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  IUZ6-01 
   
   
   
  The Great Northern 
  Expedition 
   
  A One-Round D&D Living Greyhawk
  ®  
  Iuz Border States Metaregional Adventure 
  Version 1.0 
  by Mark Somers and Patrick Williamson 
  Reviewed by Chris Tulach 
   
  The famous explorer Uust Van Ingermann has disappeared, and associates of his need the services of seasoned 
  adventurers to locate his so called “Great Northern Expedition”. Van Ingermann and his companions were last heard of 
  in the lands of the Wolf Nomads. What on Oerth could he be looking for there? A mostly outdoors adventure not to be 
  missed for APLs 6 to 12. Part 1 of the Legacy of Serpents. 
   
   
  
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior game master. To play this adventure 
  as part of the Living Greyhawk™ campaign—a 
  worldwide, ongoing D&D campaign set in the 
  Greyhawk setting—you must sanction it as part of an 
  RPGA event. This event could be as elaborate as a big 
  convention, or as simple as a group of friends meeting 
  at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  Herald-Level game master. The person who sanctions 
  the event is called the senior game master, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior game 
  master is also the table DM. You don’t have to be a 
  Herald-Level GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official 
  game, and you can use the AR to advance your Living 
  Greyhawk character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members 
  of the Dungeons & Dragons Rewards program. Playing 
  this adventure is worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the Living Greyhawk 
  character creation and development, RPGA event 
  sanctioning, and Dungeons & Dragons Rewards, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  reading beyond this point makes you ineligible to do 
  so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies 
  of the following D&D books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or 
  read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information on 
  non-player characters (NPCs) and monsters appear in 
  abbreviated form in the adventure text. Full 
  information on NPCs and monsters are given in 
  Appendix 1.  
   
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after play. 
  You’ll also find a Living Greyhawk Adventure Record 
  (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to Living 
  Greyhawk games, this adventure’s challenges are 
  proportionate to the modified average character level 
  of the PCs participating in the adventure. To determine 
  this modified Average Party Level (APL) follow the 
  steps below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other 
  than those brought by virtue of a class ability 
  (such as animal companions, familiars paladin’s 
  mounts) or the warhorse of a character with the 
  Mounted Combat feat, use the sidebar chart to 
  determine the number of levels you add to the 
  sum of step one. Add each character’s animals 
  separately. A single PC may only bring four or 
  fewer animals of this type, and animals with 
  different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
  Mundane 
  Animals Effect on 
  # of Animals 
  IUZ6-01 The Great Northern Expedition 
   
  Page 2 
  
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  Throughout this adventure, APLs categorize the level 
  of challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls 
  on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use either the 
  higher or the lower adjacent APL. 
   
  APL also affects the amount of experience and 
  gold a PC can gain at the end of the adventure. If a 
  player character is three character levels or more either 
  higher or lower than the APL at which this adventure 
  is being played, that character receives only one-half of 
  the experience points and gold for the adventure. This 
  simulates the fact that either the PC was not 
  challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
  Living Greyhawk adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest 
  the following to these groups to help increase their 
  chances of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Metaregional adventure, 
  set in Iuz’s Border States.  Characters native to Iuz’s 
  Border States pay one Time Unit per round, all others 
  pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time Unit.  
  Luxury Upkeep costs 100gp per Time Unit. Characters 
  that fail to pay at least Standard Upkeep will retain 
  temporary ability damage until the next adventure, 
  must buy new spell component pouches and healer’s 
  kits, and may suffer other in-game penalties (or 
  possibly gain in-game benefits) as may be detailed in 
  this scenario. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties 
  by living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a DC 
  20 Survival check, the character will heal temporary 
  ability damage as if he or she paid for Standard 
  Upkeep, may refill spell component pouches and 
  healer’s kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on this 
  roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
   
  ADVENTURE BACKGROUND 
  Uust Van Ingermann is a wealthy Perrenese ritter 
  (knight) who is a philanthropist, a scholar and an 
  adventurer. He is also a secret member of the Drinkers, 
  though his ideas and theirs of how to fight Iuz 
  sometimes diverge. His studies have led him to believe 
  that some knowledge useful in the fight against Old 
  Wicked might be found far along the mysterious Fler 
  River, in regions barely explored. Thus he has put 
  together an expedition and set off. However Van 
  Ingermann, eccentric and occasionally contrary as he 
  is, has neglected to tell anyone exactly what he is 
  doing, so the Drinkers are concerned, since the man is 
  a repository of much useful knowledge. So they need 
  to find him and make sure he’s alive and well… 
   
  ADVENTURE SUMMARY 
  Introduction: PCs gather in Clatsberg, having 
  escorted a Perrenese widow home from Critwall in the 
  Shield Lands. In Clatsberg they are contacted by 
  affiliates of the Drinkers, and asked to locate Uust Van 
  Ingermann, a missing eccentric. Van Ingermann’s last 
  known location was Ungra Balan, in the lands of the 
  IUZ6-01 The Great Northern Expedition 
   
  Page 3 
  
  Wolf Nomads. Their employer arranges passage for 
  them aboard Den Vliegenviss, a luxurious sailing ice 
  ship. 
  Encounter One – Refugees: As they travel north to 
  Ungra Balan and come to the edges of Perrenland’s 
  territory proper, they spy a group of refugees on the 
  shore. But the captain, Jannis Sudmeerensen, refuses to 
  pick them up. If the PCs manage to convince the 
  captain to rescue the refugees, they are rewarded with a 
  lucky charm by one of them. 
  Encounter Two – Ungra Balan: Once in Ungra Balan, 
  they find the city hectic and full to the brim. Refugees 
  from the region have been gathered by Perrenese 
  mercenaries, and defenses are being built. The PCs find 
  that Van Ingermann is not in the city – through a 
  combination of research and interrogation they learn 
  that he has departed on an expedition to seek the 
  source of the Fler River. 
  Encounter Three – Preparations: The PCs must 
  quickly prepare their own expedition to follow Van 
  Ingermann’s trail. They have the opportunity to hire 
  guides, Wolf Nomad hunters who are familiar with the 
  Burneal Forest, into which the Fler disappears. They 
  can also choose their mode of travel – by land (on foot 
  or mounted) or river (via a launch). 
  Encounter Four – Walking the Fler: Should the PCs 
  choose a ground course, they run afoul of a Will-O’-
  Wisp which endeavors to lead them into a deadly 
  mudslide. 
  Encounter Five – Sailing The Fler: Should the PCs 
  choose a river course, they run afoul of a Rusalka that 
  endeavors to lure the party into an area of dangerous 
  ice, in which hides a rather territorial Water 
  Elemental. 
  Encounter Six – Campsite of Clues: The PCs 
  discover 
  the 
  abandoned 
  campsite 
  where 
  Van 
  Ingermann’s expedition halted by a major tributary of 
  the Fler. Looking around, using either tracking or 
  finding clues in the gear, gives an indication that a 
  large part of Van Ingermann’s party left in orderly 
  fashion following the path of the frozen tributary. 
  Further, signs indicate that a small group had remained 
  and seem to have fled in a hurry. A quick search 
  around the area reveals tracks and large frozen 
  bloodstains, showing that those left behind fell prey to 
  large carnivorous beasts. 
  Encounter Seven – Uirtag Traps: Following the path 
  of the exploration party, the group come across signs of 
  a battle and find the graves of some of Van 
  Ingermann’s associates. If they take the opportunity for 
  aerial scouting they spot towering stone ruins rising 
  from the forest canopy. Heading in that direction leads 
  them into the territory of the Husik clan, tribal folk of 
  the native Uirtag Flan. Fringing the territory are 
  potentially lethal traps which drop unwary folk into a 
  nasty cocktail of pitch and gas, which may be set 
  aflame. Thus the Husik may be warned of their 
  approach. 
  Encounter Eight – The Husik: The PCs have some 
  options when dealing with the Husik. If the traps have 
  been set off then they will be forced into a 
  confrontation with the Husik, though that may not 
  lead into combat – they may use diplomacy. They may 
  use stealth, if they haven’t tripped the traps. They may 
  approach and use diplomacy. Or they may choose the 
  path of violence. If they somehow talk with the natives 
  they may learn that Van Ingermann and his party ran 
  afoul of a group commanded by the local clergy – 
  adherents sworn to Nerull. Luckily the Husik the PCs 
  meet are ordinary folk, albeit barbarians, interested in 
  protecting their territory but not wanton killers. The 
  PCs may learn that the priests will sacrifice their 
  captives to appease the Death God so that he might 
  keep the ‘Old Ones’ at bay. The Husik leader suggests 
  the priests will not surrender their captives unless a 
  suitable alternate captive is found – they provide a 
  possible target, a Marzanna that has been preying upon 
  them. 
  Encounter Nine – Catching the Sacrifice: If they 
  have managed to successfully negotiate with the Husik 
  guards then the PCs might take the hint and go off on 
  the hunt for the Marzanna. This foul creature stalks the 
  Husik, luring their guards from their settlement so 
  that it might steal children and youths for food. The 
  chosen sacrifice is so obviously wicked that its eventual 
  destruction should pose little moral concern for the 
  heroes. 
  Encounter Ten – Death Priests: If the PCs have 
  captured the Marzanna then this encounter becomes a 
  negotiation with the Husik priests to swap Van 
  Ingermann and his colleagues for the PCs’ captive. 
  Otherwise they must spring Van Ingermann and his 
  companions from the clutches of the ruthless priests. 
  In doing so they enter the fringes of the ruins of an 
  obvious Ur Flannae site – not a city, but what was once 
  a temple or perhaps an academic retreat. 
  Conclusion: With Van Ingermann hopefully in tow, 
  the PCs can high tail it back to the camp and then out 
  of the Burneal. Whatever it is that Van Ingermann was 
  seeking, he found it (or hints about it) in the camp of 
  the Husik. If he was freed through negotiations he will 
  remain with the Husik. The PCs have the option of 
  IUZ6-01 The Great Northern Expedition 
   
  Page 4 
  
  also remaining and paying an additional TU cost to 
  learn old secrets about fighting demons. Regardless, 
  the PCs can get the heck out of the Burneal and back to 
  ‘civilization’. 
   
  RUNNING THE ADVENTURE 
  Prior to the commencement of play, it would be best to 
  have each player make 10 or so d20 rolls and note the 
  following skills – Spot, Listen, Sense Motive, Survival, 
  Knowledge 
  (nature), 
  Search, 
  and 
  Knowledge 
  (geography). 
   
  These skills will be used in play to ‘secretly’ 
  determine the readiness of the PCs for certain 
  encounters. By having a pre-rolled set of checks ready, 
  the DM can cross off the rolls in sequence as needed 
  without telegraphing to players the forthcoming 
  appearance of danger. 
   
  Some DMs may instead prefer the tried and true 
  technique of asking for random dummy skill rolls as a 
  smokescreen for real checks. Certainly this is a chance 
  to practice those terror inducing smirks and chuckles 
  whilst scribbling pointless notes on paper to 
  gratuitously scare the players. 
  ENVIRONMENTAL FACTORS 
  Forest: For the purpose of rules regarding Forest 
  terrain (page 87, DMG), the Burneal Forest should be 
  considered medium forest. 
   
  This means the maximum distance for Spot 
  checks at any given time is 2d8x10 feet. In this 
  adventure, this is also the effective limit for missile 
  attacks or spells. 
  Fog: The ever present mist within the Burneal Forest is 
  thinner than the average fog. It results in attacks versus 
  targets more than 10 feet away having a 10% miss 
  chance due to concealment. 
  Cold: Once north of the mouth of the Fler River (all 
  encounters beyond Encounter Three) the conditions 
  should be considered Severe Cold. Full details may be 
  found at page 302 of the Dungeon Master’s Guide, but 
  to summarize: 
   
  Unprotected characters must make Fortitude 
  saves (DC 15, +1 per previous check) each 10 minutes 
  or take 1d6 non-lethal cold damage per failed saved. 
  Characters with Survival skill may receive a bonus to 
  this save and assist others (see page 83, PHB). 
  Characters wearing cold weather outfits need only 
  make their saves once every hour. 
   
  In general, if the PCs are wrapping up, and 
  showing due care for the environment, don’t slow 
  down the game with unnecessary saving throws. Save 
  the rolls for key encounters. 
   
  INTRODUCTION 
  THE ARRIVAL 
  Read or paraphrase the following when the players are 
  ready to begin: 
  Clatsberg City in the south of Perrenland is a fine 
  place to end a tense journey through the troubled 
  lands to the east. Though small as cities go, its 
  posi on on the Velverdyva makes i  an important 
  trading centre and thus a wealthy and comfortable 
  place. Just what you need after braving the frigid 
  wilds and the minions of Iuz in order to escort a 
  recently widowed woman and her chi dren to 
  safety with her kin. 
  ti
  t
  l
  l
  . 
   
  Aghilt Oren was born in Perrenland, a 
  daughter of the Vosser clan, and she met and fell in 
  love with an adventurous warrior from the Shield 
  Lands. Following his recent death in combat 
  against Old Wicked’s servants she needed, in her 
  sorrow, to be with her family. Wise enough to 
  know the dangers of travel in such times she hired 
  on the services of some hardy protectors – your 
  smal  band of adventurers. The journey was not 
  without incident, but most trouble was skirted and 
  you managed to get Widow Oren and her three 
  small children safely to her kin
  Since the characters have obviously been together for 
  some time at this stage, allow the players a chance to 
  describe them if it is needed. 
   
  Widow Oren, a plain, sturdy and earnest young 
  woman, will insist on paying the PCs what they are 
  owed for guarding her before she gives them thanks 
  and bids them farewell. 
   
  Though certain altruistic PCs might wish to refuse 
  payment, Aghilt will be adamant, explaining that her 
  children need to know that in life they must pay their 
  dues. If characters still show reluctance then she 
  suggests there are plenty of poor folk who would 
  happily accept charitable donations from kind hearted 
  benefactors. The payment owed is: 
   
  APL6: 150gp per PC. 
   
  APL8: 200gp per PC. 
  IUZ6-01 The Great Northern Expedition 
   
  Page 5 
  
   
  APL10: 400gp per PC. 
   
  APL12: 600gp per PC. 
  THE HIRE 
  As soon as the PCs are finished with the widow, hit 
  them with the hook to the main plot before they can 
  disperse. A young lass who acts as a paid messenger is 
  eyeing them off, and intends to approach them. The 
  nature of this approach depends upon whether any of 
  the PCs have a working association with the Drinkers 
  of the Cup of Midnight. Regardless, read or paraphrase 
  the following… 
  Your task complete, you have time on your hands. 
  Though a city of wealth, Clatsberg seems a dour 
  place. Much of that, it appears, would have to do 
  with the dark pall that shadows the local region, a 
  gloom remain ng from the great eruption of mighty 
  Mount Hellspar some months before. Indeed you 
  have learned that the locals have taken to calling 
  the sun the “Stranger”. With the threat of dire 
  famine looming, it is little surprise that the mood 
  of the city is subdued at best. 
  i
   
  Before you walk too far and whilst you remain 
  as a group, you are approached by a girl, her face 
  hooded by the heavy cloak she hugs to her to fight 
  off the deep chill from the ice of winter. “Excuse 
  me, brave heroes,” she says in a small voice, “might 
  I speak with you a moment?” 
  The girl is Irén Maankind, a thirteen-year old orphan 
  who runs messages throughout the town to earn her 
  keep. Once she may have been a pleasant looking girl 
  but now her features are drawn and her eyes sunken 
  and dark-rimmed – she, like many local poor folk, is 
  suffering from the initial effects of the famine. 
   
  Irén has been hired to deliver a message to the 
  characters. She knows the following: 
  • 
  A rich gentleman in a burgundy velvet cloak hired 
  her from the docks. 
  • 
  She is to tell the characters that a man of some 
  wealth is looking for resourceful adventurers 
  willing to travel north to look for someone. 
  • 
  If the characters express an interest then they are 
  to present themselves at the gangplank in front of 
  the sailing ice ship, Den Vliegenviss (“The Flying 
  Fish”). 
  • 
  There they are to ask for Meister Mürgin. 
   
  Irén knows little else, since she is just a messenger 
  girl. She can, however, mention that the well dressed 
  man seemed to be kind, for he paid her well and then 
  gave her more and told her to find a warm room and a 
  good meal. She thinks he might be a man to be trusted. 
  Are any PCs members of the Drinkers? 
  If any of the characters are members of the Drinkers of 
  the Cup of Midnight then Irén will have been given 
  one more part of the message to pass on: 
  • 
  The adventurers are requested to arrive at a decent 
  hour. If it is too late the Meister may be busy, for 
  he likes to retire for a good wine at the hour of 
  midnight. 
   
  If this hint isn’t enough for players to figure out 
  the association, allow an Intelligence check (DC 10) for 
  any character that has knowing worked with the 
  Drinkers in the past. 
   
  DM’s Note: For those not in the know, the 
  Drinkers of the Cup of Midnight, or simply the 
  Drinkers, are a secret society sworn to the defeat of Iuz. 
  THE MEETING 
  Assuming the characters accept the request to meet at 
  the ship, read or paraphrase the following. 
  Despite the inclement conditions and the ever 
  present threat of conflict, the docks of Clatsberg 
  are busy, for commerce rarely lets a little thing like 
  war get in the way. Many fine vessels, and more 
  that are not so fine, cluster by the shore, their crews 
  going about their business. Even in the deepening 
  shade of the early evening there is work being 
  done. 
   
  i
  i
  i
   
  Den Vl egenv ss s berthed proudly at the end 
  of one of the main piers. A luxurious vessel, she is a 
  sailing skimmer, fitted with two mighty outriggers 
  so she might glide along the frozen ice which cover 
  Lake Quag at this time of year. Even to the 
  inexperienced eyes of lubbers she seems a more 
  than decent ship. 
   
  A pair of squint-eyed sailors, clad in identical 
  fine long vests over their shirts and trousers, guard 
  the gangplank as you approach, and appraise you 
  with looks of practiced boredom… 
  Despite their villainous looks, the two sailors have 
  been forewarned to expect the adventurers, and are 
  ready to escort them to their meeting. That said they 
  are prepared to let the PCs identify themselves just to 
  be sure, happy to play the thuggish bruisers for a lark. 
  If the PCs seem particularly touchy their manners will 
  quickly improve. They will lead the PCs to a cabin in 
  IUZ6-01 The Great Northern Expedition 
   
  Page 6 
  
  the quarter-deck (that’s the forward portion of the 
  raised deck in the aft quarter of the ship). 
   
  The stateroom the PCs are taken to is small as 
  rooms go (this is a ship, after all) but quite comfortably 
  appointed. It’s a bit of a squeeze to fit everyone in, since 
  there are already two occupants within. 
   
  Sitting at the farthest end of the small table in the 
  room are two men of obvious Flan heritage. One is a 
  smiling human gentleman in his early thirties with 
  dark hair and a neatly trimmed beard – a burgundy 
  cloak lies over the back of his chair. He will introduce 
  himself as Meister Mürgin Van Ingermann. Meister 
  Mürgin will also introduce his companion as Captain 
  Jannis Sudmeerensen, commander of the vessel. The 
  captain is an unsmiling human man in his forties, 
  balding and lean. He does not speak, merely listens 
  attentively. 
  “Good evening, and thank you for attendance,” says 
  Meister Mürgin, as he fills wine cups for you. “As 
  much as I enjoy a social gathering I think it best I 
  get to business swiftly and leave small talk for 
  afterwards.” 
   
  Mürgin takes a brief sip of his wine and savors 
  it with a smile for a moment. “Now, where was I? 
  Yes, my request. It would appear that my uncle, 
  Uust Van Ingermann… the explorer, perhaps 
  you’ve heard of him…? Anyway, my uncle has 
  taken off north on some jaunt. He’s rather prone to 
  unexpected journeys, and it does give my poor aunt 
  quite the headache when he does this. I was 
  wondering, thus, if I might persuade some 
  resourceful folks to see if they can’t find him and 
  persuade him to come home…” 
  PCs may initially make some Knowledge skill checks 
  to identify the dramatis personae, as follows: 
   
  Knowledge (nobility and royalty) check (DC 
  10): The ‘Van’ in the name indicates that both Mürgin 
  and his uncle Uust are Perrenese ritters, or knights. 
  Such awards are rare in Perrenland, a nation that values 
  deeds over blood.  
   
  Knowledge (nobility and royalty) or Bardic 
  Knowledge check (DC 12): The Van Ingermanns are 
  the last noble remnants of the defunct Sudmeer clan of 
  Perrenland.  
   
  Knowledge (nobility and royalty) check (DC 
  15): Uust Van Ingermann is a known eccentric, a man 
  with a variety of strange pursuits – invention, 
  exploration, ancient literature, etc – and the time and 
  money to feed his hunger for the bizarre. 
   
  Knowledge (local – Iuz metaregion) check (DC 
  10): Uust Van Ingermann is a renowned explorer who 
  occasionally pays well for adventurers to accompany 
  him on his trips of explorations.  
   
  Knowledge (local – Iuz metaregion) check (DC 
  15): Uust Van Ingermann’s most recent trip is 
  apparently off to the lands of the Wolf Nomads. 
   
  Bardic Knowledge check (DC 15): Uust Van 
  Ingermann is the inspiration for many fine ballads, and 
  has a knack, it appears, for getting into extreme trouble 
  with ease. Thankfully he seems to be as skilled at 
  getting himself and his companions out of trouble as 
  well.  
  MORE DETAILS FROM MÜRGIN 
  Once he has given his little spiel Mürgin will provide 
  further details, or answer questions from the PCs. The 
  pertinent information is as follows: 
  • 
  Uust gathered half a dozen trusted associates and 
  headed north in the last month of the previous 
  year. 
  • 
  He departed Traft about two weeks ago and left 
  word that he was making his way to Ungra Balan 
  and then onwards into Wolf Nomads lands. 
  • 
  He left Traft the same way he got there – on a 
  small sailing ice ship. 
  • 
  He didn’t mention in detail what he was up to but 
  the Fler River and the Burneal Forest were 
  mentioned. 
  • 
  It appears he intended on hiring on more help in 
  Ungra Balan, to bring his party up to a dozen or so. 
  • 
  He could have picked a better time to run off, 
  since there is ‘private family business’ that needs 
  his attention. 
  • 
  Uust can be a headstrong fellow, but he needs to 
  be persuaded to return home. 
  • 
  Mürgin wants the PCs to travel to Ungra Balan, 
  learn what they can of Uust’s plans, and track him 
  down. 
  • 
  They should do their best to bring him home; if he 
  absolutely refuses to do so then so long as the PCs 
  have made a good fist of their persuasion attempt 
  then that is acceptable. If he won’t return the PCs 
  should do so in his stead with news of his welfare. 
  • 
  If Uust has somehow managed by this stage to do 
  the usual and get into trouble, the PCs are 
  IUZ6-01 The Great Northern Expedition 
   
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  requested to extricate him from whatever mess he 
  finds himself in. 
  • 
  Despite this, Uust is competent and is certainly 
  able to look after himself. Still, trouble can and 
  often does happen. 
  • 
  Uust is a skilled fighter and an expert on a number 
  of fields of knowledge. He has no magical talent 
  but usually makes sure he’s accompanied by those 
  who do. 
  • 
  Money is relatively tight at the moment for 
  Mürgin, but by way of reward he can call in favors 
  from various artisans and make some hard to 
  acquire items available and for purchase at 
  decently discounted prices. 
  • 
  Mürgin has arranged for Captain Jannis to make 
  Den Vliegenviss available to transport the PCs as 
  far as is practicable. Captain Jannis is also in 
  charge of funds the PCs may draw upon to outfit 
  themselves appropriately, hire guides, and arrange 
  further transport and so on. 
  Why no scrying or magical communications? 
  It may be that PCs query why the family haven’t 
  resorted to magical means to track down Uust. The 
  explanations given are: 
  • 
  Uust has had trouble with professional rivals 
  spying on him in the past and then leapfrogging 
  his attempts on various discoveries. Thus he 
  carries magical wards to confuse scrying attempts, 
  which is troublesome, admittedly. 
  • 
  Due to the ill influence of the Old One in recent 
  times, divination spells in the Perrenland region 
  are being mystically sabotaged. In addition, 
  communication spells are affected as well. This has 
  already posed problems for the armies of 
  Perrenland in their battles against the Old One’s 
  forces. 
  DM’s Note: The Perrenland region has magical 
  effects in play that interfere with divination spells. 
  Though this adventure is not set in Perrenland proper, 
  it is close enough for these effects to be in place. 
  What if teleport is suggested 
  Again, the PCs may pursue this issue. The following 
  should be considered general knowledge. 
  • 
  The lands to the north are known for their strange 
  and unpredictable magic. People using transport 
  spells have been known to appear leagues away 
  from their intended destinations. There are even 
  rumors of teleport traps set up by great dragons in 
  that region, designed to ensnare those teleporting 
  and capturing them to be food or slaves for the 
  mighty wyrms. 
  • 
  Word would have it that as part of the ill magic 
  affecting the Perrenland region, teleport and 
  dimension door spells occasionally fail. 
   
  DM’s Note: During the scope of this adventure, 
  any attempts to teleport across Perrenland or to Ungra 
  Balan and beyond will be affected. Add 30 to any d% 
  roll for determining success of teleport spells. If any 
  PC makes a successful Knowledge (local – Iuz 
  metaregion) or Bardic Knowledge check (DC 15), 
  inform the party of this modifier before they attempt 
  such spells. 
  If any PCs are members of the Drinkers 
  Should one or more PCs be associated with the 
  Drinkers then once the meeting is over he will ask one 
  of them to tarry a moment. To allay suspicion he will 
  choose a female character where possible, happy to 
  appear a playboy as cover. His preference beyond that 
  is for Lawful and then Good characters. 
   
  Should he manage to secure the attention of a PC 
  then he will pass on further information: 
  • 
  Uust, like Mürgin himself, is a member of the 
  Drinkers of the Cup of Midnight. 
  • 
  Uust is apparently on a search for some hidden 
  knowledge that might aid in the fight against the 
  Old One. 
  • 
  Uust’s views on matters do not always match the 
  generally accepted view of the Drinkers. He can 
  be headstrong at times. 
  • 
  Uust is knowledgeable on many secrets that the 
  Drinkers would prefer remained secure. Should 
  he fall into the clutches of Iuz or his allies it could 
  be catastrophic. 
  AFTER THE MEETING 
  Once the meeting with Mürgin has concluded, 
  Captain Jannis will gruffly speak for the first time, 
  saying that Den Vliegenviss leaves port at noon the 
  following day. This gives the PCs a few hours to shop 
  for provisions they might feel they need. Clatsberg has 
  the population of a small city but due to its prominence 
  as a trade hub the characters may purchase goods as 
  though it were a Large City (40,000gp limit for 
  individual items purchased). 
   
  IUZ6-01 The Great Northern Expedition 
   
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  ENCOUNTER ONE 
  REFUGEES 
  For two days you have skimmed the frozen eastern 
  edges of Lake Quag, bathed in the gloom from the 
  volcanic ash and smoke that continue to enshroud 
  the lands between the shore and the Clatspurs. The 
  situation ooks dire for the stadt-holders of the 
  eastern Perrenland cantons; but that just makes 
  them a few amongst many in these times. 
  l
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  Den Vliegenviss is a fine vessel indeed, fitted 
  with all the luxuries you could ask for. Private 
  staterooms, first class food and silver service are a 
  change from the hard trails you would normally 
  have had to tread to reach your destination. 
   
  The captain of the ship, Jannis Sudmeerensen, 
  is a courteous, if somewhat tight-lipped, man, a 
  stern disciplinarian whose crew appear well trained 
  and alert. What little contact you have had with the 
  captain indicates that he is a self-involved fellow 
  who seems to privately enjoy the prestige of his 
  position and is thus careful to not jeopardize that 
  privilege. Any offers to help the crew have been 
  coolly rebuffed and you get the feeling the captain 
  might be more than a little insulted at any 
  suggestion his crew needs any assistance in any of 
  their duties. 
   
  Thus the days have passed in idle luxury, 
  leaving you time to tend to your private interests. 
  As you enjoy a late afternoon repast on the 
  quarterdeck, with mugs of the rare but pleasant 
  Perrender brew called hot schokolade in hand, you 
  see the lights of Traft City come into view. A junior 
  officer politely informs you that the captain 
  intends to berth overnight in the city and will leave 
  early in the morning. 
  If for some reason the PCs managed to miss something 
  in their shopping expedition then this is the place to 
  get it. This is the last chance the characters have to buy 
  goods from a decent market before they head off to the 
  wild North. Traft is also a Large City (40,000gp limit for 
  individual items purchased). 
   
  Traft City is filled to the brim (and beyond) with 
  refugees. Overcrowding, the Gloom, and the threat of 
  famine make for a tense atmosphere. It should be 
  apparent to PCs that Perrenland, previously known as a 
  stable and safe nation as countries go, is teetering on 
  the brink of civil disorder. 
  On the morning you depart soon after first ght, 
  the crew quiet and subdued, but going about their 
  business professional y. The north-eastern shores of 
  Lake Quag loom large off to starboard as you glide 
  over the deep ice and carry on your way. Broad 
  sheets of that ice extend out towards you from the 
  shore, grinding and moving as they jostle for 
  posi on.  It should be possible, you fancy, to 
  disembark and walk across the ice to shore. 
   
  The next day, as you take in the rugged beauty 
  of the frozen coastal hills, you spy several empty 
  coastal villages. Not a sign of peop e is seen within 
  them, though judging by their states they can’t be 
  long abandoned, and the departure has been well 
  organized. 
  Towards the middle of the day a plume of black 
  smoke rises from the shore several miles ahead and 
  some of the crew audibly wonder at the meaning of 
  it. As you pass within a few hundred yards of a 
  smal  jutting peninsula of dark ice covered stone, 
  there is a sudden lull in the wind. 
  Have the characters make Listen checks (DC 12). Read 
  the following if some succeed (if every PC fails assume 
  a crewman hears the noise and alerts them – change 
  the description as seems appropriate). 
  In the brief lull you swear you heard a cry for help 
  coming from near the shore. 
  Next have the PCs make Spot checks (DC 12), with 
  each character that succeeded on the Listen check 
  given a +5 bonus to this check. Read the following if 
  they succeed (or reword for alert crew). 
  On the ice, several hundred yards off the starboard 
  bow, is what appears to be a group of people, 
  perhaps a dozen in total. Two of them are wav ng 
  and shouting to attract attention.  As several of the 
  crew rush to make ready one of the ship’s 
  longboats, Captain Sudmeerensen bel ows from 
  beside you, “Back to your stations, you lame limbed 
  pirate spawn; we’ll be picking up no reffos today.” 
   
  Several of the crew stare at him with looks of 
  complete disbelief before reluctantly returning to 
  their duties, glancing at you meaningfully as they 
  do so. 
  EXAMINING THE REFUGEES 
  PCs who use a looking glass or magical means (or 
  succeeds in a Spot (DC 25 check) to get a better look at 
  the refugees can see that they are all women and 
  children (9 adult women, two young girls and one 
  small boy). They have a very desperate, cold and 
  IUZ6-01 The Great Northern Expedition 
   
  Page 9 
  
  hungry look about them.  One of the women is 
  obviously wounded and is dressed as a soldier 
  (breastplate, longsword). She has a black and tan 
  uniform with the red and white crest of Perrenland on 
  the left shoulder. She looks grim but determined. A 
  Knowledge (local – Iuz metaregion or Core) DC15 will 
  inform the PCs that her uniform marks her as a 
  member of the Pax Mecuri, a branch of Perrenland’s 
  professional mercenary army who have a reputation as 
  skilled, tough and very loyal troops. 
  PERSUADING THE CAPTAIN 
  Captain Sudmeerensen does his best to be a 
  dispassionate man these days. This emotional stance 
  comes, he reasons, with the great responsibility set 
  upon his shoulders as the ship’s captain. Besides that, 
  the last time he stopped to pick up some ship-wrecked 
  folk his ship was nearly taken from him when they 
  turned out to be pirates and he lost several crewmen. 
  Van Ingermann made it clear to him that his job hung 
  in the balance for his lack of foresight and caution.  
  Thus the captain feels his current commission depends 
  very much on not placing the ship in danger. 
  However, Captain Sudmeerensen can, with some 
  good convincing from the PCs, be persuaded to heave 
  to and mount a rescue. 
  DM’s Note: Do not immediately reach for the 
  dice. Have players act out the arguments put forward 
  to the captain and judge their efforts. Then apply a 
  modifier to the check based on their attempts, ranging 
  from -2 (no attempt at characterization at all) to +5 (you 
  nearly break down in tears at their pathos or wish you 
  brought a bodyguard). 
  The checks required to make the captain see sense 
  are as follows: 
  • 
  Diplomacy (DC 15) 
  • 
  Bluff (DC 25) 
  • 
  Intimidate (DC 30) 
  What if the PCs fail to persuade the captain? 
  If for some reason the PCs cannot persuade 
  Sudmeerensen to stop then complications might 
  certainly arise. 
  For a start, some PCs might try to use force to take 
  control of the situation, perhaps by overcoming the 
  captain. The crew, well trained as they are, will not 
  accept this, for that would be mutiny. Should this seem 
  to be an approach the PCs are going to take, make it 
  clear to the players that sailing the ship without a 
  cooperative crew is going to be nigh impossible. 
  It is also possible that some (or all) of the PCs 
  jump ship to help the refugees. The captain will 
  allowed the ship to be halted to allow the PCs off, but 
  they’ll be informed Den Vliegenviss will be continuing 
  immediately afterwards. The PCs can then carry on 
  with the rest of the encounter and proceed to Ungra 
  Balan on foot accompanied by their new NPC chums. 
  If the PCs accept the captain’s decision they can 
  proceed to Ungra Balan without experiencing the rest 
  of this encounter. 
  Repercussions 
  If the PCs do come into conflict with Captain 
  Sudmeerensen in some way then he will withhold the 
  funds assigned by Meister Mürgin. This means the PCs 
  will have to provision themselves, initially, with their 
  own funds. Whatever they spend – on items they don’t 
  keep – will be reimbursed at the end of the adventure. 
  Don’t tell the players this, however; let them stew for a 
  while and fret. When the game is ended the repayment 
  might come as a nice surprise. 
  What if the PCs ignore the refugees? 
  Should the PCs prove to be bounders and cads, 
  unconcerned by the plight of the poor folk on the 
  shore, then Den Vliegenviss will sail on, leaving the 
  poor souls behind. Ignore the rest of the encounter and 
  proceed to Ungra Balan. In addition, the PCs are 
  bestowed with the Black Hearted item on the 
  Adventure Record. 
  THE REFUGEES 
  If the PCs convince Captain Sudmeerensen to rescue 
  the refugees then it all goes off very well and there is 
  no risk to the PCs as the refugees are brought safely 
  aboard Den Vliegenviss. 
  Amongst the refugees there are two people of 
  note, the wounded soldier and a half-blood Wolf 
  Nomad. 
  Pelda 
  The soldier is a woman called Pelda Âven, a member of 
  the Pax Mecuri. Pelda has a wealth of potential 
  information that can be coaxed out of her by PCs if 
  they earn her trust (Diplomacy DC 10). Any PC who is 
  a cleric or paladin of Pelor, Mayaheine, Rao, Zodal, 
  Berei, Vathris or Allitur will automatically gain her 
  complete trust. Any PC who is a druid of Ohad-Hai or 
  IUZ6-01 The Great Northern Expedition 
   
  Page 10 
  
  Beory will also gain her trust as she is a devotee of 
  Perrenland’s Old Kerk. 
  Pelda Aven is a Flan from Tehn who fled to 
  Perrenland and then swore loyalty to the (now dead) 
  Voormann, Karenin. She then joined the professional 
  mercenary army to help fight the Old One. 
  The tale Pelda has to tell may be of interest to the 
  PCs, since it gives pertinent information to the state of 
  the region: 
  Her Pax legion, Die Nordsturm, some 2,000 troops 
  backed by six warships and a dozen supply vessels, was 
  dispatched a month ago to Ungra Balan to provide 
  armed support for the region and counter increasing 
  Iuzian incursions along the north-eastern shores of the 
  Quag, land claimed by Perrenland as sovereign 
  territory. 
  The villages of Wallport, Zuis and Greypike to the 
  east of Ungra Balan had been garrisoned by Nordsturm 
  cavalry troopers. But the last few weeks have seen a 
  rapid advance by the enemy and all three villages have 
  now been lost – the garrison in Greypike had no 
  survivors. The other villages were razed by the 
  defenders – a scorched Oerth policy, if you like – and 
  abandoned. 
  In the evacuation her squad from Wallport was 
  obliged to escort a score of villagers who had fallen 
  behind the main column. They became further 
  separated in a blizzard, their horses died and they 
  became hopelessly lost. This morning they were 
  attacked by an orc patrol, taking heavy losses, and the 
  group she was with was forced to flee onto the ice to 
  escape. Then they were rescued. 
  Sabha 
  The other woman of note is a striking looking woman 
  of obvious mixed Flan and Wolf Nomad heritage. Her 
  name is Sabha and she is the daughter of an Uirtag 
  Flan woman from the Burneal Forest. Sabha herself 
  was born outside of the forest and has never been 
  there. When younger she came to Ungra Balan, where 
  she met and married a local Perrenese prospector. Her 
  husband was recently killed by Iuzian marauders and 
  she has fled with her only child, the small boy (called 
  Swen). 
  Having descended into grief stricken desperation, 
  Sabha sees her unexpected rescue as a sign of goodwill 
  from the spirits. In gratitude, she wants to pass that 
  goodwill along to her rescuers. 
  Thus she endeavors to pass on her ‘lucky charm’ to 
  one of the PCs. This charm is a tribal necklace 
  fashioned from a leather cord with a raven’s skull, bird 
  bones and feathers, and carved stones. She will try to 
  give this to one of the PCs. Her preference is to give it 
  to a woman, but if one is not at hand then choose the 
  most ‘feminine’ male PC. 
  An Appraisal check (DC 12) will reveal that the 
  necklace probably isn’t worth much, but it’s likely to be 
  the most expensive thing the poor woman owns. 
  She tells the PC in heavily accented Common that 
  the luck of the spirits has been hers and now she must 
  pass it on to her rescuer. She tries to get the PC to 
  accept it and to wear it. 
  If the PC refuses Sabha will try her best to have 
  the gift accepted, making a point of it being a matter of 
  personal honor. However if the PC is adamant that she 
  should keep her ‘treasure’ she will not push the point, 
  grasping the PC’s hand and kissing it in fawning 
  gratitude. 
  DM’s Note: If the PC does accept the necklace, 
  note whether it is taken and if it is worn openly. This 
  will have a bearing on matters in Encounter Nine. 
  In addition, she will offer to give all of the PCs a 
  sign of good luck, if they will accept it. If so, she will 
  use a substance like henna to dye temporary symbolic 
  tattoos on the palms of those who accept her gift. A 
  Bardic Knowledge test (DC 30) will reveal the symbols 
  to be archaic signs for seeking or hunting. 
  Once the PCs have had a chance to speak with 
  Pelda and Sabha, move to Ungra Balan. 
  CREATURES 
  All APLs (EL 1) 
  Captain Jannis Sudmeerensen: Male Human (Flan) 
  Exp 5, Profession (sailor) +13, Sense Motive +5. 
  Pelda Âven (Veteran Mercenary): Female Human 
  (Flan) Ftr 5, Profession (soldier) +9, Sense Motive +2. 
  Sabha: Female Human (Flan/Wolf Nomad) Com 3. 
  Sailors (12): Male Human (Flan/Oeridian) Exp 3, 
  Profession (sailor) +9, Sense Motive +1. 
   
  ENCOUNTER TWO 
  UNGRA BALAN 
  Ungra Balan. Rumor and written sources have 
  usually said of this frontier trading town, “watch 
  your back and hide your belt pouch”, but that does 
  IUZ6-01 The Great Northern Expedition 
   
  Page 11 
  
  not seem to match what you see. For one, the town 
  is much larger than you had been led to believe; it 
  must be sporting upwards of fifteen thousand 
  people, perhaps even twenty thousand people. The 
  local Wolf Nomads would now appear to be 
  outnumbered by recently arrived folk from other 
  parts of the region. 
   
  A large number of new looking bui d ngs are 
  evident and beyond the confines of the nomads’ 
  tent grounds everything is looking very organized 
  and orderly. Maybe the presence of thousands of 
  Nordsturm troops has something to do with this.   
  l i
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  An obviously new jetty has been built to allow 
  the twenty or more ships currently anchored off 
  shore to unload and load material. Great piles of 
  supplies are wait ng on shore to be loaded onto the 
  ships. As you disembark you realize that your 
  expectations of Ungra Balan may be quite wrong. 
  EXPLORING UNGRA BALAN 
  The PCs will likely look around, and can learn the 
  following information for free: 
  • 
  The town has been occupied by a legion of Pax 
  Mecuri from Perrenland called the Nordsturm. It 
  is not very clear if this represents an alliance 
  between the Tarkhan and Perrenland or if this is a 
  move by Perrenland to secure the northern shore 
  of Lake Quag, an area they have long claimed 
  sovereignty over. 
  • 
  The Nordsturm has dug a defensive ditch around 
  the town and have built a low earth wall behind it 
  with a gate system. More advanced fortifications 
  are also being constructed. 
  • 
  Refugees and soldiers have swelled the population 
  recently, including many western Rovers of the 
  Barrens, who look very out of place in an urban 
  setting and whom the local Wolf Nomads are very 
  unfriendly towards. The locals, however, have had 
  little choice but to accept this position, but they 
  have profited considerably so grumbling has been 
  minimal. 
  • 
  The Nordsturm have recruited heavily from the 
  local population and hundreds of “cadets” are 
  being trained to better defend the town. 
  • 
  A local militia has been recently raised. They have 
  been equipped in the style of Perrenese troops and 
  are wearing uniforms obviously drawn from 
  surplus Perrenland stocks. They have single red 
  running wolf emblems upon the chests of the 
  otherwise red and white Perrenland tabards. A 
  Knowledge (local, Iuz metaregion) check (DC 10) 
  reveals the red running wolf is the symbol of the 
  Wegwiur (Wolf Nomads). 
  PCs can learn the following with Gather Information 
  checks: 
   
  DC 10: A slaughterhouse (its stench gives it away) 
  has been set up in the town to kill, process and store 
  for transport to Perrenland large numbers of caribou 
  being herded in by Rovers of the Barrens. 
   
  DC 15: Many farmers have been brought to Ungra 
  Balan and the fertile area around the town has been 
  prepared for planting. 
   
  DC 20: The famine in Perrenland is getting so bad 
  that foodstuffs from the northern shores of Lake Quag 
  are fetching unheard of prices in the large bustling 
  market place in the town. Many nomads have sold 
  their entire herds for prices that were simply too good 
  to be true. 
   
  DC 25: The Tarkhan has sent a delegation of 
  Khans to the commander of the Nordsturm, a 
  Perrender politician called Ingolt Weisspeer. 
   
  DC 30: The delegation includes the seventh son of 
  the Tarkhan, Lekkol Khan. 
  Things to buy 
  PCs can purchase anything within the Players 
  Handbook for 1.5 times the listed book price. In the 
  local markets they can gain meta-regional access to 
  certain special items and exotic materials: 
   
  Armor insulation: 50gp. 
   
  Whale Grease: 75gp. 
  HUNTING VAN INGERMANN 
  At some point the PCs are going to want to get on to 
  what they’re here for in the first place – tracking down 
  Uust and figuring out where he is. 
   
  They can go about this in two ways, or a 
  combination of both. They can track down and 
  discover Uust’s base of operations in Ungra Balan, or 
  they can ask around to gather information about the 
  town. 
  Asking around 
  Uust certainly was no shrinking violet whilst he was in 
  town. An energetic fellow, he spoke to many folk 
  whilst he was preparing for his trip north. The PCs can 
  make Gather Information checks to discover various 
  snippets of news: 
  IUZ6-01 The Great Northern Expedition 
   
  Page 12 
  
   
  DC 10: Uust Van Ingermann stayed in the tent 
  village of the Wolf Nomads. 
   
  DC 12: His party left Ungra Balan in two 
  longboats about a week ago. 
   
  DC 14: He hired some Wolf Nomad guides 
  through a respected older warrior, Annor Nazh, in 
  whose tent he had been billeted. 
   
  DC 16: Annor Nazh is a proud old warrior known 
  for his hospitality. 
   
  DC 18: It’s always best to approach and elder with 
  small gifts. (A Knowledge (local, Iuz metaregion) 
  check (DC 18) will reveal the part about the gifts as 
  well. 
   
  DC 18: Uust was asking many questions of the 
  local Wolf Nomads about the Burneal Forest. 
   
  DC 20: He spent time in the markets inspecting 
  various relics that are claimed to be of Ur-Flan origin. 
   
  DC 25: He was most interested in old tales about 
  the Fler River, particularly its source. 
  Van Ingermann’s Possessions 
  It should take the PCs little effort to discover that Van 
  Ingermann stayed in the tent village of the Wolf 
  Nomads. A little more prying and they can learn he 
  stayed with a man called Annor Nazh. 
   
  The tent village was once outside the old earthen 
  walls of Ungra Balan, a place where less settled Wolf 
  Nomads would make their home for a time before 
  roving again. Now it falls within the arc of the new 
  earthworks, a fact which does not impress some of the 
  local tribal people. Though things are still civil, any 
  PCs wandering in the village can expect flat stares and 
  the odd growl from unimpressed Wolf Nomads. 
   
  Annor Nazh himself is a semi-settled elder of the 
  tribe, a renowned and fearsome warrior in his day who 
  now lives well off his reputation. He is a sarcastic old 
  cove who is enjoying some relaxation in his twilight 
  years. Nonetheless he’s still a dab hand with a spear 
  when needed. 
   
  PCs should approach Annor with respect without 
  being sycophantic. He likes folk to stand up for 
  themselves. If they can worm their way into his favor 
  (Diplomacy (DC 15) or Bluff (DC 18) check) he will 
  show them due hospitality. Should the PCs butter up 
  Annor with appropriate gifts (flashy weapons, ‘macho’ 
  clothing, strong drink, etc.) they may have a bonus of 
  +1 to the check per 25gp spent (up to a maximum of 
  +5). 
   
  If they convince him that they are looking out for 
  Van Ingermann’s best interests he will inform them 
  that he has some of his friend’s possessions kept safe 
  for him. Perhaps there might be some clues held 
  within. Annor will allow them to look through the gear 
  left by Uust, but under no circumstances might they 
  take anything. 
   
  Anyone who looks through Uust’s belongings will 
  find a rolled up collection of notes. If they take the 
  time to read through them they may pick up further 
  information, depending on how well they interpret the 
  writings. 
   
  Knowledge (arcana) DC 15: The notes speculate 
  about mystical knowledge that may prove to be a secret 
  weakness of Iggwilv, and perhaps even Iuz himself. 
   
  Knowledge (geography) DC 18: A source of the 
  Fler River lies within the Burneal Forest, and seems to 
  be a point of interest. 
   
  Knowledge (history) DC 15: It appears Uust has 
  found that the denizens of the Burneal Forest in 
  ancient times were foes of the ancestors of a Witch 
  Queen. 
   
  Knowledge (nature) or Survival DC 15: Uust 
  was well aware of the dangers presented by the frigid 
  climate and provisioned accordingly. 
   
  Knowledge (religion) DC 20: The notes he has 
  collated on artifacts he has found and ancient writings 
  would point to there being some link to the dread god 
  Nerull. 
  Drawing Conclusions 
  There is certainly enough information available, either 
  in the notes or through asking around, for the PCs to 
  determine where Uust has gone. Proceed to Encounter 
  3. 
   
  If the PCs somehow managed to fail in their 
  information gathering, feel free to improvise an 
  encounter where some NPC who’s heard of their 
  interest offers to sell them details on Van Ingermann’s 
  departure for 100gp. 
   
  DM’s Note: If this happens do not award them xp 
  for discovering Uust’s destination. 
   
  IUZ6-01 The Great Northern Expedition 
   
  Page 13 
  
  ENCOUNTER THREE 
  PREPARATIONS 
  As suspected, Uust Van Ingermann has headed 
  north, intent on fol owing the Fler River into the 
  cold Burneal Forest. Not much is known of that 
  region, so i  would appear that to find an explorer 
  you might have to become explorers yourselves. 
  Some sort of preparation would appear to be the 
  order of the day. 
  l
  t
  Assuming the PCs are prepared to head off into the 
  wilderness in search of Uust then they might want to 
  prepare a bit in advance. They have to decide how to 
  get where they’re going and what equipment they 
  think they’re going to need. 
  PAYING THE PRICE 
  If the PCs in some way come into conflict with Captain 
  Jannis Sudmeerensen then provisioning becomes 
  somewhat more complicated, for he will withhold the 
  funds provided by Mürgin Van Ingermann. The PCs 
  will have to equip themselves using their own funds. 
   
  DM’s Note: Whatever funds the PCs pay for 
  expedition equipment (i.e. expendables for the purpose 
  of the task that they don’t keep afterwards) will be 
  refunded by Mürgin at the end of the adventure. Do 
  not, however, tell the players this until the end of the 
  adventure. 
   
  If, however, there has been no great trouble then 
  the PCs’ forthcoming travel will be funded by 
  Sudmeerensen, within reason. He isn’t going to 
  quibble over tens of gold pieces here and there, but a 
  cost of thousands will certainly raise eyebrows. In 
  general, a cost of APLx100gp in total is a decent 
  benchmark. 
   
  For the purpose of item purchase, Ungra Balan’s 
  market is considered to be that of a Small City 
  (15,000gp limit for individual items purchased) 
  GUIDES 
  Groups without an outdoorsy character (ranger, druid, 
  barbarian or appropriately skilled rogue), and even 
  those that do, are probably going to want to hire one or 
  more guides. Thankfully there are Wolf Nomads in 
  town who know the fringes of the Burneal Forest well 
  enough to act in this role. Two of them, Chintuk and 
  Agara, are available and willing to do the job. 
   
  Note that it isn’t necessary to hire a guide, 
  especially if they have a copy of Uust’s draft map. But 
  having one might well make life easier somewhere 
  along the way. 
  Locating the guide(s) 
  Before hiring someone to guide them, the PCs first 
  have to find them. This isn’t too hard, requiring a 
  Gather Information (DC 15) check. 
  Securing the guide(s) 
  Once the PCs have found either Chintuk or Agara, or 
  both (DM’s choice), they can endeavor to secure their 
  services. So long as they treat the Wolf Nomads with a 
  modicum of respect – a Diplomacy check (DC 12) – 
  then they can get an agreement of interest. 
  Negotiating a price 
  Finally the two groups must settle on an acceptable 
  price. This step may be skipped if time is pressing, and 
  the PCs are being funded rather than paying out of 
  their own pocket. Otherwise they should make a 
  Diplomacy (DC 14) or Bluff (DC 18) check, with a base 
  price of 20gp per guide. Reduce this price by 1gp per 
  point over the DC for success, with a minimum of 
  10gp. Likewise increase the price by 1gp per point 
  below the DC for a failed check, with no maximum. 
  The guides 
  Chintuk: Male human Bbn3; see Appendix Five. 
  Agara: Male human Rgr4; see Appendix Five. 
  TRAVEL PLANS 
  Another decision the PCs have to make is how they 
  intend on traveling in Uust’s footsteps. They have two 
  basic options: land or water. 
  Land-based travel 
  Should Shank’s pony be the option of choice for the 
  party then there isn’t much else they need to do except 
  kit themselves out, gather guides if desired, and hit the 
  road (or riverside as the case may be). 
  Water-based travel 
  Since they seem destined to follow a river, it’s entirely 
  expected that the PCs may decide to take a boat. Any 
  illusions they might have of commandeering Den 
  Vliegenviss 
  will 
  be 
  quickly 
  shattered 
  by 
  Sudmeerensen; he is going no further than Ungra 
  Balan. His orders don’t permit him to travel further 
  north and, besides, it is very likely the Fler River is not 
  navigable by so large a vessel. 
   
  But there are plenty of smaller vessels around that 
  can be hired. A successful Gather Information (DC 12) 
  IUZ6-01 The Great Northern Expedition 
   
  Page 14 
  
  check will point the party in the direction of Jonas 
  Groenzee, a local fisherman with a longboat for hire. If 
  the PCs are footing the bill it will cost them 20gp for 
  the hire of the boat, following a Diplomacy (DC 12) 
  check. 
   
  If none of the PCs have Profession (Sailor) they 
  can hire the services of Jonas and his son Pedder to do 
  the sailing for them. This will cost a further 30gp, and 
  requires a Diplomacy (DC 14) check. 
  Jonas: Male human Com4; see Appendix Five. 
  Pedder: Male human Com2; see Appendix Five. 
  DM’s Note: Animal companions of a size of Large or 
  above cannot accompany the PCs on board a single 
  boat, due to space constraints. Make that fact clear 
  before they agree to use this transport method. It is 
  possible to hire a second boat for double the cost. 
  ON THEIR WAY 
  Once the PCs have bought what they want, dealt with 
  the guide issue, and arranged their mode of travel, they 
  can set off. 
   
  If the party is traveling by land, proceed to 
  Encounter Four. 
   
  If the party is traveling by boat, proceed to 
  Encounter Five. 
   
  DM’s Note: Each group can only experience one 
  of these two encounters. Doing one negates the other. 
   
  ENCOUNTER FOUR 
  WALKING THE FLER 
  Leaving Ungra Balan behind, you travel westwards 
  for a day along the northern shorel ne of Lake 
  Quag, until you come to the mouth of the Fler 
  River. Across the frigid river, in which min ature 
  icebergs drift slowly through smaller shards of ice, 
  you can see the low bulk of the northern spur of 
  the Mounds of Dawn. Thankful y you don’t have to 
  cross the river, and thus you only hear the strange 
  cal s and noises from the monstrous creatures that 
  inhabit those hills, rather than meet the makers of 
  those sounds. 
  i
  i
  l
  l  
  i
  l
  l
   
   
  You encounter few other people 
  n your 
  travels, for though this is Wolf Nomads territory, 
  few of the tribesmen journey to the cold river in 
  the winter months. Once you pass the Mounds of 
  Dawn you do spot other people, for the ow and 
  now across the Fler is claimed by the Tiger 
  Nomads, and you spy bands of those fierce people 
  on occasion. However they do little but posture and 
  shout what would seem to be rude insults in your 
  direction. 
  After several days of hard travel, you come over 
  an undulation in the frozen land to see the dark 
  smudge of forest on the horizon and you recognize 
  the Burneal Forest is within reach. Before you enter 
  those woods, however, you must traverse some low 
  rough hills, their treeless flanks covered in snow 
  and frozen rocks. Even in more pleasant seasons 
  this land must be harsh and unwelcoming. 
   
  Eventually, with the forest now easily in sight, 
  you come in the late afternoon to an area less cold 
  than the surrounding land. Warm water from the 
  Oerth’s depths seeps to the surface, forming a 
  marshy stretch where steam drifts lazily above the 
  ground in slowly swirling tendrils. Plants grow in 
  relative abundance, and small animals dart about, 
  showing that Nature’s bounty can be found in the 
  most surprising of places. 
   
  Near the river there are signs of a boat being 
  dragged onto the shore in recent times, and the 
  remnants of a camp can be seen, one of several you 
  have come across on your trek. 
  The low area where the PCs find themselves is home to 
  many plants and animals, as described, and is a good 
  place for them to replenish some of their supplies. A 
  Survival or Knowledge (nature) check (DC 15) is 
  enough 
  to 
  forage 
  successfully 
  for 
  appropriate 
  foodstuffs or herbal supplies to aid Heal checks. 
   
  In short, the bounty of the small area is enough 
  that it should act as a lure, enticing the party to set a 
  camp for the night. 
   
  If they seem reluctant, use the signs of the camp as 
  another form of bait to get them to settle. Search or 
  tracking via Survival will reveal the signs of a well-
  managed camp of approximately a dozen people, with 
  nothing of particular interest (i.e. treasure) being 
  found. 
   
  Should they still seem determined to push on, 
  have someone make a Knowledge (nature) or Survival 
  (DC 12) check to realize it will be quite cold that night, 
  and that this area will provide the best camp site for 
  several miles. 
   
  If need be, any guides they may have brought 
  along will recommend the camping site. 
  IUZ6-01 The Great Northern Expedition 
   
  Page 15 
  
  EXPLORING THE AREA 
  Some PCs may wonder why there is such a warm place 
  in so cold a region. A successful Knowledge (nature) or 
  Knowledge (geography) check (DC 15) will provide 
  the answer – the area sits above a thermal vent, and 
  deep heat from within the Oerth is rising more easily 
  to the surface and warming the ground and the water. 
  Thus there is marshy terrain. 
   
  The limits of the area are a stretch about two miles 
  along the river bank, extending east inland by about 
  half a mile, ringed by low snow laden hills. The ground 
  is most marshy near the river, so a Survival (DC 15) 
  check will reveal the best campsite to be near the one 
  they found, in a narrow area where the river is closest 
  to the hills. 
   
  If the PCs are determined to thoroughly explore 
  the area, the DM should try to deter them with casual 
  mention of how that might take some decent amount 
  of time. Another choice is to have any hired guide(s) 
  mention it wouldn’t be good to venture too far in 
  unfamiliar territory. 
   
  Should the PCs remain undeterred and are willing 
  to spend some time (see DM’s Note below) then allow 
  Knowledge (nature) or Survival (DC 25) checks, or a 
  Knowledge (geography) check (DC 30) to recognize 
  that the thermal thaw extends as far as the lower slopes 
  of the hills, and that the snow on their flanks seems 
  firm but is really only a hardened crust. 
   
  Creatures without some sort of means of seeing in 
  darkness suffer an increase of +5 to the DC for these 
  checks. 
   
  DM’s Note: This degree of exploration will extend 
  into the night’s darkness to achieve completion of the 
  check and gain the knowledge. 
  A LIGHT IN THE NIGHT 
  This encounter occurs when the party has settled down 
  into camp for the night, or when one or more have 
  headed off to explore the area, or finally if they push on 
  further and reach the fringes of the marsh as darkness 
  falls. The read aloud text assumes a camp has been set; 
  paraphrase as necessary. 
  Darkness settles in early and crowds in upon you, 
  though the unexpected warmth is welcome. 
  Fol owing a long day’s trek through rough lands, a 
  rest is welcome and once your bellies are full your 
  eyes begin to droop. 
  l
   
  Before you can slip into the welcome embrace 
  of sleep your ears prick up as you hear a noise from 
  the hills nearby, and when you look in the 
  direction of the sounds you can see the flickering 
  of a torch light.  
  Check the results on Listen checks for the PCs: 
   
  DC 15: The noise is that of murmuring over the 
  sound of some higher pitched crying. 
   
  DC 20: There seems to be harsh whispered 
  chanting coming from the direction and there also 
  appears to be the sporadic sobbing of a woman or 
  perhaps a child. 
   
  DC 25: The language of the whispering can be 
  made out; for those who know it, the tongue is Auran. 
   
  DC 30: The voices are a little burred, as if spoken 
  over something buzzing, and are not quite natural. 
   
  In addition, Spot checks may reveal more 
  information. 
   
  DC 15: The movement is slow and measured, as if 
  in some form of formal march. 
   
  DC 20: The light is more akin to that from a 
  lantern or perhaps a magical light. 
   
  DC 30: There only seems to be the light, no other 
  forms can be seen out there. 
   
  In fact, the PCs are being lured into a wicked trap 
  by one or more will-o’-wisps with malicious intent on 
  their minds. The act as a night procession is to 
  convince the PCs to follow and explore further, with 
  the intent to draw them into an area where a mudslide 
  might be triggered, allowing a better attack by the 
  nasty creature(s). Once the will-o’-wisps reach the hill 
  line they fade and lower their ‘speaking’, to simulate 
  entering a hidden chamber within the hill. 
   
  Refer to the map for the encounter (see DM’s Aid 
  Three). The will-o’-wisps attempt to lead the PCs in a 
  line that leads from the bottom right to the top left of 
  the map. The displayed Bury Zone is also the trigger 
  zone for the mudslide. Anyone not walking carefully 
  (performing Balance check as shown in the trap detail 
  below) in this area automatically triggers the mudslide. 
   
  The Mud Zone is where the mud will slide to, 
  impeding movement, but not causing damage or 
  threatening to bury anyone. In addition, when moving 
  into this zone, PCs may make the checks listed in order 
  to notice the danger; add +10 to the listed DC for 
  innate skill checks (where players have not specifically 
  stated they will look for danger), of which each PC gets 
  one when entering this zone. 
  IUZ6-01 The Great Northern Expedition 
   
  Page 16 
  
   
  The Hillside is steep, and all normal land 
  movement is quartered in those squares. If the 
  mudslide is triggered, the Hillside should then be 
  considered to have the same conditions as the Mud 
  Zone. 
   
  DM’s Note: When initially drawing the map, 
  which has been scaled for a standard RPGA battlemat, 
  only draw the hillside at first. If a slide is triggered, 
  draw in the mud and bury zones. 
  APL 6 (EL 9) 
  Will-o’-wisp (advanced): hp 76; see Appendix One. 
  Mudslide: CR 6; natural; touch trigger; no reset; 7d6 in 
  bury zone, 1d6/minute non-lethal (when buried), 1d6 
  lethal damage/minute (when buried and unconscious, 
  DC 15 Con each time for no damage); Reflex DC 13 for 
  half damage and not buried; Search (DC 35) or 
  Knowledge (nature)/Survival (DC 25) or Knowledge 
  (geography) (DC 30); No disable, Balance (DC 20) to 
  avoid triggering; DC 16 Str check per minute to exit 
  mud if buried. In mud, speed reduced by half and -1 to 
  AC and attack rolls. 
  APL 8 (EL 11) 
  Will-o’-wisp (advanced) (2): hp 76, 76; see Appendix 
  Two. 
  Mudslide: CR 8; natural; touch trigger; no reset; 11d6 
  in bury zone, 1d6/minute non-lethal (when buried), 
  1d6 lethal damage (when buried and unconscious, DC 
  15 Con each time for no damage); Reflex DC 15 for half 
  damage and not buried; Search (DC 35) or Knowledge 
  (nature)/Survival (DC 25) or Knowledge (geography) 
  (DC 30); No disable, Balance (DC 20) to avoid 
  triggering; DC 16 Str check per minute to exit mud if 
  buried. In mud, speed reduced by half and -1 to AC and 
  attack rolls. 
  APL 10 (EL 13) 
  Will-o’-wisp (advanced) (4): hp 76, 76, 76, 76; see 
  Appendix Three. 
  Mudslide: CR 10; natural; touch trigger; no reset; 15d6 
  in bury zone, 1d6/minute non-lethal (when buried), 
  1d6 lethal damage (when buried and unconscious, DC 
  15 Con each time for no damage); Reflex DC 17 for half 
  damage and not buried; Search (DC 35) or Knowledge 
  (nature)/Survival (DC 25) or Knowledge (geography) 
  (DC 30); No disable, Balance (DC 20) to avoid 
  triggering; DC 16 Str check per minute to exit mud if 
  buried. In mud, speed reduced by two thirds and -2 to 
  AC and attack rolls. 
  APL 12 (EL 15) 
  Will-o’-wisp (advanced) (4): hp 76, 76, 76, 76; see 
  Appendix Four. 
  Mudslide: CR 14; natural; touch trigger; no reset; 23d6 
  in bury zone, 1d6/minute non-lethal (when buried), 
  1d6 lethal damage (when buried and unconscious, DC 
  15 Con each time for no damage); Reflex DC 21 for half 
  damage and not buried; Search (DC 35) or Knowledge 
  (nature)/Survival (DC 25) or Knowledge (geography) 
  (DC 30); No disable, Balance (DC 20) to avoid 
  triggering; DC 16 Str check per minute to exit mud if 
  buried. In mud, speed reduced by two thirds and -2 to 
  AC and attack rolls. 
  TACTICS 
  DM’s Note: This combat is not designed to kill the 
  party, however tough it may be. At such an early part in 
  the piece fatalities should only occur if players are 
  almost willfully stupid. 
   
  These will-o’-wisps are not interested in just 
  killing people. Malicious as they are, they want people 
  to suffer. Thus they will inflict as much pain as they 
  can throughout the party rather than concentrating 
  their attacks on the one person, as would be tactically 
  better. Any individual will-o’-wisp that loses over half 
  its hit points will start to hammer on single individuals 
  with lethal intent. 
   
  If the PCs somehow avoid the trap, or circumvent 
  it in some way, then the will-o’-wisps will be enraged 
  by the failure of their plan and will attack with intent 
  to kill quickly. In this case they will focus on 
  individuals, usually those who show the most chance 
  of doing damage. 
   
  If there is no movement at all from any of the PCs 
  following the mudslide then the will-o’-wisps will 
  think they have killed all the PCs, get bored, and 
  depart. 
   
  The will-o’-wisps will make good use of their flyby 
  attack and combat reflexes feats at all times. 
   
  At any time that a will-o’-wisp is reduced to 25% or 
  less hit points, it will flee the combat in the most 
  expedient fashion. 
   
  DM’s Note: The will-o’-wisps cannot see, and thus 
  will not attack, any character who is buried in the 
  mudslide. 
   
  IUZ6-01 The Great Northern Expedition 
   
  Page 17 
  
  ENCOUNTER FIVE 
  SAILING THE FLER 
  Leaving Ungra Balan behind, you travel westwards 
  for a day along the northern shorel ne of Lake 
  Quag, until you come to the mouth of the Fler 
  River. Across the frigid river, in which miniature 
  icebergs drift slowly through smaller shards of ice, 
  you can see the low bulk of the northern spur of 
  the Mounds of Dawn. Thankful y you don’t have to 
  land across the river, and thus you only hear the 
  strange calls and noises from the monstrous 
  creatures that inhabit those hills, rather than meet 
  the makers of those sounds. 
  i
  l
  i
  l
  l
  .
  i
   
   
  You encounter few other people 
  n your 
  travels, for though this is Wolf Nomads territory, 
  few of the tribesmen journey to the cold river in 
  the winter months. Once you pass the Mounds of 
  Dawn you do spot other people, for the ow and 
  now on the western bank of the Fler is claimed by 
  the Tiger Nomads, and you spy bands of those 
  fierce people on occasion. However they do little 
  but posture and shout what would seem to be rude 
  insults in your direction  
   
  After several days of steady travel – on 
  occasions the river is frozen and you must fit the 
  ice runners – you come to a widening in the river 
  where you see the dark smudge of forest on the 
  horizon, and you recognize the Burneal Forest is 
  within reach. Before you enter those woods, 
  however, you follow the winding river along 
  canyons carved through low rough hills, their 
  treeless flanks covered in snow and frozen rocks. 
  Even in more pleasant seasons this land must be 
  harsh and unwelcoming. 
   
  Eventually, as the forest is more regularly in 
  sight, the river’s surface becomes frozen solid, 
  though water runs slowly underneath the ce. 
  Where the land begins and the river ends becomes 
  increasingly difficult, but thankfully the ice seems 
  thick and you skim slowly along with little trouble. 
  As you round a sharp bend and lose sight of the 
  forest once more you hear singing, the beautiful 
  but mournful tune of a woman. It seems to be 
  coming from underneath the ice! 
  Whilst Jonas and Pedder are the primary sailors of the 
  boat, the PCs may be put to work crewing the vessel. 
  So long as one of the sailors is in charge there is little 
  difficulty in being a crew member. When the party 
  encounter extended areas of freezing on the river, the 
  boat can be fitted with ice runners, taking an hour of 
  work by the party. Ostensibly the boat is a much 
  smaller version of a sailing ice ship. 
   
  DM’s Note: Should any players ask, the 
  experience is enough to justify their taking Profession 
  (sailor) in their next level up. 
  THE ICE SINGER 
  When the party is within a day’s travel of the forest 
  they will have the likely anticipated dangerous 
  encounter. In a tight bend in the river there lives a 
  rusalka, an aquatic woman of fey heritage. 
   
  The rusalka is a denizen of the river, bound to it by 
  mystical ties. In appearance she is a beautiful pale 
  slender woman, looking a little elven, with long 
  unbound white hair. She is unclad, but her modesty (if 
  she had any) is preserved by a thin covering of blue-
  white frost. 
   
  This rusalka – she is a solitary creature with no 
  need for a name – has been disturbed by the 
  appearance of an aggressive water elemental that has 
  been drawn through a (now closed) planar rift and is 
  none too happy itself. The elemental will not let the 
  rusalka pass and she is caught in a horseshoe canyon 
  formed by the river. 
   
  She was in a dormant state of depression when 
  Uust party went by, so she missed them, as did the 
  elemental. Since then she has been alert and with the 
  appearance of the party she sees a chance at escape. 
   
  The rusalka begins by watching the party from 
  cover, underneath the ice near a crack where she can 
  pop up a little and see them. She starts to sing when 
  the elemental is lurking directly between herself and 
  the party. It requires a Spot (DC 25) check to actually 
  see the rusalka, and a Spot (DC 35) to notice the 
  movement of something big (the elemental) under the 
  ice. 
  DM’s Note: See DM’s Aid Four for a layout of the 
  combat. The Rusalka starts at R and the elemental at E. 
  The boat position is also noted. 
   
  During the combat each ice square has a chance of 
  collapsing. For each round that a creature is engaged in 
  combat (either attacking or being attacked) on a 
  particular square there is a cumulative chance that the 
  ice will collapse. The cumulative chance is: 
  • 
  5% per round for Small characters. 
  • 
  10% for Medium characters. 
  • 
  20% for Large or bigger creatures. 
  IUZ6-01 The Great Northern Expedition 
   
  Page 18 
  
   
  For example, if a Medium creature is fighting on a 
  square in round one the chance of collapse is 10%. If in 
  the next round the Medium creature moves out of the 
  and a Large creature moves onto the square but does 
  nothing apart from moving then the chance is still 
  10%. If in the third round the Large creature is engaged 
  in combat then the chance increases to 30% and so on. 
   
  DM’s Note: If using a battlemat it would be wise 
  to tick off each 5% chance onto individual squares on 
  the map until the square finally collapses. 
   
  The water elemental may pass through the ice at 
  will, since it is still water of a sort. Likewise, it can 
  choose to break squares at will, though this counts as a 
  move equivalent action. If it chooses to break the ice 
  then all the squares in its template are broken. 
   
  Cold effects: Anyone falling into the water may 
  be subjected to the effects of hypothermia or 
  drowning. See the Dungeon Master’s Guide on pages 
  302 and 304 respectively for details on each of these 
  dangers. 
   
  DM’s Note: The ELs of this encounter have been 
  raised due to the environmental effects, which favor 
  the elemental. 
  APL 6 (EL 9) 
  Rusalka (advanced): hp 21; see Appendix One. 
  Water elemental, huge: hp 152; see Monster Manual 
  (p. 100). 
  APL 8 (EL 11) 
  Rusalka (advanced): hp 21; see Appendix Two. 
  Water elemental, greater: hp 199; see Monster 
  Manual (p. 100). 
  APL 10 (EL 13) 
  Rusalka (advanced): hp 21; see Appendix Three. 
  Water elemental, elder: hp 228; see Monster Manual 
  (p. 100). 
  APL 12 (EL 15) 
  Rusalka (advanced): hp 21; see Appendix Four. 
  Water elemental, elder (advanced): hp 304; see 
  Appendix Four. 
  TACTICS 
  Rusalka 
  The rusalka’s intent is to use her beguiling song to 
  drawn one of the party towards her. She assumes 
  (correctly) that the elemental will attack anyone who 
  approaches. Her aim is to draw the party and the 
  elemental into an extended combat and use the 
  distraction as a means for her to escape under the ice. 
   
  If the opportunity presents itself, she is not above 
  trying to steal a stray male character away as a mate, 
  casting water breathing on any man who is charmed by 
  her. She targets fighters and the like, those most likely 
  to fail a Will save. The rusalka only does this if it seems 
  she can do so without being pursued (so she might 
  steal one of the NPCs away rather than a PC). 
   
  DM’s Note: The rusalka has a minor ring of 
  energy resistance (cold) hidden away elsewhere so that 
  any mate she chooses will be protected from the cold. 
  This is not in the treasure list, nor should it be. 
   
  Should anyone get close enough to cause damage 
  to the rusalka, and show intent to do so, she will flee, 
  taking cover under the ice where possible. 
   
  The rusalka bears no particular ill will against the 
  party and is really just selfishly looking out for her own 
  interests. She is willing to parlay to save her skin if 
  need be. 
  Water Elemental 
   
  The water elemental’s tactics are brutally simple – 
  attack the intruders with the intent of causing massive 
  damage where it can. The conditions are such that if its 
  opponents are standing on ice neither of the 
  conditions noted in the water mastery ability apply. If 
  someone falls into the water then it will target them, 
  taking the +1 bonus. 
   
  If the elemental uses its vortex ability then the ice 
  over the area of the vortex will collapse on the 
  elemental’s next action following commencement of 
  the vortex. Anyone standing on the ice at that time will 
  fall in. A Spot (DC 15) check will reveal the churning 
  water below the ice and provide a warning. 
   
  The water elemental might also drag unlucky 
  characters under water and thrust them under the ice, 
  to face possible hypothermia and drowning. 
   
  The elemental is more interested in destroying the 
  party than the rusalka, and will pursue them in 
  preference to her. 
   
  IUZ6-01 The Great Northern Expedition 
   
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  ENCOUNTER SIX 
  CAMPSITE OF CLUES 
  Final y you pass into the expanse of the Burneal 
  Forest, a cold mist-enshrouded place that stretches 
  beyond the horizon. The further north you travel, 
  the colder the Fler becomes as it winds its way 
  through a canyon worn amongst the dark trees. The 
  Burneal feels like an otherworldly place, removed 
  from the Oerth as you know it. Nonetheless there 
  is a certain bleak beauty about the region, and the 
  snow and mist make the trees and river seem as if 
  they were painted in shades of grey. 
  l
   
   
  In time you come to a fork in the river, a point
  where a major tributary joins to widen the river’s 
  progress. Here, though, the cold achieves mastery 
  and the river’s surface is frozen solid. Thus it is not 
  surprising that you soon spot signs of a major camp 
  through the mist. Perhaps you may have found the 
  elusive Uust Van Ingermann… 
  What the characters have found is the base camp 
  established by Uust when he discovered the main 
  eastern tributary of the river. Knowing there might be 
  cataracts ahead, Uust decided to set a camp and leave 
  his boats to journey ahead on foot. 
   
  The two boats and the heaviest of equipment have 
  been left behind, along with tents for members of 
  Uust’s party who remained to secure the camp. 
   
  From looking at the camp and around the nearby 
  area, the PCs can learn several things via appropriate 
  skill checks: 
   
  Survival DC 12: The camp was set up just under a 
  week ago. Four or five people stayed at the camp. 
   
  Tracking (Survival) DC 12: A large group of 
  perhaps eight or nine people left just under a week ago, 
  heading north-east along the Fler’s tributary. 
   
  Search DC 15: Bloodstained bandages were 
  burned in the campfire. 
   
  Tracking (Survival) DC 15 or Search DC 18: The 
  camp has been ransacked, but probably by beasts rather 
  than humanoids. The fire was last lit two or three days 
  ago. 
   
  Tracking (Survival) DC 18: Two large, probably 
  dire, bears went through the camp within the last two 
  or three days, likely looking for food. Afterwards, small 
  forest creatures came in and poked around. 
   
  Search DC 15: Fifty yards or so east of the camp, 
  near dug out latrines, is the sign of a skirmish, and 
  frozen bloodstains. 
   
  Heal DC 10: The size of the bloodstain indicates a 
  fatal injury to a Medium or Smaller creature, or a 
  severe injury to a Large creature. 
   
  Tracking (Survival) DC 15: A fight took place 
  between a large bear and two humanoids. One of the 
  humanoids was severely injured and the other 
  moderately injured. Drag marks indicate the bear took 
  a body away into the woods. 
   
  Tracking (Survival) DC 12: Bloody footprints 
  lead back towards the camp, and the person was 
  running. The bleeding was stopped or the blood wiped 
  off before the camp was reached. The person then 
  staggered back into camp. 
   
  Tracking (Survival) DC 12: The drag marks lead 
  deeper into the woods. If they are followed, they lead a 
  quarter mile to the half-eaten body of a young Wolf 
  Nomads woman. The gruesome remains are frozen 
  solid. 
   
  Tracking (Survival) DC 15: Three sets of 
  footprints head north-east along the river shore, 
  followed by paw prints of a very large bear. This seems 
  to have been a fighting retreat, judging by blood stains 
  and the nature of the prints. One set of prints goes out 
  to the river ice, whilst the others go to a copse of trees. 
   
  Spot or Search DC 18: There are two frozen 
  bodies up in the trees, huddled where they froze to 
  death. There is another frozen body trapped under the 
  ice, where it gave way in the flight. 
  WHAT HAPPENED 
  It may be that some bright sparks will use some form 
  of magic to raise or speak with the dead, or something 
  similar. In that case, and as an aid to the DM to answer 
  other unpredicted questions, here is a brief summary 
  of what happened: 
   
  Just under a week ago Uust and his party reached 
  the site after a generally uneventful trip (such a large 
  party usually scares off attackers). Seeing the tributary 
  may not be passable by boat, Uust took two thirds of 
  the group with him and left four people behind. These 
  four consisted of three human Perrender men, Gurrin, 
  Mirt, and Brinner, all specialist boatmen, and a Wolf 
  Nomad woman Taga, the cook. 
   
  Three nights ago Taga and Mirt, who had formed 
  an attachment, were engaged in some ‘frivolity’ outside 
  IUZ6-01 The Great Northern Expedition 
   
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  the camp when they were attacked by a dire bear, and 
  Taga was dragged off and mostly eaten. 
   
  Mirt, wounded, staggered back to camp and his 
  wounds were tended. In the morning, another dire 
  bear appeared and attacked the camp, and forced a 
  running battle of retreat. Mirt, not thinking straight 
  from the pain, ran onto the ice in panic and fell 
  through, succumbing to hypothermia and drowning. 
  Gurrin and Brinner climbed trees but the bear 
  remained nearby, and when a cold snap came the next 
  night, they froze to death as well. 
   
  The bears then went through the camp, searched 
  for food, and left. Other forest creatures came in 
  afterwards to scavenge. 
   
  DM’s Note: If any of the dead NPCs are somehow 
  raised, then they will want to fortify the camp and 
  remain behind, nervous as anything. 
   
  Should the PCs gather the bodies together so they 
  may be returned, the PCs will receive the Respect for 
  the Dead item on the Adventure Record. 
   
  It should be readily apparent that Uust has carried 
  on deeper into the forest, and his path leads along the 
  tributary. Proceed to Encounter Eight. 
   
  DM’s Note: Any guides hired by the party will be 
  prepared to accompany them further; their honor 
  demands they do as such. The boatmen, however, will 
  be determined to remain with their boat at the camp. 
   
  ENCOUNTER SEVEN 
  UIRTAG TRAPS 
  Leaving Uust’s base camp behind, you venture 
  onwards nto the depths of the Burneal Forest. As 
  you travel along the rugged banks of the tributary, 
  civilization seems so very far away. You are most 
  definitely in the heart of the wilderness and it isn’t 
  lost on you that if something goes wrong you might 
  never get any help; a sobering thought. 
  i
   
   
  It appears Uust’s party was careful in their 
  progress, for their tracks are often covered. 
  However, as an experienced explorer, it also seems 
  Uust has left behind subtle trail markers as a 
  precaution. Thus you are able to follow in his path 
  with less difficulty than might otherwise have been 
  the case. 
  Then you come across a pair of graves… 
  SKIRMISH SITE 
  After a couple of days of trudging through thick forest 
  and rough hilly terrain, the PCs have entered the 
  territory of an Uirtag Flan tribe, the Husik. Some days 
  beforehand, Uust and his party did the same, but they 
  were spotted and ran afoul of some less than 
  welcoming locals. In the fight that ensued, two of 
  Uust’s party were killed. The expedition fought off the 
  attackers despite the loss, and held the ground. 
   
  Both of the fallen were rootless wanderers, a half-
  orc woman called Shura, and a human man named 
  Jeth. Each were the type to want to be buried in the 
  wild, and thus they were, their names carved on small 
  rough headstones placed by their graves. 
   
  Should some form of divination be used, the 
  shades of the slain explorers can describe a chaotic 
  attack by perhaps two or three dozen ‘savages’ 
  supported by spell-casters who used the trees to hide 
  their true numbers and attacked using crude ranged 
  weapons. 
   
  A tracking roll using Survival (DC 15) shows that 
  at least two dozen assailants ambushed Uust’s party, 
  and that they suffered perhaps a half-dozen casualties 
  before retreating. 
  DISAPPEARING TRACKS 
  After another half day’s walk, the expedition’s tracks 
  head east away from the river, because the terrain 
  becomes steeper and difficult to follow. Perhaps an 
  hour further and the tracks disappear altogether. 
   
  A successful Survival check (DC 40) for those with 
  the Track feat reveals the disappearing tracks have 
  been deliberately and expertly hidden. 
   
  This is actually another skirmish site, one where 
  the Flan tribesmen came back with more numbers and 
  more powerful clerical aid. Uust’s party was overcome 
  and the remaining members captured alive. The 
  attackers then cleaned up the site, leaving no signs of 
  what happened. 
   
  From where they are the PCs can make out a 
  mountain ridge to the east, which appears to be a 
  logical source of the Fler’s tributary. A Knowledge 
  (nature) or Knowledge (geography) check (DC 14) can 
  point them in the best direction to find the source. 
   
  This, however, heads them directly into the heart 
  of the Uirtag Flan territory. 
  IUZ6-01 The Great Northern Expedition 
   
  Page 21 
  
  TRAPS 
  The Uirtag people, and the Husik tribe in particular, 
  are cagey sorts, and don’t like unexpected intruders. As 
  such, they have set up some protective measures – 
  special areas guarded by submerged reservoirs of 
  magically treated pitch. Unless the players specifically 
  state they are slowing their pace and searching for 
  traps (rather than tribesmen) they will eventually 
  trigger one of these cunning defenses. 
   
  The traps consist of areas of spongy ground, in 
  which there are sunken reservoirs of highly flammable 
  pitch some six inches below the ground, each about a 
  foot deep. A number of small flints have been set up in 
  the radius, designed to tip and spark when any decent 
  weight (such as a Small humanoid) passes over the 
  ground. The spark lights treated kindling which in 
  turn acts as a fuse and lights the pitch, resulting in an 
  Oerth-shattering fiery kaboom, and a black ball of 
  smoke which acts as a suitable alarm that also chokes 
  those within it. 
   
  In addition, at APL 12 there are scattered pits 
  designed to catch staggered intruders who might 
  survive the pitch trap. Unless PCs take care and search, 
  there is a 25% chance they will stumble into one of 
  these pits. 
   
  DM’s Note: Rangers and druids from the tribe 
  have taken care over several generations to ensure the 
  larger local animals avoid this area and do not set off 
  the traps. 
  APL 6 (EL 6) 
  Burning Pitch & Poison Smoke Combination Trap: 
  CR 6; mechanical; location trigger; manual reset; 2d6 
  fire, Reflex save (DC 18) for half; plus 1d6 Con/2d6 
  Con, Fortitude save 20 resists; affects all within a 15 ft. 
  radius of trigger; Search (DC 20); Disable Device (DC 
  10). 
  APL 8 (EL 8) 
  Burning Pitch & Poison Smoke Combination Trap: 
  CR 8; mechanical; location trigger; manual reset; 6d6 
  fire, Reflex save (DC 19) for half; plus 1d6 Con/2d6 
  Con, Fortitude save 20 resists; affects all within a 15 ft. 
  radius of trigger; Search (DC 22); Disable Device (DC 
  10). 
  APL 10 (EL 10) 
  Burning Pitch & Poison Smoke Combination Trap: 
  CR 10; mechanical; location trigger; manual reset; 10d6 
  fire, Reflex save (DC 20) for half; plus 1d6 Con/2d6 
  Con, Fortitude save 20 resists; affects all within a 15 ft. 
  radius of trigger; Search (DC 24); Disable Device (DC 
  10). 
  APL 12 (EL 12) 
  Burning Pitch & Poison Smoke Combination Trap: 
  CR 10; mechanical; location trigger; manual reset; 10d6 
  fire, Reflex save (DC 20) for half; plus 1d6 Con/2d6 
  Con, Fortitude save 20 resists; affects all within a 15 ft. 
  radius of trigger; Search (DC 24); Disable Device (DC 
  10). 
  Poisoned Spike Pit Traps: CR 10; mechanical; 
  location trigger; manual reset; hidden catch bypass 
  (Search DC 25, Open Lock DC 30); DC 20 Reflex save 
  avoids; 20 ft. deep (2d6, fall); pit spikes (Atk +12 melee, 
  1d6 spikes for 1d8+6 plus poison each); poison (purple 
  worm poison, DC 24 Fortitude save resists, 1d6 Str/2d6 
  Str); Search (DC 16); Disable Device (DC 25). 
   
  ENCOUNTER EIGHT 
  THE HUSIK 
  How this encounter unfolds depends on how the PCs 
  handled the traps and the attitude they take to the 
  Husik. The likely options are: 
  • 
  The Husik are alerted (the trap was sprung or the 
  PCs aren’t subtle) and the PCs act with hostility to 
  the Husik and fight them. 
  • 
  The Husik are alerted (the trap was sprung or the 
  PCs aren’t subtle) but the PCs are diplomatic. 
  • 
  The Husik aren’t alerted and the PCs ambush 
  them. 
  • 
  The Husik aren’t alerted and the PCs remain 
  hidden. 
  • 
  The Husik aren’t alerted but the PCs are 
  diplomatic. 
  THE ALARM IS RAISED 
  If the PCs stumbled into the traps in Encounter Eight 
  then the Husik warriors will know where they are and 
  come and explore. Likewise it is possible that the PCs 
  are not subtle when moving around (the whole group 
  needs to succeed at Move Silently (DC 15) checks) and 
  are noticed. 
  The Husik will send out a scouting party to 
  investigate. Gúnth and one half of the warriors will 
  remain hidden at a distance (Spot (DC 15) to notice 
  IUZ6-01 The Great Northern Expedition 
   
  Page 22 
  
  them) whilst Otha takes the other half to openly 
  confront the PCs. Their manner is wary and if the PCs 
  are not obviously hostile then they will not attack. At 
  the first sign of anything that could be perceived as an 
  attack they will commence fighting, with the hiding 
  group attacking from ambush. 
  THE ALARM ISN’T RAISED 
  If the PCs did not set off the trap, and all of them 
  succeed in a Move Silently (DC 15) check then they 
  can find the Husik village and examine it further if 
  they wish, or approach in a non-hostile manner. 
  DIPLOMACY 
  The Husik tribesmen that the party encounters are not 
  the ones who attacked and captured Uust. These are 
  ordinary villagers who, like most normal people, avoid 
  trouble where they can. Thus they are open to 
  parlaying with strangers so long as the intruders seem 
  respectful and decent. 
  The only problem is that the Husik only speak 
  Flan, and no other language. Unless someone has some 
  way to speak with them the communication will have 
  to be handled by miming. Make the players mime out 
  the basics of what they want, but allow Intelligence 
  (DC 16) checks if things get too bogged down. 
  Regardless, it requires a Diplomacy check (DC 15) 
  to successfully liaise in a peaceful manner with the 
  tribe. Any characters of obvious Flan heritage gain a +2 
  circumstance bonus to this check. 
  DM’s Note: If anyone in the party is openly 
  wearing Sabha’s necklace charm then the whole group 
  gains a special +5 bonus to Diplomacy checks when 
  dealing with the Husik. 
  If some sort of communication is established, the 
  Husik have the following knowledge: 
  • 
  They are members of the Husik tribe, of the 
  Uirtag people. 
  • 
  They themselves are the people of the forest, not 
  the priests in the mountains. 
  • 
  The priests live near a sacred site built by the 
  Unseen Ones. It lies near the holy spring where 
  the river flows from the mountains. 
  • 
  The priests worship the Death Lord, whom they 
  also call Ner-ull. 
  • 
  The Unseen Ones are powerful and secretive. 
  Their ruined city is guarded by hungry spirits, 
  which must be appeased. 
  • 
  The Husik think the Unseen Ones may try to 
  enslave them; the priests watch over the sacred 
  place and make sacrifices to appease the spirits 
  that are there. 
  • 
  The priests recently captured a group of intruders. 
  No doubt these captives will be the next sacrifices. 
  • 
  The priests will not willingly let the captives go, 
  but they might trade them for a suitable exchange. 
  • 
  Such an exchange would need to be something 
  living and powerful. 
  • 
  There is a possible alternate sacrifice nearby, an 
  “ice hag” who has been preying on the village for 
  some time, she is a servant of a new Baba Yaga 
  (Witch Queen). 
  • 
  The “ice hag” steals away the elderly and the young 
  to eat. 
  • 
  The “ice hag” prowls the forest that lies below the 
  mountains within a day’s walk to the east. 
  STEALTH 
  Assuming the PCs manage to sneak in without being 
  spotted then it is possible they might continue a 
  stealthy approach and put the Husik village under 
  surveillance. 
  To succeed in this anyone who is going close 
  enough to gain useful information must succeed in 
  Move Silently (DC 20) and then Hide (DC 15) checks. 
  Add +10 to these DCs if someone is audacious enough 
  to try to enter the village itself. 
  A short surveillance (only a day or so) of the 
  settlement will reveal no signs of Uust or his 
  companions, and no signs of anyone guarding a prison 
  or the like. A Sense Motive (DC 12) reveals that the 
  locals are edgy and alert for some reason. They are 
  particularly protective of the young and the very old. 
  An extended surveillance (two or more days) 
  reveals that the villagers send supplies of food and 
  drink for a number of people north towards the 
  mountains. It is possible to trail the suppliers (same 
  two Move Silently checks as above to firstly move away 
  from the village and then to trail the villagers) and 
  discover the location of the priests. This can provide a 
  lead to Encounter Ten. 
  The PCs should get full xp if they manage to 
  successfully evade the Husik via stealth. 
  DM’s Note: If at any time the PCs reveal their 
  presence see the alarm is raised section above, but add 
  IUZ6-01 The Great Northern Expedition 
   
  Page 23 
  
  +2 to Diplomacy DCs if the party has obviously been 
  staking out the village. 
  COMBAT 
  Should things break down into hostilities then the 
  Husik are not interested in protracted combat. They 
  much prefer to hit and run, and have no interest in 
  fighting to the death. They use the environment to best 
  affect, using their javelins first before engaging in 
  hand-to-hand combat. 
  Once they have taken 25% or more casualties, or 
  more than half of their combatants have individually 
  suffered half or more damage, the Husik will flee the 
  combat as a whole. 
  They will not, however, abandon a comrade who 
  has not fallen. 
  APL 6 (EL 3) 
  Gúnth: Male human Rgr4; see Appendix One. 
  Otha: Male human Bbn3, hp 31; see Appendix One. 
  Tribesmen (2): Male human War2; hp 16, 14; see 
  Appendix One. 
  APL 8 (EL 4) 
  Gúnth: Male human Rgr4; see Appendix Two. 
  Otha: Male human Bbn3, hp 31; see Appendix Two. 
  Tribesmen (4): Male human War2; hp 16, 15, 15, 14; 
  see Appendix Two. 
  APL 10 (EL 5) 
  Gúnth: Male human Rgr4; see Appendix Three. 
  Otha: Male human Bbn3, hp 31; see Appendix Three. 
  Tribesmen (6): Male human War2; hp 16, 16, 15, 15, 
  14, 14; see Appendix Three. 
  APL 12 (EL 6) 
  Gúnth: Male human Rgr4; see Appendix Four. 
  Otha: Male human Bbn3, hp 31; see Appendix Four. 
  Tribesmen (8): Male human War2; hp 16, 16, 15, 15, 
  15, 15, 14, 14; see Appendix Four. 
   
  ENCOUNTER NINE 
  CATCHING THE SACRIFICE 
  The rugged hills and low mountains loom like 
  shadows through the mist as you ponder the task 
  ahead. The Husik folk do not seem to be cowards, 
  yet this “ice hag” that troubles them obviously 
  frightens them. Could she truly be so fearsome? 
   
  Regardless, any creature that knowingly preys 
  upon the weak, the elderly and the young s a beast 
  indeed, one that must be dealt with. 
  i  
  The major stumbling block that could trouble this 
  encounter is if certain characters have a moral issue 
  with hunting a creature to be handed over for sacrifice. 
  It should be made quite clear to the PCs that the hag 
  seems to take great pleasure in stealing away its 
  victims, and appears to thrive on the grief and terror it 
  causes. If the audience is mature enough, stress how 
  the hag leaves trophies to mock the Husik. 
  FINDING THE HAG 
  The PCs will be given rough directions to where the 
  hag roams. They should follow the tree line until they 
  can look directly north along the western edge of the 
  hill ridge. Once they have reached that point they 
  should be in the heart of the hag’s territory. 
   
  They can look for spoor from the hag’s various 
  kills with a successful Knowledge (nature) or Survival 
  (DC 15) check. They can then start looking for tracks, 
  should one of them have the Track feat. This will be a 
  Survival (DC 20) check. 
   
  Should the party succeed with this check then 
  they can meet the hag, actually a Marzanna, on their 
  own terms, and may well be able to sneak up on her – 
  using opposed Move Silently and Listen checks. 
   
  If they fail in this check then they will not achieve 
  surprise and combat will initiate as normal. 
   
  DM’s Note: If they fail the tracking check then 
  the Marzanna will instead stalk them. Resolve the 
  opposed Move Silently and Listen checks the other 
  way around. 
   
  The terrain is slightly hilly and moderately 
  forested. 
  TACTICS 
  The Marzanna’s tactics depend entirely on whether she 
  has surprise on the party or not. If she manages to gain 
  that advantage she is a much more formidable foe. 
  IUZ6-01 The Great Northern Expedition 
   
  Page 24 
  
  Marzanna has surprise 
  After examining the party from a distance, she takes 
  the full 10 minutes to cast control weather, calling 
  forth a blizzard (see Dungeon Master’s Guide, page 94. 
  20% miss chance from concealment for those 5 feet or 
  more away; 50% chance of extinguishing unprotected 
  flames; Severe winds). Once the party is caught in that, 
  she drinks her potion of snowsight and casts resist 
  energy (fire) at APL 10 and 12. She then moves in 
  carefully, starting at the fringes of the party and using 
  the poor visibility and her Blind-Fight feat to pick off 
  individuals, separating them from the group where she 
  can. 
  Marzanna engaged in combat 
  If the Marzanna does not have the advantage or is 
  dragged into combat where she does not dictate terms, 
  then she will try and break off and reestablish control. 
  She makes use of spells and abilities to obscure vision 
  where she can (fog cloud, obscuring snow) and prefers 
  to fight individuals separated from the main group. If 
  she can put some distance between herself and the 
  group then she will use ice storm to good effect. If the 
  PCs look like using fire attacks on her then she cast 
  resist energy (fire) when she can. 
   
  Once she has taken two thirds or more hit points, 
  she will try to flee. If she can get out of sight she will 
  use alter self to assume a different form and her pass 
  without trace ability to slink away. 
   
  If conditions allow, she uses her Dreadful Eye 
  ability to best affect, targeting those likely to have least 
  resistance to the effect, such as rogues. 
   
  DM’s Note: The EL of the encounter has been 
  raised to reflect the difficulty of fighting the Marzanna 
  using non-lethal combat. 
  APL 6 (EL 9) 
  Marzanna (Rgr1): hp 58; see Appendix One. 
  APL 8 (EL 11) 
  Marzanna (Rgr3): hp 71; see Appendix Two. 
  APL 10 (EL 13) 
  Marzanna (Rgr5): hp 84; see Appendix Three. 
  APL 12 (EL 15) 
  Marzanna (Rgr7): hp 97; see Appendix Four. 
  TREASURE 
  APL 6—Loot: 0gp; Coin: 0gp; instant igloo (917gp), 
  potion of snowsight (4gp). 
  APL 8—Loot: 0gp; Coin: 0gp; instant igloo (917gp), 
  potion of snowsight (4gp). 
  APL 10—Loot: 0gp; Coin: 0gp; instant igloo (917gp), 
  minor iceheart (2,000gp), potion of snowsight (4gp). 
  APL 12—Loot: 0gp; Coin: 0gp; instant igloo (917gp), 
  minor iceheart (2,000gp), potion of snowsight (4gp). 
   
  ENCOUNTER TEN 
  DEATH CULT PRIESTS 
  If the PCs have not captured the Marzanna read the 
  following: 
  Everything points to Uust Van Ingermann’s party 
  being held captive somewhere in the mountains, 
  most likely where the Fler springs from. You make 
  your way through the mist enshrouded woods, 
  prepared for further danger. You come again to the 
  river and follow it upwards as it tumbles down a 
  steep ridgeline in a series of rapids. Now in rugged 
  forest terrain, you can see low but rugged peaks 
  ahead. The river’s source cannot be far. 
   
  If the PCs captured the Marzanna read the following: 
  With the hag carefully secured you make your way 
  back to the tribe’s territory and then onwards 
  through the forest. The going is slow, for you have 
  to take care to ensure your captive proves to be no 
  further trouble. The increasingly rugged terrain 
  also contributes to slow progress. Nonetheless you 
  once more find the path of the Fler and follow it 
  past noisy rapids into some highlands. Ahead of 
  you lie a number of low craggy peaks, which would 
  seem to be the location of the river’s source, and 
  thus your destination. 
  Regardless of how the PCs arrive at their destination, 
  the description remains the same. Read the following: 
  As you approach the mountains you can just see 
  through the clearing mist that the river seems to 
  lead to the cleft between the two nearest peaks. As 
  heavy snow-laden clouds brood above you, you can 
  follow the course of the river further upwards. 
   
  Several hours of hard hiking later, the cloud 
  and mist parts again to reveal a thin strand of water 
  running from a crack high up in one of the 
  IUZ6-01 The Great Northern Expedition 
   
  Page 25 
  
  mountain faces. Below that, nestled in a high 
  valley, lies a collection o  seemingly ruined 
  buildings. Their crumbled remains are obviously 
  ancient, and the tallest of the buildings still stands, 
  a great spire which may once have been some sort 
  of observation point. Even from this distance, there 
  seems to be a subtle air of menace about this place. 
  f
  Anyone succeeding in one of the following checks – 
  Knowledge (history) or Bardic Knowledge (DC 15), 
  Knowledge (local, Iuz metaregion) (DC 18) – can 
  determine that the ruins are of Ur-Flan origin. A 
  Knowledge (Architecture) check (DC 15) can reveal 
  that the site is small – not a city – and most likely some 
  sort of outpost, perhaps originally a temple site. 
   
  The PCs now have three possible options in 
  dealing with the situation: approaching diplomatically 
  with the marzanna for a ‘hostage exchange’, assaulting 
  the priests and busting Uust out, or sneaking in to free 
  Uust quietly. 
  TRADING UUST 
  If the PCs approach the site with the marzanna in tow, 
  then the best move is to do so openly, since skulking 
  about with an unwilling prisoner is not wise. 
   
  If the PCs do make an open approach with 
  obvious diplomatic intent then the priests who act as 
  guards will be curious enough to not attack straight 
  away. A greeting party will be sent to meet the heroes. 
   
  The senior guard, a sinister looking woman called 
  Grechun, will be accompanied by two non-combatant 
  acolytes (male adolescents, no stat blocks). Lurking on 
  the fringes in case of trouble is a scout, Únna, also 
  female. 
   
  Anyone succeeding in a Knowledge (religion) 
  check (DC 12) can identify the priests as being servants 
  of Nerull. 
   
  DM’s Note: The priests only speak Flan or Ur-
  Flan. This should be taken into account for any 
  interaction. 
   
  Though intent on sacrificing Uust and his 
  associates, the local clergy are not averse to a trade. As 
  it happens a marzanna is a more than worthy sacrifice. 
  Finally, they are smart enough to recognize the PCs are 
  no push-overs. Prepared as they are to fight to defend 
  their territory, the priests avoid unnecessary combat. 
   
  Nonetheless, their sense of pride and dignity 
  won’t allow them to immediately agree to a trade. 
  Grechun maintains a cool, almost harsh demeanor 
  throughout, and the acolytes seem eerily attentive to 
  her. 
   
  A Sense Motive (DC 16) check will reveal to the 
  group that she is putting on her game face and is not as 
  unreceptive as she may seem. 
   
  Should the party succeed in a Diplomacy (DC 18) 
  check, they can negotiate a swap. If the Sense Motive 
  check succeeded, add a +2 bonus to this Diplomacy 
  check. 
   
  DM’s Note: If time permits, don’t just rely on the 
  dice; play out the encounter. Grechun is harsh and 
  demanding, acting as quite the lady in charge. 
   
  If the Diplomacy check is failed by more than 10 
  then the PCs have managed to insult Grechun. She will 
  abruptly turn about and march off – however this is 
  just to give her some range so she can initiate combat. 
  See below for handling a fight. 
  Recovering Uust 
  Once an agreement has been reached, Grechun orders 
  the party to wait. She then sends her acolytes to bring 
  Uust and his cohorts to the group. 
   
  Soon after, the acolytes will return, with more 
  guards to keep an eye on the soon-to-be-released 
  prisoners. 
   
  The prisoners themselves – apart from Uust there 
  are six of them – are looking a bit bedraggled and out 
  of sorts – they have in fact been drugged and won’t be 
  themselves fully for several hours. 
   
  Uust stands out amongst the group since he is in 
  the best condition, still a bit befuddled but more alert 
  than the others. He is a sturdy fellow of Flan heritage, 
  with thick wavy dark hair and a heavy beard. Even 
  drugged he exudes an air of competence. 
  Uust Van Ingermann: Male human Ari3/Rog4/Brd2. 
   
  Once the swap has been done, Grechun relaxes 
  visibly. She informs the PCs that they have one day’s 
  grace before they must depart. After that they will be 
  considered intruders and fair game once more. 
  SNEAKING UUST OUT 
  Springing Uust the subtle way is the option most 
  doomed to failure, since the priests are not inattentive, 
  and quietly sneaking half a dozen captives out carries 
  its own risks. 
   
  Firstly the PCs need to get into the priests’ camp. 
  This consists of the outlying buildings, remnants of a 
  town that once supported the main site. The priests 
  IUZ6-01 The Great Northern Expedition 
   
  Page 26 
  
  have set up a number of defenses – alarm traps, 
  patrolling guards and careful site planning. 
   
  Rather than dealing with each individually, first 
  have the PCs make Search checks (DC 20). Each PC 
  who succeeds in this check gets a bonus of +2 to the 
  subsequent Move Silently (DC 12+APL) check to 
  infiltrate the site. 
   
  DM’s Note: The increased DC for the Move 
  Silently reflects the higher level of awareness for foes 
  with higher levels and improved scouting skills of 
  their own. 
   
  Any failure on this check results in the defenders 
  being alerted, and the initial response group of 
  Grechun and Únna being sent out after the intruders. 
   
  Once one or more PCs have made it into the camp 
  they need to find Uust and his chums. This requires a 
  Search check (DC 18). If failed, this check may be 
  repeated, but each round searching requires another 
  Move Silently check (DC 12+APL). 
   
  Uust’s group is being held in a locked cellar 
  beneath a ruined building. Opening the lock without 
  raising an alert requires an Open Locks check (DC 25) 
  and a Move Silently (DC 20) check. 
   
  With that achieved it will be quickly apparent that 
  sneaking Uust and his group out without raising an 
  alarm is going to be nigh impossible without some sort 
  of magical assistance. Assume that the group as a whole 
  can manage at best a 12 on Move Silently. 
   
  The best option open to the group at this juncture 
  is the most direct choice – running fast and not 
  stopping. Allow any PCs in the camp as Wisdom check 
  (DC 15) to determine this. 
   
  If the party runs without hesitation, not stopping 
  to try anything tricky, then they can get away without 
  incident. However, the DM should make some ‘secret’ 
  rolls to maintain an air of tension. Murmuring 
  “hmmm, close” now and again might help as well. 
   
  DM’s Note: If the group has no way of increasing 
  the base Move Silently result of the overall group, and 
  spends at least one round in hesitation, then they will 
  be drawn into combat with Grechun and Únna. 
  THE HARD WAY 
  The final, most direct option is to hit the locale hard 
  and muscle Uust out. Needless to say, the risks here are 
  obvious. 
   
  The PCs might attempt a combined stealth and 
  combat approach, a valid choice. Refer to the previous 
  section for details of the state of awareness of the 
  priests, to determine if the PCs get the drop or not. 
  Grechun and Únna are not initially patrolling, but will 
  be roused by any alarm and come a-hunting. 
   
  Most of the priests at the site are non-combatant 
  adepts, there purely for ritual purposes. Initially only 
  Grechun and Únna pose any threat, but they more 
  than make up for their colleagues’ shortcomings. 
  APL 6 (EL 9) 
  Grechun: Female human Clr4/Sor3, hp 25; see 
  Appendix One. 
  Únna: Female human Clr3/Rgr4, hp 38; see Appendix 
  One. 
  APL 8 (EL 11) 
  Grechun: Female human Clr5/Sor4, hp 32; see 
  Appendix Two. 
  Únna: Female human Clr4/Rgr5, hp 49; see Appendix 
  Two. 
  APL 10 (EL 13) 
  Grechun: Female human Clr7/Sor4, hp 41; see 
  Appendix Three. 
  Únna: Female human Clr4/Rgr5/Bgd2, hp 62; see 
  Appendix Three. 
  APL 12 (EL 15) 
  Grechun: Female human Clr7/Sor4/MyT2, hp 46; see 
  Appendix Four. 
  Únna: Female human Clr4/Rgr5/Bgd4, hp 75; see 
  Appendix Four. 
  TACTICS 
  Outnumbered as they are, Grechun and Únna have no 
  interest in stand up fighting. They prefer to use hit and 
  run tactics, with Grechun using her spells at range to 
  good effect, and Únna attacking and withdrawing 
  where she can. 
   
  Grechun makes use of her scroll of spectral hand, 
  allowing her to use her most offensive touch attack 
  spells at range. She doesn’t fool around, using her most 
  damaging spells wisely – targeting PCs based on their 
  obvious classes so that those least likely to make saves 
  are chosen. 
   
  Únna tries to hit the party without being noticed. 
  Her primary targets are the most dangerous humans – 
  IUZ6-01 The Great Northern Expedition 
   
  Page 27 
  
  spell-casters in particular. She makes good use of her 
  swords of human bane at higher APLs. 
   
  Each will try to use cause fear spells to nullify the 
  threat of obvious fighters, since those worthies should 
  have the lowest Will saves. 
   
  Since they are defending their territory and aren’t 
  afraid of death (they’re priests of Nerull, after all) both 
  Grechun and Únna fight to the bitter end. To do 
  otherwise would be to betray their god, as they see it. 
   
  DM’s Note: None of Uust’s group are in any 
  condition to be of help in a fight, should they have 
  been released. 
  TREASURE 
  APL 6—Loot: 2gp; Coin: 0gp; dagger of venom 
  (666gp), potion of cure light wounds (4) (4gp each) 
  potion of cure moderate wounds (2) (25gp each), ring 
  of protection +2 (666gp), scroll of mage armor (2gp), 
  scroll of shield (2gp), scroll of spectral hand (13gp), 
  short sword +1 (2) (193gp each). 
  APL 8—Loot: 2gp; Coin: 0gp; dagger of venom 
  (666gp), potion of cure light wounds (4) (4gp each) 
  potion of cure moderate wounds (2) (25gp each), ring 
  of protection +2 (666gp), scroll of mage armor (2gp), 
  scroll of shield (2gp), scroll of spectral hand (13gp), 
  short sword +1 of human bane (2) (693gp each). 
  APL 10—Loot: 2gp; Coin: 0gp; amulet of natural armor 
  +3 (1,500gp), dagger of venom (666gp), leather armor 
  +3 (763gp), potion of cure light wounds (4) (4gp each) 
  potion of cure moderate wounds (2) (25gp each), ring 
  of protection +3 (1,500gp), scroll of mage armor (2gp), 
  scroll of shield (2gp), scroll of spectral hand (13gp), 
  short sword +1 of human bane (2) (693gp each). 
  APL 12—Loot: 2gp; Coin: 0gp; amulet of natural armor 
  +3 (1,500gp), dagger of venom (666gp), leather armor 
  +3 (763gp), potion of cure light wounds (4) (4gp each) 
  potion of cure moderate wounds (2) (25gp each), ring 
  of protection +4 (2,667gp), scroll of mage armor (2gp), 
  scroll of shield (2gp), scroll of spectral hand (13gp), 
  short sword +2 of human bane (2) (1,526gp each). 
  TOO EASY? 
  It may be that with the vagaries of random dice rolls 
  being what they are, the PCs easily defeat the 
  defenders and get a bit arrogant. If they decide to lord 
  it over the remaining priests, have further waves of 
  defenders appear from deeper within the site. Give 
  those foes the same stats as Grechun and Únna and 
  increase their numbers until the PCs are repentant. 
   
  There will be no additional xp or treasure for these 
  defenders, but the PCs should also be given every 
  chance to flee. 
   
  Use the same response for any groups who seem 
  to be ready to take all the time in the world to really 
  explore the site. 
   
  CONCLUSION 
  If the characters were able to free Uust through 
  negotiation, read the following: 
  Taking the rescued explorers away, you are relieved 
  to depart the ruins, so sinister is the site. Soon 
  enough the befuddled fellows begin to recover 
  their senses as the drugs they have been fed start to 
  wear off. 
   
  i
  l
  i
  Despite your protests, however, Uust himself is 
  determined to return to speak with the priests. The 
  man proves to be as stubborn as he is brave, or 
  fool sh, 
  depending 
  on 
  one’s 
  outlook. 
  Over 
  arguments from the party, he makes up his mind, 
  though he makes no requests for assistance or 
  accompaniment. 
   
  His explanation carries some merit. It would 
  appear that this site was once held by an offshoot 
  branch of the Ur-Flan, outcasts who were at odds 
  with their distant kin. They seem to have enslaved 
  the local people – the Husik tribe are remnants of 
  the slaves. Hidden within the site might well be 
  ancient secrets of methods used to counter the 
  power and influence of the witch queens who ruled 
  the 
  opposing 
  Ur-Flannae 
  faction. 
  Uust 
  is 
  determined to root out these secrets; for they may 
  help in fighting Iggwi v – whose power derives 
  from the l ne of witch queens – and thus her son, 
  Iuz. 
   
  The only stumbling block would appear to be 
  the so-called Unseen Ones. Whether they truly are 
  spirits of long dead Ur-Flannae masters, or 
  something else, remains to be seen. Regardless, to 
  an 
  inquisitive 
  person 
  like 
  Uust, 
  it 
  bears 
  investigating. 
  The only way for the PCs to stop Uust from returning 
  is to use force, and in the state he is in, Uust is unlikely 
  to resist that. 
   
  Regardless, the characters have located Uust and 
  performed their task. They are now free to return. The 
  remnants of the expedition will be more than happy to 
  IUZ6-01 The Great Northern Expedition 
   
  Page 28 
  
  return as well, though they are reluctant to abandon 
  Uust. 
   
  If left to his own devices, Uust proves his worth as 
  a negotiator, and is able to reach an agreement with the 
  priests, gaining access to some of the knowledge 
  hidden within the site. 
   
  PCs who decide to remain behind with Uust may 
  spend 2 TU and gain the Secrets of the Fler and the 
  Tribal Greetings items on the adventure record. 
  If the characters released Uust via stealth or combat, 
  read the following: 
  Making a hasty retreat from the ruins, you give the 
  tribal settlement a wide berth as you return to 
  Uust’s base camp. Soon enough the freed explorers 
  shake off the narcotic effects of whatever drug they 
  had been given. 
   
  Uust is disappointed at the way things have 
  turned out. He explains to you his purpose in 
  coming to this place. He believes that this site was 
  once held by an offshoot branch of the Ur-Flan, 
  outcasts who were at odds with their distant kin. 
  Hidden within the site might well be ancient 
  secrets of methods used to counter the power and 
  influence of the witch queens who ruled the 
  opposing Ur-Flan faction. Uust is determined to 
  root out these secrets, for they may help in fighting 
  Iggwilv – whose power derives from the line of 
  witch queens – and thus her son, the Old One. 
   
  Realizing it would be folly to investigate 
  further without better preparation, Uust agrees that 
  wisdom dictates a speedy departure. No doubt the 
  resourceful man will return in the future, hopefully 
  with better luck. 
  If Uust was not released, read the following: 
  Having failed in your attempt to free Uust, you 
  recognize it would be an act of sheer folly to remain 
  in the territory of the priests. The longer you 
  remain, the more likely the odds of your being 
  captured and subjected to who knows what by 
  these worshippers of death. Perhaps it would be 
  best if you were able to return with news of Uust’s 
  fate. 
  If the characters are determined to hang around, give 
  them one warning – doing so will certainly result in 
  their capture at some point. Should this warning pass 
  unheeded then it can be assumed the players are 
  eventually captured and sacrificed in time to Nerull. 
  Such is the fate of those whose confidence exceeds 
  their wisdom. 
   
  Otherwise the group may leave the region without 
  further trouble, collecting what they may as they 
  retrace their steps. 
  RETURNING TO CLATSBERG 
  Paraphrase this text as needed, depending upon the 
  success of their venture. 
  You retrace your steps back to the base camp. 
  Having experienced the dangers of the region you 
  are able to avoid further trouble. The same holds for 
  your journey back down the Fler to Ungra Balan. 
  From there you travel once again in the plush 
  surrounds of Den Vliegenviss, returning to 
  Clatsberg to report to Meister Mürgin. Your report 
  is well received and he thanks you with no small 
  amount of grace. Your findings are sure to be put to 
  some use in the future. 
  Even if they were not able to rescue Uust, if the PCs 
  put a deal of effort into the attempt they will be 
  rewarded appropriately. 
   
  If they were required, due to conflict with Captain 
  Sudmeerensen, to pay for their journey into the 
  Burneal Forest out of their own funds, then they will 
  be reimbursed for any items they do not keep, and 
  other sundry expenditures. 
   
  By way of reward, the characters will be allowed 
  item access to the following goods: 
  APL 6—boots of the winterlands. 
  APL 8—glove of storing. 
  APL 10—ring of water walking. 
  APL 12—helm of underwater action. 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives 
  plus role-playing) to each character. 
  Encounter Four 
  Defeat the will-o’-wisp(s): 
  APL6 270xp; APL8 330xp; APL10 390xp; APL12 450xp 
  Encounter Five 
  Defeat the water elemental: 
  IUZ6-01 The Great Northern Expedition 
   
  Page 29 
  
  APL6 270xp; APL8 330xp; APL10 390xp; APL12 450xp 
  Encounter Seven 
  Encounter the trap(s): 
  APL6 180xp; APL8 240xp; APL10 300xp; APL12 360xp 
  Encounter Nine 
  Defeat the marzanna: 
  APL6 270xp; APL8 330xp; APL10 390xp; APL12 450xp 
  Encounter Ten 
  Defeat the priests or free Uust: 
  APL6 270xp; APL8 330xp; APL10 390xp; APL12 450xp 
  Story Award 
  Rescuing the refugees: 
  APL6 60xp; APL8 75xp; APL10 90xp; APL12 105xp 
  Rescuing Uust: 
  APL6 60xp; APL8 75xp; APL10 90xp; APL12 105xp 
  Discretionary roleplaying award: 
  APL6 60xp; APL8 75xp; APL10 90xp; APL12 105xp 
  Total possible experience: 
  APL6 900xp; APL8 1,125xp; APL10 1,350xp; APL12 
  1,575xp 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at least 
  10 minutes per every 5 enemies, and if the characters 
  cannot take the time to loot the bodies, they do not 
  gain this gold.  If you feel it is reasonable that 
  characters can go back to loot the bodies, and those 
  bodies are there (i.e., not carted off by dungeon 
  scavengers, removed from the scene by the local watch, 
  and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece 
  value for the loot is subtracted from the encounter 
  totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they pass 
  up this treasure, the coin total is subtracted from the 
  encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure.  Many times characters must 
  cast identify, analyze dweomer or similar spell to 
  determine what the item does and how to activate it.  
  Other times they may attempt to use the item blindly.  
  If the magic item is consumable (a potion, scroll, magic 
  bolts, etc.) and the item is used before the end of the 
  adventure, its total is subtracted from the adventure 
  totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  
  Because this is a Regional scenario, characters may 
  spend additional Time Units to practice professions or 
  create items immediately after the adventure so this 
  total may be modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Introduction: 
   
  APL 6: L: 0gp; C: 150gp; M: 0gp. 
   
  APL 8: L: 0gp; C: 200gp; M: 0gp. 
   
  APL 10: L: 0gp; C: 400gp; M: 0gp. 
   
  APL 12: L: 0gp; C: 600gp; M: 0gp. 
  Encounter Nine: 
   
  APL 6: L: 0gp; C: 0gp; M: 921gp 
   
  APL 8: L: 0gp; C: 0gp; M: 921gp 
   
  APL 10: L: 0gp; C: 0gp; M: 2,921gp 
   
  APL 12: L: 0gp; C: 0gp; M: 2,921gp 
  Encounter Ten: 
   
  APL 6: L: 2gp; C: 0gp; M: 1,801gp 
   
  APL 8: L: 2gp; C: 0gp; M: 2,801gp 
   
  APL 10: L: 0gp; C: 0gp; M: 4,513gp 
   
  APL 12: L: 0gp; C: 0gp; M: 8,732gp 
  IUZ6-01 The Great Northern Expedition 
   
  Page 30 
  
  Total Possible Treasure 
   
  APL 6: L: 2gp; C: 150gp; M: 921gp – Total: 1,054gp 
  (900gp max) 
   
  APL 8: L: 2gp; C: 200gp; M: 921gp – Total: 1,504gp 
  (1,300gp max) 
   
  APL 10: L: 0gp; C: 400gp; M: 2,921gp – Total: 
  2,704gp (2,300gp max) 
   
  APL 12: L: 0gp; C: 600gp; M: 2,921gp – Total: 
  3,398gp (3,300gp max) 
  Special 
   
  Black Hearted: Word has circulated about the 
  failure of Den Vliegenviss to rescue the refugees.  Due 
  to your association with the ship you have gained a 
  reputation as being black hearted. In any adventure 
  within the Iuz Border States your PC has a 20% chance 
  of being recognized by any NPC and upon recognition 
  any Charisma based skill checks in relation to Lawful 
  or Good NPC reactions for both yourself and anyone in 
  your party suffer a -4 penalty. All Intimidation checks, 
  however, gain a +2 circumstance bonus if you are 
  similarly recognized within the Iuz Border States.  Self-
  proclamation on your part will result in shifting NPC 
  reactions to you and your party to unfriendly if it was 
  not so already. 
   
  Respect for the Dead: You have been decent 
  enough to recover the bodies of fallen members of the 
  Van Ingermann expedition, allowing them to be raised 
  or buried properly by their families. Because of this 
  you will receive a once only discount of 50% on a single 
  future raise dead, resurrection or true resurrection of 
  your choice. 
   
  Secrets of the Fler: Through careful study (2 TU) 
  of ancient histories and other Ur-Flan records, you 
  have learned hidden ways of fighting certain demonic 
  foes. You gain a special bonus of +2 to attack and 
  damage rolls when fighting one chosen specific type of 
  demonic creature (marilith, balor, etc.) allied with Iuz. 
  Type chosen: _________________________ 
   
  Tribal Greetings: From contact with the priests of 
  the Husik tribe you have learned obscure rituals of 
  appeasement intended to placate restless spirits. 
   
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Item Access 
  APL 6:  
  Armor Insulation (Meta-regional; 50gp; Frostburn). 
  Boots of the Winterlands (Meta-regional; 2,500gp; 
  DMG). 
  Dagger of Venom (Adventure; 8,302gp; DMG). 
  Instant Igloo (Adventure; 11,000gp; Frostburn). 
  Potion of snowsight (Adventure; 50gp; Frostburn). 
  Ring of Protection +2 (Adventure; 8,000gp; DMG). 
  Whale Grease (Meta-regional; 75gp; Frostburn). 
  APL 8: (all of APL 6 plus the following): 
  Glove of Storing (Meta-regional; 10,000gp; DMG). 
  Ring of Protection +3 (Adventure; 18,000gp; DMG). 
  Short sword +1 of human bane (Adventure; 8,310gp; 
  DMG). 
  APL 10: (all of APLs 6-8 plus the following): 
  Ring of Water Walking (Meta-regional; 15,000gp; 
  DMG). 
  Amulet of Natural Armor +3 (Adventure; 18,000gp; 
  DMG). 
  Iceheart, Minor (Adventure; 24,000gp; Frostburn). 
  APL 12: (all of APLs 6-10 plus the following): 
  Helm of Underwater Action (Meta-regional; 24,000gp; 
  DMG). 
  Ring of Protection +4 (Adventure; 32,000gp; DMG). 
  Short sword +2 of human bane (Adventure; 18,310gp; 
  DMG). 
  IUZ6-01 The Great Northern Expedition 
   
  Page 31 
  
  APPENDIX ONE 
   CREATURES APL 6 
  ENCOUNTER FOUR 
  Will-o’-wisp (Advanced): CR 8; Small aberration (air); 
  HD 17d8; hp 76; Init +14; Spd Fly 50 ft. (perfect); AC 
  30 (touch 30, flat-footed 20) [+1 size; +10 Dex, +9 
  deflection]; BAB/Grp: +12/+3; Atk +23 melee (2d8 
  electricity, touch); Full Atk: +23 melee (2d8 electricity, 
  touch); SA —; SQ Darkvision 60 ft., immunity to 
  magic, natural invisibility; AL CE; SV Fort +5, Ref +15, 
  Will +13; Str 1, Dex 31, Con 10, Int 15, Wis 16, Cha 12. 
  Skills and Feats: Bluff +21, Diplomacy +3, Disguise +1 
  (+3 acting), Intimidate +3, Listen +25, Search +22, Spot 
  +25, Survival +3 (+5 following tracks); Alertness, Blind-
  Fight, Combat Reflexes, Dodge, Flyby Attack, 
  Improved Initiative, Weapon Finesse. 
  Immunity to Magic (Ex): A will-o’-wisp is immune to 
  most spells or spell-like abilities that allow spell 
  resistance, except magic missile and maze. 
  Natural Invisibility (Ex): A startled or frightened 
  will-o’-wisp can extinguish its glow, effectively 
  becoming invisible as the spell. 
  Description: This will-o’-wisp is yellow, and is easily 
  mistaken for a torch or lantern. Its body is a globe of 
  spongy material about 1 foot across weighing about 3 
  pounds, and its glowing body sheds as much light as a 
  torch. 
  The will-o’-wisp speaks Common and Auran. It has no 
  vocal apparatus but can vibrate to create a voice with a 
  ghostly sound. 
   
  ENCOUNTER FIVE 
  Rusalka (Advanced): CR 2; Medium fey (aquatic); HD 
  6d6; hp 21; Init +8; Spd 30 ft., swim 30ft.; AC 16 (touch 
  14, flat-footed 12) [+4 Dex, +2 natural]; BAB/Grp: 
  +4/+4; Atk +8 melee (1d4, dagger); Full Atk: +8 melee 
  (1d4, dagger); SA Beguiling song; SQ Low-light vision, 
  water breathing, water symbiosis; AL CN; SV Fort +2, 
  Ref +9, Will +7; Str 10, Dex 18, Con 10, Int 12, Wis 14, 
  Cha 19. 
  Skills and Feats: Diplomacy +6, Escape Artist +9*, Hide 
  +9*, Listen +11, Move Silently +9, Perform (sing) +13, 
  Spot +11, Swim +12, Use Rope +4 (+6 with bindings); 
  Alertness, Improved Initiative, Weapon Finesse. 
  Beguiling Song (Su): A rusalka can attempt to beguile 
  creatures with her song. The rusalka sings, targeting a 
  single creature it can see within 300 feet of her body of 
  water (see Water Symbiosis, below). This is a sonic, 
  mind-affecting ability, and the creature must be able to 
  hear the rusalka for it to take effect. The targeted 
  creature must make a DC 17 Will saving throw. If the 
  save is successful, that creature cannot be affected by 
  that rusalka’s song for 24 hours. 
  Failure indicates the creature is utterly beguiled and 
  moves toward the rusalka, taking the most direct route 
  available. If that path leads into a dangerous area (such 
  as very deep or fast-moving water), the beguiled 
  creature is entitled to a second saving throw. A rusalka 
  who desires a companion often moves out of the water 
  and bestows water breathing on its beguiled victim so 
  that she can take him underwater. a beguiled creature 
  may take no actions other than defending himself. A 
  beguiled victim who moves within 5 feet of the rusalka 
  must make a DC 18 Will saving throw or be charmed 
  as per charm monster cast by an 8th-level sorcerer. 
  Success means that the character is freed from the 
  beguilement and is immune to that rusalka’s beguiling 
  song for 24 hours. The beguiling effect continues as 
  long as the rusalka sings. A rusalka need not continue 
  to sing to keep a victim charmed. 
  A rusalka can use her beguiling song both above and 
  below the water. Good rusalkas cast water breathing on 
  their charmed companions to keep them alive below 
  the waves. Evil rusalkas move into deeper water, 
  forcing a beguiled victim to move toward them but 
  never allowing the victim to get within 5 feet. If these 
  unlucky creatures fail their second saving throw, they 
  usually drown see page 304 of the Dungeon Master’s 
  Guide). 
  Water Breathing (Sp): Four times per day, a rusalka 
  can use water breathing as a 12th-level sorcerer. 
  Water Symbiosis (Su): Each rusalka is mystically 
  bound to a body of water or waterway as small as a 
  pond or as large as a lake or river. Although aquatic, a 
  rusalka can move as far as 300 yards from the body of 
  water to which she is bound and breathe normally. If 
  she strays farther than that, she must hold her breath 
  or immediately start to drown. Once a rusalka has 
  moved beyond the boundary of her connection, she 
  cannot breathe normally until she has immersed 
  herself in her body of water. 
  Skills: *A rusalka gains a +4 circumstance bonus on 
  Escape Artist and Hide checks when in contact with 
  the body of water in which she lives. A rusalka gains a 
  +8 racial bonus on any Swim check to perform some 
  IUZ6-01 The Great Northern Expedition 
   
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  special action or avoid a hazard. She can always choose 
  to take 10 on a Swim check, even if distracted or 
  endangered. She can use the run action while 
  swimming, provided she swims in a straight line. 
  The rusalka speaks Aquan, Common and Sylvan. 
   
  ENCOUNTER EIGHT 
  Gúnth: Male human Rgr4; CR 4; Medium humanoid 
  (human); HD 4d8+12; hp 30; Init +3; Spd 30 ft.; AC 16 
  (touch 13, flat-footed 13) [+3 Dex, +3 leather]; 
  BAB/Grp: +4/+6; Atk +6 melee (1d8+2, battle axe) or +7 
  ranged (1d8/x3, longbow); Full Atk: +6 melee (1d8+2, 
  battle axe) or +7 ranged (1d8/x3, longbow); SA Combat 
  style (archery); SQ Favored enemy (animals), wild 
  empathy; AL N; SV Fort +6, Ref +3, Will +1; Str 14, Dex 
  16, Con 17, Int 10, Wis 14, Cha 12. 
  Skills and Feats: Climb +8, Heal +4, Hide +10, Jump +5, 
  Knowledge (nature) +4, Listen +9, Move Silently +10, 
  Search +4, Spot +9, Survival +9, Use Rope +5; Dodge, 
  Endurance, Point Blank Shot, Precise Shot, Rapid Shot, 
  Track. 
  Spells Prepared (0/1; base DC = 12 + spell level): 1st—
  endure elements. 
   
  Possessions: Battle axe, cold weather clothing, 
  dagger, leather armor, longbow, 20 arrows. 
  Otha: Male human Bbn3; CR 3; Medium humanoid 
  (human); HD 3d12+12; hp 31; Init +2; Spd 40 ft.; AC 16 
  (touch 12, flat-footed 16) [+2 Dex, +3 hide, +1 shield]; 
  BAB/Grp: +3/+6; Atk +6 melee (1d8+3, battle axe) or +5 
  ranged (1d6+3, javelin); Full Atk: +6 melee (1d8+3, 
  battle axe) or +5 ranged (1d6+3, javelin); SA Rage; SQ 
  Fast movement, trap sense +1, uncanny dodge; AL N; 
  SV Fort +6, Ref +3, Will +1; Str 17, Dex 14, Con 16, Int 
  10, Wis 10, Cha 12. 
  Skills and Feats: Climb +7*, Intimidate +6, Listen +7, 
  Spot +3, Survival +6; Endurance, Toughness, Track. 
  *The armor check penalty is applied to Climb checks. 
   
  Possessions: Battle axe, cold weather clothing, 
  dagger, hide armor, javelins (2). 
  Tribesman: Male human War2; CR 1; Medium 
  humanoid (human); HD 2d8+6; hp 15; Init +1; Spd 30 
  ft.; AC 15 (touch 11, flat-footed 14) [+1 Dex, +3 hide, +1 
  shield]; BAB/Grp: +2/+4; Atk +4 melee (1d8+2, spear) 
  or +3 ranged (1d6+2, javelin); Full Atk: +4 melee 
  (1d8+2, spear) or +3 ranged (1d6+2, javelin); SA —; SQ 
  —; AL LN; SV Fort +6, Ref +1, Will +0; Str 14, Dex 12, 
  Con 16, Int 10, Wis 10, Cha 10. 
  Skills and Feats: Climb +1*, Intimidate +1, Listen +2, 
  Spot +2, Survival +2; Endurance, Track. 
  *The armor check penalty is applied to Climb checks. 
   
  Possessions: Cold weather clothing, dagger, hide 
  armor, javelins (2), spear. 
   
  ENCOUNTER NINE 
  Marzanna: CR 7; Medium monstrous humanoid (cold) 
  Rgr1; HD 8d6+1d8+18; hp 58; Init +1; Spd 30 ft., swim 
  30 ft.; AC 20 (touch 11, flat-footed 19) [+1 Dex, +9 
  natural]; BAB/Grp: +9/+14; Atk +14 melee (1d6+5, 
  claw); Full Atk: +14/+14 melee (1d6+5, claw); SA 
  Dreadful eye, rend 2d6+7, spell-like abilities; SQ 
  Darkvision 90 ft., favored enemy (humans), immunity 
  to cold, spell resistance 15, vulnerability to fire; AL CE; 
  SV Fort +8, Ref +9, Will +7; Str 21, Dex 12, Con 14, Int 
  14, Wis 13, Cha 13. 
  Skills 
  and 
  Feats: 
  Concentration 
  +13, 
  Craft 
  (Leatherworking) +7, Hide +7, Listen +14, Move 
  Silently +5, Spot +14, Survival +5, Swim +13; Alertness, 
  Blind-Fight, Great Fortitude, Power Attack, Track. 
  Dreadful Eye (Su): Three times per day a marzanna 
  can cast her dire gaze upon any single creature within 
  30 feet. The target must succeed on a DC 15 Will save 
  or become panicked for 10 rounds. Creatures that are 
  panicked by a marzanna’s dreadful eye must succeed 
  on a DC 15 Fortitude save or die from fright. This is a 
  mind-affecting fear effect. The save DC is Charisma-
  based. 
  Rend (Ex): A marzanna that hits with both claw 
  attacks latches onto the opponent’s body and tears the 
  flesh. This attack automatically deals an extra 2d6+7 
  points of damage. 
  Spell-Like Abilities: At will—dancing lights, ghost 
  sound (DC 11), obscuring snow, pass without trace, ray 
  of frost (+10 ranged touch); 3/day—alter self, bestow 
  curse (+14 melee touch; DC 15), numbing sphere (DC 
  13), and wall of ice (DC 15); 1/day—ice storm; 
  1/week—control weather, nightmare (DC 16). Caster 
  level 8th. 
   
  Possessions: instant igloo, potion of snowsight. 
   
  ENCOUNTER TEN 
  Grechun: Female human Clr4/Sor3; CR 7; Medium 
  humanoid (human); HD 4d8+3d4; hp 25; Init +1; Spd 
  30 ft.; AC 13 (touch 13, flat-footed 12) [+1 Dex, +2 ring 
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  of protection]; BAB/Grp: +4/+5; Atk +6 melee 
  (1d4+2/19-20/x2, 
  dagger); 
  Full 
  Atk: 
  +6 
  melee 
  (1d4+2/19-20/x2, dagger); SA —; SQ Rebuke undead; 
  AL NE; SV Fort +5, Ref +2, Will +9; Str 12, Dex 12, Con 
  10, Int 14, Wis 16, Cha 16. 
  Skills and Feats: Bluff +6, Concentration +13, 
  Diplomacy +6, Hide +2, Knowledge (arcane) +8, 
  Knowledge (religion) +9, Knowledge (the planes) +7, 
  Listen +4, Spellcraft +10, Spot +4, Survival +4; Brew 
  Potion, Empower Spell, Iron Will, Scribe Scroll. 
   
   
   
   
   
   
   
  Sorcerer Spells Prepared (6/6; base DC = 13 + spell 
  level): 0—daze, detect magic (2), disrupt undead, read 
  magic, touch of fatigue; 1st—comprehend languages,
  magic missile (3), ray of enfeeblement, shield. 
   
  Cleric Spells Prepared (5/4+1/3+1; base DC = 13 + 
  spell level): 0—guidance (2), read magic, resistance (2); 
  1st—bane, cause fear*, cure light wounds, divine favor, 
  doom, shield of faith; 2nd—cure moderate wounds,
  death knell, desecrate*, enthrall. 
  *Domain spell. Domains: Death (death touch 
  1/day); Evil (Evil spells at +1 caster level). 
   
  Possessions: cold weather clothing, dagger of 
  venom, potion of cure light wounds (2), potion of cure 
  moderate wounds, ring of protection +2, scroll of mage 
  armor, scroll of shield, scroll of spectral hand. 
  Únna: Female human Clr3/Rgr4; CR 7; Medium 
  humanoid (human); HD 7d8+7; hp 38; Init +1; Spd 30 
  ft.; AC 16 (touch 13, flat-footed 13) [+3 Dex, +3 leather]; 
  BAB/Grp: +9/+11; Atk +11 melee (1d6+3/19-20/x2, 
  short sword); Full Atk: +9/+9 melee (1d6+3/19-20/x2, 
  short sword); SA Combat style (two-weapon); SQ 
  Favored enemy (animals), rebuke undead, wild 
  empathy; AL NE; SV Fort +8, Ref +7, Will +6; Str 14, 
  Dex 14, Con 12, Int 12, Wis 15, Cha 14. 
  Skills and Feats: Climb +4, Concentration +6, Hide +9, 
  Jump +4, Knowledge (nature) +7, Knowledge (religion) 
  +6, Listen +9, Move Silently +9, Search +8, Spot +9, 
  Survival +6, Use Rope +9; Cleave, Endurance, Great 
  Cleave, Improved Sunder, Power Attack, Track. 
   
  Ranger Spells Prepared (0/1; base DC = 12 + spell 
  level): 1st—endure elements. 
   
  Cleric Spells Prepared (4/3+1/2+1; base DC = 12 + 
  spell level): 0—guidance (2), resistance (2); 1st—bane,
  cause fear*, doom, shield of faith; 2nd—bull’s strength,
  hold person, invisibility*. 
  *Domain spell. Domains: Death (death touch 
  1/day); Trickery (Bluff, Disguise & Hide are class 
  skills). 
   
  Possessions: cold weather clothing, dagger, leather 
  armor, potion of cure light wounds (2), potion of cure 
  moderate wounds, short sword +1 x2. 
  IUZ6-01 The Great Northern Expedition 
   
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  APPENDIX TWO 
   CREATURES APL 8 
  ENCOUNTER FOUR 
  Will-o’-wisp (Advanced): CR 8; Small aberration (air); 
  HD 17d8; hp 76; Init +14; Spd Fly 50 ft. (perfect); AC 
  30 (touch 30, flat-footed 20) [+1 size; +10 Dex, +9 
  deflection]; BAB/Grp: +12/+3; Atk +23 melee (2d8 
  electricity, touch); Full Atk: +23 melee (2d8 electricity, 
  touch); SA —; SQ Darkvision 60 ft., immunity to 
  magic, natural invisibility; AL CE; SV Fort +5, Ref +15, 
  Will +13; Str 1, Dex 31, Con 10, Int 15, Wis 16, Cha 12. 
  Skills and Feats: Bluff +21, Diplomacy +3, Disguise +1 
  (+3 acting), Intimidate +3, Listen +25, Search +22, Spot 
  +25, Survival +3 (+5 following tracks); Alertness, Blind-
  Fight, Combat Reflexes, Dodge, Flyby Attack, 
  Improved Initiative, Weapon Finesse. 
  Immunity to Magic (Ex): A will-o’-wisp is immune to 
  most spells or spell-like abilities that allow spell 
  resistance, except magic missile and maze. 
  Natural Invisibility (Ex): A startled or frightened 
  will-o’-wisp can extinguish its glow, effectively 
  becoming invisible as the spell. 
  Description: This will-o’-wisp is yellow, and is easily 
  mistaken for a torch or lantern. Its body is a globe of 
  spongy material about 1 foot across weighing about 3 
  pounds, and its glowing body sheds as much light as a 
  torch. 
  The will-o’-wisp speaks Common and Auran. It has no 
  vocal apparatus but can vibrate to create a voice with a 
  ghostly sound. 
   
  ENCOUNTER FIVE 
  Rusalka (Advanced): CR 2; Medium fey (aquatic); HD 
  6d6; hp 21; Init +8; Spd 30 ft., swim 30ft.; AC 16 (touch 
  14, flat-footed 12) [+4 Dex, +2 natural]; BAB/Grp: 
  +4/+4; Atk +8 melee (1d4, dagger); Full Atk: +8 melee 
  (1d4, dagger); SA Beguiling song; SQ Low-light vision, 
  water breathing, water symbiosis; AL CN; SV Fort +2, 
  Ref +9, Will +7; Str 10, Dex 18, Con 10, Int 12, Wis 14, 
  Cha 19. 
  Skills and Feats: Diplomacy +6, Escape Artist +9*, Hide 
  +9*, Listen +11, Move Silently +9, Perform (sing) +13, 
  Spot +11, Swim +12, Use Rope +4 (+6 with bindings); 
  Alertness, Improved Initiative, Weapon Finesse. 
  Beguiling Song (Su): A rusalka can attempt to beguile 
  creatures with her song. The rusalka sings, targeting a 
  single creature it can see within 300 feet of her body of 
  water (see Water Symbiosis, below). This is a sonic, 
  mind-affecting ability, and the creature must be able to 
  hear the rusalka for it to take effect. The targeted 
  creature must make a DC 17 Will saving throw. If the 
  save is successful, that creature cannot be affected by 
  that rusalka’s song for 24 hours. 
  Failure indicates the creature is utterly beguiled and 
  moves toward the rusalka, taking the most direct route 
  available. If that path leads into a dangerous area (such 
  as very deep or fast-moving water), the beguiled 
  creature is entitled to a second saving throw. A rusalka 
  who desires a companion often moves out of the water 
  and bestows water breathing on its beguiled victim so 
  that she can take him underwater. a beguiled creature 
  may take no actions other than defending himself. A 
  beguiled victim who moves within 5 feet of the rusalka 
  must make a DC 18 Will saving throw or be charmed 
  as per charm monster cast by an 8th-level sorcerer. 
  Success means that the character is freed from the 
  beguilement and is immune to that rusalka’s beguiling 
  song for 24 hours. The beguiling effect continues as 
  long as the rusalka sings. A rusalka need not continue 
  to sing to keep a victim charmed. 
  A rusalka can use her beguiling song both above and 
  below the water. Good rusalkas cast water breathing on 
  their charmed companions to keep them alive below 
  the waves. Evil rusalkas move into deeper water, 
  forcing a beguiled victim to move toward them but 
  never allowing the victim to get within 5 feet. If these 
  unlucky creatures fail their second saving throw, they 
  usually drown see page 304 of the Dungeon Master’s 
  Guide). 
  Water Breathing (Sp): Four times per day, a rusalka 
  can use water breathing as a 12th-level sorcerer. 
  Water Symbiosis (Su): Each rusalka is mystically 
  bound to a body of water or waterway as small as a 
  pond or as large as a lake or river. Although aquatic, a 
  rusalka can move as far as 300 yards from the body of 
  water to which she is bound and breathe normally. If 
  she strays farther than that, she must hold her breath 
  or immediately start to drown. Once a rusalka has 
  moved beyond the boundary of her connection, she 
  cannot breathe normally until she has immersed 
  herself in her body of water. 
  Skills: *A rusalka gains a +4 circumstance bonus on 
  Escape Artist and Hide checks when in contact with 
  the body of water in which she lives. A rusalka gains a 
  +8 racial bonus on any Swim check to perform some 
  IUZ6-01 The Great Northern Expedition 
   
  Page 35 
  
  special action or avoid a hazard. She can always choose 
  to take 10 on a Swim check, even if distracted or 
  endangered. She can use the run action while 
  swimming, provided she swims in a straight line. 
  The rusalka speaks Aquan, Common and Sylvan. 
   
  ENCOUNTER EIGHT 
  Gúnth: Male human Rgr4; CR 4; Medium humanoid 
  (human); HD 4d8+12; hp 30; Init +3; Spd 30 ft.; AC 16 
  (touch 13, flat-footed 13) [+3 Dex, +3 leather]; 
  BAB/Grp: +4/+6; Atk +6 melee (1d8+2, battle axe) or +7 
  ranged (1d8/x3, longbow); Full Atk: +6 melee (1d8+2, 
  battle axe) or +7 ranged (1d8/x3, longbow); SA Combat 
  style (archery); SQ Favored enemy (animals), wild 
  empathy; AL N; SV Fort +6, Ref +3, Will +1; Str 14, Dex 
  16, Con 17, Int 10, Wis 14, Cha 12. 
  Skills and Feats: Climb +8, Heal +4, Hide +10, Jump +5, 
  Knowledge (nature) +4, Listen +9, Move Silently +10, 
  Search +4, Spot +9, Survival +9, Use Rope +5; Dodge, 
  Endurance, Point Blank Shot, Precise Shot, Rapid Shot, 
  Track. 
  Spells Prepared (0/1; base DC = 12 + spell level): 1st—
  endure elements. 
   
  Possessions: Battle axe, cold weather clothing, 
  dagger, leather armor, longbow, 20 arrows. 
  Otha: Male human Bbn3; CR 3; Medium humanoid 
  (human); HD 3d12+12; hp 31; Init +2; Spd 40 ft.; AC 16 
  (touch 12, flat-footed 16) [+2 Dex, +3 hide, +1 shield]; 
  BAB/Grp: +3/+6; Atk +6 melee (1d8+3, battle axe) or +5 
  ranged (1d6+3, javelin); Full Atk: +6 melee (1d8+3, 
  battle axe) or +5 ranged (1d6+3, javelin); SA Rage; SQ 
  Fast movement, trap sense +1, uncanny dodge; AL N; 
  SV Fort +6, Ref +3, Will +1; Str 17, Dex 14, Con 16, Int 
  10, Wis 10, Cha 12. 
  Skills and Feats: Climb +7*, Intimidate +6, Listen +7, 
  Spot +3, Survival +6; Endurance, Toughness, Track. 
  *The armor check penalty is applied to Climb checks. 
   
  Possessions: Battle axe, cold weather clothing, 
  dagger, hide armor, javelins (2). 
  Tribesman: Male human War2; CR 1; Medium 
  humanoid (human); HD 2d8+6; hp 15; Init +1; Spd 30 
  ft.; AC 15 (touch 11, flat-footed 14) [+1 Dex, +3 hide, +1 
  shield]; BAB/Grp: +2/+4; Atk +4 melee (1d8+2, spear) 
  or +3 ranged (1d6+2, javelin); Full Atk: +4 melee 
  (1d8+2, spear) or +3 ranged (1d6+2, javelin); SA —; SQ 
  —; AL LN; SV Fort +6, Ref +1, Will +0; Str 14, Dex 12, 
  Con 16, Int 10, Wis 10, Cha 10. 
  Skills and Feats: Climb +1*, Intimidate +1, Listen +2, 
  Spot +2, Survival +2; Endurance, Track. 
  *The armor check penalty is applied to Climb checks. 
   
  Possessions: Cold weather clothing, dagger, hide 
  armor, javelins (2), spear. 
   
  ENCOUNTER NINE 
  Marzanna: CR 9; Medium monstrous humanoid (cold) 
  Rgr3; HD 8d6+3d8+22; hp 71; Init +1; Spd 30 ft., swim 
  30 ft.; AC 20 (touch 11, flat-footed 19) [+1 Dex, +9 
  natural]; BAB/Grp: +11/+16; Atk +16 melee (1d6+5, 
  claw); Full Atk: +16/+16 melee (1d6+5, claw); SA 
  Dreadful eye, rend 2d6+7, spell-like abilities; SQ 
  Darkvision 90 ft., favored enemy (humans), immunity 
  to cold, spell resistance 15, vulnerability to fire; AL CE; 
  SV Fort +9, Ref +10, Will +8; Str 21, Dex 12, Con 14, Int 
  14, Wis 13, Cha 13. 
  Skills 
  and 
  Feats: 
  Concentration 
  +15, 
  Craft 
  (Leatherworking) +7, Hide +9, Listen +16, Move 
  Silently +7, Spot +16, Survival +7, Swim +13;  Alertness, 
  Blind-Fight, Endurance, Great Fortitude, Power Attack, 
  Track. 
  Dreadful Eye (Su): Three times per day a marzanna 
  can cast her dire gaze upon any single creature within 
  30 feet. The target must succeed on a DC 15 Will save 
  or become panicked for 10 rounds. Creatures that are 
  panicked by a marzanna’s dreadful eye must succeed 
  on a DC 15 Fortitude save or die from fright. This is a 
  mind-affecting fear effect. The save DC is Charisma-
  based. 
  Rend (Ex): A marzanna that hits with both claw 
  attacks latches onto the opponent’s body and tears the 
  flesh. This attack automatically deals an extra 2d6+7 
  points of damage. 
  Spell-Like Abilities: At will—dancing lights, ghost 
  sound (DC 11), obscuring snow, pass without trace, ray 
  of frost (+12 ranged touch); 3/day—alter self, bestow 
  curse (+16 melee touch; DC 15), numbing sphere (DC 
  13), and wall of ice (DC 15); 1/day—ice storm; 
  1/week—control weather, nightmare (DC 16). Caster 
  level 8th. 
   
  Possessions: instant igloo, potion of snowsight. 
   
  ENCOUNTER TEN 
  Grechun: Female human Clr5/Sor4; CR 9; Medium 
  humanoid (human); HD 5d8+4d4; hp 32; Init +1; Spd 
  IUZ6-01 The Great Northern Expedition 
   
  Page 36 
  
  30 ft.; AC 14 (touch 14, flat-footed 13) [+1 Dex, +3 ring 
  of protection]; BAB/Grp: +5/+6; Atk +7 melee 
  (1d4+2/19-20/x2, 
  dagger); 
  Full 
  Atk: 
  +7 
  melee 
  (1d4+2/19-20/x2, dagger); SA —; SQ Rebuke undead; 
  AL NE; SV Fort +6, Ref +2, Will +11; Str 12, Dex 12, 
  Con 10, Int 14, Wis 17, Cha 16. 
  Skills and Feats: Bluff +6, Concentration +15, 
  Diplomacy +6, Hide +2, Intimidate +5, Knowledge 
  (arcane) +8, Knowledge (religion) +11, Knowledge (the 
  planes) +9, Listen +4, Spellcraft +10, Spot +4, Survival 
  +4; Brew Potion, Combat Casting, Empower Spell, Iron 
  Will, Maximize Spell, Scribe Scroll. 
   
  Sorcerer Spells Prepared (6/7/4; base DC = 13 + 
  spell level): 0—daze, detect magic, disrupt undead, 
  read magic, touch of fatigue; 1st—comprehend 
  languages, magic missile (3), ray of enfeeblement (2),
  shield. 
   
   
   
   
   
   
  Cleric Spells Prepared (5/4+1/3+1/2+1; base DC = 
  13 + spell level): 0—guidance (2), read magic,
  resistance (2); 1st—bane, cause fear*, cure light 
  wounds, divine favor, doom, shield of faith; 2nd—cure 
  moderate wounds, death knell, desecrate*, enthrall; 
  3rd—animate dead*, bestow curse, dispel magic. 
  *Domain spell. Domains: Death (death touch 
  1/day); Evil (Evil spells at +1 caster level). 
   
  Possessions: cold weather clothing, dagger of 
  venom, potion of cure moderate wounds, potion of 
  shield (2), potion of spectral hand, ring of protection 
  +3, scroll of mage armor (2). 
  Únna: Female human Clr4/Rgr5; CR 9; Medium 
  humanoid (human); HD 9d8+9; hp 49; Init +1; Spd 30 
  ft.; AC 16 (touch 16, flat-footed 16) [+3 Dex, +3 leather]; 
  BAB/Grp: +11/+13; Atk +13 melee (1d6+3/19-20/x2, 
  short sword); Full Atk: +11/+11 melee (1d6+3/19-
  20/x2, short sword); SA Combat style (two-weapon); 
  SQ Favored enemy (animals, human), rebuke undead, 
  wild empathy; AL NE; SV Fort +9, Ref +7, Will +8; Str 
  14, Dex 14, Con 12, Int 12, Wis 16, Cha 14. 
  Skills and Feats: Climb +4, Concentration +8, Hide +9, 
  Jump +4, Knowledge (nature) +7, Knowledge (religion) 
  +8, Listen +10, Move Silently +9, Search +8, Spot +10, 
  Survival +7, Use Rope +9; Cleave, Endurance, Great 
  Cleave, Improved Sunder, Power Attack, Track. 
   
  Ranger Spells Prepared (0/1; base DC = 13 + spell 
  level): 1st—endure elements. 
   
  Cleric Spells Prepared (5/4+1/3+1; base DC = 13 + 
  spell level): 0—guidance (2), resistance (2); 1st—bane,
  cause fear*, doom (2), shield of faith; 2nd—bull’s 
  strength (2), hold person, invisibility*. 
  *Domain spell. Domains: Death (death touch 
  1/day); Trickery (Bluff, Disguise & Hide are class 
  skills). 
   
  Possessions: cold weather clothing, dagger, leather 
  armor, potion of cure moderate wounds, potion of 
  shield, short sword +1 of human bane x2. 
  IUZ6-01 The Great Northern Expedition 
   
  Page 37 
  
  APPENDIX THREE 
   CREATURES APL 10 
  ENCOUNTER FOUR 
  Will-o’-wisp (Advanced): CR 8; Small aberration (air); 
  HD 17d8; hp 76; Init +14; Spd Fly 50 ft. (perfect); AC 
  30 (touch 30, flat-footed 20) [+1 size; +10 Dex, +9 
  deflection]; BAB/Grp: +12/+3; Atk +23 melee (2d8 
  electricity, touch); Full Atk: +23 melee (2d8 electricity, 
  touch); SA —; SQ Darkvision 60 ft., immunity to 
  magic, natural invisibility; AL CE; SV Fort +5, Ref +15, 
  Will +13; Str 1, Dex 31, Con 10, Int 15, Wis 16, Cha 12. 
  Skills and Feats: Bluff +21, Diplomacy +3, Disguise +1 
  (+3 acting), Intimidate +3, Listen +25, Search +22, Spot 
  +25, Survival +3 (+5 following tracks); Alertness, Blind-
  Fight, Combat Reflexes, Dodge, Flyby Attack, 
  Improved Initiative, Weapon Finesse. 
  Immunity to Magic (Ex): A will-o’-wisp is immune to 
  most spells or spell-like abilities that allow spell 
  resistance, except magic missile and maze. 
  Natural Invisibility (Ex): A startled or frightened 
  will-o’-wisp can extinguish its glow, effectively 
  becoming invisible as the spell. 
  Description: This will-o’-wisp is yellow, and is easily 
  mistaken for a torch or lantern. Its body is a globe of 
  spongy material about 1 foot across weighing about 3 
  pounds, and its glowing body sheds as much light as a 
  torch. 
  The will-o’-wisp speaks Common and Auran. It has no 
  vocal apparatus but can vibrate to create a voice with a 
  ghostly sound. 
   
  ENCOUNTER FIVE 
  Rusalka (Advanced): CR 2; Medium fey (aquatic); HD 
  6d6; hp 21; Init +8; Spd 30 ft., swim 30ft.; AC 16 (touch 
  14, flat-footed 12) [+4 Dex, +2 natural]; BAB/Grp: 
  +4/+4; Atk +8 melee (1d4, dagger); Full Atk: +8 melee 
  (1d4, dagger); SA Beguiling song; SQ Low-light vision, 
  water breathing, water symbiosis; AL CN; SV Fort +2, 
  Ref +9, Will +7; Str 10, Dex 18, Con 10, Int 12, Wis 14, 
  Cha 19. 
  Skills and Feats: Diplomacy +6, Escape Artist +9*, Hide 
  +9*, Listen +11, Move Silently +9, Perform (sing) +13, 
  Spot +11, Swim +12, Use Rope +4 (+6 with bindings); 
  Alertness, Improved Initiative, Weapon Finesse. 
  Beguiling Song (Su): A rusalka can attempt to beguile 
  creatures with her song. The rusalka sings, targeting a 
  single creature it can see within 300 feet of her body of 
  water (see Water Symbiosis, below). This is a sonic, 
  mind-affecting ability, and the creature must be able to 
  hear the rusalka for it to take effect. The targeted 
  creature must make a DC 17 Will saving throw. If the 
  save is successful, that creature cannot be affected by 
  that rusalka’s song for 24 hours. 
  Failure indicates the creature is utterly beguiled and 
  moves toward the rusalka, taking the most direct route 
  available. If that path leads into a dangerous area (such 
  as very deep or fast-moving water), the beguiled 
  creature is entitled to a second saving throw. A rusalka 
  who desires a companion often moves out of the water 
  and bestows water breathing on its beguiled victim so 
  that she can take him underwater. a beguiled creature 
  may take no actions other than defending himself. A 
  beguiled victim who moves within 5 feet of the rusalka 
  must make a DC 18 Will saving throw or be charmed 
  as per charm monster cast by an 8th-level sorcerer. 
  Success means that the character is freed from the 
  beguilement and is immune to that rusalka’s beguiling 
  song for 24 hours. The beguiling effect continues as 
  long as the rusalka sings. A rusalka need not continue 
  to sing to keep a victim charmed. 
  A rusalka can use her beguiling song both above and 
  below the water. Good rusalkas cast water breathing on 
  their charmed companions to keep them alive below 
  the waves. Evil rusalkas move into deeper water, 
  forcing a beguiled victim to move toward them but 
  never allowing the victim to get within 5 feet. If these 
  unlucky creatures fail their second saving throw, they 
  usually drown see page 304 of the Dungeon Master’s 
  Guide). 
  Water Breathing (Sp): Four times per day, a rusalka 
  can use water breathing as a 12th-level sorcerer. 
  Water Symbiosis (Su): Each rusalka is mystically 
  bound to a body of water or waterway as small as a 
  pond or as large as a lake or river. Although aquatic, a 
  rusalka can move as far as 300 yards from the body of 
  water to which she is bound and breathe normally. If 
  she strays farther than that, she must hold her breath 
  or immediately start to drown. Once a rusalka has 
  moved beyond the boundary of her connection, she 
  cannot breathe normally until she has immersed 
  herself in her body of water. 
  Skills: *A rusalka gains a +4 circumstance bonus on 
  Escape Artist and Hide checks when in contact with 
  the body of water in which she lives. A rusalka gains a 
  +8 racial bonus on any Swim check to perform some 
  IUZ6-01 The Great Northern Expedition 
   
  Page 38 
  
  special action or avoid a hazard. She can always choose 
  to take 10 on a Swim check, even if distracted or 
  endangered. She can use the run action while 
  swimming, provided she swims in a straight line. 
  The rusalka speaks Aquan, Common and Sylvan. 
   
  ENCOUNTER EIGHT 
  Gúnth: Male human Rgr4; CR 4; Medium humanoid 
  (human); HD 4d8+12; hp 30; Init +3; Spd 30 ft.; AC 16 
  (touch 13, flat-footed 13) [+3 Dex, +3 leather]; 
  BAB/Grp: +4/+6; Atk +6 melee (1d8+2, battle axe) or +7 
  ranged (1d8/x3, longbow); Full Atk: +6 melee (1d8+2, 
  battle axe) or +7 ranged (1d8/x3, longbow); SA Combat 
  style (archery); SQ Favored enemy (animals), wild 
  empathy; AL N; SV Fort +6, Ref +3, Will +1; Str 14, Dex 
  16, Con 17, Int 10, Wis 14, Cha 12. 
  Skills and Feats: Climb +8, Heal +4, Hide +10, Jump +5, 
  Knowledge (nature) +4, Listen +9, Move Silently +10, 
  Search +4, Spot +9, Survival +9, Use Rope +5; Dodge, 
  Endurance, Point Blank Shot, Precise Shot, Rapid Shot, 
  Track. 
  Spells Prepared (0/1; base DC = 12 + spell level): 1st—
  endure elements. 
   
  Possessions: Battle axe, cold weather clothing, 
  dagger, leather armor, longbow, 20 arrows. 
  Otha: Male human Bbn3; CR 3; Medium humanoid 
  (human); HD 3d12+12; hp 31; Init +2; Spd 40 ft.; AC 16 
  (touch 12, flat-footed 16) [+2 Dex, +3 hide, +1 shield]; 
  BAB/Grp: +3/+6; Atk +6 melee (1d8+3, battle axe) or +5 
  ranged (1d6+3, javelin); Full Atk: +6 melee (1d8+3, 
  battle axe) or +5 ranged (1d6+3, javelin); SA Rage; SQ 
  Fast movement, trap sense +1, uncanny dodge; AL N; 
  SV Fort +6, Ref +3, Will +1; Str 17, Dex 14, Con 16, Int 
  10, Wis 10, Cha 12. 
  Skills and Feats: Climb +7*, Intimidate +6, Listen +7, 
  Spot +3, Survival +6; Endurance, Toughness, Track. 
  *The armor check penalty is applied to Climb checks. 
   
  Possessions: Battle axe, cold weather clothing, 
  dagger, hide armor, javelins (2). 
  Tribesman: Male human War2; CR 1; Medium 
  humanoid (human); HD 2d8+6; hp 15; Init +1; Spd 30 
  ft.; AC 15 (touch 11, flat-footed 14) [+1 Dex, +3 hide, +1 
  shield]; BAB/Grp: +2/+4; Atk +4 melee (1d8+2, spear) 
  or +3 ranged (1d6+2, javelin); Full Atk: +4 melee 
  (1d8+2, spear) or +3 ranged (1d6+2, javelin); SA —; SQ 
  —; AL LN; SV Fort +6, Ref +1, Will +0; Str 14, Dex 12, 
  Con 16, Int 10, Wis 10, Cha 10. 
  Skills and Feats: Climb +1*, Intimidate +1, Listen +2, 
  Spot +2, Survival +2; Endurance, Track. 
  *The armor check penalty is applied to Climb checks. 
   
  Possessions: Cold weather clothing, dagger, hide 
  armor, javelins (2), spear. 
   
  ENCOUNTER NINE 
  Marzanna: CR 11; Medium monstrous humanoid 
  (cold) Rgr5; HD 8d6+5d8+26; hp 84; Init +1; Spd 30 ft., 
  swim 30 ft.; AC 20 (touch 11, flat-footed 19) [+1 Dex, +9 
  natural]; BAB/Grp: +13/+18; Atk +18 melee (1d6+5, 
  claw); Full Atk: +18/+18 melee (1d6+5, claw); SA 
  Dreadful eye, rend 2d6+7, spell-like abilities; SQ 
  Darkvision 90 ft., favored enemy (humans), immunity 
  to cold, spell resistance 15, vulnerability to fire; AL CE; 
  SV Fort +10, Ref +11, Will +8; Str 21, Dex 12, Con 14, 
  Int 14, Wis 13, Cha 14. 
  Skills 
  and 
  Feats: 
  Concentration 
  +17, 
  Craft 
  (Leatherworking) +7, Hide +11, Listen +18, Move 
  Silently +9, Spot +18, Survival +9, Swim +13; Alertness, 
  Blind-Fight, Cleave, Endurance, Great Fortitude, 
  Power Attack, Track. 
  Spells Prepared (0/1; base DC = 11 + spell level): 1st—
  resist energy. 
  Dreadful Eye (Su): Three times per day a marzanna 
  can cast her dire gaze upon any single creature within 
  30 feet. The target must succeed on a DC 16 Will save 
  or become panicked for 10 rounds. Creatures that are 
  panicked by a marzanna’s dreadful eye must succeed 
  on a DC 16 Fortitude save or die from fright. This is a 
  mind-affecting fear effect. The save DC is Charisma-
  based. 
  Rend (Ex): A marzanna that hits with both claw 
  attacks latches onto the opponent’s body and tears the 
  flesh. This attack automatically deals an extra 2d6+7 
  points of damage. 
  Spell-Like Abilities: At will—dancing lights, ghost 
  sound (DC 11), obscuring snow, pass without trace, ray 
  of frost (+14 ranged touch); 3/day—alter self, bestow 
  curse (+18 melee touch; DC 15), numbing sphere (DC 
  13), and wall of ice (DC 15); 1/day—ice storm; 
  1/week—control weather, nightmare (DC 16). Caster 
  level 8th. 
   
  Possessions: instant igloo, minor iceheart, potion 
  of snowsight. 
   
  IUZ6-01 The Great Northern Expedition 
   
  Page 39 
  
  ENCOUNTER TEN 
  Grechun: Female human Clr7/Sor4; CR 11; Medium 
  humanoid (human); HD 7d8+4d4; hp 41; Init +1; Spd 
  30 ft.; AC 17 (touch 14, flat-footed 16) [+1 Dex, +3 
  amulet, +3 ring of protection]; BAB/Grp: +7/+8; Atk +9 
  melee (1d4+2/19-20/x2, dagger); Full Atk: +9 melee 
  (1d4+2/19-20/x2, dagger); SA —; SQ Rebuke undead; 
  AL NE; SV Fort +7, Ref +3, Will +12; Str 12, Dex 12, 
  Con 10, Int 14, Wis 17, Cha 16. 
  Skills and Feats: Bluff +6, Concentration +17, 
  Diplomacy +6, Hide +2, Intimidate +6, Knowledge 
  (arcane) +8, Knowledge (religion) +13, Knowledge (the 
  planes) +11, Listen +4, Spellcraft +12, Spot +4, Survival 
  +4; Brew Potion, Combat Casting, Empower Spell, Iron 
  Will, Maximize Spell, Scribe Scroll. 
   
  Sorcerer Spells Prepared (6/7/4; base DC = 13 + 
  spell level): 0—daze, detect magic, disrupt undead, 
  read magic, touch of fatigue; 1st—comprehend 
  languages, magic missile (3), ray of enfeeblement (2),
  shield. 
   
   
   
   
   
  Cleric Spells Prepared (6/5+1/4+1/3+1/2+1; base 
  DC = 13 + spell level): 0—cure minor wounds, 
  guidance (2), read magic, resistance (2); 1st—bane,
  cause fear*, cure light wounds (2), divine favor, doom, 
  shield of faith; 2nd—cure moderate wounds (2), death 
  knell, desecrate*, enthrall; 3rd—animate dead*, bestow 
  curse, cure serious wounds, dispel magic, 4th—divine 
  power, spell immunity, unholy blight*. 
  *Domain spell. Domains: Death (death touch 
  1/day); Evil (Evil spells at +1 caster level). 
   
  Possessions: amulet of natural armor +3, cold 
  weather clothing, dagger of venom, potion of cure 
  moderate wounds (2), potion of cure moderate 
  wounds, ring of protection +3, scroll of mage armor, 
  scroll of shield, scroll of spectral hand. 
  Únna: Female human Clr4/Rgr5/Bgd2; CR 11; 
  Medium humanoid (human); HD 9d8+2d10+11; hp 62; 
  Init +1; Spd 30 ft.; AC 19 (touch 13, flat-footed 16) [+3 
  Dex, +6 leather]; BAB/Grp: +13/+15; Atk +16 melee 
  (1d6+3/19-20/x2, short sword); Full Atk: +14/+14 
  melee (1d6+3/19-20/x2, short sword); SA Combat style 
  (two-weapon), smite good 1/day; SQ Aura of evil, dark 
  blessing, detect good, favored enemy (animals, 
  human), poison use, rebuke undead, wild empathy; AL 
  NE; SV Fort +12, Ref +7, Will +8; Str 14, Dex 14, Con 
  12, Int 12, Wis 16, Cha 14. 
  Skills and Feats: Climb +4, Concentration +9, Hide +9, 
  Intimidate +7, Jump +4, Knowledge (nature) +7, 
  Knowledge (religion) +8, Listen +10, Move Silently +9, 
  Search +8, Spot +10, Survival +7, Use Rope +9; Cleave, 
  Diehard, Endurance, Great Cleave, Improved Sunder, 
  Power Attack, Track. 
   
  Blackguard Spells Prepared (0/2; base DC = 13 + 
  spell level): 1st—corrupt weapon, doom. 
   
  Ranger Spells Prepared (0/1; base DC = 13 + spell 
  level): 1st—endure elements. 
   
  Cleric Spells Prepared (5/4+1/3+1; base DC = 13 + 
  spell level): 0—guidance (2), resistance (2); 1st—bane, 
  cause fear*, doom (2), shield of faith; 2nd—bull’s 
  strength (2), hold person, invisibility*. 
  *Domain spell. Domains: Death (death touch 
  1/day); Trickery (Bluff, Disguise & Hide are class 
  skills). 
   
  Possessions: cold weather clothing, dagger, leather 
  armor +3, potion of cure moderate wounds, short 
  sword +1 of human bane x2. 
  IUZ6-01 The Great Northern Expedition 
   
  Page 40 
  
  APPENDIX FOUR 
   CREATURES APL 12 
  ENCOUNTER FOUR 
  Will-o’-wisp (Advanced): CR 8; Small aberration (air); 
  HD 17d8; hp 76; Init +14; Spd Fly 50 ft. (perfect); AC 
  30 (touch 30, flat-footed 20) [+1 size; +10 Dex, +9 
  deflection]; BAB/Grp: +12/+3; Atk +23 melee (2d8 
  electricity, touch); Full Atk: +23 melee (2d8 electricity, 
  touch); SA —; SQ Darkvision 60 ft., immunity to 
  magic, natural invisibility; AL CE; SV Fort +5, Ref +15, 
  Will +13; Str 1, Dex 31, Con 10, Int 15, Wis 16, Cha 12. 
  Skills and Feats: Bluff +21, Diplomacy +3, Disguise +1 
  (+3 acting), Intimidate +3, Listen +25, Search +22, Spot 
  +25, Survival +3 (+5 following tracks); Alertness, Blind-
  Fight, Combat Reflexes, Dodge, Flyby Attack, 
  Improved Initiative, Weapon Finesse. 
  Immunity to Magic (Ex): A will-o’-wisp is immune to 
  most spells or spell-like abilities that allow spell 
  resistance, except magic missile and maze. 
  Natural Invisibility (Ex): A startled or frightened 
  will-o’-wisp can extinguish its glow, effectively 
  becoming invisible as the spell. 
  Description: This will-o’-wisp is yellow, and is easily 
  mistaken for a torch or lantern. Its body is a globe of 
  spongy material about 1 foot across weighing about 3 
  pounds, and its glowing body sheds as much light as a 
  torch. 
  The will-o’-wisp speaks Common and Auran. It has no 
  vocal apparatus but can vibrate to create a voice with a 
  ghostly sound. 
   
  ENCOUNTER FIVE 
  Rusalka (Advanced): CR 2; Medium fey (aquatic); HD 
  6d6; hp 21; Init +8; Spd 30 ft., swim 30ft.; AC 16 (touch 
  14, flat-footed 12) [+4 Dex, +2 natural]; BAB/Grp: 
  +4/+4; Atk +8 melee (1d4, dagger); Full Atk: +8 melee 
  (1d4, dagger); SA Beguiling song; SQ Low-light vision, 
  water breathing, water symbiosis; AL CN; SV Fort +2, 
  Ref +9, Will +7; Str 10, Dex 18, Con 10, Int 12, Wis 14, 
  Cha 19. 
  Skills and Feats: Diplomacy +6, Escape Artist +9*, Hide 
  +9*, Listen +11, Move Silently +9, Perform (sing) +13, 
  Spot +11, Swim +12, Use Rope +4 (+6 with bindings); 
  Alertness, Improved Initiative, Weapon Finesse. 
  Beguiling Song (Su): A rusalka can attempt to beguile 
  creatures with her song. The rusalka sings, targeting a 
  single creature it can see within 300 feet of her body of 
  water (see Water Symbiosis, below). This is a sonic, 
  mind-affecting ability, and the creature must be able to 
  hear the rusalka for it to take effect. The targeted 
  creature must make a DC 17 Will saving throw. If the 
  save is successful, that creature cannot be affected by 
  that rusalka’s song for 24 hours. 
  Failure indicates the creature is utterly beguiled and 
  moves toward the rusalka, taking the most direct route 
  available. If that path leads into a dangerous area (such 
  as very deep or fast-moving water), the beguiled 
  creature is entitled to a second saving throw. A rusalka 
  who desires a companion often moves out of the water 
  and bestows water breathing on its beguiled victim so 
  that she can take him underwater. a beguiled creature 
  may take no actions other than defending himself. A 
  beguiled victim who moves within 5 feet of the rusalka 
  must make a DC 18 Will saving throw or be charmed 
  as per charm monster cast by an 8th-level sorcerer. 
  Success means that the character is freed from the 
  beguilement and is immune to that rusalka’s beguiling 
  song for 24 hours. The beguiling effect continues as 
  long as the rusalka sings. A rusalka need not continue 
  to sing to keep a victim charmed. 
  A rusalka can use her beguiling song both above and 
  below the water. Good rusalkas cast water breathing on 
  their charmed companions to keep them alive below 
  the waves. Evil rusalkas move into deeper water, 
  forcing a beguiled victim to move toward them but 
  never allowing the victim to get within 5 feet. If these 
  unlucky creatures fail their second saving throw, they 
  usually drown see page 304 of the Dungeon Master’s 
  Guide). 
  Water Breathing (Sp): Four times per day, a rusalka 
  can use water breathing as a 12th-level sorcerer. 
  Water Symbiosis (Su): Each rusalka is mystically 
  bound to a body of water or waterway as small as a 
  pond or as large as a lake or river. Although aquatic, a 
  rusalka can move as far as 300 yards from the body of 
  water to which she is bound and breathe normally. If 
  she strays farther than that, she must hold her breath 
  or immediately start to drown. Once a rusalka has 
  moved beyond the boundary of her connection, she 
  cannot breathe normally until she has immersed 
  herself in her body of water. 
  Skills: *A rusalka gains a +4 circumstance bonus on 
  Escape Artist and Hide checks when in contact with 
  the body of water in which she lives. A rusalka gains a 
  +8 racial bonus on any Swim check to perform some 
  IUZ6-01 The Great Northern Expedition 
   
  Page 41 
  
  special action or avoid a hazard. She can always choose 
  to take 10 on a Swim check, even if distracted or 
  endangered. She can use the run action while 
  swimming, provided she swims in a straight line. 
  The rusalka speaks Aquan, Common and Sylvan. 
  Water Elemental, Elder (Advanced): CR 13; Huge 
  elemental (water, extraplanar); HD 32d8+160; hp 304; 
  Init +10; Spd 30 ft., swim 120 ft.; AC 23 (touch 14, flat-
  footed 17) [-2 size; +6 Dex, +9 natural]; Face/Reach: 15 
  ft./15 ft.; BAB/Grp: +24/+38; Atk +32 melee 
  (2d10+10/19–20, slam); Full Atk: +32/+32 melee 
  (2d10+10/19–20, slam); SA Water mastery, drench, 
  vortex; SQ Damage reduction 10/–, darkvision 60 ft., 
  elemental traits; AL N; SV Fort +23, Ref +22, Will +14; 
  Str 30, Dex 22, Con 21, Int 10, Wis 11, Cha 11. 
  Skills and Feats: Listen +29, Spot +29, Swim +34*; 
  Alertness, Cleave, Combat Reflexes, Great Cleave, 
  Improved Bull Rush, Improved Critical (slam), 
  Improved Initiative, Improved Sunder, Iron Will, 
  Lightning Reflexes, Power Attack. 
  Water Mastery (Ex): A water elemental gains a +1 
  bonus on attack and damage rolls if both it and its 
  opponent are touching water. If the opponent or the 
  elemental is touching the ground, the elemental takes 
  a –4 penalty on attack and damage rolls. (These 
  modifiers are not included in the statistics block.) 
  A water elemental can be a serious threat to a ship that 
  crosses its path. An elemental can easily overturn small 
  craft (5 feet of length per Hit Die of the elemental) and 
  stop larger vessels (10 feet long per HD). Even large 
  ships (20 feet long per HD) can be slowed to half 
  speed. 
  Drench (Ex): The elemental’s touch puts out torches, 
  campfires, exposed lanterns, and other open flames of 
  non-magical origin if these are of Large size or smaller. 
  The creature can dispel magical fire it touches as dispel 
  magic (caster level equals elemental’s HD). 
  Vortex (Su): The elemental can transform itself into a 
  whirlpool once every 10 minutes, provided it is 
  underwater, and remain in that form for up to 1 round 
  for every 2 HD it has. In vortex form, the elemental 
  can move through the water or along the bottom at its 
  swim speed. The vortex is 5 feet wide at the base, up to 
  30 feet wide at the top, and 10 feet or more tall, 
  depending on the elemental’s size. The elemental 
  controls the exact height, but it must be at least 10 feet. 
  The elemental’s movement while in vortex form does 
  not provoke attacks of opportunity, even if the 
  elemental enters the space another creature occupies. 
  Another creature might be caught in the vortex if it 
  touches or enters the vortex, or if the elemental moves 
  into or through the creature’s space. 
  Creatures one or more size categories smaller than the 
  elemental might take damage when caught in the 
  vortex (see the table below for details) and may be 
  swept up by it. An affected creature must succeed on a 
  Reflex save when it comes into contact with the vortex 
  or take the indicated damage. It must also succeed on a 
  second Reflex save or be picked up bodily and held 
  suspended in the powerful currents, automatically 
  taking damage each round. An affected creature is 
  allowed a Reflex save each round to escape the vortex. 
  The creature still takes damage, but can leave if the 
  save is successful. The DC for saves against the vortex’s 
  effects varies with the elemental’s size. The save DC is 
  Strength-based. 
  Creatures trapped in the vortex cannot move except to 
  go where the elemental carries them or to escape the 
  whirlwind. Creatures caught in the whirlwind can 
  otherwise 
  act 
  normally, 
  but 
  must 
  make 
  a 
  Concentration check (DC 10 + spell level) to cast a 
  spell. Creatures caught in the whirlwind take a –4 
  penalty to Dexterity and a –2 penalty on attack rolls. 
  The elemental can have only as many creatures trapped 
  inside the vortex at one time as will fit inside the 
  vortex’s volume. 
  The elemental can eject any carried creatures 
  whenever it wishes, depositing them wherever the 
  vortex happens to be. A summoned elemental always 
  ejects trapped creatures before returning to its home 
  plane. 
  If the vortex’s base touches the bottom, it creates a 
  swirling cloud of debris. This cloud is centered on the 
  elemental and has a diameter equal to half the vortex’s 
  height. The cloud obscures all vision, including 
  darkvision, beyond 5 feet. Creatures 5 feet away have 
  concealment, while those farther away have total 
  concealment. 
  Those caught in the cloud must make a Concentration 
  check (DC 15 + spell level) to cast a spell. 
  An elemental in vortex form cannot make slam attacks 
  and does not threaten the area around it.  
  Skills: *A water elemental has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use the 
  run action while swimming, provided it swims in a 
  straight line. 
  IUZ6-01 The Great Northern Expedition 
   
  Page 42 
  
  Water Elemental Sizes 
   
   
   
  —––— Whirlwind ——— 
  Elemental 
  Ht. 
  Wt. 
  Save 
  DC 
  Dmg 
  Ht. 
  Elder 
  40 ft. 
  24,000 lb. 
  31 
  2d8 
  10–60 ft. 
   
  ENCOUNTER EIGHT 
  Gúnth: Male human Rgr4; CR 4; Medium humanoid 
  (human); HD 4d8+12; hp 30; Init +3; Spd 30 ft.; AC 16 
  (touch 13, flat-footed 13) [+3 Dex, +3 leather]; 
  BAB/Grp: +4/+6; Atk +6 melee (1d8+2, battle axe) or +7 
  ranged (1d8/x3, longbow); Full Atk: +6 melee (1d8+2, 
  battle axe) or +7 ranged (1d8/x3, longbow); SA Combat 
  style (archery); SQ Favored enemy (animals), wild 
  empathy; AL N; SV Fort +6, Ref +3, Will +1; Str 14, Dex 
  16, Con 17, Int 10, Wis 14, Cha 12. 
  Skills and Feats: Climb +8, Heal +4, Hide +10, Jump +5, 
  Knowledge (nature) +4, Listen +9, Move Silently +10, 
  Search +4, Spot +9, Survival +9, Use Rope +5; Dodge, 
  Endurance, Point Blank Shot, Precise Shot, Rapid Shot, 
  Track. 
  Spells Prepared (0/1; base DC = 12 + spell level): 1st—
  endure elements. 
   
  Possessions: Battle axe, cold weather clothing, 
  dagger, leather armor, longbow, 20 arrows. 
  Otha: Male human Bbn3; CR 3; Medium humanoid 
  (human); HD 3d12+12; hp 31; Init +2; Spd 40 ft.; AC 16 
  (touch 12, flat-footed 16) [+2 Dex, +3 hide, +1 shield]; 
  BAB/Grp: +3/+6; Atk +6 melee (1d8+3, battle axe) or +5 
  ranged (1d6+3, javelin); Full Atk: +6 melee (1d8+3, 
  battle axe) or +5 ranged (1d6+3, javelin); SA Rage; SQ 
  Fast movement, trap sense +1, uncanny dodge; AL N; 
  SV Fort +6, Ref +3, Will +1; Str 17, Dex 14, Con 16, Int 
  10, Wis 10, Cha 12. 
  Skills and Feats: Climb +7*, Intimidate +6, Listen +7, 
  Spot +3, Survival +6; Endurance, Toughness, Track. 
  *The armor check penalty is applied to Climb checks. 
   
  Possessions: Battle axe, cold weather clothing, 
  dagger, hide armor, javelins (2). 
  Tribesman: Male human War2; CR 1; Medium 
  humanoid (human); HD 2d8+6; hp 15; Init +1; Spd 30 
  ft.; AC 15 (touch 11, flat-footed 14) [+1 Dex, +3 hide, +1 
  shield]; BAB/Grp: +2/+4; Atk +4 melee (1d8+2, spear) 
  or +3 ranged (1d6+2, javelin); Full Atk: +4 melee 
  (1d8+2, spear) or +3 ranged (1d6+2, javelin); SA —; SQ 
  —; AL LN; SV Fort +6, Ref +1, Will +0; Str 14, Dex 12, 
  Con 16, Int 10, Wis 10, Cha 10. 
  Skills and Feats: Climb +1*, Intimidate +1, Listen +2, 
  Spot +2, Survival +2; Endurance, Track. 
  *The armor check penalty is applied to Climb checks. 
   
  Possessions: Cold weather clothing, dagger, hide 
  armor, javelins (2), spear. 
   
  ENCOUNTER NINE 
  Marzanna: CR 13; Medium monstrous humanoid 
  (cold) Rgr7; HD 8d6+7d8+30; hp 97; Init +1; Spd 30 ft., 
  swim 30 ft.; AC 20 (touch 11, flat-footed 19) [+1 Dex, +9 
  natural]; BAB/Grp: +15/+20; Atk +20 melee (1d6+5, 
  claw); Full Atk: +20/+20 melee (1d6+5, claw); SA 
  Dreadful eye, rend 2d6+7, spell-like abilities; SQ 
  Darkvision 90 ft., favored enemy (humans), immunity 
  to cold, spell resistance 15, vulnerability to fire; AL CE; 
  SV Fort +11, Ref +12, Will +9; Str 21, Dex 12, Con 14, 
  Int 14, Wis 13, Cha 14. 
  Skills 
  and 
  Feats: 
  Concentration 
  +19, 
  Craft 
  (Leatherworking) +7, Hide +13, Listen +20, Move 
  Silently +11, Spot +20, Survival +11, Swim +13; 
  Alertness, Blind-Fight, Cleave, Endurance, Great 
  Fortitude, Power Attack, Track. 
  Spells Prepared (0/2; base DC = 11 + spell level): 1st—
  entangle, resist energy. 
  Dreadful Eye (Su): Three times per day a marzanna 
  can cast her dire gaze upon any single creature within 
  30 feet. The target must succeed on a DC 16 Will save 
  or become panicked for 10 rounds. Creatures that are 
  panicked by a marzanna’s dreadful eye must succeed 
  on a DC 16 Fortitude save or die from fright. This is a 
  mind-affecting fear effect. The save DC is Charisma-
  based. 
  Rend (Ex): A marzanna that hits with both claw 
  attacks latches onto the opponent’s body and tears the 
  flesh. This attack automatically deals an extra 2d6+7 
  points of damage. 
  Spell-Like Abilities: At will—dancing lights, ghost 
  sound (DC 11), obscuring snow, pass without trace, ray 
  of frost (+16 ranged touch); 3/day—alter self, bestow 
  curse (+20 melee touch; DC 15), numbing sphere (DC 
  13), and wall of ice (DC 15); 1/day—ice storm; 
  1/week—control weather, nightmare (DC 16). Caster 
  level 8th. 
   
  Possessions: instant igloo, minor iceheart, potion 
  of snowsight. 
   
  IUZ6-01 The Great Northern Expedition 
   
  Page 43 
  
  ENCOUNTER TEN 
  Grechun: Female human Clr7/Sor4/MyT2; CR 13; 
  Medium humanoid (human); HD 7d8+6d4; hp 46; Init 
  +1; Spd 30 ft.; AC 18 (touch 15, flat-footed 17) [+1 Dex, 
  +3 amulet, +4 ring of protection]; BAB/Grp: +8/+9; Atk 
  +10 melee (1d4+2/19-20/x2, dagger); Full Atk: +10 
  melee (1d4+2/19-20/x2, dagger); SA —; SQ Rebuke 
  undead; AL NE; SV Fort +7, Ref +3, Will +16; Str 12, 
  Dex 12, Con 10, Int 14, Wis 18, Cha 16. 
  Skills and Feats: Bluff +6, Concentration +18, Decipher 
  Script +7, Diplomacy +6, Hide +2, Intimidate +6, 
  Knowledge (arcane) +8, Knowledge (religion) +13, 
  Knowledge (the planes) +11, Listen +5, Sense Motive 
  +9, Spellcraft +12, Spot +5, Survival +5; Brew Potion, 
  Combat Casting, Empower Spell, Iron Will, Maximize 
  Spell, Scribe Scroll. 
   
   
   
   
   
  Sorcerer Spells Prepared (6/7/7/3; base DC = 13 + 
  spell level): 0—daze, detect magic, disrupt undead, 
  read magic, touch of fatigue; 1st—comprehend 
  languages, ghoul touch, magic missile (3), ray of 
  enfeeblement (2), shield; 3rd—fireball, haste, lightning 
  bolt. 
   
  Cleric Spells Prepared (6/5+1/5+1/4+1/3+1/1+1; 
  base DC = 14 + spell level): 0—cure minor wounds, 
  guidance (2), read magic, resistance (2); 1st—bane,
  cause fear*, cure light wounds (2), divine favor, doom, 
  shield of faith; 2nd—cure moderate wounds (2), death 
  knell, desecrate*, enthrall, resist energy; 3rd—animate 
  dead*, bestow curse, cure serious wounds (2), dispel 
  magic; 4th—divine power, poison, spell immunity, 
  unholy blight*; 5th—flame strike, slay living*. 
  *Domain spell. Domains: Death (death touch 
  1/day); Evil (Evil spells at +1 caster level). 
   
  Possessions: amulet of natural armor +3, cold 
  weather clothing, dagger of venom, potion of cure 
  moderate wounds (2), potion of cure moderate 
  wounds, ring of protection +4, scroll of mage armor, 
  scroll of shield, scroll of spectral hand. 
  Únna: Female human Clr4/Rgr5/Bgd4; CR 13; 
  Medium humanoid (human); HD 9d8+4d10+13; hp 75; 
  Init +1; Spd 30 ft.; AC 21 (touch 16, flat-footed 16) [+3 
  Dex, +3 leather, +5 ring of protection]; BAB/Grp: 
  +15/+17; Atk +18 melee (1d6+4/19-20/x2, short sword); 
  Full Atk: +16/+16 melee (1d6+4/19-20/x2, short sword, 
  sneak attack +1d6); SA Combat style (two-weapon), 
  smite good 1/day; SQ Aura of despair, aura of evil, 
  command undead, dark blessing, detect good, favored 
  enemy (animals, human), poison use, rebuke undead, 
  wild empathy; AL NE; SV Fort +13, Ref +8, Will +9; Str 
  14, Dex 14, Con 12, Int 12, Wis 17, Cha 14. 
  Skills and Feats: Climb +4, Concentration +13, Hide +9, 
  Intimidate +11, Jump +4, Knowledge (nature) +7, 
  Knowledge (religion) +13, Listen +10, Move Silently 
  +9, Search +8, Spot +10, Survival +7, Use Rope +9; 
  Cleave, Diehard, Endurance, Great Cleave, Improved 
  Sunder, Iron Will, Power Attack, Track. 
  Blackguard Spells Prepared (0/2/2; base DC = 13 + 
  spell level): 1st—corrupt weapon, doom; 2nd—
  darkness, death knell. 
   
  Ranger Spells Prepared (0/1; base DC = 13 + spell 
  level): 1st—endure elements. 
   
  Cleric Spells Prepared (5/4+1/3+1; base DC = 13 + 
  spell level): 0—guidance (2), resistance (2); 1st—bane, 
  cause fear*, doom (2), shield of faith; 2nd—bull’s 
  strength (2), hold person, invisibility*. 
  *Domain spell. Domains: Death (death touch 
  1/day); Trickery (Bluff, Disguise & Hide are class 
  skills). 
   
  Possessions: cold weather clothing, dagger, leather 
  armor, potion of cure moderate wounds, ring of 
  protection +5, short sword +2 of human bane x2. 
  IUZ6-01 The Great Northern Expedition 
   
  Page 44 
  
  APPENDIX FIVE 
   ALLIED NPCS ALL APLS 
  Agara: Male human Rgr4; CR 4; Medium humanoid 
  (human); HD 4d8+12; hp 30; Init +3; Spd 30 ft.; AC 16 
  (touch 13, flat-footed 13) [+3 Dex, +3 leather]; 
  BAB/Grp: +4/+6; Atk +6 melee (1d8+2, battle axe) or +7 
  ranged (1d8/x3, longbow); Full Atk: +6 melee (1d8+2, 
  battle axe) or +7 ranged (1d8/x3, longbow); SA Combat 
  style (archery); SQ Favored enemy (goblinoids), wild 
  empathy; AL N; SV Fort +6, Ref +3, Will +1; Str 14, Dex 
  16, Con 17, Int 10, Wis 14, Cha 12. 
  Skills and Feats: Climb +8, Heal +4, Hide +10, Jump +5, 
  Knowledge (nature) +4, Listen +9, Move Silently +10, 
  Search +4, Spot +9, Survival +9, Use Rope +5; Dodge, 
  Endurance, Point Blank Shot, Precise Shot, Rapid Shot, 
  Track. 
  Spells Prepared (0/1; base DC = 12 + spell level): 1st—
  endure elements. 
   
  Possessions: Battle axe, cold weather clothing, 
  dagger, leather armor, longbow, 20 arrows. 
  Chintuk: Male human Bbn3; CR 3; Medium 
  humanoid (human); HD 3d12+12; hp 31; Init +2; Spd 
  40 ft.; AC 16 (touch 12, flat-footed 16) [+2 Dex, +3 hide, 
  +1 shield]; BAB/Grp: +3/+6; Atk +6 melee (1d8+3, 
  battle axe) or +5 ranged (1d6+3, javelin); Full Atk: +6 
  melee (1d8+3, battle axe) or +5 ranged (1d6+3, javelin); 
  SA Rage; SQ Fast movement, trap sense +1, uncanny 
  dodge; AL N; SV Fort +6, Ref +3, Will +1; Str 17, Dex 
  14, Con 16, Int 10, Wis 10, Cha 12. 
  Skills and Feats: Climb +7*, Intimidate +6, Listen +7, 
  Spot +3, Survival +6; Endurance, Toughness, Track. 
  *The armor check penalty is applied to Climb checks. 
   
  Possessions: Battle axe, cold weather clothing, 
  dagger, hide armor, javelins (2). 
  IUZ6-01 The Great Northern Expedition 
   
  Page 45 
  
  APPENDIX SIX 
  NEW RULES 
   
  NEW ITEMS 
  From Frostburn pages 78-80. 
  Armor Insulation: This thick red syrupy mixture is 
  applied with a brush to the interior surface of a suit of 
  armor.  When the mixture comes into contact with 
  body heat and sweat, it puffs up to trap body heat, 
  insulating the wearer against the effects of cold.  For 24 
  hours after application, the wearer of a suit of armor 
  treated with armor insulation gains a +5 circumstance 
  bonus on Fortitude saving throws against exposure to 
  cold weather. 
  Whale Grease: Whale Grease is a thin clear grease 
  fashioned from a combination of melted whale blubber 
  and various powdered minerals and waxy plants. This 
  foul-smelling stuff must be applied directly to the skin 
  (taking one minute to do so) to be effective; once 
  applied, 
  the 
  grease 
  insulates 
  the 
  user 
  from 
  hypothermia, providing complete protection from 
  hypothermia effects for as long as it lasts. Whale grease 
  loses its effectiveness 1 hour after application. It is not 
  water soluble, but can be quickly removed with 
  alcohol. While worn, the pungent odor the grease gives 
  off allows creatures with the scent ability to detect you 
  at double normal range. 
   
  From Frostburn page 110-111. 
  Iceheart, Minor: Thus fist-sized lump of magical ice 
  has been infused with the storm and bitter cold of 
  winter. On command, a minor iceheart can produce 
  the following effects: 
  � Ray of frost (at will) 
  � Fog cloud (3/day) 
  � Sleet storm (3/day) 
  Faint evocation; CL 5th; Craft Wondrous Item, fog 
  cloud, ray of frost, sleet storm, creator must be an uldra 
  or a winterhaunt of Iborighu; Price 24,000 gp; Weight 
  1 lb. 
  Instant Igloo: An instant igloo looks like an 
  unremarkable snowball, except that it does not melt in 
  high temperatures. If hurled to the ground at any point 
  within 20 feet, it transforms into a large igloo. The 
  igloo is identical to that created by the spell Leomund’s 
  tiny igloo, except that the igloo created has a 10-foot 
  radius and can contain up to 2 Large, 8 Medium, 32 
  Small or 128 Tiny or smaller creatures. The igloo lasts 
  for 16 hours before transforming back into its snowball 
  form, at which point it cannot be used again for 
  another 8 hours. 
  � Ray of frost (at will) 
  � Fog cloud (3/day) 
  � Sleet storm (3/day) 
  Faint evocation; CL 7th; Craft Wondrous Item, Widen 
  Spell, leomund’s tiny igloo; Price 11,000gp. 
   
  NEW SPELLS 
  From Frostburn page 102. 
  Numbing Sphere 
  Evocation [Cold] 
  Level: Druid 2, sorcerer/wizard 2 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Medium (100 ft.+10 ft./level 
  Effect: 5-ft.-diameter sphere 
  Duration: 1 round/level 
  Saving Throw: Reflex negates 
  Spell Resistance: Yes 
   
  A sphere of intense cold energy rolls in whichever 
  direction you point and damages those it strikes. It 
  moves 30 feet per round. As part of this movement, it 
  can ascend or jump up to 30 feet to strike a target. If it 
  enter a space with a creature, it stops moving for the 
  round and deals 1d6 points of cold damage as well as 
  1d4 points of Dexterity damage to that creature, 
  though a successful Reflex save negates both the cold 
  damage and Dexterity damage. A numbing sphere rolls 
  over barriers less than 4 feet tall, such as furniture and 
  low walls. It instantly freezes water it encounters in 5-
  foor-cube sections, creating chunks of ice in large 
  bodies of water. 
   
  The sphere moves as long a you actively direct it (a 
  move action for you); otherwise, it merely remains at 
  rest. The sphere can be destroyed by attacks directed 
  against it. It has 10 hit points and damage reduction 
  5/–. 
   
  The surface of the sphere has a spongy, yielding 
  consistency and so does not cause damage except by 
  extreme cold. It cannot push aside unwilling creatures 
  or batter down large obstacles. A numbing sphere 
  winks out if it exceeds the spell’s range. 
   
  Arcane Material Component: A bit of sponge and a 
  drop of water. 
   
  From Frostburn page 103. 
  IUZ6-01 The Great Northern Expedition 
   
  Page 46 
  
  Obscuring Snow 
  Conjuration (Creation) [Air Cold] 
  Level: Cleric 2, druid 2, sorcerer/wizard 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Effect: Cloud spreads in 30-ft.-radius from you, 30 ft. 
  high. 
  Duration: 1 hour/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  A swirling snow vapor arises around you, and follows 
  you from that point on. The snow obscures all sight, 
  including darkvision, beyond 5 feet. A creature 5 feet 
  away has concealment (attacks have a 20% miss 
  chance). Creatures farther away have total concealment 
  (50% miss chance, and the attacker cannot use sight to 
  locate the target). 
   
  A strong wind (21+ mph) disperses the snow in 4 
  rounds. A very strong wind (31+ mph) disperses the 
  snow in 1 round. A fireball, flame strike, or similar 
  spell burns away the snow in the explosive or fiery 
  spell’s area. A wall of fire burns away the snow in the 
  area into which it deals damage. 
   
  From Frostburn page 104. 
  Snowsight 
  Transmutation 
  Level: Druid 1, ranger 1, Winter 1 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 hour/level 
  Saving Throw: None 
  Spell Resistance: Yes (harmless) 
   
  The subject gains the ability to see to the normal limits 
  of its vision even in whiteout conditions, and ignores 
  all penalties due to snow glare and snow blindness. 
  Snowsight is no better than normal vision.  During 
  daylight, this usually means the subject can see to the 
  horizon; at night, vision is restricted to ambient light 
  or darkvision as appropriate for the subject creature. 
  Snowsight does not grant creatures the ability to see in 
  darkness. 
  IUZ6-01 The Great Northern Expedition 
   
  Page 47 
  
  APPENDIX SEVEN 
  NEW MONSTERS 
  From Frostburn page 144–145. 
   
  MARZANNA 
  Medium Monstrous Humanoid (Cold) 
  Hit Dice: 8d8+16 (52 hp) 
  Initiative: +1 
  Speed: 30 ft. (6 squares), swim 30 ft. 
  Armor Class: 20 (+1 Dex, +9 natural), touch 11, flat-
  footed 19 
  Base Attack/Grapple: +8/+12 
  Attack: Claw +13 melee (1d6+5) 
  Full Attack: 2 claws +13 melee (1d6+5) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Dreadful eye, rend 2d6+7, spell-like 
  abilities. 
  Special Qualities: Darkvision 90 ft., immunity to cold, 
  spell resistance 15, vulnerability to fire 
  Saves: Fort +6, Ref +7, Will +7 
  Abilities: Str 21, Dex 12, Con 14, Int 14, Wis 13, Cha 
  13 
  Skills: Concentration +13, Craft or Knowledge (any 
  one) +7, Hide +7, Listen +14, Spot +14, Swim +13 
  Feats: Alertness, Blind-Fight, Great Fortitude 
  Environment: Cold forests 
  Organization: Solitary or covey (3 marzannas plus 1–8 
  ogres and 1–3 frost giants) 
  Challenge Rating: 6 
  Treasure: Standard 
  Alignment: Usually chaotic evil 
  Advancement: By character class 
  Level Adjustment: — 
   
  Dressed in tattered white furs, this horrible old woman 
  has icy white skin and talonlike hands. Her face is 
  hideously ugly, and her bright blue eyes gleam with 
  malice. 
  This winter hag is the personification of death and 
  winter. She almost always appears as an old woman 
  with a crooked back and clawlike hands, dressed in 
  white furs and robes. Many peasants believe that if 
  they can trick a marzanna, they can avoid death itself. 
  This is only partly true—the offerings that they leave 
  for a marzanna do prolong their lives, but only because 
  their bribes convince the marzanna not to kill and 
  devour them. 
   
  Like other hags, a marzanna enjoys the taste of 
  human flesh, and often cooperates with frost giants, 
  frost folk, and ogres. A typical marzanna stands 6 to 8 
  feet tall and weighs between 250 and 300 pounds. 
  Their stooped posture makes marzannas seem slightly 
  smaller than they really are, but their marble-white 
  skin and dark brown claws are clear signs that they are 
  not human. They typically dress in ragged layers of 
  poorly cured furs, tattered robes, and worn shawls. 
   
  Like all hags, marzannas speak Common and 
  Giant. 
  COMBAT 
  A marzanna prefers not to fight if she can convince 
  others to give up without a fight, or if she can convince 
  others to do her fighting for her. 
   
  Dreadful Eye (Su): Three times per day a 
  marzanna can cast her dire gaze upon any single 
  creature within 30 feet. The target must succeed on a 
  DC 16 Will save or become panicked for 10 rounds. 
  Creatures that are panicked by a marzanna’s dreadful 
  eye must succeed on a DC 16 Fortitude save or die 
  from fright. This is a mind-affecting fear effect. The 
  save DC is Charisma-based. 
   
  Rend (Ex): A marzanna that hits with both claw 
  attacks latches onto the opponent’s body and tears the 
  flesh. This attack automatically deals an extra 2d6+7 
  points of damage. 
   
  Spell-Like Abilities: At will—dancing lights, 
  ghost sound (DC 11), obscuring snow, pass without 
  trace, ray of frost (+16 ranged touch); 3/day—alter self, 
  bestow curse (+20 melee touch; DC 15), numbing 
  sphere (DC 13), and wall of ice (DC 15); 1/day—ice 
  storm; 1/week—control weather, nightmare (DC 16). 
  Caster level 8th. 
   
  From Frostburn page 150–151. 
   
  RUSALKA 
  Medium Fey (Aquatic) 
  Hit Dice: 2d6 (7 hp) 
  Initiative: +4 
  Speed: 30 ft. (6 squares), swim 30 ft. 
  Armor Class: 16 (+4 Dex, +2 natural), touch 14, flat-
  footed 12 
  Base Attack/Grapple: +1/+1 
  Attack: Dagger +5 melee (1d4) 
  Full Attack: Dagger +5 melee (1d4) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Beguiling song 
  Special Qualities: Low-light vision, water breathing, 
  water symbiosis 
  Saves: Fort +0, Ref +7, Will +5 
  Abilities: Str 10, Dex 18, Con 10, Int 12, Wis 14, Cha 
  18 
  IUZ6-01 The Great Northern Expedition 
   
  Page 48 
  
  Skills: Diplomacy +6, Escape Artist +9*, Hide +9*, 
  Listen +7, Move Silently +9, Perform (sing) +9, Spot 
  +7, Swim +8, Use rope +4 (+6 with bindings) 
  Feats: Weapon Finesse 
  Environment: Cold aquatic 
  Organization: Solitary or covey (3–6) 
  Challenge Rating: 1 
  Treasure: Standard 
  Alignment: Usually chaotic neuatral 
  Advancement: 3–6 HD (Medium) 
  Level Adjustment: — 
   
  This beautiful girl sits by the riverbank. Her skin is 
  pale white, and her hair is a strange shade of gold and 
  green. She wears nothing but a slim diaphanous shawl. 
  Rusalkas are female spirits who dwell in lakes, rivers, 
  and streams. Their beguiling song is known to lure 
  men to watery graves. Their clothing is usually nothing 
  more than a gown or a shawl, and some rusalkas go 
  bare skinned. 
   
  Some believe rusalkas to be the restless spirits of 
  drowned maidens, tied to the place of their deaths. 
  However, they are in fact water spirits. 
   
  Most of the time, just one rusalka inhabots a body 
  of water, but sometimes a small covey lives in an area. 
  Rusalkas generally lead lonely lives, but some tales 
  indicate that vodyanoi take rusalka wives. To ease their 
  loneliness, these fey often use their song to entice men 
  to join them. Some evil or neutral rusalkas might 
  confer water breathing upon enamored mortals. 
  Relationships between willing mortals and rusalkas are 
  doomed to end in sadness. The rusalka inevitably frees 
  her paramour or forces him to leave by refusing to give 
  him the ability to breathe water when she realizes he is 
  not truly content to live in her world beneath the 
  water’s surface. 
   
  Rusalkas speak Aquan, Common and Sylvan. 
  COMBAT 
  A rusalka does not look for martial conflict, only lovers 
  or victims. If threatened, she will often flee, using her 
  natural hiding skills and knowledge of waterways to 
  evade pursuers. 
   
  Beguiling Song (Su): A rusalka can attempt to 
  beguile creatures with her song. The rusalka sings, 
  targeting a single creature it can see within 300 feet of 
  her body of water (see Water Symbiosis, below). This is 
  a sonic, mind-affecting ability, and the creature must 
  be able to hear the rusalka for it to take effect. The 
  targeted creature must make a DC 17 Will saving 
  throw. If the save is successful, that creature cannot be 
  affected by that rusalka’s song for 24 hours. 
   
  Failure indicates the creature is utterly beguiled 
  and moves toward the rusalka, taking the most direct 
  route available. If that path leads into a dangerous area 
  (such as very deep or fast-moving water), the beguiled 
  creature is entitled to a second saving throw. A rusalka 
  who desires a companion often moves out of the water 
  and bestows water breathing on its beguiled victim so 
  that she can take him underwater. a beguiled creature 
  may take no actions other than defending himself. A 
  beguiled victim who moves within 5 feet of the rusalka 
  must make a DC 18 Will saving throw or be charmed 
  as per charm monster cast by an 8th-level sorcerer. 
  Success means that the character is freed from the 
  beguilement and is immune to that rusalka’s beguiling 
  song for 24 hours. The beguiling effect continues as 
  long as the rusalka sings. A rusalka need not continue 
  to sing to keep a victim charmed. 
   
  A rusalka can use her beguiling song both above 
  and below the water. Good rusalkas cast water 
  breathing on their charmed companions to keep them 
  alive below the waves. Evil rusalkas move into deeper 
  water, forcing a beguiled victim to move toward them 
  but never allowing the victim to get within 5 feet. If 
  these unlucky creatures fail their second saving throw, 
  they usually drown see page 304 of the Dungeon 
  Master’s Guide). 
   
  Water Breathing (Sp): Four times per day, a 
  rusalka can use water breathing as a 12th-level sorcerer. 
   
  Water Symbiosis (Su): Each rusalka is mystically 
  bound to a body of water or waterway as small as a 
  pond or as large as a lake or river. Although aquatic, a 
  rusalka can move as far as 300 yards from the body of 
  water to which she is bound and breathe normally. If 
  she strays farther than that, she must hold her breath 
  or immediately start to drown. Once a rusalka has 
  moved beyond the boundary of her connection, she 
  cannot breathe normally until she has immersed 
  herself in her body of water. 
   
  Skills: *A rusalka gains a +4 circumstance bonus 
  on Escape Artist and Hide checks when in contact 
  with the body of water in which she lives. A rusalka 
  gains a +8 racial bonus on any Swim check to perform 
  some special action or avoid a hazard. She can always 
  choose to take 10 on a Swim check, even if distracted 
  or endangered. She can use the run action while 
  swimming, provided she swims in a straight line. 
   
   
  IUZ6-01 The Great Northern Expedition 
   
  Page 49 
  
  DM’S AID ONE 
  ENCOUNTER LOCATIONS MAP 
   
  IUZ6-01 The Great Northern Expedition 
   
  Page 50 
  
  DM’S AID TWO 
  BURNEAL FOREST ENCOUNTER MAP 
   
   
  1 square = 2.5 miles 
   
  IUZ6-01 The Great Northern Expedition 
   
  Page 51 
  
  DM’S AID THREE 
  ENCOUNTER FOUR DM’S MAP 
   
   
   
  IUZ6-01 The Great Northern Expedition 
   
  Page 52 
  
  DM’S AID FOUR 
  ENCOUNTER FIVE DM’S MAP 
   
   
  IUZ6-01 The Great Northern Expedition 
   
  Page 53 
  
  DM’S AID FIVE 
  ENCOUNTER TEN DM’S MAP 
   
   
   
  IUZ6-01 The Great Northern Expedition 
   
  Page 54 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region Iuz Border States/596/Normal Scenarios/IUZ6-01 The Great Northern Expedition (APL 6-12)/IUZ6-01 - The Great Northern Expedition.pdf