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FIGHTING FANTASY Caverns of the Snow Witch d20 system adventure published by Myriador, conversion by James Wallis. From the creators of The Warlock of Firetop Mountain: Steve Jackson and Ian Livingstone.

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Page 1: FIGHTING FANTASY Caverns of the Snow Witch
Page 2: FIGHTING FANTASY Caverns of the Snow Witch
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1

Based on the Fighting Fantasy� book byIan Livingstone

CreditsAuthor: Jamie Wallis

Editor: Sean BorthwickProducer: Mike Dymond

Art Director: Martin McKenna

Cover Illustration: Les EdwardsInternal Illustrations: Janine Johnston

Graphic Design: Martin McKennaCartography: Martin McKenna and Jamie Wallis

Typography: Jamie Wallis

Project Manager: Geoff OadesFinance Planning: Nigel Dixon

Lead Playtester: Tim BirkbeckPlaytesters: Chris Gooch, Karen McDonald, Mike Wilson

The d20 conversion of Caverns of the Snow Witch is © 2003 Myriador Ltd, all rights reserved. 'Myriador' and the Myriador logo are trademarks ofMyriador Ltd. 'Fighting Fantasy' and the Fighting Fantasy logo are trademarks of Steve Jackson and Ian Livingstone and are used with permis-

sion. Dungeons & Dragons® and Wizards of the Coast® are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., andare used with permission. 'd20 System' and the 'd20 System' logo are trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and

are used according to the terms of the d20 System License version 4.0. A copy of this License can be found at www.wizards.com/d20. The d20 con-version of Caverns of the Snow Witch is presented under v1.0a of the Open Game License (OGL) and as required a copy of the OGL can be foundat the rear of this publication. All game mechanics and statistics derived from Open Game Content (OGC, as defined by the OGL) and the SystemReference Documents are to be considered OGC. Everything in the following sections, apart from Product Identity listed below (as defined by the

OGL) is also to be considered OGC: Luck, Appendix 1 New Monsters and Appendix 2 New Magic. All place names, character names, monsternames, art work, cartography, trade marks, trade dress and other elements as defined in section 1(e) of the OGL are to be considered Product

Identity, this includes but is not limited to: Fighting Fantasy, Myriador, Firetop Mountain, Gilford, Fang, River Kok, Red River, Allansia, Titan,Icefinger Mountains, Pagan plains, Crystal Caverns, Stonebridge, Moonstone Hills, Firetop Mountain, Darkwood Forest, Sarian Jax, Ellion G'aarak,

Rhana Quinn, Dekion Strom, Big Jim Sun, Brogan, Hagan, Brak and Gorgok, Glom, Rillion, T'armeru, Adolynn, Ulgrad, Yorgar the Prism mage,Frasor, Icefang, The Snow Witch, Redswift, Stubb, Baron Sukumvit, Deathtrap Dungeon, Trial of Champions, Garin, Sorric, Rangard, Kollos,

Morri, Raast the herbalist, Ash, Drasshk the Man-Orc, Uthdar, King Gillibran, Bigleg, Banshee, Bird-man, Brain Slayer, Crystal Warrior, DeathHawk, Flesh Grub, Ice Demon, Night Stalker, Sentinel, Snow Wolf, Titan Trolls., Titan Hilltroll.

Introduction 2Adventure Summary 2Preparation 2Quick Play 2Campaign Integration 2How to use this Book 2Using Maps & Miniatures 2

Luck 3New Ability Score 3Standard Point Buy Method 3Using Luck 3Luck Difficulty Class 3Minimum Luck Score 3Saving Throws & Luck 3Skills & Luck 3Opposed Skill Checks & Luck 4Checks Without Rolls & Luck 4Combat & Luck 4Using Luck to hit an opponent 4Using Luck to increase the damage dealt 4Using Luck to reduce the damage taken 4Luck and Magic 4

Luck and Turn / Rebuke Undead 4Stand alone Luck Checks 4Opposed Luck Checks 4Optional Luck rule 4Restoring Luck 4Normal regeneration of ability points 5Magical means - spells and potions 5Discretionary Awards by the DM. 5Scenario Awards 5Monsters and Luck 5

Caverns of the Snow Witch 5For the DM 5Background 5The Dungeon 7Into the Wilderness 19

Appendix 1 - New Monsters 26Appendix 2 - New Magic 34Appendix 3 - Campaign Play 36Appendix 4 - Characters 36

TABLE OF CONTENTS

ccaverns oof tthe ssnow wwitch

legal notice

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IIntroductionCaverns of the Snow Witch was the ninth of theFighting Fantasy� series of books. First published in1984, this revolutionary new idea, part book partgame, gave the reader a unique experience - a fantasyadventure where you are the hero.

The Fighting Fantasy� series has 59 titles to dateand has sold over 15 million copies worldwide andhas been translated into over 20 languages. TheWarlock of Firetop Mountain alone sold over 2 millioncopies. Now the Fighting Fantasy� books are beingre-released allowing a new generation of players toexplore the Citadel of Chaos, confront the Warlock ofFiretop Mountain or get lost in the Forest of Doom.

This book is a conversion of Caverns of the SnowWitch into a D20 role-playing game scenario. Theoriginal books were a solo experience; we have writ-ten this scenario to allow players to challenge theSnow Witch on their own or as part of a group ofadventurers. The inclusion of the new Luck rules givethe single player a good chance of success withoutmaking groups of players too powerful.

The Fighting Fantasy� books could be picked upand played with a minimum of preparation, we havewritten this scenario to reflect this including pregen-erated characters, full colour maps and other play aidsto get you started quickly. For more information aboutRoleplay games, Fighting Fantasy� and the Cavernsof the Snow Witch visit the Myriador website:www.myriador.com

Adventure SummaryThe Snow Witch dwells within the Crystal Caverns.These fabled Caverns are located in the frozen heightsof the Icefinger Mountains on Allansia.

You are working as a caravan guard for Big Jim Sunwhen the outpost you are headed to is attacked by asavage monster. Tracking this monster takes you intoa the long lost labyrinth of the Crystal Caverns ... andbeyond.

Caverns of the Snow Witch is an adventure designedfor single adventurers or small adventuring groupsbased on the Fighting Fantasy� book of the samename

PreparationIn addition to the books required (as stated on thecover of this product), which will be referred to as theDMG, PHB and MM, a set of polyhedral dice (D4, D6,D8, D10, D12 and D20) is also needed to play. Pull outCharacter sheets of the four pre-generated characterscan be found in Appendix 4 - Characters.

Full colour maps and pre-generated character sheetscan be downloaded free from www.myriador.com

Quick PlayOne of the great attractions of the Fighting Fantasy�series of books is that it is very easy to pick up a bookand start playing, everything you need is provided inthe books, you just need to grab a pencil to get straightinto the action. We have tried to write this scenario in

the same way, providing you with everything we canso that you can get on and play the game without hav-ing to spend ages preparing. Simply hand out the pre-generated characters, get your dice and start playing.

Detailed dungeon floor plans, pregenerated charac-ter sheets with rules' summaries and character andmonster tokens are available free to owners of thisbook and can be downloaded fromwww.myriador.com

Notes are included in the back of this book to helpyou integrate this scenario into an ongoing campaign,or visit our website: www.myriador.com where moreinformation can be found about Titan�, the FightingFantasy� world.

Campaign IntegrationAlthough this scenario is designed to be played as astand-alone adventure using the pregenerated charac-ters provided or a party of newly created 8th levelcharacters, there is no reason why it couldn't be usedas a part of an on-going campaign. Guidelines andadvice are included in the appendices to help youintegrate this scenario into an on-going campaign andsuggestions are included about adjusting difficultylevels (see Appendix 3 - Campaign Play).

How to use this BookThe first pages of this scenario contain backgroundinformation for the DM. Later pages contain the rulesfor the new (optional) Luck ability, these rules shouldbe studied by the DM and the players. Towards theback of the book you will find summaries of newmonsters, spells and magic items as well as adviceabout integrating this adventure into your campaigns.

The bulk of the book contains the scenario informa-tion. Each location entry in the scenario is shown onthe main map provided, a full colour 1" = 5 feet mapof each location can be obtained free from: www.myr-iador.com A description of each location is providedfor the DM detailing its contents and any monsterspresent. The shaded text boxes contain informationthat the DM can either read out or paraphrase to theplayers. Other information should be kept secret fromthe players until they discover it. Descriptions of howeach monster is likely to react are included in theroom descriptions. The DM controls all the creatureswithin the adventure except the player characters andis free to change their behaviour as he / she sees fit.

The DM is advised to read through the scenario atleast once before you play.

Using Maps & MiniaturesUsing maps and miniature figures adds a whole newdimension to playing this game, they help the DM to'set the scene' and players to see where characters andmonsters are, what the dungeon looks like and makecombat more exciting and realistic.

Full colour maps, pregenerated character sheets andcharacter and monster tokens are all available free toowners of this book from; www.myriador.com (makesure you have your copy of this book available whendownloading these free extras)

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LLuck Luck was a major factor in the Fighting Fantasy�series of books. The d20 system includes a range ofskills that are used where Luck was in the originalbooks. However, we wanted to keep the overall tone &feel of the Fighting Fantasy� books so we haveincluded Luck as a new Ability score.

This scenario is aimed at small parties of players(mini-groups). The inclusion of Luck gives them anedge that makes up for their lack of numbers. Playersare be encouraged to use Luck as often as possible - itmay make the difference between success and failure!

To reflect this, it is easier for characters to recoverLuck than it is for other attributes, methods of restor-ing Luck are given under the heading: Restoring Luck.

New Ability ScoreLuck is determined in the same way as other abilityscores. There are several options available (see DMGChapter 2, Ability Scores Generation). The maximumpossible starting Luck score is 18 regardless of race.

A character's starting Luck score can only beincreased by magical means or by spending attributepoints gained as the characters become more experi-enced.

Luck will be treated as an Ability score in everyrespect i.e. lost ability scores are regained at the rate ofone per day (see DMG Chapter 3, Running the game,ability score loss).

Standard Point Buy MethodBecause there are now 7 ability scores instead of thenormal 6, the amount of starting points is increased to30 rather than 25 (See DMG Chapter 2, Ability ScoresGeneration, Standard Point Buy).

Using LuckA character may use Luck to change or influenceevents, reducing the damage taken from an enemiesattack for instance, or increasing their chance of pick-ing a lock. Luck can be used to modify a character'sskill checks, saving throws, attack rolls, and melee/ranged damage dealt. You can also use your Luck toreduce the damage you take from an enemies attack.

Luck checks must be resolved BEFORE the actionthat they are affecting is undertaken (exception:reducing damage taken in melee/ ranged). The resultof the Luck check is applied as a modifier to theaction. You may only check Luck once per actionundertaken and the result only affects that action.

A character's Luck score is temporarily reduced by 1every time Luck is checked.

Luck cannot be used to give a character feats or spe-cial abilities that she would not normally have. i.e. afighter cannot use Luck to allow her to turn / rebukeUndead.

Luck Difficulty ClassLuck is checked against a Difficulty Class (DC). (SeePHB Chapter 4, skills, using skills, Difficulty Class).The base DC for Luck is 10.

Ability Luck check = D20 + Ability Modifier (Luck)against DC10

A total roll of 10 will give you a +1 bonus. For every2 points over 10 that you roll you gain +1 to the out-come that Luck was used to affect (i.e. 10 = +1; 12 = +2;18 = +5 etc�).

If the Character fails his Luck check by up to 5, thereis no penalty. However, if the character fails by 6 ormore, he will suffer a -2 penalty to the outcome thatLuck was used to affect.

Example: Ellion G'aarak decides to test her Luck tohelp her fight 2 Orcs by giving a modifier to hit them.She rolls a D20 and adds her Luck ability modifier get-ting a total of 13, success! Ellion now adds +2 to hernext attack roll against the Orcs and her Luck is tem-porarily reduced by 1.

Later in the same fight Ellion decides to test her Luckto add to her attack roll again, this time she rolls a totalof 4. Ellion has failed to make the required DC10 by 6.Ellion now suffers a -2 penalty to her attack roll andher Luck is temporarily reduced by 1. If she had rolleda total of 7, she would still have failed in her Luckcheck but not suffered a penalty. However, her Luckwould still have been temporarily reduced by 1.

Minimum Luck ScoreWhen a character's Luck score reaches 0 they can nolonger choose to test their Luck. Luck cannot be low-ered further than 0, and cannot be used again until itis raised to at least 1.

Saving Throws & LuckLuck can be used to modify the result of a savingthrow using the same method as described above(under the heading: Luck Difficulty Class). The char-acter makes a Luck check and than applies the resultas a modifier to their saving throw.

Skills & LuckLuck can be used to modify the result of skill checks

using the same method as described above (under theheading: Luck Difficulty Class). The character makes aLuck check and then applies the result as a modifier totheir skill check.

e.g. Rhana Quinn has fallen off a rickety bridge intoa fast flowing river. The DM determines that a skill(Swim) check (DC15) is required for Rhana to safelyswim to the nearby riverbank. Rhana is not a goodswimmer having only a skill of 1, which is reduced by-7 because of her equipment (-1 per 5lbs carried). Thismeans that the best she can hope to do is 20 + 1 - 7 = 14meaning she can't succeed! She decides to use herLuck to help her reach the riverbank safely. Rhanarolls a D20 getting 15 and adds her Luck ability mod-ifier (+2 from an Ability score of 14) for a total of 17.She has succeeded by 7 so she may add +4 to her Swimcheck. She now makes her Swim skill check D20 + 1(Swim skill) -7 (equipment carried) +4 (Luck). She rollsa 17 giving her a final check result of 15. Rhana justmanages to scramble to the riverbank. Rhana reducesher Luck temporarily by 1.

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If Rhana had failed her Luck check, for instancerolling a 3 on her D20 (+2 Ability modifier) = 5, herSwim check would then have been D20 +1 (Swim skill)-7 (equipment carried) +0 (Luck check result) givingher a maximum possible result of only 14. She wouldstart to drown. Of course she could use Luck again inthe next round to help her survive.

Opposed Skill Checks & LuckLuck can be used to modify the result of opposed skillchecks using the same method as described above(under the heading: Luck Difficulty Class). The char-acter makes a Luck check and then applies the resultas a modifier to their opposed skill check, which isthen compared to their opponent's check as normal.

Checks Without Rolls & LuckYou cannot 'take 10' or 'take 20' with Luck saves

Combat & LuckLuck can be used in combat in three ways. To increaseyour chance of hitting an opponent, to increase thedamage you deal to an opponent, or to reduce thedamage taken from an opponent's blow.

Using Luck to hit an opponent A character may make a Luck check (as describedunder the heading: Luck Difficulty Class) the result ofwhich is then added or subtracted to her next attackroll to hit an opponent.

Using Luck to increase the damage dealtWhen a character has successfully hit an opponent, hemay make a Luck check (as described under the head-ing: Luck Difficulty Class) and add or subtract theresult to the damage dealt by his attack. The Luckcheck must be made before damage is rolled. Luckdamage is never multiplied by a critical success.

Using Luck to reduce the damage takenWhen a character has been hit by an opponent'sattack, she may make a Luck check (as describedunder the heading: Luck Difficulty Class) and applythe result to reduce or increase the damage she suffersfrom the attack. Damage reduced by a Luck check cannever be reduced to less than 0. She can decide tomake the Luck check before or after damage has beenrolled.

Luck and MagicLuck cannot be used to increase or decrease the effec-tiveness of a spell or magical effect.

Luck can be used to increase the chance of hittingwith a magical attack such as a ray by modifying theto-hit roll, or it could be used to modify the result of aSpellcraft check to help identify a spell being cast.Similarly it could be used to increase the chance ofmaking a successful saving throw to counter a spellseffect.

Luck and Turn / Rebuke UndeadLuck can be used to increase the chance of turning /rebuking Undead but cannot increase the effective-

ness. i.e. Luck may be applied to the Turning CheckResult, but cannot be used to increase the maximumhit dice affected, or the number of HD affected.

e.g. Ellion G'aarak is a 4th level Cleric. Entering aroom Ellion encounters 4 zombies, she decides toattempt to turn them and to use Luck in her attempt.Ellion makes a Luck check, the result of which isadded to her Turning check result which may makeher more likely to succeed. However, Luck cannot beused to change the maximum effectiveness of herturning attempt, she can still only possibly affectUndead with 8HD or less. Neither does Luck affectthe number of such Undead she can affect.

Stand alone Luck ChecksThere will be situations within the adventure whenLuck can be used to determine the outcome.Depending on the situation the DM may appoint ahigher or lower Luck DC. The DM must never useLuck to replace a saving throw or skill check thatalready exists. In the example below an unsuccessfulLuck check would then require a Reflex save to avoidfalling in the water.

An example of a stand alone Luck check: If the char-acters are walking over a rickety old wooden bridge,does a rotten plank break under the weight of one ofthe players? The DM decides that the characters willhave to be particularly Lucky to avoid all the rottenplanks and gives this situation a Luck DC of 15. Aswith all Luck checks, once a stand alone Luck checkhas been made (whether successful or not) the charac-ter must temporarily reduce his Luck score by 1.

Opposed Luck ChecksTwo characters are sitting at the table playing cards.Who will win? The simple solution to this is for thecharacters to make an opposed Luck check. Both char-acters roll a D20 and add their Luck modifier. Thecharacter with the highest Luck result wins. Eachcharacter that made the opposed Luck check musttemporarily reduce his Luck score by 1.

Optional Luck ruleIf a character rolls a natural 1 on the Luck roll the DMmay rule that that character has been so unlucky thathe automatically fails whatever he was attempting touse Luck with: if he was using Luck to modify hisattack roll then the attack automatically misses; if hewas using Luck to modify his chance to Pick a lock,the attempt automatically fails; if he was using Luck tomodify his melee damage roll, he scores no damage atall; If he was using Luck to modify his opponent'smelee damage roll, his opponent does full damage.

Restoring LuckLuck can be restored in a number of ways. Luck can-not be increased past its starting value except by mag-ical means (see Appendix 2 - New Magic, NewSpells). Any excess Luck points that would take acharacter's Luck score above the original value arelost.

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Normal regeneration of ability points(see DMG chapter 3, ability score loss)

Magical means - spells and potions Any spell that restores Ability points can be used torestore Luck points. Examples include: LesserRestoration; Restoration and Fortune (see Appendix 2- New Magic, New Spells)

Any potion that restores Ability points can be usedto restore Luck points.

Discretionary Awards by the DM.DM's can choose to award Luck points to charactersfor particular acts of daring or heroism. It should beremembered that Luck is an extremely powerful abil-ity that can allow characters to succeed at tasks thatthey normally wouldn't be able to achieve. Careshould be taken when awarding Luck points, don'tgive the characters too much or you could make anyscenario too easy, but don't be too stingy with yourLuck awards or the characters will probably fail.

Scenario AwardsAt various points in this adventure Luck points areawarded to characters. These Luck awards can beincreased / decreased at the DM's discretion. Luckawards are to the party as a whole, it is up to the DMto determine how they are divided amongst the char-acters. E.g. if a party of 3 characters are awarded 2Luck points, the DM can give 1 point each to 2 of theplayers or 2 points to one of them at the DM's discre-tion - award the points to the characters who playedthe most significant role in gaining them.

Monsters and LuckLuck is a player character specific ability. Monster andNPC's do not gain the Luck Ability score.

CCaverns oof tthe SSnowWitch

For the DM This adventure takes place on the continent ofAllansia, In the Fighting Fantasy� world of Titan�.

The first part of the adventure takes place on theIcefinger Mountains and within the Crystal Caverns(please refer to Map 1). The characters are hired by BigJim Sun to kill a Monster that has slaughtered every-one at a trading outpost. While looking for this crea-ture, the characters discover the Crystal Caverns anduncover a plot by the Snow Witch to bring aboutanother Ice Age and take over the World.

The second part is set in the wilderness (please referto the wilderness map). The characters have beenaffected by an ancient Death spell and must travel tothe heart of the Moonstone Hills to find the onlyknown cure.

BackgroundThe following text should be read aloud Winters in northern Allansia are always cruel andbitter; the snow falls thick and the icy wind blowshard, chilling everybody to the bone. For the pastfew weeks you have been hired by a merchant calledBig Jim Sun to protect his trading caravans as theyroll their way north to the frozen outposts.

It is nearing midday as you walk ahead of the sixcarts across a frozen lake. In the distance you cansee the snow-capped peaks of the IcefingerMountains jutting out of a low cloud. Your destina-tion lies at the base of the mountains where theNorthmen meet to trade. Snow is falling, but notheavily, suddenly the shrill call of a hunting hornbreaks the silence.

Big Jim calls you over to his wagon; his bright blueeyes scan the horizon, searching for signs of life. In adeep voice he says, "Sounds like that came from theoutpost. You'd better go and investigate. Could betrouble. And get back quick!"

Two hours later you reach the outpost at the base ofthe Icefinger Mountains. The snow is red with blood;the Northmen's wooden huts are smashed and torndown. Six men lie dead, their bodies torn apart, bro-ken axes lying at their sides in the snow. Judging bythe size of the footprints, the creature that attackedthe outpost must have been enormous!

There is nothing you can do for the unfortunateNorthmen and there is nothing salvageable from theoutpost, so you head back towards Big Jim's cara-van to report the news reaching them just as day-light is fading. After telling Big Jim about the car-nage at the Northmen's outpost, he orders the cartsto be drawn into a circle to protect his men duringthe night. A large fire is built in the centre of the cir-cle and you sit down beside it to talk to Big Jim. Ina low voice, Big Jim asks you if you will hunt downthe terrible creature, otherwise his business will beruined forever. You smile and reply that you willtrack down the beast, but only for a share in theprofits. You estimate that to be around 3000gp. BigJim's jaw drops open, and it takes a great deal ofpersuasion before he agrees to your demands. Thesnow finally stops falling as you settle down for thenight; sleep is a long time coming, for your mind isactive with thoughts of the impending hunt.

When you awake just after dawn, the fire is reducedto dying embers. You walk over to where Big Jim issleeping and tap him on the shoulder. He wakes witha start and you tell him that you are setting off andhope to be back later in the day. As you leave youwave to the guards. The snow starts to fall again,and you make your way back to the outpost�

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The DungeonAll rooms and corridors in the Glacier section have12ft. ceilings. Corridors and rooms are rough-cut iceeither 5ft. or 10ft. wide (please refer to the overlaymap).

All rooms and corridors in the Mountain sectionhave 22ft ceilings. Corridors and rooms are rough-cutstone work either 5ft. or 10ft. wide (please refer to theoverlay map).

Doors are wooden (good) and are unlocked unlessotherwise stated. Any locked doors have averagelocks unless otherwise stated. The dungeon is unlitunless otherwise stated.

Doors: Good Wooden; 1½ inches thick; Hardness 5;Hit points 20; Break DC25

Locks: Average lock; Open lock DC25Listen checks: All Listen check DC are calculated

with the character standing in the adjacent square tothe door (2½ ft. away) unless stated in the text. If acharacter actively listens at a door (presses his ear tothe door) then reduce the Listen DC by 2.

Northmen Outpost (EL 0)The distance to the Outpost from the Caravan is 6500ft(1.23 miles) and will take the characters just over 43minutes to walk there.By the time you reach the Outpost again, the bodiesare blanketed with snow and the beast's footprintsare covered over. The visibility is poor as you set offtowards the mountains where you hope to find theabominable killer beast. The snow on the mountain-side is soft and you sink up to your knees as youclimb slowly upwards. Soon, you find yourselves atthe edge of a Crevasse, which is spanned by an IceBridge. The deep snow reduces movement rates by half

The Crevasse (EL 8)Distance from encounter 1 is 7250ft. (1.37 miles). It willtake the characters just over 48 minutes to walk thisdistance in the snow.

When the characters arrive at the Crevasse, readthem the following:The Crevasse is quite wide, the wind starts to howland blows flurries of snow into your faces.The howling (strong) wind and snow will make the

going tough for the characters. Listen checks willincur a -2 penalty (due to the wind) and spot checkswill incur a - 4 penalty (due to the blown snow). Inaddition, characters using ranged weapons also incura penalty of -6 to hit (-2 for the wind and -4 for thesnow) and any unprotected flames (like torches) willbe extinguished. The deep snow reduces movementrates to one half normal.

The icy cold wind and snow also has its effects onthe characters. Unprotected characters (those thathave not sought shelter and warmth) must makeFortitude saves (DC15, +1 per previous check) everyhour, taking 1D6 of subdual damage on every failure.Characters with the Wilderness lore skill receive abonus to this saving throw and may be able to apply

this bonus to other characters as well (see PHBChapter 4 for more information). Any characters thatreceive subdual damage have frostbite and are con-sidered fatigued (see DMG Chapter 3, Condition sum-mary for more information).

If any of the characters make a skill (Spot) check(DC15 - remember to include the -4 penalty due to thesnow) read them the following:Just ahead of you, a huge dark shape looms out ofthe curtain of snow. A huge hairy Mammoth standsbefore you its long tusks curving out threateningly.Although the edge of the Crevasse is quite wide,there is no way around the creature. It lumbers for-ward menacingly. If the characters turn and flee back to the Bridge, the

Mammoth will not follow. If they stay where they arethe Mammoth will ready to charge the first personwho comes into range.

Mammoth: hp 101(see Appendix 1- New Monsters) If the characters either kill the Mammoth or find a

way to get past it, they may continue around the edgeof the Crevasse. Read them the following:It takes just under 20 minutes of hard walking toreach to edge of the Crevasse. You are now able tofollow a path that climbs steeply up the mountain.

Ice Bridge (EL 2)The natural Ice Bridge is quite narrow and looksvery slippery. However, it also appears to cut quitea distance out of your journey.The Ice Bridge is 10ft. wide and 40ft. long. Any char-

acter attempting to cross the Ice Bridge must make askill (Balance) check (DC15). If unsuccessful, they fall30 ft. to a ledge below (which juts out of the south sideof the Crevasse) and take 3D6 falling damage. Theledge is 120 ft. long and 15 ft. wide. The fallen charac-ter may climb up the rock face by making a skill(Climb) check (DC15). If a character fails their Climbcheck they fall, a successful ability (Luck) check(DC10) means they land back on the ledge, failuremeans they plummet 2000ft to the bottom of theCrevasse and are killed

Snow Wolves (EL 4)As the last person has crossed the Bridge the windstarts to howl. As it picks up speed it blows flurriesof snow into your faces.The howling (strong) wind and snow will make the

going tough for the characters. Listen checks willincur a -2 penalty (due to the wind) and Spot checkswill incur a - 4 penalty (due to the snow). In addition,characters using ranged weapons also incur a -6 to hit(-2 for the wind and -4 for the snow) and any unpro-tected flames (like torches) will be extinguished. Thedeep snow reduces movement to one half normal.

If any character succeeds at a skill (Listen) check(DC12 - remember to include the -4 penalty due to thesnow) read them the following: 7

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Above the howling of the wind, you have suddenlybecome aware of another sound - the howling ofwolves.The howl belongs to two Snow Wolves. The Wolves

are searching for food for their young and have pickedup on the character's scent. The Snow Wolves use theirskill (Hide) to approach within striking distance.

To see the approaching Snow Wolves, the charactersmust make opposed skill (Hide/ Spot) checks with thewolves. If the characters are unsuccessful the wolves'gain a partial action (due to surprise) before initiativeis rolled for combat.

If the characters are successful, read the following:As if out of nowhere two Wolves appear. Both arecompletely white part from their blood red eyes.Their colouring makes them difficult to see againstthe snowy background.The Snow Wolves attack:Snow Wolves (2): hp's; 15, 20 (see Appendix 1- New

Monsters)5. Blizzard (EL 2)

Distance from encounter 4 is 7000ft. (1.33 miles). It willtake the characters just over 48 minutes to walk thisdistance in the snow.As you ascend the mountain the snow begins to fallheavily and the wind blows so hard that you find itdifficult to keep your balance. It looks like a bliz-zard is starting.The blizzard will last two hours, during which the

following effects apply: visibility is reduced to threequarters, -8 penalty to Spot, Search and Listen checks.Missile fire is impossible, unprotected flames areextinguished; protected flames such as hoodedlanterns have a 50% chance of being extinguished.Characters not in warm shelter must make a Fortitudesave (DC15 + 1 per previous check) every 10 minutesor take 1d6 subdual damage (Cold), characters withthe Wilderness Lore skill receive a bonus (see PHBChapter 4 for more information). Any character takingdamage suffers frostbite and is considered fatigued(see DMG Chapter 3, Condition summary for moreinformation).

The blizzard lasts for 2 hours, after which the weath-er calms considerably. The wind is still blowing strong(-2 to Ranged Attacks and Listen checks), but it hasstopped snowing for the time being.

6. The Trappers Log Cabin (EL 0)Distance from encounter 5 is 5000ft. (0.95 miles). It willtake the characters just over 33 minutes to walk thisdistance in the snow.Underneath an overhanging rock, you can see asmall wooden cabin built against the side of themountain. Its roof is piled high with snow and longicicles hang down from the window ledges.Characters investigating the outside of the cabin

making a successful skill (Search) check (DC10) willfind a partially covered set of human footprints lead-ing from the cabin up the mountain.

The door to the cabin is frozen shut. If any characterwishes to open it they will have to make an ability(Strength) check (DC13).

If a character enters the cabin or looks through one ofthe windows, read them the following:There is only one room inside the log cabin. Animaltraps, furs and sacks are stacked in the northwestcorner. A wooden bed is positioned in the centre ofthe north wall while a table and single chair are cen-tred in the room. The fireplace has embers glowing inits hearth and a pot of stew hangs over it. There aresome sheets of parchment on the table, with a quilland inkpot.This cabin belongs to a Trapper by the name of

Brogan. Brogan has spent most of life up here in themountain trading furs at the Northmen outpost toearn a living. Five years ago he heard rumours that thelegendary Crystal Caves were located somewhere inthis mountain and he has spent most of his spare timesince searching for the entrance.

If any characters read the note, read the following:The parchment has been written on in the commonlanguage and reads:

I hope someone finds this letter before it is too late!

I have discovered the entrance to the legendaryCrystal Caverns. The minions of the Snow Witch, abeautiful yet evil sorceress, have carved these cavesout of a glacier. I have discovered that she is tryingto bring on an Ice Age so that she can rule supremeover the whole world!

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The entrance to the Crystal Caverns is located highup on this very mountain. It is open, but shrouded byan illusion. This I know because I have seen one ofthe Snow Witches minions seemingly walk throughthe Ice Wall.

I am leaving now, to put an end to the Snow Witchesplan. I hope that who ever finds this letter will pur-sue me up the mountain to help me rid the world ofthis evil before it is too late! I have left a piece of furhanging over the entrance so that you will be able tolocate the Crystal Caverns.

BroganThe dying fire can easily be revived using the fire-

wood in the cabin. There is enough of the tasty stewfor four people to enjoy a substantial meal. Staying inthe warm cabin for an hour will cure any subdualdamage caused by the cold weather.

Any character making a skill (Search) check (DC10)of the cabin will find a War-hammer and a Spearunder the bed. Both weapons are masterwork (seePHB Chapter 7, Special and Superior items for moreinformation).

7. Brogan and the Yeti (EL 7)Distance from encounter 6 is 5000ft. (0.95 miles). It willtake the characters just over 33 minutes to walk thisdistance in the snow.The high altitude and thin atmosphere make youpant for breath as you continue your steady climb upthe mountain.As they approach ask the characters to make a skill

(Listen) check (DC10 remember to include the -2penalty due to the wind). If successful they can hearthe cry of a human followed by a ferocious roar.

If the characters make a skill (Spot) check (DC12)read them the following:Just ahead you can see a fur trapper fighting for hislife against a large bear-like beast with long whitefur and sharp teeth protruding from its jaws. Thiscould be the killer beast that slew the Northmentraders at the outpost. As you watch, the creature'sclaws gash the unfortunate trapper and he falls facefirst into the snow.This is indeed the creature responsible for the car-

nage at the outpost. The creature is a Yeti. It spots thecharacters and advances menacingly.

Yeti: hp 49 (see Appendix 1 - New Monsters)The trapper is Brogan. It was his cabin that the char-

acters saw further back down the mountain. Broganhas been killed by the Yeti and cannot be revived. Ifthe characters kill the Yeti they are faced with twochoices; either they can take evidence of the snowbeast's death back to Big Jim at the caravan and claimtheir 3000gp reward, or they can continue on up themountain to locate the Crystal Caves and slay theSnow Witch.

Searching Brogan's body the characters will find thefollowing equipment: a Cold Weather Outfit (see PHBChapter 7, Equipment for more information), a suit ofStudded Leather Armour (medium sized), a small

Wooden Shield, a +1 Shortsword, 50ft of Rope, a warmWolf Fur Cloak, 5 days worth of Trail Rations & 20gp

8. Avalanche! (EL 10)Distance from encounter 7 is 4000ft. (0.75 miles). It

will take the characters just over 26 minutes to walkthis distance in the snow.Now that the snow has stopped falling and the windhas died down to a gentle breeze, the sky is clear andblue. The air is cold and crisp and the snow crunch-es beneath your feet. Slowly you continue up themountainside looking for the entrance marker left byBrogan the trapper. Suddenly you hear a distantrumbling from above. Looking up you can see greatcascades of snow tumbling down the mountainsidein your direction.The terrifying noise is an Avalanche. If the characters

look around they see an outcrop under which theycould shelter, but they will have to move fast to getthere safely.

In order for the characters to make the outcropbefore the Avalanche is upon them they must movequickly across the snow. To avoid falling over in thedeep snow, characters must make a skill (Balance)check (DC10). If they are successful, they reach theshelter of the outcrop and the Avalanche harmlesslyover them. If they are unsuccessful the mass of ice androck falls upon them and they suffer 5D6 impact dam-age, Reflex save (DC15) for half damage.

9. The Crystal Caves (EL 0)Distance from encounter 8 is 7000ft. (1.33 miles). It

will take the characters just over 46 minutes to walkthis distance in the snow.You make your way ever onwards up the Mountainuntil you reach a rock face that is too steep to climb.Walking around the side of the rock face you can seea massive wall of ice that completely blocks a gullybetween two peaks of the mountain - the glacier.Hanging on the ice is a small animal fur.The entrance to the Crystal Caves has an Illusory

Wall spell (see PHB Chapter 11 for more information)cast on it to make it appear to be just an Ice Wall. If thecharacters feel along the wall they will find the caveentrance easily enough. Once the location of theIllusory Wall spell is known the characters can make aWill saving throw (DC17) to disbelieve it.

Inside the cave is a tunnel that has been carved fromthe ice. The tunnel leads into darkness.

If the characters continue up the passage, they cometo a T-junction leading east west.

10. Anti-freeze Potion (EL 0)Upon entering the cavern read the following:

The tunnel opens out into a cavern. The cavern isempty apart from a brass bowl resting on top of anice plinth.The brass bowl contains a yellow liquid and a ladle.

The yellow Liquid is a potion of Endure Elements,cold (see DMG, Chapter 8, Potions for more informa-tion). In addition to the normal effects of the potion,

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this will also cure any subdual damage (frostbite) thathas been incurred due to the cold weather.

The potion is here to ward the evil minions of theSnow Witch against the cold elements. There are 30doses of the potion in the bowl.

11. A Mountain Elf (EL 5/ 7)Characters who make a successful skill (Listen) check(DC16) can hear footsteps coming down the corridor.

The footsteps are being made by a Mountain Elfcoming down the corridor, if the characters waitwhere they are they will surprise him when he comesround the corner, otherwise read them the following:The tunnel bends round to the right. As you turn thecorner you almost bump into a tall pale skinnedhumanoid coming the other way. He is wearing awhite cloak with a hood pulled over his head. Yourecognise the male as a Mountain Elf.

"Who are you? And where are you going?" he asks inthe common tongue.Hagan is patrolling the corridors; characters can

attempt to bluff their way past him by making a suc-cessful opposed skill (Bluff/Sense motive) check, inwhich case he will continue his patrol. If they fail orotherwise raise his suspicions he will attack.

Hagen, male elf (Mountain) Ftr5: CR 5; Size M (4 ft.,8 in. tall); HD 5d10+10; hp 50; Init +6 (+2 Dex, +4Improved initiative); Spd 30 ft.; AC 18 (+2 Dex, +2Studded Leather, Buckler); Attack +10 melee(Shortsword 1D6 +6); SV Fort +6, Ref +3, Will +1; ALNG (NE with collar); Str 14, Dex 15, Con 15, Int 10, Wis11, Cha 14. Languages Spoken: Common, Elven.Skills and feats: Hide +2, Listen +4, Move silently +2,Search +2, Sense motive +4, Spot +4; Alertness,Improved initiative, Power attack, Weapon focus(Shortsword), Weapon specialisation (Shortsword).Equipment: Studded Leather +2, Winter Cloak,Shortsword +2, Pouch with 16gp, Collar of Obedience(see Appendix 2- New Magic)

If Hagen is reduced to 3 or fewer hit points (and stillconscious) or he is subdued, read the following:"Mercy!" cries the wounded Mountain Elf as heslumps to the floor. If the characters spare his life, read the following:

He pulls back his hood and reveals a metal collararound his neck, glowing in the semi-darkness."Obedience Collar", he stammers in pain. "Makes usdo whatever she wishes. If I die the collar will looseits energy but she will know and send others toinvestigate. Mountain Elves would not serve thatvile Witch of our own free will. Kill her and we arefree. I bear you no grudge for attacking me, for youknew no better.Hagen is in a lot of pain and cannot talk for much

longer. He asks the characters not to heal him, becausehe would then be unable to resist attacking themagain. The only other information that he can tell thecharacters is that when they reach the end of this cor-ridor they should turn right, not left.

If Hagen is killed the characters will notice that thecollar around his neck stops glowing and turns black.The Witch will be aware that Hagen has died andsends two Goblins to investigate. The Goblins comerunning from room 16, their approach can be heard ona successful listen check (DC14). The Goblins willattack the characters on sight.

Brak and Gorgok, male goblins (2) Ftr4 (Both): CR4 each; Size S (3 ft., 6 in. tall); HD 4d10+12; hp 44, 39;Init +5 (+1 Dex, +4 Improved initiative); Spd 30 ft.; AC15 (+1 Dex, +1 Size, Leather +1); Attack +5 melee(Longsword 1D8 +2); face/ reach: 5ft. by 5ft. / 5ft.; SVFort +2, Ref +1, Will +0; AL NE; Str 9, Dex 13, Con 11,Int 10, Wis 11, Cha 8; Languages Spoken: Goblin;Skills and feats: Hide +6, Listen +3, Move silently +4and Spot +3; Alertness, Dodge, Improved initiative,Weapon focus (Longsword), Weapon specialisation(Longsword). Equipment: Both Goblins wear Leather+1 and both have Longswords +1, both wear a Collarof Obedience (see Appendix 2- New Magic) see MMfor more information on Goblins.

12. Pit Trap (EL 3)Trap: A pit trap 10ft. long, 50ft deep, spanning theentire width of the corridor has been dug here and athin layer of ice has been laid over the pit to camou-flage it. The ice covering is very thin and will break ifanyone stands on it. The walls of the pit are hard ice,and are very hard to climb (DC20).

Pit Trap (50ft.): CR 3; No attack roll (5D6); Reflexsave (DC20) avoids; Search (DC22); Disable (DC 20).

13. Frozen Orc (EL 5)The tunnel opens out into a cave. In front of you is astrange sight. There are two small pools in the floorwith steam gently rising from them; protruding fromone pool is the hilt of a sword, from the other, theshaft of a spear. The frozen body of an Orc liesagainst the wall, its arm rigid and pointing towardsthe sword hilt.

If any character makes a successful skill (Search)check (DC12) read them the following:

A rhyme has been carved into the ice floor by thepools. It reads:

Sword or spear, Strength or fear, How you choose,Win or loose.

The frozen Orc is long dead and poses no threat. Ifthe characters search the Orc they will find a worth-less pair of old sandals and a mouldy loaf of bread in

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its backpack. A successful skill (Search) check (DC30)will reveal an iron key in the mouldy loaf of bread.The key is important and is linked to encounter 19.

Award the party 2 Luck points for finding the keyThe sword can easily be pulled from the pool, it is a

Magical Longsword +3Trap: The spear is cursed. Any player who touches

the spear will suffer a terrible vision of monsters anddemons.

Cursed spear trap: CR 10; No Attack; Will save(DC20) or suffer -2 Wisdom (permanent) and -2 Luck(permanent).

If any character attempts to pull the spear from thepool, read them the following:As you grasp the shaft of the spear, terrible visionsof nightmarish creatures invade your thoughts. Thevisions seem very real to you indeed.The spear is firmly embedded in the ice and cannot

be removed unless dug out.14. The Kitchen (EL 8)

Ask the characters to make a skill (Listen) check(DC5). If they are successful, they can hear shoutingwithin the cave. Someone appears to be yelling incom-prehensible orders to another.

If the characters look in the cave, read the following:At the back of this cave you can see a Neanderthalstripping the skin off of a moose. He appears to beworking rather slowly and is being yelled at by aman dressed in a white apron and waving a woodenspoon about in the air. There is a large stew pot sim-mering on an open fire in the centre of the room.The man will not notice the characters unless they

walk into his crude kitchen. If the characters movesilently into the room, they must make opposed skill(Move silently/Listen) checks with the man, theNeanderthal is too busy to notice them

If the characters are spotted entering the kitchen,read them the following:The man turns to you and shouts, "Get out! Dinnerwon't be ready for two hours yet. You'll hear the bellwhen it's ready. Mind you, you all look a littleworse for wear. Have a stale cake each and be onyour way". If the characters do not have adequate clothing to

cover their necks, the man will make a skill (Spot)check (DC12). If successful, he notices that they don'thave collars on and orders the Neanderthal to attack.

Neanderthal: hp 19; Collar of Obedience (seeAppendix 1 - New Monsters)

Glom, male human Ftr5: CR 5; Size M (6 ft., 0 in.tall); HD 5d10+10; hp 48; Init +6 (+2 Dex, +4 Improvedinitiative); Spd 30 ft.; AC 17 (+2 Dex, Studded Leather+2); Attack +13 melee (Dagger 1D4 +7), or +11 ranged(Dagger 1D4 +7); SV Fort +6, Ref +3, Will +0; AL NE;Str 18, Dex 14, Con 14, Int 10, Wis 8, Cha 13.Languages Spoken: Common. Skills and feats: Climb+8, Hide +2, Jump +6, Listen +3, Move silently +2, Spot+4; Alertness, Dodge, Improved initiative, Powerattack, Weapon focus (Dagger), Weapon specialisation

(Dagger). Equipment: Studded Leather +2, Dagger +3,Collar of Obedience (see Appendix 2- New Magic)

If the characters are victorious, they are free to lookaround and search the kitchen, read the following:The cupboards are full of pots, pans, bowls andspoons. There is one cupboard that is locked.To force the cupboard open the characters must

make an ability (Strength) check (DC10). Inside thecupboard are the cook's possessions: A silver flute, arune carved stick painted with blue and yellow hoops,an old withered rose and an old leather bound bookwith a metal clasp on the side entitled 'The Secret ofToads'.

The silver flute is Magical and is called Tomah'sFlute (see Appendix 2- New Magic)

The Rune stick is non-magical. This item can be usedlater in the adventure as a wooden steak to aid in thedefeat of the Vampire Snow Witch (encounter 24).

The withered rose is magical and is called 'TheHealing Rose' (see Appendix 2- New Magic).

Trap: The leather bound book has a metal clasp onthe side. On the underside of the clasp is a poison nee-dle. Anyone who opens the clasp without disarmingthe trap will prick themselves on the needle.

Poison needle trap: CR 4; No attack roll (damage 1+shadow essence poison); Reflex Save (DC20) to avoid;Search (DC15); Disable (DC15).

Shadow essence poison: Injury; Fortitude save(DC17); Initial: - 1 Str (permanent), Secondary: 2D6Strength (See DMG Chapter 3; table 3-16 Poisons formore information)

If anyone opens the book they find no writing, just arecess cut in the pages that holds a Talisman on a gold-en chain.

While the Talisman is worn, the player gains +2resistance bonus to Will save.

15. The Bard (EL 7)Any character that comes within 20ft. of the cavernentrance must make a skill (Listen) roll (DC10). If theyare successful they can hear soft, beautiful stringedmusic emanating from the cavern.

As the characters approach the cave from which themusic is coming, read them the following:At the end of this corridor is an archway covered byanimal furs. The music is being played by Rillion the musician.

Rillion is in charge of fitting the Collar of Obedience tonew 'recruits'.

If anyone looks into the room, read the following: You can see a human sat on a chair at the rear of theroom. The man is dressed in purple and green hoseand vest and pointed red slippers. The man is play-ing a lute and singing. He is very talented. To his leftare two large clay pots on a shelf.If Rillion spots anyone entering the room he will stop

playing and ask them what they want. If compliment-ed on his musical abilities he will thank the charactersand play a jolly tune that incorporates a Cure LightWounds spell (1d8 + 2) on the nearest injured charac-

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ter. Otherwise Rillion will be wary of any intrudersand ready to fight.

"Come back again for more treatment", say's Rillionsmiling. He continues to play.

If the characters walk into the cavern and do notmention Rillion's vocal and musical talents he is verywary of them. He readies a Charm Person spell withthe trigger being if anyone comes within 5ft. of him.

Rillion, male human Ftr7: CR 7; Size M (6 ft., 1 in.tall); HD 7d10+7; hp 60; Init +4 (+4 Dex); Spd 30 ft.; AC18 (+4 Dex, Leather Armour +2); Attack +14 /+9 melee(Rapier 1D6 + 5); SV Fort +6, Ref +7, Will +2; AL NE; Str13, Dex 19, Con 13, Int 11, Wis 7, Cha 17. LanguagesSpoken: Common. Skills and feats: Climb +8, Hide +3,Listen +3, Move silently +10, Perform (Lute) +10, Spot+5, Swim +5; Dodge, Mobility, Spring attack, Weaponfinesse (Rapier), Weapon focus (Rapier), Weapon spe-cialisation (Rapier). Equipment: Rapier +2, Leather +2,a Lute and a Collar of Obedience (see Appendix 2-New Magic).

Rillion can use the following spell like abilities twiceper day each: Cure Light Wounds, Cure SeriousWounds and Charm Person.

Tactic: If attacked, Rillion will cast Charm Person onthe strongest looking character and ask them not toharm him. Rillion will then attack the remaining char-acters with his rapier and attempt to subdue them. Hewill then attach the Collars of Obedience once all thecharacters are either charmed or subdued.

Any character collared by Rillion is completelyunder the control of the Snow Witch and should betreated as an NPC until released.

16. Temple of the Ice Demon (EL 10/ 12)As the characters approach the cavern they can hearrhythmic chanting emanating from a crowd within. Ifthe characters look into the cavern, read the following:Kneeling down before an ice effigy in the shape of ademon are several hooded humanoids. The wor-shipers are praying to the demon in a rhythmicalchant.This is the temple of the Ice Demon T'armeru. The

worshippers consist of 10 Goblins and Orcs andAdolynn an Orc Cleric.

If the characters walk boldly through the cavernAdolynn the Cleric will challenge them. She is out-raged that they have walked through without payinghomage to the Frozen one. If Adolynn makes a skill(Spot) check (DC12) she notices that they do not haveCollars of Obedience on and orders the mass ofGoblins and Orcs to seize them.

If the characters attempt to bluff their way pastAdolynn, they will have to make opposed skill(Bluff/Sense motive) checks with her. If the charactershave found the magical silver flute from the crudekitchen (encounter 14) and they show it to Adolynnsaying that have to play the flute for the Snow Queen,give the players a +4 bonus to their bluff roll.

If a fight ensues, Adolynn orders the Ice DemonT'armeru to attack the characters.

Adolynn, female Orc Clr2: CR 2; Size M (5 ft., 3 in.tall); HD 2d8+2; hp 14; Init +0; Spd 30 ft.; AC 18 (Chainshirt +2, Buckler +1); Attack +4 (War-hammer 1D8 +3);SV Fort +4, Ref +0, Will +5; AL CE; Str 13, Dex 10, Con12, Int 7, Wis 15, Cha 10. Languages Spoken:Common, Orc. Skills and feats: Concentrate +2, Hide+0, Listen +2, Move silently +1, Spot +2; Martialweapon proficiency (War-hammer). Equipment: War-hammer +2, Chain shirt +2, Winter Cloak and Buckler+1, Collar of Obedience (see Appendix 2- New Magic)

Cleric Domains: Evil, Chaos. Cleric spells Per Day:4/3+1 (see PHB Chapter 11 Spells, Cleric Domains fora list of Cleric Domain spells)

Spells revised: 0 level-- Cure Minor Wounds x3,Virtue. 1st Level-Inflict Light Wounds x2, Shield ofFaith

Orcs (6): hp 8, 8, 7, 8, 6, 6; Longsword (1D8 +3),Collarof Obedience (see Appendix 2- New Magic)

Goblins (4): hp 5, 7, 6, 4; Shortsword (1D6 -1), Collarof Obedience (see Appendix 2- New Magic)

T'armeru, Ice Demon: hp 47 (see Appendix 1- NewMonsters)

If the Ice Demon T'armeru is defeated, Adolynn andthe Orcs and Goblins will flee the area via the westdoor. They will flee out of the caverns and down themountainside and not be seen again during thisadventure.

Secret Door: If the characters make a successful skill(Search) check (DC15) along the north wall, they willfind the secret door that leads to the pit viewing area(encounter 17) 10ft. above the pit. If they proceed upthe stairs, ask them to make a skill (Listen) check(DC5). If successful, they can hear jeering and cursing(in the Goblin tongue) from further along the passage.

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The noise is being made by 4 Goblins who are throw-ing chunks of rock and ice at a Dwarf who has fallenin the pit below. If the Goblins spot the characters theywill attack:

Goblins (4): hp 6, 7, 5, 6; all Goblins wear Collar's ofObedience (see Appendix 2- New Magic) and haveLongsword's (1d8 -1) (see MM for more informationon Goblins).

17. The Pit (EL 0)Any character moving within 20ft. of the Pit mustmake a skill (Listen) check (DC9). If they are success-ful, they can hear shouts for help in the commontongue that seem to be coming from a Pit at the end ofthe corridor.

If the characters investigate, read the following:DM's note: If the characters have found the secret

door in encounter 16 they may already have killed the4 Goblins that are throwing rocks at Ulgrad. If this isthe case, only read the passage up to the asterisk.At the bottom of the 20ft. Pit is a Dwarf. The unfor-tunate humanoid is trying desperately to climb upthe slippery sides of the Pit wall*. The floor of thePit is covered with large ice boulders that are beingcontinually thrown by humanoid creatures at thetop of the shaft. One lands on the Dwarf's shoulder,to which you hear loud cheers from above. TheDwarf tumbles back down to the bottom of the Pit.He looks up at you and says, "Curse you strangers ifyou do not help me".If the characters throw a rope down to the Dwarf he

climbs up, much to the annoyance of the creaturesabove. The Dwarf hurriedly introduces himself asUlgrad and says that now he is free he must get backto his village as soon as possible. He thanks the char-acters for rescuing him and hands them a bag inwhich is a sling and 3 metal slingshots. He runs downthe corridor and turns right (towards the Ice Demon'stemple). As he does so, he shouts back, "Beware theWhite Rat!"

The sling and metal slingshots are magical: sling +1and 3 metal slingshots +3

Award the party 1 Luck point for rescuing Ulgradand receiving his warning.

18. The Prism Mage (EL 6)As the characters move from the corridors inside theglacier into the mountain, read them the following:The ice corridors that you are following soon leadinto the mountain itself. The walls of the corridorschange from ice to bare rock. If the characters continue into the cavern, read them

the following:The passageway opens into a large cavern. There arethree exits; one on the left, one on the right and themain one straight ahead which has been carved as agiant skull. As you look, an ugly man steps out ofthe mouth of the skull, holding a glass prism in hisout-stretched hands. "Turn back" he commands,"Only the Snow Witches personal servants areallowed inside the mountain".

This is Yorgar the Prism Mage. He guards theentrance to the Snow Witches personal caverns.

It is impossible for the characters to bluff their waypast Yorgar, he knows that no-one is allowed pasthim, only the Snow Witch herself and her personalservants all of which he knows very well. Regardlessof the yarn the characters attempt to spin, Yorgaragrees to them passing onward and tells them theSnow Witches personal quarters are along the lefthand passage. The left passage leads to a trap.

Yorgar, knowing that the characters are not sup-posed to be here, is holding out in front of him thePrism of Illusion (see Appendix 2- New Magic). Hehas readied a Mirror Image spell with the triggerbeing anyone who comes within 5ft.

Yorgar, male half-elf Sor6: CR 6; Size M (5 ft., 4 in.tall); HD 6d4+6; hp 27; Init +2 (+2 Dex); Spd 30 ft.; AC14 (+2 Dex, Amulet of natural Armour +2); Attack +6melee (Dagger 1D4 +3), or +7 ranged (Dagger 1D4 +3);SV Fort +3, Ref +4, Will +5; AL CE; Str 13, Dex 14, Con13, Int 16, Wis 11, Cha 15; Languages Spoken:Common, Draconic, Dwarven, Elven. Skills and feats:Balance +4, Concentration +9, Hide +5, Listen +4,Move silently +4, Search +4, Spot +5; Dodge, Silentspell, Still spell. Equipment: Amulet of naturalArmour +2, Collar of Obedience (see Appendix 2-New Magic) Prism of Illusion (see Appendix 2- NewMagic), 2x Daggers +2 and a Purse with 3D4 gold

Sorcerer Spells Known (6/7/6/3): 0th -- DancingLights, Detect Magic, Ghost Sound, Light, MageHand, Prestidigitation, Read Magic. 1st -- CharmPerson, Chill Touch, Magic Missile, Shield. 2nd -Mirror Image, Invisibility. 3rd -- Lightning Bolt.

19. The left hand passage (EL 1)Trap: A pressure plate spans the corridor (marked19.A on the map). If anyone stands on the pressureplate, a heavy Iron Portcullis drops at the passageentrance (marked 19.B on the map).

Lifting the Portcullis requires an ability (Strength)check (DC25). If successful, it lifts 3ft before sticking.

Pressure plate trap: CR 1; No attack roll (no dam-age); Search (DC20); Disable (DC20).

If the characters continue, read them the following:The passage bends to the right, continues for 30ft.

and ends at a large iron door, which spans the entirepassageway. The door has a single keyhole.

The door is locked. If the players found the key in thebread (encounter 13), it fits and opens the door. If not,the door can either be forced open by a successful abil-ity (Strength) check (DC28); Broken down: hardness10, Hp 60 or the lock can be picked by a successfulskill (Open locks) check (DC35)

20. The right hand passage (EL 1)Trap: A pressure plate spans the corridor (marked20.A on the map). If anyone stands on the pressureplate, a heavy Iron Portcullis drops at the passageentrance (marked 20.B on the map).

Lifting the Portcullis an ability (Strength) check(DC25). If successful, it only lifts 3ft before sticking.

Pressure plate trap: CR 1; Search (DC20); Disabledevice (DC 20).

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If the characters continue, read them the following:The passage bends to the left and continues for 60ft.before bending to the left again, but blocking youradvance, 30ft. along the passage, is a heavyportcullis.If the characters examine the portcullis, ask them to

make a skill (Spot) check (DC15). If successful, theycan see a small button 10ft. farther along the wallbeyond the portcullis. In order to throw an object atthe button the players make a successful rangedattack. The button is AC18 (due to its size). If the but-ton is pressed or hit by an object the portcullis opens.

21. The Frost Giant (EL 9)If the characters go through the central skull shaped

door, read them the following:The passage widens into a large rectangular cavern.Moving around in the cavern is a Giant Man whostands about 15ft. tall. The man has white skin withdirty yellow hair, and he wears thick animal furs. Asyou watch, the Giant is lifting a large chest on to ahigh shelf.The giant is Frasor, this is his lair. If he spots the char-

acters he hurls the heavy chest at them +9 Ranged(chest 2D4+9) before charging them with his hugeGreataxe. There is no bargaining with Frasor. Hefights to the death.

Frost Giant: hp 121 (see MM, Giants for more infor-mation on Frost Giants)

The chest contains 3 Rings and a potion of Cure seri-ous wounds that heals 3D8 +10 hit points labelled incommon.

Note: If the Frost Giant hurled the chest then thepotion bottle has been shattered and the potionruined.

The three rings are: A golden ring, which is a ring ofMajor Elemental (Cold) resistance (see DMG Chapter8, Rings for more information); a silver ring, which isa Ring of The Vampires Curse (see Appendix 2- NewMagic) and a copper ring, which is a Ring of WarriorSummoning (see Appendix 2- New Magic)

22. The Crystal Warrior (EL 4)As the characters approach, read the following:Blocking the passageway ahead is a tall humanoidwho appears to be made of Clear Quartz. TheCrystal Warrior carries a quartz spear, which itreadies for combat.The only way to pass is to fight the Crystal Warrior.Crystal Warrior: hps 35 (see Appendix 1 - New

Monsters).23. The Zombie Store Man (EL 1)

The corridor ends at a locked door. If any charactermakes a skill (Listen) check (DC14), they can hearshuffling footsteps coming from the other side.

If the characters open the door, read the following: Jars and bottles of various shapes and sizes sit onshelves that line the walls. Boxes and barrels arestacked up on the floor. A grey skinned man withwhite eyes and a club in his hand shuffles his waytowards you.

The 'man' is a Zombie. The Zombie attacks anyonewho enters the storeroom.

Zombie: hp 17 (See MM for more information onZombies, medium sized)

A successful skill (Search) check (DC14) of the roomwill reveal the following: on a roll of exactly 14 theyfind a jar of pickled lizard tails, which weighs 1lb (thepickled tails have no use in this adventure). For everyadditional 2 points above 14, the characters find itemsin the following order: some garlic a box full of assort-ed teeth weighing 1lb (the teeth have no use in thisadventure) four large dragon eggs which weigh 5lbseach (the eggs can be used much later in the adventureby the healer - see encounter 22 in the Wilderness sec-tion) and a jar full of Powder with a note in it. The notedescribes the contents of the jar and its use. The jar isSzordrins dust (see Appendix 2 - New Magic), andcan be used in encounter 24 to stop the White Ratchanging back into a Dragon.

24. The Snow Witch (EL 11)The tunnel ends at a large pair of double doors. Thedoors are unlocked. No sound can be heard from theother side. If the characters open the doors, read themthe following:Beyond the door is a large high-ceilinged (50ft high)chamber , which ends in a massive wall of ice. In thecentre of the chamber is an open marble sarcophaguswith its lid propped up against its side. As youwatch, a tiny White Rat jumps out of the sarcopha-gus and sits on the floor. The Rat starts to grow andchange shape!If the players have found Szordrins Dust from

encounter 23, they could use this on the polymorph-ing creature. If they do, the Dragon remains as a WhiteRat, use the stats below:

Icefang in rat form: CR 3; Size T (1ft. long); HD15D12; hp 67; Init +2 (+2 Dex); Spd 15 ft., Climb 15ft.;AC 14 (+2 size, +2 Dex); Attack +15 melee (Bite 1D3 -4);Face/Reach: 2 ½ft. by 2½ ft./ 2 ½ft. SA spell like abili-ty: Freezing fog - 3x/day; Other spell like abilities:Gust of wind, Fog cloud, Wall of ice - 3/day, Controlweather - 1/day; SQ Cold subtype, Ice walking,Frightful presence Will save (DC16), Spell resistance(SR16), Dragon immunities, Blind slight 150ft., Keensenses, Darkvision 500ft. ; SV Fort +9, Ref +12, Will +9;AL CE; Str 2, Dex 15, Con 10, Int 8, Wis 11, Cha 8.Languages Spoken: Draconic. Skills and feats: Listen +15, Spot +15 and search +15; Alertness, Power attack,Weapon focus (Bite). Equipment: None (see MM,Dragon, White Dragon for more information onYoung Adult White Dragons)

If not the Rat polymorphs into its true self; a YoungAdult White Dragon called Icefang. He is the SnowWitches personal guard.Icefang attacks the characters.

Icefang, young adult White Dragon: CR 7; Size L (15ft. tall); HD 15D12 +45; hp 112; Init +0; Spd 60 ft., fly200ft. (poor), swim 60ft., burrow 30ft.; AC 23 (-1 size,+14 natural); Attack +19 melee (bite 2D6 +4) and +14melee (2 claw 1D8 +2 each) and +13 melee (2 wings1D6+2 each) and +13 melee (tail slap 1D8 +6);Face/Reach: 5ft. by 10ft./ 10ft. SA Breath weapon (40ft.

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cone of cold, 5D6 damage, Reflex save (DC20) for halfdamage, Spell like ability: Fog Cloud 1/day; SQ Coldsubtype, Ice walking, Frightful presence Will save(DC16), Spell resistance (SR16), Dragon immunities,Blind slight 150ft., Keen senses, Darkvision 500ft. ; SVFort +12, Ref +9, Will +9; AL CE; Str 19, Dex 10, Con 17,Int 8, Wis 11, Cha 8. Languages Spoken: Draconic.Skills and feats: Listen + 15, Jump +6, Spot +15 andsearch +15; Alertness, Power attack ,Weapon focus(Bite) and Weapon focus (Claw). Equipment: None(see MM, Dragon, White Dragon for more informationon Young Adult White Dragons)

If the characters defeat Icefang read the following:A woman's eerie laughter echoes around the cham-ber. A beautiful woman wearing white furs slowlyrises out of the sarcophagus. She looks in your direc-tion and smiles. Not an ordinary smile for she hashuge fangs.The Snow Witch is a Vampire of considerable power.

In her former life she was a Sorcerer. All of her magi-cal abilities remain with her in her Undead state.

The Snow Witch attacks. If slain the Witch becomesgaseous and returns to the sarcophagus to regenerate.

Snow Witch, Vampire, medium sized Undead (sor7base creature): CR 9; Size M (5 ft., 8 in. tall); HD 7d12;hp 60; Init +8 (+4 Dex, improved initiative); Spd 30 ft.;AC 20 (+4 Dex, +6 natural armour); Attack +5 melee(slam 1D6+2 +energy drain); Special attacks: Charm,Energy drain, Blood drain, Children of the night,Create spawn. Special Qualities: Undead, damagereduction 15/+1, Cold and electricity reduction 20,Gaseous form, Spider climb, Alternate form, Fast heal-

ing 5, Vampire weakness. SV Fort +2, Ref +9, Will +5;AL CE; Str 15, Dex 18, Con 0, Int 12, Wis 10, Cha 21.Skills and feats: Bluff +13, Concentration +10, Hide +9,Listen +10, Move silently +10, Search +9, Sense motive+8, Spellcraft +9, Spot +10; Alertness, Combat reflexes,Dodge, Improved initiative, lightning reflexes, Scribescroll, Still spell and Silent spell.

Sorcerer spells per day (6/8/7/5): 0th -- DancingLights, Detect Magic, Ghost Sound, Light, MageHand, Prestidigitation, Read Magic. 1st -- MageArmour, Magic Missile, Shield, Silent Image, andSleep. 2nd -- Blur, Scare and See Invisibility. 3rd - Flyand Slow.

(See MM Appendix 3 for more information onVampires and see PHB Chapter 3, Sorcerer for moreinformation)

Lying in the bottom of the sarcophagus is a torn andstained scrap of paper with the words "� gold againstgold, gem against gem, you must hold what you wishto defeat �" written in common.

Map location A: If any character looks around thecavern, ask him or her to make a skill (Search) check(DC20). If successful, read them the following:

You can see an ornate trunk that has been frozeninside the Ice Wall. The trunk is buried at least 2 ft.inside the wall.

It will take couple of hours to dig the trunk from theIce Wall, but it will be worth the effort. The trunk isunlocked and not trapped. If the characters open thetrunk, read them the following:The trunk is filled to the brim with coins. Severalgems can also be seen protruding from the hoard, but

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the 10" long golden idol, which lies on top of themoney, catches your eye. The statue is in fact a guardian Sentinel. If anyone

touches the statue (except the Snow Witch) it instant-ly transforms into a Sentinel and attacks.

Sentinel: hp 55 (see Appendix 1- New Monsters)If the characters defeat the Sentinel, they are free to

take the treasure: 600gp, 10 Gems (value: 10gp, 20gpX3, 50gp X 4, 100gp X2) and 3 potions of Cure LightWounds that heal 1d8 +2 each.

If the characters find and unearth the trunk, thenread them the following after they have defeated theSentinel. If they do not find the trunk read the follow-ing before they try to leave the room.The floor begins to shake and small rocks drop fromthe cavern roof. An almighty crash echoes throughthe room, its source appears to have come from thepassage beyond the double doors. The rumblingstops, but the noise has alerted you to the doubledoors, which are opening.

A Wood Elf and a Dwarf appear at the double doors,"You've killed her" shouts the Elf. "We are free! Soonwe will be able to remove our Collars of Obedience"The Wood Elf introduces himself as Redswift and the

Dwarf as Stubb. They tell the characters that they havejust returned from outside the caverns where theWitch had sent them scouting. The passage behindthem has collapsed almost killing them, the cave-inwas (map location 22) probably due to the SnowWitches demise. Redswift shows the characters theIllusionary wall (map location B) saying that he knewit existed, but he does not know where the passagebeyond it leads. Redswift and Stubb's pullout Non-player character sheets are included in Appendix 4 -Characters.

25. Footprints (EL 4)If the characters take the right hand passage, readthem the following:Two pairs of human sized footprints run paralleldown the corridor. One set is black the other iswhite.It is possible to walk down the narrow corridor with-

out stepping on either of the sets of footprints. To doso each character must make a successful skill(Balance) check (DC10). If failed roll a D6, on an oddnumber the character has accidentally touched one ofthe white footprints, an even number means they havetouched one of the black footprints.

Trap: The footprints are trapped. Anyone touchingthe white footprints activates an Ice Storm spell (seePHB Chapter11 for more information). Anyone touch-ing the black footprints activates an Inflict Seriouswounds spell.

Magical white footprints trap: CR 4; No attack roll;20ft. radius of large hail stones and ice (5D6 damage);Reflex save (DC16) avoids; Search (DC29); Disable(DC29). This trap resets immediately.

Magical black footprints trap: CR 2; No attack roll(3D8 +5 damage); Reflex save (DC14) avoids; Search(DC28); Disable (DC28). This trap resets immediately.

26. The Orb of Energy (EL 0)If the characters take the left hand passage, read themthe following;Lying on the floor in the corner of the corridor is asmall glass ball.This is an Orb of Energy (see Appendix 2 - New

Magic)27. Iron Casket (EL 4)

As the characters walk up the passage, read them thefollowing:Lying against the left hand wall of the passage is anIron Casket. The Casket seems ordinary enough. Ithas a brass handle in the shape of a serpent.Trap: The brass handle is laced with a contact poi-

son. There is a secret button located on the rear of thebox to open it. The characters need to make a skill(Search) check (DC18) to find the button.

Contact poison trap: CR 3; No attack roll required(no damage +Terinav root poison); Search (DC18);Disable (DC18).

Terinav root poison: Contact; Fortitude save (DC16);Primary 1D6 Dex, Secondary 2D6 Dex.

Inside the casket is a pair of Boots of Elven kind (seeDMG Chapter 8, Wondrous Items).

28. Caveman (EL 3)Just before the characters reach the T-junction, askthem to make a skill (Listen) check (DC8). If success-ful, they can hear padding footsteps coming down theleft-hand corridor.

The footsteps are being made by a Neanderthal cave-man. If he spots the characters he will attack.

If a fight ensues, Redswift and Stubb panic and runoff down the right hand passage. They will not stopunless forced to. They continue through the door (seeencounter 29).

Neanderthal: hp 18; belt pouch containing a star-shaped metal disk (See Appendix 1 - New Monsters).

*The metal disk is used in encounter 33.Award the party 2 Luck points for finding the star-

shaped disk.29. The Brain Slayer (EL 7)

If Redswift and Stubb have already entered the roomask the characters to make a skill (Listen) check(DC12). If successful, they can hear moaning comingfrom the other side of the door. If they open the door,read them the following:

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The door opens into a strange room. Dim purpleilluminations provide the lighting. In the centre ofthe room Redswift and Stubb are kneeling in sub-mission to a horrible robed creature with an octo-pus-like head. Two of its tentacles are wrappedaround each of your friends' heads. If the Brain Slayer spots the characters, it releases its

grip on Redswift and Stubb and advances to attack.Redswift and Stubb act as if Stunned for 4 rounds, ifthey recover before the Brain Slayer is killed they willjoin the fight against it.

Brain Slayer: hp 45 (see Appendix 1- NewMonsters)

After killing the Brain Slayer the characters cansearch the room. The strange illumination comes frommoss growing on the walls; a successful skill (Search)check (DC15) will reveal 2 clay pots in a recess in thecavern wall. One pot contains a square metal disc (thisitem is used in encounter 33), the other pot contains ascroll with the Divine spell Protection form Elements(Electricity) scribed upon it.

Award the party 2 Luck points for finding thesquare-shaped disk.

30. Animated Dagger (EL 1)The corridor ends at a door, which has an ordinarylooking dagger sticking in it.

The Dagger is a tiny animated object, which hasbecome stuck in the door. Should any of the charactersfree the Dagger with an ability (Strength) check (DC8),it will attack the person that freed it.

Tiny animated object (Dagger): hp2; Hardness 10(see MM for more information on Animated Objects).

31. The Shield (EL 5)If the characters walk up this corridor, they can see alarge Steel Shield hanging on the wall. The Shield hasno crest on it, but it has been polished to a high sheen.

Trap: The first person to touch the Shield hangingon the wall will activate cause an invisible large AirElemental held by a Lesser Planar Binding (Air) spellto attack the characters. Characters able to see invisi-ble creatures will easily be able to see the Elementallurking in the corridor before the shield is touched..

Lesser Planar Binding Trap: CR 5; No attack rollrequired (no damage); Search (DC32); Disable device(DC32).

Air Elemental, large: hp 70 (see MM for more infor-mation on Air Elementals).

Once the characters have defeated the AirElemental, they can easily take the Shield. The Shieldis a large Steel Shield +3.

32. Acid Stalagmites (EL3)The tunnel ends at another door. The door is notlocked, but there is a piece of parchment pinned tothe door. Read the following:Redswift unpins the parchment from the door andreads it. As he does so his eyes widen with terror."Look", says the Wood Elf holding up the parchmentfor all to see, "The words are fading away. By theGods of Titan, what have I done?". Redswift dropsto his knees.

Redswift has just read an ancient Death spell (seeAppendix 2 - New Magic for more information on theDeath spell). The spell will start affecting the charac-ters when they reach Stonebridge.

If the characters ask Redswift what was on theparchment, he tells them that it was ancient Deathspell and he fears that all the party are now infected.Read the characters the following:The Death spells effects are like that of a magicaldisease. It can start at any time. Only one personknows the cure, he is Yoritar the Healer. Luckily, mybrother Ash and I grew up near to his home. TheHealers cave is by Jovik Peak in the MoonstoneHills. We will need to get there as soon as possible.

If anyone opens the door read the following:Beyond the door is a large natural cavern. Waterdrips from Stalactites that hang from the cavernroof.The liquid that drips continuously is not water but a

deadly corrosive acid. For every round that the char-acters are exposed to the acid they take 1D6 points ofdamage (see DMG Chapter 3, Other Dangers). It isimpossible to cross the cavern without being hit by thedripping acid. The door at the opposite end of the cav-ern is locked.

33. Cavern of the Snow Witch (EL 5)The tunnel ends at a pair of double door. The doorsare unlocked and not trapped. If anyone opens thedouble doors, read them the following:The walls of this circular cavern are covered ice. Inthe centre of the cavern a large glass Orb sits on top

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of an ice plinth. An Orc runs into the cavern from thedoors opposite and the Orb immediately starts toglow. The outline of a face takes shape in the Orb,and you recognise the face of the Snow Witch! Herencased head starts to laugh, then she speaks,"Although you have killed me, you have not defeat-ed me. My spirit can still defeat you. Watch careful-ly". The Orc, who is standing by the Orb, grips themetal collar around his neck and cries out, gaspingfor breath. His green face bulges as he desperatelytries to stop the collar from tightening. The SnowWitches image sneers contemptuously and says, "Ihave no use for servants any longer". With that,Redswift and Stubb clutch at their throats.The spirit of the Snow Witch now inhabits the magi-

cal Orb. In this form she can cast Lightning Bolt (8D6damage, Reflex save DC18 for half) and Ray ofEnfeeblement (ranged touch attack +4 to hit, 1D6 + 5enhancement penalty to Strength, Fortitude saveDC16 to negate) one time each per round.

The Snow Witch will cast her spells at anyone whoattacks the Orb.

The Orb has AC18, 20 hit points and Damage reduc-tion 20/+4. If the Orb shatters, the cavern starts to col-lapse. The characters must move quickly over the icein order to escape. A successful Reflex save (DC15) isrequired to escape the cavern before it collapses. Ifanyone fails read them the following:The ice-covered floor slows your escape from thecollapsing cavern. A huge chunk of ice glances offyour shoulder sending you crashing to the floor.Seconds later, hundred's of tons of more ice and rockbury you in your frozen tomb. Your adventure endshere�If any of the characters attacked the Orb and were

struck by the Snow Witches Lightning Bolts, or thecharacters do not attack read the following:"I am enjoying watching you and your friends suffer.I wish to prolong all of your agonies", announces theSnow Witch. She loosens the grip she holds onRedswift and Stubb long enough for them to draw agood breath into their lungs. Two figures shuffletheir way in through the door opposite. One is aDwarf and the other an Elf. Both have grey skin andvacant stares. "Fight my slaves while I think of agame for us to play" says the Snow Witch, "A fairgame, that may result in your freedom?". The two unfortunate souls are Zombies. They

advance and attack the characters. Redswift and Stubbare too busy trying to get free of their collars to aid thecharacters in any way.

Zombies, Medium (2): hp 22, 21 (see MM for moreinformation on Zombies).

If the Zombies are defeated, read them the following:"I have a game that we can play", cackles the SnowWitch. "I hope that during your travels through myCrystal Caves that you have found some of myshaped metal disk's?

Here are the rules: One of you must pick a shapeddisk and conceal it in your hand. I will call out ashape. A square beats a circle, a circle beats a starand a star beats a square. If you win, I will grantyou the chance to escape but if you loose you willdie. If we both choose the same shape, we will playagain.The Snow Witch will select Circle for the first round

of the game, then Star for the second round andSquare for the third round, if any characters are leftalive or the Snow Witch has not been beaten she willrepeat her sequence of choices.

The first time a character draws with the Snow Witchshe grows angry and tells the characters that the ruleshave changed; if there is a tie again � she wins!

If a character loses a round of the game a yellow rayof light springs forth from the Orb and strikes thecharacter. The stricken character must make aFortitude save DC25 or die.

If a character wins a round of the game read themthe following:The Orb starts to fill with white smoke and shatters.The vision of the Snow Witch disappears. Her shrillcry fills the cavern. The Snow Witch is truly defeat-ed, but your joy is short lived. The cavern shakes andstarts to collapse! The characters must move quickly over the ice in

order to escape. A successful Reflex save (DC15) isrequired to escape the cavern before it collapses. Ifanyone fails please refer to rules regarding escapingthe collapsing cavern given earlier in this encounter

As soon as the Orb shatters Redswift and Stubb willrecover and run for the exit, they will both successful-ly escape from the caverns.

If the characters escape the doomed Crystal Caverns,read them the following:By some miracle, you are not hit by the falling debristhat was once the Crystal Caverns. Looking aroundyou are surprised to see the welcome sight of blueskies above, down the mountain side everythinglooks tranquil. It isn't even snowing. As you beginyour decent, you remember Big Jim Sun and the cir-cumstances that led you to enter the Caverns of theSnow Witch. You expect that Big Jim will think thatyou died on the mountain, and besides you areaffected with the ancient Death spell and need tovisit the Healer who dwells within the MoonstoneHills.

Stubb speaks, "My town is called Stonebridge", hesays, "It is a couple of days travel from here and onthe way to the Moonstone Hills. When we arrive Ipromise you a hero's welcome".

You all set off down the mountain trail.

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IInto tthe WWildernessThis section of the adventure takes place outside.Please refer to the Wilderness map

1. The River Kok (EL 3/ 9)Your journey south is long and arduous. Twouneventful days after leaving the Ice Caverns, youreach the River Kok. Redswift explains that 50 mileswest up-river lies Fang, the town where BaronSukumvit's notorious Deathtrap Dungeon awaitsits challengers each year for the Trial of Champions.However, at this time of year Fang is unlikely to beanymore interesting than any other river town.Stubb informs you that in order to get to Stonebridgethe party must find a way across the river Kok.Redswift suggest that the characters all head down-

stream for the time being. The river shallows a fewmiles down and if the worst comes to the worst, wecan all wade across.

After a mile or so, ask the characters to make a skill(Spot) check (DC12). If they are successful, read themthe following:Down by the riverbank, you can see a large raft witha man asleep in it.If the characters call to the man and then ask him to

ferry them across the river, he replies that it's his dayoff and that he is enjoying his rest.

If the characters offer Garin a sizable amount ofmoney to ferry them across the river Kok, He willagree (a sizable amount is at least 5gp each).

If attacked, Garin will defend himself Garin, male human male human Ftr2: CR 2; Size M

(6 ft., 1 in. tall); HD 2d10+4; hp 20; Init +6 (+2 Dex, +4Improved initiative); Spd 30 ft.; AC 12 (+2 Dex); Attack+5 melee (Unarmed strike 1D3 +3 Subdual damage);SV Fort +5, Ref +2, Will +1; AL N; Str 17, Dex 15, Con14, Int 13, Wis 12, Cha 6. Languages Spoken:Common; Skills and feats: Hide +4, Jump +4, Listen +3,Move silently +2, Spot +3 and Swim +7; Alertness,Dodge, Improved initiative, Improved unarmedstrike. Equipment: boat mending equipment:Hammer, Nails and odd bits of Wood.

If the characters continue down the river bank theywill spot a boat tied to a tree 200ft further on. The boatbelongs to a Dark Elf called Sorric who is hidden inthe bushes nearby - opposed Spot / Hide to see him,Sorric gains a +4 circumstance bonus to his hide rolldue to cover. If the characters try to steal the boatSorric will attack them when they start rowing away.If the characters spot Sorric and try to hire his boat hewill flatly refuse attacking the characters if they arepersistent. Sorric will not attack the characters if he isnot spotted and the characters do not steal his boat.

Three miles further down river the water becomesshallow enough to wade across.

Sorric, male Elf (Dark) Ftr8: CR 9; Size M (5 ft., 2 in.tall); HD 8d10+8; hp 71; Init +8 (+4 Dex, Improved ini-tiative); Spd 30 ft.; AC 21 (+4 Dex, Leather +3, Amuletof natural Armour +2); Attack +16/ +11 melee (Rapier1D6 +8/ 18-20/x2), or +14/ +9 ranged (Longbow 1D8

+2); SV Fort +7, Ref +6, Will +0; AL CE; Str 17, Dex 19,Con 12, Int 10, Wis 7, Cha 7. Languages Spoken:Common, Elven, and Undercommon. Skills and feats:Hide +13, Jump +10, Listen +5, Move silently +8,Search +5, Spot +6; Dodge, Endurance, Improved ini-tiative, Point blank shot, Far shot, Weapon finesse(Rapier), Weapon focus (Rapier), Weapon specializa-tion (Rapier). Equipment: Leather +3, Rapier +3,Amulet of natural armour +2, Longbow +2, 15 Arrows+1, Potion of cure serious wounds (3D8+6) (see PHBChapter 3, Fighters for more information)

2. Bandits! (EL 10)Ask the characters to make a skill (Listen) check(DC18). If they are successful, they can hear the soundof horses approaching.

There is plenty of scrub to hide in should the charac-ters not want to be seen. The scrub will add a +2 cir-cumstance bonus to the characters hide checks.

The noise is made by an approaching band ofCentaurs. If the characters do not hide (or are spotted),the Centaurs approach them, read the following:The thundering noise of galloping hooves growslouder and four Centaurs come into view. Each onehas a bow slung over his shoulder and carries aspear and a shield. The Centaurs approach and forma line in front of you. One of the creatures addressesyou. He has an ugly blue scar running down his faceand chest and he wears a horned helmet. "I amRangard. What are you doing on the PaganPlains?". His voice is deep and menacing. Rangard and his band are nothing more than ban-

dits. They see the characters as easy pickings If the characters talk to Rangard, he is blunt and

unhelpful. He asks where they have come from, andwhere they are going. If anyone mentions that theyhave been adventuring in the Crystal Caverns,Rangard looks interested. He surreptitiously motionsto the other 3 Centaurs and they start to ready theirweapons. A successful skill (Spot) check (DC10) willallow characters to recognise their actions.

Rangard will question the characters closely aboutthe Crystal Caverns and will order his Centaurs toattack if he thinks the characters are carrying treasure.

Rangard, male centaur Ftr4: CR 7; Size L (7 ft., 8 in.tall); HD 4d8+16 + 4d10+16; hp 81; Init +6 (+2 Dex, +4Improved initiative); Spd 50 ft.; AC 15 (+2 Dex, -1 Size,+2 Natural, +2 Large Wooden Shield); Attack +12melee (2 hooves 1D6 +5) and +15 melee (Short spear1D8 +5), or +10 ranged (Longbow 1D8); Face/reach:5ft. by 10ft./ 5ft; SV Fort +9, Ref +7, Will +4; AL LE; Str21, Dex 15, Con 19, Int 12, Wis 9, Cha 15. LanguagesSpoken: Common, Elven and Sylvan. Skills and feats:Hide -2, Listen +2, Move silently +4, Spot +2; Improvedinitiative, Power attack, Weapon focus (short spear),Weapon focus (Longbow). Equipment: Short spear +2,Large Wooden Shield.

Male centaur (3) Ftr2: CR 5 (each); Size L (7 ft., 9 in.tall); HD 4d8+12 + 2d10+6; hp 53, 45, 41; Init +3 (+3Dex); Spd 50 ft.; AC 14 (+3 Dex, -1 Size, +2 Natural);Attack +10 melee (2 hoofs 1D6 +5), or +11 melee (Shortspear 1D8 +5), or +7 ranged (Longbow 1D8); SV Fort

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+7, Ref +7, Will +4; AL LE; Str 20, Dex 16, Con 16, Int12, Wis 10, Cha 8. Languages Spoken: Elven, Dwarvenand Sylvan. Skills and feats: Balance +5, Hide +2,Listen +3, Move silently +5, Spot +3; Blind-fight,Weapon focus (Short spear), Weapon focus(Longbow).

3. An old man (EL 0)Ask the characters to make a skill (Spot) check (DC14).If successful they see an old man approaching fromthe South.

If the characters stop and talk, read the following:The person approaching is a little old man carryinga sack over his shoulder. "Put your weapons away,there is no point in killing me. The only thing I haveto offer is information - and that will cost you 2gp.I promise you wont regret it".If the players pay Corin for his information, he tells

them to beware. The Waterhole located due south hasbeen poisoned. Do not drink from it!

Corin, male human Fighter1 (age 78): CR 1; Size M(5 ft., 9 in. tall); HD 1d10-1; hp 6; Init -2 (-2 Dex); Spd30 ft.; AC 8 (-2 Dex); Attack -1 melee (Unarmed strike1D3 -2); SV Fort -1, Ref -2, Will +2; AL NG; Str 6, Dex7, Con 8, Int 13, Wis 14, Cha 10. Languages Spoken:Common, no skills or feats. Equipment: A sack full ofleaves and twigs

4. Aerial Assault (EL 4)If any character makes a skill (Spot) check (DC12),read them the following:Circling above you are four winged creatures. Theyare green and have membranous wings as well asarms and legs. They appear to be getting closer.The creatures are Bird-men. The sun glistening off

the characters equipment has attracted them. Thecreatures tuck their wings behind them and divetowards the party.

Bird-men (4): hp 20, 16, 19 and 17 (see Appendix 1-New Monsters)

5. Water Hole (EL 1)Ahead, the land subsides and a natural Water Holehas formed. An Ogre is lying motionless facedown inthe water.This Water Hole has become lethally contaminated

(see below). The Ogre is dead. His possessions havelong since been taken and parts of him have beeneaten.

Poison (Filthy water): Ingested; Fortitude save(DC16); Primary and Secondary damage 1D10Constitution

Disease (Filth Fever variant): Contact; Fortitudesave (DC12); Incubation 1d3 days; Damage 1D3 Dexand Con.

6. Morri the Dwarf. RIP (EL 0)Read the characters the following:

"We should reach Stonebridge early on the morrow"announces Stubb, "But I am surprised that we havenot encountered any of my kin yet".

"Oh yes we have", replies Redswift solemnly, "butyou don't want to see them like that". He points toa boulder about 150ft. west. The bloodied body of aDwarf lies propped up against it, his head slumpedforward and his body motionless. The Dwarf stillhas his axe in his hand.

Stubb runs up to the Dwarf wailing in grief. "ItsMorri the ironsmith", he says. "This looks like thework of Hill Trolls. We need to get to Stonebridge assoon as possible, but we must bury Morri first".Once Morri is buried, and his grave marked with his

helmet and axe, Stubb leads the way to Stonebridge.7. Night Watch (EL 5)

You have been walking all day and night is fastapproaching. Redswift scouts ahead to look for aplace to camp.Redswift has found a suitable campsite and has a fire

going by the time the characters reach him. During thenight (2pm) the camp will be attacked by a huntingWerewolf (in Hybrid form), any character on guardcan make an opposed skill (Listen / Move Silently)check to hear the Werewolf's approach. If not detectedthe Werewolf will attack.

Werewolf in hybrid form (Rog5): CR 5; Size M (6 ft.,4 in. tall); HD 5d6+10; hp 35; Init +9 (+5 Dex, improvedinitiative); Spd 50 ft.; AC 17 (+5 Dex, +2 natural);Attack +11 melee (bite 1D6 +4) or +7 melee (Unarmedstrike 1D3 +4 subdual); SA: Trip and curse of lycan-thrope SQ: Wolf empathy, Scent, Damage reduction15/ silver. SV: Fortitude +5, Ref +9, Will +4; AL CE; Str18, Dex 20, Con 15, Int 17, Wis 13, Cha 8. LanguagesSpoken: Common, Draconic, Dwarven, Elven, Giantand Gnoll. Skills and feats: Balance +8, Climb +8, Hide+10, Listen +16, Move silently +15, Pick pocket +15,Search +16, Spot +16, Tumble +13; Alertness, Blindfight, Dodge, Improved initiative and weapon finesse(Bite). Equipment: none (See PHB Appendix 3,Lycanthrope for more information on Werewolves)

8. Hill Trolls (EL 7)By mid-morning Stubb has become quite excited,knowing that he will soon be home. His face thensaddens at the thought of his dead friend Morri andhe shakes his fist in the air. "Curse the Hill Trolls!",he spits.

An hour later Redswift points out the distant wispsof smoke rising into the sky. "Stonebridge!", yellsStubb and he starts to run towards his home.

Stubb then stops dead in his tracks. Redswift runs tocatch him up. "Look there", Stubb shouts. "HillTrolls heading toward Stonebridge!".A war party of 6 Hill Trolls are indeed heading for

Stonebridge. Their goal is a to kill as many farmersand Dwarfs as they can on the outskirts of the town.

Stubb insists that the characters help him to dispatchthe Hill Trolls and runs off in their direction.

Hill Trolls (6): hp 40, 38, 50, 49, 37 and 42 (seeAppendix 1- New Monsters)

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9. Stonebridge (EL 0)The walled town of Stonebridge is before you.

Stubb leads you into the town greeting many friends.You soon discover that the fabled War-hammer ofking Gillibran of the dwarves has been stolen, theDwarven inhabitants of the town are dismayed byits loss. Stubb, concerned about the dwarves loss ofmorale leads you to The Smithies Forge, an innowned by his friend Bigleg. After seeing you seatedand given food and beer Bigleg tells you that theWar-hammer was snatched by an eagle and droppedsomewhere in Darkwood forest. Hearing this Stubbcries "Then we must find it Bigleg, and we mustleave immediately!" he bids you farewell and leaveswith Bigleg.

Redswift, who is beginning to look rather unwell,sighs." The Death spell is beginning to affect me. Wedon't have time to finish this meal. We need to get tothe Moonstone Hills and fast!". Redswifts wordsare beginning to slur. He stands, wobbles slightlysteadying himself on the table. "Please, quickly!".With that Redswift heads for the door and leaves.If the characters remind Stubb that he is suffering

from a Death Spell he will tell them that some thingsare more important than living. The honour of theDwarves is one such thing, without the War-hammertheir honour is lost. He cannot be persuaded to giveup the hunt for the War-hammer.

10. The Death Spell! (EL5)If the characters follow Redswift, read the following:

Redswift walks out of Stonebridge and follows theRed River east towards the Moonstone mountains.After about a mile he stops and motions you to keepquiet. "Look there", he points to some trees 60ft. toyour left. In the trees are three Hill Trolls sharpeningtheir weapons against a rock.If the characters don't wish to fight the monsters they

can easily skirt around the trees without being spot-ted. If the characters openly approach the Hill Trollsor attempt to sneak closer, the Hill Trolls will attack assoon as they spot the characters.

Hill Trolls (3): hp 40, 40, 38 (see Appendix 1- NewMonsters)

If the characters either kill the Hill Trolls or avoidthem, read them the following:Redswift finds a quiet spot by the Red river and hesits down, motioning for you to do the same.Redswifts face is white and he has beads of perspi-ration dripping from his forehead. "The sands of mytime here on Allansia are running out� fast".

"The Healer lives in the Moonstone Hills, as I havementioned before. In case I do not make it, Jovikpeak is located in the Southern Hills. You will haveto find a way across the river". Redswift tries tostand, but cannot. He smiles weakly, "Please helpme up. My strength is failing".

You continue your walk along the river while sup-porting Redswift between you. With each step he

becomes weaker, until eventually he passes out. Youset him down on the ground but it is too late for yourElven companion. The Death spell has won over himand Redswift has died.

You bury the Elf, and for the rest of the day you con-tinue along the river toward the hills.

11. A Rope Bridge (EL 0)Read the characters the following:You are now in the Moonstone Hills. To the northlooms the leviathan known as Firetop Mountain. Itsrose red summit making it look like an erupting vol-cano. To the south, a Rope Bridge spans the RedRiver at a narrow point and to the east the rivercontinues to its source.The characters have the choice of either turning

south and crossing the Rope Bridge, or continuingeast along the river and following it to the base of thenorthern Moonstone Hills.

If they cross the Rope Bridge they find themselves inthe western Moonstone Hills. A track leads south-eastfor a short distance, then turns east in-between twohills (see encounter 17).

12. Hollow Tree Stump (EL 4)Read the characters the following:To your left, about 25ft. away, you can see a largeHollow Tree Stump.Ask the characters to make a skill (Spot) check

(DC10). If successful read them the following:There is a thick piece of vine tied to its roots which

runs up the side and into the hollowed out Stump.Anyone who investigates the Stump will see that the

vine disappears inside the stump and into blackness.If a character pulls up the vine, read the following:

As you pull the vine into the light, you can see it iscrawling with revolting maggots the size of yourthumb. One of the maggots moves towards yourhand.If the character allows the maggot to touch his hand,

it attacks. The revolting maggots are in fact FleshGrubs (see Appendix - 1 New Monsters). If the FleshGrubs hits, it automatically uses its special attack toattach itself to its victim. If the character pulls theattached Flesh Grub from his hand they take an addi-tional 1 hp damage. Once removed, the Flesh Grubcan be easily killed without needing an attack roll.

If a character climbs down the vine he must make askill (Climb) check (DC5). If he is successful, read himthe following:As you climb down the make shift rope into the darkdepths of the hollowed out Stump, you suddenly feelcold clammy, clammy maggot-like larvae on thevine. They are as big as your finger and they crawlonto your arms and body. You feel a sharp pain inyour hand as one of these creatures sinks its hook-like teeth into you.The character on the vine takes one point of damage

from the Flesh Grub, which is now attached to them(see Appendix 1 - New Monsters). There are 1D6 +2

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Flesh Grubs on the character, all of which attack, andan additional 1D6 +2 climb onto the character from thevine every round (to a maximum of 200) until thecharacter lets go of the vine either by falling or byclimbing back out of the stump.

A character can remove one Flesh Grub per combatround with each free hand, anyone who is climbingthe vine can only use one hand or they will fall.

If the player falls to the bottom of the pit he takes2D6 damage for the 20ft. fall. While at the bottom ofthe pit 3D6 Flesh Grubs arrive every round (to a max-imum of 200) and attack the character.

There are only scattered human and humanoidbones lying at the bottom of the pit.

13. Narrow Footpath (EL 2)To your left you can see that the Footpath you arefollowing along the river branches off into sometrees to the north.If the characters follow this new Footpath to the

north, read them the following:The Footpath twists and turns for about 200ft.before ending at a wooden hut.Looking through the window the characters can see

an old man asleep in a wooden chair, the shelves inthe hut are lined with jars of herbs and berries.Anyone entering the hut will awaken the sleepingman who introduces himself as Raast. Raast is downon his luck at the moment, if the characters mentionthey are looking for a healer he will attempt to con-vince them that he

is the one they seek - an opposed skill (Bluff / SenseMotive) check will reveal his lie. If successful Raastwill attempt to sell the characters various worthlessherbs and berries that he insists will cure the disease,he charges 10gp per person for this ineffectual cure.

As soon as the characters depart Raast will flee toStonebridge to spend his ill gotten gains.

If the bluff is unsuccessful, or he is threatened, Raastcomes clean. He apologises saying that he is only aherbalist and he does not know the location of theHealer.

If attacked Raast will defend himself to the best ofhis ability:

Raast the herbalist, male human Sor3: CR 3; Size M(5 ft., 9 in. tall); HD 3d4+9; hp 18; Init +1 (+1 Dex); Spd30 ft.; AC 11 (+1 Dex); Attack +1 melee (Dagger 1D4),or +3 ranged (Dagger 1D4); SV Fort +4, Ref +2, Will +3;AL CN; Str 9, Dex 13, Con 16, Int 16, Wis 10, Cha 14.Languages Spoken: Auran, Common, Dwarven,Elven. Skills and feats: Bluff +2, Concentrate +2, Hide+1, Listen +2, Spellcraft +5, Spot +2; Alertness,Empower spell, Heighten spell. Equipment: Sorcererrobes, Dagger +1

Sorcerer Spells Known (6/6): 0th -- Dancing Lights,Detect Magic, Flare, Light, Mage Hand. 1st -- Shield,Spider Climb, Summon Monster I.

Raast has various berries and herbs in jars on hisshelf. There are enough berries to make a frugal mealfor one character keeping them fed for one day.

If the characters make a successful skill (Search)check (DC12), they find Raast's savings; a small wood-en box with 22 copper coins in.

14. Stepping Stones (EL 4)Ask the characters to make a skill (Spot) check (DC10).If they are successful read them the following:Between small gaps in the rocks you can see the treeson the other side of the river. There is a smoke risingfrom a fire, but you cannot see anyone.The river runs very fast here, but it is also narrow.

Large rocks jut out of the river and it looks possible tocross by jumping from rock to rock.

There are three large rocks in the middle of the river,by jumping from one to the next a character can maketheir way to the far bank.

The first rock is 13ft from the bank; there is enoughroom to for a good run up. The next rock is 5ft furtheraway, the third 6ft further on. From the third rock it isonly 7ft to the far riverbank.

While characters have plenty of room for a run-up tojump onto the first rock, none of the rocks are bigenough to allow running jumps from them - standingjumps only are allowed.

Any character that fails their jump check may fall inthe water. If the character fails by their Jump check by1 they may make a Reflex save (dc12), success allowsthem to scramble onto the rock they were attemptingto jump to. Failing the Jump check by more than 1means the character has fallen into the river and nowmust make a successful skill (Swim) check (DC15) toreach the nearby rock or the river bank.

If the characters make it to the other side they find asmall campfire with a delicious looking duck roastingon a spit. An animal skin bedroll is also present.

Hiding near his camp is a wild hill man. He has livedalone in the wild all of his life and has no name. As thecharacters approach his camp he runs at them scream-ing. He is wearing animal furs and wields a club.

Wild Hill Man, male human Ftr3: CR 3; Size M (6 ft.,3 in. tall); HD 3d10+6; hp 26; Init +7 (+3 Dex, +4Improved initiative); Spd 30 ft.; AC 13 (+3 Dex); Attack+6 melee (Club 1D6 +2); SV Fort +5, Ref +4, Will +1; ALN; Str 14, Dex 17, Con 14, Int 11, Wis 11, Cha 9.Languages Spoken: Common. Skills and feats:

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Balance +5, Hide +3, Listen +2, Move silently +3, Openlock +2, Spot +2; Alertness, Dodge, Endurance,Improved initiative, Weapon focus (Club).Equipment: Furs, Club, Fish bone necklace worth 1gp Beyond the wild mans camp is an old goat path thatleads up a hill.The path is the only way onwards. If the characters

choose not to take this path they must either jump orswim back across the river.

15. Ash (EL 0)Through the trees to your left you can see a WoodElf. He wears a green cloak and leather armour. Heis sitting by a tree carving arrow shafts frombranches. He looks similar in appearance toRedswift.If the players ask the Elf if he knows where the

Healer lives, he asks why they want to know?If the characters tell their tale about being effected by

the Death spell and mention the deceased Redswift,read the following:"Redswift!", cries the Elf. "He is my brother. Hewent missing from our village several months ago. Ifeared the Snow Witch held him captive. My name isAsh. I have been looking for him. Can you please tellme where he is?"If the characters explain where Redswift is, Ash

decides to help before going to mourn his brother. "I will help you find the Healer, but you will have toface him alone, because he will only make contactwith the sick. He was disfigured and cursed withdisease and pain by the Dark Ones, the evil spirits ofthe night, for ridding a wizard names Nicodemus ofa Death spell they had cast on him. Now he practiceshis work in the solitude of the hills. Follow me, aswe have no time to lose."Ash walks ahead constantly alert for danger. You

climb up the valley for an hour or so before you cometo a rope bridge across the river. "We must cross here",says Ash

The characters must cross the 80ft long bridge in sin-gle file. As the last person is half way across thebridge, ask them to make a skill (Listen) check (DC10).If successful, they can hear shouts behind them. Readthe following:Two Hilltrolls are cutting the supports to the bridge. Any character who was actively watching for trouble

sees the Hilltroll approach, it will take the Hilltrolltwo combat rounds to reach the end of the bridge.Once there, any characters left on the bridge musthurry to reach the other side before it collapses.

Titan Hilltrolls (2): hp 35, 40 (see Appendix 1 - NewMonsters)

Each character on the bridge must make a skill(Balance) check (DC10). If they are successful theymake it across the bridge before it collapses. It isimpossible to pass another character on the bridge soif one fails their Balance check those behind them alsosuffer their fate. If they fail, read the following:

The evil Hilltrolls cut the bridge before you canmake your way across to the other side. The bridgedisappears beneath your feet and you plummet 250ft.to the rocks below. Your adventure ends here�

16. Death Hawk (EL 1)Ask the characters to make a skill (Spot) check (DC12).If successful they manage to spot the large Hawk div-ing at them. If they fail the Spot check, the DeathHawk gains a partial action due to surprise.

Death Hawk: hp 7 (see Appendix 1 - NewMonsters)

17. Dark Cave in the Hills (EL 6)While the characters are walking along the hill path,ask them to make a skill (Spot) check (DC15). If suc-cessful read them the following:You can see a cave entrance further up the hill, butthere is no path leading to it.The cave is very dark inside. Characters without

Darkvision will require a light source to investigate it.If the characters decide to venture into the cave they

will need to make a skill (Climb) check (DC5).When inside the cave, read the following:

A light source can be seen swaying from side to sideinside the cave. It is moving in your direction. There is no cover to hide behind inside the cave. If

the characters wait to see who is coming up frominside the cave, read the following:The figure holding the lantern comes into view andyou can see its horrific features. Its face is ashen andits eyes are just two folds of skin sunken into theirsockets. It smiles at you and you can see a mouthfull of over sized razor sharp teeth.The creature is a Night Stalker. Any character that

looks at the creature must make a Will save (DC15). Ifthey fail, they succumb to the creatures 'frightful pres-ence' and suffer a -2 moral penalty to all attack rolls,skill checks and saving throws. The penalty lasts untilthe creature is slain or the characters escape.

The creature drops its lantern and charges the near-est character.

Night Stalker: hp 40 (see Appendix 1 - NewMonsters)

If the characters slay the Night Stalker they are freeto search the rest of the cave. The cave is 80ft. long. Atthe rear lies the creature's last victim. The remains of amale human lie on the floor, his possessions throwninto the corner. They are: A non-magical spear, a suitof ruined leather armour and a backpack. Inside thebackpack is a potion of lesser restoration (labelled incommon).

18. Rattlesnake (EL 1)While the characters are walking down the hill paththere is a chance they may not notice the Rattlesnakeon the path.

Ask the characters to make a skill (Spot) check (DC28- this score includes the snakes hide skill of +15). Ifunsuccessful the Rattlesnake attacks the first person inthe party.

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Snake, small viper: hp 4 (See MM Appendix 1,Animals for more information on Snakes)

Snake, small viper poison: Bite; Fortitude save(DC11); Initial and secondary damage: 1D6Temporary constitution.

19. A Tree House (EL 6)If the characters make a successful skill (Spot) check(DC15) they can see a rope ladder hanging from a treeto their left. A closer inspection will reveal a small TreeHouse about 20ft. up in the tree.

Shouting up to the Tree House doesn't elicit aresponse, although it will have alerted Drasshk theman-Orc who lives there.

Climbing the rope ladder requires a skill (Climb)check (DC5).

The occupant, Drasshk the Man-Orc, will be alertedas soon as someone climbs his ladder. He will attackthe first person that enters his tree house.

Drasshk, male man-Orc Ftr6: CR 6; Size M (5 ft., 7in. tall); HD 6d10+6; hp 41; Init +5 (+1 Dex, +4Improved initiative); Spd 30 ft.; AC 14 (+1 Dex, stud-ded leather); Attack +9/+4 melee (Battleaxe 1d8 +4); SVFort +6, Ref +5, Will +0; AL CE; Str 14, Dex 12, Con 13,Int 5, Wis 7, Cha 8. Languages Spoken: Common,Giant, Orc. Skills and feats: Hide +1, Listen +0, Movesilently +1, Spot +0; Alertness, Blind-fight, Combatreflexes, Improved initiative, Lightning reflexes,Weapon focus (Battleaxe), Weapon specialisation(Battleaxe). Equipment: Battleaxe and StuddedLeather.

Drasshk is skilled in surviving in the wilderness. HisTree House is full of skinned animals and saltedmeats. Apart from the animal pelts the only otheritems of interest are a silver tinderbox and 3 candles(These items are useful in encounter 22).

20. The Barbarian (EL 8)Ask the characters to make a skill (Listen) check(DC14). If successful, they hear someone snoringloudly. The noise appears to coming from behindsome large rocks about 20ft. away. A Barbarian by thename of Uthdar is sleeping on the other side of therocks. If the characters try to pass without waking himthey must make opposed skill (Move silently/Listen)checks with Uthdar (who suffers a -6 penalty for beingasleep). If the Barbarian wakes, he will attack

Uthdar, male human Ftr8: CR 8; Size M (5 ft., 8 in.tall); HD 8d10+24; hp 90; Init +6 (+2 Dex, +4 Improvedinitiative); Spd 20 ft. (Hide armour) base 30ft.; AC 18(+2 Dex, Hide armour +3); Attack +17 /+12 melee(Longsword 1D8 +10); SV Fort +11, Ref +4, Will -1; ALNE; Str 20, Dex 14, Con 17, Int 10, Wis 4, Cha 8.Languages Spoken: Common. Skills and feats: Hide+2, Listen +2, Move silently +2, Spot -3; Alertness,Dodge, Endurance, Great fortitude, Improved critical(Longsword), Improved initiative, Power Attack,Weapon Focus (Longsword), Weapon specialisation(Longsword). Equipment: Longsword +3, Hidearmour and small wooden shield. Shortbow and 20arrows. An engraved copper armband (+1 strengthenhancement while it is worn) and a leather pouchwith 6 silver arrow heads in (worth 4sp each).

21. The Healer's Cave (EL 8)Ask the characters to make a skill (Spot) check (DC14).If successful, read them the following:Off to your right, almost hidden amongst the rocks,is a huge slab of granite with an elaborately carvedpicture of a magnificent bird surrounded by fireetched on to it. Beyond the slab are rough-carvedstone steps leading upwards to a cave entrance.If the characters climb the steps and peer into the

cave entrance, read them the following:Peering into the cave, you see that it runs deep intothe side of the hill. Torches cast an eerie light insidethe cave, illuminating wooden carvings and masksthat are hanging on the walls. Sitting on the floorwith his back to you is a man with white robes on.

Without turning around, the mysterious man sat onthe floor says, "I am the Healer. If you have come tobe healed, stand before me now."If the characters who are affected by the Death spell

stand in front of the Healer, read them the following:Your heart beats faster as you walk over and standin front of the man. As you get closer you can seethat he is horribly disfigured, his body terriblytwisted, but he sits there proudly although pain reg-isters on his face. "What Illness has befallen you",asks the Healer.If the characters tell the Healer that they believe they

have been affected by an ancient Death spell, readthem the following:The Healer responds, "The power of an ancientDeath spell is difficult to destroy. I have only man-aged it once before and it was not easy. A ritualmust be performed which you may not survive. Still,you must try. I will help you as much as I canThe healing ritual that the characters need to follow

guided by the Healer is a dangerous and complex oneinvolving several stages. The Healer will ask if thecharacters are ready to proceed, if they are he will fol-low the steps described below. Any character thatrefuses to follow the ritual will not be cured. (para-graphs in italics should be read to the players)

A. The Mask of Life:The Healer will give each infected character a Sun

Mask from his supply hanging on the wall. Characterswho choose not to wear a Mask must make a Will save(DC21) or suffer 1D6 Con (permanent) damage. Thosethat don a Mask must make a Will save (DC12) or take1D6 Con (permanent) damage.As you don the Mask, you feel as though your bodyis being torn apart from the inside, outwards. "Laterstages of the process are also very dangerous, but thedangers can be reduced if you have discovered somespecific items on your journey. My help from now onwill be limited, you will have to journey to anotherplace to break the Death spell completely. Pleasefollow me", asks the Healer.Unaffected characters and NPC's may follow the

infected party members through the ritual but are

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warned by the Healer that they must not interfere orthe cure may be ruined - Will save (DC35) or infectedcharacter aided loses 2D6 + 6 Con (permanent)

B. Crossing the Bridge:The Healer walks further into the cave leading youto the edge of the pit. There is almost no light here."A log spans the pit before you and you must walkacross it to reach the inner cave. Walking in the darkis dangerous. Do you possess a candle? If you do,you may light it to help you cross. The candle repre-sents your faint glimmer of hope". The Healer effort-lessly walks over the log.Infected characters must walk across the Bridge; if

they are holding a lit candle they must make a skill(Balance) check (DC12), the DC is 20 without a candle.Characters that fail fall 150ft (15D6 damage).Unaffected characters can cross by any means

C. Calmness:"Now you must prepare yourself for the next stage.

In order to survive, you must remain totally calm.Do you possess a Dragons egg? If you do, I can makeyou a relaxing concoction."The Healer will make a calming brew from the drag-

on eggs and special herbs and tells the characters todrink it all. One egg provides enough potion for onecharacter. The Healer will then tell the characters toproceed one at a time down a narrow passage,reminding them to remain calm.

As the characters walk in to the tunnel, read themthe following:

You can hear a woman howling in the depths of thetunnel. The Healer whispers to you that the criescome from a Banshee. He tells you that if you walkby her without fear, you will come to no harm. "Donot speak to her, touch her or even acknowledge herpresence. She cannot harm you if you obey myinstructions."Infected characters must make a Will save (DC20) to

overcome their fear of the Banshee. Characters thathave drunk the soothing dragon's egg potion made bythe Healer reduce the DC to 10. Characters that passtheir Ability check may walk past the Banshee unmo-lested those that fail are attacked.

If other characters come to their embattled friendsaid, one extra Banshee will appear per character aid-ing the first.

Banshee: hp 60 (see Appendix 1 - New Monsters)If the Banshee is killed another will appear to test the

next diseased character that passes.D. Wings of Hope

You walk on in silence until you can see sunlightstreaming through a crack at the end of the cave.Once everyone is outside, read them the following:

The Healer joins you outside. "This is as far as I go",he says. "The final part of this ritual you must facewithout me. Wearing your mask, you must be at thesummit of Firetop Mountain before dawn to watchthe sun rise. You must sit cross-legged facing east.You will be totally cured the moment the first rays ofsunlight come up over the horizon. If you have some-

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thing made of silver, we will be able to attract somePegasus to fly you there".

Any silver object will do, a coin, jewellery or eventhe silver arrowheads. If the characters do not pos-sess anything silver, read the following:

"I am very sorry", says the Healer. "Then the onlyoption would have been for you to walk to FiretopMountain and climb to the summit, but you do nothave enough time. Firetop Mountain is half a day'swalk from here and to ascend to the summit wouldtake the most experienced climber two days. TheDeath spell will win over you first light tomorrow".

The Healer removes the Sun Mask and returns to hiscave. You have no options left. Your life on Allansiawill end by morning and no one can stop it now�Your adventure ends hereIf each of the diseased characters do possess some-

thing made of silver, read the following:You hand the silver to the Healer. He stands on theopen plain with the metal object held above hishead, sunlight glistens off the silver. The Healer putshis fingers to his mouth and whistles very loudly. Afew moments later you hear the flapping of wingsand a magnificent white winged horse lands severalfeet from where the Healer is stood.

"Tie the silver to its mane and command it to takeyou to Firetop Mountain. Pegasus will take youanywhere for silver. This is where we say goodbye.Good luck, and I hope you make it".The Healer will repeat his call until enough Pegasus

have arrived to carry all the characters to the moun-tain (provided each character has some silver)You tie the silver to its mane and climb up on itsback. Leaning forward, you say to the beast, "To Thesummit of Firetop Mountain". And with that, thePegasus flaps its huge wings and is airborne.

The Pegasus flies high in the sky. Westward, in thedistance, you can see the huge arboreal expanseknown as Darkwood Forest and you can't help butwonder how Stubb and his kin are doing in theirsearch for King Gillibran's fabled War-hammer.

Ahead of you, Firetop Mountain grows bigger andbigger. The Pegasus circles the summit looking for aplace to land, then descends on top of the InfamousMountain. Sunrise is several hours away, so you siton the soft red covering that gives Firetop Mountainits name and wait�The Pegasus will wait for the characters until after

sunrise, then take them back to the Moonstone Hills.Firetop Mountain's summit is covered in a strange

red grass. This is the only place on Allansia where itgrows. The grass emits an undetectable gas thatmakes any creature (except Pegasus) fall unconscious.

Ask the characters to make a Will save (DC35). Ifthey are unsuccessful, they fall unconscious on the redgrass. Read the following (please note that all charac-

ters, whether diseased or not, receive this dream fromthe Healer):You sleep very, very deeply and dream strangedreams, full of vivid and strange things.Unbeknown to you, the moon has passed overheadand sunrise is just a few moments away. A tinyimage disturbs your dreams but it is difficult tomake out; it grows steadily larger, until the flashingimage fills your mind. A bird with a long beak andfine plumage is trying to fly out of a circle of flames.It seems the Healer is trying to wake you.Ask each of the characters to secretly write down

what they think the bird is. Those who write down theword 'Phoenix' (or an approximate spelling) will wakeimmediately. Read the following:The first rays of the morning sun rise up above thehills of Kay-Pong in the east. The warmth of the sunfills your body. You are cured of the Death spell. ThePegasus are waiting to take you back to theMoonstone Hills. Again, your thoughts wander tothink of Stubb and the Dwarfs of Stonebridge.Maybe you should go there to see if you could help?The Snow Witch is defeated and the Death spell isbeaten. You deserve a long rest. Whether you get it ornot, is another story�Those that do not know the name of the bird from

which the Healer draws his power will remain asleepunless they make a Will save (DC20) (and cannot beawakened by any means) dying several days laterfrom lack of food and water.

22. Too Far (EL 0/ 10)If the characters either pass the Healer's cave withoutnoticing it or decide to ignore it and continue on intothe hills, they will notice that the hills are becomingvery dense and steep, very difficult to walk up.

The Death spell begins to take its toll. Its effectsshould now be applied. (see Appendix 2: New Magic)

The hills will become impassable after 5 miles oftravel. The characters will have to turn back.

AAppendix 11- NNewMonsters

BansheeMedium UndeadHit Dice: 10d12 (65 hp)Initiative: +0 (Dex)Speed: 30 ft.AC: 16 (+6 natural)Attacks: 2 claws +9 melee and bite +4 meleeDamage: Claw 1d6+4, bite 1d4+2Face/Reach: 5ft. by 5ft./ 5ft.SA: WailSQ: UndeadSaves: Fort +3, Ref +5, Will +9Abilities: Str 19, Dex 10, Con --, Int 4, Wis 15,

Cha 12Skills: Climb +14, Jump +14, Spot +12Feats: Cleave, Lightning Reflexes, Power

Attack

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Climate/Terrain: Any wilderness or ruinsOrganisation: SolitaryChallenge Rating: 6Treasure: NoneAlignment: Always Chaotic EvilAdvancement: 11 - 16 HD (medium)

Banshees are hideous Undead creatures often heard,but rarely met, in the forsaken wastelands in which

they dwell. Theyare chiefly knownfor the soul-shred-ding wail that theyconstantly howl,both day and night,as they wander thewastes. The ghastlyspectres arethought to behuman spirits,trapped on thisplane and unable torest, as punishmentfor some horrificcrime committed

when they were alive.In it's new form, a Banshee appears as a shrivelled,

knotted old man or woman, with long unkempt hair,one large nostril and a single tooth. It's eyes are ringedred; all the creature's sorrow and anger is reflected inthem, if anyone dares to look. It's terrible wail cancause opponents to become transfixed with fear, mak-ing them easy meat for the monster's claws.

CombatThe Banshee attacks directly, wailing at all times. If anenemy succumbs to it's wail, it will concentrate attackson that victim. The Banshee will attack in this wayuntil it is destroyed or it has killed all of it's enemies.

Wail (Su)The constant howling of the Banshee causes a sonic,mind-affecting fear effect in all who can hear within a60 ft. spread. The victims must make a Will save(DC17) or cower for 1 round. They must continue tosave each round they are exposed to the wailing.

UndeadImmune to mind-influencing effects, poison, sleep,paralysis, stunning, and disease. Not subject to criticalhits, subdual damage, ability damage, energy drain,or death from massive damage.

Bird-Man, Moonstone Hills Medium Monstrous HumanoidHit Dice: 3d8+3 (16 hp)Initiative: +3 (Dex)Speed: 20 ft. or Fly 50 ft. (average)AC: 14 (+3 Dex, +1 natural)Attacks: 2 claws +4 MeleeDamage: Claw 1d4+1Face/Reach: 5ft. by 5ft./5ft.SA: Dive, Power LiftSQ: NoneSaves: Fort +2, Ref +6, Will +3Abilities: Str 13, Dex 16, Con 13, Int 6, Wis 11,

Cha 8

Skills: Climb +7, Jump +7, Spot +6*Feats: Multidexterity

Climate/Terrain: Any hillsOrganisation: Solitary, Gang (2-6) or Tribe

(10-30)Challenge Rating: 1Treasure: StandardAlignment: Often Chaotic NeutralAdvancement: 4 - 5 HD (medium)

Tribes of Bird-Men are found in mountainous areasacross the whole of Allansia and Kakhabad, perchedin villages and caves in the highest peaks. They are

short andsinewy, withe s p e c i a l l ypowerful chestm u s c l e s ,which supporta wide pair off e a t h e r e dwings. Theirmouths aresharp, hookedbeaks, andboth arms andlegs end incutting talons.They are cov-ered in short,almost feath-ery hair, whichvaries incolour fromgreen throughbrown to greyand black,according totheir tribe.

Bird-Men talk in strange chirruping voices that canchange into disconcerting piercing shrieks as theywheel down out of the sky to attack their foes.

The tribes of the Moonstone Hills in northernAllansia are quite primitive for their race. Attracted bymetal objects, which they consider great status sym-bols, they will attack lone adventurers in great num-bers. They are rather cowardly creatures, though, anda display of strength by their victim can often drivethem off in search of easier prey.

CombatA favoured tactic of Bird-Men is to snatch up their vic-tims and carry them into the air, and then drop themto the rocks far below. They will otherwise dive onenemies and withdraw again repeatedly, slashingwith their talons and weapons.

Dive (Ex)A Bird-Man who charges from above onto a targetmay attack with 2 additional claws at the same attackbonus they usually use.

Power Lift (Ex)Bird-Men can beat their wings furiously to enablethem to lift a creature of up to medium-size into theair. They can maintain this for up to 30 27

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Brain SlayerLarge AberrationHit Dice: 7d8+14 (45 hp)Initiative: +8 (+4 Dex, +4 improved initiative)Speed: 30ft AC: 18 (-1 size, +4 Dex, +5 natural)Attacks: 6 Tentacles (+9 melee)Damage: Tentacle 1d4+2Face/Reach: 5ft. by 5ft./10ft.SA: Hypnotic Gaze, Mental DrainSQ: NoneSaves: Fort +4, Ref +6, Will +7Abilities: Str 15, Dex 18, Con 15, Int 10, Wis 15,

Cha 14Skills: Climb +7, Escape Artist +9, Jump +4,

Listen +7, Spot +7Feats: Weapon Finesse (Tentacle),

Multidexterity

Climate/Terrain: Any undergroundOrganisation: SolitaryChallenge Rating: 6Treasure: StandardAlignment: Always Chaotic EvilAdvancement: 8 - 12 HD (large)

Many are the references in the legends of the subter-ranean races to horrificallyevil, horrendously foul-look-ing creatures called BrainSlayers. They dwell in isolat-ed colonies deep in theearth, far below even the

furthest explorations of theinquisitive Dwarfs, and rarelyventure towards the surface.They detest light, warmth andindeed life itself; never wasthere a race more suited to the

darkness.Their appearance is bizarre, it is as

though an octopus were somehow grafted tothe torso of a powerful humanoid. Their skin is slickwith slime and mucus, and is coloured a stomach-churning purple-green. As they move, their tentacleswhip around in a frenzy, as if they were trying some-how to sniff out living creatures to feed upon. Theydress in long flowing robes patterned with odddesigns. To look into the eyes of a Brain Slayer, it issaid, is to gaze into pure, unsullied hatred. It is alsoextremely unwise, as their eyes carries their mostpotent weapons - a powerful hypnotic gaze that cantransfix a man and swiftly draw him into range oftheir tentacles.

CombatBrain Slayers will first try to hypnotise opponents,and then proceed to encircle their heads with it's ten-tacles and begin to drain their minds. If this does notincapacitate their enemies, they will flail with theirtentacles to try to ensnare them again - but if they areseriously harmed they will flee, for they are cowardlyat heart.

Hypnotic Gaze (SU)A gaze weapon with a range of 30 ft., anyone meetingthe gaze of the Brain Slayer must make a Will saveagainst DC 15 or be stunned for 1d6 rounds.

Mental Drain (SU)If the Brain Slayer manages to hit a stunned opponentwith a tentacle attack, it grasps their head in it's loath-some coils. Anyone held by the Brain Slayer's tentacleis subjected to a temporary ability drain of 1d4 pointsof Intelligence, Wisdom and Charisma each roundthey are held. If they recover from the stun effect, theymay pull free of the tentacle as a free action, as it can-not use it's tentacles to constrict effectively.

Crystal WarriorMedium ConstructHit Dice: 6D10 (33 hp)Initiative: +0 (Dex)Speed: 20ft (Can not run)AC: 25 (+15 natural)Attacks: Slams (+8 melee)

Short Spear +8, 1d8 + 6, 20/x3Damage: Slam 1D8 +4Face/Reach: 5ft. by 5ft./5ft.SA: NoneSQ: Construct, Damage Reduction

15/Bludgeoning, Elemental Resistance, Sonic Vulnerability

Saves: Fort +2, Ref +2, Will +2Abilities: Str 19, Dex 10, Con --, Int -, Wis 11,

Cha --Skills: NoneFeats: None

Climate/Terrain: Any Organisation: Solitary or patrol (2 - 4)Challenge Rating: 4Treasure: NoneAlignment: Always NeutralAdvancement: 7-8 HD (medium), 9-12 HD

(large)One of the hindrances a Warlock faces in pursuing hischosen craft is the amount of time spent in tedious rit-uals and frustrating research, and the corresponding

lack of time avail-able for learningthe arts of thew a r r i o r .C o n s e q u e n t l y,many wizards arevery weak andprone to all kindsof attack. Tocounter this, anumber ofdefences havebeen invented;one is the CrystalWarrior. After alengthy sculptingand animatingprocess, the

resulting Crystal Warrior is set to work patrolling thepassages and chambers of the wizard's stronghold

CombatAnyone who is not recognised by a patrolling orguarding Warrior is attacked mercilessly. CrystalWarriors have no sense of self-preservation, and nofear.

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ConstructImmune to mind-influencing effects, poison, disease,

and similar effects. Not subject to critical hits, subdualdamage, ability damage, energy drain, or death frommassive damage.

Damage Reduction (EX)Crystal Warriors are very difficult to hurt with slash-ing or piercing weapons, they reduce all damage fromthese weapons by 15 points. Bludgeoning and force-based attacks (magic missile) affect them normally.

Elemental Resistance (EX)Because of their construction, Crystal Warriors arevery resistant to normal elemental attacks. They haveacid, cold, electrical and fire resistance of 10.

Sonic Vulnerability (EX) Their crystalline structure is vulnerable to sonicattacks. On a failed saving throw, the Crystal Warriortakes double damage from a sonic attack.

ConstructionThe sorcerer first takes a large block of pure quartzand fashions it into human form with a specially treat-ed hammer and chisel. The statue is then temporarilyanimated by a lengthy ritual, which bears many simi-larities to that used in the creation of a Golem. Uponcompletion, the Crystal Warrior can memorise thefaces of two people, or remember a particular symbol;these people or anyone bearing the symbol will beallowed to pass. All others will be attacked on sight bythe Warrior. The magical rituals of animation take 1week to complete, and the sorcerer must labour for atleast 8 hours per day of the rituals. The character musthave the Craft Magical Arms and Armour feat and theCraft Wondrous Item feat. The materials needed cost20,000gp (10,000 of which is for the quartz).

CreationCreating the body requires a Craft (sculpture) check

DC 16. The creator must be 10th level and able to castarcane spells. Completing the ritual drains 500xp fromthe creator and requires the spells Endurance,Geas/Quest, Polymorph Other and Stoneskin.

Death HawkTiny AnimalHit Dice: 1D8 (4hp)Initiative: +3 (+3 Dex)Speed: 10 ft., fly 60ft. (Average) AC: 17 (+2 size, +3 Dex, +2 natural)Attacks: Claws +5 meleeDamage: Claws 1D4 -2Face/Reach: 2 ½ ft. by 2 ½ ft./ 2 ½ ft.SA: NoneSQ: NoneSaves: Fort +2, Ref +5, Will +2Abilities: Str 6, Dex 17, Con 15, Int 2, Wis 12,

Cha 6 Skills: Listen +6, Spot +6*Feats: None

Climate/Terrain: Any forest, plains, hills and mountains

Organisation: Solitary or pairChallenge Rating: 1/3Treasure: NoneAlignment: Always Neutral Advancement: ----

The Death Hawk is a natural predator, seeking outfresh meat to feed its self and its young. They resem-

ble normal Hawks but have alonger wing span (7ft.). The

creatures gain their namebecause they are not

scared to attack any crea-ture. Many caravan parties

travelling through theTrolltooth pass have

reported beingattacked by Death

Hawks.Combat

Death Hawks combine both claws into a single attackSkills

Death Hawks gain a +8 racial bonus to Spot in day-light. This bonus is not reflected in the creatures stats.

Flesh GrubFine AberrationHit Dice: 1 hit pointInitiative: +0 (Dex)Speed: 5 ft. cannot runAC: 18 (+8 size)Attacks: Bite +3 meleeDamage: 1 pointFace/Reach: 5ft. by 5ft./ 5ft.SA: AttachSQ: Blind sight 10ft.Saves: Fort +2, Ref +0, Will +0Abilities: Str 1, Dex 10, Con 11, Int 2, Wis 11,

Cha 2 Skills: Climb +4Feats: None

Climate/Terrain: Any underground, any swamp / marsh

Organisation: Mass (1-200)Challenge Rating: 1/6Treasure: NoneAlignment: Always Neutral EvilAdvancement: ----

Mooching about in old tombs or dungeons may be thebest way for an adventurerto gain fame and fortune,but it is not without it'shazards. As well as thelarger creatures, there aremany smaller dangers,such as Flesh Grubs. Thesedisgusting maggot-likeworms lurk writhing inrotten debris and otherhidden corners, waitingfor the tell-tale scent ofhuman flesh to waft by.They are blind, but caneasily smell out their tar-get before latching on to itwith barbed teeth.

CombatThe Flesh Grub usually attacks someone who has dis-turbed it's resting place, perhaps searching a rottencoffin or something similar. They bite on, and hang

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onto the flesh consuming it rapidly. The Flesh Grubswill drop off of their own accord if left to eat, inflict-ing 3 points of damage per Grub.

Attach (Ex)If the Flesh Grub hits it's victim it is automatically con-sidered to have attached itself to the flesh. Thereafter,it deals an automatic point of damage each round,until it has inflicted 3 points at which time it will dropoff, gorged on fresh meat. If it is pulled off, it will doanother point of damage as it is torn away from theskin. The Flesh Grub is easily removed and crushed -a character can remove and kill six each round.

Blind-Sight (Ex)Flesh Grubs use their advanced sense of smell to 'see'anything within 10 feet of them.

SkillsFlesh Grubs use their Dexterity modifier for Climbchecks, rather than their Strength modifier.

Ice Demon (T'armeru)Huge Outsider (Chaos, Cold, Evil)Hit Dice: 10d8+10 (55 hp)Initiative: -1 (Dex)Speed: 30 ft. or Fly 40 ft. (poor)AC: 17 (-2 size, -1 Dex, +10 natural)Attacks: 2 Slams (+16 melee)Damage: Slam 1D10 +6Face/Reach: 10 ft. by 10 ft./ 15ft.SA: Icy BreathSQ: Cold-Subtype, Damage Reduction

10/+1, TelepathySaves: Fort +10, Ref +6, Will +8Abilities: Str 23, Dex 8, Con 13, Int 8, Wis 13,

Cha 12Skills: Climb +16, Jump +16, Listen +11,

Sense motive +11, Spot +11, Swim +16Feats: Cleave, Great Cleave, Power Attack

Climate/Terrain: Any cold land Organisation: SolitaryChallenge Rating: 8Treasure: StandardAlignment: Always Chaotic EvilAdvancement: 11-16 HD (huge)

The trappers of the Icefinger Mountains talk inhushed whispers of a certain sheltered valley high inthe mountains, from where streams of fanatical Orcs,Goblins and Neanderthals have been known to pourout, to raid trading posts and villages for slaves and

sacrifices. The raiders are surprisingly disciplined,and it is widely thought that they are ruled over by anevil lord who has trained them. In fact, their leader isa powerful Ice Demon, called to the Earthly Plane byhis devoted acolytes.

For most of the time, the beast simply squats, asmotionless as a statue carved from the ice, watchingand listening to it's worshippers. It can communicatetelepathically with the shaman who rules them, order-ing attacks and sacrifices as it desires. When a cap-tured human is brought before it for sacrifice, theDemon will come to life and attack, rows of iciclessnapping from its limbs as its great body lumbers for-wards. The Ice Demon stands at least 20 feet tall, andis fat and strong. It's grim head supports two huge,curving ram's horns. Behind it, a wide pair of bat-likewings spread for almost 30 feet. The Ice Demon iscompletely white, and appears to be made from theice itself.

CombatThe Ice Demon strikes with it's two massive fists,while breathing clouds of freezing mist onto it's ene-mies. Should the Demon be defeated, it's body willshatter like a block of ice, and it's spirit will be ban-ished back to Hell.

Cold-Subtype (Ex)Immune to cold. On a failed saving throw, the IceDemon takes double damage from fire attacks.

Icy Breath (Su)As a free action, the Ice Demon exhales a cloud offreezing mist, surrounding it in combat in a 10 ft.radius. All creatures within the mist must make aFortitude save against a DC of 16 or sustain 1d6 pointsof cold damage. This save must be made each roundthe victim is in the mist.

Telepathy (Su)As a free action, the Ice Demon can communicate tele-pathically with any creature within 100 ft. that has alanguage.

MammothHuge AnimalHit Dice: 11D8 +55 (104 hp)Initiative: +0 (Dex)Speed: 40ft AC: 15 (-2 Size, +7 natural)Attacks: Slam (+16 melee), 2 stamps (+11

Melee) or Gore (+16 melee)Damage: Slam 2D6+10, stamp 2D6 +5; gore 2D8

+15Face/Reach: 10ft. by 20ft./10ft.SA: Trample 2D8 +15SQ: ScentSaves: Fort +12, Ref +7, Will +4Abilities: Str 30, Dex 10, Con 21, Int 2, Wis 13,

Cha 7Skills: Listen +6 and Spot +6Feats: None

Climate/Terrain: Any cold landOrganisation: Solitary or herd (2-10)Challenge Rating: 8Treasure: NoneAlignment: Always NeutralAdvancement: 12 - 22 HD (huge)

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Mammoths are huge shaggy-haired animals, similarto elephants but dwelling chiefly in cooler climes.They are rare creatures, encountered most frequentlyon the barren northern plains around the IcefingerMountains, but a few scattered herds have been

rep or tedin otheri c yr e g i o n s .They areu s u a l l ycoloured ad e e pb r o w n ,with largec u r v i n gt u s k sextendingout infront of

them. They are fairly docile, and wander in smallherds in search of vegetation to feed up on.

Mammoths are hunted by many of the northerntribes, both Human and Toa-suo, for their meat, ivoryand warm shaggy pelts. Folk-legend tells of a timewhere mammoths roamed the lush plains. Hugeherds were not uncommon, but such times are longgone. The Mammoth is being hunted to extinction.

CombatIn an attack, a Mammoth will rear up on its hind legsbrandishing its tusks menacingly, and attempting toknock over and trample its opponent.

Trample (EX)A Mammoth can trample creatures of medium size orsmaller for automatic Gore damage. Any opponentwho does not take an attack of opportunity can makea Reflex save (DC20) for half damage.

Neanderthal (caveman)Medium HumanoidHit Dice: 2d8+4 (13 hp)Initiative: +0 (Dex)Speed: 20 ft. (hide armour); base 30 ft.AC: 14 (+1 natural, hide armour)Attacks: Club +2 melee or Short spear +2 meleeDamage: Club 1d6+1 or Short spear 1d8+1Face/Reach: 5ft. by 5ft./ 5ft.SA: NoneSQ: NoneSaves: Fort +5, Ref +0, Will +0Abilities: Str 13, Dex 10, Con 15, Int 6, Wis 11,

Cha 8Skills: Climb +4, Jump +3Feats: Power Attack

Climate/Terrain: Cold plains and mountains, underground

Organisation: Solitary, Pair, Hunting group(3-10), tribe (11-60)

Challenge Rating: ½ Treasure: NoneAlignment: Always Chaotic NeutralAdvancement: By character class

The brutish semi-humans known as Neanderthals area primitive and violent race to be found in many areas.They will usually be encountered as hunting-party orin a settlement - typically a crude circle of huts around

a religious totem or statue. Theylook like thin, filthy humans, withwild hair and untrimmed claw-like nails on their hands andtoes. They will be carrying crudespears and knives, and may bedecorated with poorly madependants, bracelets, and studs intheir ears and noses. They areunintelligent beings and willsometimes be found in the serv-ice of a clever leader - an Orc,Goblin, or maybe even an evilhuman. Neanderthals have awhole pantheon of primitiveGods, for they worship every-

thing they don't understand from the sun to a moun-tain. One member of a tribe may be a shaman, dressedup with bones, feathers and rattles and covered inbizarrely painted designs. They have no special pow-ers except a great sense of theatre and ritual - anyonedemonstrating real magic to a Neanderthal tribe canexpect to be treated as nothing less than a God!

There are even more primitive tribes ofNeanderthals who dwell primarily in caverns andunderground, these primitives are often referred to asCavemen. They rarely wear armour, and more oftenmake use of simple clubs than spears.

Neanderthal CharactersNeanderthals are a brutish bunch, and typically thosewho excel within their primitive culture areBarbarians.

CombatNeanderthals are uninspired when it comes to battle-tactics; they tend to run towards the enemy yellingand screaming incomprehensible war cries.Occasionally, when hungry, they may try to creep upon an unawares enemy and then proceed to rush fromconcealment, attacking in their usual fashion. Theyfavour crude spears and improvised blunt weapons,as they lack the ability to make iron weapons.

Night StalkerLarge Monstrous HumanoidHit Dice: 9d8+9 (49 hp)Initiative: +1 (Dex)Speed: 40 ft.AC: 19 (-1 size, +2 Dex, +8 natural)Attacks: 2 claws +15 melee and bite +10 meleeDamage: Claw 1d8+6, bite 1d6+3Face/Reach: 5ft. by 5ft./ 10ft.SA: NoneSQ: Frightful Presence, ImmunitiesSaves: Fort +6, Ref +8, Will +7Abilities: Str 23, Dex 14, Con 13, Int 10, Wis 13,

Cha 12Skills: Climb +10, Jump +10, Listen +6,

Wilderness lore +8Feats: Great Fortitude, Power Attack, Track

Climate/Terrain: Any undergroundOrganisation: SolitaryChallenge Rating: 6Treasure: NoneAlignment: Always Neutral EvilAdvancement: 10-15 HD (large)

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In the dank, forbidding depths of dungeons deepbelow the ground, many perils stalk the darkness insearch of their next meal. The Night Stalkers were per-

haps human once, butthey are somethingless than human now.Bent over from theirendless wanderings inthe oppressive tun-nels, they are sinewybeings covered infolds of leathery greyskin. Their facial fea-tures are gruesome -eyes sunk deep intosockets and perma-nently squinting, teethas long as a man's littlefinger, skin wrinkledand warty. Their armsare long and thin, and

end in large, clawed hands that can split stone or skillswith equal ease. They may be carrying a small lanternto guide their unceasing patrols - even though theycan see perfectly in the darkness, the lantern ensurestheir prey can look upon their foul features and hope-fully be cowed into submission. They may wear petty,worthless trinkets stolen from past victims for the niceway they sparkle in the wan lantern light.

CombatA Night Stalker will ceaselessly pursue it's prey, andthen attack silently, clawing chunks of meat straightfrom the bones of it's terrified victim. Night Stalkersare ceaseless in their attacks, and never make anycomplaint at their injuries, fighting to the death.

Frightful Presence (Su)Any creature within 30 ft. that looks upon the featuresof a Night Stalker must make a Will save against DC15 or become shaken (-2 morale penalty to all attackrolls, skill checks and saving throws) until the NightStalker is slain or the victim escapes. This save is nec-essary only once. This ability is the reason NightStalker's like to carry lanterns!

Immunities (Ex)Night Stalkers are immune to mind-affecting spellsand abilities. This includes all forms of Fear andCharm spells, as well as Illusions.

Sentinel, Metal Medium ConstructHit Dice: 12d10 (66 hp)Initiative: +0 (Dex)Speed: 20ft (Can not run)AC: 24 (+14 natural)Attacks: Longsword +10 / +5 meleeDamage: Longsword 1d8+4Face/Reach: 5ft. by 5ft./5ft.SA: NoneSQ: Construct, Damage WardSaves: Fort +4, Ref +4, Will +4Abilities: Str 19, Dex 10, Con --, Int --, Wis 11,

Cha --Skills: NoneFeats: None

Climate/Terrain: Any

Organisation: SolitaryChallenge Rating: 10Treasure: NoneAlignment: Always NeutralAdvancement: ----

There are many methods employed by wizards andnoblemen to protect their vast treasure hoards, includ-ing Golems, Crystal Warriors, and Sentinels. First cre-ated by a sorcerer in the service of Baron Kognoy ofKaypong, a provinceto the east of Fang,they are powerful,n e a r - i n v i s i b l eguardians. Unlikemany suchguardians, they arequite easy for theirmaster to control.They are created bypouring a speciallyformulated magicalpotion over a gem-stone or piece ofmetal, in order tocreate a Sentinel ofthe same basic mate-rial. The potion-cov-ered material, typically a gold coin or a small dia-mond, will retain it's form until touched by livingflesh. When creating a Sentinel, it is advisable to usetongs!

The potion-drenched object is usually secreted nearthe top of a pile of treasure, where it will hopefully bepicked up by a thief. Once touched, it transformsimmediately into a large, fearsome warrior. TheSentinel cannot be harmed by blows unless the oppo-nent is in contact with a piece of material from whichthe Sentinel was formed. Thus, to damage a GoldSentinel it's opponent must be holding a piece of goldin it's hand. If defeated, the Sentinel shifts back to it'soriginal form and will not transform again.

CombatThe Sentinel will relentlessly attack any living thing itcan see. If it runs out of targets, it will simply wait formore to arrive or until an hour has passed, when itreverts to it's ordinary form to await the next haplessthief.

ConstructImmune to mind-influencing effects, poison, disease,and similar effects. Not subject to critical hits, subdualdamage, ability damage, energy drain, or death frommassive damage.

Damage Ward (Ex)The Sentinel has Damage Reduction 30 against anyattack unless the attacker is holding a piece of materi-al which the Sentinel is made from.

Snow WolfLarge AnimalHit Dice: 4D8 +4 (22 hp)Initiative: +2 (Dex)Speed: 50ft AC: 14 (+1 Dex, +4 natural, -1 size)Attacks: Bite (+5 melee)Damage: Bite 1D6 +5Face/Reach: 5ft. by 10ft./5ft.

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SA: TripSQ: ScentSaves: Fort +5, Ref +5, Will +1Abilities: Str 21, Dex 13, Con 15, Int 2, Wis 12,

Cha 6Skills: Hide +6*, Listen +6, Move silently +5,

Spot +6, Wilderness lore +2*Feats: Weapon finesse (bite)

Climate/Terrain: Any cold lands, hills, plains and mountains

Organisation: Solitary, pair or pack (7 - 16)Challenge Rating: 2Treasure: NoneAlignment: Always NeutralAdvancement: 5 HD (large)

In the extreme north of Allansia, the species known asthe Snow Wolf may be encountered. They are largerthan normal wolves, and are savage killers, which fearnothing. Covered allover in shaggy whitefur they are all butindis t inguishablefrom their surround-ings. Only theirhunger crazed redeyes will give themaway. The Toa-suokeep trained SnowWolves with whichthey hunt Yeti andFrost Giants.

CombatThe Snow Wolf willuse its natural surroundings to hide in while movingcloser to its prey. The Snow Wolf will attempt to tripits opponent them bite with its huge teeth.

Trip (EX)A Snow Wolf who scores a successful bite attack canattempt to trip an opponent as a free action (see PHBChapter 8, Trip for more information) without makinga touch attack or provoking an attack of opportunity.

SkillsA Snow Wolf receives a +8 racial bonus to Hide whenin the snow and a +6 racial bonus to Wilderness lorewhen using its scent to track.

Titan TrollsTrolls are large, ugly humanoids related to Ogres,Orcs, Goblins, and a variety of lesser crossbreeds.They may be found in many lands, but always doingwhat they most enjoy - being thoroughly evil! Fromthe civilised Troll mercenaries of Port Blacks and tothe savage Trolls of the Moonstone Hills and beyond,these creatures delight in torture, death and worse.There are a number of different types of Troll, foundin different areas of the world.

Titan HilltrollLarge HumanoidHit Dice: 6d8+18 (46 hp)Initiative: +0 (Dex)Speed: 30 ft AC: 18 (-1 size, +5 natural, Leather Armour

and Shield)

Attacks: Short spear +9 melee; or greataxe +9 melee; or slam +9 melee

Damage: Short spear 1d8+5, Greataxe 1d12+5, Slam 1d4+5

Face/Reach: 5 ft. by 5 ft./ 10ft..SA: NoneSQ: NoneSaves: Fort +8, Ref +2, Will +2Abilities: Str 21, Dex 10, Con 17, Int 8, Wis 11,

Cha 8 Skills: Climb +10, Jump +7, Wilderness lore

+3Feats: Cleave, Power Attack

Climate/Terrain: Temperate hills, mountainsOrganisation: Solitary, pair, war band (3-8)

or tribe (10-30)Challenge Rating: 3Treasure: StandardAlignment: Usually Chaotic EvilAdvancement: By character class

The inter-m i n a b l ew a r sb e t w e e nt h eD w a r f sand theHill Trollshave con-t i n u e ds i n c ebefore his-tory wasrecorded, for the two races loathe each other. HillTrolls are warlike beings, who provide endless haz-ards to travellers and settlers in the higher regions.They are the largest of all Trolls, usually dressed infurs and leathers, their long hair braided with bonesand jewellery. Their favourite weapons are spears andaxes, and they also use shields and odd scraps ofarmour to protect themselves. They dwell in tribal vil-lages high in the hills, from where they can sweepdown into the valleys to attack the settlements ofDwarfs and humans alike.

Troll CharactersThose Trolls that rise above the general thuggish rab-ble of their fellows usually aspire to become Fighters.

YetiLarge Magical Beast (Cold)Hit Dice: 6d10+18 (52 hp)Initiative: +0 (Dex)Speed: 40ft AC: 17 (-1 size, +8 natural)Attacks: 2 claws (+11 melee), bite (+6 melee)Damage: Claw 1d6 +5 plus 1 cold, bite 2d4 +3

plus 1 coldFace/Reach: 5ft. by 5ft./10ft.SA: Freezing touchSQ: Cold Subtype, ScentSaves: Fort +10, Ref +5, Will +3Abilities: Str 21, Dex 10, Con 17, Int 4, Wis 13,

Cha 10Skills: Climb +7*, Hide +1*, Move silently +4,

Wilderness lore +5Feats: Great Fortitude, Track

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Climate/Terrain: Any cold landOrganisation: SolitaryChallenge Rating: 6Treasure: StandardAlignment: Always Neutral EvilAdvancement: 7-10 HD (large), 11-14 HD

(huge)In the desolate mountain-ous wastes of northernAllansia, where the snowfalls thick and the windcuts like an icy dagger,hunters huddle aroundtheir campfires andspeak in hushed, fearfulvoices of the Yeti. Theirfolk-tales say that longago they were the rulersof this craggy, inhos-pitable land. With thecoming of man anddreaded fire, the beastsretired to the higherslopes, emerging onlyoccasionally to prey onmen.

Standing more than 13 feet tall when rearing fullyupright, these huge monsters are covered in masses ofthick white fur, a pelt most prized by hunters - oftenselling for 1,000 gp or more. Like a cross between themost savage of apes and most fearsome of bears, theyare equipped for hunting with a mouth brimmingwith sharp tusks and razor-like teeth, and paws full ofclaws each as long as a man's hand! Furthermore, theirtouch imparts a deadly freezing chill into their victim.

Unlike most of the mountain creatures, Yeti do notneed to hibernate in even the harshest winters, forthey can withstand even the worst blizzards in theirrelentless hunt for food.

CombatThese massive beasts are not very intelligent, but theypossess an animal cunning. They silently track theirprey, usually by scent alone. They may follow anunwary man for days before choosing to strike. Theydo so quickly, ripping their victim to shreds with theirmassive claws and teeth. If seriously wounded, theywill usually lope away into the snowy wastes andclimb up into the freezing mountains where no-onecan follow.

Cold Sub-typeYeti are immune to cold damage. They are vulnerableto fire, taking double damage on a failed saving throwagainst fire attacks.

Freezing Touch (Su)The touch of a Yeti inflicts 1 point of cold damage.This damage is applied to each hit from a Yeti's natu-ral weaponry, and to any creature that strikes a Yetiwith a natural weapon.

Skills Yeti have a +4 bonus to tracking checks when usingthe Scent special ability. They also receive a +8 racialbonus to Hide checks when among ice and snow, andthey ignore the penalty to Climb checks for icy sur-faces. These bonuses are not included in the statisticsblock.

AAppendix 22- NNew MMagicNew SpellsAncient Death Spell

Necromancy; Level: Sor 5; Components: V,S,M;Casting Time: 1 hour; Range: close (25 ft.); Area Effect:All creatures within 25ft. emanation; Duration:Permanent; Saving Throw: None; Spell Resistance: No

This spell infects the recipient with a magical diseasethat causes a slow and agonising death as the infectedcreature wastes away. The disease can take severaldays to manifest any symptoms and is thus very diffi-cult to spot. A successful skill (Heal) check (DC25) willdetermine that the infected creature is suffering froman unusual disease. A subsequent skill (Spellcraft)check (DC25) will determine that the illness is magicaland reveal it's cause.Creatures affected go through 4 stages of illness:

Stage 1: Incubation - the magical disease takes up to1D6 days before it has any noticeable affect on theinfected creature. At the end of this stage the creaturemust make a Fortitude save DC10 or immediately lose1 point of constitution permanently. At this point thecreature will be aware they are ill.

Stage 2: The disease intensifies it's attack upon it'shosts body, 24 hours after stage 1 ends the infectedcreature must make a Fortitude save DC14 or lose 1D4points of constitution permanently.

Stage 3: The disease is now rampant in the infectedcreature�s body, 24 hours after stage 2 has ended theinfected creature must make a Fortitude save DC18 orlose 1D6 points of constitution permanently.

Stage 4: the disease is now entering it's final deadlyphase, 24 hours after stage 3 the infected creaturemust make a Fortitude save DC35 or lose 2D6 + 6points of constitution permanently.If the infected creature's constitution score is reducedto 0 at any stage of the diseases progress the creatureimmediately dies.

The disease cannot be cured by any means (includ-ing the Remove Disease spell) except for a complicat-ed ritual that is only known by certain Master Healersscattered across the world.Material Components: Crushed gems worth 2000gp

New Magic ItemsCollar of Obedience

Collars of Obedience are magical items that are usedto enslave and control the creatures wearing them.Collars are attuned to their creator who can exerciselimited control over those wearing them.The Collar gives the controller crude telepathic aware-ness of any creature wearing one, the controller isaware of whether the wearer is alive or dead and cansend simple commands to a creature up to 5 milesaway. Creatures wearing a Collar cannot voluntarilymove more then 5 miles away from their controller.

The controller must concentrate to send commandsto wearers and cannot communicate with more than 4

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wearers at any one time although they retain aware-ness of all those wearing their Collars.

The wearer of the Collar must make a Will save(DC25) whenever a command is issued to them bytheir controller. Failure means that the command mustbe followed without hesitation. Success allows thewearer to ignore the command if desired.

The controller can inflict pain to any wearer by mak-ing the Collar constrict around their throats, if desiredthe Collar can be tightened enough to strangle thewearer causing 2D6 damage per round.

A Collar of Obedience cannot be removed by it'swearer while the controller lives, if the controller diesthe Collar turns black and crumbles to dust. Collarscan be removed by another creature upon a successfulcasting of a Remove Curse spell. Wearing the Collar grants Darkvision 60ft..

Caster Level: 10th; Prerequisites: Craft WondrousItem, Dominate Person, Darkvision and TelepathicBond; Price 6000pg, weight 4lb

Potion of FortuneWhen the contents of this bottle have been imbued,the recipient may restore 1D4+3 Luck points.Caster Level: 4th; Prerequisites: Brew Potion, RestoreLuck; Market price 300 gp.

Prism of Illusion This Item is only usable by Wizards or sorcerers.

This clear Prism measures 10 inches from top to bot-tom. The Prism can be used to store up to 10 levels ofspells (from the school of Illusion only) in it. The spellsmust be cast into the Prism by a Wizard or Sorcerer.There they will remain until recalled. The Wizard orSorcerer can recall any spell stored within the Prism asa standard action.

Caster Level: 7th; Prerequisites: Craft WondrousItem, Imbue with spell ability; Price 25,000gp, Wt. 5lb

Ring of the Vampire's CurseThis silver ring appears to be of plain design, withoutany markings at all.

Any character who wears this ring on any fingermust make a Fortitude save (DC20) or suffer 2 nega-tive levels whilst wearing the ring. Only a RemoveCurse spell allows the wearer to remove the ring.

Caster Level: 7th; Prerequisites: Forge Ring, BestowCurse, Enervation ; Price 2,000gp

Ring of Warrior SummoningThis copper ring is inscribed both inside and out. Themarkings are written in an ancient language long for-gotten that reads: Aragose the Defender

Anyone who wears the ring on any finger will knowthe rings power. Once per week the wearer of the ringcan summon forth Aragose the Defender. Aragose willappear as an ancient male warrior, clad in ornate FullPlate mail armour and carrying a Longsword andShield. Aragose will attack any creature or personspecified by the wearer of the ring. Once the creatureor person is slain, Aragose will return to the ring.Aragose will not surrender any of his equipment toanyone. Attempts to force him to do so will cause him,his equipment and the ring to crumble to dust.

Aragose cannot be healed by any means. Once his hitpoints are reduced to 0, Aragose, his equipment andthe copper ring will crumble to dust.

Aragose the Defender, male human Ftr10: Size M (6ft., 0 in. tall); HD 10d10 +40; hp 61 (from 122); Init +6(+2 Dex, +4 Improved initiative); Spd 20 ft. (Full Platemail armour ) base 30ft.; AC 25 (+1 Dex -due toarmour, Full Plate mail +2, Large steel shield +2);Attack +19/ +14 melee (Longsword 1D8 +10); SV Fort+7, Ref +6, Will +5; AL N; Str 20, Dex 15, Con 18, Int 10,Wis 10, Cha 10. Languages Spoken: None (butAragose understands all language). Feats: Blind-fight,Cleave, Great cleave, Dodge, Improved initiative,Power attack, Toughness, Weapon focus (Longsword),Weapon specialisation (Longsword). Equipment: FullPlate mail +2, Large Steel Shield +2, Longsword +3Caster Level: 11th; Prereq.: Planar Ally, Greater MagicWeapon, Magic Vestment, Forge Ring; Price 30,000

Szordrins DustThis Magic Dust was created by a powerful Sorcerernamed Szordrin who dwells within the city of Khareon the continent of Kakhabad (also known as the oldworld). If the Dust, which is made from groundMinotaur's horn, is sprinkled on a transforming crea-ture - such as a polymorphed creature; a man chang-ing into a Werewolf etc� - the targeted creature willremain in its current form for 2D6 hours.

If the Dust is sprinkled on a transforming target, itmust make a Fortitude save (DC20) or remain in itscurrent form for 2D6 hours.

A full jar of Szordrin's Dust typically has 4 applica-tions of the Dust within it.

Caster Level: 7th; Prerequisites: Polymorph Other ;Price 4000gp (1000 gp per application)

The Healing RoseThis item appears to be an old, dying and witheredrose whose colour has faded to a dirty red.

A creature that sniffs the Rose will have a CureModerate Wounds spell bestowed up on them healing2D8 +5 hit points. The Healing Rose's power onlyworks once per day.

Caster Level: 5th; Prerequisites: Craft WondrousItem, Cure moderate wounds; Price 4000gp,

The Orb of EnergyThis circular glass measures 10 inches in diameter.Looking into the Orb, the viewer will see swirlingmists within.

Any creature that holds the Orb in both hands willhave 1D8 points of cold damage healed. Damage fromother sources is not healed.

The Orb has 100 charges when made, but is typical-ly found with 10D6 charges remaining.

Caster Level: 5; Prerequisites: Craft Wondrous Item,Cure Light Wounds, Endure Elements; Price 500gp

Tomah's FluteThis Flute is silver, and quite ordinary in appearance.If a creature without the Perform skill holds the Fluteto their lips and attempts to play a tune, they will beamazed, for a wonderful tune will come forth.

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The creature using the Flute will gain the skillPerform (Flute) +10 while playing the Flute. A creaturethat already has the skill Perform (Flute) will gain a +5enhancement bonus to the Perform (Flute) skill whileplaying the Flute.

Caster Level: 4th; Prerequisites: Craft WondrousItem, Skill Perform (flute) 10 ranks; Price 750gp,Weight 2lb

AAppendix 33- CCampaign PPlayThis section has been added to Caverns of the SnowWitch for those DM's amongst you that wish to incor-porate this scenario into your ongoing campaign,rather than play the 'quick version'.

Party LevelsThis scenario is designed for a party of three charac-ters of 8th level. The party would benefit from havinga good aligned cleric along for the adventure.

Scaling the AdventureAs mentioned before, The Caverns of the Snow Witchis designed to be played with three pre rolled 8th levelcharacters. However, it can be adjusted for lower orhigher level parties with a few modifications. Someexamples are given below.

Party Levels 5th - 7th Consider allowing the PC's to find some extra healing,maybe potions or scrolls, and make sure they haveplenty of opportunities to rest and fully recuperatebetween encounters.

Encounters of EL6 or greater should be tweaked toincrease the parties chance of survival: Dungeonadventure: encounter 4 - replace the Mammoth with 2Snow Wolves; encounter 7 - reduce the Yeti to 5HD ;encounter 11 - reduce the Mountain Elf to a 3rd levelfighter and the Goblins to 2nd level Fighters; inencounter 14 - reduce the human chef to a 5th levelBarbarian; encounter 15 - reduce Rillion to a 2nd levelFighter/Sorcerer; encounter 16 - reduce the Orc Clericto 3rd level and make the Orcs and Goblins normalmonsters without Fighter levels. Reduce the IceDemons to 8HD; encounter 21 - reduce the Frost Giantto 8HD and reduce his Strength to 20 (+5); encounter24 - reduce the White Dragon's age to very young andmake the Snow Witch a Vampire Spawn; encounter 29- reduce the Brain Slayer to 5HD. Wilderness adven-ture: encounter 1 - reduce the Dark Elf to a 5th levelFighter; encounter 2 - Make all the Centaurs 1st levelFighters; encounter 8 - reduce the amount of HillTrolls from 6 to 3.

Encounter 28In the original Caverns of the Snow Witch FightingFantasy� book by Ian Livingstone, the corridor atencounter 28 continues on to another part of the dun-geon that is never explored. You, the DM might wantto expand the caverns at this point. It could lead to anunderground city of Brain Slayers, or just be a singleroom. The choice is yours.

appendix 44 -- ccharactersRedswift and Stubb - NPCs

Name: RedswiftRace/Sex: Wood Elf / maleClass/Level: Fighter / 7Hit Dice: 7D10+7 (hp55)Initiative: +8 (+4 Dex, +4 Imp. init)Speed: 30ft. (6 squares) AC: 18 (+4 Dex, Studded leather +1)

touch 14, flat-footed14Attacks: +10/+5 melee (Longsword 1D8 +2)

or +12/+7 ranged (Longbow 1D8+2)Saves: Fort +6, Ref +6, Will +4Abilities: Str 15(+2), Dex 19(+4), Con 13(+1),

Int 13(+1), Wis 14(+2), Cha 14(+2)Skills: Hide +4, Jump +5, Listen +4, Move

silently +4, Search +3, Spot +4 Feats: Combat reflexes, Improved initiative,

Quick draw, Wpn focus(Longbow), Wpn focus (Longsword), Weapon specialisation (Longbow)

Equipment: Studded Leather +1, Leather boots, Collar of Obedience Longbow and 20 Arrows, Winter cloak

Languages: Common, Elven, Goblin

Name: StubbRace/Sex: Dwarf / maleClass/Level: Fighter / 7Hit Dice: 7d10+14 (hp 79)Initiative: Init +5 (+1 Dex, +4 Improved init.)Speed: 20ft. (4 squares) AC: 16 (+1 Dex, Chain shirt +1) touch

11, flat-footed 15Attacks: +12/+7 melee (Battleaxe 1D8 +6), or

+8/+3 ranged (Light crossbow 1D8)Saves: Fort +7, Ref +3, Will +2Abilities: Str 18(+4), Dex 12(+1), Con 14(+2), Int

12(+1), Wis 10(+0), Cha 9(-1).Skills: Appraise +3, Hide +3, Jump +4,

Listen +2, Move silently +1, Spot +2 Feats: Alertness, Combat reflexes,

Improved initiative, Power attack, Weapon focus (Battleaxe), Weapon focus (Light Crossbow), Weapon specialisation (Battleaxe)

Equipment: Chain Shirt +, Battleaxe, Winter Cloak, Collar of Obedience

Languages: Common, Dwarven, Elven

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CombatIn order for Rhana to hit her opponent, she must do the following; Roll a D20 and add her com-bat modifier for the weapon she is using (+6 for her Quarterstaff). If the result is equal to orgreater than her opponents Armour class (AC), then she has hit. Rhana then rolls her damagefor the weapon she is using (1D6 +2 for her Quarterstaff). If a monster's roll to hit is equal to or greater than Rhana's AC, then the monster has scored a hitand Rhana looses hit points (hp). When Rhana's hp reaches 0, she is unconscious. If they reach -10, she is dead.Skills Rhana has a number of skills that she can use during the course of this adventure. In order forRhana to succeed at a skill, she must roll equal to or greater than the Difficulty Class (DC) num-ber for the skill in question on a D20 while adding the skill modifier. An example of this wouldbe that Rhana is listening at a door. In order to hear the conversation on the other side she mustmake a skill (Listen) check (DC15). She rolls a D20 and adds the listen modifier (+7). Rhana's swim skill, which is separated by the slash, (+2/ -5) is her modifier to swim with all ofher equipment on (-1 to Swim checks for every 5lbs carried).Balance- Use this skill when you need to keep your balance on a ledge etcClimb- Use this skill to climb the tallest mountain or descend the deepest pit Concentrate- Use this skill when you need to focus your mind or cast a spell in combatHide- use this skill to sink into the shadows and remain unseen Jump- Use this skill to leap over pits, vault low fences or leap onto tables Listen- Use this skill to hear approaching enemies or to listen at doorsMove silently- you can sneak up on an enemy, or slink away without being heardSearch- you can find simple traps, hidden doors, and other details not readily apparentSpot- Use this skill to spy a rogue hiding in the shadows or a Camouflaged monsterSwim- you can swimFeats Feats are features that that give Rhana special capabilities, or improve ones that she already has.Listed below are Rhana's feats and a brief description of each one:Combat casting- you are adept at casting spells in combat. +4 to concentrate checks to cast spellson the defensiveSilent spell- you can cast a spell without the verbal component. The spell is cast as if it were onelevel higher.Maximise spell- You can cast a 1st level spell to maximum effect. The spell is cast as if it were 3levels higher.Racial abilities:Low light vision- half elves can see twice as far as humans in starlight, moonlight and similarconditionsImmune to magical sleep- half elves are immune to magical induced sleep+2 save against enchantment- half elves gain a +2 bonus against enchantment spells or effectsFamiliar Rhana has a magically summoned creature called a familiar. His name is Milano and he is a rat. Milano and Rhana can communicate empathically up to a range of one mile or they can talk toeach other. Milano can also speak with other rats.While Milano is within arms reach, Rhana gains the feat Alertness (+2 to Listen and Spot checks)At Rhana's discretion, any spell that she casts on herself (mage Armour for example) can affectMilano if he is within 5ft.Milano can deliver Rhana's touch effect spellsMilano has the feat improved evasion. This means that any attack that would cause Milano tomake a reflex save, he takes no damage.Potions: Potions of Cure Serious Wounds will heal 3D8 +1 hit points. Potion ofFortune will restore 1d4 +3 Luck.

CombatIn order for Ellion to hit her opponent, she must do the following: Roll a D20 and add hercombat modifier for the weapon she is using (+13 for her Heavy mace). If the result isequal to or greater than her opponents Armour class (AC), then she has hit. Ellion thenrolls her damage for the weapon she is using (1D8+7 Heavy mace). If a monster's roll to hit is equal to or greater than Ellion's AC, then the monster has scoreda hit and Ellion looses hit points (hp). When Ellion's hp's reach 0, she is unconscious. If they reach -10, she is dead.SkillsEllion has a number of skills that she can use during the course of this adventure. In orderfor Ellion to succeed at a skill, she must roll equal to or greater than the Difficulty Class(DC) number for the skill in question on a D20 while adding the skill modifier. An exam-ple of this would be that Ellion is listening at a door. In order to hear the conversation onthe other side she must make a skill (Listen) check (DC15). She rolls a D20 and adds herlisten modifier (+6).Note that some of Ellion's skills have a slash separating two figures (i.e. Climb +7/ +1). Thefirst number given is Ellion's modifier without her Armour penalty (-2 for her shield and -4 for her breast plate). Ellion's swim skill, which is separated by the slash, (+5/ -10) is hermodifier to swim with all of her equipment on (-1 to Swim checks for every 5lbs carried).Balance- Use this skill when you need to keep your balance on a ledge etcClimb- Use this skill to climb the tallest mountain or descend the deepest pit Concentrate- Use this skill when you need to focus your mind or cast a spell in combatHide- use this skill to sink into the shadows and remain unseen Jump- Use this skill to leap over pits, vault low fences or leap onto tables Listen- Use this skill to hear approaching enemies or to listen at doorsMove silently- you can sneak up on an enemy, or slink away without being heardSearch- you can find simple traps, hidden doors, and other details not readily apparentSpellcraft- you can identify a spell being cast or a spell effect.Spot- Use this skill to spy a rogue hiding in the shadows or a Camouflaged monsterSwim- you can swimFeats Feats are features that give Ellion special capabilities, or improve ones that she alreadyhas. Listed below are Ellion's feats and a brief description of each one.Alertness- +2 bonus on listen and spot checksCombat casting- you are adept at casting spells in combat. +4 to concentrate checks to castspells on the defensiveWeapon Focus (Heavy mace)- You are especially good with the Heavy mace. You add +1to your attack roll with this weapon.Turn undead - You can turn undead as a supernatural abilitySpells Ellion worships the Deity Sindla. Her God grants her the use of spells.Spells per day are: 0 level- 6; 1st level- 5 +1; 2nd level- 4 +1 3rd level 3 +1 and 4th level 2 +1. Her domains are: Good (all good spells are cast at +1 level) and Luck (use good fortuneonce a day and re-roll a dice roll you just made)Spontaneous castingEllion can channel any spell revised into a cure spellPotions: Potions of Cure Serious Wounds will heal 3D8 +1 hit points. Potion ofFortune will restore 1d4 +3 Luck.

ellion g�aarakRhana Quinn

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Size: Medium (6ft. 5 in)Race/Sex: Half-Orc / femaleClass/Level: Cleric / 8Hit Dice: 8D8+0 (hp 50)Initiative: +0 Speed: 20ft. while wearing

Breastplate armour (4 squares), base 30ft.

Armour Class: 20 (Breastplate armour +1 and large wooden shield +2) touch 10, flat-footed 20

Attacks (Damage): +14/ +9 melee (Heavy mace 1D8+7) or +6 ranged (Light crossbow 1D8)

Special Qualities: Dark Vision 60 ft.Saves: Fort +6, Reflex +2, Will +8Abilities: Str 20 (+5), Dex 10 (+0), Con 11 (+0), Int 12 (+1), Wis 15

(+2), Chr 9 (-1) Luck 16 (+3)Skills: Balance +6/ +0, Climb +7/ +1, Concentrate +11, Hide

+2/ -4, Jump +6/ +0, Listen +6, Move silently +0/ -6, Search +6, Spellcraft +11, Spot +8, Swim +5/ -10

Feats: Alertness, Combat casting and Weapon focus (Heavy mace)

Bonus Feats: Turn undead, Spells, Spontaneous castingSpells: Spells per day: (6 /5 +1/4 +1/3 +1/2 +1)Equipment: Heavy mace +2 (12 lbs), light crossbow (6 lbs) 10 bolts

(1lb total) Breastplate armour +1 (20 lbs), large wooden shield +2 (10lbs), Explorers outfit (8lbs), backpack (2lbs): winter blanket (3lbs), torches x3 (3lbs total), 50ft. silk rope (5lbs), sacks x2 (1lb total), pitons x6 (3lb total), small hammer (2lbs), rations for four days (2lbs total), Flint and steel (1lb), 2x Potions of Cure Serious wounds and a potion of Good Fortune.

Encumbrance: Light load carried (weight carried 79 lbs)Languages: Common, Goblin, OrcDeity: Sindla (Titan Goddess of Luck)Domains: Luck and Good

Size: Medium (5ft. 3 in)Race/Sex: Half-elf / femaleClass/Level: Sorcerer / 8Hit Dice: 8D4+24 (hp 48)Initiative: +2 (+2 Dex)Speed: 30ft. (6 squares)Armour Class: 15 (+2 Dex, Amulet of

natural armour +3) touch 12, flat-footed 13Attacks (Damage): +6 melee (Quarterstaff 1D6 +2) or +7 melee (Dagger 1D4 +3) or +8

ranged (Dagger 1D4 +3)Special Qualities: Low light vision, Immune to magical sleep, +2 saves against enchant

ment spells and effectsSaves: Fort +5, Reflex +4, Will +8Abilities: Str 13 (+1), Dex 14 (+2), Con 16 (+3), Int 14 (+2), Wis 14 (+2), Chr 18

(+4) Luck 14 (+2)Skills: Balance +5, Climb +3, Concentration +11, Hide +3, Jump +4, Listen

+7, Move silently +4, Search +4, Spellcraft +11, Spot +4, Swim +2/ -5Feats: Combat casting, silent spell and Maximise spellSpells: Spells castable per day (6/7/7/6/4); base DC = 14+ spell level):

0 level- Arcane Mark, Daze, Detect Magic, Disrupt Undead, Ghost Sound, Open/ Close, Ray of Frost and Read Magic; 1st Level- Ray of Enfeeblement, Burning Hands, Endure Elements, Expeditious Retreat and Mage Armour; 2nd Level- Bull's Strength, Mirror Image and Melf's Acid Arrow; 3rd Level: Flame Arrow and Haste; 4th Level: Minor Globe of nvulnerability.

Equipment: Wand of magic missiles (5th level, 20 charges), Quarterstaff +1(4lb), Dagger +2 in boot (1lb), Dagger +2 in belt scabbard (2lb), explorers outfit (8lbs), sorcerer's robes (2lbs) Amulet of natural armour +3, backpack (2lbs): winter blanket (3lbs), scroll case (0.5lbs), Bullseye lantern (3lbs), 50ft. silk rope (5lbs), sacks x2 (1lb total), pitons x6 (3lb total) small hammer (2lbs), rations for four days (lbs total), Flint and steel (1lb), 2x Potions of Cure Serious wounds and a potion of Good Fortune.

Encumbrance: Light load carried (weight carried 37.5lbs)Languages: Common, Elven, Orc

481650Hit Points Hit PointsLuck LuckEllion G�arrak Rhana Quinn

Race: Rat (tiny animal)HD: 8 (24 hit points)AC: 18 (+2 size, +2 Dex, +4 Natural) Atk: Bite +4 melee (Bite 1D3 -4)Saves: Fort +2, Reflex +4, Will +1 Abilities: Str 2, Dex 15, Con 10, Int 9, Wis 12, Chr 6SQ: ScentSpecial: Alertness, Improved evasion, Share spells, Empathic link,

Speak with master and Touch.Skills Balance +10, Climb +12, Hide +18, Listen +1, Move silently

+10, Spot +1Feats: Weapon finesse (bite)

Notes Milano - Rhana�s familiar 24hit points

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CombatIn order for Dekion to hit his opponent, he must do the following; Roll a D20 and add hiscombat modifier for the weapon he is using (+15 for his scimitar). If the result is equal toor greater than his opponents Armour class (AC), then he has hit. Dekion then rolls hisdamage for the weapon he is using (1D6 +8 for his Scimitar). If a monster's roll to hit is equal to or greater than Dekion's AC, then the monster hasscored a hit and Dekion looses hit points (hp). When Dekion's hp reaches 0, he is unconscious. If they reach -10, he is dead.SkillsDekion has a number of skills that he can use during the course of this adventure. Inorder for Dekion to succeed at a skill, he must roll equal to or greater than the DifficultyClass (DC) number for the skill in question on a D20 while adding the skill modifier. Anexample of this would be that Dekion is listening at a door. In order to hear the conversa-tion on the other side he must make a skill (listen) check (DC15). He rolls a D20 and addsthe listen modifier (+4).Note that some of Dekion's skills have a slash separating two figures (i.e. Climb +11/ +7).The first number given is Dekion's modifier without his Armour penalty (-2 for his Chainmail shirt and -2 for his Large steel shield). Dekion's swim skill, which is separated by theslash, (+10/ -6) is his modifier to swim with all of his equipment on (-1 to Swim checks forevery 5lbs carried).Balance- Use this skill when you need to keep your balance on a ledge etcClimb- Use this skill to climb the tallest mountain or descend the deepest pit Concentrate- Use this skill when you need to focus your mind or cast a spell in combatHide- use this skill to sink into the shadows and remain unseen Jump- Use this skill to leap over pits, vault low fences or leap onto tables Listen- Use this skill to hear approaching enemies or to listen at doorsMove silently- you can sneak up on an enemy, or slink away without being heardSearch- you can find simple traps, hidden doors, and other details not readily apparentSpot- Use this skill to spy a rogue hiding in the shadows or a Camouflaged monsterSwim- you can swimFeats Feats are features that that give Dekion special capabilities, or improve ones that healready has. Listed below are Dekion's feats and a brief description of each one.Blind-fight - you know how to fight in melee without being able to see your foes.Cleave- If you kill a creature with your sword, your blow follows through to possiblystrike another opponent within immediate reach.Dodge- You are adept at dodging blows. Designate an opponent and receive a +1 bonus toAC against attacks from that opponent. Power attack- You can make exceptionally powerful attacks. You may take a penalty onyour to hit roll and add that score to your damage (if you hit).Sunder- You are skilled at attacking another's weapon. This does not provoke an attack ofopportunity (see PHB page 136)Weapon focus (Scimitar)- You are especially good with the scimitar. You add +1 to yourattack roll with this weapon.Weapon specialisation (Scimitar)- Your extra training allows you to gain +2 damage withthis weapon.Potions: Potions of Cure Serious Wounds will heal 3D8 +1 hit points. Potion ofFortune will restore 1d4 +3 Luck.

CombatIn order for Sarion to hit his opponent, he must do the following: Roll a D20 and add hiscombat modifier for the weapon he is using (+8 for his Shortsword). If the result is equalto or greater than his opponents Armour class (AC), then he has hit. Sarion then rolls hisdamage for the weapon he is using (Shortsword 1D6 +2). If a monster's roll to hit is equal to or greater than Sarion's AC, then the monster hasscored a hit and Sarion looses hit points (hp). When Sarion's hp reaches 0, he is unconscious. If it reaches -10, he is dead.SkillsSarion has a number of skills that he can use during the course of this adventure. In orderfor Sarion to succeed at a skill, he must roll equal to or greater than the Difficulty Class(DC) number for the skill in question on a D20 while adding the skill modifier. An exam-ple of this would be that Sarion is listening at a door. In order to hear the conversation onthe other side he must make a skill (listen) check (DC15). He rolls a D20 and adds his lis-ten modifier (+10). Sarion's Swim skill, which is separated by the slash, (+2/ -5) is his modifier to swim withall of his equipment on (-1 to Swim checks for every 5lbs carried).Appraise- Use this skill to determine the approximate value of an item.Balance- Use this skill when you need to keep your balance on a rocking boat etcClimb- Use this skill to climb the tallest mountain or descend the deepest pitDisable devise- use this skill to disable traps both mechanical and magicalHide- use this skill to sink into the shadows and remain unseen Jump- Use this skill to leap over pits, vault low fences or leap onto tables Listen- Use this skill to hear approaching enemies or to listen at doorsMove silently- you can sneak up on an enemy, or slink away without being heardOpen lock- Sarion can open locks with the aid of lock picksPick pockets- Sarion can steal from people without them knowingSearch- you can find simple traps, hidden doors, and other details not readily apparentSpot- Use this skill to spy a rogue hiding in the shadows or a Camouflaged monsterTumble- Sarion can use his acrobatics to avoid combat.Swim- you can swimFeatsfeats are features that give Sarion special capabilities, or improve ones that he already has.Listed below are Sarion's feats and a brief description of each one.Alertness- Due to your keen senses you gain a +2 bonus to Listen and Spot checks. Dodge- you are adept at dodging blows. Designate an opponent and receive a +1 bonus toAC against attacks from that opponent.Improved initiative- +4 to initiative rollPoint Blank shot- You gain a +1 to hit and damage with ranged weapons up to 30ft.Sneak attack- If Sarion catches his opponents flatfooted he gains additional damage(+4D6)Evasion- any attack that would require a save for half damage deals no damage (if thesave was successful)Uncanny dodge- you can never be caught flatfooted, nor can you be flanked.Potions: Potions of Cure Serious Wounds will heal 3D8 +1 hit points. Potion ofFortune will restore 1d4 +3 Luck.

sarian jaxDekion strom

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Size: Medium (5ft. 10 in)Race/Sex: Human / maleClass/Level: Rogue / 8Hit Dice: 8d6+8 (hp 48)Initiative: +8 (+4 Dex,

Improved initiative)Speed:30ft. (6 squares)

AC: 20 (+5 Dex, leather armour +3); touch 15, flatfooted 15Attacks: +8/ +3 melee (Shortsword 1D6 +2) or +12/ +7 ranged

(shortbow 1D6 +1) or +7/ +2 melee (Dagger 1D4 +1) or ranged +11/+6 (Dagger 1D4 +1)

Special Attacks: Sneak Attack +4D6

Saves: Fort +3, Ref +10, Will +5Abilities: Str 13 (+1), Dex 20 (+5), Con 13 (+1), Int 15 (+2), Wis 17

(+3), Cha 10, Luck 16 (+3)Skills: Appraise +10, Balance +15, Climb +10, Disable

device +10, Hide +10, Jump +9, Listen +10, Move silently +15, Open lock +15, Pick pockets +8, Search +10, Spot +10, Tumble +10, Swim+2/ -5

Feats: Alertness, Dodge, Point blank shot and improved initiative

Bonus Feats: Evasion, Uncanny dodge, Sneak Attack

Equipment: Short sword +1(3lbs), short bow +1(2lbs), 20 arrows in quiver(3lbs), dagger (1lb), and leather Armour +3 (15), backpack(2lbs): winter blanket (3lbs), torches x2 (2lbs total), masterwork thieves' tools (1lb), 50ft. silk rope (5lbs), Flint and steel, 2xPotions of Cure Serious wounds and a potion of Good Fortune.

Encumbrance: Total weight 38lbs (light encumbrance) Languages: Common

Race/Sex: Human / maleSize: Medium (6ft. 2in)Class/Level: Fighter / 8Hit Dice: 8D10+24 (hp 90)Initiative: +3 (+3 Dex)Speed: 20ft. (4 squares)

base 30ft.

Armour Class: 23 (+3 Dex, Chainmail +2 and Large steel shield +1) touch 13, flat-footed 20

Attacks: +15/ +10 melee (Scimitar 1D6 +8) or +13/+8 melee (Dagger 1D4 +7) or +14/ +9 ranged (Dagger 1D4 +7) or +11 ranged (Light crossbow 1D8)

Saves: Fort +9, Reflex +5, Will +3

Abilities: Str 18 (+4), Dex 16 (+3), Con 16 (+3), Int 14 (+2), Wis 12 (+1), Chr 11 (+0) Luck 13 (+1)

Skills: Balance +8/ +4, Climb +11/ +7, Hide +6/ +2, Jump +15/ +11, Listen +4, Move silently +6/ +2, Search +6, Spot +6, Swim +10/ -6

Feats: Blind fighting, Cleave, Dodge, Power attack, Sunder, Weapon focus (Scimitar), Weapon specialisation (Scimitar)

Equipment: Scimitar +2 (4lbs), light crossbow (6lbs), 10 bolts (1lb total), Chain mail shirt +2 (25lbs), large steel shield +1(15lbs), Dagger +3 in belt scabbard (2lb), explorers outfit (8lbs), backpack (2lbs): winter blanket (3lbs), Bullseye lantern + oil (3lbs total), 50ft. silk rope (5lbs), sacks x2 (1lb total), pitons x6 (3lb total), small hammer (2lbs), rations for four days (2lbs total), flint and steel (1lb), 2x Potions of Cure Serious wounds and a potion of Good Fortune.

Encumbrance: Light load carried (weight carried 82 lbs)Languages: Common, Elven, Goblin

901648 13Hit Points Hit PointsLuck LuckSarian Jax Dekion Strom

Notes Notes

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