. 'Fighting Fantasy' and the Fighting Fantasy logo are trademarks of Steve Jackson and Ian Livingstone and are used with permission. Dungeons & Dragons and Wizards of the Coast are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and
are used with permission. 'd20 System' and the 'd20 System' logo are trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and
are used according to the terms of the d20 System License version 4.0. A copy of this License can be found at www.wizards.com/d20. The d20 conversion of Caverns of the Snow Witch is presented under v1.0a of the Open Game License (OGL) and as required a copy of the OGL can be found
at the rear of this publication. All game mechanics and statistics derived from Open Game Content (OGC, as defined by the OGL) and the System
Reference Documents are to be considered OGC. Everything in the following sections, apart from Product Identity listed below (as defined by the
OGL) is also to be considered OGC: Luck, Appendix 1 New Monsters and Appendix 2 New Magic. All place names, character names, monster
names, art work, cartography, trade marks, trade dress and other elements as defined in section 1(e) of the OGL are to be considered Product
Identity, this includes but is not limited to: Fighting Fantasy, Myriador, Firetop Mountain, Gilford, Fang, River Kok, Red River, Allansia, Titan,
Icefinger Mountains, Pagan plains, Crystal Caverns, Stonebridge, Moonstone Hills, Firetop Mountain, Darkwood Forest, Sarian Jax, Ellion G'aarak,
Rhana Quinn, Dekion Strom, Big Jim Sun, Brogan, Hagan, Brak and Gorgok, Glom, Rillion, T'armeru, Adolynn, Ulgrad, Yorgar the Prism mage,
Frasor, Icefang, The Snow Witch, Redswift, Stubb, Baron Sukumvit, Deathtrap Dungeon, Trial of Champions, Garin, Sorric, Rangard, Kollos,
Morri, Raast the herbalist, Ash, Drasshk the Man-Orc, Uthdar, King Gillibran, Bigleg, Banshee, Bird-man, Brain Slayer, Crystal Warrior, Death
Hawk, Flesh Grub, Ice Demon, Night Stalker, Sentinel, Snow Wolf, Titan Trolls., Titan Hilltroll.
Introduction
Caverns of the Snow Witch was the ninth of the
Fighting Fantasy series of books. First published in
1984, this revolutionary new idea, part book part
game, gave the reader a unique experience - a fantasy
adventure where you are the hero.
The Fighting Fantasy series has 59 titles to date
and has sold over 15 million copies worldwide and
has been translated into over 20 languages. The
Warlock of Firetop Mountain alone sold over 2 million
copies. Now the Fighting Fantasy books are being
re-released allowing a new generation of players to
explore the Citadel of Chaos, confront the Warlock of
Firetop Mountain or get lost in the Forest of Doom.
This book is a conversion of Caverns of the Snow
Witch into a D20 role-playing game scenario. The
original books were a solo experience; we have written this scenario to allow players to challenge the
Snow Witch on their own or as part of a group of
adventurers. The inclusion of the new Luck rules give
the single player a good chance of success without
making groups of players too powerful.
The Fighting Fantasy books could be picked up
and played with a minimum of preparation, we have
written this scenario to reflect this including pregenerated characters, full colour maps and other play aids
to get you started quickly. For more information about
Roleplay games, Fighting Fantasy and the Caverns
of the Snow Witch visit the Myriador website:
www.myriador.com
Adventure Summary
The Snow Witch dwells within the Crystal Caverns.
These fabled Caverns are located in the frozen heights
of the Icefinger Mountains on Allansia.
You are working as a caravan guard for Big Jim Sun
when the outpost you are headed to is attacked by a
savage monster. Tracking this monster takes you into
a the long lost labyrinth of the Crystal Caverns ... and
beyond.
Caverns of the Snow Witch is an adventure designed
for single adventurers or small adventuring groups
based on the Fighting Fantasy book of the same
name
Preparation
In addition to the books required (as stated on the
cover of this product), which will be referred to as the
DMG, PHB and MM, a set of polyhedral dice (D4, D6,
D8, D10, D12 and D20) is also needed to play. Pull out
Character sheets of the four pre-generated characters
can be found in Appendix 4 - Characters.
Full colour maps and pre-generated character sheets
can be downloaded free from www.myriador.com
Quick Play
Campaign Integration
Although this scenario is designed to be played as a
stand-alone adventure using the pregenerated characters provided or a party of newly created 8th level
characters, there is no reason why it couldn't be used
as a part of an on-going campaign. Guidelines and
advice are included in the appendices to help you
integrate this scenario into an on-going campaign and
suggestions are included about adjusting difficulty
levels (see Appendix 3 - Campaign Play).
Luck
Luck was a major factor in the Fighting Fantasy
series of books. The d20 system includes a range of
skills that are used where Luck was in the original
books. However, we wanted to keep the overall tone &
feel of the Fighting Fantasy books so we have
included Luck as a new Ability score.
This scenario is aimed at small parties of players
(mini-groups). The inclusion of Luck gives them an
edge that makes up for their lack of numbers. Players
are be encouraged to use Luck as often as possible - it
may make the difference between success and failure!
To reflect this, it is easier for characters to recover
Luck than it is for other attributes, methods of restoring Luck are given under the heading: Restoring Luck.
Using Luck
A character may use Luck to change or influence
events, reducing the damage taken from an enemies
attack for instance, or increasing their chance of picking a lock. Luck can be used to modify a character's
skill checks, saving throws, attack rolls, and melee/
ranged damage dealt. You can also use your Luck to
reduce the damage you take from an enemies attack.
Luck checks must be resolved BEFORE the action
that they are affecting is undertaken (exception:
reducing damage taken in melee/ ranged). The result
of the Luck check is applied as a modifier to the
action. You may only check Luck once per action
undertaken and the result only affects that action.
A character's Luck score is temporarily reduced by 1
every time Luck is checked.
Luck cannot be used to give a character feats or special abilities that she would not normally have. i.e. a
fighter cannot use Luck to allow her to turn / rebuke
Undead.
Luck cannot be used to increase or decrease the effectiveness of a spell or magical effect.
Luck can be used to increase the chance of hitting
with a magical attack such as a ray by modifying the
to-hit roll, or it could be used to modify the result of a
Spellcraft check to help identify a spell being cast.
Similarly it could be used to increase the chance of
making a successful saving throw to counter a spells
effect.
Restoring Luck
Luck can be restored in a number of ways. Luck cannot be increased past its starting value except by magical means (see Appendix 2 - New Magic, New
Spells). Any excess Luck points that would take a
character's Luck score above the original value are
lost.
Scenario Awards
At various points in this adventure Luck points are
awarded to characters. These Luck awards can be
increased / decreased at the DM's discretion. Luck
awards are to the party as a whole, it is up to the DM
to determine how they are divided amongst the characters. E.g. if a party of 3 characters are awarded 2
Luck points, the DM can give 1 point each to 2 of the
players or 2 points to one of them at the DM's discretion - award the points to the characters who played
the most significant role in gaining them.
Background
The following text should be read aloud
Winters in northern Allansia are always cruel and
bitter; the snow falls thick and the icy wind blows
hard, chilling everybody to the bone. For the past
few weeks you have been hired by a merchant called
Big Jim Sun to protect his trading caravans as they
roll their way north to the frozen outposts.
It is nearing midday as you walk ahead of the six
carts across a frozen lake. In the distance you can
see the snow-capped peaks of the Icefinger
Mountains jutting out of a low cloud. Your destination lies at the base of the mountains where the
Northmen meet to trade. Snow is falling, but not
heavily, suddenly the shrill call of a hunting horn
breaks the silence.
Big Jim calls you over to his wagon; his bright blue
eyes scan the horizon, searching for signs of life. In a
deep voice he says, "Sounds like that came from the
outpost. You'd better go and investigate. Could be
trouble. And get back quick!"
Two hours later you reach the outpost at the base of
the Icefinger Mountains. The snow is red with blood;
the Northmen's wooden huts are smashed and torn
down. Six men lie dead, their bodies torn apart, broken axes lying at their sides in the snow. Judging by
the size of the footprints, the creature that attacked
the outpost must have been enormous!
There is nothing you can do for the unfortunate
Northmen and there is nothing salvageable from the
outpost, so you head back towards Big Jim's caravan to report the news reaching them just as daylight is fading. After telling Big Jim about the carnage at the Northmen's outpost, he orders the carts
to be drawn into a circle to protect his men during
the night. A large fire is built in the centre of the circle and you sit down beside it to talk to Big Jim. In
a low voice, Big Jim asks you if you will hunt down
the terrible creature, otherwise his business will be
ruined forever. You smile and reply that you will
track down the beast, but only for a share in the
profits. You estimate that to be around 3000gp. Big
Jim's jaw drops open, and it takes a great deal of
persuasion before he agrees to your demands. The
snow finally stops falling as you settle down for the
night; sleep is a long time coming, for your mind is
active with thoughts of the impending hunt.
When you awake just after dawn, the fire is reduced
to dying embers. You walk over to where Big Jim is
sleeping and tap him on the shoulder. He wakes with
a start and you tell him that you are setting off and
hope to be back later in the day. As you leave you
wave to the guards. The snow starts to fall again,
and you make your way back to the outpost
The Dungeon
All rooms and corridors in the Glacier section have
12ft. ceilings. Corridors and rooms are rough-cut ice
either 5ft. or 10ft. wide (please refer to the overlay
map).
All rooms and corridors in the Mountain section
have 22ft ceilings. Corridors and rooms are rough-cut
stone work either 5ft. or 10ft. wide (please refer to the
overlay map).
Doors are wooden (good) and are unlocked unless
otherwise stated. Any locked doors have average
locks unless otherwise stated. The dungeon is unlit
unless otherwise stated.
Doors: Good Wooden; 1 inches thick; Hardness 5;
Hit points 20; Break DC25
Locks: Average lock; Open lock DC25
Listen checks: All Listen check DC are calculated
with the character standing in the adjacent square to
the door (2 ft. away) unless stated in the text. If a
character actively listens at a door (presses his ear to
the door) then reduce the Listen DC by 2.
5. Blizzard (EL 2)
Distance from encounter 4 is 7000ft. (1.33 miles). It will
take the characters just over 48 minutes to walk this
distance in the snow.
As you ascend the mountain the snow begins to fall
heavily and the wind blows so hard that you find it
difficult to keep your balance. It looks like a blizzard is starting.
The blizzard will last two hours, during which the
following effects apply: visibility is reduced to three
quarters, -8 penalty to Spot, Search and Listen checks.
Missile fire is impossible, unprotected flames are
extinguished; protected flames such as hooded
lanterns have a 50% chance of being extinguished.
Characters not in warm shelter must make a Fortitude
save (DC15 + 1 per previous check) every 10 minutes
or take 1d6 subdual damage (Cold), characters with
the Wilderness Lore skill receive a bonus (see PHB
Chapter 4 for more information). Any character taking
damage suffers frostbite and is considered fatigued
(see DMG Chapter 3, Condition summary for more
information).
The blizzard lasts for 2 hours, after which the weather calms considerably. The wind is still blowing strong
(-2 to Ranged Attacks and Listen checks), but it has
stopped snowing for the time being.
10
11
12
The noise is being made by 4 Goblins who are throwing chunks of rock and ice at a Dwarf who has fallen
in the pit below. If the Goblins spot the characters they
will attack:
Goblins (4): hp 6, 7, 5, 6; all Goblins wear Collar's of
Obedience (see Appendix 2- New Magic) and have
Longsword's (1d8 -1) (see MM for more information
on Goblins).
13
14
15
16
17
18
+2); SV Fort +7, Ref +6, Will +0; AL CE; Str 17, Dex 19,
Con 12, Int 10, Wis 7, Cha 7. Languages Spoken:
Common, Elven, and Undercommon. Skills and feats:
Hide +13, Jump +10, Listen +5, Move silently +8,
Search +5, Spot +6; Dodge, Endurance, Improved initiative, Point blank shot, Far shot, Weapon finesse
(Rapier), Weapon focus (Rapier), Weapon specialization (Rapier). Equipment: Leather +3, Rapier +3,
Amulet of natural armour +2, Longbow +2, 15 Arrows
+1, Potion of cure serious wounds (3D8+6) (see PHB
Chapter 3, Fighters for more information)
19
+7, Ref +7, Will +4; AL LE; Str 20, Dex 16, Con 16, Int
12, Wis 10, Cha 8. Languages Spoken: Elven, Dwarven
and Sylvan. Skills and feats: Balance +5, Hide +2,
Listen +3, Move silently +5, Spot +3; Blind-fight,
Weapon focus (Short spear), Weapon focus
(Longbow).
20
9. Stonebridge (EL 0)
The walled town of Stonebridge is before you.
Stubb leads you into the town greeting many friends.
You soon discover that the fabled War-hammer of
king Gillibran of the dwarves has been stolen, the
Dwarven inhabitants of the town are dismayed by
its loss. Stubb, concerned about the dwarves loss of
morale leads you to The Smithies Forge, an inn
owned by his friend Bigleg. After seeing you seated
and given food and beer Bigleg tells you that the
War-hammer was snatched by an eagle and dropped
somewhere in Darkwood forest. Hearing this Stubb
cries "Then we must find it Bigleg, and we must
leave immediately!" he bids you farewell and leaves
with Bigleg.
Redswift, who is beginning to look rather unwell,
sighs." The Death spell is beginning to affect me. We
don't have time to finish this meal. We need to get to
the Moonstone Hills and fast!". Redswifts words
are beginning to slur. He stands, wobbles slightly
steadying himself on the table. "Please, quickly!".
With that Redswift heads for the door and leaves.
If the characters remind Stubb that he is suffering
from a Death Spell he will tell them that some things
are more important than living. The honour of the
Dwarves is one such thing, without the War-hammer
their honour is lost. He cannot be persuaded to give
up the hunt for the War-hammer.
21
22
Between small gaps in the rocks you can see the trees
on the other side of the river. There is a smoke rising
from a fire, but you cannot see anyone.
The river runs very fast here, but it is also narrow.
Large rocks jut out of the river and it looks possible to
cross by jumping from rock to rock.
There are three large rocks in the middle of the river,
by jumping from one to the next a character can make
their way to the far bank.
The first rock is 13ft from the bank; there is enough
room to for a good run up. The next rock is 5ft further
away, the third 6ft further on. From the third rock it is
only 7ft to the far riverbank.
While characters have plenty of room for a run-up to
jump onto the first rock, none of the rocks are big
enough to allow running jumps from them - standing
jumps only are allowed.
Any character that fails their jump check may fall in
the water. If the character fails by their Jump check by
1 they may make a Reflex save (dc12), success allows
them to scramble onto the rock they were attempting
to jump to. Failing the Jump check by more than 1
means the character has fallen into the river and now
must make a successful skill (Swim) check (DC15) to
reach the nearby rock or the river bank.
If the characters make it to the other side they find a
small campfire with a delicious looking duck roasting
on a spit. An animal skin bedroll is also present.
Hiding near his camp is a wild hill man. He has lived
alone in the wild all of his life and has no name. As the
characters approach his camp he runs at them screaming. He is wearing animal furs and wields a club.
Wild Hill Man, male human Ftr3: CR 3; Size M (6 ft.,
3 in. tall); HD 3d10+6; hp 26; Init +7 (+3 Dex, +4
Improved initiative); Spd 30 ft.; AC 13 (+3 Dex); Attack
+6 melee (Club 1D6 +2); SV Fort +5, Ref +4, Will +1; AL
N; Str 14, Dex 17, Con 14, Int 11, Wis 11, Cha 9.
Languages Spoken: Common. Skills and feats:
Balance +5, Hide +3, Listen +2, Move silently +3, Open
lock +2, Spot +2; Alertness, Dodge, Endurance,
Improved initiative, Weapon focus (Club).
Equipment: Furs, Club, Fish bone necklace worth 1gp
Beyond the wild mans camp is an old goat path that
leads up a hill.
The path is the only way onwards. If the characters
choose not to take this path they must either jump or
swim back across the river.
23
24
C. Calmness:
"Now you must prepare yourself for the next stage.
In order to survive, you must remain totally calm.
Do you possess a Dragons egg? If you do, I can make
you a relaxing concoction."
The Healer will make a calming brew from the dragon eggs and special herbs and tells the characters to
drink it all. One egg provides enough potion for one
character. The Healer will then tell the characters to
proceed one at a time down a narrow passage,
reminding them to remain calm.
As the characters walk in to the tunnel, read them
the following:
D. Wings of Hope
You walk on in silence until you can see sunlight
streaming through a crack at the end of the cave.
Once everyone is outside, read them the following:
The Healer joins you outside. "This is as far as I go",
he says. "The final part of this ritual you must face
without me. Wearing your mask, you must be at the
summit of Firetop Mountain before dawn to watch
the sun rise. You must sit cross-legged facing east.
You will be totally cured the moment the first rays of
sunlight come up over the horizon. If you have some-
25
26
Appendix 1- New
Monsters
Banshee
Medium Undead
Hit Dice:
10d12 (65 hp)
Initiative:
+0 (Dex)
Speed:
30 ft.
AC:
16 (+6 natural)
Attacks:
2 claws +9 melee and bite +4 melee
Damage:
Claw 1d6+4, bite 1d4+2
Face/Reach: 5ft. by 5ft./ 5ft.
SA:
Wail
SQ:
Undead
Saves:
Fort +3, Ref +5, Will +9
Abilities:
Str 19, Dex 10, Con --, Int 4, Wis 15,
Cha 12
Skills:
Climb +14, Jump +14, Spot +12
Feats:
Cleave, Lightning Reflexes, Power
Attack
Climate/Terrain:
Any wilderness or ruins
Organisation:
Solitary
Challenge Rating:
6
Treasure:
None
Alignment:
Always Chaotic Evil
Advancement:
11 - 16 HD (medium)
Banshees are hideous Undead creatures often heard,
but rarely met, in the forsaken wastelands in which
they dwell. They
are chiefly known
for the soul-shredding wail that they
constantly howl,
both day and night,
as they wander the
wastes. The ghastly
spectres
are
thought
to
be
human
spirits,
trapped on this
plane and unable to
rest, as punishment
for some horrific
crime committed
when they were alive.
In it's new form, a Banshee appears as a shrivelled,
knotted old man or woman, with long unkempt hair,
one large nostril and a single tooth. It's eyes are ringed
red; all the creature's sorrow and anger is reflected in
them, if anyone dares to look. It's terrible wail can
cause opponents to become transfixed with fear, making them easy meat for the monster's claws.
Combat
The Banshee attacks directly, wailing at all times. If an
enemy succumbs to it's wail, it will concentrate attacks
on that victim. The Banshee will attack in this way
until it is destroyed or it has killed all of it's enemies.
Wail (Su)
The constant howling of the Banshee causes a sonic,
mind-affecting fear effect in all who can hear within a
60 ft. spread. The victims must make a Will save
(DC17) or cower for 1 round. They must continue to
save each round they are exposed to the wailing.
Undead
Immune to mind-influencing effects, poison, sleep,
paralysis, stunning, and disease. Not subject to critical
hits, subdual damage, ability damage, energy drain,
or death from massive damage.
Skills:
Feats:
Climate/Terrain:
Organisation:
Any hills
Solitary, Gang (2-6) or Tribe
(10-30)
Challenge Rating:
1
Treasure:
Standard
Alignment:
Often Chaotic Neutral
Advancement:
4 - 5 HD (medium)
Tribes of Bird-Men are found in mountainous areas
across the whole of Allansia and Kakhabad, perched
in villages and caves in the highest peaks. They are
short
and
sinewy, with
especially
powerful chest
m usc le s ,
which support
a wide pair of
feathered
wings. Their
mouths
are
sharp, hooked
beaks,
and
both arms and
legs end in
cutting talons.
They are covered in short,
almost feathery hair, which
varies
in
colour from
green through
brown to grey
and
black,
according to
their
tribe.
Bird-Men talk in strange chirruping voices that can
change into disconcerting piercing shrieks as they
wheel down out of the sky to attack their foes.
The tribes of the Moonstone Hills in northern
Allansia are quite primitive for their race. Attracted by
metal objects, which they consider great status symbols, they will attack lone adventurers in great numbers. They are rather cowardly creatures, though, and
a display of strength by their victim can often drive
them off in search of easier prey.
Combat
A favoured tactic of Bird-Men is to snatch up their victims and carry them into the air, and then drop them
to the rocks far below. They will otherwise dive on
enemies and withdraw again repeatedly, slashing
with their talons and weapons.
Dive (Ex)
A Bird-Man who charges from above onto a target
may attack with 2 additional claws at the same attack
bonus they usually use.
27
Brain Slayer
Large Aberration
Hit Dice:
7d8+14 (45 hp)
Initiative:
+8 (+4 Dex, +4 improved initiative)
Speed:
30ft
AC:
18 (-1 size, +4 Dex, +5 natural)
Attacks:
6 Tentacles (+9 melee)
Damage:
Tentacle 1d4+2
Face/Reach: 5ft. by 5ft./10ft.
SA:
Hypnotic Gaze, Mental Drain
SQ:
None
Saves:
Fort +4, Ref +6, Will +7
Abilities:
Str 15, Dex 18, Con 15, Int 10, Wis 15,
Cha 14
Skills:
Climb +7, Escape Artist +9, Jump +4,
Listen +7, Spot +7
Feats:
Weapon Finesse (Tentacle),
Multidexterity
Climate/Terrain:
Any underground
Organisation:
Solitary
Challenge Rating:
6
Treasure:
Standard
Alignment:
Always Chaotic Evil
Advancement:
8 - 12 HD (large)
Many are the references in the legends of the subterranean races to horrifically
evil, horrendously foul-looking creatures called Brain
Slayers. They dwell in isolated colonies deep in the
earth, far below even the
furthest explorations of the
inquisitive Dwarfs, and rarely
venture towards the surface.
They detest light, warmth and
indeed life itself; never was
there a race more suited to the
darkness.
Their appearance is bizarre, it is as
though an octopus were somehow grafted to
the torso of a powerful humanoid. Their skin is slick
with slime and mucus, and is coloured a stomachchurning purple-green. As they move, their tentacles
whip around in a frenzy, as if they were trying somehow to sniff out living creatures to feed upon. They
dress in long flowing robes patterned with odd
designs. To look into the eyes of a Brain Slayer, it is
said, is to gaze into pure, unsullied hatred. It is also
extremely unwise, as their eyes carries their most
potent weapons - a powerful hypnotic gaze that can
transfix a man and swiftly draw him into range of
their tentacles.
Combat
28
Crystal Warrior
Medium Construct
Hit Dice:
6D10 (33 hp)
Initiative:
+0 (Dex)
Speed:
20ft (Can not run)
AC:
25 (+15 natural)
Attacks:
Slams (+8 melee)
Short Spear +8, 1d8 + 6, 20/x3
Damage:
Slam 1D8 +4
Face/Reach: 5ft. by 5ft./5ft.
SA:
None
SQ:
Construct, Damage Reduction
15/Bludgeoning, Elemental
Resistance, Sonic Vulnerability
Saves:
Fort +2, Ref +2, Will +2
Abilities:
Str 19, Dex 10, Con --, Int -, Wis 11,
Cha -Skills:
None
Feats:
None
Climate/Terrain:
Organisation:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Any
Solitary or patrol (2 - 4)
4
None
Always Neutral
7-8 HD (medium), 9-12 HD
(large)
One of the hindrances a Warlock faces in pursuing his
chosen craft is the amount of time spent in tedious rituals and frustrating research, and the corresponding
lack of time available for learning
the arts of the
w a r r i o r .
C o n s e q u e n t l y,
many wizards are
very weak and
prone to all kinds
of attack. To
counter this, a
number
of
defences
have
been invented;
one is the Crystal
Warrior. After a
lengthy sculpting
and
animating
process,
the
resulting Crystal Warrior is set to work patrolling the
passages and chambers of the wizard's stronghold
Combat
Anyone who is not recognised by a patrolling or
guarding Warrior is attacked mercilessly. Crystal
Warriors have no sense of self-preservation, and no
fear.
Construct
Immune to mind-influencing effects, poison, disease,
and similar effects. Not subject to critical hits, subdual
damage, ability damage, energy drain, or death from
massive damage.
Construction
The sorcerer first takes a large block of pure quartz
and fashions it into human form with a specially treated hammer and chisel. The statue is then temporarily
animated by a lengthy ritual, which bears many similarities to that used in the creation of a Golem. Upon
completion, the Crystal Warrior can memorise the
faces of two people, or remember a particular symbol;
these people or anyone bearing the symbol will be
allowed to pass. All others will be attacked on sight by
the Warrior. The magical rituals of animation take 1
week to complete, and the sorcerer must labour for at
least 8 hours per day of the rituals. The character must
have the Craft Magical Arms and Armour feat and the
Craft Wondrous Item feat. The materials needed cost
20,000gp (10,000 of which is for the quartz).
Creation
Creating the body requires a Craft (sculpture) check
DC 16. The creator must be 10th level and able to cast
arcane spells. Completing the ritual drains 500xp from
the creator and requires the spells Endurance,
Geas/Quest, Polymorph Other and Stoneskin.
Death Hawk
Tiny Animal
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
SA:
SQ:
Saves:
Abilities:
Skills:
Feats:
1D8 (4hp)
+3 (+3 Dex)
10 ft., fly 60ft. (Average)
17 (+2 size, +3 Dex, +2 natural)
Claws +5 melee
Claws 1D4 -2
2 ft. by 2 ft./ 2 ft.
None
None
Fort +2, Ref +5, Will +2
Str 6, Dex 17, Con 15, Int 2, Wis 12,
Cha 6
Listen +6, Spot +6*
None
Climate/Terrain:
Organisation:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Combat
Death Hawks combine both claws into a single attack
Skills
Death Hawks gain a +8 racial bonus to Spot in daylight. This bonus is not reflected in the creatures stats.
Flesh Grub
Fine Aberration
Hit Dice:
1 hit point
Initiative:
+0 (Dex)
Speed:
5 ft. cannot run
AC:
18 (+8 size)
Attacks:
Bite +3 melee
Damage:
1 point
Face/Reach: 5ft. by 5ft./ 5ft.
SA:
Attach
SQ:
Blind sight 10ft.
Saves:
Fort +2, Ref +0, Will +0
Abilities:
Str 1, Dex 10, Con 11, Int 2, Wis 11,
Cha 2
Skills:
Climb +4
Feats:
None
Climate/Terrain:
Combat
The Flesh Grub usually attacks someone who has disturbed it's resting place, perhaps searching a rotten
coffin or something similar. They bite on, and hang
29
Attach (Ex)
If the Flesh Grub hits it's victim it is automatically considered to have attached itself to the flesh. Thereafter,
it deals an automatic point of damage each round,
until it has inflicted 3 points at which time it will drop
off, gorged on fresh meat. If it is pulled off, it will do
another point of damage as it is torn away from the
skin. The Flesh Grub is easily removed and crushed a character can remove and kill six each round.
Blind-Sight (Ex)
Flesh Grubs use their advanced sense of smell to 'see'
anything within 10 feet of them.
Skills
Flesh Grubs use their Dexterity modifier for Climb
checks, rather than their Strength modifier.
Climate/Terrain:
Any cold land
Organisation:
Solitary
Challenge Rating:
8
Treasure:
Standard
Alignment:
Always Chaotic Evil
Advancement:
11-16 HD (huge)
The trappers of the Icefinger Mountains talk in
hushed whispers of a certain sheltered valley high in
the mountains, from where streams of fanatical Orcs,
Goblins and Neanderthals have been known to pour
out, to raid trading posts and villages for slaves and
30
Combat
The Ice Demon strikes with it's two massive fists,
while breathing clouds of freezing mist onto it's enemies. Should the Demon be defeated, it's body will
shatter like a block of ice, and it's spirit will be banished back to Hell.
Cold-Subtype (Ex)
Immune to cold. On a failed saving throw, the Ice
Demon takes double damage from fire attacks.
Telepathy (Su)
As a free action, the Ice Demon can communicate telepathically with any creature within 100 ft. that has a
language.
Mammoth
Huge Animal
Hit Dice:
11D8 +55 (104 hp)
Initiative:
+0 (Dex)
Speed:
40ft
AC:
15 (-2 Size, +7 natural)
Attacks:
Slam (+16 melee), 2 stamps (+11
Melee) or Gore (+16 melee)
Damage:
Slam 2D6+10, stamp 2D6 +5; gore 2D8
+15
Face/Reach: 10ft. by 20ft./10ft.
SA:
Trample 2D8 +15
SQ:
Scent
Saves:
Fort +12, Ref +7, Will +4
Abilities:
Str 30, Dex 10, Con 21, Int 2, Wis 13,
Cha 7
Skills:
Listen +6 and Spot +6
Feats:
None
Climate/Terrain:
Organisation:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Combat
In an attack, a Mammoth will rear up on its hind legs
brandishing its tusks menacingly, and attempting to
knock over and trample its opponent.
Trample (EX)
A Mammoth can trample creatures of medium size or
smaller for automatic Gore damage. Any opponent
who does not take an attack of opportunity can make
a Reflex save (DC20) for half damage.
Neanderthal (caveman)
Medium Humanoid
Hit Dice:
2d8+4 (13 hp)
Initiative:
+0 (Dex)
Speed:
20 ft. (hide armour); base 30 ft.
AC:
14 (+1 natural, hide armour)
Attacks:
Club +2 melee or Short spear +2 melee
Damage:
Club 1d6+1 or Short spear 1d8+1
Face/Reach: 5ft. by 5ft./ 5ft.
SA:
None
SQ:
None
Saves:
Fort +5, Ref +0, Will +0
Abilities:
Str 13, Dex 10, Con 15, Int 6, Wis 11,
Cha 8
Skills:
Climb +4, Jump +3
Feats:
Power Attack
Climate/Terrain:
Treasure:
None
Alignment:
Always Chaotic Neutral
Advancement:
By character class
The brutish semi-humans known as Neanderthals are
a primitive and violent race to be found in many areas.
They will usually be encountered as hunting-party or
in a settlement - typically a crude circle of huts around
Neanderthal Characters
Neanderthals are a brutish bunch, and typically those
who excel within their primitive culture are
Barbarians.
Combat
Neanderthals are uninspired when it comes to battletactics; they tend to run towards the enemy yelling
and screaming incomprehensible war cries.
Occasionally, when hungry, they may try to creep up
on an unawares enemy and then proceed to rush from
concealment, attacking in their usual fashion. They
favour crude spears and improvised blunt weapons,
as they lack the ability to make iron weapons.
Night Stalker
Any underground
Solitary
6
None
Always Neutral Evil
10-15 HD (large)
31
Combat
A Night Stalker will ceaselessly pursue it's prey, and
then attack silently, clawing chunks of meat straight
from the bones of it's terrified victim. Night Stalkers
are ceaseless in their attacks, and never make any
complaint at their injuries, fighting to the death.
Immunities (Ex)
Night Stalkers are immune to mind-affecting spells
and abilities. This includes all forms of Fear and
Charm spells, as well as Illusions.
Sentinel, Metal
32
Medium Construct
Hit Dice:
12d10 (66 hp)
Initiative:
+0 (Dex)
Speed:
20ft (Can not run)
AC:
24 (+14 natural)
Attacks:
Longsword +10 / +5 melee
Damage:
Longsword 1d8+4
Face/Reach: 5ft. by 5ft./5ft.
SA:
None
SQ:
Construct, Damage Ward
Saves:
Fort +4, Ref +4, Will +4
Abilities:
Str 19, Dex 10, Con --, Int --, Wis 11,
Cha -Skills:
None
Feats:
None
Climate/Terrain:
Any
Organisation:
Solitary
Challenge Rating:
10
Treasure:
None
Alignment:
Always Neutral
Advancement:
---There are many methods employed by wizards and
noblemen to protect their vast treasure hoards, including Golems, Crystal Warriors, and Sentinels. First created by a sorcerer in the service of Baron Kognoy of
Kaypong, a province
to the east of Fang,
they are powerful,
near-invisible
guardians. Unlike
many
such
guardians, they are
quite easy for their
master to control.
They are created by
pouring a specially
formulated magical
potion over a gemstone or piece of
metal, in order to
create a Sentinel of
the same basic material. The potion-covered material, typically a gold coin or a small diamond, will retain it's form until touched by living
flesh. When creating a Sentinel, it is advisable to use
tongs!
The potion-drenched object is usually secreted near
the top of a pile of treasure, where it will hopefully be
picked up by a thief. Once touched, it transforms
immediately into a large, fearsome warrior. The
Sentinel cannot be harmed by blows unless the opponent is in contact with a piece of material from which
the Sentinel was formed. Thus, to damage a Gold
Sentinel it's opponent must be holding a piece of gold
in it's hand. If defeated, the Sentinel shifts back to it's
original form and will not transform again.
Combat
The Sentinel will relentlessly attack any living thing it
can see. If it runs out of targets, it will simply wait for
more to arrive or until an hour has passed, when it
reverts to it's ordinary form to await the next hapless
thief.
Construct
Immune to mind-influencing effects, poison, disease,
and similar effects. Not subject to critical hits, subdual
damage, ability damage, energy drain, or death from
massive damage.
Snow Wolf
Large Animal
Hit Dice:
4D8 +4 (22 hp)
Initiative:
+2 (Dex)
Speed:
50ft
AC:
14 (+1 Dex, +4 natural, -1 size)
Attacks:
Bite (+5 melee)
Damage:
Bite 1D6 +5
Face/Reach: 5ft. by 10ft./5ft.
SA:
SQ:
Saves:
Abilities:
Skills:
Feats:
Trip
Scent
Fort +5, Ref +5, Will +1
Str 21, Dex 13, Con 15, Int 2, Wis 12,
Cha 6
Hide +6*, Listen +6, Move silently +5,
Spot +6, Wilderness lore +2*
Weapon finesse (bite)
Attacks:
Damage:
Face/Reach:
SA:
SQ:
Saves:
Abilities:
Climate/Terrain:
Combat
The Snow Wolf will
use its natural surroundings to hide in while moving
closer to its prey. The Snow Wolf will attempt to trip
its opponent them bite with its huge teeth.
Trip (EX)
A Snow Wolf who scores a successful bite attack can
attempt to trip an opponent as a free action (see PHB
Chapter 8, Trip for more information) without making
a touch attack or provoking an attack of opportunity.
Skills
A Snow Wolf receives a +8 racial bonus to Hide when
in the snow and a +6 racial bonus to Wilderness lore
when using its scent to track.
Titan Trolls
Titan Hilltroll
Large Humanoid
Hit Dice:
6d8+18 (46 hp)
Initiative:
+0 (Dex)
Speed:
30 ft
AC:
18 (-1 size, +5 natural, Leather Armour
and Shield)
Skills:
Feats:
Climate/Terrain:
Organisation:
Challenge Rating:
Treasure:
Alignment:
Advancement:
The interminable
w a r s
between
t
h
e
Dwarfs
and
the
Hill Trolls
have continued
s i n c e
before history was
recorded, for the two races loathe each other. Hill
Trolls are warlike beings, who provide endless hazards to travellers and settlers in the higher regions.
They are the largest of all Trolls, usually dressed in
furs and leathers, their long hair braided with bones
and jewellery. Their favourite weapons are spears and
axes, and they also use shields and odd scraps of
armour to protect themselves. They dwell in tribal villages high in the hills, from where they can sweep
down into the valleys to attack the settlements of
Dwarfs and humans alike.
Troll Characters
Those Trolls that rise above the general thuggish rabble of their fellows usually aspire to become Fighters.
Yeti
33
Climate/Terrain:
Organisation:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Combat
These massive beasts are not very intelligent, but they
possess an animal cunning. They silently track their
prey, usually by scent alone. They may follow an
unwary man for days before choosing to strike. They
do so quickly, ripping their victim to shreds with their
massive claws and teeth. If seriously wounded, they
will usually lope away into the snowy wastes and
climb up into the freezing mountains where no-one
can follow.
Cold Sub-type
Skills
34
wearers at any one time although they retain awareness of all those wearing their Collars.
The wearer of the Collar must make a Will save
(DC25) whenever a command is issued to them by
their controller. Failure means that the command must
be followed without hesitation. Success allows the
wearer to ignore the command if desired.
The controller can inflict pain to any wearer by making the Collar constrict around their throats, if desired
the Collar can be tightened enough to strangle the
wearer causing 2D6 damage per round.
A Collar of Obedience cannot be removed by it's
wearer while the controller lives, if the controller dies
the Collar turns black and crumbles to dust. Collars
can be removed by another creature upon a successful
casting of a Remove Curse spell.
Wearing the Collar grants Darkvision 60ft..
Caster Level: 10th; Prerequisites: Craft Wondrous
Item, Dominate Person, Darkvision and Telepathic
Bond; Price 6000pg, weight 4lb
Potion of Fortune
When the contents of this bottle have been imbued,
the recipient may restore 1D4+3 Luck points.
Caster Level: 4th; Prerequisites: Brew Potion, Restore
Luck; Market price 300 gp.
Prism of Illusion
This Item is only usable by Wizards or sorcerers.
This clear Prism measures 10 inches from top to bottom. The Prism can be used to store up to 10 levels of
spells (from the school of Illusion only) in it. The spells
must be cast into the Prism by a Wizard or Sorcerer.
There they will remain until recalled. The Wizard or
Sorcerer can recall any spell stored within the Prism as
a standard action.
Caster Level: 7th; Prerequisites: Craft Wondrous
Item, Imbue with spell ability; Price 25,000gp, Wt. 5lb
Szordrins Dust
This Magic Dust was created by a powerful Sorcerer
named Szordrin who dwells within the city of Khare
on the continent of Kakhabad (also known as the old
world). If the Dust, which is made from ground
Minotaur's horn, is sprinkled on a transforming creature - such as a polymorphed creature; a man changing into a Werewolf etc - the targeted creature will
remain in its current form for 2D6 hours.
If the Dust is sprinkled on a transforming target, it
must make a Fortitude save (DC20) or remain in its
current form for 2D6 hours.
A full jar of Szordrin's Dust typically has 4 applications of the Dust within it.
Caster Level: 7th; Prerequisites: Polymorph Other ;
Price 4000gp (1000 gp per application)
Tomah's Flute
This Flute is silver, and quite ordinary in appearance.
If a creature without the Perform skill holds the Flute
to their lips and attempts to play a tune, they will be
amazed, for a wonderful tune will come forth.
35
Party Levels
This scenario is designed for a party of three characters of 8th level. The party would benefit from having
a good aligned cleric along for the adventure.
Encounter 28
36
appendix 4 - characters
Redswift and Stubb - NPCs
Name:
Race/Sex:
Class/Level:
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Saves:
Abilities:
Skills:
Feats:
Equipment:
Languages:
Name:
Race/Sex:
Class/Level:
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Saves:
Abilities:
Skills:
Feats:
Equipment:
Languages:
Redswift
Wood Elf / male
Fighter / 7
7D10+7 (hp55)
+8 (+4 Dex, +4 Imp. init)
30ft. (6 squares)
18 (+4 Dex, Studded leather +1)
touch 14, flat-footed14
+10/+5 melee (Longsword 1D8 +2)
or +12/+7 ranged (Longbow 1D8+2)
Fort +6, Ref +6, Will +4
Str 15(+2), Dex 19(+4), Con 13(+1),
Int 13(+1), Wis 14(+2), Cha 14(+2)
Hide +4, Jump +5, Listen +4, Move
silently +4, Search +3, Spot +4
Combat reflexes, Improved initiative,
Quick draw, Wpn focus(Longbow),
Wpn focus (Longsword), Weapon
specialisation (Longbow)
Studded Leather +1, Leather boots,
Collar of Obedience Longbow and 20
Arrows, Winter cloak
Common, Elven, Goblin
Stubb
Dwarf / male
Fighter / 7
7d10+14 (hp 79)
Init +5 (+1 Dex, +4 Improved init.)
20ft. (4 squares)
16 (+1 Dex, Chain shirt +1) touch
11, flat-footed 15
+12/+7 melee (Battleaxe 1D8 +6), or
+8/+3 ranged (Light crossbow 1D8)
Fort +7, Ref +3, Will +2
Str 18(+4), Dex 12(+1), Con 14(+2), Int
12(+1), Wis 10(+0), Cha 9(-1).
Appraise +3, Hide +3, Jump +4,
Listen +2, Move silently +1, Spot +2
Alertness, Combat reflexes,
Improved initiative, Power attack,
Weapon focus (Battleaxe), Weapon
focus (Light Crossbow), Weapon
specialisation (Battleaxe)
Chain Shirt +, Battleaxe, Winter
Cloak, Collar of Obedience
Common, Dwarven, Elven
Combat
Rhana Quinn
In order for Rhana to hit her opponent, she must do the following; Roll a D20 and add her combat modifier for the weapon she is using (+6 for her Quarterstaff). If the result is equal to or
greater than her opponents Armour class (AC), then she has hit. Rhana then rolls her damage
for the weapon she is using (1D6 +2 for her Quarterstaff).
If a monster's roll to hit is equal to or greater than Rhana's AC, then the monster has scored a hit
and Rhana looses hit points (hp).
When Rhana's hp reaches 0, she is unconscious. If they reach -10, she is dead.
Skills
Rhana has a number of skills that she can use during the course of this adventure. In order for
Rhana to succeed at a skill, she must roll equal to or greater than the Difficulty Class (DC) number for the skill in question on a D20 while adding the skill modifier. An example of this would
be that Rhana is listening at a door. In order to hear the conversation on the other side she must
make a skill (Listen) check (DC15). She rolls a D20 and adds the listen modifier (+7).
Rhana's swim skill, which is separated by the slash, (+2/ -5) is her modifier to swim with all of
her equipment on (-1 to Swim checks for every 5lbs carried).
Balance- Use this skill when you need to keep your balance on a ledge etc
Climb- Use this skill to climb the tallest mountain or descend the deepest pit
Concentrate- Use this skill when you need to focus your mind or cast a spell in combat
Hide- use this skill to sink into the shadows and remain unseen
Jump- Use this skill to leap over pits, vault low fences or leap onto tables
Listen- Use this skill to hear approaching enemies or to listen at doors
Move silently- you can sneak up on an enemy, or slink away without being heard
Search- you can find simple traps, hidden doors, and other details not readily apparent
Spot- Use this skill to spy a rogue hiding in the shadows or a Camouflaged monster
Swim- you can swim
Feats
Feats are features that that give Rhana special capabilities, or improve ones that she already has.
Listed below are Rhana's feats and a brief description of each one:
Combat casting- you are adept at casting spells in combat. +4 to concentrate checks to cast spells
on the defensive
Silent spell- you can cast a spell without the verbal component. The spell is cast as if it were one
level higher.
Maximise spell- You can cast a 1st level spell to maximum effect. The spell is cast as if it were 3
levels higher.
Racial abilities:
Low light vision- half elves can see twice as far as humans in starlight, moonlight and similar
conditions
Immune to magical sleep- half elves are immune to magical induced sleep
+2 save against enchantment- half elves gain a +2 bonus against enchantment spells or effects
Familiar
Rhana has a magically summoned creature called a familiar. His name is Milano and he is a rat.
Milano and Rhana can communicate empathically up to a range of one mile or they can talk to
each other.
Milano can also speak with other rats.
While Milano is within arms reach, Rhana gains the feat Alertness (+2 to Listen and Spot checks)
At Rhana's discretion, any spell that she casts on herself (mage Armour for example) can affect
Milano if he is within 5ft.
Milano can deliver Rhana's touch effect spells
Milano has the feat improved evasion. This means that any attack that would cause Milano to
make a reflex save, he takes no damage.
Potions: Potions of Cure Serious Wounds will heal 3D8 +1 hit points. Potion of
Fortune will restore 1d4 +3 Luck.
ellion gaarak
Combat
In order for Ellion to hit her opponent, she must do the following: Roll a D20 and add her
combat modifier for the weapon she is using (+13 for her Heavy mace). If the result is
equal to or greater than her opponents Armour class (AC), then she has hit. Ellion then
rolls her damage for the weapon she is using (1D8+7 Heavy mace).
If a monster's roll to hit is equal to or greater than Ellion's AC, then the monster has scored
a hit and Ellion looses hit points (hp).
When Ellion's hp's reach 0, she is unconscious. If they reach -10, she is dead.
Skills
Ellion has a number of skills that she can use during the course of this adventure. In order
for Ellion to succeed at a skill, she must roll equal to or greater than the Difficulty Class
(DC) number for the skill in question on a D20 while adding the skill modifier. An example of this would be that Ellion is listening at a door. In order to hear the conversation on
the other side she must make a skill (Listen) check (DC15). She rolls a D20 and adds her
listen modifier (+6).
Note that some of Ellion's skills have a slash separating two figures (i.e. Climb +7/ +1). The
first number given is Ellion's modifier without her Armour penalty (-2 for her shield and 4 for her breast plate). Ellion's swim skill, which is separated by the slash, (+5/ -10) is her
modifier to swim with all of her equipment on (-1 to Swim checks for every 5lbs carried).
Balance- Use this skill when you need to keep your balance on a ledge etc
Climb- Use this skill to climb the tallest mountain or descend the deepest pit
Concentrate- Use this skill when you need to focus your mind or cast a spell in combat
Hide- use this skill to sink into the shadows and remain unseen
Jump- Use this skill to leap over pits, vault low fences or leap onto tables
Listen- Use this skill to hear approaching enemies or to listen at doors
Move silently- you can sneak up on an enemy, or slink away without being heard
Search- you can find simple traps, hidden doors, and other details not readily apparent
Spellcraft- you can identify a spell being cast or a spell effect.
Spot- Use this skill to spy a rogue hiding in the shadows or a Camouflaged monster
Swim- you can swim
Feats
Feats are features that give Ellion special capabilities, or improve ones that she already
has. Listed below are Ellion's feats and a brief description of each one.
Alertness- +2 bonus on listen and spot checks
Combat casting- you are adept at casting spells in combat. +4 to concentrate checks to cast
spells on the defensive
Weapon Focus (Heavy mace)- You are especially good with the Heavy mace. You add +1
to your attack roll with this weapon.
Turn undead - You can turn undead as a supernatural ability
Spells
Ellion worships the Deity Sindla. Her God grants her the use of spells.
Spells per day are: 0 level- 6; 1st level- 5 +1; 2nd level- 4 +1 3rd level 3 +1 and 4th level 2 +1.
Her domains are: Good (all good spells are cast at +1 level) and Luck (use good fortune
once a day and re-roll a dice roll you just made)
Spontaneous casting
Ellion can channel any spell revised into a cure spell
Potions: Potions of Cure Serious Wounds will heal 3D8 +1 hit points. Potion of
Fortune will restore 1d4 +3 Luck.
Ellion Garrak
Hit Points
50
Size:
Race/Sex:
Class/Level:
Hit Dice:
Initiative:
Speed:
Luck
Notes
Rhana Quinn
16
Hit Points
Size:
Race/Sex:
Half-elf / female
Class/Level:
Sorcerer / 8
Hit Dice:
Initiative:
+2 (+2 Dex)
Speed:
30ft. (6 squares)
Armour Class:
48
14
Luck
Special Qualities:
Saves:
Abilities:
Str 13 (+1), Dex 14 (+2), Con 16 (+3), Int 14 (+2), Wis 14 (+2), Chr 18
(+4) Luck 14 (+2)
Skills:
Balance +5, Climb +3, Concentration +11, Hide +3, Jump +4, Listen
+7, Move silently +4, Search +4, Spellcraft +11, Spot +4, Swim +2/ -5
Feats:
Spells:
Equipment:
Encumbrance:
Languages:
hit points
24
Dekion strom
Combat
In order for Dekion to hit his opponent, he must do the following; Roll a D20 and add his
combat modifier for the weapon he is using (+15 for his scimitar). If the result is equal to
or greater than his opponents Armour class (AC), then he has hit. Dekion then rolls his
damage for the weapon he is using (1D6 +8 for his Scimitar).
If a monster's roll to hit is equal to or greater than Dekion's AC, then the monster has
scored a hit and Dekion looses hit points (hp).
When Dekion's hp reaches 0, he is unconscious. If they reach -10, he is dead.
Skills
Dekion has a number of skills that he can use during the course of this adventure. In
order for Dekion to succeed at a skill, he must roll equal to or greater than the Difficulty
Class (DC) number for the skill in question on a D20 while adding the skill modifier. An
example of this would be that Dekion is listening at a door. In order to hear the conversation on the other side he must make a skill (listen) check (DC15). He rolls a D20 and adds
the listen modifier (+4).
Note that some of Dekion's skills have a slash separating two figures (i.e. Climb +11/ +7).
The first number given is Dekion's modifier without his Armour penalty (-2 for his Chain
mail shirt and -2 for his Large steel shield). Dekion's swim skill, which is separated by the
slash, (+10/ -6) is his modifier to swim with all of his equipment on (-1 to Swim checks for
every 5lbs carried).
Balance- Use this skill when you need to keep your balance on a ledge etc
Climb- Use this skill to climb the tallest mountain or descend the deepest pit
Concentrate- Use this skill when you need to focus your mind or cast a spell in combat
Hide- use this skill to sink into the shadows and remain unseen
Jump- Use this skill to leap over pits, vault low fences or leap onto tables
Listen- Use this skill to hear approaching enemies or to listen at doors
Move silently- you can sneak up on an enemy, or slink away without being heard
Search- you can find simple traps, hidden doors, and other details not readily apparent
Spot- Use this skill to spy a rogue hiding in the shadows or a Camouflaged monster
Swim- you can swim
Feats
Feats are features that that give Dekion special capabilities, or improve ones that he
already has. Listed below are Dekion's feats and a brief description of each one.
Blind-fight - you know how to fight in melee without being able to see your foes.
Cleave- If you kill a creature with your sword, your blow follows through to possibly
strike another opponent within immediate reach.
Dodge- You are adept at dodging blows. Designate an opponent and receive a +1 bonus to
AC against attacks from that opponent.
Power attack- You can make exceptionally powerful attacks. You may take a penalty on
your to hit roll and add that score to your damage (if you hit).
Sunder- You are skilled at attacking another's weapon. This does not provoke an attack of
opportunity (see PHB page 136)
Weapon focus (Scimitar)- You are especially good with the scimitar. You add +1 to your
attack roll with this weapon.
Weapon specialisation (Scimitar)- Your extra training allows you to gain +2 damage with
this weapon.
Potions: Potions of Cure Serious Wounds will heal 3D8 +1 hit points. Potion of
Fortune will restore 1d4 +3 Luck.
sarian jax
Combat
In order for Sarion to hit his opponent, he must do the following: Roll a D20 and add his
combat modifier for the weapon he is using (+8 for his Shortsword). If the result is equal
to or greater than his opponents Armour class (AC), then he has hit. Sarion then rolls his
damage for the weapon he is using (Shortsword 1D6 +2).
If a monster's roll to hit is equal to or greater than Sarion's AC, then the monster has
scored a hit and Sarion looses hit points (hp).
When Sarion's hp reaches 0, he is unconscious. If it reaches -10, he is dead.
Skills
Sarion has a number of skills that he can use during the course of this adventure. In order
for Sarion to succeed at a skill, he must roll equal to or greater than the Difficulty Class
(DC) number for the skill in question on a D20 while adding the skill modifier. An example of this would be that Sarion is listening at a door. In order to hear the conversation on
the other side he must make a skill (listen) check (DC15). He rolls a D20 and adds his listen modifier (+10).
Sarion's Swim skill, which is separated by the slash, (+2/ -5) is his modifier to swim with
all of his equipment on (-1 to Swim checks for every 5lbs carried).
Appraise- Use this skill to determine the approximate value of an item.
Balance- Use this skill when you need to keep your balance on a rocking boat etc
Climb- Use this skill to climb the tallest mountain or descend the deepest pit
Disable devise- use this skill to disable traps both mechanical and magical
Hide- use this skill to sink into the shadows and remain unseen
Jump- Use this skill to leap over pits, vault low fences or leap onto tables
Listen- Use this skill to hear approaching enemies or to listen at doors
Move silently- you can sneak up on an enemy, or slink away without being heard
Open lock- Sarion can open locks with the aid of lock picks
Pick pockets- Sarion can steal from people without them knowing
Search- you can find simple traps, hidden doors, and other details not readily apparent
Spot- Use this skill to spy a rogue hiding in the shadows or a Camouflaged monster
Tumble- Sarion can use his acrobatics to avoid combat.
Swim- you can swim
Feats
feats are features that give Sarion special capabilities, or improve ones that he already has.
Listed below are Sarion's feats and a brief description of each one.
Alertness- Due to your keen senses you gain a +2 bonus to Listen and Spot checks.
Dodge- you are adept at dodging blows. Designate an opponent and receive a +1 bonus to
AC against attacks from that opponent.
Improved initiative- +4 to initiative roll
Point Blank shot- You gain a +1 to hit and damage with ranged weapons up to 30ft.
Sneak attack- If Sarion catches his opponents flatfooted he gains additional damage
(+4D6)
Evasion- any attack that would require a save for half damage deals no damage (if the
save was successful)
Uncanny dodge- you can never be caught flatfooted, nor can you be flanked.
Potions: Potions of Cure Serious Wounds will heal 3D8 +1 hit points. Potion of
Fortune will restore 1d4 +3 Luck.
Hit Points
48
Luck
16
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Sarian Jax
Dekion Strom
Hit Points
90
Luck
Race/Sex:
Size:
Class/Level:
Hit Dice:
Initiative:
Speed:
Attacks:
Saves:
Abilities:
Saves:
Abilities:
Skills:
Balance +8/ +4, Climb +11/ +7, Hide +6/ +2, Jump
+15/ +11, Listen +4, Move silently +6/ +2, Search +6,
Spot +6, Swim +10/ -6
Blind fighting, Cleave, Dodge, Power attack, Sunder,
Weapon focus (Scimitar), Weapon specialisation
(Scimitar)
Scimitar +2 (4lbs), light crossbow (6lbs), 10 bolts (1lb
total), Chain mail shirt +2 (25lbs), large steel shield
+1(15lbs), Dagger +3 in belt scabbard (2lb), explorers
outfit (8lbs), backpack (2lbs): winter blanket (3lbs),
Bullseye lantern + oil (3lbs total), 50ft. silk rope (5lbs),
sacks x2 (1lb total), pitons x6 (3lb total), small hammer
(2lbs), rations for four days (2lbs total), flint and steel
(1lb), 2x Potions of Cure Serious wounds and a
potion of Good Fortune.
Light load carried (weight carried 82 lbs)
Common, Elven, Goblin
Size:
Race/Sex:
Class/Level:
Hit Dice:
Initiative:
Skills:
Feats:
Bonus Feats:
Equipment:
Encumbrance:
Languages:
Armour Class:
Feats:
Equipment:
Encumbrance:
Languages:
Notes
Human / male
Medium (6ft. 2in)
Fighter / 8
8D10+24 (hp 90)
+3 (+3 Dex)
20ft. (4 squares)
base 30ft.
Notes
13
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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet,
Monte Cook, Skip Williams, Bruce R. Cordell, based on original material by E. Gary Gygax and
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The d20 conversion of Caverns of the Snow Witch Copyright 2003, Myriador Ltd; Author Jamie
Wallis, based on original material by Ian Livingstone.