TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  SHL3−08 
   
   
   
   
   
   
   
   
   
  In the Cold Grave 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Shield Lands Regional Adventure 
  Version 1.0 
   
   
  by Rick LaRue 
  Reviewed by Jason Bulmahn 
   
   
  It is late in the month of Sunsebb and once again you find yourself stationed at “Orand’s Tomb” to the west of Torkeep 
  on the banks of the Ritensa River.  Just as last year’s winter blasted the normally temperate Shield Lands with freezing 
  rain, deep snow and harsh north winds, this winter seems to be shaping up much the same.  A mysterious visitor in the 
  night beckons you to follow him into the growing storm.  Do you dare follow?  Part 3 of The Towers series.  A Living 
  Greyhawk adventure for character levels 1-14.  This adventure uses the revised Dungeons & Dragons rules. 
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are here 
  to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator.  
   
  In the Cold Grave 
   
  Page 2 
  
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are two things 
  that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  the Shield Lands.  Characters native to the Shield Lands 
  pay one Time Unit per round, all others pay two Time 
  Units per round.  Adventurer’s Standard Upkeep costs 
  12gp per Time Unit.  Rich Upkeep costs 50gp per Time 
  Unit.  Luxury Upkeep costs 100gp per Time Unit. 
  In the Cold Grave 
   
  Page 3 
  
  Adventure Background 
  This event is the third in the Towers series of Shield 
  Lands’ regional event.  Parts 1 and 2 both contain 
  background information that is helpful, but not essential 
  for DMs running this event.  Regardless, DMs are 
  encouraged to be familiar with both prior events so as to 
  provide a greater sense of continuation for players who 
  have already played the earlier events.  For convenience, 
  the adventure backgrounds and summaries for parts 1 
  and 2 are included in Appendix 3 and very briefly 
  discussed in this section. 
   
  In part one (SHL3-01 The Lonely Tower), the PCs 
  are sent to Orand’s Tomb as the replacement garrison for 
  the outpost.  When they arrive they found the tower 
  seemingly deserted.  An investigation led them to a secret 
  laboratory belonging to the Shield Mage Orand.  After a 
  battle with a kyton and his chain golem servants over 
  possession of a book containing instructions to create 
  chain golems, the PCs found a journal belonging to the 
  Shield Mage’s apprentice, Alewyn. 
   
  Alewyn’s last journal entry was dated shortly before 
  the Shield Lands fell to Iuz and described his plans to 
  travel to Walworth Isle where he would meet a Shield 
  Mage named Eórdsidh and escort her to a meeting of the 
  elder mages of the Arcane Order of Shield Mages. 
   
  In the second part of the towers series (SHL3-04 A 
  Light in the Dark), the PCs are sent on a escue mission to 
  find a noble lost on the Nyr Dyv to Rhennee pirates.  The 
  noble, Lord Linard, was rumored to be under 
  consideration for receiving the lands and titles formerly 
  belonging to Lord Arbas the traitor.  The PCs learned 
  Lord Linard had died during the attack and thus could 
  not rescue him.  They also found another journal entry by 
  the apprentice Shield Mage Alewyn.  This one was dated 
  only days before Iuz’s victory in the Shield Lands and 
  discussed the events that occurred during the conclave of 
  Shield Mages at their towers in Admundfort at which 
  Alewyn had spoken for his master Orand.  Though 
  Alewyn’s writings did not reveal the details of the 
  conclave, they hinted at important events happening 
  within the Arcane Order of Shield Mages that might 
  explain their current disappearance from the Shield 
  Lands.  The journal also indicated that Alewyn, no longer 
  an apprentice but a full Shield Mage, was headed to his 
  former master’s tower before beginning his new mission 
  for the Shield Mages. 
   
  The final events leading up to this adventure began 
  only hours before the PCs are drawn into the action.  
  Alewyn, who has for the last ten years been living in self-
  imposed exile and isolation as part of his duty to the 
  Shield Mages, was betrayed by another Shield Mage who 
  had shared his mission.  The Traitor, a Shield Mage 
  named Yseron, betrayed the Arcane Order of the Shield 
  Mages to Iuz in exchange for control of the Order’s 
  greatest secret. 
   
  Under a ruse of needing help, Yseron lured Alewyn 
  to the fallen tower of Pelasin, Yseron’s former master.  
  After a terrible battle, both mages lay near death.  Before 
  his death, Yseron used a magical gem to cast a magic jar 
  spell which he had long ago discovered how to alter with 
  dark, forbidden arts. The altered version of the magic jar 
  forced Alewyn’s soul into his own dying body while he 
  took possession of Alewyn’s body. Fueled by these dark 
  energies, the magic jar spell became permanent. 
  Separated from his own body and trapped in the dying 
  one of his enemy, Alewyn “died”… at least that was to be 
  the plan. 
   
  Alewyn’s devotion to the Arcane Order of the Shield 
  Mages was greater than anything thing else in the man’s 
  life.  Upon the death of his “new” body, Alewyn’s soul 
  became a ghost with one mission; find allies to stop 
  Yseron before he could turn over the secret of the Shield 
  Mages to Iuz.  Having no information on the fate of 
  Orand and being unsure where to begin, Alewyn rushed 
  to his own master’s tower to begin his quest. 
   
  The adventure takes place in late Sunsebb, 593 CY. 
   
  Adventure Summary  
  The adventure begins with the PCs on night watch at 
  Orand’s Tomb, a Shield Lands border outpost near 
  Torkeep.  Being late in an unusually cold and stormy 
  Sunsebb, the PCs face a freezing cold night on watch.   
   
  Just past midnight the PCs receive a ghostly visitor 
  who to some seems oddly familiar although they are sure 
  they have never seen the man before.  The ghost seems 
  insistent the party follow him into the growing storm. 
   
  Once beyond the limited protection offered by 
  outpost, the PCs face difficult weather conditions and 
  treacherous terrain.  Being well prepared and creative, 
  the PCs find many ways to overcome the storm’s fury and 
  proceed. 
   
  The ghost leads the party deep into occupied lands 
  over the course of the next few hours.  Unfortunately 
  their route takes them across a group of mounted hunter-
  killers with whom the PCs must deal before they can 
  continue.  Questioning a survivor, the PCs learn that the 
  presumed hunter-killers are actually scouts sent out by a 
  larger force of Iuzian troops heading to meet someone 
  with information about the Towers of the Shield Mages 
  in Admundfort.  From the looks of it, Iuz’s troops are 
  headed to the same place the PCs are. 
   
  The ghost continues to lead the PCs deeper into 
  occupied lands and eventually to the ruins of a small 
  tower.  The PCs have a chance to look around a bit and 
  find clues of a magical battle.  They also find the frozen 
  In the Cold Grave 
   
  Page 4 
  
  body of a dead wizard bearing the markings of a Shield 
  Mage.   
   
  Before the PCs can do much more, they are attacked 
  by a living wizard who looks exactly like the ghost 
  they’ve been following for the last few hours.  The battle 
  is exceptionally tough as the attacking wizard seems to be 
  able to cast almost any spell he needs.  Eventually the PCs 
  defeat him and learn the truth behind the ghost and the 
  evil Shield Mage they fought.  They also learn a 
  considerable amount about the fate of the Shield Mages 
  and the secret of the Spellpool of the Towers in 
  Admundfort. 
   
  Realizing they came too late to the tower, the PCs 
  must pursue and stop the emissaries of Iuz from 
  returning to Law’s Forge with the information they 
  gained from the evil Shield Mage.  This time the storm 
  works to their advantage and the PCs catch up with Iuz’s 
  minions. 
   
  The ensuing battle is fierce, but the PCs defeat their 
  enemies. Unfortunately they learn that Iuz’s emissary has 
  already returned to Law’s Forge via a teleport spell, taking 
  the vital information with him. 
   
  With the information on the fate of the Shield 
  Mages the party gained from Alewyn’s ghost and a 
  warning that Iuz may now be able to wrest control of the 
  spellpool in Admundfort from the Shield Mages, the PCs 
  return to Orand’s Tomb and eventually Torkeep to report. 
   
  Introduction 
  For the last two days you have been stationed at 
  “Orand’s Tomb” not far from Torkeep.  The tower 
  outpost once belonged to a Shield Mage named 
  Orand who was found slain within during the Battle 
  of Torkeep two years ago.  Since then the outpost has 
  earned its macabre nickname by being at the center 
  of a number of tragedies involving slaughter, pain and 
  creatures from the lower planes.  When you arrived 
  you were assured that the unfortunate occurrences 
  were nothing more than that; the tower isn’t cursed 
  or haunted as some fear. 
   
   
  t
  f
   
   
   
  If the tower isn’t cursed by foul magic, fate or the 
  Old One, it certainly is cursed by miserable weather. 
  Win ers are generally mild in the Shield Lands; even 
  this far north.  But like the last, this winter has been 
  bitter and stormy.  Even through your thick cloak and 
  magical protections, the random stray gust of chill 
  wind reminds you of the freezing temperatures and 
  each trip around the outpost walls is an increasing 
  chore as the snow continues to pile and drift into the 
  night. 
   
  If not for the thick storm clouds blocking their 
  light, both Luna and Celene could be seen waning to 
  new on this late Sunsebb night.  The Time of the 
  Wolf the nomads o  the north call it, or Lacysnows in
  olven speech; in any language though, it means cold 
  for you and your companions. 
   
  The outpost is currently home to [insert number 
  of PCs at table] Pathfinders, including yourself, 
  eighteen Shield Lands soldiers,  an older cleric of the 
  Archpaladin named Sareth of Heironeous and a 
  young Knight of Holy Shielding named Sir Galodin. 
  By the luck of the draw, you and your fellow 
  Pathfinders are on night watch this evening.  Inside 
  the tower’s lower levels, the soldiers huddle under 
  thick blankets amidst smoldering braziers.  When the 
  storm hit, Sir Galodin ordered a temporary barracks 
  set up inside the tower as protection from the wind.   
  The tower sits atop a small rise overlooking the Ritensa 
  River.  Around it is a wooden palisade made of stout poles 
  rising about six feet above ground and more than nine 
  inches thick.  A sturdy wooden gate pierces the wall 
  along the well worn path leading north to the tower’s 
  only entrance.  The palisade forms a semi-circle around 
  the base of the outcropping that forms the foundation of 
  the tower, preventing an enemy from approaching except 
  from the air or after a difficult climb up the sheer rock 
  face descending to the river far below.  Inside the 
  wooden walls are five tents and a small horse pen.  
   
  Four of the tents normally contain the garrison’s 
  sleeping gear and basic equipment which has recently 
  been moved inside the tower because of the storm.  The 
  fifth is a supply tent filled with rations, basic equipment 
  used by the soldiers, barrels of fresh water (also moved 
  inside) and extra arrows and crossbow bolts.  Assume 
  most adventuring gear of less than 10gp value from Table 
  7-7 of the Player’s Handbook is available in limited 
  quantity (1d6 of each). 
   
  The horse pen currently has six horses inside.  
  Sareth has been using endure elements on them to 
  protect them from the cold, but keeping their water from 
  freezing has been a difficult chore for the grooms.  One 
  of the mounts is a fine heavy warhorse belonging to Sir 
  Galodin. 
   
  The tower is about fifty-feet tall and consists of four 
  levels.  Since the occupation it has fallen into disrepair; 
  weeds and vines cover its surface and large cracks are 
  evident in the masonry.  At the top of a short stairway is 
  the oak door entry of the tower.   
   
  The first three levels of the tower have been 
  converted into a temporary barracks for the garrison until 
  the storm passes.  Each room has one or more smoldering 
  braziers filled with a combination of dried horse dung, 
  dried peat moss and charcoal.  The forth floor of the 
  tower has been converted to a makeshift lookout; two 
  guards are always on watch duty within.  The room is 
  pierced on all sides by arrow slits allowing the bitter 
  In the Cold Grave 
   
  Page 5 
  
  wind to howl through and snow to drift along the walls.  
  A single small brazier is all the warmth in the room.   
   
  See Appendix 2a & 2b for maps of the tower and its 
  surroundings. 
   
  The PCs are on watch duty when the adventure 
  begins.  Two are in the watch tower on the fourth floor 
  and the rest are outside walking the perimeter.  Allow the 
  players to decide who is where and what precautions 
  they’ve taken against the cold.  Any PCs without access to 
  winter clothing will have received the equivalent of one 
  suit of cold weather clothing (as described in the PH) 
  from the outpost quartermaster when they arrived.  Such 
  clothing provides a +5 circumstance bonus to Fortitude 
  saves against the effects of the cold weather. 
   
  Weather Conditions: Weather plays an important 
  role in this event.  With each encounter (up to Encounter 
  Five), the winter storm continues to worsen and the 
  conditions get more severe.  This is meant to challenge 
  the players and PCs in new ways.  Most parties above 
  APL2 will be able to use spells and magic items to protect 
  themselves from the cold making it a non-issue, present 
  only as a background element to help set the feel of the 
  adventure.  The snow and wind on the other hand are 
  real obstacles for the party to face. 
   
  DMs should be careful not to over or under play the 
  effects of weather as both situations can bog down the 
  game or undercut the tone of the event.  The players 
  should be given the chance to use creativity to overcome 
  the challenges presented by the storm. 
   
  It is in combat where the wind and snow will have 
  the most direct effect on the PCs (and NPCs for that 
  matter).  Movement, line of sight and missile weapons 
  are each greatly affected by the storm. Each encounter 
  will list the current conditions and Appendix has a 
  complete description of any modifiers under which the 
  PCs must operate.  For more information on the effects of 
  cold, snow and wind, see the DMG. 
   
  Creatures: Sir Galodin is a friendly man, popular 
  with the soldiers and good with at axe and lance.  Unlike 
  some from the Order of the Holy Shield, Sir Galodin is 
  modest, open-minded and fair.  He tries to judge 
  everyone based on their actions, not their standing, rank 
  or position.  If rumors are true, this has caused him some 
  trouble with minor nobles and arrogant officers with 
  whom he did not agree.  Though he considers his own 
  words carefully, he does not hesitate to speak his mind 
  once set  He is willing to listen to the counsel of others; 
  even the lowliest soldier, if he hears wisdom in their 
  words.  Once an order is given, he expects it followed. 
   
  � Sir Galodin: Male human Ftr6/Clr2/KoHS2. 
   
  Sareth is a middle-aged human man who focuses on the 
  martial aspect of his god.  He helps Sir Galodin train the 
  soldiers and takes his turn on watch like everyone else.  
  He dislikes clerics of other gods who openly try to recruit 
  others to their faith.  He strongly believes the Shield 
  Lands follow Heironeous and they should remain that 
  way. 
   
  � 
  Sareth 
  of 
  Heironeous: 
  Male 
  human 
  Clr8 
  (Heironeous). 
  � Shield Lands Soldiers (12): Male & female War1. 
  � Shield Lands Sergeants (2): Male & female War2. 
  � Shield Lands Soldiers (2): Male & female Clr1 
  (Heironeous). 
  � Shield Lands Scouts (2): Male & female Rgr1. 
   
   
  Development:  When the PCs have positioned and 
  prepared themselves, continue with Encounter One. 
   
  Encounter One: 
  The Visitor 
  Just past midnight the PCs receive a ghostly visitor who 
  to some seems oddly familiar although they are sure they 
  have never seen the man before.  The ghost seems 
  insistent the party follow him into the growing storm. 
   
  With each hour the storm grows more and more 
  fierce.  The mounting snow continues to deepen, 
  blown by the wind into deep drifts along the palisade 
  walls.  Come morning, soldiers and Pathfinders alike 
  will be clearing the drifts lest they allow attackers 
  easy ingress to the outpost.  
   
   
  Begin the encounter just after midnight by having the 
  PCs in the tower lookout (or any positioned above the 
  height of the outpost palisade) make Spot checks.  The 
  check is affected by the weather as described above.  
  Depending on how well they succeed, the PCs will get 
  more information on the approaching creature.  Read or 
  paraphrase the following if they succeed: 
   
  � DC13+APL: Through the falling, wind wh pped 
  snow you see the shape of a man moving 
  purposely towards the outpost gates.  He is about 
  300 ft. to the north and moving at a brisk pace, 
  but does not appear to be running. 
  -
  i
  � DC18+APL: Despite the gusting wind, the man’s 
  cloak doesn’t seem to be affected, nor does the 
  deep snow slow his progress. 
  � DC23+APL: Even more odd is that the man leaves 
  no tracks in his wake and at times the snow 
  seems to blow right through him. 
   
  In the Cold Grave 
   
  Page 6 
  
  If all the PCs fail the Spot check, allow them to try again 
  once per round for five rounds.  If they all continue to fail 
  (unlikely, but possible), pick up where Alewyn enters the 
  outpost, but only the PCs will be present. 
   
  If at any point the general alarm is sounded it will 
  take Sir Galodin and three rounds to respond.  Sir 
  Galodin will be the first to arrive to wherever the alarm 
  was raised from, followed two rounds later by the outpost 
  sergeants and four rounds later by Sareth.  The 1d6 
  soldiers will report outside every third round until all are 
  present.  It will take no longer than two minutes for the 
  outpost to be on full alert, but most of the soldiers 
  (including Sir Galodin and Sareth) will not be in full 
  armor.  They will have their weapons ready. 
   
  Unfortunately, the approaching visitor will reach 
  the gates within five rounds of being spotted.  The visitor 
  is Alewyn the Shield Mage, now dead and returned as a 
  ghost.  It is difficult to make out under his robes and 
  hooded cloak, but he has brown hair and eyes, is of 
  average build and seems to be in his early to mid thirties.  
  In his undead form, he is incorporeal and thus unaffected 
  by the weather.  He is flying (though to observers it 
  appears as if he’s walking) at a full move (i.e., 60 ft. per 
  round).  During his approach he will not react to any 
  attempts to communicate, nor to any attacks.  Attempts to 
  turn Alewyn by good or neutral clerics will fail as he is 
  not evil. 
   
  Once inside the outpost Alewyn will slow his pace, 
  but continue towards the tower without delay.  The PCs 
  are free to act as they like.  As above, Alewyn will ignore 
  attacks and attempts to communicate and make straight 
  for the tower.  It will take him four rounds to cross the 
  distance from the gates. 
   
  One round after Alewyn enters the outpost, Sir 
  Galodin and Sareth will have reached the top of the stairs 
  and have taken up defensive positions in front of the 
  doors.  The rest of the soldiers will take up positions 
  around the ghost and wait for orders.  If the PCs do 
  nothing, Sir Galodin will (unsuccessfully) attempt to 
  speak with the ghost.  Sareth will study him intently and 
  on Sir Galodin’s command when the ghost reaches the 
  top of the stairs, attempt to turn Alewyn (which will fail). 
  Read or paraphrase the following when Alewyn reaches 
  the top of the stairs: 
   
  Ignoring 
  all 
  interference, 
  the 
  ghostly 
  figure 
  continues through the outpost courtyard and up the 
  tower stairs.  On the landing outside the tower door, 
  Sir Galodin and Sareth bar the creature’s way,  In a 
  deep voice, the cleric invokes the name of the 
  Archpaladin. 
   
  “Back undead creature!  By Heironeous’ justice 
  and glory I command… you… shall not pass!” 
   
  Despite the obvious power and conviction with 
  which the cleric issues his command, the ghost seems 
  unaffected. He does however pause for a moment to 
  offer a quizzical look as if asking why such a display 
  was necessary.  Without waiting for a reply, the ghost 
  steps through both the Shield Knight and the priest 
  and enters the tower. 
   
   
  Weather Conditions: The weather conditions during 
  this encounter are as follows: 
   
  � Weather: Snowstorm 
  � Temperature: Cold (5° F) 
  � Winds: Strong (25mph from northwest, DC10) 
  � Precipitation: Snow 
  � Movement: Snow Covered (6”) 
   
  See Appendix 5 for weather details. 
   
  Encounter Two: 
  Alewyn’s Search 
  Allow the PCs to react to Alewyn’s entrance into the 
  tower.  Sir Galodin and Sareth, along with about a dozen 
  soldiers, will immediately follow him inside regardless of 
  what the PCs do. 
   
  Inside, Alewyn will move from room to room and 
  level to level (incorporeally passing through any barriers) 
  apparently searching for something or someone.  After 
  reaching the highest level of the tower he will return to 
  the first level and head for the secret laboratory in the 
  basement. 
   
  The laboratory played an important role in the 
  Shield Lands event SHL03-01 The Lonely Tower.  Since 
  then it has been completely cleaned out and only bare 
  stone walls remain.  From the first floor of the tower a 
  secret door under the stairs leads down a narrow and 
  steep set of spiral stairs. 
   
  � Secret Stone Door: 4 in. thick; hardness 8; hp 60; AC 
  5; Break DC 28. 
   
  The secret door opens by pressing a concealed pressure 
  plate an arms length to the right of the door.  The stairs 
  lead 40 feet down into the darkness changing direction 
  by 90 degrees for every 15 feet of forward movement and 
  10 feet descent.  The darkness seems particularly dense, 
  but is completely natural. 
   
  At the base of the stairs is a 10 foot by 10 foot 
  landing.  Opposite the stairs is a locked door leading to 
  Orand’s workshop (i.e., the secret laboratory).  Aside from 
  the same scuff marks found in the entry hall above, this 
  area is empty.  Beyond the door is a 50 ft. by 30 ft. by 15ft. 
  In the Cold Grave 
   
  Page 7 
  
  high room, now empty except for a lone pile of rusty 
  chains in one corner.  In the opposite corner is another 
  door leading to a smaller room, also empty. 
   
  � Strong Wooden Doors: 2 in. thick; hardness 5; hp 20; 
  AC 5; Break DC 25; Open Lock DC (16+APL). 
   
  By this point the PCs should know that Alewyn isn’t a 
  threat and react accordingly.  Even if they follow him 
  around during his search he pays them no mind.  Once 
  the ghost has finished his search, he will return to 
  wherever the PCs are gathered.  Read or paraphrase the 
  following: 
   
  After a vigorous search of the tower, the ghost seems 
  dejected.  Whatever he sought must not be here.  
  After a moment of contemplation the creature has a 
  sudden look of inspiration and turns to you 
  hopefully.  For the first time since his arrival, the 
  ghost speaks but the only sound that issues forth is a 
  pitiful moan of despair.  
   
  l
  ”
   
   
  ti
  l
  Any PCs who learned Alewyn’s secret code from SHL03-
  01 The Lonely Tower hear something different.  So as not 
  to tip off the players, the DM should ask each player for 
  his Adventure Record from that event and see if they 
  know the code.  If they do, take them aside and read or 
  paraphrase this: 
   
  At first it sounded as if the ghost’s lament was 
  nothing but, yet you seem to understand his words 
  nonetheless.  Mixed within the cry are the haunting 
  words “Follow me… quick y!  Or all is lost…  
  Read or paraphrase this to the PCs as a group: 
   
  Without waiting for a response, the ghostly figure 
  turns and leaves the tower and passes through the 
  gate.  His departure takes him in a curving path 
  around the outpost and to the north, the way he 
  came.  At about the same point he was first spotted, 
  he pauses and looks back at the tower expectantly. 
  Creatures: Besides the PCs and NPCs of the outpost, 
  only Alewyn the ghost is present during this encounter.  
  Because he is not here to fight, only an abbreviated stat 
  block is included for him. 
   
  � Alewyn the Shield Mage: Male human/ghost 
  Wizard9/MotAO5. 
   
  Development: Alewyn has just lost a battle with a 
  traitorous Shield Mage named Yseron.  During the battle, 
  Alewyn’s soul was ejected from his body by a soul jar.  
   
  The dying Yseron then stole the body.  Now a ghost, 
  Alewyn retreated looking for help.  His first reaction was 
  to look for aid in the tower of his former master Orand, 
  which is why he is searching the tower.  Since Lord 
  Torkeep ordered everything removed from the tower 
  when it was converted to an outpost, there is nothing left 
  to help Alewyn except the PCs.   
   
  After his failed search he hopes the PCs will follow 
  him to face Yseron.  He doesn’t know his request for help 
  came out as a ghostly moan.  He’ll wait for an hour in the 
  snow and fade away as described below. 
   
  If the PCs are undecided whether to follow Alewyn, 
  Sir Galodin will encourage them to go investigate, but 
  Sareth will warn them not to trust the undead and 
  destroy it if they can.  When the PCs decide to follow the 
  ghost, proceed to Encounter Three. 
   
  If the PCs manage to impede Alewyn’s progress in 
  some way, or do him great injury (50+ hit points of 
  damage) will he take notice; and then only to nod 
  resignedly and fade away.   
   
  If the PCs drive the ghost off in this way, the 
  adventure is most likely over for them unless they 
  manage to track back Alewyn’s escape to Pelasin’s ruined 
  tower in Encounter Four.  This can be done by blindly 
  heading two hours north of the outpost and successfully 
  tracking the worg riders back to Pelasin’s tower after 
  Encounter Three.   
   
  If the PCs delay for more than a few hours they will 
  miss the chance to get back on track.  By morning the 
  storm will have covered all tracks and Yseron and Iuz’s 
  troops will be long gone.  DMs should run Encounter 3 
  for the players and then tell them they find no trace of 
  anything unusual. 
   
  Weather Conditions: Same as Encounter One. 
   
  Encounter Three: 
  Riders on the Storm 
  At this point PCs who may still be affected by the cold 
  should make two Fort saves; one at DC15 and the second 
  at DC16.  Then read or paraphrase the following: 
   
  Throughout your journey into the snowstorm the 
  spectral creature you follow has remained at the edge 
  of sight, moving between trees and swirls of wind-
  whipped snow as often as he seems to fade from this 
  world into the next.  No matter how hard you push 
  yourself you cannot seem to gain on him, yet without 
  wai ng for you, you never seem to fal  behind him 
  either.  It as if some ghostly link has formed between 
  you. 
   
  The storm has worsened in the two hours since 
  leaving the outpost with the temperature dropping 
  In the Cold Grave 
   
  Page 8 
  
  dangerously low and the snow continuing to grow 
  deeper with each step.  Already your progress is 
  beginning to suffer as each laborious step becomes 
  more difficult than the last. 
   
  A sudden gust of wind drives icy snow into your 
  face blinding your for a second.  When you can see 
  again, you notice the ghostly figure who leads you is 
  gone. 
   
  i
   
  Players should roll Listen and Spot checks (DC8 = APL) 
  for their PCs (taking into consideration modifiers due to 
  bad weather) to notice dark shapes moving between the 
  trees at the edge of sight (between 30 and 40 ft.) emitting 
  guttural growls as they go.  When the PCs notice the 
  shapes, read or paraphrase the following: 
   
  Through the trees and falling snow mounted figures 
  move in the darkness.  As one disappears beh nd a hill 
  or bush another emerges from behind a tree; they 
  seem to be all around you drawing closer every 
  second. 
  The figures are goblins mounted on wolves.  They are 
  scouts from the group of Iuz’s troops sent to parley with 
  Yseron for the secret of the Shield Mages.  Their wolves 
  have gotten the PCs’ scent and they are preparing to 
  attack.  The PCs have two rounds to prepare before the 
  riders converge. 
   
  Unless the PCs move from the spot where they first 
  notice the wolf riders, the battle will take place on the 
  frozen surface of a small pond.  PCs specifically asking 
  what the ground conditions are like can roll a Survival (or 
  Search check if the say they are looking at the ground) vs. 
  DC13 + APL to notice they are on the pond.   
   
  The center of the pond is where ever the PCs first 
  notice the riders and has an irregularly shaped radius of 
  about 30 ft.  At the center the water is 15 ft. deep and 
  gradually rises to the edges.  Movement along the bottom 
  of the pond should be treated like deep snow (see 
  Appendix 5).   
   
  The ice is thick enough to hold the PCs and wolf 
  riders under normal conditions and the snow prevents 
  further movement penalties.  Should the PCs place an 
  enormous weight (1,000 lb. or more) in a concentrated 
  area (10 ft. by 10 ft. area), the ice will crack and the 
  creature or object will fall into the bone-chilling water.  
  Spells such as wall of stone, wall of iron, enlarge, etc, 
  create conditions that will break the ice.  Anyone within 
  5 ft. of the creature or object must make a Climbing 
  check (DC12) or fall into the water as well.  After the ice 
  has broken, all squares within 5 ft. of the whole will break 
  is more than 50 lb. are place on them for more than one 
  round.  This means that moving across the damaged ice is 
  OK, but stopping on a damaged square of ice will cause 
  the creature to fall in and extend the damaged ice area.  
  Climbing out of the water without aid requires a Climb 
  check (DC15 + APL) if the creature is more than 15 ft. 
  from the edge of the pond and a (DC8 + APL) check 
  otherwise.  Anyone within 5 ft. of the edge of the pond 
  does not need to make a climbing check; they can just 
  stand up (but they are still wet).  Someone throwing the 
  creature a rope reduces the DC by 5. 
   
  Creatures who fall into the water must make a Fort 
  save (DC15) each round they are in the water.  Failure 
  indicates they take 1d6 points of non-lethal damage.  
  Once submerged, the creature will be soaking wet and 
  any weather conditions related to cold will be considered 
  one step more severe until the creature is dry. 
   
   
    
  APL2 (EL3)  
  � Goblin Wolf Rider (1): hp 9; see Appendix 1. 
  � Worg (1): hp 30; see Monster Manual. 
   
  APL4 (EL5) 
  � Goblin Wolf Riders (2): hp 9 each; see Appendix 1. 
  � Worgs (2): hp 30, 32; see Monster Manual. 
   
  APL6 (EL7) 
  � Goblin Wolf Riders (2): hp 9 each; see Appendix 1. 
  � Winter Wolves (2): hp 51, 55; see Monster Manual. 
   
  APL8 (EL9) 
  � Goblin Wolf Riders (4): hp 9 each; see Appendix 1. 
  � Winter Wolves (4): hp 51, 55, 58, 62; see Monster 
  Manual. 
   
  APL10 (EL11) 
  � Goblin Wolf Riders (4): hp 39 each; see Appendix 1. 
  � Winter Wolves (4): hp 55, 58, 62, 69; see Monster 
  Manual. 
   
  APL12 (EL13) 
  � Goblin Shaman (1): hp 44 (58); see Appendix 1. 
  � Goblin Wolf Riders (4): hp 51 each; see Appendix 1. 
  � Winter Wolves (5): hp 51, 55, 58, 62, 69, 75, 77; see 
  Monster Manual. 
   
  Tactics: The wolf riders fight as a pack.  At APL4+, they 
  will use hit and run tactics on PCs who look weak or 
  particularly troubled by the deep snow.  When possible 
  half their number will attack while the other half fades 
  into the stormy darkness.  Since missile weapon attacks 
  are all but useless except to highly skilled archers, the 
  riders will use respite between attacks to heal themselves 
  with potions or wands and maneuver into position for 
  the next attack. 
  In the Cold Grave 
   
  Page 9 
  
   
  At APL12, the shaman will have pre-cast bear’s 
  endurance and magic circle against good.  Magic circle 
  against good has a 10 ft. radius and thus affects his winter 
  wolf as well. 
   
  Treasure:  
   
  APL2 – loot (35 gp), coin - (12 gp). 
   
  APL4 – loot (70 gp), coin - (48 gp). 
   
  APL6 – loot (70 gp), coin - (72 gp). 
   
  APL8 – loot (140 gp), coin - (168 gp). 
   
  APL10 – loot (124 gp), coin - (240 gp). 
   
  APL12 – loot (160 gp), coin - (360 gp). 
   
  Development: If the PC question any survivors, 
  they learn that the scouts are part of a larger force of 
  Iuzian troops heading to meet someone with information 
  about the Towers in Admundfort.  They were sent out to 
  patrol while the meeting took place. 
   
  Tracking the riders back to Pelasin’s tower requires a 
  successful Survival check (DC18).  If the PCs hesitate 
  more than a few minutes, the falling snow will make 
  tracking far more difficult (DC28).  Whether or not the 
  PCs follow the tracks, Alewyn will reappear a few 
  minutes after the battle and begin leading the PCs 
  towards Pelasin’s tower. 
   
  Weather Conditions: The weather conditions 
  during this encounter are as follows: 
   
  � Weather: Snowstorm 
  � Temperature: Severe Cold (-10° F) 
  � Winds: Strong (25mph from northwest, DC10) 
  � Precipitation: Snow 
  � Movement: Snow Covered (9”) 
  �  
  See Appendix 5 for weather details. 
   
  Encounter Four: 
  Pelasin’s Tower 
  PCs who may still be affected by the cold should make 
  two Fort saves; one at DC17 and the second at DC18.  
  Then read or paraphrase the following: 
   
  Leaving the steaming corpses of goblins and wolves 
  behind you, you continue on your way.  As before, 
  your ghostly guide stays to the edge of your vision 
  appearing occasionally to keep you on track.  For two 
  hours you struggle through the increasing cold, wind 
  and snow; your movement slowed to barely a crawl 
  and the bitter cold wind tugging at your heavy 
  clothing. 
   
  After what seems like an endless expanse of 
  fal ow fields broken only by overgrown hedgerows 
  and small stands of trees, the fallen stones of a ruined 
  tower are a welcome, if not sudden change.  In the 
  thick falling snow you notice the ruin scarcely before 
  walking amidst the tumbled stones.  Now it sits a 
  mere stone’s throw ahead of you buried in thick, 
  downy snow. 
  l
   
  f
   
   
  If not for the obvious foundation and teetering 
  walls the ruin might appear to be nothing but a 
  natural pile o  rock.  Even to the untrained eye the 
  tracks of many creatures are obvious under the 
  freshly fallen snow.  To the right at the edge of the 
  ruins an oddly shaped tree branch juts from the snow. 
  At this point, the wind is howling in gusts at nearly fifty 
  miles per hour from the northwest.  PCs need to make 
  Fort saves (DC15) each round or be affected as described 
  below.  Also, the deep snow will seriously impede 
  movement, costing quadruple the normal movement cost 
  for the terrain.  
   
  If the PCs ask about the ghost, he is nowhere to be 
  seen. 
   
  The Tracks 
  The tracks are from Iuz’s troops who came here to meet 
  with Yseron.  They left about an hour ago, heading east.  
  A Survival check to track (DC28) will reveal their 
  numbers, general composition and estimated time of 
  departure.  Anything lower only shows that several 
  somethings moved east through the snow. 
   
  The Body 
  The “oddly shaped tree branch” isn’t a tree branch at all.  
  It’s the left hand of Yseron’s frozen corpse.  A Search 
  check (DC10) will reveal this.  A Survival check to track 
  will tell the PCs the body has lain here for about ten 
  hours.  A Heal check (DC15) will confirm the time of 
  death as well as its probably cause; a lightning bolt to 
  chest.  When found, read or paraphrase the following: 
   
  Beneath the freshly fallen snow is the frozen corpse 
  of a man in his late thirties.  His green eyes are open 
  and a thin sheen of ice has formed on his exposed 
  skin; which is itself a sickly shade of blue. The man’s 
  torso is charred on both sides and the left arm is 
  broken cruelly in two p aces, but still grasps a large 
  ruby. His face, once handsome, is now a pulpy mess 
  of swol en flesh, darkened from pool ng blood whi e 
  he lay face down.  His brown hair is matted with 
  frozen blood from a head wound. 
   
  l
   
  l
  i
  l
   
  A closer search (DC15) of the man and the area reveals 
  several empty vials and scroll cases, a large spell 
  component pouch and a small silver shield pendant 
  engraved with three diamonds meeting at one point in 
  the center.  The ruby is worth 100gp.  The pendant’s 
  chain is broken (Yseron broke it when he yanked it from 
  In the Cold Grave 
   
  Page 10 
  
  around his new body’s neck and dropped it on his old 
  body after taking his own pendant).  The pendant is 
  actually a Spellpool focus for the Shield Mages.  It only 
  works for the original owner (see Appendix 4) and this 
  one originally belonged to Alewyn. 
   
  A Knowledge (Arcana) check (DC15) tells the PC 
  this is the symbol for good magic.  A Knowledge (Shield 
  Lands) check (DC10) tells the PC this symbol on a silver 
  shield is the symbol of the Shield Mages. 
   
  The Ruins 
  The ruins are little more than a crumbling foundation 
  and piles o  scattered fallen rock.  Amidst the stone 
  and rubble are charred timbers from what were the 
  floors, stairs and roof of the tower.  All of it is covered 
  in at least 15” of snow, deeper in areas where the wind 
  has caused drifting. 
  f
   
  f 
   
  The ruins of the tower’s foundation form a small wall, 
  starting at 5 ft. high to the south and gradually and 
  irregularly increasing to about 15 ft. in the north.  
  Climbing the walls is relatively easy, but the snow makes 
  if a bit more difficult.  Climbing the wall requires a Climb 
  check, DC15. 
   
  Inside the foundation is (what was) a doorway 
  leading downing a storage basement.  It has been 
  carefully camouflaged to hide it from casual observers 
  (Search DC13+APL or Spot DC18+APL). This is where 
  Yseron has been staying.  While the PCs approached, his 
  familiar 
  was 
  watching 
  and 
  alerted 
  his 
  master 
  immediately.  Yseron then began to prepare himself as 
  described in Encounter Five.   
   
  Even if the PCs have managed to completely 
  overcome the effects of the weather, head straight for the 
  ruins and immediately find the “doorway”, Yseron will 
  have several rounds to begin preparing for the coming 
  battle.  Before the PCs can enter the storage room, Yseron 
  will move outside and attack; move immediately to 
  Encounter Five. 
   
  Development: The dead man is NOT Alewyn; it is 
  Yseron, or at least his body.  During their battle, Yseron’s 
  last act before dying was to cast magic jar from a scroll 
  and take Alewyn’s body for his own.  Yseron, now in 
  Alewyn’s body, somehow managed to retain control 
  when the magic jar ended.  Alewyn’s soul however had 
  nowhere to go.  His devotion to the Shield Mages and his 
  desire to protect their secret caused his soul to continue 
  as a ghost.  Attempts to speak with dead fail because 
  Yseron’s soul now inhabits Alewyn’s body (who is 
  invisible, see Encounter Five). 
   
  After the battle with Alewyn, Yseron gathered his 
  belongings from his former body and retired to a 
  basement room of the tower ruins to rest and recover 
  spells before Iuz’s emissary arrived.  When the PCs arrive, 
  Yseron is preparing to leave.  While they search, he 
  prepares spells to face them.  See Encounter Five for 
  details. 
   
  When the PCs finish searching, proceed to 
  Encounter Five.  If the PCs head for the ruins before 
  searching the area, skip this Encounter and go directly to 
  Encounter Five. 
   
  Weather Conditions: The weather conditions 
  during this encounter are as follows: 
   
  � Weather: Snowstorm 
  � Temperature: Severe Cold (-15° F) 
  � Winds: Severe (40mph from northwest, DC15) 
  � Precipitation: Snow 
  � Movement: Deep Snow Covered (15”) 
   
  See Appendix 5 for weather details. 
   
  Encounter Five: 
  To Battle a Shield Mage 
  When the PCs approach the ruins, Yseron’s familiar alerts 
  him from hiding outside in the rocks.  At APLs2-4, his 
  familiar is a weasel.  At APLs6+ it is an imp using its 
  alternate form special ability to appear as a weasel. In 
  both cases the familiar stays hidden (and invisible in case 
  of the imp) throughout the encounter, using its hiding 
  place to protect itself from the wind and the PCs.  The 
  creature is unaffected by the cold due to the shared 
  endure elements spell from Yseron. 
   
  Yseron’s first action when the PCs arrive will be to 
  turn invisible.  He will then continue to pre-cast spells as 
  described in Appendix 1.  He will then stand near the 
  opening to the storage basement and try to get a feel for 
  who the PCs are and what their purpose is.  Once they 
  give themselves away as Pathfinders or take some action 
  that potentially will reveal Yseron (such as entering the 
  storage basement, finding Yseron’s corpse, etc), he 
  attacks.  Ask the PCs for Listen checks (DC13 + APL) and 
  then read or paraphrase the following: 
   
  Out of the swirling snow and biting winds a figure 
  appears.  Standing atop the highest point of the 
  ruined tower’s foundation stands a man.  From the 
  looks o it, it is the same man who led you here with 
  one important difference; he no longer appears 
  ghostly… or particularly friendly.  Uttering the last 
  syllables of a spell, the man attacks! 
  This is Yseron in Alewyn’s body.  Despite his new body, 
  Yseron retains access to the spellpool of the Shield Mages 
  in Admundfort.  In addition, he has had a chance to rest 
  and recover spells since his battle with Alewyn.  Unless 
  In the Cold Grave 
   
  Page 11 
  
  the PCs managed to find him before hand, he will have 
  surprise and manage to get off one spell before normal 
  combat ensues.  His pre-cast spells and tactics are 
  described below by APL. 
   
  Creatures:  
  APL2 (EL5) 
  � Yseron: hp 25; see Appendix 1. 
   
  APL4 (EL7) 
  � Yseron: hp 35; see Appendix 1. 
   
  APL6 (EL9) 
  � Yseron: hp 45; see Appendix 1. 
   
  APL8 (EL11) 
  � Yseron: hp 55; see Appendix 1. 
   
  APL10 (EL13) 
  � Yseron: hp 65; see Appendix 1. 
   
  APL12 (EL15) 
  � Yseron: hp 75; see Appendix 1. 
   
  Tactics: At all APLs where Yseron has access to the spell, 
  he will start the encounter by casting Evard’s black 
  tentacles.  Afterward, he will cast spells as needed.  
  Although Yseron’s tactics differ between APLs, one thing 
  is certain; he wants to take his opponents out of the fight 
  as fast as possible before they can hurt him.  He doesn’t 
  care if he kills them or only disables them long enough 
  for him to finish them later, but every opponent still 
  standing is one more foe he needs to worry about.  He 
  will not bother hitting a PC again if they are already out 
  of the fight, but if he manages to defeat all the PCs, he 
  will finish them before he leaves. 
   
  Because of Yseron’s access to the Shield Mage’s 
  spellpool at APLs4+, his tactics to some degree change 
  based on the situation presented by the players.  
  Appendix 1 describes what spells he has pre-cast as well 
  as what spells he has prepared and how many slots he has 
  open for spellpool spells.  DMs are encouraged to play 
  Yseron as intelligently as possible using the most 
  advantageous spells from the Player’s Handbook as 
  needed keeping in mind Yseron’s two motivations; to 
  defeat the PCs so they can’t report back and to escape.The 
  spellpool grants him access to any spell in the PHB 
   
  Treasure:  
   
  APL2 – loot (1 gp), coin - (50 gp), ring of protection 
  +1 - (166 gp), wand of magic missiles (1
  st) – (62 gp), 
  spellbook – (190gp). 
   
  APL4 – loot (1 gp), coin - (100 gp), Ring of Protection 
  +1 - (166 gp), Wand of Magic Missiles (3
  rd) – (187 gp). 
   
  APL6 – loot (1 gp), coin - (150 gp), Ring of Protection 
  +1 - (166 gp), Wand of Magic Missiles (3
  rd) – (187 gp), 
  Potion of Cure Serious Wounds – (62 gp). 
   
  APL8 – loot (1 gp), coin - (200 gp), Ring of Protection 
  +1 - (166gp), Potion of Cure Serious Wounds – (62 gp), 
  headband of intellect +2 (333 gp), cloak of resistance +1 
  (83gp). 
   
  APL10 – loot (1 gp), coin - (250 gp), Ring of 
  Protection +1 - (166 gp), Potion of Cure Serious Wounds 
  – (62 gp), headband of intellect +2 (333 gp), cloak of 
  resistance +2 (333 gp), ioun stone (dusty rose prism) 
  (416gp), arcane scroll (false life) (12 gp). 
   
  APL12 – loot (1 gp), coin - (300 gp) , Ring of 
  Protection +2 - (666 gp), Potion of Cure Serious Wounds 
  – (62 gp), headband of intellect +2 (333 gp), cloak of 
  resistance +2 (333 gp), ioun stone (dusty rose prism) 
  (416gp), arcane scroll (false life) (12 gp). 
   
  Weather Conditions: The weather conditions 
  during this encounter are as follows: 
   
  � Weather: Snowstorm 
  � Temperature: Severe Cold (-15° F) 
  � Winds: Severe (45mph from northwest, DC15)) 
  � Precipitation: Snow 
  � Movement: Deep Snow Covered (18”) 
   
  See Appendix 5 for weather details. 
   
  Development: After the battle the PCs can search 
  Yseron and find the items listed in Appendix 1.  The 
  contents of the last entry of Alewyn’s Journal are detailed 
  in Players Handout #2.  The journal is in the same simple 
  code that Alewyn uses for all this journal entries.  PCs 
  who speant a Time Unit to decipher the code in SHL03-
  01 The Lonely tower are the only ones who can read it 
  now.  The Silver pendant is Yseron’s Shield Mage 
  pendant and focus for the spellpool. 
   
  Yseron is not willing to be captured, going to great 
  lengths to prevent this from happening.  He knows what 
  type of punishment awaits him for betraying the Shield 
  Lands and the Arcane Order of the Shield.  He’s not sure 
  how the PCs found him, who they are or what they 
  know, so he figures it’s best to eliminate them rather than 
  risk allowing them to report back.  While not particularly 
  anxious to fight to the death, he considers it a far better 
  option than capture.   
   
  Once captured, Yseron’s familiar (in weasel form if 
  it’s an imp) will crawl out from hiding and onto the 
  wizard’s shoulder.  If Yseron is killing instead, the 
  familiar will stay hidden until the PCs leave. 
   
  If captured, Yseron will lie as much as possible, but 
  unfortunately, he’s not very good at it (Bluff +1).   
   
  � Who are you? I am Alewyn, a Shield Mage. (false) 
  In the Cold Grave 
   
  Page 12 
  
  � What are you doing here? I fought the fallen mage 
  Yseron (gesturing to the body in the snow) to stop 
  him from turning over secrets to Iuz. (false) 
  � What are those secrets? I cannot say, they are 
  important secrets of the Shield Mages. (true) 
  � Why did you attack us? I only attacked because I 
  thought you were more of Iuz’s minions come back 
  to find me. (false) 
  � What do you know about Iuz’s troops? Iuz’s troops 
  were here not long ago looking for Yseron.  I hid 
  from them while they searched.  I thought I fooled 
  them, but when you showed up, I assumed I hadn’t 
  and attacked to defend myself. (false) 
  � What do you know about the ghost?  What ghost? 
   (true) 
   
  Where Yseron’s attempted deception will immediately 
  fall apart is if the PCs ask him to comment on details 
  from his journal, or ask him to read the code “he” used to 
  write it.  Yseron does not know the code.  Even if faced 
  with proof that he’s lying, Yseron will insist he is really 
  Aelwyn and this is all some mistake.  He was trying to 
  protect the Shield Mages and the Shield Lands, etc., etc.  
   
  PCs who have read Player’s Handout #2 may notice 
  something else.  In the journal, Alewyn mentions 
  “Yseron’s annoying familiar…” being “…as much a 
  weasel as his master.”  When the familiar comes out of 
  hiding, this should be a clue that this isn’t Alewyn at all, 
  rather Yseron in his body. 
   
  After the PCs have defeated Yseron (and had a 
  chance to interact with him if he was captured), proceed 
  to Encounter Six. 
   
  Encounter Six: 
  Alewyn’s Fate 
  At this point, one of two things will happen, depending 
  on whether Alewyn’s body is alive or dead.  In either case, 
  read or paraphrase the following, then move on to the 
  appropriate subsection below. 
   
  For the first time since leaving the outpost, you 
  notice the storm beginning to tire.  The wind isn’t 
  blowing quite as hard and the snow is falling with less 
  of a purpose now.  It is still cold, but with luck the 
  worst of it is over. 
   
   
  Before you can consider what your next course of 
  action will be, your ghostly companion returns.  He 
  “stands” not far away to the east along the path taken 
  by Iuz’s troops.  As before, he wears the face of the 
  man you just fought. 
  Yseron/Alewyn’s Body is Dead 
  If Yseron has been killed (and thus Alewyn’s body is 
  dead), read or paraphrase the following: 
   
  Glancing towards the body of your fallen foe, the 
  ghost seems to grow sad for a moment.  The sadness 
  passes as quickly as it came and the spectral figure 
  turns and heads east.  After a few steps, he looks back 
  as if to say “Are you coming?  We have work yet to 
  do.”  
   
  When the PCs follow, proceed to Encounter Seven. 
   
  Yseron/Alewyn’s Body is Alive 
  If Yseron is present and conscious, read or paraphrase the 
  following: 
   
  When the ghost’s gaze falls upon your defeated foe, 
  anger overtakes him.  With a silent howl of fury, the 
  spectral figure charges at the object of his rage, 
  silently crossing the intervening distance in barely a 
  heartbeat.  You sense more than hear the brutal 
  impact as the phantom crashes into his target and 
  disappears.  The collision knocks the man from his 
  feet and into the downy snow. 
   
  A moment passes…, then two, before the first 
  form rises.  It is the ghost, but not the one you’ve 
  grown accustomed to.  This one looks like the dead 
  man you found buried in the snow.  His face is a mask 
  of terror as he begins to rush towards the frozen body 
  that shares his appearance.  With each step, his 
  spectral form breaks down and drifts away a little 
  more like smoke.  Before he can reach the body… his 
  body, he falls, groping fruitlessly at the chill air.  Just 
  inches from his goal, the ghost fades away like mist 
  upon the sunrise. 
   
  Turning, you see another form rise from the 
  snow.  This one is real…, solid.  The effort needed to 
  stand was more than he could bear and he falls again. 
  From the ground he looks up pleadingly “You must 
  stop them… Yseron betrayed the Shield Mages… he 
  sold our secret to the Old One!” 
   
   
   
  The ghost, now a man once again, collapses into 
  unconsciousness, his hand thrusting towards the east 
  in the direction Iuz’s minions went. 
  Alewyn is unconscious and nearly dead.  Healing will 
  have no effect on him and nothing will wake him.  If the 
  PCs wait for him to recover, their opportunity to catch 
  Iuz’s troops passes.  In the morning, Alewyn will be gone, 
  despite and precautions the PCs take to keep an eye on 
  him.  If this happens, the PCs do not receive Alewyn’s 
  Thanks (see Conclusion). 
   
  If the PCs go after Iuz’s troops, proceed to Encounter 
  Seven. 
  In the Cold Grave 
   
  Page 13 
  
   
  Weather Conditions: The weather conditions 
  during this encounter are the same as in Encounter 
  Seven should it matter.  
   
  Encounter Seven: 
  Against Iuz’s Minions 
  Depending on the outcome of Encounter Six, the PCs 
  may decide to follow Alewyn and/or the tracks to pursue 
  Iuz’s minions.  While the troops have a decent head start, 
  they aren’t in much of a hurry and the PCs can easily 
  catch them, due in part to weather conditions finally 
  improving (see below). 
   
  As you reach the tree line of a small stand of trees you 
  just walked through, you see large shapes ahead.  
  They are crossing an open, snow covered field about 
  one hundred and fifty feet in front of you.  The 
  creatures are spread out in an irregular pattern no 
  closer than 15 ft. to each other.  Four hundred feet 
  ahead of them is another tree line and what might be 
  a ravine with an ice covered brook at the bottom. 
   
  Creatures:  
  APL2 (EL4) –  
  � Ogre (1): hp 29; see Monster Manual. 
  � Hobgblins (3): hp 9, 9, 9; see Monster Manual. 
   
  APL4 (EL6) – 
  � Ogres (2): hp 29, 32; see Monster Manual. 
  � Hobgblins (4): hp 9, 9, 9, 9; see Monster Manual. 
   
  APL6 (EL8) – 
  � Hill Giant (1): hp 102; see Monster Manual. 
  � Ogre (1): hp 33; see Monster Manual. 
  � Hobgblins (4): hp 9, 9, 9, 9; see Monster Manual. 
   
  APL8 (EL10) – 
  � Hill Giants (2): hp 102, 109; see Monster Manual. 
  � Ogres (4): hp 29, 33, 33, 35; see Monster Manual. 
   
  APL10 (EL12) – 
  � Frost Giant (1): hp 133; see Monster Manual. 
  � Hill Giants (3): hp 102, 103, 105; see Monster Manual. 
  � Ogres (4): hp 29, 33, 33, 35; see Monster Manual. 
   
  APL12 (EL14) – 
  � Frost Giants (6): hp 133, 139, 145, 145, 149, 155; see 
  Monster Manual. 
   
  Tactics: This is a straight up fight.  The creatures are not 
  expecting to be followed, but they are still alert and ready 
  for trouble.  Once battle begins, the larger creatures will 
  use reach and flanking to force PCs into attacks of 
  opportunity to limit movement.  When possible, some of 
  the giants will hold actions to throw stones to prevent 
  spell casters from casting spells while the rest of them 
  take down the front line fighters.  If the battle turns 
  against them, they will head for the ravine and try to 
  escape. 
   
  Treasure:  
   
  APL2 – loot (0 gp), coin - (50 gp). 
   
  APL4 – loot (0 gp), coin - (100 gp). 
   
  APL6 – loot (0 gp), coin - (200 gp). 
   
  APL8 – loot (0 gp), coin - (300 gp). 
   
  APL10 – loot (0 gp), coin - (400 gp). 
   
  APL12 – loot (0 gp), coin - (500 gp). 
   
  Development: The PCs may be surprised by the fact 
  that no leader type is in command of Iuz’s minions.  They 
  may learn from prisoners that there was one (a cleric of 
  Iuz named Ryszard, who some players may remember 
  from SHL01-04 The God Below), but he left by magical 
  means shortly after the meeting, taking the information 
  gained from Yseron with him to Law’s Forge.   
  Weather Conditions: The weather conditions 
  during this encounter are as follows: 
   
  � Weather: Snowstorm 
  � Temperature: Severe Cold (-10° F) 
  � Winds: Strong (30mph from northwest, DC10) 
  � Precipitation: None 
  � Movement: Deep Snow Covered (20”) 
   
  See Appendix 5 for weather details. 
   
  Conclusion 
  Like Encounter Six, the event conclusion can play out 
  different ways depending on Alewyn’s fate and whether 
  the PCs hunted down Iuz’s minions in Encounter Seven. 
   The first two version assume the PCs successfully played 
  out Encounter Seven.  The third is the same whether 
  Alewyn is dead or alive. 
   
  In all versions, when the event ends, the PCs will 
  notice that Alewyn’s journal and all of its contents have 
  mysteriously disappeared. 
   
  Alewyn Survived 
  Run this version of the conclusion if the PCs defeated 
  Yseron without killing him; Alewyn reclaimed his body 
  in Encounter Six and the PCs attempted Encounter 
  Seven.  Modify the box text as appropriate based on the 
  outcome of Encounter Seven.  This version assumes the 
  PCs left Alewyn at the ruins when they rushed after Iuz’s 
  troops. 
   
  In the Cold Grave 
   
  Page 14 
  
  Your battle with Iuz’s minions is at an end for now; 
  your foes lie at your feat and the thrill of victory 
  surges though your blood.  From the look of them, 
  they were nothing but guards.  The type usually led 
  by a foul priest of the Old One.  But no cleric lies 
  defeated in the bloody snow. 
   
   
  i
   
   
  Returning to the ruin, you find Alewyn gone, but 
  the rest of the area looks undisturbed.  Yseron’s body 
  still lies where it fell and the last of the storm swirls 
  snow into the cold air.  Pinned to Yseron’s tunic you 
  find a note. 
  Give the players Player’s Handout #3 and continue: 
   
  Your journey back is not nearly as demanding as your 
  trek last night.  The storm’s fury seems to have spent 
  itself, but there is no doubt Telchur is not ready to 
  give up dominion to Atroa just yet.  With the sunrise, 
  the new fallen snow glistens and a comforting silence 
  lies across the land.  Even the normally eerie 
  occupied lands seem renewed… at least for a time. 
   
  Upon your return, your report is received with 
  much interest.  Mention of the Shield Mages draws 
  particularly pointed questions about last n ght’s 
  events, the mages and what it all means.  As with 
  many of your adventures as Pathfinders, you are asked 
  to keep what you saw to yourself. 
   
  What Alewyn’s fate will be now, you cannot 
  guess.  If his journal was correct, then Yseron’s 
  treachery may cause the fall of the Towers of the 
  Shield Mages’ in Admundfort, and worse, place a 
  powerful magical weapon in the Old One’s clutches. 
  Neither can bode well for the Shield Lands, but 
  knowing that at least one Shield Mage still fights for 
  the Holy Realm makes things seem a bit less bleak.  
  Perhaps you will have a chance to help Alewyn and 
  the Shield Mages once again.  Perhaps sooner than 
  you think. 
  For helping Alewyn defeat Yseron and reclaim his body, 
  the players receive Alewyn’s Thanks (see Treasure 
  Summary).  
   
  Alewyn Died 
  Run this version of the conclusion if the PCs killed 
  Yseron (and thus Alewyn’s body), Alewyn did not reclaim 
  his body from Yseron in Encounter Six, but the PCs 
  attempted Encounter Seven by following his ghost.  
  Modify the box text as appropriate based on the outcome 
  of Encounter Seven. 
   
  Your battle with Iuz’s minions is at an end for now; 
  your foes lie at your feat and the thrill of victory 
  surges though your blood.  From the look of them, 
  they were nothing but guards.  The type usually led 
  by a foul priest of the Old One.  But no cleric lies 
  defeated in the bloody snow. 
   
   
   
  l
   
   
  i
   
   
  Once again the familiar ghostly image of Alewyn
  appears in the distance.  A ook of satisfaction crosses 
  his face as he looks at the fallen humanoids.  His face 
  turns more serious as he looks north towards Law’s 
  Forge.  If there was a cleric with these creatures, that 
  is surely where he went to report to his master Vayne. 
   Nodding his head in thanks, Alewyn fades one last 
  time from site.  In his wake, a piece of parchment 
  floats gently to the ground. 
  Give the players Player’s Handout #3 and continue: 
   
  Your journey back is not nearly as demanding as your 
  trek last night.  The storm’s fury seems to have spent 
  itself, but there is no doubt Telchur is not ready to 
  give up dominion to Atroa just yet.  With the sunrise, 
  the new fallen snow glistens and a comforting silence 
  lies across the land.  Even the normally eerie 
  occupied lands seem renewed… at least for a time. 
   
  Upon your return, your report is received with 
  much interest.  Mention of the Shield Mages draws 
  particularly pointed questions about last n ght’s 
  events, the mages and what it all means.  As with 
  many of your adventures as Pathfinders, you are asked 
  to keep what you saw to yourself. 
   
  What Alewyn’s fate will be now, you cannot 
  guess.  If his journal was correct, then Yseron’s 
  treachery may cause the fall of the Towers of the 
  Shield Mages’ in Admundfort, and worse, place a 
  powerful magical weapon in the Old One’s clutches. 
  Neither can bode well for the Shield Lands, but 
  perhaps you can carry on for him and protect the 
  secret of the Shield Mages. 
  For helping Alewyn defeat Yseron the players receive 
  Alewyn’s Thanks (see Treasure Summary), but the DM 
  should make a note in the Adventure Record that 
  Alewyn did not survive. 
   
  PCs Did Not Play Encounter Seven 
  Run this version of the conclusion if the PCs did not 
  even attempt to play Encounter Seven. 
   
  If the PCs did not even make an attempt to stop Iuz’s 
  minions for leaving, Alewyn (alive or dead) will not be 
  pleased.  They do not get Alewyn’s Thanks, nor do they 
  get Player’s Handout #3.  If Alewyn is alive and with the 
  PCs, he will become extremely angry at the PCs, curse 
  them as fools and cowards and leave immediately hoping 
  to catch Iuz’s troops himself.  At some point before the 
  PCs return to Torkeep or the Outpost, read of paraphrase 
  the following: 
  In the Cold Grave 
   
  Page 15 
  
   
  Your journey back is not nearly as demanding as your 
  trek last night.  The storm’s fury seems to have spent 
  itself, but there is no doubt Telchur is not ready to 
  give up dominion to Atroa just yet.  With the sunrise, 
  the new fallen snow glistens and a comforting silence 
  lies across the land.  Even the normally eerie 
  occupied lands seem renewed… at least for a time. 
   
  Upon your return, your report is received with 
  much interest.  Mention of the Shield Mages draws 
  particularly pointed questions about last n ght’s 
  events, the mages and what it all means.  As with 
  many of your adventures as Pathfinders, you are asked 
  to keep what you saw to yourself. 
  i
  i
   
   
   
  Of Alewyn, there is no sign.  He was not pleased 
  that you refused to pursue Iuz’s minions and has not 
  returned.  What h s fate will be now, you cannot 
  guess.  If his journal was correct, then Yseron’s 
  treachery may cause the fall of the Towers of the 
  Shield Mages’ in Admundfort, and worse place a 
  powerful magical weapon in the Old One’s clutches. 
  Neither can bode well for the Shield Lands. 
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter Three 
  Defeat the Wolf Riders 
   
  APL2 90 xp 
  APL4 150 xp 
  APL6 210 xp  
  APL8 270 xp 
  APL10 330 xp 
  APL12 390 xp 
   
  Encounter Five 
  Defeat Yseron 
  APL2 150 xp 
  APL4 210 xp 
  APL6 270 xp 
  APL8 330 xp 
  APL10 390 xp 
  APL12 450 xp 
   
  Encounter Seven 
  Defeat Iuz’s Minions 
  APL2 120 xp 
  APL4 180 xp 
  APL6 240 xp 
  APL8 300 xp 
  APL10 360 xp 
  APL12 420 xp 
   
  Story Award 
  Encounter One – Follow Alewyn’s Gjost into the Storm 
  APL2 25 xp 
  APL4 35 xp 
  APL6 45 xp 
  APL8 55 xp 
  APL10 70 xp 
  APL12 80 xp 
   
  Encounter Three – Tracking the wolf riders back to 
  Pelasin’s Tower 
  APL2 25 xp 
  APL4 35 xp 
  APL6 45 xp 
  APL8 55 xp 
  APL10 70 xp 
  APL12 80 xp 
   
  Discretionary Roleplaying Award 
  APL2 40 xp 
  APL4 65 xp 
  APL6 90 xp 
  APL8 115 xp 
  APL10 130 xp 
  APL12 155 xp 
   
  Total Possible Experience:  
   
  APL2 450 xp 
  APL4 675 xp 
  APL6 900 xp 
  APL8 1125 xp 
  APL10 1350 xp 
  APL12 1575 xp 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold.  If you feel it is reasonable that characters can go 
  In the Cold Grave 
   
  Page 16 
  
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot.  If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure.  Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it.  Other times 
  they may attempt to use the item blindly.  If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) and 
  the item is used before the end of the adventure, its total 
  is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
   
  L:  Looted gear from enemy 
   
  C:  Coin, Gems, Jewelry, and other valuables 
   
  M:  Magic Items (sell value)  
   
  Encounter Three: 
   
  APL 2: L: 6 gp; C: 2 gp; M: 0 gp 
   
  APL 4: L: 12 gp; C: 8 gp; M: 0 gp 
   
  APL 6: L: 12 gp; C: 12 gp; M: 0 gp 
   
  APL 8: L: 23 gp; C: 28 gp; M: 0 gp 
   
  APL 10: L: 21 gp; C: 40 gp; M: 0 gp 
   
  APL 12: L: 27 gp; C: 60 gp; M: 0 gp 
   
  Encounter Five:   
   
  APL 2: L: 1 gp; C: 8 gp; M: 228 gp 
   
  APL 4: L: 1 gp; C: 17 gp; M: 353 gp 
   
  APL 6: L: 1 gp; C: 25 gp; M: 415 gp 
   
  APL 8: L: 1 gp; C: 33 gp; M: 644 gp 
   
  APL 10: L: 1 gp; C: 42 gp; M: 1322 gp 
  APL 12: L: 1 gp; C: 50 gp; M: 1822 gp 
   
  Encounter Seven:   
   
  APL 2: L: 0 gp; C: 8 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 17 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 33 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 50 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 67 gp; M: 0 gp 
  APL 12: L: 0 gp; C: 83 gp; M: 0 gp 
   
  Total Possible Treasure 
  APL 2: L: 7 gp; C: 18 gp; M: 228 gp  - Total: 253 gp 
  APL 4: L: 13 gp; C: 42 gp; M: 353 gp  - Total: 408 gp 
  APL 6: L: 13 gp; C: 70 gp; M: 415 gp  - Total: 498 gp  
  APL 8: L: 24 gp; C: 111 gp; M: 644 gp  - Total: 779 gp 
  APL 10: L: 22 gp; C: 149 gp; M: 1322 gp  - Total: 1493 gp 
  APL 12: L: 28 gp; C: 193 gp; M: 1822 gp  - Total: 2043 gp 
   
  Special 
  � Alewyn’s Thanks – For helping Alewyn the Shield 
  Mage defeat Yseron the traitor you have earned one 
  Influence Point with the Shield Mages.  Currently, the 
  whereabouts of Alewyn and the rest of the Shield Mages 
  is unknown, but if they return, this Influence Point may 
  be used with any member or at the Towers of the Shield 
  Mages in Admundfort if they are recovered from Iuz’s 
  vile occupation. 
   
  Items for the Adventure Record 
  Item Access 
  APL 2: 
  Wand of Magic Missiles (1st level caster) (Adventure, 
  DMG) 
   
  APL 4: (All of APL 2 plus the following) 
  Wand of Magic Missiles (3rd level caster) (Adventure, 
  DMG) 
   
  APL 6: (All of APLs 2-4 plus the following) 
  Potion of Cure Serious Wounds (Adventure, DMG) 
   
  APL 8: (All of APLs 2-6 plus the following) 
  Headband of Intellect +2 (Adventure, DMG) 
   
  APL 10: (All of APLs 2-8 plus the following) 
  Cloak of Resistance +2 (Adventure, DMG) 
  Ioun Stone (dusty rose prism) (Adventure, DMG) 
   
  APL 12: (All of APLs 2-10 plus the following) 
  Ring of Protection +2 (Adventure, DMG) 
   
  In the Cold Grave 
   
  Page 17 
  
  Appendix 1: NPC & Monster Stats 
  Encounter Three: Wolf Riders 
  APLs2-8 (ELs3-9): 
  � Goblin Wolf Rider(s): Male Goblin Rgr1; CR1; 
  Small Humanoid ; HD 1d8+1 (Ranger); hp 9; Init +2; 
  Spd 30 ft.; AC 16 (touch 13, flat-footed 14) [Dex +2, 
  leather +2, light shield +1, size +1]; Atk +2 base melee, 
  +4 base ranged; +2 (1d6, small spear), +2 (1d4, small 
  handaxe); +4 (1d4, small shortbow); Grapple, +2; SA: , 
  Favored 
  enemy 
  (human), 
  wild 
  empathy; 
  SQ: 
  Darkvision (60 ft.) (Ex); AL NE; SV Fort +3, Ref +4, 
  Will +0; Str 10, Dex 14, Con 12, Int 10, Wis 10, Cha 6. 
   
  Skills and Feats: Handle Animal +2, Listen +4, 
  Knowledge (nature) +2, Move Silently +8, Ride +10, 
  Search +2, Spot +4, Survival +4; Mounted Combat, 
  Track. 
   
  Possessions: 
  Spear, 
  shortbow, 
  arrows 
  (12), 
  handaxe, leather, light shield, cold weather outfit; 
  backpack; bedroll; blanket, winter; flint and steel; trail 
  rations; sack; signal whistle; torch; wineskin (full); 
  whetstone. 
   
  APL10 (EL11): 
  � Goblin Wolf Riders (4): Male Goblin Rgr6; CR6; 
  Small Humanoid ; HD 6d8+6 (Ranger); hp 39; Init +2; 
  Spd 30 ft.; AC 16 (touch 13, flat-footed 14) [Dex +2, 
  leather +2, light shield +1, size +1]; Atk +7/+2 base 
  melee, +9/+4 base ranged; +7/+2 (1d6, small spear), 
  +7/+2 (1d4, small handaxe); +9/+4 (1d4, small 
  shortbow); Grapple, +2; SA: Combat style (archery), 
  favored enemies (human & gnome), improved combat 
  style (archery), wild empathy; SQ: Darkvision (60 ft.) 
  (Ex); AL NE; SV Fort +6, Ref +7, Will +2; Str 10, Dex 14, 
  Con 12, Int 10, Wis 11, Cha 6. 
   
  Skills and Feats: Handle Animal +4, Listen +8, 
  Knowledge (nature) +6, Move Silently +13, Ride +15, 
  Search +4, Spot +8, Survival +8; Endurance, Manyshot, 
  Mounted Archery, Mounted Combat, Rapid Shot, 
  Ride-by-Attack, Track. 
   
  Possessions: 
  Spear, 
  shortbow, 
  arrows 
  (12), 
  handaxe, leather, light shield, backpack; bedroll; 
  blanket, winter; flint and steel; trail rations; sack; signal 
  whistle; torch; wineskin (full); whetstone. 
   
  Spells Prepared (2; DC 11): 1st—endure elements, 
  magic fang. 
   
  APL12 (EL13): 
  � Goblin Shaman: Female goblin Clr7; CR 7; Small 
  Humanoid; HD 7d8+7 (+21) (Cleric); hp 44 (58); Init 
  +5; Spd 30 ft.; AC 17 (19 vs. good) (touch 12 (14 vs. 
  good), flat-footed 16 (18 vs. good)) [Dex +1, chainmail 
  +5, magic circle against good +2 (vs. good), size +1]; Atk 
  +6 melee (1d10, small greatsword); Grapple, +6; SA 
  Divine spells, rebuke undead; SQ Darkvision (60 ft.) 
  (Ex); AL NE; SV Fort +6, Ref +3, Will +8; Str 10, Dex 12, 
  Con 12 (16), Int 10, Wis 16, Cha 14.  
   
  Skills and Feats: Concentration +10, Hide +5, 
  Knowledge (religion) +5, Listen +5, Move Silently +5, 
  Ride +5, Spellcraft +5, Spot +5; Alertness, Combat 
  Casting, Improved Intiative. 
   
  Possessions: chainmail, small greatsword, holy 
  symbol of Iuz, handaxe, backpack; bedroll; blanket, 
  winter; flint and steel; trail rations; sack; signal whistle; 
  torch; wineskin (full); whetstone. 
   
  Spells Prepared (6/5+1/4+1/3+1/2+1; base DC = 13 
  + spell level): 0—detect magic, detect poison, inflict 
  minor wounds (2), resistance (2); 1st—protection from 
  good*, bane, cure light wounds, endure elements, 
  obscuring mist, magic weapon; 2nd—invisibility*, 
  bear’s endurance, cure moderate wounds, shatter, 
  silence; 3rd—magic circle against good*, bestow curse, 
  blindness, dispel magic; 4th—confusion*, cure critical 
  wounds, poison. 
   
  *Domain spell. Domains: Evil (cast evil spells at +1 
  caster level); Trickery (Bluff, Disguise and Hide are 
  class skills). 
   
  � Goblin Wolf Riders (4): Male Goblin Rgr8; CR8; 
  Small Humanoid ; HD 8d8+8 (Ranger); hp 51; Init +2; 
  Spd 30 ft.; AC 15 (touch 12, flat-footed 13) [Dex +2, 
  leather +2, light shield +1]; Atk +9/+4 base melee, 
  +11/+6 base ranged; +9/+4 (1d6, small spear), +9/+4 
  (1d4, small handaxe); +11/+6 (1d4, small shortbow); 
  Grapple, +2;  SA: Combat style (archery), favored 
  enemies (human & gnome), improved combat style 
  (archery), swift tracker, wild empathy, woodland stride; 
  SQ: Darkvision (60 ft.) (Ex); AL NE; SV Fort +7, Ref +8, 
  Will +2; Str 10, Dex 14, Con 12, Int 10, Wis 12, Cha 6. 
   
  Skills and Feats: Handle Animal +4, Listen +10, 
  Knowledge (nature) +8, Move Silently +13, Ride +17, 
  Search +4, Spot +10, Survival +12; Endurance, 
  Manyshot, Mounted Archery, Mounted Combat, Rapid 
  Shot, Ride-by-Attack, Track. 
   
  Possessions: 
  Spear, 
  shortbow, 
  arrows 
  (12), 
  handaxe, leather, light shield, backpack; bedroll; 
  blanket, winter; flint and steel; trail rations; sack; signal 
  whistle; torch; wineskin (full); whetstone. 
   
  Spells Prepared (2; base DC = 11 + spell level): 
  1st—endure elements, magic fang. 
   
  In the Cold Grave 
   
  Page 18 
  
  Encounter Five: Yseron 
  APL2 (EL5): 
  � Yseron: Male human Wiz5; CR 5; Medium 
  humanoid; HD 5d4+5; hp 25 (35); Init +2; Spd 30 ft.; 
  AC 20 (touch 16, flat-footed 19) [Dex +1, Ring of 
  Protection +1, mage armor +4, shield +4]; Atk +2 melee 
  (1d6, quarterstaff); Grapple, +2;  SA Arcane spells, 
  familiar (weasel); AL LE; SV Fort +2, Ref +5, Will +5; 
  Str 10, Dex 12, Con 14, Int 17, Wis 12, Cha 12. 
  Skills and Feats: Concentration +10, Decipher Script 
  +11, Knowledge (Arcana) +11, Knowledge (Planes) +11, 
  Listen +8, Spellcraft +11, Spot +8; Cooperative Spell, 
  Eschew Materials, Scribe Scroll, Silent Spell, Still Spell. 
   
  Possessions: 
  Traveler’s 
  clothes, 
  quarterstaff, 
  dagger, Ring of Protection +1, Wand of Magic Missile 
  (1
  st level), Arcane Scroll (Invisibility), Alewyn’s Journal 
  (see Player’s Handout #2), (25 x APL) gp (in various 
  coins), Silver Shield Mage pendant. 
   
  Physical Description:  Brown hair and eyes, 
  average build, early thirties.  Note: Yseron now 
  inhabits Alewyn’s body, so the description here is 
  really that of Alewyn. 
   
  Spells Prepared (4/4/3/2; base DC = 13 + spell 
  level): 
  0—detect 
  magic, 
  daze, 
  mage 
  hand, 
  prestidigitation; 1st—endure elements, mage armor, 
  shield, sleep; 2nd—touch of idiocy, ghoul touch, false 
  life; 3rd—displacement, fireball. 
   
  Spellbook: 0—all; 1st—endure elements, mage 
  armor, magic missile, shield, sleep; 2nd—ghoul touch, 
  invisibility, false life, touch of idiocy; 3rd— 
  displacement, fireball. 
   
  Familiar: Weasel; hp 12; see Monster Manual and 
  Player’s Handbook. 
   
  APL4 (EL7): 
  � Yseron: Male human Wiz5/MotAO2; CR 7; 
  Medium humanoid; HD 7d4+7; hp 35 (47); Init +2; Spd 
  30 ft.; AC 20 (touch 16, flat-footed 19) [Dex +1, Ring of 
  Protection +1, mage armor +4, shield +4]; Atk +3 melee 
  (1d6, quarterstaff); Grapple, +3;  SA Arcane spells, 
  Spellpool I, familiar (weasel); AL LE; SV Fort +2, Ref 
  +5, Will +8; Str 10, Dex 12, Con 14, Int 17, Wis 12, Cha 
  12. 
  Skills and Feats: Concentration +12, Decipher Script 
  +13, Knowledge (Arcana) +13, Knowledge (Planes) +13, 
  Listen +8, Spellcraft +13, Spot +9; Combat Casting, 
  Cooperative Spell, Empower Spell, Eschew Materials, 
  Scribe Scroll, Silent Spell, Still Spell. 
   
  Possessions: 
  Traveler’s 
  clothes, 
  quarterstaff, 
  dagger, Ring of Protection +1, Wand of Magic Missile 
  (3rd level), Arcane Scroll (Invisibility), Alewyn’s 
  Journal (see Player’s Handout #2), (25 x APL) gp (in 
  various coins), Silver Shield Mage pendant. 
   
  Physical Description:  Brown hair and eyes, 
  average build, early thirties.  Note: Yseron now 
  inhabits Alewyn’s body, so the description here is 
  really that of Alewyn. 
   
  Spells Prepared (4/5/4/3/1; base DC = 13 + spell 
  level): 
  0—detect 
  magic, 
  daze, 
  mage 
  hand, 
  prestidigitation; 1st—endure elements, mage armor, 
  shield, sleep, one spell slot available for Spellpool spell; 
  2nd—touch of idiocy, ghoul touch, false life, one spell 
  slot available for Spellpool spell; 3rd—displacement, 
  fireball, one spell slot available for Spellpool spell; 
  4th—stoneskin. 
   
  Spellbook: 0—all; 1st—endure elements, mage 
  armor, magic missile, shield, sleep; 2nd—ghoul touch, 
  invisibility, false life, touch of idiocy; 3rd—
  displacement, dispel magic, fireball, hold person; 4th—
  Evard’s black tentacles, stonskin. 
   
  Familiar: Weasel; hp 17; see Monster Manual and 
  Player’s Handbook. 
   
  APL6 (EL9): 
  � Yseron: Male human Wiz7/MotAO2; CR 9; 
  Medium humanoid; HD 9d4+9; hp (45) 59; Init +2; Spd 
  30 ft.; AC 20 (touch 16, flat-footed 19) [Dex +1, Ring of 
  Protection +1, mage armor +4, shield +4]; Atk +4 melee 
  (1d6, quarterstaff); Grapple, +4;  SA Arcane spells, 
  Spellpool I, improved familiar (imp); AL LE; SV Fort 
  +3, Ref +4, Will +9; Str 10, Dex 12, Con 14, Int 18, Wis 
  12, Cha 12. 
  Skills and Feats: Concentration +14, Decipher Script 
  +15, Knowledge (Arcana) +15, Knowledge (Planes) +15, 
  Listen +7, Spellcraft +15, Spot +7; Combat Casting, 
  Cooperative Spell, Empower Spell, Eschew Materials, 
  Improved Familiar, Scribe Scroll, Silent Spell, Still 
  Spell. 
   
  Possessions: 
  Traveler’s 
  clothes, 
  quarterstaff, 
  dagger, Ring of Protection +1, Wand of Magic Missile 
  (3rd level), Arcane Scroll (Invisibility), potion of cure 
  serious wounds, Alewyn’s Journal (see Player’s 
  Handout #2), (25 x APL) gp (in various coins), Silver 
  Shield Mage pendant. 
   
  Physical Description:  Brown hair and eyes, 
  average build, early thirties.  Note: Yseron now 
  inhabits Alewyn’s body, so the description here is 
  really that of Alewyn. 
   
  Spells Prepared (4/5/5/4/3/1; base DC = 14 + spell 
  level): 
  0—detect 
  magic, 
  daze, 
  mage 
  hand, 
  prestidigitation; 1st—endure elements, mage armor, 
  shield, sleep, one spell slot available for Spellpool spell; 
  2nd—touch of idiocy, ghoul touch, false life, two spell 
  slots available for Spellpool spells; 3rd—displacement, 
  dispel magic, fireball, one spell slot available for 
  Spellpool 
  spell; 
  4th—Evard’s 
  black 
  tentacles, 
  In the Cold Grave 
   
  Page 19 
  
  stoneskin, one spell slot available for Spellpool spell; 
  5th—cone of cold. 
   
  Spellbook: 0—all; 1st—endure elements, mage 
  armor, magic missile, shield, sleep; 2nd—ghoul touch, 
  invisibility, false life, touch of idiocy; 3rd—
  displacement, dispel magic, fireball, hold person; 4th—
  Arcane eye, Evard’s black tentacles, shout, stoneskin; 
  5th—teleport, cone of cold. 
   
  Familiar: Imp; hp 22; see Monster Manual and 
  Player’s Handbook. 
   
  APL8 (EL11): 
  � Yseron: Male human Wiz7/MotAO4; CR 11; 
  Medium humanoid; HD 11d4+11; hp 55 (70); Init +2; 
  Spd 30 ft.; AC 20 (touch 16, flat-footed 19) [Dex +1, 
  Ring of Protection +1, mage armor +4, shield +4]; Atk 
  +5 melee (1d6, quarterstaff); Grapple, +5;  SA Arcane 
  spells, Spellpool I & II, improved familiar (imp); AL 
  LE; SV Fort +5, Ref +6, Will +11; Str 10, Dex 12, Con 14, 
  Int 18 (20), Wis 12, Cha 12. 
  Skills and Feats: Concentration +16, Decipher Script 
  +17, Knowledge (Arcana) +18, Knowledge (Planes) +18, 
  Listen +8, Spellcraft +18, Spot +8; Combat Casting, 
  Cooperative Spell, Empower Spell, Eschew Materials, 
  Improved Familiar, Scribe Scroll, Silent Spell, Still 
  Spell. 
   
  Possessions: 
  Traveler’s 
  clothes, 
  quarterstaff, 
  dagger, Ring of Protection +1, headband of intellect +2, 
  Arcane Scroll (Invisibility), potion of cure serious 
  wounds, cloak of resistance +1, Alewyn’s Journal (see 
  Player’s Handout #2), (25 x APL) gp (in various coins), 
  Silver Shield Mage pendant. 
   
  Physical Description:  Brown hair and eyes, 
  average build, early thirties.  Note: Yseron now 
  inhabits Alewyn’s body, so the description here is 
  really that of Alewyn. 
   
  Spells Prepared (4/6/5/5/4/2/1; base DC = 15 + 
  spell level): 0—detect magic, daze, mage hand, 
  prestidigitation; 1st—endure elements, mage armor, 
  shield, sleep, two spell slots available for Spellpool 
  spells; 2nd—touch of idiocy, ghoul touch, false life, 
  two spell slots available for Spellpool spells; 3rd—
  displacement, dispel magic, fireball, two spell slots 
  available for Spellpool spells; 4th—Evard’s black 
  tentacles, shout, stoneskin, one spell slot available for 
  Spellpool spell; 5th—teleport, cone of cold; 6th—
  disintegrate. 
   
  Spellbook: 0—all; 1st—endure elements, mage 
  armor, magic missile, shield, sleep; 2nd—ghoul touch, 
  invisibility, false life, touch of idiocy; 3rd—
  displacement, dispel magic, fireball, hold person; 4th—
  Arcane eye, Evard’s black tentacles, shout, stoneskin; 
  5th—cone of cold, overland flight, teleport, summon 
  monster V, ; 6th—chain lightning, disintegrate. 
   
  Familiar: Imp; hp 27; see Monster Manual and 
  Player’s Handbook. 
   
  APL10 (EL13): 
  � Yseron: Male human Wiz9/MotAO4; CR 13; 
  Medium humanoid; HD 13d4+13; hp 65 (80); Init +6; 
  Spd 30 ft.; AC 21 (touch 17, flat-footed 20) [Dex +1, 
  Ring of Protection +1, mage armor +4, shield +4, +1 
  ioun stone]; Atk +6 melee (1d6, quarterstaff); Grapple, 
  +6;  SA Arcane spells, Spellpool I & II, improved 
  familiar (imp); AL LE; SV Fort +7, Ref +8, Will +13; Str 
  10, Dex 12, Con 14, Int 19 (21), Wis 12, Cha 12. 
  Skills and Feats: Concentration +18, Decipher Script 
  +19, Knowledge (Arcana) +20, Knowledge (Planes) +20, 
  Listen +9, Spellcraft +20, Spot +9; Combat Casting, 
  Cooperative Spell, Empower Spell, Eschew Materials, 
  Improved Familiar, Improved Initiative, Scribe Scroll, 
  Silent Spell, Still Spell. 
   
  Possessions: 
  Traveler’s 
  clothes, 
  quarterstaff, 
  dagger, Ring of Protection +1, headband of intellect +2, 
  Arcane Scroll (Invisibility), potion of cure serious 
  wounds, cloak of resistance +2, ioun stone (dusty rose 
  prism), arcane scroll (false life), Alewyn’s Journal (see 
  Player’s Handout #2), (25 x APL) gp (in various coins), 
  Silver Shield Mage pendant. 
   
  Physical Description:  Brown hair and eyes, 
  average build, early thirties.  Note: Yseron now 
  inhabits Alewyn’s body, so the description here is 
  really that of Alewyn. 
   
  Spells Prepared (4/6/5/5/5/4/2/1; base DC = 15 + 
  spell level): 0—detect magic, daze, mage hand, 
  prestidigitation; 1st—endure elements, mage armor, 
  shield, sleep, two spell slots available for Spellpool 
  spells; 2nd—touch of idiocy, ghoul touch, false life, 
  two spell slots available for Spellpool spells; 3rd—
  displacement, dispel magic, fireball, two spell slots 
  available for Spellpool spells; 4th—Evard’s black 
  tentacles, shout, stoneskin, two spell slots available for 
  Spellpool spells; 5th—teleport, cone of cold, summon 
  monster V, one spell slot open for spellpool spell; 
  6th—disintegrate, one spell slot open for spellpool 
  spell; 7th—spell turning. 
   
  Spellbook: 0—all; 1st—endure elements, mage 
  armor, magic missile, shield, sleep; 2nd—ghoul touch, 
  invisibility, false life, touch of idiocy; 3rd—
  displacement, dispel magic, fireball, hold person; 4th—
  Arcane eye, Evard’s black tentacles, shout, stoneskin; 
  5th—cone of cold, overland flight, teleport, summon 
  monster V, ; 6th—chain lightning, disintegrate, greater 
  dispel magic, flesh to stone; 7th—finger of death, spell 
  turning. 
   
  Familiar: Imp; hp 32; see Monster Manual and 
  Player’s Handbook. 
   
  In the Cold Grave 
   
  Page 20 
  
  APL12 (EL15): 
  � Yseron: Male human Wiz11/MotAO4; CR 15; 
  Medium humanoid; HD 15d4+15; hp 75 (90); Init +6; 
  Spd 30 ft.; AC 22 (touch 18, flat-footed 21) [Dex +1, 
  Ring of Protection +2, mage armor +4, shield +4, +1 
  ioun stone]; Atk +7 melee (1d6, quarterstaff); Grapple, 
  +7; SA Arcane spells, Spellpool I & II, improved 
  familiar (imp); AL LE; SV Fort +7, Ref +8, Will +14; Str 
  10, Dex 12, Con 14, Int 19 (21), Wis 12, Cha 12. 
  Skills and Feats: Concentration +20, Decipher Script 
  +21, Knowledge (Arcana) +22, Knowledge (Planes) +22, 
  Listen +10, Spellcraft +22, Spot +10; Combat Casting, 
  Cooperative Spell, Empower Spell, Eschew Materials, 
  Improved Familiar, Improved Initiative, Scribe Scroll, 
  Silent Spell, Still Spell. 
   
  Possessions: 
  Traveler’s 
  clothes, 
  quarterstaff, 
  dagger, Ring of Protection +2, headband of intellect +2, 
  Arcane Scroll (Invisibility), potion of cure serious 
  wounds, cloak of resistance +2, ioun stone (dusty rose 
  prism), arcane scroll (false life), Alewyn’s Journal (see 
  Player’s Handout #2), (25 x APL) gp (in various coins), 
  Silver Shield Mage pendant. 
   
  Physical Description:  Brown hair and eyes, 
  average build, early thirties.  Note: Yseron now 
  inhabits Alewyn’s body, so the description here is 
  really that of Alewyn. 
   
  Spells Prepared (4/6/5/5/5/5/3/2/1; base DC = 15 
  + spell level): 0—detect magic, daze, mage hand, 
  prestidigitation; 1st—endure elements, mage armor, 
  shield, sleep, two spell slots available for Spellpool 
  spells; 2nd—touch of idiocy, ghoul touch, false life, 
  two spell slots available for Spellpool spells; 3rd—
  displacement, dispel magic, fireball, two spell slots 
  available for Spellpool spells; 4th—Evard’s black 
  tentacles, shout, three spell slots available for Spellpool 
  spells; 5th—teleport, cone of cold, summon monster V, 
  two spell slots open for spellpool spells; 6th—
  disintegrate, greater dispel magic, one spell slot open 
  for spellpool spell; 7th—finger of death, spell turning; 
  8th—iron body. 
   
  Spellbook: 0—all; 1st—endure elements, mage 
  armor, magic missile, shield, sleep; 2nd—ghoul touch, 
  invisibility, false life, touch of idiocy; 3rd—
  displacement, dispel magic, fireball, hold person; 4th—
  Arcane eye, Evard’s black tentacles, shout, stoneskin; 
  5th—cone of cold, overland flight, teleport, summon 
  monster V, ; 6th—chain lightning, disintegrate, greater 
  dispel magic, flesh to stone; 7th—finger of death, mass 
  hold person, spell turning, plane shift; 8th—iron body, 
  protection from spells. 
   
  Familiar: Imp; hp 37; see Monster Manual and 
  Player’s Handbook. 
   
   
   
  In the Cold Grave 
   
  Page 21 
  
  Appendix 2a: Maps − Overview Map of Outpost 
   
  In the Cold Grave 
   
  Page 22 
  
  Appendix 2b: Maps − Orand’s Tower (Upper Levels) 
   
  In the Cold Grave 
   
  Page 23 
  
  Appendix 2c: Maps – Overview of Pelasin’s Tower 
   
   
   
   
  In the Cold Grave 
   
  Page 24 
  
  Appendix 3: Towers Series Adventure Backgrounds and 
  Summaries 
  SHL03−01 The Lonely Tower 
  Adventure Background 
  Late in the month of Harvester in the common year 
  591, the Shield Lands won a tremendous victory 
  against the occupying forces loyal to the evil demi-god 
  Iuz.  After three years at a virtual standstill in the War 
  of Reclamation, the Knights of Holy Shielding and the 
  Shield Lands’ army repatriated Torkeep.  Torkeep is the 
  ancestral home of Earl Franz Torkeep of the Council of 
  Lords.  The keep, a smallish motte and bailey structure 
  in the northwest portion of the nation had been under 
  Iuz’s control since its fall in 583 CY.  This victory was 
  the Shield Lands’ first real success against Iuz since the 
  end of the Great Northern Crusade in 588 CY and the 
  first territorial gain without the aid of the nation’s 
  major allies.  Within days Iuz’s forces made an attempt 
  to retake the keep.  Though seriously outnumbered, 
  Pathfinders and Shield Lands soldiers held the keep 
  long enough for Knight Commander Katarina 
  Walworth to arrive with reinforcements and drive off 
  Iuz’s minions. 
   
  Six individuals, brave Pathfinders all, played a 
  unique role in holding Torkeep against a second fall to 
  the Old One.  While their companions faced death on 
  the walls of Torkeep during the final hours of the now 
  famous Battle of Torkeep, Omaya Fairspeak of 
  Heironeous, Eiorhn of Kord , Darius Skye, Reeves 
  Nithtel, Lannona and Brandy Fardale left what little 
  safety the keep offered to race off on what might have 
  been a fool’s errand. 
   
  The Pathfinders were sent northwest along the 
  banks of the Ritensa River to an abandoned tower.  The 
  tower once belonged to Orand Hastironn the Artificer, 
  a powerful wizard and member of the mysterious 
  Shield Mages.  Known for his skill at creating magical 
  constructs, it was hoped the six heroes could recover 
  something to aid Torkeep until reinforcements arrived. 
   Of particular note was the wizard’s mighty Shield 
  Guardian which had not been seen since Iuz invaded.  
  Both it and its master disappeared shortly after the 
  wizard suffered an apparent mortal wound in battle. 
   
  The Pathfinders reached the tower only to find it 
  devoid of life and infested with undead shadows.  In 
  the highest room of the tower they found the remains 
  of missing wizard strung up and violated in 
  unspeakable ways.  Apparently, the wizard ordered his 
  construct to return him to his tower to heal, only to be 
  overwhelmed by the undead minions of the Old One.  
  Sorely wounded and trapped in the tower by undead, 
  the wizard could not call his Shield Guardian servant to 
  his side.  The giant construct lay quietly at the bottom 
  of the Ritensa River while its master was torn to 
  shreds. 
   
  The heroes found the control device for the shield 
  guardian in the rubble of the wizard’s laboratory, 
  unknowingly left behind by Iuz’s forces.  With a 
  simple mental command, the giant warrior rose amidst 
  a cloud of silt from the bottom of the river, once again 
  ready to serve the Holy Realm. 
   
  With time running out for the defenders of 
  Torkeep, the Pathfinders hurried back hoping to find 
  the keep’s defenses still intact.  They arrived in time for 
  the final assault by Lord Arbas, a former Shield Lands 
  lord, now traitor and servant of Iuz’s Lesser Boneheart 
  mage Vayne.  Orcs, hobgoblins, ogres and giants in 
  great numbers pounded at the gates of Torkeep.  The 
  shield guardian waded into the fray flailing its 
  powerful stone fists, crushing foes with silent fury.  
  The unexpected attack from outside the walls threw 
  Lord Arbas’ troops into disarray long enough for Lord 
  Torkeep and the remaining defenders to rally and push 
  the attackers from the walls.  By the time Lord Arbas 
  reorganized his confused troops, Lady Katarina and a 
  large force of Shield Knights arrived and broke the 
  siege. 
   
  In the end, Torkeep remained in the possession of 
  the Shield Lands, but the traitorous Lord Arbas 
  escaped.  The six heroes later learned that for their part 
  in his defeat, Lord Arbas placed a price on each of their 
  heads.  Though they had likely saved Torkeep and its 
  defenders, their own lives were now in constant 
  danger. 
   
  Since its recovery, Torkeep has become the 
  northern most bastion of the Shield Lands, replacing 
  the Ritensa Outpost as the first line of defense against 
  attacks coming south along the Ritensa River.  When 
  Gensal was recovered later the same year, Fort 
  Vigilance, the headquarters of the Order of the 
  Northern Guard was moved north to create a steady 
  line of defense stretching from the banks of the 
  Ritensa east to Gensal, and turning south to the South 
  Keep Outpost.  From these border forts, Shield Land’s 
  patrols monitor and protect the border up to a half 
  day’s ride into the occupied lands. 
   
  Between each of the major forts (Torkeep, Fort 
  Vigilance, Gensal and the South Keep Outpost) lie 
  smaller border forts consisting of little more than a 
  wooden lookout tower surrounded by a stout wooden 
  palisade and manned by 50-100 soldiers, Pathfinders 
  In the Cold Grave 
   
  Page 25 
  
  and Knights of Holy Shielding.  One of these smaller 
  outposts now occupies the Shield Mage Orand’s 
  former tower. 
  Due to its proximity to Torkeep, the outpost has no 
  official name (though it has earned the nickname 
  “Orand’s Tomb”) and does not support a large garrison 
  (usually less than 20 soldiers and Pathfinders).  In fact, 
  the tower is occupied only for its position along the 
  river which allows for an excellent view of the 
  surrounding territory.  The defenses at Torkeep have 
  similar vantage points, but the small tower provides a 
  slightly better line of sight to locations across the 
  Ritensa. 
   
  With Torkeep so close by (only about an hour 
  away on foot), the garrison at Orand’s “Tomb” is rotated 
  fairly regularly.  The party is one such group of 
  garrison replacements. 
   
  Unfortunately, not all things are as they are 
  believed to be. Orand was not killed by minions of Iuz. 
   Months before Iuz invaded the Shield Lands, Orand 
  began a project on a new kind of construct.  During his 
  travels he found an incomplete copy of a book written 
  in the infernal language of the Nine Hells of Baator, 
  describing the making of a type of golem constructed 
  entirely of chains.  The construction of these powerful 
  golems is a closely guarded secret known only to the 
  constructs’ usual masters, the hellish kytons.  Because 
  the book was incomplete, Orand was forced to fill in 
  the blanks by experimentation.  Ultimately the Shield 
  Mage was successful, or nearly so, but his success was 
  also his downfall.   
   
  One kyton, to whom the book originally belonged 
  (and whom Orand suspected wrote the book, or served 
  the one who did) became aware of Orand’s 
  experiments and his goal to use the chain golems in 
  the coming war with Iuz.  Enraged that a mere human 
  dared to usurp the secret of the chain golems from the 
  kytons of Hell, the kyton found a way to Oerth and 
  killed Orand and one of his apprentices.  After the 
  battle, the kyton hoped to retrieve the book and 
  remove 
  it 
  from 
  the 
  Prime 
  Material 
  Plane.  
  Unfortunately, Orand had foreseen the possibility of 
  evil creatures attempting to recover the book and had a 
  permanent protection from evil enchantment cast on 
  the book.  The kyton found that as an otherworldly evil 
  creature, he could not touch the book. 
   
  Unable to take the book back to the City of Chains 
  in the Nine Hells, the kyton decided to place a number 
  of guardians around the book and keep a close eye on 
  the book.  
   
  Years later on the day this event begins, a few 
  curious soldiers of the tower’s garrison stumbled on 
  the Shield Mage’s hidden workshop.  While 
  investigating, they found and opened Orand’s book.  
  This drew the kyton’s attention, who then appeared 
  and slaughtered them all (including the ones still 
  upstairs).  After sunset, a group of hobgoblins showed 
  up and were killed as well (except for a few that hid 
  upstairs).  After the bloodshed was finished the kyton 
  dragged all the bodies down into the basement 
  workshop and removed all signs of his attack so others, 
  possibly more powerful than the soldiers, would not 
  find and take the book from him. 
   
  As the adventure begins, the kyton is just 
  finishing his grim work and will still be in the tower’s 
  lower levels when the PCs arrive. 
   
  The adventure takes place in mid-Readying, 593 
  CY. 
   
  Adventure Summary  
  The adventure begins with the PCs about a half-mile 
  away from Orand’s tower.  The weather is terrible and a 
  constant cold rain falls, making things wet, muddy and 
  generally unpleasant.   
   
  Magical attempts to communicate with or scry the 
  outpost reveal no activity and no garrison, only the 
  tower, the recently constructed wooden palisade and a 
  few, apparently empty tents remain.  Oddly, the 
  outpost’s four horses are still in their pen and seem to 
  be unharmed and completely normal.  The PCs have 
  been ordered to relieve the Pathfinder garrison at the 
  Tower. 
   
  Upon arrival, the PCs find things just aren’t right.  
  There are no signs of a struggle outside the tower and 
  even the outpost’s horses are still where they should 
  be, but everyone else is gone.  The gates of the palisade 
  are open, but look like they were opened from within.  
  Tracking reveals what are obviously the garrison’s own 
  tracks, but also shows a group of booted humanoids 
  entering the gates sometime last night, but do not 
  show them leaving again. 
   
  Proceeding cautiously the PCs enter the tower to 
  continue their investigation.  Much like outside, they 
  find no obvious signs of trouble and continue up to the 
  tower’s highest level.  In the make shift outpost 
  headquarters they find two hobgoblins who appear 
  more frightened than hostile.  The hobgoblins serve 
  Iuz, but do not attack the PCs on sight, attempting 
  instead to parlay and possibly convince the PCs to 
  release them. 
   
  Interrogation of the prisoners earns the PCs some 
  interesting information that confirms much of what 
  they’ve found so far, but introduces some new 
  mysteries.  Without a true answer to what happened to 
  the garrison or the reinforcements, the PCs look more 
  closely at the tower. 
  In the Cold Grave 
   
  Page 26 
  
   
  In the entry hall on the first level of the tower, the 
  PCs find faint marks on the floor that lead up to and 
  end at the wall.  With some effort, they open the secret 
  door, revealing a passage down into the depths below 
  the tower.  The PCs head down the passageway hoping 
  to find an answer to what happened to the missing 
  soldiers. 
   
  On the way down, the party is attacked by 
  shadows.  The tight confines of the narrow, twisting 
  staircase make the battle very difficult, but the PCs 
  overcome the undead and continue down. 
   
  At the bottom of the stairs, the PCs find a much 
  larger and better stocked lab devoted to the creation of 
  mechanical constructs.  Early visitors to the tower 
  found another, smaller lab in the upper levels of the 
  tower, but this one far surpasses it in content and size. 
  Before the PCs can search, several piles of what 
  appeared to be iron chains come alive and attack the 
  PCs.  These “chain golems” give the PCs a good fight, 
  but are defeated. 
   
  A quick search of the room reveals a number of 
  books including the personal journal of one of Orand’s 
  apprentices, a complete set of instructions for the 
  creation of a homunculus and incomplete notes on the 
  creation of something called a “chain golem”.  The 
  notes indicate that Orand had not yet deciphered the 
  complete process to create a chain golem. 
   
  In the one room connecting to the lab the PCs 
  find a horrific sight and a new foe.  All of the missing 
  soldiers are scattered about; their bodies crushed and 
  broken as if lashed with iron chains.  Standing over the 
  bodies is a hellish kyton who demands Orand’s book. 
   
  After defeating the fiend, the PCs return to 
  Torkeep to report and are allowed to keep a copy of the 
  apprentice’s journal and the book on homunculus 
  creation. 
   
  SHL03−04 A Light in the 
  Dark 
  Adventure Background 
  Lord Linard, a Shield Lands’ noble rumored to be 
  under consideration by the Council of Lords to become 
  the new Lord of South Keep was visiting with Lord 
  Enerick in Bright Sentry two days ago.  Lord Enerick 
  was interested in gauging where the man would stand 
  in the Council of Lords and wished to discuss matters 
  with Lord Linard. It is believed that agents of Iuz in the 
  city, hoping to sow discord and capture a valuable 
  prisoner, noted when his ship was to return to the 
  mainland and made arrangements with Rhennee 
  pirates in the service of Iuz to have the ship attacked 
  on its return voyage.  The pirates were in the area as 
  they have been using a recently established Rhennee 
  settlement at the mouth of the Veng River to spy on 
  the port of Bright Sentry for their master, known as 
  “Eyes”.  During the attack, Lord Linard, was struck by 
  an arrow and fell overboard and drowned.  The 
  remaining officers were captured and taken by the 
  Rhennee to Corell’s Watch on Walworth Isle.  
   
  The lighthouse at Corell’s Watch was once the 
  home of the Shield Mage Eórdsidh.  Towers of Shield 
  Mages are protected from scrying and divination 
  magic.  When some of the occupying forces learned of 
  this, they began using it as a prison to hide those who 
  might be sought out by magic.  In a previous 
  adventure, Pathfinders may have learned that Alewyn, 
  an apprentice to the Shield Mage Orand, was sent to 
  Corell’s Watch on an urgent errand.  Still hidden 
  within the tower are clues as to what that errand was 
  and what the fate of the Shield Mages may be. 
   
  Worried by the disappearance of Lord Linard, the 
  Council of Lords has had the Church of Holy 
  Shielding attempt scrying and divinations on the 
  matter, with no result.  They have now ordered a 
  Pathfinder Unit to investigate the disappearance.  
   
  Adventure Summary  
   
  The adventure begins with the Pathfinders en 
  route to a barge landing southeast of Critwall.   They 
  have been tasked with investigating the disappearance 
  of a ship, the Honor Reclaimed, which was carrying 
  Lord Linard, the man rumored to soon be named the 
  new Lord of South Keep, from Bright Sentry.  The 
  commander tells them that the only other boat that day 
  was a Rhennee barge that left about an hour before the 
  missing cog was to arrive; it should have seen the ship. 
   Another Rhennee barge is at the docks currently, they 
  don’t know the barge in question, but say that it should 
  be at the new Rhennee settlement at the mouth of the 
  Veng River. 
    
  After traveling to the mouth of the Veng River, 
  they meet the bargelord of the settlement, Dravish, and 
  his Veth, Daverna.  He recognizes the barge in 
  question as one that he suspects of being from a 
  Rhennee settlement on Walworth Isle.  A barge also 
  reported seeing a ship being attacked by another vessel 
  on that day.  If the pirates took any prisoners, they 
  were probably taken to Amundfort Isle, though he 
  doesn’t know where.  Daverna recommends that they 
  speak with Linene Blackford as she has extensive 
  knowledge of the Shield Lands, and Dravish offers to 
  take them to Bright Sentry on his personal barge. 
   
  The barge is attacked halfway to Bright Sentry by 
  an aquatic creature that is attempting to force its way 
  onto the barge to get away from something that is 
  In the Cold Grave 
   
  Page 27 
  
  attacking it from below the waves.  When the creature 
  is defeated, it is dragged below the waves and devoured 
  by whatever it was running from.   
   
  On Bright Sentry, they meet with Linene who 
  tells them that the lord met with Lord Enerick, who 
  was less than pleased that another Heironean was 
  being considered for the Council of Lords.  She has 
  heard rumors of Rhennee pirates working in the 
  service of Iuz, led by someone called "Eyes”.  If they 
  captured the lord, he might be being held at Corell’s 
  Watch, a lighthouse on Walworth Isle that once was 
  home of a Shield Mage named Eórdsidh.  Towers of 
  Shield Mages are protected from scryings and that 
  could be the reason for the failed scrying and it is the 
  reason prisoners are kept there.  The lamp of the 
  lighthouse hasn’t been lit since the fall of the tower 
  and the shore is very treacherous along the Corell 
  Straight.   
   
  Dravish offers to sneak the Pathfinders ashore 
  near the lighthouse, and then wait offshore for them to 
  light the lamp of the lighthouse to signal that they are 
  ready to be picked up.  He drops them off a mile down 
  shore, and as they approach, they find the tower 
  guarded on the outside by crocodiles.   
   
  Inside they find twelve prisoners hanging in cages 
  suspended from the inside of the tower, accessible by 
  the stairs that wind up the inside of the tower.  Lord 
  Linard isn’t among them, but members of his crew are. 
   They tell that he is dead, washed overboard when the 
  ship was captured.  There is also a Furyondian Admiral, 
  former commander of the blockade among the 
  prisoners, and a minor noble of the Shield Lands 
  whose ship was captured earlier this year.  At the base 
  of the lighthouse is a room with the quarters of the 
  commander of the prison tower, an evil mage who is 
  using the study of the Shield Mage.   
  Stairs also go down to a dock at the base of the cliff.  
  When the lamp atop the tower is lit, a secret door is 
  revealed on the stairs going down to the dock; it is the 
  workshop of Eórdsidh, and contains some hints as to 
  the fate of the Shield Mages. 
   
  The jail’s commander and his companion attack 
  the barge at dawn.  They are attempting to recapture 
  the prisoners.  Once the attackers are repelled, the 
  prisoners are returned to Bright Sentry.   
  In the Cold Grave 
   
  Page 28 
  
  Appendix 4: Mage of the Arcane Order Prestige Class 
  Also called a "guildmage”, this is a spellcaster who 
  belongs to an academy and guild known as the Arcane 
  Order (see Chapter 1). In casual conversation, the 
  academy is called the Order, or sometimes "that college 
  of wizardry". It is both a school for fledgling 
  spellcasters and a guild for those of advanced 
  knowledge and power. 
   
  The Arcane Orders charter is twofold. Its first 
  tenet is advancing magical knowledge through both 
  ongoing research and archeological investigation of 
  lost arcane disciplines. A good portion of research is 
  centered around elucidating a “magical grammar” of 
  the great power wielded in ages past, and this research 
  has borne wondrous fruit: metamagic feats.  The 
  second tenet is the support and welfare of the Order's 
  membership, initially through arcane schooling and 
  later through companionship, resources, boarding, and 
  access to the Spellpool (see below).  Although 
  nonwizards can benefit somewhat from what the 
  Order has to offer, its emphasis on wizardry deters 
  most applicants. 
   
  NPC 
  guildmages 
  often 
  join 
  adventuring 
  companies of nonspellcasters who are not affiliated 
  with the Order. Thus, they could be encountered 
  anywhere adventure beckons. However , a guild 
  member in good standing returns when he can to the 
  campus, pays his required dues, and does his part in the 
  upkeep of the Spellpool. 
  Hit Die: d4.  
  Requirements  
  To qualify to become a mage of the Arcane Order, a 
  character must fulfill all the following criteria.  
  Knowledge (Arcana): 8 ranks.  
  Feats: Two metamagic feats, one of which must be 
  Cooperative Spell.  
  Spells: Ability to prepare and cast arcane spells of 
  2nd level or higher.  
  Special: Prospective members must pay an 
  initiation fee of 750 gp.  
   
  Class Skills  
  The mage of the Arcane Order's class skills (a nd the 
  key ability for each skill) are Alchemy (Int), 
  Concentration (Con), Craft (Int), Knowledge (Int), 
  Profession (Wis), Scry (Int, exclusive skill), Speak 
  Language, and Spellcraft (Int). See Chapter 4: Skills in 
  the Player's Handbook for skill descriptions.  
  Skill Points at Each Level: 2 + Int modifier. 
  Class Features  
  All the following are class features of the mage of the 
  Arcane Order prestige class.  
  Weapon and Armor Proficiency: Arcane Order 
  casters gain no additional proficiency in any weapon or 
  armor.  
  Spells per Day: When a new mage of the Arcane 
  Order level is gained, the character gains new spells 
  per day as if he had also gained a level in a spellcasting 
  class he belonged to before adding the prestige class. 
  He does not, however, gain any other benefit a 
  character of that class would have gained (improved 
  chance of controlling or rebuking undead, metamagtic 
  or item creation feats, hit points beyond those he 
  receives from the prestige class, and so on), except for 
  an increased effective level of spellcasting. If a 
  character had more than one spellcasting class before 
  becoming a mage of the Arcane Order, he must decide 
  to which class he adds the new level for purposes of 
  determining spells per day.  
  Guild member: A "guild-level" mage of the 
  Arcane Order pays monetary dues and accepts various 
  duties in return for various benefits. The dues are 30 gp 
  per month. Duties include putting in an appearance on 
  campus at least once every six months and accepting 
  any special commissions handed down by senior 
  members. A guildmage who falls into arrears on his 
  dues by more than three months has his membership 
  revoked and loses access to the Spellpool. Reinstating 
  membership is difficult. However, ex-members do not 
  lose any spells or metamagic feats they had gained 
  while in good standing. A member in good standing 
  may board at the Arcane Order campus between 
  adventures, paying only 5 sp per day for common-
  quality meals and lodging. At his leisure, he may 
  browse the Order's well-respected library, which is 
  stocked with tomes on both mundane and arcane lore 
  (though no spells are located here). Likewise, he may 
  use the common laboratory facilities when creating a 
  minor or medium magic item (although material costs 
  remain out-of-pocket). Furthermore, he is free to read 
  and post notices to the "job-board,” a mundane medium 
  whereby 
  fellow members of the Order pass 
  information, advertise their interest in a research topic 
  or adventure, or attempt to sell an interesting oddity, 
  magical or otherwise. Last but not least, members form 
  professional ties with their fellow wizards, possibly 
  leading to lasting friendships or at least allies. 
  Spellpool (Sp): Beginning at first level, mages of 
  the his guild focus, a mage of the Arcane Order can 
  "call" spells from a common source, the Spellpool.  This 
  is a spell-like ability. New members receive a special 
  focus (a small trinket chosen by the spellcaster, such as 
  a ring, brooch, scarf, or other portable item) at the time 
  of their initiation. The focus allows access to the 
  In the Cold Grave 
   
  Page 29 
  
  Spellpool and works only for its owner. If he loses his 
  focus, he must undergo another initiation. The range 
  of available spells increases at levels 4 and 7. See the 
  Spellpool section, below.  
  Research Breakthrough: At 2nd and 9th levels, a 
  mage of the Arcane Order gains sudden insight from 
  studying the reconstructed texts of ancient magical 
  grammars. He gains a bonus metamagic feat.  
  Bonus Language: At 3rd and 6th levels, the 
  guildmage's access to the Order's superb library and 
  resources allow him to learn a new language.  
  New Spell: When a mage of the Arcane Order 
  reaches 5th and 8th level, a fellow wizard allows the 
  character to copy a spell from his or her spellbook 
  (chosen by the player, subject to the DM's approval). 
  He does not need to make a Spellcraft check, although 
  specialist wizards still cannot learn spells from 
  prohibited schools.  
  Regent: A 10th-level mage of the Arcane Order is 
  awarded the status of regent. He no longer pays dues 
  but continues to receive all the benefits of guild 
  membership. A regent gains +2 competence modifier 
  on all Charisma-based interaction checks when dealing 
  with lower-level members of the Order.  
  The regents set the Arcane Order's rules and policies, 
  meeting each month in the Council of Regents. A 
  regent must attend six Council meetings in one year or 
  be removed from the Council and lose his regent status 
  (he loses no other benefits of guild membership). 
  Enacting new policies or eradicating old ones requires 
  a three-fifths majority vote to pass. 
  Generally, the Council hands out commissions for 
  lower-level mages of the Arcane Order to perform on 
  behalf of the guild. An individual regent may also head 
  up a special group of lower-level members to 
  accomplish a specific goal, such as investigating a 
  crime 
  committed 
  using 
  magic, 
  undertaking 
  a 
  archeological dig of an ancient site of wizardry, or 
  some other important task. 
  The Spellpool 
  A magical reservoir of spell energy is bound into a 
  special matrix in a guarded vault in the Towers of the 
  Shield Mages in Admundfort.  Using his guild focus, a 
  mage of the Arcane Order can "call" spells from this 
  common resource at need. 
   
  Calling a Spell: Calling a spell from the Spellpool 
  call be done at any distance but requires the caster to 
  have an open, unused spell slot of the appropriate level. 
  Wizards preparing spells for the day decide at that time 
  whether to leave some slots open. The spellcaster can 
  call only for spells of a level that he could normally 
  cast. He can call a number of spells per day whose total 
  levels are equal to or less than half his caster level 
  (minimum of one). For example, a 5th-Ievel wizard can 
  call one 2
  nd-level spell or two 1
  st-Ievel spells per day, 
  assuming he has slots available and his Spellpool Debt 
  isn't too high (see below).  
  When the caster calls a spell, he takes a full-round 
  action to concentrate on his focus (which draws attacks 
  of opportunity). The spell appears in the caster's mind 
  at the beginning of his next turn in the round and can 
  be used immediately. However, if he does not cast the 
  called spell within 1 minute per caster level, it fades 
  from his mind as though cast. Wizards cannot learn the 
  called spell, despite its temporary presence, though of 
  course they could later attempt to learn a spell of the 
  same name through standard means. 
   
  Spell Availability: Three stages of access to the 
  Spellpool exist. A member first joining the Order gains 
  Spellpool I privileges, which grants access to spells of 
  1
  st to 3
  rd level. Spellpool II allows 4
  th to 6
  th-level spells, 
  and Spellpool III grants 7
  th to 9
  th-Ievel spells. No 0-level 
  spells are available, but the Spellpool can provide any 
  other spell wizard/sorcerer spell list in the Player's
  Handbook, as well as any additional spells designated 
  by the DM. 
   
   
  In the Cold Grave 
   
  Page 30 
  
  Table 3-11: The Mage of the Arcane Order 
  Class Level 
  Base 
  Attack Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells per Day 
  1
  st 
  +0 
  +0 
  +0 
  +2 
  Guild member, Spellpool I 
  +1 level of existing class 
  2
  nd 
  +1 
  +0 
  +0 
  +3 
  Research breakthrough 
  +1 level of existing class 
  3
  rd 
  +1 
  +1 
  +1 
  +3 
  Bonus language 
  +1 level of existing class 
  4
  th 
  +2 
  +1 
  +1 
  +4 
  Spellpool II 
  +1 level of existing class 
  5
  th 
  +2 
  +1 
  +1 
  +4 
  New spell 
  +1 level of existing class 
  6
  th 
  +3 
  +2 
  +2 
  +5 
  Bonus language 
  +1 level of existing class 
  7
  th 
  +3 
  +2 
  +2 
  +5 
  Spellpool III 
  +1 level of existing class 
  8
  th 
  +4 
  +2 
  +2 
  +6 
  New spell 
  +1 level of existing class 
  9
  th 
  +4 
  +3 
  +3 
  +6 
  Research breakthrough 
  +1 level of existing class 
  10
  th 
  +5 
  +3 
  +3 
  +7 
  Regent 
  +1 level of existing class 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Spellpool Debt: Every time a spellcaster calls a spell, he 
  incurs a debt. He must return an "energy packet" to the 
  Spellpool: a spell he has prepared (or can cast in the 
  sorcerer's case) of equal level to that called, or a number 
  of spells whose combined levels total the level of the 
  spell called. For instance, the Spellpool debt for a 5th-
  Ievel spell is 5 levels, which could be paid off with 
  another 5th-Ievel spell or any combination of spells 
  whose levels total 5. Returning a spell is a full-round 
  action, like calling a spell, and depletes a prepared spell 
  slot for the day, as if the spell had been cast. 
  The debt need not be repaid immediately. In fact, 
  a spellcaster can accumulate a Spellpool debt equal to 
  three times his caster level (including levels in this 
  prestige class) before facing penalties. Thus, 5th-Ievel 
  sorcerer/5th-Ievel mage of the Arcane Order could call 
  up to 30 levels of spells from the Spellpool. However, 
  upon incurring 31 or more spell-Ievels of debt, his 
  access to the Spellpool is automatically suspended until 
  he reduces the debt to 30 or below.  
  Nothing prevents a spellcaster from paying ahead of 
  time, giving him a "positive balance”, so to speak. 
  Likewise, another guild member may agree to payoff or 
  make a payment toward a caster's Spellpool debt in 
  return for a service, money, or other consideration. A 
  spell currency of a sort has developed within the 
  Arcane Order, where spellcasters often pay each other 
  with levels of Spellpool debt (informally called 
  "charms").  
   
   
  In the Cold Grave 
   
  Page 31 
  
  Appendix 5: Weather Conditions 
   
  Temperature 
  • 
  Cold – Unprotected characters must make a Fort save each hour (DC 15+1 per previous check) or take 1d6 points of 
  non-lethal damage.  Any PC taking this damage is considered fatigued until fully healed of the damage.  The 
  Survival skill can provide a bonus to this save. 
  • 
  Severe Cold – Unprotected characters must make a Fort save every ten minutes (DC 15+1 per previous check) or 
  take 1d6 points of non-lethal damage.  Even protected creatures are not completely safe and need to make the same 
  Fortitude save once per hour.  Any PC taking this damage is considered fatigued until fully healed of the damage.  
  The Survival skill can provide a bonus to this save. 
   
  Winds 
  • 
  Strong (DC10) - Unprotected flames are extinguished.  Ranged weapon attacks and Listen, checks are at a -2 
  penalty.  Tiny or smaller creatures (or small and smaller flying creatures) are knocked down by the force of the 
  wind (flying creatures are blown back 1d6x10 feet). 
  • 
  Severe (DC15) - Unprotected flames are extinguished and protected flames have a 50% chance of the same.  Ranged 
  weapon attacks and Listen, checks are at a -4 penalty.  Tiny creatures are blow away (see DMG); small creatures are 
  knocked down (see DMG); medium creatures are checked (see DMG). 
   
  Precipitation 
  • 
  Snow – Visibility rages are half normal imposing a -4 penalty to Ranged weapon attacks, Listen, Search and Spot 
  checks.  Unprotected flames are extinguished. 
  • 
  None – No precipitation, visibility conditions are normal for time of day. 
   
  Movement 
  • 
  Snow Covered - Movement into snow covered squares costs double normal movement for the terrain type.  Any 
  movement outside the tower, except inside the tents, is considered “snow covered” during this encounter.  
  • 
  Deep Snow Covered - Movement into deep snow covered squares costs quadruple normal movement for the 
  terrain type. 
    
  Note: For more information on weather conditions and effects, see the DMG p.93-95 and 302-304. 
   
  In the Cold Grave 
   
  Page 32 
  
  Player Handout #1: Symbol Found on Dead Body at Ruined Tower 
   
   
   
   
   
   
   
   
   
   
  In the Cold Grave 
   
  Page 33 
  
  Player Handout #2: Alewyn’s Final Journal Entry 
   
  From the Journal of Alewyn 
  Mage of the Arcane Order of the Shield 
  16 Sunsebb, 593 CY 
   
  I am headed for Pelsin’s Tower north of Torkeep; it’s nothing more than a ruin now.   The tower is not far from 
  where I first learned magic under old Orand.  Those were good times.  They’ve turned his tower into an outpost and 
  stocked it full of soldiers and Pathfinders.  Orand would spit nails if he knew.  He was never one to agree with the 
  nobles and knights.  “Too full of themselves!” he said too often and too loudly for most people’s tastes.  I thought it 
  was rather amusing, but he made more than a few enemies on the Council of Lords and within the hallowed halls of the 
  Church of Holy Shielding. 
   
  My goal is to finally catch up with Yseron.  For the six months since I discovered his planned treachery, I have 
  followed him, always one step behind.  Now I know he intends to meet with one of Iuz’s priests; an evil man named 
  Ryszard.  Yseron is headed for his former master’s ruined tower.  Pelasin would not be pleased to know the site of his 
  valiant death against so many of the Old One’s forces was now being used to bring the Arcane Order of the Shield 
  low. 
   
  Yseron intends to reveal the secret of the Towers to Ryszard in exchange to his freedom and a bag gold.  How 
  petty of him, but I suppose I should not be surprised by his greed and cowadrice.  I always thought he was as much a 
  weasel as his familiar.  All these years in hiding, pouring our magic into the Towers to sustain their power for those still 
  trapped inside.  All these years and now he decides to abandon our mission.  It is hard to believe. 
   
  When the elders of the Order could no longer deny that the Shield Lands would fall despite their help, they 
  knew the power within the Towers could not fall into Iuz’s hands.  The Towers must remain strong at all costs.  What 
  elders were left after the first weeks of the invasion ordered their apprentices and the lesser mages of the Order to go 
  into hiding, all the while locking themselves inside the besieged Towers.  They bid their apprentices to remain hidden 
  and free.  Hidden from Iuz.  Hidden from everyone, so the secret of the Towers might not fall into enemy hands.  Free 
  to lend their strength to protecting the Towers from Iuz.  And now Yseron threatens that. 
   
  It has been ten long years.  At first I tried to leave the Shield Lands and travel the Flanaess as a simple man with 
  no history.  It didn’t last.  My home is here.  So I returned when I was able and hid amidst the other returning refuges.  I 
  tried to help as I could, but the risk was too great.  Do too much and someone might notice… someone might remember 
  me and ask where I and my fellow Shield Mages had gone… why we abandoned the Shield Lands.  That’s what they 
  think; that we abandoned them.  They don’t know what we’ve sacrificed in the name of the Shield Lands.  The rest 
  believe us dead.  They are more correct than they know.  There were dozens of us once.  Now there is only myself 
  and Yseron outside the towers.  Inside, I cannot say how many remain, but recent reports say the towers still hold.  
  But for how long? 
  If Yseron succeeds, Iuz will gain the key to smashing the Towers to rubble and seizing their arcane power for himself.  I 
  cannot allow that.  I will stop Yseron.  Not matter what it takes I will stop him! 
  -- Alewyn -- 
  In the Cold Grave 
   
  Page 34 
  
  Player Handout #3: Alewyn’s Message 
   
  23 Sunsebb, 593 CY 
  My friends,  
   
  You likely do not understand why your assistance was so important, or why I am so grateful for it.  As you 
  have likely surmised, I fought and lost a battle with a traitor to the Arcane Order of the Shield… the Shield 
  Mages as you might know us.  Yseron and I were both Shield Mages once.  Since the fall of the Shield 
  Lands, he and I, and others have been in hiding protecting a secret so great that its revelation could end the 
  War of Reclamation in defeat for the Holy Realm.   
  Recently, Yseron decided to betray our mission and turn the secret over to Iuz.  During our battle, Yseron 
  possessed my body and stole it from me even as his own died.  As a spirit, I sought you out at the one place that 
  I have ever called home; Orand’s Tower.  With your help Yseron was destroyed, but I cannot be sure if he 
  managed to reveal anything to the cleric Ryszard of Iuz. 
  For your efforts, know that you have my eternal gratitude and that of my Order if there should be anything left 
  of it come morning.  In exchange I ask one last favor of you.  Keep what you have learned to yourselves.  Even 
  the hint of a secret will set many hounds on the trail.  Perhaps it is already too late. 
   
  Until the starbreak,  
   
  -- Alewyn – 
  Mage of the Arcane Order of the Shield 
   
   
   
   
  In the Cold Grave 
   
  Page 35 
  
  SHL03-08 In the Cold Grace Event Summary 
   
  1. 
  Did the PCs follow Alewyn’s ghost? 
  YES    /    NO 
  2. 
  Did the PCs find Alewyn’s journal at Pelasin’s Tower?  
  YES    /    NO 
  a. 
  If so, could they read it?  
  YES    /    NO 
  3. 
  Did the PCs defeat Yseron?  
  YES    /    NO 
  a. 
  If so, did they kill him?  
  YES    /    NO 
  b. 
  Capture him?  
  YES    /    NO 
  4. 
  Did Alewyn recover his body?  
  YES    /    NO 
  5. 
  Did the PCs pursue Iuz’s minions?  
  YES    /    NO 
  6. 
  How much trouble did the weather conditions pose the party?  
  None  /  Some  /  Enough  /  Too Much 
  In the Cold Grave 
   
  Page 36 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Shield Lands/SHL3-08 - In the Cold Grave.pdf