Escolar Documentos
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AGE
12+
NOEeNS
eNS
E SSE N T I A l sm
Matthew Sernett
Credits
INTRODUCTION
Design
Matthew Sernett
Cairn of the ';Vinter Kin8TM is a D UNG EONS & DRAGONs
Art Director
far to the south_ As he traveled through a mountain range
Kate Irwin
during a storm, h e took shelter in a frozen cave beneath
a pillar of ice fllled with skulls-the Cairn of the Winter
0&0 Senior Art DirecLOr
Jon Schindehette
King. Exploring deep into the cave, he found the ice scepter
300-24465000-001 EN
The characters mll st succeed on a skill challenge as
987654321
they rovv the sky ship back through the storm or face the
First Printing: November 101 0
ISBN; 978 0-7869 5631-9
first battle at the Cairn in an injured state. They must navi-
Visi t auf website at www.Dunge onsandDragons.com
gate the danger s of the \Vinter King's realm and find their
OJ
STARTING THE
their goods. The work promj ses to be r elaxed and net them 0:::
o
be arriving in the city ofFallcrest in the Nen tir Vale. For
sound s to the south. (Of course, it doesn't work out th at ..:
information about FalJcrest and the Nentir Val e, sec the
way.) OJ
DUI18eon Ma ster's Book.
J:
Opti ona lly. you can place th e st art of thi s adventure
QUEST: MEET UP WITH THE HALFLINGS I-
in \,, hatever settl em ent you like or put Fallcrest wherever
4th -Level Minor Quest (17S XP) \J
Z
you w ish in your campai gn . "Opening Scen e" on page 4
The characters comp lete this qu est if they meet u p w ith
u ses flam es a nd places in FallcIest for conven ience, but
the halflings at their camp in Fall crest. Th e ir le ader, Barro ~
fee l fr ee to change any stich elements in th e ways that suit
Turnfin, ha s no work for the characters now that w int er ha s ~
you. [0 a ny event , the adventure doesn 't linge r long in the
frozen much of t he river and sta ll ed trade, but he offers to ill
town be for e sending the characters off to the Cairn of the
pay each character 150 gp for th e job they ca me out to do
Winter Kin g.
if the strange wint er we ath er end s within th e month.
OPENING SCENE
When the characters go to the tents by the river,
read:
While the characters were traveling to Fallcrest , snow
As you approach the camp, you pass a warehouse with crates
began to faJi in the middle of summer. This turned out
and barrels 9f ina in tumbled heaps outside it. Six humans and a
dwarf
to be no freak weather occurrence but a long-term trend.
are dumpin8 their contents into the snow and hackin8 the
Dark clouds covered the sky, and the snow hasn't stopped
containers up. Food appears to be the only exception. They take
falling. The hardship this is causing people becomes obvi-
the food back inside throu8h doors j1anked by members of the
ous as the characters near Fallcrest. Outlying farms are
Pallcrest Guard. One of the 8uards sees you lookin8 and nods his
abandoned, their crops buried in snow and blighted by
head toward the camp. His messa8e is clear: Move alona.
cold.
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Faren M a r ke lhay, Human Lord Ward en ofFallcrest:
Have th e ch ar acters mak e an InS igh t check (a ch aracter Z
"You've heard from Barro Turrifin! The lands downriver are
can aid anoth er ch aracter ifh e or she w ish es) and let th em U.J
pa ss!"
General Cr owd (DC 10): Most of th e citi zen s are Z
con fl icted. They want to obey the ir lord , but th ey'r e all z
Armos Kamro th , Human Landow ner and Secret
worrying about wh at th ey' ll have to give up . UJ
Cl.
Cleric ofTialnat : "Let each person take care of himse lf! Until
Guards (DC 10): T he guards are gett ing n ervous. A o
this is over we should be with our families. not stand ina about
few of th em are dov.mright tWitchy, p u tt ing h ands to sword
the freez ina co ld and sta rvina ourselves. First we chop up trade
h ilts whenever anyone in the crowd shouts.
aoods. Will we cut up our houses for firewood next?"
Turnfin Haillings (DC 10): The Tu rnfln s sen se
P erception checks.
.... -
ENCOUNTER 1:
Medium natural am mate (undead) XP 25 each
HP 1; a missed attack never damages a minion. Initiative + 5
SKY RAIDERS
AC 16. Fortitude 13, Reflex 14. Will 13 Perception +2
STANDARD ACTIONS
Setup
CD longsword (weapon) + At-Will
A criti cal hit automatica lly redu ces the zombie to 0 hit pO ints.
Tactics
STANDARD ACTIONS
STANDARD ACTIONS
CD Slam + A,-Wm
The skeleton gains a +2 bonus to attack rolls and deals 1 d6 extra
Attack: Melee 1 (one creature); + 10 vs. AC
damage on opportunity attacks.
Hit: 8 damage. cr:
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STANDARD ACTIONS
TRIGGERED ACTIONS
f-
CD longsword (weapon) AtWiII
Deathless Hunger + Encounter Z
Attack: Melee 1 (one creature); +8 vs. AC
TriY8er: The zombie is reduced to 0 hit points, but not by a criti- ::J
Hit; 1d8 + 5 damage, and the target is marked until the end of
cal hit. o
the skeleton's next turn.
Effect (No Action); Roll a d20. On a 15 or higher, the zombie is U
Z
S'r 15 (+3) Dex 17 (+4) w;s 14 (+3)
instead reduced to 1 hit point. UJ
Con 13 (+2) In' 3 (-3) Cha 3 (-3)
S'r 18 (+6) Dex 8 (+1) W;s8(+1)
Alignment unaligned languages -
Con 15 (+4) In'1 (-3) Cha 3 (-2)
Equipment longsword
Alignment unaligned languages -
Development
AFTERMATH
+- However, the vVinter King did not CDunt upDn the
m onsters aboard that ship are not to blame. T hey came late-just
Orest N aer umar, Tiefling Own er of N ae rum a r's
in t ime to help. No, someone else has brou9ht this doom up on us_
I m ports , Fallcrest's Finest Shop: ''I'm famili ar w ith ma ny
You know w ho yo u are_ Comeforward now to en ter my protec-
types of maBie items, bu t I've n ever heard of an ice scepter."
tion, or f a ce the a a Uows!"
crDwd nDtices the half-elf and ShDutS abQut it. They attack
ArulOs K amrath, Huma n Landowner a nd Secr et
with the intention of severely beating him.
Cleric ofTiam at: "That's riEht! And that means someone
The half-elf is Marko Lancet, a criminal and fugitive
brought it here, recently! You there! You 're st rangers in townr
from a prisDn in the distant sDuthern city-state ofHadrakar.
You brouEht this w inter upo n us. didn't y ou?"
He has the ice scepter.
Alluw the characters to' take the lead in talking to' the
Ice Scepter level 6 Rare
townsfQlk. Tfthey want mQre informatiQn abQut the
]'his reBa! scepter seems made aJice and is set with sapphires. 1'hou8h
\Vinter King and th e ice scepter, seve ral peQple can con-
the scepter is cold to the touch, its Wielder nevertheless feels warm and
tribute pieces Qfthe legend, and N imozaran the Green
conifortable in the coldest wind_
lynch Marko and hurl the ice scepter onto the ship. The sky
of the Frostjmv Peaks, but he escaped, killing a guard in
and the scepter back to the Cairn oftbe Winter King. And
to head higher into the mountains. A storm in the cold
is hardly pleased to go, but he feels that it's better than the
filled with skulls-the Cairn of the Winter King.
character.
throne and obscured by a thick coating of ice. He took the
takes off. lacking the ice scepter can impact later parts of
winter has bothered Marko, but he didn't know the cli -
the adventure, but for now you can continue with "Skill
mate of these northern lands, and the ice scepter has kept
next page_
SKILL CHALLENGE:
of the events multipl e times . Rem emb er that only two
can't take shelter som ehow whil e row ing (s uch as by cover-
As yo u pull upo n the oars, the areat ship a lides into the air like an
and end s up gripping the frosty edge of the sh ip. The char-
Your view of th e around below quickly becomes obscured by
Athl etics ch eck to pull the ch arac ter back on board. The
1i8htn ina.lce bea ins to crust the sh ip, and your fin8ers and face
to
represent them. Their ultimate fates are up t.o you and Z
ARRIVING AT
et:
the
players.
THE CAIRN
U
The
Cairn LiJ
Read the following when the characters have com-
I
The
Cairn is a 40-foot-ta11 spike of bIlle-white ice that I--
pleted the skill challenge and you are ready to
bottom within the pillar of ice, but farther up the piJJar the
ternaturally still as the sky ship slows to a alide. Fat snowflakes
>
damage.
Cairn of the Winter Kina_ Brina the ice scepter before his throne,
or the snow will never stop fallina."
in
the boat, but the weather conspires against this.
Read or paraphrase the following words from Marko
The tunnel into the mountain extends a mere 20 feet
Lancet:
before being blocked by two huge doors- doors that Marko
''I'm back. I t's not possible. I thou8ht it would take weeks to 8et
Lancet did not encounter. The doors are not locked, but
here. I thouaht we'd die. But there it is, that horrible pillar of ice
encrusts them , and it takes a DC 14 Strength check to
skulls, and h ere I am. Maybe I never left. Maybe l'm delirious. crack
them open. A DC 21 Perception check detects no
Maybe . .. . i\Jaybe I'm dead, and my head is in that cairn. Could sound
through the door , but the barest hint of smoke does
I BO there now and see myself? If I climb up and look into the ice, scent
the air.
wiII my eyes be 100kin8 back at m e?"
When
t he characters open the door, read:
Marko has experienced some strange stuff recently, and A
wave of warm air bursts throu8h the doors, carrying with it the
the harrowing trip through the storm after the attack of the
scents of rich food and wood smoke. The smells of roast 8oose,
undead warriors has unhinged him a little. Unless the char-
sucklin8 pi8, lemon tarts, and other foods you haven't eaten since
acters stop him and snap him out of it , he climbs the hillside
childhood lin8er around your head.
surrounding the tunnel entrance and starts peering in at the
Down the tunnel you see the source of these delightful memo
skulls inside, examining everyone for some resemblance
ories. A room Blitters with candleli8ht around a table laden
to himself Nothing happens unless he attacks th e Cairn, with
plates of food and BoblelS of drink. Beyond it, a bearded
which might occur ifhe sees his reflection in its surface. man
dressed in furs sits with a demure youn8 woman at a table
Unstable as he is, Marko is willing to continue with the by a
fire. Three huntin8 hounds lie at their feet lazily 100kin8 in
characters once they calm him. (",",Vhat else should I do? your
direction.
Stand out here and freeze?") Marko wants to help with his
The man lifts his stronaface up at the cold air cominafrom
knowledge of the ice cave. If the characters ask, Marko can the
doorway, sees you, and smiles. "Come in,jriends," he says.
guess which path heads toward the throne room. You can 'i\nd
close the doors behind you a8ainst that cold. Sit, eat, and
decide ifhe is right, or you can roll a d6 and allow Marko rest
after your lon8journey."
to be right on a roll of 3 or higher.
The
man is a servant of the Winter King, and his hounds
Other Characters If the characters brought are
dire vvolves disguised by an illusion. He hopes to lull
others along, the latter folk are too frightened to enter. the
characters into a false sense of security. The food
However, any non player character tag-alongs might help and
drink is an illusion that holds a curse for those \vho
out later. Perhaps they fearfully stay near the sky ship
consume it. Read more about this area and continue the
but rally their courage to miraculously show up in the
adventure on the next page "vith "Encounter 2: A vVarm
dungeon when the characters are in the direst need. You
Welcome."
might use some of the human statistics in Monster Vault'''
Pack Harrier
Setup
The wolf has combat advantage against any enemy that is adja
STANDARD ACTIONS
on herself and the wolves. She smiles and nods when she
must, but she tries to escape notice by playing the part of a
Assuming the characters give him the chance, Bartek
and Zanna fade (but not the table; that's the Winter King's
the target is knocked prone.
Miss: Half damage.
doing). Bortek mounts one of the dire wolves and rides
Skills Athletics +11
it over the table to attack the characters. The other two
5t, 18 (+6) Dex 15 (+4) Wis11 (+2)
surround them from the sides, hoping to gain combat
Con 16 (+5) Int10(+2) Cha 12 (+3)
advantage. Zanna uses her powers against the characters,
Alignment evil languages Common
but trie s to flee \ivhen she is bloodied-if possible , invisibly
Equipment greataxe, 4 handaxes
~
Table ofIllusory Delights: The tabl e orgo,. o
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et:
<
<
et:
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extend ed rest. r-
STANDARD ACTIONS
MINOR ACTIONS
\.
(
THE WINTER
Floating Encounter
carved into the ancient wood are the wo rd s "Do not open
The Winter Ki ng's minion s, on th e oth er h and , con -
on
pain of death by order or th e \rVinter King. " Th e door
stantly vie for hi s attention and esteem. Many of th em
can
be opened with a DC 14 Thievery check or a DC 21
hope to w in power by being the one who brin gs him
Strength ch eck.
either th e ice scep ter or th e indi vidual that carries it. Thu s.
4. Frozen Temple
5. Great Hall
~
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dwa rves who bui lt it , h e froze their templ e to M.oracl iJl
This larae chamber holds two mass ive tables. Sce nes of dwarves
"
wh ile its h igh pr iest wa s kneeling at th e altar. The cha m -
eatina and drinkina aTe carved into the walls and pill ars.
<Il
be r is n ow fil led w ith solid ice from ODor to cclUng, a nd
U
its doo rs a rc frozen shut w ith an en ch an ted ice lock th at
P e r ception DC 14: You can see liaht dimly f/ ickerina and
Z
re qu ires t \ "/O keys. The Wi nter Kin g feared th at h is sac-
hear clatterina cominafrom the area to the north . It sounds like
~
r il ege mi ght have anger ed MOfadi n , and he plann ed to
so meone is m ovin8 dishes .
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"
r eopen th e templ e on ce h e found a way to pla cate th e god .
f-
Yet th e vengea n ce ofMoracl in never came to pass, a nd
6. Collapsed Passage
Z
th e two keys becam e sym bo ls of rank among th e W inter
Thi.s r ubbl e-fill ed ha ll once led to li vin g qua rter s for dwarf
$:
K i ng's follower s.
serva nt s, crafter s, and m incr s, as well as t.o the mi nes.
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The ghost of th e hi gh p riest now h aunts this temp le,
:r:
and it ca n not leave th e ch amb er. Th e spirit has no power
r-
7. Kitchens
to speak , b ut if the character s com e close to the fr oze n
pa ge 26 .
r un es a nd mouth ing th e word s for "fir e key." A Thiever y
check has n o effect on thi s m agic lock.
The oute r door can be op ened safely WitJl th e ice key
8. Library
fo un d arou nd th e wh ite dragon'S neck in area 11 (page
When the char acters enter the ch a mb er, r ead:
16). The ice inside m ight be m elted w ith d ays of efTor t by
Sto ne shelves line the walls of t his room, bookshelves sta nd amid
th e ch ar acters, but u sing th e fire key cau ses it a U to evapo
it, and the fl ooT tiles are shape d like opened sc rolls. The books
rate in an in sta nt. T he fire key is with the tiefl ing na m ed
and scrolls in this room ha ve all turned to s08ay mush.
at-will attac k power that re quires a stand ard action to use : Close
spe nt.
13. Vault
16. Well
The dwarve s kept th eir riche s in this chambe r, but th e
This well served the dwarves and th e Winter King as an
Winter Kin g sp ent mu ch of the d warve s' wealth up on hi s
internal water supply. The we ll is 3 0 feet deep , and the
armies. Some of the treasure still r emains , inc1uding a pil e
wate r in it ha s a thin coating of ice . If th e ch a racter s inves
of coin s sepa rate d from the re st that wa s to b e th e hoa rd
tigate th e well , you might u se it as a source for a nother
or th e whit e dragon Thrym zen (see area 11, above , a nd
adventure. Perhaps a cave entra nce is at th e wate r level . or
en count er 3 , page 18). a
secr et door is somewh ere in th e chut e.
The heavy iron door to the vault is locked by a kiJld of
combin ati on lock. Letter s in Davek script. the alphabet
17. Conference Room
of th e Dwa r vcn a nd Giant languages, are on four whee ls The
dwarf king and later th e Winter King lI sed thi s room
internal to the d oor such that only one letter is vi sible at a for
private meetings.
tim e . Ea ch wh ee l ha s all the letters in the alphabet on it.
Perception DC 21: A chara cte r can notice a spy ho le UJ
ln scrib ed in th e door are the fo ll owing word s in Dwarven:
that allowed eavesdropping from th e roya l quarter s. P eek- :c
"None but a d wa rvc n hand can open me, and only aner
r-
ing
through it reveals the dark interi or of the icy bedroom.
brin ging me a giant 's head. " The solution to thi s riddl e is to
u se th e wheels to speJl th e word "head " in Giant and th en
18. Royal Quarters
"hand " in Dwa rven . When thi s is done, th e lock cl icks
Th
e dwarf kings of old and th e Wint er King u sed th ese
open .
furniture .
m a ke DC 2 1 Int elligence checks and give them a hint or
happ en s.
ha s a gong that would h ave been rung to announ ce guests
Action Recovery
Setup
Whenever the dragon ends its turn, any dazing, stunning, or
the move. Each time the dragon enters an enemy's space for the
and the dragon attacks.
first time during the move, it can use daw against that enemy. If
The dragon is named Thrymzen. It allied with the
the attack hits, the target also falls prone. If the dragon cannot
vVinter King to experience the slaughter of conquest and
use a free action to take this move due to a dominating or stun
gain treasure. Thrymzen served as the Winter King's
ning effect, then that effect ends instead of the dragon making
mount on several occasions. Thrymzen would rather not
this move.
to speak to anyone but the Winter King, preferring to
Savage Blood
use brute force to make its intent known, but a character
While bloodied, the dragon can score a critical hit on a roll of
17-20.
who uses Draconic to speak to the dragon might shock
Thrymzen into a brief cOIlversation.
Fif.iJif.';i6,,'i,p;
Thrymzen has no idea how long he has been frozen,
(j)S;te(cold).A~
TRAITS \.:
J
Setup
o Mad Whispers (psychic) .. Aura 3 I-
Any enemy that ends its turn in the aura takes 5 psychic
3 mad wraiths (W)
damage, and the wraith slides it up to 2 squares. '"
"-
Insubstantial Vl
vVhen a creature enter s t he guard chamber, the mad
Th e w raith ta kes half damage from all attacks, except those that
<t
wraith s attack.
deal force damage. Whenever the wraith takes radia nt da mage, it
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'"
When the charac ters enter the area, read:
Spawn Wraith I-
wra ith figment at the start of th is wraith's next turn. The new wra ith
far wall of this small chamber, and then thinas made of shift-
0
appears in the space where the humanoid died or in the nearest
ina shadows appears to ooze from the waH. A moment later you
U
W ill
Tactics
Hit: 2d6 + 7 psychic damage, and the wraith slide s t he target up
(~
HP 11 0 ; Bloodied 55 Initiative +5
TRAPPED AMBUSH
AC 20, Fortitude 21 , Reflex 17, Will 19 Perception +11
Speed 6
The ettin makes two initiative c hecks and t akes a full turn on each
j" Encounter Level 8 (1,925 XP
init iati ve result. The ettin can take two immediate actions per
with traps)
round but only one betwe e n one turn and the next.
STANDARD ACTIONS
Setup
CD Smash +- At-Will
Hit: l d1 2 + 3 damage .
4 human barbarians (H)
MOVE ACTIONS
3 falHn g iron portcullises
+ Kick +- At-Will
2 fal se-floor pits
Attack: Melee 1 (one creature); + 11 vs. Fortitude
1 poisoned dart w all
Hit: The ettin pushes the target up to 2 squares. The ettin then
2 wbirling blade s
moves up to ha lf its speed.
Speed 7
TRIGGERED ACTIONS
into nina, "Kill . . . "
ettin likely accidentally frees trap s from the ice with wild
Giant, and the humans can't make it understand any word
SWings. Active traps that b ecome ha za rds to the character s
of Common other than "kill." When the ettin sees the
lfthe traps are inact ive , they are not part of th e encounter
in the ceiling. Pulled the other way, it caus es both of th e
and do not grant XP. However, the characters might have
whiTling blades to travel along their track s and vanish into
fre ed them from ice and r eset th em. A lso, the lever can
the ceiling, resetting them.
be used to manually trigger the traps if they are active. A
Object XP 25 each
V1
;:)
Immune attacks
TRIGGERED ACTIO NS
<C
+ Attack + En counter 0
Q.
Refl ex <C
Hit: Th e target falls 10 feet to the bottom of the pit, taking 1 d1 0 :x:
i-
damage and falling prone.
Miss: The t arget return s to the la st square it occup ied and its V1
y. :x:
Effect: The false floor opens and the pit is no longer hidd en. UJ
i-
COUNTERMEASURES
Z
Object XP 250
Immune attacks
STANDARD ACTIONS
COUNTERMEASURES
4
Triaser: A creature steps on the pressu re plate.
A ttack (Immed iate Reaction): Melee 1 (ta rgets und er th e portcul-
li s); +10 vs. Reflex
Hit: 3 d8 + 5 damage, and the target is re strained (esca pe DC 16)
Attack: Close burst 1 (creatures in the burst); + 10 vs . AC
and fa ll s prone.
Hit: 1 d8 + S damage .
Miss: Ha lf damage, and the t arget slides 1 square (roll a d20:
1-10 slide s forward, 11-20 slid es back).
Features of the Area
COU NT ERMEASURES
th ey occupy.
[he human s attempt to make lise of the traps, workin g
the pits appear on the map. Those pits, h owever, are not
III the human s are dispatched, any bloodied human s who
TRIGGERED ACTIONS
Refl e x
room is po si tivey l freez in8. A tie fling male in chainrnail
armor is
Hit: The target falls pron e, and me tilES m,I!!'5. 3 .. d aga inst
gingerly holdin8 something in one of the forB es with tong5, while
it.
a bored ogre sits in one corn er pickin8 its teeth and two skeletons
Defiant Curse. At-Will
stand idle nearby.
Tri88er: An en emy hit s the tiefling_
Spee d 6 Darkvisio n
ina out a }laminB key on a aolden chain, which he quickly puts
Immune di sease, poi son ; Resist 10 fire. 10 IleCJ"OlK;
around his Heck. "How did yo u 8et here?" he says in shock. "J se
nt Vuln e rable 5 radi ant
my ettin after yo u! " He draws aja88ed blade, and the skeletons
sudden y l burst into oranae fl ames as the oare scra mbles to its
feet.
Any crea ture that ends its turn in the aur.iI takes .5 fi re damage.
STANDARD ACTIONS
Tactics
l:I
w ithin it. I-
on a hit.
Treasure
THE QUEEN
STANDARD ACTIONS
Attack: Area burst 1 within 10 (enemies in the burst); +11 vs. Will
Azrinda , gnome illusioni st (G)
Hit: 2d6 + 5 radiant damage, and the target grants combat
4 grasping zombies (Z)
advantage (save ends).
Hootie, young owlbear (0)
~ See Me Not (illUSion, im~lement, psychic) Recharge ~lTIl
Hit: 2d6 + 10 psychic damage, and the target cannot see the
Read or paraphrase th e following when the charac-
MOVE ACTIONS
A dank prison cmifronts your senses when you open the door.
Effect: The gnome can disguise itself and up to t hree alli es within
Azrinda has cloaked herselfin the illusion of what she
Speed 7 Darkvision
help them defeat "my husband , the cruel Winter King" if
STANDARD ACTIONS
they give her the ice scepter and place her upon the throne.
z -4
:J
r:J
:c
3:
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u
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"
Winter King so that she can attack them with the king's
Attack: Melee 1 (one creature); + 6 vs. AC
Hit: ld12 + 3 damage, or 1 d12 + 8 against a grabbed target.
help. Azrinda's ploy is a dangerous one, hovvever, because
+ Zombie Grasp. At-Will
no \i\Tinter Queen ever existed in conjunction with the
Attack: Melee 1 (one creature); + 4 vs.
Reflex \i\Tinter King. She's hoping the characters'
ignorance of the
Hit: The zombie grabs the target (escape DC 12) if it does not
ancient past is as great as her ignorance of the present , but
have a creature grabbed.
in case it's not, she has ordered Hootie to follow after her
TRIGGERED ACTIONS
if she leaves the prison , and the zombies are ordered to
Deathless Hunger+- Encounter
follow Hootie. In this way she hopes to have her allies with
Tri88er: The zombie is reduced to 0 hit points, but not by a criti-
Tactics
ENCOUNTER 8:
3 Dwarf Brawlers (D) Level 2 Brute
Setup
The dwa rf can move 1 square fewer than the effect specifies
3 dwarf brawlers (D)
wh en subjected to a pull. a push , or a slide.
1 otyugh (0 )
Steady -Footed
Ravide the B lack, hum an transmute r (H )
The dwarf can make a saving throw to avoid falling prone w hen
+ Mad Ax e. At-Will
When the ch a r acters entcr or look into thi s area, re ad:
Requirement: The dwarf must be bloodied.
This room appears to be a kitchen . You sme ll so me wood smoke,
Effect: The dwarf u sesareataxe twi ce. each time against a differ
but fhe dominatin8 odor comes from a slowly thawina refuse pit
ent target. It can shift 1 square betv.-'eefl the <lttacks.
on one si de of the room .
St, 18 (+5) Dex 11 -1 Wi< 16 (+4)
A thin male human stands next to a firep lace, squeezil18
Con 17 (+ 4) Int lO -1 Cha10(+1)
ha ndaxe s.
cold sleep.
~
large natural beast XP 300
Medium natural humanoid XP 300
UJ
HP 82; Bloodied 41 Initiative +5
HP 77 ; Bloodied 38 Initiative +3 Z
z
AC 23, Fortitude 22. Reflex 16, Will 19 Perception + 11
AC 2 1, Fortitude 18, Reflex 19, Will 20 Perception + 11
Speed 5, swim 5 Darkvision
Speed 6 a
TRAITS
STANDARD ACTIONS
"
o Otyugh Stench + Aura 1
CD Staff (weapon) AtWiII o
LO.
living enemies ta ke a -2 pen a lty to attack rolls wh il e in th e
aura. Attack: Melee 1 (one creature); + 12 vs. AC
Vl
STANDARD ACTIONS
Hit : 2d6 + 6 damage.
CD Tentacle + At-Will
.,~ Capricious Earth (charm , impl ement) AtWill
r-
a Tiny an imal un t il t he end of the t ran smute r's n ext tu rn. Whil e
ta rget m ake s a saving thro w. On a failure, the target contracts
:l
lesser otyugh filth fever (stage 1).
in thi s form, th e target ca nnot u se power s or make attacks. o
Skills Stealth + 13
MOVE ACTIONS
U
Z
5t,22 (+9) De. 11 (+3) w;s 16 (+6)
Hex Jump (Jeleportation) Encounter
UJ
Con 18 (+7) Int 1 (-2) Cha 5 (+0)
Effect: Close bur st 5 (one hexed creature in th e bur st). The tran s
Alignment unaligned languages -
muter and th e
D IOse infected by this disease waste away as they a lternate9-' 51ifJcr chills
Atta ck: Close burst 5 (one e ne my in the burst); + 10 vs. Will
and llOtjlas}lcs.
Hit: The target is hexed until the end of the transmuter's next
Stage 0: The target recovers from the di sease.
turn. While hexed, the target is slowed and takes a -2 penalty
Stage 1: While affected by stage 1, the target loses a healing surge.
to attack roll s and damage ro ll s again st th e t ran smuter.
Stage 2: Whil e affected by stage 2, the target lose s a healing surge
Skills Arca na +10, Nature + 11
and ta kes a -2 penalty to AC, Fortitud e, and Refl ex.
5t, 10 (+3) De. 11 (+3) w;s 17 (+6)
Stage 3: Whil e affected by stage 3, the ta rget loses all healing surges
Con 13 (+ 4) Int 15 (+5) Cha 14(+ 5)
Development
ENCOUNTER 9:
large natural humanOId (human , undead ) XP 1,000
TRAITS
Setup
Action Recovery
da mage during the move, Each t ime the king enters an enemy 's
King, gives him th e ice scept er, or addresses him . The
spa ce for the first tim e during t he move , he can use slam again st
V\Tinter King attacks th e characters or dem and s they kneel
that enemy. If the attack hit s, th e target also falls prone. If the
before him , dependin g on the ir actions. Use the Words
king ca nn ot us e a free action to take this move due to a dominat-
Aga inst the Winter Kin g skill challenge if th e characters
ing or stunning effect, then that effect ends instead of the king
attempt to engage in diplomacy before or during th e battle .
making this shift.
Crown of Winter
STANDARD ACTIONS
AC 5, Fortitude 10, Refl ex 5, Will ~
Hit: 2d 6 + 7 co ld damage .
ca lly fail unl ess th e characters are begging for m ercy and a
movem ent.
u.J
Nature , Religion .
a re ready to leave .
Icy Pool: The pool of water by th e main entrance is
covered in a thin layer of ice that br eaks as soon as a char -
acter enters one of the squares. A character who enter s or
ends its turn in the icy pool takes 5 cold damage. Leavi ng
ENCOUNTER 10:
3 Town Guards Level 3 Soldier
Speed 5
Encounter Level 3 (850 XP)
STANDARD ACTIONS
Hit: 1d1
TRIGGERED ACTIONS
vants of the Winter King who might have be en unfrozen , or
STANDARD ACTIONS
TRAITS
CD Da_gger (weapon) + At-Will
Reactive Stealth
Attack: Melee 1 (one creature); +1 0 vs. AC
If the gnome ha s cover or concealment when it roll s initiative,
it Hit: 6 damage.
can make a Stealth check to become hidden.
~ Thrown Dagger (weapon) + At-Will
STANDARD ACTIONS
Attack: Ranged 10 (one creature); + 10 vs. AC
CD Short Sword {weapon) At-Will
Hit: 6 damage .
Attack: Melee 1 (one creature); +10 vs. AC
TRIGGERED ACTIONS
Hit: 1d6 + 4 damage, or 4d6 + 4 if the g no me was invisible
to From Hell's Heart. At-Will
the target when it attacked.
TriBBer: An enemy hits the Hefling hood lum .
Dagger (wea pon) + At-Will
Effect (Immediate Jnterrupt) : The tiefling ho odlum uses daB8er or
Attack: Ranged 10 (one creature); + 10 vs. AC
thrown da88er against the t r iggering enemy.
Hit: 2d4 + 5 damage, or 4d4 + 5 if the gnome was invisible to
5.,16(+5) Oex10 (+2) Wis 11 (+2)
the target when it attacked.
Con 16 (+4) In. 15 (+4) Cha 1Z (+5 )
Vanish from Sight Qllusion) At-Will
Alignment unalig ned lang u ages Common
Effect: The gnome becomes invisible until it hit s or misses
with Equipment 6 daggers
( an attack or until th e end of its n ext turn.
TRIGGERED ACTIONS
Tactics
CONCLUDING
The Cairn of the Winter King ~
:J
UJ
If the chara cter s fail, the Winter Kin g does not stop the
u seful (perhaps by enemi es or a llies of the cha r acter s). Th e >
Other Characters f-
lrthe character s preva il , they can claim t h e treasure s of
\.J
th e W inter King. His unnatural winter ceases, be coming
If Ma rko Lancet is still a live, he is gr ateful to th e char -
Z
an unnatu ral spring, which in turn becomes a war m and
ac ters but not inclined to stay with them and face more
Cl
welcome slimme r. A second season of growth and r enewal
dange r s. Nor is he looking forward to returnin g to Fa ll :J
beg in s, and the dead crop s of the land s affected by winter
c rest ; h e's not certain he would receive the h appy welcom e ...J
the tov\l ll sfolk and h anded food and drink all th e way up to
wears the winter crown can take me upon a finaljourney. But
reward .
Unl ess th ey are som ehow dealt with by th e cha racters , the
frozen force s of th e Winter King gradua lly th aw. Some
Further Adventures
see the character s as saviors. Others believe th ey owe the