A16: Saatman’s Empire – Midwinter’s Chill

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A16new-cover

A Pathfinder adventure by Michael McCarthy for a party of four to six 10th-11th level PCs using the medium experience track.

 

 

Adventure Background

Nearly two thousand years ago, the land now known as the Klavek Kingdom was a very different place. Still warlike, the country was embroiled in a bitter war between the then-budding human colonies, and one built by the backs of dragons, known as the Saatman Empire. The last of the line of Saatman was a mighty blue dragon, slain in his own home by mighty warriors, leading to the dissolution of his Empire and the conquest of the land by what would eventually become known as the Klavek Kingdom.

Now, however, a dragon has risen claiming to be the lost heir to the Saatman throne, and like his forbearers he is marshalling, persuading and tricking dragons of all colors to come together and attack the frozen country as subjects, allies and as diversions from his own schemes.

One of those dragons is the ancient white, Midwinter, a vain creature who has spent her nearly nine hundred years living in as much luxury as she can in her arctic home. When Saatman showed her that with a little work, she could expand the tribute she collected a hundredfold, she agreed to join in his little conquest.

However, rather than do the work herself, she sends her allies forth to prepare the land, to conquer and pillage as she sees fit. While they are out ravaging the Klavek countryside, she has prepared a special artifact to transport her entire frozen castle halfway around the world, to the heart of the kingdom. But as is the case with teleportation, such transference takes time to prepare.

Bearing her frozen banner, and the focus for her spell, is the woolly Minotaur, Ofas. While his ultimate goals are cross-purpose to his current master – he seeks to drive all humans out of the northlands and allow it to be reclaimed by nature – he works together with the dragon for now, as her goals of subjugation are nearly as good, and her resources much more than his own.

As Ofas makes his way south, to the heart of the Klavek Kingdom, the land grows more and more frozen by the day, wiping farms, outposts and small villages from the map as they are buried beneath the snow.

A few days before, Ofas selected a suitable site for the spire to take hold – in the monastery of the town of Whitespire. Overnight, the town was blasted to nothing but a snow-covered wasteland, leaving nothing standing above the cascade of ice and snow but the monastery itself, inside which Ofas waits until the spire activates and brings Midwinter into the heart of Klavek civilization.

 

 

Adventure Summary

After being finding out about the swath of frozen destruction moving steadily through the Klavek Kingdom, the PCs plunge into the force of nature, finding themselves in what was until recently the city of Whitespire.

Inside the frozen ruin of a city, the PCs find that the only building still standing is the monastery, and the nuns that had once worshipped there have been transformed into icy undead monsters.

In the back of the building it is stranger still, as a column of whirling snow transports the PCs to another plane, where Ofas patiently waits for the arrival of his draconic master.

The focus of the transportation, however, works both ways, allowing the PCs to whisk themselves to parts unknown and eliminate Midwinter in her own lair before she can plunge the countryside into an eternal winter.

 

 

Adventure Hooks

There are many reasons the PCs might find themselves moving to head off this supernatural blizzard ravaging the countryside:

The PCs could be citizens of the Klavek Kingdom, whose homes and families are in the path of the oncoming storm. If it keeps moving forward, your homes and loved ones will be in danger!

The PCs could be mercenaries hired by Klavek’s capitol of Mohkba to investigate the storm, and stop it if possible. Having been promised a reward upon your return, you prepare for the worst, and head out.

While travelling across the Klavek Kingdom, the party encounters a yuki-onna, a creature all but unheard of in this part of the world. it seems to have come from the direction of an oncoming snowstorm.

 

 

Chapter 1 - Whitespire

The adventure begins with the PCs reaching the eye of the storm, at what was once the cozy village of Whitespire. The town had been, at the time Ofas arrived, filled with refugees fleeing from the storm’s devastation further north. Now refugees and natives alike have been frozen beneath the thick blanket of snow, leaving little but mounds where houses once were.

Read the following to your players to get started:

After fighting for hours against the freezing winds of the storm, reaching its eye is a much needed relief. Around you is blanketed in white, rising gradually uphill towards the village of Whitespire, which was now trapped at the center of the blizzard.

The further up the hill you get, however, the more something seems wrong. Until you see the tip of a chimney peeking through the snow up ahead, however you couldn’t quite figure out what. Only the town’s abbey seems to have survived the assault, standing stalwartly on the peak up ahead. You hope there are survivors, but a vortex of snow emerging from the building itself suggests you might be too late.

 

 

A.  Whitespire

While some chimneys and tall buildings do peek through the snow, the temperature in the town is far below freezing, and every one of the unfortunate villagers has long since succumbed to the elements, even if the PCs should attempt to dig them out.

Of all the buildings, only the hilltop abbey seems to have avoided complete destruction in the storm. Not quite a fort, the large estate is built solidly enough to easily survive Klavek’s winters, and situated to be able to house most members of the town in an emergency. Of course, that was assuming the village was not taken unaware and overpowered by a force of nature.

Adventure Location: Whitespire

Location: Whitespire was a small village in Northern Klavek. Unfortunately, it has recently been obliterated.

Dangers: Undead, Spellcasters, the cold
Lighting: open to the sky
Walls: Three-foot thick stone blocks
Doors: good wooden doors, unlocked
Mood: the eye of a storm, where something powerful has taken up residence.

A1. Whitespire Abbey Courtyard

Though solid enough to survive the blizzard, the walls around the building did little to shield the interior from the storm itself. The wrought iron gates have been bent and frozen shut. Through them, you can see several sets of prints in the thick snow.

Skill Challenge:

Scaling the 10 ft. wall is fairly easy, even coated with rime as they are, requiring only a DC 20 Climb check. Opening the gate is a much more challenging task, requiring a DC 25 Strength check, or 10 points of fire damage to open the gates enough to pass.

The front courtyard was normally used as a common area and vegetable garden for the abbey, and holds a small stable in one corner and a tool shed in the other. A vortex of snow is clearly visible on the far side of the building.

A1a. Stables (CR 5)

This stable used to contain three fine horses, now little more than frozen husks. Sitting just inside the stable, picking at the frozen body of one of the horses is Mianna, Ofas’ polar bear animal companion. Mianna is not worth experience points – the challenge she poses is factored into the experience points granted by Ofas later in the adventure.

Mianna (3.5)

Mianna (3.5e)

N Medium animal
Init +1; Senses low-light vision, scent; Listen +1, Spot +1
DEFENSE                                                                                                
AC 16, touch 11, flat-footed 15 (+1 armor, +1 Dex, +4 natural)
hp 50 (5d8+10)
Fort +6, Ref +5, Will +3
Defensive Abilities evasion; Resist cold 10
OFFENSE                                                                                                
Spd 40 ft.
Attack claw +8 melee (1d4+5)
Full Attack
2 claws +8 melee (1d4+5) and bite +3 melee (1d6+2)
STATISTICS                                                                                            
Str 20, Dex 15, Con 15, Int 3, Wis 12, Cha 6
Base Atk +3; Grapple +8
Feats Endurance, Run
Skills Climb +4, Listen +4, Spot +4, Swim +9, Intimidate -3
Languages Giant (cannot speak)
SQ link, share spells
Gear bracers of armor +1

Mianna (Pathfinder)

Mianna (Pathfinder)

N Medium animal
Init +2; Senses low-light vision, scent; Perception +1
DEFENSE                                                                                                
AC 21, touch 13, flat-footed 18 (+1 armor, +2 Dex, +1 dodge, +7 natural)
hp 39 (6d8+12)
Fort +5, Ref +5, Will +2
Defensive Abilities evasion; Resist cold 10
OFFENSE                                                                                                
Spd 40 ft.
Melee bite +9 (1d8+5), 2 claws +4 (1d4+2)
STATISTICS                                                                                            
Str 21, Dex 15, Con 15, Int 3, Wis 12, Cha 6
Base Atk +4; CMB +9; CMD 23 (+25 vs. trip)
Feats Dodge, Improved Natural Armor, Improved Natural Attack (bite)
Skills Intimidate +7
Languages Giant (cannot speak)
SQ link, share spells
Gear bracers of armor +1

TACTICS                                                                                                  
During Combat Mianna is smart enough to know she isn’t a threat to most things that would hurt Ofas, so she immediately focuses her attacks all on the first creature to enter the stables.
Morale Mianna will attempt to retreat if reduced to 20hp, but will return to hunt any PCs who appear to be searching for Ofas.

 

A1b. Tool Shed

The shed is frozen shut like the abbey gates. However, it is only made of wood, and will shatter before any method opens it safely. Fortunately, it contains common tools, several bags of seed, and the frozen corpse of one of the abbey sisters.

A2. Whitespire Cathedral (CR 11)

The cathedral opens up into the main hall just inside the front door, and you can see the back wall has been knocked out into the rear courtyard, allowing to snow spill into the pews.

Standing where the back wall was, are four figures dressed in the warm, woolen habits of clerics of Arnut. However, they seem frozen in place, though they seem to be untouched by the snow surrounding them.

This cathedral once served as a spiritual center for town, as well as a school, hospital and meeting place. However, with the town destroyed, it now serves only as storage place for the undead creatures created by Ofas for Midwinter.

Both the spirits and the bodies of the sisters here have been transformed into undead by Ofas, all of whom stand in an even line along the back wall. The yuki-onna do not have their snowstorms active, there is enough snow here for them to be comfortable.

Treasure

PCs who search the area will find the remains of several scrolls of create undead recently used to animate the yuki-onna. PCs will also find one mangled body – a nun who had fought too hard to survive – a pair of onyx gems together worth 1,000gp, and one intact scroll of create undead that Ofas decided to wait for a better host to use.

(3) Yuki-Onna (3.5)

Yuki-Onna (3) (3.5e)                                        CR 8

LE Medium undead (cold, incorporeal)
Init +8; Senses darkvision 60 ft.; Listen +14, Spot +17
Aura snowstorm (200 ft.)
DEFENSE                                                                                                
AC 21, touch 21, flat-footed 16 (+6 deflection, +4 Dex, +1 dodge)
hp 94 (9d8+54)
Fort +9, Ref +7, Will +11
Defensive Abilities incorporeal; Immune cold, undead traits
Weakness vulnerable to fire, snow dependency
OFFENSE                                                                                                
Spd fly 30 ft. (perfect)
Attack touch +10 melee (4d6 cold plus chilling touch)
Full Attack
2 touches +10 melee (4d6 cold plus chilling touch)
Special Attacks chilling touch, fascinating gaze
Spell-like Abilities (CL 10th)
Constant – blur
3/day – cone of cold (DC 21), eyebite (comatose and panicked only, DC 22), ice storm
STATISTICS                                                                                            
Str –, Dex 18, Con –, Int 17, Wis 21, Cha 22
Base Atk +6; Grapple +6
Feats Combat Casting, Dodge, Improved Initiative, Mobility, Spring Attack
Skills Concentration +15, Intimidate +18, Sense Motive +17, Spot +17, Listen +17, Move Silently +16, Spellcraft +15, Survival +14
Languages Common

Chilling Touch (Su) A yuki-onna's touch causes 4d6 cold damage. Whenever a creature takes cold damage in this manner, it must make a DC 20 Fortitude save to avoid being staggered by the supernatural cold for 1 round. This duration stacks.

Fascinating Gaze (Su) Fascinated for 1d4 rounds, 30 feet, Will DC 20 negates.

Snow Dependency (Ex) A yuki-onna is staggered if she is ever in an area without snow while her snowstorm aura is suppressed or otherwise not functioning.

Snowstorm (Su) A yuki-onna is surrounded by whirling blasts of snow, even in areas that wouldn't allow for such weather, that comprise a 200-foot-radius spread. Within this area, the snowfall and wind gusts cause a –4 penalty on Spot and Listen checks and on ranged attacks. The wind itself blows in a clockwise rotation around the yuki-onna, and functions as severe wind. A yuki-onna is unaffected by snowstorms or blizzards of any kind. Any effect that causes these winds to drop below severe (such as control weather or control winds) cancels the snowstorm effect entirely.

(4) Frozen Zombie (3.5)

Frozen Zombie (4) (3.5e)                                CR 1

NE Medium undead (cold)
Init +0; Senses darkvision 60 ft.; Listen +0, Spot +0
DEFENSE                                                                                                
AC 12, touch 10, flat-footed 12 (+2 natural)
hp 12 (2d8+3)
Fort +0, Ref +0, Will +3
DR 5/slashing; Immune cold, undead traits
OFFENSE                                                                                                
Spd 30 ft.
Attack slam +4 melee (1d6+4 and 1d6 cold)
STATISTICS                                                                                            
Str 17, Dex 10, Con –, Int –, Wis 10, Cha 10
Base Atk +1; Grapple +4
Feats Toughness
SQ staggered

(3) Yuki-Onna (Pathfinder)

Yuki-Onna (3) (Pathfinder)                            CR 8

XP 4,800
LE Medium undead (cold, incorporeal)
Init +8; Senses darkvision 60 ft.; Perception +17
Aura snowstorm (200 ft.)
DEFENSE                                                                                                
AC 21, touch 21, flat-footed 16 (+6 deflection, +4 Dex, +1 dodge)
hp 94 (9d8+54)
Fort +9, Ref +7, Will +11
Defensive Abilities incorporeal; Immune cold, undead traits
Weakness vulnerable to fire, snow dependency
OFFENSE                                                                                                
Spd fly 30 ft. (perfect)
Melee 2 touches +10 (4d6 cold plus chilling touch)
Special Attacks chilling touch, fascinating gaze
Spell-like Abilities (CL 10th; Concentration +16)
Constant – blur
3/day – cone of cold (DC 21), eyebite (comatose and panicked only, DC 22), ice storm
STATISTICS                                                                                            
Str –, Dex 18, Con –, Int 17, Wis 21, Cha 22
Base Atk +6; CMB +10; CMD 27
Feats Combat Casting, Dodge, Improved Initiative, Mobility, Spring Attack
Skills Bluff +15, Fly +12, Intimidate +18, Perception +17, Sense Motive +17, Spellcraft +15, Stealth +16, Survival +14
Languages Common

Chilling Touch (Su) A yuki-onna's touch causes 4d6 cold damage. Whenever a creature takes cold damage in this manner, it must make a DC 20 Fortitude save to avoid being staggered by the supernatural cold for 1 round. This duration stacks.

Fascinating Gaze (Su) Fascinated for 1d4 rounds, 30 feet, Will DC 20 negates.

Snow Dependency (Ex) A yuki-onna is staggered if she is ever in an area without snow while her snowstorm aura is suppressed or otherwise not functioning.

Snowstorm (Su) A yuki-onna is surrounded by whirling blasts of snow, even in areas that wouldn't allow for such weather, that comprise a 200-foot-radius spread. Within this area, the snowfall and wind gusts cause a –4 penalty on Perception checks and ranged attacks. The wind itself blows in a clockwise rotation around the yuki-onna, and functions as severe wind (Core Rulebook 439). A yuki-onna is unaffected by snowstorms or blizzards of any kind. Any effect that causes these winds to drop below severe (such as control weather or control winds) cancels the snowstorm effect entirely.

TACTICS                                                                                                  
During Combat The yuki-onna will attempt to stagger as many opponents as possible,making easy targets for the zombies.
Morale The Yuki-onna will fight to the death.

(4) Frozen Zombie (Pathfinder)

Frozen Zombie (4) (Pathfinder)                    CR 1

XP 400
NE Medium undead (cold)
Init +0; Senses darkvision 60 ft.; Perception +0
DEFENSE                                                                                                
AC 12, touch 10, flat-footed 12 (+2 natural)
hp 12 (2d8+3)
Fort +0, Ref +0, Will +3
DR 5/slashing; Immune cold, undead traits
OFFENSE                                                                                                
Spd 30 ft.
Melee slam +4 (1d6+4 and 1d6 cold)
STATISTICS                                                                                            
Str 17, Dex 10, Con –, Int –, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 14
Feats Toughness
SQ staggered

TACTICS
During Combat
the frozen zombies will attack the nearest staggered living target.

 

 

A2a. Chambers

These rooms served as homes to the sisters of the abbey, and to the matron mother. They lived very simple lives, and kept nothing of value for themselves. There are some signs of a struggle in these rooms, but nothing of value.

A3. Library

Not much larger than a closet, this room is crammed with shelves bowing under the weight of many books.

Most of the books in the library are dog-eared copies of Winterfall, Arnut’s holy text. However, searching the room also reveals a cast-aside book of local myths, which has recently been torn apart, and a reassembly of the book reveals that a story entitled The Saatman Empire has been removed from the book’s contents.

Not long after his arrival, Midwinter had Ofas find the story of the Saatman in the history text, and send it to her – so he simply tore the relevant pages from the book and brought them to her, leaving the rest of the book behind.

Skill Challenge

A DC 25 Knowledge (history) check can recall the basis of the story of the Saatman Empire and its relevance to the Klavek Kingdom (as presented at the beginning of the adventure background)

 

 

 

A4. Basement and Emergency Stores

A heavy trapdoor leads down to a cellar containing enough supplies for the small town to survive nearly a full month, including stockpiles of food and oil, and a decanter of endless water.

 

 

 

A5. Rear Courtyard (CR10)

The walls of the rear courtyard of the abbey are covered on all sides with ice. At the center, jagged spires of ice sprout from the ground in an irregular circle, at the center of which a whirling snowstorm churns, ten feet across, and vanishing into the clouds above.

Standing outside the planar portal are two of Midwinter’s half-brothers, here to watch over Ofas and assist him in the creation of the undead Midwinter plans to use as servants once she has arrived in this land. However, they are a suspicious pair, and refuse to enter the planar portal, instead waiting for Ofas here.

Development wrapped up in their conspiring, there is only a 20% each round that combat takes place in A4 that the cold cultists will take notice – but when they do they will immediately prepare themselves and launch into a full offensive against the PCs.

Stepping into the snowstorm transports PCs into the demiplane, the Roots of Winter.

(2) Cold Cultists (3.5)

Cold Cultists (2) (3.5e)                               CR 8

Half white dragon elf sorcerer 7
CE medium dragon
Init +3; Senses darkvision 60 ft., low-light vision; Listen +0, Spot +0
DEFENSE                                                                                                
AC 18, touch 13, flat-footed 15 (+1 armor, +3 Dex, +4 natural)
hp 38 (7d4 +21)
Fort +5, Ref +5, Will +7 (+2 versus enchantment)
Immune sleep
OFFENSE                                                                                                
Spd 30 ft.
Attack claw +6 melee (1d6+3)
Full Attack
2 claws +6 melee (1d6+3), bite +6 (1d6+3)
Special Attacks breath weapon (30-ft cone; 6d8 cold; DC 13 for half)
Sorcerer Spells (CL 7)
3rd (5/day) – dispel magic, fly, lightning bolt (DC 18)
2nd (7/day) – protection from arrows, resist energy (cold), scorching ray (2 rays; DC 17), see invisibility
1st (7/day) – burning hands (DC 16), chill touch (DC 16), mage armor, magic missile, summon monster I, true strike
0th (6/day) – arcane mark, daze, detect magic, light, mage hand, ray of frost, read magic
STATISTICS                                                                                            
Str 16, Dex 16, Con 16, Int 15, Wis 10, Cha 18
Base Atk +3; Grapple +6
Feats Combat Casting, Eschew Materials, Iron Will, Lightning Reflexes, Spell Focus (evocation)
Skills Concentration +13, Fly +13, Knowledge (arcana) +13, Use Magic Device +14
Languages Common, Elven, Draconic

Combat Gear potion of cure moderate wounds, potion of lesser restoration; Other Gear bracers of armor +1 , brooch of shielding, 200 gp

(2) Cold Cultists (Pathfinder)

Cold Cultists (2) (Pathfinder)                   CR 8

XP 4,800
Half white dragon elf sorcerer 7
CE medium dragon
Init +7; Senses darkvision 60 ft., low-light vision; Perception +12
DEFENSE                                                                                                
AC 19, touch 13, flat-footed 16 (+1 armor, +3 Dex, +5 natural)
hp 52 (7d6+28)
Fort +5, Ref +7, Will +7
Defensive Abilities dragon resistances, elven immunities; Immune cold, sleep, paralysis
OFFENSE                                                                                                
Spd 30 ft., fly 60 ft. (average)
Melee 2 claws +6 (1d6+3), bite +6 (1d6+3)
Special Attacks breath weapon (30-ft cone; 1d6 cold; DC 10 for half), claws (6 rounds/day), elven magic
Sorcerer Spells (CL 7; Concentration +10)
3rd (5/day) – dispel magic, fly, lightning bolt (DC 18)
2nd (7/day) – protection from arrows, resist energy (cold), scorching ray (2 rays; DC 17), see invisibility
1st (7/day) – burning hands (DC 16), chill touch (DC 16), mage armor, magic missile, summon monster I, true strike
cantrips (at will) – arcane mark, daze, detect magic, light, mage hand, ray of frost, read magic
STATISTICS                                                                                            
Str 16, Dex 16, Con 16, Int 17, Wis 10, Cha 18
Base Atk +3; CMB +7; CMD 19
Feats Combat Casting, Eschew Materials, Improved Initiative, Iron Will, Lightning Reflexes, Spell Focus (evocation)
Skills Bluff +14, Fly +13, Knowledge (arcana) +13, Perception +12, Use Magic Device +14
Languages Elven, Draconic
SQ bloodline (draconic [white])
Combat Gear potion of cure moderate wounds, potion of lesser restoration; Other Gear bracers of armor +1 , brooch of shielding, 200 gp

TACTICS                                                                                                  
Before Combat if thethe cold cultists have time to prepare will cast protection from arrows and mage armor before joining the fight.
During Combat
The cold cultists will stay close together focusing on avoiding being flanked, and will dispel any summoned monsters created to do such a thing.
Morale the second cold cultists will flee once the first has been killed. If escape by flight is not possible, he will brave the portal.

 

B. The Roots of Winter

The Roots of Winter is a section of the plane of water ruled over by a feuding family of marid, who have temporarily split the area into a number of disconnected demiplanes. This particular demiplane is controlled by the marid Lesora, who allows Ofas to use this demiplane to repay him for his support in a number of her duels in the past.

The plane is comprised of a half-dozen platforms of carved ice, connected by narrow rope bridges and thick iron chains and covered in fine layer powder snow. The edges of the platforms slope steeply down, and moving within 5-ft. of the edge requires a DC 15 Balance/Acrobatics check to avoid falling off the edge.

Fortunately, this plane is self contained, and falling from any point results in wrapping around and falling out of the sky 50-ft. above D1, taking 15d6 points of damage from the fall.

The narrow rope bridges are particularly unsafe, swaying in an invisible wind. Any movement along the bridges requires a DC 20 Balance/Acrobatics check to avoid being thrown from the bridge, though a DC 15 Reflex save can grab the edge if that happens.

Adventure Location: Roots of Winter

Location: A demi-plane cleaved from the plane of water, massive icebergs float in the void, lashed together by iron chains.

Dangers: Elementals, Falling, Undead
Lighting: normal
Walls: none
Floors: ice
Doors: none
Mood: a frozen, supernatural location barely holding itself together.

 

 

B1. Landing Platform (CR10)

You step through the portal into bitterly cold, howling wind. It isn't blowing towards you, but up, as if the frozen platform you've stepped onto is falling through this twilight void. The platform beneath your feet is connected to others as well, which you can see now resemble icebergs, lashed together with black iron chains. These connections seem tenuous, as they draw slack and tight irregularly while they rattle upwards in the wind.

Standing just inside the portal are a pair of insubstantial figures, motionless despite the whipping winds. They do will react immediately when the PCs step through – the yuki-onna are waiting for the cold cultists, and they do not know or care of the difference between them and the PC party – but they do know they are only allowed to permit two creatures. Once the third character steps through, they attack them, and any creatures after.

Yuki-Onna (2) (3.5)                                          CR 8

hp 94

 

Yuki-Onna (2) (Pathfinder)                            CR 8

XP 4,800
hp
94

 

 

 

 

B2. Lower Glacier (CR 11)

While most of the platforms rise above the berg where you arrived, the rope bridge lets out down on a lower section of this platform, amid dozens of figures carved delicately from ice. Before you, the path switchblades up the side of the iceberg, to the peak where two more bridges connect.

These ice statues are both Lesora’s art, and an embodiment of the plane around them, manifesting as two distinct ice elementals. Unless the party is specially shielded, they can sense the heat of the PCs, and attack once the group is in the middle of their formation.

These particular ice elementals are actually ice gliding inside the icebergs, and the statues are their arms reaching above the surface. There are twelve statues in total, each one with effectively 41hp. Each elemental can only effectively control two sculptures at once, though the other sculptures will flit about, giving the illusion of their being more creatures than there are.

(2) Greater Ice Elemental (3.5)

Greater Ice Elemental (2) (3.5e)                   CR 9

N Huge elemental (air, cold, extraplanar, water)
Init +8; Senses darkvision 60 ft., snow vision; Listen +8, Spot +8
DEFENSE                                                                                                
AC 22, touch 12, flat-footed 18 (+4 Dex, +10 natural, -2 size)
hp 110 (13d8+52)
Fort +12, Ref +14, Will +4
DR 10/–; Immune cold, critical hits, paralysis, poison, sleep, stunning
Weaknesses vulnerable to fire
OFFENSE                                                                                                
Spd 20 ft., burrow (ice and snow only) 20 ft., swim 60 ft.
Attack slam +15 melee (2d8+9 plus 2d6 cold)
Full Attack
2 slams +15 melee (2d8+9 plus 2d6 cold)
Space 15 ft.; Reach 15 ft.
Special Attacks numbing cold (DC 20)
STATISTICS                                                                                            
Str 28, Dex 18, Con 19, Int 8, Wis 11, Cha 11
Base Atk +8; Grapple +19
Feats Cleave, Combat Reflexes, Improved Initiative, Lightning Reflexes, Power Attack
Skills Listen +8, Spot +8
SQ ice glide, icewalking

Ice Glide (Su) A burrowing ice elemental can pass through nonmagical ice and snow as easily as a fish swims through water. It’s burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A control water spell cast on an area containing a burrowing ice elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Icewalking (Ex) This ability works like the spider climb spell, but the surfaces the elemental climbs must be icy. The elemental can move across icy surfaces without penalty and does not need to make checks to run or charge on ice.

Numbing Cold (Su) When an ice elemental deals cold damage to a creature, that creature must succeed on a Fortitude save or be staggered for 1 round. The save DC is listed in the elemental's stat block.

Snow Vision (Ex) An ice elemental can see perfectly well in snowy conditions and does not take any penalties on Spot checks while in snow.

(2) Greater Ice Elemental (Pathfinder)

Greater Ice Elemental (2) (Pathfinder)       CR 9

XP 6,400 each
N Huge outsider (air, cold, elemental, extraplanar, water)
Init +8; Senses darkvision 60 ft., snow vision; Perception +16
DEFENSE                                                                                                
AC 23, touch 13, flat-footed 18 (+4 Dex, +1 dodge, +10 natural, -2 size)
hp 123 (13d10+52)
Fort +12, Ref +14, Will +4
DR 10/–; Immune cold, elemental traits
Weaknesses vulnerable to fire
OFFENSE                                                                                                
Spd 20 ft., burrow (ice and snow only) 20 ft., swim 60 ft.
Melee 2 slams +20 (2d8+9 plus 2d6 cold)
Space 15 ft.; Reach 15 ft.
Special Attacks numbing cold (DC 20)
STATISTICS                                                                                            
Str 28, Dex 18, Con 19, Int 8, Wis 11, Cha 11
Base Atk +13; CMB +24; CMD 39 (can’t be tripped)
Feats Cleave, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Power Attack, Vital Strike
Skills Escape Artist +20, Intimidate +16, Knowledge (planes) +15, Perception +16, Stealth +12, Swim +17
SQ ice glide, icewalking

Ice Glide (Su) A burrowing ice elemental can pass through nonmagical ice and snow as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A control water spell cast on an area containing a burrowing ice elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Icewalking (Ex) This ability works like the spider climb spell, but the surfaces the elemental climbs must be icy. The elemental can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

Numbing Cold (Su) When an ice elemental deals cold damage to a creature, that creature must succeed on a Fortitude save or be staggered for 1 round. The save DC is listed in the elemental's stat block.

Snow Vision (Ex) An ice elemental can see perfectly well in snowy conditions and does not take any penalties on Perception checks while in snow.

 

B3. Upper Glacier (CR 11)

As a strange juxtaposition, a simple snowman has been built at the peak of the iceberg, with a human skull in place of a head.

The snowman is a Murashyk, a creature forever lost in the snow. For now, it remains in the thrall of Ofas’ command undead, watching the iceberg with the intent of guiding visitors, like the cold cultists, to Ofas. At the moment, it is suppressing it’s aura of wanderlust.

Unlike the yuki-onna, the murashyk is intelligent enough to identify the PCs as intruders, and will wait until the PCs begin to cross the bridge before beckoning them back with their aura of wanderlust.

Murashyk (3.5)                                               CR 11

hp 136 (see below)

 

Murashyk (Pathfinder)                                 CR 11

XP 12,800
hp
136 (see below)

 

 

 

B4. Royal Igloo (CR 11)

Though the building here is closer to an igloo than a palace, no less care has gone into creating it. The heavy blocks of ice that make up the walls have been carved with elaborate murals and inlaid with gold and gems.

The murals are actually carved inside the ice blocks, and feature scenes from thousands of years of marid history. Inside, Lesora sits amid huge sheaves of paper, quietly planning her next conquest.

Skill Check

A DC 30 Knowledge (planes) can identify Lesora's papers as a partial map of the plane of water, as well as information on dozens of noble marids and elemental princes.

Lesora (3.5)

Lesora (3.5)                                                      CR 11

Noble marid (CR9, bestiary)
CN Large outsider (cold, water)
Init +8; Senses darkvision 60 ft.; Listen +17, Spot +17
DEFENSE                                                                                                
AC 22, touch 13, flat-footed 18 (+4 Dex, +9 natural, -1 size)
hp 113 (14d8+56)
Fort +13, Ref +13, Will +11
OFFENSE                                                                                                
Spd 20 ft., swim 60 ft.
Attack +1 trident +20 melee (2d6+9)
Full Attack
+1 trident +20/+15/+10 melee (2d6+9)
Space 10 ft.; Reach 10 ft.
Special Attacks freezing vortex (1/10 minutes, 10-50 ft. tall, 1d8+4 damage, DC 22)
Spell-Like Abilities (CL 20)
Constant – detect evil, detect good, detect magic, water walk
At will – create water, invisibility, plane shift (willing targets only; roots of winter and material plane only), purify food and drink (liquids only), quench
5/day – control water, gaseous form, obscuring mist, water breathing
3/day – empowered cone of cold (DC 18), ice storm (DC 17), see invisibility
1/day –permanent image (DC 19), persistent image (DC 18)
1/week – grant 1 wish (to nongenies only)
STATISTICS                                                                                            
Str 23, Dex 19, Con 18, Int 14, Wis 15, Cha 16
Base Atk +14; Grapple +21
Feats Combat Casting, Combat Reflexes, Dodge, Empowered Spell-Like Ability (cone of cold), Improved Initiative
Skills Craft (sculpting) +17, Diplomacy +18, Knowledge (planes) +17, Spot +17, Listen +17, Sense Motive +17, Spellcraft +17, Stealth +15, Swim +29, Concentration +17
Languages Aquan, Auran, Common, Ignan, Terran, telepathy 100 ft.
SQ change shape (water elemental, Small or Medium humanoid or giant)
Gear +1 trident, sapphire necklace worth 2,000gp

Ice Mastery (Ex) Lesora gains a +1 bonus on attack and damage rolls if both her and her opponents are touching ice. If the opponent or Lesora are touching the ground, she takes a –4 penalty on attack and damage rolls.

Winter's Fury (Su) As a standard action, Lesora can release a jet of freezing water in a 60-foot line that deals 1d6 points of damage and blinds the target struck for 1d6 rounds. A DC 20 Reflex save reduces the damage by half and negates the blinding effect.

Freezing Vortex (Su) Lesora can turn into a whirling snowstorm once every ten minutes. This ability functions identically to the whirlwind ability, but it does cold damage.

Lesora (Pathfinder)

Lesora (Pathfinder)                                        CR 11

XP 12,800
Noble marid (CR9, bestiary)
CN Large outsider (cold, water)
Init +8; Senses darkvision 60 ft.; Perception +17
DEFENSE                                                                                                
AC 23, touch 14, flat-footed 18 (+4 Dex, +1 dodge, +9 natural, -1 size)
hp 127 (14d10+56)
Fort +10, Ref +13, Will +11
OFFENSE                                                                                                
Spd 20 ft., swim 60 ft.
Melee +1 trident +20/+15/+10 (2d6+9)
Space 10 ft.; Reach 10 ft.
Special Attacks freezing vortex (1/10 minutes, 10-50 ft. tall, 1d8+4 damage, DC 22)
Spell-Like Abilities (CL 20; Concentration +23)
Constant – detect evil, detect good, detect magic, water walk
At will – create water, invisibility, plane shift (willing targets only; roots of winter and material plane only), purify food and drink (liquids only), quench
5/day – control water, gaseous form, obscuring mist, water breathing
3/day – empowered cone of cold (DC 18), ice storm (DC 17), see invisibility
1/day – elemental swarm (water only), permanent image (DC 19), persistent image (DC 18)
1/week – grant 1 wish (to nongenies only)
STATISTICS                                                                                            
Str 23, Dex 19, Con 18, Int 14, Wis 15, Cha 16
Base Atk +14; CMB +21; CMD 36
Feats Combat Casting, Combat Reflexes, Dodge, Empowered Spell-Like Ability (cone of cold), Great Fortitude, Improved Initiative, Improved Natural Attack, Power Attack
Skills Craft (sculpting) +17, Diplomacy +18, Knowledge (planes) +17, Perception +17, Sense Motive +17, Spellcraft +17, Stealth +15, Swim +29
Languages Aquan, Auran, Common, Ignan, Terran, telepathy 100 ft.
SQ change shape (water elemental, humanoid or giant, alter self, elemental body III, or giant form I)
Gear +1 trident, sapphire necklace worth 2,000gp

Ice Mastery (Ex) Lesora gains a +1 bonus on attack and damage rolls if both her and her opponents are touching ice. If the opponent or Lesora are touching the ground, she takes a –4 penalty on attack and damage rolls.

Winter's Fury (Su) As a standard action, Lesora can release a jet of freezing water in a 60-foot line that deals 1d6 points of damage and blinds the target struck for 1d6 rounds. A DC 20 Reflex save reduces the damage by half and negates the blinding effect.

Freezing Vortex (Su) Lesora can turn into a whirling snowstorm once every ten minutes. This ability functions identically to the whirlwind ability, but it does cold damage.

TACTICS                                                                                                  
Before Combat Lesora is unprepared for combat. She must recover her trident from the papers (a standard action) before she can use it.
Morale
Lesora will prefer not to fight at all, but if forced into combat will fight to the death.
Base Statistics if Lesora leaves the Roots of Winter, she regains her extraplanar subtype.

Treasure

The gold and gems in the igloo's murals can be pried free for nearly 800gp. The interior is fairly sparse, but the maps of the elemental plane of water can be gathered and sold to a scholar for 3,000gp

Development Lesora is startled when the PCs enter, but is not inherently evil or violent; she wants to be left alone to continue her conquest against her family, and will bribe the PCs with a single wish if they do. She can also be a crucial source of information for the party as she can tell the party of Ofas and Midwinter, and of their relationship (begrudging allies). She also knows that somehow the crystal staff Ofas carries is somehow supposed to transport the dragon and her army to Klavek from where they are, but she doesn’t understand the specifics. If the PCs make a truce with Lesora, award them XP as if they had defeated her in combat.

 

 

 

B5. Ice Spire

The platform here is dominated by a block of ice, leaving only a narrow trail around the edges of it to the other side.

This spire is actually a massive ice elemental directly in the middle of a normally too-small platform, leaving only a path directly along the edge of a platform. It doesn’t like Ofas, or midwinter's servants, and once the PCs are navigating the slippery ledge, will stick out one massive appendage to trip them off the edge, (DC 20 Reflex to avoid falling) before unfolding as a huge crystalline spider.

Elder Ice Elemental (3.5)

Elder Ice Elemental (3.5)                              CR 11

N Huge elemental (air, cold, extraplanar, water)
Init +9; Senses darkvision 60 ft., snow vision; Listen +9, Spot +10
DEFENSE                                                                                                
AC 24, touch 14, flat-footed 18 (+5 Dex, +1 dodge, +10 natural, -2 size)
hp 136 (16d8+64)
Fort +14, Ref +17, Will +5
DR 10/–; Immune cold, paralysis, poison, sleep, stun
Weakness vulnerable to fire
OFFENSE                                                                                                
Spd 20 ft., burrow (ice and snow only) 20 ft., swim 60 ft.
Attack slam +20 melee (2d10+10/19-20 plus 2d8 cold)
Full Attack
2 slams +20 melee (2d10+10/19-20 plus 2d8 cold)
Space 15 ft.; Reach 15 ft.
Special Attacks numbing cold (DC 22)
STATISTICS                                                                                            
Str 30, Dex 20, Con 19, Int 10, Wis 11, Cha 11
Base Atk +12; Grapple +24
Feats Cleave, Combat Reflexes, Dodge, Improved Critical (slam) Improved Initiative, Lightning Reflexes, Power Attack, Vital Strike
Skills Listen +9, Spot +10
SQ ice glide, icewalking

Ice Glide (Su) A burrowing ice elemental can pass through nonmagical ice and snow as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A control water spell cast on an area containing a burrowing ice elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Icewalking (Ex) This ability works like the spider climb spell, but the surfaces the elemental climbs must be icy. The elemental can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

Numbing Cold (Su) When an ice elemental deals cold damage to a creature, that creature must succeed on a Fortitude save or be staggered for 1 round. The save DC is listed in the elemental's stat block and is Constitution-based.

Snow Vision (Ex) An ice elemental can see perfectly well in snowy conditions and does not take any penalties on Spot checks while in snow.

Elder Ice Elemental (Pathfinder)

Elder Ice Elemental (Pathfinder)                CR 11

XP 12,800
N Huge outsider (air, cold, elemental, extraplanar, water)
Init +9; Senses darkvision 60 ft., snow vision; Perception +19
DEFENSE                                                                                                
AC 24, touch 14, flat-footed 18 (+5 Dex, +1 dodge, +10 natural, -2 size)
hp 152 (16d10+64)
Fort +14, Ref +17, Will +5
DR 10/–; Immune cold, elemental traits
Weakness vulnerable to fire
OFFENSE                                                                                                
Spd 20 ft., burrow (ice and snow only) 20 ft., swim 60 ft.
Melee 2 slams +24 (2d10+10/19-20 plus 2d8 cold)
Space 15 ft.; Reach 15 ft.
Special Attacks numbing cold (DC 22)
STATISTICS                                                                                            
Str 30, Dex 20, Con 19, Int 10, Wis 11, Cha 11
Base Atk +16; CMB +28; CMD 44 (can’t be tripped)
Feats Cleave, Combat Reflexes, Dodge, Improved Critical (slam) Improved Initiative, Lightning Reflexes, Power Attack, Vital Strike
Skills Escape Artist +24, Intimidate +19, Knowledge (planes) +19, Perception +19, Stealth +16, Swim +37
SQ ice glide, icewalking

Ice Glide (Su) A burrowing ice elemental can pass through nonmagical ice and snow as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A control water spell cast on an area containing a burrowing ice elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Icewalking (Ex) This ability works like the spider climb spell, but the surfaces the elemental climbs must be icy. The elemental can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

Numbing Cold (Su) When an ice elemental deals cold damage to a creature, that creature must succeed on a Fortitude save or be staggered for 1 round. The save DC is listed in the elemental's stat block and is Constitution-based.

Snow Vision (Ex) An ice elemental can see perfectly well in snowy conditions and does not take any penalties on Perception checks while in snow.

TACTICS                                                                                                  
During Combat the elemental will use its size to its advantage and push people from the platform where possible.

Morale the elemental fights to the death.

 

 

 

B6. Ofas’ Yurt (CR 14)

This iceberg can been cut perfectly flat, and a large cloth-and-wood structure has been assembled atop it. In the sky directly above, a half-dozen spears of ice hang, tied together with chains into a massive midair rune.

This simple structure clearly dominates the surrounding area, the doorway having a clear view of the smaller bergs below it. Outside, there is nothing of interest, but the walls of the Yurt are simply leather, with hardness 1 and 3hp.

Inside the yurt, Ofas is brewing tea, and contemplating repairing several frozen zombies that had been damaged during the raid on the Whitespire Abbey. Despite it having been several days, Ofas is loathe to expend resources to do so, as the creatures are fairly simple to create.

When the PCs enter, Ofas will leap to his feet, grabbing his axe, and demanding to know who the PCs are. He already assumes they are here to stop him and unless he is convinced otherwise he will briefly parley, lying that Midwinter is coercing him, before interrupting the PCs mid-sentence with a flaming sphere.

Ofas (3.5)

Ofas (3.5)                                                          CR 14

Variant minotaur druid 6, sorcerer 4
CE Large monstrous humanoid (cold)
Init +0; Senses darkvision 60 ft., scent; Perception +19
DEFENSE                                                                                                
AC 20, touch 9, flat-footed – (+5 armor, +6 natural, -1 size)
hp 128 (6d8+6d8+4d4+64)
Fort +16, Ref +10, Will +14
Resist cold 10
Defensive Abilities natural cunning, resist nature’s lure
OFFENSE                                                                                                
Spd 30 ft.
Attack +2 greataxe +17 melee (3d6+6/19-20 x3)
Full Attack
+2 greataxe +17/+12/+7 melee (3d6 +6/19-20 x3) and gore +12 (1d8+1)
Space 10 ft.; Reach 10 ft.
Special Attacks powerful charge (4d6+6)
druid spells (CL 6)
3rd     – cure moderate wounds, poison (DC 16), sleet storm
2nd    – cat’s grace, flame blade, flaming sphere (2) (DC 15)
1st     – cure light wounds, faerie fire, longstrider, magic fang
0th     – create water, detect magic(2), mending, stabilize
sorcerer spells (CL 4)
2nd (3/day) – command undead
1st (7/day) – charm person (DC 12), magic missile, summon monster I, burning hands (DC 12)
cantrips (6/day) – mage hand, ray of frost, light, read magic, detect poison, touch of fatigue
STATISTICS                                                                                            
Str 17, Dex 10, Con 18, Int 9, Wis 17, Cha 12
Base Atk +12; Grapple +19
Feats Combat Casting, Eschew Materials, Improved Critical (greataxe), Lightning Reflexes, Quick Draw
Skills Concentration +10, Knowledge (nature) +5, Spellcraft +3, Spot +10+, Survival +9
Languages Auqan, Draconic, Druidic, Giant
SQ animal companion, nature sense, trackless step, wild empathy, wild shape (3/day), woodland stride
Combat Gear scroll of dimension door, potion of cure critical wounds, wand of  inflict light wounds (49 charges);  Other Gear amulet of natural armor +1, +2 greataxe, +2 large studded leather, cloak of resistance +1, ring of sustenance, 500gp

Powerful Charge (Ex): If Ofas charges, he may make a single gore attack at +20 attack bonus that deals 4d6+6 points of damage.

Natural Cunning (Ex) Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed.

Ofas (Pathfinder)

Ofas (Pathfinder)                                           CR 14

XP 38,400
minotaur arctic druid (Advanced Players Guide) 6, sorcerer 4
CE Large monstrous humanoid
Init +0; Senses darkvision 60 ft.; Perception +19
DEFENSE                                                                                                
AC 21, touch 9, flat-footed – (+5 armor, +7 natural, -1 size)
hp 136 (6d10+6d6+4d8+64)
Fort +14, Ref +9, Will +18
Resist cold 10
Defensive Abilities natural cunning, arctic endurance
OFFENSE                                                                                                
Spd 30 ft.
Melee +2 battleaxe +19/+14/+9 (3d6 +6/19-20) and gore +4 (1d6+3)
Ranged
elemental ray +13 (1d6+2 cold)
Space 10 ft.; Reach 10 ft.
Special Attacks bloodline arcana, powerful charge (gore +23 2d6+6)
druid spells (CL 6; Concentration +9)
3rd     – cure moderate wounds, poison (DC 16), sleet storm
2nd    – cat’s grace, flame blade, flaming sphere (cold; DC 15), warp wood
1st     – faerie fire, longstrider, magic fang, pass without trace
orisons (at will) – create water, detect magic, mending, stabilize
sorcerer spells (CL 4; Concentration +5)
2nd (3/day) – command undead
1st (7/day) – charm person (DC 12), magic missile, summon monster I, burning hands (cold, DC 12)
cantrips (at will) – mage hand, ray of frost, light, read magic, detect poison, touch of fatigue
Morale Ofas will fight to the death
STATISTICS                                                                                            
Str 17, Dex 10, Con 18, Int 9, Wis 17, Cha 12
Base Atk +13; CMB +18; CMD 28
Feats Arcane Armor Training, Combat Casting, Critical Focus, Eschew Materials, Improved Critical (battleaxe), Improved Lightning Reflexes, Improved Natural Armor, Lightning Reflexes, Quick Draw
Skills Handle Animal +10, Intimidate +7, Knowledge (nature) +8, Linguistics +2, Perception +19, Survival +19, Use Magic Device +8
Languages Auqan, Draconic, Druidic, Giant
SQ arctic native, bloodline (elemental [water]), bloodline powers (elemental ray [4/day], elemental resistance), Icewalking, nature bond (animal companion), nature sense, wild empathy, wild shape (1/day; CL 4)
Combat Gear scroll of dimension door, potion of cure critical wounds, wand of  inflict light wounds (49 charges); Other Gear amulet of natural armor +1, +2 large battleaxe, +2 large studded leather, cloak of resistance +1, ring of sustenance, 500gp

Natural Cunning (Ex) Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed.

TACTICS                                                                                                  
During Combat Ofas will cast flaming sphere, and use the orb to block passage to him, keeping the PCs at a distance while he casts cats grace and longstrider on himself. Then, he will enter melee.

Damaged Zombie (4) (3.5)                         CR 1/2

Frozen Zombie
hp
5/12

 

Damaged Zombie (4) (Pathfinder)          CR 1/2

XP 400
Frozen Zombie
hp
5/12

Treasure

Searching Ofas' Yurt reveals basic furniture, as well as the teleportation spire, already active.

Development: Once the PCs have identified the teleportation spire they will immediately be able to tell that the item is active, thrumming with energy, and separated from its partner.

Even if the PCs do not activate the spire and transport themselves to Midwinter’s fortress, in only one week, the party will find the fortress teleported to them, instead!

 

 

Chapter 2 – Eternally Frozen

C.  Midwinter’s Fortress

Midwinter’s fortress is a massive structure deep in the arctic, so far north that it is beyond any maps made by the civilized people of most lands. Built by Midwinter’s father long before she was even hatched, the structure resembles a titanic face, bursting from the ice as if in agony, and it has stood nearly two thousand years undisturbed.

Adventure Location: Midwinter's Fortress

Location: A fortress carved from a mountain of ice, it resembles a titan frozen as it burst free from beneath the surface. For hundreds of miles in all directions there is nothing but desolate, frozen arctic desert.

Dangers: Cold, Dragons, Elementals, Undead
Lighting: normal
Walls: solid ice, ten or more feet thick unless noted
Floors: rough ice
Doors: none
Mood: a cold fortress cut off from the rest of the world.

 

 

Arctic Wasteland

This arctic landmass is a place few even know of, and fewer still are willing to visit or disturb. After all, why sail halfway around the world for a frozen land where nothing can grow?

There are races that live here, however, surviving through magic and other supernatural means, and they make easy, if slim pickings for a dragon like Midwinter.

None of these settlements exist anywhere near the fort, the closest being a settlement of yeti over five hundred miles away. There are no tracks out less than six months old - rarely does Midwinter not fly out.

 

Climbing the Castle

Midwinter’s castle is grand, and designed only for dragons – large, flying creatures. The main chambers, and roof are connected by an irregular shaft (the dark areas on the map represent holes in the floor – there is a similar hole in the ceiling of C6) for Midwinter to fly up or down. Medium sized creatures are forced to use magic, or climb the smooth, ice walls (DC 30 Climb check inside, DC 25 outside).

Though it is rare, occasionally the castle is attacked, and its walls are designed to funnel any land-based creatures down into the maw of the castle, with its traps and guardian.

Climbing any of the walls, inside or outside, requires a DC 30 Climb check.

 

 

C1. Belly of the Castle

You appear in a vast chamber, where the walls, floor and ceiling are covered with – no, carved from— a single titanic block of ice. Light pours into the chamber from some series of chambers above, revealing the sky far above. Around the edges of the room, the ground is littered with hundreds, if not thousands of ancient, shattered bones.

The belly of the castle, which usually serves as Midwinter’s trash disposal, is where the teleportation spire has been set, building the energy needed to move the whole castle.

Other than the spire and the bones, the room here is empty.

 

 

C1a. Cattle Pens

Several cages are set into the wall here, the bars of rod iron set into the ice with no visible doors. Most of the cells are empty, but one contains a large white-furred creature huddled in the corner.

This yeti, Oblimak, was sacrificed by his tribe as an offering to appease Midwinter. She has left him here to starve, and eventually freeze to death. When the PCs find him, he is delirious and weak, unable to raise much as much as a hand in his own defense. If the PCs save him, however, he can tell the party of Midwinter’s habits, of her undead father, and how she had recently been preening about having an egg soon to hatch.

Oblimak                                                              CR 1

XP 400
Sickened Yeti (Pathfinder RPG Bestiary)
hp
15/45

Skill Challenge

Though it appears there are no doors, a cleverly hidden mechanism allows the solid ice wall to slide up and down into the floor. A DC 25 Disable Device check can locate the mechanism, and the hidden switch used to activate it.

 

 

C2. Kythoci’s Tomb (CR 8)

The bones littering the ground are replaced here by white dragon scales, scuffed and shattered on the ground. Their former owner is not far away, the neatly mummified body of a huge dragon lies still in the center of the room, missing eyes and teeth, but still imposing.

Though Midwinter has certainly made this castle her own, it originally belonged to Midwinter’s father, Kythoci, whose body rests within this chamber. Formerly an ancient dragon in his own right, Midwinter has animated him as a massive frozen zombie to join her on many of her raids – though his inability to fly limits how often he is actually able to join her on missions.

Kythoci (3.5)

Kythoci (3.5e)                                                    CR 8

Ancient white dragon skeleton
CE Huge undead (cold)
Init +1; Senses blindsense 60 ft., darkvision 60 ft.; Listen +0, Spot +0
aura frightful presence (240 ft., DC 27)
DEFENSE                                                                                                
AC 12, touch 9, flat-footed 11 (+1 Dex, +3 natural, -2 size)
hp 195 (30d12)
Fort +10, Ref +11, Will +12
DR 15/magic, 5/bludgeoning; Immune cold, undead traits
OFFENSE                                                                                                
Spd 60 ft., burrow 30 ft., swim 60 ft.
Attack bite +24 melee (2d8+14)
Full Attack
bite +24 melee (2d8+14), 2 claws +19 melee (2d6+7), 2 wings +19 melee (1d8+7), tail slap +19 melee (2d6+21)
Space
15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks crush (2d8)
STATISTICS                                                                                            
Str 33, Dex 12, Con –, Int –, Wis 10, Cha 1
Base Atk +15; Grapple +34
Feats Improved Initiative

Kythoci (Pathfinder)

Kythoci (Pathfinder)                                        CR 8

XP 4,800
Ancient white dragon skeleton
NE Huge undead (cold)
Init +5; Senses darkvision 60 ft.; Perception +0
Aura cold (10 ft., 2d6 cold damage), frightful presence (300 ft., DC 20)
DEFENSE                                                                                                
AC 12, touch 9, flat-footed 11 (+1 Dex, +3 natural, –2 size)
hp 90 (20d8)
Fort +7, Ref +8, Will +12
DR 5/bludgeoning; Immune cold, undead traits
OFFENSE                                                                                                
Speed 30 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.
Melee bite +31 (2d8+16/19–20), 2 claws +30 (2d6+11), 2 wings +25 (1d8+5), tail slap +25 (2d6+16)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
STATISTICS                                                                                            
Str 33, Dex 12, Con –, Int –, Wis 10, Cha 10
Base Atk +15; CMB +29; CMD 40 (44 vs. trip)
Feats Improved Initiative

Treasure

Midwinter has left her father but a single treasure - he no longer knows better. That treasure is single, uncut diamond nearly a foot across. In its current state it would be worth 500gp, but a DC30 Craft (jewelry) or Profession (jeweler) check can identify that with a week of work (and another check of the same DC), it could be cut into many smaller diamonds collectively worth 5,000gp.

 

 

 

 

C3. Maw of the Castle (CR 11)

Passing between huge spires of ice that jut from the ground and the ceiling, you can clearly see the shape of the massive structure you had been in – a frozen titan bursting from the ice, screaming as if in pain.

While the castle is deep in the arctic, there are predators, and prey, who occasionally stumble into Midwinter’s fortress. For this, Kythoci had built trap to destroy, scatter, or weaken any arctic creature who stumbled into the structure unbidden. It is 30 ft. outside the building, so as not to damage the carving with the heat.

Flame Jets Trap (3.5e)                                   CR 11

Type magic; Perception DC 30; Disable Device DC 30
Effects                                                                                                    
Trigger proximity (alarm); Reset none
Effect spell effect (flame strike, 15d6 fire damage, DC 17 Reflex save for half damage); multiple targets (all targets in a 30-ft. radius)

Flame Jets Trap (Pathfinder)                       CR 11

Type magic; Perception DC 30; Disable Device DC 30
Effects                                                                                                    
Trigger proximity (alarm); Reset none
Effect spell effect (flame strike, 15d6 fire damage, DC 17 Reflex save for half damage); multiple targets (all targets in a 30-ft. radius)

 

 

C4. Treasury

Jewels, art, and even entire creatures are frozen into the clear walls of ice in this huge chamber.

Midwinter has little need for gold and gems on any immediate basis. Whatever trophies she collects, she brings here, carves out a place for it, and freezes it in place, often eternally. The yeti Tongath cares for the treasures in here – for the walls themselves, really – polishing them until they gleam with a thousand frozen treasures.

The walls have a hardness of 10; the treasures are not buried far within, requiring only 5hp of damage to free. Fire damage bypasses the wall's hardness. Twenty separate one foot sections of wall need to be carved out to recover all of the treasure.

Treasure

Embedded in the walls amongst several larger trophies not valuable to the party (such as the prow of a sailing ship) are: a figurine of wondrous power (silver raven), a +1 buckler of spell resistance (13) that appears to be beaten from a sheet of gold, seven small platinum bars worth 500gp each and an assortment of other small works of art carved from precious metal, totaling 11,000gp.

 

 

 

C4a. Servant’s quarters

While most often Midwinter eats the offerings from the nearby tribes, occasionally one of the offerings impresses their value to her, and she keeps them as a servant. Tongath is clever, for a yeti, and through flattery and servitude, has kept himself safe for years.

He understands that if the PCs are a legitimate threat to Midwinter, he will be helpless against them, and will simply hide here. He will tell inquisitive PCs that he will not betray the dragon while she is alive, as doing so would mean his own death if she survives.

Skill Challenge

If persuaded with a DC 15 Intimidate check, Tongath will tell the PCs of Midwinter’s activities and of a blue dragon who had come here several months ago to talk with Midwinter. He was particularly impressed with its color - he didn't even know there were other colored dragons!

Tongath (3.5e)                                                  CR 4

Yeti (Pathfinder RPG Bestiary)
hp
45

 

Tongath (Pathfinder)                                      CR 4

XP 400
Yeti (Pathfinder RPG Bestiary)
hp
45

 

 

C5. Nest

A hundred feet from the ground, this frozen claw holds a single dragon egg gingerly in its palm.

This nest, carved to resemble a claw, is only accessible from the air and holds Midwinter's only egg and a bound fire elemental to keep it warm while it matures. The father is a ‘lesser’ dragon from elsewhere within the arctic, with whom Midwinter recently had a brief tryst in interest of having an egg, which she laid approximately two months ago.

Development Interested PCs may be willing to raise the unhatched dragon themselves. Rules to do so can be found at the end of this adventure.

Bound Fire Elemental (3.5)

Bound Fire Elemental (3.5e)                        CR 11

N Huge elemental (extraplanar, fire)
Init +13; Senses darkvision 60 ft.; Listen +28, Spot +29
DEFENSE                                                                                                
AC 25, touch 18, flat-footed 16 (+9 Dex, +8 natural, –2 size)
hp 204 (24d8+96)
Fort +14, Ref +23, Will +10
DR 10/—, Immune elemental traits, fire
Weaknesses vulnerability to cold
OFFENSE                                                                                                
Speed 60 ft.
Attack slam +26 melee (2d8+6 plus 2d8 fire)
Full Attack
2 slams +2 melee (2d8+6 plus 2d8 fire)
Space 15 ft.; Reach 15 ft.
Special Attacks burn (2d10, DC 22)
STATISTICS                                                                                            
Str 22, Dex 29, Con 19, Int 6, Wis 11, Cha 11
Base Atk +18; Grapple +32
Feats Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Great Fortitude, Iron Will, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (slam)
Skills Listen +28, Spot +29

Burn (Ex)
A fire elemental’s slam attack deals bludgeoning damage plus fire damage from the elemental’s flaming body. Those hit by a fire elemental’s slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC varies with the elemental’s size (see table). A burning creature can take a move action to put out the flame. The save DC is Constitution-based.

Bound Fire Elemental (Pathfinder)

Bound Fire Elemental (Pathfinder)            CR 11

XP 12,800
N Huge outsider (elemental, extraplanar, fire)
Init +13; Senses darkvision 60 ft.; Perception +19
DEFENSE                                                                                                
AC 26, touch 18, flat-footed 16 (+9 Dex, +1 dodge, +8 natural, –2 size)
hp 152 (16d10+64)
Fort +14, Ref +19, Will +7
DR 10/—, Immune elemental traits, fire
Weaknesses vulnerability to cold
OFFENSE                                                                                                
Speed 60 ft.
Melee 2 slams +23 (2d8+8 plus burn)
Space 15 ft.; Reach 15 ft.
Special Attacks burn (2d10, DC 22)
STATISTICS                                                                                            
Str 26, Dex 29, Con 18, Int 10, Wis 11, Cha 11
Base Atk +16; CMB +26; CMD 46
Feats Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Stance, Mobility, Spring Attack, Weapon Finesse, Wind Stance
Skills Acrobatics +28, Climb +27, Escape Artist +28, Intimidate +19, Knowledge (planes) +19, Perception +19

 

 

C6. Midwinter’s Throne

Open to the grey sky above, this massive bowl-like chamber is polished to a mirror shine to reflect the light inwards, and is much warmer than the surrounding areas as a result. Sitting in the very center is a massive white dragon, staring in your direction.

This throne room is where Midwinter spends most of her time, and where she currently basks, enjoying the relative warmth of this lens-like chamber. She until the spire activates she has nothing to do but relax, and for now just lazes in the sun. She will almost certainly have heard the PCs downstairs, though she is arrogant enough to believe they will have been handled – or at least softened up — by her traps and her father, whom she can always reanimate later.

Midwinter (3.5)

Midwinter (3.5e)                                            CR 14

Variant old white dragon
CE Huge dragon (cold)
Init +0; Senses blindsense 60 ft., darkvision 120 ft.; Listen +28, Spot +28
aura frightful presence (240 ft., DC 23)
DEFENSE                                                                                                
AC 34, touch 8, flat-footed 34 (+26 natural, -2 size)
hp 276 (24d12+120)
Fort +19, Ref +14, Will +15
DR 10/magic; Immune cold, paralysis, sleep; SR 21
Weakness vulnerability to fire
OFFENSE                                                                                                
Spd 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.
Attack bite +32 melee (2d8+14)
Full Attack
bite +32 melee (2d8+14), 2 claws +27 melee (2d6+7), 2 wings +26 melee (1d8+7), tail slap +26 melee (2d6+21)
Space
15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (50-ft. cone; DC 27; 8d6 cold), crush (2d8), freezing fog (3/day, DC 18)
Spell-Like Abilities (CL 8th)
1/day – fog cloud, gust of wind
Spells Known (CL 5th)
2nd (4/day) – resist energy, see invisibility
1st (6/day) – alarm, magic aura, shield, true strike
0 (6/day) – acid splash, dancing lights, detect magic, mage hand, message, ray of frost
STATISTICS                                                                                            
Str 29, Dex 10, Con 21, Int 12, Wis 13, Cha 12
Base Atk +24; Grapple +41
Feats Alertness, Blind-Fight, Cleave, Flyby Attack, Hover, Improved Critical (bite), Improved Initiative, Improved Sunder, Lightning Reflexes, Power Attack, Snatch, Weapon Focus (bite, claw)
Skills Intimidate +28, Knowledge (arcane) +28, Listen +28, Spot +28, Sense Motive +28, Spellcraft +15, Swim +41
Languages Common, Draconic
SQ icewalking
Gear dragonslayer medallion (bronze, cursed)

Freezing Fog (Sp) Midwinter can use this ability three times per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. Midwinter is immune to the grease effect because of its icewalking ability. This ability is the equivalent of a 5th-level spell.

Icewalking (Ex) This ability works like the spider climb spell, but the surfaces Midwinter climbs must be icy. She can move across icy surfaces without penalty and does not need to make checks to run or charge on ice.

Midwinter (Pathfinder)

Midwinter (Pathfinder)                                CR 14

XP 38,400
Very old white dragon
CE Huge dragon (cold)
Init +4; Senses dragon senses, snow vision; Perception +32
aura(cold (10 ft., 1d6 cold damage), frightful presence (270 ft., DC 22)
DEFENSE                                                                                                
AC 34, touch 8, flat-footed 34 (+26 natural, -2 size)
hp 256 (19d12+133)
Fort +17, Ref +13, Will +14
DR 15/magic; Immune cold, paralysis, sleep; SR 25
Weakness vulnerability to fire
OFFENSE                                                                                                
Spd 30 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.
Melee bite +28 (2d8+15/19-20), 2 claws +27 (2d6+10), 2 wings +22 (1d8+5), tail slap +22 (2d6+15)
Space
15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (50-ft. cone, DC 27 18d4 cold), crush, freezing fog (3/day, DC 18)
Spell-Like Abilities (CL 19th)
At Will – fog cloud, gust of wind
Spells Known (CL 7th; Concentration +9)
3rd (5/day) – dispel magic, displacement, lightning bolt (DC 15)
2nd (7/day) – invisibility, fog cloud, resist energy, see invisibility
1st (7/day) – alarm, grease (DC 13), magic aura, shield, true strike
0 (at will) – acid splash, dancing lights, detect magic, ghost sound, mage hand, mending, message, ray of frost
STATISTICS                                                                                            
Str 31, Dex 10, Con 23, Int 14, Wis 17, Cha 14
Base Atk +19; CMB +31; CMD 40 (44 vs. trip)
Feats Alertness, Flyby Attack, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Sunder, Improved Vital Strike, Lightning Reflexes, Power Attack, Vital Strike, Weapon Focus (bite)
Skills Fly +13, Intimidate +24, Knowledge (arcane) +24, Knowledge (history) +24, Perception +29, Sense Motive +29, Spellcraft +24, Swim +40
Languages Common, Draconic
SQ icewalking, ice shape
Gear dragonslayer medallion (bronze, cursed)

Cold Aura (Su) Midwinter radiates an aura of cold. All creatures within 5 feet of the dragon take 1d6 points of cold damage at the beginning of the dragon's turn.

Freezing Fog (Sp) Midwinter can use this ability three times per day. It is similar to an acid fog spell but deals cold damage instead of acid damage. It also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. Midwinter is immune to the grease effect because of her icewalking ability. This ability is the equivalent of a 6th-level spell.

Ice Shape (Su) Midwinter can shape ice and snow at will. This ability functions as stone shape, but only targeting ice and snow, not stone. Midwinter’s caster level for this effect is 21.

Icewalking (Ex) This ability works like the spider climb spell, but the surfaces Midwinter climbs must be icy. She can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

Snow Vision (Ex) Midwinter can see perfectly well in snowy conditions. She does not suffer any penalties to Perception checks while in snow.

TACTICS                                                                                                  
During Combat Midwinter will take to the air, and blast PCs with freezing fog, and her breath weapon. For PCs that seem to be resistant to cold, she will cast lightning bolt. If PCs fly to engage her in melee, she will dispel them, only entering melee as a last resort.
Morale Midwinter will fly outside if reduced to 100hp, and force PCs to follow her, using her breath weapon to slow them down as best she can. She will return within the day to assure her presence within the spire's effect radius.

Treasure While most of Midwinter's treasure is embedded in the walls of the treasury, she keeps 30,000 sp in ancient coins here as a bed.

 

 

 

Concluding the adventure

This adventure is complete when Midwinter herself is defeated, but the PCs should feel free to continue exploring, and looting, her fortress. Once they’re done, any normal teleportation spell will return the party to the Klavek Kingdom, as will the teleportation spire through manual use, or automatically in seven days.

Unfortunately for the PCs, though, Midwinter is only the first dragon that will be bothering them and the kingdom in the near future. Rumors of dragons stirring in all parts of the kingdom are rising. Soon, the party will be forced to fight them from the shipping lanes, the mountains, and even the sky itself as the heir to the Saatman throne continues his work rebuilding his empire.

 

 

 

Experience Rewards

If the PCs rescue the two yeti, Oblimak and Tongath, and give them supplies for the long trip home, grant the PCs experience for a CR 10 encounter. If the PCs only rescued one yeti, or do not assist them with supplies, grant them XP for a CR 8 encounter.

 

 

 

Murashyk

This humanoid figure is made from packed snow. A bleached skull sits on top, held in place by a knot of roots.

Murashyk (3.5e)                                             CR 11

NE Medium undead (augmented humanoid, cold)
Init +9; Senses darkvision 60 ft.; Spot +23
Aura wanderlust (120 ft.)
DEFENSE                                                                                                

AC 27, touch 18, flat-footed 18 (+9 Dex, +8 natural)
hp 168 (16d12+64)
Fort +5, Ref +14, Will +14
Defensive Abilities amorphous; Immunity cold, undead traits
Weakness vulnerability to fire
OFFENSE                                                                                                
Spd 30 ft.
Attack slam +10 melee (1d4+2 plus pangs of guilt) or snowshot +17 ranged (2d6 plus 3d6 cold and pangs of guilt)
Full Attack
slam +10/+5 melee (1d4+2 plus pangs of guilt) or snowshot +17/+12 ranged (2d6 plus 3d6 cold and pangs of guilt)
STATISTICS                                                                                            
Str 14, Dex 28, Con –, Int 10, Wis 18, Cha 18
Base Atk +8; Grapple +17
Feats Combat Reflexes, Mobility, Point Blank Shot, Precise Shot, Shot on the Run
Skills Disguise +23, Spot +23, Sense Motive +23, Stealth +28 (+36 in snow); Racial Modifiers Stealth +8 in snow
Languages Common (cannot speak)
SQ icewalking
ECOLOGY                                                                                              
Environment any cold
Organization solitary
Treasure none

Aura of Wanderlust (Su) any creature gazing upon a Murashyk feels the utter to follow the Murashyk wherever its unnatural path might lead. If a creature fails a DC 15 Will save, the creature must move towards the Murashyk that round as directly as possible, even if such a direct path would lead the target into a dangerous situation.

Pangs of Guilt (Sp) the mere touch of a Murashyk incite feelings of guilt and self-blame. Targets must make a DC 20 Will save or become shaken for one hour.

Snowshot (ex) as a swift action, a murashyk can create up to four dart-like projectiles within itself. These snowshots do 2d6 damage + 3d6 cold damage, but melt harmlessly after only one minute. A snowshot has a range increment of 20 ft, and is always destroyed on impact.

Icewalking (Ex) This ability works like the spider climb spell, but the surfaces the murashyk climbs must be icy. The murashyk can move across icy surfaces without penalty and does not need to make checks to run or charge on ice.

 

 

 

Murashyk (Pathfinder)                                 CR 11

XP 12,800
NE Medium undead (augmented humanoid, cold)
Init +9; Senses darkvision 60 ft.; Perception +23
Aura wanderlust (120 ft.)
DEFENSE                                                                                                

AC 27, touch 18, flat-footed 18 (+9 Dex, +8 natural)
hp 136 (16d8+64)
Fort +5, Ref +14, Will +14
Defensive Abilities amorphous; Immunity cold, undead traits
Weakness vulnerability to fire
OFFENSE                                                                                                
Spd 30 ft.
Melee slam +14/+9/+4 (1d4+2 plus pangs of guilt)
Ranged
snowshot +21/+16/+11 (2d6 plus 3d6 cold and pangs of guilt)
STATISTICS                                                                                            
Str 14, Dex 28, Con –, Int 10, Wis 18, Cha 18
Base Atk +12; CMB +21; CMD 33
Feats Agile Maneuvers, Combat Reflexes, Mobility, Pinpoint Targeting, Point Blank Shot, Precise Shot, Shot on the Run, Stand Still
Skills Disguise +23, Perception +23, Sense Motive +23, Stealth +28 (+36 in snow); Racial Modifiers Stealth +8 in snow
Languages Common (cannot speak)
SQ icewalking
ECOLOGY                                                                                              
Environment any cold
Organization solitary
Treasure none

Aura of Wanderlust (Su) any creature gazing upon a Murashyk feels the utter to follow the Murashyk wherever its unnatural path might lead. If a creature fails a DC 15 Will save, the creature must move towards the Murashyk that round as directly as possible, even if such a direct path would lead the target into a dangerous situation.

Pangs of Guilt (Sp) the mere touch of a Murashyk incite feelings of guilt and self-blame. Targets must make a DC 20 Will save or become shaken for one hour.

Snowshot (ex) as a swift action, a murashyk can create up to four dart-like projectiles within itself. These snowshots do 2d6 damage + 3d6 cold damage, but melt harmlessly after only one minute. A snowshot has a range increment of 20 ft, and is always destroyed on impact.

Icewalking (Ex) This ability works like the spider climb spell, but the surfaces the murashyk climbs must be icy. The murashyk can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

When a mortal travels into the frozen tundra, but dies after finding themselves woefully unprepared for the land around them, occasionally a Murashyk will rise in their place. Their bones come free from their flesh, clothing themselves in snow and frozen ground surrounding them, and wander eternally lost in the hinterlands.

Unlike most undead, Murashyk do not seek out the living. Instead, they seek out any civilization they can watch from a distance before wandering away – often resulting in many mindlessly giving chase, to soon die in exposure to the elements. Their endless guilt forces them never to willingly enter a settlement or even a campsite for their prior failure, but they will often come as close as the walls before departing.

Despite their habitual wandering, Murashyk are not mindless. They are generally just as intelligent as before they died – usually no more so than average – but they have become twisted, and must follow patters they do not understand or accept.

Animating a Murashyk

Murashyk can be created using create greater undead by a caster of CL of 15 or higher, and in addition to the body and standard spell components, at least 200 lbs. of ice and snow is required.

Newly created Murashyk are resentful of their masters, but obedient, even if not directly controlled. If given the chance to desert them or lead them to their deaths in the wilderness, they will.

 

 

 

New Magic Items

 

Teleportation Spires

Aura strong conjuration; CL 17th
Slot none; Price 15,000 gp; Weight 8 lbs.
DESCRIPTION
Always created in pairs, these five foot long crystal spires are sharp at one end, and feature a glowing orb at the other. By planting one in the ground in one location, a teleportation spire allows the activator to begin the process of transporting a 2,500-ft. radius sphere from the location of one spire to the other as splice location.

The transportation occurs exactly 25 days after the initial spire was activated, but can be negated by removing the activated spire from the ground at any point. Once the transportation is activated, creatures within the remaining radius must make a DC 22 Will save to resist being transported alongside the area they are in.

In addition, so long as the spire is active, as a standard action any creature touching the spire can will himself to be teleported to the other teleportation spire. This movement is instant, and permanently reduces the radius of the teleportation spire’s effect by 100-ft.

Once the remaining radius reaches 500-ft., or once the spires have spliced their locations, the spires both crack and lose their power.
CONSTRUCTION
Requirements
Craft Wondrous Item, splice location, teleportation circle; Cost 7,500 gp

 

 

Dragonslayer Medallion

Aura faint evocation; CL 5th
Slot neck; Price 7,500 gp; Weight 1 lb.
DESCRIPTION
Two thin iron chains are braided together with one of gold, together serving as a pennant for a large, carved dragon scale. Depicted on the scale is the image of men warring with dragons – typically slaying them in single combat.

When worn, this amulet grants a number of bonuses against one color of dragon, decided at the time of the medallion’s creation. Firstly, it grants a +1 insight bonus on any saves made against spells or effects the dragon creates. Secondly, it grants a +1 insight bonus to AC against all attacks from that type of dragon.

Finally, it also serves as an ablative protection against that type of dragon’s breath weapon, protecting the wearer against 200 breath weapon damage. Once this damage is expended, the medallion shatters.
CONSTRUCTION
Requirements
Craft Wondrous Item, divine favor, protection from energy; Cost 3,750 gp

 

 

Dragonslayer Medallion, Cursed

Aura faint evocation; CL 5th
Slot neck; Weight 1 lb.
DESCRIPTION
Though this medallion appears to be a normal dragonslayer medallion to casual examination, it instead serves as a trap laid by dragons against those that wish them harm.

The targeted dragon type always confirms critical hits against the wearer of this cursed medallion, and it protects only against a single point of breath weapon damage before shattering.
CONSTRUCTION
Requirements
Craft Wondrous Item, divine favor, true strike

 

 

New Spell

Splice Location

School conjuration (teleportation); Level cleric 8, sorcerer/wizard 8
Casting Time see below
Components V, S, M (100gp in amber dust per day)
Range 0 ft.
Area 500-ft.-radius
Effect teleports multiple locations
Duration instantaneous
Saving Throw yes (harmless); Spell Resistance yes

You bend the walls of the planes, allowing you to swap two locations with one another anywhere on the same plane. In effect, this spell teleports, as greater teleport all creatures and objects in the spell area and all creatures in the target area with one another.

Unaffected creatures are able to choose if they are transported with the location they are in, or to remain in the new location, where they are teleported to a safe location within the area.

This spell requires 8 hours of casting time per 1,000lbs within the spell area and target area.

 

 

 

Arnut

Titles The White Lady, Snow Queen, The North Wind
Home elemental plane of water
Alignment lawful neutral
Portfolio cold, purity, judgment, winter
Worshippers arctic natives
Domains Protection, Water, Weather
Subdomains Ice, Seasons, Purity
Favored Weapon
longspear

Considered a minor goddess across most of the land, paid service only as winter approaches, Arnut is a popular patron in Klavek for her ties to the frozen landscape and to winter itself.

History

Arnut has existed as long as winter itself, born as the world began turning. Her and her three siblings divided up the seasons of the year amongst themselves, taking the cold and unforgiving realm of winter for herself.

Appearance

Arnut most often appears as tall, hairless woman with pale blue skin, wearing a white robe that falls down into a swirling cloud of snow about her feet. She also appears as a cloud of snowflakes carried on the wind, whispering into the ears of passersby.

Church of Arnut

Arnut’s worship is strongest in the Klavek Kingdom, though shrines for her and her siblings appear across the continent, worshipped in passing as the seasons change.

Worshippers and Clergy
Arnut’s clergy are primarily female, those who tend the homestead and shelter the family from the cold. They usually dress in white robes, and carry lanterns with them hanging from long spears to help guide others through the snow.

Holy Text

Winterfall
This book describes not only the practices of Arnut’s clergy, but also how to celebrate her holy days. It typically also features additional documents detailing both the signs for changing seasons, as well as what must be done to prepare for winter.

 

 

 

Training Dragons

Dragons come in as many personalities as they do colors, and despite their natural inclinations to good or evil, if an egg can be procured early enough, even the most evil dragon can be trained by one with enough patience.

Of course, rarely does a dragon allow its eggs to fall into anyone’s hands but their own, and extreme measures are usually required to keep a mother dragon from seeking out and forcibly reclaiming her eggs.

Acquiring one of these eggs should be an adventure in itself, but when the result is hatching a dragon of your own, surely it is worth the risk!

 

Keeping a Dragon Egg

Most Dragon eggs require similar conditions to incubate and develop properly. That is, they need a relatively warm area, and their egg needs to be kept straight, still and reasonably clean. Further, all dragons develop best when they are spoken to through the shell while they are growing.

As dragons are far more intelligent than most creatures, they are able to learn spoken languages and moral predispositions through their shell, often to the point where they are able to speak eloquently within a few days of hatching.

While dragon eggs are sturdy things (they have a hardness of 5 and 25hp), eggs that are kept by parties on the move are likely not to develop properly. For each full month on the road before hatching, a dragon suffers a permanent -2 to all statistics.

Further, unless stated otherwise, dragon eggs must be kept between 35 and 55°F for at least half the day, every day. While stationary eggs will have little issue with this, simply keeping the egg in the center of a standard campfire is enough. Each day an egg goes below or above this temperature there is a cumulative 1% chance the dragon in the egg dies.

 

An Egg’s Caretaker

To become an egg’s caretaker, a character must spend at least one hour a week attending to the egg, assuring it is clean, warm, and spoken to. Doing so allows the dragon within the egg to learn any one language spoken to it (chosen by the caretaker) by each caretaker. Further, the one creature that spends the most time with the egg is considered the egg’s primary caretaker. The dragon in the egg adopts that creature’s stance on good or evil – though it retains its natural alignment in terms of law and chaos.

A dragon’s caretaker gains a +2 circumstance bonus on any roll to train this dragon in the future. The dragon’s primary caretaker gains an additional +2.

 

Hatching the Egg

Once the incubation period is complete, a dragon will begin to move vigorously to free itself from its egg. This typically takes 2d4 days from the end of the incubation period, though this can be assisted at any time by an outside creature. A creature that assists the dragon in freeing itself from the egg gains a +1 circumstance bonus on all rolls made to train that dragon in the future.

 

Hatchlings

Though dragons are dangerous creatures, and mature quickly from the egg, for a number of months equal to their immaturity period, they are considered immature hatchlings. Statistically, they are considered Young Wyrmlings, and are unable to use either their breath weapon, or fly.

Hatchlings also eat ravenously. Each day, they consume four medium creature’s worth of food, or half as much in raw meat. If a wyrmling is always fed by a single creature, that creature gains an additional +2 circumstance bonus on all rolls to train that dragon in the future.

It is also at this stage that a dragon’s training must begin, if it is to be trained. A creature intending on using the dragon as a bonded mount, familiar, or animal companion, must not currently have a companion of that type, and then make a Handle Animal check with a DC equal to the dragon’s base training DC.

Characters intending on training a dragon to serve as an unbonded mount or basic companion must instead make a Handle Animal check with a DC equal to the dragon’s base training DC +5, as when dragons form bonds, they prefer to do so closely to one individual, or not at all.

This one check can be attempted by multiple creatures at once – though only once per dragon. If multiple creatures attempt to train a dragon, it always chooses to bond with the creature with the highest check. In cases of ties, the dragon usually chooses randomly.

 

Dragons as Companions

For a dragon to be treated as a wizard’s familiar, the wizard must within one step of alignment as the dragon, and be at least 9th level, with the Improved Familiar feat.

For a dragon to serve as a bonded mount or animal companion, the paladin or druid’s effective level must be at least 9th. They continue to advance as both a dragon and an animal companion at their companion’s level -8.

A dragon that is trained to serve as a general mount will typically grow to be less intelligent than a normal dragon, and receives a permanent -2 to Int. However, they will willingly serve a mount for any creature that requests it of them.

Dragons are extremely attached to their companions, and should their companion leave them or be killed, they will often become depressed near the point of suicide, often becoming mad and feral within weeks.

 

Dragons as Mounts

Most Wyrmlings are unable to carry a creature as large as Medium. However if trained to do so, a dragon is capable of serving as a mount for a creature of its size or smaller. However, until it is one or more size categories larger than its rider, it is unable to fly while serving as a mount.

 

Wyrmlings

Once a dragon has matured to a wyrmling, they are intelligent enough to make their own decisions based on their alignment and training, and cannot be trained further except by a creature with whom it has already formed a bond as companion.

 

Dragon ColorIncubationImmaturityTraining DCSpecial Requirements
Black5 months6 months25Egg must be kept in darkness during incubation period.
Blue5 months5 months22
Green5 months7 months22
Red3 months4 months30Eggs must be incubated at least at 90°F
White7 months5 months22Eggs must be incubated between 0°F and 5°F. Hatchlings must be fed frozen food.
Brass5 months7 months25
Bronze9 months6 months23Egg must be incubated underwater
Copper6 months6 months18
Gold5 months7 months25Hatchlings will always be Good.
Silver4 months4 months17

 

 

Player Maps

  

 

VTT Maps

For use in Roll20 or other virtual tabletop programs.