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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 ProductIdentity, 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, Death

    Hawk, 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 5

    Discretionary 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

    c verns  of t he snow w it h

    legal notice

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    Introdu tionCaverns 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 fantasy

    adventure where you are the hero.The Fighting Fantasy  series has 59 titles to date

    and 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 heights

    of the Icefinger Mountains on Allansia.You are working as a caravan guard for Big Jim Sun

    when 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 ... and beyond.

    Caverns of the Snow Witch is an adventure designedfor single adventurers or small adventuring groups based 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 Fantasyseries 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 having to spend ages preparing. Simply hand out the pregenerated characters, get your dice and start playing

    Detailed dungeon floor plans, pregenerated character sheets with rules' summaries and character an

    monster tokens are available free to owners of thi book and can be downloaded fromwww.myriador.com

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

    Campaign IntegrationAlthough this scenario is designed to be played as stand-alone adventure using the pregenerated characters provided or a party of newly created 8th levecharacters, there is no reason why it couldn't be useas a part of an on-going campaign. Guidelines and

    advice are included in the appendices to help yointegrate this scenario into an on-going campaign ansuggestions are included about adjusting difficultlevels (see Appendix 3 - Campaign Play).

    How to use this BookThe first pages of this scenario contain backgrouninformation for the DM. Later pages contain the rulefor the new (optional) Luck ability, these rules shoul be studied by the DM and the players. Towards th back of the book you will find summaries of newmonsters, spells and magic items as well as advicabout integrating this adventure into your campaign

    The bulk of the book contains the scenario informa

    tion. Each location entry in the scenario is shown othe main map provided, a full colour 1" = 5 feet mapof each location can be obtained free from: www.myiador.com A description of each location is providefor the DM detailing its contents and any monsterpresent. The shaded text boxes contain informatiothat the DM can either read out or paraphrase to thplayers. Other information should be kept secret fromthe players until they discover it. Descriptions of howeach monster is likely to react are included in throom descriptions. The DM controls all the creaturewithin the adventure except the player characters anis free to change their behaviour as he / she sees fit.

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

    Using Maps & MiniaturesUsing maps and miniature figures adds a whole newdimension to playing this game, they help the DM t'set the scene' and players to see where characters anmonsters are, what the dungeon looks like and makcombat more exciting and realistic.

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

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    L u k Luck was a major factor in the Fighting Fantasyseries of books. The d20 system includes a range ofskills that are used where Luck was in the original books. 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 maximum

    possible starting Luck score is 18 regardless of race.A character's starting Luck score can only be

    increased 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 Scores

    Generation, 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 action

    undertaken and the result only affects that action.A character's Luck score is temporarily reduced by 1

    every 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). This

    means 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 in

    the 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 increase

    your 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 opponentA 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 Luck

    check 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 Magic

    Luck 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 hitting

    with 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 ChecResult, 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 room Ellion encounters 4 zombies, she decides tattempt to turn them and to use Luck in her attemp

    Ellion makes a Luck check, the result of which iadded to her Turning check result which may makher more likely to succeed. However, Luck cannot bused to change the maximum effectiveness of heturning attempt, she can still only possibly affecUndead with 8HD or less. Neither does Luck affecthe number of such Undead she can affect.

    Stand alone Luck ChecksThere will be situations within the adventure whenLuck can be used to determine the outcomeDepending on the situation the DM may appoint higher or lower Luck DC. The DM must never usLuck to replace a saving throw or skill check thaalready exists. In the example below an unsuccessfu

    Luck check would then require a Reflex save to avoifalling in the water.

    An example of a stand alone Luck check: If the characters are walking over a rickety old wooden bridgedoes a rotten plank break under the weight of one othe players? The DM decides that the characters wihave to be particularly Lucky to avoid all the rotteplanks and gives this situation a Luck DC of 15. Awith all Luck checks, once a stand alone Luck chechas been made (whether successful or not) the character must temporarily reduce his Luck score by 1.

    Opposed Luck ChecksTwo characters are sitting at the table playing card

    Who will win? The simple solution to this is for thcharacters to make an opposed Luck check. Both characters roll a D20 and add their Luck modifier. Thcharacter with the highest Luck result wins. Eaccharacter that made the opposed Luck check mustemporarily 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 thahe automatically fails whatever he was attempting tuse Luck with: if he was using Luck to modify hiattack roll then the attack automatically misses; if hwas using Luck to modify his chance to Pick a lockthe attempt automatically fails; if he was using Luck t

    modify his melee damage roll, he scores no damage aall; If he was using Luck to modify his opponentmelee damage roll, his opponent does full damage.

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

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

    Magical means - spells and potionsAny spell that restores Ability points can be used torestore Luck points. Examples include: Lesser

    Restoration; 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 Luck

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

    Caverns of t he Snow

    Witch

    For the DMThis 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 Big Jim 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 only

    known 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 past  few weeks you have been hired by a merchant called

    Big 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 Icefinger  Mountains 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 not heavily, 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 the

    outpost. You'd better go and investigate. Could betrouble. And get back quick!"

    Two hours later you reach the outpost at the base of the 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 during the 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 the profits. You estimate that to be around 3000gp. Big  Jim's jaw drops open, and it takes a great deal of  persuasion 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 section

    have 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 to

    the 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 off towards 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 at the 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 thegoing 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). In

    addition, 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) will be 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 a bonus 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 of the 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, theMammoth 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 to follow 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 side

    of 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 thegoing 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 of wolves.

    The howl belongs to two Snow Wolves. The Wolvesare searching for food for their young and have pickedup on the character's scent. The Snow Wolves use their

    skill (Hide) to approach within striking distance.To see the approaching Snow Wolves, the characters

    must 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 against the 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 it difficult to keep your balance. It looks like a bliz-zard is starting.

    The blizzard will last two hours, during which thefollowing 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 hooded

    lanterns 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 long icicles hang down from the window ledges.

    Characters investigating the outside of the cabinmaking 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 charactewishes to open it they will have to make an abilit(Strength) check (DC13).

    If a character enters the cabin or looks through one othe windows, read them the following:

    There is only one room inside the log cabin. Anima

    traps, furs and sacks are stacked in the northwescorner. 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 oBrogan. Brogan has spent most of life up here in thmountain trading furs at the Northmen outpost tearn a living. Five years ago he heard rumours that thlegendary Crystal Caves were located somewhere ithis mountain and he has spent most of his spare timsince 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 of the Snow Witches minions seemingly walk throughthe Ice Wall.

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

    Brogan

    The 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 Spear

    under 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 you pant 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 white fur 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 face first 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 snow beast'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 distant rumbling from above. Looking up you can see great cascades of snow tumbling down the mountainsidein your direction.

    The terrifying noise is an Avalanche. If the characterslook 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 outcrop before 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 Mountain

    until 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 IllusoryWall 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 canattempt 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 collar around his neck, glowing in the semi-darkness."Obedience Collar", he stammers in pain. "Makes usdo whatever she wishes. If I die the collar will loose

    its energy but she will know and send others toinvestigate. Mountain Elves would not serve that vile Witch of our own free will. Kill her and we are free. I bear you no grudge for attacking me, for youknew no better.

    Hagen is in a lot of pain and cannot talk for muchlonger. 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 thcollar around his neck stops glowing and turns blackThe Witch will be aware that Hagen has died ansends two Goblins to investigate. The Goblins comrunning from room 16, their approach can be heard oa successful listen check (DC14). The Goblins wi

    attack the characters on sight.Brak and Gorgok, male goblins (2) Ftr4 (Both): C

    4 each; Size S (3 ft., 6 in. tall); HD 4d10+12; hp 44, 39Init +5 (+1 Dex, +4 Improved initiative); Spd 30 ft.; AC15 (+1 Dex, +1 Size, Leather +1); Attack +5 mele(Longsword 1D8 +2); face/ reach: 5ft. by 5ft. / 5ft.; SVFort +2, Ref +1, Will +0; AL NE; Str 9, Dex 13, Con 11Int 10, Wis 11, Cha 8; Languages Spoken: GoblinSkills and feats: Hide +6, Listen +3, Move silently +and Spot +3; Alertness, Dodge, Improved initiativeWeapon focus (Longsword), Weapon specialisatio(Longsword). Equipment: Both Goblins wear Leathe+1 and both have Longswords +1, both wear a Collaof 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 thentire width of the corridor has been dug here and thin layer of ice has been laid over the pit to camouflage it. The ice covering is very thin and will break ianyone stands on it. The walls of the pit are hard iceand are very hard to climb (DC20).

    Pit Trap (50ft.): CR 3; No attack roll (5D6); Reflesave (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 from

    one 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 (Searchcheck (DC12) read them the following:

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

    Sword or spear, Strength or fear, How you chooseWin or loose.

    The frozen Orc is long dead and poses no threat. Ithe characters search the Orc they will find a worthless pair of old sandals and a mouldy loaf of bread i

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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 +3

    Trap: The spear is cursed. Any player who touchesthe 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 theywalk 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! Dinner won'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 tocover 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 mustmake 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 left are two large clay pots on a shelf.

    If Rillion spots anyone entering the room he will stopplaying 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 very

    wary 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; ALNE; 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 twice

    per 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 hearhythmic chanting emanating from a crowd within. Ithe 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. Thworshippers consist of 10 Goblins and Orcs anAdolynn an Orc Cleric.

    If the characters walk boldly through the caverAdolynn the Cleric will challenge them. She is outraged that they have walked through without payinhomage to the Frozen one. If Adolynn makes a ski(Spot) check (DC12) she notices that they do not havCollars of Obedience on and orders the mass oGoblins and Orcs to seize them.

    If the characters attempt to bluff their way pasAdolynn, they will have to make opposed ski

    (Bluff/Sense motive) checks with her. If the characterhave found the magical silver flute from the crudkitchen (encounter 14) and they show it to Adolynsaying that have to play the flute for the Snow Queengive the players a +4 bonus to their bluff roll.

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

    Adolynn, female Orc Clr2: CR 2; Size M (5 ft., 3 intall); HD 2d8+2; hp 14; Init +0; Spd 30 ft.; AC 18 (Chaishirt +2, Buckler +1); Attack +4 (War-hammer 1D8 +3SV Fort +4, Ref +0, Will +5; AL CE; Str 13, Dex 10, Co12, Int 7, Wis 15, Cha 10. Languages SpokenCommon, Orc. Skills and feats: Concentrate +2, Hid+0, Listen +2, Move silently +1, Spot +2; Martia

    weapon proficiency (War-hammer). Equipment: Wahammer +2, Chain shirt +2, Winter Cloak and Buckle+1, Collar of Obedience (see Appendix 2- New Magic

    Cleric Domains: Evil, Chaos. Cleric spells Per Day4/3+1 (see PHB Chapter 11 Spells, Cleric Domains foa list of Cleric Domain spells)

    Spells revised: 0 level-- Cure Minor Wounds x3Virtue. 1st Level-Inflict Light Wounds x2, Shield oFaith

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

    Goblins (4): hp 5, 7, 6, 4; Shortsword (1D6 -1), Collaof 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 anthe Orcs and Goblins will flee the area via the wesdoor. They will flee out of the caverns and down thmountainside and not be seen again during thiadventure.

    Secret Door: If the characters make a successful ski(Search) check (DC15) along the north wall, they wifind the secret door that leads to the pit viewing are(encounter 17) 10ft. above the pit. If they proceed upthe stairs, ask them to make a skill (Listen) chec(DC5). If successful, they can hear jeering and cursin(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 have

    Longsword'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 being continually 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 if you do not help me".

    If the characters throw a rope down to the Dwarf heclimbs 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 corridors

    change from ice to bare rock.

    If the characters continue into the cavern, read themthe 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 a giant skull. As you look, an ugly man steps out of the 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. Regardless

    of 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 trigger being 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 the bread (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 your advance, 30ft. along the passage, is a heavy portcullis.

    If the characters examine the portcullis, ask them tomake a skill (Spot) check (DC15). If successful, theycan see a small button 10ft. farther along the wall beyond 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. As

    you 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 it readies for combat.

    The only way to pass is to fight the Crystal Warrior.

    Crystal Warrior: hps 35 (see Appendix 1 - NewMonsters).

    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 anyonwho enters the storeroom.

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

    A successful skill (Search) check (DC14) of the roomwill reveal the following: on a roll of exactly 14 the

    find a jar of pickled lizard tails, which weighs 1lb (thpickled tails have no use in this adventure). For everadditional 2 points above 14, the characters find itemin the following order: some garlic a box full of assored teeth weighing 1lb (the teeth have no use in thiadventure) four large dragon eggs which weigh 5lbeach (the eggs can be used much later in the adventur by the healer - see encounter 22 in the Wilderness section) and a jar full of Powder with a note in it. The notdescribes the contents of the jar and its use. The jar iSzordrins dust (see Appendix 2 - New Magic), ancan be used in encounter 24 to stop the White Rachanging back into a Dragon.

    24. The Snow Witch (EL 11)

    The tunnel ends at a large pair of double doors. Thdoors are unlocked. No sound can be heard from thother 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 fromencounter 23, they could use this on the polymorphing creature. If they do, the Dragon remains as a Whit

    Rat, use the stats below:Icefang in rat form: CR 3; Size T (1ft. long); HD

    15D12; hp 67; Init +2 (+2 Dex); Spd 15 ft., Climb 15ftAC 14 (+2 size, +2 Dex); Attack +15 melee (Bite 1D3 -4Face/Reach: 2 ½ft. by 2½ ft./ 2 ½ft. SA spell like abilty: Freezing fog - 3x/day; Other spell like abilitiesGust of wind, Fog cloud, Wall of ice - 3/day, Controweather - 1/day; SQ Cold subtype, Ice walkingFrightful presence Will save (DC16), Spell resistanc(SR16), Dragon immunities, Blind slight 150ft., Keesenses, Darkvision 500ft. ; SV Fort +9, Ref +12, Will +9AL CE; Str 2, Dex 15, Con 10, Int 8, Wis 11, Cha 8Languages Spoken: Draconic. Skills and feats: Listen 15, Spot +15 and search +15; Alertness, Power attack

    Weapon focus (Bite). Equipment: None (see MMDragon, White Dragon for more information oYoung Adult White Dragons)

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

    Icefang, young adult White Dragon: CR 7; Size L (1ft. tall); HD 15D12 +45; hp 112; Init +0; Spd 60 ft., fl200ft. (poor), swim 60ft., burrow 30ft.; AC 23 (-1 size+14 natural); Attack +19 melee (bite 2D6 +4) and +1melee (2 claw 1D8 +2 each) and +13 melee (2 wing1D6+2 each) and +13 melee (tail slap 1D8 +6Face/Reach: 5ft. by 10ft./ 10ft. SA Breath weapon (40f

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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; ALCE; 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 the

    cavern, 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. Several gems 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 anyonetouches 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 totake 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 the passage beyond the double doors. The rumbling stops, 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 theDwarf as Stubb. They tell the characters that they have just 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 passage beyond 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 have

    touched one of the black footprints.

    Trap: The footprints are trapped. Anyone touchinthe white footprints activates an Ice Storm spell (sePHB Chapter11 for more information). Anyone touching the black footprints activates an Inflict Seriouwounds spell.

    Magical white footprints trap: CR 4; No attack rol

    20ft. radius of large hail stones and ice (5D6 damageReflex save (DC16) avoids; Search (DC29); Disabl(DC29). This trap resets immediately.

    Magical black footprints trap: CR 2; No attack ro(3D8 +5 damage); Reflex save (DC14) avoids; Searc(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 - NewMagic)

    27. Iron Casket (EL 4)As the characters walk up the passage, read them thfollowing:

    Lying against the left hand wall of the passage is anIron Casket. The Casket seems ordinary enough. Ihas a brass handle in the shape of a serpent.

    Trap: The brass handle is laced with a contact poson. There is a secret button located on the rear of th box to open it. The characters need to make a ski(Search) check (DC18) to find the button.

    Contact poison trap: CR 3; No attack roll require(no damage +Terinav root poison); Search (DC18Disable (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 (se

    DMG Chapter 8, Wondrous Items).

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

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

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

    Neanderthal: hp 18; belt pouch containing a starshaped 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) chec(DC12). If successful, they can hear moaning cominfrom the other side of the door. If they open the doorread them the following:

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    The door opens into a strange room. Dim purpleilluminations provide the lighting. In the centre of the 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 itsgrip 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 will join 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 has become 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 a

    large 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 Air

    Elemental, 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 parchment  for 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 Death

    spell 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. The Healers cave is by Jovik Peak in the Moonstone Hills. 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. Water drips from Stalactites that hang from the cavernroof.

    The liquid that drips continuously is not water but adeadly 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 to glow. The outline of a face takes shape in the Orb,and you recognise the face of the Snow Witch! Her encased 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, gasping  for breath. His green face bulges as he desperatelytries to stop the collar from tightening. The SnowWitches image sneers contemptuously and says, "I have 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 off your 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 werestruck 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 a good 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 a game for us to play" says the Snow Witch, "A fair  game, 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 wildie. If we both choose the same shape, we will play

    again.The Snow Witch will select Circle for the first roun

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

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

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

    If a character wins a round of the game read them

    the following:The Orb starts to fill with white smoke and shattersThe vision of the Snow Witch disappears. Her shrilcry 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 iorder to escape. A successful Reflex save (DC15) irequired to escape the cavern before it collapses. Ianyone fails please refer to rules regarding escapinthe collapsing cavern given earlier in this encounter

    As soon as the Orb shatters Redswift and Stubb wirecover and run for the exit, they will both successfuly escape from the caverns.

    If the characters escape the doomed Crystal Cavernread 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 Moonstone Hills.

    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 I promise you a hero's welcome".

    You all set off down the mountain trail.

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    Into t he W ildernessThis 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 toferry 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 himselfGarin, 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 boat belongs 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 boat

    Sorric 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 +