TEXT: doomslakers adventures #2
  An Adventure for  
  1st to 3rd Level Characters
  by J.v. West
  Winds of the 
  Ice Forest
  For AdvAnCed  
  B/X GAmes
  
  HOWLER is an adventure module for 1st to 3rd level characters available from  
  Random Order Creations. The adventure comes in a loose 3.5 version as well as a version  
  written specifically for OSRIC and it can easily be adapted to any old school fantasy game.
  Check it out at RPGNow!
  rpgnow.com/product/125564/Howler
  “The wind whips through standing stones,  
  making the hill moan...you stand atop the barren crown  
  with a whisper of darkness and evil in the air. Whether 
  you come to the hill in search of gold and glory or by mere 
  chance you may not walk away the same...if at all.”
  
  Written & Illustrated by J.v. West     Edited by andy solberg     Layout by matt Hildebrand
  Playtesting: James Koti, Cyd Clark-Praxis, Andy Solberg, Matt, Devin, Sarah 
  ...and probably a few others I’ve forgotten. Thank you!
  You enter the dreaded Ice Forest where the ancient path leading through can change with the wind. 
  What perils will you face before finding the way to the other side?
  This adventure was written to be used with the properly old school retro-clone RPG Labyrinth Lord™ and, with dizzying 
  selectivity, its advanced companion the Advanced Edition Companion. Both are published by Goblinoid Games  
  (goblinoidgames.com). However, given the nearly-universal language of all the old school games, you can easily run it with your 
  game of choice if said game is fluent in old school cant. The following abbreviations are used to reference Labyrinth Lord: LL 
  (Labyrinth Lord the game or Labyrinth Lord the game master) and AEC (Advanced Edition Companion).
  © Labyrinth Lord™ is copyright 2007-2011, Daniel Proctor. Labyrinth Lord™ and Advanced Labyrinth Lord™  
  are trademarks of Daniel Proctor. These trademarks are used under the Labyrinth Lord™ Trademark License 1.2  
  available atgoblinoidgames.com.
  Doomslakers Adventures is copyright 2014, James V. West. All Rights Reserved.
  An Adventure for 1st to 3rd Level Characters
  1
  ∞
  ∆
  Winds of the 
  Ice Forest
  
  Long ago the forest was an easy shortcut through harsh 
  mountains and hills with a carefully-crafted trail dotted with 
  magical safe-houses shaped like igloos. While the wintery winds 
  blew outside the inside of the forest was always pleasant, snowy 
  but never too cold. But all that changed when a curse was laid 
  upon it, twisting the trees into evil things bent on misleading 
  travelers to their dooms. The nature of the curse is a mystery. 
  Was it the handiwork of an evil wizard? Did a jealous god punish 
  some unfaithful followers? Or does nature sometimes simply 
  take a dark turn? Perhaps the trees themselves grew sentient 
  and bitter, perhaps informed by some wicked spirit dwelling 
  within their domain.
  Now the once-safe pathways are peopled with monsters and 
  perils in an ever-shifting maze of danger. In order to navigate 
  the Ice Forest a traveler must choose the correct path 13 times. 
  Choosing correctly is not easy and without magical assistance  
  a traveler could become lost in the labyrinth!
   
  This module has four major sections. part one: entering the 
  forest, part two: the ice forest, part three: escape from the 
  forest, and finally an appendix with new monsters, magics, and 
  other goodies for your gaming table. part one describes the 
  forest entrance and offers several of scenarios for how the PCs 
  might come to be here. part two is a list of random encounters. 
  These encounters form the overwhelming bulk of the adventure. 
  Many of these encounters have elements that relate to other 
  encounters. part three describes the last stretch of the path that 
  leads to the forest exit...an exit that may be hard-won for a tired 
  and desperate party of adventurers.
  The constantly-changing paths in the Ice Forest make mapping 
  it impossible. Even if the PCs chart their route the map will be 
  useless because the paths will change as soon as they attempt to 
  backtrack or repeat their journey. With each choice in direction 
  the forest invents the correct path. It is never set in stone. Of 
  course, the PCs may or may not actually realize this at first.
  There are magical aids to help PCs navigate the forest. These 
  can be found in various random encounters or you may elect to 
  place them where you desire. It should come as no shock that 
  others have brought navigation devices into the forest and met 
  their end within its borders. Perhaps their clever magic items can 
  be discovered by resourceful adventurers.
  2
  Winds of the Ice Forest      INTRODuCTION + LABYRINTH LORD NOTES 
  Introduction
  Labyrinth Lord 
  Notes
  
  3
  NAVIGATING THE FOREST      Winds of the Ice Forest
  Navigating the Forest
  The Ice Forest presents several challenges to travelers:
  tight trees: The trees are densely packed, as if trying to 
  prevent passage between them. The whole arrangement 
  seems to be intent on herding travelers along the path. But it is 
  possible to squeeze between the trees. Small creatures (including 
  halflings) can move between the trees at ½ their normal speed. 
  Elves and humans can move at a creeping pace of 10’ (30’).
  However, those who choose to move through the trees will face 
  a nasty surprise. The trees will close in tighter, trying to crush 
  the trespassers. For every 10’ travelled a creature must pass a 
  successful save vs. paralysis or become trapped between the 
  crushing boughs. Each round thereafter the victim takes 1d6 
  points of crushing damage, but may make an attempted save  
  vs. paralysis to pull free before the next round. Moving back 
  toward the path does not alter this process, though relief is 
  achieved when the adventurer makes it back to the trail.
  narrow Path: The path through the forest is about 4’ wide. 
  Travelling in single file is probably the only choice for most groups.
  shifting trails: As the PCs begin travelling through the  
  forest the LL should roll 1d10 to determine how many turns 
  pass before the trail splits. When a split occurs, roll 1d4 to see 
  how many divergent paths the PCs can choose from.
  If there are two paths to choose from the chance of picking 
  the correct one is 50%. If there are more than two possible 
  paths the chance of picking the correct one is always 2-in-6 
  unless magic is being used to help make the choice. All rolls to 
  determine if a path is correct or not should be made by the LL  
  in secret, not by the players. Let them pick a path then make 
  your roll to see if it is the right one.
  Remember to keep track of correct turns. When the PCs  
  make their 13th correct turn go to part three: escape from  
  the forest.
  Since the PCs can make a lot of wrong turns this module has 
  the potential to last multiple sessions. If you want a shorter 
  game just change the number of required correct turns to 
  whatever you like. Or, for that matter, you can fudge any rolls to 
  determine if the PCs have selected the right turn.
  safe Igloos: The old safe houses dotting the forest weathered 
  the evil curse and remain intact. On any given path there is a 
  1-in-6 chance of finding a safe igloo. These structures appear 
  very small on the outside (think of a typical dog house). But 
  inside they take on spacious dimensions with a 20’ diameter and 
  a rounded 15’ ceiling. The igloos are always warm inside and 
  there are always enough blankets, food, and water for everyone 
  for one night. Sleeping in an igloo for at least 4 hours refreshes 
  the weary and heals 1d4 points of damage for anyone who was 
  wounded. Creatures that are healed and travel-ready will find 
  the conditions of the igloo have turned less comfortable with 
  each extra day they remain. The igloos were not meant for 
  permanent living...within 3 days they will be tiny, cold,  
  and barren inside to any party of road-ready characters.
  Evil creatures may not come within 20’ of an igloo.
  leg-Hold traps: The evil dwarf Korgil (see encounter 15) 
  has set traps throughout the forest in order to capture all 
  manner of prey. His traps are toothy, iron leg-hold or bear 
  traps. These traps are hidden and any PC searching for traps 
  may spot them with a 2-in-6 chance. Thieves searching for 
  these traps should get a +25% bonus to their skill level.  
  Any PC stepping in an area holding a trap who does not detect 
  it first must pass a save vs. breath attacks or be caught, taking 
  1d6 points of damage. The traps are chained to the ground or 
  to a nearby tree. It requires a character with a Strength of 13  
  or higher to pry them open, or two PCs with a combined 
  Strength of 20 or more can do it. PCs caught in these traps 
  have their movement rate reduced by 50% for 1d4 days unless 
  they receive special healing.
  
  The ice forest is a discrete, dense growth of icy trees with a 
  very clear and abrupt perimeter. It fills a valley that forms a pass 
  between high hills. In the past it was used as a short cut through 
  the hills, shaving days of travel for those coming south or 
  heading into northern realms. But due to the curse on the forest 
  traveling through it can make the journey much longer and 
  more dangerous without proper magical guidance. In the past it 
  was used as a short cut through the hills, reducing travel time for 
  those coming south or heading into northern realms. But due 
  to the curse laid upon the forest traveling through it can make 
  the journey much longer and more dangerous without proper 
  magical guidance.
  Adventure Hooks
  Your PCs can be in the area for any reason that makes sense 
  to your campaign. But here are several ideas that you might 
  consider using.
  1. transporting an Item: The PCs are hired by the wizard 
  Dadlis Nok to deliver a magic item to the king of a northern 
  realm. The item is locked in a small chest, which is trapped. The 
  PCs are paid a suitable sum and warned not to open the chest. 
  They are accompanied by a white wolf named Gor who will lead 
  them through the forest. Gor has a 4-in-6 chance of selecting 
  the correct turn each time the PCs come to a split in the road. 
  He is grumpy and eager to get back home but will see the job 
  through out of respect and devotion to his master.
  Gor: AL N; MV 180’ (60’); AC 6; HD 2; hp 10; #AT 1; Dmg 
  1d4+1 (bite); SV F2; ML 11.
  Gor is very smart (treat as Int 8) and will fight beside the party 
  when necessary. He is a fast healer, healing 2d4 points of 
  damage per day. He has the ability to teleport up to 30’ at will 
  if that is his only action in a round. If he teleports more than 3 
  times in an hour he will pass out for 1d6 rounds.
  The chest is locked and trapped. If a PC tries to open it the 
  chest will issue a cloud of poisonous gas in a 10’ radius that has 
  the effect of a sleep spell on a failed save vs. poison. The trap 
  resets immediately.
  The chest contains a ring of charismatic glamour (see 
  appendix). Gor will attack any PC trying to open the chest.  
  If attacked, he will teleport and run away, heading home to tell 
  his master.
  Dadlis Nok will impart to the PCs 4 random items from the 
  Rumor Table (see below).
  2. Just Passin’ through: The PCs are simply traveling and 
  decide that going through this mysterious frozen forest is a good 
  idea. If they have no special tools or magic to help guide them 
  through the forest you should make sure to include one of the 
  random encounters in which a magical aid can be found, such  
  as encounters 4, 12, 14, 16, or 19.
  3. Quest for the sword: The PCs are hired to retrieve 
  the magic sword located in the Cave of Despair (encounter 
  14) along with its magic scabbard (encounter 7) and return it 
  to Harly Foca, a rich patron in a nearby city. She is a wizard 
  and a local leader, and she wishes to keep a low profile in the 
  matter. Her nephew went traveling into the Ice Forest and was 
  lost. She has determined by magical means that the sword he 
  was carrying is in the Cave of Despair but he is dead. Since the 
  sword was a family heirloom she wants it back. Harly offers a 
  healthy fee and the promise of further adventures if the PCs 
  are successful. If the party double-crosses her she will spare 
  no expense hunting them down…and she has a reputation for 
  getting what she wants.
  In order to help guide them to the cave she will give the party a 
  magic lantern. This is a lantern of the way (see APPENDIX). 
  It is attuned to the Cave of Despair. Once the cave has been 
  found the lantern resets and must be prepared by one of the 
  PCs to lead them back out by using a command word. Harly will 
  instruct the party’s magic-user in this by giving them the power 
  word. If the party has no magic-user she will instruct the one 
  who appears to be the smartest and/or the leader.
  Harly Foca will impart to the PCs 3 random items from the 
  Rumor Table (see below).
  4. escorts: The PCs are approached by a desperate woman 
  named Clara. Her sister is dying of a curse that can only be 
  cured with a potion Clara possesses. She wants to take the Ice 
  Forest to save time because she fears if she doesn’t make it to 
  her sister within 3 days it will be too late. Clara can offer very 
  little payment, but will plead to the PCs’ sense of goodness (if 
  they have any). If pressed, she will offer her treasured boots of 
  levitation as a reward for assistance.
  Clara (Female 0-level human): AL LG, MV 120’ (40’), 
  AC 7, HD 1 (hp 3), #AT 1, Dmg 1d4, ML 4, Abilities: S 9,  
  D 13, C 11, I 12, W 10, Ch 11.
  Clara is a short, nervous woman with thick red hair. She is dressed 
  in brown pants and shirt with a thick fur cloak and her prized 
  boots. She carries 15 gp, a dagger, waterskin, 3 days of rations, 
  and a leather pouch. She is afraid of monsters and may run away 
  screaming on a failed morale check if she encounters them.
  Clara has a special talent. By closing her eyes and concentrating 
  on the path before her she can get a strong idea about which 
  direction to take in order to find what she is looking for. This 
  ability was granted her by a witch in a village near the forest. 
  She was told the ability would fade in 3 days time. In reality the 
  ability will fade in 24 hours from the moment she enters 
  Part One: Entering the Forest
  4
  Winds of the Ice Forest      PART ONE: ENTERING THE FOREST
  
  5
  PART ONE: ADVENTuRE HOOKS + ICE FOREST RuMOR TABLE       Winds of the Ice Forest
  the forest. When using this ability she has a 5-in-6 chance of 
  choosing the correct path.
  Clara will impart to the PCs 2 random items from the Rumor 
  Table (see below).
  5. shared Path: At the entrance to the Ice Forest the PCs 
  notice a pair of humans in fur cloaks being assaulted by a pack 
  of 6 frost coyotes (see APPENDIX). This is the barbarian couple 
  Oda and Norgyl. If the PCs help them they will offer to share 
  food and companionship on the journey through the forest. The 
  couple are traveling beyond the forest to a nearby city to find and 
  rescue Norgyl’s brother Argus who was recently taken as a slave.
  Frost Coyotes (6): AL NE; MV 180’ (60’); AC 7; HD 1+2; 
  hp 4 each; #AT 1; Dmg 1d4 (bite), 1d4+1 (frost, 15’ range); SV 
  F1; ML 6; XP 21 each.
  norgyl (male 1st level fighter (barbarian)): AL NG, 
  MV 120’ (40’), AC 7, HD 1 (hp 8), #AT 1, Dmg 1d6+1, 
  Abilities: S 15, D 11, C 13, I 8, W 12, Ch 9.
  Norgyl, husband of Oda, is a tall, strong man with a black beard 
  and black mane of hair. He wears simple fur-lined hide armor 
  and carries a spear and a wooden shield bearing the emblem 
  of a boar. He carries a small leather pouch containing 13 cp, a 
  small knife, and 2 days’ worth of dried venison. He also carries a 
  large wineskin.
  oda (Female 1st level fighter (barbarian)) AL LG, MV 
  120’ (40’), AC 7, HD 1 (hp 8), #AT 1, Dmg 1d6, Abilities: S 11, 
  D 11, C 13, I 9, W 14, Ch 10.
  Oda, wife of Norgyl, is a strong woman with long black hair. 
  She carries a spear and shield like Norgyl as well as a knife and 
  a small lantern with enough oil to last 24 hours. She wears fur-
  lined hide armor and has a pack containing dried venison and 
  some tough bread that will last 4 days. While she is devoted to 
  her husband, she seems less enthusiastic about their quest to find 
  Argus. A PC engaging her in private conversation may learn 
  that Argus tried to get her to marry him instead of Norgyl, a 
  secret her husband does not know.
  Oda carries a small leather pouch that she protects at all times. 
  This pouch is actually a frog sack (see APPENDIX) and it was 
  acquired by the barbarians at great cost from a witch of their 
  village. Per the sack’s description, it has a 5-in-6 chance of 
  picking the right path each time a frog is put down at a split in 
  the road. The sack contains 13 frogs and Oda was told by the 
  witch that this is exactly how many would be needed to make it 
  through the forest. She is not aware that each frog has a chance 
  of being wrong.
  The barbarians will impart to the PCs 2 random items from the 
  Rumor Table (see below).
  Note: The APPENDIX includes a barbarian character class.  
  If you do not wish to use this class just treat Oda and Norgyl 
  as fighters with a 75% skill in tracking.
  Ice Forest  
  Rumor Table
  The PCs may have learned some things about the forest in prior 
  days or they may receive some information from any of the 
  NPCs detailed above. If they only heard rumors from tavern talk 
  then roll 1d6 on the Rumor Table. If they learned information 
  from NPCs or spent time in local towns roll 1d10 on the Rumor 
  Table. Roll twice on the table + any additional times indicated by 
  the Adventure Hooks from above.
   dIe 
    
   roll    rumor
    1 
     The forest path is alive…it can change if it wants to 
  (true).
    2 
     Some goblin raiders of the Sticktooth clan got lost in 
  those woods (true).
    3 
     There is a dragon of white dwelling in the forest 
  (false).
    4 
     A magic sword was lost in a cave in the woods (true).
    5 
     An evil dwarf roams the forest (true).
    6 
     The path is always to the right (false).
    7 
     The wind itself will steal your soul (true).
    8 
     Red, one-eyed orcs roam the forest (false).
    9 
     Witches can make a magic bag of frogs to guide  
  you through the woods (true).
   10 
     The woods have a malicious nature, shifting the  
  path to confound travelers. Only magical means  
  can safely guide you through (true).
  
  6
  Winds of the Ice Forest      PART TWO: THE ICE FOREST 
  Part Two:  
  The Ice Forest
  This section, forming the bulk of the adventure, is a list of 
  random encounters. Many of these encounters are linked 
  in some way. If you use a story hook that involves a specific 
  encounter then you should use that encounter as described in the 
  plot hook and disqualify it from the random list. In general it is a 
  good idea avoid using any of these encounters more than once.
  Each time the PCs choose a path inside the forest roll a 1d6.  
  On a 1-2 a random encounter occurs while on that path, per the 
  list below. On a 3-6 nothing of interest occurs. Make a second 
  roll to determine if a safe igloo is discovered (1-2 on 1d6). 
  Arrange the encounters however you wish.
  If your PCs are having trouble finding the exit or some other 
  goal and you are exhausting too many of these encounters 
  simply accelerate the process as you see fit. Have the current 
  path become the exit as described in part three, or the Cave of 
  Despair from encounter 14, or whatever the case may be. It is 
  not recommended that additional random encounters be added, 
  as the adventure may become too long.
  Note that some encounters are likely to take longer than others. 
  Encounters 3, 12, 14, and 15 are likely to take longer than the 
  others (especially 14 and 15). If you like being more prepared 
  you can pre-select one or more of these to suit your game, or 
  skip them altogether if you want a shorter adventure.
  Roll 1d20 to determine which random encounter takes place.
  1. Frost Coyotes (5): AL NE; MV 180’ (60’); AC 7; HD 
  1+2; hp 4 each; #AT 1; Dmg 1d4 (bite), 1d4+1 (frost, 15’ 
  range); SV F1; ML 6; XP 21 each.
  4 hp ¡¡¡¡  4 hp ¡¡¡¡  4 hp ¡¡¡¡ 
  4 hp ¡¡¡¡  4 hp ¡¡¡¡
  This pack of beasts will run along the path in single-file but attack 
  in pairs, coming from behind. There is a 50% chance they will 
  bark or howl up to 1 turn before they reach the PCs. Otherwise 
  they run in silence, with the usual chances for surprise.
  If the PCs have not encountered Korgil the dwarf (see encounter 
  15) then he will be watching from the trees. He has tracked 
  these coyotes and wants their pelts. If the PCs seem weak to 
  him he will shoot at them from the trees while wearing his 
  snowcat cloak. If they engage him he will flee into the trees 
  and follow the PCs at a safe distance when their attention turns 
  away from him.
  2. Ice Beetles (8): AL N; MV 120’ (40’); AC 4; HD 1+2; 
  hp 4 each; #AT 1; Dmg 1d4 (bite), 1d6 (ice burst, 10’ range); 
  SV F1; ML 7; XP 21 each.
  4 hp ¡¡¡¡ 4 hp ¡¡¡¡ 4 hp ¡¡¡¡ 4 hp ¡¡¡¡ 
  4 hp ¡¡¡¡ 4 hp ¡¡¡¡ 4 hp ¡¡¡¡ 4 hp ¡¡¡¡
  As the PCs pass through the Ice Forest they notice a hole in the 
  snow a few feet off the path. A few moments later the ice beetles 
  burst out of the hole, agitated by the presence of intruders.
  Lying near the hole is a wineskin with a half-moon emblem.  
  It is filled with a delicious red wine. This belongs to Arumi, the 
  gnome from encounter 12, who dropped it while running from 
  the beetles. Anyone who drinks from this wineskin will instantly 
  heal 1 hp of damage and recover from other types of injuries at 
  twice the normal rate.
  3. skeletons (10): AL CE; MV 60’ (20’); AC 7; HD 1; hp 3 
  each; #AT 1; Dmg 1d6; SV F1; ML 12; XP 13 each.
  3 hp ¡¡¡ 3 hp ¡¡¡ 3 hp ¡¡¡ 3 hp ¡¡¡  
  3 hp ¡¡¡ 3 hp ¡¡¡ 3 hp ¡¡¡ 3 hp ¡¡¡ 
  3 hp ¡¡¡ 3 hp ¡¡¡
  The PCs come upon what appears to be an ancient battle site. 
  At some point in the past a group of at least ten individuals met 
  their end in the Ice Forest. Now the wickedness of the forest has 
  infected their skeletal remains, animating them. The skeletons 
  struggle up from the snow, bones pulling themselves together in 
  a mockery of life, and attack the PCs.
  Among the bones can be found 21 gp, 48 sp, 220 cp, a ruby 
  (100 gp value), a green dagger +1 (casts green light in a 
  20’ radius), and a sword +1/+3 vs. undead. The sword is 
  embedded in the ice and will take 1d6 rounds to remove (minus 
  Str bonus). As the battle begins there is a 1-in-6 chance that any 
  given PC will notice either the dagger or the sword.
  
  7
  PART TWO: THE ICE FOREST      Winds of the Ice Forest
  About 60’ down the path is a safe igloo. In this igloo is resting 
  urtel, a lost traveler. There is a 50% chance urtel will hear the 
  battle and come running to aid the PCs.
  urtel Calibrin (male 0 level human): AL NG, MV 120’ 
  (40’), AC 9, HD 1 (hp 6), #AT 1, Dmg 1d6+3, Abilities: S 18,  
  D 7, C 12, I 9, W 7, Ch 8.
  This powerful man stands over 6.5’ tall with wide, hunched, 
  uneven shoulders. His face is oddly asymmetrical and somewhat 
  disturbing, but he has a soft, peaceful personality that offsets his 
  upsetting appearance. urtel is not stupid but he has been treated 
  that way his entire life and has had little opportunity to learn. 
  Though he has been treated badly he wants to be a hero like his 
  brother Rains Calibrin, who urtel admires like a demigod (see 
  the Doomslakers module Howler). He has found his way into 
  the Ice Forest in search of adventure…unwisely, but bravely. He 
  has no combat training. He wears pieced-together leather armor 
  and carries an old hand axe. When urtel attacks and misses with 
  his axe there is a 50% chance the axe head will fall off. It takes 
  him 1d4 rounds to fix it each time this happens.
  urtel also wears an emerald necklace. This is actually a 
  necklace of submission (see APPENDIX) given to him by 
  his grandmother. urtel is possessed by a minor demonic force 
  that remains dormant as long as he wears the necklace. If the 
  necklace comes off the demon will take over in 1d4 rounds. 
  urtel will become evil and malicious. He will gain immunity to 
  fire and will have the ability to cast the spell flamestrike once 
  per day (see AEC). His Dexterity will be effectively 18, granting 
  him the appropriate AC modifier. Putting the necklace back on 
  will force the demon into submission instantly. Killing urtel will 
  also slay the demon.
  When urtel takes damage in combat there is a 2-in-6 chance 
  that the necklace will fall off or its chain will be severed. Tying 
  a broken chain around urtel’s neck is enough to keep the 
  possession at bay.
  urtel will want to accompany the PCs on their journey, selling 
  himself as a great warrior and hero. If rejected he will walk 
  away slowly, despondent, but he will secretly follow the PCs at a 
  distance of about 100’ and rush to help if combat ensues. 
  4. the dead Guy
  The PCs discover a frozen wooden bench in an alcove. Lying 
  next to the bench, frozen solid from the neck up, is a large dead 
  man. There is still a tiny bit of warmth in his body, indicating 
  he has not been dead for very long. He is still wearing his scale 
  mail armor and his battle axe is lying nearby. His great horned 
  helmet has fallen off his head. A leather sack on his belt contains 
  frozen goat meat (enough for 2 days for a single human), a full 
  wineskin, a palm-sized mirror, and 17 gp. A pocket under his 
  armor holds a small vial containing a potion of neutralize 
  poison and a seeker’s map (see APPENDIX).
  The map shows the Ice Forest. The various paths seem to drift 
  and chance as the PCs look at it. However, traced through this 
  jumbled maze is a single orange line that does not change.  
  If the PCs are using some other method of getting through 
  the forest they will note that the orange path seems to line up 
  with all the right paths...to a point. Following the orange path 
  will lead them down 3 turns and then straight to the Cave of 
  Despair (encounter 14). Apparently the dead man was seeking 
  something located in this cave.
  The man was killed by icy blasts from white wailers (see 
  APPENDIX). If the PCs remain here for more than 5 minutes 
  they will hear the sounds of howling in the distance and in 1d10 
  rounds 3 white wailers will descend upon them.
  White Wailers (3): AL CE; MV 150’(50’); AC 6; HD 2+1; 
  hp 9, 8, 8; #AT 1 (touch or wail); Dmg 1d4+special; SA touch 
  or wail; SV F2; ML 10; XP 90 each.
  9 hp ¡¡¡¡¡¡¡¡¡ 8 hp ¡¡¡¡¡¡¡¡  
  8 hp ¡¡¡¡¡¡¡¡
  5. steep Path
  The PCs come upon a stretch of the path that suddenly 
  descends at a very steep angle. Walking down the slippery slope 
  requires a Dex check. If the leading PC fails this check he slips 
  and slides down the slope and takes 1d4 points of damage from 
  slamming into unforgiving icy trees. If anyone behind him slips 
  the PC in front of them must pass a save vs. paralysis or also be 
  knocked down.
  The slope begins to ascend about 20’ past the bend and PCs have 
  the same chances of slipping going up as they did going down.
  At the bottom of the slope, slightly hidden by a fallen tree, is the 
  frozen remains of a hapless human traveler. This man’s leg is 
  caught in one of Korgil the dwarf’s leg-hold traps (see encounter 
  15). Apparently Korgil hasn’t been through this area in a few 
  weeks and doesn’t know he has snared some prey. The dead 
  man is wearing chain mail armor and very nice boots. He also 
  has a longsword on his side, a personal journal (blank…he never 
  could think of what to write), some quills, ink, 255 gp, and a 
  potion of giant strength (lasts 1d6 turns).
  There are 3 more leg-hold traps in the area. If the PCs 
  search and do not find them there is a 50% chance each trap 
  will be stepped on, requiring a save vs. breath attacks (see 
  NAVIGATING THE ICE FOREST).
  6. malicious trees
  A large tree suddenly falls across the path. It falls very quickly, 
  almost as if it was trying to throw itself upon the party. Pick a 
  random PC. That character must save vs. breath attacks (at +2) 
  or take 1d6 damage from the tree. Immediately after this strange 
  event more trees fall at a rate of 1d4 per round. All PCs in the 
  area must save vs. breath attacks (at +2) or suffer 1d6 damage.
  Attacking the trees does no good since they are simply falling 
  and lying prone. Running is the best option. Once the party has 
  traveled 300’ the malicious trees are avoided and the forest falls 
  quiet again.
  
  8
  Winds of the Ice Forest      PART TWO: THE ICE FOREST
  7. albino apes (3): AL CE; MV 120’ (40’); AC 6; HD 4; hp 
  17, 15, 14; #AT 2; Dmg 1d4/1d4; SV F2; ML 7; XP 80 each.
  17 hp ¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡ 
  15 hp ¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡ 
  14 hp ¡¡¡¡¡¡¡¡¡¡¡¡¡¡
  If the PCs are on a wrong path they come to a cave where the 
  path ends. Otherwise the cave is at the side of the path in an 
  alcove. The apes will aggressively protect the cave, assuming 
  that the PCs are a real threat. If the PCs pass cautiously and 
  without brandishing weapons the LL should make a standard 
  reaction roll. Any result of a non-hostile nature means the apes 
  do not attack, but do not approach. They will always attack if 
  approached unless some reaction-improving magic is worked 
  upon them.
   
  Inside the cave among a pile of discarded bones can be found 
  13 gp, 33 sp, a gem ring (75 gp value), and a rusty short sword 
  in an ornate scabbard. The sword is in terrible condition (-1 
  damage) but the scabbard is nearly perfect. This is actually a 
  sentry scabbard (see APPENDIX). The scabbard was once 
  coupled with the magic sword from encounter 14, the Cave  
  of Despair.
  8. snow and evil dwarves
  Suddenly the wind kicks up in frenzy, blowing against the PCs as 
  if trying to push them back. Snow fills the air, blinding the party. 
  The trees themselves seem to be adding to the storm by shaking 
  their branches and trunks in un-natural ways to dislodge ice and 
  snow. This barrage of winter weather lasts 1d4 turns. During 
  this time all PCs attack as if nearly blind (-3 to hit). Monsters 
  that are specifically at home in this environment — such as frost 
  coyotes and white wailers — suffer no penalties.
  During this time of heavy weather Korgil the dwarf (see 
  encounter 15) will attempt to backstab the party member in the 
  rear of the marching order, then immediately flee into the trees. 
  If he has at least 4 rounds before coming into sight of the PCs 
  he will lay down 1d4 leg-hold traps (see NAVIGATING THE 
  ICE FOREST) in the path he expects the PCs to take. Once 
  he begins using this tactic he will continue to do it once per 
  turn until he has killed everyone or has been wounded. Once 
  wounded he will flee back to his hideout in encounter area 15. 
  If Korgil engages with the party then it might be a good idea to 
  place encounter 15 without randomly rolling for it.
  Note that Korgil can only carry 4 traps with him at any time.
  9. the Frozen Witch
  On a stretch of path a random PC notices something protruding 
  from the ground off to one side. Investigating reveals this to be a 
  large box of iron and wood decorated in knotwork patterns. It is 
  frozen into the earth and can only be removed by 1d6 turns of 
  labor. If the PCs have some means of thawing the earth around 
  the box they can remove it in 1 turn.
  The box is in the shape and size of a human coffin. It’s lid is 
  locked, but not trapped. If it is opened it will reveal a beautiful 
  human woman with very long, red hair and pale skin. She wears 
  a black dress. Around her neck is a bronze amulet bearing a 
  crescent moon. On her fingers are three rings. She is holding a 
  purple ribbon. She is frozen solid.
  Any PC touching her must pass a save vs. spells. If successful, 
  the PC gets a mental flash of the woman, alive, in a moment 
  of great fear. The PC will know that this person was killed by 
  magic. On a failed save the PC will experience the death of the 
  woman first-hand, reliving the moment fully. They will be inside 
  the woman’s head and know her name was Lilly and that she 
  was a witch. Her slayer was another witch - her very sister. In 
  the moment of her death Lilly cursed her sister that she would 
  become as cold and evil as her heart proved to be. In that 
  moment her sister was transformed into an icy wind...the same 
  wailing white winds that may have been plaguing the PCs!
  Any PC experiencing this vision must pass a second saving 
  throw, this time vs. petrification, or become catatonic and 
  motionless for 1d6 turns. Such PCs will attract the attention of 
  1d4 white wailers in the area and they will attack with great fury.
  White Wailers (1d4): AL CE; MV 150’ (50’); AC 6; HD 
  2+1; hp 8 each; #AT 1 (touch or wail); Dmg 1d4+special; SA 
  touch or wail; SV F2; ML 10 (12); XP 90 each.
  8 hp ¡¡¡¡¡¡¡¡ 8 hp ¡¡¡¡¡¡¡¡  
  8 hp ¡¡¡¡¡¡¡¡ 8 hp ¡¡¡¡¡¡¡¡
  The amulet around the witch’s neck is an amulet of 
  clairvoyance (see APPENDIX). The three rings are as follows: 
  one is gold (5 gp value), one is silver (1 gp value), and the other 
  is iron. The iron ring is actually a ring of spirit turning (see 
  APPENDIX).
  10. trickster trees
  The PCs notice 1d4+2 trees blocking their way. The trees are 
  a nuisance, but passable. Around the next turn several trees 
  completely block the path, leaving the PCs no choice but to turn 
  back or attempt to go off the path. upon turning back the path 
  behind them is also blocked in the same way.
  Off the path the trees are moving out of the way of 5 snowcats 
  (see APPENDIX). The cats come rushing the PCs as if to tear 
  them apart. They are in fact illusions, behaving exactly as if 
  created by the 2nd level magic-user spell phantasmal force. If 
  the party is somehow rendered unconscious by the illusions (per 
  the spell details) the trees will fall upon them, crushing them to 
  death. If the illusion is discovered it will vanish along with the 
  trees blocking the path.
  11. sprites, Cursed (13): AL CE; MV 60’ (20’), Flying 
  180’ (60’); AC 5; HD 1/2; hp 1 each; #AT 1; Dmg 1 (or curse); 
  SV E1; ML 7; XP 7 each.
  1 hp ¡  1 hp ¡  1 hp ¡  1 hp ¡  1 hp ¡  1 hp ¡  1 hp ¡ 1 hp ¡  
  1 hp ¡  1 hp ¡  1 hp ¡  1 hp ¡  1 hp ¡
  
  9
  PART TWO: THE ICE FOREST      Winds of the Ice Forest
  As the PCs travel down a path a random party member notices 
  something fluttering in their peripheral vision. A few moments 
  later another PC notices the same thing. Soon the party starts to 
  see wicked, malicious looking sprites darting between the trees. 
  There are 20 of them in a loose swarm.
  Make a surprise roll. If the PCs are surprised then all the cursed 
  sprites (see APPENDIX) make sudden dive-bomb attacks with 
  their stringing lights and deal 1 point of damage each to 1d6 
  randomly determined PCs. After that, the combat can flow as 
  normal with the cursed sprites making their 1-hp attacks. Each 
  round there is a 50% chance that, if there are at least 5 sprites 
  remaining, they will cast their communal curse upon a random 
  PC per the details given in the APPENDIX.
  These sprites are carrying no treasure.
  12. Gnomish Wisdom
  The PCs come to an igloo that is currently occupied by Arumi 
  of Dill, a gnome dressed in a vivid pink cloak and finely-
  crafted pink attire. His great pink hat has a glorious purple 
  feather sticking out of it. Arumi will be friendly and excited 
  to see others in the maze. As it turns out, Arumi is traveling 
  in the opposite direction to that of the party and will not join 
  them. But he will offer food from his amazing magical pot 
  of plenty (see APPENDIX). If pressed to explain how he 
  navigates the labyrinth Arumi will offer little real knowledge. 
  He will reply with pithy comments about wisdom and chance.
  PCs will note that Arumi’s ankle is injured. He will tell them 
  he was caught in a foul iron trap, but that wondrous healing 
  powers of the igloo have restored him to good health.
  At some point Arumi will bemoan the fact that he lost his 
  wineskin filled with a rare wine he got down south. If his 
  wineskin is returned to him (encounter 2) he will be so happy 
  he will offer the PCs a special piece of advice. In his estimation 
  the Ice Forest is alive and thinking and it wants you to pick the 
  wrong path each time. So lacking any other means of making 
  a good choice he thinks a traveler is best served by choosing 
  the path that seems like the worst choice. In fact if the PCs 
  state that they are taking his advice the next time they come to 
  a path change you can secretly re-roll a failed roll to determine 
  the correct path...basically giving them two chances to find the 
  correct path each time. Do this for them each time they clearly 
  state they are looking for the worst path.
  Arumi will leave the company of the PCs and head in his own 
  direction. Once he is beyond the protection of the igloo he will 
  be immediately attacked by 3 white wailers. If the PCs are not 
  with him they should be able to hear his cries. In the time it 
  takes them to make it to Arumi you should make a simple 1d6 
  roll. On a 1-3 Arumi is already dead, his Con score reduced to 
  zero. On 4-5 he is still locked in battle, but his Con is down to 
  3. On a 6 he has broken away and is running ahead...but the 
  wailers are now going for the PCs. Arumi will be impossible to 
  find if he runs away.
  arumi (male 1st level Gnome thief):  
  AL CN, MV 60’ (20’), AC 8, HD 1 (hp 2), #AT 1, DG 1d6, 
  Abilities: S 10, D 13, C 7, I 12, W 12, Ch 13).
  Arumi’s outfit is worth 50 gp. He carries a short sword and 
  a dagger. His pack contains a wineskin, water, 1d6 days of 
  dried food, 50’ of rope, a scroll of charm person, and a 
  seeker’s compass (see APPENDIX).
  
  10
  Winds of the Ice Forest      PART TWO: THE ICE FOREST — THE CAVES OF DESPAIR
  White Wailers (3): AL CE; MV 150’ (50’); AC 6; HD 2+1; 
  hp 9, 8, 7; #AT 1 (touch or wail); Dmg 1d4+special; SA touch 
  or wail; SV F2; ML 10; XP 90 each.
  9 hp ¡¡¡¡¡¡¡¡¡ 8 hp ¡¡¡¡¡¡¡¡  
  7 hp ¡¡¡¡¡¡¡
  13. snowcats (3): AL N; MV 150’ (50’); AC 6; HD 3+2; 
  hp 22, 20, 16; #AT 3 (2 claws, 1 bite); Dmg 1d4/1d4/1d6; 
  SA none; SV F3; ML 8; XP 100 each.
  22 hp ¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡ 
  20 hp ¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡ 
  16 hp ¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡
  These hunters (see APPENDIX) notice the party and track 
  them for several turns, remaining unseen. They attack 
  suddenly, going for the party member in the rear of the 
  marching order. Snowcats, like most creatures living in the 
  Ice Forest, are adept at moving through the trees and so 
  can navigate around the party as needed. If the party has 
  encountered the illusory cats in another encounter they may 
  think this encounter is also an illusion...a dangerous mistake. 
  PCs native to the region or familiar with its fauna may know 
  that the pelt of a snowcat can be used to make a special 
  cloak of invisibility and is worth about 1000 gp. An arcane 
  spellcaster may make an Intelligence check to determine if he 
  understands the value of such pelts.
  14. the Caves of despair
  The PCs either come to the end of a wrong path or notice 
  a secondary trail leading to a dark, round opening. The cave 
  entrance is slick but navigable. Once the PCs are 10’ into the 
  cavern they notice it is warmer inside and there is very little ice.
  This is the key to the Caves of Despair map:
  14.1: This cavern twists around and narrows, though human-
  sized characters can still easily pass.Ahead can be heard the 
  sounds of small creatures arguing.
  14.2: A small cavern holding a pool of water juts off to the 
  right of the main cavern. In this cavern is a gang of goblins 
  arguing about whether the water is safe to drink.
  Goblins (10): AL CE; MV 60’ (20’); AC 6; HD 1-1; hp 2 
  each; #AT 1; Dmg 1d4; SV F1; ML 7; XP 5 each.
  2 hp ¡¡ 2 hp ¡¡ 2 hp ¡¡ 2 hp ¡¡ 2 hp ¡¡  
  2 hp ¡¡ 2 hp ¡¡ 2 hp ¡¡ 2 hp ¡¡ 2 hp ¡¡
  These nasty little buggers are totally lost. They have smeared 
  white paint on their faces as a crude camouflage and are on 
  high alert. upon spotting the PCs they will attack. If they can 
  find a way through, they will run deeper into the caverns or flee 
  to the outside. The goblins are carrying some nasty meat (save 
  vs. poison or lose 1d4 Con for 1d4 hours if eaten), foul beer 
  (Con check or be drunk for 1d6 turns and have -2 on attack rolls 
  if consumed), 27 cp, a collection of poorly-crafted spears and 
  clubs (1d4 damage), and some stained and tattered parchment 
  bearing crude drawings of goblins killing humans and some 
  terrible goblin poetry:
  Nasty people with sharp blades
  Makes Sticktooth heads feel bad
  So goblins kill them
  And eat rat meats
  In celebration.
  (Repeated 3 times, followed by far worse verses repeated 
  random numbers of times.)
  The pool in this chamber appears to be normal but in fact 
  the evil of the cave hag in area 14.3 has ruined it. Anyone 
  touching this water must save vs. spells or become filled with 
  dread. Such characters have a -2 penalty on all saving throws for 
  1d4 turns. Only a remove curse or bless can remove this dread. 
  If the PCs enter this area a ghoul lying in the bottom of the pool 
  will emerge in 1d4 rounds.
  Ghoul (1): AL CE; MV 90’(30’); AC 6; HD 2; hp 8; #AT 3 (2 
  claws, 1 bite); Dmg 1d3/1d3/1d3; SA paralysis; SV F2; ML 9; 
  XP 47.
  (Multiple ghoul hp lines are given though actual # of ghouls 
  will vary.)
  8 hp ¡¡¡¡¡¡¡¡ 8 hp ¡¡¡¡¡¡¡¡  
  8 hp ¡¡¡¡¡¡¡¡ 8 hp ¡¡¡¡¡¡¡¡  
  8 hp ¡¡¡¡¡¡¡¡ 8 hp ¡¡¡¡¡¡¡¡  
  8 hp ¡¡¡¡¡¡¡¡ 8 hp ¡¡¡¡¡¡¡¡
  
  11
  PART TWO: THE ICE FOREST — TREE HOuSE      Winds of the Ice Forest
  14.3: This twisting series of caverns is dotted with little pools of 
  hot water. As the PCs pass a pool there is a 50% chance that a 
  ghoul will emerge from it. If the PCs are surprised by a ghoul it 
  has grabbed a random character’s ankle or leg as they walk by, 
  attempting to paralyze them.
  Ghoul: AL CE; MV 90’(30’); AC 6; HD 2; hp 6; #AT 3 (2 
  claws, 1 bite); Dmg 1d3/1d3/1d3; SA paralysis; SV F2; ML 9; 
  XP 47.
  6 hp ¡¡¡¡¡¡
  14.4: This is a larger cavern. At its center is a 15’ diameter, 
  20’ deep pool of hot water inhabited by a dreadful cave hag (see 
  APPENDIX). The cave is quite warm and humid. Surrounding 
  the pool are piles of the bones of the dead.
  The cavern possesses a heavy air of dread. Anyone entering the 
  area must save vs. poison, per the cave hag’s description.
  The hag will emerge in 2d4 rounds and attempt to drag sleeping 
  PCs into the pool to drown and eat them. If confronted by more 
  than 3 opponents she must pass a morale check or flee back to 
  her lair.
  Cave Hag (1): AL CE; MV 120’ (40’); AC 6; HD 4; hp 20; 
  #AT 2 (claws); Dmg 1d6/1d6; SA bile vomit; SV F4; ML 7;  
  XP 355.
  20 hp ¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡
  under the water, lying on an outcropping of rock about 6’ 
  beneath the surface, is a beautiful sword. This weapon is made 
  of ice-blue metal with a black hilt. At the end of the hilt is a 
  single diamond about the size of a plum. The sword is actually a 
  seeker’s sword (see APPENDIX). If the PCs were on a mission 
  from Harly Foca this is the sword she sent them to retrieve. The 
  magical scabbard is actually located in the cave of albino apes 
  (encounter 7).
  Scattered about the bottom of the pool is the hag’s treasure: 
  575 gp, 666 sp, 14 gems (100gp each), an ornate silver 
  dagger +1, a tarnished shield +2 bearing the emblem of a 
  boar, and a brooch shaped like a bird that turns any cloak it is 
  pinned upon into a cloak of protection +1  for 1d6 turns 
  once per day.
  Treasure can be found lying around the pool on the ground 
  and on some of the skeletons. The treasure includes 317 gp, a 
  sapphire (250 gp value), a suit of chainmail armor, a hand axe, 
  and the spellbook of a deceased wizard containing the spells 
  hold portal, ventriloquism, knock, and web.
  15. tree-House
  The PCs pass an alcove where there are signs of passage. If 
  they examine the area closely there is a 2-in-6 chance (3-in-6 for 
  elves and rangers) that they will discover a secret ladder leading 
  up into the trees (see encounter 15 map). At the top of the 
  ladder is a swinging bridge that leads to the cleverly-nested tree-
  house inhabited by the less-than-friendly  
  dwarf, Korgil.
  There are 3 iron leg-hold traps around the base of the ladder 
  (see NAVIGATING THE ICE FOREST).
  There is a 3-in-6 chance Korgil is not home. For each turn spent 
  at the tree-house there is a 3-in-6 chance he will return.
  korgil (male dwarf 4th level thief/Fighter): AL CE, 
  MV 120’ (40’), AC 6, HD 4 (hp 35), #AT 1, Dmg by weapon, 
  Abilities: S 13, D 15, C 16, I 10, W 10, Ch 7.
  35 hp ¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡
  ¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡
  Korgil is a twisted old dwarf who has lived alone in the Ice 
  Forest for many years. He was once a warrior among his people 
  but was expelled from dwarven society due to his evil nature. He 
  has found that living alone in the twisted woods suits him just 
  fine. He will attempt to kill anyone who enters his home and, if 
  successful, he will probably skin and eat them.
  Korgil has looted many travelers over the years and picked up a 
  few items of interest. On his person he wears leather armor 
  +1. He carries a dagger +2  and a dagger +1 that he calls 
  Willy and Nilly. He has a short bow +1 with a quiver of arrows 
  always at the ready. On his back he keeps a short sword +1 
  that, when slammed against metal or stone, can cause enemies 
  within 20’ to reel in pain for 1 round on a failed save vs. devices. 
  He calls his sword Slammy.
  He has been in the forest so long he knows how to choose his 
  path with a 5-in-6 chance of certainty purely by instinct.
  If Korgil is in his tree-house when the PCs attempt to enter he 
  will move to area 15.5 and shoot at them as they enter the 
  door. His wolf Sharn will rush to attack. Once he has lost the 
  element of surprise he will run to area 15.6 and attempt the 
  same strategy, shooting at the first PCs he sees. Once this gig 
  is up he will run to the back of the room where there is a small 
  window. He will attempt to flee through this window and get on 
  top of the tree-house, waiting to hack with his short sword at the 
  
  12
  Winds of the Ice Forest      PART TWO: THE ICE FOREST — TREE HOuSE
  first PC trying to climb up. He will not stand and fight the whole 
  party but will leap off the roof at the front of the tree-house onto 
  the bridge, if he can. He will not hesitate to simply leap into the 
  forest and try to escape, always coming at the PCs from ambush 
  until they are dead or he is dead.
  If Korgil returns home while the PCs are in his house he will 
  try to sneak in and get a good look at them before making any 
  moves. Then he will use tactics similar to those detailed above, 
  always trying to shoot or stab from behind or from the shadows 
  and never allowing himself to be caught in a straight fight if he 
  can avoid it.
  Key to the tree-house map:
  15.1: The ladder is slippery. Anyone climbing it the first time 
  must pass a Dexterity check or fall, taking 1d6 damage.
  15.2: The rope-and-wood bridge is precarious. Korgil does not 
  make it easy to access his tree-house. There are no hand holds 
  on this narrow, unsteady path. PCs must pass a Dexterity check 
  for each 5’ traveled on this 15’ bridge. On a failed check the 
  PC should be given a second Dex check. If successful, she has 
  grabbed the edge and can pull herself up. If unsuccessful she  
  falls into the unforgiving icy trees, taking 2d6 points of damage.
  15.3: The door to the tree-house is made of sturdy planks and 
  is locked and trapped. There is a small lever above the door that 
  must be moved to the side. If this is not done before the door is 
  opened the trap-door in the floor will drop and anyone standing 
  in front of the door will fall. Korgil has placed spikes on the 
  ground beneath the door and those falling will take 3d6 points 
  of damage.
  15.4: This is Korgil’s living room. It contains a single wooden 
  chair, 2 spears and 40 arrows, a few earthenware canisters of 
  dried meat, berries, and other snacks, and 5 old books. The 
  books are crude dwarven fairy tales for lascivious adults and  
  have been thumbed through so often the pages are falling out.
  There is a very small fire pit in the floor. It is not large enough  
  to serve as a heat source and seems to be used for cooking.  
  One of the walls is lined with chopped wood and there is a well-
  used hand axe lying on top of it. One corner of the room has a 
  wooden rack on which are hung 7 of Korgil’s nasty iron traps, 
  each with a 4’ length of chain and an iron spike.
  If Korgil is not home he will have left his pet wolf Sharn in this 
  room. Sharn will not tolerate unapproved visitors.
  sharn the Wolf: AL NE; MV 180’ (60’); AC 7; HD 2+4;  
  hp 15; #AT 1 (bite); Dmg 1d6+1; SV F2; ML 10; XP 45.
  15 hp ¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡
  15.5: This is Korgil’s bed chamber. His bed consists of a pile of 
  animal pelts on the floor and what appears to be a small beaver 
  stuffed with feathers. Next to the bed is a quiver of arrows and 
  a short bow as well as a dagger. The wall is lined with animal 
  heads, pelts, and 3 spears. Among them are two snowcat pelts 
  (see APPENDIX).
  The pelts on the floor hide a leg-hold trap.
  15.6: This is the room where Korgil skins his kills and mounts 
  their heads. It is a smelly place with a bloody table lined with 
  3 knives, a pair of shears, large needles, gut thread, and some 
  unidentifiable organic bits. The walls and floors are adorned with 
  various pelts and animal heads as well as a complete stuffed wolf 
  whose mouth is twisted into a horrifying grin. But perhaps more 
  disturbing are the series of heads of humans, dwarves, halflings, 
  and other races aligning the back wall. A chest of drawers in the 
  corner is locked and contains 75 gp, 150 sp, a golden ring with 
  a diamond inset (100 gp), and several books about taxidermy 
  and torture.
  15.7: Hidden in the ceiling (secret door check to spot) is a trap 
  door leading to Korgil’s stash of treasure. This is where he stuffs 
  all the interesting goodies he acquires in the forest. The door is 
  locked and trapped. Those who spring the trap by attempting to 
  open the door and those within a 10’ x 10’ area must save vs. 
  poison as a cloud of noxious vapors suddenly bursts forth. On a 
  failed save the PCs take 2d4 points of damage and are blinded 
  for 1d10 rounds (-4 to hit). On a successful save the damage is 1 
  point and the blindness lasts 1d4 rounds.
  Inside the trap door can be found, scattered between various 
  sacks, boxes, and earthen containers, the following: 1200 gp, 
  1900 sp, 5700 cp, 5 rubies (150 gp each), 7 emeralds (125 gp 
  each), 2 diamonds (500 gp each), a beetle-shaped brooch of gold 
  (250 gp), a golden dagger (1000 gp), a war hammer +1, a 
  shield +1, a suit of human-sized studded leather +1, a pouch 
  of dust of disappearance, and a sword +1, luck blade.
  
  13
  PART TWO: THE ICE FOREST      Winds of the Ice Forest
  16. the Idols of the War Queens
  A path branches off to the right and curves in on itself, 
  terminating in a small clearing dominated by a series of 6’ tall 
  standing stones arranged in an oval. Each stone bears the image 
  of a warrior woman.  
  The ground between is covered by snow but if it is cleared the 
  PCs will see the image of a warrior woman and two large wolves.
  When anyone of evil alignment (or chaotic, if you treat chaotic 
  as evil) stands between the stones the spirits of the war queens 
  will manifest and attempt to kill it.
  Warrior spirits (7): AL LG; MV 120’ (40’); AC 3; HD 3; 
  hp 15 each; #AT 1; Dmg 1d6; SA see below; SV F3; ML 12; 
  XP  each.
  15 hp ¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡
  15 hp ¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡
  15 hp ¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡
  15 hp ¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡
  15 hp ¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡
  15 hp ¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡
  15 hp ¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡
  These warrior spirits cannot be “killed” and cannot be harmed 
  by non-magical weapons. If reduced to zero or fewer hit points 
  they will vanish in a wisp back into the stone from which they 
  came. Each combatant that intends to fight them must pass a 
  save vs. paralysis or be too overwhelmed with fear and dread 
  to fight. Such characters will run for 1d6 rounds and cannot 
  fight these entities. Enemies defeated by the warriors have their 
  essence pulled into the stones and cannot be raised from the 
  dead by anyone of less than the 15th level of experience.
  If a person of good alignment and Wisdom of at least 13 stands 
  between the stones with the intention of contemplating them 
  she will receive a powerful vision of an ancient time and place 
  in which the warrior women served their earth goddess and 
  vanquished evil foes. The character will feel that she has been 
  given special revelation from this ancient goddess that may help 
  guide the party through the ice forest.
  The PC will have a strong intuition about which path to take at 
  any given branch. Without using any magical means the PC has 
  a 5-in-6 chance of choosing the right path for the next 6 hours. 
  In addition, the PC will have the ability to cast the spell ghosts of 
  pan-gea one time while within the Ice Forest (see APPENDIX). 
  If the PC happens to be a cleric she may add the spell to her 
  normal list while she remains in the Ice Forest.
  17. Icilisks (2): AL N; MV 60’ (20’); AC 4; HD 3; hp 14, 12; 
  #AT 2; Dmg 1d6/freeze; SA gaze; SV F3; ML 9; XP 95 each.
  14 hp ¡¡¡¡¡¡¡¡¡¡¡¡¡¡
  12 hp ¡¡¡¡¡¡¡¡¡¡¡¡
  A pair of icilisks (see APPENDIX) are pairing off to mate. They 
  are not happy about being interrupted. If the PCs search the 
  area there is a 2-in-6 chance (4-in-6 for elves and 5-in-6 for 
  rangers) that they will find the lair of one of the creatures. In 
  this small cave can be found the bones of the monster’s various 
  meals and scattered among these bones can be found 55 gp, 
  95 sp, 170 cp, 1d10 gems worth 50 gp each, a broken long 
  sword (treat as short sword), a usable spear, and a potion of 
  healing.
  18. White Wailers (3): AL CE; MV 150’ (50’); AC 6; HD 
  2+1; hp 8, 7, 7; #AT 1 (touch or wail); Dmg 1d4+special; SA 
  touch or wail; SV F2; ML 10; XP 90 each.
  8 hp ¡¡¡¡¡¡¡¡ 7 hp ¡¡¡¡¡¡¡ 
  7 hp ¡¡¡¡¡¡¡
  As the party draws near another split in the path they hear 
  the sounds of wailing and wind. This trio of white wailers will, 
  if possible, descend to 15’-20’ above the PCs and issue their 
  terrifying wails before engaging in direct combat. If the battle 
  persists longer than 6 rounds the sounds will attract 1d2 more 
  white wailers with 7 hp each.
  
  14
  Winds of the Ice Forest      PART THREE: ESCAPE FROM THE FOREST
  There is a leg-hold trap (see NAVIGATING THE ICE FOREST) 
  hidden in the area and the PCs have a 2-in-6 chance of 
  springing it if they do anything other than keep to the path.
  19. mysterious treasure
  There is a body in the path. It is a human male with a long red 
  beard and black robes. He is frozen stiff and appears to have 
  been frozen to death somehow. On his person the PCs can find 
  a +1 dagger, 65 gp, 125 sp, a wineskin, a scroll of shield 
  and protection from evil, and a spellbook. The spellbook 
  contains the spells hold portal, light, sleep, knock, and 
  levitate.
  Lying at the side of the path the PCs find a wooden chest about 
  1’x6”x6” in size. The chest is banded with brass and is locked. 
  The lock is of excellent design and any thief attempting to pick 
  it will have a skill penalty of -15%. The chest can be bashed 
  open by someone with a Strength score of 13 or higher using a 
  weapon or appropriate tool.
  Inside the chest is an eye of discernment on a chain (see 
  APPENDIX). It is an ugly eye of green and yellow. Any arcane 
  caster examining it can determine what it can do and what the 
  cost of using it will be. Others can try to make the eye work and, 
  if they simply ask it a question, will be able to figure it out. But 
  the cost in Ability score points will not be known until the effects 
  are felt.
  Staying in this location for more than 1 turn will attract 2 white 
  wailers.
  White Wailers (2): AL CE; MV 150’ (50’); AC 6; HD 2+1; 
  hp 8, 8; #AT 1 (touch or wail); Dmg 1d4+special; SA touch or 
  wail; SV F2; ML 10; XP 90 each.
  8 hp ¡¡¡¡¡¡¡¡ 8 hp ¡¡¡¡¡¡¡¡
  20. the Ice storm
  As the PCs move along the trail they begin to hear sounds in 
  the distance. The sounds remind them of a hail storm. Within 
  1 turn they begin to see sharp, dagger-like icicles falling around 
  them. Within 1d6 rounds the icicles are falling fast and furious. 
  All PCs not covered by some kind of shield, roof, or other 
  protective structure must make a saving throw vs. breath attacks 
  every round or take 1d4 points of damage. Suitable proection 
  can be found by huddling under the trees and getting as close 
  to the trunks as possible. Anyone carrying a shield can protect 
  themselves and one other person from harm. Anyone with a 
  large sack or pouch can put it over their head for protection, but 
  there is a 1-in-6 chance that a random item inside the container 
  will be damaged or destroyed.
  This storm persists for 1d4 turns.
  Part Three:  
  Escape From  
  The Forest
  The PCs are finally on the exit path, a long, straight route 
  that widens gradually until it is 10’ wide at the exit gate (which 
  looks very similar to the entry gate). upon hitting this path they 
  immediately begin to hear the sounds of several white wailers 
  closing in fast. A group of 5 wailers has been following the 
  PCs for a while and do not want them to get away. Since the 
  creatures cannot escape the Ice Forest they must prevent the 
  PCs from exiting or else the meal is lost.
  But this group of wailers is slightly different than any others the 
  PCs have fought. This one has a leader. One of the creatures is 
  not the white puff of cloud that the others tend to be. Rather, it 
  is a gray or nearly black cloud of pure evil. The malice of the Ice 
  Forest is strong within it and it will command the other wailers 
  as it sees fit, compelling them to attack the PCs (treat as morale 
  12).
  White Wailers (4): AL CE; MV 150’ (50’); AC 6; HD 2+1; 
  hp 8 each; #AT 1 (touch or wail); Dmg 1d4+special; SA touch 
  or wail; SV F2; ML 10 (12); XP 90 each.
  8 ¡¡¡¡¡¡¡¡ 8 ¡¡¡¡¡¡¡¡ 
  8 ¡¡¡¡¡¡¡¡ 8 ¡¡¡¡¡¡¡¡
  dark Wailer (1): AL CE; MV 150’ (50’); AC 5; HD 4+1;  
  hp 30; #AT 1 (touch or wail); Dmg 1d6+special; SA touch or 
  wail; SV F4; ML 8; XP 365.
  30 ¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡ 
  ¡¡¡¡¡¡¡
  Ending the  
  Adventure
  If the PCs prevail against the white wailers and escape the forest 
  alive they have completed the adventure. With any luck they 
  came through with a bit of coins and treasures in their pockets 
  and a healthy respect for cursed forests.
  
  15
  APPENDIX — PREGENERATED PLAYER CHARACTERS      Winds of the Ice Forest
  Appendix 
  Here are some pregenerated characters, new monsters, magics, 
  and other goodies for your gaming table!
  PreGenerated  
  PlaYer CHaraCters
  ellom Bustlethunder (male dwarf fighter level 1)
  AL LG, HP 8, AC 4
  Str 14, Dex 9, Con 15, Int 11, Wis 11, Cha 9
  Languages spoken: Common, dwarfish.
  Equipment: Chain mail, shield, fur cloak, hammer +1, rations  
  (7 days), waterskin, pickaxe, small mirror.
  Ellom is a proud son of the Bustlethunder clan and he is afraid 
  of nothing.
  Galla of ruum (female human magic-user level 2)
  AL N, HP 4, AC 9
  Str 8, Dex 10, Con 12, Int 16, Wis 10, Cha 13
  Languages spoken: Common, elvish, dwarfish.
  Equipment: Staff, elegant furry attire, glorious hat, leather pack 
  with spellbook, dagger, rations (3 days), wineskin, lantern.
  Spells: magic missile, shield
  Galla is the daughter of a wealthy merchant and puts on an 
  air of loftiness that might be irritating to others. She is fond of 
  Ellom and has a curiosity about dwarven ways.
  tork n’tark (male human barbarian level 1)
  AL CG, HP 7, AC 7
  Str 15, Dex 14, Con 13, Int 8, Wis 8, Cha 12
  Languages spoken: Common
  Equipment: Bastard sword, fur cloak, winter boots, moose jerky 
  (4 days), wineskin.
  Tork is a barbarian from one of the many northern tribes. He 
  is hearty and brave, though prone to rushing into battle when it 
  might be wiser to wait. He is not particularly distrustful of wizards.
  dalthorian (male human magic-user level 2)
  AL LN, HP 5, AC 9
  Str 8, Dex 9, Con 12, Int 17, Wis 9, Cha 12
  Languages spoken: Common, dwarvish, gnomish, goblin, elven, 
  pixie, kobold.
  Equipment: Elegant red robes and furry boots, fur cloak, leather 
  pouch with spellbook, staff +1, ring of protection +1, 27 gp.
  Spells: magic missile, sleep
  Dalthorian is a man in his mid-30s with black hair and a well-trimmed 
  mustache. He is very serious and studious...perhaps a stick-in-the-
  mud. He is always curious about legends and magical treasures.
  seev (female elf level 2)
  AL NG, HP 9, AC 6
  Str 14, Dex 16, Con 13, Int 15, Wis 10, Cha 17
  Languages spoken: Common, elven, gnoll, gnomish, goblin, 
  halfling, hobgoblin.
  Equipment: Fur cloak and boots, traveling garb, studded leather 
  armor, satchel with spellbook, short bow +1, short sword, 
  small mirror, 15 gp.
  Spells: burning hands, read magic
  muk mannin (male human fighter level 1)
  AL CG, HP 8, AC 5
  Str 16, Dex 10, Con 14, Int 8, Wis 10, Cha 12
  Languages spoken: Common.
  Equipment: Fur cloak, chain mail, bastard sword +1, leather 
  boots, very hot and spicy deer jerky, 9 sp.
  Muk loves a good rumble. He calls his sword “Destroyer” and 
  thinks it should be intimidating when he does so.
  Brael starno (male human cleric level 2)
  AL NG, HP 8, AC 4
  Str 12, Dex 11, Con 10, Int 13, Wis 16, Cha 14
  Languages spoken: Common, orcish.
  Equipment: Winter garb, furry boots, chain mail, shield, holy 
  symbol, mace, waterskin, rations (6 days).
  Spells: cure light wounds, resist cold
  Brael lived most of his life at a nearby temple until the high 
  priest, seeing his potential as a great crusading holy warrior, sent 
  him out into the world to learn its ways and set them right.
  ruddik (female halfling level 2)
  AL N, HP 7 AC 6
  Str 9, Dex 17, Con 16, Int 12, Wis 12, Cha 12
  Languages spoken: Common, halfling
  Equipment: Furry attire, leather armor, sling, shortbow +1,  
  20 arrows, arrow +2, wineskin, dried yak meat, pipe, pipe 
  weed, 3 gp.
  Ruddik is a feisty halfling traveling abroad to see the world.
  
  16
  Winds of the Ice Forest     APPENDIX — NEW SPELL + NEW MONSTERS
  neW sPell 
  Ghosts of Pan-Gea (for clerics of Nest)
  Level: 1
  Duration: 2 rounds per level
  Range: 20’
  With this spell the cleric calls upon the ancient war spirits of 
  Pan-Gea, a primordial realm long lost to the world. The cleric 
  summons 1 HD of war spirits per level. These can manifest as 
  a single spirit or as a handful of spirits with 1 HD each (player 
  choice). The spirits fight as monsters of their own HD with the 
  following stats: AL N; MV 180’ (60’); AC 7; #AT 1; Dmg 1d6 
  (spirit weapon); SV same as cleric; ML 12.
  neW monsters 
  Coyote, Frost
  No. Enc: 2d6
  Alignment: Chaotic Evil
  Movement: 180’ (60’)
  Armor Class: 7
  Hit Dice: 1+2
  Attacks: 1 (bite) or frost breath
  Damage: 1d4 or special
  Save: F1
  Morale: 6
  Hoard Class: None
  XP: 21
  Frost coyotes are white or off-white with solid yellow eyes that 
  glow in darkness. They are more intelligent than normal coyotes 
  and are quite clever hunters. They have a malicious nature that 
  draws them to torment and torture their prey before eating it.  
  Once per day a frost coyote can use its spell-like ability to breath a 
  cone of cold exactly like the magic-user spell of the same name.
  Hag, Cave
  No. Enc: 1
  Alignment: Chaotic Evil
  Movement: 120’ (40’)
  Armor Class: 6
  Hit Dice: 4
  Attacks: 2 (claws)
  Damage: 1d6/1d6
  Save: F4
  Morale: 7
  Hoard Class: XIX
  XP: 355
  The cave hag is a hideous female about 8’ tall with long, thin 
  arms, an elongated, troll-like face, stringy hair, and many leaking 
  puss-filled sores on her skin. The hag smells foul but hides her 
  odor by remaining in a pool of water, which she calls her lair. 
  Hags tend to befoul the water they live in, which in turn befouls 
  surrounding pools, rivers, and streams.
  The pool of a cave hag causes anyone within 50’ of it to feel 
  drowsy and depressed. On a failed save vs. poison such victims 
  will fall asleep, per the magic-user spell sleep. The hag will then 
  emerge from her pool and attempt to drag sleeping victims into 
  the water to drown them.
  Once per turn a cave hag can vomit bile in a straight line up to 20’ 
  at a single target. On a failed save vs. breath attacks the victim’s 
  skin begins to melt as if hit with acid for 2d6 points of damage.
  Cave hags take half damage from non-magical weapons and are 
  immune to lightning-based damage.
  Once per day a cave hag can summon and control certain 
  types of creatures for up to one turn. Summoned creatures 
  arrive in 1d6 rounds. Roll 1d6 to determine the type of creature 
  summoned: 1 = giant toad (1d2), 2-3 = giant rats (1d4), 4-5 = 
  morlocks (1d4), or 6 = ghouls (1d2).
  Icilisk
  No. Enc: 1-4
  Alignment: Neutral 
  Movement: 60’ (20’)
  Armor Class: 4
  Hit Dice: 3
  Attacks: 2 (bite, gaze)
  Damage: 1d6/freeze
  Save: F3
  Morale: 9
  Hoard Class: XVII
  XP: 95
  The bitter north has a tendency to twist monsters into new 
  forms. The dreaded basilisk so feared in more temperate realms 
  has become somewhat smaller and taken on an icy exterior 
  in the winds of the north. The icilisk – or ice basilisk – is white 
  or blue all over and its hide feels very much like frozen water. 
  Anyone attempting to grapple an icilisk suffers a -4 penalty to 
  the attack roll due to the creature’s slick surface.
  Any creature caught by the icilisk’s direct gaze must pass a 
  save vs. petrify or be turned to ice. This condition persists until 
  the victim has been exposed to above-freezing temperatures 
  for 2d6 hours. upon thawing the victim must pass a survive 
  transformative shock roll (AEC) or, alternatively, a Constitution 
  check or the victim dies. The condition may also be reversed by 
  a cure serious wounds or remove curse spell.
  The icilisk may be fought using a mirror, per the basilisk rules, 
  and it is not immune to its own gaze.
  
  17
  APPENDIX — NEW MONSTERS      Winds of the Ice Forest
  snowcat
  No. Enc: 1d4
  Alignment: N
  Movement: 150’ (50’)
  Armor Class: 5
  Hit Dice: 3+2
  Attacks: 3 (2 claws, 1 bite)
  Damage: 1d4/1d4/1d6
  Save: F3
  Morale: 8
  Hoard Class: VI
  XP: 100
  These mountain lion-sized cats of snow white travel in small 
  packs of 2-5 hunting prey such as moose and reindeer. 
  Their magical coats are of such a color that, in a snowy or 
  icy environment, they are able to disappear from sight. Only 
  when they attack are they able to be seen again, thus granting 
  them surprise on 1-5 out of 6 (1-4 for elves and rangers). 
  During combat a snowcat can disappear instead of attack if 
  its environment is properly snowy. Enemies engaged with 
  an invisible snowcat receive -4 on attack rolls. The creature 
  becomes visible again if it attacks or if it is hit by any attack. The 
  pelt of a snowcat can be used to create a snowcat cloak and 
  will fetch 1000 gp in the right market.
  sprite, Cursed
  No. Enc: 3d6
  Alignment: Chaotic Evil
  Movement: 60’ (20’)
  Flying: 180’ (60’)
  Armor Class: 5
  Hit Dice: 1d4 hit points
  Attacks: 1 (zap or spell)
  Damage: 1 or spell
  Save: E1
  Morale: 7
  Hoard Class: IV 
  XP: 7
  Sometimes even otherwise innocuous creatures such as sprites 
  can become twisted by evil magic. A cursed sprite is a sprite that 
  has been transformed by evil magic into a tiny malicious creature 
  bent on either cursing living things or killing them. Cursed 
  sprites behave exactly like normal sprites and can place a curse 
  on a target if there are five or more of them together. However, 
  the curse of a cursed sprite is always intended to cause malicious 
  harm. Examples of curses include setting people’s hands on fire, 
  causing boots to be tied or strapped together when a person 
  is crossing a dangerous ravine, or causing a person to become 
  physically ill enough to throw up during a fight. Only one such 
  curse will be laid on each target. If the sprites are not cursing, 
  they will zap their targets with tiny magical rays of light that 
  cause 1 point of damage each.
  White Wailer
  No. Enc: 1
  Alignment: Chaotic Evil
  Movement (flying): 150’ (50’)
  Armor Class: 6
  Hit Dice: 2+1
  Attacks: 1 (touch or wail)
  Damage: Special
  Save: F2
  Morale: 10
  Hoard Class: None
  XP: 90
  Sometimes the wind itself can take on living form. And 
  sometimes when that happens the form is not pleasant! The 
  white wailer is a living cloud of ice, snow, and wind desperate to 
  suck the life out of mortal creatures. Some say they merely want 
  to know what it feels like to be alive.
  The wailer can approximate the shape of a human face, arms 
  and hands. The touch of a white wailer causes 1d4 cold damage 
  and the target must save vs. spells or be frozen in place exactly 
  like the effect of a hold person spell. The duration of this effect 
  is only 1d4 rounds and the target may attempt a save vs. spells at 
  the start of each round to throw off the effect.
  White wailers get their name from their terrifying wail. This 
  wail can be heard from 500’ away, though its nasty effects 
  only occur within a cone starting at the creature’s mouth and 
  extending out 20’ with its broad end being 10’ wide. Those 
  within this cone must save vs. breath attacks or be frozen (per 
  the touch attack) and lose 1d4 points of Constitution per round 
  that they remain frozen. If this drain results in a reduction of 
  the character’s Con modifier then their maximum hit points 
  are reduced accordingly. This draining makes the PC feel 
  immediately fatigued and disheartened. Drained Con points 
  will return naturally at a rate of 1 per hour without magical 
  intervention. The white wailer’s tactic is to fly down, make a 
  wailing attack, then fly away and return to do it again in 1d6 
  turns. In this way they can whittle their enemies down over time.
  Those whose Con scores are reduced to 3 or less must make a 
  saving throw vs. death or die. Those whose Con is reduced to 
  zero are dead. Magical fire deals triple damage to a wailer.
  
  18
  Winds of the Ice Forest      APPENDIX — NEW MAGIC ITEMS + NEW CLASS
  neW maGIC Items 
  eye of discernment: This is the eye of a wise person, 
  wizard, or magical creature that has been preserved and turned 
  into a hard, marble-like object through magic. When the eye 
  is pointed in a particular direction and a question is asked of it 
  a beam of eldritch energy will bathe the object in question and 
  the eye will give an answer to its user telepathically. For simple 
  questions such as directions and location of objects the eye has 
  a 5-in-6 chance of answering accurately. For questions about 
  a person’s alignment or intentions the chance is 4-in-6. For 
  questions of a deeper nature, perhaps related to greater entities 
  such as gods or demons the chance of getting an accurate 
  answer is only 2-in-6.
  Each time the eye is used the user loses 1 point from a 
  randomly-determined Ability score. Lost points are replenished 
  at a rate of 1 per day in the order in which they were lost.
  Frog sack: This small bag contains a number of inanimate frogs, 
  each about 2” long. When a frog is placed down at a fork in the 
  road or path or any place where a trail splits the frog will come to 
  life and hop down the path the sack’s owner is most interested in 
  taking, then fade away into nothing. The frog has a 5-in-6 chance 
  of picking the right path. A bag contains 1d20 frogs.
  ring of Charismatic Glamour: This ring of gold bears a 
  series of lovely leaf and moon patterns. The wearer of this ring 
  gains the ability to charm person, per the spell. The first use of 
  the ring’s ability functions exactly like the spell. Each subsequent 
  use within the same day grants a +1 to the saving throw to resist 
  the charm (cumulative). In addition the wearer’s Charisma gains 
  +3 while the ring is on. The ring must be removed for at least 3 
  hours per day or else the wearer will suffer a permanent -1 from 
  Charisma for each day the ring is worn without being removed.
  lantern of the Way: This lantern is usually made of black 
  iron and hangs from a short chain. When lit and the power 
  word uttered the user may declare a specific destination and the 
  lantern will indicate which way to travel by leaning slightly in the 
  correct direction when held out at arm’s length. If there is a very 
  strong wind or magical alteration of the weather the lantern has 
  a 50% chance of being wrong. The lantern’s light must remain 
  burning for it to work. If the light goes out it becomes a normal 
  object and will not respond to commands. It can only be used 
  once per day and its light will burn for 1d6+4 hours.
  seeker’s sword: This is a +1 sword that can be of any type 
  (determine randomly). When the user points to a path or choice 
  that must be made the sword will offer its advice through a 
  mental link with the user. This advice has a 5-in-6 chance of 
  being correct for binary choices (left or right, up or down, etc.).  
  It has a 4-in-6 chance of being correct for all other choices. Once 
  per day the user may offer a drop of his own blood, sweat, or 
  tears to the blade in order to get a 100% correct answer. On rare 
  occasions a seeker’s sword may be a +2 weapon (1-in-6 chance).
  sentry scabbard: This decorative sword scabbard bears a 
  series of 5 open eyes along its length. When the user touches 
  the scabbard and issues a mental command the item will scan 
  the area in a 50’ radius and alert its owner to potential dangers. 
  The alert will come as a set of 1d6 details about the dangers 
  within the radius. For example, if there is a group of goblins 
  20’ away the user might be told “monsters, 20’” or “goblins” or 
  even “nasty monsters, close, with spears”. Once the scabbard 
  has imparted its warning one of the eyes will close. When all 
  the eyes have closed the scabbard will function as a normal 
  item. The next day if the user takes at least 1 turn to polish the 
  scabbard the eyes will reopen and it will once again be ready 
  to scan for danger. The scabbard will conform itself to the type 
  of sword its owner wishes to use but it will not allow an evil 
  weapon to enter it and it will reject any cursed weapon as well.
  snowcat Cloak: Made from the pelt of a snowcat, this 
  furry cloak grants its wearer the same powers as a cloak of 
  invisibility when used in an arctic, wintery, or snowy area. 
  In addition, the wearer receives the continual benefit of a resist 
  cold spell. Creating a snowcat cloak costs 10,000 gp and 
  requires the skills of an arcane caster of at least the 9th level of 
  experience. And of course it requires a snowcat pelt.
  neW Class: BarBarIan
  Requirements: Con 12
  Prime Requisite: Str, Con
  Hit Dice: 1d10
  Barbarians are a hearty, uncivilized lot that inhabit cold 
  mountains, deep forests, badlands, and virtually any landscape 
  outside the scope of civilization. These savages take care of their 
  own and will fight to the death to defend family, friends, and 
  others of their kind.
  Barbarians are often unaccustomed to magic and may harbor fears 
  and superstitions against it. Because of this distrust, barbarians 
  suffer a -2 penalty on saving throws vs. spells. They attack and 
  save as fighters and are proficient with any weapon common to 
  the area in which their tribe lives. When using foreign or elegant 
  weapons they have a -2 penalty to hit. They may wear any armor, 
  though it may affect some of their class abilities.
  sPeCIal aBIlItIes
  Battleclad: Barbarians who wear no armor may adjust AC by 
  half their level out of pure savage toughness.
  Detect Weirdness: A barbarian has a 2-in-6 chance to detect 
  magic or other strange properties in persons, places, objects. 
  The nature of the weirdness cannot be ascertained. The 
  Barbarian merely gets a “funny feeling” if the roll is successful.
  Rage: Forgoing all finesse, a Barbarian may attack in berserk 
  rage to deal double damage but at a -3 penalty to hit. In 
  addition, the Barbarian’s AC suffers a penalty of 2 until the end 
  of the next round. Alternatively, a Barbarian may make multiple 
  attacks each with a cumulative -2 penalty (-2, -4, -6, etc.). These 
  attacks deal no extra damage but carry the same AC penalty as 
  
  19
  APPENDIX — NEW CLASS + MONSTER LIST      Winds of the Ice Forest
  above. Strength modifiers do not apply to multiple rage attacks.
  Resist Elements: Barbarians gain +2 to save against the 
  effects of weather or elemental attacks.
  Tracking: Barbarians may track in the wilderness with a 75% 
  chance of success.
  Wild Movement: Barbarians run, jump, and climb like wild 
  beasts, based on the climb walls skill of a Thief of the same  
  level. This skill does not allow them to climb sheer surfaces like  
  a Thief, but instead they may climb trees and cliffs, leap over 
  small canyons or across small rivers, or out-run most normal 
  humans and humanoids (for pursuit, add the target’s movement 
  rate to the Barbarian’s skill roll).
  monster lIst
  Frost Coyotes (5): AL NE; MV 180’ (60’); AC 7; HD 1+2; 
  hp 4 each; #AT 1; Dmg 1d4 (bite), 1d4+1 (frost, 15’ range);  
  SV F1; ML 6; XP 21 each.
  4 hp ¡¡¡¡   4 hp ¡¡¡¡   4 hp ¡¡¡¡    
  4 hp ¡¡¡¡   4 hp ¡¡¡¡
  Ice Beetles (8): AL N; MV 120’ (40’); AC 4; HD 1+2;  
  hp 4 each; #AT 1; Dmg 1d4 (bite), 1d6 (ice burst, 10’ range); 
  SV F1; ML 7; XP 21 each.
  4 hp ¡¡¡¡   4 hp ¡¡¡¡   4 hp ¡¡¡¡  4 hp ¡¡¡¡   
  4 hp ¡¡¡¡   4 hp ¡¡¡¡  4 hp ¡¡¡¡   4 hp ¡¡¡¡
  skeletons (10): AL CE; MV 60’ (20’); AC 7; HD 1; hp 3 
  each; #AT 1; Dmg 1d6; SV F1; ML 12; XP 13 each.
  3 hp ¡¡¡   3 hp ¡¡¡   3 hp ¡¡¡   3 hp ¡¡¡    
  3 hp ¡¡¡   3 hp ¡¡¡   3 hp ¡¡¡   3 hp ¡¡¡    
  3 hp ¡¡¡   3 hp ¡¡¡
  White Wailers (3): AL CE; MV 150’(50’); AC 6; HD 2+1; 
  hp 9, 8, 8; #AT 1 (touch or wail); Dmg 1d4+special; SA touch 
  or wail; SV F2; ML 10; XP 90 each.
  9 hp ¡¡¡¡¡¡¡¡¡ 8 hp ¡¡¡¡¡¡¡¡  
  8 hp ¡¡¡¡¡¡¡¡
  albino apes (3): AL CE; MV 120’ (40’); AC 6; HD 4; hp 
  17, 15, 14; #AT 2; Dmg 1d4/1d4; SV F2; ML 7; XP 80 each.
  17 hp ¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡ 
  15 hp ¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡ 
  14 hp ¡¡¡¡¡¡¡¡¡¡¡¡¡¡
  Goblins (10): AL CE; MV 60’ (20’); AC 6; HD 1-1; hp 2 
  each; #AT 1; Dmg 1d4; SV F1; ML 7; XP 5 each.
  2 hp ¡¡   2 hp ¡¡   2 hp ¡¡  2 hp ¡¡   2 hp ¡¡   2 hp ¡¡   
  2 hp ¡¡   2 hp ¡¡   2 hp ¡¡  2 hp ¡¡
  sprites, Cursed (13): AL CE; MV 60’ (20’), Flying 180’ 
  (60’); AC 5; HD 1/2; hp 1 each; #AT 1; Dmg 1 (or curse);  
  SV E1; ML 7; XP 7 each.
  1 hp ¡  1 hp ¡  1 hp ¡  1 hp ¡  1 hp ¡  1 hp ¡  1 hp ¡ 
  1 hp ¡  1 hp ¡  1 hp ¡  1 hp ¡  1 hp ¡  1 hp ¡
  White Wailers (3): AL CE; MV 150’ (50’); AC 6; HD 2+1; 
  hp 9, 8, 7; #AT 1 (touch or wail); Dmg 1d4+special; SA touch 
  or wail; SV F2; ML 10; XP 90 each.
  9 hp ¡¡¡¡¡¡¡¡¡ 8 hp ¡¡¡¡¡¡¡¡  
  7 hp ¡¡¡¡¡¡¡
  snowcats (3): AL N; MV 150’ (50’); AC 6; HD 3+2; hp 
  22, 20, 16; #AT 3 (2 claws, 1 bite); Dmg 1d4/1d4/1d6; SA 
  none; SV F3; ML 8; XP 100 each.
  22 hp ¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡ 
  20 hp ¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡ 
  16 hp ¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡
  Ghouls (1): AL CE; MV 90’(30’); AC 6; HD 2; hp 8; #AT 3 
  (2 claws, 1 bite); Dmg 1d3/1d3/1d3; SA paralysis; SV F2;  
  ML 9; XP 47.
  8 hp ¡¡¡¡¡¡¡¡ 8 hp ¡¡¡¡¡¡¡¡  
  8 hp ¡¡¡¡¡¡¡¡ 8 hp ¡¡¡¡¡¡¡¡  
  8 hp ¡¡¡¡¡¡¡¡ 8 hp ¡¡¡¡¡¡¡¡  
  8 hp ¡¡¡¡¡¡¡¡ 8 hp ¡¡¡¡¡¡¡¡
  Ghoul: AL CE; MV 90’(30’); AC 6; HD 2; hp 6; #AT 3 (2 claws, 
  1 bite); Dmg 1d3/1d3/1d3; SA paralysis; SV F2; ML 9; XP 47.
  6 hp ¡¡¡¡¡¡
  BArBArIAn XP TABLe
  Level
  Title
  experience
  Hit dice
  1
  Brute
  0
  1d10
  2
  Natural
  2,200
  2d10
  3
  Primitive
  4,400
  3d10
  4
  Savage
  8,800
  4d10
  5
  Primitive Warrior
  17,600
  5d10
  6
  Natural Warrior
  35,000
  6d10
  7
  Wild Warrior
  70,000
  7d10
  8
  Savage Warrior
  140,000
  8d10
  9
  Barbarian
  280,000
  9d10
  10
  10th level Barbarian
  400,000
  9d10+2*
  11
  11th level Barbarian
  520,000
  9d10+4*
  12
  12th level Barbarian
  640,000
  9d10+6*
  13
  13th level Barbarian
  760,000
  9d10+8*
  14
  14th level Barbarian
  880,000
  9d10+10*
  *Con bonus no longer applies.
  
  20
  Winds of the Ice Forest      APPENDIX — MONSTER LIST
  Cave Hag (1): AL CE; MV 120’ (40’); AC 6; HD 4; hp 20; 
  #AT 2 (claws); Dmg 1d6/1d6; SA bile vomit; SV F4; ML 7; XP 355.
  20 hp ¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡
  korgil (male dwarf 4th level thief/Fighter): AL CE, 
  MV 120’ (40’), AC 6, HD 4 (hp 35), #AT 1, Dmg by weapon, 
  Abilities: S 13, D 15, C 16, I 10, W 10, Ch 7.
  35 hp ¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡
  ¡¡¡¡¡¡¡¡¡¡¡¡¡
  sharn the Wolf: AL NE; MV 180’ (60’); AC 7; HD 2+4;  
  hp 15; #AT 1 (bite); Dmg 1d6+1; SV F2; ML 10; XP 45.
  15 hp ¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡
  Warrior spirits (7): AL LG; MV 120’ (40’); AC 3; HD 3; 
  hp 15 each; #AT 1; Dmg 1d6; SA see below; SV F3; ML 12; 
  XP each.
  15 hp ¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡
  15 hp ¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡
  15 hp ¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡
  15 hp ¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡
  15 hp ¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡
  15 hp ¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡
  15 hp ¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡
  Icilisks (2): AL N; MV 60’ (20’); AC 4; HD 3; hp 14, 12; 
  #AT 2; Dmg 1d6/freeze; SA gaze; SV F3; ML 9; XP 95 each.
  14 hp ¡¡¡¡¡¡¡¡¡¡¡¡¡¡
  12 hp ¡¡¡¡¡¡¡¡¡¡¡¡
  White Wailers (3): AL CE; MV 150’ (50’); AC 6; HD 2+1; 
  hp 8, 7, 7; #AT 1 (touch or wail); Dmg 1d4+special; SA touch 
  or wail; SV F2; ML 10; XP 90 each.
  8 hp ¡¡¡¡¡¡¡¡ 7 hp ¡¡¡¡¡¡¡ 
  7 hp ¡¡¡¡¡¡¡
  White Wailers (2): AL CE; MV 150’ (50’); AC 6; HD 2+1; 
  hp 8, 8; #AT 1 (touch or wail); Dmg 1d4+special; SA touch or 
  wail; SV F2; ML 10; XP 90 each.
  8 hp ¡¡¡¡¡¡¡¡ 8 hp ¡¡¡¡¡¡¡¡
  White Wailers (4): AL CE; MV 150’ (50’); AC 6; HD 2+1; 
  hp 8 each; #AT 1 (touch or wail); Dmg 1d4+special; SA touch 
  or wail; SV F2; ML 10 (12); XP 90 each.
  8 hp ¡¡¡¡¡¡¡¡ 8 hp ¡¡¡¡¡¡¡¡  
  8 hp ¡¡¡¡¡¡¡¡ 8 hp ¡¡¡¡¡¡¡¡
  dark Wailer (1): AL CE; MV 150’ (50’); AC 5; HD 4+1;  
  hp 30; #AT 1 (touch or wail); Dmg 1d6+special; SA touch or 
  wail; SV F4; ML 8; XP 365.
  30 hp ¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡ 
  ¡¡¡¡¡¡
  
  25
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  21
  OPEN GAME LICENSE      Winds of the Ice Forest
  
  You enter the dreaded Ice Forest  
  where the ancient path leading through can  
  change with the wind. What perils will you face  
  before finding the way to the other side?
  
SOURCE: textdata/thevault/Labyrinth Lord (osr)/Adventures & Settings/LL - Doomslakers Adventures #2 Winds of the Ice Forest.pdf