TEXT: Frog God 
  Games
  A  new adventure brought to you by 
  Bill Webb of  Necromancer Games.
  A  new adventure brought to you by 
  SF 6
  — Adventure 6: Morning of Tears —
  By Gary Schotter & Jeff Harkness
  
  2
  Authors
  Gary Schotter & Jeff Harkness
  Developers
  Bill Webb
  Producer
  Bill Webb of Necromancer Games
  Editor
  Bill Webb of Necromancer Games
  Layout and Production
  Charles A. Wright
  Front Cover Art
  Rick Sardinha
  Interior Art
  Char Reed
  Cartography
  Rick Sardinha
  Playtesters
  Aaron Backherms, David Cook, Dustin 
  “Lanky” Cook, Steve Dunn, Dennis “Sobé” 
  Fessel, Isaiah Harbison, Jason Messenger, Mi-
  chael “Gort” Schotter, Daren Schroeder, Justin 
  “Jobless” Taylor, Chris Whitt, Sherri Whitt, 
  Bryan Whitt and Greg “Critical Mass” Wilson.
  This book is dedicated to the memory of 
  Dustin “Lanky” Ray Cook, 1985-2009.
  Special Thanks
  Jeff would like to dedicate this book to Tammy, 
  Kaitlyn and Alyssa. Gary would like to dedicate 
  this work to Christina, Brooklyn, Kaden and 
  Amberlyn. We also want to thank Greg Wilson 
  for his wisdom and advice in solving many 
  dilemmas and game mechanics issues. 
  And a special dedication to the 32 PCs 
  who lost their lives during playtesting.
  Credits
  Frog 
  God 
  Games
  Tough 
  Adventures 
  for tough 
  players
  ©2011 Bill Webb, Gary Schotter, and Jeff Harkness, Frog God Games. All rights reserved. 
  Reproduction without the written permission of the publisher is expressly forbidden. Frog 
  God Games and the Frog God Games logo and Splinters of Faith are trademarks of Frog 
  God Games. All rights reserved. All characters, names, places, items, art and text herein 
  are copyrighted by Frog God Games, Inc. The mention of or reference to any company or 
  product in these pages is not a challenge to the trademark or copyright concerned.
  Compatibility with the Pathﬁ nder Roleplaying Game requires the Pathﬁ nder Roleplaying 
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  mation on the Pathﬁ nder Roleplaying Game. Paizo Publishing, LLC does not guarantee 
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  Pathﬁ nder is a registered trademark of Paizo Publishing, LLC, and the Pathﬁ nder Roleplay-
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  compatibility license.
  
  3
  Table of Contents
  Morning of Tears  ...................................................................... p. 5
  Adventure Background  ................................................................ p. 9
  Legal Appendix  ......................................................................... p. 29
  
  4
  PCs travel into an icy wasteland to visit a lost monastery, only to 
  ﬁ nd that a statue needed for a blessing ceremony has been stolen by a 
  group of yetis. The adventure is for PCs of 6th to 8th levels.
  A frozen wasteland, the air ﬁ lled with icy snow driven through the 
  air in blasts powerful enough to tear ﬂ esh from bone. A banshee’s 
  wail washes out of the mountain of the glacier hanging ominously 
  overhead, rivulets of water melting glyphs in the ice wall. Every so 
  often, a chunk of ice calves off the massive glacier and falls, the 
  impact shaking the ground as ice shards explode outward.
  The Monastery of World Sundering looks like disaster has already 
  caught up to it. The stone structure is half-engulfed in the massive 
  glacier that is slowly retreating across the land as warm air washes 
  over the frozen surface. Despite the massive glacier splitting the 
  temple in half, a thriving brotherhood of misﬁ ts is hard at work in the 
  marshy, waterlogged ﬁ elds surrounding their home.
  Monastery of World 
  Sundering
  Location: Frozen waste lands, glacier
  Deity: Voard, God of Anguish, suffering, perseverance, patience, 
  poverty
  Worship Domains: Travel, Healing 
  Leader: Moovtu Huglish, male half-orc Mnk7/Ftr5
  Dress: Monks wear heavy wool clothing and dress in layers to 
  protect against the cold. 
  Unique characteristic: Years ago, the Wailing Glacier covered the 
  structure. Half the monastery remains encased in a wall of melting 
  ice.
  By Gary Schotter & Jeff Harkness
  — Adventure 6: Morning of Tears —
  glacier that is slowly retreating across the land as warm air washes 
  
  5
  Background
  The Monastery of World Sundering met an ironic end. Far removed 
  from the troubles of the early kingdoms, the monastery sat in a deep 
  ravine high in the mountains. From the beginning, the monastery 
  survived devastating winter storms, ﬁ erce assaults by raiders, and the 
  perils of isolation in an uncaring environment. 
  When Akruel Rathamon began the War of Divine Discord, the 
  climate temporarily changed for the worst as a black cloud rolled over 
  the land. The northern reaches bore the brunt of the changes, with 
  heavy ice and snow falling for a full month. Ice built up throughout 
  the northern lands at an unprecedented rate. The monastery was cut 
  off, and eventually an unnatural glacier surrounded and encased the 
  structure.
  Now, the Wailing Glacier is retreating almost as fast as it was 
  formed, uncovering the forgotten monastery and its secrets. 
  Moovtu Huglish, a half-orc monk, recently rediscovered the 
  ancient temple. He studied the murals and surviving literature and 
  uncovered details of a forgotten god of sorrow whom the previous 
  monk venerated. Seeking his own path in life, Moovtu became the 
  last follower of Voard. Moovtu only partly understands Voard’s 
  philosophy, so he “ﬁ lls in” any missing pieces in the beliefs and 
  history of the lost religion. He eagerly beseeches wanderers to 
  worship the god, despite the fact that Voard disappeared centuries 
  ago. 
  A new monk colony — a few outcasts who found safety in numbers 
  in the icy wastes — follows Moovtu’s faith and is resurrecting the 
  monastery’s former religion. While they don’t pray for the end of the 
  world as the monks before them, they do worship Moovtu’s newly 
  created version of Voard. 
  The monks shelter within the monastery’s stone walls, reveling in new 
  wonders revealed each day by the retreating wall of ice. The outcasts live 
  adventure 6: morning of tears
  How to Use This Adventure
  This adventure is a small part of the Splinters of Faith 
  campaign, which leads PCs to restore a broken scepter and 
  destroy a reawakened death-priest named Akruel Rathamon. 
  The ﬁ rst nine adventures require PCs to obtain a ritual to 
  restore the relic. The ﬁ nal adventure ﬁ nds the PCs and the 
  reformed scepter facing off against a death-priest on his 
  home turf. (For more information on the overall campaign, 
  see Splinters of Faith 1: It Started with a Chicken …)
  At this point in the campaign, the relic – called the Scepter 
  of Faiths – is equivalent to a +2 adamantine masterwork 
  heavy mace, with the ability to cast bless and magic circle 
  versus evil 3 times per day. It also has deathwatch and 
  detect undead (30-ft. radius) and is able to locate creature 
  (the death-priest Akruel) with no range limits as long as the 
  wielder and Akruel are on the same plane.
  If you don’t want to run the full campaign, don’t worry. 
  This adventure is complete on its own. Each adventure in 
  the campaign follows a similar setup where the PCs visit a 
  good temple, then are recruited/hired/asked to take part in 
  an adventure before receiving the blessing they seek. The 
  PCs must then travel to an “evil” temple to complete their 
  mission. 
  If you plan to run the adventure without the others that 
  precede it, you’ll need to devise a way to get the PCs started. 
  Since each adventure starts with a “good” temple, this could 
  be as simple as having the temple elders request aid against 
  the “evil” temple. Of course, the promise of gold, magic and 
  the thrill of adventure also might not hurt. 
  
  6
  adventure 6: morning of tears
  a spartan existence, existing on meager rations and wearing worn clothing. 
  More than half of the monastery is now uncovered, but the rest 
  remains buried within a 200-foot-tall wall of glacial ice. Snowdrifts 
  and ice still press against the walls of the monastery, and thawed 
  and rotting vegetation lies scattered around the structure. Rivers of 
  glacial runoff cut trenches through the frozen earth, the crystal water 
  roaring downstream as if celebrating its freedom from the ice wall. 
  Area A: The Monastery of 
  World Sundering
  The stone walls of the battered monastery disappear into the 
  Wailing Glacier’s ice wall. Time and the icy environment have not 
  been kind to the old monastery, which lies mostly in ruin.
  Area A-1: Stone wall
  A 30-foot-tall granite block wall rises out of the snowdrifts, a gray 
  expanse in the wasteland. The wall is rough and pitted, but coated 
  with ice and snow (DC 16 Climb check). A 20-foot-wide opening 
  leads into the monastery’s inner courtyard. The wall disappears into 
  the 200-foot wall of ice on both sides of the main building.
  The wall’s interior is decorated with carvings showing the destructive 
  forces of the world: Mages blast towns with balls of ﬁ re, earthquakes 
  swallow cities and great dragons devastate civilizations. One elaborate 
  400-foot-long carving shows a great black orb devouring a world.
  Area A-2: The Bell Tower
  This stone tower rises three stories to where three silver bells hang. 
  A knotted rope dangles from the bells, allowing the monks to ring 
  the bells for daily prayers. They often have to knock ice off the bells 
  before they sound the chimes.
  Area A-3: The Fallen Tower
  The former monks used this four-story stone tower as an observatory 
  and as a lookout post to watch over the paths leading to the main 
  building. The Wailing Glacier shifted the structure’s base, causing 
  the tower to collapse when the ice retreated. The monks now gather 
  the shattered stones to rebuild the main building and outer wall.
  Area A-4: The Hothouse
  The monks use this partially collapsed building as a sauna and 
  bathhouse. The monks dump buckets of snow onto hot coals burning 
  in clay-lined pits to create steam. Despite the collapsed look of the 
  building, the monks rebuilt the inner chamber to contain the steam 
  and keep out the cold.
  Area A-5: The Paving Stones
  A walkway of granite paving stones leads from the opening in the 
  wall through the muddy yard to the monastery. The monks clear the 
  paving stones daily of drifting snow. Each stone is 2-feet-wide by 
  3-feet-long and engraved with tales of fearsome destructions being 
  visited on the lands. 
  Area A-6: The Garden
  Wooden planks supported by sturdy poles keep the worst of the 
  snow off of a meager garden. The monks grow winter varieties of 
  corn, squash and potatoes. They cover the beds in manure for warmth 
  and fertilizer. 
  Area A-7: The Monastery
  The monastery is as tall as a two-story stone building, although it 
  has only a single level within. Rooms have arching ceilings supported 
  by heavy oaken beams. The beams are still frozen from years in the 
  ice, and as solid as rock. 
  Area A-7A: The Entry
  The monastery’s 20-foot-tall weighted granite doorways swing 
  easily open. Two 20-foot-tall glass hourglasses ﬂ ank the door. 
  The glass tube on the left is shattered, its upper reservoir of sand 
  scattered. The tube on the right still functions, with a few grains of 
  sand falling every day into the lower glass chamber. The monastery’s 
  former monks believed the world would end when the upper reservoir 
  emptied of sand.
  Area A-7B: Impoverish Hall 
  This 100-foot-long by 60-foot-wide room is the heart of the 
  monastery, a place where the monks meditate and spar. Sand-colored 
  wicker and reed mats cover the ﬂ oor, providing a cushioned surface 
  to sit upon. These are new, brought in by the monastery’s “founder,” 
  a half-orc monk named Moovtu Huglish (male half-orc Mnk7/Ftr5, 
  Str 18, Cha 6). The ceiling arches 30 feet overhead, giving the room 
  a spacious feel. Stone doors open onto the monks’ chambers.
  A 5-foot-tall crystal idol — still partially covered by the Wailing 
  Glacier’s ice — sits at the room’s far end. The idol weighs about 
  500 pounds. Candles and incense burn before its crossed legs. An 
  inscription in the stone base is worn away, leaving only the word 
  “Voard.” Moovtu read the word and now “worships” the god of 
  sorrow by that name. The statue weeps icy tears that run down its 
  cheeks and drip into its cupped hands. A basin in the statue’s hands 
  collects the water, and each monk sips the liquid during morning 
  prayers. The water is cold and invigorating, but provides no special 
  abilities.
  The room’s stone walls bear nicks and scratches from weapon 
  “training sessions.” The monks hone their skills and welcome skilled 
  visitors. Fights are to subdue, never to kill.
  Initiate Chund (LN male bugbear Ftr6/Mnk1) sleeps in the 
  corner. Chund cares for the idol and is “on probation” to join the 
  brothers permanently. The monks rescued Chund after his bugbear 
  hunting party ran afoul of Katarrh, a white dragon living within 
  the Wailing Glacier. Chund survived, but was buried in a massive 
  fall of ice. When the brothers dug him out, they found the bugbear 
  severely injured from several hits to the head by ice chunks. Chund 
  remembers little of his warlike past and thinks of himself as Voard’s 
  faithful servant.
  Area A-7C: Moovtu’s Room
  Moovtu Huglish wandered into the icy wastes to die, unwanted 
  by his orcish mother because of his “tainted blood.” Instead, 
  years on the frigid plains strengthened the half-orc’s body and 
  puriﬁ ed his mind. Moovtu “rediscovered” the monastery as he 
  sought a cave in which to weather a deadly ice storm. The glacier 
  only recently began melting away from the monastery, but the 
  building provided shelter from the biting winds. Moovtu explored 
  the ruins, ﬁ nding the seated statue and deciphering its “name” 
  from the only word on its base. Moovtu worships the “god” for 
  providing for his survival.
  Over the past year, other outcasts joined Moovtu. The monks 
  maintain the grounds as the glacier continues to steadily retreat.
  Area A: The Monastery of 
  been kind to the old monastery, which lies mostly in ruin.
  Area A-1: Stone wall
  Area A-2: The Bell Tower
  before they sound the chimes.
  Area A-3: The Fallen Tower
  building. The Wailing Glacier shifted the structure’s base, causing 
  Area A-4: The Hothouse
  bathhouse. The monks dump buckets of snow onto hot coals burning 
  building, the monks rebuilt the inner chamber to contain the steam 
  Area A-5: The Paving Stones
  paving stones daily of drifting snow. Each stone is 2-feet-wide by 
  Area A-6: The Garden
  
  adventure 6: morning of tears
  7
  Area A-7D: Decenatus’ Room
  Heaps of blankets and moldy hay ﬁ ll one corner, with cloth 
  blankets spread atop them. Brother Decenatus (LN male centaur 
  Mnk5) sleeps here. Decenatus bears a black shape in the dark fur 
  on his ﬂ ank that resembles a black mosquito, the unholy symbol 
  of Rachiss. (See Splinters of Faith 8: Pains of Scalded Glass for 
  more on Rachiss’ followers.) The nomadic centaur tribe considered 
  the symbol an evil omen and exiled Decenatus after he led a group 
  of hunters into a mole-infested ﬁ eld. Half of the hunters suffered 
  broken legs, and Decenatus was chased away by their angry wives. 
  Decenatus eventually fell in with Moovtu’s order and now worships 
  Voard as his “savior.” 
  Decenatus fashions three-inch metal spikes for his horseshoes 
  to improve his traction in the icy wastes. The centaur sharpens 
  the spikes each week to maintain his traction. Moovtu reshods 
  Decenatus’ hooves each year with newly created spikes.
  Area A-7E: Brother Silas
  Brother Silas (LN male mongrelman Mnk2/Rog5) took a lifetime 
  vow of silence six months ago after lapsing into a brief coma and 
  experiencing a vision of Voard. The other monks blame Moovtu’s 
  cooking.
  Known as the Silent One, Silas is a former thief captured during 
  a raid on a town’s larders. His mongrelmen brethren left him to die, 
  but Silas escaped by wriggling through a window. Silas is small 
  with completely white fur. He resembles an overgrown rodent. A 
  detriment in the forest, the white fur is perfectly suited for hiding in 
  the snow around the monastery (Stealth +10).
  Brother Silas speaks using elaborate hand gestures. Rogues notice 
  his “language” is built on an old thieves’ cant (Perception DC 12).  
  Silas’ room is immaculately maintained, with a hammock strung 
  across the corner behind the door. The mongrelman’s meager 
  belongings are stacked in neat bookshelves. He keeps thieves tools 
  and the last coin he ever stole as reminders of his former life.
  Area A-7F: Brothers Stonegrip 
  and Oonda
  Brother Stonegrip (LN male dwarf Mnk4/Ftr2) sleeps in this room, 
  which also serves as a storage closet. Various weapons, rags, candles 
  and incense are housed here. Stonegrip curls up in a cubby beneath 
  the rags to stay warm. Stonegrip is a particularly ugly dwarf exiled 
  from his village for courting a judge’s daughter. Brother Stonegrip 
  is ill-tempered and always spoiling for a ﬁ ght. The other monks are 
  trying to help the recent convert come to grips with his anger.
  Brother Oonda (LN male satyr Mnk3) also stays in the room after 
  his living quarters were destroyed when the melting ice weakened 
  the outer wall of his room. The satyr has wildly curving horns that 
  give him a decidedly evil appearance. Despite this, he is a peaceful 
  being, preferring to sit quietly and read. 
  Area A-7G: Brother Cold 
  This rear room of the monastery is still covered by the slowly 
  retreating ice wall. Encased in the clear ice is Brother Cold, a monk 
  who lived in the monastery and was trapped when the ice moved in. 
  The current inhabitants consider Brother Cold an active member of their 
  order. Moovtu is sure the monk will awaken once the ice covering his 
  body fully retreats. Moovtu expects the ice to naturally clear Brother 
  Cold’s body within another 6 months. The monks don’t want to hasten 
  the procedure, knowing the torture of anxiety is a valuable lesson.
  The monk in the icebound room stands in the center of the small 
  chamber, his hands folded into his robes and his face relaxed in quiet 
  contemplation. His long beard ﬂ ows past his waist. He appears to be 
  in a deep trance. The expression on his face is inscrutable.
  vow of silence six months ago after lapsing into a brief coma and 
  with completely white fur. He resembles an overgrown rodent. A 
  across the corner behind the door. The mongrelman’s meager 
  the rags to stay warm. Stonegrip is a particularly ugly dwarf exiled 
   (LN male satyr Mnk3) also stays in the room after 
  his living quarters were destroyed when the melting ice weakened 
  the outer wall of his room. The satyr has wildly curving horns that 
  , a monk 
  The current inhabitants consider Brother Cold an active member of their 
  body fully retreats. Moovtu expects the ice to naturally clear Brother 
  chamber, his hands folded into his robes and his face relaxed in quiet 
  New Deity: Voard
  God of Anguish 
  Alignment: Lawful Neutral, Lawful Good
  Domains: Destruction, Law, Strength, Travel
  Typical Worshippers: Outcasts, hermits, monks 
  Favored Weapon: Sickle or scythe 
  Voard represents the end of everything, but his popularity 
  came and went with the whims of mortals. Voard’s followers 
  believed in self-sacriﬁ ce, suffering, mourning and the end of 
  the world. They often had no concept of self-preservation 
  and placed themselves in adverse situations. They were often 
  seen as strange and peculiar, outcasts from normal society.
  Voard is represented by a pitiful, gaunt male wearing a 
  loincloth. He is often depicted on his knees with arms and 
  palms raised upward. The crying god is usually shown 
  weeping.
  His temples were always monasteries built on the edge of 
  disaster. They could be found along fault lines, at the base 
  of volcanoes, on ﬂ ood plains or in other hazardous settings.
  Not so ironically, Voard’s prophecies often came 
  true, at least to his faithful followers and their temples 
  when inevitable disasters struck. Only ruins of scattered 
  monasteries, forgotten tomes and a few relics remain of the 
  lost god. Scholars speculate Voard never really existed except 
  as the will of suicidal fanatics.
  His followers typically dress in simple attire; they see 
  no need for luxuries. They believe everything will end 
  soon, so why worry? Piety and poverty are trademarks of 
  Voard’s followers, who believe they must suffer for the 
  sins of others.
  Horseshoe spikes
  Decenatus’ spiked horseshoes resemble thick steel spikes 
  radiating around the bottom of his hooves. Decenatus has 
  mastered moving about on the points on stone, ice and snow, 
  and is able to move at his normal speed on all surfaces. The 
  horseshoes give him +10 to Acrobatics checks when on ice 
  and snow. They also add 1d6 points of damage to kick attacks. 
  The shoes can be placed on any horse or animal with hooves.
  Brother Cold
  Need a villain to terrorize PCs in the future? Looking for 
  a source of ancient information to lead PCs onto further 
  adventures after they complete the Scepter of Faiths 
  adventure? Brother Cold can serve these purposes and 
  more. GMs are encouraged to use the icebound monk to suit 
  whatever purposes are needed in the campaign.
  If you decide to use Brother Cold, PCs could receive a 
  summons from Moovtu when the ice is about to fully release 
  the icebound monk. It’s up to the GM to decide what PCs ﬁ nd 
  if they return to the monastery.
  
  8
  Area A-7H: Vacant Rooms
  Brother Stonegrip and Brother Oonda lived in these rooms until the 
  outer stone walls collapsed. The rooms are open to the elements, and 
  drifts of snow ﬁ ll the chambers. 
  Area A-7I: Dining Hall
  Crude tables ﬁ ll this room. The monks take their meals here, all 
  eating at the same time to share their stories of the day. Trickles of 
  water run across the ﬂ oor, freezing in long icy strands. The room 
  extends into a new lake created by water melting off the glacier 
  outside. The monks plug the holes in the wall as best they can with 
  cloth strips, but water still ﬁ nds a way to seep through.
  Monks prepare food in one corner of the room. They eat potatoes, 
  soggy vegetables and caribou.
  Area A-7J: Pantry
  This room contains ﬁ ne porcelain plates, silverware and carved 
  bone serving trays. The monks are careful with the dishes, placing 
  them in cloth-lined trays to protect them.
  Area A-7K: Ice-filled Rooms
  These chambers are completely encased in the Wailing Glacier. The 
  thawing ice is slowly revealing more details about each room to the 
  monks. The GM is free to ﬁ ll the rooms with whatever items or clues 
  are needed for future adventures. 
  Area A-7H: Vacant Rooms
  Area A-7I: Dining Hall
  Area A-7J: Pantry
  bone serving trays. The monks are careful with the dishes, placing 
  Area A-7K: Ice-filled Rooms
  adventure 6: morning of tears
  
  9
  As if Moovtu’s luck isn’t bad enough, he and his band recently 
  returned from gathering supplies to ﬁ nd that marauding yetis had 
  ransacked the monastery and stolen the Weeping Statue of Voard. 
  Moovtu tracked the yetis to an ice cave, but feared confronting the 
  beasts in their lair. He suspects there is a yeti stronghold deep within 
  the Wailing Glacier, vut he doesn’t want to risk his small group 
  tackling such a deadly force. 
  Moovtu knows little of the order he follows and he makes up quite 
  a bit to ﬁ ll in the gaps. But he has studied murals scattered about the 
  monastery for years and can answer some questions honestly. If asked 
  about the Scepter of Faiths, Moovtu points out a mural depicting the 
  Weeping Statue of Voard. In the mural, the statue’s tears fall upon a 
  glowing scepter. He correctly assumes that the statue is the key to the 
  Remembrance of Angst blessing needed to further anoint the scepter.
  Adventure Background
  Many deadly beasts wander the icy wastelands around 
  the Monastery of World Sundering. The weather also shifts 
  frequently, pelting travelers with freezing rain and heavy snow. 
  Roll 1d20 every three hours the PCs are outside and consult the 
  following table: 
   d20 
  Encounter
   
  1 
  Yeti war band (2d4): CR 3; hp 45. 
   2-3 
  Ogre raiders (1d4+1): CR 3; hp 40 each.
   
  4 
  Grebru and Bucky: See Area B-2.
   
  5 
  Senid Fretch: See Area C-2.
   
  6 
  Remorhaz (1): CR 7; hp 94.
   7-8 
  Mastodon Herd (2d10): CR 9; hp 133. 
   9-10 
  Polar bears (2): CR 4; hp 52.
   11-12 
  Dire lions (1d4+2): CR 5; hp 62. 
   13-14 
  Winter wolves (3): CR 5; hp 57.
   15 
  Snowstorm*: Visibility and movement halved, and  
   
   
  temperature drops to freezing. Storms last 1d6 hours.
   16-20 
  No encounter.
  * Pathﬁ nder Core Rulebook, Chapter 13, “The Environment,” 
  Cold Dangers.
  Dire lions: These dire lions are new to the emerging grasslands, 
  and prowl the region looking for game. 
  DIRE LION  
  CR 5
  XP 1,600
  hp 62. (Pathﬁ nder Roleplaying Game Bestiary “Lion”)
  Mastodon herd: These mastodons recently ran into a pack 
  of dire lions and some of the elephants were injured. The bull 
  elephant is frightened and angry, and tramples anything that 
  bothers the group. 
  MASTODON  
  CR 9
  XP 6,400
  hp 133 (Pathﬁ nder Roleplaying Game Bestiary, “Elephant, 
  Mastadon”)
  Ogre raiders: This band of ogres climbed down the Wailing 
  Glacier in search of easy treasure. They had a recent run in with 
  the monks of the monastery, and were turned away quite easily.  
  OGRE  
  CR3 
  XP 800
  hp 40 (Pathﬁ nder Roleplaying Game Bestiary, “Ogre”)
   
  Polar bears: These bears are recently displaced from their ice 
  cave on the glacier. They are thriving in the grasslands, and 
  recently adopted a small cub that washed down the glacier to 
  them.
  POLAR BEAR  
  CR 5
  XP 1,600
  N Large animal
  Init +3; Senses low-light vision, scent; Perception +8
  AC 20, touch 12, ﬂ at-footed 17 (+3 Dex, +8 natural, –1 size)
  hp 52 (5d8+30)
  Fort +10, Ref +7, Will +4
  Spd 40 ft.
  Melee 2 claws +9 (1d6+7 plus grab), bite +9 (1d6+7)
  Space 10 ft.; Reach 5 ft.
  Str 25, Dex 17, Con 23, Int 7, Wis 17, Cha 10
  Base Atk +3; CMB +11 (+15 grapple); CMD 24 (28 vs. trip)
  Feats Endurance, Run, Skill Focus (Survival)
  Skills Perception +8, Survival +7, Swim +16; Racial 
  Modiﬁ ers +4 Swim
  Remorhaz: This polar worm is wandering outside the glacier, 
  slicing through the semi-frozen tundra. It investigates any 
  disturbances and rises up under its prey. 
  REMORHAZ  
  CR 7
  XP 3,200
  hp 94 (Pathﬁ nder Roleplaying Game Bestiary, “Remorhaz”)
  Snowstorm: These powerful storms roll off the Wailing Glacier 
  quickly, turning the land around the base of the glacier into a 
  no-man’s land of pelting ice and blowing snow. Visibility drops 
  with temperature. PCs need adequate protection against the cold 
  to survive outdoors for long.
  Winter wolves: These winter wolves live in the forest, but are 
  skittish around humans after a run-in with Grebru and Bucky. 
  They ﬁ ght if threatened.
  WINTER WOLF  
  CR 5
  XP 1,600
  hp 57 (Pathﬁ nder Roleplaying Game Bestiary, “Worg, Winter 
  Wolf”)
  Yeti war band: This war band is scouting outside the glacier 
  in search of slaves and food. They were part of the group that 
  attacked the monastery and stole the statue of Voard.
  YETI  
  CR 4
  XP 1,200
  hp 45 (Pathﬁ nder Roleplaying Game Bestiary, “Yeti”)
  Wandering Monsters
  
  10
  Adventure background
  Area B: The Kajaani Forest
  This dense forest brims with evergreens and shrubs. Moss and thick 
  lichens cover rocks left by the receding glacier. Wildlife thrives in the 
  abundant vegetation. 
  Area B-1: Lions’ Den (CR 11)
  Boulders covering a mound near the base of the hill is the burrow 
  of 5 dire lions. The lions are content and rarely hunt, only attacking 
  to protect the lair and their young. The lions recently killed an 
  adventurer’s pack mule. The adventurer’s gear lies within the den 
  and includes: a 10-ft. pole, 50-ft. rope (x4), saddle bags (x2), bull’s-
  eye lantern, ﬂ asks of oil (x4), human-size winter coats (x5), 6 large 
  bags, pitons (x10), small hammer, grappling hook, winter boots 
  (x5), heavy blankets and bed rolls (x5), wine skin with water (x3) 
  and a small unlocked chest with 139 gp and a potion of cure serious 
  wounds.
  DIRE LIONS (5)  
  CR 5
  XP 1,600
  hp 70, 62, 58, 50, 42. (Pathﬁ nder Roleplaying Game Bestiary 
  “Lion”) 
  Area B-2: Grebru’s Tree House 
  (CR 11)
  A grand tree house sits 80 feet above the forest ﬂ oor. A rope 
  ladder is visible, but has been pulled up to the loft. Grebru (CN 
  male human Bbn5/Rgr6, Int 7), a barbarian who shuns civilization, 
  lives in the simple structure. Grebru detests intrusion, humanity 
  and especially arcane spellcasters. He is belligerent and rude 
  if disturbed. He enjoys being the forest “bully” and is hostile if 
  threatened. Grebru is keenly aware of his low intelligence and is 
  quick to take offense if PCs make fun of him. He warily watches 
  adventurers but otherwise leaves them alone. Grebru’s companion, 
  Bucky, a smilodon, stays close when Grebru roams the forest. After 
  killing its mother years ago Grebru has raised Bucky since the giant 
  cat was a kitten. In fact Grebru often refers to the smilodon as his 
  “Lil’ Kitten”.
  Grebru’s home offers PCs little aside from shelter. The barbarian 
  carries his valuables with him when he leaves the tree house. He has 
  little use for money or magic.
  GREBRU  
  CR 10
  XP 9,600
  Male human ranger 6, barbarian 5 
  CN Medium humanoid (human)
  Init +4 (+6 cold); Perception +14 cold, +18 vs. humans, +16 vs. 
  dwarves 
  AC 19, touch 14, ﬂ at-footed 15 (+4 armor, +4 Dex, +1 shield)
  hp 131 (6d10+18 plus 5d12+15)
  Fort +12; Ref +10; Will +4
  
  11
  Adventure background
  Defensive Abilities improved uncanny dodge, uncanny dodge
  Spd 40 ft.
  Melee +17/+12/+7 battleaxe (1d8+7 ) and +17/+12/+7 handaxe 
  (1d6+7 ), or vs. humans +21/+16/+11 battleaxe (1d8+11) and 
  +21/+16/+11 handaxe (1d6+11), or vs. dwarves +19/+14/+9 
  battleaxe (1d8+9) and +19/+14/+9 handaxe (1d6+9) 
  Special Attacks favored enemy (1st humans, 2nd dwarves), rage
  Spells (CL 1)
  1st— entangle (DC 12), longstrider
  Str 20, Dex 19, Con 16, Int 5, Wis 12, Cha 6
  Base Atk +11; CMB +16; CMD 29
  Feats Diehard, Double Slice, EnduranceB, Greater Two-weapon 
  Fighting, Improved Two-weapon FightingB, Two-weapon Defense, 
  Two-weapon FightingB, Two-weapon Rend, Weapon Focus 
  (handaxe), Weapon Focus (battleaxe)
  Skills Climb +19, Perception +12 (+14 cold, +18 vs. humans, +16 
  vs. dwarves), Sense Motive +1 (+5 vs. humans, +3 vs. dwarves), 
  Stealth +15 (+17 cold), Survival +13 (+15 cold, +19 vs. humans, 
  +17 vs. dwarves)
  Languages Common
  SQ fast movement, favored terrain (cold), hunter’s bond 
  (companions), rage powers (powerful blow, quick, reﬂ exes), track, 
  trap sense +1, wild empathy
  Combat Gear chain shirt, +2 battleaxe, +2 handaxe, ring of 
  chameleon power, composite long bow (+3 Str), quiver, 36 arrows.
  BUCKY (SMILODON)  
  CR 8
  XP 4,800
  hp 135 (Pathﬁ nder Roleplaying Game Bestiary “Tiger, Dire”)
  Area C: New Growth
  A band of new vegetation is reclaiming the land as the glacier 
  vanishes. The terrain is soft and spongy, almost marsh-like. Run-off 
  streams cover every soggy acre.
  Area C-1: The Shambling 
  Mound (CR 6)
  The leathery, skeletal remains of a man rests atop a pile of boulders. 
  The body is draped in rusted chain armor and clutches a +1 ﬂ ame 
  tongue. A shambling mound that lairs nearby discovered long ago 
  that the body is tempting bait for passers-by. The creature waits 
  in a water-ﬁ lled pit north of the boulders. It is almost completely 
  submerged (Stealth +15). The mound attacks anything disturbing the 
  body.
  SHAMBLING MOUND  
  CR 6
  XP 2,400
  hp 76 (Pathﬁ nder Roleplaying Game Bestiary, “Shambling 
  Mound”)
  Area C-2: The Fen Witch (CR 11)
  A hut sits among tall reeds. The structure is difﬁ cult to see at a 
  distance of more than 50 feet (DC 15 Perception check). Bone wind 
  chimes hanging from the thatched roof offer a clue of its whereabouts 
  (DC 12 Listen check). An extinguished ﬁ repit sits before the hut’s 
  entrance, with the half-eaten remains of an unidentiﬁ able humanoid 
  impaled upon a spit. The fen witch Senid Frech, a priestess of Hel, 
  goddess of disease and plague, inhabits this remote dwelling. Senid 
  chose this area to begin spreading seeds of disease and evil through 
  the budding forest.
  The hut is under a desecration spell that Senid recasts regularly, and 
  contains her possessions and treasures from her victims. Scattered 
  among piles of gnawed bones, decaying corpses and other unpleasant 
  remains are a human-sized dragonhide (white) suit of plate mail, 
  pipes of sounding, gloves of dexterity +2, wand of web (CL 5, 21 
  charges) and a potion of invisibility. The ﬁ lthy treasure items and the 
  body parts are covered with the disease slimy doom (see Pathﬁ nder 
  Core Rulebook, Appendices, “slimy doom,” Disease). 
  Senid mostly commonly rides atop her young white dragon 
  zombie to wreak havoc on everything she meets. She stays safely 
  atop her mount while casting spells and using her horriﬁ c appearance 
  and death-speak abilities. After she exhausts her spells, she enters 
  melee combat. 
  The white dragon Kartarrh (Area E-13) slew a sibling in a 
  territorial dispute many years ago, and the ecstatic Senid found the 
  frozen corpse within the melting glacier.
  SENID FRECH, FEN WITCH  
  CR 11
  Tome of Horrors, by Necromancer Games “Fen Witch”, Page 135.
  XP 12,800
  Female fen witch cleric 7
  CE Medium monstrous humanoid
  Init +1; Senses darkvision 60 ft.; Perception +11 
  Aura Evil
  AC 16, touch 11, ﬂ at-footed 15 (+2 armor, +1 Dex, +3 natural)
  hp 89 (6d10+6 plus 7d8+7)
  Fort +8, Ref +8, Will +15 
  Defensive Abilities SR 16
  Spd 30 ft. 
  Melee 2 claws +14 (1d4+3) 
  Special Attacks channel negative energy 6/day (DC 16, 4d6), death 
  speak, horriﬁ c appearance, spontaneous casting (inﬂ ict spells) 
  Domain Spell-like Abilities (CL 7th):
  6/day—hand of the acolyte, touch of evil
  Spells Prepared (CL 7th):
  4th — summon monster IV, unholy blight D
  3rd — bestow curse, magic circle against good D, searing light
  2nd — align weapon D, bull’s strength, death knell, owl’s wisdom, 
  spiritual weapon
  1st — bane, bless, curse water, obscuring mist, protection from 
  good D, sanctuary
  0 (at will) — bleed, create water, putrefy food and water, resistance
  D domain spells; Domains Evil, Magic
  Str 17, Dex 12, Con 13, Int 11, Wis 16, Cha 10
  Base Atk +11; CMB +14; CMD +25 
  Feats Alertness, Blind-Fight, Iron Will
  Skills (4 +0 Int skills/6 HD=24) Craft (any one) +9, Perception +13, 
  Sense Motive +13, Stealth +10
  Combat Gear bracers of armor +2, potions of cure serious wounds 
  (x3), neutralize poison, wand of contagion (CL 8, 15charges), 
  unholy symbol of Hel.
  Horriﬁ c Appearance (Su) The sight of a fen witch is so revolting 
  that anyone who sets eyes upon one must succeed at a Fort save 
  (DC 13) or instantly be weakened, taking 1d8 points of Strength 
  damage. This ability loss cannot reduce a victim to a negative 
  Strength score, but anyone reduced to Strength 0 is helpless. 
  Creatures that successfully save cannot be affected again by the 
  same fen witch’s horriﬁ c appearance for one day. The save DC is 
  Charisma based.
  Mind Probe (Su) As a standard action, a fen witch can peer into 
  the mind of a living creature within 60 feet in an attempt to extract 
  the creature’s true name. The target can resist mental trespassing by 
  succeeding at a Will save (DC 14). If the save fails, the fen witch 
  has learned the creature’s true name and can use her death speak 
  ability. Creatures with an intelligence of 1 or less and creatures with 
  no intelligence are immune to this ability. Psionic creatures can use 
  
  12
  defense modes or other psionic abilities to counter this probe. The 
  save DC is Intelligence based.
  Death Speak (Su) If the fen witch speaks the true name of an 
  individual and that individual hears it, that creature must succeed at 
  a Will save (DC 14) or die instantly. A creature slain in this manner 
  can be restored to life normally. Note that the fen witch does not 
  need to speak a language the creature understands in order to use 
  this ability. The save DC is Charisma based.
  Telepathy (Sp) The fen witch can communicate telepathically with 
  any creature within 100 feet that has a language. 
  YOUNG ADULT WHITE DRAGON ZOMBIE  
  CR 5
  Pathﬁ nder Roleplaying Game Bestiary, “Dragon, White” and 
  “Zombie”
  XP 1,600
  NE Large undead (white dragon)
  Init +0; Senses darkvision 60ft. Perception + 0
  AC 26, touch 9, ﬂ at-footed 26 (–1 size, +17 natural)
  hp 72 (13d8+3)
  Fort +4, Ref +4, Will +8 
  DR 5/slashing; Immune undead traits 
  Spd 60 ft., burrow 30 ft., ﬂ y 200ft.(clumsy), swim 60 ft.
  Melee bite +14 (1d8 +10), 2 claws +14 (1d6 +7) , 2 wings +9 (1d6 
  +3) and tail +9 (1d8 +10) or slam +14 (1d8+7)
  Space 10 ft.; Reach 10 ft. (15 ft. with bite)
  Str 25, Dex 10, Con —, Int —, Wis 10, Cha 10
  Base Atk +8; CMB +16; CMD +26 (+30 vs. trip)
  Feats ToughnessB
  Staggered (Ex): Zombies have poor reﬂ exes and can only perform 
  a single move action or standard action each round. A zombie 
  can move up to its speed and attack in the same round as a charge 
  action.
  Area C-3: Swill of Ochre (CR 8)
  Corroded armor and weapons litter this old swampy battleﬁ eld. A 
  thin crust of ice covers the land, the frost crunching with every step. 
  Despite the abundance of items, no corpses are evident. There are 
  thousands of ruined weapons and armor littering the land. Nothing of 
  value or use can be found here. The battleﬁ eld is the home of a huge 
  advanced ﬁ endish ochre jelly that lies in wait in a low depression 
  under the ice. The jelly greedily attacks anyone entering the grim 
  graveyard. This ﬁ end was summoned long ago as a guardian for 
  Cerulean’s tower. It escaped and has wandered the marshy plains 
  ever since.
  ADVANCED FIENDISH HUGE OCHRE JELLY  
  CR8
  Pathﬁ nder Roleplaying Game Bestiary “Ochre Jelly”
  XP 4,800
  N Huge ooze 
  Init -4; Senses blindsight 60 ft.; Perception -3 
  AC 9, touch 4, ﬂ at-footed 9 ( -4 Dex, -2 size, +5 natural)
  hp 163 (10d8+100)
  Fort +12, Ref -1, Will +1
  Defensive Abilities split, DR 5/good; Immune electricity, mind-
  affecting effects, ooze traits. slashing and piercing damage; Resist 
  cold 10, ﬁ re 10; SR 13
  Spd 10ft., climb 10ft.
  Melee slam +13 (2d6+8 plus 1d4 acid and grab) 
  Special Attacks constrict (2d6+8 plus 1d4 acid), smite good +6 
  damage
  Str 26, Dex 3, Con 30, Int —, Wis 4, Cha 4
  Base Atk +7; CMB +18 (+22 grapple); CMD 25 (cannot be 
  tripped)
  Skills Climb +16
  Acid (Ex) an ochre jelly secretes a digestive acid that dissolves only 
  ﬂ esh (not bone) when it strikes a foe — creatures not made of ﬂ esh 
  (including most constructs and oozes, skeletal undead, plants, and 
  incorporeal creatures) are immune to the ochre jelly’s acid damage.
  Split (Ex) slashing weapons, piercing weapons and electricity 
  attacks deal no damage to an ochre jelly. Instead the creature splits 
  into two identical jellies, each with half the original creature’s 
  current hit point total, rounded down. A jelly with 10 hit points or 
  less cannot be further spli and dies if reduced to 0 hit points.
  Area D: Quawnot Village
  Quawnot (village): Conventional; AL N (with evil tendencies); 
  10-gp limit; Assets 100 gp; Population 100; Barbegazi (ice gnomes) 
  (100%) 
  Authority ﬁ gures: King Waldron, N male barbegazi Rog9 (ruler)
  The rapidly melting glacier has left a village of barbegazi (ice 
  gnomes) homeless. Quawnot was once a pueblo-style ice settlement 
  built across the face of the Wailing Glacier. With the glacier rapidly 
  melting around them, the gnomes have lost many lives and homes. 
  The ice gnomes have built a makeshift village of stone and mud 
  where their grand settlement recently fell. They scour the muddy 
  plains looking for remains and salvageable possessions still dropping 
  from the glacier town’s former site. The gnomes are preparing to 
  move en masse deeper into the mountains to a more-suitable 
  environment. The lack of shelter and protection leaves the barbegazi 
  at the mercy of the dragon Kartarrh (Area E-13). Luckily, the dragon 
  does not need to eat often and has had her ﬁ ll of gnomes. But her 
  attacks over the past weeks have killed almost a third of the gnomes 
  who survived the town’s fall.
  During the day, the barbegazi stay in their ramshackle shelters. The 
  villagers are depressed and don’t trust strangers. PCs poking around 
  asking questions cause distress, fear and anger. 
  Only the current king, Waldron, ventures to speak with visitors. 
  He tells of Quawnot’s misfortune and says that treasure still lies in 
  the ice caves. He tempts adventurers to explore the caves in the hope 
  they’ll slay Kartarrh. Of course, he intentionally neglects to mention 
  the dragon.
  Quawnot has little to offer. The destitute gnomes happily trade 
  any meager equipment for food and weapons. Regrettably, all the 
  gnomes’ equipment is of Small size and little use to Medium-size 
  creatures.
  Area E: The Wailing Glacier
  The Wailing Glacier rises more than 250 feet in a sheer wall of ice. 
  Its name comes from a low moaning sound caused by wind blowing 
  constantly over the upper edge and through a network of small caves 
  dotting its outer surface. The great wall of ice stretches almost a mile 
  across the entire vale. Clouds of ice crystals and snow gust over the 
  edge, raining down harmlessly on the barren lands. 
  Recently, warmer winds circulated over the land, slowly eroding 
  the glacier. The wall of ice glistens with water during the day, the 
  water refreezing each night. Rivulets of water pour off the glacier’s 
  surface during the day, and icy streams burst forth from interior 
  pockets when the sun strikes the icy wall. The water is just above 
  freezing from traveling through tunnels cored through the glacier. 
  Many water-carved caves pockmark the glacier, although most are 
  too small to explore.
  The Wailing Glacier is home to many creatures that make their 
  lairs within the ice wall. The newly melting glacier is causing many 
  of those creatures to abandon their homes, however. Constant ice-
  quakes shake the mass, and ice shelves collapse due to thawing. The 
  weight of the upper ice pressing down on the eroding foundation 
  means disaster is inevitable for the current ice caves. 
  Adventure background
  Pathﬁ nder Roleplaying Game Bestiary
  NE Large undead (white dragon)
  Area C-3: Swill of Ochre (CR 8)
  Pathﬁ nder
  N Huge ooze 
  
  13
  Hearing while in the ice caves is difﬁ cult because of the moaning 
  wind that whips through the cold passages. Listen checks suffer a –5 
  penalty because of the wind’s sustained wail.
  The temperature inside the ice hovers at 30 degrees, and humidity 
  is about 99 percent. PCs who don’t take appropriate precautions may 
  face hypothermia and freezing as they explore (See the Pathﬁ nder 
  Core Rulebook, Chapter 13, “The Environment,” Cold Dangers). 
  Rich sunlight ﬁ lters through the ice, illuminating the interior with 
  a diffused radiance. The light has a blue tint, making it hard to 
  differentiate colors.
  Characters walking on the ice must spend 2 squares of movement 
  to enter a square covered by ice. Acrobatic checks increase by +5.
  Area E-1: Large Cave Entrance
  The trail proceeds through thick mud surrounding a rapid river 
  spewing from the glacier’s face. The river has carved a 10-foot-wide 
  trench through the soft earth and is ﬁ lled with 6 feet of swift, clear 
  water. Grass and moss sprout over the surface of the terrain. Tracks in 
  the muddy ledge lead to an ice cave 5 feet above the river. 
  Area E-2: The Pool (CR 7)
  Downstream, the river carved out a 50-foot-deep depression ﬁ lled 
  with icy water. A 5-headed cryohydra lives in the pit. Collapsing ice 
  caused the foul-tempered creature to abandon its cave several days 
  ago. It investigates any disturbance in the pool or river and pursues 
  PCs into the ice caves. It has no treasure.
  5-HEADED CRYOHYDRA  
  CR 6
  Pathﬁ nder Roleplaying Game Bestiary, “Hydra”
  XP 2,400
  N Huge magical beast, cold
  Init +1; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +10
   
  AC 15, touch 9, ﬂ at-footed 14 (+1 Dex, +6 natural, –2 size)
  hp 67 (5d10+20); fast healing 5
  Fort +9, Ref +7, Will +3
   
  Speed 20 ft., swim 20 ft.
  Melee 5 bites +6 (1d8+3) 
  Space 15 ft.; Reach 10 ft.
  Special Attacks pounce, 5 breath weapons (15-ft. cone, DC 16, 3d6 
  cold) 
   
  Str 17, Dex 12, Con 18, Int 2, Wis 11, Cha 9
  Base Atk +5; CMB +10; CMD 21 (can’t be tripped)
  Feats Combat Reﬂ exes, Iron Will, Lightning Reﬂ exes
  Skills Perception +10, Swim +11; Racial Modiﬁ ers +2 Perception
  SQ hydra traits, regenerate head
  Fast Healing (Ex): A hydra’s fast healing ability is  equal to its 
  current number of heads (minimum fast healing 5). This fast healing 
  applies only to damage inﬂ icted on the hydra’s body.
  Hydra Traits (Ex): A hydra can be killed by severing al l of its 
  heads or slaying its body. Any attack that is not an attempt to sever 
  a head affects the body, including area attacks or attacks that cause 
  piercing or bludgeoning damage. To sever a head, an opponent must 
  make a sunder attempt with a slashing weapon targeting a head. A 
  head is considered a separate weapon with hardness 0 and hit points 
  equal to the hydra’s HD. To sever a head, an opponent must inﬂ ict 
  Adventure background
  5-HEADED CRYOHYDRA  
  CR 6
  current number of heads (minimum fast healing 5). This fast healing 
  piercing or bludgeoning damage. To sever a head, an opponent must 
  
  14
  enough damage to reduce the head’s hit points to 0 or less. Severing 
  a head deals damage to the hydra’s body equal to the hydra’s 
  current HD. A hydra can’t attack with a severed head, but takes no 
  other penalties.
  Regenerate Head (Ex): When a hydra’s head is destroyed, two 
   heads regrow in 1d4 rounds. A hydra cannot have more than twice 
  its original number of heads at any one time. To prevent new heads 
  from growing, at least 5 points of acid or ﬁ re damage must be 
  dealt to the stump (a touch attack to hit) before they appear. Acid 
  or ﬁ re damage from area attacks can affect stumps and the body 
  Adventure background
  Many beasts and hazards await inside the Wailing Glacier. 
  Roll 1d20 every three hours the PCs travel inside the glacier 
  and consult the following table: 
   d20 
  Encounter
   1-3 
  Arctic gnome explorers (1d4+1): War1, hp 8 
   4 
  Frost Giant: CR 9; hp 133.
   5 
  Dire Wolves (1d6+3): CR 3; hp 37.
   6 
  Polar Bears (2): CR 4; hp 52.
   7 
  Yeti Hunting Party (2d4): CR 4; hp 45.
   8 
  Winter Wolves (1d4): CR 5; hp 57.
   9 
  Smilodon Pride (1d4+1): CR 5; hp 105
   10 
  Troll (1d4+1): CR 5; hp 63.
   11-20 
  No encounter
  Arctic gnome explorers: These gnomes are investigating the many 
  ice crevasses opening within the glacier as it melts. They are seeking 
  an ancient gnomish treasure, but are reluctant to share information 
  about the item unless PCs convince them of their good intentions and 
  willingness to help. The missing item is left to the GM’s choosing.
  Frost Giant: As the Wailing Glacier retreated, a clan of frost 
  giants found its home crumbling around them. The patriarch of the 
  clan sent this scout out to ﬁ nd what is causing the glacier to melt – 
  and to stop it and anyone he thinks is involved. Gorl is angry about 
  his mission, and takes out his frustration on anyone he meets. He 
  recently made his way into the glacier to take refuge for the night.
  FROST GIANT  
  CR 9
  XP 6,400
  hp 133 (Pathﬁ nder Roleplaying Game Bestiary, “Giant, Frost”)
  Dire wolves: This small pack of dire wolves is on the move 
  to ﬁ nd a new territory. They are hungry and vicious, turning on 
  any creature they meet. The wolves ﬂ ank opponents, then close 
  in as a group.
  DIRE WOLF  
  CR 3
  XP 800
  hp 37 (Pathﬁ nder Roleplaying Game Bestiary, “Wolf, Dire”)
  Polar bears: This mated pair of polar bears lost their cub in 
  a glacial river that opened under them as they climbed atop the 
  Wailing Glacier. They’ve made their way down into the glacier 
  in search of the cub.
  POLAR BEAR  
  CR 5
  XP 1,600
  N Large animal
  Init +3; Senses low-light vision, scent ; Perception +8
   
  AC 20, touch 12, ﬂ at-footed 17 (+3 Dex, +8 natural, –1 size)
  hp 52 (5d8+30)
  Fort +10, Ref +7, Will +4
  Spd 40 ft.
  Melee 2 claws +9 (1d6+7 plus grab), bite +9 (1d6+7)
  Space 10 ft.; Reach 5 ft.
  Str 25, Dex 17, Con 23, Int 7, Wis 17, Cha 10
  Base Atk +3; CMB +11 (+15 grapple); CMD 24 (28 vs. trip)
  Feats Endurance, Run, Skill Focus (Survival)
  Skills Perception +8, Survival +7, Swim +16; Racial 
  Modiﬁ ers +4 Swim
  Smilodon pride: These tigers are on the move, looking to 
  move on as the glacier melts. They are quick to attack to ﬁ ll their 
  bellies with fresh meat before moving on.
  SMILODON, TIGER  
  CR 8
  The Tome of Horrors 2 by Necromancer Games, Page 192.
  XP 4,800
  N Large animal
  Init +6; Senses low-light vision, scent; Perception +12
  AC 17, touch 11, ﬂ at-footed 15 (+2 Dex, +6 natural, –1 size)
  hp 105 (14d8+42)
  Fort +12, Ref +11, Will +5
  Speed 40 ft.
  Melee 2 claws +18 (2d4+8 plus grab), bite +18 (2d6+8/19–20 
  plus grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks pounce, rake (2 claws +18, 2d4+8)
  Str 27, Dex 15, Con 17, Int 2, Wis 12, Cha 10
  Base Atk +10; CMB +19 (+23 grapple); CMD 31 (35 vs. trip)
  Feats Improved Critical (bite), Improved Initiative, Run, Skill 
  Focus (Perception), Skill Focus (Stealth), Weapon Focus (bite, 
  claw)
  Skills Acrobatics +6, Perception +12, Stealth +15 (+23 in tall 
  grass), Swim +13; Racial Modiﬁ ers +4 Acrobatics, +4 Stealth 
  (+8 in tall grass)
  Trolls: The monsters crawled through a cave opening and 
  found themselves caught in the yeti tunnels. The groups are 
  ﬁ ghting running battles through the ice halls. The trolls attack if 
  anyone discovers them. 
  TROLL  
  CR 5
  XP 1,600
  hp 63 (Pathﬁ nder Roleplaying Game Bestiary, “Troll”)
  Winter wolves: These worgs’ cave crashed down around 
  them, sending them looking for a new home in the crumbling 
  ice caves.
  WINTER WOLF  
  CR 5
  XP 1,600
  hp 57 (Pathﬁ nder Roleplaying Game Bestiary, “Worg, Winter 
  Wolf”)
  Yeti hunting party: These yetis are part of the defenses of the 
  ice caves. They seek to capture PCs ﬁ rst, but don’t hesitate to use 
  deadly force if necessary.
  YETI  
  CR 4
  XP 1,200
  hp 45 (Pathﬁ nder Roleplaying Game Bestiary, “Yeti”)
  Wandering Monsters
  
  15
  simultaneously. A hydra doesn’t die from losing its heads until all 
  are cut off and the stumps seared by acid or ﬁ re.
  Area E-3: The Entrance Cavern.
  A 20-foot-wide earthen ledge runs into the cave alongside the 
  stream. The thick mud turns to frozen earth deeper within the glacier. 
  Light ﬁ ltering through the ice casts an azure hue on the walls, ceiling 
  and ﬂ oor. Strong winds blow into the tunnels through the cave 
  entrance, creating a hollow keening. The passage continues to the 
  north.
  Area E-4: Domed Chamber
  The passage ends in a domed chamber. Melting water ﬂ ows into 
  the chamber from a water-ﬁ lled cave. A dirt passage exits to the west, 
  and a crude ice staircase carved into the wall heads north. The stairs 
  wind to the top of the 65-foot-tall chamber to an ice cave.
  Area E-5: Rising Passage
  This 15-foot-diameter passage’s ﬂ oor gradually rises, slowly 
  changing from earthen ﬂ oor to ice containing frozen bone fragments 
  and water-polished stones.
  Area E-6: Maze of the Cubes 
  (CR 9)
  The passage branches off in many directions, the wandering paths 
  often doubling back. Small holes pepper the ice ceiling. During the 
  day, water trickles from the holes, carrying debris into the caves.
  The maze is home to 5 advanced gelatinous cubes that roam the 
  tunnels looking for meals. The cubes are stationary at night and 
  appear to be huge blocks of ice as the dropping temperatures slow 
  their metabolism. During the day, the creatures roam freely. When 
  the temperature begins dropping, the freeze in place until they warm 
  up again.
  The caves are an ideal hunting ground for the creatures, despite the 
  frigid temperatures that cause them to go dormant overnight. Filtered 
  light and reﬂ ections off the ice make seeing the cubes difﬁ cult 
  amid the shimmering caves (DC 20 Perception check). PCs caught 
  between two ﬂ anking gelatinous cubes have no chance to escape 
  being engulfed as the creatures collide in the tunnel.  
  HUGE GELATINOUS CUBES (ADVANCED) (5)  
  CR 4 
  Pathﬁ nder Roleplaying Game Bestiary, “gelatinous cube”
  XP 1,200
  N Large ooze
  Init –5; Senses blindsight 60 ft.; Perception –5
  AC 8, touch 3, ﬂ at-footed 8 (–5 Dex, –2 size, +5 natural)
  hp 158, 140, 133, 130 and 119 (9d8+99)
  Fort +14, Ref –2, Will –2
  Defensive Abilities immune electricity, ooze traits
  Spd 15 ft.
  Melee slam +9 (1d8 +5 plus 1d6 acid plus paralysis)
  Space 10 ft.; Reach 5 ft.
  Special Attacks engulf, paralysis
  Str 20, Dex 1, Con 32, Int —, Wis 1, Cha 1
  Base Atk +6; CMB +13; CMD +8 (can’t be tripped)
  SQ transparent  (Perception DC 20)
  Acid (Ex) A gelatinous cube’s acid does not harm metal or stone.
  Endure elements (Ex) These cubes have developed an endurance 
  to the frigid environments as if protected by endure elements (cold).
  Engulf (Ex) Although it moves slowly, a gelatinous cube can simply 
  engulf Huge or smaller creatures in its path as a standard action. It 
  cannot make a slam attack during a round in which it engulfs. The 
  gelatinous cube merely has to move over the opponents, affecting 
  as many as it can cover. Opponents can make attacks of opportunity 
  against the cube, but if they do so they are not entitled to a saving 
  throw. Those who do not attempt attacks of opportunity can attempt
  a DC 17 Reﬂ ex save to avoid being engulfed—on a success, they 
  are pushed back or aside (opponent’s choice) as the cube moves 
  forward. Engulfed creatures are subject to the cube’s paralysis and 
  acid, gain the pinned condition, are in danger of suffocating, and are 
  trapped within its body until they are no longer pinned. The save 
  DC is Strength-based.
  Paralysis (Ex) A gelatinous cube secretes an anesthetizing slime. 
  A target hit by a cube’s melee or engulf attack must succeed on a 
  DC 23 Fortitude save or be paralyzed for 3d6 rounds. The cube 
  can automatically engulf a paralyzed opponent. The save DC is 
  Constitution-based.
  Transparent (Ex) Due to its lack of coloration, a gelatinous cube is 
  difﬁ cult to discern. A DC 15 Perception check is required to notice 
  a motionless gelatinous cube. Due to the ice cave environment, 
  the cubes gain a +5 circumstance bonus to their transparency. Any 
  creature that fails to notice a gelatinous cube and walks into it is 
  automatically engulfed. 
  Area E-7: Hall of the Radiant 
  Knights (CR 9)
  The passage opens into a 60-foot-wide hallway extending 100 feet. 
  The walls and ceiling are carved from the glacier, but the ﬂ oor is 
  frozen earth. The room’s far end is a brick-hewn wall with a stone 
  door in the center. Standing along the hall are 4 huge animated 
  ice statues of knights wearing full armor. A pair of statues stands 
  along each wall. Continual ﬂ ame glows brightly from the chest of 
  each statue, approximately where the heart would be. The ﬂ ickering 
  ﬂ ames illuminate the room in a purple hue as the red-glowing statues 
  and blue-ﬁ ltered light mix. These ancient guardians attack anyone 
  disturbing the stone door. The wizard Cerulean and his companions 
  (Area F) know the command word to safely pass the ice knights.
  HUGE ANIMATED OBJECT, ICE STATUE (4)  
  CR 7 
  Pathﬁ nder Roleplaying Game Bestiary, “Animated Object”
  XP 3,200
  N Huge construct
  Init -2 Senses darkvision 60, low-light vision; Perception -5
  AC 16, touch 6, ﬂ at-footed 18 (-2 Dex, +10 natural, -2 size)
  hp 110 hp (7d10+40 size)
  Fort +2, Ref +0, Will +2
  Defensive Abilities hardness 8 Immune Construct Traits 
  Speed 30 ft.
  Melee 2 slams +13 (1d6+8) 
  Str 26, Dex 6, Con -, Int -, Wis 1, Cha 1
  Base Atk +7 CMB +17 CMD 25
  Trample (Ex): As a full-round action, a creature with the trample 
  ability can attempt to overrun any creature at least one size category 
  smaller than itself. This works like the overrun combat maneuver, 
  but the trampling creature does not need to make a check, it merely 
  has to move over opponents in its path. Targets of a trample take 
  1d6+8 plus 12 points of damage. Targets of a trample can make an 
  attack of opportunity, but at a –4 penalty. If targets forgo an attack 
  of opportunity, they can attempt to avoid the trampling creature and 
  receive a DC 22 Reﬂ ex save to take half damage. A trampling creature 
  can only deal trampling damage to each target once per round, no 
  matter how many times its movement takes it over a target creature.
  Adventure background
  glows brightly from the chest of 
  
  16
  Adventure background
  Area E-8: The Stone Door (CR 5)
  This stone door in the center of a brick wall is the lower entrance to 
  the frozen tower of Cerulean, a wizard of some repute and power. An 
  inscription in Common carved into the stone above the do or reads “Keep 
  out! Or face the wrath of Cerulean, Master of the Wailing Glacier.” 
  The door is locked and trapped. It opens onto Area F1.
  STONE DOOR: 2 in. thick; Hardness 5, hp 20; Break DC 25; 
  Open Lock DC 30.
  FIRE TRAP  
  CR 5
  Type: magic; Perception DC 29; Disable Device DC 29
   
  Trigger: proximity (stone door); Reset: none 
  Effect: Spell effect (ﬁ re trap, 10th-level wizard, 1d4+10 ﬁ re, DC 16 
  Reﬂ ex save half damage)
  Area E-9: The Ice Melt
  The passage opens into a 30-foot-wide cylindrical pit into which 
  a waterfall roars from 50 feet above. The walls are polished smooth 
  by the waterfall, which originates from a sub-glacier lake. The pit 
  is 65 feet deep and eventually empties into Area E-4. The passage 
  continues across the room.
  The pit’s polished ice walls cannot be climbed without equipment. 
  Pitons and rope may be used, but this is slow and dangerous work. 
  Climbing with the aid of gear requires a DC 15 Climb check, but PCs 
  must make also make DC 10 Strength check every round to avoid 
  falling as water batters them from above.
  PCs take 6d6 points of falling damage if they are swept off the 
  wall, in addition to potential cold damage. PCs furthermore take 
  3d6 points of damage as the torrential stream of water sweeps them 
  downstream into Area E-4. Tethered PCs suffer only 1d6 points of 
  falling damage as they slam into the pit wall.
  The cold waterfall soaks all who enter the pit, seeping instantly 
  through any normal cold-weather gear. Drenched PCs must 
  immediately make DC 20 Fortitude save every 10 minutes or take 
  1d6 points of nonlethal cold damage. This effect remains for as long 
  as PCs remain cold and wet. PCs with the Survival skill may not 
  substitute it for checks while in the freezing water. Once they escape 
  the water, however, they can use the skill normally (see Pathﬁ nder 
  Core Rulebook, Chapter 13, “The Environment,” Cold Dangers).
  Area E-10: Polar Worm (CR 7)
  Winding 5-foot-diameter tunnels riddle this 20-foot-wide passage. 
  The tunnels travel in random directions, even vertically. Each smaller 
  tunnel eventually ends in a 15-foot vertical passage. The ice tunnels 
  are the home of a remorhaz. The remorhaz easily climbs the sheer 
  ice walls due to its length and multiple legs. The polar worm stays 
  close to the glacier’s surface as it hunts for prey. It investigates any 
  disturbance in the tunnels within ﬁ ve rounds.
  Quiet and careful PCs may travel through the main tunnel without 
  alerting the remorhaz. If alerted, the remorhaz erupts from the ice 
  ceiling to attack. It attempts to pull a PC into the tunnel and retreat to 
  Area E-10 to digest its meal.
  REMORHAZ  
  CR 7
  XP 3,200
  hp 112 (Pathﬁ nder Roleplaying Game Bestiary, “Remorhaz”)
  
  Adventure background
  17
  Area E-11: Remorhaz Lair
  The tunnels ﬁ nally reach a 35-foot-diameter spherical room 
  with a smooth ﬂ oor. The room appears polished due to the 
  remorhaz’s constant heat. Buried under the ﬂ oor’s thick ice 
  are items excreted by the beast, including melted weapons, 
  armor and equipment, glass bottles containing frozen potions 
  of barkskin (+4), invisibility, ﬂ ying, mirror image and spider 
  climbing, a +3 sai, a helm of opposite alignment, a cloak of 
  minor displacement and a ceramic jug. 
  The ceramic jug (which originally contained a potion of 
  alter self) passed through the remorhaz’s digestive system 
  and the beast’s extreme temperature transformed the 
  contents. The imbiber must make a DC 15 Fortitude save 
  or grow a permanent, but useless deformity such as a single 
  wing, a ram’s horns, back feathers, a short curly tail, thick 
  hair, inverted knees, etc. The growth is useless in combat 
  but does not interfere with a creature’s abilities. The imbiber 
  acquires a –2 penalty to all Charisma-related checks.
  Area E-12: The Crevasse
  The passage ends in a 30-foot-wide crevasse over which 
  extends an ice bridge. The bridge may be crossed without 
  danger if PCs are careful. The chasm is 75 feet deep and a 
  river ﬂ ows along the bottom. Roaring water can be heard far 
  below. The passage continues on the other side. The river 
  below descends beneath the earth’s surface to a submerged 
  cave. The river cave is ﬁ lled with frigid water and holds 
  little to interest PCs. The river continues on and eventually 
  empties miles away at the base of the mountains in a rock 
  quarry. Assuming PCs survive the fall and cold, they may 
  exit the caves by ﬂ oating down the freezing river.
  Area E-13: Katarrh, 
  The White Dragon (CR 8)
  The passage slowly inclines upward until it opens onto a 
  pile of icy breakdown. The 200-foot-diameter natural ice 
  cave once housed a lake. Columns of ice support the 120-foot-
  high ceiling, where the sun shines brightly through the thin 
  ice to illuminate the expansive chamber in shimmering light. 
  A 25-foot-diameter hole in the ceiling’s corner is an exit to 
  the outside world. Water drips from the ceiling throughout 
  the chamber. The ﬂ oor is smooth with shallow pools of 
  standing water. Rigid corpses of humanoids stand around the 
  ﬂ oor. Fear and aggression are forever frozen on their faces. 
  A 25-foot-tall oval dais with sides of sheer ice sits in the 
  center of the room. The top of the dais brims with gold and 
  other treasure. Curled amid the treasure is the likeness of a 
  colorless dragon. This is the lair of Katarrh, a female young 
  adult white dragon.
  Kartarrh is quite ingenious for a dragon of her color. She 
  crudely sculpted her appearance from ice and snow upon 
  the dais, then added the treasure to make the scene more 
  appealing. Although the sculpture is easily discernable 
  upon closer inspection, it makes for a sufﬁ cient decoy at a 
  distance. Within 50 feet, a DC 15 Perception check reveals 
  the decoy. From the entrance tunnel, a DC 25 Perception 
  check is required to spot the ruse.
  Katarrh normally hides within the snow above her ice 
  cavern, clearing just enough space to see her hoard through 
  the thin ice. Her vantage point allows her to spot travelers 
  outside as well as anyone using the tunnels to approach 
  her lair. She smashes through the thin ice of the ceiling to 
  attack once anyone falls for the trick and attacks the dragon 
  
  sculpture. Crumbling blocks of ice and snow rain down upon the 
  dais.
  The collapsing ceiling deals 4d6 points of damage to anyone within 
  30 feet of the dais (DC 15 Reﬂ ex save for half). After breaking 
  through the ice ceiling, Katarrh uses her frightful presence to disperse 
  and confuse PCs. While ﬂ ying above the intruders, she breathes and 
  attacks individuals who stray from the main group. With the glacier 
  receding, the dragon fears for her lair and hoard. She dislikes the 
  glacier’s other inhabitants, seeing them as thieving vermin.
  The dais holds 8,124 cp; 4,592 sp; 2,187 gp; 387 pp; 74 gems (25 
  gp each); 35 gems (50 gp each); 13 gems (100 gp each); a gold-and-
  emerald tiara (1,250 gp); a green wooden staff that has a hollowed 
  upper end with a screw topper containing an arcane scroll (gust of 
  wind, lightning bolt, charm monster and dimension door, CL 12), +1 
  morningstar of disruption, +2 plate mail, +3 small light steel shield, 
  manual of quickness and action +2, and goggles of night.
  Frozen in place around the dais are Kartarrh’s “toys” — adventurers 
  who attacked her and paid the price. Many are battered and chipped 
  from falling ice and Kartarrh’s aggression. A few still possess various 
  magic items; getting to these trinkets, however, requires thawing the 
  corpses or chipping away the ice. Kartarrh’s former victims include:
  A. CN Human Male Wiz 5: He protectively embraces a black cat 
  familiar whose hair is standing on end. A wand of blink (11 charges, 
  CL 10) is hidden within the wizard’s robes.
  B. NE elf male Rog 8: His pose shows he tried to evade Katarrh. 
  He wears +2 studded leather armor.
  C. Ogre: This small group of nomadic ogres wandered in during a 
  blizzard and never left.
  D. LG female halﬂ ing Sor 3: She is screaming with her eyes 
  squeezed tightly shut. She has a watertight pouch of 7 tinder twigs, 
  acorns and 14 smoke sticks.
  E. LG male human Exp 10: This mountain climber kneels while 
  coiling 200 feet of rope. 
  F. NG male human Ftr 4: This knight is dressed in full plate armor 
  and holds a broken lance. He is in a riding position, but currently 
  straddles a frozen boulder. His mount is missing.
  G. Orc: These unfortunate creatures were sent down the ice tun-
  nels as sacriﬁ ces to the white dragon by the yetis. They are the most 
  recent additions to the menagerie.
  H. NG female half-orc Clr 7: She holds a holy symbol of Muir and 
  appears to be casting a spell. Her equipment is thoroughly damaged.
  I. Thurnall Badden, N male human Drd 12: He bears wounds of 
  previous combat and holds an absent staff over his head. This druid 
  reincarnated Thak Weevilmush (CN dwarf male Bbn5, Str 23, Int 
  5) into a dwarf and promised to ﬁ nd a way to help his former half-
  ogre friend (See Splinters of Faith 2: Burning Desires). Thurnall 
  never made it back to keep his promise. Thurnall wears a bracelet 
  of friends (3 unassigned charms remain, the forth is labeled “Thak” 
  who responds no matter who calls); a backpack contains a folding 
  boat and 4 draughts of stone salve in a ceramic jug. 
  KARTARRH (YOUNG ADULT WHITE DRAGON)  
  CR 9 
  Pathﬁ nder Roleplaying Game Bestiary, “Dragon, White”
  XP 1,200
  CE Large female white dragon (cold)
  Init +5; Senses dragon senses, snow vision, Perception + 14
  AC 24, touch 10, ﬂ at-footed 23 (+1 Dex, –1 size, +14 natural)
  hp 155 (11d12+44)
  Fort +11, Ref +8, Will +8
  Defensive Abilities DR 5/magic 
  Immune cold, paralysis, sleep, SR 20
  Weakness vulnerable to ﬁ re
  Spd 60 ft., burrow 30 ft., ﬂ y 200ft.(poor), swim 60 ft.
  Melee bite +17 (2d6 +9), 2 claws +16 (1d8 +6) , 2 wings +11 (1d6 
  +3) and tail +11 (1d8 +9)
  Space 10 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (40-ft. cone, DC 19, 10d4 cold) 
  Spell-like Abilities (CL 11th):
  At-will fog cloud, gust of wind
  Str 23, Dex 12, Con 19, Int 10, Wis 13, Cha 10
  Base Atk +11; CMB +18; CMD +29 (+33 vs. trip)
  Feats Alertness, Flyby Attack, Hover, Improved Initiative, Power 
  Attack,  Weapon Focus (bite)
  Skills Fly +12, Intimidate +11, Knowledge (arcana) +12, Perception 
  +14, Sense Motive +3, Spell Craft +12, Stealth +8, Swim +17
  Languages Common, Draconic
  SQ icewalking, ice shape 
  Area E-14: Guard Post (CR 6)
  The passage levels off at the top of a set of ice stairs, although 
  it still has a slight incline. Eight 10-foot-diameter balls of packed 
  snow sit along the room’s walls. Hiding within two of the snow 
  boulders (marked with an X) are 2 frozen fast troll zombies. The 
  zombies burst from the spheres and attack once PCs are within 
  reach. Due to their frozen nature, these trolls gain DR 5/—.
  FROZEN FAST TROLL ZOMBIES (2)  
  CR 3
  Pathﬁ nder Roleplaying Game Bestiary, “Troll” and “Variant Zombie”
  XP 800
  NE Large undead 
  Init +3; Senses darkvision 60 ft.; Perception +0
  AC 20, touch 12, ﬂ at-footed 17 (+3 Dex, +8 natural, -1 size)
  hp 72 each (8d8+8)
  Fort +2, Ref +5, Will +6
  DR 5/—, Immune undead traits 
  Spd 40 ft.
  Melee bite +11 (1d8+6), 2 claws +11 (1d6+6) or 2 slams +11 
  (1d8+9)
  Space 10ft.; Reach 10ft.
  Str 23, Dex 16, Con —, Int —, Wis 10, Cha 10
  Base Atk +6; CMB +13; CMD 26
  Feats ToughnessB 
  Quick Strike (Ex): whenever a fast zombie takes a full-attack 
  action, it can make one additional slam attack at its highest base 
  attack bonus. 
  Area E-15: Weak Floor (CR 4)
  A dusting of snow covers the ice ﬂ oor. A crevasse beneath the ice 
  surface collapses if 100 pounds is placed atop it. The crevasse is 80 
  feet deep. Anyone falling into the pit suffers 8d6 points of damage.
  PIT TRAP CR 4
  Type: mechanical; Perception DC 20; Disable Device DC 20
  Trigger: location; Reset: manual 
  Effect: DC 20 Reﬂ ex save avoids; 80 ft. deep pit (8d6, fall).
  Area E-16 Rising Passage
  The passage slopes steeply upward (DC 12 Climb check). The light 
  within the tunnel grows brighter as PCs approach the surface.
  Area E-17: The Bear (CR 8)
  The passage ends in the lair of male huge dire polar bear near the 
  top of the glacier. This voracious predator is extremely hungry as 
  most game animals have already ﬂ ed the melting glacier. He is too 
  blizzard and never left.
  previous combat and holds an absent staff over his head. This druid 
  Pathﬁ nder Roleplaying Game Bestiary
  Adventure background
  18
  
  lazy to move to a more stable home.
  The bear recently devoured a sled dog team and its rider. The 
  bloody equipment remains in tattered but useable condition and 
  includes a large sled, 200 feet of rope, a grappling hook, 24 pitons, 
  a small climbing hammer, a backpack, a short sword, 2 winter 
  bedrolls, a long bow, a quiver of 24 arrows, 8 various animal traps 
  (including bear), 3 sets of winter garb (human size), 8 tinder twigs, 
  and a severed ﬁ nger with a ring of sustenance.
  HUGE DIRE POLAR BEAR  
  CR 8
  XP 4,800
  N Huge animal
  Init +4; Senses low-light vision, scent ; Perception +12
  AC 20, touch 9, ﬂ at-footed 19 (+1 Dex, +11 natural, –2 size)
  hp 195 (15d8+70)
  Fort +16, Ref +9, Will +6
  Spd 40 ft.
  Melee 2 claws +21 (2d6+11 plus grab), bite +21 (2d6+11)
  Space 15 ft.; Reach 10 ft.
  Str 33, Dex 11, Con 25, Int 2, Wis 12, Cha 10
  Base Atk +11; CMB +23 (+29 grapple); CMD 34 (38 vs. trip)
  Feats Awesome Blow, Endurance, Improved Bull Rush, Improved 
  Initiative, Improved Natural Attack (claw), Iron Will, Run, Skill 
  Focus (Perception)
  Skills Perception +12, Swim +22, Stealth -3, +6 Survival; Racial 
  Modiﬁ ers +4 Swim, +5 Stealth and Survival in arctic environment
  SQ endure elements (cold)
  Area E-18: Yeti Guards (CR 6)
  The passage inclines sharply (DC12 Climb checks). Standing at the 
  top of the incline are 2 yeti guards. The yetis gain a +1 melee bonus 
  due to higher ground.
  YETI (2) CR 4 
  XP 
  1,200
  hp 
  56 
  (Pathﬁ nder 
  Roleplaying 
  Game 
  Bestiary, 
  “Yeti”)
  Area E-19: The Lake
  A lake sits within the glacier, collecting water from melting ice. 
  The 300-foot-wide lake has a domed ceiling of clear ice that offers a 
  slightly distorted view of the outside world. The water is just above 
  freezing during the day but glazes over with a thin coating of ice at 
  night. The lake feeds the icy rivers in the caves below. The 75-foot-
  deep lake has a bowl-like bottom. 
  On one side of the lake is a wide ice beach. The beach is solid and 
  free of natural dangers. The room is brightly lit due to its proximity 
  to the surface. 
  In the middle of the lake sits an island. An arching ice bridge 
  crosses from the beach to the island. 
  Area E-20: 
  The South Barracks (CR 8)
  This room serves as barracks for 4 yetis. The creatures immediately 
  respond to any disturbance in Area E-19. These yeti carry large nets 
  freezing during the day but glazes over with a thin coating of ice at 
  On one side of the lake is a wide ice beach. The beach is solid and 
  Adventure background
  19
  
  20
  (15-ft. range) attached to 100-pound rocks that they attempt to ensnare 
  PCs in. If the yetis capture a PC using a net, they then throw the 
  attached rock into the lake. Creatures snared can attempt to escape (DC 
  15 Strength check) to try to grasp the icy ﬂ oor before they are dragged 
  into the water by the weight of the stone. They may also try to escape 
  the net (DC 20 Escape Artist check) before hitting the water. 
  Creatures dragged into the lake immediately suffer from exposure 
  to the freezing water. PCs thrown into the lake take 1d6 points of 
  nonlethal damage from hypothermia. They suffer an additional 1d6 
  points of nonlethal damage for each round in the water or that they 
  remain cold and wet. They are also considered fatigued. 
  Swimming is impossible while tangled in the net, but PCs can attempt 
  to escape (DC 20 Escape Artist check, a full-round action). The net has 5 
  hit points and can be torn apart (DC 25 Strength check, also a full-round 
  action), but is more difﬁ cult because of the cold and disorientation.
  The barracks contains 8 frozen bedrolls. Beneath each pile of furs 
  are 10d10 sp, 5d8 gp and 2d4 gems (50 gp each). 
  See the Pathﬁ nder Core Rulebook, Chapter 13, “The Environ-
  ment,” Cold Dangers for more on the dangerous conditions.
  YETIS (4)  
  CR 4
  XP 1,200
  hp 68, 65, 63, 60. (Pathﬁ nder Roleplaying Game Bestiary, “Yeti”)
  Area E-21: The Den (CR 7)
  The yeti priest Crohgan uses 2 winter wolves to protect the tribe. 
  The wolves attack if the yetis are in trouble. The wolves have no 
  treasure.
  WINTER WOLF (2)  
  CR 5
  XP 1,600
  hp 74, 69 (Pathﬁ nder Roleplaying Game Bestiary, “Worg, Winter 
  Wolf”)
  Area E-22: The Ice Bridge
  An arching ice bridge without railings stretches 100 feet to an 
  island in the lake. The bridge is smooth and treacherous to cross (DC 
  7 Acrobatics check). Running or charging is more difﬁ cult (DC 17 
  Acrobatics check). Failing a check by 5 or more means the PC falls 
  20 feet into the lake and takes 2d6 points of damage, plus must deal 
  with the freezing temperatures of the water.
  Area E-23: 
  The North Barracks (CR 8)
  Sleeping in this barracks are 4 yeti guards. They watch the bridge 
  and prison cell. If alerted, they wait until intruders are crossing the 
  bridge before attacking. They carry nets in which they attempt to 
  snare PCs (See Area E-20). 
  The barracks contain 6 frozen bedrolls. Beneath each pile of furs is 
  10d10 sp, 5d8 gp and 2d4 gems (50 gp each).
  YETIS (4)  
  CR 4
  XP 1,200
  hp 72, 65, 68, 57. (Pathﬁ nder Roleplaying Game Bestiary, “Yeti”)
  Area E-23A: The Cell
  This cell door has a ball of ice jammed into the entrance. The 
  door is difﬁ cult to discover (DC 12 Perception check) and is frozen 
  into the wall (DC 25 Strength check to move). The boulder may be 
  chipped or melted normally.
  The cell holds Murdo Vostok (CG male human Bbn 6), a human 
  barbarian who has been tortured for days by the yeti. The man is 
  points of nonlethal damage for each round in the water or that they 
  Area E-21: The Den (CR 7)
  Adventure background
  
  21
  Adventure background
  nearly senseless and does not put up a ﬁ ght. The yetis are tenderizing 
  Murdo for a grand feast to celebrate their successful raid on the 
  Monastery of World Sundering.
  Murdo is grateful for rescue. If released, he kindly rewards PCs 
  with a ring of water walking hidden in a cave three miles up the 
  glacier. It takes Murdo a few hours to retrieve this item. Murdo is 
  part of a tribe that is in the process of moving to more stable lands.
  Area E-24: Yeti Guards (CR 6)
  The passage beyond this room inclines sharply until it reaches 
  the Wailing Glacier’s surface. Climbing this passage is hard but not 
  difﬁ cult (DC 12 Climb checks). Watching the passage are 2 yeti
  guards.
  YETIS (4)  
  CR 2
  XP 1,200
  hp 63, 61. (Pathﬁ nder Roleplaying Game Bestiary, “Yeti”)
  Area E-25: The Temple of the 
  Destroyer (CR 11)
  The yeti’s island houses a temple to a savage god known simply as 
  “The Destroyer.” While most commonly worshipped by ogres, the 
  ogre mage Karathool brought knowledge of the god to the yetis in 
  hopes of expanding The Destroyer’s inﬂ uence.
  Around the island’s perimeter are 12-foot-tall stalagmites that block 
  the view into the temple. A broad set of ice stairs climbs a 10-foot-
  tall mound of ice to a 25-foot oval platform where a bloodstained 
  ice altar sits. The Weeping Statue of Voard sits on the altar. Tears 
  overﬂ owing from the statue’s eyes form cones of ice that encase the 
  altar and statue’s base. Other relics from the Monastery of World 
  Sundering lie buried in the ice formed by the tears: 16 scroll tubes 
  holding miraculously preserved parchments written in an ancient 
  script detailing the teachings, history and woes of Voard; 2,945 
  gp; 218 pp; 8 small marble statues of Voard (50 gp each); 36 tile 
  garden markers (describing plants); a silver chaﬁ ng dish (350 gp); 
  12 ancient copper chamber pots (10 gp each); 8 gold nuggets (50 gp 
  each); a masterwork spiked chain; a +1 heavy spiked steel shield; 
  spiked full plate armor; and a helm. These items can be removed by 
  carefully chipping or melting the ice (30 minutes to chip ice away or 
  20 minutes to melt the ice). 
  The statue of Voard is frozen to the altar and must be chipped away, 
  melted free or yanked clear by brute force (DC 27 Strength check). It 
  takes 3 hours to chip the statue free, although this time is reduced by 
  15 minutes per additional person working on the project (so 5 people 
  chipping at the ice would require 2 hours to free it).
  It takes 60 points of ﬁ re damage to melt the statue free. A single 
  torch does 1d6 points of ﬁ re damage per 10 minutes it is held to the 
  ice. A ﬁ re-based spell such as burning hands or ﬁ reball does normal 
  damage to the ice, but runs the risk of destroying the fragile scrolls 
  around the statue’s base if they are not removed ﬁ rst. The chance of 
  destruction is the same percent as the damage inﬂ icted on the ice (for 
  example, a burning hands spell that does 18 points of damage has an 
  18% chance of completely destroying the items).
  The statue weighs 500 pounds, but can be slid across the ice to 
  move it. Crohgan carried the statue onto the island himself. 
  Crohgan, a yeti priest, plots on the island with Karathool, a 
  ﬁ endish ogre mage, on how to deal with the white dragon Kartarrh. 
  Karathool remains in the guise of a yeti at all times.
  Karathool lets the yeti guards soften up intruders before he casts 
  invisibility on himself and ﬂ ies into combat. He uses his cone of cold
  on spellcasters, not caring if yetis are also in the area. 
  Crohgan guards his island temple, only attacking PCs once they 
  make it onto the ice bridge. He casts his domain spell shatter on the 
  focal point of the ice bridge as PCs make it halfway across. Even 
  though he only shatters a small portion, it is still enough to collapse 
  the entire span. PCs falling from the bridge into the lake suffer 1d6 
  points of nonlethal damage immediately from hypothermia. They 
  suffer an additional 1d6 points of nonlethal damage for each round in 
  the water or that they remain cold and wet. They are also treated as 
  fatigued. See the Pathﬁ nder Core Rulebook, Chapter 13, “The Envi-
  ronment,” Cold Dangers for more on anyone falling into the freezing 
  water.
  CROHGAN, WEAPON OF “THE DESTROYER”  
  CR 8
  XP 4,800
  Male yeti cleric 5 (Pathﬁ nder Roleplaying Game Bestiary, “yeti”)
  NE Large monstrous humanoid (cold) 
  Init +1; Senses darkvision 60 ft., scent; Perception +10
  Aura evil
  AC 19, touch 12, ﬂ at-footed 16 (+3 Dex, +7 natural, –1 size)
  hp 126 (6d10+18 plus 5d8+15)
  Fort +14, Ref +12, Will +14
  Immune cold
  Weaknesses vulnerability to ﬁ re 
  Spd 40 ft., climb 30 ft.
  Melee 2 claws +16 (1d6+7 plus 1d6 cold) or huge pick +16/+11 
  (2d6+ 10)
  Space 10 ft.; Reach 10 ft.
  Special Attacks channel negative energy 4/day (3d6, DC 13), cold, 
  spontaneous casting (inﬂ ict spells)
  Domain Spell-like Abilities (CL 5th):
  4/day— destructive smite, icicle
  Spells Prepared (CL 5th): 
  3rd— protection from energy (ﬁ re), rage D
  2nd— bull’s strength, fog cloud D, shatter, silence
  1st— bless, divine favor, protection from good, shield of faith, true 
  strike D
  0 (at will) — bleed, guidance, resistance, virtue
  D domain spell; Domains Destruction, Water
  Str 24, Dex 16, Con 17, Int 10, Wis 14, Cha 12
  Base Atk +9; CMB +18; CMD 30
  Feats Cleave, Great Fortitude, Power Attack
  Skills Climb +21, Intimidate +9, Perception +10, Stealth +1 (+9 in 
  snow); Racial Modiﬁ ers +4 Stealth (+12 in snow)
  Languages Aklo 
  Cold (Su): A yeti’s body generates intense cold, dealing 1d6 points 
  of cold damage to any creature that contacts it with a natural attack or 
  unarmed strike, or whenever it hits a foe with its claws or rend attack. 
  New Deity: The Destroyer
  Lesser god of chaotic slaughter
  Alignment: Chaotic Evil
  Domains: Chaos, Evil, Trickery, War
  Typical Worshippers: Ogres, bugbears, trolls, evil 
  barbarians
  Favored Weapons: Morningstar
  Not much is known of “The Destroyer,” mainly due 
  to his followers’ inability to produce written scripture. 
  His philosophy and history are passed down orally from 
  generation to generation, each adding boastful details. “The 
  Destroyer” has an insatiable lust for bloodshed and horriﬁ c 
  sacriﬁ ce. His followers relish combat and seek out weak 
  opponents to dominate.
  The Destroyer appears differently to each group of 
  followers. He typically appears as an enraged, muscular 
  version of the race of worshipper he is appearing before. He 
  rarely grants requests, preferring to let the strongest survive 
  as fate weeds out the weak.
  
  Frightful Gaze (Su): Creatures within 30 feet that meet a yeti’s 
  gaze must succeed on a DC 14 Will save or stand paralyzed in fear 
  for 1 round. This is a mind-affecting fear paralysis effect. A creature 
  that successfully saves cannot be affected again by the frightful 
  gaze of that yeti for 1 day. The save DC is Charisma-based.
  Combat Gear: Huge masterwork pick, +3 cloak of resistance 
  (winter wolf pelt), wand (elf bone) of dispel magic (29 charges, 
  CL7), potions of cure serious wounds CL 10 (x2), unholy symbol of 
  “The Destroyer.”
  Description: Crohgan is an elder yeti and a formidable foe. He 
  guides the yeti band with wisdom and spirituality. He sees himself 
  as the yeti incarnation of his newly accepted god and a tool to 
  spread devastation and misery. He fears Karathool, but respects the 
  ogre mage’s leadership and power. If given ample opportunity, he 
  prepares himself with spells before combat.
  KARATHOOL, FIENDISH OGRE MAGE  
  CR 9
  XP 4,800
  Male ﬁ endish oni, ogre mage (Pathﬁ nder Roleplaying Game 
  Bestiary, “Ogre”)
  LE Large outsider (giant, native, oni, shapechanger) 
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +13
  AC 21, touch 12, ﬂ at-footed 18 (+4 armor, +3 Dex, +5 natural, –1 
  size)
  hp 105 (8d10+48)
  Fort +14, Ref +12, Will +14
  DR 5/good; Resist acid 10, cold 10, ﬁ re 10; SR 19
  Defensive Ability, regeneration 5 (ﬁ re or acid)
  Spd 40 ft., ﬂ y 60 ft. (good)
  Melee great sword +16/+11 (3d6+ 12/19-20)
  Range composite longbow +10 (2d6+7)
  Space 10 ft.; Reach 10 ft.
  Special Attacks smite good (+3 attack and damage, 1/day)
  Spell-like Abilities (CL 9th): Constant— ﬂ y; At will — darkness, 
  invisibility; 1/day— charm person (DC 17), cone of cold (DC 18), 
  gaseous form, deeper slumber (DC 16)
  Str 24, Dex 17, Con 23, Int 14, Wis 14, Cha 17
  Base Atk +8; CMB +16; CMD 29
  Feats Combat Expertise, Combat Reﬂ exes, Improved Initiative,  
  Iron Will
  Skills Bluff +14, Disguise +14, Fly +5, Intimidate +14, Sense 
  Motive +13, Spell Craft +13, Use Magic +14
  Languages Aklo, Common, Giant 
  SQ change shape (Small, Medium or large Humanoid; alter self or 
  giant form I), ﬂ ight
  Combat Gear +2 greatsword, ring of energy resistance (minor, 
  acid), chain shirt, composite long bow (+7 Str) with 20 arrows.
  Description: Karathool hails from Abhor Brazier, the temple of Hel 
  (See Splinters of Faith 9: Duel of Magic), where he served as a 
  guard until his greed overcame his loyalty. In his lust for invulner-
  ability, he stole a ring of energy resistance (minor, acid) and ﬂ ed. 
  He eventually murdered and replaced the chieftain of the Wailing 
  Glacier yeti band. He assumes the form of a yeti with ﬂ aming red 
  eyes.
  Karathool is tough and shrewd. His resistances to ﬁ re and acid 
  make him difﬁ cult to defeat. He holds grudges and seeks retribu-
  tion against all who defy him. He often stalks quarry in disguise or 
  while invisible.
  Area F: Cerulean’s Tower
  The Wailing Glacier long ago engulfed this remote tower. Its 
  original inhabitants perished as the fast-moving glacier froze around 
  them. The wizard Cerulean, his family and his serving staff currently 
  occupy the structure. 
  The tower is made of thick rock that insulates the tower from 
  the glacier, while preventing the tower’s warmth from melting the 
  surrounding ice. Natural gas deposits deep beneath the Wailing 
  Glacier are siphoned to heat and illuminate the structure. The gas is 
  piped into the tower and carefully burned. Unless otherwise noted, 
  all ﬂ oors within the tower have half-inch-thick iron plates covering 
  the stone. This protects the stone from the ﬁ re nymph Alanya’s heat 
  (Area F-12), and also allows her to make use of her heat metal ability 
  against greater numbers.
  While Cerulean is not evil, brash PCs might not discover this fact 
  until they have raided deep into his tower, and destroyed his guards 
  and servants.
  Cerulean dislikes Karathool and his cronies, but he leaves the brutes 
  alone for now. Karathool likewise stays clear of Cerulean. Karathool 
  secretly fears the mage, but never reveals this fact.
  Cerulean ﬁ ercely protects his tower and reacts aggressively to 
  unwanted intruders. Luckily for PCs, Cerulean is currently abroad 
  seeking a suitable place to relocate his tower home before the glacier 
  collapses completely around it. 
  Area F-1: The Tower Base (CR 7)
  The door opens onto a 50-foot-diameter stone room at the base of 
  Cerulean’s tower. An iron staircase follows the wall up to an opening in 
  the ceiling 45 feet overhead. Iron-barred windows lining the walls look 
  out on the Wailing Glacier’s solid ice ﬂ oe. A majestic frozen fountain 
  in the center of the room sits ﬂ ush with the metal plates covering the 
  stone ﬂ oor. Six small statues of dancing fey creatures sit along the 
  water’s edge. The fountain’s centerpiece is a 30-foot crimson-cobalt 
  tongue of ﬂ ame upon a small pillar. Entombed in the unmoving ﬂ ame 
  is a woman of incredible beauty. The woman’s arms are raised, her 
  head is tilted back and her slender legs ﬂ oat above the stone base. Six 
  Adventure background
  22
  prepares himself with spells before combat.
  Bestiary
  gaseous
  The Crying Statue of Voard
  The statue radiates mild divination magic but has no 
  known or obvious powers aside from a constant ﬂ ow of tears 
  streaming from its eyes. The tears become normal water once 
  they lose contact with the statue. The statue perfectly cradles 
  the Scepter of Faiths in its lap, in an ideal position for the 
  tears of Voard to ﬂ ow over the relic.
  The stone statue weighs 500 pounds. It can be pushed across 
  the ice, however, to remove it from the Wailing Glacier.
  The lost scrolls of Voard (Area E-25) detail the deity’s 
  philosophies and morals. Despite making up a lot of things, 
  Moovtu is not that far off from the god’s actual teachings. 
  Moovtu will have some explaining to do to his followers who 
  have thus far believed all of his off-the-wall theories where 
  he had to “ﬁ ll in the gaps” in the lost religion. The scrolls 
  tell of the end of mankind at the hands of a man who walks 
  without a pulse under a stormy sky, whose soul dwells deep 
  within a frozen heart. The references to Akruel Rathamon’s 
  return from the dead should be obvious to players.
  Pipework Dangers
  Iron pipes carrying natural gas can be found throughout 
  Cerulean’s tower. Rupturing a pipe ﬁ lls the room with natural 
  gas in 2 rounds. Any open ﬂ ame brought into a room ﬁ lled 
  with natural gas erupts in a ﬁ reball doing 6d6 points of 
  damage (DC 13 Reﬂ ex save for half) in a 20-ft.-radius spread.
  IRON PIPES: 1/2 in. thick; Hardness 10, hp 16; Break DC 26.
  
  Adventure background
  23
  stone pipes surrounding the pillar’s base spew frozen water. Twelve 
  iron pipes stretching from ﬂ oor to ceiling line the walls. 
  The “woman” is a permanent image of Cerulean’s concubine, 
  Alanya. The tongue of ﬂ ame is a huge ﬁ re elemental in a variant 
  temporal stasis that casts a blue hue upon the subject. When anyone 
  approaches within ﬁ ve feet of the fountain, the temporal stasis 
  dispels, freeing the elemental. The elemental attacks all intruders 
  but doesn’t venture into the glacier. Once the elemental is freed, the 
  frozen fountain immediately thaws and sprays water once more. The 
  image of Alanya remains ﬂ oating in the mist. 
  The ﬁ re elemental shuts the door behind ﬂ eeing PCs to prevent 
  them from re-entering the tower. The elemental remains in the room 
  until Cerulean commands otherwise.
  A sliding secret door in the ﬂ oor behind the fountain leads to Area F-2. 
  Secret door: 3 in. thick; Hardness 10, hp 16; Break (DC 26), 
  Perception (DC 20) to ﬁ nd door, second Perception (DC 25) to ﬁ nd 
  door release.
  HUGE FIRE ELEMENTAL  
  CR 7
  Pathﬁ nder Roleplaying Game Bestiary, “Elemental, Fire”
  XP 3,200
  N Huge outsider (elemental, extraplanar, ﬁ re)
  Init +11; Senses darkvision 60 ft.; Perception +13
  AC 21, touch 16, ﬂ at-footed 13 (+7 Dex, +1 dodge, +5 natural, –2 
  size)
  hp 124 (10d10+30)
  Fort +10, Ref +14, Will +5
  DR 5/—, Immune elemental traits, ﬁ re
  Weaknesses vulnerability to cold
  Speed 60 ft.
  Melee 2 slams +15 (2d6+4 plus burn)
  Space 15 ft.; Reach 15 ft.
  Special Attacks burn (2d6, DC 18)
  Str 18, Dex 25, Con 16, Int 6, Wis 11, Cha 11
  Base Atk +10; CMB +16; CMD 34
  Feats Combat Reﬂ exes, Dodge, Improved InitiativeB, Iron Will, 
  Mobility, Spring Attack, Weapon FinesseB
  Skills Acrobatics +16, Climb +13, Escape Artist +16, Intimidate +9, 
  Know ledge (planes) +7, Perception +13
  Languages Ignan
  Burn (Ex) A ﬁ re elemental deals ﬁ re damage in addition to damage 
  dealt on a successful hit in melee. Those affected by the burn 
  ability must also succeed on a Reﬂ ex save or catch ﬁ re, taking the 
  listed damage for an additional 1d4 rounds at the start of its turn. 
  A burning creature can attempt a new save as a full-round action. 
  Dropping and rolling on the ground grants a +4 bonus on this 
  save. Creatures that hit a burning creature with natural weapons 
  or unarmed attacks take ﬁ re damage as though hit by the burning 
  creature and must make a Reﬂ ex save to avoid catching on ﬁ re. See 
  Burn for more details.
  Area F-2: Laboratory (CR 8)
  The sliding door opens to reveal stone stairs spiraling downward. 
  The stairs have no railing. The stairs descend 30 feet to a laboratory 
  ﬁ lled with alchemical tools  and research equipment. Several pipes 
  emerging from the ﬂ oor emit a small amount of natural gas, their 
  vents hissing slightly. The gas pipes feed small, ever-burning ﬂ ames 
  that illuminate and heat the room. More cast-iron pipes extend from 
  
  the ﬂ oor and through the ceiling. Valves on the pipes allow the gas 
  rising into the rest of the tower to be shut off completely. The pipes 
  descend into the glacier to tap natural gas pockets. 
  Along the wall are 4 evenly spaced iron doors. The doors are 
  locked, but keys hang from a hook at the base of the steps.
  STONE DOORS: 2 in. thick; Hardness 5, hp 20; Break 25.
  Tables and workbenches contain beakers, coils, odd components 
  and other strange devices. This fully functional laboratory is 
  worth 10,000 gp to a mage or alchemist if carefully removed and 
  transported. Searching the laboratory yields virtually any normal 
  spell component for 5th level and lower spells.
  An iron table holds an ice sculpture. It is an exact replica of 
  Karathool, the ogre mage in Area E-25. The ice statue is an 
  incomplete simulacrum Cerulean is crafting to rid the glacier of the 
  yetis and their vile temple.
  Area F-2A: Cell
  The cell is empty.
  Area F-2B: Cell
  A yeti is manacled to the back wall, his hulking form cramped in 
  the small chamber. The yeti pleads (in Aklo) for freedom. He aids 
  PCs until he can either escape or gain an advantage over his rescuers. 
  YETIS  
  CR 4
  XP 1,200
  hp 38. (Pathﬁ nder Roleplaying Game Bestiary, “Yeti”) 
  Area F-2C: Cell 
  The cell appears empty, but actually holds an invisible stalker. 
  Cerulean summoned the stalker to aid him in various tasks, but recently 
  has not found much use for the creature. The irritated stalker waits 
  patiently for further commands. It recognizes that PCs do not belong 
  here and attacks, hoping to convince Cerulean to ﬁ nally release it.
  INVISIBLE STALKER  
  CR 7
  XP 3,200
  hp 103 (Pathﬁ nder Roleplaying Game Bestiary, “Invisible Stalker”)
  Area F-2D: Cell
  The cell contains a female human clad in furs. Sedalia is a 
  doppelganger hired by the barbegazi (ice gnomes) to rid the glacier 
  of the yetis. She was instead imprisoned when she attempted to steal 
  from Cerulean’s tower. The doppelganger has been here only a few 
  days but already knows not to anger the mage.
  The doppleganger calls herself “Princess Sedalia” and claims she was 
  captured by the “evil” Cerulean for his depraved experiments. She says 
  she’s from a small nomadic band of barbarians that roams the upper 
  glacier and surrounding mountains. She promises a reward and the 
  loyalty of her clan if rescued. Despite her tall muscular build, she is 
  quite attractive. She plays the part of a rough and simple barbarian, even 
  speaking in broken Common to accentuate her loose ties to civilization. 
  Sedalia does not know Cerulean is absent but does know what he looks 
  like (and thus fears the simulacrum in Area F-15). She attempts to 
  persuade PCs into ransacking the tower and slaying the “evil” wizard.
  SEDALIA (DOPPELGANGER)  
  CR 9
  Pathﬁ nder Roleplaying Game Bestiary, “Doppelganger”
  XP 6,400
  Doppleganger Rog 3, Duelist 4 
  N Medium monstrous humanoid (shapechanger)
  Init +10; Senses darkvison 60 ft., Perception +12
  AC 20, touch 16, ﬂ at-footed 14 (+5 Dex, +1 dodge, +4 natural)
  hp 86 (4d10+4 plus 3d6+3 plus 4d6 +4)
  Fort +6; Ref +15; Will +8 
  Special Defenses evasion
  Immune charm, sleep
  Spd 30 ft.
  Melee 2 claws +15 (1d8+4)
  Special Attacks precise strike, sneak attack (+2d6) 
  Spells-Like Abilities (CL 18th):
  At will — detect thoughts (DC 16)
  Str 18, Dex 18, Con 12, Int 13, Wis 14, Cha 13
  Base Atk +10; CMB +14; CMD 26
  Feats Combat Reﬂ exesB, Dodge, Great Fortitude, Improved 
  Initiative, Mobility, Set Up, Spring Attack, Weapon Focus (claws) B, 
  Skills Acrobatics + 14, Bluff +12 (+16 while using change shape 
  ability), Climb +10, Diplomacy +7, Disable Devise +11, Disguise 
  +12 (+32 while using change shape ability),  Escape Artist +15, 
  Perception +12, Perform + 7, Sense Motive +9, Sleight of Hand 
  +10, Stealth +13; Racial Modiﬁ ers +4 Bluff, +4 Disguise 
  Languages Aklo, Common
  SQ canny defense, change shape (alter self),  enhanced mobility, 
  grace, improve reaction +2, mimicry, parry, perfect copy, rogue 
  talentB (weapon training , claws), trapﬁ nding, trap sense +1
  Mimicry (Ex) A doppelganger is proﬁ cient in all weapons, armor 
  and shields. In addition, a doppelganger can use any spell trigger or 
  spell completion item as if the spells were on its spell list. Its caster 
  level is equal to its racial Hit Dice.
  Perfect Copy (Su) When a doppelganger uses change shape, it can 
  assume the appearance of speciﬁ c individuals. The doppelgangers’ 
  change shape ability functions like the spell polymorph rather than 
  alter self.
  Area F-3: Welcome Chamber
  The stairs open onto a welcoming chamber. A marble dining table 
  with seating for 12 sits in the middle of the room. One of the end 
  chairs is made of marble for the ﬁ re nymph Alanya. Two comfortable 
  couches surround an elaborate ﬁ replace that blazes with a natural 
  gas ﬁ re. Lavish tapestries of an imposing wizard defeating demons, 
  dragons and other monstrosities hide iron pipes rising along the 
  walls. Thick furs and skins cover the stone block ﬂ oor. A sidewalk of 
  iron plates meanders through the rugs. 
  A stone staircase winds up the 50-foot-tall wall and through an 
  opening in the ceiling. Halfway up the staircase, a balcony overlooks 
  the room. 
  Area F-4: The Kitchen (CR 7)
  This well-stocked kitchen feeds the tower’s inhabitants. Chalﬁ n 
  Shackleford, Cerulean’s manservant, is normally hard at work 
  preparing for the next meal. Two permanent unseen servants assist 
  Chalﬁ n. An overcrowded pantry sits off the kitchen and is stocked 
  with ﬁ ne food and drink from many cultures and countries. Chalﬁ n 
  attacks intruders on sight and ﬁ ghts to the death. More than 100 
  bottles of wine sit in racks, worth 5d10 gp each.
  CHALFIN SHACKLEFORD  
  CR 7
  XP 3,200
  Male human rogue 8
  CN Medium humanoid (human)
  Init +2; Perception +13
  AC 15, touch 12, ﬂ at-footed 12 (+3 armor, +2 Dex)
  adventure background
  Area F-2A: Cell
  Area F-2B: Cell
  Area F-2C: Cell 
  patiently for further commands. It recognizes that PCs do not belong 
  Area F-2D: Cell
  persuade PCs into ransacking the tower and slaying the “evil” wizard.
  Pathﬁ nder Roleplaying Game Bestiary
  24
  
  Hp 34 (8d8+8)
  Fort +4; Ref +11; Will +7
  Defensive Abilities evasion, improved uncanny dodge, trap sense +2 
  Spd 20 ft.
  Melee cane +11/+6 (1d6 +2)
  Special Attacks sneak attack +4d6
  Spell-Like Abilities (CL 8): 3/day—mage hand; 2/day—magic missile
   
  Str 10, Dex 15, Con 12, Int 17, Wis 8, Cha 6
  Base Atk +6; CMB +6; CMD 18
  Feats Combat Expertise, Improved Feint, Iron Will, Magical 
  Aptitude, Quick Draw, Weapon Finesse B, Weapon Focus (rapier)B
  Skills Acrobatics +13, Appraise +14, Diplomacy +9, Disable 
  Devise +13, Knowledge (local) +14, Linguistics +14, Perception 
  +13, Profession (linguist) +14, Sense Motive +10, Sleight of Hand 
  +13, Spellcraft +5, Stealth +13, Use Magic Devise +11
  Languages Draconic, Dwarf, Celestial, Common, Elven, Giant, 
  Gnome, Halﬂ ing, Ignan, Infernal, Sylvan, Undercommon
  SQ rogue talent (ﬁ nesse rogue, minor magic, major magic, weapon 
  training), trapﬁ nding
  Combat gear +2 silver rapier (concealed in his masterwork silver 
  cane), leather armor, glove of storing (holds a javelin of lightning), 
  and potions of invisibility and cure serious wounds (x2).
  Description Chalﬁ n is an elderly man who hunches over and walks 
  with the help of a cane. Chalﬁ n bears horrible, disﬁ guring acid 
  scars over his upper torso and face. He uses stained and worn ivory 
  dentures and his hair grows in sparse clumps. His appalling features 
  give him an inhuman appearance. Despite his condition, he is 
  incredibly agile. He is a retired rogue who has worked for Cerulean 
  for nearly half a century. Cerulean often requests Chalﬁ n to aid in 
  alchemy experiments and in deciphering ancient scripts. Chalﬁ n is 
  loyal to his employer. Chalﬁ n is the father of Harga Shackleford, 
  the chief constable of Bargarsport (See Splinters of Faith 3: 
  Culvert Operations).
  Area F-5: Chalfin’s Room
  This plain room contains a bed, wardrobe, desk and chair. The 
  wardrobe holds Chalﬁ n’s garments, both work and formal. The 
  bed has an open book face down on the top covers. The book is a 
  biography about an illegitimate half-orc son of a human paladin. 
  The desk holds letters from Chalﬁ n’s daughter, Harga. Her letters 
  discuss events in the city and a plan to visit her father soon. An 
  unﬁ nished letter Chalﬁ n is writing describes his retirement and asks 
  if she has found a man yet.
  Under the bed are an unlocked chest and a clean chamber pot. The 
  chest holds Chalﬁ n’s meager retirement fund of 1,950 gp, 550 pp and 
  an aged cask of dwarven ale.
  Area F-6: Storage
  Equipment and mundane household furniture used infrequently in 
  the tower are stored in this room. Unless PCs are planning on setting 
  up house, little exists to interest them.
  Area F-7: The Library (CR 5)
  The stairs open into a 35-foot-tall room lined with bookcases. 
  Ironwork scaffolding, spiral stairs and mesh walkways lead to three 
  tiers of shelves. An iron ladder on rollers attached to the top tier sits 
  on each level. Tens of thousands of books ﬁ ll the shelves in neat and 
  orderly rows. Glass-covered lanterns dotting the scaffolding ﬁ ll the 
  room with a warm glow.
  An iron chain hangs from the ceiling holding a 5-foot-tall crystalline 
  cage. The cage is a permanent force cage imprisoning Kercur the 
  imp, with the bars preventing the imp from using its suggestion
  powers. Kercur commonly takes the form of a raven, especially when 
  visitors are present. The imp was the familiar of an arch-nemesis 
  Cerulean defeated long ago. Cerulean keeps the imp as a trophy and 
  conversation piece. The vengeful Kercur attempts to persuade PCs 
  by deceit into sacking the tower and slaying its inhabitants. The imp 
  claims to be Cerulean’s familiar if PCs detect its evil nature.
   A desk with an intricately carved ivy pattern sits in the center 
  of the room. The desk is neat and tidy, with an ink well, pen and 
  stacks of white paper sitting on its surface. Six drawers are closed 
  and locked (DC 30 Disable Device) and contain working notes on 
  experiments into various cloning and imprisonment spells (DC 29 
  Spellcraft check). The third drawer contains an arcane scroll (legend 
  lore, telekinesis, prying eyes, CL 13). The ﬁ fth drawer holds potions 
  of sleep, rage, arcane sight and a wand of detect magic (45 charges, 
  CL3). A crystal key to the imp’s cage sits in the felt-lined sixth 
  drawer.
  The books on the shelves cover almost every known topic, with 
  sections devoted to obscure histories and cultures. Using this library, 
  Knowledge checks are made at a +10 circumstance bonus, but require 
  2d4 hours of research. None of the books is magical. A section of 
  10 books deal with Akruel Rathamon’s rise to power and his defeat 
  during the War of Divine Discord. Finding this information takes 2d6 
  hours and requires a PC to spend another 4d4+4 hours reading. The 
  histories offer a mix of truth and rumors. One book speculates that 
  Akruel’s heart was not in his body when the Scepter of Faiths put a 
  stop to his reign of terror. Another tome hints that his soul was held 
  safely within a giant black heart.
  KERCUR THE IMP  
  CR 2
  XP 600 
  hp 20 (Pathﬁ nder Roleplaying Game Bestiary, “Devil, Imp”)
  Area F-8: Golem Room
  The work area houses a brass statue of a knight. The statue is a 
  golem in the middle of its creation. It is inanimate and harmless, but 
  nonetheless frightening, especially as some enchantments already 
  cast on the knight cause it to radiate magic. The room holds stone 
  carving tools, spell components, and diagrams of the golem and its 
  parts.
  Area F-9: Guest Chambers
  An extravagant bedroom is adorned with ﬁ ne furniture and silks. 
  White furs drape a four-poster bed pushed against the wall. A six-
  foot-tall mirror ﬁ lls one wall. No guests are currently staying in 
  Cerulean’s tower. 
  Area F-10: Teleportation Room
  This room is painted black, with silver runes and glyphs covering 
  the walls, ceiling and ﬂ oor. A ﬁ ve-foot-diameter disc of polished 
  silver sits ﬂ ush in the ﬂ oor. The area inside the disc is also black, 
  but wavers and moves. Illegible script is engraved in the disc’s outer 
  edge. The script is a language Cerulean created solely for his work 
  and is not readable without the aid of magic. If deciphered, the words 
  are command phrases to teleport an individual to speciﬁ c locations. 
  See the sidebar “Where Do You Want to Go?” for more information.
  A thin band of a black rubbery substance appears around the neck of 
  any PC stepping into the wavering darkness inside the teleportation 
  disc. The “choker” cannot be removed, although it dissolves 24 hours 
  after the PC teleports. A PC speaking aloud the command phrase for 
  Cerulean’s tower (also written on the teleportation disc) is instantly 
  returned to the tower as long as he still wears the choker. Cerulean 
  knows how to prolong the choker’s duration, and often wanders for 
  weeks before returning. Alternately, Cerulean can forcibly return 
  anyone who still wears a choker to the tower by speaking a command 
  adventure background
  Cerulean defeated long ago. Cerulean keeps the imp as a trophy and 
   A desk with an intricately carved ivy pattern sits in the center 
  of the room. The desk is neat and tidy, with an ink well, pen and 
  stacks of white paper sitting on its surface. Six drawers are closed 
  legend 
  2d4 hours of research. None of the books is magical. A section of 
  10 books deal with Akruel Rathamon’s rise to power and his defeat 
  histories offer a mix of truth and rumors. One book speculates that 
  stop to his reign of terror. Another tome hints that his soul was held 
  golem in the middle of its creation. It is inanimate and harmless, but 
  the walls, ceiling and ﬂ oor. A ﬁ ve-foot-diameter disc of polished 
  but wavers and moves. Illegible script is engraved in the disc’s outer 
  edge. The script is a language Cerulean created solely for his work 
  A thin band of a black rubbery substance appears around the neck of 
  after the PC teleports. A PC speaking aloud the command phrase for 
  knows how to prolong the choker’s duration, and often wanders for 
  anyone who still wears a choker to the tower by speaking a command 
  25
  
  26
  word known only to him. PCs wearing a black circlet must make 
  a DC 21 Fortitude save to avoid being forcibly yanked back to the 
  tower’s teleportation disc — and Cerulean’s displeasure. 
  Area F-11: Foyer
  A serving table and a ceramic water basin on a mirrored stand sit 
  along one wall. Towels hang from dowels on the sides of the stand. 
  The serving table holds the remains of a past meal (pheasant and 
  potatoes). Stone stairs spiral upward to the next level. The ceiling 
  here is signiﬁ cantly lower than in the tower’s other rooms, just 20 
  feet above the ﬂ oor.
  Area F-12: 
  Cerulean’s Bed Chamber (CR 8)
  Fine furnishings, silk drapes and animal furs ﬁ ll this curving bed 
  chamber. Furniture represents various cultures, but is all of the high-
  est craftsmanship. A four-poster bed with a silk canopy sits along the 
  wall, with a polar bear skin rug on the ﬂ oor before it. Three massive 
  wardrobes sit against the outer wall, each ﬁ lled with exquisite robes 
  and  men’s clothing. A crystal chandelier lights the room with many 
  small gas ﬂ ames. A bookcase holds atlases, almanacs and studies of 
  anthropology.
  Above a stone desk hangs a painting of Cerulean and Alanya. 
  The painting depicts a deeply tanned, noble-looking man with long 
  brown hair dressed in blue and black robes. A crimson lightning bolt 
  is emblazoned on his chest. His powerful hands clutch a red staff and 
  his stern face shows no signs of emotion. At his side stands a beauti-
  ful woman with long burgundy locks of hair. She holds his free arm 
  in her graceful hands. She wears translucent white robes. 
  Lying on the bed is the woman shown in the painting. She has ﬂ ow-
  ing, ﬁ ery-red hair. Her eyes are pale blue, and her skin is pale with a 
  tint of red. She wears the same translucent gown as in the painting. 
  Alanya, a ﬁ re nymph, is peaceful and kind, unless attacked. She 
  loves Cerulean and bore him a son, Karsanti. 
  Alanya lies on the bed, a stack of books beside her. The books are 
  treated with an enchantment granting them ﬁ re resistance (5) and 
  cover topics of nobility, heraldry and diplomacy. The room’s furnish-
  ings are likewise treated with ﬁ re resistance.
  The rug is a huge animated object that guards Cerulean and 
  Alanya. It attempts to grapple and constrict as many opponents 
  as possible. Alanya immediately screams for her son and, if given 
  warning, uses her heat metal ability on the iron-plated ﬂ oor to also 
  affect intruders. She uses ﬁ re shield to protect herself, and casts 
  defensive spells to allow her a chance to escape if threatened.
  HUGE ANIMATED OBJECT, BEAR SKIN RUG  
  CR 7
  Pathﬁ nder Roleplaying Game Bestiary, “Animated Object”
  XP 3,200
  N Huge construct
  Init -2 Senses darkvision 60, low-light vision; Perception -5
  AC 15, touch 6, ﬂ at-footed 15 (-2 Dex, +9 natural, -2 size)
  hp 100 (7d10+40 size)
  Fort +2, Ref +0, Will +2
  Defensive Abilities resist ﬁ re 5, hardness 5 Immune construct traits 
  Speed 30 ft.
  Melee slam +17 (1d8+10)
  Special Attacks constrict, grab 
  Str 30, Dex 6, Con -, Int -, Wis 1, Cha 1
  Base Atk +7 CMB +19 CMD 27 (31 vs. trip)
  SQ construction points
  Trample (Ex): As a full-round action, a creature with the trample 
  ability can attempt to overrun any creature at least one size category 
  smaller than itself. This works like the overrun combat maneuver, 
  but the trampling creature does not need to make a check, it merely 
  has to move over opponents in its path. Targets of a trample take 
  1d8+15 plus 12 points of damage. Targets of a trample can make an 
  attack of opportunity, but at a –4 penalty. If targets forgo an attack 
  of opportunity, they can attempt to avoid the trampling creature 
  and receive a DC 23 Reﬂ ex save to take half damage. A trampling 
  creature can only deal trampling damage to each target once per 
  round, no matter how many times its movement takes it over a 
  target creature.
  ALANYA (FIRE NYMPH)  
  CR 7
  Tome of Horrors, by Necromancer Games “Fire Nymph”, Page 
  136.
  XP 3,200
  Female ﬁ re nymph
  CN Medium outsider humanoid (extraplaner, ﬁ re)
  Init +5; Senses darkvison 60 ft., Perception +14
  AC 23, touch 23, ﬂ at-footed 17 (+7 deﬂ ection, +5 Dex, +1 dodge)
  hp 60 (8d10+32)
  Fort +13; Ref +18; Will +16 
  Immune ﬁ re
  Weaknesses cold vulnerability
  Spd 30 ft.
  Melee  mwk dagger +16 (1d4 + 1d6 ﬁ re/19-20) 
  Special Attacks stunning glance 
  Spells-Like Abilities (CL 8th):
  At will — burning hands, ﬂ ame blade, ﬂ aming sphere, produce 
  ﬂ ame (DC 18)
  1/day— ﬁ re shield
  Spells Prepared (CL 7th)
  4th— ﬂ ame strike (DC 21)
  3rd— meld to stone, protection from energy, quench
  2nd— barkskin, heat metal (DC 19), soften earth and stone 
  1st— cure light wounds, endure elements, faerie ﬁ re, obscuring mist
  0— detect magic, ﬂ are, mending, stabilize
  Str 10, Dex 21, Con 18, Int 16, Wis 17, Cha 25
  Base Atk +8; CMB +15; CMD 33
  Feats Agile Maneuvers, Combat Casting, Dodge, Weapon Finesse 
  Skills Diplomacy +18, Escape Artist +16, Handle Animal +15, Heal 
  +11, Knowledge (Planes) +14, Perception +14, Sense Motive +14, 
  Stealth 16
  Languages Ignan, Common
  adventure background
  Area F-11: Foyer
  potatoes). Stone stairs spiral upward to the next level. The ceiling 
  Area F-12: 
  Cerulean’s Bed Chamber (CR 8)
  brown hair dressed in blue and black robes. A crimson lightning bolt 
  Where Do You Want to Go?
  The GM should feel free to create destinations for 
  Cerulean’s teleportation disc. If the Splinter of Faiths 
  adventure is used, some possibilities include Bargarsport, 
  Anvil Plunge, the Shield Basilica of Muir and the temple of 
  Thasizier. Cerulean has contacts in each of these temples and 
  cities who frequently help him with his research. Remember, 
  Cerulean isn’t evil; many of these locales welcome his visits.
  The GM could also use the teleportation disc to drop PCs 
  into another adventure, such as a forgotten city or somewhere 
  deep underground. Cerulean is a world traveler, and has been 
  to many hidden and exotic locales.
  Players may come up with more interesting uses for the 
  teleportation circle, but don’t let the magic ruin the adventure. 
  If you as GM don’t want the PCs heading to a certain locale, 
  then the teleportation disc “fails” (you could roll some 
  random dice to throw players off) and the PCs remain in the 
  tower. It’s up to you how to use the device in your campaign. 
  
  27
  SQ heat, unearthly grace, ﬁ re empathy
  Combat Gear mwk dagger, 
  Heat (Ex) A ﬁ re nymph’s body is intensely hot, dealing 1d6 points 
  of ﬁ re damage with its touch. Creatures attacking a ﬁ re nymph 
  unarmed or with natural weapons take ﬁ re damage each time their 
  attacks hit. A ﬁ re nymph’s metallic weapons also conduct this heat.
  Blinding Beauty (Su) This ability affects all humanoids within 30 
  feet of a nymph. Those who look directly at a nymph must succeed 
  on a DC 21 Fortitude save or be blinded permanently. A nymph 
  can suppress or resume this ability as a free action. The save DC is 
  Charisma-based.
  Spells A nymph casts spells as a 7th-level druid, but cannot swap 
  out prepared spells to cast summon spells.
  Stunning Glance (Su) As a standard action, a nymph can stun a 
  creature within 30 feet with a look. The target must succeed on a 
  DC 21 Fortitude save or be stunned for 2d4 rounds. The save DC is 
  Charisma-based.
  Unearthly Grace (Su) A nymph adds her Charisma modiﬁ er as a 
  racial bonus on all her saving throws, and as a deﬂ ection bonus to 
  her Armor Class.
  Fire Empathy (Su) This works like the druid’s wild empathy class 
  feature, except the nymph can only effect creatures with the ﬁ re 
  subtype with a +6 racial bonus on the check. The nymph’s effective 
  druid level is equal to her HD for determining her total modiﬁ er to 
  the check.
  Area F-13: Karsanti’s Room
  Although less lavish than the rest of the tower, this room is still 
  furnished with ﬁ nely crafted belongings. A single bed layered with 
  ﬁ ne silks and down pillows sits against the wall. A wardrobe holds 
  tunics, pants and boots of various styles. All have a red lightning 
  bolt crest emblazoned on them. An ornate chest sits at the foot of 
  the bed. The chest is unlocked and contains boyhood treasures such 
  as miniature stone monsters, toy knights, a slingshot, 3 wooden 
  swords, a crude light shield, a bucket helmet, jars of dead bugs, and 
  a 1st-level spell book containing: 0—light, mage hand, open/close, 
  prestidigitation, read magic; 1st—animate rope, burning hands,
  ﬂ oating disc, mount, unseen servant. Drawings of knights ﬁ ghting 
  monsters ﬁ ll the spellbook’s margins and blank pages. This book was 
  an early failed attempt by Cerulean to train Karsanti in magecraft.
  Hanging above the bed are 4 scimitars of masterwork quality. They 
  surround a portrait of Karsanti, a young man with long, curly red 
  hair. The image is some years old. A DC 20 Perception check reveals 
  a loose stone in the wall hiding Karsanti’s “secret” treasure. The 
  small hollow holds 350 gp in a leather sack, a rolled painting of a 
  rather comely, scantily clad woman, potions of heroism, haste, resist 
  elements (cold), ﬂ y, and a torn piece of parchment with the words: “I 
  had a wonderful time, please come back and see me soon, love Harga 
  Shackleford.”
  Karsanti rarely stays in his room.
  Area F-14:  
  Recreation Room (CR 8)
  A short 20-foot-tall staircase spirals up to the family room. The stairs 
  continue up to the top level. This large open room has a 35-foot-high 
  ceiling. Tapestries bearing the marks of many kingdoms are proudly 
  displayed on the walls. Each was a gift from Cerulean’s powerful 
  friends. A stand along the wall holds 4 lutes, 3 mandolins, 2 sets of 
  ornate drums and a pipe organ. A nearby shelf holds songbooks and 
  sheet music.
  Several board games sit on a felt-covered table. Four chairs 
  surround the table; one of the chairs is made of stone. 
  The opposite side of the room is cleared to make space for combat 
  practice. Several scorched wooden practice mannequins stand in a 
  circle. Karsanti spends the majority of his time lounging here playing 
  music or practicing with the dummies. He is bored and desperately 
  wishes to venture out of the tower on a “knightly” adventure. He 
  investigates any noise made by PCs coming up the stairs.
  KARSANTI  
  CR 8
  XP 4,800
  Male 1/2 ﬁ re nymph ﬁ ghter 6 sorcerer 2
  CN Medium humanoid (ﬁ re)
  Init +5; Senses darkvision 60 ft.; Perception +0 
  AC 19, touch 19, ﬂ at-footed 13 (+5 Dex, +1 Dodge, +3 deﬂ ection)
  hp 82 (6d10+18 plus 2d6+6)
  Fort +12, Ref +11, Will +9
  Defensive Abilities bravery +2 Immune ﬁ re
  Weaknesses vulnerability to cold
  Spd 30 ft.
  Melee Touch ﬂ ame blade +12/+12/+7/+7 (1d8+6, ﬁ re) 
  Melee mwk scimitar +6/+6/+3/+3 (1d8+2 plus 1d6 ﬁ re) and mwk 
  shortsword (1d6+1 plus 1d6 ﬁ re) or mwk scimitar +9/+4 (1d8+2 
  plus 1d6 ﬁ re)
  Spells-Like Abilities (CL 8th):
  At will — burning hands, ﬂ ame blade, ﬂ aming sphere, produce 
  ﬂ ame (DC 15)
  1/day— ﬁ re shield
  Bloodline Abilities (CL 2nd):
  6/day — elemental ray (1d6+1 ﬁ re, range touch +12)
  Spells Known (CL 2nd, melee touch +12, range touch +12)
  1st (5/day) — mage armor, shield
  0 (at will) — acid splash, dancing lights, ﬂ are, resistance, touch of 
  fatigue
  B Bloodline spell; Bloodline elemental
  Str 14, Dex 20, Con 16, Int 14,Wis 11, Cha 16
  Base Atk +7; CMB +9; CMD 24
  Feats Dodge, Eschew Materials, Improved Two-Weapon Fighting, 
  Mobility, Two-Weapon Fighting, Weapon Finesse, Weapon Focus 
  (scimitar), Weapon Specialization (scimitar) Skills Climb +9, 
  Intimidate +16, Knowledge (arcana) +9, Knowledge (engineering) 
  +9, Profession (weapons smith) +7, Ride +12, Survival +7
  Languages Common
  SQ armor training 1, weapon training (blades, light 1)
  Heat (Ex) As a swift action, Karsanti can envelope or extinguish 
  his body with intensely heat, dealing 1d6 points of ﬁ re damage with 
  his touch. Creatures attacking him unarmed or with natural weapons 
  take ﬁ re damage each time their attacks hit. Karsanti’s metallic 
  weapons also conduct this heat.
  Unearthly Grace (Su) Karsanti adds his Charisma modiﬁ er as a 
  racial bonus on all his saving throws, and as a deﬂ ection bonus to 
  his Armor Class. This deﬂ ection bonus stacks with other deﬂ ection 
  bonuses.
  Combat Gear mwk scimitar, mwk shotsword, ﬁ re-proof cloak 
  of resistance +1, potions of cure serious wounds, barkskin, ﬂ y, 
  heroism.
  Description: Karsanti is a handsome young man with curling, 
  deep-crimson hair. He has a quick, ﬁ ery temper and blazes into 
  ﬁ re when angered. He is the adult son of Cerulean and Alanya. 
  He dresses in his father’s colors of blue and black with the red light-
  ning bolt motif. Aside from his ﬁ ery red eyes, he is indistinguish-
  able from normal humans. Due to his familiarity and intangibility of 
  the ﬂ ame blade spell, Karsanti treats ﬂ ame blade as a light weapon.
  From his mother’s heritage he gains some of her innate abilities. 
  He spends a few rounds if possible casting spells before combat. 
  He typically casts mage armor, shield (increasing his armor class to 
  27), ﬂ ame blade (x2) and ﬁ re shield  before combat.
  Area F-15: The Observatory (CR 8)
  The stairs open onto the top of the tower. Vent pipes open to the sky, 
  adventure background
  able from normal humans. Due to his familiarity and intangibility of 
  
  expelling the tower’s heat, and in the process, melting a cylindrical 
  ice chute that extends up to the surface from the rooftop. The ice 
  rises 140 feet above the tower rooftop, like the tower was at the 
  bottom of a deep well, but a bit of blue sky can be seen high above. 
  The temperature is colder here, but still above freezing. Cerulean’s 
  simulacrum stands guard here against intruders who might enter 
  from above.
  Kartarrh and the yetis discovered long ago that it was best to leave 
  Cerulean’s tower alone. Both faced the archmage and retreated in 
  defeat. Neither knows of the existence of the simulacrum, but neither 
  wants to tangle with Cerulean again to discover that fact.
  CERULEAN’S SIMULACRUM  
  CR 9
  XP 6,400
  Male human mage (evoker) 10
  N Medium humanoid (human)
  Init +3; Perception +9
   
  AC 16, touch 13, ﬂ at-footed 13 (+3 armor, +3 Dex)
  Hp 34 (10d6+8)
  Fort +5; Ref +8; Will +10
   
  Spd 30 ft.
  Melee mwk staff  +6 (1d6 +1)
  Evocation Abilities (CL 10th):
  9/day — force missile (1d4+5), 10 rounds/day — elemental wall 
  (ﬁ re)
  Spells Prepared (CL 10th)
  5th— baleful polymorph (DC 21), cone of cold (DC 23), quickened 
  magic missile, summon monster V
  4th— black tentacles, greater invisibility, ice storm (DC 22), stone 
  skin, wall of ice
  3rd— displacement, ﬁ re ball (DC 21), ﬂ y, lightning bolt (DC 21), 
  sleet storm
  2nd— acid arrow, levitate, mirror image, resist energy, scorching 
  ray, summon swarm, web (DC 18)
  1st— burning hands, grease (DC 17), mage armor, magic missile 
  x3, shield
  0— detect magic, ﬂ are, mending, stabilize
   
  Str 12, Dex 16, Con 14, Int 22, Wis 13, Cha 10
  Base Atk +5; CMB +6; CMD 19
  Feats Combat Casting, Greater Spell Focus (evocation), Iron Will, 
  Lightning Reﬂ exes, Quicken Spell, Scribe Scroll B, Spell Focus 
  (evocation)
  Skills Appraise +17, Craft (sculptor) +17, Diplomacy +8, Fly 
  +14, Knowledge (arcana) +17, Knowledge (dungeoneering) 
  +17, Knowledge (history) +17, Linguistics +17, Perception +9, 
  Profession (architect) +14, Spellcraft +17
  Languages Draconic, Celestial, Common, Elven, Ignan, Infernal
  Arcane School Evocation (opposition schools: necromancy and 
  divination) 
  Arcane Bond (staff)
  SQ intense spells (+5 damage evocation spells), permanent arcane 
  sight and tongues
  Combat gear mwk staff, arcane scroll (ﬁ reball, ﬁ re shield, ﬂ aming 
  sphere, CL 10), arcane scroll (silent image, minor image, major 
  image, CL 10), arcane scroll (spell turning, summon monster VII, 
  CL 14), wand of daze monster (36 charges, CL 9), bracers of armor 
  +3, metamagic rod (enlarge, normal).
  Description Cerulean is a tall human male with long brown hair 
  worn in a long braid. He dresses in blue and black robes adorned 
  with red lightning bolts. He always carries his staff of power, 
  although only the real Cerulean has the true staff. His simulacrum 
  carries a nonmagical duplicate.
  Cerulean’s simulacrum was created years ago, and thus is not a 
  “true” duplicate of the current archmage and his powers. Cerulean 
  thinks of this simulacrum as an old friend rather than a construct or 
  tool.
  Concluding the Adventure
  Once the Weeping Statue of Voard is replaced within the Monastery 
  of World Sundering, Moovtu Huglish offers PCs his undying gratitude 
  and a hearty slap on the back. Unfortunately, he has little else to offer 
  besides some frozen potatoes. PCs should receive a 1,000 experience 
  point bonus for successfully completing the adventure.
  If played as part of the Splinters of Faith adventure, the 
  Remembrance of Angst blessing requires the statue of Voard to be 
  in the Impoverished Hall in the Monastery of World Sundering. 
  Any follower of Voard may then place the Scepter of Faiths atop 
  the statue’s crossed legs while tears roll down into a stone basin. 
  Voard blesses the scepter with the ability to prolong death and extend 
  suffering. Afterward, the scepter can cure serious wounds 3 times 
  per day. This ability can be cast upon undead creatures struck by the 
  scepter.
  Moovtu also can direct PCs to the next adventure if needed. Moovtu 
  applied to study at the Shield Basilica of Muir, but was rejected 
  due to his heritage and questionable background. He points out the 
  Basilica’s location on a map for inquiring PCs. 
  If the PCs sacked Cerulean’s tower and slew his family and servants, 
  they gain a powerful enemy with connections throughout the land. 
  Once Cerulean discovers the devastation, he seeks vengeance. 
  Cerulean ﬁ rst brings his family back to life to aid him, but this 
  takes time and some favors. Cerulean (N male human Wiz21) is a 
  powerful archmage, and the GM should use caution when bringing 
  him into a campaign — especially if his goal is to track down and 
  slay the PCs. Despite his power, Cerulean lacks divination spells and 
  may spend months — possibly years — tracking PCs.
  The PCs’ next stop in the Scepter of Faiths campaign continues in 
  Splinters of Faith 7: Heir of Sin, where they must travel into the 
  high pinnacles of a mountain temple and face the horrid statues of a 
  ﬁ endish deity to rescue a paladin’s missing daughter.
  28
  adventure background
  expelling the tower’s heat, and in the process, melting a cylindrical 
  ice chute that extends up to the surface from the rooftop. The ice 
  rises 140 feet above the tower rooftop, like the tower was at the 
  bottom of a deep well, but a bit of blue sky can be seen high above. 
  The temperature is colder here, but still above freezing. 
  simulacrum
  from above.
  Cerulean’s tower alone. Both faced the archmage and retreated in 
  defeat. Neither knows of the existence of the simulacrum, but neither 
  wants to tangle with Cerulean again to discover that fact.
  CERULEAN’S SIMULACRUM  
  CR 9
  XP 6,400
  Male human mage (evoker) 10
  N Medium humanoid (human)
  Init 
  AC 
  Hp 
  Fort 
  Spd 
  Melee 
  Evocation Abilities
  9/day — force missile (1d4+5), 10 rounds/day — elemental wall 
  (ﬁ re)
  Spells Prepared
  5th— 
  magic
  4th— 
  skin
  3rd— 
  sleet storm
  2nd— 
  ray, summon swarm, web 
  x3, 
  0— 
  Str 
  Base Atk 
  Feats 
  Lightning Reﬂ exes, Quicken Spell, Scribe Scroll
  (evocation)
  Skills
  +14, Knowledge (arcana) +17, Knowledge (dungeoneering) 
  +17, Knowledge (history) +17, Linguistics +17, Perception +9, 
  Profession (architect) +14, Spellcraft +17
  Languages 
  Arcane School 
  divination)
  Arcane Bond
  SQ 
  sight
  Combat gear
  sphere,
  image,
  CL 14), 
  +3
  Description
  worn in a long braid. He dresses in blue and black robes adorned 
  with red lightning bolts. He always carries his 
  although only the real Cerulean has the true staff. His simulacrum 
  carries a nonmagical duplicate.
  Cerulean’s simulacrum was created years ago, and thus is not a 
  “true” duplicate of the current archmage and his powers. Cerulean 
  thinks of this simulacrum as an old friend rather than a construct or 
  tool.
  
  legal appendix
  29
  Splinters of Faith is written under version 1.0a of the Open Game License. 
  As of yet, none of the material ﬁ rst appearing in Splinters of Faith is 
  considered Open Game Content.
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 
  1. Deﬁ nitions: (a)”Contributors” means the copyright and/or trademark 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000. Wizards of the Coast, Inc; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by 
  E. Gary Gygax and Dave Arneson.
  Pathﬁ nder RPG Core Rulebook Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  The Book of Experimental Might Copyright 2008, Monte J. Cook. All 
  rights reserved.
  Tome of Horrors Copyright 2002, Necromancer Games, Inc.; Authors: Scott 
  Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christof-
  ferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill 
  Webb; Based on original content from TSR.
  Original Spell Name Compendium, Copyright 2002 Clark Peterson; based 
  on NPC-named spells from the Player’s Handbook that were renamed in 
  the System Reference Document. The Compendium can be found on the 
  legal page of www.necromancergames.com.
  Fen Witch from the Tome of Horrors, Copyright 2002, Necromancer 
  Games, Inc.; Author Scott Greene.
  Fire Nymph from the Tome of Horrors, Copyright 2002, Necromancer 
  Games, Inc.; Author Scott Greene.
  Tome of Horrors II Copyright 2004, Necromancer Games, Inc.; Author 
  Scott Greene; Additional Authors: Erica Balsley, Kevin Baase, Casey 
  Christofferson, Jim Collura, Meghan Greene, Lance Hawvermale, Travis 
  Hawvermale, Bill Kenower, Patrick Lawinger, Nathan Paul, Clark Peterson, 
  Bill Webb and Monte Cook.
  Splinters of Faith, Copyright 2010, Author Gary Schotter & Jeff Harkness.
  
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  www.tabletopadventures.com
  Try Tabletop Adventures’ 
  Bits of Darkness Series
   for tidbits of description of 
  those very dark places 
  where adventurers
  are wont to travel.
  Bits of Darkness: 
  Dungeons, Caverns and 
  Dungeons II.
  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Frog God Games/Splinters of Faith/SF6 - Morning of Tears.pdf