0% found this document useful (0 votes)
41 views28 pages

A05 Winterflower

The document outlines the credits and contributors for the adventure 'Winter Flower,' designed for 4th-5th level Pathfinder compatible PCs. It details the adventure's background, synopsis, and various quests involving three characters vying for the affection of a maiden during the Winterflower Festival. The adventure incorporates elements of exploration, combat, and problem-solving, with a focus on retrieving treasures from a shipwreck and a dwarf cave.

Uploaded by

Samuel Dias
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
41 views28 pages

A05 Winterflower

The document outlines the credits and contributors for the adventure 'Winter Flower,' designed for 4th-5th level Pathfinder compatible PCs. It details the adventure's background, synopsis, and various quests involving three characters vying for the affection of a maiden during the Winterflower Festival. The adventure incorporates elements of exploration, combat, and problem-solving, with a focus on retrieving treasures from a shipwreck and a dwarf cave.

Uploaded by

Samuel Dias
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Credits

Creative Director • Jonathan Nelson


Senior Art Director • Todd Gamble
Editor • Jonathan Nelson
Editorial Assistance • Stephen Yeardley
Graphic Designer • Todd Gamble
Publisher • Jonathan Nelson
Cover Artist • Todd Gamble
Cartographer • Todd Gamble
Contributing Artist •Tim Tyler
Layout • Marie Small

[Link], LLP Founders


Jonathan Nelson & Todd Gamble

Special Thanks
Stephen Yeardley, Joshua Gullion, Will Myers
Nathan Land, Cory Vickruck

“Winter Flower” is a 3.5 OGL & Pathfinder Compatible Adventure designed for four to six 4th-5thlevel PCs.
This product makes use of the 3.5 OGL, Pathfinder Roleplaying Game Core Rulebook, Pathfinder Roleplaying Game, and Pathfinder
Roleplaying Game Bestiary. These rules can be found online as part of the 3.5 SRD and Pathfinder Roleplaying Game Reference Document
at [Link] and [Link] respectively.

This adventure is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5
edition of the world’s oldest fantasy roleplaying game. The OGL can be found on page 27 of this product.

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a,
Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots,
storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are
in the public domain are not included in this declaration.)

Open Content: Except for material designated as Product Identity (see above), the game mechanics of this
[Link], LLP game product are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d).
No portion of this work other than the material designated as Open Game Content may be reproduced in any form
without written permission.

[Link], LLP
7750 Maple Ave SE
Snoqualmie, WA 98065

[Link]
[Link], [Link], LLP. All Rights Reserved.
[Link], LLP, [Link], the Balkmore Shield with Crossed Swords logo,
the Village of Rybalka, and Rybalka’s Best Vodka are registered trademarks of [Link], LLP;
Table of Contents

Adventure Background........................................................................................................................................................................1
Adventure Synopsis...............................................................................................................................................................................1
Nicoli’s Path.........................................................................................................................................................................................1
Alem’s Path..........................................................................................................................................................................................1
Vladimir’s Path...................................................................................................................................................................................1
Adventure Hook......................................................................................................................................................................................2
Adventure Path: Transition from A4 to A5...............................................................................................................................2
Possible Conclusions.............................................................................................................................................................................2
Nicoli’s Quest............................................................................................................................................................................................2
1A. Vikmordere Scouting Party....................................................................................................................................................3
1B. Rybalkan Shipwreck..................................................................................................................................................................3
S1. Gaping Hole...........................................................................................................................................................................5
S2. Cargo........................................................................................................................................................................................5
S3. Door to Captain’s Quarters................................................................................................................................................5
S4. Captain’s Quarters................................................................................................................................................................5
S5. Ladder......................................................................................................................................................................................6
S6. Cannon....................................................................................................................................................................................6
Alem’s Quest.............................................................................................................................................................................................6
2A. Hungry Kobolds.........................................................................................................................................................................6
2B. Entrance to the Dwarf Cave...................................................................................................................................................7
Entrance to the Dwarven Realm...........................................................................................................................................7
Moss Cave.....................................................................................................................................................................................9
Vladimir’s Quest .....................................................................................................................................................................................9
3A. Dangers of Dark Wood..........................................................................................................................................................10
3B. Treacherous Climb...................................................................................................................................................................10
3C. Race to the Top.........................................................................................................................................................................11
Conclusion: Heroic Heartbreak........................................................................................................................................................14
Experience Awards..............................................................................................................................................................................14
Encounter Index...................................................................................................................................................................................15
3.5........................................................................................................................................................................................................15
Pathfinder.........................................................................................................................................................................................17
Handouts/Maps (copyable/printable)..........................................................................................................................................21
Winterflower Adventure Map....................................................................................................................................................21
Old Rybalkan Shipwreck Map....................................................................................................................................................22
Dwarven Puzzle..............................................................................................................................................................................23
Adventure Background Nicoli’s Path
The annual Winterflower Festival and Dance was started in Rybalka Nicoli gives the PCs a rough map showing the location at the edge
in 1340 by Jean Luc Louis. Since its inception eight years ago, of the Rybalkan Peninsula where the shipwreck is located. He
the festival and dance have grown and evolved. What originally requires a rare broach from the lost treasure onboard the vessel.
started as an event to honor the rare Winterflower has grown into The shipwreck is half in the water and half on land; accessing the
an annual gathering for all families, soldiers, and hunters to eat, wreck by boat is not advised as the water is fairly turbulent with an
drink, and dance the night away. unpredictable current. (If the PCs played Adventure #4: Forest for
the Trees the current will either be very weak or very strong depending
The Winterflower for which is festival is named is the rarest flower on if the lumber pond dam is still in place. The water has since been
in the world. It thrives in cold mountainous regions and has a redirected by the Hamadryads away from the former logging camp.)
reputation for growing on difficult-to-access mountain peaks
and cliffs. It is the only known flower to grow through layers of On the way to the shipwreck the party spots a Vikmordere scouting
snow to reach the sunlight. The one to retrieve a Winterflower party which attempt to escape into the forest.
and transplant it near Rybalka receives great praise from the entire
village. The Wildflower is considered a blessing which protects the The PCs reach the shipwreck which they are able to safely enter
village from harm. Only once in the past eight years has this feat from shore. In order to obtain the treasure the PCs must traverse
been accomplished. some dangerous areas and combat undead sailors. Once the
treasure is in hand, the PCs return to Rybalka.
It is customary for the men of the village to ask the women to
accompany them to the festival by presenting them with rare, hard
to obtain gifts. A woman will usually select from the men based on
the rarity of the gift with which she is presented.
Alem’s Path
This year, a beautiful maiden by the name of Gwendolyn has come
of age and many men vie for her attention. Three such men are Alem rudely orders the PCs to travel into the hills and around
Nicoli Vrodle, Alem Dulgra, and Vladimir Pelchonal- all of which the edge of the jagged crags. He shows them a poorly drawn map
are willing to go to great lengths to attend the Winterflower Festival and repeats his directions many times. He requires a rare gem,
and Dance with the maiden Gwendolyn on their arm. Alexandrite, which must be gotten from the dwarves.

The Winterflower Festival and Dance starts in just 5 days! The PCs follow the directions which although vague lead them in
the correct direction. As the PCs pass between the jagged crags
and the former lumber pond they are surprised by a trap and
kobold archers in the hills.

Adventure Synopsis After finishing off the kobolds the PCs proceed to the dwarf cave
where they must solve a complex puzzle to gain entry. Once
The PCs are approached by Nicoli Vrodle who hires them to travel inside they meet a guardian dwarf who promises the retrieval of
to the edge of the Rybalkan Peninsula and retrieve treasure from the Alexandrite should they help him with a brief task. After the
an old shipwreck. PCs return from their secondary task the dwarf gives them the
Alexandrite. The PCs return to Rybalka with the rare dwarvish
Immediately after they speak with Nicoli, another man named gem.
Alem Dulgra approaches with a similar offer. He wishes to win
the maiden Gwendolyn’s accompaniment to the village celebration
dance by obtaining a rare gem. The gem is to be purchased from
the dwarves who live in the caves under the nearby jagged crags.
Vladimir’s Path
As the PCs prepare to leave for these quests (or quest if they
accepted only one), another man approaches. Vladimir Pelchonal Vladimir approaches the PCs as equals and asks for them to
tells the PCs that he is planning on venturing into the nearby accompany him on a quest. Vladimir is very kind and pays the
mountains to scale the most dangerous peak. Atop this peak grows PCs well. He hopes to retrieve the rarest flower in the world- the
the Winterflower, the rarest flower in the world. He wants to the Winterflower from a towering crag. He asks the PCs to follow him
PCs to accompany him for protection and assistance, but he wants into the jagged crags to the north of Rybalka. On the way there the
to be the one to scale the final peak and pick the flower. group is attacked by an evil harpy as they travel past a small section
of the Dark Wood. After the battle the group proceeds into the
Depending on which quests the PCs accept they may take any of mountains using an old Vikmordere trail. The trail becomes more
the following paths: dangerous and has been washed out in places by rock slides and
small avalanches. Many obstacles are overcome and Vladimir is
injured, yet he continues without fear.

1
Finally the group reaches the mountainous peak upon which grows Possible Conclusions
the rare Winterflower. Vladimir and the PCs begin the dangerous
climb to the top of the solitary giant. As Vladimir climbs to the top, What happens and who Gwendolyn chooses isn’t entirely up to the
the PCs must protect him by engaging in a dangerous battle while PCs, but obtaining gifts for some and not for others will definitely
hanging suspended high above the ground. sway her vote. In this adventure the PCs play the unlikely roles of
matchmakers!
Vladimir finally reaches the rarest flower in the world – the
Winterflower. He carefully retrieves it and climbs down. The
story changes at this point depending on if the PCs were diligent
in protecting Vladimir. If the monster is still circling it will attack Nicoli’s Quest
Vladimir, killing him. If the monster was killed or withdrew then
Vladimir makes it safely down and the group returns to Rybalka Nicoli Vrodle is a typical Klavekian. He wears a tall,
with the rare flower. bear fur ushanka and carries a short sword at his
side, although he does not know how to properly wield the
blade. Nicoli likes to drink, gamble, and fight. He has come
to Rybalka looking for work either as a miner or fisherman.
He currently spends his time hunting in the grassy tundra
Adventure Hook around Rybalka.

Rybalka is hosting the annual Winterflower Festival and Dance. It While most of Nicoli’s hunting excursions have been fruitless,
is customary for a man to ask the woman he would like to join him he did stumble upon a shipwreck on the western end of the
by offering a unique gift. Rybalkan Peninsula on this side of the river. The shipwreck
has visible treasure, including an elaborate sparkling red ruby
The PCs are approached separately by three men requesting brooch. As Nicoli attempted to climb inside the former crew
assistance in retrieving obscure treasures. Each wishes to ask the started to emerge, flesh hanging from their bones. Nicoli fled
beautiful maiden Gwendolyn to the festival and dance. the area vowing to someday return and claim the treasure. It
has been hard for Nicoli to keep his mouth shut regarding
the shipwreck, but he has managed to do so.

Adventure Path: Transition from A4 to A5 Two weeks ago Nicoli saw the maiden Gwendolyn for the first
time walking through the snow wearing a bright red dress
If you are running the “A-series” adventures and and carrying a basket of potatoes and squash. It was love
played A4 – Forest for the Trees prior to this, you at first sight. Well, love at first sight for Nicoli, Gwendolyn
may wish to use the following arc: didn’t even notice him. Ever since that day Nicoli has been
trying to get the courage to ask her out on a date. Lucky for
If the PCs are near outcasts after A4 (path of the druid), Nicoli it turns out that the Winterflower Festival and Dance
Alem may be their way back in. He has a measure of control is just around the corner!
over a number of important residents because of the drugs,
and could offer to reintegrate the PCs back into the village When Nicoli heard that a new adventuring group had arrived
if they help him. If the PCs are still part of village life (path in town he realized that he could hire them to retrieve the
of the lumberjack), he may be the person who can offer the treasure from the shipwreck for him. He covets the brooch
most money to get his quest completed. he saw in the shipwreck most of all so that he may present
it to Gwendolyn as a gift. He also dreams of being rich and
Once the PCs have completed this task, they see they’ve using the rest of the treasure to build a fine estate nearby.
made a mistake as they catch Alem harassing Gwendolyn on Gathering up what is left of his measly life savings Nicoli
their return. They decide to help Nicoli at a reduced rate in approaches the PCs.
order to give Gwendolyn another option. After finishing this,
they realize that Nicoli is just thinking of Gwendolyn as part Nicoli gives the PCs a rough map showing the location at the
of an overall lifestyle image and, whilst not a bad person, isn’t edge of the Rybalkan Peninsula where the shipwreck is located
particularly a good one. (area 1B). He doesn’t bring up the undead he encountered
unless the PCs specifically ask if there is anything dangerous
This leads them to Vladimir as listed. Of course, all this time in the area.
out the village means they miss Gwendolyn’s actual choice
her heartfelt one rather than gift-driven one. Perhaps even He offers to pay them 100 gold total or they may keep half
Vladimir can’t win her over then, but the three men might of the treasure giving the other half and the brooch to
each get the woment they deserve as a result. Nicoli.

2
1A. Vikmordere Scouting Party
A group of 6 Vikmordere lurk on the edge of the northern forest.

A Vikmordere scouting party has been sent to this area by the


Snoqua tribe based far to the north. It is there to determine the
Rybalkan effects on the region and report back to the tribal chief.

Spot/Perception DC 22

Success = ”Movement near the forest up ahead


catches your eye. A group of Vikmordere are ducked down
low to the ground and making for the forest. It looks like
they have seen you and are trying to hide in the underbrush.”

If the PCs do not engage the Vikmordere in combat they will


continue following the PCs to the shipwreck, all the while keeping
hidden and watching from the forest.

(6) Vikmordere Scout (3.5 [pg 15]| Pathfinder


[pg 17])

The Vikmordere attempt to withdraw and flee


into the forest. These men are honorable warriors, but their
mission is to obtain information and relay it to the chief of
their tribe. If they are engaged they will fight valiantly to
protect 1 of their men who will flee deeper into the forest as
the battle ensues. The lone survivor will attempt to make it
back to the Snoqua and warn them of the roving adventurers.

1B. Rybalkan Shipwreck


A ship slammed into this shore almost 10 years ago. Most of the
wreck is still intact despite a huge gash in the side of the vessel.

This ship is named “Freedom” and was a troop transport vessel that
served as a fishing ship in its later years. “Freedom” was contracted
out by a group of treasure hunters who were searching the local As you approach the end of the Peninsula the immense
ruins for valuables left by the Ancients. They were sure that a Serpent Lake greets you with chill winds and the sound
great trove spoken about in ancient texts was buried in the forest of birds. The real shoreline here is non-existent, with ice
adjacent to aging ruins. The ship sailed off in search of the treasure reaching out over the choppy waters of the giant lake. The
and was not seen for many months. wind whips at your body devouring what little heat you have
left. Dark clouds begin to gather while thick fluffy snowflakes
Finally a local hunter reported to the Mayor of Rybalka that fall over the forest to the north.
“Freedom” had wrecked and was resting at the end of the peninsula.
The mayor personally took a crew of men and soldiers to the site Up ahead a large wood vessel of Klavekian make rests crashed
to attempt to recover the vessel along with its crew and cargo. into the shore, broken right down the center so that the stern
The mayor found something very unexpected indeed. Undead now rests upon the ice and rocks while the bow lurches
swarmed from the ship enveloping the would-be rescuers, killing out over the water. The ship was crafted in the old Klavek
everyone including the mayor. The slain men then rose as undead style before more advanced Vikmordere ship building was
to join the rest of the throng. introduced to the Rybalkans.

This vicious process has repeated many times over the years
increasing the undead throng at each encounter.
3
4
When the PCs approach the wrecked ship read the following:

As you near the ship you hear the creaking of the boards
as ship gently rocks in the water. A large hole caused by
the shearing of the ship almost in two provides an entry
point. Suddenly, through the icy mist, you spot sailors in
tattered clothing up on the deck of the vessel, staring in your
direction. Their faces are white and there are no eyes in their
sockets; two of them lift eerie transparent sputtering torches
into the air and the sound of shuffling feet from below deck
begins to echo through the empty carcass of a ship. Other
skeletal figures begin to emerge from the mist above deck
armed with swords and bows.

The ship contains an abundance of skeletons and zombies which


are resistant to the turning effects of clerics while in contact with
this “ghost ship”. Most of the undead are sailors although the PCs
will encounter the undead adventurers and townsfolk as well.

Combat: Skeletons & Zombies

(15) Skeletons, Human Warrior (3.5 [pg


15]| Pathfinder [pg 18])

(25) Zombies, Human Commoner (3.5 [pg 15]|


Pathfinder [pg 18])

S4. Captain’s Quarters


Tactics: As soon as the PCs approach the ship and The Captain’s Quarters are full of strange black mold and the bed’s
attempt to board, five skeletons will attack from posts are rotten. A solid and expensive looking chest rests in the
the top deck with ranged weapons (longbow). The corner of the room. The chest was once locked and trapped but
majority of the undead force remains below deck was knocked open during the ship wreck. It is filled with a great
to kill intruders and convert them to undead additions to the amount of treasure.
crew. None of the undead will willingly leave the ship, and all
turning attempts while on board the vessel fail.

Treasure Chest Contents


1,200 gold
S1. Gaping Hole Figurine of eagle with fish in talons (Silver) – 100
gp value
A gaping hole in the side of the ship provides an entry point. The Figurine of bear with fish (Silver with Gold Plating) – 200
adjacent rocks are slippery and covered in ice; one wrong move can gp value
send one flailing into deathly chill water. Figurine of Great Serpent rising out of water (Platinum) –
400 gp value
Ring of the Ram (25 charges)…
S2. Cargo …or if the party retains one from A4 you may substitute a
Ring of Climbing
Crates and barrels full of long since rotted cargo are tossed 20 Priest Scrolls (5 level 1, 5 level 2, 5 level 3, 5 level 4 – GM
haphazardly toward the front of the ship. may determine which spells)
10 short swords
10 short bows
100 arrows
S3. Door to Captain’s Quarters
This door is unlocked and partially ajar.
5
S5. Ladder
This ladder connects the two decks. The wood is in surprisingly
good condition.

Here, resting upon the ground is the red ruby broach.

Rare Red Ruby Brooch (for Nicoli)


1,000 gp value

S6. Cannon
Designed and constructed in Pradjna for the Klavekian monarchy,
this cannon is worth more than the entire ship. Should one retrieve
this they could easily sell this back to the Klavekian monarchy for
2,000 gold pieces. Moving it should prove challenging though since
the saying “worth its weight in gold” is spot on in this instance.
(weight = 2,000 lbs./907 kg)

Alem’s Quest
Alem is known for always speaking his mind,
which tends to be quite dirty. He wears heavy
wool clothing and a wide brimmed hat. A long
mustache curled at both ends and a gaudy ruby ring add to 2A. Hungry Kobolds
his eclectic nature. Alem walks with a cane although he has
no use for one. His profession is unknown to most despite Kobolds hide among the rocks and wait patiently for the right
being dubbed the “town blabbermouth”; Alem deals in illicit time to strike.
narcotics which he assist in smuggling into hidden tunnels
in Rybalka.
You climb through rough rocky terrain into higher elevations
Alem has been in love (lusted after) Gwendolyn since he and pass by a section of the forest you visited not all that
first set eyes on her gazing into her window using a spyglass long ago. A great, clear cut sits as a reminder of what terrible
while she was changing late one evening. Although he has destruction Man can cause when he takes too much. You
approached her before she always turns away and rushes off. pass by the logging pond which was filled to the brim with
Alem is determined to win her heart no matter the cost. fallen trees the last time you saw it. Now it has emptied and
the dam is gone. A smaller pond filled with fresh water and
Alem approaches the PCs with the demanding stature of christened with a thin layer of ice reflects your image back at
a nobleman, requesting their services. He shows them a you; a group of adventurers dressed for cold weather, with
poorly drawn map of the surrounding area, pointing at the packs on their backs and weapons at their side, tromping
jagged crags to the northwest of Rybalka. He orders the through the snow along side glistening pines and menacing
PCs to travel to a specific spot on the map and gain entry mountains.
to the Dwarf Cave. The Dwarves, he says, love humans and
especially warriors. They can negotiate with the Dwarves As you turn to head away from the pond and toward the
for a rare gem, a Alexandrite gem. It should look red by crags an arrow slams into the ground at your feet! Then
incandescent light and green in daylight, he tells them. Alem another! You’re under attack!
repeats his instructions over and over again as if the PCs are
not capable of remembering basic orders.
Alem finally pays them a total of 50 gold for their troubles and Tactics: The kobolds seek only food. They are
offers another 50 should they return with the Alexandrite. If starving and will take whatever they can get – be it
the PCs wish they may negotiate and raise Alem’s total offer old military rations or raw human flesh!
to 150 gold.
They attack with bows from 100 feet away at an elevation +30
feet higher than the PCs. They attempt to draw the PCs into
a large pit trap at their feet.

6
If the kobolds are reduced by 1/3 they will attempt to flee Stone Walk
unless at least 1 of the PCs is down. In case of the latter, they “Death by pebbles”
will continue their assault.
Description: When a living creature sets foot into
the pebbles they sense the creature’s presence and wait until
they get around the halfway point to the door. Then, ever so
Camouflaged Pit Trap CR 1 slowly, the creature’s feet start to sink into the pebbles. When
they pull their feet out, the next step they take pulls them
Type: Mechanical; Search/Perception 24 deeper. This continues until the creature is submerged in the
Disable Device DC 20 pebbles up to their neck. Once they are to this point there
Trigger: location; Duration: instantaneous; Reset: manual; is no way out. They are trapped and can only be freed using
Bypass: dimensional door, teleport powerful magic or an ingenious plan.
Effect: 10 ft. feet (1d6, fall), sitting duck for kobold archers
Solution: The secret to the pebble trap is to stop struggling.
Every time a step is taken one must wait, stay calm, and take
a breath. This must be repeated as the person cautiously
(15) Kobolds (3.5 [pg 15]| Pathfinder [pg 18]) approaches the alcove. It should take one at least 10 minutes
walking at this pace to reach the alcove.

Type: Magical; Search/Perception 30


2B. Entrance to the Dwarf Cave Disable Device: Impossible
Trigger: location; Duration: special; Reset: automatic;
A large settlement of dwarves lives in a hidden underground city Bypass: dimensional door, teleport
accessible through this secret entrance. Effect: Sink 2’ for every foot traveled/struggled up to neck of
creature. Once trap has hold of a creature’s neck it no longer
This location is revealed on the crude map the PCs received from releases. Magical spells or ingenuity must be exercised.
Alem.

As the PCs near the location marked on the map read this:
Entrance to the Dwarven Realm
Following the map leads you to the entrance of a small box
canyon where surprisingly both snow and ice are absent. The
box canyon itself is full of small round pebbles that allude
to uncertain footing. Scattered about, resting on the small
rocks, are the skulls of dozens of animals, from birds to
mountain goats. A few humanoid skulls are scattered about
as well, it’s hard to tell from this distance but they look like
orc… and human.

At the end of the small box canyon are three stone steps that
lead to a flat wall in a recessed alcove. You are too far away to
make out what is hidden there.

A magical trap is responsible for the plethora of skulls scattered


about the pebble path into the canyon. Beyond the magical trap
is a covered alcove. The alcove contains a puzzle which must be
solved to reveal the doorway to the Dwarvish Realm.
Dwarven Puzzle

At the end of the small box canyon is a large


stone puzzle which functions as the door to
enter the Dwarf Realm.

The Puzzle is made up of large stone blocks inlaid in grooves


in the wall. These grooves allow one to freely slide the pieces
up and down, left and right. A symbol is carved into the face
of each stone block, if aligned properly the symbols combine
to translate into words.
7
The correct word combinations must be displayed and a
stone button pushed in order for the door to open. Incorrect
answers will result in a burning hands spell targeted on the
PC which pressed the button.

Once the following words are displayed (in any order) the
door will open and the trap will be disarmed.

HONOR
EARTH
HEART
FORGE
STONE

Note: For British English feel free to replace “HONOR” with


“DWARF”, “STEEL”, “BEARD” or any other 5 letter word
which Dwarves may hold dear to them.

If the players come up with a solution that is different than


Trap: Puzzle – Burning Hands CR 3 what you expected, honor their keen observation and reward
additional experience points!
Description: When a PC presses the stone
button to confirm that the puzzle is complete this trap will Remember that part of problem solving is ingenuity and
be magically prepared. If the answer upon the puzzle is taking an unexpected path. Reward and encourage that
incorrect the trap will be unleashed upon the PC. behavior in your players.

If the answer is correct the door will open and the trap will A gaming group that works as a team plays as a team!
be disarmed. Once the group enters the doorway, the door
will close and the puzzle and trap will reset automatically.
This is all done magically through an enchantment cast many Read the following once the players have the solved the puzzle:
years ago.

Type: Magical; Search/Perception 26 You press the stone button on the wall; almost instantly, the
Disable Device: 40 entire stone puzzle slides into the wall and folds upwards,
Trigger: stone button; Duration: instant; Reset: automatic; revealing a dark and dusty passageway.
Bypass: N/A
Effect: 1d4 fire, DC 11 – Reflex Save for 1/2 damage
The passage leads down a huge flight of stone stairs for almost 1
mile before opening up into a small cavern. The cavern is fairly
plain although the temperature here is much warmer than above
Spot/Perception DC 20 which encourages the growth of various forms of fungi and
vegetation upon the cave walls.
Success= Someone attempted to solve this puzzle
and left some markings on the stone wall nearby. It A dwarf named Wequeon is the guardian of this cavern and spend
looks like they deciphered a few of the letters. his days posted here in case anyone makes it past the pebble trap
and the puzzle above. Obviously his job can be quite boring at
Give the players the solution to letters H, A, and R. This times, so he fills his days with combat exercises and workout
should start them off in the right direction! routines. Over time he has become quite muscular and skilled with
his blade and flail. He is so startled that anyone has made it this far
that he forgets what he is supposed to say and merely leaps out in
front of the party, flail in hand.
GM Tip: Puzzles

Puzzles are a great way for your players to interact A dwarf leaps out of the darkness directly into your path. He
and find a solution as a team. Let them work on the puzzle is clad in full battle armor, clutching a flail in one hand and
without any hints. If they get stuck, offer a hint at the cost a shield in the other. A helm with sharp protruding horns
of sacrificing a portion of their XP. Most will refuse and adorns his head whilst a thick, lustrous reddish-brown beard
continue trying to solve the puzzle. flows out and over his armor. The dwarf says nothing but is
breathing heavily and looks prepared to attack!
8
If the PCs make any move for their weapons he will attack. After Creature of Moss Cave (3.5 [grick - pg 16] |
being reduced to half his HP he will yield and explain that he is the Pathfinder [cave fisher - pg 19])
guardian here and was so surprised by the PCs’ presence that he
didn’t know what to do.
Tactics:
As long as the PCs remain calm, Wequeon will quickly regain his
composure. 3.5: The Grick hides in the shadows surrounded by rocks and
moss, waiting for prey.

“Hail, travelers. I am Guardian Wequeon, protector of this Pathfinder: The Cave Fisher wait patiently on the ceiling of
cavern. You are not permitted any further.” the cave, hiding among the stalactites. When it sees a good
opportunity it fires one of its filaments.

The PCs may speak with Wequeon and explain that they are on a
mission to obtain Alexandrite. When Wequeon hears this his eyes After the creature has been slain the PCs must
light up. wait 1d4 hours before Wequeon returns with a
fine piece of Alexandrite. He hands them the
Alexandrite with a smile and shows them the
“You are not permitted entrance to our city, but I could get way to the surface.
you this gem you seek. There is a cave where I go to collect
moss. Recently a large creature started roaming my moss
cave. You kill this creature, I’ll get you this gem.”
Vladimir’s Quest
If asked about the dwarven city Wequeon will state “Stoneholme is Vladimir (or Vlad as his friends call him) is a
the epitome of beauty, a city of earth and granite. A stalwart and man of average height with striking looks and
honest place, where truth and justice are honored above all else.” jet black hair. He wears black and red clothing in town, but
prefers white or gray in the wilderness so as to blend in. He
is a noble man (intrinsically) and is always determined to
Moss Cave right any wrongs, especially ones that he himself has brought
about. When Vladimir approaches the PCs he will do so
Wequeon will move a large rock which he uses as a secret door to respectfully, asking them if they might spare a moment of
access the nearby moss cave. He leads the PCs into the cavern, their time. He will explain that he is planning on traveling
which is only about 500’ x 1000’ with ceilings full of stalactites 100’ to the north to retrieve the sacred Winterflower which is
above. The temperature in this room is a steamy 60F/15C (well, rumored to grow on a peak deep within the jagged crags.
steamy for this region). The cavern is quite damp and misty with a The path he takes is a dangerous one but although skilled
hidden stream cascading in waterfalls down a large rock structure with a crossbow, Vlad is not a seasoned warrior by any
in the middle of the cavern. The waterfall-rock area is too steep stretch of the imagination. He is willing to pay the group
and slick to climb, but the creature Wequeon is talking about uses 100 gold pieces to accompany him on his journey. If any
the natural opening as a way in and out of this cavern. Thick green harm should come to anyone in the group, Vlad will pay
and gray moss hangs throughout the cavern in long clumps not for their healing expenses and any damaged items.
unlike a dwarf ’s beard!
Since the journey will lead them through some rugged
He will bid them farewell and ask them to please wait in this room terrain, Vlad has purchased rock climbing equipment for
until he returns. If the other dwarves catch them wandering about the group. He has acquired large amounts of rope, harnesses,
they may attack and ask questions later. chalk bags, hammers, pitons and metal hooks (similar to
carabiners). When he hands the equipment to each PC he
The PCs may use a large rock structure located in the middle of will thank them personally for their help. When the quest
the room to hide behind should they need it. There are also a few is over he will allow the PCs to keep their new belongings.
stalagmites which will provide ample cover for rogues attempting
to sneak up on the creature. The flower Vladimir needs to win Gwendolyn’s heart grows
on the most dangerous peak in the jagged crags. Vladimir
explains that the route they travel brings them dangerously
close to the Dark Wood. He will need protection from the
devils and beasts that dwell there should they be attacked.
After that it’s into some little-known territory and finally to
the most dangerous peak in the jagged crags.

9
Vladimir (Vlad)

Male human Ftr1: CR 1; Size M (5 ft., 0 in. tall);


HD 1d10-1; hp 9; Init +2; Spd 30 ft.; AC 12; Attack
+3 melee, or +3 ranged; SV Fort +1, Ref +2, Will +2; AL NG;
Str 14, Dex 15, Con 9, Int 10, Wis 10, Cha 13. Languages
Spoken: Common. Skills and feats: Climb +6, Handle Animal
+1, Hide +2, Listen/Perception +0, Move Silently +2, Spot/
Perception +0; Blind-Fight, Combat Reflexes, Iron Will.

AC: 12
HP: 9

Light Crossbow: 1d8(19-20 x2)

3A. Dangers of Dark Wood


As the PCs travel northward they will pass very close to the edge
of Dark Wood to the west. As they travel past a starving harpy
spies them and grows quite interested. Perhaps she will get a letting out a long breath of steam into the frigid mountain
meal sooner than she thought. air. He hops his pack up further on his back and tightens his
climbing harness before trudging through the snow up the
old Vikmordere path that winds into the mountains.

Harpy (3.5 [pg 16]| Pathfinder [pg 19])


The PCs will pass three dangerous areas on this path that will
Tactics: The harpy will wait hidden in the woods require successful ability checks. Those who fail may be injured,
until the PCs happen by. She will then start to separated from the party, or worst of al, die in the cold snow of the
sing using her Captive Song (Su). After this she will take to jagged crags.
the air and use a Flyby attack against any PCs not affected by
her spell like song.

Obstacle: Thin icy path on cliff edge

3B. Treacherous Climb Skill Check: Climb vs DC 25


Modifiers: +2 for each person roped together will
An old Vikmordere trail wanders up the mountainside on the increase the entire groups ability to bypass this dangerous
edge of a great cliff. Pitfalls, avalanches, and dangerous terrain threat
await those who dare take this perilous path.
Failure: Fall from high elevation onto a rocky cliff and snow
Jagged peaks of a blue-gray tinge dominate the landscape banks 100’ below. (8d6 damage) If strapped on to other
to the north. The peaks grow up out of the land at radical party members, failure allows one additional check. If this
angles like ice swords piercing the soil. A precarious old also fails the next party member connected to the failing
Vikmordere path leads up through the snow and around member must make a check and so on. If all party members
the peaks, making its way alongside suicidal cliffs and below fail the entire group will go over the edge.
monstrous avalanches. Surely one cannot survive this Success: Bypass threat.
journey. You look to Vladimir to see if he indeed means to
take this way. He looks back at you with a stern look upon
his face and nods. “This is where we test our solidarity, our
bravery, our will to survive despite the odds. This is where Obstacle: Potential Avalanche
we carefully tread for this is not our land, but the wild land.
We must choose our path carefully and tread lightly. Let us Skill Check: Dexterity Check vs DC 15 to bypass /
go. If we turn back now we will lay on our deathbed, years If triggered roll Jump check vs DC 25
from now, wondering if we could have done it, and wishing Modifiers: -2 for metal armor, -1 for each additional object
we had.” which creates sound waves

Vlad seems to say this as much for himself as the rest of the Failure: Noise triggers a cascade of snow forming a large
party. He stops and takes in the sight for a moment before avalanche. All party members who fail Jump Check are hit
10
(for 1d6+2 damage) and buried under 5 feet of snow. Other perils of my friends and I not be in vain!” Vladimir climbs
party members have 1d4+1 minutes to dig them out before with impressive skill and steadfast progress.
they begin to suffocate.

Success: Cautiously and quietly bypass threat.


Climbing the Solitary Giant

Obstacle: Broken Path Climb vs DC 25 to climb the icy mountain. Use


the climbing modifiers chart to set the DC accordingly.
The path the PCs have been following comes to
an abrupt end. The natural rock bridge which
once spanned a gap has cracked and fallen into a massive Failure
ice crevasse. There is a small landing that is lower than the Just starting out: The PC is just not skilled enough to make
PCs current position. It looks possible to run and jump from the climb. He keeps sliding back down. He may try again
the current position across the gap, falling onto the lower after resting for a time but will be a considerable distance
platform and continuing. Getting back however, will prove behind the rest of the group.
interesting (and up to the GM).
Partway up the mountain: GM determination. Either the
Skill Check: Jump or Acrobatics DC 22 PC takes a massive amount of damage or they simply fall
Modifiers: +1 Klaveks, +2 Vikmordere to their death. This climb is not for the weak of heart (or
muscle).
Failure: PC falls toward their death (over 300 feet into an
icy crevasse). If you are a forgiving GM you may allow a
successful Dexterity or Acrobatics check to catch a ledge
with minimal damage.

(If a PC dies you may opt to hand them the statistics for
Vladimir so they may play him until the adventure’s conclusion
at which point they can roll up a new character.)

Success: The PC takes a running start and leaps across and


down to the adjacent ledge. They can now continue on their
path.

3C. Race to the Top


The PCs should be accompanying Vlad up the mountain. If they
do not he looks back down and says “There’s nothing to fear up here,
You round the last bend in the dangerous trek deep into the view is quite nice indeed!”
the jagged crags. A solitary giant looms over you, a stone
giant with odd angles encased in hardened ice. Gray clouds After the PCs are halfway up the mountain (300 feet) Vlad will
darken the sky overhead and thick snowflakes begin to fall motion for them to stay put and start to scale the last 1/3 to where
making visibility poor. You see a rough animal path through the Winterflower grows. When he gets near the spot read this:
the snow leading to the base of this great mount. Vladimir
stops and looks the mountain up and down before checking
his gear over a final time and preparing for a very dangerous As Vlad nears the Winterflower, you notice that the sky
climb. “You’ll want to follow me toward the summit just in suddenly grows darker. Fearing a coming storm cloud, you
case I run into trouble. After I get the flower we’ll take our turn your head just in time to see something large fly directly
time getting down and return to Rybalka.” over you head, disappearing over the top of the mountain
and out of view. Vladimir reaches the spot and stares at
whatever it was that just flew over your head. His face turns
Vladimir will make for the mountain. white and he quickly yet gently gathers up something from
the ground and starts to descend. “Make ready friends! We
have company!” Vladimir starts to make his way down, his
You follow Vlad to the edge of the mountain. He begins to pace seems quickened and you fear he may slip and fall!
hammer holds into the rocky cliffside preparing to scale the You have little time to worry though as a dark shadow is
solitary giant. Once ready, he takes the first steps and slams cast over you and the ’boom’ of flapping wings approaches
his ice pick into the hardened snow and ice above, pulling from behind! The promise of death both above and below
himself upwards. “Gwendolyn! I do this for thee. Let the suddenly becomes quite apparent.
11
12
The creature which is so interested in the group is a young Snow This combat scenario calls for an extremely scary yet
Roc who recently left the nest and is looking for its first meal. He exhilarating and fast paced narrative. Allow the rules to be
is very immature and is easily confused by the PCs actions. Thus, quick and loose and keep things moving!
every round there is a 20% chance he does nothing but circle above
trying to decide upon a target. Most rounds he attempts to attack
Vlad but can be drawn away by fired arrows or spells.
Snow Roc (3.5 [pg 17]| Pathfinder [pg 20])
If the PCs are unable to adequately protect Vladimir from this
threat he may lose his footing and tumble down the side of the
mountain, held only by a rope and a harness. He will fall over 30 Climb vs DC 15-20 (badly injured: DC 25-30)
feet in this way and sustain 3d6 damage (perhaps enough to kill
him). The PCs will have to be quite diligent and resourceful to If the PCs and Vlad survive this ordeal they still
ward off this enemy. must make another climb check to descend the
If the Snow Roc picks up Vlad or a PC he will fly off to a remote mountain. Those who lost more than 1/2 their HP must
cave to enjoy his meal. The PC will have to fight the creature one make checks vs DC 35. Falling is not fatal though, a fall will
on one and if they are able to slay it, will still have to figure out drop a PC 10 feet to the last securement point where they will
where they are and how to get home. slam into the side of the sharp icy rock face for 1d6 damage.

Extreme Combat Conditions: The PCs are If the PCs survived and were able to save Vladimir from the
climbing a mountain and are tied in with ropes Snow Roc read the following when they reach the bottom of the
and securement points. Advise the PCs to use mountain:
their first round creating a securement point from
which to tie off their rope. Now they will be able to proceed
in combat from this location. Obviously standard movement You take the final step off the steep mountain face and onto
will be impossible. The PC may choose to climb, attack with the ground with great relief. You immediately feel how sore
ranged weapons, cast spells, or wait until they are attacked all of your muscles are. Just thinking about the trek all the
by the Snow Roc to retaliate. Any PC may hold their action way back to Rybalka makes your stomach drop, but you are
until the Snow Roc attacks. The PC may then immediately glad to be alive after this ordeal.
counter with their attack before the Roc flies out of range. If
you prefer to use alternative rules feel free. Vladimir soon joins you, his smile is enough to make it
all worth it. “Look! Look my friends! It is the legendary
Winterflower!” Vladimir gently lifts a blooming blue flower
from a small satchel at his side. The green stalk is coated in
solid ice and trails down into a complex white root structure
which seems to dig straight into the chunk of ice and dirt
which Vlad has so carefully cradled from the top of the
solitary giant. “We did it. You did it. Without you I would
have perished. I owe you my gratitude, my life, and hopefully
if all goes as planned an invitation to a wedding someday.

13
First things first though… we must safely return and I must offer. Her original suitor, although hurt will honor her decision
visit Gwendolyn to present her with this gift.” and withdraw.

If Vladimir died on his quest yet was able to obtain the Wilderflower
The PCs must now return to Rybalka. You may opt to describe then the PCs may give it to Gwendolyn. If they tell her everything
a quick return (after asking how the PCs deal with the obstacle that happened she will feel so bad that she will not even attend the
#3, the gap in the trail) or perhaps you want to make progress a festival or dance. Instead she will attend the private funeral for
little slower and stretch out the adventure with a few encounters. If Vlad with a few of his friends and perhaps the PCs as well.
the PCs crave more adventure feel free to adlib and throw in some
obstacles, enemy encounters, or strange caverns with a hidden
treasure. A5 – Experience Awards
• 200 each – Completing Nicoli’s Quest
Once the PCs return to Rybalka and all of the chosen quests • 300 each – Completing Alem’s Quest
have been completed you may continue with the final section
of our story. • 200 individual – Finding the Solution to the Stone Walk
(Death by Pebbles) Trap
• 500 each – Solving the Puzzle: Door to the Dwarf Realm
• 500 each – Completing Vladimir’s Quest
Conclusion: Heroic Heartbreak • 500 single award – Taking initiative to speak with Gwendolyn
and tell her of Vladimir’s undying love for her and the risks
When the first two men offer their gifts, Gwendolyn refuses their he took to obtain the Winterflower.
propositions, assuming they did not obtain the gifts on their own.
• 200 each – Support Roles: Cartographer (map-maker),
Vladimir presents Gwendolyn with the Wildflower. Although her Treasure Keeper, Adventure Log, Time Keeper/Initiative
eyes linger on him for quite awhile, she politely refuses his gift Tracker
(assuming the newly arrived adventuring group had some hand in
its acquisition.) • 100-300 each – Role-Playing experience which varies
Gwendolyn has actually already chosen to attend the festival depending on if player got into their role & changed their
with a local man named Vincent. Vincent is a commoner and voice
has no money or gifts to give. He offered her the rarest gift in the
world, something devoid of envy, jealousy, or lust – his pure and • Any additional awards you feel are appropriate as well as
everlasting love. combat XP.

If the PCs intervene and explain Vladimir’s struggle to obtain the


Wildflower, Gwendolyn will reconsider and ultimately accept his

14
Vikmordere Warriors, Snoqua Tribe Human Commoner Zombie
Size/Type: Medium Humanoid Barbarian level 1 Size/Type: Medium Undead
(Scout) Hit Dice: 2d12+3 (16 hp)
Hit Dice: 1d12+1 (8 hp) Initiative: -1
Initiative: +1 Speed: 30 ft. (6 squares; can’t run)
Speed: 40 ft. Armor Class: 11 (-1 Dex, +2 natural), touch 9, flat-footed 11
Armor Class: 13, Touch 11, flat footed 12 (+2 armor, +1 Dex) Base Attack/Grapple: +1/+2
Base Attack/Grapple: +1/+3 Attack: slam+2 melee (1d6+1) or club +2 melee (1d6+1)
Attack: spear +4 melee (1d8+3/x3) or shortbow +2 ranged Full Attack: Slam+2 melee, (1d6+1) or club +2 melee
(1d6/x3) (1d6+1)
Full Attack: spear +4 melee (1d8+3/x3) or shortbow +2 Space/Reach: 5 ft./5 ft
ranged (1d6/x3) Special Attacks: —
Space/Reach: 5 ft./5 ft. (10 ft. with spear) Special Qualities: Single actions only, damage reduction 5/
Special Attack: rage (+4 Con, +4 Str, +2 will save, -2 AC;4/ slashing, darkvision 60 ft., undead traits
day) Saves: Fort +0, Ref -1, Will +3
Special Qualities: fast movement Abilities: Str 12, Dex 8, Con Ø, Int Ø, Wis 10, Cha 1
Saves: Fort +3, Ref +1, Will +2 Skills: —
Abilities: Str 15, Dex 12, Con 13, Int 11, Wis 14, Cha 9 Feats: Toughness
Skills: Climb +6, Handle Animal +3, Hide +5, Listen +6, Environment: Any
Move Silently +5, Spot +6, Tumble +5 Organization: Any
Feats: Skill Focus (Stealth), Weapon Focus (spear) Challenge Rating: 1/2
Challenge Rating: 1 Treasure: None
Alignment: Chaotic Neutral Alignment: Always neutral evil
Languages: Vikmordere Advancement: None
Environment: Any
Organization: Company 10-20, Band 30-100, Squad 4-8
Treasure: Standard
Kobold, 1st-Level Warrior
Size/Type: Small Humanoid (Reptilian)
Hit Dice: 1d8 (4 hp)
Human Warrior Skeleton Initiative: 1
Size/Type: Medium Undead Speed: 30 ft. (6 squares)
Hit Dice: 1d12 (6 hp) Armor Class: 15 (+1 size, +1 Dex, +1 natural, +2 leather),
Initiative: 5 touch 12, flat-footed 14
Speed: 30 ft. (6 squares) Base Attack/Grapple: +1/+4
Armor Class: 15 (+1 Dex, +2 natural, +2 heavy steel shield), Attack: spear +1 melee (1d6-1/×3) or sling +3 ranged (1d3-
touch 11, flat-footed 14 1) or shortbow +1 ranged (1d4-1)
Base Attack/Grapple: +0/+1 Full Attack: spear +1 melee (1d6-1/×3) or sling +3 ranged
Attack: scimitar +1 melee (1d6+1/18-20) or claw +1 melee (1d3-1) or shortbow +1 ranged (1d4-1)
(1d4+1) or ranged +1 (1d6) Space/Reach: 5 ft./5 ft.
Full Attack: scimitar +1 melee (1d6+1/18-20) or 2 claws +1 Special Attacks: —
melee (1d4+1) or ranged +1 (1d6) Special Qualities: darkvision 60 ft., light sensitivity
Space/Reach: 5 ft./5 ft. Saves: Fort +2, Ref +1, Will -1
Special Attacks: — Abilities: Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8
Special Qualities: Damage reduction 5/bludgeoning, Skills: Craft (trapmaking) +2, Hide +6, Listen +2, Move
darkvision 60 ft., immunity to cold, undead traits Silently +2, Profession (miner) +2, Search +2, Spot +2
Saves: Fort +0, Ref +1, Will +2 Feats: Alertness
Abilities: Str 13, Dex 13, Con Ø, Int Ø, Wis 10, Cha 1 Environment: Temperate forests
Feats: Improved Initiative Organization: Gang (4-9), band (10-100 plus 100%
Environment: Temperate plains noncombatants plus 1 3rd-level sergeant per 20 adults and
Organization: Any 1 leader of 4th-6th level), warband (10-24 plus 2-4 dire
Challenge Rating: 1/3 weasels), tribe (40-400 plus 1 3rd-level sergeant per 20 adults,
Treasure: None 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level,
Alignment: Always neutral evil and 5-8 dire weasels)
Advancement: — Challenge Rating: 1/4
Level Adjustment: — Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: 0

15
Grick
Size/Type: Medium Aberration
Hit Dice: 2d8 (9 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed
14
Base Attack/Grapple: +1/+3
Attack: tentacle +3 melee (1d4+2)
Full Attack: 4 tentacles +3 melee (1d4+2); bite –2 melee
(1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Damage reduction 10/magic, darkvision
60 ft., scent
Saves: Fort +0, Ref +2, Will +5
Abilities: Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha 5
Skills: Climb +10, Hide +3*, Listen +6, Spot +6
Feats: Alertness, TrackB
Environment: Underground
Organization: Solitary or cluster (2–4)
Challenge Rating: 3
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: 3–4 HD (Medium); 5–6 HD (Large) Harpy
Level Adjustment: — Size/Type: Medium Monstrous Humanoid
Hit Dice: 7d8 (31 hp)
An adult grick is about 8 feet long from the tips of its tentacles Initiative: +2
to the end of its body and weighs some 200 pounds. Its body Armor Class: 13 (+2 Dex, +1 natural), touch 12, flat-footed
coloration is uniformly dark, with a pale underbelly. 11
Base Attack/Grapple: +7/+7
Combat Attack: club +7 melee (1d6)
Gricks attack when hungry or threatened. They hunt Full Attack: club +7/+2 melee (1d6) and 2 claws +2 melee
by holing up near high-traffic areas, using their natural (1d3)
coloration to blend into convenient shadows. When prey Space/Reach: 5 ft./5 ft.
(virtually anything that moves) ventures near, they lash out Special Attacks: captivating song
with their tentacles. A grick’s rubbery body seems to shed Special Qualities: darkvision 60 ft.
blows of any kind. Its jaws are relatively small and weak Saves: Fort +2, Ref +7, Will +6
compared to its body mass, so rather than consume its kill Abilities: Str 10, Dex 15, Con 10, Int 7, Wis 12, Cha 17
immediately, a grick normally drags its victim back to its lair Skills: Bluff +11, Intimidate +7, Listen +7, Perform (oratory)
to be eaten at its leisure. +5, Spot +3
A grick’s natural weapons are treated as magic weapons for Feats: Dodge, Flyby Attack, Persuasive
the purpose of overcoming damage reduction. Environment: Temperate marshes
Multiple gricks do not fight in concert. Each attacks the Organization: Solitary, pair, or flight (7-12)
prey closest to it, and breaks off the fight as soon as it can Challenge Rating: 4
drag dead or unconscious prey away. Treasure: Standard
Skills: A grick has a +8 racial bonus on Climb checks Alignment: Usually chaotic evil
and can always choose to take 10 on a Climb check, even if Advancement: By character class
rushed or threatened. Level Adjustment: +3
*Their coloration affords gricks a +8 racial bonus on Hide
checks when in natural rocky areas. Combat
When a harpy engages in battle, it prefers to use Flyby Attack
and strike with a melee weapon.
Captivating Song (Su): The most insidious ability of the
harpy is its song. When a harpy sings, all creatures (other
than harpies) within a 300-foot spread must succeed on a
DC 16 Will save or become captivated. This is a sonic mind-
affecting charm effect. A creature that successfully saves
cannot be affected again by the same harpy’s song for 24
hours. The save DC is Charisma-based.
16
A captivated victim walks toward the harpy, taking the Vikmordere Warriors, Snoqua Tribe
most direct route available. If the path leads into a dangerous
area (through flame, off a cliff, or the like), that creature Human Barbarians CR 1
gets a second saving throw. Captivated creatures can take XP 400
no actions other than to defend themselves. (Thus, a fighter Medium Humanoid
cannot run away or attack but takes no defensive penalties.) CN Barbarian level 1 (Scout)
A victim within 5 feet of the harpy stands there and offers no Init +1; Senses; Perception +6
resistance to the monster’s attacks. The effect continues for as Defense
long as the harpy sings and for 1 round thereafter. A bard’s AC 13, touch 11, flat footed 12 (+2 armor, +1 Dex)
countersong ability allows the captivated creature to attempt hp 8 (1d12+1)
a new Will save. Fort +3, Ref +1, Will +2
Skills: Harpies have a +4 racial bonus on Bluff and Listen Offense
checks. Speed 40
Melee Spear +4 (1d8+3/x3)
Ranged Shortbow +2 (1d6/x3) range 70
Special Attacks Rage +4 con +4 Str +2 will save -2 AC per
Snow Roc day 4
Size/Type: Gargantuan Animal Statistics
Hit Dice: 18d8+126 (207 hp) Str 15, Dex 12, Con 13, Int 11, Wis 14, Cha 9
Initiative: +2 Base Atk +1 CMB +3; CMD 14
Speed: 20 ft. (4 squares), fly 80 ft. (average) Feats Skill Focus (Stealth), Weapon Focus (spear)
Armor Class: 17 (–4 size, +2 Dex, +9 natural), touch 8, flat- Skills Acrobatics 5, Climb 6, Handle Animal 3, Intimidate
footed 15 -1, Know Nature 0, Perception 6, Ride 1, Stealth 5, Survival
Base Attack/Grapple: +13/+37 2, Swim 2
Attack: talon +21 melee (2d6+12) Languages Vikmordere
Full Attack: 2 talons +21 melee (2d6+12) and bite +19 melee Ecology
(2d8+6) Environment Any
Space/Reach: 20 ft./15 ft. Organization Company 10-20, Band 30-100, Squad 4-8
Special Attacks: cold blast Treasure Standard
Special Qualities: low-light vision Special Abilities
Saves: Fort +18, Ref +13, Will +9 Fast Movement (Ex): Land Movement raised by 10
Abilities: Str 34, Dex 15, Con 24, Int 2, Wis 13, Cha 11
Skills: Hide –3, Listen +10, Spot +14
Feats: Alertness, Flyby Attack, Iron Will, Multiattack, Power
Attack, Snatch, Wingover
Environment: Cold mountains
Organization: Solitary or pair
Challenge Rating: 9
Treasure: None
Alignment: Always neutral

A snow roc’s plumage is either icy blue or snow white from


head to tail. These enormous creatures are 30 feet long from
the beak to the base of the tail, with wingspans as wide as 80
feet. A roc weighs about 8,000 pounds.

Combat
Icy Gust (Su): As a free action once per round, the snow
roc can launch a blast of cold from its wings in a 30ft cone
dealing 1d6 damage to all creatures in the affected area.
Skills: Rocs have a +4 racial bonus on Spot checks.

17
Skeletons, Human Warrior Environment any
The pile of bones suddenly stirs, rising up to take Organization any
on a human shape. Its long, bony fingers reach out Treasure none
to claw at the living.
Zombies are the animated corpses of dead creatures,
Human Skeleton CR 1/3 forced into foul unlife via necromantic magic like animate
XP 135 dead. While the most commonly encountered zombies are
NE Medium undead slow and tough, others possess a variety of traits, allowing
Init +6; Senses darkvision 60 ft.; Perception +0 them to spread disease or move with increased speed.
Defense Zombies are unthinking automatons, and can do little
AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 more than follow orders. When left unattended, zombies
natural) tend to mill about in search of living creatures to slaughter
hp 4 (1d8) and devour. Zombies attack until destroyed, having no
Fort +0, Ref +2, Will +2 regard for their own safety.
DR 5/bludgeoning; Immune cold, undead traits Although capable of following orders, zombies are more
Offense often unleashed into an area with no command other
Speed 30 ft. than to kill living creatures. As a result, zombies are often
Melee broken scimitar +0 (1d6), claw –3 (1d4+1) or 2 claws encountered in packs, wandering around places the living
+2 (1d4+2) or ranged longbow +1 (1d6) frequent, looking for victims. Most zombies are created
Statistics using animate dead. Such zombies are always of the standard
Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10 type, unless the creator also casts haste or remove paralysis
Base Atk +0; CMB +2; CMD 14 to create fast zombies, or contagion to create plague zombies.
Feats Improved InitiativeB
Gear broken chain shirt, broken scimitar, longbow
Ecology
Environment any Kobold
Organization any This short, reptilian humanoid has scaled skin, a
Treasure none snout filled with tiny teeth, and a long tail.

Skeletons are the animated bones of the dead, brought to Kobold CR 1/4
unlife through foul magic. While most skeletons are mindless XP 100
automatons, they still possess an evil cunning imparted to Kobold warrior 1
them by their animating force—a cunning that allows them LE Small humanoid (reptilian)
to wield weapons and wear armor. Init +1; Senses darkvision 60 ft.; Perception +5
Defense
AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1
natural, +1 size)
Zombies, Human Commoner hp 5 (1d10)
These walking corpses wear only a few soiled rags, Fort +2, Ref +1, Will –1
their flesh rotting off the bones as they stumble Weaknesses light sensitivity
forward, arms outstretched. Offense
Speed 30 ft.
Human Zombie CR 1/2 Melee spear +1 (1d6–1)
XP 200 Ranged sling +3 (1d3-1) or shortbow +1 (1d4-1)
NE Medium undead Statistics
Init +0; Senses darkvision 60 ft.; Perception +0 Str 9, Dex 13, Con 10, Int 10,Wis 9, Cha 8
Defense Base Atk +1; CMB –1; CMD 10
AC 12, touch 10, flat-footed 12 (+2 natural) Feats Skill Focus (Perception)
hp 12 (2d8+3) Skills Craft (trapmaking) +6, Perception +5, Stealth +5;
Fort +0, Ref +0, Will +3 Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2
DR 5/slashing; Immune undead traits Profession (miner)
Offense Languages Common, Draconic
Speed 30 ft. Special Qualities crafty
Melee slam +4 (1d6+4) Ecology
Statistics Environment temperate underground or deep forest
Str 17, Dex 10, Con —, Int —, Wis 10, Cha 10 Organization solitary, gang (2–4), nest (5–30 plus equal
Base Atk +1; CMB +4; CMD 14 number of noncombatants, 1 sergeant of 3rd level per 20
Feats ToughnessB adults, and 1 leader of 4th–6th level), or tribe (31–300 plus
Special Qualities staggered 35% noncombatants, 1 sergeant of 3rd level per 20 adults, 2
Ecology lieutenants of 4th level, 1 leader of 6th–8th level, and 5–16
18
dire rats) to escape a filament by making a DC 25 Escape Artist check.
Treasure NPC gear (leather armor, spear, sling, shortbow, A filament is AC 14 (touch 12), has 5 hit points, and has
other treasure) DR 15/slashing. An application of liquid with high alcohol
Special Abilities content (or a dose of universal solvent) dissolves the adhesive
Crafty (Ex): Craft (trapmaking) and Stealth are always and releases the creature caught by the filament. A cave fisher
class skills for a kobold. can have only one filament active at a time.
Pull (Ex): A cave fisher has a +4 racial bonus on CMB
Kobolds are creatures of the dark, found most commonly checks made using its pull special attack.
in enormous underground warrens or the dark corners of
the forest where the sun is unable to reach. Due to their The cave fisher is a highly specialized predator that dwells
physical similarities, kobolds loudly proclaim themselves the in caves. The creature’s mode of hunting is unique—it
scions of dragonkind, destined to rule the earth beneath the clambers up a cave wall to settle on a ledge or in a crack,
wings of their great god-cousins, but most dragons have little typically at a height of at least 30 feet. Ledges overlooking
use for the obnoxious pests. bridges and lower ledges overlooking chasms are favored
While they may speak loudly of divine right and manifest hunting grounds for the cave fisher. The creature lies in
destiny, kobolds are keenly aware of their own weakness. wait until prey approaches within 60 feet, at which point it
Cowards and schemers, they never fight fair if they can help extrudes a thin cord of silk at blinding speed, lashing at the
it, instead setting up ambushes and double-crosses, holing target as with a whip. The filament is incredibly sticky, and
up in their warrens behind countless crude but ingenious once the fisher strikes food with it, it reels in its meal to feed,
traps, or rolling over the enemy in vast, yipping hordes. trusting its position on a higher ledge to prevent any allies
Kobold coloration varies even among siblings from the the meal may have from molesting it as it eats. Collections
same egg clutch, ranging through the colors of the chromatic of bones and lengths of discarded filaments are sure signs of
dragons, with red being the most common but white, green, cave fisher habitation.
blue, and black kobolds not unheard of. A cave fisher produces its filament from glands in its body;
when it reels in a victim, it generally eats the filament along
with its meal. It’s impossible to harvest new filaments from
Cave Fisher a dead cave fisher, but filaments harvested from living ones
This man-sized, crab-like monstrosity clings are incredibly light and strong, functioning as silk rope once
tenaciously to the rough stone, its enormous the sticky adhesive on a length decomposes (which generally
pincers held out menacingly before it. takes 3d6 minutes). A cave fisher’s filament glands are useful
in constructing sovereign glue and similar sticky magical
Cave Fisher CR 2 items. A single cave fisher’s glands count as 100 gp worth
XP 600 of raw materials, offsetting the total cost of the item’s final
N Medium vermin creation.
Init +1; Senses darkvision 60 ft.; Perception +0 Although cave fishers have many superficial similarities
Defense to crabs, they do not fare well in water and aren’t very
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural) good swimmers. Nevertheless, many cave fishers lair upon
hp 22 (3d8+9) ledges overlooking swift-flowing subterranean rivers, giving
Fort +6, Ref +2, Will +1 them a relatively steady stream of food, especially in cases
Immune mind-affecting effects where such rivers are used as trade routes. Those who ply
Offense these rivers frequently travel with a few spare slaves or some
Speed 20 ft., climb 20 ft. unwanted livestock, and when they approach a known cave
Melee 2 claws +5 (1d4+3) fisher haunt, they send down the unfortunate animal or slave
Ranged filament +3 (drag) on a raft to distract the monster’s hunger.
Special Attacks pull (filament, 10 feet) A cave fisher is 7 feet long and weighs 400 pounds.
Statistics
Str 17, Dex 12, Con 17, Int —, Wis 10, Cha 4
Base Atk +2; CMB +5 (+9 with pull); CMD 16 (28 vs. trip)
Skills Climb +11 Harpy
Ecology Save for the tattered wings and taloned feet, this
Environment any underground creature resembles a feral woman with a wild look
Organization solitary, pair, or tangle (3–6) about her.
Treasure none
Special Abilities Harpy CR 4
Filament (Ex): A cave fisher can fire a thin filament of XP 1,200
sticky silk as a standard action. This touch attack has a range CE Medium monstrous humanoid
of 60 feet and no range increment. A creature struck by a Init +2; Senses darkvision 60 ft.; Perception +7
cave fisher’s filament becomes attached to the sticky thread. Defense
As a standard action, a creature can rip the filament free with AC 16, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 dodge,
a DC 20 Strength check. A caught creature can also attempt +1 natural)
19
hp 38 (7d10) world even have colorful feathers akin to parrots.
Fort +4, Ref +7, Will +6
Offense
Speed 20 ft., fly 80 ft. (average)
Melee morningstar +8/+3 (1d8+1), 2 talons +3 (1d6)
Special Attacks captivating song
Statistics
Str 12, Dex 15, Con 10, Int 7, Wis 12, Cha 17
Base Atk +7; CMB +8; CMD 21
Feats Dodge, Flyby Attack, Great Fortitude, Skill Focus
(Bluff)
Skills Bluff +7, Fly +12, Intimidate +7, Perception +7,
Perform (song) +5
Languages Common
Ecology Snow Roc
Environment temperate marshes
Organization solitary, pair, or flight (3–12) Snow Roc CR 9
Treasure standard (leather armor, morningstar, and other XP 6,400
treasure) N Gargantuan animal
Special Abilities Init +6; Senses low-light vision; Perception +15
Captivating Song (Su): A harpy’s song has the power to Defense
infect the minds of those that hear it, calling them to the AC 19, touch 14, flat-footed 15 (+2 Dex, +5 natural, -4 size)
harpy’s side. When a harpy sings, all creatures aside from hp 120 (16d8+48)
other harpies within a 300-foot spread must succeed on a Fort +7, Ref +16, Will +8;
DC 16 Will saving throw or become captivated. A creature Offense
that successfully saves is not subject to the same harpy’s song Speed 20 ft., fly 80 ft. (average)
for 24 hours. A victim under the effects of the captivating Melee 2 talons +18 (2d6+9/19-20 plus grab), bite +9 (2d8+4)
song moves toward the harpy using the most direct means Space 20 ft.; Reach 15 ft.
available. If the path leads them into a dangerous area such Special Attacks icy gust
as through fire or off a cliff, that creature receives a second Statistics
saving throw to end the effect before moving into peril. Str 28, Dex 15, Con 17, Int 2, Wis 12, Cha 11
Captivated creatures can take no actions other than to Base Atk +12; CMB 27; CMD 39
defend themselves. A victim within 5 feet of the harpy simply Feats Flyby Attack, Improved Critical (talons), Improved
stands and offers no resistance to the harpy’s attacks. This Initiative, Iron Will, Lightning Reflexes, Power Attack, Skill
effect continues for as long as the harpy sings and for 1 round Focus (Perception), Weapon Focus (talons)
thereafter. This is a sonic mind-affecting charm effect. The Skills Fly +7, Perception +15
save DC is Charisma-based. Special Abilities
Icy Gust (Su): As a free action once per round, the snow
Often viewed as vicious and corrupted creatures, harpies roc can launch a blast of cold from its wings in a 30ft cone
know how creatures think and act. This understanding gives dealing 1d6 damage to all creatures in the affected area.
them an advantage when it comes to finding their favorite Ecology
meals. While creatures of the wild easily fall victim to their Environment arctic mountains
captivating songs, these vile bird-women prefer their meals Organization solitary or mated pair
spiced with complex sentient thoughts. Easy prey makes for Treasure none
a boring meal.
While ultimately savage and without remorse for their
actions, a number of harpies live close to humanoid societies
and enjoy parlaying with creatures that they see as potential
meals.
Harpies tend to wear baubles and trinkets stolen from
their victims, as they like to indulge in the shiny ornaments
of mankind. Up close, these creatures reek with the stench
of consumed victims, and they rarely let creatures not yet
captivated too near, lest they smell the gore and decay upon
their feathers. For this reason, many harpies wear perfumes
and scented oils.
Harpies appear wildly different in different lands. Some
seem like an amalgam of vultures and women, while others
bear the regal markings of hawks or falcons in their feathers.
Rare clutches of harpies in isolated and tropical parts of the
20
OPEN GAME LICENSE Version 1.0a Identity. The owner of any Product Identity used in Open Game Content shall retain
The following text is the property of Wizards of the Coast, Inc. and is Copyright all rights, title and interest in and to that Product Identity.
2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 8. Identification: If you distribute Open Game Content You must clearly indicate
1. Definitions: (a)”Contributors” means the copyright and/or trademark own- which portions of the work that you are distributing are Open Game Content.
ers who have contributed Open Game Content; (b)”Derivative Material” means 9. Updating the License: Wizards or its designated Agents may publish updated
copyrighted material including derivative works and translations (including into versions of this License. You may use any authorized version of this License to copy,
other computer languages), potation, modification, correction, addition, exten- modify and distribute any Open Game Content originally distributed under any
sion, upgrade, improvement, compilation, abridgment or other form in which an version of this License.
existing work may be recast, transformed or adapted; (c) “Distribute” means to 10. Copy of this License: You MUST include a copy of this License with every copy
reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or other- of the Open Game Content You Distribute.
wise distribute; (d)”Open Game Content” means the game mechanic and includes 11. Use of Contributor Credits: You may not market or advertise the Open Game
the methods, procedures, processes and routines to the extent such content does Content using the name of any Contributor unless You have written permission
not embody the Product Identity and is an enhancement over the prior art and from the Contributor to do so.
any additional content clearly identified as Open Game Content by the Contribu- 12. Inability to Comply: If it is impossible for You to comply with any of the terms
tor, and means any work covered by this License, including translations and de- of this License with respect to some or all of the Open Game Content due to statute,
rivative works under copyright law, but specifically excludes Product Identity. (e) judicial order, or governmental regulation then You may not Use any Open Game
“Product Identity” means product and product line names, logos and identifying Material so affected.
marks including trade dress; artifacts; creatures characters; stories, storylines, plots, 13. Termination: This License will terminate automatically if You fail to comply with
all terms herein and fail to cure such breach within 30 days of becoming aware of the
thematic elements, dialogue, incidents, language, artwork, symbols, designs, depic-
breach. All sublicenses shall survive the termination of this License.
tions, likenesses, formats, poses, concepts, themes and graphic, photographic and 14. Reformation: If any provision of this License is held to be unenforceable, such
other visual or audio representations; names and descriptions of characters, spells, provision shall be reformed only to the extent necessary to make it enforceable.
enchantments, personalities, teams, personas, likenesses and special abilities; plac- 15. COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
es, locations, environments, creatures, equipment, magical or supernatural abilities
[Link]. Copyright 2010, Todd Gamble & Jonathan Nelson. All rights
or effects, logos, symbols, or graphic designs; and any other trademark or regis- reserved.
tered trademark clearly identified as Product identity by the owner of the Product
Identity, and which specifically excludes the Open Game Content; (f) “Trademark” Designation of Product Identity:
means the logos, names, mark, sign, motto, designs that are used by a Contribu-
Product Identity: The following items are hereby identified as Product Identity, as
tor to identify itself or its products or the associated products contributed to the defined in the Open Game License version 1.0a, Section 1(e), and are not Open
Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Content: All trademarks, registered trademarks, proper names (characters, deities,
Distribute, copy, edit, format, modify, translate and otherwise create Derivative Ma- etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (El-
ements that have previously been designated as Open Game Content or are in the
terial of Open Game Content. (h) “You” or “Your” means the licensee in terms of
public domain are not included in this declaration.)
this agreement.
2. The License: This License applies to any Open Game Content that contains a no- Open Content: Except for material designated as Product Identity (see above), the
tice indicating that the Open Game Content may only be Used under and in terms game mechanics of this [Link], LLP game product are Open Game
Content, as defined in the Open Game License version 1.0a Section 1(d). No por-
of this License. You must affix such a notice to any Open Game Content that you
tion of this work other than the material designated as Open Game Content may be
Use. No terms may be added to or subtracted from this License except as described reproduced in any form without written permission.
by the License itself. No other terms or conditions may be applied to any Open
Game Content distributed using this License. All Content is Copyright [Link], LLP (Todd Gamble and Jona-
than Nelson), 2010-2012.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your ac-
ceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license
with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original mate-
rial as Open Game Content, You represent that Your Contributions are Your origi-
nal creation and/or You have sufficient rights to grant the rights conveyed by this
License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE por-
tion of this License to include the exact text of the COPYRIGHT NOTICE of any
Open Game Content You are copying, modifying or distributing, and You must add
the title, the copyright date, and the copyright holder’s name to the COPYRIGHT
Thanks For Playing!
NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including
as an indication as to compatibility, except as expressly licensed in another, inde-
pendent Agreement with the owner of each element of that Product Identity. You
agree not to indicate compatibility or co-adaptability with any Trademark or Reg-
istered Trademark in conjunction with a work containing Open Game Content
except as expressly licensed in another, independent Agreement with the owner of
such Trademark or Registered Trademark. The use of any Product Identity in Open
Game Content does not constitute a challenge to the ownership of that Product
The annual Winterflower Festival & Dance is just around the corner!

What originally started out as a festival to honor the rare Winterflower


has grown into an annual gathering for families, soldiers, and hunters
to eat, drink, and dance the night away.

The festival is named after the rarest flower in the world. It thrives
in a cold mountainous region and has a reputation for growing on
sheer mountain peaks and cliffs. It is the only flower known to grow
through layers of snow in order to reach the sunlight. When carefully
transplanted near the village the Winterflower is considered a blessing
which protects the village from harm.

It is customary for the men of the village to ask the women to the dance
by presenting them with rare, difficult to obtain gifts. A woman will
usually select from the men based on the rarity of the gift with which
she was presented.

This year, a beautiful young maiden by the name of Gwendolyn has


come of age and many men vie for her attention. Three such men are
Nicoli Vrodle, Alem Dulgra, and Vladimir Pelchonal, all of whom are
willing to go to great lengths to attend Winterflower Festival & Dance
with the maiden Gwendolyn on their arm.

Each of the three men hire the PCs to retrieve the rarest gifts in the land.

The catch? The Winterflower Festival is just five days away so the PCs
must hurry!

You might also like