TEXT: 27
  Menace in Ravenreach
  
  ISBN: 978-1-62283-682-6
  Author
  James Thomas
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  2
  Frog God Games
  Menace in Ravenreach ..................................................... p. 3
   
  Part 1: Local Color ..................................................p. 4
   
  Part 2: Settling in for Winter ..................................... p. 8 
  A New Opportunity.......................................................p. 12
   
  Dimthinlode Mines .................................................p. 14
  Appendix A: NPCs ........................................................p. 16
  Appendix B: Magic Item ................................................. p. 17
  Appendix C: Maps and Handouts ....................................... p. 18
  Legal Appendix .............................................................p. 25
  Table of Contents
  
  3
  Menace in Ravenreach
  Welcome to Ravenreach
  The untamed lands of the north are dangerous and profitable, with 
  opportunities aplenty for the intrepid adventurer. In civilized lands, 
  pickings are few; local lords and city magistrates levy heavy taxes and 
  procure a percentage of the profits. Out on the frontier, the strong, the 
  clever, and the determined can gain riches and glory.
  Ravenreach is one small outpost amid the wild hills and deep forests 
  beyond the borderlands. The hardy inhabitants have hacked and hammered 
  out a town, ringed it with a palisade, and raised a small keep and garrison 
  under the leadership of Baron Bartholomew Blackraven, who is rumored 
  to be the illegitimate son of a wealthy noble. Though favored by his father, 
  Bartholomew could never inherit. So with his father’s patronage and a 
  royal commission, he marched into the wilds seeking his fortune. There, 
  he and his company slew the fierce dragon Murk on a high hill named 
  Raven’s Rock. The location provided fresh water and a superior vantage 
  of the surrounding territory rich in furs, timber, and precious metals. Soon, 
  settlers founded camps and homesteads nearby to gather in the bounty 
  from the land. Ravenreach was founded.
  Dangerous animals and monsters still roamed throughout the region. 
  At first, Baron Blackraven and his men dealt with these threats. Before 
  long, though, the settlements were too widespread, and the baron was 
  too busy administrating the growing community. Word has gone out and 
  notices have been posted in the thriving lands to the south for stalwart 
  adventurers seeking prospects. One day, a talented wizard named Minder 
  arrived at Ravenreach. He impressed the baron with his magical skills and 
  was promptly placed on retainer at Castle Ravenrock. In exchange for 
  providing spells and potions for the baron, he was allowed to pursue his 
  own research. Fascinated by trolls’ ability to regenerate wounds, he now 
  seeks to advance his research with a live specimen. The baron’s agents are 
  on the lookout for adventurers able to procure a test subject.
  Adventure Summary
  The PCs arrive at the frontier town of Ravenreach where they get into 
  a bar fight with local toughs. The fight gets the attention of the ranger 
  captain who offers them a chance to serve the frontier baron for wages … 
  or a release from jail. Minder, the court wizard, needs the PCs to capture 
  a troll and bring her back alive. They find the troll lairing at an abandoned 
  shrine deep in the wilderness. On the way back, a gang of angry fey and a 
  vengeful sorceress ambush them. 
  Later, an investigation into a wagon train massacre leads to a bloody 
  and muddy surprise attack by stealthy trolls in the pouring rain and heavy 
  undergrowth. Winter comes early, and the adventurers are asked to escort 
  a relief train to a snowed-in mining camp in the mountains. Caught in a 
  blizzard on the way, they take refuge in a lodge where they are attacked 
  by a marauding band of ice tolls wielding valuable dwarven battleaxes.
  The party must decide between two routes up to the miners. One leads to 
  an encounter with fleeing gnomes and a white dragon, the other to a perilous 
  ledge and a haunted ice cave. Once they reach the snowed-in mining camp, 
  there’s a high-stakes wager over the goods in the wagon with one party 
  member in a bare-knuckles wrestling match with a grizzly bear. 
  After the rescue, the party is asked to escort a huge wagon train of 
  goods across the valley to a dwarven mining colony. There the dwarves 
  ask for help, revealing how they uncovered a deep underground cavern 
  with deadly horrors below. If the PCs take the deal to clear out the cavern, 
  they find a strange abandoned frog village and rock trolls roused from 
  hibernation … and hungry.
  Months later after returning to town, they discover the castle is in 
  lockdown and the PCs are wanted for attempting to assassinate the baron. 
  With the help of friendly locals, they sneak into the castle through a hidden 
  entrance at the bottom of the hill. Snaking up through the dungeons below, 
  they encounter a shadowy dragon spirit, filthy fairies, a catatonic baron, 
  nasty traps, and the evil wizard’s experimental abominations. The party 
  must use care while proceeding through the dungeon and castle, for the 
  wizard charmed some of the castle’s innocent denizens and deceived others 
  through a simulacrum he made of the baron. Regardless, they eventually 
  meet up with Minder and his new guard of regenerating henchmen for a 
  knockdown fight in the Great Hall! 
  Adventure Hooks
  Public Notice
  “Looking for adventure? If you’re a free citizen, able-bodied, and can 
  handle yourself in a fight come join the exciting and adventurous life of a 
  Frontier Guardsman! Take this notice with you to the booming settlement 
  of Ravenreach. If you prove yourself capable, you can earn a profitable 
  and glorious living as a defender of our Sovereign’s Northern Frontier!” 
  (See Player Handout #1: Public Notice)
  Guard Duty
  A traveling grain merchant wants to do business on the frontier. She has 
  heard of the PCs’ abilities and offers them 50 gp each plus tent and board 
  if they escort her caravan on the three-week journey to Ravenreach.
  Menace in Ravenreach
  By James Thomas
  A Pathfinder adventure for 4th- to 7th-level PCs
  Adventures in Ravenreach
  Menace in Ravenreach and Mystery in Ravenrock allow PCs 
  to involve themselves in the intrigues besetting the small outpost 
  community. In the first part of the adventure, they find themselves 
  seeking a dangerous troll, as well as helping the outlying mines 
  under similar assault. In the second part, they return to Castle 
  Ravenrock to uncover the mystery that has locked down the 
  castle and branded them malcontents planning to overthrow the 
  community. The adventures can be run separately if you do not 
  want to combine them into one larger adventure.
  
  4
  Frog God Games
  Mission Work
  A divine PC is asked by a temple elder to go to the frontier town of 
  Ravenreach. They have neither a shrine nor a temple! The PC could greatly 
  glorify their god by demonstrating his or her might to the unreached 
  peoples of The North!
  Part 1: Local Color
  The curtain of trees parts along the newly blazed forest path 
  to reveal a looming craggy hill ahead in the distance. Through 
  the slanting rain and wind, you make out the angular outline 
  of a keep atop the hill: Castle Ravenrock. As the road winds 
  alongside a shallow river, the wooden walls of a small town 
  emerge, and a sturdy timbered bridge leads to the dripping 
  wet gates. Gate guards regard you curiously. One asks, “State 
  your business in Ravenreach.”
  Almost any reasonable answer is acceptable. The question is primarily 
  to detect deception. If the gate guard (Sense Motive +2) thinks the PCs 
  are lying or otherwise being evasive, they detain them outside pending 
  an interview with Captain Haro Norundi. The gate toll is 1 sp per head 
  (animals 1 cp).
  Ravenreach is a small frontier settlement with muddy streets and rough-
  hewn wooden buildings. Five wooden towers and a timbered palisade 
  keep wild animals and monsters at bay. Looking down from its craggy 
  roost above is a simple square keep of dark stone: Castle Ravenrock. A 
  bailey wall is under construction before it. The keep’s sole access is a short 
  winding road — the only paved way in town. The town also has a brewery, 
  a bar (The Dancing Bear), a stable, and a blacksmith. A guard barracks 
  doubles as the town jail. Selfridge’s Trading Post offers an incredible 
  array of tools and supplies suitable for this region. Prices here are 50% 
  higher than usual and cost twice as much for weapons and armor as they 
  are rare and in demand. No magic items are for sale here or anywhere else 
  in town. Visitors can rent one of six 10-foot-by-10-foot, spartan, one-room 
  cabins from Dieter Chanty for 10 gp a week — payment in advance. No 
  board is provided, and no wild animals are allowed. Firewood is 1 cp a 
  bundle (enough for one night).
  The town guard is responsible only for manning the towers and keeping 
  public order. They prefer not to get involved in altercations, but they 
  usually side with locals over outsiders if they do.
  For watchtower and town guards, use the “Guard” NPC in the Pathfinder 
  Roleplaying Game GameMastery Guide.
  Special NPCs
  Old Levy (N male human Expert 3; Craft Alchemy +8; Master Craftsman 
  feat) deals in tonics and potions and has a cabin just outside Ravenreach. He 
  is an enthusiastic entrepreneur and is very interested in selling potions to the 
  PCs. (See Player Handout #2: Potions for Sale for details.)
  Veddeer the Half-elf (N male half-elf Aristocrat 3; Int 16; Appraise +8; 
  Knowledge: Arcane +7) deals exclusively in luxury items and magic. He 
  is available by appointment only and has a room in the castle for business 
  meetings where he stays as the baron’s guest. (See Player Handout #3: 
  Catalogue of Items for Sale for details.)[BEGIN SIDEBOX]
  Trade Goods  
  and Tokens of Exchange
  Being a frontier area, there is a shortage of coinage, so nearly all 
  transactions involve barter. Certain locally produced trade goods 
  carry standardized value and thus serve as currency. Most everyone 
  knows the value of these goods and accept them just like coin-based 
  transactions elsewhere. 
  Buckskins are worth 1 gp each. This includes cattle and even horse hides.
  Valuable furs include: beaver (2 gp), fox (3 gp), ermine (4 gp), mink (3 
  gp), or muskrat (1 gp) pelts. Nearly half of all transactions in the North 
  include furs.
  Gold dust is used for all kinds of transactions. The region has a sizable 
  gold prospecting community (mostly placer mines), which make gold dust 
  a widespread commodity. Small, portable scales are commonly used for 
  weighing gold dust.
  Dwarven silver ingots (1 gp each) are minted at a mining operation in 
  the eastern hills called Dimthinlode. They are accepted everywhere in the 
  region due to their dependable weight and purity.
  Hacksilver is a less common form of currency used by barbaric tribes 
  throughout the region. It consists of silver rings or flats chained or hooked 
  together and sometimes used as a form of cheap adornment. Pieces can be 
  detached and traded by weight.
  General Rumors 
  When PCs question locals, choose from the following rumors: 
  Cultist Activity: “There’s an evil cult doing mischief ’round here. I 
  seen their wicked fetishes in the trees. Prob’ly doin’ blood sacrifices in 
  the night.” (False)
  Minder’s Experiments: “Master Minder makes magic potions for the 
  baron. I heard he tests them on castle guardsmen.” (False, but it’s true he’s 
  experimenting on “volunteers”)
  Monsters on the Highway: “Be wary how ye go through the wilderness 
  friends. I heard tell how a prospector went out and disappeared completely. 
  The only thing left behind was a bloody saddle ripped in half!” (True, 
  Ollif was killed by trolls on the road last Spring)
  “Winter is coming”: This year’s prediction is for an early cold snap 
  and heavy snows. You’d best get some winter gear from the trading 
  post.” (True.) 
  Ravenreach
  N small town 
  Corruption +0; Crime –2; Economy +0; Law +1; Lore –1;  
  Society –1 
  Qualities insular, strategic location 
  Danger +0 
   
  Government autocracy 
  Population 322 (257 humans, 26 dwarves, 14 gnomes, 
  25 other) 
  Notable NPCs
   Bartholomew Blackraven, Baron of Raven’s Reach (N 
  male human fighter 9)
   Master Minder, Court Wizard (NE male half-elf wizard 
  13)
   Jeremy Thorn, Captain, Loyal Order of Rangers (NG 
  male human ranger 9)
   Serai The Fairhanded, Castle Guard Captain (LN 
  female half-orc fighter [phalanx] 6)
   Haro Norundi, Town Guard Captain (N male dwarf 
  fighter 5)
   Lex The Wanderer, local hero (CN male human 
  barbarian 6)
   Dieter Chanty, cabin keeper (LE expert 2)
   Klund Farovdal, town blacksmith (LG male dwarf 
  expert 5)
   Iggy Barrel Buster, barkeeper (N male human warrior 
  4, improved unarmed fighting)
   Selfridge and Sons, traders
   Lector, wheelwright
   
  Base Value 1,200 gp; Purchase Limit 4,000 gp; 
  Spellcasting none 
  Minor Items —; Medium Items —; Major Items —
  
  5
  Menace in Ravenreach
  Rumors Specifically about  
  Baron Blackraven
  • “Baron Blackraven is a firm but fair ruler. He keeps us safe and doesn’t 
  interfere in our affairs.” 
  • “Feh! The baron cares nothing for the common people. He had me put 
  in the stocks for two days for stealing a couple chickens. TWO DAYS!”
  • “Blackraven is nothing like the nobles in the south. Few laws and hardly 
  any taxes. I’m going to stay here awhile and seek my fortune!”
  • “Since the baron started patrols in our area we’ve had fewer problems 
  with wandering monsters and such. Next year I plan to expand my herds 
  and hire some new hands.” 
  • “Now that the roads are safer we’ve had more business at our shop. I 
  hope it continues.”
  The Dancing Bear
  This is the only public drinking establishment in Raven’s Reach. Owned 
  by Iggy “Barrel Buster,” a famous local wrestler, the joint is known for 
  its cheap local ale (1 cp) served in wooden cups. Animal skins and horns 
  adorn the walls. A weekly arm-wrestling contest attracts a large crowd. 
  The winner wins a 1 gp prize plus local bragging rights (+2 luck bonus 
  to Diplomacy and Intimidate rolls for a month). If a fistfight breaks out 
  in his establishment, Iggy may attempt to break it up, but if weapons are 
  drawn he pulls a cord in the corner to ring a bell on the roof. He has an 
  arrangement with the town guard who come to his aid in 1d3+2 rounds. 
  For Iggy and his assistant, use the “Barkeep” and “Drunkard” NPCs in the 
  Pathfinder Roleplaying Game GameMastery Guide.
  Bar Fight (CR6)
  When the PCs arrive, four local toughs known as the Gretis Brothers 
  are there. (Optionally, if this is a large party, you could take it up a notch 
  by increasing the number of brothers to match the number of PCs). Two 
  other townsfolk are sitting at a table in the corner. The Gretis Brothers 
  see the PCs as an opportunity to have some fun (which to them means 
  a brutal bar fight). They would love to knock these newcomers out 
  cold then toss them out into the muddy street! One of them finds some 
  excuse to insult one of the PCs. When the fight breaks out, the other 
  three brothers join in using assault leader and sneak attack abilities. The 
  Gretis Brothers fight with their fists (nonlethal). If a weapon is drawn 
  on them, they likewise draw knives and defend themselves. If the fight 
  is not going well for them, have them make a hasty retreat out the front 
  and back doors.
  Development: This encounter with the Gretis Brothers is an 
  important event. They are recurring villains in Mystery in Ravenrock, 
  the follow-up to this adventure. Have them flee for their lives if it 
  looks as if the PCs could wipe them out (the “payback” encounter at 
  the end of the module will be all the more dramatic). If some or all of 
  them perish here, other family members can substitute for that ultimate 
  encounter. There should be one “brother” per PC for this encounter. If 
  you feel your players need a more challenging encounter, add another 
  brother or two.
  The Gretis Brothers (4) 
  CR 2 
  “Bron” “Arn” “Lex” “Faris” “Julian” “Martis”  XP 600 
  Human fighter 1/rogue (thug) 2 (Pathfinder Roleplaying 
  Game Advanced Player’s Guide “thug”)
  NE Medium humanoid (human) 
  Init +3; Senses Perception +5
   
  AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
  hp 20 (1d10+2d8+4)
  Fort +3, Ref +6, Will +2
  
  6
  Frog God Games
  Defensive Abilities evasion
   
  Speed 30 ft.
  Melee unarmed strike +5 (1d3+2/×2) or dagger +5 
  (1d4+2/19–20)
  Special Attacks rogue talents (assault leader [1/day]), sneak 
  attack +1d6
   
  Str 14/18, Dex 17, Con 14, Int 12, Wis 10, Cha 8
  Base Atk +2; CMB +4; CMD 17
  Feats Improved Unarmed Strike, Iron Will, Paired 
  Opportunists, Weapon Finesse
  Skills Acrobatics +7, Appraise +5, Bluff +3, Climb +6, 
  Diplomacy +3, Disable Device +7, Disguise +3, Escape 
  Artist +7, Handle Animal +3, Heal +1, Intimidate +5, 
  Perception +5, Ride +7, Sense Motive +5, Sleight of Hand 
  +8, Stealth +9, Survival +4, Swim +6; Racial Modifiers none
  Languages Common, giant
   
  Gear leather armor, dagger, loaded dice, 2d6 sp,  4d6 cp
   
  Special Abilities 
  Assault Leader (1/day) (Ex) When you miss an attack, allow 
  an ally also flanking that target an immediate attack.
  Frightening (Ex) Demoralize duration increases by 1 rd, if 4+ 
  rds can frighten 1 rd instead.
  Improved Unarmed Strike Unarmed strikes don’t cause 
  attacks of opportunity and can be lethal.
  Paired Opportunists +4 to hit for AoOs if you and adj ally with 
  this feat both threaten the target.
  Sneak Attack +1d6 damage if you flank your target or your 
  target is flat-footed.
  Aftermath
  Listed below is the fallout of various possible outcomes:
  The PCs are Thrown Out
  The PCs awaken to see Jeremy Thorn looking over them curiously. 
  “New in town?” he asks smiling. Jeremy offers them a towel and a warm 
  bowl of soup at the Loyal Order of Ranger Guards (LORG) Chapterhouse. 
  The affable ranger captain asks their names and occupations to assess 
  their usefulness for service in the region — chronically shorthanded, 
  he is always looking for new recruits. Though he would prefer to have 
  them help out on trail patrol, the baron recently directed him to find likely 
  candidates to help out Master Minder. Apparently, he needs someone to 
  capture a dangerous animal for him …
  The Gretis Brothers are Knocked Out  
  or Flee the Scene, but None is Slain
  Jeremy Thorn watches the fleeing Gretis brothers from across the street, 
  then addresses the PCs as above.
  One or More Gretis Brothers  
  Die in the Barfight
  Eight town guardsmen arrive with Haro Norundi at their head. When 
  he sees the dead bodies, he brandishes his battleaxe and orders all present 
  to, “Stand down in the name of Baron Blackraven!” He tells the PCs they 
  will be held in the jail for questioning.
  If they resist arrest, Haro blows a loud whistle to summon more 
  guards. If the PCs continue their rampage, have a notable NPCs appear. 
  Fights and roughhousing are common here on the frontier, but the 
  townsfolk have no tolerance for homicide (especially by strangers). 
  If the PCs continue down this bloody path, have no mercy on them. 
  Reward them with the baron and his castle guards plus whomever else 
  you deem necessary. They defend their settlement from murderous scum 
  with brutal, deadly force.
  If the PCs surrender or are captured, Jeremy arrives at the jail and 
  offers them clemency if they become indentured servants of the baron at 
  1 sp a day each until they earn enough to pay the wergild of 500 gp per 
  dead brother. If they agree, they take a public oath, have an iron chain 
  fixed around their necks as a sign of their service, and are taken under the 
  custody of Jeremy the ranger captain. If they refuse clemency, they will 
  be taken shortly to the baron, who gives them one more chance to accept 
  the clemency agreement. If they refuse, he does not hesitate to have them 
  immediately hanged.
  The Troll Hunt
  The morning after accepting Jeremy’s offer, he takes the PCs to Castle 
  Ravenrock to visit Master Minder.
  Captain Jeremy Thorn leads the way from the muddy 
  streets of the town up the steep, winding pavement to the 
  keep. Halfway up, a fast-riding horseman speeds past. “A 
  messenger for the baron,” Jeremy notes. Reaching the top, 
  masons are seen constructing a bailey wall using a huge crane 
  to lift heavy blocks into place. Recognizing Jeremy, heavily 
  armed guards allow the group to pass. Jeremy explains, 
  “Master Minder resides in the keep but he spends most of 
  his time in his workroom. Come this way.” He leads the party 
  down a series of descending passageways underneath the 
  keep. At last he pauses at a guarded door. “Captain Thorn to 
  see Master Minder. These are some new recruits.” The guard 
  glances over the strangers, then nods, opens the door, and 
  steps aside.
  The large room beyond is filled with curious and arcane 
  objects. A black bird on an ornate perch squawks loudly 
  at your entrance. Several tables are cluttered with scrolls, 
  tomes, notebooks, and odd items. A large bookcase and scroll 
  case abut the walls. A gray-haired man in faded red garments 
  is squinting over some paperwork with a magnifying glass. 
  He looks up and frowns. “Yes ...?”
  “The animal catchers you requested,” answers the captain. 
  “You said you needed to capture a wild beast of some kind ...”
  Master Minder regards the party doubtfully. “These are it 
  then? Humph.”
  Master Minder’s attitude toward the PCs is unfriendly. In the 
  conversation that follows, he gestures to a large blackened skull with 
  fearsome pointed teeth. “This is the beast you must capture. It is one of 
  the most dangerous creatures in the region.” The object is a troll’s skull, 
  and a DC 15 Knowledge (dungeoneering) check identifies it as such. “You 
  must bring the creature back — alive!” Minder gives them a map showing 
  an area to the west where a troll is known to reside. It is a week’s march 
  from Ravenreach. 
  If the PCs don’t know anything about trolls, he explains the creature’s 
  regeneration abilities, strength, and savagery. He offers 2,000 gp for 
  Greater Manacles of Cooperation
  Aura moderate enchantment; CL 7th
  Slot wrist; Price 9,000 gp; Weight 2 lbs.
   
  DESCRIPTON
  This item functions as the manacles of cooperation 
  (Pathfinder Roleplaying Game Advanced Player’s 
  Guide), except it requires a DC 16 Will save to resist 
  its effects.
   
  CONSTRUCTION 
  Requirements Craft Wondrous Item, Heighten Spell, 
  charm monster; Cost 4,500 gp
  
  7
  Menace in Ravenreach
  delivering him a live troll (extraordinary for a region so short on coinage). 
  If they are hesitant, he loans them a pair of greater manacles of cooperation 
  to ease transport of the monster for 1,000 gp collateral (or something of 
  approximate value).
  If the PCs balk at this exchange, he states, “Such equipment is expensive 
  and hard to acquire here, and I have no guarantee you will come back with 
  the troll … or at all. Do you have any other collateral?” Master Minder 
  has no regard for the PCs and only cares about getting his experimental 
  subject alive and intact. He states the bargain plainly and then shoos them 
  off so he can continue his research. He is neither willing to trade spells nor 
  hobnob with another arcane spellcaster unless his attitude can be raised 
  from unfriendly to friendly. In any case, he won’t fraternize until after the 
  troll is delivered. Minder will not, under any circumstance short of being 
  magically compelled, share his plans for the troll with anyone (including 
  the baron). 
  Wyvern Mountain Area
  Weather: rainy, early autumn
  Major landmarks on the map using local names  
  (allow 0–2 wilderness encounters per landmark)
  Lost Creek: This shallow waterway winds down from tributaries on 
  Wyvern Mountain to the fertile farmlands beyond. It contains beaver and 
  trout and can be forded in several places; otherwise it is six feet deep.
  The Marshlands: The journey to Wyvern Mountain passes to the 
  southwest of The Marshlands as they are called. Travelers avoid 
  them because of their dangerous sinkholes and ghostly lights that 
  appear at night.
  Grandfather Maple: An unusually huge maple tree visible for miles 
  around. It is the lingering remains of an ancient maple treant, now gone 
  to eternal sleep.
  Ruined (Elven) Watchtower: A broken white granite spire visible for 
  over a mile. It is a remnant of an ancient elven kingdom. Could be haunted 
  at GM’s discretion.
  Wyvern Mountain: This tall, isolated tor was once the lair of a flight of 
  wyverns slain by Blackraven and his companions a few years ago. A troll 
  is reported to be living on or near the mountain.
  Yarl: This unfriendly mountain man has lived in the area for years (use 
  the “Trapper” NPC in the Pathfinder Roleplaying Game GameMastery 
  Guide). He traps for valuable furs and brings them in once a year for trade. 
  If made friendly, he can lead them to the troll’s lair.
  Other minor encounters could include deer, beaver, animal traps, 
  abandoned camps, etc.
  The Waterfall Shrine
  A waterfall near the base of Wyvern Mountain was sacred to the 
  ancient elves. The area is scattered with their picturesque ruins. A narrow, 
  elegant, but quite sturdy, arching bridge of white stone spans the waters 
  immediately before the falls. The sacred site is also magical. Any divine 
  caster associated with nature gains a +1 DC to all spells and a +1 to the 
  number of 1st-level spells when prepared here.
  Tactics/Motivations: Freythool likes to eat people who invade 
  her sacred sanctuary. If strangers approach the shrine area, her animal 
  companion Hedgy rushes to alert her to their presence and she sets an 
  ambush. Freythool lairs in a cave behind the waterfall at the apex of the 
  arching bridge 60 feet above the pool below. After Hedgy warns her of 
  intruders, she hides behind the waterfall (+15 circumstance bonus to 
  stealth) and waits for victims to approach. Her long connection with the 
  sacred waters has given her the supernatural ability to see through the 
  falling water perfectly. She rages when she attacks. Given an opportunity, 
  she reaches out and snatches a vulnerable PC into the cave (using a drag 
  maneuver) where she attempts to grapple and kill them. The noise of falling 
  water gives a –5 modifier to perception checks to hear activity behind 
  the wall of water. The waterfall otherwise provides 100% concealment. If 
  confronted by more than one opponent she rages and tears them to pieces. 
  If brought below 20 hit points, she tries to escape into the woods and up 
  the mountain.
  “FREYTHOOL”     [RAGING]
  Troll Bbn 1 Druid 1       
  CR 6 
  XP 2,400
  Female troll barbarian 1/druid 1 
  NE Large humanoid (giant)
  Init +7; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +9
   
  AC 15, touch 10, flat-footed 12 (+3 dexterity, +5 natural, –1 
  size, –2 rage)
  hp 94 (1d12+7d8+40); regeneration 5 (acid or fire)
  Fort +16, Ref +5, Will +8
   
  Speed 50 ft.Melee spear +11 (2d6+10/×3) or 
  bite +11  (1d8+7), 2 claws +11  (1d6+7)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rage (9 rounds/day), rend (2 claws, 1d6+10)
  Druid Spells Prepared (CL 1st; concentration +1) 
  1st—longstrider (already cast)
  0 (at will)—flare (DC 10), guidance, know direction
   
  Str 25, Dex 16, Con 25, Int 10, Wis 11, Cha 10
  Base Atk +5; CMB +13; CMD 24
  Feats  Improved Initiative, Intimidating Prowess, Iron Will, Skill 
  Focus (Perception)
  Skills Acrobatics +7, Climb +11, Handle Animal +4, Heal +4, 
  Intimidate +13, Knowledge (geography) +4, Knowledge 
  (nature) +6, Perception +9, Sense Motive +1, Spellcraft 
  +4, Stealth +2, Survival +6, Swim +11
  Languages Druidic, Giant
  SQ fast movement, nature sense, wild empathy +1
  Other Gear spear
   
  Animal Companion Link (Ex) You have a link with your 
  Animal Companion.
  Darkvision (60 feet) You can see in the dark (black and 
  white vision only).
  Fast Movement +10 (Ex) +10 feet to speed, unless heavily 
  loaded.
  Low-Light Vision See twice as far as a human in low light, 
  distinguishing color and detail.
  Rage (9 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, –2 
  to AC when enraged.
  Regeneration 5 (acid or fire) Heal HP quickly and cannot 
  die.
  Scent (Ex) Detect opponents within 15+ feet by sense of 
  smell.
  Share Spells with Companion (Ex) Can cast spells with a 
  target of “you” on animal companion, as touch spells.
  Wild Empathy +1 (Ex) Improve the attitude of an animal, as if 
  using Diplomacy.
  “Hedgy” the Wolverine (see Pathfinder Roleplaying Game 
  Bestiary “wolverine”)
  Marta, Daughter of Revenge
  Marta is the daughter of an elven enchantress Blackraven slew during 
  an exploratory patrol when he first arrived in the region several years ago. 
  Unknowingly, Blackraven and his party had trespassed on the lands the 
  enchantress vowed to protect. She rashly attacked them with her magic 
  and her forest allies. Marta was only a small child and escaped unseen 
  and unknown with the help of a dryad friend. The love child of a tryst 
  between her mother and a satyr, she inherited a natural magical talent and 
  became a sorceress (Use “Bramble Sorcerer” in Pathfinder Roleplaying 
  Game NPC Codex and add two scrolls of fly). For nine years, she lived 
  in the wilderness far from Ravenreach, festering bitterness, honing her 
  skills, and plotting her revenge.
  A year ago, Marta took up residence in the nearby hamlet of Shepford 
  where she makes a modest living spinning wool and weaving cloth, which 
  gives her frequent occasions to visit Ravenreach to sell her wares and 
  
  8
  Frog God Games
  catch up on local goings on. She watches and waits for opportunities to 
  subvert the baron’s plans, despoil his fortunes, and ruin his reputation. 
  When she learns of the PCs’ mission to capture a troll, she decides to 
  shadow them into the wilderness and to ambush them after they retrieve 
  the troll and perhaps make a deal with the creature to create more havoc. 
  She brings along some old allies to help her: a band of 4 spriggans (See 
  Pathfinder Roleplaying Game Bestiary 2). When the PCs return through 
  the forest with the troll in tow, the spriggans attack from hiding. Two 
  spriggans enlarge themselves and attack from the front while two others 
  attack by stealth from behind the party. Meanwhile, 40 feet ahead and 
  concealed behind a tree, a masked Marta uses her levitation to conceal 
  herself in the branches 20 feet above. On the second round, she follows up 
  with her offensive spells. If she is attacked at range, she uses mirror image 
  to protect herself. If more than half the spriggans go down, everyone 
  withdraws in different directions (Marta uses her fly scroll). They 
  rendezvous at a secret hideout deep in the forest. The PCs are also now 
  on Marta’s Enemies List. If Marta survives, she looks for opportunities to 
  make trouble for them in the future.
  When the party returns to Ravenreach, Master Minder polymorphs the 
  troll into a small rodent and drops her in a bag. He leads them back to 
  the castle where the party receives their reward: 2,000 gp. After that, he 
  asks them to leave. He has “other business” now that he has a troll to 
  experiment on. He declines to talk about his work. If the PCs can change 
  his attitude to friendly, Master Minder may accept a request to share one 
  or more spells from his spellbook with arcane spellcasters, but only if they 
  agree to pay 100 gp per level in cash. He removes specific pages from his 
  spellbook and leaves them in a small empty room for copying. If asked, 
  he provides copying materials at double the usual cost (“due to local 
  shortages”). Otherwise, he wants nothing more to do with the PCs, refers 
  them to others to answer any pestering questions, and shoos them off.
  Part 2:  
  Settling in for Winter
  Late autumn: Soothsayers predict an early and especially harsh winter 
  this year.
  Wayside Grove Massacre: When a wagon train is ambushed and 
  the entire company slain, the PCs are sent on a fast ride to investigate. 
  They encounter those responsible in a gloomy, rainy wood: stealthy trolls 
  lurking in ambush. 
  Stuck in the Snow: The PCs are recruited to escort a replacement 
  wagon train to rescue a remote mining camp holed up in the mountains. 
  With an early winter snowstorm descending, the wagon train is slowed 
  by the rough weather but makes it to a small outpost. Overnight, ice trolls 
  attack. The wagons cannot proceed in the thick snowpack, and the PCs 
  must take what supplies they can carry by sled or snowshoes up into the 
  mountains where they encounter a white dragon on a frozen lake. If they 
  take an alternate route, they may encounter a lost rescue party turned into 
  undead frost wights. At the mining camp, they like their entertainment 
  wild and risky and won’t do business until the PCs win at a wrestling 
  match with a bear. PCs who “play their cards right,” they walk away with 
  bags of gold dust and a wealth of valuable furs!
  A New Opportunity. The PCs guard a wagon train headed east to a 
  dwarven mining operation. Along the way, an old enemy ambushes them.
  Slumbering Voracity. The dwarves of Dimthinlode are on holiday but 
  beneath the hills a cavern holds hungry hibernating rock trolls! The PCs 
  are recruited to “remove” the dangerous monsters.
  Death on the Road!
  Midnight. A pair of rangers ride urgently through the muddy streets of 
  Ravenreach on tired sweaty horses. They have a message for the Ranger 
  Captain Jeremy Thorn. 
  The PCs are approached in the middle of the night by Captain Thorn and 
  asked if they can leave immediately on an urgent mission to investigate an 
  attack on a vital wagon train that was headed north to the mining camps 
  in the mountains. At noon, two rangers came upon their deserted camp 
  and found evidence of a violent struggle. They hurried back to get help. 
  Thorn offers the PCs fresh fast horses and the two rangers to accompany 
  them to the site a day away by fast ride. If they hurry, they can make 
  it by nightfall. The train was 12 wagons strong with herd animals and 
  a company of two-dozen experienced teamsters. The supplies are very 
  much needed by the mountain mining settlements. Whatever persons 
  or monsters overcame them must be very dangerous. The danger must 
  be eliminated, and any survivors rescued. The PCs are licensed to take 
  whatever action is necessary to secure the area. He promises the baron will 
  reward them. 
  Wayside Grove Massacre
  Three days ago, a band of four stealthy trolls (two females and their 
  young) ambushed a supply train on its way to a mining camp in the 
  mountains to the north. As night fell, the wagons pulled off the road 
  and circled up within a grove of giant maple trees known as “The Three 
  Sisters” for shelter from the heavy rain. 
  The trolls teamed up with a leucrotta (see Pathfinder Roleplaying Game 
  Bestiary 2) to lure prey into the surrounding forest. The teamsters and 
  guards were slain a few at a time throughout the night. The trolls then 
  proceeded into the camp to mop up the remainder. Two mounted rangers 
  arrived at dawn the next morning, saw the abandoned camp and evidence 
  of a struggle, and hastily headed back for help. Meanwhile, the monsters 
  spent the next two days eating the corpses, consuming all the food and 
  drink in the wagons (including 12 kegs of ale), and gradually finishing off 
  the horses and oxen at a slaughter site 80 feet north of the grove. 
  When the PCs arrive (shortly before dusk), the monsters have finished 
  off the last of the animals and have been sleeping all day in scattered 
  individual shelters dug about 100 feet west of the grove. The lingering 
  ancient magic of the elder trees makes them feel slightly uncomfortable. 
  Hence, they chose to take their repose in the rainy forest.
  Conditions
  Notify your players of the conditions as you introduce this encounter. 
  It has been raining heavily for three days, which makes the ground very 
  slippery and adds +5 to acrobatics DCs. Further, the muddy conditions 
  require a DC 5 Acrobatics check before attempting to engage in rigorous 
  activity such as combat, running, or anything other than a standard move 
  action. Since the PCs arrive at dusk, keep in mind lighting conditions:
  Perception DC Modifiers
  Pouring rain
  +4
  In the forest
  +2
  Dusk
  +2
  Distance to the source, object, or creature
  +1 per 10 feet
  Stealth Modifiers
  +4 when hiding in forest undergrowth
  Perception Examples
  Hear the sound of battle
  DC –10
  Notice a visible creature
  DC 0
  Hear the sound of a creature walking
  DC 10
  Hear a bow being drawn
  DC 25
  Tactics
  These trolls have survived in the wilderness for years through stealth and 
  cunning. They avoid settled areas and stick to the wilderness fringe where 
  they can prey on animal herds and travelers. Unlike typical trolls, who are 
  prone to an aggressive offense, their first instinct is to hide to avoid danger 
  or ambush prey. All of them have rogue levels and appropriate feats to 
  emphasize a stealthy approach to combat. They are not averse to flee an 
  encounter if it’s going against them. As dusk approaches, the monsters 
  begin to wake and think about food. Pleased with the success of their 
  recent attack, they attempt to use the same strategy again. If lights appear 
  
  9
  Menace in Ravenreach
  in the area of the grove, they array themselves as follows and await prey.
  Sixty feet west of the grove, one adult troll conceals herself behind 
  foliage (DC 31 Perception check in heavy rain in the forest with a cloak 
  of elvenkind) and the other crouches in a five-foot pit (DC 26 Perception 
  check) (Don’t forget to add other modifiers. See table above.) Then, the 
  leucrotta moves to within 40 feet of the grove and uses sound mimicry 
  (Bluff +20) of a man calling out, “Hey, I found something!” or “Help 
  me! I’m stuck!” to lure persons into the forest. Lure (Su) also applies 
  (see Pathfinder Roleplaying Game Bestiary 2). Moving back stealthily, 
  the leucrotta leads victims to an ambush between the two hidden trolls 
  then gives a signal for all to attack. Lather. Rinse. Repeat. 
  Meanwhile, the two young trolls sneak around to the south of the grove 
  and look for an opportunity to attack a lone victim or pair of victims. 
  Remember, they are medium-sized and might be mistaken for humans or 
  other persons in the dim light and heavy rain. If one of them is brought 
  down, the other makes a run for it.
  2 TROLL ROGUES 
  CR 6
  XP 2,400
  Female troll rogue 2 
  CE Large humanoid (giant)
  Init +8 ; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +7
   
  AC 18, touch 13, flat-footed 14 (+4 Dex, –1 size, +5 natural)
  hp 77 (6d8+2d8+40); regeneration 5 (acid or fire)
  Fort +10; Ref +9; Will +4 
   
   
  Defensive Abilities evasion
   
  Speed 30 ft.
  Melee bite +9 (1d8+5) and 2 claws +9 (1d6+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d6+7), sneak attack +1d6
   
  Str 12, Dex 18, Con 21, Int 10, Wis 11, Cha 8
  Base Atk +5; CMB +11; CMD 25 
  Feats Improved Initiative, Iron Will, Nimble Moves, Skill 
  Focus (Stealth)
  Skills Acrobatics +8, Climb +9, Craft (traps) +7, Diplomacy 
  +4, Disable Device +9, Intimidate +3, Perception +7, 
  Sense Motive +4, Stealth +14, Survival +8, Swim +9, Use 
  Magic Device +3
  Languages Common
  SQ rogue talent (fast stealth), trapfinding +1
   
  Darkvision (60 feet) You can see in the dark (black 
  and white vision only).
  Evasion (Ex) If you succeed at a Reflex save for half 
  damage, you take none instead.
  Fast Stealth (Ex) You may move at full 
  speed while using the Stealth skill 
  without penalty.
  Low-Light Vision See twice as far as a 
  human in low light, distinguishing 
  color and detail.
  Nimble Moves (5 ft/rd) Move through 
  the listed amount of difficult terrain 
  each rd as if it were normal terrain.
  Regeneration 5 (acid or fire) Heal HP 
  quickly and cannot die.
  Scent (Ex) Detect opponents within 15+ 
  feet by sense of smell.
  Sneak Attack +1d6 Attacks deal extra dam 
  if flank foe or if foe is flat-footed.
  Trapfinding +1 Gain a bonus to find or disable 
  traps, including magical ones.
  Treasure: One of the adult trolls has a cloak 
  of elvenkind she has sewn together into 
  a large-sized cloak using odd scraps 
  of cloth hides and furs. It gives her 
  an additional +5 to stealth checks. If unstitched and 
  washed, it can be readapted for a medium-sized 
  humanoid.
  2 YOUNG TROLL ROGUES  
  CR 5 
  XP 1,600
  Male troll rogue 1 
  CE Medium humanoid (giant) 
  Init +8 ; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +3
   
  AC 21, touch 16, flat-footed 15 (+6 Dex, +5 natural)
  hp 60 (7d8+28); regeneration 5 (acid or fire)
  Fort +9, Ref +10, Will +2
   
  Speed 30 ft.
  Melee bite +8 (1d6+4) and 2 claws +8 (1d4+4)
  Special Attacks rend (2 claws, 1d4+6), sneak attack +1d6
   
  Str 19, Dex 22, Con 19, Int 10, Wis 7, Cha 8
  Base Atk +4; CMB +8; CMD 24 
  Feats Improved Initiative, Iron Will, Nimble Moves, Skill Focus 
  (Stealth)
  
  10
  Frog God Games
  Skills Acrobatics +10, Climb +8, Craft (traps) +5, Diplomacy 
  +3, Disable Device +9, Intimidate +3, Perception +3, 
  Sense Motive +2, Stealth +17, Survival +5, Swim +8, Use 
  Magic Device +3
  Languages Common
  SQ trapfinding +1
   
  As above, but without Evasion and Fast Stealth.
  Stuck in the Snow
  The baron is determined to see the mountain mining communities prosper. 
  He rewards the PCs with 1,000 gp (in hacksilver) per monster killed. He 
  also requests they personally secure delivery of the wagon train safely 
  to Rough’N Ready and back for an additional 4,000 gp. If they bargain 
  with him, he may go as high as 5,500 gp. He directs Jeremy Thorn to 
  introduce them to the merchant family in charge of the wagon train. 
  A week and a half after the massacre, the wagon train is 
  resupplied and staffed to continue to the remote mountain 
  mining camp of Rough’N Ready. The master merchant 
  Lars Burl and his brother Walt are now both dead. The 
  merchant’s son Jack Berl takes charge of the expedition. 
  Only 17 years old, he is nevertheless capable and determined 
  to see his father’s mission through. He has had to invest the 
  remainder of his family’s money and property to re-supply the 
  wagons and hire new and willing teamsters. His two younger brothers 
  Jeremy (nine) and Russel (seven) accompany him. Jack is an Expert 2 and 
  his brothers Commoners 1. Jack has 16 hp, Handle Animal +4, Profession 
  (Merchant) +5, and the Endurance feat. His brothers have 4 hp each and 
  Handle Animal +3. They avoid combat but fight with their hunting knives 
  (Atk +3 or +1; Dam 1d4) if pressed. They are absolutely determined to 
  complete their father’s mission. 
  As GM, try not to allow the Burl Boys or other NPCs to upstage the 
  PCs in the coming challenges. Use them to add drama and move the story 
  along. Remember, the PCs are the heroes and the NPCs are supporting 
  characters in a dramatic adventure. 
  Weather: Snowy and Cold
  Winter has come early and harshly this year, and soothsayers have 
  foretold it will be the worst in recent memory. Winter equipment is 
  available at the trading post in Ravenreach and handy potions can be 
  purchased from Old Levy. The PCs are recruited to escort the 12-wagon 
  supply train safely and as soon as possible. The trip proceeds smoothly 
  until five miles before the last outpost at the base of the mountains where 
  a snowstorm slows progress to a crawl. 
  Temperatures drop to below 0° Fahrenheit as the blizzard rages around 
  the wagon train. Visibility is reduced to 20 feet, and some wagons may 
  fall behind. As a precaution, PCs can be paired up along the train to keep 
  things moving. You may want to include cold weather checks, animal 
  handling skill checks to encourage exhausted animals, and survival 
  checks to keep from getting lost (finding moss on the north side of pine 
  trees, etc.). You could include an encounter where PCs rescue teamsters or 
  Burl brothers in jeopardy. One or two wolves, dire wolves, or wolverines 
  would be appropriate but not obligatory challenges. Beasts and humans 
  arrive at the outpost exhausted half an hour before sundown. 
  The ranger outpost is little more than a large longhouse, a couple of 
  outbuildings, and a hay barn. The staff of 12 rangers has been depleted, as 
  four of them never returned from patrol. Another four, including Captain 
  Burne, are out looking for them. They are late getting back. The remaining 
  four rangers offer to help get the animals and teamsters safely inside. They 
  recommend everyone (animals included) gather in the longhouse for 
  warmth. They do not intend to launch another scouting mission and leave 
  the outpost unmanned. They discourage the PCs from proceeding into 
  the blizzard at night since visibility is practically nil and there is a great 
  chance of getting lost. Use “Novice Scout” from Pathfinder Roleplaying 
  Game NPC Codex as stats for the remaining four rangers.
  A band of ice trolls and winter wolves has come down from the north 
  with the winter storm. After ambushing a group of dwarves, they moved 
  on to the outpost. Overnight, 4 ice trolls (use Pathfinder Roleplaying 
  Game Bestiary 2 “ice troll”) wielding medium, masterwork battleaxes 
  (Atk +8; Dam 1d8+4) and 2 winter wolves (see Pathfinder Roleplaying 
  Game Bestiary “winter wolf”) attack the longhouse. Two trolls break 
  down one door in two rounds while two others bash through the smoke 
  hole on the roof. This takes one round. As soon as they do, a winter wolf 
  immediately uses its breath weapon down the hole to quench the fire 
  below and damage nearby opponents. The next round, a troll jumps down 
  Cold Weather Conditions
  Cold and exposure deal nonlethal damage. A PC cannot recover 
  from the damage dealt by a cold environment until he or she gets 
  out of the cold and warms up again. Once a PC takes an amount 
  of nonlethal damage equal to his or her total hit points, any further 
  damage from a cold environment is lethal damage.
  An unprotected PC in cold weather (below 40° Fahrenheit) must 
  make a Fortitude save each hour (DC 15, +1 per previous check) 
  or take 1d6 points of nonlethal damage. A PC that has the Survival 
  skill may receive a bonus on this saving throw and might be able 
  to apply this bonus to other PCs as well (see the skill description).
  In conditions of severe cold or exposure (below 0° Fahrenheit), 
  an unprotected PC 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 PC that has the Survival 
  skill may receive a bonus on this saving throw and might be able to 
  apply this bonus to other PCs as well. PCs wearing a cold-weather 
  outfit need only check once per hour for cold and exposure damage.
  
  11
  Menace in Ravenreach
  and attacks the nearest person. The second troll follows the round after. 
  The winter wolves leap in after the trolls and use their breath weapons 
  whenever possible. They flee if reduced to fewer than 14 hit points. The 
  trolls fight to the death. 
  Each troll carries a bag filled with 2d6 x 100 silver trade bars (worth 
  1 gp each). Their masterwork battleaxes are each worth 320 gp. It can be 
  noted with a DC 16 Appraise check that they are of dwarven make and 
  DC 18+ reveals they originate from the dwarves of Dimthinlode, a silver 
  mining operation to the east. The trade bars also come from there. The 
  battleaxes are family heirlooms. The dwarves pay up to 600 gp each for 
  each battleaxe returned to them.
  The next morning, the storm blows over and blankets the surrounding 
  area in a 50-mile radius with several feet of snow. Captain Burne and three 
  rangers return to the outpost by midmorning. They bear three dead bodies 
  of their fallen comrades, victims of the terrible weather. With them also 
  is a seasoned mountain man, Reevus (for stats use the “Trapper” NPC in 
  the Pathfinder Roleplaying Game GameMastery Guide). He is the only 
  one who knows the mountains well enough to guide the party through the 
  snow to Rough’N Ready.
  Trails in the High Country have become choked with snow and 
  impassable by wheeled wagons. Four large sleds are available at the 
  outpost to transport the most vital supplies. Mules or humans are the 
  only practical way to pull the sleds under current conditions. The Burl 
  boys want to continue on, but Captain Burne advises the two younger 
  boys against ascending into the mountains. Unless the PCs absolutely 
  forbid it, Jack goes alone, insisting he must be there to complete the trade 
  negotiations with the merchant in the mining camp. The captain also 
  cannot lend himself or any of his rangers to accompany the party. He is too 
  shorthanded. Reevus gladly offers to guide the party to Rough’N Ready. 
  He has friends up in the camps and is also inspired by the grit of the Burl 
  boys and the skills of the PCs.  
  Although the blizzard passed over, weather conditions in the mountains 
  continue to be cold, and light to moderate snow continues to fall. 
  Temperatures average 20° Fahrenheit in the day and –10° Fahrenheit 
  overnight. Travel in the frozen mountain is tiresome but without incident 
  except for the events below. 
  On day four, Reevus stops the party and confers with them regarding a 
  choice between two paths. “I was going to take you the usual way along 
  that rocky ridge to the west. There’s a ledge that follows around and over 
  to the valley where Rough’N Ready lies. But there’s no way of knowing 
  how much snow has fallen. We might need to dig our way through snow-
  choked ledges. There’s another route by way of Dasher Lake. If the lake 
  is frozen over, it’s a shorter distance through. The lake path is much easier 
  and faster. We could save at least a day or two going that way.”
  Crossing Icy Lake Dasher
  If the PCs choose this route, Reevus leads them down into a narrow valley. 
  A frozen lake spans the four-mile long valley from one end to the other. 
  Steep 70-degree inclines rise on either side. What had been an impassible 
  lake-filled valley has become a flat, icy thoroughfare through the mountains. 
  After testing the ice carefully, Reevus is certain the ice is thick enough to 
  allow passage across. The ice is two feet thick in most places. 
  It should take the party just over an hour and a half to traverse the lake 
  from end to end. The journey across the ice-covered lake is beautiful and 
  pleasant, but an encounter occurs 300 feet from the far side.
  Powdery puffs and flurries appear on the ice 100 feet 
  ahead. Suddenly a strange vehicle shimmers into view as 
  it charges across the frozen lake at breakneck speed. The 
  bizarre overloaded sleigh is pulled by three spirited hinds and 
  driven by a red-faced gnome with a white beard and a green 
  pointed cap. Several other gnomes cling desperately to the 
  wildly charging troika as it rushes on, ignoring all hazards. 
  The gnomes are riding in a glass troika (see Appendix B: New Magic 
  Item). They have been hiding for several days and decided to make a run 
  for it across the frozen lake to put as much distance as they can between 
  themselves and their pursuer: a young white dragon (see Pathfinder 
  Roleplaying Game Bestiary). Their invisibility spell just wore off. They 
  make to pass the PCs but won’t shout any conversation for fear of the 
  dragon hearing them. A round afterward, the dragon crashes through the 
  trees and flies low across the ice 200 feet behind the troika, hoping to 
  snatch the gnomes one at a time for sport. Though surprised to see other 
  travelers in the mountains, she ignores them to pursue the gnomes. If 
  threatened by the PCs, she takes them on instead. If she loses half her hit 
  points, she burrows under the ice and swims under her enemies. She then 
  comes crashing through from beneath. She has no fear of ice or water 
  and happily swims in the sludgy lake water while attacking with her bite 
  and breath weapon. The dragon doesn’t believe she can lose and fights on 
  unless reduced to fewer than 10 hp, at which point she withdraws to the 
  lake bottom to nurse her wounds. After healing, she hunts down the PCs 
  for revenge.
  If the PCs kill the dragon, the five gnomes stop their flight and pause 
  to thank them for rescuing them. Their leader is Ledgen Kaminin, an 8th-
  level sorcerer (see “Trickster Mage” in Pathfinder Roleplaying Game NPC 
  Codex). In gratitude, he gives them with a pair of boots of the winterlands. 
  “You’re welcome to these! I won’t be needing them any longer. We’re 
  leaving these dangerous mountains!” he declares. (If not useful to the 
  party, replace the boots with another minor wondrous item worth between 
  2,000–3,000 gp instead). If one of the PCs is a wizard, he also hands over 
  a wizard’s spellbook he found. For this last item, pick any eight first-, five 
  second- and two third-level spells any PC wizard would find useful. If 
  requested, he may also agree to use his glass troika to help transport goods 
  from the caravan to Rough’N Ready.
  Along the Rocky Ridge
  The arduous climb up to the rocky ledge reveals a panoramic view 
  of the surrounding wilderness. The ledge is more than 600 feet up a 
  mountainside, which rises another 150 feet above. Frequent stops are 
  necessary to test for safety and to dig out snow clogging the narrow 
  pathway. The party camps out where they can in clefts in the cliffside, 
  some of which have been used before by other travelers. If you think the 
  danger needs to be increased, you can add an avalanche encounter at this 
  point (see Pathfinder Roleplaying Game Core Rulebook). 
  After two more days of this, the party ends their day near the summit of 
  the mountainside by a snow-clogged cave entrance. “This is the Wayside 
  Chapel of the Mountain,” explains Reevus. “We can rest here before we 
  push over the ridge tomorrow and on to the valley beyond where Rough’N 
  Ready lies.”
  Four workers can dig out the cave entrance in 30 minutes. The cave 
  beyond is roughly 25 feet by 60 feet in size. Ten days ago, a party headed 
  out from Rough’N Ready in hopes of getting out of the mountains ahead 
  of the blizzard. They took refuge in the cave, but an avalanche blocked the 
  entrance. They died inside the Wayside Chapel. 
  A detect evil spell reveals a faint evil taint. A DC 30 sense motive check 
  notices that something is not right. Inside, 6 frost wights (variant monster: 
  see Pathfinder Roleplaying Game Bestiary) are what remains of the men 
  who were caught in the blizzard and took refuge in the cave. They called 
  out to an evil god for succor who rewarded them with undead “life.” They 
  lurk in the corners of the cave under some blankets. The leader shows 
  himself to lure the party toward the back of the cave. The others jump out 
  and attack from behind the following round.
  The next morning, the party can set out again and arrive at the mining 
  camp by late morning.
  
  12
  Frog God Games
  Arriving at Rough’N Ready
  Coming around the last bend at the top of the ridge 
  reveals a panoramic view over a small valley. Down below is 
  a collection of small cabins and tents huddled in the snow. 
  Closer by, a large two-story structure built partly into the 
  side of a hill abuts the descending trailhead. A wooden sign 
  creaking on iron rings reads: Supply House. As the party 
  descends into Camp Rough’N Ready, a crowd of curious 
  miners and mountain men flow out of tents and cabins to 
  meet them. They whoop and cheer and ask the PCs’ names 
  and details of their journeys. They are quite excited at the 
  arrival of a relief wagon. Shortly thereafter, two men emerge 
  from the Supply House. The proprietor, Lorne, and his 
  assistant approach. “Welcome to Rough’N Ready!” he hails. 
  “My name is Lorne Cheap this is my partner Cletus Reel. 
  We’re mighty happy to see you! Yours must be the first of our 
  requested supply wagons …”
  Camp Rough’N Ready is a central rendezvous for an array of placer 
  mining claims along rivers and tributaries in this part of the mountains. 
  Miners meet here, collect supplies, and share stories before returning to 
  their diggings. Presently, the camp’s population has swelled to 522 since 
  the blizzard and subsequent snow in.
  Jack Burl turns into the supply house to talk business. He returns visibly 
  shaken from his talk with Lorne Cheap. If asked, he says the merchant 
  will pay him only 1,500 gp. He had been expecting 2,000 gp. “After we 
  had to re-stock the shipment from the troll attack, our costs ran over 1,600 
  gp total for the run,” he explains. “We’ve invested everything we have 
  in this mission. Without at least 2,000 gp in returns, we’ll be ruined.” If 
  questioned by the PCs, Lorne replies, “The amount paid for delivery of 
  the goods was the exact amount I agreed to with the boy’s father, Lars 
  Burl. Clearly, there’s been some kind of misunderstanding. While I have 
  sympathy for the lad, I must keep to the bargain per our verbal agreement.”
  A sense motive (DC 20) reveals Lorne is bluffing. True, there was a 
  verbal agreement, but he is fudging on the numbers and turning the deal 
  heavily in his favor. Even if the PCs detect the deception, it’s still his word 
  against the boy’s, and he has a lot of friends here in Rough’N Ready. 
  The party has three options really: 
  Intimidate Lorne and Cletus: A DC 30 or greater pressures them to 
  accept higher terms.
  Negotiate a Deal: A DC 30 Diplomacy check minus whatever the PCs 
  have to sweeten the deal.
  Win a wager: See Terrible Tim below.
  Terrible Tim
  If the PCs pressure Lorne, he offers a wager. “I’m a fair-minded man. 
  Perhaps we can make a deal? It’s been a long time since this camp has had 
  some proper entertainment. How about a wager?” 
  At this point, Cletus whispers an idea into Lorne’s ear. “Terrible Tim?” 
  Lorne mutters. “That’s a good idea! How about we have a wrestling 
  match? Your best wrestler against our regional champion, Terrible Tim. 
  If you win, I’ll pay the amount the boy is asking. If Tim wins, however, I 
  pay half my price. What do you say?” 
  Lorne and Cletus won’t volunteer that Tim is a very large black bear 
  (Pathfinder Roleplaying Game Bestiary, “dire bear”). The wrestling 
  match takes place in the camp arena: a big roundish, wooden building. 
  Fought without armor or weapons, the winner is the one who can pin 
  his opponent for a count of three. (In game terms, this is a grapple check 
  to control followed by a second check to pin.) Reevus is the referee and 
  declares a pin. 
  Side bets abound, with odds running 2-to-1 in favor of Terrible Tim. 
  If any PCs are looking for some action, you can use a Diplomacy check 
  with anything over DC 10 being the number of interested takers (e.g. 
  Diplomacy 13 means you found three interested miners). Such takers are 
  willing to bet 1d4 x 50gp at 2-to-1 odds for Terrible Tim. Reevus agrees 
  not to bet and keeps book on all wagers. Payments are made in gold dust 
  and valuable furs.
  If Lorne and Cletus lose the bet, they keep their word and pay Jack’s 
  asking price. Though opportunistic, they are impressed with the boy and 
  the PCs and do business more honestly in the future. 
  The return trip is uneventful (unless the PCs return by another route, 
  in which case you can use the alternate encounter). Arriving back at 
  Ravenreach, the baron invites them to dinner with the latest takes from 
  his hunts: a pair of deer and eight pheasants. Ale flows and hearts cheer 
  from the long tables in the Great Hall of Castle Ravenrock. Attending 
  are several prominent citizens, castle officials, and Master Minder. All 
  want to hear the exploits of the heroes freshly back from the dangerous 
  mountains. Already, tales are being murmured of blizzards and monsters. 
  Later, the baron has his chamberlain pay the party the monster bounties 
  they earned and adds in the agreed amount in hacksilver for safely 
  escorting the supply train. 
  Ranger Captain Jeremy Thorn also offers them another escort mission 
  in the spring …
  A New Opportunity
  Two week’s journey to the East are the Rocky Hills. A clan of dwarves 
  there operate a silver mine named Dimthinlode. After purchasing an 
  exclusive license to prospect there four years ago, they have mined 
  nonstop, smelting the rich diggings into silver trade ingots (some of 
  which the party obtained from the ice trolls). They are reaching the end 
  of a major mining cycle and plan to celebrate their fortunes with a three-
  week holiday in the spring. Arrangements were made months before 
  with a major trading company from the south (Geoff & Company) and 
  the supplies have been staged in a large warehouse in Ravenreach ever 
  since. Captain Thorn wants the PCs to escort the wagon train safely to 
  Dimthinlode. The usual compensation is offered (as with the wagon train 
  to the mining camps last winter).
  Meanwhile, the PCs have three months of downtime (See Appendix A: 
  NPCs for local magical merchants). A couple of weeks in, a large mule 
  train arrives. 
  Supply Chief Thrrim leads 12 dwarf warriors and a 40-mule team to 
  Ravenreach every month for supplies. If his attitude can be raised from 
  unfriendly to friendly (+2 if he is addressed in Dwarvish), he shares 
  what he knows about the recovered battleaxes: They are valuable family 
  heirlooms and the dwarves of Dimthinlode will pay generously for their 
  return. If asked, he says the journey to and from Dimthinlode is easy 
  terrain with few dangerous encounters (all true). 
  Trek to the Silver Mine 
  The wagon train to the dwarven mining operation of Dimthinlode 
  leaves 18 days before the full moon in March. It takes two weeks across 
  the untracked wilderness by wagon to reach the silver mine. There are 
  no roads, but the terrain is relatively easy, consisting of light forest and 
  rolling hills. Master Merchant Geoff and Under Merchant Amella see to 
  all the needs of their 12-wagon caravan with a dozen teamsters, two dozen 
  draft animals, six cowboys and shepherds, 20 cattle, 20 sheep, and four 
  dogs. The teamsters can capably manage their vehicles and animals, the 
  PCs need only focus on security. For statistics, refer to the NPC gallery in 
  the Pathfinder Roleplaying Game GameMastery Guide using “Shopkeep” 
  for the merchants and “Farmer” for the rest. 
  There is a 25% chance each day of encountering a wandering monster. 
  You can use the Temperate Forest encounter tables in the Pathfinder 
  Roleplaying Game Bestiary or The Tome of Horrors Complete from Frog 
  God Games. Other encounters might include: 
  • 1d4 wandering trolls attack at night.
  • Walloorr: An older stone giant (see Pathfinder Roleplaying Game 
  Bestiary) on his “elder journey.”  He prefers to avoid smaller humanoids 
  but fights ruthlessly if attacked. The party might first become aware of 
  him by the large unshod footprints he leaves behind. Ignorant of human 
  culture, he may be caught roasting “stolen” cattle. 
  
  13
  Menace in Ravenreach
  Ambush at The Narrows
  The last two days of travel are all uphill, but a narrow road allows 
  wagons to drive through single file. Master Geoff arranges his caravan 
  in the following order: himself on horseback, the 12 wagons, Under 
  Merchant Amella on horseback, and lastly the cattle and sheep with their 
  handlers. Each wagon takes up a 10-foot-by-10-foot space plus a hitched 
  pair of draft animals up front taking up another 10-foot-by-10-foot space. 
  The PCs can place themselves anywhere along the line as they see fit. The 
  narrow gorge varies between 12 and18 feet wide with bluffs on either side 
  (see below). Near the end of the first day, an ambush occurs.
  Marta has been scheming against the PCs since her previous encounter 
  with them in Part 1. (If she died, replace her with “Storm Sorcerer” from 
  Pathfinder Roleplaying Game NPC Codex.) Earlier, she charmed one of 
  the teamsters, Shareen. Near the ambush point, Shareen starts playing 
  loudly on her harmonica as she drives her wagon, thus alerting Marta of 
  their approach. This affords Marta four rounds to get ready. Marta has 
  persuaded a gang of ogres to ambush the wagon train by promising them 
  a share in the plunder. Her real objective is to ruin the baron’s reputation 
  as protector of the region. 
  Any PCs scouting ahead are ambushed alone (but Marta won’t have 
  advance notice to prepare). If they mix themselves along the wagon train, 
  the ogres attack when the second wagon reaches The Narrows (see Tactics 
  below). This is a 320-foot-long winding stretch of road with rough rock 
  walls rising steeply on either side of a 15-foot-wide roadway. One bluff 
  averages 20 feet above the road, while the other is between 30 and 50 feet 
  (Climb DC 10 to climb either bluff). 
  Monster Tactics
  Hidden out of sight on the shorter bluff are 6 ogres (see Pathfinder 
  Roleplaying Game Bestiary). They await a signal from Marta (who 
  is hidden on the opposite side) before rushing to the ledge and hurling 
  javelins at the people below. They have four javelins each. When they run 
  out, they jump down to the road and attack with their greatclubs. Their 
  objective is to kill everyone. If three of their fellow ogres go down, each 
  ogre has a 50% chance per round of retreating into the hills. 
  Marta casts a ghost sound above the road of 20 elves screaming 
  “Vengeance!” to signal the ogres. She then casts mage armor and mirror 
  image on herself while concealed atop the high rock wall. If she has time, 
  she also casts resist fire and drinks her potion of levitate. Afterward, she 
  casts acid arrow on spellcasters and her other spells as necessary. She also 
  uses her knowledge of PC tactics from previous encounters to guide her. If 
  clearly losing, she tries to escape to hound the PCs another day.
  
  14
  Frog God Games
  Dimthinlode Mine
  Rounding the last rocky bend in the Silver Hills, a gatehouse 
  blocks the road 200 feet ahead. Eighty feet beyond, columns of 
  thick black smoke rise from several chimneys out of site above 
  and behind the gate. From the top of the gatehouse, a dwarf 
  guard jumps up excitedly and pulls down a heavy chain to sound 
  a large noisy steam whistle three times. Shouts and exclamations 
  can be heard from the gatehouse and the yard beyond.
  An official looking dwarf in a tall helm addresses anyone approaching 
  the gatehouse. “Who goes there?!” Master Merchant Geoff (if present) 
  replies, “It is I, Master Geoff. Master Nortil, do you remember me?” Nortil 
  tries to contain his enthusiasm at the arrival of the caravan, but asks, “Who 
  are these armed men and women you have with you?” Geoff introduces 
  them by name, identifying the PCs as “Specialists from the baron.” Master 
  Nortil introduces himself as both the Clan Chief and Operations Chief. 
  Afterward, he lets them through the gate. 
  The Gimund clan of Dimthinlode consists of 87 adults and 19 children. 
  They are wary of non-dwarves but are curious about the PCs in particular. 
  They speak only dwarven and the common tongue. At this time, they are 
  very excited about the coming festival scheduled to begin the next day. 
  Mining operations have stopped, leaving only ore crushing and smelting 
  tasks for the few remaining work hours. Most of the clan has already begun 
  preparations for the celebratory feast. A great pavilion has been erected in the 
  courtyard where tables have been quickly assembled and four large roasting 
  pits are being dug. Wood is being stocked nearby, and ovens are cleaned out 
  and ready to use. Colorful, embroidered clothing has been prepared. After 
  four years work, the dwarves of Dimthinlode are ready for a holiday.
  Doro, the Strangers’ Escort, introduces himself as the caravan arrives. 
  He is the most approachable of the dwarves of Dimthinlode. He hands them 
  a copy of the “Rules for Visitors” and happily answers their questions. 
  (Give the PCs Player Handout #4: Dimthinlode Rules for Visitors, 
  which details the rules for visitors to Dimthinlode.) He tactfully confines 
  them to the “Strangers’ Quarters” when not in his company. These hastily 
  constructed wooden apartments easily accommodate the entire company 
  of visitors. Within are pantries already filled with simple but ample food 
  and drink. The PCs are given their own suite of two small rooms and an 
  adjoining common room. 
  Problem in the Mines
  Nortil the Operations Manager has a problem and arranges a private 
  meeting with the PCs. Attending him is the clan’s Paymaster, Durgrim. 
  After introductions, read the following:
  Master Nortil addresses the assembled adventurers, 
  “Recently our miners broke through into a hitherto unknown 
  cavern on Level Six. An exploratory team was sent to 
  investigate. Out of seven, only two survivors returned. They 
  told of a large underground cavern, encountered dangerous 
  fungi, and flooded areas. They also told of a big rock monster 
  with terrible claws that bit off Dorbur’s head. I remember 
  that lad, sad to be taken out so young.” 
  Nortil sighs as he continues, “We sent the two survivors 
  back with an armed strike team to deal with the menace. 
  None of them has returned. That was two weeks ago. We’ve 
  put guards on the cavern entrance, but we would rather see 
  the monster or monsters exterminated and end this threat to 
  our community.” 
  He nods to the Paymaster. “Durgim has vouched we have 
  funds available to pay a bounty of 500 silver ingots per 
  head for each dangerous monster you kill. Plus reasonable 
  compensation for other “things” you may have to eliminate. 
  Any survivors you may find — or remains recovered — will be 
  very much appreciated. We can supply you with some basic 
  equipment if you need any. Can you start right away?” 
  Clan Gimund is a mining clan in need. They have few warriors and are 
  not heavily armed. Their fears are justified. They’ve already lost several 
  of their best dwarves and would be easy prey should one of the monsters 
  emerge from below and attack the clan.
  Nortil offers any caving equipment the PCs request, up to 100 gp in value 
  per person. After that, Durgrim frowns: “We’d have to have compensation 
  for such expensive equipment.” If pressed, he suggests deductions from the 
  final payout for unreturned valuable supplies. Nortil leads the negotiations 
  and overrules any of Durgrim’s overly stingy objections. 
  Slumbering Voracity
  If the party agrees to the venture, they are led deep down into the now-
  empty mines. At the end of a rough passageway on the sixth level is a 
  short wall over a 25-foot-deep vertical shaft. A rope ladder hangs down to 
  the bottom where a jagged hole about eight feet wide yawns to one side.  
  Two well-armed guards are on duty with hammers and heavy crossbows. 
  In case of dire emergency (such as a monstrous infiltration), a huge leaver 
  is nearby. When pulled (DC 20 Strength check), it releases hidden tunnel 
  supports nearby and causes a cave-in over the shaft to seal it under tons 
  of rubble and destabilize this section of the mines. This is their last resort.
  A gaping hole in the wall is at the bottom of the pit. Peering 
  through the darkness, you discover you are perched forty 
  feet above the floor of a very large cavern. From this vantage 
  point, you can sense the vastness of the underground vault 
  through the thick humid air. In the distance, the fluttering 
  of bats can be heard, and the soft drip of flowing water can 
  be seen quivering down stalactites, along walls, and across 
  floors. A misty haze clusters around the edge of a large pool 
  of water nearby. Immediately below, a steep rampart of 
  flowstone and rubble allows a treacherous but practicable 
  descent to the cavern surface. 
  Rules for Visitors
  • Visitors must be accompanied by the Strangers’ Escort or else 
  restrict themselves to designated visitor areas.
  • Visitors may not accost or speak to any unmarried female dwarf.
  • Visitors may not handle dwarven possessions.
  • Visitors may not drink any sanctified alcoholic beverages.
  • Touching ore is a contract to buy, and the seller may set a price.
  • Threatening or pilfering of any kind results in fines and 
  punishments up to and including immediate expulsion from the 
  mining colony.
  Dwarven Names
  Provided here is a list of dwarven names to use for miscellaneous 
  NPCs at Dimthinlode: 
  Dwarf male names: Barri, Dorar, Hagol, Nalak, Simain, Drudri, 
  Dwgol, Thoro
  Dwarf female names: Bilila, Bulunni, Gritila, Dila
  
  15
  Menace in Ravenreach
  A Cold Descent
  The rocky slope below is not steep, but it is very slippery (DC 15 to climb 
  down safely; DC 10 if rappelling by rope). Gray and black slime cover the 
  wet surface of the rocks and rubble all along its 60-foot length. The area is 
  dark. If the climber cannot see clearly, add a +8 penalty to the DC. If brought 
  to shadowy illumination, drop it to +4. If the climber falls, he or she slips and 
  slides along the rocks, taking 1d4 damage per 10 feet (DC 25 climb check to 
  stop the slide). There is a 50% chance of encountering a patch of brown mold 
  15 feet from the bottom. Note the coldness at that point in the descent and 
  apply the appropriate cold damage if a PC strays too close. The shriveled body 
  of a dwarven explorer lies next to the patch. Besides some caving gear and a 
  few personal possessions, no treasure is on the body.
  Trysting Pond
  The waters are clear and cool but not cold. Though mostly empty, what 
  appears to be whitish roots cluster in bunches like clouds. These are in fact 
  freshwater fungi patches. Pale, blind cavefish meander through the waters, 
  feeling their way with their whiskery mouth barbels. If the bottom is 
  illuminated, small ruined lodgings can be seen. These were once used by 
  the frog folk for their special mating rituals. The ruins contain no treasure.
  There is no shore on the far side, only a couple of underwater caves 
  leading to small galleries. No encounters occur here. Beyond is an exit to 
  outside. Long ago, the rock trolls used it to enter these caves.
  Terraced Fungi Farms
  Opposite the tranquil waters of the trysting pond, a colorful variety of 
  large subterranean fungi burst forth across the gradually ascending cavern 
  floor. Bunches of mushrooms and grassy molds thrive along terraced 
  shelves and dangle down in lush strands that drip with moisture. Close 
  examination (Perception DC 25) of the long-neglected terraces reveal 
  decorative reliefs engraved along the edges and furrows etched upon their 
  surfaces, channeling water evenly across each terrace. An overgrown 
  pathway winds through the fungus fields toward a plateau in the distance.
  An abundant variety of edible and medicinal fungi can be gleaned from 
  these abandoned farms.
  This 60-foot wide section contains several kinds of extraordinary molds 
  and fungi, most of them harmless. They thrive in the wet guano-rich 
  environment. The surface of the field has the consistency of soaking-wet 
  turf, making it difficult terrain. Recent footprints can be detected (DC 15 
  Perception check) passing through in either direction. Partway through the 
  field, a yellow mold patch has recently grown to three adjoining patches that 
  block the trail. This occurred when fleeing dwarves stumbled onto the mold 
  after escaping the rock troll they awakened on the plateau. Three dwarven 
  skeletons are underneath the mold, but they have no valuable treasure.
  The Slimy Stair
  A massive ancient table rises forty feet above the cavern 
  floor. In the center is a huge stone megalith. 
  Beyond the fungi fields, stalactites point down from the ceiling, dripping 
  water on stalagmites below. Flowstone builds up in ribbons and carpets onto 
  the stone. An ascending stone ramp resembling a stairway leads up to a 
  plateau beyond. If examined closely, a DC 14 Perception check reveals it 
  to be the remains of a very ancient stairway worn and overlain with patches 
  of flowstone and a handful of stalagmites. The stair is 20 feet wide, 80 feet 
  long and slopes up 40 feet to the top of the plateau. There are no handrails. 
  Halfway up are the skeletal remains of a dwarf. Anyone approaching the 
  skeleton needs to succeed at a DC 12 Perception check to detect a pale green 
  slimy substance (green slime) oozing down 10 feet in front of it. Otherwise, 
  they almost certainly step in the slime. The skeleton has no organic or metal 
  items on it, but a beautiful blue topaz (500 gp) is found. If the remains are 
  returned to the dwarf’s family, they let the PCs keep it as a reward.
  Table of the Frog God
  The plateau rises 40 feet from the bottom of this 100-foot-high cavern. 
  A narrow stream of water slushes along one side of it to disappear into the 
  darkness beyond. The table itself is 80 feet wide and roughly hexagonal. 
  In the center is a crudely carved menhir 15 feet high with a 10-foot-wide 
  base and appears to be a primitive idol of great age. Large stalactites drip 
  down to huge stalagmites near the edges of the plateau, spilling flowstone 
  over the brink. 
  Examining the Menhir
  A DC 10 Perception check reveals some discarded caving equipment 
  and torn pieces of clothing and armor near the menhir. 
  A DC 20 Perception check reveals the stone megalith, though worn 
  with age, depicts a disturbing figure resembling a menacing, vaguely 
  amphibian creature. (A further DC 20 Knowledge [Religion] check 
  identifies it as an ancient depiction of Tsathogga). 
  A DC 30 Perception check reveals the stone is not connected to the 
  pavement. It could be moved or shoved aside (weight: 2000 lbs.). Beneath 
  is a small cache of valuables (see below). 
  Examining the Stalactites
  A DC 10 Perception check of the nearest one reveals it is broken open 
  and contains a large hollow within. 
  A DC 20 on any of the other three divulges a large monstrous humanoid 
  concealed within a thin limestone shell. 
  Three rock trolls (see Pathfinder Roleplaying Game Bestiary 2, “rock 
  troll”) each huddle in large stalagmites arrayed around the perimeter. 
  Covered in dripping stone deposits from above, they resemble stalagmites 
  or flowstone. The rock trolls are hibernating, awaiting a time when 
  abundant herds of creatures return for them to feed on.
  The exploring dwarves disturbed one. She awoke, killed, and ate several 
  while two escaped. Later, she ambushed the strike team that followed, picking 
  them off one by one. Torn equipment and other remains can be seen near the 
  idol. Even the bones were eaten since rock trolls particularly like calcium-
  rich bones. She is currently dozing on a hidden ledge on the far side of the 
  plateau. The next time she detects intruders, she climbs up onto the plateau 
  to investigate. If she perceives a dangerous party or sees them handle the idol 
  or the stalagmites holding the other trolls, she howls loudly to awaken her 
  three companions to join her in the hunt. It takes the others a round to break 
  out from their stony shells before they can attack (during which they have a 
  hardness of 10 and a +4 bonus to Fortitude and Reflex Saves).
  Treasures
  If examined, each troll has 3d6 semi-precious (50 gp) rock crystals 
  embedded in his or her hide. The idol weighs more than 20,000 gp weight. 
  If it is tipped over or shoved aside, a hidden cache is found. Along with 
  some odd bones and a stone knife, a jar of restorative ointment is there. 
  The frog folk lived in a cave complex beneath the plateau. An entrance can 
  be located at the base of the plateau. There, some treasure may be found 
  concealed within the small apartments. Exploring inside the wet, maze-
  like tunnels turns up old bits of pottery and broken tools, but a successful 
  DC 20 Perception check is enough to find a hoard of 2d6 freshwater 
  pearls (50 gp each). Up to six such pearl hoards may be found. A DC 30 
  Perception check locates a hidden pair of boots of springing and striding 
  made of giant frog skin. 
  Shrine Background & Details
  Long ago the four trolls swam into the cavern through an underground 
  stream leading back into the cavern. They hunted and ate the pale frog folk 
  living there, then settled into a long hibernation. 
  Epilogue
  The journey back to Ravenreach is uneventful (although if your group needs 
  some action, you could always have a raging horde of orcs attack the empty 
  wagon train). When they return, the PCs have become adventurer celebrities, 
  
  16
  Frog God Games
  their names known throughout the region for their valor and battle skill. The 
  baron of course rewards them as agreed upon, and the Ranger Captain Jeremy 
  Thorn invites them to patrol with him. At this time, PCs can finish side quests, 
  sell loot, make magic items, or purchase equipment. 
  Six months later, all is not well in Ravenreach …
  Here ends Menace in Ravenreach. The PCs’ adventures in Ravenreach 
  can continue in Mystery in Ravenrock.
  Appendix A: NPCs
  Old Levy the Alchemist (N Human Expert 3; Int 12; Craft Alchemy 
  +8; Master Craftsman feat) brews folk remedies, tonics, and potions. An 
  enthusiastic entrepreneur, he has a cabin just outside Ravenreach. He is 
  very interested in selling potions to the PCs.  Veddeer the Luxury & 
  Magic Trader (N Half-Elf Expert 3; Int 16; Appraise +8; Sense Motive 
  +7) visits Ravenreach a few times a year from the South. He specializes in 
  expensive equipment and magic items. Interested PCs may inquire at the 
  castle where he is available by appointment only. The baron always allows 
  him to stay as his guest and provides him a room of his own and also one 
  for business meetings. 
  BARON BARTHOLEMEW BLACKRAVEN      
   CR 8
  XP 4,800
  Male human fighter 9
  LN Medium humanoid (human)
  Init +5; Perception +5
   
  AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex)
  hp 72 (9d10+22)
  Fort +8, Ref +4, Will +4 (+2 vs. fear)
   
  Speed 30 ft. (20 ft. in armor)
  Melee adamantine battleaxe +15/+10 (1d8+4/19–20/×)
  Special Attacks weapon trainings (axes +2, spears +1)
   
  Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 10 
  Base Atk +9; CMB +11; CMD 22
  Feats Acrobatic, Alertness, Athletic, Improved Critical 
  (battleaxe), Improved Initiative, Persuasive, Point-blank 
  Shot, Power Attack, Precise Shot, Quick Draw, Weapon 
  Focus (battleaxe)
  Skills Acrobatics +2 (–2 to jump), Appraise +2, Bluff +2, 
  Climb +6, Diplomacy +4, Disguise +1, Escape Artist –1, 
  Handle Animal +4, Heal +2, Intimidate +9, Knowledge 
  (dungeoneering) +4, Knowledge (engineering) 
  +5, Knowledge (local) +3, Knowledge (nobility) +2, 
  Perception +5, Profession (stable master) +5, Ride +3, 
  Sense Motive +5, Stealth –1, Survival +5, Swim +6
  Languages Common, Giant
  SQ armor training 2
  Other Gear dragonhide plate, adamantine battleaxe, 1,680 gp
   
  Power Attack -3/+6 You can subtract from your attack roll to 
  add to your damage.
  SERAI THE FAIRHANDED (GUARD CAPTAIN) 
  CR 5
  XP 1,600 
  Female human fighter (phalanx soldier) 6 (Pathfinder 
  Roleplaying Game Advanced Player’s Guide 105)
  LN Medium humanoid (human)
  Init +5; Perception +5
   
  AC 19, touch 11, flat-footed 18 (+8 armor, +1 Dex)
  hp 53 (6d10+18)
  Fort +8, Ref +3 (+2 bonus vs. Trample attacks), Will +3
   
  Speed 30 ft. (20 ft. in armor)
  Melee +2 corrosive guisarme +12/+7 (2d4+8/×3 plus 1d6 
  acid) or heavy mace +9/+4 (1d8+3)
  Ranged javelin +7/+2 (1d6+3)
  Special Attacks phalanx fighting, ready pike
   
  Str 16, Dex 13, Con 16, Int 10, Wis 8, Cha 12
  Base Atk +6; CMB +9; CMD 20 (22 vs. bull rush, overrun, trip) 
  Feats Defensive Combat TrainingB, Improved InitiativeB, 
  Intimidating ProwessB, Iron Will, Nimble Moves, 
  Quick DrawB, Weapon Focus (guisarme) B, Weapon 
  Specialization (guisarme)
  Skills Acrobatics +0 (–4 to jump), Climb +3, Diplomacy +3, 
  Handle Animal +5, Heal +1, Intimidate +9, Perception +5, 
  Ride +2, Sense Motive +2, Survival +3, Swim +3
  Languages Common
  SQ stand firm +2
  Combat Gear +1 field plate, +2 corrosive guisarme, heavy 
  mace, javelins (6) Other Gear 1,200 gp in jewelry, 123 gp
   
  Nimble Moves (5 ft/rd) Move through the listed amount of 
  difficult terrain each rd as if it were normal terrain.
  Phalanx Fighting (Ex) Polearms and spears are one-handed 
  if wielded along with a shield.
  Quick Draw Draw weapon as a free action (or move if 
  hidden weapon). Throw at full rate of attacks.
  Ready Pike +1 (1/day) (Ex) +1 to hit and damage if you 
  ready a brace weapon.
  Stand Firm +2 (Ex) +2 to CMD vs. Bull Rush, Overrun, Push, 
  Pull, Trip, and saves vs. trample. 
  MASTER MINDER 
  CR 12
  XP 19,200
  Male human transmuter 13
  NE Medium humanoid (human)
  Init +6; Perception +7
  Aura info
   
  AC 17, touch 13, flat-footed 14 (+2 Dex, +1 dodge, +4 mage 
  armor)
  hp 81 (13d6+39)
  Fort +7; Ref +6; Will +9
   
  Speed 30 ft. 
  Melee Metasteel +3 mithral dagger +10/+5 (1d4+4/19–20)
  Ranged Metasteel +3 mithral dagger +10 (1d4+4/19–20)
  Spell-like Abilities (CL 13th; concentration +17):
  At will—change shape (beast shape III or elemental body II, 
  13 rounds/day)
  7/day—telekinetic fist +8 ranged attack (1d4+6 
  bludgeoning)
  Spells Prepared (CL 13th; concentration +18): 
  7th—power word blind, reverse gravityB 
  6th—age resistance (Pathfinder Roleplaying 
  Game Ultimate Magic) B, form of the dragon, 
  transformation 
  5th—baleful polymorph (DC 19) B, dominate person 
  (DC 19), hold monster (DC 19), interposing hand
  4th—bestow curse (DC 18), charm monster (DC 18), 
  greater darkvision (Pathfinder Roleplaying Game 
  Ultimate Magic) B, dimension door, lesser globe of 
  invulnerability, summon monster IV
  3rd—flyB, hold person (DC 17), lightning bolt (DC 17), ray of 
  exhaustion (DC 17), slow (DC 17), spiked pit (Pathfinder 
  Roleplaying Game Ultimate Magic) (DC 17)
  2nd—alter selfB, detect thoughts (DC 16), scorching 
  ray, see invisibility
  1st—charm person (DC 15), expeditious retreat, 
  feather fallB, mage armor (already cast), magic 
  missile, magic missile
  0 (at will)—detect magic, mage hand, mending
  Opposition Schools Divination, Illusion
   
  Str 12, Dex 14, Con 13/16, Int 18, Wis 12, Cha 10
  
  17
  Menace in Ravenreach
  Base Atk +6; CMB +7; CMD 20
  Feats Brew PotionB, Combat Casting, Craft Construct, Craft 
  Magic Arms & ArmorB, Craft Wondrous Item, Deceitful, 
  Dodge, Improved Familiar, Improved Initiative, Scribe 
  ScrollB, Weapon Finesse 
  Skills Acrobatics +5, Appraise +9, Bluff +10, Climb +2, Craft 
  (alchemy) +10, Craft (leather) +10, Diplomacy +6, 
  Disable Device +3, Disguise +6, Escape Artist +3, Fly +7, 
  Handle Animal +3, Heal +7, Intimidate +0, Knowledge 
  (arcana) +16, Knowledge (dungeoneering) +8, 
  Knowledge (engineering) +8, Knowledge (geography) 
  +9, Knowledge (history) +12, Knowledge (local) +12, 
  Knowledge (nature) +12, Knowledge (nobility) +8, 
  Knowledge (planes) +12, Linguistics +9, Perception +7, 
  Profession (architect) +5, Profession (torturer) +5, Ride 
  +3, Sense Motive +7, Sleight of Hand +3, Spellcraft +13, 
  Stealth +3, Survival +2, Swim +2, Use Magic Device +0
  Languages Abyssal, Common, Dwarven, Elven, Giant, 
  Infernal, Sylvan
  SQ arcane bond (“Vincibilos”: Imp Familiar, imp), physical 
  enhancement (+3)
  Combat Gear potion of cure serious wounds, wand of 
  lightning bolt (CL 5; 16 charges); metasteel +3 mithral 
  dagger, robe of scintillating colors; Other Gear keys: 
  golem lab, dungeon doors and cells, secret treasury
   
  Special Ability (Ex/Sp/Su) 
  Change Shape II (beast shape III or elemental body II, 13 
  rounds/day) (Sp) Use beast shape III or elemental body II 
  as a spell-like ability.
  Combat Casting +4 to Concentration checks to cast while 
  on the defensive.
  Deliver Touch Spells Through Familiar (Su) Your familiar can 
  deliver touch spells for you.
  Divination You must spend 2 slots to cast spells from the 
  Divination school.
  Empathic Link with Familiar (Su) You have an empathic link 
  with your Arcane Familiar.
  Familiar Bonus You gain the Alertness feat while your familiar 
  is within arm’s reach.
  Illusion You must spend 2 slots to cast spells from the Illusion 
  school.
  Physical Enhancement +3 (Constitution) (Su) When 
  preparing spells, chosen physical attribute gains 
  enhancement bonus.
  Scry on Familiar (1/day) (Sp) You can scry on your familiar, 
  as the spell.
  Share Spells with Familiar Can cast spells with a target of 
  “You” on the familiar with a range of touch.
  Speak with Familiar (Ex) You can communicate verbally with 
  your familiar.
  Telekinetic Fist (1d4+6 bludgeoning, 7/day) (Sp) As a 
  standard action, ranged touch deals bludgeon dam vs. 
  foe in 30 ft.
  Appendix B:  
  New Magic Item 
  Glass Troika
  Aura moderate transmutation; CL 11th
  Slot none; Price 10,000 gp (glass troika); Weight 1 lb.
   
  DESCRIPTION
  Each of the several kinds of figurines of wondrous power 
  appears to be a miniature statuette of a creature an 
  inch or so high. When the figurine is tossed down and 
  the correct command word spoken, it becomes a living 
  creature of normal size (except when noted otherwise 
  below). The creature obeys and serves its owner. Unless 
  stated otherwise, the creature understands Common but 
  does not speak.
  If a figurine of wondrous power is broken or destroyed in 
  its statuette form, it is forever ruined. All magic is lost, 
  its power departed. If slain in animal form, the figurine 
  simply reverts to a statuette that can be used again at a 
  later time. 
  Glass Troika: This figurine is made of elegantly spun glass. 
  When animated, a glass troika gains the size and capacity 
  of a large sleigh and includes a team of three tireless 
  draft animals. These can be horses, hinds, reindeer, or any 
  large or smaller animal as determined by the owner. The 
  animals obey any driver. While a driver is required to start, 
  stop, and change speed and direction, the glass troika 
  is considered magically propelled, so no drive check 
  is required. See Pathfinder Roleplaying Game Ultimate 
  Combat for more information. The troika can be driven 
  equally over ice, mud, snow, or water at up to 120 feet 
  per round. The item can be used three times per week 
  for up to 12 hours per use. When 12 hours have passed or 
  when the command word is spoken, the glass troika again 
  becomes a tiny statuette. Moderate transmutation; CL 
  11th; Craft Wondrous Item, animate objects.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, animate objects, 
  phantom steed, see text; Cost 5,000 gp
  
  18
  Frog God Games
  Public Notice!
  Looking for adventure? 
  If you’re a free citizen
  Able-bodied
  And can handle yourself in a fight,
  Come sign up for the exciting and daring life
  of a Frontier Guardsman!
  Take this notice with you 
  to the booming settlement of
  RavenReach!
  If you prove yourself able, you can earn a
  Profitable
  And
  Glorious Living
  As a defender of our Sovereign’s Northern Frontier!
  Player Handout 1
  
  19
  Menace in Ravenreach
  Potions for Sale
  Potions & Magic Oils 
  Arcane Lock (oil) 
  250 gp
  Barkskin 
  250 gp
  Blur 
  250 gp
  Bull’s Strength 
  250 gp
  Continual Flame (oil) 
  250 gp
  Cure Moderate Wounds 
  250 gp
  Cure Serious Wounds 
  750 gp
  Darkvision 
  250 gp
  Delay Poison 
  250 gp
  Fly 
  750 gp
  Heroism 
  750 gp
  Invisibility 
  250 gp
  Jump 
  125 gp
  Keen Edge 
  750 gp
  Make Whole (oil) 
  250 gp
  Neutralize Poison 
  750 gp
  Nondetection 
  800 gp
  Obscure Object (oil) 
  250 gp
  Remove Disease (oil) 
  750 gp
  Sanctuary 
  125 gp
  Shrink Item (oil) 
  750 gp
  Spider Climb 
  250 gp
  Water Walk 
  750 gp
  Up to Two Units Can Be 
  Procured of the Following:
  Elixir of Love 
  150 gp
  Elixir of Truth 
  500 gp
  Elixir of Tumbling 
  250 gp
  Silversheen 
  250 gp
  Unguent of Timelessness 
  150 gp
  Available in packs of four:
  Bless Weapon (oil) 
  125 gp
  Cure Light Wounds 
  125 gp
  Endure Elements 
  125 gp
  Enlarge Person 
  125 gp
  Hide from Animals 
  125 gp
  Mage Armor 
  125 gp
  Magic Weapon (oil) 
  125 gp
  Protection from Evil 
  125 gp
  Player Handout 2
  
  20
  Frog God Games
  Catalogue of Items for Sale
  Bag of Holding 
  5,000 gp
  Bandages of Rapid Recovery 
  200 gp
  Bird, Feather Token 
  300 gp
  Boots of the Winterlands 
  2,500 gp
  +2 Bracers of Armor 
  4,000 gp
  +2 Cloak of Resistance 
  4,000 gp
  Ebony Fly Figurine 
  10,000 gp
  Flying Ointment 
  2,250 gp
  Handy Haversack 
  2,000 gp
  Ki Mat 
  10,000 gp
  Pearl of Power 
  1,000gp
  Rope of Climbing 
  3,000 gp
  Player Handout 3
  
  21
  Menace in Ravenreach
  1. Visitors must be accompanied by the Strangers’ 
  Escort or else restrict themselves to designated 
  visitors’ areas.
  2. Visitors may not accost or speak to any unmarried 
  female dwarf.
  3. Visitors may not handle dwarven possessions.
  4. Visitors may not drink any sanctified alcoholic 
  beverages.
  5. Touching ore is a contract to buy, and the seller may 
  set a price.
  6. Threatening or pilfering of any kind results in fines 
  and punishments up to and including immediate 
  expulsion from the mining colony.
  Rules for Visitors  
  to Dimthinlode
  Player Handout 4
  
  22
  Frog God Games
  
  23
  Menace in Ravenreach
  
  24
  Frog God Games
  
  25
  Menace in Ravenreach
  Designation of Product Identity: The following items are hereby designated as 
  Product Identity as provided in section 1(e) of the Open Game License: Any and all 
  material or content that could be claimed as Product Identity pursuant to section 1(e), 
  below, is hereby claimed as product identity, including but not limited to: 1. The name 
  “Frog God Games” as well as all logos and identifying marks of Frog God Games, 
  LLC, including but not limited to the Frog God logo and the phrase “Adventures worth 
  winning,” as well as the trade dress of Frog God Games products; 2. The product name 
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  of all artifacts, characters, races, countries, geographic locations, plane or planes of 
  existence, gods, deities, events, magic items, organizations and/or groups unique to this 
  book, but not their stat blocks or other game mechanic descriptions (if any), and also 
  excluding any such names when they are included in monster, spell or feat names. 5. 
  Any other content previously designated as Product Identity is hereby designated as 
  Product Identity and is used with permission and/or pursuant to license.
  This printing is done under version 1.0a of the Open Game License, below. 
  Notice of Open Game Content: This product contains Open Game Content, as defined 
  in the Open Game License, below. Open Game Content may only be Used under and in 
  terms of the Open Game License.
  Designation of Open Game Content: Subject to the Product Identity Designation 
  herein, the following material is designated as Open Game Content. (1) all monster 
  statistics, descriptions of special abilities, and sentences including game mechanics 
  such as die rolls, probabilities, and/or other material required to be open game content 
  as part of the game rules, or previously released as Open Game Content, (2) all portions 
  of spell descriptions that include rules-specific definitions of the effect of the spells, and 
  all material previously released as Open Game Content, (3) all other descriptions of 
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  Open Game Content, material required to be Open Game Content under the terms of 
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  Use of Content from The Tome of Horrors Complete: This product contains or refer-
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  OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards 
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  15.
   COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. 
  System Reference Document © 2000. Wizards of the Coast, Inc; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson. 
  System Reference Document 5.1 © 2016. Wizards of the Coast, Inc; Authors Mike 
  Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, 
  Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on 
  material by E. Gary Gygax and Dave Arneson. 
  Tome of Horrors © 2018, Frog God Games, LLC; Authors: Kevin Baase, Erica Balsley, 
  John “Pexx” Barnhouse, Christopher Bishop, Casey Christofferson, Jim Collura, Andrea 
  Costantini, Jayson ‘Rocky’ Gardner, Zach Glazar, Meghan Greene, Scott Greene, Lance 
  Hawvermale, Travis Hawvermale, Ian S. Johnston, Bill Kenower, Patrick Lawinger, 
  Rhiannon Louve, Ian McGarty, Edwin Nagy, James Patterson, Nathan Paul, Patrick N. 
  Pilgrim, Clark Peterson, Anthony Pryor, Greg Ragland, Robert Schwalb, G. Scott Swift, 
  Greg A. Vaughan, and Bill Webb
  Menace in Ravenreach © 2019, Frog God Games, LLC; Author: James Thomas
  
  26
  Frog God Games
  
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