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IHGK

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109 views35 pages

IHGK

Uploaded by

ettiennefaure
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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GLACIER KEEP 1

GLACIER KEEP
An Iron Heroes adventure for 4th-level characters by Adam Windsor
Artwork by Kev Crossley, Claudio Pozas
Cartography by Keith Curtis

ment. It has been contained within the chamber where it was


INTRODUCTION found, but its efforts to escape are causing unnatural waves of
“Glacier Keep” is intended for a party of four to six 4th-level cold to sweep over the surrounding countryside.
characters. It is designed for the Swordlands, but can be read- Some five miles from the Keep lies the village of Marrekford.
ily modified to fit into any fantasy setting. Six pre-generated Though he does not know of the Keep’s return, the Sheriff of
characters are included for convention use, though the adven- this village is concerned by the unnatural weather, which the
ture can easily be adapted for a home campaign and used with locals have taken to calling the ‘frost blight’. He believes the
existing player characters. origin of the problem is in the hills above the village, because
You should familiarize yourself with the contents of this highland creatures have been seen moving into the lowlands;
adventure before running it, and review the rules for Balance, something they usually do only in the coldest weather.
Climb and Jump challenges as these are likely to come up in However the hills are dangerous, and he must find a group of
some of the encounters. heroes to investigate the matter.

USING THE PRE-GENERATED CHARACTERS


ADVENTURE SYNOPSIS
The adventure begins when the heroes arrive in Marrekford
If using the pre-generated characters, take your time to the morning after Glacier Keep reappears, either because the
familiarize yourself with their abilities, as the players may not Sheriff has requested them to come speak with him, or by a
be fully aware of their options. In particular, review the sim- lucky coincidence of timing. As soon as they arrive, they are
plified Spiritualism and Spirit Servant mechanics used for called upon to repel an attack by Krarkoths – savage, ape-like
Gorga Blackblood. predators from the hills – which have been driven out of their
usual hunting grounds by the unseasonable frost that now
blankets the highlands.
Presumably the heroes’ handling of the Krarkoth threat
impresses the Sheriff (though even if it does not, he has no-
ADVENTURE BACKGROUND one else to turn to) and he asks them to investigate the cause
One hundred years ago, the Master Imbrund controlled this of the strange pulses of cold, which are destroying crops and
part of the Swordlands. His seat of power was Glacier Keep: a endangering the village.
magical ice fortress that could endure the hottest summers The heroes make their way into the hills, and discover the
and all but the fiercest of sieges. Keep, which is clearly the site of a battle. The weather is cold-
But even Glacier Keep was not designed to withstand the er the closer they get to the keep, making it likely that this is
titanic forces of the Masters’ War. The walls of the compound the source of the strange weather.
were finally pierced by forces under the Master Peldan. In an After battling their way past the dangers around the Keep;’s
effort to save his finest creation, Imbrund unleashed a mighty walls, the heroes encounter some of the warriors involved in
spell that literally tore the Keep out of existence, suspending the now centuries-long siege. These warriors have no knowl-
it in a magical stasis. He intended to restore the Keep once edge of the time that has passed, and believe the Masters’ War
the War was over. However, he never returned. to still be in progress. If the heroes can make peaceful contact
A century later, the weave of Imbrund’s magic has finally with one side or the other, they can learn of the attack on the
unraveled. Glacier Keep has reappeared as suddenly as it van- creature - called the “Iceborn” - which sustains the Keep.
ished. Those engaged in the siege experienced only a momen- The heroes must then kill or re-bind the Iceborn to end the
tary flash of darkness, and continued their battle without ever unnatural weather afflicting the region.
realizing that it had been interrupted.
Several hours after the Keep’s return, some of the attacking
forces penetrated to the heart of the citadel, intending to
destroy the magical beast on whose supernatural energies the
Keep’s existence relies. Their attempt was a failure, and
caused the creature to be released from its magical imprison-
2 GLACIER KEEP
• Smoke-filled Squares: Any square on fire is shrouded
SCENE 1: KRARKOTH ATTACK in smoke, as are the three squares directly to the east
of any burning square. The smoke obscures all sight,
It is a warm morning for the time of year, some two including darkvision, beyond 5 feet. A creature 5 feet
weeks after the harvest has ended. So it is a surprise, away has concealment (attacks have a 20% miss
as you enter the hamlet of Marrekford, to see slowly- chance). Creatures farther away have total conceal-
melting frost on many of the eaves of the village hous- ment (50% miss chance, and the attacker cannot use
es. sight to locate the target). Every time a creatures
Perhaps you would give the matter more thought, starts their turn in a smoke-filled square they must
but your attention is drawn by a sudden shout of alarm make a Fortitude save (DC 13) or be nauseated for that
from the field to your left. The men who were spread- round.
ing hay there race toward the village with terror-strick-
en expressions. Trees (Reusable Action Zone): The trees dotted around the
Behind them bound a pack of gray-furred beasts as field can be climbed (DC 5). Any creature leaping out of a tree
big as men, with tusk-like teeth and hooked black to make a Vertical Strike gains a circumstance bonus on their
claws. The creatures bay with the thrill of the hunt. Jump check equal to 1/2 the number of feet up they climbed
(round down; max +10). The Krarkoths are intelligent enough
Refer to map 1 for the starting position of the heroes, the to use this zone if it is appropriate.
attacking creatures (predators known as Krarkoths) and the Rolling Cart (Non-reusable Action Zone): With a DC 15
three field workers. Strength check as a standard action (including one made as
Creatures: The field workers (Init 10; hp 5; Defense 10) part of a Bull Rush), you can send the wagon rolling down the
double-move eastward every round until they are off the map. slope to smash into your enemies. The wagon can move only
If any field worker ends their turn adjacent to a Krarkoth, and in a direct east-west line and stops when it hits the treeline.
no PC is adjacent to the Krarkoth, the Krarkoth automatically Any creature in the wagon’s path must make Reflex save (DC
kills the field worker. The next round, it will begin dragging its equal to the result of your Strength check) or suffer 4d6
victim away. points of damage and be knocked prone.
Krarkoths (10): 30 hp each Creatures which make their Reflex saves suffer half damage
You may wish to reduce the number of Krarkoth if you have and are not knocked prone.
fewer than 6 PCs. There should however be at least 50% more Toppling the Tower (Non-reusable Action Zone): The tower
of the beasts than there are heroes. can be knocked over with a DC 15 Strength check as a stan-
The Krarkoths have been unexpectedly driven out of their dard action (including one made as part of a Bull Rush). The
usual hunting grounds and are desperate for food. They tower falls onto an area 10 ft wide and 20 ft long. You may
always attack the closest living creature, attempting to bring it choose the exact squares that are affected, but they must
down. They will attack PCs in favor of field workers (sensing adhere to the dimensions above and be within 45 degrees of
the PCs are a greater threat). Once its target is incapacitated, your direction of force. For instance, if you were on the west-
a Krarkoth will drag away the body. They become moderately
encumbered when they do this.
The whole pack will attempt to retreat if at least half of them
are killed, or if half of them have successfully claimed a victim
and escaped into the forest.

COMBAT ZONES
The following zones apply for this encounter:
Burn it All! (Non-reusable Action Zone): The wheat field is
very dry. As a full round action, a character can light a fire in
one square. This fire will spread one square east every round,
and one square north and south every 2nd round. It spreads
on the same initiative count as it was initially lit.
• Burning Squares: Creatures starting their turn in a
burning square or moving through one in the course
of their turn suffer 1d6 points of fire damage.
Krarkoths will never willingly enter a burning square.
GLACIER KEEP 3
ern side of the tower pushing east, the tower could fall east, Development: Chardis initially offers the heroes 100gp each
north-east or south-east, but not due south or north-west. Any to investigate the cause of the ‘frost blight’ and put a stop to it.
creature in the tower’s area must make Reflex save (DC equal to If the PCs negotiate, have them roll a Diplomacy check (they
the result of your Strength check) or suffer 4d6 points of dam- can substitute Bluff or Intimidate if they wish, but with a -5
age and be pinned under the tower. Escaping from under the penalty on the check). Multiply the check result by 10. This is
tower requires either a DC 20 Strength check or a DC 25 the maximum amount Chardis is able to offer the heroes.
Escape Artist check. Creatures which make their Reflex saves Knowledge (history or arcana) (DC 20): A hero who makes
suffer half damage and are not pinned. this check recalls tales of a Master who lived in this area who
Any burning squares under the tower or within 10 ft of the used a lot of cold-based magic.
squares where it falls are immediately extinguished.
Development: After the heroes defeat the Krarkoths (or the
creatures escape with their victims), they are thanked for their SCENE 3: FROSTBITTEN, TWICE SHY
efforts by the villagers (either a survivor of the attack or anoth-
er villager if all three men were killed) and the sheriff takes You head up into the highlands where Sheriff
them aside to speak with them. Chardis believes the strange weather conditions origi-
nate. What you observe as you travel suggests the
Sheriff was correct. Near the village there were only
SCENE 2: MEETING THE SHERIFF scattered patches of frost, but by an hour into the jour-
ney, as you pick your way along a highland path, frost
The sheriff is a middle-aged man with a genial lies everywhere, and in places there are drifts of snow
appearance and what appears to be flour stains on his that would reach up to your knees.
clothes. Despite this less than impressive combination, Suddenly you sense a quickening of the breeze, and
he seems to have the respect of the other villagers, at then an almost visible wave of frigid air sweeps down
least from their deferential attitude toward him. He the path. To either side, you see leaves on trees black-
leads you into a nearby building and waves for you to en and wither from frost, and your exposed skin feels
take a seat. like it has been scoured by a winter storm.
“Thanks for your help with those beasts. You‘ll be
rewarded for it. But it was just the symptom of a bigger This is the heroes first personal experience of the ‘frost
problem – and it’s that problem I need your help to blight’. They must each make a Fortitude save (DC 10) or suf-
solve.“ fer 1d4 points of nonlethal cold damage. Failure by 5 or more
means the damage is lethal.
Sheriff Chardis is a baker by trade. He’s also well-respected Development: This is the only incident before the heroes
in the village for his honesty and fair dealings. His overriding arrive at the Keep. It occurs about an hour into the journey
concern in this matter is to ensure the safety and well-being of and just over thirty minutes before the heroes first spot the
the people of Marrekford. To this end, he is eager to acquire Keep (giving the characters more than enough time to convert
the heroes’ services. their Reserve Points to Hit Points, if they wish).
Creatures: Chardis tells the heroes that the unusual weather
phenomena began during the night. Since then, there have
been several pulses of bitterly cold weather, causing flurries of
snow or sudden frost. Some outlying fields, where crops have
not yet been gathered, have suffered damage, and parts of the
river have iced up near the ford. Chardis believes the ‘frost
blights’ as he call them, originate in the hills north-west of the
village. As far as he knows, it is just wilderness up there, but it
seems the likeliest source both because the effects are worse in
that direction, and because animals that would normally
remain in the highlands have been seen around the village,
apparently driven out by the sudden cold. The Krarkoths were
merely the most recent (and most dangerous) new arrivals in
the area.
Sheriff Chardis (Male Expert 2): 5 hp; Craft (food/trinkets)
+10; Diplomacy +9, Sense Motive +7
4 GLACIER KEEP

SCENE 4: OUTSIDE THE KEEP


GLACIER KEEP FEATURES
You travel onward into the hills, until you crest a rise All walls and doors of the keep are constructed of incredi-
and are presented with an impossible sight. A mighty bly dense, strong ice, which visibly grows back from most
castle, made entirely of blue-white ice, rises on a cliff- attempts to damage it. Strangely, bare skin does not stick to
edge, where you know there should be nothing but the ice, though it is bitterly cold to the touch.
bare ground. Unless otherwise stated, interior ceilings are 10 feet high.
None of the doors have locks, though some can be barred.
It shouldn’t prove too difficult for the heroes to connect a Exterior Doors; hardness 8; hp 40; Break DC 28.
mysterious ice castle with the frost blight, but if they don’t Exterior Walls; hardness 8; hp 90; Break DC 35.
seem to be associating the two, have a frost blight emanate Interior Doors; hardness 8; hp 20; Break DC 23.
from the castle, traveling as a visible ‘ripple in the air’ as it Interior Walls; hardness 8; hp 45; Break DC 30.
comes toward them. All doors and walls in the Keep possess fast healing 1.
Development: As the heroes approach the castle, they see
the signs of a long and sustained siege. There are dozens of
trenches dug into the now-frozen earth around the castle, and
various broken war machines dotted around. Close to the walls
themselves are dozens of humanoid bodies.
Most of the bodies are those of stocky, hirsute males with
broad, flat features and are dressed in thick furs. However, a
handful of badly damaged bodies (as if
they had suffered a long fall, such as
from the top of the wall) have blue-
tinged skin and white hair. They are
dressed in blue tabards with a crys-
talline emblem upon it. This latter
group would appear to be the Keep’s
defenders, and the fur-clad warriors
must therefore be the attackers.
The Keep itself seems mostly intact,
except at one point in the long wall.
Here, the carcass of a massive beast of
some kind; larger than any the heroes
have ever seen; lies across a ruined sec-
tion of the fortifications. The beast
was so big, perhaps as long as one hun-
dred feet from nose to tail, that it car-
ried its own miniature fortification on
its back. This fortification, now lean-
ing drunkenly to the left, is still in
place There are also a particularly
large number of humanoid bodies of
both types around this area.
Although there is a gatehouse fur-
ther down the wall, the gates are still
closed. This means that the two most
readily available means of entering the
keep are by climbing over the dead
beast, or by scaling the walls. Both of
these routes are outlined below, as
areas 1 and 2. but your party may
come up with some other means which
you will need to adjudicate for yourself.
GLACIER KEEP 5
the creature its active bonus to Defense until it manages to
1. ACROSS THE CARCASS escape. Escaping requires the expenditure of 2 squares of
movement. Any creature standing on an ice chunk or on the
As you make your way through the hole in the ice wooden fortifications is immune to this option zone.
wall, you see the skin of the giant carcass ripple and
convulse, as if the beast was about to rise. Instead, 2. OVER THE WALLS
however, there is a shower of blood and gore as a seg- The walls are 30 feet high. They are made of slick ice which
mented, maggot-like thing burst out, reaching toward is almost impossible to climb (DC 30) without the aid of a rope
you with a circular mouth filled with grasping, carti- and grappling hook. Securing a grappling hook requires a DC
laginous teeth. 16 Use Rope check and reduces the Climb DC to 10. However,
even with this aid, the heroes will discover that the Keep does-
Draw up Map 2 immediately and have the heroes roll initia- n’t care much for visitors: the outer wall of the keep extrudes
tive and move across the map on their turns. As soon as the sharp, spear-like shards any time anyone is climbing upon it.
first hero reaches the broken (northern) strap, or any hero is Ice Razor Trap: CR 2; magical; location trigger;
north of the ice wall, a group of haevores burrow their way out Automatic reset (every round); Attack +8 melee (1d8,
of the creature’s carcass and attack. 20/x3); Struck character must make a Climb check against the
Creatures: The haevores were attracted to the siege when it wall’s Climb DC (30 or 10) or fall; Search DC 28; Disable
originally began. When Imbrund put the Keep into stasis, the Device DC 28.
heavores were caught in the area. Although they have gorged
themselves since the Keep was restored, they still attack any 3. COURTYARD
creature which comes too close to their meal. One-third of the However the heroes come to enter it, the Keep’s courtyard is
haevores enter the fray in the first round of combat, one-third a churned up landscape of frozen mud, dotted with the bodies
in the second round, and the remainder in the third round. of blue and fur-clad warriors. The Keep’s huge ice doors have
Haevores (15): hp 16 each been smashed open, revealing the citadel’s interior. A batter-
You may wish to reduce the number of haevores if you have ing ram lies amidst the ruins.
fewer than 6 PCs. There should however be at least two of the
beasts for every hero.

COMBAT ZONES MAPPING THE KEEP


The following zones apply for this encounter: No map of the Keep’s interior has been provided, as
Elevated Combat (Condition Zone/Reusable Option Zone): exploring the structure is not central to the module when
Any creature knocked off the carcass (such as by a Bull Rush run as a convention game. If you are running Glacier
attack) falls 20 feet to the ground and suffers 2d6 damage. Keep for your home campaign, however, you should feel
Wooden Walls (Condition Zone): The walled sections of the free to sketch out as many rooms and corridors as you like.
fortification are 4 feet high. They provide cover against any A master’s lair will doubtless be filled with many rewards
creature attacking through the edge the wall occupies, provid- and challenges for an intrepid group of Iron Heroes!
ed the target is fewer squares away from the object than the
attacker. Crossing one of the walls requires 2 squares of move-
ment or a successful DC 16 Jump check.
Break the Strap (Non-reusable Option Zone): One of the two
giant straps that hold the beast’s fortifications in place has 4. ENTRANCE HALL
broken. If the second (Defense 5, hardness 2, 10 hp) is also
cut, the whole fortification slides off the creature, shifting one A wave of cold air rolls over you as you pass through
square west in the process. Any creature in a square the forti- the Keeps’ open doorway into an icy hall. Ahead, the
fication enters suffers 4d6 damage and is knocked prone (a DC hallway splits in a T-junction. You can hear shouting
20 Reflex save halves the damage, but the creature is still and the ring of steel on steel from the corridor heading
knocked prone). Any creature on the fortification when this to the right.
occurs must make a DC 20 Balance or Climb check (their
choice) or fall 20 feet to the ground and suffer 2d6 damage. A frost blight (see the Glacier Keep Features sidebar) occurs
Bore Hole (Option Zone; usable once per square): Haevores on the round after the heroes enter the Keep itself for the first
only. By spending a full-round action to do nothing but hollow time.
out a square of flesh or dirt, a heavore can leave only a thin Development: If the heroes head toward the sounds of com-
layer of apparently solid matter. Any creature standing on this bat, they find themselves at location 5 – Last Stand. If they
square must make a DC 20 Reflex save or fall into the hole. head away from the combat, they come instead to location 6 –
This causes no damage, but the hole is narrow enough to deny Piercing the Heart.
6 GLACIER KEEP

5. LAST STAND
ALTERED HUMAN INFORMATION
The sounds of combat are coming from around a cor- • Both sides identify their race as ‘human’.
ner. As you reach the corner and peer around, you see a • The altered humans are not aware that any time has
group of six fur-clad humanoids attempting to batter their passed. They believe the Masters’ War is still going on.
into a room, the doorway of which is guarded by two of the
blue-clad humanoids. • The fur-clad humans were brought here ‘one month
Neither side appears to have noticed you. ago’ by Master Peldan to attack Master Imbrund’s Keep.
The siege has been going on since then.
Two of the Keep’s defenders are trapped here, and are • A few hours ago, the attackers finally breached the
attempting to hold off a larger group of attackers. wall. There was then a black flash, which they thought
Creatures: Despite their varied appearance, the soldiers on might be a weapon of some kind, but nothing seemed
both sides (blue-clad defenders and fur-clad attackers) have to happen.
identical statistics and equipment. All wear studded leather
• Neither Master has been seen or heard from since the
armor, carry heavy wooden shields, heavy maces, and short-
wall was breached.
bows.
Altered Human Captains: hp 30 each • The attackers have captured the ground floor of the
Altered Human Warriors: hp 19 each Keep, though fighting continues above.
There is one Captain on each side of the battle. There are • The attackers’ main goal is the Heart Chamber, the
five warriors on the attacking side and only one on the defend- power source that maintains the Keep.
ing side, for total odds of six against two.
• The Heart Chamber is on the ground floor. The ‘frost
No map has been provided for this combat as the warriors
blights’ are probably a result of the Heart being dam-
here are not a significant challenge to the heroes. If a combat
aged by the attackers.
does occur, the site is a simple 10 ft wide corridor with a door-
way on the left hand side, leading into a small room, no more • The ‘frost blights’ can be stopped either by destroy-
than 20 ft by 20 ft in dimensions. ing the heart completely (the attackers’ choice) or by
Development: Unless the heroes intervene, the attackers repairing the damage (the defenders’). If the heroes
overcome the two defenders for the loss of one of their own indicate they can and will do this, the warriors will take
warriors. This takes 4 rounds. them to location 6 – Piercing the Heart.
If the heroes peaceably approach the survivors after the bat- • Neither side knows exactly what the heart is, but they
tle is over, the initial attitude of the troops is cautious but not assume it is or was guarded.
openly hostile. A DC 20 Diplomacy or DC 25 Bluff or
Intimidate check will convince the altered humans to reveal
what they know (outlined below). Decrease the DC of the
Diplomacy and Bluff checks (but not the Intimidate check) by Development: The humanoid here was one of a group that
5 if the heroes intervene in the combat and they are speaking entered the Heart Chamber, planning to destroy it with fire
to members of the side they aided. (the barrels are filled with alchemist’s fire). He is in a bad state,
but if approached in a friendly manner and given treatment
6. PIERCING THE HEART (Heal check DC 15), he recovers enough to answer the heroes’
questions about the Keep and the Heart Chamber.
You come to an ice chamber with opulently-carved There is nothing to hear by listening at the doors, but if you
walls depicting the magnificence of the Masters. are running this module with the pre-generated characters,
Opposite you are a pair of 20 ft high double-doors. this is an ideal opportunity for Gorga to use the Clairvoyance
Sprawled against a wall next to the doors is a fur-clad ritual to scout the room beyond.
humanoid, his legs blackened and withered like a mas-
sive case of frostbite. He is surrounded on either side
by wooden barrels which give off an oily scent.
The humanoid stirs weakly as you enter the room.

Each of the barrels contains alchemist’s fire. The contents of


these barrels are currently liquid, but they freeze immediately
if taken into the Heart Chamber itself.
GLACIER KEEP 7
The Iceborn moves into melee if it is knocked from the ceil-
ing, if it runs out of icicle attacks, or if its enemies are success-
SURVIVOR INFORMATION fully attacking it despite its location (such as by using missile
The survivor knows everything in the ‘Altered weapons or by jumping). In this case, the Iceborn attempts to
Human Information’ sidebar on the previous page, as focus its attacks on whomever seems the most dangerous tar-
well as the following information about the heart get.
chamber itself: The ice zombies begin the combat in a prone position, as if
• The Keep’s power comes from a living creature which dead. They clamber to their feet once all the heroes are inside
was magically bound in the Heart Chamber. the room and attack the intruders with their slam attack. Any
PC who is slain by the Iceborn’s breath weapon becomes
• The attackers planned to destroy the creature with another ice zombie one round later. Allow the player to con-
fire, but the barrels they took into the room all froze. trol his undead self if this occurs. It’ll give them something to
• In their efforts to harm the beast, they accidentally do!
broke the magical circle confining it, and it wiped
them all out. Only he managed to crawl out and push COMBAT ZONES
the doors closed. The following zones apply for this encounter:
Icy Surfaces (Condition Zone): The floors of this chamber
• He doesn’t know why the beast hasn’t opened the
are slippery with ice. Any creature which lacks icewalking or a
doors and come out (the reasons why are outlined in
similar ability must make a Balance check (base DC 0 (zero)) to
the Magic Circle option zone in location 7).
attempt to move. The normal consequences for balancing
• The creature had ‘terrible teeth’, and ‘breath like ice; apply; see page 80 of the Iron Heroes rulebook.
it burned the skin and froze men solid’. High Ceiling (Condition Zone): The ceiling of the chamber
is roughly 30 ft high. Whenever the Iceborn is on the ceiling,
a human character needs a reach of 15 feet in order to attack
it with melee weapons. A character can use Jump to try and
7. THE HEART CHAMBER reduce this requirement if need be.
Barrel Climbing (Condition Zone): A character standing on
The chamber beyond the double doors is vast, with a a barrel is considered to be 5 feet closer to the ceiling. This
ceiling that arches high overhead supported by four means they can attack the Iceborn with only a 10 ft reach.
huge pillars of ice. A number of frozen corpses and bar- Alternatively, a barrels can be used to give a +20 circumstance
rels are dotted around the room. bonus to Jump checks made to try and reach the Iceborn.
At the center of the chamber is circular pattern of Resourceful heroes might even create pyramids of barrels to
glowing markings. Tendrils of energy arc back and gain additional height, or use them for improvised cover.
forth along the circle, except in one spot where the Sliding (Reusable Option Zone): A character may voluntarily
runes have gone dark. choose to increase their movement by sliding on the icy floor.
By taking a +5 increase to the DC of the Balance check, the
This great chamber is the magical heart of Glacier Keep. character gains a +10 ft increase to base speed. This bonus
Here, the heroes will decide the fate of the village of stacks with the increased speed of the Accelerated Movement
Marrekford. challenge
Creatures: The creature bound as the Keep’s living heart is Icicles (Option Zone; usable once per square): As a standard
an Iceborn. It slew most of the original group which attacked action any creature on the ceiling can knock an icicle off the
it, and using its breath weapon so as to turn them into Ice roof and use it as a missile attack. Choose one square within
Zombies. the creature’s reach. Any creature standing on the ground in
Iceborn: hp 102 this square suffers 3d6 damage from the falling icicle (Reflex
Ice Zombies (8): hp 16 each save DC 20 negates this damage).
The Iceborn begins the combat on the ceiling (Spot DC 7 to Barrel Weapons (Reusable Option Zone): The alchemist’s
notice it) and makes use of its icewalking ability to remain up fire in the barrels is frozen and useless, but the barrels them-
there as long it can, using its breath weapon against its foes selves can still be used as improvised weapons. Treat them as
while staying out of reach of melee attacks. If the heroes seem two-handed weapons with a base damage of 1d8 points and a
reluctant to enter the chamber, the creature retreats away from range increment of 10 feet if thrown.
the door in hopes of drawing them in. Pillars (Option Zone usable once per pillar): Each pillar can
Against creatures who appear to be resistant or immune to be knocked over with a DC 15 Strength check as a standard
cold, the Iceborn will use the icicle action zone to employ rudi- action (including one made as part of a Bull Rush). The pillar
mentary missile attacks against its enemies. falls onto an area 5 ft wide and 30 ft long. You may choose the
8 GLACIER KEEP
exact squares that are affected, but they must adhere to the
dimensions above and be within 45 degrees of your direction CONCLUDING THE ADVENTURE
of force. Any creature at floor level in the pillar’s area must If the Iceborn is destroyed, both the frost blight and the
make Reflex save (DC equal to the result of your Strength power maintaining Glacier Keep comes to an end. The Keep
check) or suffer 4d6 points of damage and be pinned under will slowly melt over the next few weeks. If the Iceborn is
the rubble. Escaping from under the rubble requires either a imprisoned once more, the Keep remains, but the frost blight
DC 20 Strength check or a DC 25 Escape Artist check. ends. Either way, the heroes can return to Marrekford for their
Creatures which make their Reflex saves suffer half damage and reward.
are not pinned. If you are running this event as a convention or one-shot
Any creature on the ceiling in the pillar’s area must make game, this is the end of the matter. If you are using this adven-
Reflex save (DC equal to the result of your Strength check) or ture as part of a campaign, however, there are a number of
suffer 3d6 points of damage and falls to the ground in its cur- repercussions to the Keep’s reappearance which could be the
rent location (suffering an additional 3d6 damage in the seeds of new adventures.
process). A creature making its saving throw suffers only half • There are dozens (possibly hundreds) of soldiers left
damage and retains its grip on the ceiling. at the keep, from both sides of the ancient battle. They
might attempt to conquer the region, or turn to ban-
ditry. Even if the newcomers try to peacefully integrate
with the locals, there may be disputes that the heroes
will need to resolve.
• There may be more levels of the Keep to explore, both
above and below ground. Who knows what mysteries
await in a Master’s stronghold?
• The Keep’s return brought with it the Iceborn, the
Haevores and the soldiers. What other creatures might
have come along as well, and not yet been discovered?
• Are there other ancient spells of the Masters that are
Collapse! (Non-reusable option zone): If three of the pillars slowly unraveling, and if so, what might happen when
are knocked over, large chunks of the ceiling cave-in. All crea- their effects come to an end?
tures at ground level in the room suffer 2d6 damage from fail-
ing debris (Reflex save DC 20 for half damage). Additionally,
any creature on the ceiling automatically falls to ground level
and suffers 3d6 falling damage.
Magic Circle (Non-reusable Option Zone): Though dam-
aged, the arcane circle still binds the Iceborn to this room, but
its power is fading. Within 24 hours, it will run out and the
Iceborn will be free to leave. Until then, however, as a full-
round action, a character can attempt a DC 25 Use Magic
Device check to repair the circle. Any creature within the cir-
cle when it is repaired is trapped there, unable to leave. Its life
energy will be used to sustain Glacier Keep until it expires.
A creature is considered to be ‘within’ the circle if every
square it occupies is wholly or partly contained within the cir-
cle on the map (in effect, the ‘circle’ is thus a 20 foot by 20 foot
square).
GLACIER KEEP 9
APPENDIX - MONSTER STATISTICS
KRARKOTH CR 2 HAEVORES CR 1
This gray-furred beast would stand some six foot tall if it did At one end of the segmented, maggot-like body of these many-
not hunch forward on its black-clawed hands. It peers about it legged things is a circular mouth filled with grasping, cartilagi-
with hostile yellow eyes, saliva drooling from its tusk-like teeth. nous teeth.

Medium Magical Beast Medium Vermin


Init +2; Senses low-light vision, scent; Listen +6, Spot +6 Init +2; Senses blind, tremorsense 120 ft., keen scent; Spot +5
Languages None Languages None
AC 15, passive +3, active +2 AC 15, passive +3, active +2
hp 30 (4 HD); DR - hp 16 (3 HD); DR -
Fort +6, Ref +6, Will +2 Fort +4, Ref +3, Will +2
Speed 40 ft. (8 squares), climb 30 ft. Immunities: Immune to mind-affecting effects. Immune to
Melee 2 claws +7 (1d6+5) and bite +2 (1d6+2) gaze attacks, visual effects, illusions, and other attack forms
Space 5 ft.; Reach 5 ft. that rely on sight.

Base Atk +3; Grp +8; Base Attack Check +8 Speed 20 ft. (4 squares), burrow 20 ft.

Abilities Str 21, Dex 15, Con 14, Int 4, Wis 12, Cha 7 Melee Bite +3 (1d6+1 + disease)

SA none Space 5 ft.; Reach 5 ft.

SQ none Base Atk +2; Grp +3; Base Attack Check +4

Feats Skill Affinity (Listen, Spot), Skill Focus (Jump) Abilities Str 13, Dex 15, Con 13, Int -, Wis 12, Cha 2

Skills Climb +13*, Jump +13, Listen +5, Spot +5 SA disease

* Krarkoth have a +8 racial bonus on Climb checks and can SQ Vermin traits, mindless
always choose to take 10 on Climb checks, even if rushed or Feats -
threatened Skills Spot +5*
Advancement 5-6 HD (medium); 7-12 (large) * Haevores have a +4 racial bonus on Spot checks
Advancement 4-6 HD (medium)

Krarkoths are ape-like predators often found in highlands


or forests. They are fearless hunters, willing to attack any Disease (Ex): Blood fever—bite, Fortitude DC 12, incuba-
living creature of huge size or smaller. tion period 1 day, damage 1d3 Con. The save DC is
Constitution-based.
Combat Keen Scent (Ex): A haevore can notice creatures by scent
Krarkoths seek to close with their prey as quickly as possi- in a 180-foot radius and detect freshly-spilled blood at
ble to make use of their powerful claws. They are intelligent ranges of up to a mile.
enough to use the Vertical Strike and Leaping Charge func-
tions of the Jump skill. Haevores are scavenging vermin which live on congealed
blood and rotting flesh. They have an acute sense of smell
and are often drawn to the site of major battles, where there
is plenty of food available.

Combat
Although they are scavengers, haevore are very territorial
and will attack any creature who enters an area where they
are feeding. They often attack from surprise, burrowing out
of the ground or even out of a particularly large corpse.
10 GLACIER KEEP

ALTERED HUMAN WARRIORS CR 2 ALTERED HUMAN OFFICERS CR 4


Warrior 3 Warrior 5
Medium Humanoid Medium Humanoid
Init +1; Senses Listen +5, Spot +5 Init +1; Senses Listen +5, Spot +5
Languages Common Languages Common
AC 17, passive +4 (heavy wooden shield), active +3 AC 18, passive +4 (heavy wooden shield), active +4
hp 19 (3 HD); DR 1d3/magic (studded leather) hp 30 (5 HD); DR 1d3/magic (studded leather)
Fort +4, Ref +2 (+6 cold effects), Will +1 Fort +5, Ref +2 (+6 cold effects), Will +1
Speed 30 ft. (6 squares) Speed 30 ft. (6 squares)
Melee Heavy Mace +5 (1d8+2) Melee Heavy Mace +8 (1d8+2)
Ranged Shortbow +4 (1d6) Ranged Shortbow +6 (1d6)
Space 5 ft.; Reach 5 ft. Space 5 ft.; Reach 5 ft.
Base Atk +3; Grp +5; Base Attack Check +5 Base Atk +5; Grp +8; Base Attack Check +8
Abilities Str 15, Dex 12, Con 13, Int 11, Wis 10, Cha 10 Abilities Str 16, Dex 12, Con 13, Int 11, Wis 10, Cha 10
SA none SA none
SQ Cold Adaptation SQ Cold adapted
Feats Toughness, Skill Affinity (Listen, Spot) Feats Toughness, Skill Affinity (Listen, Spot)
Skills Climb +5, Jump +5, Listen +5, Spot +5, Swim +2 Skills Climb +7, Intimidate +2, Jump +7, Listen +5, Spot +5,
Advancement By character class Swim +4
Advancement By character class
Cold Adaptation (Ex): These altered humans gain a +4
bonus on all saving throws against cold effects, and a +1 nat- Cold Adaptation (Ex): These altered humans gain a +4
ural armor bonus (passive) to Defense. bonus on all saving throws against cold effects, and a +1 nat-
ural armor bonus (passive) to Defense.
GLACIER KEEP 11
bonus to all opposed checks for bull rush, overrun and trip
ICEBORN CR 6 attacks made while on an icy surface.
This creature is shrouded in fog-like mist, but through the vapors Breath Weapon (Su): 30-foot cone of freezing mist, damage
you catch a glimpse of pallid, bloated flesh like that of a drowning 2d8 cold, Reflex DC 20 half. Living creatures that fail their
victim, and jagged icicles of blue-gray teeth. saves are numbed with cold and slowed for one round. The
save DC is Constitution-based.
Large Outsider (cold) Create Spawn (Su) Any living creature slain by an Iceborn’s
Init +0; Senses darkvision 60 ft., low-light vision, blind- breath weapon becomes an ice zombie 1 round later. A sin-
sense 60 ft.; Listen +15, Spot +15 gle Iceborn can control a number of hit dice of ice zombies
equal to five times its own hit dice. Ice zombies in excess of
Languages Aquan
this limit are uncontrolled.
AC 20, passive +11, active +0, size -1
hp 102 (12 HD); DR 5/-
Fort +10, Ref +8, Will +8
SR 17 (fire effects only) SLOWED CREATURES
A slowed creature can take only a single move action or
Immune cold
standard action each turn, but not both (nor may it take
Speed 30 ft. (6 squares), icewalking, swim 30 ft. full-round actions). Additionally, it takes a –1 penalty on
Melee Bite +12 (2d6+6, 19-20), 2 Claws +10 (1d8+4) – attack rolls, AC, and Reflex saves. A slowed creature moves
these statistics include 3 points of Power Attack at half its normal speed (round down to the next 5-foot
Space 10 ft.; Reach 10 ft. increment), which affects the creature’s jumping distance
Base Atk +12; Grp +19; Base Attack Check +15 as normal for decreased speed.
Atk Options Power Attack, Improved Sunder, Whirlwind
Attack
Special Actions breath weapon
Iceborn are extraplanar creatures filled with the elemental
Abilities Str 17, Dex 10, Con 19, Int 8, Wis 11, Cha 8 energy of cold and ice. They are rarely seen on the mortal
SA breath weapon, create spawn plane, unless summoned and bound by powerful magic. In
SQ aura of cold, mist cloud these cases, the proud creatures perform their duties capa-
Feats Power Attack 1, Multiattack 1, Improved Sunder 2, bly but reluctantly, and always seek a means out of their
Whirlwind Attack 3, Improved Critical (bite) 3 servitude.

Skills Climb +18, Intimidate +14, Jump +18, Listen +15,


Combat
Sense Motive +15, Spot +15, Swim +26*
Iceborn use their superior maneuverability in icy condi-
* Iceborn Horrors gain a +8 racial bonus to Swim checks tions to control the flow of combat. Against strong melee
and can always take 10 on Swim checks, even when threat- foes they try to hold back and use their breath weapon.
ened Against strong ranged attacks, they close in to use their
Advancement 13-18 HD (large); 19-24 HD (huge) claws.
Iceborn often use their breath weapon on weak or fallen
Immune to Cold (Ex) Iceborn take no damage from cold- foes in hopes of turning them into ice zombies.
based attacks.

Aura of Cold (Su) Any non-magical fire within 15 ft of an


Iceborn is automatically snuffed out. Additionally, the crea-
ture has Spell Resistance against magical fire effects equal
to 11 + 1/2 its Hit Dice. The creature takes normal damage
from any fire spell that penetrates this resistance.
Mist Cloud (Su) An Iceborn gives off a constant cloud of
mist from its frigid hide. The Iceborn gains concealment
(20% miss chance) from any creature not in base to base
contact with it.
Icewalking (Ex) An Iceborn can travel on any ice-covered
surface at its full speed. It never needs to make Balance
checks for icy conditions. Iceborn gain a +4 circumstance
12 GLACIER KEEP Skills: An ice zombie has no skills.
ICE ZOMBIES Feats: An ice zombie loses all feats of the base creature and
The flesh of this shambling figure is blackened with the tell-tale gains Toughness.
mark of frost bite, yet the creature lumbers toward you, shedding
Challenge Rating: Depends on Hit Dice, as follows:
ice and snow as it comes.
Any living creature slain by an Iceborn’s breath weapon HIT DICE CHALLENGE RATING
becomes an ice zombie one round later. These mindless
undead creatures are similar to ordinary zombies, except 1/2 1/8
that their fresh is frozen solid. 1 1/4
ICE ZOMBIE TEMPLATE 2 1/2
“Ice zombie” is an acquired template that can be added to
4 1
any corporeal creature (other than an undead) that has a 6 2
skeletal system (referred to hereafter as the base creature). 8-10 3
Size and Type: The creature’s type changes to undead. It 12-14 4
gains the cold subtype. It uses all the base creature’s statis-
tics and special abilities except as noted here.
15-16 5
Hit Dice: Drop any Hit Dice from class levels (to a minimum
18-20 6
of 1), double the number of Hit Dice left, and raise them to
d12s. Advancement: Not applicable
Speed: If the base creature can fly, its maneuverability rat-
ing drops to clumsy.
Armor Class: Natural armor bonus increases by 2.
ALTERED HUMAN ICE ZOMBIE CR 1/2
Medium Undead (cold)
Base Attack: An ice zombie has a base attack bonus equal to
its Hit Dice. Init -1; Senses darkvision 60 ft.

Attacks: An ice zombie retains all the natural weapons, Languages None
manufactured weapon attacks, and weapon proficiencies of AC 16, passive +6 (heavy wooden shield), active +0
the base creature. An ice zombie also gains a slam attack.
hp 16 (2 HD); DR 1d3/magic (studded leather) and 2/-
Damage: Natural and manufactured weapons deal damage
Fort +0, Ref +0, Will +3
normally. A slam attack does 1d6 damage for a medium size
creature and scales as normal for creatures of other sizes. Immune cold
Special Attacks: An ice zombie retains none of the base Speed 30 ft. (6 squares) (can’t run).
creature’s special attacks. Melee Heavy Mace +4 (1d8+3) or slam +4 (1d6+3)
Special Qualities: An ice zombie loses most special quali- Space 5 ft.; Reach 5 ft.
ties of the base creature. It retains any extraordinary special
qualities that improve its melee or ranged attacks. An ice Base Atk +1; Grp +4; Base Attack Check +4
zombie gains the following special qualities. Abilities Str 17, Dex 10, Con -, Int -, Wis 10, Cha 1
Damage Reduction (Ex): An ice zombie gains damage reduc- SA none
tion 2/-. Ice zombies have frozen flesh which is hard but
SQ undead traits, mindless, single actions only
brittle.
Feats Toughness
Single Actions Only (Ex): Ice zombies have poor reflexes and
can perform only a single move action or attack action each Skills None
round. An ice zombie can move up to its speed and attack in Advancement Not applicable
the same round, but only if it attempts a charge.
These statistics are for an ice zombie created from one of
Immune to Cold (Ex): Ice Zombies take no damage from cold- the Altered Human Warriors presented earlier in this
based attacks. appendix.
Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD,
and Will +1/2 HD + 2.
Abilities: An ice zombie’s Strength increases by +2, its
Dexterity decreases by 2, it has no Constitution or
Intelligence score, its Wisdom changes to 10, and its
Charisma changes to 1.
GLACIER KEEP 13
14 GLACIER KEEP
GLACIER KEEP 15
16 GLACIER KEEP
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Barradon Webb
4th level Myrmidon

TRAITS
VENGEFUL (MENTAL) TALL [PHYSICAL]
When someone does injury to you, you cannot be satisfied Your long arms and legs let you tower over others. In
until you have paid them back in full. battle, your height grants you improved reach, a key
advantage.
Mechanics: Whenever a creature inflicts damage on you,
your strikes become fueled with a white hot need for Mechanics: You gain a +2 size bonus when making
revenge. You gain a +1 bonus to attack and damage rolls grapple checks. If you already have a size bonus, increase
against that creature until the end of your next turn. (This it by 2 points. In combat, you threaten one additional
is an unnamed bonus: It stacks with itself and with all square beyond your normal threatened area. This square
other bonuses to attack and damage rolls.) Keep track of must be adjacent to a square you threaten, but it cannot
your bonus against different creatures separately: If you be adjacent to you. You do not threaten this square if you
are fighting two creatures and the first hits you three times do not threaten any other space. You must decide which
and the second one once, then you receive a +3 bonus extra square you threaten on your action. Until you
against the first but only a +1 bonus against the second. designate a square, you do not threaten an extra space.
You can change the square you threaten to a different one
on your next action.

ABILITIES
STR DEX CON INT WIS CHR
17 (+3) 12 (+1) 16 (+3) 14 (+2) 14 (+2) 10 (+0)

SAVING THROWS HIT POINTS


FORT REF WILL HP RESERVE
+7 +5 +6 47 47

DEFENSE AND ARMOUR


DEFENSE ACTIVE PASSIVE SHIELD ARMOUR DR
15 5 - - CHAIN 1D5+1

ATTACKS
WEAPON ATK DMG CRIT RNG DESCRIPTORS
MASTERWORK GLAIVE +8* 1D10+4 X3 - Polearm, Reach, Slashing
GLAIVE AS DOUBLE WEAPON +8 / +6 1d10+4 / X3 - Polearm, Slashing
1d6+4
SHORTBOW +5 1D6 X3 60 ft. Projectile, Piercing
* attacks against opponents not in an adjacent square suffer a -4 penalty if the target is in melee

TACTICAL STATISTICS
SPEED INITIATIVE GRAPPLE BASE ATK CHECK
20 ft. +1 +9 +7

GEAR
Backpack, bedroll, flint and steel, lantern, oil (4 flasks), waterskin, 2 days' trail rations

SKILLS
Appraise +6 Balance +0* Climb +6*
Hide +4* Intimidate +7 Jump +2**
Listen +9 Move Silently +4* Search +9
Sense Motive +9 Spot +9 Swim +2**
(each * = -4 penalty applied)
FEATS
Armour When rolling to determine your armour's damage reduction against an attack, you gain a +1 bonus to
Mastery the result.
Cleave If you deal a creature enough damage to make it fall (typically by dropping it to below 0 hit points or
killing it), you get an immediate, extra melee attack against another creature within reach. You cannot
take a 5-foot step before making this extra attack, and you must make it with the same weapon and
at the same bonus as the attack that dropped the previous creature. You can use this ability once per
round.
Hafted Select a single square adjacent to the area you normally threaten: You now threaten that square. You
Weapon can pick a square or change your current square to a new target once per round as a free action.
Mastery
Hafted You can use your two-handed spear or polearm as a double weapon. You lose the benefits and
Weapon drawbacks of the weapon’s reach, and the spear or polearm’s second head inflicts damage as a club of
Mastery 2 the same size.

CLASS ABILITIES
Eye for Myrmidons quickly become more adept at spotting opportunities for dirty tricks and surprise tactics in
Opportunity combat. You may make a Spot check as a free, move, standard, or full round action. Your
check gains modifiers based on how long you spend on it.
You gain a number of opportunism tokens based on the result of your Spot check, as shown
on the table below.
Opportunism As a myrmidon, you gain access to an opportunism token pool. This pool represents your
Pool experience on the battlefield, knowledge of skirmishing tactics, and willingness to use whatever
underhanded tactics are necessary to survive. You gain tokens by getting into a position where you
can take advantage of any distraction your enemies may suffer.
At the end of your turn each round, you gain one opportunism token for every enemy you
threaten who is also threatened by at least one of your allies.
You use opportunism tokens to power your opportunism abilities, as described below. If an
opportunism ability has a target other than yourself, you may use your tokens against any opponent.
At the end of the encounter, you lose any remaining tokens you have built up. Your pool of unspent
opportunism tokens cannot exceed 10 + your dedicate level.
Opportunism Opportunism abilities are special combat options available only to myrmidons, mainly because
Abilities myrmidons are the only ones crafty and shameless enough to use them. A myrmidon must spend
opportunism tokens on these abilities to activate them. Unless otherwise stated in an ability, you can
only spend tokens on these abilities during your own turn. Spending the tokens is a free action.
There is no limit to the number of opportunism abilities you can activate in a round, provided you
have the tokens to do so.
Mud in Your Eye: You cut a foe so blood drips in his eyes, or scoop up dirt to throw in his face. To
use this ability, spend three or more tokens and make a Base Attack Check as a either a standard
action or in place of an attack. If you make it in place of an attack, you suffer a -5 penalty to your
check. Your opponent opposes your check with his choice of either a Base Attack Check or a Reflex
save. If you win the opposed check, your target is temporarily blinded, and suffers all the ill effects of
that condition. The duration for which he is blinded depends on the number of tokens you spend.
Creatures that do not have eyes, or that possess blindsight, are immune to this ability.
Cheap Shot: You like nothing better than to sink a blade into an unsuspecting enemy. For every two
opportunism tokens you spend, you add a bonus of +1d6 sneak attack damage to your next attack.
You must announce how many tokens you are spending before you make your attack roll.
Cross Purposes: Any time you are threatened by two or more enemies, you may spend opportunism
tokens as a reaction. You may spend a maximum of one token per enemy which threatens you. Each
of these enemies that attacks you suffers a penalty to their attack rolls equal to the total number of
tokens you spend. This penalty lasts until the beginning of your next turn. You lead your opponents
to step into each other and get in the way of each other's blows.
Sneak Attack You inflict an additional +1d6 points of damage to any creature which is denied its active Defense
against you, or which you flank. This additional damage does not apply to creatures which are
immune to critical hits.
EYE FOR OPPORTUNITY ACTION MODIFIERS
Action Type Spot Check Modifier
Free -10
Move -5
Standard +0
Full Round +5

EYE FOR OPPORTUNITY TOKENS GATHERED


Spot Check Result Opportunism Tokens Gathered
Less than 10 0
10-14 1
15-19 2
20-24 3
25-29 4
30+ 5

MUD IN THE EYE DURATION


Tokens Spent Target is Blinded Until ...
3 End of your current turn
5 Beginning of his next turn
6 Until he takes a move action to clean his eyes

THE CHARACTERS
You You were born a camp-follower's brat, your father one of any of a dozen men or more. It was a hard
life; never enough money or food, and the men were always quick with a kick or a cuff if they thought
you were thieving. But it made you the man you are today: a hardened warrior, quick to revenge any
insult or injury, and able to kill quickly and efficiently.
You make your living as your father did; whoever he was; hiring yourself out as a sell-sword and
mercenary. As long as you're paid what you were promised, you're willing to take on just about any
job. It's not a lifestyle that makes you many friends or lets you form many attachments, but that's the
way you like it: those kind of things are only needed by people who are soft. You don't lose any sleep
over it. Or so you claim ... and really, the occasional nightmare doesn't mean a thing, right?
Carradine Carradine looks more like a monk than a warrior, but he's pretty handy with that warhammer of his,
and you've never seen anyone with a more focused mind in combat. Even when you're sparring, he
never seems to lose his concentration.
Dargun Possibly the biggest and strongest man you've ever met, at least physically. He's soft on the inside,
though. Bit of a temper, it's true, and that might make him dangerous in a fight … but he hasn't got
the true killer instinct. Too worried about 'protecting' people or some nonsense.
Gorga He? She? is a weird one, that's for sure. Skin covered in all kinds of blotches. Hair matted with mud
and bits of bone. Skulks around the swamps near the village where you're currently working. The
locals think Gorga has mystical powers, but it's probably all mumbo-jumbo.
Jaynis You've never met someone who unnerves you before, but Jaynis does it. Even by your harsh
standards, he's a stone cold killer. Not one to turn your back on.
Velgar You had to stifle a laugh when you first saw this tiny fellow ... and then you saw him ride. Every foot
soldier fears a cavalry charge, and what this man lacks in size, he makes up in skill. A handy man in a
fight, no matter how small he might be.
Carradine
4th level Dedicate

TRAITS
INTUITIVE LEARNING (MENTAL) SWIFT (PHYSICAL)
You might not be that most people think of as 'clever', but Your natural pace of movement is greater than normal.
you have a knack for learning new things nonetheless. You have a scampering gait that eats up the ground. You
Even as seemingly more intelligent people struggle with a often have to consciously slow yourself down lest you leave
new concept, you intuitively understand what it is that your companions behind.
needs to be done.
Mechanics: You gain a +10 foot (2 square) bonus on
Mechanics: Use your Wisdom ability modifier, rather than your base speed.
your Intelligence ability modifier, to calculate the number
of languages you know at 1st level, and the bonus skill
points you gain at each level.

ABILITIES
STR DEX CON INT WIS CHR
17 (+3) 14 (+2) 16 (+3) 8 (-1) 16 (+3) 11 (+0)

SAVING THROWS HIT POINTS


FORT REF WILL HP RESERVE
+7 +6 +8 39 39

DEFENSE AND ARMOUR


DEFENSE ACTIVE PASSIVE SHIELD ARMOUR DR
18 6 2 2 (light steel) LEATHER 1D2

ATTACKS
WEAPON ATK DMG CRIT RNG DESCRIPTORS
MASTERWORK WARHAMMER +8* 1D8+3* X3 - Cudgel, bludgeoning, power
PUNCH DAGGER +7* 1D4+3* X3 -. Dagger, power, piercing
LIGHT CROSSBOW +7 1D8 19-20 80 ft. Projectile, Piercing, Slow-loading
* You gain a +2 bonus to the attack and damage rolls on the first attack you make with this weapon in the same round you draw it.
Sheathing your weapon is a move action which you can perform at the same time as actually moving.

TACTICAL STATISTICS
SPEED INITIATIVE GRAPPLE BASE ATK CHECK
40 ft. +2 +7 +7

GEAR
Backpack, bedroll, flint and steel, lantern, oil (4 flasks), waterskin, 2 days' trail rations, vial of ink,
scroll case, parchment (10 sheets)

SKILLS
Balance +9 Climb +9 Concentration +10
Escape Artist +9 Heal +10 Hide +9
Jump +14 Move Silently +9 Sleight of Hand +9
Spot +10 Swim +10 Tumble +9
FEATS
Elusive Target Your rapid and unpredictable movements make it hard to guess what you'll do next. Whenever an
1 opponent makes an attack against you, they suffer a -1 penalty to any further attack rolls against you
until the beginning of their next turn. This penalty stacks if they make multiple attacks.
Iron Will You gain a +2 bonus on all Will saving throws.
Sudden Strike Your warhammer and punch dagger seem to leap into your hand. You may draw these weapons as a
1 & 2 (Power) free action. The first attack you make with one of these weapons on the same round as you draw it
gains a +2 bonus to the attack and damage rolls.
Power Attack On your action, before making attack rolls for a round, you may choose to subtract a number (not
1 exceeding 4) from all melee attack rolls and add the same number to all melee damage rolls. If you
attack with a two-handed weapon or with a one-handed weapon wielded in two hands you may add
twice the number subtracted from your attack rolls to damage. Once you set the penalty to attacks
and bonus on damage, you may not change it until your next action.

CLASS ABILITIES
Dedication As a dedicate, you gain access to a dedication token pool. Your extreme mental discipline is the
Pool first way you earn these tokens. At the start of an encounter, you automatically gain two dedication
tokens. These tokens represent your unwavering focus and dedication, which allow you to exploit any
momentary lapse by your enemies. The more experienced you become, the quicker you sense an
enemy's weakness, and the more fully you can exploit it.
Dedicated In addition to earning tokens as described above, you may earn them by consciously calming your
Focus mind and focusing on the task at hand. To do so, you make a Concentration check as a free,
move, standard, or full round action. Your check gains modifiers based on how long you spend
on it.
You gain a number of dedication tokens based on the result of your Concentration check,
as shown on the table below. As with dedication tokens gained from other sources, you can spend
tokens earned through this ability against any opponent.
Dedication Dedication abilities are special combat options available only to dedicates.
Abilities A dedication ability must be active in order for you to spend tokens upon it. You may have
only one dedication ability active at any one time. At the beginning of your first turn during any
encounter, you may choose a dedication ability as a free action. In subsequent rounds, you may
change your active dedication ability as a free action during your turn. You may make only one such
change per round.
Dedicated Attack: Your ability to dedicate yourself so completely on your task gives you an
advantage whenever you focus solely on attacking your enemies. When you make a full-attack action
you can spend two dedication tokens to gain an additional attack against your opponent at your
highest base attack bonus. This additional attack and all others you attempt until your next turn
suffer a –4 penalty. The additional attack and penalties of this ability stack with all other feats and
class abilities which provide similar benefits, such as two-weapon fighting or razor fiend.
Dedicated Blow: Just as you can focus your mind on a single objective or purpose, you can also
focus your physical strength. Each dedication token you spend grants you a +2 bonus to your
damage roll for one attack. You must choose whether or not to spend these tokens before
making the attack roll. Your damage bonus from dedicated blow cannot exceed your dedicate
class level.
Dedicated A dedicate's powers of concentration make her capable of great feats of skill. You may spend
Skill Dedication tokens to improve your Tumble skill checks. Each token grants you a +2 bonus for
that check only. You must announce how many tokens you are spending before you make the check.
Note that Dedicated Skill is not one of your Dedication Abilities. You can spend tokens to gain your
Dedicated Skill bonus at any time, regardless of what Dedication Ability you currently have active.
DEDICATED FOCUS ACTION MODIFIERS
Action Type Concentration Check
Modifier
Free -10
Move -5
Standard +0
Full Round +5

DEDICATED FOCUS TOKENS GATHERED


Concentration Check Dedication Tokens
Result Gathered
Less than 15 0
15-19 1
20-24 2
25-29 3
30-34 4
35-39 5
40+ 6

THE CHARACTERS
You You are unremarkable in appearance, but appearances can be deceiving. The key to greatness is
willpower: singularity of purpose and design. You have always believed that. You may fight with a
scimitar, a dagger or a bow, but your mind is your greatest weapon. Focus, discipline and dedication:
these are your watchwords in life.
You present a calm and philosophical front to those around you, but in truth your motivations are
complex. On the one hand, you truly desire to help the people of your village, and to be the best
protector for them you can. On the other, ambition and pride play no small part in your actions. You
desire not only to be the best possible protector for your people, but also to be recognized as such.
Barradon An outlander mercenary who is an effective fighter, but not a man you can respect. He revels far too
much in chaos and disorder, acting out of opportunism, not purpose.
Dargun The largest man in the village, and a powerful warrior. Had he your focus and dedication, he could be
mighty indeed. But despite his size and skill-at-arms, his nature is basically gentle, not ambitious.
Gorga A physically-warped outcast from the village who possesses strange powers. You sense ambition and
pride in Gorga that are as strong as your own, though less well-hidden.
Jaynis A ruthless killer, but one of limited vision and ambition. Perhaps that is for the best: the more
ambition Jaynis possessed, the more people would die.
Velgar Of stunted growth, Velgar shows great dedication in proving himself to others. You respect him for
his drive and commitment, as well as for his skill as a mounted warrior.
Dargun de Multe
4th level Armiger

TRAITS
MIGHTY BUILD [PHYSICAL] POWERFUL [PHYSICAL]
Your solid, broad build allows you to use tools and You are bigger and stronger than almost anyone you
weapons that others would find unwieldy. While an know. Though perhaps not an irresistible force, you aren't
enormous sword might pull someone else off balance, you far off being an immovable object, and your broad
have the steady feet and powerful arms needed to use it shoulders can support a heavy load.
properly.
Mechanics: Whenever you are subject to a size modifier
Mechanics: You can wield weapons up to one size or special size modifier for an opposed check (such as
category larger than normal for you without penalty. You during grapple checks, bull rush attempts, and trip
still suffer the normal penalties for weapons above that attempts), you are treated as one size larger if doing so is
size and for smaller ones. advantageous. You are also treated as a creature of one
size larger for the purposes of calculating your carrying
capacity.

ABILITIES
STR DEX CON INT WIS CHR
18 (+4) 12 (+1) 16 (+3) 12 (+1) 12 (+1) 12 (+1)

SAVING THROWS HIT POINTS


FORT REF WILL HP RESERVE
+7 +5 +5 47 47

DEFENSE AND ARMOUR


DEFENSE ACTIVE PASSIVE SHIELD ARMOUR DR
14 4 - - MW BANDED 1D6+2

ATTACKS
WEAPON ATK DMG CRIT RNG DESCRIPTORS
MASTERWORK LARGE MAUL +9 3D6+6 X3 - Cudgel (hammer); bludgeoning, power
LARGE FALCHION +8 2d6+6 18-20 - Sword; power, slashing
LARGE LONGBOW +4 2D6 X3 70 ft. Projectile, Piercing
BULL RUSH When you make a Bull Rush, you roll 1d20+1d6+14 as your opposed Strength check

TACTICAL STATISTICS
SPEED INITIATIVE GRAPPLE BASE ATK CHECK
20 ft. +1 +12 +8

GEAR
Backpack, bedroll, flint and steel, lantern, oil (4 flasks), waterskin, 2 days' trail rations

SKILLS
Appraise +8 Balance +3* Climb +6*
Craft (Master Armorer) +10 Intimidate +8 Jump +2* (-4 penalty applied for speed)
Spot +9 Swim +1** (each * = -5 penalty applied)
FEATS
Armor When rolling to determine your armor's damage reduction against an attack, you gain a +2 bonus to
Mastery 1 & 3 the result.
Cleave 1 If you deal a creature enough damage to make it fall (typically by dropping it to below 0 hit points or
killing it), you get an immediate, extra melee attack against another creature within reach. You cannot
take a 5-foot step before making this extra attack, and you must make it with the same weapon and
at the same bonus as the attack that dropped the previous creature. You can use this ability once per
round.
Improved Bull When you perform a bull rush, you do not provoke an attack of opportunity from the defender. You
Rush 1 also gain a +4 bonus on the opposed Strength check you make to push him back.
Juggernaut 2 When you make a bull rush or overrun attack, you may roll your armor's damage reduction and add
the result of the check to your opposed Strength check. You also gain this benefit on Strength checks
made to burst open doors or similar objects.

CLASS ABILITIES
Armor Pool Whenever you suffer an attack, keep track of the damage your armor absorbs. For every 10 points it
soaks up, you earn 1 armor token.
You can accumulate armor tokens against all the opponents who attack you. Use the tokens from this
pool throughout the encounter against any opponent you like, as long as the foe has hit your armor.
You lose all unspent tokens at the end of an encounter.
Armor Ability Armored Trap: You prepare a counterattack against an opponent, timing your strike to coincide with
hers. You must spend 1 armor token to use this ability, then ready an action to attack when an enemy
hits you with a melee attack. When you take your readied action, you may spend additional armor
tokens to gain a competence bonus to your attack equal to the number of tokens spent. On a hit, you
gain a bonus to damage equal to the amount of damage your armor absorbed from your opponent’s
attack.
Armor Master You treat armor as one category lighter for the purposes of calculating your speed.
Bonus Feat You gain 1 bonus feat from the armor category. This has already been selected above.
Master Armigers gain access to the special Craft (Master Armorer) skill that allows them to create armor. You
Armorer automatically gain 3+armiger class level ranks in this skill, and may use your Constitution modifier in
place of your Intelligence modifier when calculating your skill bonus.
Tough as When determining how much equipment you can carry, your effective Strength score is 20. Using
Nails sheer toughness and determination, you shoulder your equipment with relative ease. Because your
Powerful trait also increases the amount you can carry, your light load is 266 lbs.

THE CHARACTERS
You You are a jovial and generous soul, quick to aid those who need it. You have always been larger than
those your age ... these days, you are larger than anyone you know. Some men might have used
their size and strength to bully those around them, but that never tempted you. Clearly you were
bigger and stronger than anyone else: what was the point of showing that off by hurting others when
you could instead use it to help them?
You're a sergeant in the town militia, chief armorer for the soldiers, and one of the best known men in
the community. Whenever help is needed, folk know they can call on you.
Barradon As tall as you, but lean of build and hard of face, this outlander mercenary is a dangerous man. You
respect his skill at arms, but he is too harsh and cold to be a friend.
Carradine Carradine was always a serious-minded fellow when you were growing up together, and he still is –
even more so than before, in fact – but his heart has always been in the right place and you know you
can rely on him.
Gorga Mottled with birthmarks, Gorga was ostracized as a child and grew up alone, living mostly in the
marshes and swamps beyond the village. It's a sad thing, and Gorga is more than a little strange
because of it ... but also possessed of strange powers that have helped the village more than once.
Jaynis An outsider to the village, and not a man whose judgment you trust. No-one gets as many scars as
he has without being far too quick to fight. You don't know him well enough to be sure if he means
well or not, but he's likely to be a hothead.
Velgar As small as you are massive, Velgar has striven all his life to prove that the size of his stature is no
reflection of the size of his heart. A skilled scout and rider, he is a valuable asset to the community,
and a redoubtable warrior.
Gorga Blackblood
4th level Spiritualist

TRAITS
CHANGELING CHILD (PHYSICAL) MARSH BORN (BACKGROUND)
You have an unusual physical characteristic, in your case You were born and raised in a community deep within a
mottled birthmarks all over your body, that marks you as marsh or swamp. You are completely at home in the
not quite normal. Perhaps there is some magical or non- muddy tracts and waterways of such lands.
human heritage in your bloodline, or perhaps the mark is Mechanics: You gain a +2 bonus to all Survival checks
just a quirk of fate, but your unusual appearance is a while in swamps and marshes and may use Survival
physical sign of less obvious but more significant untrained in such regions. You gain a +2 bonus on Balance
differences beneath the surface. checks required due to wet or slippery conditions.
Mechanics: Your blood and body are attuned to magical Swamp Stoicism: Life in the wetlands can be
energies. You gain a +2 bonus to Use Magic Device checks dour and difficult. Your upbringing there has imbued you
and a +1 bonus on all pact checks. with a deep-seated fatalism and pessimism. Perversely,
this makes you very hard to discourage from your
objectives, since you always assumed the worst to begin
with. Whenever you are subject to a morale penalty, you
reduce the penalty by 2; this benefit can reduce the morale
penalty to 0, but not below 0.

ABILITIES
STR DEX CON INT WIS CHR
9 (-1) 12 (+1) 14 (+2) 12 (+1) 12 (+1) 19 (+4)

SAVING THROWS HIT POINTS


FORT REF WILL HP RESERVE
+6 +5 +5 (+8) 39 39

DEFENSE AND ARMOUR


DEFENSE ACTIVE PASSIVE SHIELD ARMOUR DR
17 (15) 7 (5) - (3) - LEATHER 1D2
Active bonus includes +2 from Spirit Servant. +3 passive bonus applies only when denied your active bonus to Defense.
Gain an extra +4 Active bonus when Overwhelming Presence is activated.

ATTACKS
WEAPON ATK DMG CRIT RNG DESCRIPTORS
MORNINGSTAR +2 1D8-1 X2 - Cudgel, Bludgeoning and Piercing
LIGHT CROSSBOW +4 1D8 19-20 80 ft. Projectile, Piercing, Slow-loading

TACTICAL STATISTICS
SPEED INITIATIVE GRAPPLE BASE ATK CHECK
30 ft. +2 +2 +4

GEAR
Backpack, bedroll, flint and steel, lantern, oil (4 flasks), waterskin, 2 days' trail rations, scroll
case, vial of ink, paper (10 sheets), healer's kit, 300 gp of valuables

SKILLS
Balance +8 (+10 slippery/wet) Climb +6 Concentration +9
Decipher Script +8 Heal +12 Intimidate +11
Knowledge (arcana, nature) +7 Listen +8 Search +8
Sense Motive +8 Spellcraft +10 Spot +8
Survival +10 (+12 swamps) Swim +6 Use Magic Device +13
FEATS
Healing Lore You can treat injuries with greater than normal efficiency and speed. You enjoy a +4 bonus on Heal
checks. In addition, when you restore a character’s reserve points, you grant a +2 bonus to the total
points restored.
Healing Lore 3 You know advanced healing techniques. When you restore a character’s reserve points, you grant a
+2 bonus to the total points restored. This stacks with the bonus for the base mastery.
Instinctive You gain a +3 passive bonus to Defense whenever you are denied your active Defense bonus. You
Defense must actually lose your active bonus to benefit from this feat. If you have an ability that causes you
not to lose your active Defense bonus in certain circumstances, such as uncanny dodge, you do not
gain the benefits of this feat during those circumstances.
Unlike most passive bonuses to Defense, the bonus provided by this feat applies against touch
attacks. The passive bonus you gain from this feat cannot exceed your total active bonus to Defense.
Overwhelming At the start of an encounter, you may use a move action to adopt a menacing demeanor. Doing so
Presence grants you your Charisma bonus as an active bonus to defense. You do not gain this bonus against
creatures that are immune to fear. The bonus stops at the end of the encounter.

CLASS ABILITIES
Spiritualism Spiritualists perform rituals which allow them to contact the spirit realm and bargain for access to the
spirits' otherworldly power. You know four rituals, each of which create a particular group of effects,
different to those of any other ritual. You use these rituals as follows:
1. Choose the effect you want to use from the list of seven below.
2. Choose the type of action you will use to make the pact.
3. Make a Pact check (d20 + appropriate base pact check bonus + action type modifier +
spiritual fatigue modifier) against the DC for the effect
4. If you meet the DC, you get 1 spirit token, +1 per 2 points your check exceeds the DC, to
the limit specified in the effect chosen
5. If you miss the DC, you lose one spirit token for each point you missed by. If you run out
of tokens, you lose 1d6 hit points per token you cannot afford to pay.
6. If you have enough tokens, cast the spell using some or all of the tokens. This is a free
action which you can perform once per round.
7. If you do not have enough tokens, you will either need to give up (losing all your tokens) or
return to step 2 and try again during your next turn.
Spirit Servant You have a spirit creature named Azraedius as a servant and aide. In a full campaign, this is a fully-
statted separate creature, but for the purposes of this game, it confers the following abilities:
• +2 active bonus to Defense (already factored in) whenever Azraedius is with you.
• If you are engaged in melee, you can choose one opponent per round. Azraedius will flank
this opponent for you, granting the usual bonuses for flanking.
• At any time, you can send Azraedius ahead to scout. He has 60 ft Darkvision, Hide +18,
and Move Silently +10. He can telepathically inform you of what he sees. If spotted by an
enemy, he immediately flees back to you at full speed (120 ft per round)
Stigmata Mortal creatures cannot be constantly exposed to the spirit realm without experiencing certain side
effects: their bodies and minds were simply not intended to channel the powerful energies of the
spirits. These changes are commonly known as Stigmata. Many stigmata have both positive and
negative aspects to them, but most spiritualists wear them proudly, as a badge of their craft.
Blood of Spirits: Your contact with the spirits grants you unusual hardiness. You gain +4 hit points.
Your blood is thick, black and ichorous.
Favored Pact You gain a +2 bonus to all Pact checks made with the Rite of Second Sight.

PACT CHECK MODIFIERS


Cause of Modifier Check Modifier
Ritual Length
Move action –5
Standard action +0
Full-round action +5
Spiritual Fatigue
Per spirit token currently in pool –1
Per spell completed in the last hour –2
BASE PACT CHECK BONUS
Rite of Curses +9
Rite of the Flame +9
Rite of Protection +9
Rite of Second Sight +11

CURSE OF PAIN (Rite of Curses)


Pact Check DC: 5 Tokens Required: 3 (max tokens per pact: 4)
Saving Throw: Fort DC 15 negates Range: 15 ft Area: 1 creature
Effects: Target must save or suffer pain causing -1 to all attack rolls, base attack checks, saving throws and skill checks
for 3 rounds.
Modifications: None

CURSE OF SICKNESS (Rite of Curses)


Pact Check DC: 15 Tokens Required: 6 (max tokens per pact: 12)
Saving Throw: Fort DC 17 negates Range: 15 ft Area: 1 creature
Effects: Target(s) must save or become sickened (–2 penalty on all attack rolls, weapon damage rolls, saving throws,
skill checks, and ability checks.) for 3 rounds
Modifications: Range 30 ft. +1 token; Range 100 ft. +2 tokens; Area 3 squares +1 token; Area 10-ft burst +2 tokens;
Duration 5 rounds +1 token; Duration 10 rounds +2 tokens

FIREBLAST (Rite of the Flame)


Pact Check DC: 10 Tokens Required: 4 (max tokens per pact: 8)
Saving Throw: Ref DC 16 half Range: 15 ft Area: 1 creature
Effects: Target(s) suffers 5d6 fire damage
Modifications: Range 30 ft. +1 token; Area 3 squares +1 token; Damage 3d6 -1 token; Acid instead of fire +1 token

PRESIENCE (Rite of Second Sight)


Pact Check DC: 15 Tokens Required: 4 (max tokens per pact: 12)
Saving Throw: N/A Range: Touch Area: 1 creature
Effects: The target gains a +1 insight bonus to all attack rolls, saving throws, ability checks, skill checks, base attack
checks, and to Defense, for 10 rounds.
Modifications: Use on yourself -1 token; +2 insight bonus +2 tokens; Duration 3 minutes +2 tokens

CLAIRVOYANCE (Rite of Second Sight)


Pact Check DC: 20 Tokens Required: 8 (max tokens per pact: 16)
Saving Throw: N/A Range: 200 ft. Area: 15 ft. cone
Effects: View a location you could not otherwise see
Modifications: Area 30 ft. cone +2 tokens

SKIN OF SCALES (Rite of Protection)


Pact Check DC: 5 Tokens Required: 3 (max tokens per pact: 4)
Saving Throw: N/A Range: Touch Area: 1 creature
Effects: The target gains a +2 enhancement bonus to natural armor for 2 minutes.
Modifications: Use on yourself -1 token

ELEMENTAL RESISTANCE (Rite of Protection)


Pact Check DC: 5 Tokens Required: 3 (max tokens per pact: 4)
Saving Throw: N/A Range: Touch Area: 1 creature
Effects: The target gains energy resistance 10 against one energy type you choose. This resistance lasts for 10 rounds.
Modifications: Use on yourself -1 token; Duration 10 minutes +1 token
THE CHARACTERS
You Born with mottled marks all over your skin, you were ostracized by the superstitious villagers as a
'cursed child'. Some even wanted you to be abandoned in the wilds when you were born. Fortunately
your mother was a skilled herbalist and healer, and had enough influence to prevent that fate.
However, you were forced to live out of the village itself. Your mother chose to live in the swamp
instead, due to the wide variety of medicinal herbs that grew there.
Even as a child, you proved as skilled a herbalist as your mother. It seemed you only needed to look
at a plant to know its properties. As time went on, this strange awareness began to grow, until you
could sense the energy in all things: plants, animals, even the very streams and rocks. In recent
years, you have learned how to commune mentally with these energies, producing strange effects.
While you feel come resentment toward the villagers for their treatment of you, you do gain some
amusement from the fact that those same people must now turn toward you for your aid, as you have
replaced your mother as chief healer and herbalist in the community.
Barradon An outlander mercenary who thinks he has seen it all, when in fact he has spent his whole life closing
his eyes to the truth. He cannot continue on his current path.
Carradine If he had schooled his mind to look outward, Carradine might have discovered powers similar to your
own. But he looks inward, seeking to understand himself rather than the world. Perhaps in this he
lacks ambition ... or perhaps he is wise.
Dargun One of the few in the village who has always treated you well, Dargun is a giant of a man, as well
known for his generous spirit as his immense size. You would trust him with your life.
Jaynis A man with a great deal of blood on his hands. You can see it, dripping from his hands, every time
you look at him. He will die as he has lived, in time.
Velgar Velgar is a skilful tracker, scout and hunter. You do not know him well, but you respect his knowledge
and abilities.
Jaynis Rhent
4th level Executioner

TRAITS
CITY RAT (BACKGROUND) SKILLFUL (MENTAL)
You grew up on the tough streets of a city. From a young You have an uncommon aptitude for reading people and
age, you learned to scavenge and survive at the shadowy understanding their motives.
edge of the cradle of civilization.
Mechanics: You gain a +4 bonus on all checks with the
Mechanics: You can make Survival checks in the city with Sense Motive skill. Additionally, your maximum number of
a +2 bonus, even if you lack any ranks in that skill. You ranks in this skill is increased by 2, to a total of 5 + your
can use Survival to track down any specific dealers and character level.
informants.
Bravo: You are an experienced street fighter.
You gain the ability to deal an additional 1d6 sneak attack
damage whenever you gain the benefits of sneak attack.

ABILITIES
STR DEX CON INT WIS CHR
14 (+2) 17 (+3) 14 (+2) 12 (+1) 16 (+3) 10 (+0)

SAVING THROWS HIT POINTS


FORT REF WILL HP RESERVE
+6 +7 +7 35 35

DEFENSE AND ARMOUR


DEFENSE ACTIVE PASSIVE SHIELD ARMOUR DR
17 7 - - LEATHER 1D2

ATTACKS
WEAPON ATK DMG CRIT RNG DESCRIPTORS
DAGGER +7 1d4+4 19-20 10 ft. Dagger, Finesse, piercing/slashing, thrown
DAGGERS, TWF +5/+5 1d4+4 19-20 10 ft. Dagger, Finesse, piercing/slashing, thrown
DAGGERS, RAZOR FIEND, TWF +3/+3/+3 1d4+3 19-20 10 ft. Dagger, Finesse, piercing/slashing, thrown
GREATSWORD +6 2d4+3 19-20 - Sword; power, slashing
Note: You have 12 daggers in various sheathes around your body.

TACTICAL STATISTICS
SPEED INITIATIVE GRAPPLE BASE ATK CHECK
30 ft. +3 +6 +7

GEAR
Backpack, bedroll, flint and steel, lantern, oil (4 flasks), waterskin, 2 days' trail rations

SKILLS
Balance +12 Bluff +6 Climb +9
Hide +10 Intimidate +8 Jump +9
Listen +10 Move Silently +10 Search +8
Sense Motive +16 Spot +10 Swim +9
Tumble +12
FEATS
Razor Fiend You gain the benefits of the Quick Draw feat with all daggers. In combat, you may take an additional
attack when you use a full attack action while armed only with one or two daggers. You gain this
benefit when using a dagger in a ranged or melee attack. However, these attacks trade speed for
hitting power. You make the bonus attack at your highest base attack bonus, but all of your attacks
(including the bonus attack) suffer a –2 penalty. You gain only half your Strength bonus to damage
when you fight in this manner. These penalties last until the beginning of your next action.
Two Weapon You reduce your penalties to attack rolls for fighting with two weapons; the penalty for your primary
Fighting hand lessens by 2, and the one for your off hand lessens by 6.
Weapon You gain a +1 bonus on all attack rolls and a +2 bonus on all damage rolls when you attack with a
Focus dagger. These bonuses are already included in your attack statistics.
(Dagger) 1 &
2

CLASS ABILITIES
Execution As an executioner, you gain access to the execution token pool. Drawing on the lore you have already
Pool learned is the first way you earn these tokens. At the start of an encounter, you automatically
gain two execution tokens. These tokens represent your accumulated knowledge of killing.
You can use tokens earned in this manner against any opponent.
Executioner's In addition to earning tokens as described above, you can earn them by studying a foe, gauging his
Eye combat strategies through observation. To do so, make a Sense Motive check as a free, move,
standard, or full round action—your check gains modifiers based on how long you spend on it (see
table below). The target opposes your check with a base attack check or, if he knows you are studying
him, a Bluff check or a base attack check, whichever is higher. On a successful check, you gain 2
execution tokens against him.
You can accumulate tokens in this manner against only one opponent at a time. You must use the
tokens you earn against the target of your Sense Motive check. Should you try to acquire tokens
against a new target, you lose the ones you earned for the previous target.
Hindering Cut You slice at an opponent’s arms or legs, leaving him with an injury that makes it hard for him to attack
or defend himself. Before you attack, you must spend at least 1 execution token and announce that
you are using this ability. If your attack hits, your foe must make a Fortitude save (DC 15 + number of
tokens spent + any sneak attack dice of damage). Those who fail suffer a –1 penalty to attacks and
defense or a –1 square (5-foot) penalty to speed. These penalties last for one minute and stack if a
victim suffers multiple hindering cuts.
Armor Before you make an attack of any sort, including one tied to a class ability, you can spend execution
Piercing tokens to reduce the target’s damage reduction from armor. You cannot use this ability against
Strike damage reduction derived from other sources. Activating this ability, which applies only to your next
attack, requires the expenditure of 2 tokens. You can use armor-piercing strike once per round as a
free action. The target’s damage reduction against the attack is reduced by 1.
Sneak Attack You inflict an additional +3d6 points of damage (including the 1d6 from your City Rat trait) to any
creature which is denied its active Defense against you, or which you flank. This additional damage
does not apply to creatures which are immune to critical hits.

EXECUTIONER'S EYE ACTION MODIFIERS


Action Type Sense Motive Check Modifier
Free -10
Move -5
Standard +0
Full Round +5

THE CHARACTERS
You You grew up in the muddy alleys of Sinnast, a 'city' of shanties and tents, thronged with starving
refugees from a dozen wars. The gangs ran Sinnast, and by the age of eight you were running with
the gangs. You killed your first man not long after, with a knife in the back, and it didn't take long for
you to recognize that you had a talent for it.
For the next fifteen years, you made your name and your trade by killing. But eventually you killed
someone you shouldn't, and found yourself hunted by the gang leaders who'd once employer you.
Running wasn't in your nature, but you liked the idea of dying even less, so you left Sinnast for good.
Since then, you've wandered from town to town, hiring yourself out as a mercenary. It keeps you in
food and drink and a place to stay, and it puts some miles between you and your enemies.
It doesn't really matter where you go ... there'll always be someone willing to pay you to kill.
THE CHARACTERS
Barradon A battle-scarred mercenary, hard as iron but as brittle as it too. You've seen the kind before: near
drowning in the blood they've spilled. Most folk would take his bravado at face value, but most folk
can't read a man like you can.
Carradine Spends too much time navel-gazing for your tastes, but there's no denying that he's good in a fight.
Dargun The biggest man you've ever seen, but too gentle to be a true killer. Fierce in defense of those he
cares for, though. Definitely not someone to fight head-on, if it ever came down to it.
Gorga You aren't afraid of any man or woman born, but the things Gorga calls upon are far from human, and
you're not so sure about Gorga, either. Not someone you'd want to cross.
Velgar A midget on a pony ... they can't be serious?
Velgar Shank
4th level Man-at-Arms

TRAITS
SHORT [PHYSICAL] NOMAD [BACKGROUND]
You are much smaller than normal—so much so that you Your people wandered the steppes on horseback, going
count as one size category smaller than other humans. where they pleased and robbing, herding, and conquering
as they saw fit. You were born into the saddle.
Mechanics: As a Small creature, you gain a +1 size bonus
to passive defense, a +1 size bonus to attacks, and a +4 Mechanics: You gain a +2 bonus to all Ride checks, as
size bonus to Hide checks. You suffer a -2 square (-10 you have spent more time on horseback than on your own
foot) penalty to your base speed. You also must wield feet since you were born.
weapons one size smaller than normal. Horsemaster: Under your care, a mount
These modifiers are already included in your statistics. becomes stronger, faster, and tougher than normal.
Through a combination of exercise and training, you grant
any mount that you own for more than a week a +2 bonus
to Strength, Dexterity, and Constitution. These bonuses
are already included in your warpony's statistics.

ABILITIES
STR DEX CON INT WIS CHR
17 (+3) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 12 (+1)

SAVING THROWS HIT POINTS


FORT REF WILL HP RESERVE
+7 +7 +6 43 43

DEFENSE AND ARMOUR


DEFENSE ACTIVE PASSIVE SHIELD ARMOUR DR
22 9 3 4 (heavy wood) STUDDED 1D3

ATTACKS
WEAPON ATK DMG CRIT RNG DESCRIPTORS
MASTERWORK FLAIL +10 1D6+5 X3 - Flail; bludgeoning, disarm, trip
LANCE +8* 1D6+5 X4 - Spear; charger, piercing, reach
SHORTBOW +8 1D4 X3 60 ft. Projectile, Piercing
* attacks against opponents not in an adjacent square suffer a -4 penalty if the target is in melee

TACTICAL STATISTICS
SPEED INITIATIVE GRAPPLE BASE ATK CHECK
20 ft. (40 ft. mounted) +3 +3 +7

GEAR
Backpack, bedroll, flint and steel, lantern, oil (4 flasks), waterskin, 50 ft silk rope, 2 days' trail
rations

SKILLS
Balance +8* Climb +8* Escape Artist +8* (+10 ropes)
Handle Animal +8 Hide +12* Jump +4***
Listen +9 Ride +14 Search +7
Sense Motive +9 Spot +9 Survival +9 (+11 tracking)
Swim +6** Use Rope +10 (+12 binding) (each * = -2 penalty applied)
Remember that as a mounted character, certain skill checks may rely on your warpony, rather than yourself
FEATS
Beastmaster You have a warpony as a bonded mount. You can handle your bonded animal as a free action or
1 push it as a move action, even if you don't have ranks in the Handle Animal skill. Your bonded animal
knows all the tricks listed on page 92 of the Iron Heroes rulebook, but will perform them only at your
command.
Beastmaster Your bonded animal gains a reserve pool equal to its uninjured hit point total. This is an exception to
2 the normal rule that creatures without Iron Heroes classes do not have reserve pools. In addition,
your bonded animal gains one bonus Hit Die due to the rigorous training program you put it through.
Mounted Once per round when your mount is hit in combat, you may attempt a Ride check to negate the hit.
Combat 1 You negate it if your Ride check result exceeds the opponent’s attack roll.
Weapon You gain a +1 bonus on all attack rolls and a +2 bonus on all damage rolls when you attack with a
Focus (Flail) 1 flail. These bonuses are already included in your attack statistics.
&2
Shield You gain a +1 active bonus to defense when you gain a defense bonus from a shield.
Mastery 1

CLASS ABILITIES
Bonus Feats You have 2 bonus feats (already selected above).

REDLOCK (WARPONY)

ABILITIES
STR DEX CON INT WIS CHR
18 (+4) 15 (+2) 16 (+3) 2 (-4) 11 (+0) 4 (-3)

SAVING THROWS HIT POINTS


FORT REF WILL HP RESERVE
+7 +6 +1 30 30

DEFENSE AND ARMOUR


DEFENSE ACTIVE PASSIVE SHIELD ARMOUR DR
14 2 2 - LEATHER 1D2

ATTACKS
WEAPON ATK DMG CRIT RNG DESCRIPTORS
HOOF +7 1D3+4 X3 - Natural weapon
2ND HOOF (Full attack only) +7 1D3+4 X4 - Natural weapon

TACTICAL STATISTICS
SPEED INITIATIVE GRAPPLE BASE ATK CHECK
40 ft Use Velgar's +7 +7

SKILLS
Balance +4 Climb +4 Jump +8
Listen +5 Spot +5 Swim +4

FEATS
Endurance You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal
damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal
damage from a forced march, Constitution checks made to hold your breath, Constitution checks
made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal
damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation.
Mobility 1 You get a +4 active bonus to defense against attacks of opportunity caused when you move out of or
within a threatened area.
THE CHARACTERS
You You have always been smaller than everyone else, but you've never let that hold you back: in fact,
some might say it's made you push yourself forward a bit too much. You've always felt a need to
prove that you're small than your smaller stature would suggest. Fortunately, you discovered an
aptitude for training and handling animals; especially horses and ponies. Tanks to your effort, the
village got its first mounted scouts and messengers, who could bring word of any dangers to the
community.
You personally spent a great deal of time training to fight while mounted, as the extra height and
speed compensated for your own smaller stature. You have become expert in fighting as a unit with
Redlock, your warpony.
Barradon A tough outlands mercenary. A gruff, cold man, but skilled in a fight. Unlike many others, he has
never questioned your skill or fitness to be a warrior.
Carradine You respect Carradine. He has a discipline and a strength of focus that reminds you of your own,
though his seems to stem from calmness, whereas yours comes from passionate ambition.
Dargun A man as huge as you are tiny, Dargun is far more comfortable in his unusual stature than you have
ever been in yours. But then, he's had it much easier ... no-one dares laugh at a man his size. He's
never wronged you; or anyone else for that matter; but you do feel a little hostility toward him for the
luck he has had.
Gorga Perhaps the only person you know whose physical traits have brought them more hardship than your
own. Gorga has a phenomenal knowledge of herbs and healing, as well as some other abilities you
don't even pretend to understand.
Jaynis A newcomer who makes no attempt to conceal his scorn for you. You are used to such ignorant
opinions, but that doesn't stop you resenting them, and those who hold them.

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