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ANIDST TH NISTS

AND CCLDST IKCST


A OneRound L&L core LIVINc cRLYHAWK Adventure
version +
by Lale riesen
RPcA HQ reviewer. Stephen RadneyMacarland
You undertake an expedition in the lands of the rost 8arbarians to secure a trade agreement with the ruztii. While you dream of
coming home richer, the only thing the barren landscape promises is a quick death for the unprepared or the stupid. And that was
before the locals began falling prey to the supernatural killer that raids form the mist. can you save the locals, secure the lucrative
trade agreement, and make it home alive An adventure for characters level +8.
8ased on the original LUNcLONS & LRAcONS` rules created by L. cary cygax and Lave Arneson and the new LUNcLONS & LRAcONS game designed by Jonathan 1weet, Monte
cook, Skip Williams, Richard 8aker, and Peter Adkison.
1his Wizards of the coast game product contains no Open came content. No portion of this work may be reproduced in any form without written permission. 1o learn more about the
Open caming License and the dio system License, please visit www.wizards.com/dio.
DUNGEONS & DRAGONS, D&D, GREYHAWK, ROLE PLAYlNG GAMES ASSOClATlON and RPGA are registered trademarks owned by Wizards of the Coast, lnc. LlVlNG GREYHAWK
and the D20 system logo are trademarks owned by Wizards of the Coast, lnc. All Wizards characters, character names, and the distinctive likenesses thereof are
trademarks owned by Wizards of the Coast, lnc. Any reproductions or unauthorized use of material or artwork contained herein is prohibited without the express writ-
ten permission of Wizards of the Coast, lnc. This scenario is intended for organized play use only and may not be reproduced without approval of the RPGA Network.
2002 Wizards of the Coast, lnc. All rights reserved.
Visit our Web site at:
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COR2-03
T
his is an RPcA` Network scenario for the LUNcLONS &
LRAcONS` game. Most sanctioned events delegate a
fourhour time block for each round of this scenario, with
actual playing time will around three hours. 1he rest of the
time is spent in preparation before game play, and reward dis
tribution and scoring after the game. 1he following guide
lines are here to help you with both the preparation and vot
ing segment of the game. Read this page carefully so that you
know and can communicate to your players the special
aspects of playing an RPcA scenario.
PKPAKATICN
irst print this scenario. 1his scenario was created to support
doublesided printing, but printing it single sided works as
well. 1here is enough room along the inside margin to bind
the adventure, if you desire.
Read this entire adventure at least once before running
the event amiliarize yourself with any special rules, spells, or
equipment presented in the adventure. It may help to high
light particularly important passages.
When you run an RPcA L&L adventure we assume
that you have access to the following books. the Iicycr's
IcnJoeel, the Lungcen \cstcr's GuJc, and the \enstcr
\cnuci. We also assume that you have a set of dice ,at least
one d, do, d8, d+o, d+i, and dio), some scrap paper, a pen
cil, an RPcA scoring packet, and your sense of fun. It's also
a good idea to have a way to track movement during com
bat. 1his can be as simple as a pad of graph paper and a pen
cil, as handy as a vinyl grid map and chits, or as elaborate as
resin dungeon walls and miniatures.
Instruct the players either to prepare their characters
now, or wait until you read the introduction, depending on
the requirements of the scenario described in the introduc
tion.
Keep in mind that you must have at least three players
,not counting the LM), for the game session to be a sanc
tioned RPcA event. You cannot have more than six players
participating in the game.
Once you are ready to play, it is handy to instruct each
player to place a nametag in front of him or her. 1he tag
should have the player's name at the bottom, and the char
acter's name, race, and gender at the top. 1his makes it eas
ier for both the players and the LM to keep track of who is
playing what character.
1he players are free to use the game rules to learn about
equipment and weapons their characters are carrying. 8ut,
as the LM, you can bar the use of even core rulebooks dur
ing certain times of play. or example, usually the players
are not free to consult the LUKGLCK \As1LR's GuJc when
confronted with a trap or hazard, or the \enstcr \cnuci
when confronted with a monster.
1ext that appears in shaded boxes is player informa
tion, which you may read aloud or paraphrase as appropri
ate. 1ext in sidebars contains important LM notes, for you,
offering insight to issues particular to the adventure.
Monster and nonplayer character ,NPc) statistics are pro
vided with each encounter in abbreviated form. ull mon
ster statistics for standard monsters are provided in the
\enstcr \cnuci, while statistics for unusual monster and
unique individuals are profiled in the Appendix at the end
of the adventure. You should review all of these statistics
before the game starts to refresh you memory of the crea
tures' abilities.
SCCKINC
After the players have completed the scenario or the time
allotted to run the scenario has run out, the players and LM
score the game. 1he RPcA has three ways to score its
games. consult your convention coordinator to determine
which method to use for this scenario.
+Ketetc scerng. 1he players write their names and
RPcA numbers on the scoring packet grid. You fill in the
top of the grid. 1hat is all. No one is rated. 1his method is
used for people who are just playing for fun.
:Icrtci scerng. 1he players rate the game master and
the scenario on their player voting sheet, and provide per
sonal information, but don't vote for other players. 1he
game master rates the scenario and completes personal and
event information, but does not rate the players as a team or
vote for players. 1his method is used when there is no com
petition, but the event coordinator wants information on
how the game masters are performing, or the game
master wants feedback on his or her own performance.
Vetng. Players and game masters complete the entire
packet, including voting for best player. If this method is
used, be sure to allow about +,io minutes for the players to
briefly describe their characters to the other players, and
about ,+o minutes for voting. 1his method is used when
the players want to know who played the best' amongst
the group, or when the adventure is run in tournament for
mat with winners and prizes.
When using voting, rank the players in order of your
voting choice while they are completing their forms, so
that you are not influenced by their comments on your
abilities. It's a good idea to have the players vote while you
determine treasure and experience awards for the scenario.
After voting, give the Scoring Packet to your event
coordinator.
CTTINC STAKTD

T
his is a LIVINc cRLYHAWK Adventure. As a LIVINc
adventure it is expected that players bring their own
characters with them. If players do not have a LIVINc
cRLYHAWK character generated, get a copy of the current
LIVINc cRLYHAWK character generation guidelines, and a
character sheet from your convention coordinator or the
RPcA Web site, and then have any players without a char
acter create one. Once all players have a LIVINc cRLYHAWK
character, play can begin.
Along with the other materials that you are assumed to
have in order to run a L&L game, it is also recommended
that you have a copy of the LIVIKG GRLYIAVK Gc:cttccr.
LIVINC CKYHAwK LVLS
CI PLAY
8ecause players bring their own characters to LIVINc cRLY
HAWK games, this adventure's challenges are proportioned
to the average character level of the character participating in
the adventure. 1o determine the Average Party Level ,APL).
+) Letermine the character level for each character
participating in the adventure.
i) If characters bring animals that have been trained for
combat ,usually war horses and riding dogs), other than those
brought by virtue of a class ability ,i.e., animal companions,
familiars, paladin's mounts, etc.) use the following chart to
determine the number of levels you add to the sum above.
Add each character's animals separately. A single character
may only bring four or fewer animals of this type, and animals
with different cRs are added separately.
cR + i
+/ and +/o o o o +
+/ and +/i o o + +
+ + + i
i i ,
, o
, o /
) Sum the results of + and i, and divide by the number of
characters playing in the adventureround up.
) If you are running a table of six Pcs, add one to that
average.
8y following these four steps, you will have determined the
APL. 1hroughout this adventure, APLs categorize the level of
challenge the Pcs will face. APLs are given in evennumbered
increments. If the APL of your group falls on an odd number,
ask them before the adventure begins whether they would
like to play a harder or easier adventure. 8ased on their choice,
use either the higher or the lower adjacent APL.
APL also affects the amount of experience you may gain
at the end of an adventure. If your character is three character
levels or more either higher or lower than the APL that this
adventure is played at playing at, that character will receive
only half of the experience points awarded for the adventure.
1his simulates the fact that either your character was not as
challenged as normal, or relied on help by higherlevel char
acters to reach the objectives.
Ketc. LIVINc cRLYHAWK adventures are designed for APL
i and higher. 1hree or four, or sometimes even five +stlevel
characters may find difficulty with the challenges in a LIV
INc cRLYHAWK adventure. If your group is APL + there
are three things that you can do to help even the score.
+) Attempt to create a table of six +stlevel characters,
or try to enlist higherlevel characters to play at that table.
i) Advise characters to buy riding dogs to help pro
tect them, and fight for them. All riding dogs are considered
trained to attack. Pcs who want their dog to attack they must
succeed at a Handle Animal or charisma check ,Lc +o).
ailure indicates that the animal will not attack that round.
1his is a free action ,spoken command) that may be attempt
ed each round. If an animal loses half or more hp in a single
round it flees, unless another check is successful.
) A group of APL + adventurers who desire an extra
hand can 'enlist an iconic.' 1he stats for the +stlevel versions
of 1ordek, Mialee, Lidda and Jozan are given at the end of
each adventure. 1he group may pick one of these characters
to joint them on this adventure. 1he LM controls that NPc.
TIN UNITS AND UPKP
1his is a standard oneround core adventure, set in the city
of creyhawk. All characters pay two 1ime Units to partici
pate in the adventure. Adventure's Standard Upkeep costs
i gp. Rich Upkeep costs +oo gp, and Luxury Upkeep costs
ioo gp.
CTTINC STAKTD
2
ANIDST TH NISTS AND CCLDST IKCST
3
ADVNTUK SUNNAKY
AND 8ACKCKCUND
1he characters find themselves in the northern part of
the land of the rost 8arbarians searching for Jarl who
has not already made a deal
with one of the many hun
dreds of lanaess merchant
houses sending adventur
ers to gain argentvorax
rights. 1he land is treacher
ous, and cold, and they will
have to take special care not
to suffer from exposure.
On the path to the
domains of Jarl cuthmund,
the characters hear shouts
and roars from up ahead,
and find a large man named
charbel being attacked by
polar bears. After helping
him escape the claws of
these beasts, and he intro
duces himself, and takes
them to his village for a
feast, and promises to lead
the characters to Jarl
cuthmund.
At the village the charac
ters meet Lndemuk, Jarl
cuthmund's chief advisor,
in the town for unknown
reasons. While the charac
ters are more than likely
the honored guests of
charbel wile in the ruztii
settlement, they are still
foreigners, and when
Lndemuk disappears dur
ing their first night in the
village, the suspicions
about his disappearance fall
on them. Once the charac
ters win ,or talk themselves
out of) a trial by combat,
and win their innocence of
any wrongdoings, they most likely will search for
Lndemuk.
Lndemuk is being held at a hidden camp, which
the heroes will presumably invade.
After a successful rescue, the jarl hosts a great
feast, and the heroes receive accolades from charbel
and Lndemuk winning the favor of the jarl. 1he jarl
tells the characters that a horrid spirit called the
hunters of the mists is raiding the outskirts of his ter
ritories. If the character rid him of the hunters of the
mists, he will in turn grant the characters' patron ,or
themselves) the right to hunt argentvorax.
PLAYK INTKCDUCTICN
sneu cnJ unJ oieu coeut cs yeu trctci nerth cieng thc cy
ocnls e( thc JcncircJ Rtcr teucrJ thc tiicgc e(
JuntgcnJgcrJ. Fren thcrc yeu icn te jeurncy te thc grcct
hcii e( Jcri GuthnunJ thct stcnJs tue Jcys' trctci oy (eet
nerth e( thc tiicgc. Yeu crc geng te ncct uth Jcri
GuthnunJ uth thc hecs gcnng thc rght te hunt
crgcnttercx en hs icnJs.
Vsoity s ieu, cnJ usc nnJs thnl en thc resccts
e( (nJng c ot e( shcitcr. It sheuiJ eniy oc c (cu nerc Jcys
oc(erc yeu rccch thc tiicgc.
Lxplain to the players that they are on the 1hillonrian
peninsula trying to secure the rights to hunt argentvo
rax from the local lord, Jarl cuthmund. 1hey can
either be there on their own, or in the service of some
local lord from their home region. Have them decide
this before you continue play, as it will affect the pos
sible reward at the end of the adventure.
After they have decided the reason for their hunt
for the mythical sixlegged badger with a fur made of
pure silver, continue to Lncounter +.
NCCUNTK : PCLAK
8AK ATTACK
Vhic sccrchng (er shcitcr (ren thc sneu, yeu hccr c ieuJ
greui ccheng Jeun thc tcic. Vhic ts seurcc hJJcn oy thc
crsstcnt oicnlct e( uhtc cnJ uct, c sheut-essoiy c
huncn octtic cry-rcsenJs te thc ocrlng greui. It s (ei
ieucJ oy thc unnstclcoic oeenng ccii e( c ocrocrcn oct
tic hern, uscJ oy thc (eils n thcsc crts te ccii (er (rcnJiy
hci.
One or more polar bears are attacking some rost
8arbarians returning to Juntgandgard from
Krakenheim. 1hey were a boat crew on their way
home, and they came ashore to look for wood when
the snow hampered their progress. While they
searched for tinder hungry bears attacked them. 8y
Frost Barbarians and this Adventure
The Frost Barbarians (or as they call them-
selves, the Fruztii) live in the westernmost
part of the Thillonrian Peninsula. Most of
their kingdom is somewhat temperate, with
only the northern parts being as cold as the
setting for this scenario. They have recent-
ly shrugged off rule by the Schnai (some-
times called the Snow Barbarians) with the
help of Ratik, their neighbor to the south.
The Fruztii are predominantly Suel, with
very light-color skin and hair, but the king's
marriage to a dark-haired Ratikkan noble-
woman has made non-Suel matches more
stylish as of late. The sea is very important
to the average Fruztii, and their longboats
sail on raids far to the south.
After the summer raiding season of 591
CY, the reputation of one Fruztii raider cre-
ated a stir in many adventuring circles.
Valehdella Silvermane raided settlements
from Johnsport to Atirr between the months
of Coldeven to Flocktime. And earned a
reputation for both her daring and her beau-
ty. Both traits brought her to the attention an
energetic scion of the North Kingdom's
house Torquann. Who tracked her, trapped
her, and now has kept her (not unwillingly, it
is said) as his wife.
More often than not, talk about the war-
rior princess of North Kingdom centers on
her cloaka glistening fur cloak made of
the skin of a fantastic badgerlike beast
called a argentvorax, which is said to eat sil-
ver and spin that metal into its fur. The fan-
tastic skin, and the fact that Valehdella has
claimed that such creatures are common in
the northern climbs of the Kingdom of the
Fruztii, have flung the overly rich and over-
ly pompous of the Flanaess into a race for
such a treasure. More than one merchant
house has sent representatives with trade
agreements in hand, in an attempt to get
whatever Fruztii Jarl they can find to hand
over any skin that comes into their hands.
ANIDST TH NISTS AND CCLDST IKCST
4
the time the characters arrive, Svardi lies dead along
side his young son, Jorblan. His older son, 8ils, falls to
a savage attack from the bear just as the heroes
approach. Svardi's nephew, charbel, is in a rage and
attacking the bear singlehandedly.
creatures ,LL to LL ,). In lower Levels of Play,
charbel is unwounded and helps the characters fight
the bear,s). In higher levels of play he too falls to the
powerful claws of the bears.
charbel Sorb. male human 8bni/Rgr+. hp +,
see Appendix I.
APL 2 (L 3):
Polar 8ear. hp o8, see Monster Manual, Appendix A.
Animals.
APL 4 (L S):
Polar 8ear ,i). hp /, o8, see Monster Manual,
Appendix A. Animals.
APL 5 (L Z):
Lire ,Polar) 8ear. hp +oi, see Monster Manual, Lire
Animals entry.
In this Level of Play, the bear strikes charbel as
the characters approach, reducing him to - hit
points.
APL 8 (L 9):
LirePolar 8ear ,i). hp +ii, +oi, see Monster
Manual, Lire Animals entry.
In this level of play, one of the bears strikes
charbel as the characters approach, reducing him to
- hit points.
Levelopment. 1he bears attempt to flee if they take
more than threefourth of their total hit points in dam
age, or more than half of their hit points of damage in
a single round.
When the characters arrive on the scene, Svardi,
Jorblan, and 8ils are all dead ,all below -+o hit points).
Higherlevel characters may bring these people back
to life, but this has a minimal effect on the adventure,
only increasing the potential reward gained at its con
clusion.
After the characters have defeated the bears
,either killed them, befriended them, or driven them
off), go to Lncounter i.
NCCUNTK 2: TCwAKD
|UNTCANDCAKD
8ieeJ (ren thc JccJ occr cnJ ncn stcns nuch e( thc nccr
oy sneu. 1hc oeJcs e( thc (ciicn stccn cs thcy ceei, cnJ yeu
stcrt te (cci thc ceiJ n yeur iungs cs thc rush e( cenoct uccrs
e((.
If charbel survives the encounter, he'll introduce
himself in the cold 1ongue.
Vcii nct' 1hc occr cinest liicJ nc, cs hc JJ ny lnsncn.
I cn Chcroci e( JuntgcnJgcrJ, cnJ I thcnl yeu (er yeur
tnciy cssstcncc.
If none of the players speak the cold 1ongue, he will
repeat himself in common, though less eloquently.
Grcctngs. 1hcnl yeu (er hcing uth thc occr. I cn
Chcroci.
At this point, charbel plans to load the three bodies
into his boat, and camp on it
for the night. He invites the
characters to camp with
him. When the storm sub
sides ,the next morning), he
wants to set off toward
Juntgandgard, but he needs
the character's help.
charbel's boat is a small
longship, twenty feet long.
It requires one knowledge
able sailor ,at least four
ranks in Profession jsailor]),
and two assistants ,who can
be untrained) to properly
sail it. He invites the heroes
to travel with him to
Juntgandgard, in part to be
hospitable and in part
because he needs help sail
ing upstream. 1he trip takes
a day if one or more of the
heroes have Profession
,sailor) or the characters
have brought one of charbel's companions back to
life, otherwise it takes two days since charbel beaches
the boat overnight to get some sleep. If charbel is
either dead or unconscious during the trip, it takes
two days if at least one character has ranks in
Effects of the Snow and the CoId
ln the blowing snow that occurs through
many of the combat encounters of this
adventure, the characters (and opposing
Nonplayer Characters) suffer under a
reduced spotting distance. The spotting dis-
tance during these conditions is the same
as for smoke or heavy fog: 2d4 x 5 ft. (aver-
age. 25 ft.).
During much of this adventure the tem-
perature is well below 40-degrees
Fahrenheit, requiring character to at least
be equipped with cold weather outfits to
avoid most Fortitude saving throws for cold
weather dangers (see, and be familiar with
the rules for such, found on DUNGEON
MASTER's Guide Chapter 3: Running the
Game). Encounters with specific cold-
weather-based effects are detailed in the
adventure text.
The characters know where they are
going, so before the adventure starts allow
players to purchase whatever necessary
gear they wish to buy in preparation for their
freezing foray into Frost Barbarian territory.
ANIDST TH NISTS AND CCLDST IKCST
S
Profession ,sailor), one day if two characters do. Or, if
none of the characters are sailor, they can either
attempt to steer the longship ,see sidebar), or travel by
foot ,see development, below). 8y foot it takes four
days to reach Juntgandgard. Whatever method of trav
el, emphasize how uncom
fortable it is sleeping out
side in the cold. After the
storm, the weather in this
area becomes colder, mak
ing life uncomfortable, and
good night of sleep rare
even around a fire and
wrapped with thick furs.
Inform the characters
because of the cold and
their lack of sleep, they will
suffer a -i circumstance
penalty on all initiative
checks, until they have one
full warm night of uninter
rupted sleep ,probably their first night at
Juntgandgard), which only becomes an issue if the
characters are traveling by foot to the Juntgandgard.
1reasure. 1he dead barbarians have greataxes, hide
armor, and cold weather clothing. charbel insists that
the axes and armor stay with the dead men, but is will
ing to allow heroes to wear the cold weather clothing
if they need it.
Levelopment. If the characters are traveling by
foot, on the second day of their travel giants raiding
from the criff Mountains ambush them.
APL 2 (L 4):
Juy and Kurrii. male ogres, hp io, io, see \enstcr
\cnuci.
APL 4 (L S):
cyol. female troll. hp o, see \enstcr \cnuci.
APL 5 (L Z):
cyol. female troll tr i, hp 8o, see Appendix I.
APL 8 (L 9):
1ulmahn. male frost giant, hp +o, see \enstcr
\cnuci.
NCCUNTK 3:
|UNTCANDCAKD
A sucrc tiicgc ics uhcrc thc JcncircJ Rtcr uJcns nte
thc Ci(cngrc Lclc, ct thc (eet e( thc Icisrcg Fciis. 1hs s
JuntgcnJgcrJ, cnJ thc snelc cenng (ren uthn thc uciis
ieels te e((cr ucicenc ucrnth (ren thc otng ceiJ creunJ
yeu.
charbel's boat has its own dock, and if he's present
charbel guides it there. 1here is interest in the visitors
to the village, and sadness when the townspeople hear
news of the fallen men. If bodies have been brought
back, there is a feast on the first night of the charbel's
and the character's return. A funeral ritual punctuates
the end of that feast, where bodies are loaded onto a
specially prepared boat, which will be set on fire and
launched into the river.
charbel's younger sister, 1rudni, is here and anx
ious for news of her family. She is visibly heartbroken
when charbel explains the deaths of her uncle and
cousins ,or when the character explain everyone's
death). After she is told, she spends the evening at
home, not at the feast. When the boat arrives in town,
charbel excuses himself to make preparations for the
evening's activities.
After charbel excuses himself, a local minstrel
takes interest in the newcomers and serves as a guide
to Juntgandgard and a translator when necessary. If
the charbel is dead, Nukdigun still approach the
characters ,and she becomes more important to the
characters in those cases). 1hey can meet her near the
dock when they arrive, or just inside the village walls.
Vsters te JuntgcnJgcrJ' Vcicenc te thc tiicgc' I cn
KulJgun, cnJ I gcthcr stercs (ren Jstcnt icnJs. Cenc
uth nc, cnJ I uii sheu yeu eur tiicgc uhic yeu tcii nc
coeut yeur trctcis.'
Nukdigun Kraltrahb. female human 8rdi, see
Appendix I.
Nukdigun leads the characters to Juntgandgard's one
feasthall. 1he Spikey east. 1he heroes are welcome
there. A pig is roasting in the fire pit, and 1rendrik,
the innkeeper, speaks enough common to be under
stood. If there is no funeral, many of the villagers will
be eating at 1he Spikey east tonight and many wel
come the strangers with a mix of honest hospitality,
and a desire to mingle with strange outsiders.
Steering the boat Untrained
While not impossible, it's extremely difficult.
Each day, the characters must succeed a
Wisdom check (DC 35) to successfully nav-
igate the ship up the Jenelrad River. Allow
all the characters to cooperate (see
Player's Handbook Chapter 4), but if they
fail the check, the ship crashes into some
unseen rocks, throwing characters about
(1d6 subdual damage, 2d6 real damage,
Reflex DC 15 for of each type of damage).
Even if the characters are successful, their
place is slow; it takes three days to make it
to Juntgandgard, and when they do make it,
enough damage will be done to the ship to
make it unseaworthy.
ANIDST TH NISTS AND CCLDST IKCST
5
NCCUNTK 4: NDNUK
Luring the evening festivities the unique personage,
Lndemuk of Marner, approaches the characters. His
reaction ,and interaction) with the characters is
dependent on whether or not charbel is still alive.
If charbel is alive, he will no doubt be accompa
nying the characters, as it is his peoples' custom to
show great hospitality to saviors. After the ceremony
is over, and he is sharing a drink with some of the
characters, thanking them again for their role in sav
ing him, recovering the bodies of his kinsmen, or
both, he is approached by a man.
Chcroci' It ucrns ny hccrt te lneu thct yeu uii trccl thc
sneus nerc. I rcncnocr thct yeu rc(uscJ te (eiieu ny cth
occcusc yeu theught t te ureught oy cri.'
1hc scclcr s shertcr thcn nest e( thc ocrocrcns yeu
hctc nct thus (cr, sccn tciicr Juc te hs rgJ esturc cnJ
ieng cnguicr (ccturcs. 1heugh hc s JrcsscJ n thc (cshen e(
thc Frest 8crocrcns, hc ieels nerc ilc c seuthcrncr, cnJ
hs Jcnccner sccns.crccnc
Chcroci cycs uJcn n Jcight uth thc strcngcr's uerJs,
cnJ hc icughs ieuJ cnJ streng. LnJcnul e( \crncr ny
(rcnJ. I ueuiJ rcthcr (ght c hunJrcJ hungry eicr occrs
thcn tcngic uth eitcs cnJ ncgc'' 8eth icugh ct
Chcroci's ecth, cnJ thcn hug ilc orethcrs.
charbel introduces his friend to the characters, and
sings their praises to the wizard. Lndemuk treats the
characters with a respectful distance. If the characters
have told charbel of their desire to broker the
argentvorax rights from Jarl cuthmund, charbel tells
as much to Lndemuk, who is the jarl's chief advisor.
Once he finds out why the characters are in these
lands, he tells the characters they should talk later, but
right now he would like to share a few words with
charbel.
After excusing themselves Lndemuk and charbel
find a quiet corner and have a long discussion about
Lndemuk's reasons for being in Juntgandgard.
Once the their discussion is over, the characters
are free to approach Lndemuk. When they do, he tells
them the following.
I hctc ocJ ncus cnJ c ot e( hec te shcrc uth yeu. Frst,
yeu ncy oc tee ictc (er uhct yeu sccl. 1hc jcri hcs circcJy
renscJ thc crgcnttercx rghts te cnethcr greu e( (ercgn
crs-c greu (ren thc Kerthcrn KngJen iccJ oy c uencn
ncncJ shnJcy 8rcttcn. stii, thcy hctc net yct uen thc
rghts. 1e Je se thcy nust Jc(cct thc huntcrs e( thc nst,
ghestiy heunJs thct crc sicughtcrng sctticrs en thc ccstcrn
(rngcs e( GuthnunJ's icnJs. I lneu thcy hctc net Jenc se
yct. se te ny thnlng, yeu hctc tue checcs. yeu ccn cthcr
rcy (er thcr (ciurc, er Jc(cct
thc huntcrs e( thc nst oc(erc
shnJcy 8rcttcn cnJ hcr ercs
Je. I trctci teucrJ thc ccst
tenerreu. I ueuiJ oc gicJ te
sheu yeu thc rcgen uhcrc thc
scctrci occsts hunt.
Lndemuk does not share
much more about Shinday
8rettam, her orcs or the
terms of the agreement
between her and the jarl.
With the above statements
he believes he has given all
the information that he
should to potential rivals of
a band working under the
,even conditional) auspices
of his lord. Still, with some
more silvertongued coax
ing ,Liplomacy or 8luff Lc
io) he lets slip that he does
not trust Shinday 8rettam,
and thinks jarl's relation
ship with her can only
bring harm to holdings-
he has no real proof, it is
just a gut feeling.
If the characters did not
save charbel, they are going
to have a harder time get
ting the information from
Lndemuk. 1hough he is
still spending his time in
the Spikey east, he has lit
tle reason to interact with
the characters. With mini
mal effort ,, sp and a suc
cessful cather Information
check Lc +i) the characters
can find out that Lndemuk
is the chief advisor of Jarl
cuthmund, and here on the
jarl's business. Warming up
to Lndemuk is difficult. 1he wizard does not care for
foreigners who have not proven themselves to him,
and to prove themselves with words only is a near
impossible feat ,Liplomacy, Lc ,). If the characters
push, he becomes angry and tells the characters that
MJutandgard ,village). conventional, AL N,
ioo gp limit, Assets ,+oo gp, Population 8,o,
Isolated ,/o human, ihalfling, + half
orc, + other races).
Autherty Fgurcs. Vatnorsk, male human
8bn/ N.
Juntgandgard is almost under the eaves
of the grand coniferous forest that cover the
lower half of the criffs. Many wooden piers
jut into the lake. 1he buildings of the village
form a square, keeping their fortified sides
facing out. 1he lower story of the wall is
made of stone, and the buildings are built
overtop of it. 1heir bottom floors are often
barns, stables, or shops, with living quarters
up above. About eight hundred people live
in Juntgandgard.
1he upper stories of the buildings that
form the wall are fortified, and arrow slits
look out across the land. 1here is no full
time city watch, but Vatnorsk son of cuntar
is the leader of what amounts to the local
militia. In case of an attack on the village he
will coordinate the defense, but he does no
police work for the villagers, people tend to
take care of their own problems.
Almost all the humans of the village are
Suel humans, and everyone speaks the cold
1ongue as their primary language. ew folks
speak common.
1he people of Juntgandgard live primari
ly off the sea. Several dozen boats dock along
the harbor, each manned by an extended
family. 1he village is fortified against attacks,
which have, in the past, come from Snow
8arbarians, humanoids, and beasts. Many of
the buildings within the compound have
fenced off areas for raising livestock or grow
ing plants, though grains are somewhat
scarce. 1here is a large, flat part of the nearby
shore that is used for boat building, once
timber is brought in from the Spikey orest.
ANIDST TH NISTS AND CCLDST IKCST
Z
the argentvorax rights are currently being claimed,
and that characters are free to travel to the Jarl
cuthmund's hold and beg for the rights, but it will not
do much good.
Inquisitive characters can try to elicit Nukdigun's
help to in determining what Lndemuk is doing in
town, but it takes her until the next morning to dig up
that information.
Lndemuk of Marner. male human Wiz,. see
Appendix I.
With the end of the first night in Juntgandgard, pro
ceed to Lncounter ,.
NCCUNTK S: NDNUK
CCN?
Yeu cuclc te thc seunJs e( yciing. A greu e( crncJ (rest
ocrocrcns cntcrs yeur ucrtcrs yciing Vcnnurg,
Iuunthut' Urt jcri thucl`'
If any of the characters know the cold 1ongue, they
understand what the men are saying. oreigner, on
your feet! Where is the jarl's advisor'
1hrough the pushing and yelling the characters
quickly find out that Lndemuk is missing, and anyone
who speaks the cold 1ongue will also hear that a ran
som note was left in his room last night. 8ecause the
characters are foreigners, and the ransom note was
written in common, the characters immediately
become suspect. While the ruztii can be a hospitable
people, they also are extremely paranoid of the machi
nations of outsiders and will act irrationally toward
outsiders at the slightest bit of trouble.
If the characters did manage to save charbel, then
he will come to the character's aid. Vouching for
them, and as long as the characters don't act hostile,
good roleplaying alone will keep them out of trouble.
If charbel is dead, it will take more to prove their
innocence to Vatnorsk and his militia.
If no one vouches for the characters ,and no one
will if charbel is dead, or unless they are under the
effect of a chcrn or similar compulsion), Vatnorsk
insists that the characters can prove their innocence
only by a trial by combat with a champion of the town
,which will be himself at APL 8). Such a trial is taken
on by a single champion among the characters, and
involves melee combat only-no ranged weapons, no
casting to aid the champions are allowed. If the char
acter survives the combat and vanquishes his or her
foe ,either kill, or beat down and grant mercy on him),
the village will consider the characters innocent. If
the character does not survive the combat, he or she is
killed and the rest of the characters are exiled from the
village and told never to return to these lands on the
pain of death ,and the adventure is then over).
APL 2 (L 2)
1embrin. male human 8bni, hp io, see Appendix I.
APL 4 (L 4)
Sigund. male human 8bn, hp , see Appendix I.
APL 5 (L 5)
Hundal. male human 8bno, hp ,+, see Appendix I.
APL 8 (L 8)
Vatnorsk. male human 8bn8, hp /+, see Appendix I.
Levelopment. If the characters ask to read the ransom
note, if charbel is alive, or they have already defeated
the village's champion they are given immediate
access to it. If not, a plea to Votnorsk's sense of fairness
,which he does have a glimmer of), their words must
be clear and sweet ,Liplomacy Lc i, gains access to
the note). 1he note reads as follows.
Jcri GuthnunJ,
Vc hctc yeur cJtser. Gtc us uhct uc ucnt, cnJ uc uii
ict hn ge. sheut yeur rensc n thc slcy Fccst, cnJ uc
uii hccr, cnJ ict yeur u:crJ ge. Yeu hctc unti thc ncxt
(uii neen.
8rcttcn
When Vortnosk found out there were southerners
were spending time in the Spikey east, he immedi
ately came to the conclusion that they were working
for this 8rettam. He has never meet 8rettam, and does
not know anything about the person, but he knows
that is not a northern name.
About midday, hopefully long after the morning's
commotions, Nukdigun arrives on the scene. She has
either been looking into the reason why Lndemuk
was in town, or following her own curious nose
around town, when she saw a suspicious site last
night. A group of large men sneaking a bundle over
the walls of the village. She followed, and determined
that the men were orcs, following a southern woman,
ANIDST TH NISTS AND CCLDST IKCST
8
and they took the bundle to the Old 1roll's crack, a
few hours' travel out of town. Not wanting to tangle
with orcs, she has just returned to the village, and after
hearing the news, deduces that the bundle was the
Jarl's advisor. She shares this information with
Vatnorsk and the characters.
At this point, most characters will come to the
conclusion that it is in their best interest attempt to
save the jarl's advisor. If this is the course they wish to
follow, Nukdigun agrees to lead them to the crack. co
to Lncounter o.
If the characters decide to travel on to the jarl's
hold and try to secure the argentvorax rights without
advisor, go on to Lncounter /.
NCCUNTK 5: 8KTTAN'S
8AS
Feiieung KulJgun's iccJ yeu unJ threugh thc slcy thc
hghicnJs e( thc slcy Fercst. Aoeut c hci( c nic er se
chccJ yeu sy c (ict(cccJ crcg. KulJgun ents cnJ scys,
ct thc ocsc e( thct crcg yeu uii (nJ CiJ 1reii's Crccl.
1his is as far as Nukdigun leads the characters. If the
characters press her to come with them, or question
her courage, she merely shrugs, telling them. A skald
does not need to be brave, but only to travel so far with
the brave or the foolish-their stories are her treas
ure.' 1hen she gives the characters a big smile, and
tells them she will wait here for their return.
As the heroes approach the Old 1roll's crack, have
them attempt Spot checks. If they succeed ,Lc i,)
they spy the orcs standing guard in front of the crack
before the orcs spy them. If they fail, the orcs will spot
them ,unless the players declare their characters are
hiding, or are somehow being reasonably stealthy),
end the following readaloud text with the statement.
1he orcs see you and run inside the crack.
IccJng Chcroci's Jrcctens, yeu (eiieu LnJcnul's trci (er
sctcrci heurs threugh c (ercst cnJ ctcntuciiy crrtc ct c ci((.
A uJc ciccrng hcs occn ncJc n (rent e( c crccl iccJng n,
cnJ tue ercs stcnJ eutsJc t.
Old 1roll's crack is literally that. a crack in the crag
side that an old legendary troll once inhabited. Jarl
cuthmund's father's father's father vanquished the
scourge that lived here almost a century ago, but evil
things that crawl down from the forest or slither out
from forest frequently make use of this old lair. Now
8rettam and her orcs are using it. 8rettam, after losing
almost half of her soldiers against the hunters of the
mist, has a new plan to win the argentvorax rights in
the area-ransoming Jarl cuthmund's advisor for
them. She never considered the chances that another
group of adventurers could foil her plans.
8rettam and her orcs are currently living inside
the base. She has left two sentries on watch at the
mouth of the crack. 8rettam is expecting an attack, so
these two are watchful ,they are taking +o on all Spot
and Listen checks).
APL 2 (L )
Orcs ,i). hp o, , see \enstcr \cnuci.
APL 4 (L 3)
Llite orcs ,i). male orc tri, hp +/, +, see Appendix
I.
APL 5 AND 8 (L S)
Orcish Slayers ,i). male orc tri/Rogi, hp i+, +,,
see Appendix I.
1actics. 1he sentries' first priority is to fall back and
warn 8rettam and the other orcs that invaders are
approaching. One good battlecry down the crack they
warn the orcs in the cave beyond.
1hc Cctc 8cyenJ. 1he crack in the cliff goes in at a
sharp diagonal, almost parallel to the cliff face. A
makeshift door, little more than a rickety gate, sepa
rates the ofoot long narrow entrance cave with the
ofoot wide and oofoot long wider cave beyond. In
that cave there are more orcs.
APL 2 (APL 2)
Orcs ,). hp o, ,, , see \enstcr \cnuci.
APL 4 (APL 4)
Llite orcs ,). male orc tri, hp io, +/, +, see
Appendix I.
APL 5 (APL 5)
Orcish Slayers ,). male orc tri/Rogi, hp i8, i+,
+,, see Appendix I.
APL 8 (APL 8)
Orcish Slayers ,,). male orc tri/Rogi, hp i8, i,,
i+, +,, +/, see Appendix I.
ANIDST TH NISTS AND CCLDST IKCST
9
1actics. If they have been warned, they do their
best to ambush the characters as they enter by hiding
on either side of the makeshift door ,at APL i) or fir
ing crossbows from a distance first before engaging in
melee ,higher APLs).
Levelopment. 8eyond this wider cave the narrow
passage snakes sharply left. Just +o feet beyond the
curve is a covered pit trap.
At lower APLs ,i and ) the pit trap is easily spot
ted ,Spot Lc +i) even in the thick of a fight, and can
be avoid either by jumping over its +ofoot span, or tra
versing the narrow ledges on either side of it ,with
takes a balance check Lc +,, or the character suffers a
iofoot penalty to movement that round). At higher
APLs the trap can only be detected with a successful
Search check.
APL 2 (L 2)
JSpiked Pit 1rap. cR i, mechanical, location trigger,
manual reset, Reflex save ,Lc io) avoids, io ft. deep
,ido, falls), multiple targets ,first target in each tow
adjacent ,ft. squares), pit spikes ++o melee, +d spikes
per target for +d+i each), Search ,Lc +i), Lisable
Levice ,Lc +,).
APL 4 (L 4)
JSpiked Pit 1rap. cR , mechanical, location trigger,
manual reset, Reflex save ,Lc io) avoids, o ft. deep
,do, falls), multiple targets ,first target in each tow
adjacent ,ft. squares), pit spikes ++o melee, +do spikes
per target for +d+i each), Search ,Lc +i), Lisable
Levice ,Lc +,).
APL 5 AND 8 (L 5)
JSpiked Pit 1rap. cR o, mechanical, location trigger,
manual reset, Reflex save ,Lc i,) avoids, o ft. deep
,do, falls), multiple targets ,first target in each tow
adjacent ,ft. squares), pit spikes ++o melee, +do spikes
per target for +d+i+ filth fever each), Search ,Lc io),
Lisable Levice ,Lc i,).
Just beyond the pit trap waits 8rettam and her orc
guards. Seeing that the heroes are not rost
8arbarians, she figures her plan has backfired, and the
Jarl has sent murderous mercenaries rather than a her
ald to broker the ransom. She immediately attacks the
invaders.
APL 2 (L 3)
Orcs ,i). hp o, ,, see \enstcr \cnuci.
Iesscssens. with light crossbows instead of javelins.
Shinday 8rettam ,APL i version). female human
Wiz, hp +8, see Appendix I.
APL 4 (L S)
Llite orcs ,i). male orc tri, hp +/, +, see Appendix
I.
Shinday 8rettam ,APL version). female human
Wiz,, hp +, see Appendix I.
APL 5 (L Z)
Orcish Slayers ,i). male orc tri/Rogi, hp i+, +,,
see Appendix I.
Shinday 8rettam ,APL o version). female human
Wiz/, hp ,, see Appendix I.
APL 8 (L 9)
Orcish Slayers ,). male orc tri/Rogi, hp i8, i+,
+,, see Appendix I.
Shinday 8rettam ,APL 8 version). female human
Wiz,, hp /, see Appendix I.
1actics. 1he orcs fire light crossbows from beyond the
pit. 8ehind them is Shinday 8rettam, firing off spells
to best advantage. 1hey are backed up in a corner, and
fight viciously and to the death. 1hey are trying to pro
tect their prize, Lndemuk, who lies gagged beyond
another makeshift door that stands behind 8rettam
and the orcs.
Once the characters have defeated the wizard and
her soldiers, they are free to rescue Lndemuk, who is
very grateful for the rescue, and promises to advise the
jarl to grant them ,or their patrons) the argentvorax
rights.
NCCUNTK Z: ACAINST
TH HUNTKS CI TH
NISTS
With or without Lndemuk's help, the characters may
approach Jarl cuthmund and try to gain the argentvo
rax rights.
1he jarl, distrustful of decedent large settlements
,he is a very conservative ruztii lord), holds court in
a fortified long hall two days north of Juntgandgard.
ANIDST TH NISTS AND CCLDST IKCST
0
His hold stands atop a bluff overlooking the Jenelrad
River, and is a marvelous grand building-even if it is
rustic by southern standards, as it constructed chiefly
of whole logs, and oiled longgrass.
If the characters come without the Jarl's advisor,
they are in for a long frustrating wait that will end up
being a waste of time. 1he Jarl doesn't meet any out
siders without his advisor, and when he finds out that
Lndemuk has been kidnapped for ransom, he decides
to grant the rights and regain his advisor, rather than
fight ,in all honesty, the jarl is frightened to deal with
any wizard or sorcerer without Lndemuk's counsel).
If the characters saved Lndemuk, the jarl is
pleased to welcome the characters into his home. He
showers the characters with gifts of gold and jewels
,APL i - +oo gp worth, APL - oo gp worth, APL o -
oo gp worth, APL 8 - ooo gp worth), in appreciation
for the rescue, but will only grant the argentvorax
hunting rights for his land until the hunters of the
mist are defeated.
characters are free to search for the hunters, but to
do so each will have to pay an extra 1ime Unit to track
the elusive creatures among the foothills of the Spikey
Highlands. 1his 1ime Unit grants the character seven
days to attempt to find the creatures. Lach day, they
are allowed to attempt a 1rack check ,APL i and Lc
i, APL o and 8 Lc i,), any of these seven checks
have succeeded, they have tracked the mist mastiffs to
their lair. If they defeat the mist mastiffs and bring
them back to the jarl, he grants them the argentvorax
rights.
APL 2 (L S)
Mist Mastiff ,+). hp o, see Shadow Mastiff entry in
the \enstcr \cnuci. Mist Mastiffs are snowy white
outsiders that have Mist 8lend instead of Shadow
8lend
Mist 8lend ,Su). In any misty condition, a shadow
mastiff can disappear into the mist, giving it nine
tenths concealment. Artificial illumination, even a
light or continual flame spell, does not negate this
ability. A daylight spell, however, reduces the conceal
ment to one half. .
APL 4 (L Z)
Mist Mastiff ,i). hp /, o, see Shadow Mastiff entry
in the \enstcr \cnuci. Mist Mastiffs are snowy white
outsiders that have Mist 8lend instead of Shadow
8lend
Mist 8lend ,Su). In any misty condition, a shadow
mastiff can disappear into the mist, giving it nine
tenths concealment. Artificial illumination, even a
light or continual flame spell, does not negate this
ability. A daylight spell, however, reduces the conceal
ment to one half. .
APL 5 (L 9)
Mist Mastiff, advanced Large +o HL ,i). hp +io,
++i, see Appendix I.
APL 8 (L )
Mist Mastiff, advanced Large +o HL ,). hp +i,,
+io, ++i, +oo, see Appendix I.
1he Lnd
XPKINC & TKASUK

XPKINC PCINT
SUNNAKY
1o award experience for this adventure, add up the
values for the objectives accomplished. 1hen assign
the experience award. Award the total value to each
character.
Lncounter +
Lefeat the Polar 8ear,s).
APL i oo XP
APL +oo XP
APL o +o XP
APL 8 +/o XP
Save charbel Sorb
APL i o XP
APL ,o XP
APL o 8o XP
APL 8 +oo XP
Lncounter i
Lefeat Marauders
APL i ,o XP
APL +,o XP
APL o i+o XP
APL 8 i/o XP
Lncounter ,
Ketc. Lven winning the trial by combat does
not grant the characters XP. 1he reward
for winning that combat is the ability to
proceed with the adventure.
Lncounter o
Lefeat the orc sentries
APL i o XP
APL ,o XP
APL o and 8 +,o XP
Lefeat the orcs in the cave beyond
APL i oo XP
APL +io XP
APL o +8o XP
APL 8 io XP
Lefeat Shinday 8rettam and orcs
APL i +oo XP
APL +/o XP
APL o io XP
APL 8 +o XP
1otal Possible Lxperience
APL i o XP
APL oo XP
APL o ,+o XP
APL 8 +,i+o XP
Possible 8onus XP
Possible only if characters save Lndemuk
APL i +,o XP
APL i+o XP
APL o i/o XP
APL 8 o XP
TKASUK SUNNAKY
Luring an adventure, characters encounter treasure,
usually finding it in the possession of their foes. Lvery
encounter that features treasure has a treasure' sec
tion within the encounter description, giving infor
mation about the loot, coins, and magic items that
make up the encounter's treasurer.
1he loot total is the number of gold pieces each
character gains if the foes are plundered of all their
earthly possessions. Looting the bodies takes at least
+o minute per every , enemies, and if the characters
cannot take the time to loot the bodies, they do not
gain this gold. If you feel it is reasonable that charac
ters can go back to loot the bodies, and those bodies
are there ,that is., not carted off by dungeon scav
engers, removed from the scene by the local watch,
and so on), characters may return to retrieve loot. If
the characters do not loot the body, the gold piece
value for the loot is subtracted from the encounter
totals given below.
1he coin total is the number of gold piece each
character gains if they take the coin available. A nor
mal adventuring party can usually gather this wealth
in a round or so. If for some reason they pass up this
treasure, the coin total is subtracted from the
encounter totals given below.
Next, the magic items are listed. Magic item treas
ure is the hardest to adjudicate, because they are var
ied and because characters may want to use them dur
ing the adventure. Many times characters must cast
Jcnt(y, cnciy:c Jucencr, or similar spell to determine
what the item does, and how to activate it. Other times
they may attempt to use the item blindly. If the magic
item is consumable ,a potion, scroll, magic bolts, etc.)
8IKTHDAY 8ASH
2
and the item is used before the end of the adventure,
its total is subtracted from the adventure totals below.
Once you have subtracted the value for unclaimed
treasures from each encounter add it up and that is
number of gold pieces a characters total and coin value
increase at the end of the adventure. Write the total in
the cp cained field of the adventure certificate.
8ecause this is a core adventure, taking place in a
region not administered by a Regional 1riad, charac
ters cannot spend extra 1ime Units to practice profes
sions or create items immediately after the adventure,
so this total is not be modified by other circumstances.
Lncounter o
Lefeat Shinday 8rettam
APL i. Loot-+o8 gp, Magic-eten e( cct's grccc
,, gp), eten e( ntsoity ,, gp), arcane scroll of sicc
, gp).
APL . Loot-+o8 gp, Magic-orcccrs e( crner ++
,+,o gp), eten e( cct's grccc ,, gp), eten e( ntsoity
,, gp), arcane scroll of sicc , gp).
APL o. Loot-+o8 gp, Magic-orcccrs e( crner ++
,+,o gp), eten e( cct's grccc ,, gp), eten e( ntsoity
,, gp), arcane scroll of sicc , gp), arcane scroll of
ightnng oeit ,,/ gp), wand of ncgc nssics ,o
charges, +stlevel caster) ,o8 gp).
APL 8. Loot-+o8 gp, Magic-orcccrs e( crner +:
,ooo gp), eten e( cct's grccc ,, gp), eten e( ntsoity
,, gp), arcane scroll of sicc , gp), arcane scroll of
ightnng oeit ,,/ gp), wand of ncgc nssics ,o
charges, +stlevel caster) ,o8 gp).
Lncounter /
1reasure for saving Lndemuk
APL i. coin-+oo gp
APL . coin-oo gp
APL o. coin-oo gp
APL 8. coin-ooo gp
1otal Possible 1reasure
APL i. +o gp
APL . ooo gp
APL o. 88, gp
APL 8. +,,, gp
8onus 1reasure
After spending the extra 1ime Unit to track them, if
the characters defeat the mist hounds, Jarl cuthmund
grants them the argentvorax hunting rights in his ter
ritory. If the characters are pursuing the rights for a
patron, this earns them the following reward from
their patron.
APL i. ioo gp
APL . ,o gp
APL o. /oo gp
APL 8. ,oo gp
If the characters pursed the rights for themselves,
they may either sell the rights ,for half the above
value), or broker the rights to charbel Sorb ,if, and
only if, he is alive at the end of the adventure). If the
characters broker the rights to charbel, he sends a
morethanfair percentage of skins to the characters
after successful hunts. Still, hunting these rare and
elusive creatures is a fickle affair, so the characters
receive profitable yields only occasionally.
After every core adventure you play roll a dio in
the presence of your LUNcLON MAS1LR for that adven
ture, and consult the following chart to determine
how much gold you gain from the furs.
+i charbel needs help
defending your rights, you must send +oo gp
to him immediately or you loose your
argentvorax rights. You LM marks in the
Play Notes that you have lost your argentvo
rax rights, and you never roll on this chart
for potential argentvorax fur profits again.
+o 8ad luck hunting-you gain nothing.
+++ Small yield hunt gain ,o gp
++o Medium yield hunt gain +oo gp
+/+, Large yield hunt gain ioo gp
io Lxcellent hunt, gain ,oo gp, but you must
spend + 1ime Unit. It takes you that long to sell the
furs.
APPNDIX
3
APPNDIX I: NPCS
In the order they appear.
ncharbel Sorb. male human 8bni/Rgr+. cR ,
Mediumsize humanoid ,human), hp +, Init ++, Spd
o ft., Ac + ,touch ++, flatfooted +), Atks +o melee
,+d+o+/x, dwarven waraxe) and +, melee ,+do++,
throwing axe), or +, melee ,+d+o+/x, dwarven
waraxe), SA Rage, SQ avored Lnemy ,beasts), AL N,
SV ort +/, Ref ++, Will +o, Str +o, Lex +i, con +, Int
+i, Wis +o, cha +o. o ft. tall.
Skills and eats. Animal Lmpathy ++, Handle
Animal ++, Heal ++, Intuit Lirection +, Knowledge
,nature) +i, Listen +/, Profession ,sailor) +,, Spot +i,
Swim +8, Wilderness Lore +o, Ambidexterity ,virtual),
Alertness, Lxotic Weapon Proficiency ,dwarven
waraxe), 1rack ,virtual), Weapon ocus. ,dwarven
waraxe), 1woWeapon ighting ,virtual).
Rcgc ,Lx). +/Jcy-h ;; AC +: ,teuch ,, (ict(eetcJ
++); Atls + ncicc ,+J+c+,/x, Jucrtcn ucrcxc) cnJ +;
ncicc ,+Je+:, threung cxc), er +++ ncicc ,+J+c+;/x,
Jucrtcn ucrcxc); sV Fert +,, Vii +:; str :c, Cen +. Lcsts
; reunJs thcn (ctgucJ.
Iesscssens. cold weather outfit, masterwork dwar
ven waraxe, Masterwork silvered throwing axe, stud
ded leather armor, tent, bedroll, winter blanket.
cyol. female troll tri. cR /, Large ciant, HL
od8+id+o+8, hp 8o, Init +i, Spd o, Ac i+ ,+ size, +i
Lex, +/ natural, + armor), Atks +8 melee ,greataxe,
+d+i+,), SQ Regeneration ,, scent, darkvision ,o ft,
AL cL, SV ort ++, Ref +, Will +, Str i, Lex +,
con i, Int o, Wis ,, cha o.
Skills. Listen +,, Spot +,, Swim +8. eats. Alertness,
cleave, Iron Will, Power Attack.
Lquipment. creataxe, Hide Armor.
Nukdigun Kraltrahb. female human 8rdi. cR i,
Mediumsize humanoid ,human), HL ido+i, hp +i,
Init +i, Spd o ft., Ac + ,touch +i, flatfooted +i),
Atks ++ melee ,+do/+8io, rapier), AL cN, SV ort ++,
Ref +,, Will +, Str +o, Lex +, con +i, Int +i, Wis +o,
cha +o. Height , ft. o in.
sliis cnJ Fccts. 8luff +8, Lecipher Script +o,
Liplomacy +8, cather Information +8, Listen +,,
Perform +8, Lodge, Mobility.
Spells Known ,/+, base Lc = + + spell level). o-
Jctcct ncgc, ghest seunJ, ncgc hcnJ, ncnJng, rcstJg
tcten, +st-chcrn crsen, ncsscgc.
Iesscssens. Leather armor, rapier, pipes.
Lndemuk of Marner. male human Wiz,. cR ,,
Mediumsize humanoid ,human), HL ,d+,, hp i+,
Init ++, Spd o ft., Ac ++ ,touch ++, flatfooted +o) or
+, with ncgc crner cast ,touch ++, flatfooted +), Atks
+i melee ,+d/+,io, dagger), AL LN, SV ort +i, Ref
+i, Will +, Str +o, Lex +i, con +i, Int +o, Wis +o, cha
+. Height , ft., , in.
sliis cnJ Fccts. 8luff ,cc) +, concentration +,,
Liplomacy ,cc) +, Knowledge ,Arcana) +++, Listen
,cc) +, Spellcraft +++, Spot ,cc) +, Sense Motive ,cc)
+i, Alertness, combat casting, Spell ocus
,Lnchantment), Still Spell.
Lcngucgcs lneun. common, cold 1ongue, Suel,
Orc.
sciis IrccrcJ ,///i, base Lc = + + spell level).
o-Jc:c, Jctcct ncgc, rcstJgtcten, rccJ ncgc; +st-
chcrn crsen, cnJurc cicncnts, hynetsn, ncgc crner,
ind-ntsoity, uhscrng unJ, 1cshc's hJceus icugh
tcr; rd-heiJ crsen, suggcsten.
Luncnt. cold weather outfit, spell component
pouch, dagger, tent, bedroll, winter blanket.
1embrin. male human 8bni, cR i, Mediumsize
humanoid ,human), HL id+i+i, hp io, Init +i, Spd o
ft., Ac +o ,touch +i, flatfooted +o), Atk +o melee
,+d+i+/x, greataxe), SA Rage, SQ Uncanny dodge,
AL N, SV ort +, Ref +i, Will ++, Str +,, Lex +, con
+, Int +o, Wis +i, cha 8.
sliis cnJ Fccts. climb +/, craft ,weaponsmith) +o,
Intimidate +, Jump +/, Swim +/, Intimidating Rage,
Weapon ocus ,greataxe).
Rage ,Lx). +/day-hp i, Ac + ,touch +o, flat
footed +), Atk +8 melee ,+d+i+/x greataxe), SV
ort +o, Will +, Str +/, con +,, climb +,, Jump +,,
Swim +,, Lasts / rounds and then fatigued.
Iesscssens. cold weather outfit, scale mail, great
axe.
Sigund. male human 8bn, cR , Mediumsize
humanoid ,human), HL d+i+, hp , Init +i, Spd o
ft., Ac +o ,touch +i, flatfooted +o), Atk +8 melee
,+d+i+/x, greataxe), SA Rage, SQ Uncanny dodge,
AL N, SV ort +,, Ref +, Will +i, Str +,, Lex +, con
+, Int +o, Wis +i, cha 8.
sliis cnJ Fccts. climb +,, craft ,weaponsmith) +8,
Intimidate +o, Jump +,, Swim +,, Intimidating Rage,
Power Attack, Weapon ocus ,greataxe).
Rage ,Lx). i/day-hp i, Ac + ,touch +o, flat
footed +), Atk ++o melee ,+d+i+/x greataxe), SV
ort +/, Will +, Str +/, con +,, climb +++, Jump +++,
Swim +++, Lasts / rounds and then fatigued.
APPNDIX
4
Iesscssens. cold weather outfit, scale mail, great
axe.
Hundal. male human 8bno, cR o, Mediumsize
humanoid ,human), HL od+i+,, hp ,+, Init +i, Spd o
ft., Ac +o ,touch +i, flatfooted +o), Atk +++/+, melee
,+d+i+/x, greataxe), SA Rage, SQ Uncanny dodge,
AL N, SV ort +o, Ref +, Will +, Str +o, Lex +, con
+, Int +o, Wis +i, cha 8.
sliis cnJ Fccts. climb +++, craft ,weaponsmith)
++o, Intimidate +8, Jump +++, Swim +++, Intimidating
Rage, Power Attack, 1oughness, Weapon ocus
,greataxe).
Rage ,Lx). i/day-hp o, Ac + ,touch +o, flat
footed +), Atk ++/+/ melee ,+d+i+o/x greataxe),
SV ort +8, Will +,, Str +8, con +,, climb ++, Jump
++, Swim ++, Lasts / rounds and then fatigued.
Iesscssens. cold weather outfit, scale mail, great
axe.
Vatnorsk. male human 8bn8, cR o, Mediumsize
humanoid ,human), HL 8d+i++,, hp /+, Init +i, Spd
o ft., Ac +o ,touch +i, flatfooted +o), Atk ++/+/
melee ,+d+i+/x, greataxe), SA Rage, SQ Uncanny
dodge, AL N, SV ort +/, Ref +,, Will +, Str +o, Lex
+, con +, Int +o, Wis +i, cha 8.
sliis cnJ Fccts. climb ++, craft ,weaponsmith)
++i, Intimidate ++o, Jump ++, Swim ++,
Intimidating Rage, Power Attack, 1oughness,
Weapon ocus ,greataxe).
Rage ,Lx). i/day-hp 8,, Ac + ,touch +o, flat
footed +), Atk ++,/+, melee ,+d+i+o/x greataxe),
SV ort +,, Will +o, Str +8, con io, climb ++,, Jump
++,, Swim ++,, Lasts 8 rounds and then fatigued.
Iesscssens. cold weather outfit, scale mail, great
axe.
Llite Orcs. male orc tri, cR i, Mediumsize
humanoid ,orc), HL id+o+, Init ++, Spd io ft., Ac +,
,touch ++, flatfooted +), Atk +, melee ,+d+i+/x,
greataxe), + ranged ,+d8/+,io light crossbow), AL
cL, ort +,, Ref ++, Will ++, Str +o, Lex +, con +, Int
+o, Wis +i, chr 8.
sliis cnJ Fccts. Jump +8, Ride +o, Spot +, Listen
+, Alertness, cleave, Power Attack.
Possessions. Scale mail armor, greataxe, light
crossbow, +o bolts.
Orcish Slayer. male orc tri/Rogi, cR , Medium
size humanoid ,orc), HL id+o+ido+8, Init ++, Spd o
ft., Ac +, ,touch ++, flatfooted +), Atk +o melee
,+d+i+/x, greataxe), + ranged ,+d8/+,io, light
crossbow), SA Sneak attack ++do, SQ Lvaision, AL cL,
ort +,, Ref +, Will ++, Str +o, Lex +, con +, Int +o,
Wis +i, chr 8.
sliis cnJ Fccts. Jump ++o, Ride +8, Spot +,, Listen
+,, Alertness, cleave, Power Attack.
Iesscssens. chain shirt, greataxe, light crossbow, +o
bolts.
Shinday 8rettam ,APL i version). female human
Wiz, cR , HL d+o, hp +8, Init +i, Spd o ft., Ac
+i ,touch +i, flatfooted +o), Atk ++ melee ,+do, quar
terstaff), + ranged ,+d8/+,io, light crossbow), AL
NL, SV ort ++, Ref +, Will +, Str +o, Lex +, con +,
Int +,, Wis +i, cha 8. Height , ft. in.
sliis cnJ Fccts. Alchemy +8, concentration +,,
Knowledge ,arcana) +8, Scry +8, Spellcraft +8, combat
casting, Scribe Scroll ,bonus), 1oughness.
sciis IrccrcJ ,//i, base Lc = +i + spell level).
o-Jc:c, Jcncng ights, ghest seunJ, rcy e( (rest; +st-
ncgc nssic ,i), shciJ, ind-\ci('s ccJ crreu, nrrer
ncgc.
Iesscssens. Lxplorer's outfit, quarterstaff, light
crossbow, +o bolts, eten e( cct's grccc, eten e( ntsoi
ty, arcane scroll of sicc.
Shinday 8rettam ,APL version). female human
Wiz,, cR ,, HL ,d++, hp +, Init +i, Spd o ft., Ac
+ ,touch +i, flatfooted ++), Atk +i melee ,+do, quar
terstaff), +, ranged ,+d8/+,io, light crossbow), AL
NL, SV ort +i, Ref +, Will +o, Str +o, Lex +, con +,
Int +,, Wis +i, cha 8. Height , ft. in.
sliis cnJ Fccts. Alchemy ++o, concentration +,,
Knowledge ,arcana) ++o, Scry ++o, Spellcraft ++o,
8rew Potion, combat casting, Scribe Scroll ,bonus),
1oughness.
sciis IrccrcJ ,///i, base Lc = +i + spell level).
o-Jc:c, Jcncng ights, ghest seunJ, rcy e( (rest; +st-
ncgc nssic ,i), eoscurng nst, shciJ, ind-icttctc,
\ci('s ccJ crreu, nrrer ncgc, rd-hcstc, ightnng oeit.
Iesscssens. Lxplorer's outfit, quarterstaff, light
crossbow, +o bolts, orcccrs e( crner ++, eten e( cct's
grccc, eten e( ntsoity, arcane scroll of sicc.
Shinday 8rettam ,APL o version). female human
Wiz/, cR /, HL /d++/, hp ,, Init +i, Spd o ft., Ac
+ ,touch +i, flatfooted ++), Atk + melee ,+do, quar
terstaff), +o ranged ,+d8/+,io, light crossbow), AL
NL, SV ort +, Ref +,, Will +,, Str +o, Lex +, con +,
Int +,, Wis +i, cha 8. Height , ft. in.
sliis cnJ Fccts. Alchemy ++i, concentration ++o,
Knowledge ,arcana) ++i, Scry ++i, Spellcraft ++i,
8rew Potion, combat casting, Lightning Reflexes,
APPNDIX
S
Scribe Scroll ,bonus), 1oughness.
sciis IrccrcJ ,/,///+, base Lc = +i + spell
level). o-Jc:c, Jcncng ights, ghest seunJ, rcy e( (rest;
+st-cxcJteus rctrcct, ncgc nssic ,i), eoscurng nst,
shciJ, ind-cnJurcncc, icttctc, \ci('s ccJ crreu, nrrer
ncgc, rd-hcstc, ightnng oeit, sicct stern, th-rcn
oeu cttcrn.
Iesscssens. Lxplorer's outfit, quarterstaff, light
crossbow, +o bolts, orcccrs e( crner ++, eten e( cct's
grccc, eten e( ntsoity, arcane scroll of sicc, arcane
scroll of ightnng oeit, ucnJ e( ncgc nssic ,o
charges).
Shinday 8rettam ,APL 8 version). female human
Wiz,, cR ,, HL 8d+i+, hp /, Init +i, Spd o ft., Ac
+ ,touch +i, flatfooted +i), Atk + melee ,+do, quar
terstaff), +8 ranged ,+d8/+,io, light crossbow), AL
NL, SV ort +o, Ref +o, Will ++o, Str +o, Lex +, con
+, Int +o, Wis +i, cha 8. Height , ft. in.
sliis cnJ Fccts. Alchemy ++,, concentration ++i,
Knowledge ,arcana) ++,, Scry ++,, Spellcraft ++,,
8rew Potion, combat casting, creat ortitude,
Lightning Reflexes, Scribe Scroll ,bonus), 1oughness.
sciis IrccrcJ ,/,/,//i/+, base Lc = + + spell
level). o-Jc:c, Jcncng ights, ghest seunJ, rcy e( (rest;
+st-cxcJteus rctrcct, ncgc nssic ,i), eoscurng nst,
shciJ, ind-cnJurcncc, icttctc, \ci('s ccJ crreu ,:), nr
rer ncgc, rd-hcstc, ightnng oeit ,:), sicct stern, th-
rcnoeu cttcrn, sunnen nenstcr IV, ,th-Jennctc cr
sen.
Iesscssens. Lxplorer's outfit, quarterstaff, light
crossbow, +o bolts, orcccrs e( crner +:, eten e( cct's
grccc, eten e( ntsoity, arcane scroll of sicc, arcane
scroll of ightnng oeit, arcane scroll of cenc e( ceiJ, ucnJ
e( ncgc nssic ,o charges).
Mist Mastiff, advanced Large +o HL ,i). cR /, Large
outsider ,Lvil), HL +od8+,o, hp +io, ++i, Init +, Spd
,o ft., Ac +, ,touch +o, flatfooted +,), Atk ++/ melee
,+d8++o, bite), SA 8ay, trip, SQ Shadow blend, scent,
ace/Reach , ft. by +o ft. ,long)/ , ft., SV ort ++i, Ref
+/, Will +8, Str i,, Lex ++, con i+, Int , Wis +i, chr
+.
sliis cnJ Fccts. Jump +i+, Listen ++, Spot ++,
Wilderness Lore ++, Lodge, Mobility, Power Attack,
Improved Initiative.
8ay ,Su). When a shadow mastiff howls or barks,
all creatures except evil outsiders within a oofoot
spread must succeed at a Will save ,Lc +,) or become
panicked for id rounds. 1his is a sonic, mindaffect
ing fear effect. Whether or not the save is successful,
an affected creature is immune to that mastiff's bay for
one day.
1rip ,Lx). A shadow mastiff that hits with its bite
attack can attempt to trip the opponent as a free action
,see page +, in the Player's Handbook) without mak
ing a touch attack or provoking an attack of opportu
nity. If the attempt fails, the opponent cannot react to
trip the shadow mastiff.
Mist 8lend ,Su). In any misty condition, a shadow
mastiff can disappear into the mist, giving it nine
tenths concealment. Artificial illumination, even a
light or continual flame spell, does not negate this
ability. A daylight spell, however, reduces the conceal
ment to one half. .
Skills. A shadow mastiff receives a + racial bonus
to Wilderness Lore checks when tracking by scent
APPNDIX II: Nw KULS
ITNS
Nw IATS
Intimidating Rage jceneral]
Your rage engenders fear in your opponents.
Prerequisites. 1he ability to rage
8enefit. While you are raging, you designate a sin
gle foe within o feet of you who must make a Will
save ,Lc = +o + onehalf your character level + your
charisma modifier) or become shaken for as long as
you continue to rage and the target can see you. ,A
shaken creature suffers a -i morale penalty on attack
rolls, saves, and checks.) A target that makes the save
remains immune to the intimidating effect of your
rage for one day. creatures immune to fear and those
with no visual senses are immune to this effect.
seurcc. \cstcrs e( thc ViJ. A GuJcoeel te 8crocrcns,
LruJs cnJ Rcngcrs page i.

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