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  Campaign Kits:
  Tales at Haerigholdt   
  Pass
  Tales at Haerigholdt   
  Pass
  Credits
  Author: Matt Roth
  Copy Editor: Lucus Palosaari
  Artist: Rick Hershey 
  Design and Layout: Rick Hershey, Troy Daniels
  Fat Goblin Hoarde: Ismael Alvarez, Jason Owen Black, Jeff Collins, Kristopher Cruz, Ben Dowell, Kim Frandsen, 
  Scott Gladstein, J Gray, Taylor Hubler, Jacob W. Michael, Jennifer R. Povey, Matt Roth, Rodney Sloan, Jessie 
  Staffler, Jeffrey Swank, Landon Winkler, Lucus Palosaari, Troy Daniels, and Rick Hershey.
  Business Manager: Tristan Hershey
  Publisher: Rick Hershey of Fat Goblin Games
  Campaign Kits: Tales at Haerigholdt Pass © 2018 Fat Goblin Games 
  Open Content: Subject to designation as Product Identity (see below), the only portion of this Fat Goblin Games product designated as Open 
  Game Content is the rules content (creature stat blocks and names of skills, etc., taken from the Pathfinder Reference Document) as defined in the 
  Open Game License version 1.0a Section 1(d). The front and back cover, back matter, introduction and Credits page, as well all other parts of this 
  product including all text not specifically designated as Open Game Content is not Open Game Content. No portion of this work other than the 
  material designated as Open Game Content may be reproduced in any form without written permission.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a, Section 1(e), and are 
  not Open Content: art, place and character names, character and setting descriptions, background, and new class descriptions.
  Reference in non-Open Game Content (thus not covered by the Open Game License) in this work to content owned by others is not a challenge 
  to their ownership and is used under Fair Use. 
  Compatibility with the Pathfinder® Roleplaying Game requires the Pathfinder® Roleplaying 
  Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the 
  Pathfinder® Roleplaying Game. Paizo, Publishing, LLC does not guarantee compatibility, and does not 
  endorse the product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder® Roleplaying 
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  Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
    
  
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  ABOUT FAT GOBLIN GAMES
  Based in South Carolina, USA, Fat Goblin Games was founded in 2011 to create Pathfinder 
  Roleplaying Game compatible products. With a focus on high quality production values and 
  providing a creative environment for our team of freelancers (The Fat Goblin Hoarde), Fat 
  Goblin Games has quickly become a recognized force in the world of Third Party Publishers 
  of not just the Pathfinder Roleplaying Game and 5th Edition Fantasy, but also supporting the 
  vs. M Engine and releasing official products for Castle Falkenstein, originally published by R. 
  Talsorian Games. With hundreds of support books, visual aids, campaign settings, and quality 
  stock art, Fat Goblin Games continues to provide exciting content and fantastic worlds in 
  which gamers can immerse themselves.
   
  Visit us on Facebook, follow us on Twitter and check out our website at fatgoblingames.com.
  table of Contents
  Introduction......................................................................................................................................4
  Background Information..............................................................................................................5
  Adventure 1  - Lattices of Frozen Glass....................................................................................7
  Adventure 2 - Unbendingg Boughs..........................................................................................9
  Adventure 3 - Hermits of Winter’s Gale..................................................................................10
  Adventure 4 - Fresh Trails Beneath Fresher Snow ..............................................................12
  Adventure 5 - The Rimeguide Trials.........................................................................................15
  Adventure 6 - Windbound Maestro.........................................................................................17
  Adventure 7 - Entranced by Green..........................................................................................19
  Adventure 8 - The Eye of Unrepentant Slight......................................................................21
  Adventure 9 - Dreaming with the Damned..........................................................................24
  Adventure 10 - The Poet of the Peak.......................................................................................26
  Campaign Options ........................................................................................................................28
  Bardic Masterpieces.......................................................................................................................31
  Haerigholdt Pass Statistics..........................................................................................................38
  Appendix I - Monsters and NPCs..............................................................................................40
  Appendix II - Additional Rules...................................................................................................47
   
  Weather....................................................................................................................................47 
   
  Oracle Mysteries....................................................................................................................50
  Magical Item - Pipe of the Storms.............................................................................................51
    
  
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  Tales aT HaerigHoldT Pass
  Campaign Kits are designed to give you enough 
  to get started and let your imagination take over. In 
  this book, you get ten tales intertwined with iconic 
  mountaineering adventure. They serve as the perfect 
  set pieces to break up lengthy travels or as a stop-
  over at a small mountain inn. Each adventure comes 
  complete with an introduction encounter, an escalation 
  encounter, a climatic encounter, and a conclusion. 
  But that’s not the end of it: each tale includes 
  background information and connections to the 
  Campaign Kit’s setting, allowing you to build upon 
  parts you or your players enjoy the most. Additional 
  Campaign Mode options provide ways to further 
  challenge or immerse your players in this world. An 
  additional rule reference puts all the extra tools you 
  might want at your fingertips, creating the ultimate 
  toolbox for your campaign. It is the perfect way to 
  flex your Game Master muscles, and at the same time 
  provide a bit of wilderness fun for your adventurers.
  ADVENTURE SUMMARIES
  Lattices of frozen GLass 
  eL 5
  After a blizzard blows through the mountains, one of 
  the less traveled trails is left with a fantastic display of 
  artistry. But when a pair of intrigued artists hire some 
  guides to bring them up to this natural miracle, they 
  find a rather unexpected—and unwelcoming—artist.
  UnbendinG boUGhs 
  eL 5
  When an untimely windstorm sends a monk and his 
  cargo tumbling down a steep slope, the PCs arrive 
  just in time to rescue the traveler. But the failure of a 
  system designed to prevent just such a tragedy was no 
  accident, and the PCs must locate the saboteur before it 
  strikes again.
  hermits of Winter’s GaLe 
  eL 6
  With the range’s windstorms growing increasingly 
  severe, even the mountain’s most iconic winged 
  predators are forced aground. The message carried by 
  one bird brings the PCs to the doorstep of a group of 
  monks just as the storm hits its peak, which brings even 
  more dangerous predators to ground to hunt!
  fresh traiLs beneath fresher snoW 
  eL 7
  Snowstorms drive the PCs and a caravan to seek 
  immediate shelter, but it does not prevent one well-
  paying traveler from going missing in the whiteout 
  conditions. A hard trail to follow becomes harder 
  when it dead-ends and leaves the PCs between a pair 
  of equally suspicious parties that both say they know 
  where the missing man has gone!
  the rimeGUide triaLs 
  eL 8
  A clan of werebears is driven away from the spiritual 
  place of their birth and into the path of the PCs. Fearing 
  the PCs may be plundering the mountains natural 
  treasures, the werebears test their might... and decide 
  they may be exactly what they need to drive away the 
  wyrm infesting their sacred shrine!
  WindboUnd maestro 
  eL 8
  The mountains’ winds grow worse with the addition 
  of a haunting melody that drives beasts into an 
  unthinking frenzy. If the musical winds are to be 
  stopped, the PCs must charge headlong into the 
  wind... and that means confronting the source of the 
  range’s frequent windstorms, a tempestuous demon 
  with a keen ear for music!
  entranced by Green 
  eL 9
  An earthquake sends a part-avalance, part-landslide 
  tumbling down the trails even as it unearths a warm 
  and forgotten cavern beneath the mountain. Those that 
  plumb its depths for curiosity or greed find themselves 
  at the mercy of the Verdant Lady that tends this 
  unnatural garden, who has a strange proposition for the 
  surface-dwellers.
  the eye of Unrepentant sLiGht 
  eL 11
  The tranquility of Haerigholdt Pass is shattered by a 
  swarm of grotesque voyeurs, dragged from their graves 
  by the grasp of undeath. But it is not their own hatred 
  that animates these dead, but the vengeful will of 
  someone long thought lost. In order to restore peace to 
    
  
  5
  the Pass, the PCs must delve into the range’s past and 
  put to rest a decade’s worth of resent!
  dreaminG With the damned 
  eL 11
  Nightmarish visions plague the lower passes of the 
  mountain range, driving those with weaker wills mad 
  and keeping even the PCs from finding a restful sleep. 
  But as the barrier between reality and dream grows 
  increasingly tenuous, the PCs must find the source of 
  these nightmares where it lies—at the barrier of the 
  Dimension of Dreams!
  the poet of the peak 
   
  eL 12
  Many of the bizarre legends and mysterious happenings 
  across the mountain range owe themselves to the 
  genius orchestration of a single mind. With her 
  masterpiece nearing completion, this Poet of the Peak 
  invites all those beneath her to rest eyes upon her 
  crowning work. Those that attend will either join her 
  audience for all eternity, or prove themselves worthy of 
  carrying her legacy into the world!
  BACKGROUND INFORMATION
  Mountain ranges often form natural barriers between 
  regions or nations, with the lines of the map being drawn 
  according to how easily people can move from one land 
  to another. But between the desolate, snowy peaks lie 
  a few seldom-traveled trails that connect disparate dots 
  together with strings of rocky paths and ancient bridges. 
  Haerigholdt Pass is one such location, an out-of-the-way 
  little hamlet nestled among the peaks that only sees 
  any real traffic from the rest of the world thanks to its 
  fortuitous positioning at the intersection between three 
  mountain trails. 
  Named for its founder, Galrik Haerigholdt, a lifelong 
  misanthrope that sought solitude away from the world, 
  the pass has since grown into a welcoming roadhouse for 
  those seeking a warm fire and shelter against the frigid 
  mountain winds. Now owned by his daughter, Eleanore 
  Haerigholdt, the pass provides a welcome respite to 
  travelers without its less accommodating proprietor.  
  Though there are fewer than 10 permanent residents of 
  Haerigholdt Pass, the population booms to nearly two 
  dozen during bouts of particularly inclement weather.
  The hamlet consists of only three buildings: a small 
  barn for a few hearty livestock, a smaller storehouse for 
  grains and supplies, and the two-story structure that 
  has come to define the Pass. Equal parts inn, tavern, and 
  personal lodging, the Pass offers simple rooms for 5 sp 
  per night, or room and board for 1 gp per night. Rooms 
  are small and offer little private space save for a bed 
  and a door that locks. A small cellar holds goods that 
  must be kept particularly close at hand or otherwise 
  out of the way, including a prized selection of whiskeys. 
  The pass is located on a relatively low trail, requiring no 
  extra protection against altitude sickness. Adventures 
  that take place in close proximity to the Pass are likewise 
  in these more “mild” portions of the mountain range, 
  offering dangerous trails and mountainous forests 
  rather than the iconic snowy peaks of fantasy gaming. 
  Travelers that go up and down on the more extreme 
  trails and slopes are likely to encounter cold weather, 
  extreme altitudes, and terrifying winds. (The rules 
  for these environmental conditions are included in 
  Appendix II for ease of reference.) 
    
  
  6
  Eleanore Haerigholdt is the kind keeper of the 
  hamlet, a welcoming face in a frigid place that so often 
  punishes visitors. Although she seldom speaks of her 
  husband, those that befriend Eleanore learn that Dagrul 
  vanished without warning nearly a decade earlier. The 
  misanthrope and wanderer had no family or surname of 
  his own prior to marrying Eleanore, but even the promise 
  of property and stability did not calm his wild nature. 
  Eleanore thought little of his disappearance, assuming 
  he simply returned to the same nomadic life he had prior 
  to their meeting. She does not resent the man since 
  they’d always had their troubles, but does sometimes 
  miss his company. Anaira is Eleanore’s sole “employee,” a 
  comely woman of perfect pastoral features and brilliant 
  auburn hair. She functions in part as protector and part 
  as waitress, but only Eleanore knows that the woman is 
  secretly a huldra enjoying her time amongst humans. 
  She studies human nature and its relationship to the wild, 
  particularly Eleanore’s preference for the solitude of the 
  alpine trails. The gruff dwarf Varsk Krezik is a traveler and 
  cartographer rarely seen without the loyal (and equally 
  gruff) hound that travels at his side. Although a tough nut 
  to crack, he has traveled the mountain trails extensively 
  and produces high quality maps of all of his travels. 
  Talin Drumm is a bit of an odd one out in the Pass, a 
  self-proclaimed entertainer and purveyor of the arts that 
  brings some culture to the desolate mountains. Eleanore 
  does not mind his presence, so long as he pays his tab, 
  and his wild stories and songs keep travelers reasonably 
  busy while staying in the simple inn. None suspect Talin’s 
  true purpose at the Pass—to serve as a conduit for the 
  Poet of the Peak’s tales to reach mortal ears, and for 
  information on the world below to reach hers.
  haeriGhoLdt pass
  N thorpe
  Corruption –4; Crime –4; Economy –4; Law –4; 
  Lore +0; Society –2
  Qualities stranger than fiction
  Danger +0
  demoGraphics
  Government autocracy (owner)
  PIECEMEAL ADVENTURE
  Haerigholdt Pass is a simple and setting-neutral stop along the dangerous mountain trails that can easily be 
  placed into any campaign. While the following adventures assume that Haerigholdt Pass and its sleepy alpine 
  hamlet are there to provide a welcome respite to adventurers, it does not play an essential role in any of these 
  adventures. Encounters or hooks that occur at the hamlet could easily be uplifted to a different town or adjusted 
  to avoid tying the PCs to a single location or cast of NPCs. The mountain range itself is left nameless and devoid of 
  most unique, discerning details to enable this drag-and-drop style. Likewise, the adventures below are arranged 
  into loose arcs, and assume only a vague link to the final adventure. But if you only need a single night’s one shot, 
  you can easily remove those connections to create a completely independent night of adventure before pushing 
  your group onto whatever other adventures they might desire!
    
  
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  Population 7 (5 humans, 1 dwarf, 1 huldraB4)
  notabLe npcs
  Proprietor Eleanore Haerigholdt (NG female 
  human expert 3/ranger 2)
  Fey Protector Anaira (CN female huldra ranger 4)
  Cartographer Varsk Krezik (LN male dwarf 
  hunterACG 3)
  Talespinner Talin Drumm (NE male human bard 
  5 [Court Poet; Pathfinder Roleplaying Game NPC 
  Codex])
  marketpLace
  Base Value 50 gp; Purchase Limit 500 gp; 
  Spellcasting 1st
  Minor Items 1d4; Medium Items —; Major Items —
  Stranger Than Fiction: This settlement’s bards have 
  difficulty keeping up with the wild stories that surround 
  it and seem to thrive in the surrounding mountain 
  ranges. This makes it a great place to hear fascinating 
  stories, if not the safest place to seek a bed. (Increase 
  Lore +2, Society +2, Danger +10)
  ACG This class can be found in Pathfinder Roleplaying Game: 
  Advanced Class Guide.
  B4 This creature can be found in Pathfinder Roleplaying 
  Game: Bestiary 4.
  advenTures
  LATTICES OF FROZEN GLASS 
  (LEVEL 5)
  As a blizzard’s winds begin to settle, rumors quickly 
  begin to circulate outward from the Pass about a display 
  of frozen artistry hidden away on a seldom-traveled 
  trails. It doesn’t take long before a pair of artisans 
  from the nearest city catch wind of the stories, finding 
  themselves wholly unprepared for the mountains’ perils. 
  After the PCs rescue them from a few sadistic mephits, 
  they quickly recruit the PCs as guides. But protecting 
  the duo as they venture through the lattice of frozen 
  glass may be more difficult than expected, for the 
  dual-natured outsider responsible for the art is both 
  uncommunicative and unsociable.
  ACT 1: LOST ARTS (CR 5)
  This event may occur relatively close to Haerigholdt 
  Pass, or could occur on any one of the mountain trails 
  the PCs are likely to frequent. Allow the players a DC 
  10 Perception check to hear the sound of shouting and 
  shattering ice just around the bend.
  A pair of ice mephits took note of a pair of unprepared 
  artists trekking up the mountain passes and quickly 
  descended to have a bit of fun. Although entertained 
  by their cries for help and pathetic attempts to defend 
  themselves, the mephits are already growing bored 
  of this distraction and will soon kill Riya and Holk. As 
  soon as the artisans see another humanoid, they make 
  a full withdrawal in that direction, hoping for aid. The 
  mephits immediately focus their attention on the most 
  threatening members of the party, fleeing if reduced to 
  4 hit points or less to let their fast healing work.
  2 ice mephits 
  cr 3
  XP 800 each
  hp 19
  riya and hoLk 
  cr 1/3
  Human experts 1 [Apprentice Jeweler; Pathfinder 
  Roleplaying Game NPC Codex]
  hp 4 (currently 3 nonlethal)
  Once rescued, Riya and Holk thank the PCs profusely, 
  offering a frenzied explanation for their presence in 
  the mountains through chattering teeth. They’d heard 
  rumors of a masterwork of living, icy glass somewhere 
  on the mountain and, as glassblowers themselves, 
  could not help but wish to see it in person. They had 
  vastly underestimated just how dangerous the trails 
  of the mountain were. They ask the PCs to guide them 
  to Haerighold Pass, where they can rest up and rethink 
  their plan. After a night’s rest, they offer to hire the 
  PCs as official guides, since they’ve already proven 
  themselves rather capable. Although the artisans 
  have little coin with them, they do have a single agile 
  alpenstockUE they purchased for this trip. It has done 
  them little good, and they see no reason not to part 
  with it for proper guides.
    
  
  8
  UE This item can be found in Pathfinder Roleplaying Game: 
  Ultimate Equipment.
  ACT 2: THROUGH THE GLASS LATTICE (CR 5)
  Locating the Lattice of Frozen Glass is not difficult, 
  but reaching the trails is. The weather is bitter cold and 
  the winds pick up as the PCs get higher. The area is 
  treated as severe cold with strong winds. It takes 4 hours 
  of steady hiking to reach the trails near the Lattice of 
  Frozen Glass, but it is immediately recognizable from 
  the way the sunlight glimmers off the complex and 
  beautiful patterns of ice.
  The artisans urge the PCs on, hoping to find a suitable 
  place to rest and take sketches of the work for future 
  reference. Navigating the lattice trails proves more 
  difficult, as the narrow trails wind through nearly 
  cylindrical tunnels piercing through the mountain, 
  leaving a canopy and walls of jagged, glass-like ice. 
  These trails are difficult terrain, and any creature moving 
  at more than half speed must make a DC 15 Acrobatics 
  check or fall prone on the lattice work, taking 1 point 
  of piercing and 1 point of cold damage. Creatures that 
  succeed on a DC 20 Craft (glass) or Knowledge (nature) 
  check know that the formations are neither natural nor 
  likely to have been made by any known method.
  Three 10 ft. squares on the trail are trapped to deter 
  guests, dropping a large piece of the glassy canopy onto 
  creature passing below.
  JaGGed LatticeWork traps (3) 
  cr 2
  XP 600 each
  Type mechanical; Perception DC 25; Disable 
  Device DC 20
  effects
  Trigger location or touch; Reset none
  Effect Atk +10 ranged (falling ice shards; 1d4+5 
  plus 1d4 cold); multiple targets (all targets in a 
  10-ft.-square area)
  ACT 3: ARTISAN OF TWO WORLDS 
  (CR 6)
  Midway down the trail, a small opening into the 
  mountainside reveals a glittering cavern carved out of 
  glass-like ice. The cavern is warmer than the open air, 
  though this seems to have no effect on the frozen glass. 
  The chamber measures 15 feet high and 40 feet across 
  at its widest point, divided into four subsections by 
  small walls of latticework. Small vents let light shimmer 
  through the chamber’s glasswork. These barriers provide 
  partial cover and are difficult terrain, though creatures 
  that move through or stop in these squares take 1 point 
    
  
  9
  of slashing and 1 point of cold damage each round.
  This chamber is home to Ba’resh, a unique thoqqua 
  that has long lived within the mountain. Despite no 
  need to sleep, he often preferred to hibernate through 
  the worst of the blizzards... but woke from the last one 
  with a strange compulsion to create art and an uncanny 
  knack for frozen magic. So taken by his compulsion to 
  create art, the thoqqua has not stopped to consider the 
  bizarre nature of this development. Ba’resh is incapable 
  of speech, but body language quickly makes it apparent 
  that visitors are not welcome and attacks anyone that 
  does not immediately depart. 
  ba’resh 
  cr 6
  XP 2,400
  Unique thoqqua oracle 6 (See Appendix I)
  hp 55
  ACT 4: THE ART OF FROZEN GLASS
  With Ba’resh dealt with, the artisans quickly move 
  in and begin taking notes on the fantastic display, 
  coming to the conclusion that the strange structure and 
  strength of the frozen ice is because of the thoqqua’s 
  natural heat interacting with its magical art. Anyone that 
  succeeds at a DC 20 Knowledge (planes) or Linguistics 
  check recognizes a few of the lattice formations as 
  rough, runic Ignan. It translates to a poorly written 
  poem praising an unnamed, snowy maiden.
  Pleased with this discovery and intent on finding a 
  nonmagical means of replicating the ice-glass, Riya and 
  Holk gladly hand over the agile alpenstock and thank the 
  PCs for their aid.
  UNBENDING BOUGHS 
           (LEVEL 5)
  Although Haerigholdt Pass is isolated in the 
  mountains, it is not the only such community. One 
  of the nearest is a small monastic hermitage. Trade 
  between the two communities is common enough that 
  the recent windstorms have been enough of a reason to 
  construct a more permanent set of ropes and pitons on 
  the most dangerous trails. Unfortunately, the inaugural 
  journey using the new rope system goes horribly awry 
  when a sudden gust blows three pitons loose and sends 
  a monk and his cargo over the ledge. After a daring 
  rescue, the PCs learn the piton’s failure was no accident 
  and must find the troublesome saboteur.
  ACT 1: WINDSWEPT
  As the PCs are traveling along the newly roped 
  mountain trail, they meet a small wagon headed the 
  opposite direction with a few barrels of supplies for 
  Haerigholdt Pass. Less than a minute after passing 
  one another, a tremendous gale sweeps down the 
  mountainside, immediately followed by the sound 
  of several pitons popping loose from their moorings. 
  Seconds later, panicked cries from driver and donkey 
  nearly drown out the sound of tumbling, cracking wood.
  Rescuing the monk and his cargo is no easy feat. The 
  wagon arrested its fall atop a sturdy, cliff-dwelling tree 
  30 feet down the 70 degree slope, but it will slip and 
  tumble the rest of the way (over 200 ft.) within 2d4 
  minutes. In addition to the monk (LN human monk 1), 
  a single barrel of supplies remains fastened into the 
  cart—as well as the donkey, kicking and braying as 
  he hangs at a precarious angle while the whole mess 
  remains tethered to the line of loose pitons!
  Players may choose one of the following to aid in the 
  rescue every minute, with each player success at the 
  same task adding +2 to the highest result. Anything that 
  has not been recovered by the time the cart tumbles 
  down the mountain is lost. These are not the only 
  ways to save the windswept monk; player creativity is 
  encouraged, and should add to their checks accordingly 
  (generally, a +2 bonus for creative thinking, and a +4 
  bonus for expending resources to do so).
  Help the Driver!
  Climb Down: DC 18 Climb / Pull 
  Through Ropes: DC 18 Escape Artist
  Secure the Ropes! 
  Quick Hands: DC 15 Dexterity / 
  Careful Knots: DC 20 Knowledge 
  (engineering)
  Get the Donkey!
  Calm Down: DC 20 Handle Animal / 
  Untangle Leads: DC 20 Ride
  Haul up Cargo! 
  Pull Cargo: DC 15 Strength / Guide 
  The Ropes: DC 15 Wisdom
  If the PCs successfully complete all of the skill 
  challenges, the driver offers them a pair of potions of 
  endure elements and a potion of cure moderate wounds as 
  thanks.
    
  
  10
  ACT 2: BENEATH THE PINES          (CR 4)
  The PCs have a moment to relax after the frantic 
  rescue, giving them a chance to examine the rope’s 
  failure. Most notably, one of the pitons that was tied to 
  the rope is missing, leaving a fraying rope loop where it 
  used to be. A successful DC 20 Perception check notes 
  other sabotage, loosening many of the pitons anchored 
  to the trees and rocks alongside the trail—even those 
  that haven’t yet come loose. PCs that succeed at a DC 
  20 Knowledge (nature) note an unusual number of pine 
  needles scattered around the trail, but no signs of what 
  may have caused this.
  Before the PCs can really delve into their 
  investigations in earnest, however, the wind picks up 
  again and sweeps across the mountains. Too far from 
  proper shelter, the monk suggests they move into the 
  forested grove nearby. The weather, however, forces a 
  pair of territorial, unusual-looking wolves towards the 
  group. Covered with tiny, hair-like wooden splinters and 
  with folded, snowy wings, these two territorial creatures 
  are the pets of a sadistic twigjack lurking nearby. More 
  intelligent than average, the wolves retreat to their 
  master when reduced to 4 hit points or less.
  2 fey creatUre WoLves 
  cr 2
  XP 600 each
  hp 13 (Pathfinder Roleplaying Game Bestiary 3)
  ACT 3: INTRUDERS GET THE STICK!     
  (CR 5)
  Too arrogant to imagine mere humans would threaten 
  his pets, the coniferous twigjack that has laid claim 
  to this grove doesn’t act until his wolves are slain or 
  have retreated. Once they have, however, the twigjack 
  wastes no time in threatening the PCs and directing 
  their attention with insults and ghost sound before 
  using bramble jump to get behind the weakest-looking 
  individual. He insults any humanoid while fighting, 
  cursing them for their attempts to tame the forest with 
  man-made trails and spikes of ‘evil steel,’ even going so far 
  as to claim it as an act of war against nature itself!
  Tougher and even more territorial than a normal 
  twigjack, a coniferous twigjack leaves a trail of shed, 
  dying pine needles in its wake. With a knack for wind 
  and winter magic, it protects the forest from any 
  perceived incursion—particularly one caused by 
  hammering pitons into its trees! Any surviving wolves 
  join their master in protecting the forest, this time 
  fighting to the death.
  coniferoUs tWiGJack 
  cr 5
  Variant twigjack (See Appendix I)
  XP 1,600
  hp 37
  ACT 4: THE ACT OF WAR
  A trail of pine needles leads back to the small 
  structure crafted from pine boughs. A wooden effigy 
  of a vaguely humanoid figure about the height of 
  a halfling is erected within, its torso pierced by the 
  missing piton. PCs that succeed at a DC 25 Knowledge 
  (history or local) check can make out a few details that 
  suggest the wooden effigy may be a representation of 
  a woman that went missing on the mountain’s trails a 
  half-century ago.
  Unlike the other pitons used in the construction 
  of the trail, this one is actually a +1 cold iron stakeAPG, 
  crafted with a loop in the base to allow it to easily hook 
  onto one’s gear. None of the monks were aware of its 
  magic nor the properties of the metal, and tell the PCs 
  to keep it. Additionally, the PCs are always welcome to 
  stay at the monastery, and while the food and lodgings 
  are rather meager, it is a warm place to spend a night.
  APG This item can be found in Pathfinder Roleplaying Game: 
  Advanced Player’s Guide.
  HERMITS OF WINTER’S GALE 
  (LEVEL 6)
  The weather across the mountain trails has been 
  growing more severe, thought to be the result of 
  increasingly erratic winds. As a windstorm brews 
  around them, a lost eagle lands among the PCs with a 
  message for the monastery up the trail. Unfortunately, 
  the PCs arrive to find a number of desperate animals 
  driven into a frenzy by the storm. As the storm grows 
  worse, the monks offer to allow the PCs to weather the 
    
  
  11
  storm inside their walls—but it isn’t long before strange 
  howling echoes over the walls. The PCs must brave the 
  winds to protect their hosts against unwelcome guests 
  of the winter’s gale!
  ACT 1: MESSAGES BEFORE THE GALE 
  (CR 5)
  As the PCs are traveling along the mountain trails, the 
  weather takes a turn for the worse as the winds begin 
  to circle into a full storm. A trained eagle, battered by 
  the winds, lands beside the PCs with a small tin canister 
  fastened to its talon. It contains a brief letter—written in 
  poorly rhyming poetry—meant for the enclave of monks 
  nestled away in the mountains, detailing the strange and 
  supernatural behavior of the wind as of late.
  With a storm brewing and an insistent eagle that 
  will neither fly nor part with the PCs, making a stop to 
  deliver the letter and its carrier to the monastery seems 
  prudent. Unfortunately, the weather grows increasingly 
  inclement and by the time the PCs arrive at the walls 
  of the monastery, there is a herd of rampaging yzobus 
  battering down the wooden gates of the monastery’s 
  gardens. Despite the protests of the monks, the yak-like 
  creatures are wounded an insistent on gaining entry. 
  Though these yzobu have the advanced template, 
  they’ve been attacked by the howlers and forced out of 
  their territory. The quills have reduced their hit points 
  and given them the sickened condition. Their CR is 
  unchanged as a result. PCs that remove the quills gain 
  a +4 circumstance bonus on Handle Animal or wild 
  empathy checks, though removing them is difficult while 
  the yzobu remain hostile.
  4 advanced yzobUs                                      cr 1
  XP 400 each
  hp 17 (currently 14) (Pathfinder Roleplaying Game 
  Monster Codex)
  Weakness sickened
  ACT 2: HOWLING WINDS       (CR 5)
  No matter how the PCs deal with the yzobu, they are 
  invited into the monastery just as the windstorm picks 
  up strength, growing to severe 50 mph winds. The walls 
  of the monastery rattle, but hold against the fierce storm. 
  As the howling truly begins, the PCs may make DC 
  18 Knowledge (planes) checks to identify the sound 
  as more than just wind, or DC 30 Perception checks to 
  hear the subtle differences between the wind and the 
  creatures hiding within it. PCs that identified the source 
  of the quills gain a +2 circumstance bonus on their 
  Knowledge check. 
  If the PCs do not recognize the sound of the howlers 
  and go to investigate themselves, a monk does so at 
  sunset, leaving the gates of the monastery open as he 
  staggers out into the storm wide-eyed with a mind 
  addled by the curse. The duration of the howlers’ siege 
  is left deliberately vague to allow for as much tension 
  as is appropriate—if the PCs are raring for a fight, then 
  there is no need to play up the mysterious, supernatural 
  nature of the windstorm. The howlers fight to death 
  once the gates are opened, wishing only to get inside 
  and inflict further pain upon the living.
  2 hoWLers 
  cr 3
  XP 800 each
  hp 37 (Pathfinder Roleplaying Game Bestiary 2)
    
  
  12
  ACT 3: SCALES BENEATH THE GALE (CR 8)
  Soon after dealing with the howlers the wind grows 
  into a full windstorm of 60 mph winds, beating against 
  the monastery’s walls with relentless (but relatively 
  benign) howling. Unfortunately, the PCs actions have 
  caught the attention of a fiendish frost drake that 
  had taken the howlers as pets. It circles on the wind, 
  harassing the PCs with hit-and-run tactics until either 
  the PCs or the wind force it to land. 
  Given the severe weather, the PCs are likely to find as 
  much difficulty firing back at the drake as it will have 
  flying. The walls of the monastery offer some shelter 
  from the wind, and creatures standing within 10 feet 
  of a solid wall treat the wind conditions as one step 
  less severe. After 2d4 rounds, a monk rolls out a small 
  fireworks platform from a storehouse, shouting to 
  the PCs over the wind. Although typically used for a 
  ceremony celebrating the summer solstice, the platform 
  can be used as an improvised siege weapon similar to 
  a hwacha. If hit by this weapon, the drake immediately 
  lands to attack its operators.
  An improvised hwacha is a Huge direct-fire siege 
  engine that requires a crew of 2, has a range increment 
  of 90 feet, and deals 2d6 points of fire damage in a 
  10-foot-radius burst (Reflex DC 15 halves). Anyone that 
  takes damage from the explosion is either blinded 
  or deafened (50% chance of either) for 1 round. An 
  improvised hwacha is loaded with 6 skyrocket fireworks, 
  and a crewman may load a single firework as a full-
  round action. Due to the improvised nature of the 
  weapon, the creature firing the weapon incurs an 
  additional -4 penalty to their attack roll (for a total of 
  -8 for creatures that do not have ranks in Knowledge 
  [engineering]). An improvised hwacha targets a 
  creature’s touch AC.
  fiendish frost drake 
  cr 8
  XP 4,800
  hp 84 (Pathfinder Roleplaying Game Bestiary 2)
  ACT 4: SHARING MONASTIC TRADITION
  The windstorm continues through the night, though its 
  strength wanes considerably with the felling of the drake. 
  When dawn breaks over clear skies, the monks reward the 
  PCs with a pair of magical treasures from their storehouse 
  as thanks for both returning their messenger and for 
  saving their home: a heavyload beltUE and a silk cord with 
  three talismans tied on it: one scarab lesser talismanHA and 
  two triskelion lesser talismansHA. They make a note that 
  many of their messenger eagles have failed to return as of 
  late, which is highly unusual (see Windbound Maestro for 
  more details on the culprit!).
  HA These items can be found in Pathfinder Roleplaying 
  Game: Horror Adventures.
  UE This item can be found in Pathfinder Roleplaying Game: 
  Ultimate Equipment.
  FRESH TRAILS BENEATH FRESHER SNOW 
  (LEVEL 7)
  The PCs are traveling with a small caravan moving 
  through the mountains for the mutual shelter and safety 
  added by combining forces. Unfortunately, neither 
  party is capable of stopping the weather, and as a heavy 
  sheet of sleet starts to fall the group is forced to seek 
  shelter. After clearing a small outcropping of the freezing 
  flows that had formed on its surface, the PCs discover 
  that one of the caravaners has gone missing. Efforts to 
  track the missing traveler inevitably reach a dead end, 
  where the PCs must negotiate with one of two equally 
  questionable parties for information on where their 
  missing caravaner has gone.
  ACT 1: BEHIND THE SNOWBANKS (CR 6)
  As the PCs are traveling with a local caravan, 
  heavy sleet begins to fall. Despite all of the caravan’s 
  preparations, they cannot stop inclement weather 
  from slowing them down and ask the PCs to help find 
  shelter until the storm passes. Fortunately, a nearby 
  outcropping offers a large, icicle-covered overhang that 
  shields creatures below from the weather. Unfortunately, 
  the normal ice flows on the rock face hide a pair of 
  dangerous, opportunistic predators. 
    
  
  13
  Despite not being underwater, the heavy sleet makes 
  it difficult to spot the freezing flows. If the PCs do not 
  succeed at the Perception check to spot them and warn 
  the group accordingly, a caravaner steps into one of the 
  oozes.
  2 freezinG fLoWs 
  cr 4
  XP 1,200 each
  hp 47 (Pathfinder Roleplaying Game Bestiary 4)
  ACT 2: TRACKS BENEATH FRESH SNOW
  It does not take long after making camp for the 
  caravan leader to discover that one of his men, Jorah, 
  has gone missing. A quick search of the immediate area 
  reveals a set of tracks leading away from the caravan 
  when it stalled to find shelter. The caravan leader 
  implores the PCs to find the man, knowing that few 
  would survive that weather for long.
  The trail is difficult to follow thanks to the weather 
  conditions, requiring a successful DC 23 Survival check. 
  The trail winds up the mountain, heading deeper into 
  the thick woods that burgeon around the mountain’s 
  lower slopes. The trail is 2 miles long, and two events of 
  note occur during the trip.
  Shortly after departing, the PCs must ford a small and 
  partially frozen stream. Creatures may attempt to cross 
  on patches of ice. Small or smaller creatures carrying 
  less than 100 lbs. can cross the ice at half speed without 
  risk. Medium or larger creatures, creatures carrying 
  more than 100 lbs., or creatures moving at more than 
  half speed risk breaking through the ice. Creatures 
  that break through the ice are immediately exposed 
  to the effects of severe cold, and must continue to 
  make saving throws against the effects of cold every 
  minute until they dry off. Fortunately, the water is not 
  particularly deep or fast-moving, and it is only a DC 10 
    
  
  14
  Swim check to reach the shore.
  As the PCs approach the end of the trail, they come 
  across a small patch of snow-covered bear traps. PCs 
  that fail to notice the traps have a 50% chance of 
  stepping in one every fifty feet traveled until all the 
  traps are discovered, disarmed, or triggered.
  5 snoW-covered bear traps 
  cr 2
  XP 600 each
  Type mechanical; Perception DC 25; Disable 
  Device DC 20
  effects
  Trigger location; Reset manual
  Effect Atk +10 melee (2d6+3); sharp jaws spring 
  shut around the creature’s ankle and halve the 
  creature’s base speed (or hold the creature 
  immobile if the trap is attached to a solid object); 
  the creature can escape with a DC 20 Disable 
  Device check, DC 22 Escape Artist check, or DC 
  26 Strength check. 
  When the PCs finally reach the end of the trail, 
  however, they find torn scraps of cloth and bloodied 
  snow—but no sign of their missing caravaner...
  ACT 3: A WORG AND A HARD PLACE 
  (CR 8)
  ...Except for a raspy, haunting voice that addresses 
  them from the surrounding foliage. 
  “More intruders to my domain, but these are looking for 
  something. Perhaps the lone straggler that was here not 
  so long ago? Perhaps I could help... if you solve a rather 
  persistent annoyance that has run rampant in my domain.”
  Unless the PCs look deliberately hostile, they are 
  approached by Sleetfur, a winter wolf bloodrager whose 
  pack has been getting thinned. The wry old wolf is as 
  sadistic as the rest of her kind, but knows that a group 
  of adventurers could pose her even more trouble than 
  her other enemies—so it is best to pit them against one 
  another.
  If the PCs agree, she directs them to a small camp of 
  poachers just over a nearby rise. The poachers are vile 
  trappers with little regard for the natural world and 
  seeking only to profit off the butchering of animals. 
  The white furs of mountain wolves have proven 
  particularly profitable. 
  In speaking with the poachers, they learn that they 
  have been on the trail of Sleetfur for many weeks, 
  hoping to at last bring the head of the beast home to 
  their mantle. They are greedy and cruel, caring little for 
  the animals they hunt and thirsting for the blood of 
  the kill. If they learn the PCs have been sent by Sleetfur, 
  they offer the same knowledge she possesses—they 
  have met the caravaner, and can confirm he is alive. 
  In exchange for Sleetfur’s head, they can share the 
  direction he went.
  sLeetfUr 
  cr 8
  XP 4,800
  Female winter wolf bloodrager 3
  hp 99 (see Appendix I)
  poachers and 2 WiLd Lancers 
  cr 4
  XP 1,200 each
  hp 63 (Pathfinder Roleplaying Game NPC Codex)
  brUtaL hUrLer 
  cr 3
  XP 800
  hp 47 (Pathfinder Roleplaying Game Villain Codex)
  ACT 4: SHED SKIN
  When the PCs find Jorah, he is meditating beside a 
  small, frozen pond. When confronted, he admits that the 
  bloody scene was his own doing, an attempt to write an 
  end to his journeys with the caravan. He admits that he 
  left the caravan of his own free will and had only joined 
  it knowing that it would pass this location.
  If the PCs appear cordial enough, he reveals that he is 
  not fully human, but a skinwalker (Pathfinder Roleplaying 
  Game Bestiary 5). If the PCs agree to keep his secret, he 
  can reward them with his comfort’s cloakUE. 
  If you wish to use this scenario with the Rimeguide 
    
  
  15
  Trials, then the caravaner will ask the PCs if they know 
  anything of the “Rimeguides of the Mountain.” Whether 
  or not they do, these trials will play an important role in 
  that adventure.
  UE This item can be found in Pathfinder Roleplaying Game: 
  Ultimate Equipment.
  THE RIMEGUIDE TRIALS      
  (LEVEL 8)
  The PCs happen across a troubled clan of werebears 
  that act as staunch protectors of the mountain’s natural 
  habitats. Every dozen years they perform a ritual at their 
  ‘birthplace,’ a shrine hidden away within a small spring 
  somewhere on the mountain. But a serpentine predator 
  has taken up residence there, intrigued by the spring’s 
  natural magics. The PCs must drive away the interloper 
  to discover the hidden secrets beneath the spring—
  but first they must prove their worth to the distrustful 
  lycanthropes of the mountain!
  If the PCs have already completed Fresh Trails Beneath 
  Fresher Snow, the skinwalker Jorah can lead them to this 
  group of werebears. 
  ACT 1: UNEASY GUIDANCE             (CR 7)
  While traveling the mountains, the PCs are 
  approached by a ragged old man, who looks nearly 
  dead from the mountain’s chill winds. If the PCs 
  attempt to aid him, a pair of werebears in hybrid form 
  approach peacefully to speak with the PCs as the old 
  man reveals his true nature. Otherwise, this encounter 
  quickly devolves into combat and the players may well 
  miss the rest of this adventure!
  The Rimeguides of the Mountain, as the trio of 
  werebears call themselves, consider themselves the 
  wardens of the mountain and see fit to test all that 
  would wander its slopes. Though powerful sentries to 
  the mountain’s greatest treasures, they admit a danger 
  lurks within its depths that they cannot best. The PCs 
  may be their best chance of defeating the “foul wyrm” 
  that infests their spring, but first the PCs must prove 
  their worth against the werebears themselves!
  The werebears prefer group combat as a means 
  to test the mettle of all involved and will accept 
  challenges to single combat only if the PCs agree to 
  three individual, concurrent duels. When a werebear is 
  brought below 7 hit points, he surrenders and allows 
  his comrades to finish out the battle. Unless anyone is 
  killed, the PCs pass this trial when all werebears have 
  been bested.
  3 Werebears 
  cr 4
  XP 1,200 each
  Human afflicted werebear ranger 4
  hp 34 (Pathfinder Roleplaying Game Bestiary 2)
  Ranger Spells Prepared (CL 1st; concentration +2)
  1st—cure light wounds
  ACT 2: BEYOND THE FROZEN FALLS (CR 6)
  With victory proving that the PCs are formidable 
  combatants, the Rimeguides explain that their great 
  longevity and strength comes from an annual ritual 
  performed at their birthplace, a small shrine hidden 
  within a spring. Unfortunately, a terrible “wyrm” has seen 
  fit to claim the spring as its lair, snuffing out the beacons 
  that kept the spring illuminated with a protective light. 
  The werebears provide 4 ounces of ‘blessed’ lantern oil 
  that will be required to relight the beacons.
    
  
  16
  Reaching the spring is no easy task, as it is nestled in 
  a small, cavernous gap in one of the mountain range’s 
  steepest slopes. A half-frozen waterfall trickles down the 
  50-foot rise, leaving huge icicles clinging to the frozen 
  stone. A pair of unlit shrines stand halfway up the rise on 
  either side of the falls. The PCs must light these shrines 
  as part of their ascent. Climbing the icy, rocky wall 
  requires a DC 25 Climb check. The ledges that house the 
  beacons are 15 feet across, but only 5 feet wide.
  A nest of boreal spiders dwells on the cliff face, well 
  adapted to the cold and preying on creatures that 
  come for the spring’s water. They do not approve of the 
  intrusion on their hunting grounds and scuttle out as 
  soon as the first beacon is lit.
  4 boreaL Giant spiders 
  cr 2
  XP 600 each
  hp 16 (See Appendix II)
  ACT 3: TRIALS UPON CHILL WATER
  The frozen falls lead into a small spring 
  nestled within the mountain. Sheltered from 
  the wind and the elements by the shape of 
  the rock around it, the waters of the spring lay 
  relatively still. A pair of unlit lamps sit to either 
  side of the 50-foot wide pool, at the center of 
  which is a 10-foot circular island with a small 
  stone altar.
  This spring is sacred to the Rimeguides of 
  the Mountain, and those that succeed at a 
  Perception check may spot the “wyrm” beneath 
  the waters before she emerges to threaten 
  the PCs. Those that succeed at a Knowledge 
  (dungeoneering) check can successfully 
  identify the water naga and know that the 
  creature is not at all related to wyrms.
  The druidic naga is capable of 
  communication but highly territorial, having 
  been attracted by the shrine’s inherent magical 
  properties. She urges the PCs to leave, knowing 
  that humanoid interference inevitably makes 
  things worse. It is difficult, but not impossible, 
  to avoid conflict with the naga: her starting 
  attitude is unfriendly (requiring a DC 24 Diplomacy 
  check to be made at least indifferent) and further 
  considers sharing the shrine a significant gift of her own 
  secret knowledge (resulting in a request DC of +15). 
  Those able to appeal to her druidic motivations (such 
  as other druids) gain a +4 circumstance bonus on their 
  Diplomacy checks.
  drUid creatUre Water naGa 
  cr 9
  XP 6,400
  hp 76 (Pathfinder Roleplaying Game Bestiary 3, 
  Pathfinder Roleplaying Game Monster Codex)
  ACT 4: BENEATH THE FROZEN SPRING
  Once all four beacons have been lit, a pale radiance 
  glows from beneath the central shrine, as though a 
  passage below has been illuminated. Pushing aside 
  the heavy altar requires a DC 20 Strength check and 
    
  
  17
  reveals the narrow, steep staircase the descends 
  beneath the spring.
  The cramped chamber consists of ice-like crystalline 
  growths, the source of the chamber’s illumination, and a 
  single stone dais engraved with a simple verse written in 
  Sylvan. The ghostly image of werebear emerges to greet 
  the PCs, presenting them with a single raw flank of meat 
  upon the dais before bowing and fading back into the 
  crystals. Those that consume the meat become afflicted 
  werebears, but are bound by a geas-quest as though 
  wearing a ring of bondageUI that binds the consumer to 
  the will of the mountain spirits. Unbeknownst to the 
  werebear guides or their ghostly patron, the mountain 
  spirits have been subsumed by the undying rage of the 
  Poet of the Peak, and they now serve her nefarious ends.
  Besides the lycanthropic gift, the PCs can collect 
  the treasures of the Rimeguides from this hidden 
  shrine: a pair of claws of the ice bearUE, an eagle capeUE 
  and an eyes of the owlUE. As an additional boon, the 
  Rimeguides can guide the PCs to any location in 
  the mountain range, though their geas-quest to the 
  yuki-onna at the mountain’s highest peak means they 
  share all their knowledge about the PCs abilities and 
  movements with her (knowingly or unknowingly). 
  Whether or not these events come to pass (see The 
  Poet of the Peak) is up to you!
  UE These items can be found in Pathfinder Roleplaying 
  Game: Ultimate Equipment.
  UI This item can be found in Pathfinder Roleplaying Game: 
  Ultimate Intrigue.
  WINDBOUND MAESTRO          (LEVEL 8)
  While the PCs are returning or preparing to leaving 
  Haerigholdt Pass, a strange and haunting melody wafts 
  across the hamlet on a strong and sudden burst of 
  wind. Although the wind itself seems mundane, it sends 
  the hamlet’s animals into a frenzy. The riled animals 
  calm nearly as quickly as they excited, and one of the 
  newcomers to the hamlet suggests that the musical 
  wind may be to blame. The bard Ernst suggests the PCs 
  track the wind back to its source further up the slopes 
  before a greater wind comes and drives the animals 
  mad for good. But the PCs will have to contest with 
  more than just the winds, for upon the wind-wracked 
  plateau waits the tempestuous hala demon Kir’lak, the 
  Windbound Maestro.
  ACT 1: MELODIES ON THE GALE (CR 6)
  The PCs are outside of the inn at Haerigholdt Pass 
  when a haunting melody drifts in upon the breeze. 
  Moments after hearing the music, a sudden gale 
  surges through the hamlet, slamming shutters closed 
  and breaking the front window of the inn. Immediately 
  after, the animals of the hamlet go wild—barking and 
  braying with sudden fury as they rush to attack the 
  nearest humanoids!
  Any animals or animal companions the PCs have may 
  make saving throws (DC 17 Will) to resist the dominate 
  effect, but a good portion of the hamlet’s animals are 
  assumed to fail their saving throws and are represented 
  by the creatures below. Although Eleanore Haerigholdt 
  stays indoors to avoid getting involved in the attack, 
  she shouts through the window 1 round after combat 
  begins, imploring the PCs to use some restraint while 
  THE TEMPTATION OF POWER
  While there is nothing stopping the PCs from eating the gift, lycanthropy is a dangerous and powerful thing in 
  player hands and the additional curse of the geas-quest to the Poet of the Peak may well result in the PC turning on 
  their former allies!
  If you are using the Corruption system from Pathfinder Roleplaying Game Horror Adventures, this shrine provides 
  the perfect catalyst to an interesting and potentially sinister moment for the PCs. However, if you feel that the risk 
  of offering lycanthropy to one of your players may be too divisive, simply explain that this lycanthropic gift will not 
  work without the accompany ritual performed by the Rimeguides of the Mountain—and while thankful, they do 
  not wish to induct any of the players into their organization.
    
  
  18
  holding back the animals—they are hers, after all!
  This wind-carried dominate animal is a powerful effect 
  that Kir’lak can perform once per week on the pipes of 
  storms hidden away in his lair, affecting all animals in 
  a 100-foot radius anywhere the wind can reach. This 
  dominate effect lasts 8 rounds, and any animals that 
  have not been rendered unconscious (or killed!) during 
  this time quickly calm back to normal—having no 
  apparent memory of the attacks.
  6 chickens 
  cr 1/6
  XP 65 each
  hp 5 (Pathfinder Roleplaying Game Bestiary 5)
  2 ridinG doGs 
  cr 1
  XP 400 each
  hp 13
  2 heavy horses 
  cr 2
  XP 600 each
  hp 19
  As the animals, music, and wind all calm to an 
  incongruent tranquility, a fur-wrapped traveling bard 
  named Ernst emerges from the inn. He explains that 
  he’d heard vague tales of the strange, musical winds 
  across the mountain ranges but had never anticipated 
  to experience it himself. Although not much of a 
  mountaineer, he offers a stormlureUE to the PCs if they can 
  find the source of the music and bring it—or a reasonable 
  explanation of how it works, at least—back to him.
  Unbeknownst to Ernst, the very treasure he offers 
  to the PCs to further investigate the musical winds 
  is what allows Kir’lak to target Haerigholdt Pass with 
  such accuracy. Until the pipes of storms are dismantled, 
  anyone carrying Ernst’s stormlure is targeted once per 
  week by Kir’lak.
  UE This item can be found in Pathfinder Roleplaying Game: 
  Ultimate Equipment.
  ACT 2: UPON THE WINDSWEPT PLAIN (CR 8)
  Following the wind to its source is a fairly simple, 
  if lengthy, journey over 30 miles. Most of the journey 
  is trackless wilderness, ranging from forested 
  mountainside to steep, hilly inclines. Eventually the 
  PCs can locate the ‘source’ of all wind that blows down 
  over Haerigholdt Pass as passing through (or over) the 
  Windswept Plain, a desolate plateau nestled between 
  two peaks of the mountain range.
  The plateau offers little in the way of vegetation, as 
  most trees have been blown bare or uprooted by severe 
  hurricane-force winds. The only animals that remain are 
  the most stubborn and hardy, a small herd of mountain 
  bison wholly devoted to the Windbound Maestro that 
  has charmed them. They wear makeshift armor cobbled 
  together from the feathers of dozens of birds, though 
  eagle feathers are the most prominent among them.
  The bison are considered hostile to all that approach 
  their plain, and attack on sight. They are particularly 
  blooded against avian or airborne foes, attacking them 
  to the death and gaining a +1 bonus on attack and 
  damage rolls against such foes.
  4 bison 
  cr 4
  XP 1,200 each
  AC 18, touch 9, flat-footed 18 (+1 armor, +8 natural, 
  -1 size)
  hp 42
  SQ blooded
  Gear Padded barding
  ACT 3: MAESTRO OF TEMPESTS     (CR 10)
  The sound of battle inevitably draws Kir’lak from his 
  lair in the highest reaches of the plateau, and he swoops 
  in on the gale to defend his herd only moments too 
  late. The Windbound Maestro is furious at the intrusion, 
  and even more rankled that mere mortals would dare 
  to criticize the masterpiece of his music. The arrogant 
  musician attacks from the sky, using wind and brute 
  force to push his foes from his plateau. Though he carries 
  no instrument with him, the winds around him play a 
  frantic and violent tune as he swoops down upon his 
  enemies—a song he has titled the Winds of Absolution.
    
  
  19
  kir’Lak, the WindboUnd maestro 
  cr 10
  XP 9,600
  hp 102
  ACT 4: STORMSONG PIPES
  In Kir’lak’s lair is a naturally occurring set of pipes of 
  storms (see Appendix II). They must be carefully broken 
  away from the surrounding stone to avoid damaging 
  them. Characters may perform DC 25 Knowledge 
  (engineering) or Profession (mason or miner) checks 
  to remove the pipes. Similar skills may be used, at 
  GM discretion. It requires three successful checks to 
  remove the pipes; failing a check by 5 or more imposes 
  the broken condition on the pipes and three such 
  failures (successive or otherwise) irreparably destroys 
  them.
  When the PCs return to Haerigholdt Pass, Ernst 
  gladly rewards them with the stormlure in exchange for 
  information about the pipes. Whether or not the PCs 
  give them to him, he asks to be granted the privilege 
  of studying them and learning from this miracle of 
  nature.
  ENTRANCED BY GREEN 
  (LEVEL 9)
  A landslide rumbles across the mountain trails, 
  unearthing a pair of tunnels that bloom with humid, 
  geothermal heat. As a group of fungal invaders drift 
  upward and into the path of the players, the dormant 
  master of the subterranean wakes to the arrival of 
  newcomers. With her domain finally open to the world 
  above, the Verdant Lady at the rear of the cavern sets 
  her sights upon the mountain range once again—and 
  the PCs may just be the agents she needs to rekindle 
  her long-dormant conquest!
  ACT 1: BENEATH THE TRAIL           (CR 7)
  As the PCs are traveling a desolate trails, an 
  earthquake causes the entire mountainside to rumble. 
  A small landslide sweeps across the trail, threatening 
  any PCs on the trail as it becomes part of the slide zone. 
  Characters in the slide zone take 3d6 points of damage, 
  or no damage if they make a DC 15 Reflex save. Those 
  who fail their saves are buried. Buried characters take 
  1d6 points of nonlethal damage per minute. If a buried 
  character falls unconscious, he must make a DC 15 
  Constitution check or take 1d6 points of lethal damage 
  each minute thereafter until freed or dead. 
  To make matters worse, the landslide has unveiled 
  a pair of geothermal vents long covered with dirt and 
  snow. Before the players have a chance to fully recover 
  from the landslide, a cluster of tsaalgrends waft up from 
  the vents. Though the sunlight blinds them for a brief 
  moment, they soon move to prey upon the PCs as they 
  struggle with the landslide’s effects. The area of the 
  landslide is considered difficult terrain for the duration 
  of the combat.
  5 tsaaLGrends 
  cr 2
  XP 600 each
  hp 19 (Pathfinder Roleplaying Game Bestiary 5)
  WINDS OF DOMINATION
  PCs that wish to utilize the pipes of storms in the same manner that Kir’lak has—that is, to dominate animals 
  across the mountainside—find the process difficult. Learning the proper song that resonates with the wind is a 
  difficult task, likely to send the PCs scouring the mountains in search of the correct dirge and beyond the scope 
  of these short adventures. Playing it is equally difficult, requiring a successful DC 35 Perform (wind) check and 
  requires the player to have some knowledge of their target location (determined similarly to a teleport spell). If 
  the wind cannot reach the target area, the attempt fails. The remote location of the pipes, difficulty of use, and 
  infrequent ability to call upon them limits their usefulness as a tool for dominating animals in PC hands.
  Most notably, however, once the pipes of storms have been removed from their naturally occurring formation on 
  the mountain, they can no longer be used in this way.
    
  
  20
  ACT 2: BUBBLING FROM BELOW (CR 7)
  The aftermath leaves the trail hardly recognizable, but 
  dozens of open vents now lead down at a 30-degree 
  angle into the earth. They emit a noxious-smelling and 
  humid air noticeably warmer than the mountain’s surface. 
  PCs that investigate the cramped tunnels must follow 
  them approximately 80 feet into the ground before they 
  open up into a small, fungus-covered cavern. 
  Trickles of melting snow drip from the ceiling of the 
  cramped cavern, flowing down into a small, burbling 
  stream that leads further into the depths of the cavern. 
  Fungal growths stretch nearly to the roof of the 
  chamber, growing atop and around the natural rock 
  formations. A pair of humanoids, their forms riddled 
  with fungal growths, lurch forward through the maze of 
  stalagmites and fungi. Humanoid skeletons lie around 
  the cavern in varying states of decay.
  They stand a silent vigil as the PCs approach, 
  demanding the PCs show reverence before the 
  Verdant Lady once they are close. Unless the PCs 
  agree, they attack in an attempt to capture the 
  PCs and bring them forcefully before their master. 
  The cavern is claustrophobic with plentiful cover; 
  the stream is only 1 foot deep and warm enough 
  to be uncomfortable (but not harmful) to anyone 
  without fire resistance.
  2 fUnGaL crUeL devotees 
  cr 5
  XP 1,600 each
  hp 41 (Pathfinder Roleplaying Game Bestiary 4; 
  Pathfinder Roleplaying Game NPC Codex)
  ACT 3: THRONE OF THE VERDANT 
  LADY (CR 10)
  Whether the PCs agree to peacefully meet with 
  the Verdant Lady, forcefully make their entry, or are 
  set before her as prisoners, they are met with the 
  sight of a large white dragon whose scales have 
  glazed with aa natural fungal verdigris. Strips of 
  mossy growths hang from the dragon’s snout like 
  a leafy beard, while piercing green eyes contrast 
  what little of the ivory white still shines through. 
  The cavern opens wide enough to accommodate 
  her atop a lumpy, mushroom-like throne—though the 
  chamber is obviously too small to comfort a dragon of 
  her size.
  This unfortunate creature is the Verdant Lady, a young 
  adult white dragon who long ago succumbed to the 
  fungal infection that has kept her trapped within this 
  cavern, the only place on the mountain capable of 
  sustaining her dual-natured existence. Despite now 
  being more plant than dragon, the Verdant Lady has 
  long had deigns on reclaiming the mountain that was 
  once hers, bringing festooning green to the snowy 
  landscape. Although placidly contended with her new 
  nature—and using her innate mastery of ice and snow 
  to keep the cavern at the perfect level of humidity for 
  her and her minions—she has grown weary of such 
  lengthy slumber within the confines of her prison.
  The Verdant Lady speaks only in Sylvan, a tongue she 
  believes superior to her previous one, and demands 
  that non-plants prostrate themselves before her while 
    
  
  21
  speaking with her. Unless the PCs appear immediately 
  hostile, she offers them the opportunity to prove their 
  worth to her. Knowing that she cannot venture onto the 
  mountain, she offers the PCs a choice: accept the gifts 
  she can offer them, or bring her gift to others. If even one 
  PC accepts the offer to join her, she becomes friendly 
  and refrains from attacking (see the consequences of 
  such a choice in the sidebar below). Otherwise, she uses 
  a claw to draw a small trickle of her blood into a silver 
  flask, offering it to the PCs to bring to others. 
  Although the Lady is slow to anger, she believes herself 
  a superior life form to both dragons and humanoids, and 
  will tolerate no indigence. If she believes the PCs to be 
  misrepresenting their intentions, she will attack at once—
  and force them to accept her gifts.
  the verdant Lady 
  cr 10
  Fungal young adult white dragon
  XP 9,600
  hp 115 (Pathfinder Roleplaying Game Bestiary 4)
  ACT 4: GIFTS OF THE VERDANT LADY
  If the PCs appease the Verdant Lady, either by joining 
  her supplicants or by bringing her new blood, they 
  gain a powerful (if indolent and unpredictable) ally. 
  She grants them access to her hoard, having little need 
  for the trappings of her old draconic life. Although she 
  had little time to collect a new hoard before infested 
  by spores, she still has a few of the treasures one would 
  expect to find in a dragon’s hoard. Unfortunately, 
  most of these treasures have been ruined by time, 
  decomposition, and fungal infestation. Of course, if the 
  PCs fought the formidable battle against a dragon in her 
  lair, they have earned this hoard!
  The only items that have not rotted away into 
  worthlessness are a +2 living steelUE chain shirt, +1 living 
  steelUE longsword, a  a gold-and-silver headband of mental 
  superiority +2, a cloak of elvenkind, a marble statuette of 
  an elven deity worth 1,000 gp, a collection of intricate 
  gemstones worth 10,000 gold pieces, and another 5,000 
  gold pieces in various coinage from ages long past and 
  covered with varying degrees of rust and mold. 
  Although there are a dozen potions of different 
  form and function in the hoard, these are all visibly 
  contaminated by fungal spores. Creatures drinking 
  these potions are affected as though by the Verdant 
  Lady’s spores. The potions themselves are subject to GM 
  discretion, but should not total more than 2,000 gp.
  UE This special material can be found in Pathfinder 
  Roleplaying Game: Ultimate Equipment.
  THE EYE OF UNREPENTANT SLIGHT 
  (LEVEL 11)
  Elaenore Haerighardt’s husband vanished on the 
  mountain trails many years ago, but the humble 
  mountain inn did not stay empty for long. But when 
  an untimely guest comes to peer through the frost-
  rimmed windows at the burning hearth, a decade’s 
  worth of memories are unearthed. The spirit of 
  Dagrul Haerigholdt has not rested easy, and his wife’s 
  continued success in his absence only enrages him all 
  the more. The PCs must dig up secrets best left buried 
  in order to permanently restore peace to the simple 
  people of Haerigholdt Pass!
   
  THE PLANT SIDE OF LIFE
  While the Verdant Lady’s ‘gift’ of fungal infection is 
  genuine, PCs that succumb to the poison are likely to 
  find their adventuring career at an end. Few places 
  on the mountain are capable of sustaining the fungal 
  life found in this cavern, and infected creatures that 
  venture out onto the trails are likely to succumb to 
  the cold before finding a new home. Conversely, the 
  perfect habitat of the cavern appeals to the most 
  base nature of the plant organisms, as the Verdant 
  Lady’s contented stay within her prison can attest. 
  More likely than not, those that accept the Lady’s gift 
  will join her supplicants in eternal worship... without 
  actually doing any of the things they promise to her. 
  A similar fate awaits any that the PCs bring to serve 
  the Verdant Lady—a condemnation to a half-life of 
  slavery that is an undeniably evil act.
    
  
  22
  ACT 1: A VISIT FROM THE DAMNED 
  (CR 8)
  This encounter can happen while the PCs are 
  resting at Haerigholdt Pass or as they are returning 
  from  adventures elsewhere along the mountains, 
  ideally at dusk or after sunset. Unbeknownst to the 
  residents of the tiny hamlet, a group of undead 
  spies have swarmed into the skies above to take 
  note of their every action for a vengeful voyeur 
  condemned to his tomb.
  PCs that succeed at a Perception check opposed 
  by the isitoqs’ Stealth will notice the strange, 
  bat-like creatures apparently hovering in the area 
  around Haerigholdt’s inn, but the poor lighting 
  prevents them realizing they are anything more 
  than diminutive flying creatures until they are less 
  than 15 feet from the creatures. The PCs should be 
  offered plenty of opportunities to spot the undead 
  spies—they will observe the inn throughout the 
  night, batting their grotesque bodies against the 
  windows to get a better look when creatures move 
  out of view. 
  Though bizarre, the isitoqs pose little threat 
  to the PCs. If attacked, the skeletal seer emerges 
  from her hiding place to make a fighting retreat 
  with her swarm. Unless slain, she continues to 
  return once per week. She does little to cover her 
  trail coming or going, and PCs can follow her back 
  to the isolated cairns that Dagrul haunts. If the 
  PCs lack the skills to follow the trail, a successful DC 25 
  Knowledge (history or local) can identify her equipment 
  as the possessions of a tribe that once lived higher in 
  the mountain range. Those that succeed at a DC 25 
  Knowledge (geography) know the regions where the 
  tribe used to live, though the cartographer Varsk can 
  simply sell the PCs a map to that location for a marginal 
  fee.
  Until dealt with, Dagrul will continue to haunt the 
  inn, creating more spawn from the unfortunate souls of 
  passerby to spy upon his old love. Elaenore eventually 
  implores the PCs to investigate on her behalf, if only so 
  that they can have a safe place to sleep again! 
  8 isitoqs 
  cr 1/2
  XP 200 each
  hp 9 (Pathfinder Roleplaying Game Bestiary 4)
  skeLeton champion tribaL seer 
  cr 6
  XP 2,400
  hp 32 (Pathfinder Roleplaying Game NPC Codex)
    
  
  23
  ACT 2: GRAVEYARD OF SOULS (CR 10)
  The lengthy trek through the mountains ends where 
  the range dips into a narrow, chasm-like valley. Simple 
  stone cairns stand as tall as trees between a pair of 
  ancient crypts built into the hillside. Gigantic bones 
  from a tremendous creature are draped over the 
  shattered ruins of stone structures, creating an ice-and-
  bond canopy above the eerie graveyard. 
  A successful DC 20 Knowledge (arcana) check 
  easily identifies the bones as draconic, though long 
  dead. Unfortunately, overwhelming negative energy 
  permeates the bones as part of a cruel trap while the 
  cairn’s undead guardians surge forth to attack intruders.
  draGonbone caGe trap 
  cr 7
  XP 3200
  Type magic; Perception DC 30; Disable Device DC 30
  effect
  Trigger (proximity) alarm; Reset none
  Effect spell effect (icy prison, prison of frozen 
  bones, DC 17 Reflex save or be trapped inside 
  for 9 minutes, deals negative energy damage 
  instead of cold damage)
  4 advanced frost WiGhts 
  cr 5
  XP 1,600 each
  hp 34
  ACT 3: DEATH AND HEARTBREAK (CR 12)
  One of the crypts has collapsed, but the doorway 
  into the other stands agape as the wind whips through 
  its vacant halls. This is where Dagrul Haerigholdt met 
  an untimely demise, masterminded by the Poet of the 
  Peak’s cruel, heartbreaking half-truths. He had begun 
  to suspect his wife of infidelity, and the Poet of the Peak 
  played upon his suspicions to push him to isolation. In 
  a fit of anger, he stole his wife’s wedding ring, departed 
  into the night, and never returned.
  The echo of his moment of revelation, the final series 
  of lies that drove the poor man insane with paranoia 
  and heartbreak before he froze to death, lingers in this 
  chamber as a haunt. The man himself stands where he 
  died, waiting for another report on his wife’s activities. 
  He is not expecting the PCs, and demands to know why 
  they dare intrude upon his sanctuary.
  He is forthcoming about himself, confessing to both 
  his actions against Elaenore and the reasons he so 
  loathes her. Unless the PCs agree to act as his eyes and 
  ears and torment his wife into maddening undeath (an 
  unlikely scenario for the average party of adventurers), 
  diplomacy will eventually break down as he marches 
  forward to attack, trying to draw his foes into the area of 
  the haunt. Dagrul is not bound to the crypt, but loathes 
  sunlight and feels compelled to remain there in eternal 
  lamentation. 
  daGrUL haeriGhoLdt 
               cr 11
  Advanced frost wight fighter 6
  XP 12,800
  hp 101
  Lost Lover’s Wrath 
                 cr 9
  XP 6,400
  NE persistent haunt (45-ft. Radius)
  Caster Level 11th; Notice Perception DC 20 (to 
  hear faint whispers from an unseen woman)
  hp 40; Weakness vulnerable to emotion spells 
  (deal 1d6 damage per spell level); Trigger 
  proximity; Reset 1 day
  effect
  The ghostly image of a beautiful woman appears 
  beside you, whispering troubled secrets through 
  your ears, informing you of everything from 
  unknown slights to hidden betrayals your friends 
  have enacted behind your back. The haunt 
  targets living creatures in the area with utter 
  contemptUM, affecting one creature per round 
  until all creatures are afflicted. Creatures affected 
  by this do not treat each other as allies for the 
  purposes of flanking, spells or effects that target 
  allies, teamwork feats, or similar abilities. Once 
  per minute while the haunt is active, it targets 
  a creature currently under the effect of utter 
  contempt with vengeful outrageUM, urging it to 
  fight its former allies.
  destrUction
  Slaying Dagrul and returning the stolen ring to 
  Elaenore Haerigholdt permanently destroys this 
  haunt.
    
  
  24
  UM These spells can be found in Pathfinder 
  Roleplaying Game: Ultimate Magic.
  ACT 4: VAULT OF THE SCORNED LOVER
  Most of the grave goods and treasures interred 
  with the dead have rotted away to nothing, but one 
  particular figure still wears a shining belt of engraved 
  steel, a belt of fallen heroesUE. The various gemstones and 
  offerings to the dead that have not decayed are worth 
  4,000 gp if collected. 
  Among the other rusting treasures of the crypt is a 
  relatively new ring cast aside. This simple silver band 
  set with a small sapphire once belonged to Elaenore 
  Haerigholdt, and returning it puts Dagrul’s spirit and the 
  haunt that tormented to rest at last. Elaenore, for her 
  part, wishes only to forget the past and tosses the ring 
  into the hearth to destroy it.
  UE This item can be found in Pathfinder Roleplaying 
  Game: Ultimate Equipment.
  DREAMING WITH THE DAMNED (LEVEL 11)
  Among the most powerful guardians of the mountain 
  range is the tormented, nightmarish echo of an ijiraq 
  that once protected the most desolate reaches of the 
  range. After a tear between the material plane and the 
  Dimension of Dreams left the fey guardian trapped in 
  a world of nightmares for the better part of a century, 
  it emerged only by following the haunting verses 
  penned by the Poet of the Peak. Newly returned to its 
  hunting grounds, the nightmare lord ijiraq shares the 
  masterful music of its master in the form of nightmarish 
  horrors visited upon the once-peaceful slumber of the 
  mountains’ denizens. But to truly put an end to the 
  terrors of the night, the PCs must stand upon the edge 
  of reality and look upon nightmare itself!
  ACT 1: CASCADE OF RESTLESS NIGHTS 
  (CR 7)
  During their travels across the mountain range, the 
  PCs’ slumber inevitably attracts the attention of the 
  ijiraq that prowls it. Though it can sense their dreaming 
  minds and has learned their names through its servants, 
  it is unable to identify any particular sleeper and 
  must attack at random when the PCs are presumed 
  to be sleeping. Additionally, they are more sheltered 
  against its attacks at lower altitudes, gaining a +4 
  bonus on saving throws made to resist its spell-like 
  and supernatural abilities. Sleeping at Haerigholdt Pass 
  offers a similar level of safety, resulting from a latent 
  respect the ijiraq had for the mountain hermitage. 
  The nightmare lord cannot affect creatures outside its 
  mountain range with its abilities.
  In addition to the fatiguing effect of the night terrors, 
  the ijiraq sends a spectre—the same one it used to learn 
  of the PCs—to attack them every 2d3 days. The first 
  victim of the nightmare lord’s terror, it regenerates every 
  week to continue its assault against the PCs. It focuses 
  its attacks on the creature with the most Charisma 
  damage, hoping to weaken its resistance against its 
  master. Destroying the spectre via its resurrection 
  vulnerability severs its connection to the nightmare lord 
  and puts the spirit to rest permanently.
  spectre 
                                    cr 7
  XP 3,200
  hp 52
  A COMPLICATED RELATIONSHIP
  If the PCs confront Elaenore Haerigholdt about her husband, she admits that they had always had a troubled 
  relationship. Although they both took to the isolated lifestyle of the mountains (it was what brought them 
  together in the first place!), they soon found themselves bored of one another’s company. Though she admits 
  having eyes for the their most frequent patron, Anaira, Elaenore insists that she did nothing to dishonor her 
  marriage vows... that is, until her husband was presumed dead. She did not remarry, but her relationship with 
  Anaira remains very close.
    
  
  25
  ACT 2: THE PATH OF NIGHTMARE 
  (CR 11)
  Unless the PCs vacate the mountains entirely, they 
  will be continually plagued by the nightmare lord until 
  they track the nightmares to their source. Fortunately, 
  each nightmare they are afflicted with makes finding 
  the source of these nightmares slightly easier. PCs that 
  have experienced a dream or nightmare may attempt 
  a DC 40 Knowledge (geography or local) check to 
  attempt to match their visions with reality. PCs that 
  have experienced the dreams may aid one another on 
  these checks, and every subsequent dream grants a 
  cumulative +2 bonus on the check. Varsk can aid the 
  PCs with these checks, using his extensive knowledge 
  and maps of the area to help triangulate the location of 
  the nightmare lord’s breach.
  The nightmare lord’s lair is a secluded grove that runs 
  down one mountainside and across a wide valley. The 
  snowy plains before the woods are perfectly white, save 
  for a single cottage nestled just before the woods—
  an almost dream-like image of pastoral peace. This 
  cottage is home to Mortimer Glatz, a willing servant of 
  the nightmare lord. The woods beyond exist between 
  realities, bearing more similarity to the Dimension of 
  Dreams than the material plane.
  PCs that approach the cottage are met by Mortimer 
  atop his gifted steed. He offers the PCs an opportunity 
  to willingly offer themselves to his master, the truest 
  protector of the land and mind, and attacks if the PCs 
  refuse to submit to their innermost nightmares. Once 
  battle begins, the nightmare lets out an otherworldly 
  whinny, attracting a flight of nightgaunts from the 
  woods. The cottage is nearly 200 feet from the edge of 
  the woods, allowing the PCs an opportunity to attack 
  before being swarmed from the sky!
  bearer 
                                    cr 7
  XP 3,200
  hp 55 (Pathfinder Roleplaying Game Villain Codex)
  Gear +1 chainmail, mwk heavy steel shield, mwk 
  kukri, nightmare bootsUE, occultist’s implementsOA 
  advanced niGhtmare 
                 cr 6
  XP 2,400
  hp 63
  6 niGhtGaUnts 
                           cr 4
  XP 1,200 each
  hp 37 (Pathfinder Roleplaying Game Bestiary 4)
  ACT 3: WITHIN THE WAKING DREAM 
  (CR 12)
  The interior of the grove is a twisted, shadowy 
  mockery of what woods should look like. Lengthy, 
  gnarled shadows stretch across trails from light sources 
  that do not exist and insubstantial whispering haunts 
  the PCs’ every step. Although not truly the Dimension 
  of Dreams, the forest bends to the will of the nightmare 
  lord and works to drive the PCs in maddening circles 
  and using its abilities to manipulate the weather and 
  winds before it finally deigns to confront them.
  The nightmare lord ijiraq offers them little quarter, 
  knowing that if they denied Mortimer they would 
  surely refuse it. Four dominated minions—the surviving 
  remnants of a group of travelers—give their lives to 
  protect the nightmare lord.
  niGhtmare Lord iJiraq              cr 10
  XP 9,600
  hp 105 (Pathfinder Roleplaying Game Bestiary 4)
  2 Wrath priests                          cr 7
  XP 3,200 each
  hp 71 (Pathfinder Roleplaying Game NPC Codex)
  2 adventUrinG bLacksmiths 
       cr 5
  XP 1,600 each
  hp 61 (Pathfinder Roleplaying Game NPC Codex)
  ACT 4: THE NIGHTMARE FORGE
  Once the nightmare lord is slain, the breach between 
  the Dimension of Dreams and reality is permanently 
  sealed. As the woods begin to slide back towards reality, a 
  pair of buildings emerge from the shadowy veil. Decrepit 
  and forgotten, these long-abandoned buildings stood 
  only in the nightmare realm of the ijiraq and served 
  as barracks for its humanoid servants. Although the 
  buildings’ trappings faded back into dream, a pair of 
    
  
  26
  treasures forged from the essence of nightmares remain 
  beside a dormant forge: a +2 planarUE longspear that 
  emits tendrils of dream-like nightmare when striking and 
  a suit of +3 glamered full plate that, regardless of what it 
  is commanded to appear as, always appears wispy and 
  dream-like.
  UE This weapon quality can be found in Pathfinder 
  Roleplaying Game: Ultimate Equipment.
  THE POET OF THE PEAK (LEVEL 12)
  Many of the tales that pass in and around Haerigholdt 
  Pass are the grand orchestration of the undead bardess 
  that haunts the highest peak of the mountain range. 
  Manipulating patrons of the arts and weak-minded 
  servants to do her bidding, the Poet of the Peak has 
  at last completed the great amphitheater atop the 
  mountain, a monument of marble and snow as desolate 
  and dead as the yuki-onna’s heart. All she needs to 
  complete the greatest act of her unliving legacy—an 
  epic that will be heard around the world and acted 
  upon stages for centuries to come. The PCs must attend 
  a grim performance and fight for their lives if they are to 
  stop the Poet of the Peak from casting all that look upon 
  her mountain as a captive audience!
  ACT 1: TALES FROM THE PEAK 
  (CR 10)
  A flock of snowy owls descend from the mountain’s 
  highest reaches to those dwelling upon or traveling on 
  its lower slopes, carrying a rime-ringed envelope with a 
  simple invitation. The simple letter within is penned in 
  the common tongue, imploring each recipient to make 
  their way to the mountain range’s highest peak for the 
  performance of a lifetime. 
  While hundreds of these letters are sent out, there 
  is no simple way to respond save for climbing to the 
  peak. Understandably, few take the invitation seriously. 
  Unfortunately, the druid that sent the letters will accept 
  nothing less than immediate obedience to the genius 
  bardess she serves. To this end, she sends a group of 
  her servants down to ‘collect’ a captive audience. If the 
  PCs do not make their way to the peak themselves, 
  they are attacked within a week by a toad-herding 
  servant of hers. Creatures knocked unconscious by the 
  glacier toads’ swallow whole ability are frozen almost 
  completely solid—and it is with these captive guests 
  that they have begun to fill the Poet’s theater.
  3 GLacier toads                          cr 6
  XP 2,400 each
  hp 73 (Pathfinder Roleplaying Game Bestiary 2)
  moUntaineer 
                           cr 6
  XP 2,400
  hp 59 (Pathfinder Roleplaying Game NPC Codex)
  ACT 2: DIRGE OF THE DAMNED POET 
  (CR 12)
  When the PCs reach the peak, they find themselves 
  in a grand, semicircular amphitheater several hundred 
  feet across, cut from the stone of the mountain and 
  embellished with icy railings and walkways. Frozen 
  visages of travelers and traders from across the 
  mountain range sit in various states of health in the 
  comfortless stands. A huge arch of carved ice allows 
  entrance into the center, where a mostly-empty stage 
  awaits, ringed with fantastic ice sculptures of great 
  playwrights and actresses. 
  A single half-elven woman stands upon the stage, 
  a druidic patron of the arts. Attracted to the Poet of 
  the Peak by a similar hatred of the man that stole her 
  rightful due out from under her, the druid acts as the 
  corporeal hands of the Poet to keep the amphitheater 
  filled with guests and orchestrate the various aspects 
  of the plays being performed across the mountains. 
  Though more of a slave than she will ever truly know, 
  she is an eager servant and urges the PCs to take their 
  places upon the stage. As soon as the PCs step upon 
  the stage (or take any hostile action) three of the ice 
  sculptures lurch to life and attack, dancing across the 
  stage while the Poet herself sings down upon the stage. 
  Although the Poet of the Peak’s song sets the stage 
  for this fight, she will use no more than 10 rounds of 
  her bardic performance to aid her allies and hamper 
  the PCs. This also gives the PCs a glimpse of her power 
    
  
  27
  before she beckons them to meet with her above the 
  amphitheater. Unless the PCs are well acclimated to 
  extreme altitudes, they will also have to contend with 
  the effects of altitude sickness for a high peak (over 
  15,000 feet high).
  mistress of hiGh pLaces 
     cr 10
  XP 9,600
  hp 84 (Pathfinder Roleplaying Game NPC Codex)
  3 hUGe ice eLementaLs                cr 7
  XP 3,200 each
  hp 95 (Pathfinder Roleplaying Game Bestiary 2)
  ACT 3: ABOVE THE WORLD’S STAGE 
  (CR 14)
  With the penultimate act playing out upon the stage, 
  a chill voice calls down to the PCs and beckons them 
  to ascend the amphitheater’s stairs to stand above the 
  world. The Poet of the Peak whispers her tale to the 
  PCs, informing them that regardless of how this final 
  act plays out, her epic is complete—and she is ready to 
  present it to the world. She attacks, aided by the frost 
  giant architect that helped construct the amphitheater.
  Trapped in the melancholy of undeath, the Poet of 
  the Peak cannot remember her former self, save for the 
  betrayal that left her a shattered artist. A purposeful 
  misattribution of her life’s work by a peer working 
  alongside her for the better part of a decade made 
  a mockery of her skills, and an untimely death after 
  seeking solitude upon the mountain’s most solitary trails 
  saw her rise as a vengeful shade. Though incorporeal, 
  she has continued to refine her life’s work—using the 
  mountains themselves as a living stage to perfect the 
  twists and turns of her great epic, with the PCs the most 
  unpredictable of catalysts to draw inspiration from.
  poet of the peak                        cr 13
  XP 25,600
  hp 237 (Pathfinder Roleplaying Game Advanced 
  Player’s Guide, Pathfinder Roleplaying Game 
  Bestiary 3)
  architect of the amphitheater  cr 11
  Frost Giant Expert 4 
  XP 12,800
  hp 171
  ACT 4: CURTAINS FALLING
  With the poet destroyed, the curtains fall on her 
  legacy, leaving behind only the Epic of the Forsaken Poet 
  +1 that she carries, a bizarre text that seem trapped 
  between the world of undeath and reality. This literary 
  masterpiece includes both works she’d started prior to 
  her death—lending some credence to her claim that 
  she was denied proper attribution to her works—and 
  the contents of the great epic she’d penned using the 
  mountain as her actors. 
    
  
  28
  The Epic of the Forsaken Poet +1 is a unique tome 
  of leadership and influence with a ghost touch effect 
  that not only provides its normal effect, but is a 
  great masterpiece of the deceased playwright. It 
  bears some thematic resemblance to the work of a 
  famed contemporary poet, but certain details and 
  stylistic choices suggest this to be the magnum opus 
  of a different author dated well before the former’s 
  publication. Though the book’s mere existence is not 
  enough to get scholars to change the authorship of 
  the more commonly-known text, it does cast doubts 
  upon its true author—the very end the Poet of the Peak 
  sought. Aside from its magical usage, the text is worth a 
  small fortune to the right literary critic or collector.
  CamPaign oPTions
  Although designed to be used as 
  individual set pieces, the three loosely 
  related arcs all tie into the endless 
  iterations of the Poet of the Peak as 
  she perfects her magnum opus. The 
  diverse denizens of the mountain 
  range are an ideal muse for the 
  melancholic bard, and she 
  uses her powerful magic to 
  manipulate her players to 
  her whims. In order to run 
  the Tales at Haerigholdt Pass as 
  a more cohesive group, GMs 
  may wish to make some (or all!) 
  of the following changes.
  In the end, this campaign kit 
  is designed solely for as much 
  plug-and-play capability as 
  possible. Even if you use 
  only a single scene 
  from this book, 
  adding one of 
  the following—
  or modifying 
  one so that 
  it impacts 
  the rest of 
  your game’s world, rather than the isolated hamlet 
  at Haerigholdt Pass—can make even these small 
  diversions that much more memorable!
  AN EPIC FOR THE AGES
  The three story arcs in the set pieces as they are 
  written above share only vague thematic connections, 
  barring a few more explicit connections. But GMs 
  that are running the Tales at Haerigholdt Pass as a full 
  campaign may wish to make the following changes in 
  order to create a series of full, cohesive arcs.
  TALES OF TWO NATURES 
  (Lattices of Frozen Glass, Fresh Trails Beneath 
  Fresher Snow The Rimeguide Trials)
  The Tales of Two Natures are experimental 
  performances created by the Poet of the Peak as a 
  means of understanding her own nature. While she 
  harbors an unholy vengeance and her restless spirit is 
  unable to pass into the afterlife, she still remembers her 
  true passion for art and understanding the nature of 
  humanity. In her own misguided way, she still wishes 
  to create works that explore the most fundamental 
  human experiences—such as her own self-conflict. 
  The werebears that have long made the mountain 
  range their home share this with her and thus 
  quickly attracted her attention as actors. Ba’resh, 
  likewise, was a creature so far removed from its natural 
  habitat that the Poet of the Peak could not ignore its 
  tale.
  To connect these stories together, have the artisans 
  Riya and Holk traveling along with the caravan. When 
  it is waylaid by a storm, they can relate their purpose 
  for traveling so far into the mountains with the PCs. 
  The caravan is unable to progress thanks to the 
  inclement weather, which gives the PCs ample 
  time to locate Ba’resh and his masterworks 
  of icy lattice. Upon their return, however, 
  the PCs find that the caravan has not 
  only been unable to get back on the 
  trail, but has now lost several of its 
  members—the werebears returning 
  home, and the skinwalker that had 
    
  
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  hoped to join them.
  For even more thematic connection, consider adding 
  other two-natured individuals to the caravan traveling 
  to the mountain range for their own reasons. For 
  instance, Urich Nycourt (male dhampirARG sorcerer 6) 
  seeks his family’s lost legacy in an old mountaintop 
  retreat used by nobility centuries ago. Meanwhile, Fayra 
  Kazgrim (female dwarf paladin 5/shadowdancer 3) is 
  seeking a dwarven stronghold somewhere beneath 
  the mountain said to hold a relic sacred to her religious 
  order. Perhaps the PCs, too, struggle with their own 
  identities as the Poet of the Peak communicates vague 
  suggestions and ideas to them through their dreams.
  ARG This creatures can be found in Pathfinder 
  Roleplaying Game: Advanced Race Guide.
  HEARTS STIRRING AS STORMS 
  (Unbending Boughs, Hermits of Winter’s Gale, 
  Windbound Maestro)
  The Hearts Stirring as Storms are tales inspired by 
  the Poet’s own endless rage. Like the wind itself, it 
  is hauntingly quiet except at moments of the most 
  tumultuous action. Kir’lak and his musical inclination 
  appealed greatly to her, as his music could set the 
  stage for her plays. She quickly whipped the demonic 
  naturalist into a frenzy, directing him to act upon his 
  hate and confront those that he viewed as a blight—
  the very thing that the Poet of the Peak, bound to the 
  mountains as she is, cannot do. 
  Connecting these stories is a matter of making 
  Kir’lak’s haunting melodies a recurring presence during 
  the PCs’ travels. As Kir’lak grows more aggressive in his 
  attacks against the other denizens of the mountain 
  range, his music grows increasingly synonymous 
  with the wind itself. Where the wind howls, it carries 
  the sound of his song. The natural inhabitants of the 
  mountain—be they animals, magical beasts, or even 
  fey—may all fall under the haze of aggression that 
  his song brings and lash out at the PCs. Their animal 
  companions may be turned against them at the height 
  of a rainstorm, or they may find that their combat-
  trained mounts suddenly turn skittish and unwilling to 
  bear a rider. 
  The sabotage inflicted by the twigjack of the 
  mountainous groves is just one of many such acts that 
  Kir’lak has masterminded. With the addition of wind 
  and rain throughout the first act of these set pieces, the 
  connection to the storm demon’s boundless hate can 
  become a race against the weather. If you are also using 
  the campaign options for greater wilderness attrition, 
  this could even prepare the PCs for a much more 
  dangerous battle against weather.
  ONE WITHOUT ONESELF 
  (Entranced by Green, The Eye of Unrepentant 
  Slight, Dreaming with the Damned)
  In One Without Oneself, the Poet of the Peak 
  seeks to explore the nature of one’s own changing 
  identity. Just as her work was corrupted by a jealous 
  rival and turned against her, so too has her own hate 
  transformed her into a manifestation of misery itself. 
  In an attempt to understand how any sentient being 
  may fall into this depravity, the Poet scoured the 
  mountains for various muses to inspire her on the 
  subject. The disparate miseries that she discovered did 
  not disappoint—and she wasted no time in finding a 
  place for them in her tragedies. 
  One of the best ways to link these adventures 
  together is to lead the players through a self-discovery 
  of the various corruptions, rather than feeding it to 
  them. Leaving the exploration and discovery of the 
  blights that have grown where normal life may once 
  have been can be far more poignant than simply 
  running through a series of different encounters 
  without further comment. 
  In this case, the Verdant Lady find another victim 
  to enchant with her spores, sending them out in the 
  world as an agent that can move freely through the 
  inhospitable mountain weather. The treasures of her 
  hoard are clues to the valley of the dead where Dagrul 
  lairs, so the PCs have a lead on their undead observer. 
  The valley, though infused with negative energy, is 
  close enough to the nightmare lord’s domain to feel the 
    
  
  30
  negative effects of its planar influence. PCs that deal 
  with Dagrul may find themselves constantly turned 
  around in the dream-like environs until at last coming to 
  the simple, pastoral plain where only Mortimer’s cottage 
  stands.
  THE POET OF THE PEAK
  Rather than leave the Poet of the Peak in the 
  background, hinting at her existence and her hand in 
  weaving the strange stories playing out in the mountain 
  range can make the eventual confrontation with her far 
  more dramatic.
  Talin Drumm, Haerigholdt Pass’s resident 
  entertainment aficionado can play a role in achieving 
  this. As one of many recipients of strange and influential 
  dreams from the Poet of the Peak, he has been 
  recording the bardess’s legacy in a form for others to 
  hear. But Talin can take a more direct role in arming his 
  master with knowledge of her players. To this end, he 
  takes on a sort of role of stage director, always helpfully 
  directing the PCs towards the next set piece—where 
  the Poet of the Peak has already set the stage for a great 
  epic to play out. Talin may even follow the PCs on their 
  journeys, recording their victories upon paper. As the 
  Poet of the Peak continues to contact him in his dreams, 
  however, he arms her with intimate knowledge of their 
  tactics and methods. Talin never lifts a hand in direct 
  opposition to the PCs. Not only because he knows he 
  is no warrior, but because he would never dream of 
  stealing the climactic finale from his master.
  AN AUDIENCE TO BEHOLD
  As the Tales at Haerigholdt Pass take place, the world 
  around the mountain range can evolve to match them. 
  Aside from seeking vengeance and getting her name 
  rightfully attached to her work, the Poet at the Peak 
  still seeks an audience. Although she may use the 
  mountains as her stage, the performances that take 
  place there mean nothing if they do not reach the world 
  at large. This is perhaps Talin Drumm’s greatest role—as 
  the translator between the yuki-onna’s real-world drama 
  and the more conservative bardic circles that would 
  appreciate a more tangible (and decidedly less deadly) 
  version of the tales. This results in two distinct changes 
  to the mountain range.
  The first is that the Pass becomes a more lively 
  location, giving the PCs a better place to trade and 
  socialize with an interesting cast of non-hostile NPCs. 
  As it exists at the beginning of this Campaign Kit, the 
  thorpe is little more than an inn with a roof and a warm 
  hearth. But once the PCs begin making a name for 
  themselves—and Talin begins making a name for the 
  Pass—the tiny thorpe begins to bloom with life. Many 
  are still transient travelers moving through the area, 
  but some become more permanent residents of the 
  Pass. The population of the settlement is unlikely to 
  ever exceed 50 creatures, but the exact nature of these 
  new residents is up to you as the GM. You can easily 
  adapt the evolving settlement to the needs of your PCs, 
  providing potion-makers, caravan drivers, torch-bearers, 
  or whatever other services they might want.
  Consider the following modified settlement stat block 
  as a possible version of the Pass after having attracted 
  a few new artisans, traders, and mercenaries. The usual 
  residents of Haerigholdt Pass have been removed from 
  the list of notable NPCs to highlight the newcomers.
  haeriGhoLdt pass
  N hamlet
  Corruption –2; Crime –2; Economy –2; Law –2; 
  Lore +2; Society +0
  Qualities stranger than fiction
  Danger +5
  demoGraphics
  Government autocracy (owner)
  Population 27 (18 humans, 4 half-elves, 2 dwarves, 
  1 elf, 1 huldraB4, 1 sylphB2)
  notabLe npcs
  Aficionado of the Arts Slaishi Aramunshu (CN 
  male elf aristocrat 4/bard 3)
  Astrologer Miria (N female sylph alchemistAPG 1/
  diviner 3)
  Mountain Armiger Jerik Long (N male cavalierAPG 
  6)
  Traveling Smith Logrun Valhamin (LN middle-
    
  
  31
  aged male dwarf fighter 2/expert 3)
  marketpLace
  Base Value 200 gp; Purchase Limit 1,000 gp; 
  Spellcasting 2nd
  Minor Items 1d6; Medium Items —; Major Items 
  —
  Stranger Than Fiction: This settlement’s bards have 
  difficulty keeping up with the wild stories that surround 
  it and seem to thrive in the surrounding mountain 
  ranges. This makes it a great place to hear fascinating 
  stories, if not the safest place to seek a bed. (Increase 
  Lore +2, Society +2, Danger +10)
  APG These classes can be found in Pathfinder 
  Roleplaying Game: Advanced Player’s Guide.
  B2 This creatures can be found in Pathfinder Roleplaying 
  Game: Bestiary 2.
  B4 This creatures can be found in Pathfinder Roleplaying 
  Game: Bestiary 4.
  The second change is that the Poet of the Peak’s 
  stories become bardic masterpieces available 
  for the masses. Anyone with at least 1 rank in a 
  relevant Perform skill can learn the following bardic 
  performances, but those without sufficient talent 
  will not be able to replicate the supernatural effects 
  of these masterpieces. Those wishing to employ the 
  powerful effects of these bardic masterpieces must 
  spend the requisite feat or spell-known slot, as well as 
  have the necessary ranks to perform the masterpiece 
  as it was truly intended. Fortunately for the PCs, Talin 
  Drumm is hardly powerful enough to make use of these 
  masterpieces—but he can teach the PCs the basics of 
  each performance. Even if the PCs do not learn them, 
  eventually these masterpieces will spread beyond the 
  events at Haerigholdt Pass.
  BARDIC MASTERPIECES
  These bardic masterpieces follow the same rules 
  for bardic masterpieces as introduced in Pathfinder 
  Roleplaying Game Ultimate Magic. Unless otherwise 
  noted, saving throws for bardic masterpieces are equal 
    
  
  32
  to DC 10 + 1/2 your bard level + your Charisma modifier. 
  The following masterpieces are only available after their 
  respective adventures have been completed.
  ARIA OF THE ALGID ARTISAN  
  (DANCE, SING)
  This chilling song and its flowing movements forge 
  beautiful imagery obvious to all audiences.
  Prerequisites: Perform (dance) 5 ranks or Perform 
  (sing) 5 ranks.
  Cost: Feat or 2nd-level bard spell known.
  Effect: The precise elegance of your voice and dance 
  mimic the masterful, glass-like artwork of a certain 
  cursed elemental. This sorrowful song brings its work 
  to life, freezing icy lattices that are as beautiful as they 
  are dangerous from thin air. Jagged, glass-like spines 
  expand in a 20-foot radius around you, creating an area 
  of difficult terrain. Creatures that move through this 
  area take 1d4 points of cold damage for each 5 feet 
  of movement through the area. For each additional 
  round of bardic performance spent 
  maintaining this masterpiece 
  (maximum 3 per round), the area 
  affected by this masterpiece increases 
  by 20 ft. and the damage it inflicts 
  increases by 1d4. Creatures that wish 
  to move through this area can attempt 
  Reflex saving throws (DC 10 + 1/2 your 
  bard level + your Charisma modifier) 
  to move at full speed or take only half 
  damage (but not both).
  Use: Up to 3 bardic performance 
  rounds per round.
  Action: 1 standard action.
  ALPINE GUARDIAN’S CANT  
  (ORATORY, PERCUSSION)
  The droning of drums accompanied 
  by steady, unwavering oration wards 
  listeners with stalwart vigor.
  Prerequisites: Perform (oratory) 7 
  ranks or Perform (percussion) 7 ranks.
  Cost: Feat or 2nd-level bard spell 
  known.
  Effect: This masterpiece mimics the steady diligence 
  and extraordinary fortitude of the Rimeguides, 
  legendary werebear protectors of cold mountain 
  ranges. When you complete this performance, you 
  affect one ally in hearing range, plus one per 2 rounds of 
  bardic performance spent (up to a maximum number of 
  creatures equal to 1/2 your bard level). This masterpiece 
  causes listeners to grow a coat of bristling bear-like 
  fur, granting them protection against cold (as endure 
  elements), a +2 enhancement bonus to natural armor, a 
  +2 enhancement bonus to Constitution, and protecting 
  the wearer as though with +1 armor spikes. Creatures 
  that strike affected creatures with a natural attack or 
  non-reach melee weapon take damage as though hit by 
  the armor spikes. The effects of this masterpiece last for 
  1 hour. Creatures affected by this performance are often 
  mistaken for lycanthropes, which may result in social 
  consequences in some situations.
  Use: 4 bardic performance rounds, +2 per additional 
  creature affected.
  Action: 1 minute.
    
  
  33
  FUMBLING FUNGUS FINALE  
  (COMEDY, STRING)
  This comedic fable’s rhyming verse and quick melody can 
  cause even the most powerful foes to falter.
  Prerequisites: Perform (comedy) 7 ranks or Perform 
  (string) 7 ranks.
  Cost: Feat or 3rd-level bard spell known.
  Effect: This masterpiece tells the tale of a great 
  dragon laid low by its own laziness, and can easily do 
  the same to those that fall prey to its sound. When you 
  complete this performance, all enemies within 30 feet 
  who can hear your performance must save or suffer 
  from a distracting lethargy. Creatures that fail a Will 
  saving throw incur a –2 cumulative penalty on attack 
  and damage rolls for each attack they make, resetting to 
  –2 at the start of their next turn. Their fumbling langour 
  causes all attacks, movement, and spellcasting to 
  provoke attacks of opportunity (even when it normally 
  would not). 
  Use: 2 bardic performance rounds per round.
  Action: 1 standard action.
  LULLABY OF THE MUSE  
  (KEYBOARD, STRING, WIND)
  The quiet melody of this song allows one to step across 
  the threshold of the waking world and visit dreaming 
  minds.
  Prerequisites: Perform (keyboard) 15 ranks, Perform 
  (string) 15 ranks, or Perform (wind) 15 ranks.
  Cost: Feat or 5th-level bard spell known.
  Effect: This masterpiece breaks down the barriers 
  between subconscious minds, allowing you to enter 
  another creature’s dream as a messenger. This functions 
  as dream, but communication in this shared dream 
  is two-way and may last up to 1 hour. As part of the 
  performance, the bard may cast a single mind-affecting 
  spell which will be immediately used upon the target 
  of the dream when a link between the minds is 
  established. Any damage inflicted by this spell upon the 
  slumbering mind immediately wakes the dreamer and 
  severs this connection. You may spend the first minute 
  after this performance is complete (but before entering 
  your trance) to instruct up to one creature per two bard 
  levels; these creatures may join you in a trance-like state 
  to communicate with the dreamer.
  Use: 10 bardic performance rounds.
  Action: 5 minutes.
  MELANCHOLY OF THE FORLORN PEN  
  (ACT, SING)
  This haunting, melancholic evokes sorrow in even the 
  most hardened of hearts.
  Prerequisites: Perform (act) 15 ranks or Perform 
  (sing) 15 ranks.
  Cost: Feat or 5th-level bard spell known.
  Effect: The chilling melody of this masterpiece cuts 
  straight to the heart of listeners, chilling them to the 
  bone. All enemies with hearts within 60 feet must 
  make successful Will saving thorws or take 1d6 point 
  of cold damage per bard level (to a maximum of 20d6) 
  and become staggered for 1d4+1 rounds. Enemies 
  without hearts (such as many creatures with immunity 
  to critical hits) take damage, but are not staggered. 
  Creatures already affected by an emotion effect (such as 
  a barbarian’s rage or any fear effect) receive a –4 penalty 
  on their saving throw and are stunned for 1 round 
  (and staggered thereafter) as their mind reels from the 
  emotive shock. A successful saving throw halves this 
  damage, negates any stun they may have suffered, and 
  lowers the duration of the staggering effect to 1 round.
  Use: 10 bardic performance rounds.
  Action: 1 full round.
  STORM’S HEART REFRAIN  
  (KEYBOARD, WIND)
  Violent crescendos contrast eerie pauses, creating a 
  tumultuous sound that drives listeners into a frenzy.
  Prerequisites: Perform (keyboard) 10 ranks or 
  Perform (wind) 10 ranks.
  Cost: Feat or 4th-level bard spell known.
  Effect: The sound of a storm’s fury inspires a similar 
  fervor in the hearts of your listeners. Up to one 
  listener per two bard levels are affected as rage, with 
  the following differences. Allies are inspired by the 
  heart of the storm, gaining resistance electricity and 
  sonic 5, dealing an additional 1d6 points of electricity 
  damage with successful weapon attacks, and gaining a 
  protective wreath of wind that imposes a –2 penalty on 
    
  
  34
  ranged attacks made against them. Enemies that fail a 
  Will saving throw gain the effects of rage but become 
  hampered by their sudden single-mindedness; enemies 
  gain vulnerability to electricity and sonic, move at half 
  their base speed, and are treated as two size categories 
  smaller for the purposes of wind effects. On a successful 
  saving throw, an enemy gains neither the benefits 
  nor hindrances of this masterpiece. A creature that 
  successfully saves against this masterpiece cannot be 
  affected by this masterpiece as performed by the same 
  creature for 24 hours. This is a mind-affecting effect.
  Use: 2 bardic performance rounds per round.
  Action: 1 full round action; 1 standard action to 
  maintain performance.
  AFTER THE FALL OF THE CURTAIN
  The adventures of Tales at Haerigholdt Pass may be 
  short snippets intended to be used as a toolbox, rather 
  than a campaign, but that doesn’t mean the events 
  that transpire within these pages need end there. GMs 
  looking for some inspiration on what new stories to 
  weave for their players might consider some of the 
  following options.
  AN ARTIST’S HONOR
  After dealing with the Poet of the Peak, the PCs likely 
  have a masterwork of literature in their possession. 
  Aside from its applications as a magical boon to ability 
  scores, it includes a number of masterpieces of her 
  creation, including the magnum opus inspired by the 
  events she masterminded in these mountains. But 
  this work, without the author’s word, is only the first 
  step towards getting the proper accreditation for the 
  playwright.
  Her estate is in shambles and can offer the PCs little 
  recompense for their help, but clearing their name 
  and proving that works were stolen away from her by 
  jealous peers can go a long way towards changing 
  that. The PCs might find themselves embroiled in the 
  politics of theater, cultures, and noble families. Proving 
  the worth of her newly discovered masterpieces may 
  involve grand tours across the known world, managing 
  bardic troupes as they bring a cultural renaissance to 
  your campaign setting. Or, perhaps, jealous rivals will 
  make moves to stifle their efforts and steal these works 
  for themselves, knowing that such genius can only 
  come from the pen of the master herself. Perhaps the 
  PCs will even need to brave the afterlife itself in order to 
  find the very spirit they put to rest and find undeniable 
  proof of the works veracity.
  CALMING THE STORM
  The tumultuous storms that wracked the mountain 
  range did tremendous damage to the isolated residents 
  in their various hermitages. The monks that make their 
  home atop these mountains, however, understand that 
  nature herself can test the hearts of mankind. In order to 
  achieve enlightenment and self-perfection, they must 
  master and make peace with the elements that tried to 
  destroy them.
  Of course, in order to do this they will need the PCs’ 
  help. They might join the monks upon this path or 
  simply aid them in their studies. But mastering the 
  wind is no easy task, and study of the elements is a 
  lifelong pursuit. PCs may need to scour the mountains 
  for forgotten temples dedicated to the study of the 
  elements, overcome challenges of ascetic fortitude, or 
  delve into the elemental planes to find willing masters. 
  THE NAMELESS POET
  Throughout this book the Poet of the Peak is never referred to by a specific name. This is partially because her 
  melancholy over being forgotten and denied her proper credits is a major motivation for her existence—if the PCs 
  knew who she was, she probably wouldn’t be such a sympathetic (if deadly) ghost. But perhaps more importantly, 
  this allows GMs to define the nature of the Poet of the Peak. She may be a reference to a real-world instance of an 
  individual denied proper accreditation for their works (gender identity being only the tip of a very large iceberg) or 
  a representative of a culture unique to your campaign’s setting. To this end, she is left a blank page (pun very much 
  intended) for you to paint details upon.
    
  
  35
  Even once the monks have brought tranquility to the 
  hearts of their internal storm, they may wish to bring 
  their enlightened worldview to the others or embark on 
  a journey that masters all of the natural world.
  RETURN OF THE RIMEGUIDES
  The Rimeguides are a small and mostly forgotten 
  organization dedicated to both the natural world and 
  the protection of the mountain range. But after the 
  events of these adventures, it is quite likely that the 
  PCs not only know of their presence, but have aided 
  them in adding another member to their number and 
  reclaiming an ancient ritualistic site. This goes a long 
  way towards making the Rimeguides an integral part of 
  mountain life once again, but may just be the first in a 
  long journey.
  Aiding the Rimeguides can take the form of many 
  disparate adventures, and may involve repeatedly 
  playing arbiter between the civilized world and the 
  natural one. This could be particularly interesting if one 
  or more PCs are interested in exploring the complication 
  of lycanthropy. Lycanthropic characters can be 
  extraordinarily powerful, but offering an organization 
  and story-driven means to control and understand that 
  power can help temper player disparity. Conversely, the 
  players may wish to prove that lycanthropic blood is not 
  a necessary corruption in order to defend the natural 
  world and instead create druidic orders dedicated to the 
  mountain range’s protection. 
  Other adventures might include protecting the 
  Rimeguides as they recover other places of import or 
  helping soothe relations between them and less wild 
  settlements (such as the people at Haerigholdt Pass). 
  The misdeeds of past members of their order may come 
  back to bite them, causing tension as the Rimeguides 
  must balance their own protection of the mountain 
  with their reputation in the world. Worse, perhaps their 
  misdeeds are not yet done—and if the PCs are not 
  careful, they might help an entirely new tyrant take 
  control of the mountains.
  TAMING THE PASS
  The inn at Haerigholdt Pass is intended as a place for 
  the PCs to lay down their heads without fear of having 
  it chewed off by a bear or frozen solid by an untimely 
  blizzard. But after these adventures, it is quite likely 
  that stories of their heroics and the fantastic events 
  that took place there have reached the world beyond 
  the mountains. In the coming months, the inn may 
    
  
  36
  become something of a traveler’s legend and could 
  well see more traffic than ever before. What that means 
  for Haerigholdt Pass is not only up to Elaenore and her 
  other residents, but the PCs themselves. After spending 
  so long in the mountains, they may be reluctant to leave 
  their home away from home.
  As the individuals that stood tall upon the stage of 
  the mountain, the success or failure of the mountainside 
  traveler’s inn rests in their hands. PCs may wish to invest 
  in the region, building homes of their own alongside 
  the NPCs they have befriended. Or perhaps they wish 
  to create safer passages across the mountains, ensuring 
  that the difficulties they faced will not forestall future 
  caravans. They may become barons of commerce or 
  barons of windy, snow-swept castles. 
  Yet fame is not always a blessing, and with the 
  mountains’ greatest threats removed they may become 
  a home for new disreputable elements. Bandits seeking 
  to prey upon Haerigholdt Pass’s new traffic could plague 
  the roads. Vacant ruins may become home to new 
  voices seeking to replace the one that once dominated 
  the area: white dragons staking a claim over the region, 
  warlords raising an army fortified away from the 
  world, or giants that abhor the sudden interest in their 
  ancestral homelands. The thorpe at Haerigholdt Pass 
  could well evolve into a pastoral mountain village or 
  become the battleground of a new conflict.
  BENEATH THE BARDESS’S QUILL
  The Poet of the Peak is the mastermind behind most 
  the adventuring sites of the mountain, either by directly 
  influencing those involved, altering the mountain 
  to create the unique conditions required, or subtly 
  weaving her esoteric and eccentric ideas into their 
  dreams. But until the final confrontation atop her grand 
  stage, she has little direct influence with the players.
  GMs seeking to change that may apply any of the 
  following to various encounters across the mountain 
  range. While most of these are minor enough to simply 
  provide a flavorful complication to the PCs’ plans, those 
  that are dramatic enough to influence the CR of an 
  encounter are marked as such.
  Authorial Intent (+1 CR): As distant as she is from her 
  actors, the Poet of the Peak cannot aid them with most 
  of her abilities. Instead, as she observes them through 
  the winds and snows of the mountain, she can offer a 
  sudden gust of inspiration and confidence that, while 
  it may not change the course of the battle, will ensure 
  a more fantastic performance from all involved parties. 
  She may use any of her bardic performance abilities (up 
  to her normal maximum rounds per day) and may use up 
  to 3 spell levels (e.g., one 3rd-level spell or three 1st-level 
  spells or some combination thereof), affecting targeted 
  creatures as though she was within close range.
  Blessed by the Muse: Although undoubtedly evil 
  and filled with bitter hatred, regret, and a desire for 
  vengeance, the Poet of the Peak remains the same 
  bardess she always was. The PCs are her actors just as 
  the other denizens of the mountains. Their untimely 
  demise, while a great success in its own right, would 
  also be a terrible disappointment to the other 
  performances she has planned. Instead, she may visit 
  the PCs with her dream muse ability and imbue them 
  with uncharacteristically benign suggestions. She might 
  inspire a PC to create a work of art, offer a commentary 
  on their latest actions, or even direct them towards the 
  next act of her great masterpiece. 
  Laughing Wind: The Poet of the Peak may dwell in 
  isolation atop the snowy peaks, but she is not helpless. 
  Cutting ridicule and whispers of insecurity can hamper 
  attempts to use Charisma-related skills. This functions as 
  the Poet’s mockery performance, imposing a –3 penalty 
  on all Charisma-based checks for up to 1 minute. 
  Cutting off the wind (such as by closing a window) can 
  protect the PCs from the effects of this ability.
  Stage Direction: As the mastermind of the mountain 
  range’s extraordinary events, the Poet of the Peak can 
  imbue those she has directly influenced (including 
  but not limited to the creatures in the final encounter 
  of every set piece), granting them an ability similar to 
  the witch’s fortune hexAPG as a means of ensuring they 
  perform her masterpieces adequately. Once per day, 
    
  
  37
  a creature affected by 
  this ability may reroll 
  any ability check, attack 
  roll, saving throw, or 
  skill check and take the 
  better result. 
  Untimely Storm: 
  Although she most 
  often uses her snow 
  sight ability to watch 
  her dramas play out 
  upon the world’s stage, 
  the Poet of the Peak 
  can target the PCs 
  as well. This sudden 
  storm may occur at 
  particularly inopportune 
  moments, such as when 
  the PCs are navigating 
  hazardous terrain or 
  engaged in combat. 
  Playing up the uneasy 
  sense of being watched 
  during these sudden 
  (and extremely brief) 
  snowstorms can forewarn the players of the great 
  playwright’s hand in everything.
  Visage of the Snow-Bound Bardess (+2 CR): A 
  swirling wind sweeps across the area, creating a small 
  cyclone of ice and snow that lasts for 1 round before 
  dissipating, revealing a snowy humanoid in its place. 
  This improvised simulacrum functions much as the spell 
  of the same name, but with the following limitations. It 
  lasts for 1d4-1 rounds (1 minimum), it is corporeal, has 
  only 1/4 of the Poet of the Peak’s maximum hit points, 
  and has the staggered condition. The Poet of the Peak 
  may perceive through this simulacrum using her normal 
  senses. This sudden appearance of the Poet of the Peak, 
  despite its extremely brief duration, can be a terrifying 
  sight to behold and quickly change the tide of battle.
  THE WORK OF 
  ATTRITION
  Beyond the set pieces 
  provided by this campaign kit, 
  players spending extended 
  amounts of time in the region 
  may experience dramatic 
  changes as the Poet of the 
  Peak perfects her work and 
  further influences the very 
  nature of the mountain. GMs 
  looking to play up the vast 
  expanse and desolate nature 
  of these mountain peaks and 
  passes may wish to put more 
  focus on exploration and time, 
  rather than simply performing 
  jump-cuts from one scene to 
  another as players hit up various 
  adventuring sites.
  To this end, the discovery 
  and exploration rules first 
  printed in Pathfinder Roleplaying 
  Game: Ultimate Wilderness can 
  be an excellent alternative to a standard hex-crawl 
  exploration game. Further adding cataclysmic weather 
  effects, making the players’ explorations more and more 
  dangerous the longer they allow the Poet to hone her 
  craft, can drive players into highly cinematic ascents up 
  treacherous trails in the middle of whiteout blizzards. 
  Such consequences for delaying their inevitable 
  confrontation with the master of the mountain may find 
  them facing a far more powerful foe than they might 
  have expected. While the scope of these encounters is 
  not entirely within the pages of this campaign kit, the 
  following should provide GMs a helpful launchpad for 
  their own imaginations.
    
  
  38
  haeriGhoLdt ridGe                       cr 5 
  Low mountain passes that remain wild and dangerous 
  despite all efforts to tame its trails
  Exploration Check Survival DC 23 
  Location discovery scores 
  Isolated Monastery 2 (base score of 3, location is 
  traveled to often –4, mountains terrain +3)
  Rimeguide Springs 11 (base score of 6, deliberately 
  hidden +2, mountains terrain +3)
  Lattices of Frozen Glass 7 (base score of 6, famous 
  –2, mountains terrain +3) 
  simpLe Way siGns (1 discovery point) 
  Tales from Haerigholdt Pass A successful DC 
  15 Diplomacy check to gather information at the 
  settlement in the Pass or a settlement near the 
  mountain range can reveal some basic information.
  Treading Known Ground Using a map of the region 
  to contextualize traveling with a successful DC 15 
  Knowledge (geography) check can make the journey 
  easier.
  moderate Way siGns (3 discovery points) 
  Bird’s Eye View A character who spends at least 30 
  minutes flying above the region and then succeeds at a 
  DC 20 Perception check spots landmarks and gets the 
  lay of the land.
  Following Animal Trails Although attempts to carve 
  civilized trails have failed, those that succeed at a DC 
  20 Handle Animal check manage to find and follow 
  enough animals to get a sense of how to travel about 
  the region.
  compLeX Way siGns (5 discovery points) 
  Ancient Trail Markets Trail markers from centuries 
  ago still stand in the rough terrain of the mountain. 
  The runic markings mean little except to those that can 
  decipher their meanings with a DC 25 Linguistic check.
  random encoUnters 
  Frequency 4 times per day (morning, noon, dusk, 
  midnight) 
  Chance of Encounter 20% 
  Haerigholdt Ridge covers the lower sections of the 
  mountain range. Although the terrain here is rough and 
  rugged, the region is not as inhospitable as one might 
  imagine. Snow only truly proves to become a problem 
  in late fall and remains on the ground through spring, 
  but the summers are when the mountain blooms with 
  vibrant life. Most of the adventures in this campaign 
  kit are assumed to take place during the winter to 
  provide the most challenge to players. Travelers make 
  their way through these low passes with some degree 
  of frequency, and almost always stop at the sole 
  settlement at the titular pass. Exploration of Haerigholdt 
  Ridge may prove difficult for novice adventurers, but 
  those versed in the wilderness should not find it a 
  particularly challenging region.
  chiLL peaks                                cr 10
  Dangerous high-altitude peaks and passes ruled over 
  by a mysterious bardess protected from the world by 
  wind and winter
  Exploration Check Survival DC 28 
  Location discovery scores 
  Nightmare’s Respite Cottage  9 (base score of 6, 
  mountains terrain +3) 
  The Poet’s Amphitheater  15 (base score of 6, 
  Haerigholdt Ridge Encounters
  d%
  Encounter
  CR
  Source
  1-15
  Ice troll
  4
  Pathfinder Roleplaying Game Bestiary 2
  16-30
  Brute wight
  5
  Pathfinder Roleplaying Game Bestiary
  31-55
  2 advanced leopards
  5
  Pathfinder Roleplaying Game Bestiary
  56-75
  Bugbear stalker
  5
  Pathfinder Roleplaying Game Monster Codex
  76-85
  Hodag
  6
  Pathfinder Roleplaying Game Bestiary 3
  86-95
  Redcap
  6
  Pathfinder Roleplaying Game Bestiary 2
  96-100
  Huge air elemental
  7
  Pathfinder Roleplaying Game Bestiary
    
  
  39
  location is deliberately hidden +6, mountains terrain +3)
  Valley of the Dead 6 (base score of 3, mountains 
  terrain terrain +3) 
  simpLe Way siGns (1 discovery point) 
  Regional Lore A successful DC 20 Knowledge 
  (geography) check reveals basic information about the 
  region.
  Weather Patterns Identifying a pattern in the 
  inclement weather of the chill peaks with a successful 
  DC 20 Knowledge (nature) check can help unveil more 
  information about the region.
  moderate Way siGns (3 discovery points) 
  Archival Study Finding old maps and journals 
  detailing the region and deciphering them with a 
  successful DC 25 Linguistics check gives an overview of 
  where to begin your searches.
  Suitable Slopes Locating suitable climbing sites 
  with a DC 25 Climb check can make travel through this 
  dangerous region significantly easier.
  compLeX Way siGns (5 discovery points) 
  Lost Trails Characters that succeed at a DC 30 
  Perception check can find traces of trails used by 
  residents of the mountain ranges long ago.correctly 
  interprets her coded notes. 
  random encoUnters 
  Frequency 4 times per day (morning, noon, dusk, 
  midnight) 
  Chance of Encounter 20% 
  The Chill Peaks embody everything that one might 
  envision from the nature of dangerous mountain 
  adventures. It is only during the height of summer that 
  its snows melt to any significant degree, fueling the 
  mountain range’s many streams and ponds for another 
  season. Untraveled by civilized humanoids for the 
  majority of history, trackless alpine forests and slippery 
  slopes pose a constant barrier to exploration. These are 
  inhospitable places where altitude sickness and cold 
  weather can prove just as deadly as the beasts that 
  dwell there.
  Weather Advancement
  Time Elapsed
  Weather
  Poet’s Enhancements
  Weather Effects
  0-30 days
  Standard
  None
  None
  31-60 days
  Cold Snap
  +1 to yuki-onna spell-like 
  ability DCs
  20% chance each day is one step 
  colder than normal (cold becomes 
  severe cold, etc.)
  61-90 days
  Encroaching Storms
  Gains river of wind as a spell-
  like ability 3/day; nonlethal 
  damage dealt by this ability 
  is cold damage
  20% chance each day has wind 
  effects one step stronger than 
  normal (light become moderate, etc.)
  91-150 days
  Snowfall
  All spells and spell-like 
  abilities gain the Rime 
  SpellUM metamagic feat 
  without increasing the spell 
  level
  20% chance of medium snow each 
  day; otherwise 10% chance of light 
  snow
  151+ days
  Endless Blizzard
  1/2 of all cold damage dealt 
  ignores cold resistance
  50% chance of heavy snow per day; 
  otherwise medium snow
  UM This feat can be found in Pathfinder Roleplaying Game: Ultimate Magic.
    
  
  40
  Combat Gear potion of bull’s strength, potions 
  of cure light wounds (2); Other Gear +1 red 
  dragonhide hide armor, cloak of resistance +1, 
  hand of the mage, 20 gp 
  UM This spell can be found in Pathfinder Roleplaying 
  Game: Ultimate Magic.
  fey WoLf 
                                    cr 2
  (see Unbending Boughs)
  XP 600 
  CE Medium fey 
  Init +4; Senses low-light vision, scent; Perception 
  +8 
  defense
  AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural) 
  hp 13 (2d8+4) 
  Fort +5, Ref +7, Will +1; +4 vs. mind-affecting 
  effects
  DR 5/cold iron; Resist cold 10, electricity 10
  offense
  Speed 50 ft., fly 75 ft. (good) 
  Melee bite +2 (1d6+1 plus trip) 
  Spell-Like Abilities (CL 2nd; concentration +1)
  3/day—dancing lights
  1/day—faerie fire 
  statistics
  Str 13, Dex 19, Con 15, Int 4, Wis 12, Cha 8 
  Base Atk +1; CMB +2; CMD 16 (20 vs. trip) 
  Feats Skill Focus (Perception) 
  Skills Fly +12, Perception +8, Stealth +8, Survival 
  +3 (+7 scent tracking); Racial Modifiers +4 
  Survival when tracking by scent 
  Languages Sylvan
  SQ trackless step
  advanced tWiGJackb2 sorcerer creatUremccr 5
  (see Unbending Boughs)
  XP 1,600 
  CE Tiny fey 
  Init +5; Senses darkvision 60 ft., low-light vision; 
  Perception +12
  defense 
  AC 21 touch 17, flat-footed 16 (+5 Dex, +4 natural, 
  +2 size) 
  hp 37 (5d6+20) 
  Fort +5, Ref +9, Will +8; +2 vs. poison, sleep 
  aPPendix i : monsTers 
  and nPCs
  The following monsters are for use with this book.
  ba’resh 
                                    cr 6
  (see Lattices of Frozen Glass)
  Male unique thoqqua oracle 5 (Pathfinder 
  Roleplaying Game: Advanced Player’s Guide) 
  XP 2,400 
  N Medium outsider (earth, elemental, 
  extraplanar, fire) 
  Init +2; Senses darkvision 60 ft., tremorsense 60 
  ft.; Perception +16 
  Aura molten body
  defense 
  AC 21, touch 12, flat-footed 19 (+5 armor, +2 Dex, 
  +4 natural) 
  hp 55 (8 HD; 3d10+5d8+13) 
  Fort +6, Ref +7, Will +8 
  Resist cold 10; Immune fire, elemental traits 
  Weaknesses vulnerable to cold
  offense 
  Speed 30 ft., burrow 20 ft. 
  Melee slam +7 (1d6+1 plus burn) 
  Special Attacks burn (1d6, DC 12)
  Oracle Spells Known (CL 5th; concentration +7)
  2nd (5/day)— frost fall (DC 14), hold person (DC 14), 
  summon monster II
  1st (7/day)—divine favor, endure elements, 
  obscuring mist, ray of sickeningUM (DC 13), shield 
  of faith
  0 (at will)—create water, detect magic, guidance, 
  mending, read magic, resistance
  Mystery winter
  statistics 
  Str 13, Dex 15, Con 13, Int 10, Wis 14, Cha 15 
  Base Atk +6; CMB +7; CMD 19 (can’t be tripped) 
  Feats Ability Focus (molten body), Acrobatic 
  Steps, Extra Revelation, Nimble Moves, Skill 
  Focus (Perception) 
  Skills Acrobatics +13, Craft (glass) +11, 
  Perception +16, Stealth +12, Survival +12 
  Languages Ignan (cannot speak)
  SQ oracle’s curse (site-bound), revelations (child of 
  winter, ice shape, icy skin)
    
  
  41
  Weaknesses vulnerable to fire
  offense 
  Speed 30 ft. 
  Melee spear +5 (1d4+1/x3) or 2 claws +9 (1d4+1) 
  Space 2-1/2 ft.; Reach 0 ft. (5 ft. with spear) 
  Special Attacks sneak attack +2d6, splinterspray
  Bloodline Spell-Like Abilities (CL 3rd; 
  concentration +8)
  8/day—tanglevine (+8 disarm, steal, or trip)
  Sorcerer Spells Known (CL 5th; concentration 
  +10)
  2nd (2/day)—gusting sphereARG (DC 18)
  1st (2/day)—long armACG, unseen servant
  0 (at will)—ghost sound (DC 15), ray of frost
  statistics 
  Str 12, Dex 20, Con 19, Int 15, Wis 18, Cha 21 
  Base Atk +2; CMB +6; CMD 16 
  Feats Agile Maneuvers, Skill Focus (Stealth), 
  Weapon Finesse 
  Skills Acrobatics +13, Climb +9, Craft (traps) +10, 
  Craft (woodworking) +10, Disable Device +10, 
  Knowledge (nature) +10, Perception +12, Stealth 
  +24 
  Languages Common, Sylvan 
  SQ bloodline arcana (natural armor equal to 
  spell level for 1d4 rounds), bramble jump, 
  photosynthesis, woodland stride
  ACG This spell can be found in Pathfinder Roleplaying 
  Game: Advanced Class Guide.
  ARG This spell can be found in Pathfinder Roleplaying 
  Game: Advanced Race Guide.
  B2 This creature can be found in Pathfinder 
  Roleplaying Game: Bestiary 2.
  MC This template can be found in Pathfinder 
  Roleplaying Game: Monster Codex.
  sLeetfUr 
                                    cr 8
  (see Fresh Trails Beneath Fresher Snow)
  Female winter wolf bloodrager 3 (Pathfinder 
  Roleplaying Game: Advanced Class Guide)
  NE Large magical beast (cold) 
  Init +6; Senses darkvision 60 ft., low-light vision, 
  scent; Perception +16
  defense 
  AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, 
  –1 size) 
  hp 99 (9d10+48) 
  Fort +11, Ref +9, Will +7 
  Defensive Abilities blood sanctuary, uncanny 
  dodge; Immune cold 
  Weaknesses vulnerability to fire
  offense 
  Speed 60 ft. 
  Melee bite +10 (2d6+7 plus 1d6 cold and trip) 
  Space 10 ft.; Reach 5 ft. 
  Special Attacks bloodrage (12 rounds/day), 
  breath weapon (every 1d4 rounds, 15-ft. cone, 
  6d6 cold damage, Reflex half DC 17), elemental 
  strikes 3/day
  Bloodline elemental (water)
  statistics 
  Str 12, Dex 15, Con 18, Int 11, Wis 17, Cha 14 
  Base Atk +9; CMB +12; CMD 24 (28 vs. trip) 
  Feats Improved Initiative, Improved Natural 
  Attack (bite), Run, Skill Focus (Perception), 
  Toughness 
  Skills Perception +16, Stealth +8 (+14 in snow), 
  Survival +13; Racial Modifiers +2 Perception, +2 
  Stealth (+8 in snow), +2 Survival 
  Languages Common, Giant
  SQ fast movement
  Gear amulet of natural armor +1, collar of giant 
  strength +2, fur-braid of resistance +1, 800 gp
  drUidic creatUremc Water naGab3         cr 9
  (see the Rimeguide Trials)
  XP 6,400 
  N Large aberration (aquatic) 
  Init +6; Senses darkvision 60 ft.; Perception +19 
  defense
  AC 20, touch 15, flat-footed 14 (+6 Dex, +5 natural, 
  -1 size) 
  hp 76 (8d8+40) 
  Fort +7, Ref +10, Will +11 
  offense
  Speed 30 ft., swim 50 ft. 
  Melee bite +10 (2d6+5 plus poison), tail slap +5 
  (1d8+2) 
  Space 10 ft.; Reach 5 ft.
  Special Attacks wild shape 1/day
  Druid Spells Prepared (CL 8th; concentration +13)
  3rd—spit venomUM (DC 18)
  2nd—frost fallUC (DC 17), resist energy
    
  
  42
  1st—magic fang, obscuring mist
  Spells Known (CL 7th; concentration +11)
  3rd (5/day)—protection from energy, suggestion (DC 
  17) 
  2nd (7/day)—acid arrow, invisibility, mirror image 
  1st (7/day)—expeditious retreat, magic missile, 
  obscuring mist, shield, true strike 
  0 (at will)—acid splash, daze (DC 14), detect 
  magic, light, mage hand, open/close, read magic 
  statistics
  Str 20, Dex 23, Con 20, Int 11, Wis 21, Cha 18 
  Base Atk +6; CMB +12; CMD 28 (can’t be 
  tripped) 
  Feats Combat Casting, Eschew Materials, 
  Lightning Reflexes, Skill Focus (Perception), Skill 
  Focus (Stealth) 
  Skills Bluff +8, Knowledge (local) +4, Perception 
  +19, Spellcraft +11, Stealth +16, Swim +13 
  Languages Aquan, Common 
  SQ amphibious, woodland stride 
  speciaL abiLities
  Poison (Ex)
  Bite—injury; save Fort DC 19; frequency 1/round for 
  6 rounds; effect 1d2 Con damage; cure 2 saves.
  Spells
  A water naga casts spells as a 7th-level sorcerer.
  B3This creature can be found in Pathfinder 
  Roleplaying Game: Bestiary 3.
  MC This template can be found in Pathfinder 
  Roleplaying Game: Monster Codex.
  UC This spell can be found in Pathfinder Roleplaying 
  Game: Ultimate Combat.
  UM This spell can be found in Pathfinder Roleplaying 
  Game: Ultimate Magic.
  kir’Lak 
                                  cr 10
  (see Windbound Maestro)
  Male hala demon druid (storm druid) 8 (Pathfinder 
  Roleplaying Game Ultimate Magic)
  XP 9,600 
  NE Medium outsider (air, chaotic, demon, evil, 
  extraplanar) 
  Init +8; Senses darkvision 60 ft., eyes of the 
  storm 15 ft.; Perception +15 
  Aura stormwind aura
  defense
  AC 23, touch 14, flat-footed 19 (+5 armor, +4 Dex, 
  +4 natural) 
  hp 102 (13 HD; 8d8+5d10+39) 
  Fort +12, Ref +11, Will +11 
  Defensive Abilities vengeful wind; DR 10/cold 
  iron or good; Immune electricity, poison; Resist 
  acid 10, cold 10, fire 10; SR 15 
  Weaknesses enemy of dragons and eagles
  offense
  Speed 30 ft., fly 60 ft. (perfect) 
  Melee +1 shortspear +16 (1d6+5) or 2 claws +15 
  (1d4+4), bite +15 (1d6+4) 
  Special Attacks hailstorm, wildshape 3/day  
  Spell-Like Abilities (CL 5th; concentration +9)
  At will—alter winds (DC 15) 
  3/day—gust of wind (DC 16), river of wind (DC 18) 
  1/day—control winds (DC 19), summon (level 3, 1 
  hala 40%) 
  Domain Spell-Like Abilities (CL 8th; concentration 
  +11)
  5/day—storm burst (1d6+4 nonlethal)
  8/day—lightning lord
  Druid Spells Prepared (CL 8th; concentration +11)
  4th—ice storm (DC 17), sleet stormD, summon 
  nature’s ally IV
  3rd—call lightningD (DC 16), dominate animal (DC 
  17), greater magic fang, wind wall
  2nd—fog cloudD, animal trance (DC 16), hold animal 
  (DC 16) summon nature’s ally II (2)
  1st—detect animals or plants, charm animal (2) (DC 
  15), calm animals (2) (DC 15), obscuring mistD
  0 (at will)—detect magic, guidance, mending, read 
  magic
  D domain spell; Domain Weather
  statistics
  Str 18, Dex 19, Con 16, Int 10, Wis 17, Cha 19 
  Base Atk +11; CMB +15 (+17 bull rush); CMD 29 
  (31 vs. bull rush) 
  Feats Flyby Attack, Hover, Improved Bull Rush, 
  Improved Initiative, Skill Focus (Perform [wind]), 
  Spell Focus (enchantment), Weapon FinesseB, 
  Wingover 
  Skills Acrobatics +10, Escape Artist +10, Fly 
  +23, Intimidate +17, Knowledge (planes) +8, 
  Perception +15, Perform (wind) +23, Stealth +10 
    
  
  43
  Languages Abyssal, Celestial, Draconic, 
  telepathy 100 ft.
  SQ nature bond (Weather domain), nature sense, 
  stormvoice, wild empathy +12, windwalker
  Combat Gear potions of cure moderate wounds (2), 
  scroll of summon nature’s ally III; Other Gear +1 
  shortspear, +1 spell storing red dragonhide hide 
  armor (poison [DC 15] stored), cloak of resistance 
  +1, headband of inspired wisdom +2, holly and 
  mistletoe, 144 gp 
  speciaL abiLities
  Enemy of Dragons and Eagles (Ex)
  Halas are hated enemies of dragons and eagles. 
  Those creatures gain a +2 bonus on attack and 
  damage rolls against hala demons.
  Hailstorm (Su)
  A hala can call down hailstones from surrounding 
  clouds once every 1d4 rounds as a standard 
  action. These hailstones deal 1d6 points of 
  bludgeoning damage and 1d6 points of cold 
  damage to all creatures within a 20-foot radius 
  that have no overhead cover. A DC 14 Reflex save 
  halves this damage. The save DC is Constitution-
  based. To use this ability, the hala must be 
  outside and there must be clouds in the sky.
  Stormwind Aura (Su)
  Halas surround themselves with a buffeting shroud 
  of supernatural, windstorm-force winds. These 
  winds shield a hala from any other wind effects 
  and form a shell of breathable air around it, 
  allowing the hala to breathe underwater. Ranged 
  weapons and gases directed toward a hala are 
  affected as the spell wind wall.
  Vengeful Wind (Su)
  Anytime a hala takes damage from a critical hit, 
  a powerful blast of wind explodes forth in the 
  direction of the attacker. This blast takes the 
  form of a 60-foot-long gale, treated as a gust of 
  wind spell, directed from the hala toward the 
  opponent that scored the critical hit against it (if 
  that creature is more than 60 feet away, the wind 
  is aimed in its direction but doesn’t come close 
  enough to affect it). This wind is also charged 
  with electricity. Any creature in or that enters the 
  area of effect must make a DC 15 Reflex save or 
  take 3d6 points of electricity damage. The save 
  DC is Constitution-based.
  fUnGaL creatUreb4 crUeL devotee   cr 6
  (see Entranced by Green)
  XP 1,600
  Human monk 5 
  LE Medium plant (augmented) 
  Init +5; Senses darkvision 60 ft.; Perception +11
  defense
  AC 18, touch 16, flat-footed 17 (+1 deflection, +1 
  dodge, +1 monk, +2 natural, +3 Wis)
  hp 41 (5d8+15)
  Fort +8, Ref +5, Will +8; +2 vs. enchantments
  Defensive Abilities evasion, poisonous blood (DC 
  13); Immune disease, plant traits
  offense
  Speed 30 ft.
  Melee unarmed strike +8 (1d8+5) or mwk 
  siangham +9 (1d6+5) or unarmed strike flurry of 
  blows +8/+8 (1d8+5)
  Ranged javelin +3 (1d6+6)
  Special Attacks flurry of blows, poison spore cloud 
  1/day (DC 13), stunning fist (5/day, DC 15)
  tactics
  During Combat Fungal devotees are selflessly 
  devoted to their mother and will use Stunning 
  Fist to subdue potential supplicants for her. They 
  focus attacks on anyone that threatens their 
  mother.
  Morale If reduced below half hit points, a fungal 
  devotee retreats to the side of their mother. If 
  already there, they fight to the death to protect 
  her.
  statistics
  Str 20, Dex 11, Con 16, lnt 10, Wis 16, Cha 8
  Base Atk +3; CMB +8 (+10 grapple); CMD 23 (25 vs. 
  grapple)
  Feats Combat Reflexes, Dodge, Improved Grapple, 
  Improved Initiative, Improved Unarmed Strike,
  Power Attack, Scorpion Style, Stunning Fist
  Skills Acrobatics +6 (+11 when jumping), Climb 
  +10, Intimidate +7, Knowledge (religion) +8, 
  Perception +11, Sense Motive +11, Stealth +8
  Languages Common, Sylvan
  SQ create spawn, fast movement, fungal 
  metabolism, high jump, ki pool (5 points, magic), 
  maneuver training, purity of body, rejuvenation, 
  slow fall 20 ft.
    
  
  44
  Combat Gear potions of cure light wounds (2); 
  Other Gear javelin, masterwork siangham, cloak 
  of resistance +1, ring of protection +1, 347 gp
  B4 This template can be found in Pathfinder 
  Roleplaying Game: Bestiary 4.
  the verdant Lady 
               cr 10
  (see Entranced by Green)
  Female fungalB4 young adult white dragon 
  XP 9,600 
  CE Large planet (augmented) 
  Init +5; Senses dragon senses, snow vision; 
  Perception +19
  DEFENSE 
  AC 25, touch 9, flat-footed 25 (+16 natural, -1 size) 
  hp 115 (11d8+66) 
  Fort +13, Ref +7, Will +8 
  Defensive Abilities poisonous blood (DC 21); 
  DR 5/magic; Immune cold, disease, paralysis, 
  plant traits, sleep; SR 20 
  Weaknesses Vulnerability to fire 
  offense 
  Speed 50 ft., burrow 20 ft., fly 190 ft. (poor), swim 
  50 ft. 
  Melee bite +17 (2d6+9/19-20), 2 claws +16 
  (1d8+6), 2 wings +11 (1d6+3), tail slap +11 
  (1d8+9) 
  Space 10 ft.; Reach 5 ft. (10 ft. with bite) 
  Special Attacks breath weapon (40-ft. cone, DC 
  19, 10d4 cold), poison spore cloud (DC 21) 
  Spell-Like Abilities (CL 11th; concentration +11)
  At will— fog cloud, gust of wind 
  statistics 
  Str 27, Dex 10, Con 23, Int 10, Wis 13, Cha 10 
  Base Atk +11; CMB +18; CMD 29 (33 vs. trip) 
  Feats Alertness, Flyby Attack, Improved Critical 
  (bite), Improved Initiative, Power Attack, Weapon 
  Focus (bite) 
  Skills Fly +8, Intimidate +14, Perception +19, 
  Spellcraft +14, Stealth +10, Swim +30; Racial 
  Modifiers +8 Swim 
  Languages Draconic, Sylvan 
  SQ create spawn, fungal metabolism, icewalking, 
  ice shape, rejuvenation
  speciaL abiLities 
  Ice Shape (Su) A young white dragon can shape 
  ice and snow at will. This ability functions as 
  stone shape, but only targeting ice and snow, 
  not stone. A white dragon’s caster level for this 
  effect is equal to its Hit Dice.
  Icewalking (Ex) This ability works like the spider 
  climb spell, but the surfaces the dragon climbs 
  must be icy. The dragon can move across icy 
  surfaces without penalty and does not need to 
  make Acrobatics checks to run or charge on ice.
  Snow Vision (Ex) A very young white dragon 
  learns to see perfectly well in snowy conditions. 
  A white dragon does not suffer any penalties to 
  Perception checks while in snow.
  B4 This template can be found in Pathfinder 
  Roleplaying Game: Bestiary 4.
  daGrUL haeriGhoLdt 
               cr 11
  (see The Eye of Unrepentant Slight)
  Male advanced frost wight fighter 6
  XP 12,800 
  LE Medium undead (cold) 
  Init +7; Senses darkvision 60 ft.; Perception +19
  defense
  AC 26, touch 13, flat-footed 23 (+7 armor, +3 Dex, 
  +6 natural) 
  hp 101 (10 HD; 6d10+4d8+46) 
  Fort +11, Ref +7, Will +10; +2 vs fear 
  Defensive Abilities bravery +2, undead traits 
  Weaknesses resurrection vulnerability
  offense 
  Speed 30 ft. 
  Melee +1 bardiche +16/+11 (1d10+8/19-20) 
  or slam +13 (1d4+4 plus 1d6 cold plus energy 
  drain)
  Ranged mwk throwing axe +14/+9 (1d6+5) 
  Special Attacks create spawn, energy drain (1 
  level, DC 16), weapon training (axes +1)
  statistics 
  Str 19, Dex 16, Con —, Int 15, Wis 17, Cha 19 
  Base Atk +9; CMB +12; CMD 25 
  Feats Blind-Fight, Dazzling Display, Improved 
  Initiative, Power Attack, Quick Draw, Skill Focus 
    
  
  45
  (Perception), Shatter Defenses, Weapon Focus 
  (bardiche), Weapon Specialization (bardiche) 
  Skills Intimidate +17, Knowledge (religion) +15, 
  Perception +19, Stealth +24, Survival +14; Racial 
  Modifier +8 Stealth 
  Languages Common 
  SQ armor training 1, create spawn, cold
  Combat Gear potion of haste; Other Gear +2 
  scale mail, +1 bardicheAPG, masterwork throwing 
  axes (4), belt of giant strength +2, boots of the 
  winterlands, cloak of resistance +1, wedding ring 
  (worth 150 gp), 205 gp
  speciaL abiLities 
  Cold (Su) A creature touching a frost wight with 
  natural weapons or unarmed strikes takes 1d6 
  cold damage.
  Create Spawn (Su) Any humanoid creature that is 
  slain by a wight becomes a wight itself in only 
  1d4 rounds. Spawn so created are less powerful 
  than typical wights, and suffer a –2 penalty on 
  all d20 rolls and checks, as well as –2 hp per HD. 
  Spawn are under the command of the wight 
  that created them and remain enslaved until 
  its death, at which point they lose their spawn 
  penalties and become full-fledged and free-
  willed wights. They do not possess any of the 
  abilities they had in life.
  Resurrection Vulnerability (Su) A raise dead or 
  similar spell cast on a wight destroys it (Will 
  negates). Using the spell in this way does not 
  require a material component. 
  APG This weapon can be found in Pathfinder 
  Roleplaying Game: Advanced Player’s Guide.
  niGhtmare Lordb4 iJiraqb4 
     cr 10
  (see Dreaming with the Damned)
  XP 9,600
  CE Medium fey (shapechanger) 
  Init +5; Senses darkvision 120 ft., low-light 
  vision; Perception +21
  Aura fear (DC 26), frightful presence (30 ft., DC 26)
  defense
  AC 25, touch 13, flat-footed 22 (+5 Dex, +1 dodge, 
  +12 natural) 
  hp 105 (14d6+56); regeneration 5 (good or 
  silver) 
  Fort +8, Ref +16, Will +13; +4 vs. illusions
  Defensive Abilities feign death (DC 26), illusion 
  resistance; DR 5/good or silver; 
  offense
  Speed 30 ft., fly 10 ft. (perfect) 
  Melee 2 claws +10 (2d4+3), bite +10 (2d6+3), 
  gore +10 (2d6+3) 
  Ranged javelin +12 (1d6+3) 
  Special Attacks disorienting gaze, dream slave, 
  night terrors (DC 17+cha), nightmare magic 
  Spell-Like Abilities (CL 14th; concentration +23)
  Constant—protection from good
  At will—dimension door, fly, hallucinatory terrain 
  (DC 23) 
  3/day—baleful polymorph (DC 24), control winds, 
  cure critical wounds (DC 23), deep slumber (DC 
  22), detect thoughts (DC 21), dream, ice storm 
  (DC 23), invisibility, nightmare (DC 28), plane 
  shift (from the Material Plane to the Dimension 
  of Dreams or back again) (DC 24), shadow walk 
  (DC 24), sleet storm (DC 22), suggestion (DC 22), 
  summon nature’s ally IV
  1/day—feeblemind (DC 24), modify memory (DC 23), 
  shadow conjuration (DC 23), shadow evocation 
  (DC 24), shadow walk (DC 24)
  statistics
  Str 16, Dex 21, Con 18, Int 19, Wis 19, Cha 28 
  Base Atk +7; CMB +10; CMD 26 
  Feats Acrobatic Steps, Blind-Fight, Combat 
  Reflexes, Dodge, Lightning Reflexes, Mobility, 
  Nimble Moves 
  Skills Escape Artist +22, Fly +13, Handle Animal 
  +23, Intimidate +27, Knowledge (arcana) +18, 
  Knowledge (nature) +21, Perception +21, 
  Stealth +26, Survival +18; Racial Modifiers +4 
  Intimidate, +4 Stealth 
  SQ change shape (elk, beast shape II), hide in 
  plain sight
  speciaL abiLities
  Disorienting Gaze (Su) An ijiraq can level an icy 
  stare at a creature within 30 feet. That creature 
  takes a –20 penalty on Perception checks and 
  Survival checks for 24 hours (Fortitude DC 26 
  negates). The save DC is Charisma-based. An 
  ijiraq can use this ability while in the shape of an 
  elk.
  Hide in Plain Sight (Su) An ijiraq can use the 
    
  
  46
  Stealth skill even while being observed. As long 
  as it’s standing in terrain covered in ice or snow, 
  an ijiraq can hide itself from view in the open 
  without actually hiding behind anything. An 
  ijiraq can’t use this ability while flying, and the 
  ability has no effect when the ijiraq isn’t in icy 
  terrain.
  B4 This creature and template can be found in 
  Pathfinder Roleplaying Game: Bestiary 4.
  poet of the peak                        cr 13
  (see The Poet of the Peak)
  Unique yuki-onnaB3 bard (court bard) 9 (Pathfinder 
  Roleplaying Game Advanced Player’s Guide)
  XP 25,600 
  LE Medium undead (cold, incorporeal) 
  Init +8; Senses darkvision 60 ft., snow sight; 
  Perception +23 
  Aura snowstorm (200 ft.) 
  defense
  AC 24, touch 24, flat-footed 16 (+6 deflection, +7 
  Dex, +1 dodge) 
  hp 237 (18d8+153) 
  Fort +13, Ref +16, Will +17; +4 vs. bardic 
  performance, language-dependent, and sonic 
  Defensive Abilities incorporeal; Immune cold, 
  undead traits 
  Weaknesses vulnerable to fire, snow 
  dependency 
  offense
  Speed fly 30 ft. (perfect) 
  Melee 2 touches +20 (4d6 cold plus chilling 
  touch) 
  Special Attacks bardic performance 28 rounds/
  day (move action; countersong, distraction, 
  fascinate, glorious epic, inspire greatness, 
  mockery -3, satire -2, suggestion), chilling touch, 
  fascinating gaze 
  Spell-Like Abilities (CL 10th; concentration +18)
  Constant—blur 
  3/day—cone of cold (DC 23), eyebite (comatose 
  and panicked only, DC 24), ice storm
  1/day—dream
  Bard Spells Known (CL 9th; concentration +17)
  3rd (5/day)—charm monster (DC 23), crushing 
  despair (DC 23), demanding messageUI (DC 23), 
  lesser geas (DC 23)
  2nd (6/day)—allegroUM, minor image, silence (DC 
  20), suggestion (DC 22)
  1st (7/day)—alarm, beguiling giftAPG (DC 21), ear-
  piercing screamUM (DC 19), lock gazeUC (DC 21), 
  vanishAPG
  0 (at will)—dancing lights, detect magic, ghost sound 
  (DC 18), mage hand, message, read magic
  statistics
  Str —, Dex 24, Con —, Int 19, Wis 23, Cha 26 
  Base Atk +13; CMB +20; CMD 30 
  Feats Combat Casting, Dodge, EnsembleUM, 
  Greater Spell Focus (enchantment), Improved 
  Initiative, Lingering PerformanceAPG, Mobility, 
  ProdigyUM (act, sing), Spring Attack, Spell Focus 
  (enchantment)  
  Skills Bluff +22, Fly +20, Intimidate +20, 
  Knowledge (history, geography local, nobility) 
  +12, Perception +23, Perform (act, sing) +30, 
  Profession (playwright) +24, Sense Motive +23, 
  Spellcraft +21, Stealth +19, Survival +15 
  Languages Common 
  SQ dream muse, heraldic expertise +4, versatile 
  performance (act, sing), wide audience
  Gear Epic of the Forsaken Poet +1
  speciaL abiLities
  Dream Muse (Su) A dream muse may include the 
  casting of one mind-affecting spell during the 
  delivery of a message with dream. Most often 
  this is used to implant a suggestion for a great 
  work of art or a compulsion to seek fame. Due 
  to the limited link between the muse and the 
  dreamer, all saving throws made against spells 
  cast through this ability are made at with +4 
  bonus.
  Snow Sight (Su) The Poet of the Peak may observe 
  activity anywhere on the mountain range (but 
  not beyond) using her normal senses, so long as 
  it is snowing in the area targeted. If she is aware 
  of a specific creature she would like to observe, 
  she may attempt to target them with her ice 
  storm spell-like ability in order to then observe 
  them. Creatures targeted in this way may 
  attempt Will saving throws as though for scry. On 
  a successful saving throw, the Poet of the Peak’s 
  use of ice storm is wasted. 
    
  
  47
  APG These feats and spells can be found in Pathfinder 
  Roleplaying Game: Advanced Player’s Guide.
  B4 This creature can be found in Pathfinder 
  Roleplaying Game: Bestiary 4.
  UC This spell can be found in Pathfinder Roleplaying 
  Game: Ultimate Combat.
  UI This spell can be found in Pathfinder Roleplaying 
  Game: Ultimate Intrigue.
  UM These feats and spells can be found in Pathfinder 
  Roleplaying Game: Ultimate Magic.
  architect of the amphitheater  cr 11
  (see The Poet of the Peak)
  Male frost giant expert 4
  XP 6,400 
  CE Large humanoid (cold, giant) 
  Init –1; Senses low-light vision; Perception +10 
  defense
  AC 23, touch 8, flat-footed 23 (+6 armor, –1 Dex, +9 
  natural, –1 size) 
  hp 171 (18d8+90) 
  Fort +16, Ref +6, Will +11 
  Defensive Abilities rock catching; Immune cold 
  Weaknesses vulnerability to fire 
  offense
  Speed 40 ft. 
  Melee +2 greataxe +24/+19 (3d6+17) or 2 slams 
  +22 (1d8+10) 
  Ranged rock +12 (1d8+15) or +1 heavy crossbow 
  +13 (2d8+1/19-20) 
  Space 10 ft.; Reach 10 ft. 
  Special Attacks rock throwing (120 ft.) 
  statistics
  Str 30, Dex 9, Con 21, Int 10, Wis 14, Cha 11 
  Base Atk +13; CMB +24; CMD 33 
  Feats Cleave, Great Cleave, Improved Overrun, 
  Improved Sunder, Martial Weapon Proficiency 
  (greataxe), Power Attack, Skill Focus (Craft [ice]), 
  Skill Focus (Profession [architect]), Skill Focus 
  (Stealth) 
  Skills Climb +14, Craft (ice) +14, Intimidate +7, 
  Knowledge (engineering) +15, Perception +10, 
  Profession (architect) +23, Stealth +2 (+6 in 
  snow); Racial Modifiers +4 Stealth in snow 
  Languages Common, Giant 
  Gear +2 chain shirt, +1 heavy crossbow with 20 
  bolts, +2 greataxe, cloak of resistance +1, 548 gp 
  in various gemstones
  aPPendix ii –  
  addiTional rules
  The following rules can be referenced for the 
  adventures in this book as needed.
  ENVIRONMENTAL RULE REFERENCES
  ALTITUDE RULES
  High altitude travel can be extremely fatiguing—and 
  sometimes deadly—to creatures that aren’t used to it. 
  Cold becomes extreme, and the lack of oxygen in the air 
  can wear down even the most hardy of warriors.
  Acclimated Characters: Creatures accustomed to 
  high altitude fare better than lowlanders. Any creature 
  with an Environment entry that includes mountains 
  is considered native to the area and acclimated to the 
  high altitude. Characters can also acclimate themselves 
  by living at high altitude for a month. Characters 
  who spend more than two months away from the 
  mountains must reacclimate themselves when they 
  return. Undead, constructs, and other creatures that do 
  not breathe are immune to altitude effects.
  Altitude Zones: In general, mountains present three 
  possible altitude bands: low pass, low peak/high pass, 
  and high peak.
  Low Pass (lower than 5,000 feet): Most travel in low 
  mountains takes place in low passes, a zone consisting 
  largely of alpine meadows and forests. Travelers 
  might find the going difficult (which is reflected in the 
  movement modifiers for traveling through mountains), 
  but the altitude itself has no game effect.
  Low Peak or High Pass (5,000 to 15,000 feet): 
  Ascending to the highest slopes of low mountains, 
  or most normal travel through high mountains, falls 
  into this category. All non-acclimated creatures labor 
  to breathe in the thin air at this altitude. Characters 
  must succeed on a Fortitude save each hour (DC 15, +1 
    
  
  48
  per previous check) or be fatigued. The fatigue ends 
  when the character descends to an altitude with more 
  air. Acclimated characters do not have to attempt the 
  Fortitude save.
  High Peak (more than 15,000 feet): The highest 
  mountains exceed 15,000 feet in height. At these 
  elevations, creatures are subject to both high altitude 
  fatigue (as described above) and altitude sickness, 
  whether or not they’re acclimated to high altitudes. 
  Altitude sickness represents long-term oxygen 
  deprivation, and affects mental and physical ability 
  scores. After each 6-hour period a character spends at 
  an altitude of over 15,000 feet, he must succeed on a 
  Fortitude save (DC 15, +1 per previous check) or take 1 
  point of damage to all ability scores. Creatures acclimated 
  to high altitude receive a +4 competence bonus on their 
  saving throws to resist high altitude effects and altitude 
  sickness, but eventually even seasoned mountaineers 
  must abandon these dangerous elevations.
  COLD WEATHER RULES
  Cold and exposure deal nonlethal damage 
  to the victim. A character cannot recover from 
  the damage dealt by a cold environment 
  until she gets out of the cold and warms up 
  again. Once a character has taken an amount 
  of nonlethal damage equal to her total hit 
  points, any further damage from a cold 
  environment is lethal damage. 
  An unprotected character in cold weather 
  (below 40° F) must make a Fortitude save each 
  hour (DC 15, +1 per previous check) or take 
  1d6 points of nonlethal damage. A character 
  who has the Survival skill may receive a bonus 
  on this saving throw and might be able to 
  apply this bonus to other characters as well 
  (see the skill description).
  In conditions of severe cold or exposure 
  (below 0° F), an unprotected character must 
  make a Fortitude save once every 10 minutes 
  (DC 15, +1 per previous check), taking 1d6 
  points of nonlethal damage on each failed 
  save. A character who has the Survival skill may receive 
  a bonus on this saving throw and might be able to 
  apply this bonus to other characters as well. Characters 
  wearing a cold weather outfit only need check once per 
  hour for cold and exposure damage.
  A character who takes any nonlethal damage from 
  cold or exposure is beset by frostbite or hypothermia 
  (treat her as fatigued). These penalties end when the 
  character recovers the nonlethal damage she took from 
  the cold and exposure.
  Extreme cold (below –20° F) deals 1d6 points of lethal 
  damage per minute (no save). In addition, a character 
  must make a Fortitude save (DC 15, +1 per previous 
  check) or take 1d4 points of nonlethal damage.
  Ice: Characters walking on ice must spend 2 squares 
  of movement to enter a square covered by ice, and the 
  DC for Acrobatics checks increases by +5. Characters in 
    
  
  49
  prolonged contact with ice might run the risk of taking 
  damage from severe cold.
  Sleet: Essentially frozen rain, sleet has the same effect 
  as light snow, but any accumulation typically doesn’t 
  last longer than 1–2 hours after the storm.
  Snow, Light: Light snow reduces visibility to three-
  quarters of the normal range, resulting in a –2 penalty 
  on Perception checks. Light snow has a 75% chance 
  each hour of extinguishing unprotected flames and 
  imposes a –2 penalty on ranged attacks. Light snow 
  does not impede movement unless it continues for 2 
  or more hours, at which point moving into a square of 
  such snow requires 1 extra 5-foot square of movement 
  (this stacks with difficult terrain). Every 2 hours of light 
  snow leaves 1 inch of snow on the ground. As long as 
  at least 2 inches of snow remain on the ground, the 
  requirement of an extra square of movement to enter 
  a square of snow persists. If at least 1 foot of snow 
  remains on the ground, entering a snow-filled square 
  instead requires 2 extra squares of movement.
  Snow, Medium: Medium snow reduces visibility 
  ranges by half, resulting in a –4 penalty on Perception 
  checks. Medium snow extinguishes unprotected flames 
  and imposes a –4 penalty on ranged attacks. Medium 
  snow does not impede movement unless it continues 
  for 1 hour, at which point moving into a square of such 
  snow requires 1 extra 5-foot square of movement (this 
  stacks with difficult terrain). Every hour of medium 
  snow leaves 1 inch of snow on the ground. As long as 
  at least 2 inches of snow remain on the ground, the 
  requirement of an extra square of movement to enter 
  a square of snow persists. If at least 1 foot of snow 
  remains on the ground, entering a snow-filled square 
  instead requires 2 extra squares of movement.
  Snow, Heavy: Heavy snow reduces visibility ranges 
  to one-quarter of the normal range, resulting in a 
  –6 penalty on Perception checks. It extinguishes 
  unprotected flames and imposes a –6 penalty on ranged 
  attacks. Heavy snow impedes movement even before 
  it begins to stick. Moving into a square during a heavy 
  snowstorm requires 1 extra 5-foot square of movement 
  (this stacks with difficult terrain). Every hour of heavy 
  snow leaves 1d4 inches of snow on the ground. As long 
  as at least 2 inches of snow remain on the ground, the 
  requirement of an extra square of movement to enter 
  a square of snow persists. If at least 1 foot of snow 
  remains on the ground, 2 extra squares of movement 
  are required to enter a snow-filled square instead. A 
  heavy snowstorm has a 10% chance of generating 
  thundersnow and has a 40% chance of becoming a 
  blizzard if the wind speed is severe or stronger.
  WINDY WEATHER RULES
  The wind can create a stinging spray of sand or dust, 
  fan a large fire, keel over a small boat, and blow gases 
  or vapors away. If powerful enough, it can even knock 
  characters down (see Table: Wind Effects), interfere with 
  ranged attacks, or impose penalties on some skill checks. 
  Checked Size: Creatures of this size or smaller are 
  unable to move forward against the force of the wind 
  unless they succeed on a DC 10 Strength check (if on 
  the ground) or a DC 20 Fly skill check if airborne.
  Blown Away Size: Creatures on the ground are 
  knocked prone and rolled 1d4 × 10 feet, taking 1d4 
  points of nonlethal damage per 10 feet, unless they 
  make a DC 15 Strength check. Flying creatures are 
  blown back 2d6 × 10 feet and take 2d6 points of 
  nonlethal damage due to battering and buffeting, 
  unless they succeed on a DC 25 Fly skill check.
  Light Wind: A gentle breeze blowing through trees, 
  having little or no game effect.
  Moderate Wind: A steady wind with a 50% chance of 
  extinguishing small, unprotected flames, such as candles.
  Strong Wind: Gusts that automatically extinguish 
  unprotected flames (candles, torches, and the like). Such 
  gusts impose a –2 penalty on ranged attack rolls and on 
  Perception checks.
  Severe Wind: In addition to automatically 
  extinguishing any unprotected flames, winds of this 
    
  
  50
  magnitude cause protected flames (such as those of 
  lanterns) to dance wildly and have a 50% chance of 
  extinguishing these lights. Ranged weapon attacks and 
  Perception checks are at a –4 penalty. This is the velocity 
  of wind produced by a gust of wind spell.
  Windstorm: Powerful enough to bring down 
  branches if not whole trees, windstorms automatically 
  extinguish unprotected flames and have a 75% chance 
  of blowing out protected flames, such as those of 
  lanterns. Ranged weapon attacks are impossible, and 
  even siege weapons have a –4 penalty on attack rolls. 
  Perception checks that rely on sound are at a –8 penalty 
  due to the howling of the wind.
  Hurricane-Force Wind: All flames are extinguished. 
  Ranged attacks are impossible (except with siege 
  weapons, which have a –8 penalty on attack rolls). 
  Perception checks based on sound are impossible: 
  all characters can hear is the roaring of the wind. 
  Hurricane-force winds often fell trees.
  Tornado (CR 10): All flames are extinguished. 
  All ranged attacks are impossible (even with siege 
  weapons), as are sound-based Perception checks. 
  Instead of being blown away (see Table: Wind Effects), 
  characters in close proximity to a tornado who fail their 
  Fortitude saves are sucked toward the tornado. Those 
  who come in contact with the actual funnel cloud are 
  picked up and whirled around for 1d10 rounds, taking 
  6d6 points of damage per round, before being violently 
  expelled (falling damage might apply). While a tornado’s 
  rotational speed can be as great as 300 mph, the funnel 
  itself moves forward at an average of 30 mph (roughly 
  250 feet per round). A tornado uproots trees, destroys 
  buildings, and causes similar forms of major destruction.
  OTHER RULES AND REFERENCES
  SITE-BOUND (ORACLE CURSE)
  You bond with a particular 10-foot square, and must 
  remain within 1,500 feet of that site or immediately 
  become sickened. You must succeed at a DC 15 
  Fortitude save each minute you spend outside of the 
  boundary or become nauseated. For every hour spent 
  outside of the boundary, you also take 1d4 points of 
  Constitution damage (no save). When within range of 
  your bonded site, you gain a +1 bonus to your caster 
  level when casting oracle spells. 
  Effect
  At 5th level, the radius increases to 2,250 feet.
  At 10th level, the radius increases to 3,000 feet and 
  the bonus to your caster level when casting oracle spells 
  within the boundary increases by 1.
  At 15th level, you can move up to 1 mile from your 
  bonded site.
  SELECTIONS FROM THE WINTER  
  (ORACLE MYSTERY)
  Class Skills: An oracle with the winter mystery adds 
  Intimidate, Knowledge (nature), Stealth, and Survival to 
  her list of class skills.
  Bonus Spells: endure elements (2nd), frost fall (4th), 
  Revelations:
  Child of Winter (Ex): You gain the constant benefit of 
  Wind Effects
  Wind Force
  Wind Speed
  Ranged Attacks 
  Normal/Siege 
  Weapons
  Checked Size
  Blown Away 
  Size
  Fly Penalty
  Light
  0-10 mph
  –/–
  –
  –
  –
  Moderate
  11-20 mph
  –/–
  –
  –
  –
  Strong
  21-30 mph
  -2/–
  Tiny
  –
  -2 
  Severe
  31-50 mph
  -4/–
  Small
  Tiny
  -4
  Windstorm
  51-74 mph
  Impossible/-4
  Medium
  Small
  -8
  Hurricane
  75-174 mph
  Impossible/-8
  Large
  Medium
  -12
  Tornado
  175-300 mph
  Impossible/
  Impossible
  Huge
  Large
  -16
    
  
  51
  endure elements, but only against cold temperatures. 
  You can move across regular snow without penalty, 
  and heavy snow costs you only 2 squares of movement 
  instead of 4. You can move across icy surfaces without 
  penalty, and never need to make Acrobatics checks to 
  run or charge on ice. You leave no trail in ice or snow, 
  and cannot be tracked (you may choose to leave a trail 
  if you so desire). During winter months, you gain a +2 
  insight bonus on Initiative checks and Reflex saving 
  throws. 
  Ice Shape (Su): You are able to sculpt ice and snow 
  into almost any shape. This ability functions like stone 
  shape, but targeting only ice and snow, not stone. You 
  can use this ability a number of times per day equal to 3 
  + your Charisma modifier. 
  Icy Skin (Ex): You gain resist cold 5. This resistance 
  increases to 10 at 5th level and 20 at 11th level. At 17th 
  level, you gain immunity to cold. 
  BOREAL CREATURE (CR +1)
  Creating a Boreal Creature
  “Boreal” is an inherited template that can be added to 
  any Huge or smaller corporeal creature. This template 
  cannot be applied to a creature with the fire subtype.
  Challenge Rating: Same as the base creature +1.
  Type: The creature gains the cold subtype. If 
  applied to a creature with the animal or vermin type, 
  the creature’s type changes to magical beast. Do not 
  recalculate its Hit Dice, base attack bonus, saves, or skill 
  points.
  Attacks: A boreal creature’s natural attacks deal an 
  additional 1d6 points of cold damage.
  Abilities: Str +2, Con +2.
  Skills: The creature receives a +4 bonus on Stealth 
  and Survival checks in snow. An aquatic boreal creature 
  receives a +4 racial bonus on Stealth and Survival 
  checks at all times in frigid waters (its natural habit), 
  instead of in snow. Environment: The creature’s natural 
  environment changes to a cold climate.
  Special Qualities: A boreal creature gains the 
  following special quality.
  Trackless Step (Ex)
  A boreal creature does not leave a trail in snow and 
  cannot be tracked. It can choose to leave a trail, if it so 
  desires. This special quality does not apply to aquatic 
  boreal creatures.
  pipes of storms
  Aura moderate evocation; CL 7th 
  Slot none; Price 22,000 gp Weight 8 lbs.
  description
  These weighty pipes are carved from white stone 
  with translucent crystalline stoppers, filigreed 
  with golden patterns depicting winds and 
  clouds. Up to three times per day as a standard 
  action, you can use a pipes of storms to surround 
  yourself with an aura of brisk wind that grants 
  you a 20% miss chance against all ranged 
  attacks. This wind cloak effect lasts for 1 minute. 
  At any time during that minute, you may play 
  additional notes on the pipes of storms in order 
  to produce one of the following three effects.
  • 
  Air Walk: You cause the winds to lift you off 
  the ground, granting you the effects of an air 
  walk spell for 1 round. This is normally a move 
  action, but if you succeed at a DC 15 Perform 
  (wind) check, it is a swift action. 
  • 
  Gust of Wind: You can direct the winds 
  surrounding you to duplicate the effects of a 
  gust of wind spell. This is a standard action. 
  • 
  Lightning Strike: As a standard action, make 
  a Perform (wind) check. You cause a bolt of 
  lightning to strike a single foe within 30 feet, 
  dealing an amount of electricity damage equal 
  to the result of your Perform (wind) check. The 
  target gets a DC 15 Reflex save to halve the 
  damage caused by this lightning strike. 
  constrUction reqUirements
  Craft Wondrous Item, air walk, call lightning, gust of 
  wind; Cost 11,000 gp
    
  
  52
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, 
  Inc.
  System Reference Document. Copyright 2000, Wizards of the 
  Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based 
  on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Reference Document. © 2011, 
  Paizo Publishing, LLC; Author: Paizo Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo 
  Publishing, LLC; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Adventure Path #49: The Brinewall Legacy. © 2011, 
  Paizo Publishing, LLC; Author: James Jacobs. 
  Pathfinder Campaign Setting: Inner Sea Monster Codex. © 2015, 
  Paizo Inc.; Authors: John Compton, Paris Crenshaw, Mike Myler, Tork 
  Shaw, and Larry Wilhelm. 
  Pathfinder Campaign Setting: Irrisen, Land of Eternal Winter. © 
  2013 Paizo Publishing, LLC; Author: Mike Shel. 
  Pathfinder Campaign Setting: Lands of the Linnorm Kings. 
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  Keith, Colin McComb, and Rob McCreary. 
  Pathfinder Player Companion: People of the North. © 2013, 
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  McCreary, Philip Minchin, and William Thrasher. 
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, 
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  Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, 
  Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork 
  Shaw, Owen K.C. Stephens, and Russ Taylor.
    
  
  53
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, 
  Paizo Publishing, LLC; Author: Jason Bulmahn.
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, 
  Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin 
  Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal 
  MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. 
  Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo 
  Publishing, LLC; Authors: Wolfgang Baur, Jason Bulmahn, Adam Daigle, 
  Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon 
  Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob 
  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. 
  Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, 
  and Greg A. Vaughan, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo 
  Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, 
  James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris 
  Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo 
  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah 
  Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, 
  James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, 
  Stephen Radney- MacFarland, Sean K Reynolds, F. Wesley Schneider, 
  Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary 5. © 2015, Paizo Inc.; 
  Authors: Dennis Baker, Jesse Benner, John Bennett, Logan Bonner, 
  Creighton Broadhurst, Robert Brookes, Benjamin Bruck, Jason 
  Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe Homes, 
  James Jacobs, Amanda Hamon Kunz, Ben McFarland, Jason Nelson, 
  Thom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, 
  David N. Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike Shel, 
  James L. Sutter, and Linda Zayas-Palmer.
  Pathfinder Roleplaying Game GameMastery Guide. © 2010, 
  Paizo Publishing, LLC; Author: Cam Banks, Wolfgang Baur, Jason 
  Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua 
  J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, 
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  Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, 
  James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn 
  Woodruff.
  Pathfinder Roleplaying Game Horror Adventures. © 2016, Paizo 
  Inc.; Authors: John Bennett, Clinton J. Boomer, Logan Bonner, Robert 
  Brookes, Jason Bulmahn, Ross Byers, Jim Groves, Steven Helt, Thurston 
  Hillman, Eric Hindley, Brandon Hodge, Mikko Kallio, Jason Nelson, Tom 
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  MacFarland, Sean K Reynolds, Thomas M. Reid, Patrick Renie, Mark 
  Seifter, Tork Shaw, Neil Spicer, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo 
  Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, 
  Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, 
  Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ 
  Taylor.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo 
  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, 
  Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. 
  Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K 
  Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012, 
  Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin 
  Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, 
  Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, 
  Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC 
  Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Intrigue. © 2016, Paizo 
  Inc.; Authors: Jesse Benner, John Bennett, Logan Bonner, Robert 
  Brookes, Jason Bulmahn, Ross Byers, Robert N. Emerson, Amanda 
  Hamon Kunz, Steven Helt, Thurston Hillman, Tim Hitchcock, Mikko 
  Kallio, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-
  MacFarland, Thomas M. Reid, Alexander Riggs, David N. Ross, David 
  Schwartz, Mark Seifter, Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo 
  Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin 
  McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, 
  Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Wilderness. © 2017, 
  Paizo Inc.; Authors: Alexander Augunas, John Bennett, Robert 
  Brookes, John Compton, Dan Dillon, Steven T. Helt, Thurston Hillman, 
  Eric Hindley, Mikko Kallio, Jason Keeley, Isabelle Lee, Jason Nelson, 
  Stephen Radney-MacFarland, Alex Riggs, David N. Ross, David 
  Schwartz, Mark Seifter, Jeffery Swank, and Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Villain Codex. © 2016, Paizo Inc.; 
  Authors: Alexander Augunas, Logan Bonner, Paris Crenshaw, Dan 
  Dillon, Crystal Frasier, Amanda Hamon Kunz, Eric Hindley, Mikko Kallio, 
  Dale C. McCoy, Jr., Stephen Radney-MacFarland, Thomas M. Reid, 
  Alistair Rigg, Alex Riggs, Mark Seifter, and Linda Zayas-Palmer.
  The Book of Experimental Might. © 2008, Monte J. Cook. All rights 
  reserved.
  Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; based on original content from TSR.
  Campaign Kits: Tales at Haerigholdt Pass. © 2018, Fat Goblin 
  Games; Author: Matt Roth
    
  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Fat Goblin Games/Campaign Kits Tales of Haerigholdt Pass.pdf