TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
  WINTER 
  WINTER 
  WINTER 
  WINTER 
  WON
  WON
  WON
  WONDERLAND
  DERLAND
  DERLAND
  DERLAND    
   
  A One
  A One
  A One
  A One----Round D&D 3
  Round D&D 3
  Round D&D 3
  Round D&D 3rd
  rd
  rd
  rd Edition Living Greyhawk 
   Edition Living Greyhawk 
   Edition Living Greyhawk 
   Edition Living Greyhawk 
  Adventure
  Adventure
  Adventure
  Adventure    
   
   
  by Alex Lombardi
  by Alex Lombardi
  by Alex Lombardi
  by Alex Lombardi    
   
   
   
   
   
   
  A wizard has hired you to deliver some items to a colleague before winter blocks the roads and makes travel near 
  impossible. But when Mother Nature won’t cooperate, you must find shelter or die. What can go wrong in a small walled 
  trading town anyway? An adventure for characters levels 1-6. 
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, ALTERNITY, GREYHAWK, and RPGA are registered trademarks 
  of Wizards of the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. 
  Scenario detail copyright 2000 by Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario 
  is intended for tournament use only and may not be reproduced without approval of the RPGA 
  Network.  
  
   
  Winter Wonderland 
   
  Page 2 
  This is a RPGA Network adventure game. A four-hour time 
  block has been allocated for playing the game (or this round 
  of the game), but the actual playing time will be about three 
  hours.  
   
  It is a good idea to ask each player to put a name tag in 
  front of him or her. The tag should have the player's name 
  at the bottom, and the character's name, race, and gender at 
  the top. This makes it easier for the players to keep track of 
  who is playing which character. 
   
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points: The RPGA has 
  three ways to score this game. Consult your convention 
  coordinator to determine which method to use: 
  1. 
  No-vote scoring: The players write their names and 
  numbers on the scoring packet grid, you fill in the top 
  of the grid. That is all. No one is rated. This method is 
  used for people who are just playing for fun. 
  2. 
  Partial scoring: The players rate the game master and the 
  scenario on their player voting sheet, and provide 
  personal information, but don’t vote for other players. 
  The game master rates the scenario and completes 
  personal and event information, but does not rate the 
  players as a team or vote for players. This method is 
  used when there is no competition, but the 
  convention coordinator wants information as to how 
  the game masters are performing, or the game master 
  wants feedback on his or her own performance. 
  3. 
  Voting: Players and game masters complete the entire 
  packet, including voting for best player. If this method 
  is used, be sure to allow about 15-20 minutes for the 
  players to briefly describe their characters to the other 
  players, and about 5-10 minutes for voting. This 
  method is used when the players want to know who 
  played the best amongst them, or when the adventure 
  is run in tournament format with winners and prizes. 
  Multi-round adventures usually required advancing a 
  smaller number of players than played the first round, 
  so voting is required for multi-round adventures. 
   
  When using Voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. 
   
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. 
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in bold italics
  bold italics
  bold italics
  bold italics. 
  It is strongly recommended that you paraphrase the player 
  text, instead of reading it aloud, as some of the text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters.  
   
   
  LLLLIVING 
  IVING 
  IVING 
  IVING GGGGREYHAWK
  REYHAWK
  REYHAWK
  REYHAWK Tier 
   Tier 
   Tier 
   Tier 
  Structure
  Structure
  Structure
  Structure    
  To determine the tier, add the character levels of all the 
  characters. In addition, add the levels of any henchmen or 
  animals according to the values on their certificates. 
  Compare the total to the chart below to find the tier. 
   
   
  4 players 
  5 players 
  6 players 
  7 players 
  Lvl Cap 
  T1: 
  4-12 
  5-13 
  6-14 
  7-15 
  4nd  
  T2: 
  13-22 
  14-24 
  15-26 
  16-28 
  6th  
  T3: 
  23-32 
  25-35 
  27-38 
  29-41 
  8th  
   
  The level cap indicated the highest level of character 
  allowed to play this adventure. Characters of levels higher 
  than the highest level shown for the highest tier cannot 
  be played. 
   
   
  Lifestyle
  Lifestyle
  Lifestyle
  Lifestyle    
  At the beginning of every scenario, each PC is required to 
  pay upkeep costs matching the level of lifestyle they wish 
  to maintain. The cost of each lifestyle will be indicated at 
  the beginning of the scenario
  scenario
  scenario
  scenario. The lifestyles, and the 
  effects that each has on play, are: 
   
  Destitute
  Destitute
  Destitute
  Destitute 
  You have no living space, and must carry all 
  your gear everywhere. You eat poor quality 
  food. You wear a peasant outfit, your only 
  change of clothes. 
  Poor
  Poor
  Poor
  Poor 
  You sleep in poor accommodations, and eat 
  poor quality food. You wear a peasant outfit, 
  and have two sets of clothing. 
  Common
  Common
  Common
  Common 
  You have common lodgings, and eat 
  common quality food. You have normal 
  clothing for your profession (adventuring); 
  nothing fancy. You probably have two or 
  three sets of clothing. 
  High
  High
  High
  High 
  You stay in good quality lodgings, and eat 
  good quality food. You wear anything in 
  value up to courtier’s outfits, and generally 
  buy a new set of clothing every two weeks. 
  Lu
  Lu
  Lu
  Luxury
  xury
  xury
  xury 
  You have luxurious accommodations (twice 
  the cost of good accommodations), and you 
  eat excellent foods. You can throw a 
  banquet for your friends every day, and 
  frequently do. You wear clothing up to the 
  value of noble’s outfit, and buy a new set of 
  clothes every week.  
   
  Lifestyles come with bonuses or penalties to Diplomacy, 
  Intimidate, Disguise, and Bluff skill checks. These 
  penalties, shown below, should be applied at the DM’s 
  discretion, and can sometimes backfire—for example, a 
  PC with a poor lifestyle would not have a penalty when 
  talking to a beggar, but would when talking to a city 
  official. A PC with a high lifestyle should have a penalty 
  when dealing with a group of street thugs, where a PC 
  with a destitute lifestyle might not. 
   
  DMs are encouraged to role-play these reactions 
  whenever possible. 
   
  Lifestyle
  Lifestyle
  Lifestyle
  Lifestyle    
  Cost
  Cost
  Cost
  Cost    
  Skill Modifier
  Skill Modifier
  Skill Modifier
  Skill Modifier    
  Destitute 
  14 sp 
   
  -2 
  Poor 
  43 sp 
   
  -1 
  Common 
  12 gp 
   
   0 
  High 
  250 gp 
   
  +1 
  
   
  Winter Wonderland 
   
  Page 3 
  Luxury 
  500 gp 
   
  +2 
   
   
  Adventure Summary and 
  Adventure Summary and 
  Adventure Summary and 
  Adventure Summary and 
  Background
  Background
  Background
  Background    
  The PCs have been contracted to deliver some special 
  papers from one wizard to another. They are traveling 
  from the capital of Pellak to the town of Falsford, which 
  lies along the Fals River and the Fals Road, near the 
  Veluna border, to deliver the package. This would 
  ordinarily be a simple mission, but with winter quickly 
  approaching, they will want to speed up their travel. The 
  first leg of their journey was from Pellak to the town of 
  Sareden (cross-country). The second leg of their journey 
  led them along the Low Ridge Path through a portion of 
  the Lorridges—northwest towards the town of Wrekin. 
  At the start of this adventure they are traveling the last 
  length of the journey, northeast along the Low Ridge 
  Path and through more of the Lorridges, toward their 
  destination, Falsford. It is in the recently established 
  walled community of Guttenford, halfway between 
  Wrekin and Falsford, on the very edge of the Lorridges. 
  All the land between Wrekin and Falsford is part of the 
  Barony of Helbek, ruled by Baron Alron Helbek. The 
  walled community is a small rest stop on the road 
  between the two towns as well as a starting point for 
  those heading into the Lorridges to mine hunt, or 
  adventure. As well, reinforcements for Bissal travel that 
  path to re-supply fortifications along the border with 
  Veluna. 
   
  Adventure Syno
  Adventure Syno
  Adventure Syno
  Adventure Synopsis 
  psis 
  psis 
  psis     
  While on their way to drop off some papers from one 
  mage to another, a massive, sudden, and quite brutal 
  snowstorm forces the PCs to detour to the recently 
  established walled community of Guttenford. The storm 
  normally would have been nothing more than a minor 
  delay, stopping the PCs for the 3 days of it’s duration, but 
  amongst the others that sought the shelter of a warm fire 
  in Guttenford is a psychotic killer named Nyrman Setab. 
  Nyrman obtained the unique power to alter his form (like 
  a limited form of the alter self spell) and a violent, 
  murderous drive from a botched potion. Nyrman firmly 
  (but incorrectly) believes he must kill people and then 
  drink their blood to keep this power. However he is smart 
  enough to do it in a way that never implicates him as the 
  killer. Thus when he kills his victims in Guttenford, he 
  will go to great lengths to keep himself in the clear. 
  Unfortunately for one of the PCs, Nyrman will leave 
  clues that will implicate that PC in a murder. The PCs will 
  have to convince the locals that they are not responsible 
  and figure out who’s behind the murders, or risk 
  punishment. 
   
   
  Player Introduction
  Player Introduction
  Player Introduction
  Player Introduction    
  You have been hired by the wizard Gonedall the Incredible of 
  You have been hired by the wizard Gonedall the Incredible of 
  You have been hired by the wizard Gonedall the Incredible of 
  You have been hired by the wizard Gonedall the Incredible of 
  Pellak, the capital of Bissel, to deliver some special papers to his 
  Pellak, the capital of Bissel, to deliver some special papers to his 
  Pellak, the capital of Bissel, to deliver some special papers to his 
  Pellak, the capital of Bissel, to deliver some special papers to his 
  colleague Ar
  colleague Ar
  colleague Ar
  colleague Archibald the Bold in Falsford, a town near the 
  chibald the Bold in Falsford, a town near the 
  chibald the Bold in Falsford, a town near the 
  chibald the Bold in Falsford, a town near the 
  border with Veluna. You have been traveling with all haste to 
  border with Veluna. You have been traveling with all haste to 
  border with Veluna. You have been traveling with all haste to 
  border with Veluna. You have been traveling with all haste to 
  make it there before winter’s first storm. The journey from 
  make it there before winter’s first storm. The journey from 
  make it there before winter’s first storm. The journey from 
  make it there before winter’s first storm. The journey from 
  Pellak to the town of Sareden, mostly cross country, and then 
  Pellak to the town of Sareden, mostly cross country, and then 
  Pellak to the town of Sareden, mostly cross country, and then 
  Pellak to the town of Sareden, mostly cross country, and then 
  along the Low Ridge Path t
  along the Low Ridge Path t
  along the Low Ridge Path t
  along the Low Ridge Path to the town of Wrekin went much 
  o the town of Wrekin went much 
  o the town of Wrekin went much 
  o the town of Wrekin went much 
  faster with the mule the wizard provided you to carry your 
  faster with the mule the wizard provided you to carry your 
  faster with the mule the wizard provided you to carry your 
  faster with the mule the wizard provided you to carry your 
  equipment. But just when you thought you would make 
  equipment. But just when you thought you would make 
  equipment. But just when you thought you would make 
  equipment. But just when you thought you would make 
  Falsford without any problems, your luck turned sour. This 
  Falsford without any problems, your luck turned sour. This 
  Falsford without any problems, your luck turned sour. This 
  Falsford without any problems, your luck turned sour. This 
  morning it began to snow. What began as a flurry turned
  morning it began to snow. What began as a flurry turned
  morning it began to snow. What began as a flurry turned
  morning it began to snow. What began as a flurry turned into 
   into 
   into 
   into 
  a full
  a full
  a full
  a full----blown storm. Your only hope is to reach the walled town 
  blown storm. Your only hope is to reach the walled town 
  blown storm. Your only hope is to reach the walled town 
  blown storm. Your only hope is to reach the walled town 
  of Guttenford. You have corrected your course and increased 
  of Guttenford. You have corrected your course and increased 
  of Guttenford. You have corrected your course and increased 
  of Guttenford. You have corrected your course and increased 
  your tempo in the hopes of gaining shelter from the snow. You 
  your tempo in the hopes of gaining shelter from the snow. You 
  your tempo in the hopes of gaining shelter from the snow. You 
  your tempo in the hopes of gaining shelter from the snow. You 
  know you are close to your destination, but the storm has 
  know you are close to your destination, but the storm has 
  know you are close to your destination, but the storm has 
  know you are close to your destination, but the storm has 
  continu
  continu
  continu
  continued to increase in intensity, and it is hard enough to see 
  ed to increase in intensity, and it is hard enough to see 
  ed to increase in intensity, and it is hard enough to see 
  ed to increase in intensity, and it is hard enough to see 
  the road ahead, not to mention what is farther ahead. Things 
  the road ahead, not to mention what is farther ahead. Things 
  the road ahead, not to mention what is farther ahead. Things 
  the road ahead, not to mention what is farther ahead. Things 
  are not looking well for your group. Then, when you hear the 
  are not looking well for your group. Then, when you hear the 
  are not looking well for your group. Then, when you hear the 
  are not looking well for your group. Then, when you hear the 
  wolf howls, you realize things could get worse…
  wolf howls, you realize things could get worse…
  wolf howls, you realize things could get worse…
  wolf howls, you realize things could get worse…    
   
   
  Encounter 1
  Encounter 1
  Encounter 1
  Encounter 1    
  Here come the 
  Here come the 
  Here come the 
  Here come the wolves!
  wolves!
  wolves!
  wolves!    
  Hungry wolves have decided to make a meal out of the 
  PC’s mule. Unknown to the PCs, they are but a few 
  hundred yards from the safety of Guttenford, but they 
  must fight off these hungry predators in order to get to 
  safety. Because of the snow, everyone’s Speed suffers a – 
  10-ft. penalty.  
      
  Tier One: (EL 3)
  Tier One: (EL 3)
  Tier One: (EL 3)
  Tier One: (EL 3)    
  Wolves
  Wolves
  Wolves
  Wolves (4): CR1; Medium Animal; HD 2d8+4; hp 13 
  (each); Init +2 (Dex); Spd 40 ft. (-10 ft. due to snow); AC 
  14 (+2 Dex, +2 natural); Atks +3 melee (1d6+1, bite); SA 
  trip; SQ scent; AL N; SV Fort +5. Ref +5, Will +1. 
   
  Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 10 
   
  Skills: Hide +7 (+4 due to snow), Listen +6, Move 
  Silently +8 (+4 due to snow), Spot +4; Feats: Weapon 
  Finesse (bite) 
   
  SA: Trip (Ex)—On a hit with bite attack, wolf can 
  attempt to trip the opponent as a free action w/o making a 
  touch attack or provoking an attack of opportunity. If the 
  attempt fails, the opponent cannot react to trip the wolf. 
   
  SQ: Scent (Ex)—Wolves receive a +4 bonus to 
  Wilderness Lore checks when tracking by scent. 
   
  Tier T
  Tier T
  Tier T
  Tier Two: (EL 4)
  wo: (EL 4)
  wo: (EL 4)
  wo: (EL 4)    
  Wolves
  Wolves
  Wolves
  Wolves (7): hp 13 (each); as above 
   
  Tier Three: (EL 5)
  Tier Three: (EL 5)
  Tier Three: (EL 5)
  Tier Three: (EL 5)    
  Wolves
  Wolves
  Wolves
  Wolves (10): hp 13 (each); as above 
      
  The hungry wolves hope their attack will bring down the 
  mule or, if necessary, one of the PCs, and scare the others 
  off. Their hunger is driving them to recklessness, but 
  
   
  Winter Wonderland 
   
  Page 4 
  while starved enough to attack humans so close to a 
  settlement, their instinct for survival will force them to 
  flee if the PCs kill more than half of their numbers or 
  wound all of them. The wolves know they will not survive 
  the winter if they are all seriously wounded and incapable 
  of hunting.  
   
   
  Encounter 2
  Encounter 2
  Encounter 2
  Encounter 2    
  Who goes there?
  Who goes there?
  Who goes there?
  Who goes there? 
  Just after you have taken care of the wolf threat you notice 
  Just after you have taken care of the wolf threat you notice 
  Just after you have taken care of the wolf threat you notice 
  Just after you have taken care of the wolf threat you notice 
  movement up a ahead. Shapes become visible and eventually 
  movement up a ahead. Shapes become visible and eventually 
  movement up a ahead. Shapes become visible and eventually 
  movement up a ahead. Shapes become visible and eventually 
  distinguishable as they approach your position. S
  distinguishable as they approach your position. S
  distinguishable as they approach your position. S
  distinguishable as they approach your position. Soon you can 
  oon you can 
  oon you can 
  oon you can 
  tell the shapes are four other travelers also seeking shelter from 
  tell the shapes are four other travelers also seeking shelter from 
  tell the shapes are four other travelers also seeking shelter from 
  tell the shapes are four other travelers also seeking shelter from 
  the storm. They approach you with hands raised and empty
  the storm. They approach you with hands raised and empty
  the storm. They approach you with hands raised and empty
  the storm. They approach you with hands raised and empty—
  —
  —
  —
  signaling they have no ill intentions. When they are in 
  signaling they have no ill intentions. When they are in 
  signaling they have no ill intentions. When they are in 
  signaling they have no ill intentions. When they are in 
  earshot, their leader yells over the blowing wind, “Greetings 
  earshot, their leader yells over the blowing wind, “Greetings 
  earshot, their leader yells over the blowing wind, “Greetings 
  earshot, their leader yells over the blowing wind, “Greetings 
  alalalall! I am Kodiar, and we are travelling to Guttenford. Do you 
  l! I am Kodiar, and we are travelling to Guttenford. Do you 
  l! I am Kodiar, and we are travelling to Guttenford. Do you 
  l! I am Kodiar, and we are travelling to Guttenford. Do you 
  need help?”
  need help?”
  need help?”
  need help?”    
      
  Once the PCs have dealt with the wolves, they must find 
  the walled town. They get lucky when another group 
  seeking the same destination is spotted. The PCs should 
  have no problems following these guys to the walled 
  complex. Details for the NPCs can be found in the 
  appendix.  
   
  Kodiar (leader): 
  Kodiar (leader): 
  Kodiar (leader): 
  Kodiar (leader): Kodiar has been traveling these roads 
  since he was a young man. He knows the area like the 
  back of his hand. He also knows that any customers he 
  brings to the inn will result in a free drink for him so he’s 
  more than willing to help the PCs and these other folks 
  find their way to Guttenford. 
      
  Rolf of the Wild: 
  Rolf of the Wild: 
  Rolf of the Wild: 
  Rolf of the Wild: Rolf, new to these lands, was traveling 
  with Festus on his way to Falsford and was lucky enough 
  to run into Kodiar and Nyrman. They offered directions 
  to refuge in Guttenford, and he and Festus accepted. 
      
  Festus: 
  Festus: 
  Festus: 
  Festus: Festus is Rolf’s traveling companion. They are on 
  their way to Falsford to seek employment and were lucky 
  enough to run into Kodiar and Nyrman when the storms 
  started.     
      
  Alistar (a.k.a. Nyrman Setab): 
  Alistar (a.k.a. Nyrman Setab): 
  Alistar (a.k.a. Nyrman Setab): 
  Alistar (a.k.a. Nyrman Setab): Alistar, a.k.a. Nyrman, is 
  the main villain for this scenario. About a year ago he 
  drank a cursed potion of alter self. The potion left Nyrman 
  with a permanent but limited form of shape changing 
  ability. Nyrman can change his shape as per the alter self 
  spell (as a 12th level sorcerer), up to 3 times a day—the 
  only difference is that he is able to his own form at any 
  time, rather than waiting for the end of the spell duration. 
  The potion had the unfortunate side effect of ripping 
  away some of Nyrman’s sanity. He believes he must kill 
  and drink his victim’s blood to keep this power, this is a 
  delusional requirement of his power. He has been 
  incredibly cunning to this point and goes to great lengths 
  framing others for his crimes. 
   
  Alistar (Nyrman) had just met up with Kodiar, who 
  he was planning to kill, when the storm started. Figuring 
  he would just kill him once they were closer to shelter, he 
  postponed his plans. Things got complicated when others 
  joined him and Kodiar. Now Nyrman is resigned to wait 
  until he’s inside the walled town to do his deed. 
      
  Under no circumstances should the DM give the 
  PCs any inkling that Alistar (Nyrman) is trouble. He 
  suffers from a split personality where his normal persona 
  – Alistar—reacts in a friendly manner, is helpful and in 
  general follow the rules of law, even though he is a rogue. 
  Attempts by a paladin to detect evil on him will result in a 
  negative result unless done while his Nyrman personality 
  is in charge. Nyrman only surfaces when the time to kill 
  is at hand.  
   
  Only the densest of PCs will decline this offer to help 
  them find shelter. Any wilderness-based PC (Barbarian, 
  Ranger, or Druid) will know that staying out in this storm 
  is suicide. Should the PCs figure to go it alone, they can 
  follow the tracks left by these NPCs as long as they decide 
  to follow within 30 minutes (DC 10). After 30 minutes, 
  the DC of the Track check increases by +10 for every 30 
  minutes that passes (rounded up). 
   
  Should the PCs just opt to continue on the voyage, or 
  decide not to go to the village, they will end up lost and 
  eventually dead. Life is brutal, and nature is quick to 
  dispose of the dumb and the weak. 
   
   
  Encounter 3
  Encounter 3
  Encounter 3
  Encounter 3    
  Where is this place?
  Where is this place?
  Where is this place?
  Where is this place?    
  There are two possibilities of how the PCs get here. The 
  first assumes they came with the NPCs from encounter 2. 
  The second assumes they decided to do it alone. 
      
  Use the following text if the PCs came with the 
  NPCs from encounter 2: 
      
  Kodiar stays true to his words and within minutes you
  Kodiar stays true to his words and within minutes you
  Kodiar stays true to his words and within minutes you
  Kodiar stays true to his words and within minutes you spot 
   spot 
   spot 
   spot 
  the walls of Guttenford. Through the howling wind and your 
  the walls of Guttenford. Through the howling wind and your 
  the walls of Guttenford. Through the howling wind and your 
  the walls of Guttenford. Through the howling wind and your 
  hard breathing, you hear a challenge from the town’s walls, to 
  hard breathing, you hear a challenge from the town’s walls, to 
  hard breathing, you hear a challenge from the town’s walls, to 
  hard breathing, you hear a challenge from the town’s walls, to 
  which Kodiar quickly responds. He then turns to you and asks 
  which Kodiar quickly responds. He then turns to you and asks 
  which Kodiar quickly responds. He then turns to you and asks 
  which Kodiar quickly responds. He then turns to you and asks 
  you to identify yourselves to the gate guards.
  you to identify yourselves to the gate guards.
  you to identify yourselves to the gate guards.
  you to identify yourselves to the gate guards.  
      
  Use this text if the PCs made it by themselves. Paraphrase 
  as necessary: 
      
  The gods must favor you because they have delivered you to the 
  The gods must favor you because they have delivered you to the 
  The gods must favor you because they have delivered you to the 
  The gods must favor you because they have delivered you to the 
  gates of Guttenford despite all odds. Through the howling of 
  gates of Guttenford despite all odds. Through the howling of 
  gates of Guttenford despite all odds. Through the howling of 
  gates of Guttenford despite all odds. Through the howling of 
  the wind and your hard breathing, you hear a challenge 
  the wind and your hard breathing, you hear a challenge 
  the wind and your hard breathing, you hear a challenge 
  the wind and your hard breathing, you hear a challenge 
  asking you to identif
  asking you to identif
  asking you to identif
  asking you to identify yourselves to the gate guards.
  y yourselves to the gate guards.
  y yourselves to the gate guards.
  y yourselves to the gate guards.    
      
  Upon arriving at the fortress, the PCs will have to 
  announce themselves to gain passage. They will be 
  allowed inside the town once they have been questioned 
  and will then be told to head for the nearest building, the 
  town’s inn. 
   
  The gate guards are:    
  
   
  Winter Wonderland 
   
  Page 5 
  Alferic & Baranc, male humans
  Alferic & Baranc, male humans
  Alferic & Baranc, male humans
  Alferic & Baranc, male humans    ((((O) War1:
  O) War1:
  O) War1:
  O) War1: Medium 
  Humanoids (5 ft. 8 in. & 5 ft. 7 in.); HD 1d8+1; hp 9 each; 
  Init +1 (Dex); Spd 30 ft.; AC 17 (+6 armor, +1 Dex); Atks 
  +2 melee (1d8+1 [crit 19-20], longsword) or +2 melee 
  (1d4+1 [crit 19-20], dagger) or +2 ranged (1d6+1, javelin); 
  AL LN; SV Fort +3, Ref +1, Will +0. 
    
  Str 12, Con 12, Dex 12, Int 10, Wis 10, Cha 10.  
    
  Skills: Climb +2, Listen +2, Search +2, Spot +2; Feats: 
  Combat Reflexes. 
   Possessions: dagger, longsword, 3 javelins each; 2 and 5 gp. 
   
  Alferic and Baranc are angry that they have to be out at 
  the gates during this weather. If the PCs are with Kodiar 
  they will be allowed in with some minor questions (who 
  are you? what are you doing out here? do you have money 
  to pay for your stay?). If they are not, the duo will grill the 
  PCs to make sure they are not troublemakers before they 
  are let in. 
   
  Once in the PCs will be directed both by the guards 
  and by Kodiar (if present) to “Coin of the Realm” the local 
  inn and tavern. 
      
  The ultimate goal of the PCs should be to convince 
  the guards to let them in, but things can go wrong. If the 
  PCs don’t cooperate with the guards on the wall of the 
  village, they might also find themselves out in the cold. 
  Should the PCs mess up, they will have to resort to paying 
  a bribe (5 gp per the combined character levels of the 
  party) or by making some seriously sincere apologies to 
  get in. Jumping the wall from some hidden point works 
  too, but this will result in more difficulties for the PCs 
  later on. 
   
   
  Encounter 4
  Encounter 4
  Encounter 4
  Encounter 4    
  The Coin of the Realm
  The Coin of the Realm
  The Coin of the Realm
  The Coin of the Realm    
  Following the directions the guards gave, you wind your way 
  Following the directions the guards gave, you wind your way 
  Following the directions the guards gave, you wind your way 
  Following the directions the guards gave, you wind your way 
  through the snow
  through the snow
  through the snow
  through the snow----filled streets to the inn. It is a grand 
  filled streets to the inn. It is a grand 
  filled streets to the inn. It is a grand 
  filled streets to the inn. It is a grand 
  building constructed of stone and wood. It stands three stories 
  building constructed of stone and wood. It stands three stories 
  building constructed of stone and wood. It stands three stories 
  building constructed of stone and wood. It stands three stories 
  tall. 
  tall. 
  tall. 
  tall.  
      
  General Description
  General Description
  General Description
  General Description: The inn, it’s inhabitants, the guests, 
  and the locals are all detailed in the appendix at the end of 
  this scenario. Describe the areas the PCs visit but only 
  give details if they ask. The idea is to let them feel they 
  have reached a safe place. 
   
  When the PCs enter, either accompanied by the 
  NPCs they met in Encounter 2, or alone, all activity in the 
  room will cease. All attention will be on them. They will 
  have to arrange for food and lodging (remind them they 
  are hungry, wet, cold, and a bit tired) with the innkeeper 
  (see Appendix for costs). They will then most likely put 
  away their belongings and seek to mingle with the locals. 
   
  Let them role-play and meet people. They should be 
  able to play darts or cards with the locals if that’s what 
  they wish. They can also small talk with the various 
  people in the common room. After about 30 minutes real 
  time or when the PC Alistar has chosen who to frame for 
  his next murder (see below) goes to bed, move to the next 
  encounter and have them find out how bad things can 
  get. Read encounter 6 for the list of people that should 
  have gone to bed before the PCs. 
   
  Nyrman’s poor choice: 
  Nyrman’s poor choice: 
  Nyrman’s poor choice: 
  Nyrman’s poor choice: Nyrman is usually increadbly 
  careful about whom he selects as his patsy. But, because 
  he feels he needs to kill and fast to retain his powers, he 
  will make a fatal error—he picks a PC that does not carry 
  a dagger, his weapon of choice.  
      
  Tactics
  Tactics
  Tactics
  Tactics: Alistar a.k.a. Nyrman will also be in the common 
  room getting food and drink. Sometime during his stay, 
  the Nyrman personality will surface, and, after some 
  careful observation of the locals, select the sneakiest-
  looking PC in the party as the one that will be blamed for 
  his crime. Nyrman will pick the first appropriate male PC 
  (preferably a rogue, if there is one who does not carry a 
  dagger) that goes to bed to place the blame on. He will 
  not pick a known paladin, knowing how hard it would be 
  to frame a holy warrior, and not wishing to risk a magical 
  investigation. Once he has picked his victim and the PCs 
  have had their opportunity to role-play and meet people, 
  have Festus go to bed followed by Nyrman. None of the 
  PCs should follow them, or Nyrman will switch victims 
  to Rolf. He then changes into the form of the chosen PC 
  and kills his victim. 
      
  The PCs need to make friends. Without friends, the 
  investigation will not go their way, and the accused PC 
  might be up the proverbial creek without a paddle. 
  Should the chosen PC be a rogue, and said PC has stolen 
  from the clients at the inn, then his or her situation will 
  be twice as hard for the PCs. In this case, the PC in 
  question will be facing a double count of charges, and 
  even if the PC is proved innocent of the murder, he might 
  be serving time for robbery or worse (see below). 
   
   
  Encounter 5
  Encounter 5
  Encounter 5
  Encounter 5    
  Murder Most Foul!
  Murder Most Foul!
  Murder Most Foul!
  Murder Most Foul!    
  Suddenly a piercing scream is heard coming from the stairs. 
  Suddenly a piercing scream is heard coming from the stairs. 
  Suddenly a piercing scream is heard coming from the stairs. 
  Suddenly a piercing scream is heard coming from the stairs. A 
  A A 
  A 
  general commotion ensues, as people move to find out what 
  general commotion ensues, as people move to find out what 
  general commotion ensues, as people move to find out what 
  general commotion ensues, as people move to find out what 
  has happened. On the stairs you see young and terrified Kyran 
  has happened. On the stairs you see young and terrified Kyran 
  has happened. On the stairs you see young and terrified Kyran 
  has happened. On the stairs you see young and terrified Kyran 
  Factis standing over a bleeding body.
  Factis standing over a bleeding body.
  Factis standing over a bleeding body.
  Factis standing over a bleeding body.    
      
  General Description
  General Description
  General Description
  General Description: Kyran was going up the stairs to 
  take some supplies to one of the guests when she saw 
  Nyrman, who had shifted into the form of his chosen PC, 
  kill the victim (either Rolf or Festus). Nyrman then ran in 
  the direction of the PC’s room. Kyran believes she saw 
  that PC and will tell this to the crowd. The constable will 
  immediately order any PCs present to be put under guard 
  and call for his assistants. He then will go up to find the 
  accused PC. What is worse is that Nyrman has rubbed his 
  bloody hand on the door of the room of the PC to leave 
  more incriminating evidence. 
   
  Hopefully the PCs will be as confused as the other 
  people in the inn. They might not like the situation they 
  are in, but this is a situation they cannot fight their way 
  out of. None of their initial attempts to convince people 
  of their innocence will work. Most people in the inn will 
  
   
  Winter Wonderland 
   
  Page 6 
  believe the other PCs are guilty by association. Nyrman 
  will keep quiet and out of the way. Eventually, however, 
  the constable will agree to conduct an investigation to 
  determine whether or not the PCs’ companion is guilty of 
  the murder. 
   
  Once his assistant arrives, the constable will convene 
  an inquiry in the common room with all the guests, 
  locals, PCs, and others present. Because the storm is so 
  brutal traveling, even within the town, is a dangerous 
  task.  
   
  The main sticking point is that no dagger was found 
  on the guilty PC (the PC might bring this up or the 
  constable will look for it). All the PCs will be searched but 
  the weapon will obviously not be found. Still, if a PC stole 
  from the people in the inn, and his or her theft was 
  discovered in the investigation, he or she is in a different 
  kind of trouble (see below). 
   
  After the search, all but the PCs accused of crimes are 
  released and told they are not to leave the town. People 
  will then head for their rooms if they have them. 
   
  PC who is accused of the murder will be locked in a 
  room with barred windows. Tobias, one of the constable’s 
  assistants will guard the PC. The constable will then 
  initiate a search for the weapon. The other PCs are free to 
  roam the inn, and conduct and investigation of their own.  
      
  If the PCs choose to fight, they will lose the fight and 
  most likely end up in jail as accessories to the murder. 
  The PC accused of the murder will be hanged if he 
  survives the fight. Should they choose to flee, the storm 
  will surely kill them unless they break into one of the 
  adjacent buildings (warehouse or merchant business) in 
  which case they will be caught before the storm ends. 
  Escape is not an option. If a PC is caught with stolen 
  items that PC is also locked up. Unlike the PC framed for 
  the murder, this PC is guilty and will face the 
  consequences. In this rural town, the punishment is the 
  loss of the primary hand. The PC can bribe the judge (100 
  gp) and will be sent to the mines for a year (character is 
  out of play for one year, mark log sheet and time units). 
   
   
  Encounter 6
  Encounter 6
  Encounter 6
  Encounter 6    
  Who Done It?
  Who Done It?
  Who Done It?
  Who Done It? 
  The constable will begin his own investigation. 
  Unfortunately he believes he has an eyewitness, and the 
  case is closed, so he will not investigate as well as the PC 
  will. The PCs should realize this immediately from his 
  attitude.  
   
  The PCs will have several suspects to chose from—
  all the people that left the common room before the 
  murder or who were not there to begin with. Nyrman 
  will avoid the PCs, but he will watch them to make sure 
  they don’t realize that he is the murderer. They should 
  eventually be able to eliminate everyone but Nyrman 
  from being a suspect. 
   
  The possible suspects are: 
   
  Jimmy the Prospector:
  Jimmy the Prospector:
  Jimmy the Prospector:
  Jimmy the Prospector: He will be found passed out in his 
  room. Unless a neutralize poison spell is used, he will be 
  so inebriated that nothing will bring him around for more 
  than a few minutes at a time (during which time he will 
  most likely throw up on the PCs). It is clear by the state of 
  his room and of his person he has not left his room in the 
  last day. 
   
  Claart
  Claart
  Claart
  Claarteros & Demanka:
  eros & Demanka:
  eros & Demanka:
  eros & Demanka: Both will be able to provide alibis 
  for each other (he was next to me) and, in addition, the 
  stable boy will vouch for them. 
   
  Shaera Factis: 
  Shaera Factis: 
  Shaera Factis: 
  Shaera Factis: The innkeeper never lost sight of her. In 
  addition, there was no means for her to get to the murder 
  victim and back to the kitchen in time unless she used 
  magic, and she is no mage. 
   
  Caibra & Terjon: 
  Caibra & Terjon: 
  Caibra & Terjon: 
  Caibra & Terjon: These two will vouch for each other 
  once they realize they might become suspects of a 
  murder. They will fake having some kind of romantic 
  interest in each other, but any observant and well-traveled 
  PC will figure Caibra out for what she really is. If 
  confronted she will tell the truth and ask the PCs to keep 
  her secret. She will offer them one of her perfume bottles 
  worth 50 gp! Similarly Terjon will attempt to bribe the 
  PCs with a pair of usable silver daggers to keep the 
  information from coming out and complicating his family 
  life. 
   
  Kastic Bessard & his guards (Pinnot & Dathal): 
  Kastic Bessard & his guards (Pinnot & Dathal): 
  Kastic Bessard & his guards (Pinnot & Dathal): 
  Kastic Bessard & his guards (Pinnot & Dathal): These 
  three were in the room and will vouch for each other. 
  While obnoxious and a pain to deal with, they have an 
  iron clad alibi and are not involved. The guards 
  corroborate his story. The noble-wannabe, if impressed, 
  might offer any of the PCs employment—especially to 
  any attractive females. Of course, any adventurer in their 
  right mind will prefer to fight a dragon than work for this 
  obnoxious man. 
      
  Festus:
  Festus:
  Festus:
  Festus: If the DM needed to use Rolf as the victim then 
  Festus might also appear as a suspect. The Barbarian 
  Kodiar will vouch that the Festus had plenty of better 
  opportunities to kill Rolf and never did. Festus will 
  subject himself to any magical means the PCs might have 
  of detecting if he’s lying. 
   
  Alistar (Nyrman):
  Alistar (Nyrman):
  Alistar (Nyrman):
  Alistar (Nyrman): Nyrman will not return to his room. 
  The PCs should get to Nyrman last, and they will find 
  him watching Skrengion very closely. He will tell the PCs 
  he was sleeping in his room. He will have no alibi 
  however, and he will seem irritated and in a hurry. 
  Should a paladin detect evil on him at this time he will 
  definitely radiate it. 
      
  If PCs talked to Alistar/Nyrman and decided to 
  verify his story by going to his room, or they have 
  checked his room because he was not there (the door will 
  be open), they will discover his bed is still made and his 
  gear unpacked. This is a direct contradiction to what 
  Alistar/Nyrman told them and should get them thinking. 
  If the PCs don’t investigate the room immediately after 
  talking to Alistar/Nyrman, or they don’t make the 
  
   
  Winter Wonderland 
   
  Page 7 
  connection themselves, have them run into the constable, 
  who just came from Alistar/Nyrman’s room and found 
  the room unused. This should make the PCs want to talk 
  to Nyrman again. 
   
  Treasure:
  Treasure:
  Treasure:
  Treasure: If the PCs figured out what Caibra was and 
  confronted her & Terjon, he will then attempt to bribe 
  the PCs to keep silent with a pair of usable silver daggers. 
   
   
  Encounter 7
  Encounter 7
  Encounter 7
  Encounter 7    
  Alistar Did It!
  Alistar Did It!
  Alistar Did It!
  Alistar Did It! 
  While the PCs are working to clear their friend, Nyrman 
  has been working to make sure the accused PC is found 
  guilty. As soon as the PCs get wise to him (unless one of 
  the PCs stays with Tobias), Nyrman will assume the shape 
  of Skrengion, approach Tobias, and then attempt to kill 
  him. He will drag the body down the hall and then 
  change into Tobias and go speak to the accused PC 
  (unlocking the confined PC’s door), under the pretense of 
  asking the PCs more questions about the murder. While 
  in the PC’s room, he will try to secretly plant the murder 
  weapon. The accused PC gets to make a Spot check (DC 
  15) to notice this. While Tobias/Nyrman is planting the 
  murder weapon, the rest of the PCs should discover the 
  body of the real Tobias (who is still barely alive and can be 
  saved). The DM will need to adjust how long Alistar 
  The DM will need to adjust how long Alistar 
  The DM will need to adjust how long Alistar 
  The DM will need to adjust how long Alistar 
  waits to plant the weapon so that the accused PC can 
  waits to plant the weapon so that the accused PC can 
  waits to plant the weapon so that the accused PC can 
  waits to plant the weapon so that the accused PC can 
  discover the plot at the same time that the other PCs 
  discover the plot at the same time that the other PCs 
  discover the plot at the same time that the other PCs 
  discover the plot at the same time that the other PCs 
  find the body
  find the body
  find the body
  find the body. If the PCs react quickly, they can save their 
  companion and the day. 
   
  Tier
  Tier
  Tier
  Tier One (EL 5)
   One (EL 5)
   One (EL 5)
   One (EL 5)    
  The PCs must fight Alistar/Nyrman (still disguised as 
  Tobias). After one round, Rolf (or Festus, if Rolf was 
  murdered) will appear and come to the defense of 
  Alistar/Nyrman, who he thinks is Tobias, the guard. If the 
  PCs manage to prove that Alistar is not Tobias, Rolf will 
  join their side instead. 
   
  Tier Two (EL 6)
  Tier Two (EL 6)
  Tier Two (EL 6)
  Tier Two (EL 6)    
  The PCs must fight Alistar/Nyrman (still disguised as 
  Tobias). After one round, Kodiar will appear and come to 
  the defense of Alistar/Nyrman, who he thinks is Tobias, 
  the guard. If the PCs manage to prove that 
  Alistar/Nyrman is not Tobias, Kodiar will join their side 
  instead. 
   
  Tier Three (EL 7)
  Tier Three (EL 7)
  Tier Three (EL 7)
  Tier Three (EL 7)    
  The PCs must fight Alistar/Nyrman (still disguised as 
  Tobias). After one round, Rolf (or Festus, if Rolf was 
  murdered) and Kodiar will appear and come to the 
  defense of Alistar/Nyrman, who they think is Tobias, the 
  guard. If the PCs manage to prove that Alistar/Nyrman is 
  not Tobias, Rolf and Kodiar will join their side instead. 
   
  Treasure
  Treasure
  Treasure
  Treasure: The constable will allow them to keep all of 
  Alistar’s possessions (including the gold). In addition, if 
  they saved the real Tobias, the constable will give them 12 
  bolts +1 for their effort. 
   
   
  Conclusion
  Conclusion
  Conclusion
  Conclusion    
  One of two things happens. The PCs figure out who’s 
  behind the murder(s) and save their companion, or they 
  fail. 
   
  If they are successful, the constable arrives shortly after 
  the PCs have slain or disabled Nyrman. He has just found 
  Tobias’s body in the hallway. He, and anyone else present, 
  witnesses Nyrman’s transformation back from the form 
  of Tobias. This is sufficient proof for the constable to 
  declare the PCs innocent of the murder. If the PCs also 
  saved the real Tobias, they will be in the constable’s favor 
  and gain a reward (the 12 keen bolts) from him. They can 
  then wait the storm out and leave as heroes. 
   
  If they fail, the accused PC will be sent to the mines to do 
  slave labor. Some time later, Nyrman gets caught, and, 
  following his trial, all the surviving innocents that were 
  imprisoned for his crimes are freed. The falsely 
  imprisoned PC will be out of game for a year of real time. 
   
  The End
  The End
  The End
  The End    
   
   
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary    
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  discretionary 
  roleplaying 
  experience 
  award. 
  The 
  roleplaying award should be given for consistent 
  character portrayal and contribution to the fun of the 
  game. You can award different roleplaying amounts to 
  different characters. 
   
  Award the total value (objectives plus roleplaying) to 
  each character. 
   
  Encounter 1 
  Encounter 1 
  Encounter 1 
  Encounter 1     
  Defeating/driving away the wolves 
  100 XP 
   
  Encounter 6
  Encounter 6
  Encounter 6
  Encounter 6    
  Concluding that Nyrman is the murderer  
  50 XP 
   
  Encounter 7
  Encounter 7
  Encounter 7
  Encounter 7    
  Defeating Nyrman 
  150 XP 
   
  Total experience for objectives 
  300 XP 
  Discretionary roleplaying experience 
   0-50 XP 
   
  Total possible experience:
  Total possible experience:
  Total possible experience:
  Total possible experience:    
  35
  35
  35
  350 XP
  0 XP
  0 XP
  0 XP    
   
   
  
   
  Winter Wonderland 
   
  Page 8 
  Treasure Summary
  Treasure Summary
  Treasure Summary
  Treasure Summary    
  Player characters may keep items from the scenario that 
  are listed on the treasure list below or which meet the 
  following conditions:  
   
  1. 
  The item must be non-magical and specifically listed 
  in the text of the adventure (e.g armor on foes). If it 
  is not listed in the text, the characters cannot keep it. 
  Items of this nature can be sold for 50% of book 
  value, or recorded on a log sheet.  
  2. 
  Animals, followers, monsters, henchmen, and so 
  forth (any living being, basically) may not be kept 
  from a scenario for any reason unless the treasure 
  summary lists the being specifically. It is okay for the 
  player characters to form relationships with NPCs, 
  but these will not be certed and cannot bring 
  material benefit to the character. Contacts (sources of 
  extra information) must be specifically certed. 
  3. 
  Theft is against the law, but may be practiced by 
  some player characters. Items worth more than 400 
  gp that are of personal significance to the owner 
  (including family heirlooms), and all magical items, 
  will be discovered in the possession of the character 
  by one means or another. The character must return 
  the item and pay a fine equal to three times the value 
  of the item stolen. In addition, the PC caught 
  receives campaign-decided penalties for being 
  known as a thief, such as Infamy. For other stolen 
  items which meet the criteria in #1 above, use your 
  judgment and the circumstances within the game to 
  determine whether a PC thief gets away with the 
  theft or not.  
   
  Any item retained according to these rules, which does 
  not have a certificate will not ever have a certificate issued 
  for it.  
   
  The campaign staff reserves the right to take away 
  any item or gold acquired for things it later finds 
  unreasonable but which were allowed at the time. 
   
  Encounter 1
  Encounter 1
  Encounter 1
  Encounter 1    
  • 
  Wolf pelts (10 gp each) which can be sold to any of 
  the local merchants.  
   
  Enc
  Enc
  Enc
  Encounter 5
  ounter 5
  ounter 5
  ounter 5    
  • 
  A bottle of perfume worth 50 gp from Caibra for 
  agreeing to not divulge her profession. 
  • 
  Two silver daggers (Value 10 gp each, 1 lb.) from 
  Terjon the blacksmith for keeping secret his 
  dalliance with Caibra. 
   
  Encounter 7
  Encounter 7
  Encounter 7
  Encounter 7    
  • 
  Nyrman’s equipment (backpack, waterskin, bedroll, 
  flint & steel, winter clothing, superior thieves tools, 
  50 ft. rope, dagger x4, shortsword) OR a cash 
  equivalent of 100 gp from any local merchant for 
  items. 
  • 
  125 gp in coins from Nyrman’s pouch. 
   
  Conclusion
  Conclusion
  Conclusion
  Conclusion    
  • 
  12 bolts +1 (Value 47 gp each, 1/10 lb. each) from the 
  constable for saving Tobias’ life. 
   
  
   
  Winter Wonderland 
   
  Page 9 
  Appendix A: Partial Description of Guttenford
  Appendix A: Partial Description of Guttenford
  Appendix A: Partial Description of Guttenford
  Appendix A: Partial Description of Guttenford    
   
  This appendix contains a brief description of the walled 
  village of Guttenford and of the buildings and NPCs that 
  are needed to run the PCs through this module.  
   
  Village of Gutt
  Village of Gutt
  Village of Gutt
  Village of Guttenford:
  enford:
  enford:
  enford:    
  The village of Guttenford is a recently established small 
  walled community along the Low Ridge Path in the area 
  known as the Lorridges, halfway between the towns of 
  Wrekin and Falsford. All the land between Wrekin and 
  Falsford is part of the Barony of Helbek, ruled by Baron 
  Alron Helbek. The walled community is a small rest stop 
  on the road between the two towns and a starting point 
  for travelers heading into the Lorridges for mining, 
  hunting, adventuring, or reinforcement of fortifications 
  along the border with Veluna. Consequently, this has 
  become a major trading post even though the population 
  is less than two hundred people. Most of the adventure 
  will take place in Coin of the Realm, the village’s only inn. 
   
  Coin O’ The Realm (Inn)
  Coin O’ The Realm (Inn)
  Coin O’ The Realm (Inn)
  Coin O’ The Realm (Inn) 
  The Coin of the Realm is the only inn in for Guttenford. 
  This is where travelers and merchants stay when visiting 
  this small, walled community. It is the largest building in 
  the community because of its importance to the survival 
  of this community. The inn is a large 3-story building 
  made of wood and stone, with a spacious basement, a 
  large stable area, many rooms for rent, and a busy 
  common room. The inn’s various parts are detailed below 
  in the order the PCs will most likely visit them. 
   
  1. The Stable
  1. The Stable
  1. The Stable
  1. The Stable: The stable is an attached wooden structure 
  on the side of the inn. It has two stories; the bottom one 
  holds animals, and the top one is used to store feed, hay, 
  and other equipment as well as acting as the sleeping area 
  for the stable boy, bouncer, and the occasional traveler 
  who can’t afford to pay for a real room. 
   
  Upon entering the stable, one sees that the bottom 
  floor is sub-divided into 12 single horse stalls to the left of 
  the door you enter. Past those stalls lie two large common 
  stalls, each capable of holding a half dozen horses or pack 
  animals. On the right side of the entrance is a large 
  subdivided pen where live chickens, pigs, and lambs are 
  kept before moving to the inn’s larder. A set of stairs leads 
  to the second floor area where the stable boy and the 
  bouncer live and sleep. Their rooms are walled off and 
  have a doorway but no door. Adjacent to this area is a 
  large section of floor where hay is spread and less affluent 
  individuals can spend the night for a copper. Up to 20 
  people can cram in this space if necessary. 
   
  Both of the large common stalls are half full of pack 
  animals, and 8 of the single stalls have horses occupying 
  them as well. It costs a copper a day to keep and feed an 
  animal in the common pen, and a silver piece for a private 
  stall & better feed. All these animals belong to residents 
  of the inn. 
   
  The stables are barely illuminated by four lanterns 
  spaced evenly around the building’s first floor. Behind 
  one of the animal pens is a storage area; this area contains, 
  hidden by some carefully placed boxes, a concealed door 
  that allows access to the inn’s kitchen area. 
   
  If the PCs leave their mount here, they will meet 
  Korick the stable boy and have to arrange lodging for 
  their animals with him. 
   
  Korick, male human
  Korick, male human
  Korick, male human
  Korick, male human    ((((OOOO)))) Com1:
   Com1:
   Com1:
   Com1: Medium Humanoid (4 
  ft. 11 in.); HD 1d4; hp 4; Init +0 (none); Spd 30 ft.; AC 10 
  (none); Atks +0 melee (1d3, fist); AL NG; SV Fort +0, Ref 
  +0, Will -1. 
   
  Str 10, Con 10, Dex 10, Int 10, Wis 8, Cha 12. 
   
  Skills: Handle Animal +4, Profession (stablehand) +4, 
  Ride (horse) +4; Feats: Skill Focus (Handle Animal). 
   
  Possessions: bedroll, flint & steel, some clothing, 50 
  feet of rope, waterskin, small wooden statue of a horse, 4 
  cp. 
   
  Korick is a 12-year-old orphan whose parents were killed 
  by a marauding humanoid band. The innkeeper took him 
  in and gave him a job. He is loyal to his master and does a 
  good job. 
   
  Albert, the bouncer, is described in the next area. 
   
  There are two other people staying in the stables as 
  guests. They are Claarteros and Demanka. They are not so 
  well to do travelers seeking employment as sell-swords 
  that are hoping to be hired by passing merchants. 
   
  Claarteros, male human (O) Ftr1:
  Claarteros, male human (O) Ftr1:
  Claarteros, male human (O) Ftr1:
  Claarteros, male human (O) Ftr1: Medium Humanoid (5 
  ft. 9 in.); HD 1d10; hp 9; Init +0 (none); Spd 30 ft.; AC 13 
  (studded leather); Atks +3 melee (1d8+1 [crit 19-20], 
  longsword) or +2 melee (1d4+1 [crit 19-20], dagger); AL 
  LN; SV Fort +2, Reflex +0, Will -1. 
   
  Str 12, Con 11, Dex 11, Int 10, Wis 9, Cha 11.  
   
  Skills: Climb +4, Jump +4, Ride (horse) +4; Feats: 
  Endurance, 
  Weapon 
  Focus 
  (longsword), 
  Combat 
  Reflexes. 
   
  Possessions: Backpack with waterskin, bedroll, flint 
  & steel, spare clothing, 50ft rope, dagger, longsword, 2 gp, 
  8 sp. 
   
  Demanka, male human (OS) Ftr1:
  Demanka, male human (OS) Ftr1:
  Demanka, male human (OS) Ftr1:
  Demanka, male human (OS) Ftr1: Medium Humanoid (5 
  ft. 10 in.); HD 1d10; hp 10; Init +5 (Imp. Init., Dex); Spd 
  30 ft.; AC 14 (studded leather, Dex); Atks +2 melee (1d8+1 
  [crit 19-20], longsword) or +2 melee (1d4+1 [crit 19-20], 
  dagger); AL LN; SV Fort +2, Ref +1, Will -1. 
   
  Str 12, Con 11, Dex 12, Int 10, Wis 8, Cha 12. 
   
  Skills: Climb +4, Jump +4, Ride (horse) +4; Feats: 
  Improved Initiative, Blind-Fight, Combat Reflexes. 
   
  Possessions: Backpack with waterskin, bedroll, flint 
  & steel, spare clothing, dagger, longsword, 1 gp, 9 sp. 
   
  Claarteros and Demanka were once in the army but left 
  looking for easier money. Problem is they have not done 
  so well, and winter seems to have put them in a bind. 
  They have been in town for a full week now, and they are 
  
   
  Winter Wonderland 
   
  Page 10 
  both well known by the locals. Both are desperate for 
  employment and will entertain any offer which does not 
  require them to break the law, put themselves at undue 
  risk, or split up, and which pays each a minimum of a 
  silver a day. 
   
  2. The Inn’s Main Floor
  2. The Inn’s Main Floor
  2. The Inn’s Main Floor
  2. The Inn’s Main Floor: The entrance to the inn opens 
  up into the common room, which occupies most of the 
  bottom floor of the building. This is a large room (70x50) 
  with several tables and chairs, a bar, an entrance to the 
  kitchen, and a game pit. 
   
  The tables are arranged in order to handle as many 
  people as possible, as the common room is always a busy 
  place; many of the merchants visiting Guttenford choose 
  to do their business here, hoping the alcohol will help 
  their deal-making. 
   
  In the right rear corner of the room is a square 15x15 
  foot pit filled with saw dust where games such as horse 
  shoes, darts, or on rare occasions, wrestling are done by 
  bored visitors and locals alike. Of course this allows for 
  some side betting of which the house takes a small 
  percentage (10%). 
   
  In the left rear corner of the room are the bar and 
  behind it the entrance to the inn’s kitchen. The bar is well 
  stocked, and the kitchen boasts one of the areas greatest 
  cooks (see menu). The barman, a retired warrior that 
  struck it rich, named Tauber Factis, is also the innkeeper 
  and owner of the Coin O’ the Realm. His wife, daughters, 
  and some hired help run the kitchen and the floor. In the 
  center of the common room is a large stone fireplace that 
  warms and illuminates the room 
   
  Tauber Factis; male human (O) Ftr4:
  Tauber Factis; male human (O) Ftr4:
  Tauber Factis; male human (O) Ftr4:
  Tauber Factis; male human (O) Ftr4: Medium 
  Humanoid (5 ft. 7 in.); HD 4d10+8; hp 28; Init +6 (Dex); 
  Spd 30 ft./20 ft (in chainmail); AC 12/18 (Dex/chainmail, 
  shield, Dex); Atks +6 melee (1d6+2, club) or +6 melee 
  (1d8+2 [crit 19-20], longsword); AL CN; SV Fort +6, Ref 
  +3, Will +1. 
    Str 14, Con 14, Dex 15, Int 10, Wis 10, Cha 14. 
   
  Skills: Climb +4, Jump +4, Ride (horse) +7, Profession 
  (innkeeper) +3; Feats: Improved Initiative, Blind Fighting, 
  Combat Reflexes, Dodge, Power Attack, Sunder. 
   
  Possessions: Anything within reason in the inn, old 
  equipment (chainmail, shield, longsword, and dagger), 
  club, access to over 500 gp. 
   
  Tauber once lived the life of an adventurer. His party got 
  lucky and stumbled on the abandoned treasure left by one 
  of two evil dragons that had fought each other to the 
  death. He then married his sweetheart and used his share 
  of the haul to finance the construction of this inn and 
  most of the town around it. He is a person of great 
  influence in all that happens in Guttenford. He is 
  protective of his family, but a just man overall. 
   
  Shaera Factis, female human (O) Exp2 (cook):
  Shaera Factis, female human (O) Exp2 (cook):
  Shaera Factis, female human (O) Exp2 (cook):
  Shaera Factis, female human (O) Exp2 (cook): Medium 
  Humanoid (5 ft. 4 in.); HD 2d6-2; hp 6; Init +1 (Dex); Spd 
  30 ft.; AC 11 (Dex); Atks +0 melee (1d3-1, fist); AL CG; SV 
  Fort -1, Ref +1, Will +4. 
   
  Str 8, Con 8, Dex 12, Int 12, Wis 13, Cha 14.  
   
  Skills: Appraise +4, Bluff +4, Gather Information +6, 
  Heal +5, Sense Motive +4, Listen +4, Search +3, Spot +3, 
  Profession (cook) +6; Feats: Skill Focus (Profession 
  (cook)). 
   
  Possessions: Anything within reason in the inn, 
  access to over 200 gp from her husband’s loot. 
   
  Shaera met Tauber while working as a serving wench and 
  cook apprentice in Wrekin. Tauber, rich from his 
  adventuring, asked her to marry him, and they came and 
  built this inn & town. Shaera is very loyal to her husband 
  and has given him 2 daughters. She is very supportive of 
  her husband and, after 15 years of marriage, still loves 
  him dearly. 
   
  Kyran Factis, female human (O) Com1:
  Kyran Factis, female human (O) Com1:
  Kyran Factis, female human (O) Com1:
  Kyran Factis, female human (O) Com1: Medium 
  Humanoid (5 ft. 6 in.); HD 1d4-1; hp 3; Init +0 (none); 
  Spd 30 ft.; AC 10 (none); Atks -1 melee (1d3-1, fist); AL 
  NG; SV Fort -1, Ref +0, Will +3. 
   
  Str 9, Con 9, Dex 10, Int 10, Wis 13, Cha 15.  
   
  Skills: Sense Motive +2, Listen +4, Spot +4; Feats: Iron 
  Will. 
   
  Possessions: Anything within reason in the inn, 
  acctablehand) +4, gp from her father’s loot. 
   
  Kyran is 17 years old and the elder daughter. She is a 
  beautiful young woman, and her father’s pride and joy. 
  She helps with the work around the inn and serves as a 
  waitress. Kyran has a secret desire to adventure, but her 
  father so far has forbidden it. 
   
  Tellia Factis, female human (O) Com1:
  Tellia Factis, female human (O) Com1:
  Tellia Factis, female human (O) Com1:
  Tellia Factis, female human (O) Com1: Medium 
  Humanoid (5 ft. 4 in.); HD 1d4-1; hp 3; Init +1 (Dex); Spd 
  30 ft.; AC 11 (De Ride (horse) +4; They a, fist); AL CN; SV 
  Fort -1, Ref +3, Will +0. 
   
  Str 8, Con 8, Dex 13, Int 10, Wis 10, Cha 15. 
   
  Skills: Listenre not so well-to-ks +3 melee (1Feats: 
  Lightning Reflexes. 
   
  Possessions: Anything within reasod8+1 [crit 19-20], 
  longsword) 50 gp from her father’s loot. 
   
  Tellia at the age of 15 is a beautiful but spoiled girl. She 
  resents her father making her work while they have all 
  this money, and she takes every opportunity to go pester 
  the young stable boy. She will flirt with the men in order 
  to have them draw her father’s anger. 
   
  The following is the cast of locals currently also in the 
  inn:  
   
  Albert Donnel, male human (OS) War2:
  Albert Donnel, male human (OS) War2:
  Albert Donnel, male human (OS) War2:
  Albert Donnel, male human (OS) War2: Medium 
  Humanoid (6 ft. 2 in.); HD 2d8+4; hp 17; Init +5 (Dex, 
  Imp. Init.); Spd 30 ft.; AC 11 (Dex); Atks +4 melee 
  (1d3+2/crr +2 melee (1d4+1 [crit 19-20], Jump +4, Rid, 
  longsword); AL LN; SV Fort +5, Ref +1, Will +0. 
   
  Str 15, Con 15, Dex 12, Int 8, Wis 10, Cha 10. 
   
  Skills: Climb +2, Intimidate +5, Jump +3. 
   
  Feats: Improved Initiative. 
   
  Possessions: Anything within reason in the inn, 
  longsword, 24 gp. 
   
  
   
  Winter Wonderland 
   
  Page 11 
  Albert is the Bouncer. He’s a bit slow, bute (ho loyal to the 
  Factis family. He has a secret crush on Kyran, but he 
  doesn’t let it show. He is over protective when it comes to 
  her. Tauber pays him well and gives him free lodging in 
  the stables. 
   
  Rhiannon Warfsc
  Rhiannon Warfsc
  Rhiannon Warfsc
  Rhiannon Warfschild, female half
  hild, female half
  hild, female half
  hild, female half----elf Com1: 
  elf Com1: 
  elf Com1: 
  elf Com1: Medium 
  Humanoid (5 ft. 2 in.); HD 1d4; hp 4; Init +0 (none); Spd 
  30 ft.; AC 10 (none); Atks -1 melee (1d3-1/crit x2, fist); AL 
  NG; SQ immune to sleep spells, +2 bonus vs. 
  Enchantment spells/effects, low-light vision, +1 to Listen, 
  Search, and Spot checks; SV Fort +0, Ref +0, Will +0. 
   
  Str 8, Con 11, Dex 11, Int 9, Wis 10, Cha 13. 
   
  Skills: Listen +2, Spot +2. 
   
  Possessions: Anything within reason in the inn, 15 
  gp. 
   
  Rhiannon was abandoned at birth and taken in by Tauber 
  and Shaera. Now at the age of 14, she helps with the work 
  and shares a room with the two Factis girls. She loves 
  Kyran but avoids Tellia, who teases her about her heritage 
  whenever possible. She also hopes to become an 
  adventurer some day. 
   
  Burne, male human (OB) Exp
  Burne, male human (OB) Exp
  Burne, male human (OB) Exp
  Burne, male human (OB) Exp5 (merchant):
  5 (merchant):
  5 (merchant):
  5 (merchant): Medium 
  Humanoid (5 ft. 5 in.); HD 5d6; hp 17; Init +0 (none); Spd 
  30 ft.; AC 10; Atks +2 melee (1d4-1/crit 19-20/x2, dagger); 
  AL CN; SV Fort +1, Ref +1, Will +8. 
   
  Str 9, Con 10, Dex 11, Int 14, Wis 14, Cha 12. 
   
  Skills: Appraise +8, Bluff +8, Sense Motive +8, Listen 
  +5, Gather Information +8, Profession (merchant) +8, 
  Search +4, Spot +4, Knowledge (local) +6, rse) +4; her, 
  Dex); Atks +2 meleFeats: Alertness, Iron Will. 
   
  Possessions: Fine clothing, expensive leather boots, 
  belt with gold buckle (15 gp), expensive cloak, and 
  dagger, 50 gp on hand but with access to over 1500 gp 
  from business. 
   
  Burne is Tauber’s main partner in Guttenford, and runs 
  the largest of the three trading posts. Burne buys and sells 
  anything that will make him a profit, but is careful not do 
  anything illegal to attract attention. Burne also owns the 
  local general store, where any and all mundane supplies 
  can be found. Burne is fond of playing horseshoes, and 
  will play for bets of up to 5 gp. 
   
  Constable Aiden, male human (OS
  Constable Aiden, male human (OS
  Constable Aiden, male human (OS
  Constable Aiden, male human (OS) War4:
  ) War4:
  ) War4:
  ) War4: Medium 
  Humanoid (5 ft. 7 in.); HD 4d8+4; hp 27; Init +1 (Dex); 
  Spd 30 ft.; AC 16 (chainmail, Dex); e (1d8+1 [crit 19-20], 
  longsword) or +2 melee (1d4+1 [crit 1, longsword); AL 
  LN; SV Fort +5, Ref +2, Will +1. 
  9Str 14, Con 13, Dex 13, Int 10, Wis 11, Cha 10.  
   
  Skills: Climb +4, Read Lips +2, Ride +4, Jump +4; 
  Feats: Combat Reflexes, Track. 
   
  Possessions: Chainmail, small helmet, longsword, 
  dagger, badge of office, 54 gp. 
      
  Aiden is the local constable and in charge of maintaining 
  the peace and enforcing the law. He is subservient to 
  Tauber and knows where his pay comes from. That 
  having been said, he is still a fair man. Aiden, wanting to 
  find the real culprit and bring said person to justice, will 
  immediately call for his assistants Skrengion and Tobias 
  (see Constabulary & Jailhouse) to assist with the murder 
  investigation. 
   
  Rannos Davila, male human (BO) Exp3 (merchant):
  Rannos Davila, male human (BO) Exp3 (merchant):
  Rannos Davila, male human (BO) Exp3 (merchant):
  Rannos Davila, male human (BO) Exp3 (merchant): 
  Medium Humanoid (5 ft. 4 in.); HD 3d6; hp 10; Init +0 
  (none); Spd 30 ft.; AC 10 (none); Atks +2 melee (1d4 [crit 
  19-20], dagger); AL CG; SV Fort +1, Ref +1, Will +5. 
   
  Str 10, Con 11, Dex 10, Int 13, Wis 10, Cha 13. 
   
  Skills: Appraise +6, Bluff +5, Ride (horse) +5, Gather 
  Information +5, Profession (merchant) +6, Search +5, 
  Spot +5, Knowledge (local) +5, Knowledge (mining) +5, 
  Speak Language (Elven, Dwarven); Feats: Skill Focus 
  (Knowledge (mining)), Iron Will. 
   
  Possessions: Fine clothing, expensive cloak, dagger, 
  walking cane, 50 gp on hand but with access to over 500 
  gp from business. 
   
  Rannos is one of the local merchants, and, at 55, he’s still 
  going strong. He primarily deals with the many miners 
  seeking to trade or sell their ores, and speaks passable 
  elvish and fluent dwarf. Rannos understands the balance 
  of things in Guttenford and uses this to his advantage. 
  Because of this he’s been very successful while others 
  have not done so well. If the PCs somehow convince him 
  to give them access to his store after the storm, he will 
  charge 140% of the base value -10% x CHA bonus for any 
  mundane or common items in the Player’s Handbook. 
   
  Torg
  Torg
  Torg
  Torg (male human (O) Com1, hp 3) 
   
  Possessions: Common clothing, boots, and heavy 
  cloak, 5 gp. 
   
  Torg is a local farmer with money and time on his hands. 
  He likes to come over and chitchat with Tauber about the 
  early days of their community and about when things got 
  much better for them. He will drink cheap beer until he’s 
  drunk and probably pass out and spend the night in the 
  common room. 
   
  Bherends, male human (O) Exp3 (leatherworker):
  Bherends, male human (O) Exp3 (leatherworker):
  Bherends, male human (O) Exp3 (leatherworker):
  Bherends, male human (O) Exp3 (leatherworker): 
  Medium Humanoid (5 ft. 7 in.); HD 3d6; hp 15; Init +0 
  (none); Spd 30 ft.; AC 10 (none); Atks +2 melee (1d4/crit 
  19-20/x2, dagger); AL CN; SV Fort +1, Ref +1, Will +5. 
   
  Str 11, Con 10, Dex 11, Int 13, Wis 13, Cha 9. 
   
  Skills: Profession (tanner) +6, Use Rope +5, Spot +5, 
  Listen +5, Handle Animal +5, Appraise +5, Craft 
  (leatherworking) +6, Craft (armorsmithing) +6, Ride 
  (horse) +5. 
   
  Feats: Skill Focus (Profession (tanner)), Skill Focus 
  (Craft (leatherworking)). 
   
  Possessions: Nice clothing, leather boots, cloak, 
  dagger, 20 gp. 
   
  Bherends is the local leather worker. He is here 
  celebrating a great day of sales with his eldest son, 
  Johann, who’s learning the trade. A visiting merchant just 
  purchased all of his leather armors, and he made a good 
  deal of cash. Bherends wants to drink, play some games, 
  and then head home with his son. 
  
   
  Winter Wonderland 
   
  Page 12 
   
  Johann, ma
  Johann, ma
  Johann, ma
  Johann, male human (O) Exp1 (leatherworker):
  le human (O) Exp1 (leatherworker):
  le human (O) Exp1 (leatherworker):
  le human (O) Exp1 (leatherworker): Medium 
  Humanoid (5 ft. 8 in.); HD 1d6+2; hp 8; Init +0 (none); 
  Spd 30 ft.; AC 10 (none); Atks +1 melee (1d3+1, fist); AL 
  NG; SV Fort +2, Ref +0, Will +2. 
   
  Str 13, Con 15, Dex 11, Int 10, Wis 10, Cha 9. 
   
  Skills: Craft (leatherworking) +4, Use Rope +4, 
  Profession (tanner) +4, Craft (armorsmithing) +4, Handle 
  Animal +4, Ride (horse) +4, Listen +4; Feats: Endurance. 
   
  Possessions: Nice clothing, leather boots, cloak, 2 gp. 
   
  Johann is 17 years old and Bherends’s eldest boy and 
  apprentice. He is just happy to be out with the men and 
  will most likely nurse his beer all night while trying to 
  catch all that’s happening around him. 
   
  Terjon, male human (S) Exp4 (blacksmith):
  Terjon, male human (S) Exp4 (blacksmith):
  Terjon, male human (S) Exp4 (blacksmith):
  Terjon, male human (S) Exp4 (blacksmith): Medium 
  Humanoid (5 ft. 8 in.); HD 4d6+8; hp 24; Init +1 (Dex); 
  Spd 30 ft.; AC 11 (Dex); Atks +5 melee (1d4+3 [crit 19-20], 
  dagger) or +5 melee (1d3+3/crit x2, fist); AL CG; SV Fort 
  +5, Ref +3, Will +4. 
   
  Str 16, Con 15, Dex 12, Int 10, Wis 10, Cha 10. 
   
  Skills: 
  Craft 
  (blacksmithing) 
  +7, 
  Craft 
  (armorsmithing) 
  +7, 
  Craft 
  (weaponsmithing) 
  +7, 
  Knowledge (mining) +4, Craft (locksmithing) +4, Listen 
  +4, Spot +4, Appraise +4, Disable Device +4, Perform 
  (storytelling) +4. 
   
  Feats: Improved Unarmed Strike, Endurance. 
   
  Possessions: Clothing, boots, heavy cloak, and large 
  hat, 2 silver daggers, 12 gp. 
   
  Terjon is the local blacksmith. He’s often consulted by the 
  local merchants to determine the quality of the ore they 
  are buying. He makes a pretty penny doing this on the 
  side. Terjon likes to tell stories and meet strange people, 
  and he will probably make a beeline for the PCs as soon as 
  he sees them. 
   
  Barjin Appalic, male human (B) Exp3 (stonemason):
  Barjin Appalic, male human (B) Exp3 (stonemason):
  Barjin Appalic, male human (B) Exp3 (stonemason):
  Barjin Appalic, male human (B) Exp3 (stonemason): 
  Medium Humanoid (5 ft. 7 in.); HD 3d6+3; hp 14; Init +0 
  (none); Spd 30 ft.; AC 10 (none); Atks +4 melee (1d3+2, 
  fist); AL LN; SV Fort +2, Ref +1, Will +2. 
   
  Str 14, Con 12, Dex 11, Int 9, Wis 9, Cha 8. 
   
  Skills: Craft (stonemasonry) +6, Spot +4, Jump +6, 
  Hide +4, Climb +4, Profession (herbalist) +6, Knowledge 
  (architecture and engineering) +6; Feats: Endurance, Run. 
   
  Possessions: Clothing, boots, cloak, gold earring (5 
  gp), 22 gp. 
      
  Barjin is the local stonemason as well as a merchant. He is 
  often contracted to help with construction of stone 
  structures, but things have been slow lately so he’s here 
  trying to drum up business. His wife and child help him 
  run a small herb shop, which supplements his income, 
  and he’s here drinking that money away. 
   
  Turuko, male human (S) Mnk3: 
  Turuko, male human (S) Mnk3: 
  Turuko, male human (S) Mnk3: 
  Turuko, male human (S) Mnk3: Medium Humanoid (5 
  ft., 6 in.); HD 3d8; hp 18; Init +2 (Dex); Spd 40 ft.; AC 14 
  (Dex, Wis); Atks +4 melee (1d4+2/crit 19-20/x2, dagger) 
  or +6 melee (1d6+2, fist); AL LE; SA stunning attack (su); 
  SQ evasion(ex), still mind; SV Fort +3, Ref +7, Will +7. 
   
  Str 14, Con 10, Dex 14, Int 10, Wis 14, Cha 14. 
   
  Skills: Profession (merchant) +4, Hide +4, Listen +4, 
  Escape Artist +4, Tumble +4, Jump +4, Diplomacy +3, 
  Climb +3; Feats: Improved Unarmed Strike, Deflect 
  Arrows, Iron Will, Lightning Reflexes, Combat Reflexes. 
   
   Possessions: Nice clothing, leather boots, cloak, 
  dagger, 20 gp (access to 200 gp). 
      
  Turuko is passing himself off as a local merchant when in 
  reality he is an agent of the Scarlet Brotherhood 
  collecting intelligence and helping agents in the area. He 
  runs a small store that specializes in obtaining rare items 
  for a price. He is here to collect information from 
  travelers visiting Guttenford and to keep up the pretense 
  of trying to drum up business. If he sees the chance, he 
  might pretend to help the PCs in exchange for 
  information or valuables, but he will not reveal his true 
  identity. If he feels the PCs have info he wants, he will 
  give them access to his store and will charge 120% of the 
  base value -10% x CHA bonus for any mundane or 
  common items in the Player’s Handbook to loosen their 
  tongues. 
   
  Bessyn & Geio
  Bessyn & Geio
  Bessyn & Geio
  Bessyn & Geio (male humans (O), Com1, hp 3 each) 
   
  Possessions: Common clothing, boots, cloak, 3 gp 
  each. 
   
  Bessyn and Geio are a father and son farmer team. They 
  are celebrating a good crop season and are just “lucky” to 
  be here to witness this adventure. They are boring 
  farmers ready to talk farming to anyone willing to hear. 
  Bessyn likes to play darts, but he will not bet money. Geio 
  just likes to look at the pretty girls. 
      
  Peekaboo, riding dog 
  Peekaboo, riding dog 
  Peekaboo, riding dog 
  Peekaboo, riding dog (1): Medium Animal (5 ft. long); 
  HD 2d8+4; hp 13; Init +2 (Dex); Spd 40 ft.; AC 16 (Dex, 
  natural); Atks +3 melee (1d8+3, bite); Face/Reach 5 ft. by 
  5 ft./5 ft.; AL N; SQ scent (+8 Wilderness Lore when 
  tracking by scent); SV Fort +5, Ref +5, Will +1. 
   
  Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills: Listen +5, Spot +5, Swim +5. 
   
  Peekaboo is the Factis’ dog. He likes to sleep behind the 
  bar by his master. He’s well trained and will defend his 
  master if he calls for him. 
      
  Note: The DM can and should include any of the people 
  within the rooms in the common area during normal 
  hours. 
   
  INN MENU & SERVICES
  INN MENU & SERVICES
  INN MENU & SERVICES
  INN MENU & SERVICES    
   
  Meals 
   
  Breakfast, plain 
   
   
  3 cp 
   
  Breakfast, elaborate 
   
  1 sp 
   
  Dinner, plain  
   
  3 sp 
   
  Dinner, elaborate 
   
   
  8 sp 
   
  Dinner, 7 course 
   
   
  2 gp 
   
  Supper, plain  
   
  2 sp 
   
  Supper, elaborate 
   
   
  5 sp 
  Common Drinks (per pint) 
  
   
  Winter Wonderland 
   
  Page 13 
   
  Guttenford Ale 
   
   
  1 sp 
   
  Ebbernant Rock Ale 
   
  1 gp 
   
  Beer, dark 
   
   
   
  5 cp 
   
  Beer, heavy  
   
  1 sp 
   
  Beer, imported  
   
   
  1 gp 
   
  Guttenford Mead 
   
   
  5 sp 
   
  Guttenford Special Mead 
   
  2 gp 
  Wines (per bottle) 
   
  Table, local 
   
   
   
  3 sp 
   
  Keoish Golden 
   
   
  5 gp 
   
  Sundish Lilac  
   
  2 pp 
   
  Urnst White  
   
   
  5 gp 
   
  Celene Ruby  
   
  5 pp 
   
  Furyondy emerald pale 
   
  2 pp 
   
  Velunan fireamber 
   
   
  3 pp 
  Brandies (per gill) 
   
  Local 
   
   
   
  1 gp 
   
  Keoish 
   
   
   
  5 gp 
   
  Urnst, special aged 
   
   
  2 pp 
  Liqueur (per gill) 
   
  Ulek Elixir 
   
   
   
  2 gp 
  Room & Board (per night) 
   
  Stables 
   
   
   
  1 cp 
   
  Stables with 2 squares  
  3 sp 
   
  Common room 
   
   
  1 sp 
   
  Common with 2 squares 
   
  9 sp 
   
  Small private  
   
  1 gp 
   
  Small private with 2 squares 
  3 gp 
   
  Large private  
   
  3 gp 
   
  Large private with 2 squares 
  2 pp 
   
   
  3. Kitchen & Factis family rooms
  3. Kitchen & Factis family rooms
  3. Kitchen & Factis family rooms
  3. Kitchen & Factis family rooms: The kitchen is where 
  Shaera, Tauber’s wife, does her magic. The kitchen is a 
  20x20-foot room replete with cooking ware. There are 
  three additional exits to this room. The first leads to an 
  alleyway behind the inn and is used to bring in supplies 
  or to take out garbage. The second is a door to the Factis 
  family rooms. This is long 20x50 foot area directly behind 
  the common room and is partitioned into two rooms. The 
  first room is used by the innkeeper and his wife. It 
  contains a large bed, 2 dressers, a cabinet closet, a large 
  chest, and 2 chairs. Unbeknownst to all, the innkeeper 
  keeps the bulk of his fortune in a small lead chest in a 
  hole covered by wooden planks under their bed. The 
  second area, further in, is the room for the girls. It has 
  three beds, three dressers, two chairs, a large chest, and a 
  large cabinet (The PCs should never make it back here, 
  but if they do and are found, they will be in serious 
  trouble). 
   
  The last exit is the door into the stable area. It is easily 
  visible in the kitchen area, but concealed in the stables. 
  Finally, there is a set of stairs heading into the basement. 
      
  4. Basement
  4. Basement
  4. Basement
  4. Basement: The Inn’s basement is where most of the 
  supplies are stored. There are wine racks, several barrels 
  of ale, mead, salted meats, and other brined supplies. 
  Several sacks of flour and other supplies as well as boxes 
  of different shapes and sizes line the floor and walls. 
  Although there are many items of value in here, most are 
  not easily transported or concealed. The innkeeper knows 
  where he keeps everything and what’s down here, and 
  will notice missing items. The PCs should not find their 
  way down here unless accompanied by Tauber or his 
  bouncer, and there will be hell to pay if they steal and get 
  caught.  
      
  5. Second Floor Rooms
  5. Second Floor Rooms
  5. Second Floor Rooms
  5. Second Floor Rooms: A set of stairs next to the bar 
  leads to the second floor and the guestrooms. These stairs 
  also continue up to the third floor. There are 8 private 
  single rooms, and two large private rooms on this level. 
  Three of the small and one of the large private rooms are 
  occupied by guests. 
  The large private rooms are 35x20 ft and have several 
  straw beds, two chairs, and a large chest in them. Up to 
  three people and their gear can stay here comfortably, and 
  as many as 5 can be packed into the room. These rooms 
  have no windows and are illuminated by a single hanging 
  lamp. 
   
  The occupied room will have been taken by Kodiar, Rolf, 
  and Festus (encounter 2) upon their arrival at the inn. The 
  three travelers will stow their gear and come back to the 
  common room to eat, drink and share company. 
   
  Kodiar, male human (S) Bbn4:
  Kodiar, male human (S) Bbn4:
  Kodiar, male human (S) Bbn4:
  Kodiar, male human (S) Bbn4: Medium Humanoid (6 ft. 
  4 in.); HD 4d12+12; hp 44; Init +2 (Dex); Spd 40 ft.; AC 14 
  (leather, Dex); Atks +7 melee (1d12+3 [crit x3], greataxe) 
  or +6 ranged (1d8 [crit x3], longbow); AL CG; SA Bbn rage 
  2/day (Str/Con +4, Will +2, AC –2); SQ uncanny dodge 
  (ex); SV Fort +7, Reflex +3, Will +0. 
   
  Str 16, Con 16, Dex 14, Int 9, Wis 9, Cha 10.  
   
  Skills: Climb +4, Wilderness Lore +4, Listen +2, Jump 
  +4, Swim +4, Ride (horse) +2, Intuit Direction +4, 
  Intimidate +4; Feats: Run, Endurance, Dodge. 
   
  Possessions: Backpack with extra clothing, bedroll, 2 
  sacks, flint & steel, winter clothing, 3 day’s trail rations, 
  quiver with 20 arrows, longbow, dagger, greataxe, 44 gp. 
   
  Rolf of the wild, male human (FO) Rgr2:
  Rolf of the wild, male human (FO) Rgr2:
  Rolf of the wild, male human (FO) Rgr2:
  Rolf of the wild, male human (FO) Rgr2: Medium 
  Humanoid (5 ft. 9 in.); HD 2d10+2; hp 20; Init +3 (Dex); 
  Spd 30 ft.; AC 16 (studded leather, Dex); Atks +5 melee 
  (1d6+2 [crit 19-20], short sword) or +5 ranged (1d8 [crit 
  x3], longbow); AL NG; SA favored enemy – goblinoids; 
  SV Fort +4, Ref +3, Will +1. 
   
  Str 14, Con 12, Dex 16, Int 10, Wis 12, Cha 10.  
   
  Skills: Wilderness Lore +5, Animal Empathy +4, 
  Move Silently +4, Listen +3, Search +3, Intuit Direction 
  +2, Spot +4; Feats: Point Blank Shot, Weapon Focus (short 
  sword), Track. 
   
  Gear: Backpack with waterskin, bedroll, flint & steel, 
  winter clothing, 2 day’s trail rations, quiver with 20 
  arrows, longbow, dagger, shortsword x2, 14 gp. 
   
  Festus, male hum
  Festus, male hum
  Festus, male hum
  Festus, male human (FS) Ftr2:
  an (FS) Ftr2:
  an (FS) Ftr2:
  an (FS) Ftr2: Medium Humanoid (5 ft. 
  10 in.); HD 2d10+2; hp 19; Init +5 (Dex, Imp. Init.); Spd 
  30 ft.; AC 16 (chainmail, Dex); Atks +6 melee (2d6+3 [crit 
  19-20], greatsword); AL LN; SV Fort +4, Ref +1, Will +0. 
   
  Str 16, Con 12, Dex 12, Int 12, Wis 10, Cha 12. 
  
   
  Winter Wonderland 
   
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  Skills: Climb +5, Jump +5, Ride (horse) +5, Swim +5; 
  Feats: Weapon Focus (greatsword), Improved Initiative, 
  Combat Reflexes, Power Attack. 
   
  Gear: Backpack with waterskin, bedroll, flint and 
  steel, winter clothing, 5 day’s trail rations, dagger, 
  greatsword, 54 gp. 
      
  The small private rooms are 15x20 ft and contain a nice 
  bed, a chest, a drawer, and a pair of chairs. They are kept 
  clean with fresh sheets. Illumination is provided by 
  candles and by hanging lanterns. There is a single 
  window, currently covered by a heavy curtain to keep out 
  the draft and cold. Attempting to exit from this window 
  will require a climb check with a DC 25 for every round 
  the PC is outside. A drop will cause 3d6 points of damage 
  and is likely fatal. 
   
  A visiting merchant who is trying to sell horses to 
  the locals occupies the first of these small rooms. Tellarne 
  is angry that she’s snowed in and remains in her room 
  until the first murder, when the constable calls everyone 
  into the common room. She will probably be one of the 
  suspects for the PCs, and her aloof manner should give 
  them something to think about.  
      
  Tellarne, female human
  Tellarne, female human
  Tellarne, female human
  Tellarne, female human    (BS) Exp4 (merchant):
  (BS) Exp4 (merchant):
  (BS) Exp4 (merchant):
  (BS) Exp4 (merchant): Medium 
  Humanoid (5 ft. 4 in.); HD 4d6; hp 15; Init +0 (none); Spd 
  30 ft.; AC 10 (none); Atks +3 melee (1d4 [crit 19-20], 
  dagger); AL CN; SV Fort +1, Ref +1, Will +4. 
   
  Str 11, Con 10, Dex 11, Int 13, Wis 11, Cha 11. 
   
  Skills: Appraise +6, Listen +4, Ride (horse) +6, Gather 
  Information +6, Profession (merchant) +6, Animal 
  Empathy +6, Balance +6, Bluff +6, Handle Animal +6, 
  Jump +4; Feats: Mounted Combat, Trample. 
   
  Possessions: Chest full of fine clothing, three sets of 
  expensive leather boots, pair of expensive cloaks, riding 
  boots, expensive saddle, dagger, 50 gp on hand but with 
  access to over 500 gp from business. 
      
  A traveling entertainer occupies the second private room. 
  While passing herself off as a bard, this woman is actually 
  a lady of the night, and she has been making some extra 
  gold doing her dirty deed. She is very discreet about what 
  she’s doing, as she knows the innkeeper would throw her 
  out if he finds out what she’s doing. 
   
  Caibra, female human (OS) Rog2:
  Caibra, female human (OS) Rog2:
  Caibra, female human (OS) Rog2:
  Caibra, female human (OS) Rog2: Medium Humanoid (5 
  ft. 6 in.); HD 2d6; hp 10; Init +3 (Dex); Spd 30 ft.; AC 13 
  (Dex); Atks +1 melee (1d4 [crit 19-20], dagger); AL CN; SA 
  sneak attack + 1d6; SQ evasion; SV Fort +0, Ref +6, Will 
  +0. 
   
  Str 10, Con 10, Dex 16, Int 10, Wis 10, Cha 16. 
   
  Skills: Innuendo +4, Move Silently +5, Hide +5, 
  Climb +4, Disable Device +5, Open Locks +4, Diplomacy 
  +4, Search +4, Spot +4, Decipher Script +4, Use Magical 
  Device +2; Feats: Alertness, Ambidexterity. 
   
  Possessions: Backpack with waterskin, bedroll, flint 
  & steel, several changes of clothing and 2 sets of winter 
  clothing, superior thieves tools, 50ft rope, dagger x2, 
  bottle of perfume, soap, manacles, 55 gp. 
   
  Alistar (a.k.a. Nyrman) took the last of the private rooms 
  from encounter two. He will go downstairs and eat with 
  the other people and socialize, and then his alter ego will 
  pick the victim he will blame for his crime (See 
  encounter 5 for details).    
      
  Alistar (a.k.a. Nyrman Seta
  Alistar (a.k.a. Nyrman Seta
  Alistar (a.k.a. Nyrman Seta
  Alistar (a.k.a. Nyrman Setab), male human (OS) Rog4:
  b), male human (OS) Rog4:
  b), male human (OS) Rog4:
  b), male human (OS) Rog4: 
  Medium Humanoid (5 ft. 6 in.); HD 4d6; hp 21; Init +7 
  (Imp. Init., Dex); Spd 30 ft.; AC 15 (leather, Dex); Atks +3 
  melee (1d6 [crit 19-20], short sword) or +3 melee (1d4 
  [crit 19-20], dagger); AL LN(NE); SA sneak attack + 2d6; 
  SQ evasion (ex), uncanny dodge (ex); SV Fort +1, Ref +7, 
  Will +1. 
   
  Str 10, Con 10, Dex 16, Int 10, Wis 11, Cha 16.  
   
  Skills: Move Silently +7, Hide +7, Climb +4, Disguise 
  +7, Escape Artist +4, Forgery +3, Gather Information +4, 
  Intimidate +4, Open Lock +4, Bluff +7, Search +4, Spot +4, 
  Pick Pocket +4; Feats: Alertness, Improved Initiative, 
  Combat Reflexes. 
   
  Possessions: Backpack with waterskin, bedroll, flint 
  & steel, winter clothing, 2 day’s trail rations, superior 
  thieves tools, 50ft rope, dagger x4, short sword, 125 gp. 
   
  6. Third Floor Rooms
  6. Third Floor Rooms
  6. Third Floor Rooms
  6. Third Floor Rooms: Just like on the second floor, there 
  are 8 private single rooms and two large private rooms on 
  this level. Three of the small private rooms and one of the 
  large rooms are occupied by guests. 
   
  The large private rooms are 35x20 ft and have several 
  straw beds, two chairs, and a large chest in them. Up to 
  three people and their gear can stay here comfortably, and 
  as many as 5 can be packed into the room. These rooms 
  have no windows and are illuminated by a single hanging 
  lamp. One is occupied, and the other is empty and 
  available.    
      
  A traveling wealthy “gentleman” with noble aspirations 
  and his guardsmen occupy a large private room on this 
  floor. Kastic fancies himself above the common people in 
  the town and lets people know this by demanding he be 
  addressed as milord or your lordship and blabbing about 
  how close he is with the local baron. He considers 
  everyone to be as impressed as he is with his own station. 
  In reality he is nothing but a spoiled brat. 
   
  He’s accompanied by his guardsmen Pinnot and Dathal, 
  who put up with him because they’re paid well. Pinot and 
  Dathal have great patience and knows they could actually 
  be doing dangerous work for less pay so they endure their 
  boss’s nasty personality. 
   
  Kastic Bessard, male huma
  Kastic Bessard, male huma
  Kastic Bessard, male huma
  Kastic Bessard, male humannnn    (O) War1:
  (O) War1:
  (O) War1:
  (O) War1: Medium 
  Humanoid (5 ft. 11 in.); HD 1d8; hp 8; Init +0 (none); Spd 
  30 ft.; AC 10; Atks +2 melee (1d8+1/crit 19-20/x2, 
  longsword) or +2 melee (1d4+1/crit 19-20/x2, dagger); AL 
  CN; SV Fort +2, Ref +0, Will +0. 
   
  Str 12, Con 11, Dex 11, Int 9, Wis 11, Cha 16.  
   
  Skills: Intimidate +4, Ride (horse)+4. 
   
  Feats: Run. 
   
  Possessions: Large chest with fine clothing, several 
  sets of shoes, belts, cloaks, and hats. Small chest with 
  
   
  Winter Wonderland 
   
  Page 15 
  jewelry (20 pieces worth 100 gp total), longsword, dagger, 
  254 gp. 
   
  Pinnot and Da
  Pinnot and Da
  Pinnot and Da
  Pinnot and Dathal, male humans(O) War2:
  thal, male humans(O) War2:
  thal, male humans(O) War2:
  thal, male humans(O) War2: Medium 
  Humanoids (5 ft. 9 in. and 5 ft. 8 in.); HD 2d8+4; hp 19 
  each; Init +5 (Imp. Init., Dex); Spd 30 ft.; AC 17 
  (chainmail, small wooden shield, Dex); Atks +4 melee 
  (1d8+2 [crit 19-20], longsword) or +4 melee (1d4+2 [crit 
  19-20], dagger) or +3 ranged (1d8 [crit 19-20], lt. 
  crossbow); AL LN; SV Fort +5, Reflex +1, Will +0. 
   
  Str 15, Con 15, Dex 12, Int 8, Wis 10, Cha 10.  
   
  Skills: Ride (horse) +5, Handle Animal +5; Feats: 
  Improved Initiative, Combat Reflexes. 
   
  Possessions: Chainmail, shield, longsword, dagger, 
  heavy cloak, winter boots, light crossbow with 20 bolts, 44 
  and 39 gp. 
      
  The small private rooms are 15x20 ft and contain a nice 
  bed, a chest, a drawer, and a pair of chairs. They are kept 
  clean with fresh sheets. Illumination is provided by 
  candles and by hanging lanterns. There is a single 
  window, covered by a heavy curtain to keep out the draft 
  and cold. Attempting to exit from this window will 
  require a climb check with a DC 25 for every round the 
  PC is outside. A drop will cause 6d6 points of damage and 
  is likely fatal. 
      
  Another visiting merchant occupies the first of these 
  rooms. This merchant is here to negotiate for ores to be 
  shipped to the capital city of Pellak. Alrem Perfect will be 
  down in the common room talking to Burne and Rannos 
  Davila about a deal when the PCs arrive. He too will retire 
  to his room and could be a suspect the PCs might wish to 
  talk to. 
   
  Alrem Perfect, male human
  Alrem Perfect, male human
  Alrem Perfect, male human
  Alrem Perfect, male human    (OS) Exp3 (merchant):
  (OS) Exp3 (merchant):
  (OS) Exp3 (merchant):
  (OS) Exp3 (merchant): 
  Medium Humanoid (5 ft. 6 in.); HD 3d6; hp 10; Init +0 
  (none); Spd 30 ft.; AC 10 (none); Atks +2 melee (1d4 [crit 
  19-20], dagger); AL CN; SV Fort +1, Ref +1, Will +5. 
   
  Str 11, Con 10, Dex 11, Int 13, Wis 11, Cha 11. 
   
  Skills: Appraise +6, Listen +5, Ride (horse) +5, Gather 
  Information +5, Profession (merchant) +6, Search +5, 
  Spot +5, Knowledge (arcane) +3, Knowledge (mining) +5, 
  Alchemy +3; Feats: Alertness, Iron Will. 
   
  Possessions: Chest full of fine clothing, 2 pairs of 
  boots, 2 cloaks, mining kit, dagger, 150 gp. 
   
  A prospector that hit it big sleeps in the second private 
  room. After selling off the gold nuggets he had found, he 
  decided to live it up a bit and took this room for the week. 
  He also had a small keg of beer sent to his room and will 
  be passed out cold during most of the next 2 days. 
   
  Jimmy the Prospector 
  Jimmy the Prospector 
  Jimmy the Prospector 
  Jimmy the Prospector (male human (O) Com1, hp 5) 
   
  Possessions: common clothing, boots, cloak, mining 
  gear in a chest, 35 gp. 
   
  The Constabulary & Jail
  The Constabulary & Jail
  The Constabulary & Jail
  The Constabulary & Jail    
  This is a single story building made from stone. The door 
  is heavy oak re-enforced with metal bands (DC 25 to 
  break), and the windows are covered with metal bars (DC 
  20 to break). On the inside the building is split into two 
  sections.     
   
  1. Constabulary
  1. Constabulary
  1. Constabulary
  1. Constabulary: The front area functions as the 
  constabulary. It contains a desk, several chairs and 
  benches, racks to hang equipment and cloaks, and is 
  brightly lit by several hanging oil lamps.    
   
  Skrengion, male human
  Skrengion, male human
  Skrengion, male human
  Skrengion, male human    ((((S) War2:
  S) War2:
  S) War2:
  S) War2: Medium Humanoids 
  (5 ft. 7 in.); HD 2d8; hp 14; Init +1 (Dex); Spd 30 ft.; AC 16 
  (chainmail, Dex); Atks +2 melee (1d8 [crit 19-20], 
  longsword) or +2 melee (1d4 [crit 19-20], dagger) or +3 
  ranged (1d8 [crit 19-20], lt. crossbow); AL LN; SV Fort +3, 
  Reflex +1, Will +1. 
   
  Str 11, Con 11, Dex 12, Int 10, Wis 12, Cha 10.  
   
  Skills: Ride (horse) +5, Handle Animal +5, Intimidate 
  +5; Feats: Alertness. 
   
  Possessions: Chainmail, longsword, dagger, heavy 
  cloak, winter boots, light crossbow with 20 bolts, 4 gp. 
      
  Skrengion is one of the assistants to the constable, and he 
  helps constable Aiden maintain the law. He is dedicated 
  and loyal to his boss and will obey his every command. 
  Skrengion will go to the inn as soon as he receives a call 
  from his boss, and will inform the constable that the 
  storm has made even travel from the jail to the inn 
  dangerous. 
   
  Tobias, male human
  Tobias, male human
  Tobias, male human
  Tobias, male human    (O) War2:
  (O) War2:
  (O) War2:
  (O) War2: Medium Humanoids (5 
  ft. 6 in.); HD 2d8; hp 15; Init +1 (Dex); Spd 30 ft.; AC 16 
  (chainmail, Dex); Atks +2 melee (1d8 [crit 19-20], 
  longsword) or +2 melee (1d4 [crit 19-20], dagger) or +3 
  ranged (1d8 [crit 19-20], lt. crossbow); AL LN; SV Fort +3, 
  Reflex +1, Will +1. 
   
  Str 10, Con 11, Dex 13, Int 11, Wis 12, Cha 11.  
   
  Skills: Ride (horse) +5, Handle Animal +5, Intimidate 
  +5; Feats: Track. 
   
  Possessions: Chainmail, longsword, dagger, heavy 
  cloak, winter boots, light crossbow with 20 bolts, 4 gp. 
   
  Tobias is the second assistant to the constable and also 
  helps maintain the law. While he is not as dedicated and 
  loyal as Skrengion, he too will obey Aiden’s every lawful 
  command. Tobias will accompany Skrengion to the inn as 
  soon as they receive the call from their boss, and he will 
  be the one chosen to stand guard on the framed PC. 
   
  2. Jail
  2. Jail
  2. Jail
  2. Jail: The back area contains two jail cells that can hold 
  about 5 persons each, and a sleeping room for the duty 
  guard. The area is sparse and cold. A special chest is used 
  to store all equipment belonging to prisoners, who are 
  carefully searched and relieved of any weapons or tools 
  (including thieves’ tools). 
      
      
      
  
   
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  DM MAPS FOR THE COIN O’ THE REALM INN
  DM MAPS FOR THE COIN O’ THE REALM INN
  DM MAPS FOR THE COIN O’ THE REALM INN
  DM MAPS FOR THE COIN O’ THE REALM INN    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  Winter Wonderland 
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Bissel/591/Normal Scenarios/BIS1-01 - Winter Wonderland (APL 2-6)/BIS1-01 - Winter Wonderland.pdf