A10: Icecrag Monastery

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Path-to-Icecrag-Monastery White Dragon Lair Icecrag-Monastery-Map tethsantious's lairVTT tethsantious's lair VTT





Blizzard 2

Cave Sounds

by Jonathan G. Nelson

Adventure Background


The Orokoson Orc Tribe

The Orokoson tribe of orcs have lived in the northern Jagged Crags for over 10 generations. They came to settle in a tight canyon here because of the numerous herds of mountain goats which roam the area. These provided a steady supply of food for the tribe whilst it remained safe from the harsh elements by being tucked in the narrow confines of the canyon. Nearby, there are also plenty of korjata bushes full of berries, which aid in prevention of sickness and disease. Details of the korjata bushes are at the end of the adventure. These features, along with the clean water provided by a small melting glacier, have gifted the Orokoson tribe with a growing population of strong and able bodied males and females. However, as the population has grown, their food sources became stretched, with the goat population unable to breed quickly enough to replace losses. There were still just enough wild mountain goats to feed the tribe up until just recently, but then, a few weeks ago, a large predator moved into the area and began to devour whole groups of the goats in one sitting. The food situation has gone from bad to worse for the orcs, who are now searching frantically for other sources of sustenance whilst the tribe begins to starve.


Icecrag Monastery

Soon after Rybalka was established (1328), a band of monks started a monastic retreat at a remote location in the mountains known as the Jagged Crags. The Icecrag Monastery was founded in 1329 by the original mercantile settler, Hop Sing. The monastery's inhabitants started out as a small group of commoners who wished to test their mind, body, and spirit. They would travel to this remote location in the mountains to stay in the cold, frigid cave carved into a tall icy rock, which they named "Icecrag". Over many years, a good number of the commoners stayed at Icecrag and formally formed the monastery, both physically and spiritually. Now, most who come never leave, except to occasionally obtain supplies from the nearby village of Rybalka. The monastery is financed by their church, the closest temple of this small sect being in Mohkba, capitol of the Klavek Kingdom.

The Icecrag Monastery has been a peaceful sanctuary for almost 20 years and is known for its for isolationism and meditation. However, a large orc tribe dwells nearby, although the monks were never concerned with them as the members of it have always kept to themselves and the number of occasions the two groups met each year could be counted on the fingers of one hand. Just recently, however, things have changed. Suddenly the orcs began attacking and raiding the monastery. The monks that tried to stop the orcs were killed, with the raiders making off with large amounts of food and beer. They passed up all other supplies, even silver and gold coin, to get at the food, often grabbing the refuse that was going to be used on gardens as plant feed.

After the initial attack, the monks sent word to Rybalka. Since that first raid, they have been attacked once more, and this time more men were lost. The monks are unsure what to do, since they have known only peace their whole lives and are both confused and in shock as a result of these recent attacks.


The White Dragon: Tethsantious

The white dragon Tethsantious was born in the Cold Mountains due north of the Jagged Crags. The son of the great and powerful dragon Tathious, Tethsantious is surely soon to be a major power in this region. Tethsantious knew his home only as an underground stronghold of the Ancients (Ancestor People). For the past 60 years, Tethsantious lived in the abandoned ruins, filling his stomach with giant spiders and rats, as well as the occasional wandering dwarf for "additional roughage". (This is the punchline from an old, well-known dragon joke, although very few humanoids have heard it told. Tethsantious regards it as a favorite of his and feels he tells it particularly well, being able to imitate the "crunchhhh" of a dwarf quite expertly.)

When Tethsantious reached the age of maturity, he was forced to leave by his mother. He wandered the Vikmordere Valley, searching for a reliable source of food. Finally he came upon the quaint canyon of the orcs. Here Tethsantious found a steady supply of mountain goats, as well as a seemingly magical bush which produces berries with powerful medicinal properties. Tethsantious has decided to stay here for a time to study the berries, whilst consuming all of the mountain goats in the region for sustenance. He found the ideal home in an old cave in the side of a rocky hill. For reasons unbeknownst to Tethsantious, parties of orcs have ventured into his new home. Each time he slew the nasty things and tossed their corpses outside the cave entrance onto the rocks as a warning to others who might disturb him. But some creatures are impossible to teach and never seem to learn.


Raid on Icecrag Monastery

With dwindling supplies, the orcs sought out the only food source they could find. One of the younger, brasher orc warriors suggested attacking the "pretty cave of weak men in gowns" (the monastery). A group of warriors set off for the monastery, without receiving approval from the orc chieftain. Following a vicious assault and raid on the monastery, the orcs returned to their village with live animals, many crates of food and several barrels of ale, something the warriors thought of as their trophy. After receiving the food, the tribe fully backed additional assaults by their warriors on the peaceful retreat. The chieftain does not find this a wise resolution to their problem, but is in a difficult situation, not wishing to appear weak or on the side of the humans. So now the chief ponders his next course of action; tribal history has shown that the world of humans is rather like a bees' nest; there may well be honey to take as your own if you are careful, but be prepared for the literally stinging rebuke!


Adventure Hook

A hawk arrives in town and lands near the PCs; it seems intent on following them around. Tied to its ankle is a small rolled up piece of parchment.  The parchment is stained in blood and smeared by rain but still legible.

The parchment reads:

Request for assistance
Icecrag Monastery
raided and attacked
by Orc Tribe 

Please send help!

There are many in town who know of the path into the mountains that leads to the monastery.  The PCs may perform a Gather Information/Diplomacy DC 15 to obtain the information they need. If the party has some way to speak with the hawk, it will tell them the way, negating the need for the Gather Information roll. if the party contains a druid, ranger or monk, the hawk will stay with it, choosing a party member to be with in that order. Otherwise it will fly away, back to the monastery.


Adventure Synopsis

The PCs receive a note from the monastery requesting assistance.

The PCs travel to the monastery, overcoming various obstacles and random encounters, with regional monsters along the way.

At the monastery the PCs meet with Abbot Soong, who explains the situation.

Once again, the orcs attack the monastery to take additional supplies from the monks.  The PCs assist in thwarting them before they retreat. The monks beg them not to follow as they know something is wrong despite the killing.

The orcs return to their village to speak with their chieftain, who assembles a diplomatic party of the strongest yet wisest warriors.

The orc chieftain arrives at the monastery with gifts of stone figurines, gold coin, and disease curing berries.  He offers these to the monks and PCs, without knowing the exact nature of the berries. The apothecary can at least study them to better understand their effect.

The orc chieftain explains that a "Giant White Bird Demon" has arrived in the area and is consuming all of the mountain goats that the orc tribe uses for food. The orcs have tried to kill the creature, but none who have gone to slay it have returned. He asks for the PCs help in killing the beast, and claims the attacks on the monastery will stop if they will help kill the creature.

If the PCs accept, the chieftain gives the PCs a crudely drawn map with directions from Icecrag Monastery to the cave of the "Giant White Bird Demon".

The PCs may choose to:

1.  Kill the "White Bird Demon"  (Good Act)

2.  Kill the orcs and attack their village. (Evil Act)

3.  Convince to the monks to leave the monastery and return to Rybalka. (Neutral Act)


Traveling to Icecrag Monastery

The journey from Rybalka to Icecrag Monastery is far from easy and will take almost 3 days to complete.  On the PCs' journey you may throw as many obstacles and encounters at them as you feel will keep them busy without increasing a level. If they wish to travel a different route to the one that is suggested, make the going get worse and worse, with deep snow drifts and constant problems with the woods in the form of getting lost in the trees, et cetera.

As for hindrances and other misfortune here are some suggestions:


  • Avalanche
  • Rock slides
  • Icy footing
  • Steep climbs
  • Finding alternative routes
  • Tight path on edge of cliff
  • Intense weather event






Icecrag Monastery

A steep and slick path twists up the tall, icy crag of rock, which itself juts high above the surrounding peaks.  You can see a great distance from here;  the creatures in the snow covered valley below look like the tiniest of ants, scurrying around on unknown business.  After your time in the region, you recognize that you need to keep as quiet as possible to avoid setting off an avalanche or attracting wolves. The going is treacherous and the weight of your armor and equipment has you sinking into the snow or sliding on the ice at every step.

The path winds around almost to the very top of this icy crag, until you come to a large opening in the side of the rock.  At first glance it appears to be a large natural cave opening, perhaps one caused by water or movement, but as you approach you see two beautiful pillars carved from the surrounding rock. These frame tall double doors, one of which is open even in this coldest of weather and most troubling of times.  Detailed, religiously-inspired patterns have been painstakingly chiseled into the pillars and door, although there doesn't seem to be any strict adherence to any particular god when seen from a distance; the carvings are more connected to strength of belief, overall conviction and dedication to duty.  However, whatever the religious undertones - or lack of them - there is no doubt about it; this is Icecrag Monastery.  

As if to rouse you from your admiration of the outer walls, the cold wind whips about your face, chilling your body, whilst tiny shards of snow and ice pummel and bite into your red faces. You hope for a warm welcome, both physically and metaphysically. You would welcome the first thoughts of the monks to be to warm to you and to warm you up!


The PCs are greeted by Sub-Prior Tor, who profusely thanks them for coming.  He takes them to Prior Hop Juayng in the Refectorium. The Prior offers them a hot meal and some fine ale, better than almost all they have tasted recently. Whoever the brewer is in this remote outpost, he has a real way with fermentation.  After they have eaten, the Prior fetches Abbot Soong, who speaks from the heart with the PCs about the recent attacks on the Icecrag Monastery by the nearby orc tribe.

A small man with a long wispy goatee and mustache hobbles into the room, using a finely carved staff to support his aging body. He doesn't look up until he has reached your group. "Hello, hello my friends! That you have even made this journey brings great joy to our hearts. Would you like refreshments? Are you chilly from your travels? Perhaps a blanket would help you warm up. I know this cold mountain air takes some getting accustomed to." Abbot Soong chuckles as he finds a comfortable spot to sit down.

"As you already know we have been having some problems with a tribe of orcs. Now, bear in mind this monastery has existed alongside these orcs in relative peace for over twenty long years. Never have they bothered us, never have we bothered them. Now, all of a sudden, they have taken an interest in our foodstuffs and livestock. This tells me that they have been having an especially hard winter. But things aren't any worse this year than any other, so I am confused and can only guess at why they attack. I don't want to condemn an entire tribe for the actions of a few, and still have yet to discern if these orc raiders are working alone or under orders from their leaders. For now, I need help protecting the monastery from their relentless assaults. Perhaps once you show them what you can do, then we can parlay with the orcs or their leaders and find a reasonable solution that will not result in this kind of reckless bloodshed."

Abbot Soong takes a long look at each one of you and then turns to your group;

"You have made the journey this far but I do not want to assume that you will continue to help us without a reward. Since our monastery has a frugal income we do not have much to give, but I can offer you this old staff.  The staff has special properties which keep those who carry it safe. It will also heal the injured but only if used as a selfless act."

"Will you help us?"

Abbot Soong will show them around the monastery and invite them to stay for as long as they like. He will only give up the magical Staff of Balance once the problems with the orc tribe has been resolved.


Adventure Location: Icecrag Monastery
Dangers: Orc raids
Lighting: Oil lantern and candlelight
Walls: Natural or worked stone
Doors: Strong alpine wood
Mood/Theme: Calm, isolated spiritual retreat


Icecrag Monastery Occupants and Societal Structure

1st - Abbot Soong

2nd - Prior Hop Juayng

3rd - Sub-Prior Tor

(25) Monks




GM Map



icecrag monastryVTT

click to enlarge

1. Entrance

The entrance to the monastery is chiseled from the exterior cave walls into two perfectly symmetric pillars lined with religious symbols, iconography and snatches of philosophy. Anyone who studies these pillars for a week (8 hours a day for 7 days with no other activity to interrupt the study) will gain a +2 insight bonus to Knowledge (religion) rolls. This does not stack with the effect of the bonus from the church (area 9), as the information effectively says the same thing, but in different ways.

The pillars frame the darkness which undoubtedly leads into Icecrag Monastery proper.


2.  Herbs and Fungi

Herbs grow close enough to the exit to snag the occasional rays of the sun, while gaining protection from the elements.  Slightly deeper into this natural cave, a multitude of edible mushrooms grow. The cave is quite warm in comparison to the temperature outside, despite the fact that the entrance is mere feet away. Anyone who cares to look at the range of fungi grown here and makes either a Knowledge (dungeoneering), Knowledge (nature) or Profession (herbalist) DC30 roll will discover two rare mushrooms which, if combined as a paste, allow wounds to heal at an additional 1d2 hp per day to normal healing rates. This paste needs to be made and applied daily from fresh mushrooms.

Anyone who makes a Profession (chef) DC28 roll will find a range of mushrooms which will make a stroganoff that exceeds the very best available in Mohkba with regard to flavor and richness.


3.  Livestock and Food/Supplies

Live mountain goats, a donkey, and a few sheep are kept in small wooden stockades in this room.

A monk sits milking one of the goats while humming a song.  One wooden stockade is filled with crates of food, barrels of ale, and various supplies.

Skill Check

Spot/Perception DC 15

Success = "Some of the hay in this room is stained with blood; it's not easy to tell if the blood fell on the hay, or if it has been used to hastily clean up the area.  After noticing this, your eyes trail up along the wooden stockade which has many fresh cuts and gouges, presumably caused by sword strokes.  Another section of the wooden stockade looks like it was just recently replaced."


4.  Bath/Privy

This makeshift bath and privy has no door.  Monks walk in and out freely making no attempt to conceal their naked bodies.  The room contains simply 3 holes in the stone floor into a room full of feces and urine below and a large metal tub for bathing.

If for any reason the party decides to investigate the chamber at the end of the three holes, on a successful Search/Perception DC 25 roll they find a rubbery ball about 18 inches in diameter with six knobbly bumps, 3 of which seem to have feathery spines attached to them. There is also the beginnings of a wide split appearing in the ball.

A Knowledge (dungeoneering) DC22 roll will recognize this as a spontaneously developing otyugh, one which will develop over the next couple of years or so into a fully-grown creature.


5.  Apothecary

The apothecary is filled with small glass jars containing plant, vegetable, and mineral matter.  The monks work hard; one monk grinds substances up with a mortar and pestle, another weighs, bottles, and labels new ingredients, whilst a third carefully mixes various medicinal ingredients to create natural remedies.

The only monk who has time to talk is Seoung, the one grinding ingredients. Seoung has been here only 2 years but loves this way of life. The recent attacks on the monastery have left him a little scared, but he knows everything will be alright now that the PCs are here. He has been meditating and was told by the great spirit that their salvation was at hand.

New Feat: Herbalism

(General Feat)

by Nathan Land

Prerequisites: Craft (Alchemy) 1 Rank; Knowledge Nature 1 Rank
Benefit: You can create non-magical potions, salves and balms using plants and plant extracts.  

The first step in the process is finding the proper ingredient(s).  The base DC is 15 for common plants, 17 for uncommon, and 20 for rare.  The check is made with a Knowledge Nature roll.  Once the ingredient(s) is found it can then either be used to create a potion, salve or a balm depending of the actual plant.  Some plants may be used to create a poultice without any further crafting.  Some on the other hand will require an increased skill to get what is needed out of them.  

To craft a potion, salve or balm greater care is needed in the crafting process or the result will end up with a ruined or toxic(poisoned) item.  The base DC is 15, as the complexity grows and so does the DC. If a common plant is used then the DC remains the same, but for a Uncommon plant add a +2 to the DC, and for a Rare plant add a +5 to the DC.

To add different effects, the base DC for the crafting is used.  The duration of the effect is a base of instant.  If a greater duration is desired then the DC is increased as well.

Knowledge Nature vs Finding Ingredients

Rarity of PlantDifficulty Check

Crafting Difficulty

Craft (Alchemy)Difficulty Check
Common Plant usedDC:15
Uncommon Plant usedDC:17
Rare Plant usedDC:20

Potions, Salves, and Balms

EffectDifficulty Check increase
+2 to Healing skill check+1
+2 to Fortitude Save vs. Poison+1
+2 to one Ability score+2
+2 to Stealth (Hide checks only)+2
Duration increase to 1min/level of crafter+3
Heal 1d8 hit points (instant duration only)+


6.  Refectorium

The Refectorium is a long, narrow room carved into the natural cave.  A wooden table takes up most of the room, surely too large to have been moved here through any normal physical means; divine magic may be at work here. A stack of simple clay plates are positioned on the table next to cloth napkins and plain utensils. Although everything is clearly utilitarian and worn, there is clear sense of pride having been taken in the making of even such straightforward items. Unbeknownst to all but the abbot, this room has a very minor blessing upon it, and any food served at this table and eaten from these plates using these utensils provides 25% more sustenance than would be expected AND tastes a little better. As a more important point, the food will always be free from bugs, mold and disease of a mundane nature. These effects are lost if the table and utensils are moved from this room.


7.  Kitchen/Bakery

The kitchen and bakery are combined in a small room utilizing a natural vertical shaft in the cave to vent smoke from the fires that are used for cooking and baking bread.

About halfway up the ventilation shaft is a small bag. Its owner actually dropped it down the shaft many years ago, long before the monastery existed. It is leather, but an exotic kind and it takes a Knowledge (nature) DC28 role to recognize it after all these years of curing in the heat of the chimney. Inside it are an number of shaped pieces of bone and three gems, one each of a small ruby, small piece of amber and small emerald, along with 4 stone rods which clearly form a square from the way they join together. They are a primitive decision making system; a gem is placed in 3 of the 4 corners whilst the bones are shaken and scattered into the square from the final corner. Whichever gem had the greatest number of bone shapes end up closest to it was the resulting decision.


8.  Brewery

Very close to the kitchen and bakery is a brewery, where the monks work together crafting their fine ale.  The smell of fermenting yeast is quite strong, both here and in the kitchen/bakery. The brewers at work here have ruddy cheeks and broad grins; the players may think them "under the influence", but the 2 men are actually tee-total. Sampling the product could rapidly become an occupational hazard with such fine ale.

This last point is proved by the room's other resident. Unbeknown to the monastery inhabitants, a water mephit has taken up residence in the largest brewing vat. The creature, a cheerful sort at the best of times, even for its kind, is almost permanently inebriated. It barely recovers at night, when the brewing vats are turned off and it climbs out of the ale to sleep (although it frequently falls back in again and continues to sleep in the alcohol) before returning to the liquid in the morning. As it happens, the quality of the ale is in a small part due to the pureness of the mephit; it's not just the quality of the mountain water. If discovered, it puts up no fight at all, instead commenting that the PCs "are my best mates" and, after going up to a PC at random, robustly stating, "I really love you!" Then it will break into the first few lines of a ribald ale-house tune (in Aquan, so a lot of gargling sounds are involved) and finally falling flat on its back. If sober, it will defend the monastery to the best of its abilities as it has grown to love the place, unsurprisingly.

Combat: Water Mephit (3.5)

Water Mephit (3.5E)

Size/Type:Small Outsider (Extraplanar, Water)
Hit Dice:3d8+6 (19 hp)
Speed:30 ft. (6 squares), fly 40 ft. (average), swim 30 ft.
Armor Class:16 (+1 size, +5 natural), touch 11, flat-footed 16
Base Attack/Grapple:+3/+1
Attack:Claw +6 melee (1d3+2)
Full Attack:2 claws +6 melee (1d3+2)
Space/Reach:5 ft./5 ft.
Special Attacks:Breath weapon, spell-like abilities, summon mephit
Special Qualities:Damage reduction 5/magic, darkvision 60 ft., fast healing 2
Saves:Fort +4, Ref +3, Will +3
Abilities:Str 14, Dex 10, Con 13, Int 6, Wis 11, Cha 15
Skills:Bluff +8, Escape Artist +6, Hide +10, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 with bindings)
Feats:Power Attack, Toughness
Environment:Elemental Plane of Water
Organization:Solitary (1), gang (2-4 mephits of mixed types), or mob (5-12 mephits of mixed types)
Challenge Rating:3
Alignment:Usually neutral
Advancement:4-6 HD (Small); 7-9 HD (Medium)
Level Adjustment:+3 (cohort)

Water mephits come from the Elemental Plane of Water.

Water mephits are jaunty creatures with an unflagging sense of humor who quickly get on the nerves of everyone around them. Each one is about 4 feet tall and weighs about 30 pounds.

Water mephits speak Common and Aquan.


Breath Weapon (Su)

15-foot cone of caustic liquid, damage 1d8 acid, Reflex DC 13 half. The save DC is Constitution-based and includes a +1 racial bonus.

Spell-like Abilities

Once per hour a water mephit can hurl an acidic blob that functions like acid arrow (caster level 3rd). Once per day it can create a mass of smelly fog that duplicates the effect of a stinking cloud spell (DC 15, caster level 6th). The save DC is Charisma-based.

Fast Healing (Ex)

A water mephit heals only if it is exposed to rain or submerged up to its waist in water.


A water mephit has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered.

It can use the run action while swimming, provided it swims in a straight line.

Combat: Water Mephit (Pathfinder)

Mephit, Water (Pathfinder)

This small humanoid creature has thin, leathery wings, small horns, and a mischievous smile.
Water MephitCR 3

XP 800
N Small outsider (water)
+6; Senses darkvision 60 ft.; Perception +6


AC 17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)
19 (3d10+3); fast healing 2 (works only while underwater)
+2, Ref +5, Will +3


Speed 30 ft., swim 30 ft.
2 claws +5 (1d3+1)
Special Attacks
breath weapon (15-foot cone, effect based on type, Reflex DC 13 for half)
Spell-Like Abilities
(CL 6th)
1/day‚ÄĒsummon (level 2, 1 mephit of the same type 25%), acid arrow 1/hour, stinking cloud 1/day (DC 15)


Str 13, Dex 15, Con 12, Int 6, Wis 11, Cha 14
Atk +3; CMB +3; CMD 15
Dodge, Improved Initiative
Bluff +8, Fly +10, Perception +6, Stealth +12
Common, one appropriate elemental language (Aquan, Auran, Ignan, or Terran)


Breath Weapon (Su)

Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.

The breath weapon of a water mephit is a cone of acid that deals 1d8 acid damage.


Environment any (elemental planes)
solitary, pair, gang (3‚Äď6), mob (7‚Äď12)

Water mephits are commonly found on the Plane of Water. These mephits are constant jokesters.



9.  Church

The church is a marvelous work of art.  The monks have spent most of the last 20 years here chiseling religious symbolism into the rock walls.  Four monks work even now, carefully hammering away, every move meticulous and purposeful.

Pews line the inside of this chamber, framed on all sides by long rugs which have become quite filthy through the years. Candles burn around an altar casting flickering shadows and bathing the room in their comforting incandescence.

Because of the vast range of religious doctrine and imagery included throughout this room, there is an unusual overall effect, one which hadn't been noticed before because the monastery had never previously been attacked. But the cumulative effect of so many differing deistic pronouncements is one of balance, and the room is constantly under the protection of a Sanctuary spell, with a Will save DC 21 to over come it. The work of many deities is in action here, and, in a similar manner to the entrance, anyone who studies these carvings for a week (8 hours a day for 7 days with no other activity to interrupt the study) will gain a +2 insight bonus to Knowledge (religion) rolls. This does not stack with the effect of the bonus from the pillars, as the information effectively says the same thing, but in different ways.



10. Private Living Quarters

These basic living quarters are used by the monks simply to sleep and rest. The two rooms in the north-eastern corner are set aside for Abbot Soong (one room, on the right of the two)  and Prior Hop and Sub-Prior Tor (on the left of the two). Although these are the biggest rooms, they aren't really any different from the others with regard to "luxury" or possessions. Besides a bed and a chest for his robes, Abbot Soong's room contains a table and chairs for meetings as well as a superbly-crafted stand for his staff. Hop and Tor's room has a couple of writing lecterns in it in addition to 2 beds and 2 chests.

The room nearest the well is a space for what passes as leisure time in the monastery, with books to read and some basic musical instruments. Of the other rooms, the five largest have 3 beds each with a small box for robes and symbols, whilst the five smallest have 2 bed-and-box combinations. There is absolutely nothing of any value in any of these areas. What may interest the PCs is the graffiti on the walls, which tells the stories of those who have lived their lives within these monastic cells. Depending how you read this information, a successful Gather Information DC 25 roll will give a +1 insight bonus to Knowledge (history) or Knowledge (local) when considering any aspect of the life and times of Rybalka. A person can only gain the benefit of one of these.


Orc Raid

After the PCs have settled in to the monastery, had a proper meal, and been briefed on their mission, orc raiders attack. Everything is abandoned in its current place as the monks rush towards the entrance, calling for each other with real and meaningful concern.

You hear screams coming from the front of the monastery and monks rush into this room.  "The orcs are back!  They have killed Brother Mealle!  Please help us!" As you head towards the entrance with a tide of monks behind you, you wonder what these peaceful, unarmed men and women are actually going to do against a band of orc warriors.

The orcs are making their way from the entrance into area 3. Livestock and Food/Supplies.  They will take the most direct route and the strongest warriors will attempt to fend off the PCs while the other orcs make off with the food. All of the warriors are first level, but a number of them have maximum hit points and these are the ones which will face the PCs. Assign two orcs to each member of the party and have the rest grab food and, if enough free hands, drink from the supplies available. Despite their chaotic reputation, this seems organized; the orcs know what they want and take just that. They don't look to actively engage the monks, but aren't above dealing with those that get in the way. As stated in the tactics below, the orcs will rapidly retreat if more than 6 are killed.

Orc Raiders

Tactics: Obtain foodstuffs and retreat.  If more than 1/3 of the orcs are killed the rest will attempt to flee.

Orcs (20)

Combat: Orc Raiders (3.5)

Orcs (20)  1st-Level Warriors
Size/Type:Medium Humanoid (Orc)
Hit Dice:1d8+1 (5 hp)
Speed:30 ft. (6 squares)
Armor Class:13 (+3 studded leather armor), touch 10, flat-footed 13
Base Attack/Grapple:+1/+4
Attack:Falchion +4 melee (2d4+4/18-20) or javelin +1 ranged (1d6+3)
Full Attack:Falchion +4 melee (2d4+4/18-20) or javelin +1 ranged (1d6+3)
Space/Reach:5 ft./5 ft.
Special Attacks:‚ÄĒ
Special Qualities:Darkvision 60 ft., light sensitivity
Saves:Fort +3, Ref +0, Will -2
Abilities:Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6
Skills:Listen +1, Spot +1
Environment:Temperate hills
Organization:Gang (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader
of 3rd-6th level), or band (30-100 plus 150% noncombatants plus
1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and
3 7th-level captains)
Challenge Rating:¬Ĺ
Alignment:Often chaotic evil
Advancement:By character class
Level Adjustment:0

An orc’s hair usually is black. It has lupine ears and reddish eyes. Orcs prefer wearing vivid colors that many humans would consider unpleasant, such as blood red, mustard yellow, yellow-green, and deep purple. Their equipment is dirty and unkempt. An adult male orc is a little over 6 feet tall and weighs about 210 pounds.

Females are slightly smaller.

The language an orc speaks varies slightly from tribe to tribe, but any orc is understandable by someone else who speaks Orc. Some orcs know Goblin or Giant as well.

Most orcs encountered away from their homes are warriors; the information in the statistics block is for one of 1st level.


Orcs are proficient with all simple weapons, preferring those that cause the most damage in the least time. Many orcs who take up the warrior or fighter class also gain proficiency with the falchion or the greataxe as a martial weapon. They enjoy attacking from concealment and setting ambushes, and they obey the rules of war (such as honoring a truce) only as long as it is convenient for them.

Light Sensitivity (Ex)

Orcs are dazzled in bright sunlight or within the radius of a daylight spell.


The above statistical information is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

‚Äėd20 System‚Äô and the ‚Äėd20 System‚Äô logo are trademarks of Wizards of the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.

Combat: Orc Raiders (Pathfinder)

Orcs (20)

These savage creatures look like a bestial version of savage humans, with green-gray skin and greasy black hair.


CR 1/3

XP 135
Orc warrior 1
CE Medium humanoid
Init¬†+0;¬†Senses¬†darkvision¬†60 ft.¬†;¬†Perception¬†‚Äď1
Weakness light sensitivity


AC 13, touch 10, flat-footed 13 (+3 armor)
hp 6 (1d10+1)
Defensive Abilities ferocity


Speed 30 ft.
Melee¬†falchion +5 (2d4+4/18‚Äď20)
Ranged javelin +1 (1d6+3)


Str 17, Dex 11, Con 12, Int 7, Wis 8, Cha 6
Base Atk +1; CMB +4; CMD 14
Feats Weapon Focus (falchion)
Skills Intimidate +2
Languages Common, Orc
SQ weapon familiarity


Ferocity (Ex)

An orc remains conscious and can continue fighting even if its hit point total is below 0. It is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.


Environment temperate hills, mountains, or underground
Organization¬†solitary, gang (2‚Äď4), squad (11‚Äď20 plus 2 sergeants of 3rd level and 1 leader of 3rd‚Äď6th level), or band (30‚Äď100 plus 150% noncombatants plus 1 sergeant of 3rd level per 10 adults, 1 lieutenant of 5th level per 20 adults, and 1 leader of 7th level per 30 adults)
Treasure NPC gear (studded leather armor, falchion, 4 javelins, other treasure)

Along with their brute strength and comparatively low intellect, the primary difference between orcs and the civilized humanoids is their attitude. As a culture, orcs are violent and aggressive, with the strongest ruling the rest through fear and brutality. They take what they want by force, and think nothing of slaughtering or enslaving entire villages when they can get away with it. They have little time for niceties or details, and their camps and villages tend to be filthy, ramshackle affairs filled with drunken brawls, pit fights, and other sadistic entertainment. Lacking the patience for farming and only able to shepherd the most robust and self-sufficient animals, orcs almost always find it easier to take what someone else has built than to create things themselves. They are arrogant and quick to anger when challenged, but only worry about honor so far as it directly benefits them to do so.

An adult male orc is roughly 6 feet tall and 210 pounds. Orcs and humans interbreed frequently, though this is almost always the result of raids and slave-taking rather than consensual unions. Many orc tribes purposefully breed for half-orcs and raise them as their own, as the smarter progeny make excellent strategists and leaders for their tribes.

Classic Monsters Revisited Content

Source Classic Monsters Revisited

Any orc fighting within 60 feet of his tribal standard gains a +1 morale bonus on attack rolls and Will saves against fear effects, just as if he had been the recipient of a bless spell. Conversely, the quickest way to rout an orc army is to capture or destroy its standard.

Section 15: Copyright Notice - Classic Monsters Revisited

Classic Monsters Revisited. Copyright 2008, Paizo Publishing, LLC; Authors: Wolfgang Baur, Jason Bulmahn, Joshua J. Frost, James Jacobs, Nicolas Logue, Mike McArtor, James L. Sutter, Greg A. Vaughan, Jeremy Walker.

After the PCs drive off the orcs, the Abbot thanks them and asks them what they can do.

Some PCs may wish to follow the orcs back to their village where they will see a massive tribe of over 250 orcs! There are men, women, children, and elderly citizens in the orc village. Obviously taking out the village is not an option unless the PCs are evil and powerful enough to destroy all 250 orcs, which is highly doubtful.

After a couple hours have passed, the chieftain of the Orokoson tribe will arrive at Icecrag Monastery. The PCs will be made aware of this because once again they are startled by the monk sentries calling out "Orcs, orcs approach once more! May the ghosts of our fallen preserve us."

You rush outside, with the abbot, prior and sub-prior closely behind you, to see a small group of orcs climbing the dangerous path up to the monastery. Four tough looking orcs, adorned with many feathers and beads and carrying a veritable arsenal of weaponry, accompany an orc elder. The orc elder has grey hair all over and leans heavily on a wooden stick carved with symbols depicting many native animals. The orc elder motions for the warriors to hold their ground and then nods at one warrior, who begins to follow the elder as he climbs the last few steps to close the gap. "I come peace,"  the orc elder calls out to you. He shows you that he carries no weapons save the walking stick.

If the PCs demand that he drop the stick he does so, but with each step shows great pain across his face. The abbot will place a hand on the arm of the PC who makes the demand, whilst the sub-prior will move towards the orc and offer support. The orc chooses not to take it, but grunts acknowledgement. The warrior accompanying the elder is clearly on edge. However, a word or two from the elder keeps the warrior in place.

"I Chieftain Wowokzok of Orokoson tribe. We are tribe of great warriors and shaman of great lands. I not command attack on this home of quiet men. I not agree with this action; no honor in kill quiet man for food."

"Please, take gifts from tribe as sorry and big question to talk and wisdom find together. Please?"

The abbot will graciously accept the gifts and intervene if the PCs make any aggressive moves.


If the PCs accept, one of the warriors brings forward the following gifts for both the monks and the PCs:

  • 10 Stone figurines of orcs (gods actually) in battle. They will add value to the overall information about deities of all types that the monastery contains and, as a side effect, put off any orc that attacks or tries to steal from the monastery in future
  • 200 gold coins (crudely formed and of orc make - the value varies wildly from 0.5-3 gp each as follows)

d% for value of each coin

01 - 35 = 0.5 gp

36 - 75 = 1 gp

76 - 85 = 1.5 gp

86 - 94 = 2 gp

95 - 98 = 2.5 gp

99 - 00 = 3 gp

  • 1000 disease curing berries (100 can be made into a potion to cure any disease if done so within an hour of being picked. The monks have about 12 minutes left to achieve this, although the orcs aren't aware of this)

The chieftain continues once the gifts have been accepted.

"My tribe hungry, my tribe dying. My tribe live here many year not hungry. Many years good food, good life, happy warriors.  Our food come from mountain goats live here many years and live many numbers. Then the Great White Bird Demon come to our lands. It eat all mountain goat and leave no food for orcs.  We try live on berries and small game but not enough. Tribe is so hungry, so dying. We send great warriors to kill white bird demon but they never come home. We send more, and again they never come home.

So one strong warrior says kill quiet men, calls them weak men says, take their food and they come here to kill weak men and take their food until today.

When my warriors come to me say strong men now live in home of weak men on icy mount I saw I come speak to strong men. Ask strong men help. Ask strong men kill white bird demon. Now I here. Ask you for help. You kill white bird demon, I stop my warriors attacking quiet men, reprimand orc warriors. Orc again eat mountain goats for food not bother weak men. What you say?

The abbot is all in favor of this plan, despite some of the monks having been killed. He will attempt to convince the PCs that this is the right course to take. Who's to say that after whatever if preying on the orcs has finished them off, it won't attack the monastery next.

If the PCs agree to help the orcs the chieftain will draw them a crude map with directions from the Icecrag Monastery to the "White Demon Bird Lair" (White Dragon Lair!)

The PCs may choose to exercise diplomacy and request the assistance of the orc warriors. The leader will part with only 2 of his warriors, and will only do so if the PCs succeed on a Diplomacy DC 20 check. They are 4th level barbarians

Statistical Information:

(2) Orc, Barbarian (Pathfinder)

The group of orcs bow to the PCs and leave the area, returning to their tribe.



You approach a large opening in the side of a rocky moss covered hillside. The opening requires a brief climb up the rocky hillside to gain entrance. The horrible stench of rotting corpses fills your nostrils and something red catches your eye. Dead orcs have been ripped asunder and tossed onto the rocks nearby, bathing the area in dark red orc blood. Whatever lives in this cave apparently doesn't like uninvited company.

If the PCs search the bodies before going in, they will find half-a-dozen masterwork throwing axes.


Tethsantious's Lair

Adventure Location: Tethsantious's Lair
 None, light source required
Cold stone covered in thin layer of ice
Cold, frozen environment far from civilization




GM Map


Player Map

tethsantious's lairVTT

click to enlarge



tethsantious's lair VTT

click to enlarge


1a.  Entrance

The entrance is a steep slippery climb due to a thick layer of ice which covers the cave floor. A small gurgling stream flows from somewhere up in the cave, down the slope and out the opening. This makes climbing into the cave all the more difficult as it splashes over the sides of its channel and causes the ice.

Skill Check

Climb DC 25

Alternative: A rogue can climb into the cave and secure a rope to a stalagmite. The rope can then be used by the rest of the party which decreases the DC to 10.



1b.  Pond

An ice cold pond here is fed by hundreds of stalactites which drip water onto the cave floor in area 6. The front and back caves are connected by a small underwater cave. The water is partially frozen toward the back of the pond but the ice is not strong enough to walk on.



2.  Claw Marks

Huge claw marks have been gouged into the cave floor here. The distance between the 4 claw marks leads one to believe that a formidable beast of great size lives within this cave.



3.  Bones

An alcove contains the rotting bodies of six orcs and the bones of over twenty mountain goats. The bones of the mountain goats have been gnawed on by something very large, the skulls crush with ease.

Skill Check

Search/Perception DC 15

Success = Find treasure shown below!



12 gp

29 sp

115 cp

1 gem (worth 100 gp)

3 potions (3d8 hp each) - potions made from the disease curing berries found in the region combined with a local herb. In addition to healing damage these potions also cure any disease!



4.  Illusionary Wall

Tethsantious used¬†Skr√Ĺmir's Orb of Illusion to create the¬†Permanent Image¬†of a cave wall. This wall serves to provide both privacy from other cave dwellers and secrecy from would-be dragon slayers. The illusionary cave wall appears to be real, but upon close inspection and a Will Save DC 20 the true nature of the wall is revealed. Once disbelieved the passage continuing deeper into the lair can be seen.



5.  Monster Lair

This side passage is home to a particularly nasty ice basilisk. Ice basilisks are able to live in very extreme cold temperatures and survive. Their skin is somewhat thicker than a normal basilisk and ice basilisks also develop a more muscular build because they tend to hunt and eat more.  This ice basilisk is not an exception and survives on a steady diet of bloated cave rats and ice salamanders.

Basilisk, Ice

Tactics:  The ice basilisk waits in hiding within her lair.  She bides her time until a PC comes within 40 feet then issues forth, delivering as many gaze attacks as possible before the PCs close the gap.  She won't wait to start feasting and will spend one round breaking off a hand, arm, or leg of a petrified PC.

Combat: Ice Basilisk (3.5)

Ice Basilisk

Size/Type:Medium Magical Beast
Hit Dice:6d10+12 (45 hp)
Speed:20 ft. (4 squares)
Armor Class:18 (-1 Dex, +9 natural), touch 9, flat-footed 18
Base Attack/Grapple:+7/+9
Attack:Bite +9 melee (1d8+4)
Full Attack:Bite +9 melee (1d8+4)
Space/Reach:5 ft./5 ft.
Special Attacks:Petrifying gaze
Special Qualities:Darkvision 60 ft., low-light vision
Saves:Fort +9, Ref +4, Will +3
Abilities:Str 17, Dex 8, Con 15, Int 2, Wis 12, Cha 11
Skills:Hide +0*, Listen +7, Spot +7
Feats:Alertness, Blind-Fight, Great Fortitude
Environment:Warm deserts
Organization:Solitary or colony (3-6)
Challenge Rating:6
Alignment:Always neutral
Advancement:7-10 HD (Medium); 11-18 HD (Large)
Level Adjustment:‚ÄĒ

An Ice Basilisk is a reptilian monster that is warm blooded, strangely enough and lives in arctic conditions. The Ice Basilisk petrifies living creatures with a mere gaze. An Ice Basilisk has a white body with a bluish underbelly and blends in with its surroundings. An adult Ice Basilisk’s body grows to about 6 feet long, not including its tail, which can reach an additional length of 5 to 7 feet. The creature weighs about 300 pounds.


An Ice Basilisk relies on its gaze attack, biting only when opponents come within reach. Though it has eight legs, its slow metabolism renders it relatively sluggish, so it does not expend energy unnecessarily. Intruders who flee an Ice Basilisk rather than fight can expect, at best, a halfhearted pursuit. These creatures tend to spend most of their time lying in wait for prey, which includes small mammals, birds, reptiles, and similar creatures.

Petrifying Gaze (Su)

Turn to stone permanently, range 40 feet; Fortitude DC 15 negates. The save DC is Charisma-based.


*The Ice Basilisk’s coloration and its ability to remain motionless for long periods of time grant it a +6 racial bonus on Hide checks in natural settings.

Combat: Ice Basilisk (Pathfinder)

Ice Basilisk

CR 6

XP 2,400

N Medium magical beast

Init¬†‚Äď1;¬†Senses¬†darkvision 60 ft., low-light vision;¬†Perception¬†+10


AC¬†19, touch 9, flat-footed 19 (‚Äď1 Dex, +10 natural)

hp 52 (7d10+14)

Fort +9, Ref +4, Will +5


Speed 20 ft.

Melee bite +11 (1d8+5)

Special Attacks gaze


Str 18, Dex 8, Con 15, Int 2, Wis 13, Cha 11

Base Atk +8; CMB +11; CMD 19 (31 vs. trip)

Feats Blind-Fight, Great Fortitude, Iron Will, Skill Focus (Perception)

Skills Perception +10, Stealth +12; Racial Modifiers +6 Stealth


Environment any

Organization¬†solitary, pair, or colony (3‚Äď6)

Treasure incidental


Gaze (Ex) Turn to stone permanently (as flesh to stone), range 40 feet, Fortitude DC 17 negates. The save DC is Constitution-based.

An Ice Basilisk is a reptilian monster that is warm blooded, strangely enough and lives in arctic conditions.  The Ice Basilisk petrifies living creatures with a mere gaze. An Ice Basilisk has a white body with a bluish underbelly and blends in with its surroundings.  An adult Ice Basilisk’s body grows to about 6 feet long, not including its tail, which can reach an additional length of 5 to 7 feet. The creature weighs about 300 pounds.

Ice Basilisks live in nearly any terrestrial environment, from forest to desert, and their hides tend to match and reflect their surroundings‚ÄĒa desert-dwelling basilisk might be tan or brown, while one that lives in a forest could be bright green. They tend to make their lairs in caves, burrows, or other sheltered areas, and these dens are often marked by statues of people and animals in lifelike poses‚ÄĒthe petrified remains of those unfortunate enough to stumble across the basilisk.

Basilisks have the ability to consume the creatures they petrify, their churning stomach acid dissolving and extracting nutrients from the stone, but the process is slow and inefficient, making them lazy and sluggish. As a result, basilisks rarely stalk prey or chase those who avoid their gaze, counting on their stealth and the element of surprise to keep them safe and fed. When not lying in wait for the small mammals, birds, and reptiles that normally make up their diet, basilisks spend their time sleeping in their lairs, and those brave enough to capture basilisks or hide treasure near them find that they make natural guardians and watchdogs.

For unknown reasons, weasels and ferrets are immune to the basilisk's stare, and sometimes sneak into basilisk lairs while a parent is hunting in order to consume its young. Some legends suggest that a basilisk's blood can transmute common stones into other material, but this is likely a case of witnesses misinterpreting the magical restoration of previously petrified creatures or body parts.



6.  Cold Rain

A plethora of stalactites line the ceiling throughout this section of the cave. Ice cold water seeps through the ceiling and sweats out, dripping off the stalactites like a cold heavy rain. If one does not properly cover themselves one could quickly suffer from hypothermia.  

Skill Check

Survival DC 20

Success = Proper care is taken to protect oneself from the elements then a prompt shedding of clothing, warm up, and subsequent fresh change of clothes robed.




7.  The Dragon Lair

Water from area 6 flows down into the lair in numerous tiny rivulets which empty into a large pond. The pond is 2/3 frozen over with a small opening near the front. The lair itself is littered with the bones of mountain goats and a few other animals. A hefty stash of coins, gems, and magical items is pushed up against one wall. The pile is mishapen and a successful Spot/Perception DC 15 reveals that a large creature has been using the treasure horde as a bed. If a Spot/Perception at DC 20 is achieved you may reveal that bits of dried white skin, much like that which a snake sheds, litters the horde.

As soon as the PCs attempt to touch anything in the horde, Tethsantious bursts up through the layer of ice in the pond, having remained hidden here once the PCs passed through his illusionary wall.  

Tethsantious does not attempt to parlay with the PCs, and considers them dinner with the added bonus of new found treasure, which he will surely pluck from their corpses before consuming their bodies.

Tethsantious the White Dragon

Boss Combat: Tethsantious the White Dragon (3.5)

Tethsantious, young adult white dragon

Size/Type Large Dragon (cold)        

Hit Dice 15d12+45 (142 hp)

Initiative +4

Speed 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.

Armor Class 23 (‚Äď1 size, +14 natural), touch 9, flat-footed 23 ¬†¬†¬†¬†¬†¬†

Base Attack/Grapple +15/+23

Attack +19 bite melee (2d6+4/19-20/x2)

Full Attack +19 bite melee (2d6+4/19-20/x2), +14 2 claws melee (1d8+4/x2), +14 2 wings (1d6+3/x2)

Space/Reach 10 ft./5 ft. (10 ft. with bite)

Special Attacks breath weapon (40 ft. cone of cold; 5d6; DC 20)

Special Qualities DR 5/magic, Frightful Presence (DC 17), Icewalking, Spell-like Abilities, SR 16

Saves Fort+12 Ref+9 Will +9

Abilities Str 19, Dex 10, Con 17, Int 8, Wis 11, Cha 10     

Skills Fly +9, Hide +14, Intimidate +9, Listen +11, Move Silently +18, Spot +11, Swim +22

Feats Alertness, Flyby Attack, Improved Critical (bite), Improved Initiative, Power Attack, Weapon Focus (bite) 

Environment Cold mountains

Organization solitary or clutch (2‚Äď5)

Challenge Rating 8

Treasure Triple standard      

Alignment Always chaotic evil

White dragons prefer sudden assaults, swooping down from aloft or bursting from beneath water, snow, or ice. They loose their breath weapon, and then try to knock out a single opponent with a follow-up attack.

Spell-Like Abilities: 3/day‚ÄĒfog cloud (juvenile or older)

Breath Weapon (Su): A white dragon has one type of breath weapon, a cone of cold.

Icewalking (Ex): This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is always in effect.

Skills: Hide, Move Silently, and Swim are considered class skills for white dragons.

Stats compiled by Will Myers and Cory Vickruck

Boss Combat: Tethsantious the White Dragon (Pathfinder)

Tethsantious the White Dragon

White Dragon, Young adult CR 8
XP 4800
CE Large Dragon [Cold]
Init +4 (+0 dex, +4 Improved Initiative); Senses Perception +2


AC 23 FF 23 Touch 9 (-1 size, +14 natural)
hp: 142 (15d12+45)
Fort +12 Ref +9 Will +9


Speed 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.
Space 10 ft.; Reach 5 ft.
Special Attacks
Base Atk +15 Grp +23
Attack: Bite +19 2d6+4
Max Power Attack: Bite +4 2d6+19
Half Power Attack: Bite +12 2d6+11
Full Attack: Bite +19 2d6+4, 2 Claws +13 1d8+2
2 Wings +13 1d6+2, Tail Slap +13 1d8+2


Str 19(+4), Dex 10(+0), Con 17(+3), Int 8(-1), Wis 11(+0), Cha 10(+0)
Base Atk +15; CMB +20; CMD 30
Feats: Alertness, Hover, Improved Initiative
Power Attack, Weapon Focus(bite) Weapon Focus(claw)
Skills: Bluff +15 , Knowledge(Dungeoneering) +14 , Knowledge(Nobility) +14
Perception +2, Sense Motive +17 , Use Magic Device +15
Languages: Common, Draconic, Goblin, Gnoll, Goblin, Orc, Vikmordere 


Environment: Cold mountains
Organization: Solitary or clutch (2-5)
Treasure: Triple standard


Blindsense(Ex): 60 ft.
damage reduction(Ex): 5/magic
darkvision(Ex): 120 ft.
fog cloud(Ex): 
immunity to cold(Ex): 
immunity to sleep and paralysis(Ex): 
keen senses(Ex): 
spell resistance(Ex): 16
vulnerability to fire(Ex): 
Breath Weapon(Su): Reflex save DC 20(+7 HD, +0 Racial, +3 Con, +0 Feat) 
40 ft. Cone of cold - 5d6 damage


Treasure Hoard of Tethsantious the White Dragon

A pile of treasure spills out across cave floor.

Hoard of Tethsantious the White Dragon

  • 1 )¬†Alchemist's lab 200 gp, Very Fine Quality : 319gp¬†
  • 2 )¬†Ring of Ram, the : 8600gp¬†
  • 3 )¬†Climber's kit 80 gp, Low Quality : 71gp¬†
  • 4 )¬†Masterwork Crossbow, light : 335gp¬†
  • 5 )¬†Masterwork Sword, short : 310gp¬†
  • 6 )¬†Potion of Gentle repose (2nd/3rd) : 300gp¬†
  • 7 )¬†Banded mail Armor 250 gp, Exceptional Quality : 497gp¬†
  • 8 )¬†Crossbow, repeating heavy 400 gp, High Quality : 418gp¬†
  • 9 )¬†Masterwork Shield, light wooden : 153gp¬†
  • 10 )¬†Arcane Scroll, Dispel magic (3rd/5th) : 375gp
  • 11 )¬†Longbow 75 gp, Cheap Quality : 62gp¬†
  • 12 )¬†Cleric's vestments 5 gp, Exceptional Quality : 9gp¬†
  • 13 )¬†Cold-weather outfit 8 gp, Standard Quality : 8gp¬†
  • 14 )¬†Spell component pouch 5 gp, Inferior Quality : 3gp¬†
  • 15 )¬†Handaxe 6 gp, High Quality : 7gp¬†
  • 16 )¬†Cleric's vestments 5 gp, Inferior Quality : 3gp¬†
  • 17 )¬†Artisan's tools 5 gp, Cheap Quality : 4gp¬†
  • 18 )¬†Whip 1 gp, Standard Quality : 1gp¬†
  • Gems and Jewels
    Brooch 360gp, Bracelet 377gp, Violet garnet 349gp, Silver pearl 60gp, Rock crystal (clear quartz) 26gp, Citrine 21gp, Hematite 3gp, Obsidian 2gp, Lapis lazuli 1gp
  • Coins
    30% (22.8gp) pp: 2
    45% (34.2gp) gp: 37
    20% (15.2gp) sp: 150
    5% (3.8gp) cp: 400
  • Treasure Value¬†
    + Gems & Jewels(1199gp) 
    + Coins(76gp) 
    = 12750gp

Search/Perception DC 22


Success = A Cube of Frost Resistance is hidden behind some fallen rocks in the southeast corner of the cave.


Cube of Frost Resistance (3.5 / Pathfinder)





After the dragon is slain things will stabilize in the region. Although these changes will not take place overnight, the mere act of good will on the part of the PCs creates a loose bond between the Orokoson orc tribe and the monks of Icecrag.  Orc Chieftain Wowokzok agrees never again to attack the monastery. If another problem should arise, the monastery agrees to once again contact the PCs or another group of mercenaries in Rybalka to ask for help.

The orcs don't have any other gifts to give, but should the PCs come to call upon them in the future (to defend the village or otherwise) they will do so.

Abbot Soong grants the PCs the Staff of Balance as a reward for helping Icecrag Monastery and invites them to visit Icecrag Monastery to relax and meditate whenever they wish.




New Magical Items



Skr√Ĺmir's Orb of Illusion


Aura: Strong Illusion; CL 15th

Slot ‚ÄĒ; Price 16,000 gp; Weight 6 lbs.

Description: This glass sphere is 10 inches in diameter with small motes of flickering white lights floating within.

Lore:¬†In the days of the Ancients, a mountain giant named Skr√Ĺmir lived in a cave located in the northern mountains of the Vikmordere Valley. ¬†He and his family lived peacefully most of their life until the lowland human barbarians began to wander into their realm. ¬†At first they were a nuisance, but then came the warriors who wished to contest the giant and his family in some silly test to prove themselves. ¬†One by one Skr√Ĺmir slayed the human warriors, but they just kept coming and began to arrive at his doorsteps in droves. ¬†Finally,¬†Skr√Ĺmir had enough and contacted his brother Myrkotar. ¬†Myrkotar was a powerful illusionist and promised to craft something to protect¬†Skr√Ĺmir and his family from the foolish humans. ¬†A few weeks later Myrkotar arrived at¬†Skr√Ĺmir's cave with a magical orb. ¬†When the next group of humans approached the cave wishing the challenge the giant,¬†Skr√Ĺmir activated the orb which threw up an illusionary wall, confusing the primitive barbarians. ¬†Skr√Ĺmir smiled and thanked his brother who left to return home. ¬†Upon spotting the brother, the group of barbarians chased him down and a few moments later Myrkotar met his end. ¬†Skr√Ĺmir never forgot what his brother did and kept the orb in his family until a greedy white dragon slayed the family and took the orb as her own.

Function: Once per day the possessor can summon forth a duplicate of anything seen through the crystal ball within the last 24 hours as per the spell Permanent Image.  Even moving objects can be duplicated if they are within visual range of the orb.  In order to operate properly the orb must be placed upon a solid and stable surface.  If the orb is moved after being activated the image is destroyed.

Construction Requirements: Craft Wondrous Item, Permanent Image, powdered jade, crystal ball (must be a perfect sphere); Cost 8,000 gp

Staff of Balance


Aura moderate abjuration/conjuration; CL 13th

Slot none; Price 62,500 gp; Weight 5 lbs.

Description:  This long slender staff is made from the center of a Balkmore tree and is unbreakable through any normal means.  A great deal of artistic detail has gone into the staff and a blue crystal allows the weight of the staff to balance perfectly in one's hands.

The staff of balance allows use of the following spells:

  • Cure serious wounds¬†(3 charges)
  • Dismissal (1 charge)
  • Dispel Magic (1 charge)
  • Lesser globe of invulnerability (1 charge)
  • Lesser restoration¬†(1 charge)
  • Remove blindness/deafness¬†(2 charges)
  • Remove disease (3 charges)
  • Resist Energy (1 charge)
  • Repulsion (1 charge)
  • Shield (1 charge)

Construction Requirements:  Craft Staff, cure serious wounds, dismissal, dispel magic, lesser globe of invulnerability, lesser restoration, remove blindness/deafness, remove disease, repulsion, resist energy, shield; Cost 125,000 gp

Other New Items


Korjata Bushes and Berries

In certain remote environments, usually, but not exclusively, connected to places which exhibit characteristics associated with balance in extremes, such as warmer valleys in frozen mountain ranges, oases in deserts, sudden dry raised mounds in swamps or unexpected waterfalls in amongst volcanoes, korjata bushes grow and produce berries which provide protection from and healing of disease and sickness. The bushes grow quite slowly, yet produce berries from the end of their first year. Wherever they grow, the bushes prove to be immune to the type of extreme environment that surrounds them - cold, heat, extreme dryness or wetness, and so on - and also help prevent the effects of these extremes in a very low level way.

In order to gain the benefits of the berries, at least a small handful (3) have to be eaten, although there is no greater benefit from eating 10 rather than 3. Eating three of them a day provides the following benefits:

1/ +1 to any Fortitude rolls required to prevent natural diseases OR diseases caused by spells (e.g. Contagion) or creatures (e.g Dire rats)

2/ +1 to any possible roll when combating molds, slime or fungi

3/ Damage reduction 1/- against whatever extreme environment the bush is surrounded by. If the berries are taken away from the relevant extreme environment, they lose this ability

4/ +1 on any relevant roll to prevent being sickened

The berries don't work instantly; it takes two weeks of regular eating before they have an effect. Then a dose of three berries lasts for 24 hours. Any day that the berries aren't eaten means the process has to be started again and it will be another two weeks before a person gains any benefits from them. The berries need to be eaten straight from the bush to be at their best, as they lose any potency within an hour.

The one other use of the berries is that 100 of them can be made into a potion of Remove Disease if a potion is brewed within 1 hour of the berries being picked.



A10 ‚Äď Experience Awards

  • 500 each ‚Äď Resolving the dire situation with the Orcs and Monks
  • 500 ‚Äď Finding an interesting way to resolve the status quo
  • 300 each ‚Äď Slaying Tethsantious (this is in addition to CR experience)
  • 1000 each - Donating Tethsantious's Treasure Hoard to the Monastery (If the party is of Good Alignment)
  • 400 each - Donating a portion of the Treasure Hoard to the Monastery (If the party is of Good Alignment)
  • 500 - Giving the Orcs an alternative source of renewable food with which to stabilize their society. ¬†(This provides an alternative food source which relieves some pressure on the low population of mountain goats.)
  • 100 each ‚Äď Support Roles:¬†Cartographer (map-maker),¬†Treasure Keeper,¬†Adventure Log,Time Keeper/Initiative Tracker
  • 100-300 each ‚Äď Role-Playing experience (varies depending on if player role-played and/or altered their voice/accent)
  • CR experience ‚Äď (Combat, Trap Removal, etc.)
  • Any additional awards you feel are appropriate