TEXT: Frog God 
  Games
  An adventure brought to you by 
  Bill Webb of  Necromancer Games.
  An adventure brought to you by 
  HC2
  — The Winter Woods —
  By John M. Stater
  
  2
  Author
  John M. Stater
  Developers
  Bill Webb
  Producer
  Bill Webb of Necromancer Games
  Editor
  Bill Webb of Necromancer Games
  Layout and Production
  Charles A. Wright
  Rules Conversion
  Skeeter Green
  Front Cover Art
  MKUltra Studios
  Interior Art
  Rowena Aitken
  Cartography
  Robert Altbauer
  Playtesters
  Frog God Games Staff
  Special Thanks
  Bill Webb would like to thank Bob Bledsaw 
  and Bill Owen for inventing the original 
  hex crawl — the standard in wilderness 
  adventure and a lifetime of fun.
  Credits
  Frog 
  God 
  Games
  Tough 
  Adventures 
  for tough 
  players
  ©2011 Bill Webb, John Stater, Frog God Games. All rights reserved. Reproduction without 
  the written permission of the publisher is expressly forbidden. Frog God Games and the 
  Frog God Games logo and Splinters of Faith are trademarks of Frog God Games. All rights 
  reserved. All characters, names, places, items, art and text herein are copyrighted by Frog 
  God Games, Inc. The mention of or reference to any company or product in these pages is 
  not a challenge to the trademark or copyright concerned.
  Compatibility with the Pathﬁ nder Roleplaying Game requires the Pathﬁ nder Roleplaying 
  Game from Paizo Publishing, LLC. See http://paizo.com/pathﬁ nderRPG for more infor-
  mation on the Pathﬁ nder Roleplaying Game. Paizo Publishing, LLC does not guarantee 
  compatibility, and does not endorse this product.
  Pathﬁ nder is a registered trademark of Paizo Publishing, LLC, and the Pathﬁ nder Roleplay-
  ing Game and the Pathﬁ nder Roleplaying Game Compatibility Logo are trademarks of 
  Paizo Publishing, LLC, and are used under the Pathﬁ nder Roleplaying Game Compatibility 
  License. See http://paizo.com/pathﬁ nderRPG/compatibility for more information on the 
  compatibility license.
  
  3
  Table of Contents
  The Winter Woods  .....................................................................................p. 4
  Rumors  ....................................................................................................p. 6
  Encounter Key  ...........................................................................................p. 6
     — Hex 0108  .............................................................................................p. 6
     — Hexes 0111, 0116, 0118  ..............................................................................p. 8
     — Hexes 0202, 0205, 0212, 0225  ....................................................................p. 9
     — Hexes 0304, 0316  ....................................................................................p. 10
     — Hexes 0323, 0402  ...................................................................................p. 11
     — Hexes 0414, 0419, 0425, 0504, 0506  ............................................................p. 12
     — Hexes 0508, 0511, 0515, 0603, 0606, 0612  ......................................................p. 13
     — Hex 0617  .............................................................................................p. 14
     — Hexes 0621, 0701, 0705, 0709  ....................................................................p. 15
     — Hexes 0714, 0806, 0811, 0814  .....................................................................p. 17
     — Hexes 0817, 0824 ....................................................................................p. 18
     — Hexes 0904, 0906, 0920  ..........................................................................p. 19
     — Hexes 1005, 1011  ....................................................................................p. 20
     — Hexes 1018, 1025, 1110, 1113  .......................................................................p. 21
     — Hexes 1115, 1203  .....................................................................................p. 22
     — Hexes 1309, 1323, 1404  .............................................................................p. 23
     — Hexes 1403, 1415, 1418, 1507  .......................................................................p. 24
     — Hexes 1513, 1614, 1702  ..............................................................................p. 25
     — Hexes 1705, 1711, 1718, 1724  .......................................................................p. 26
     — Hexes 1817, 1821  .....................................................................................p. 27
     — Hexes 1913, 2008  ....................................................................................p. 28
     — Hexes 2018, 2116, 2202  .............................................................................p. 29
     — Hexes 2210, 2214, 2306  .............................................................................p. 30
     — Hexes 2319, 2416, 2503, 2514  ......................................................................p. 31
     — Hex 2523 ...............................................................................................p. 32
     — Hexes 2610, 2618  ....................................................................................p. 33
     — Hex 2704  .............................................................................................p. 34
     — Hexes 2716, 2725, 2807  .............................................................................p. 35
     — Hexes 2910, 3006, 3012  ............................................................................p. 36
     — Hexes 3014, 3017  ....................................................................................p. 37
     — Hexes 3020, 3108  ....................................................................................p. 38
     — Hexes 3210, 3222  ....................................................................................p. 40
     — Hexes 3303, 3421, 3510  ..............................................................................p. 41
     — Hexes 3608, 3624  ....................................................................................p. 42
     — Hexes 3705, 4010, 4023  ............................................................................p. 44
  Legal Appendix  ...........................................................................................p. 45
  
  4
  The Winter Woods are situated in the northern climes where the snow 
  falls from late Autumn to early Spring. The map can be roughly divided 
  into ﬁ ve geographical regions. The extreme west is a land of thickly 
  wooded canyons, mesas and buttes divided by rushing streams that ﬂ ow 
  into the Great River, visible in the southwest corner of the map. The north 
  central portion of the map is a rolling prairie of tall grasses, wildﬂ owers, 
  leaping gazelles, browsing wisent and mammoth and prowling smilodons. 
  The prairie and canyon lands are bordered on the east by a land of forested 
  hills, gentle compared to the western lands, and very fertile. The extreme 
  east of the map contains what the native folk call the “Black Water”, a 
  vast sea of viscous, black water that gives off an acrid smell and is said to 
  harbor things better left unseen. The shores of the Black Water are a moor 
  of black, spongy ground and perverse fungal growths, some growing as 
  tall as trees. The natives of the Winter Woods believe they know what lies 
  beyond the Black Water, but are hesitant ever to speak of it lest “they” 
  prick up their ears and take an interest in the teller of tales.
  The native Hivernians will tell you that the land is now as it has 
  always been, a battleﬁ eld between the forces of Spring and the forces 
  of Winter. The Black Water and the lands that border it have always 
  been a gateway to the Land of the Dead, and always best avoided. The 
  Hivernians have always had to scrape and ﬁ ght to survive in the Winter 
  Woods, coping with the Queen of the Winter Wind when she roams 
  the land, rejoicing when she does not. The colonizing Northmen are a 
  bother, but really just one more problem to be overcome.
  The Northmen came to the Winter Wood just a couple generations 
  ago, following Prince Polominen in his quest to write a brilliant new 
  chapter in the history of his father’s glorious empire. Many followed 
  – adventurers, traders, tenant farmers seeking to become yeomen 
  in their own right. The Northmen poured into the Winter Woods, 
  colonizing the southern portions, pushing the Hivernians into the north 
  and ignoring their warnings that their doom was rapidly approaching. 
  In time, the Hivernians were proved right, as the capital city of the 
  Northmen was overcome by the Black Water, its people reduced to 
  madness. With the fall of the Northmen’s Empire to the south and east, 
  the remaining colonists ﬁ nd themselves in a very serious predicament 
  – one that requires great heroes or offers wondrous opportunities for 
  base villains. Enter, the player characters …
  The Winter Woods is a hex-crawl, referring to the hex-shaped 
  units that divide the map. Just as dungeon adventures take place on 
  a gridded map, wilderness adventures can be conducted on a hex 
  map, allowing players the freedom to decide where their characters 
  roam and giving them the thrill of discovering the many places and 
  people that have been placed on the map. This map represents a large 
  area ﬁ lled with numerous places to discover and explore, and can be 
  used as a campaign area in its own right, or dropped into an existing 
  campaign. GMs can place adventures they have purchased or devised 
  on their own into empty hexes on the map.
  Adventures in the 
  Wilderness
  The hexes on this map are 6 miles wide from one side to the 
  other. In open country, adventurers should be able to see from one 
  side of the hex to another. In wooded hexes, vision is much more 
  restricted. Random encounters with monsters should be diced for 
  each day and each night, with encounters occurring on the roll of 
  1-2 on 1d6. The exact monster (or monsters) encountered depends 
  on the terrain through which the adventurers are traveling. Unlike 
  dungeons, in which the monsters on the upper levels are usually less 
  powerful than the monsters on deeper levels, wilderness encounters 
  are quite variable in their challenge, and low level characters face 
  death every time they step out of the conﬁ nes of civilization. Well 
  traveled adventurers will discover, however, that settled lands are not 
  as dangerous as the rugged wilderness.
  Roll
  Black Water 
  (8)
  Grasslands 
  (5)
  Moors (6)
  Wooded Hills 
  (4)
  1
  Aboleth (1d8)
  Ankheg (1d8)
  Alligator, 
  Giant (2d6)
  Boar, Wild 
  (2d6)
  2
  Black Ark (1)
  Badger, Giant 
  (2d6)
  Barbarians 
  Lvl 2nd-5th 
  (2d6+10)
  Bear, Brown 
  (2d6+6)
  3
  Ghoul 
  (2d6+6)
  Berserker 
  (2d6+6)
  Centipede, 
  Giant 
  (Medium) 
  (2d6+6)
  Gnoll (2d6+6)
  4
  Locathah 
  (3d6+6)
  Blink Dog 
  (2d8)
  Dryad 
  (2d6+6)
  Goblin 
  (3d6+6)
  5
  Nixie (3d6+6)
  Eagle, Giant 
  (2d6)
  Frog, Giant 
  (2d8)
  Owlbear 
  (1d8)
  6
  Shark, Dire 
  (1)
  Goblin 
  (3d6+6)
  Gnoll 
  (2d6+10)
  Patrol (see 
  below)
  7
  Troll (2d6)
  Hobgoblin 
  (3d6+6)
  Goblin 
  (3d6+6)
  Skunk, Giant 
  (1d8)
  8
  Zombie 
  (3d6+6)
  Mastodon 
  (1d4)
  Mushroom 
  Man (2d6)
  Wendigo 
  (2d6)
  9
  —
  Patrol (see 
  below)
  Spider, Giant 
  (Medium) 
  (2d6)
  Werebear 
  (1d6)
  10
  —
  Tiger, Dire 
  (1d6)
  Violet Fungi 
  (2d6+6)
  Werewolf 
  (1d8)
  11
  —
  Werewolf 
  (2d6)
  Will-o-Wisp 
  (1d6)
  Winter Wolf 
  (1d8)
  12
  —
  Worg (2d6)
  Zombie 
  (2d6+6)
  Worg (2d6)
  Note: The ghouls, ogres and trolls of the Black Water are all aquatic 
  versions of the normal creatures, with webbed ﬁ ngers and toes and 
  the ability to swim at their normal movement rate and breathe water 
  (although ghouls, being undead, needn’t breathe at all). Zombies 
  are humanoids who have died at sea or galley slaves from the black 
  arks that have somehow fallen overboard. The dryads of the moors 
  and fungal forests inhabit giant mushrooms instead of trees, and are 
  slightly more madcap. Otherwise, they use the normal stats for a 
  dryad.
  By John M. Stater
  — The Winter Woods —
  
  5
  Black Arks
  The black arks are tall galleys with three levels of oars but lacking 
  sails. As one might imagine, they are constructed from a black wood, 
  sealed with tar and equipped with rams of black-bronze. The arks 
  are rowed by untiring zombies and crewed by mysterious men from 
  beyond the Black Water. These men are tall and hunched. They wear 
  layers of gauzy black robes, veils and turbans and take great pains 
  to keep their hands hidden. Beyonders always carry curved blades 
  at their sides. Some say that they are zombies, ghouls or demons 
  beneath their robes, others that they are merely shriveled, hideous 
  humans. Most black arks carry two or three of the men, nicknamed 
  Beyonders, and a complement of thirty skeleton warriors armed 
  with spears and longbows. Each Beyonder can cast cleric spells as 
  clerics of level 1st to 6th (roll 1d6) and magic-users of level 1st to 
  4th (roll 1d4).
  BEYONDER 
  CR 11
  XP 12,800
  Male ﬁ endish human cleric 3, witch 3, mystic theurge 4
  CE Medium outsider (augmented human, evil)
  Init +1; Senses darkvision 60 ft.; Perception +9
  AC 20, touch 14, ﬂ at-footed 19 (+6 armor, +1 Dex, +3 deﬂ ection)
  hp 57 (3d8+3d6+4d6 plus 10)
  Fort +8, Ref +7, Will +14 
  DR 5/good; Resist Cold 10, Fire 10; SR 16
  Speed 30 ft. 
  Melee +1 humanbane scimitar +7 (1d6+2 plus 2d6 vs. 
  humans/18–20) 
  Ranged touch +6 (by spell)
  Special Attacks smite good (1/day, +10 damage vs. good) 
  Witch Spells Prepared (4/5/4/3/1; DC 13+ spell level)
  Divine Spells Prepared (4/5+1/4+1/3+1/1+1; DC 13+ spell level)
  Domains Darkness, Madness
  Str 12, Dex 13, Con 11, Int 16, Wis 16, Cha 8
  Base Atk +5; CMB +6; CMD 17
  Feats Bouncing Spell, Command Undead, Maximize Spell, 
  Selective ChannelingB, Spell Focus (necromancy), Spell Focus 
  (transmutation), Vital Strike
  Skills Diplomacy +8, Fly +10, Knowledge (arcana) +12, 
  Knowledge (local) +12, Knowledge (planes) +14, Perception +9, 
  Sense Motive +12, Spellcraft +14, Use Magic Device +12
  Languages Abyssal, aklo, common, infernal 
  Combat Gear +3 cloak of protection, +2 glamered chain shirt, +1 
  humanbane scimitar, +3 ring of protection
  SKELETON WARRIORS (30) 
  CR 2
  XP 600
  Skeletal champion ﬁ ghter 1
  NE Medium undead
  Init +5; Senses darkvision 60 ft.; Perception +6
  AC 13, touch 11, ﬂ at-footed 12 (+1 Dex, +2 natural)
  hp 29 (3 HD; 2d8+1d10+3)
  Fort +3 Ref +1 Will +3; channel resistance +4
  DR 5/bludgeoning; Immune cold, undead traits
  Speed 30 ft.
  Melee mwk spear +7 (1d8+4/x3)
  Ranged mwk longbow +5 (1d8/x3)
  Str 17, Dex 13, Con —, Int 9, Wis 10, Cha 12
  Base Atk +2; CMB +5; CMD 16
  Feats Improved InitiativeB, Power Attack, Weapon Focus 
  (longbow), Weapon Focus (spear)
  Skills Intimidate +7, Perception +6, Stealth –1
  Men
  As mentioned above, there are two societies of men in the Valley, 
  the colonizing Northmen who have been cut off from their homeland, 
  and the native Hivernians.
  The Northmen have ebony or chocolate skin and wavy hair of brown 
  or black, often worn long. Northmen tend to be stout and plump, and 
  they are known for their baggy trousers and long tunics. They favor 
  axes and curved knives and usually wear chain mail or full plate in 
  battle. The Northmen of the Winter Woods are pioneers, and notably 
  more ﬁ t and rugged than their effete counterparts back home.
  Berserkers are usually descendants of the Northmen who settled the 
  City of Madness, wandering the land, dazed and paranoid. These men 
  and women are sometimes armed with clubs or even axes, but just 
  as often ﬁ ght with tooth and nail. They are shabbily dressed, rarely 
  armored, and really only constitute a threat because of their bloodlust.
  The Hivernians have jaundiced, sallow skin and hair that ranges 
  from dark carnelian to ﬁ ery orange. Their eyes are icy blue. 
  Hivernians are short and wiry, with long arms, ﬁ ngers and toes, 
  pug noses, long teeth and heavy jaws. They wear animal skins and 
  long hoods decorated with bones and teeth. They carry spears and 
  short bows and wear the equivalent of leather or hide armor. Their 
  leaders are skilled in stalking and hunting. Hivernians worship the 
  elk-antlered, doe eyed goddess Yhoundeh.
  Patrols are from the town of Yaryg or a nearby stronghold. Each 
  patrol contains 1d6+6 men-at-arms mounted on horses, wearing 
  chain shirt and carrying shield, lance, long sword and light crossbow. 
  Each patrol is led by a sergeant wearing chainmail, but otherwise 
  armed as his men.
  MAN-AT-ARMS  
  CR 1
  XP 400
  Male human ﬁ ghter 1
  N Medium humanoid (human)
  Init +1; Senses Perception +1
   
  AC 16, touch 11, ﬂ at-footed 15 (+4 armor, +1 Dex, +1 shield)
  hp 7 (1d10+1 plus 1)
  Fort +3, Ref +1, Will +0 (+1 vs. Fear)
  Defensive Abilities Bravery 1
   
  Speed 20 ft. (30 ft. base)
  Melee longsword +4 (1d8+2/19–20) or lance +3 (1d8+2/x3)
  Ranged light crossbow +2 (1d8/19–20)
   
  Str 14, Dex 13, Con 13, Int 10, Wis 10, Cha 10
  Base Atk +1; CMB +3; CMD 14
  Feats Mounted Archery, Mounted Combat, Weapon Focus 
  (longsword)
  Skills Handle Animal +4, Perception +1, Ride +2
  Languages Common 
  Combat Gear Chain shirt, light steel shield, long sword, lance, 
  light crossbow, 20 bolts, light warhorse
  SERGEANT-AT-ARMS 
  CR 3
  XP 800
  Male human ﬁ ghter 3
  N Medium humanoid (human)
  Init +1; Senses Perception +2
   
  AC 18, touch 11, ﬂ at-footed 17 (+6 armor, +1 Dex, +1 shield)
  hp 22 (3d10+3 plus 3)
  Fort +4, Ref +2, Will +1 (+1 vs. Fear)
  Defensive Abilities Bravery +1
   
  Speed 20 ft. (30 ft. base)
  Melee longsword +6 (1d8+2/19–20) or lance +5 (1d8+2/x3)
  Ranged light crossbow +4 (1d8/19–20)
   
  Str 14, Dex 13, Con 13, Int 10, Wis 10, Cha 10
  the winter woods
  
  6
  the winter woods
  Base Atk +3; CMB +5; CMD 16
  Feats Mounted Archery, Mounted Combat, Ride–By Attack, Trample, 
  Weapon Focus (longsword)
  Skills Climb +0, Diplomacy +1, Handle Animal +6, Perception +2, Ride +1
  Languages Common 
  SQ Armor training  1
  Combat Gear Chain mail, light steel shield, long sword, lance, light 
  crossbow, 20 bolts, light warhorse
  Encounter Key
  0108. 
  Xydry is a small village of Hivernian hunters. The village consists 
  of a circular rampart of packed earth about 10 ft. in height. Stone huts 
  are built against this rampart, with small cellars dug into the earth and 
  holding smoked meats, berries and other foodstuffs gathered by the village 
  women. In the center of the village there is a wide pit into which captives 
  are thrown to be devoured by a grizzled old cave bear or a pack of ﬁ erce 
  wolves. The villagers are divided into two clans, cave bear and wolf. The 
  clans despise one another, and are only held together by a marriage alliance 
  between their leaders, the great hunter Logre and the witch woman Sulic. 
  The ﬁ ghting pit is constructed over a subterranean chamber that can be 
  entered via the aforementioned cellars. This low-ceilinged chamber holds 
  a small idol carved from a large chunk of rock crystal (worth 500 gp). The 
  idol depicts the Devourer, the savage god of winter. The Devourer appears 
  as a gaunt, almost skeletal ﬁ gure with an oversized head and eyes as large 
  as saucers. It has a wide grin and long ﬁ ngers, and sits in a fetal position on 
  the pelt of a winter wolf (worth 1,000 gp). The idol is surrounded by clay 
  pots ﬁ lled with offerings of offal and teeth.
  LOGRE OF THE WOLF CLAN 
  CR 8
  A layer of fat over powerful muscles, bears many scars, unhappy with his 
  wife and has a mischievous streak.
  XP 4,800
  Male human barbarian 8
  AC 14, touch 11, ﬂ at-footed 13 (+2 armor, +1 Dex, +1 shield)
  hp 80 (8d12+16 plus 8)
  Fort +8, Ref +3, Will +2 
  Melee spear +11/+6 (1d8+3/19–20) 
  Ranged shortbow +9/+4 (1d6/19–20)
  Str 16, Dex 13, Con 14, Int 10, Wis 10, Cha 7
  Base Atk +8; CMB +11; CMD 22
  Combat Gear Leather armor, leather buckler, spear, short bow, 15 arrows
  SULIC OF THE CAVE BEAR CLAN 
  CR 10
  Shy and eccentric in manner, she is lean and has a long, morose face
  XP 9,600
  Female human cleric 10
  AC 13, touch 11, ﬂ at-footed 12 (+2 armor, +1 Dex)
  Fort +8, Ref +3, Will +10
  hp 62 (10d8+10 plus 10)
  Melee mwk club +8/+3 (1d6+1) 
  Divine Spells (4/5+1/5+1/4+1/4+1/2+1; DC 13+ spell level)
  Domains Animal, Protection
  Str 12, Dex 10, Con 13, Int 11, Wis 17, Cha 13
  Base Atk +10; CMB +11; CMD 21
  Combat Gear Leather armor, club of white wood studded with pieces of 
  quartz.
  Rumors
  When adventurers are seeking information or rumors in a 
  settlement or from the lord of a castle, you can roll a random 
  rumor from the table below. Each rumor is either True (“T”) 
  or False (“F”) and the hex number associated with the rumor is 
  given in brackets.
  Roll
  Rumor
  Roll
  Rumor
  1
  Don’t mess about 
  with Povis’ gardens – 
  they’re protected by 
  demons! (T) Hex 0225
  11
  The maze maiden 
  has knowledge of the 
  Winter Queen (F) Hex 
  1513
  2
  The north country is the 
  domain of a demonic 
  queen (T) Hex 0402
  12
  Mushroom men 
  are rarely violent if 
  presented with a gift 
  of dung (F) Hex 2116
  3
  The hills hold a 
  wondrous spring that 
  cures all ills (F) Hex 
  0425
  13
  The goblins are 
  preparing for war! (T) 
  Hex 2306
  4
  Beotem conjures 
  demons in his forge 
  and traps them in his 
  weapons (F) Hex 0612
  14
  Fie on this Winter 
  Queen nonsense – 
  Exfreza is who you 
  really have to watch 
  (F) Hex 2416
  5
  The dragon of the 
  wood is friendlier than 
  most of his kind (T) 
  Hex 0701
  15
  Sibevi would pay 
  handsomely for the 
  undoing of her sister 
  Exfreza (F) Hex 2716
  6
  The woods are full 
  of werewolves these 
  days – nobody can be 
  trusted (T)
  16
  There is a tomb of the 
  gods hidden in the 
  hills (T) Hex 3210
  7
  The Spider Eater is a 
  vampire (F) Hex 0906
  17
  So help me, there are 
  purple dwarves living 
  in the moors, and 
  they’re wicked! (T) 
  Hex 3510
  8
  The Winter Queen 
  hides in a vale of 
  shadows (F) Hex 1115
  18
  The Vicar is not to be 
  trusted (F) Hex 0116
  9
  Hill giants dig pits 
  around their homes, so 
  beware (T) Hex 1203
  19
  Cwelfalys is no friend 
  of Northmen (T) Hex 
  0814
  10
  Yelllow grass means 
  death – turn back! (T) 
  Hex 1503
  20
  The Queen of the 
  Winter Wind’s soul 
  inhabits a secret 
  labyrinth in the 
  woods. (?) Hex 1513
  
  the winter woods
  7
  
  8
  0111. 
  A small party became lost here last winter and turned to cannibalism 
  to survive. Now wendigos, they haunt the area and are encountered 
  on a roll of 1-5 on 1d6. Before their possession by the feral spirits of 
  the forest, they were a cleric, two dwarven ﬁ ghters, a female magic-
  user and two human ﬁ ghters.
  NORTHLANDS WENDIGO (6)  
  CR 3
  XP 400
  CE Medium humanoid (augmented human)
  Init +2; Senses Perception +7
  AC 14, touch 12, ﬂ at-footed 12 (+2 Dex, +2 natural)
  hp 13 (2d8+4)
  Fort +0, Ref +2, Will +5
  Speed 30 ft.
  Melee bite +3 (1d6+1 plus wendigo fever) and 2 claws +3 (1d6+1)
  Str 13, Dex 15, Con 10, Int 13, Wis 14, Cha 14
  Base Atk +1; CMB +2; CMD 14
  Feats Weapon Finesse
  Skills Acrobatics +6, Climb +7, Perception +7, Stealth +7
  Languages Common
  WEN DIGO FEVER
  Type disease, injury; Save Fortitude DC 17
  Onset 1 day; Frequency 1/day
  Effect 1d3 Con and 1d3 Wis plus shaken and insatiable hunger 
  for intelligent ﬂ esh Cure the victim must ﬁ rst receive a break 
  enchantment or remove curse (requiring a DC 20 caster level 
  check for either spell), and after which the wendigo fever can be 
  magically cured as any normal disease.
  The Northlands wendigo is a horrible creature created through 
  starvation and madness. After a traveler has reached the point 
  of starvation and gives in to temptation and eats the ﬂ esh of an 
  intelligent creature, they are cursed with Wendigo Fever. The fever 
  creates an all-encompassing desire to feed on intelligent life-forms, 
  preferably humanoid. Each northlands wendigo prefers to feed upon 
  their former race
  0116. 
  Trifforth is a large village of Northmen on the banks of the Great 
  River. The villagers primarily herd sheep and keep prairie chickens 
  and geese. The village is situated in the bottom of a wide canyon with 
  walls that range from 200 to 300 tall. A winding stair has been carved 
  in the southern wall of the canyon to allow access to a high beacon 
  tower of stone manned by the guardsmen of the village. The village 
  proper consists of hundreds of thatched houses huddled around a 
  large, stone citadel ruled by a man called “The Vicar”, a ﬁ ery cleric 
  who preaches a religion of thrift, discipline and self-denial. He is 
  assisted by four acolytes and all wear long hauberks of chainmail 
  and carry shields emblazoned with a large eye surrounded by a ﬁ ery 
  aura. The women of the village are known for their knitwork, and 
  the village has many shepherds knowledgable about the surrounded 
  wooded hills and maybe willing to work as guides. The guides work 
  cheap, but their constant singing of hymns often drives others to 
  distraction (-5 penalty to Stealth checks).
  Treasure: 690 sp, 80 gp.
  THE VICAR 
  CR 10
  Stubborn and severe, tall with a bland face and grey-green eyes.
  XP 9,600
  LN male human cleric 10
  AC 20, touch 10, ﬂ at-footed 20 (+7 armor, +3 shield)
  Fort +8, Ref +3, Will +11
  hp 72 (10d8+10 plus 10)
  Melee +2 heavy mace +9/+4 (1d8+2) 
  Divine Spells (4/5+1/5+1/4+1/4+1/3+1; DC 14 + spell level)
  Domains 
  Str 11, Dex 10, Con 12, Int 10, Wis 18, Cha 18
  Base Atk +7; CMB +7; CMD 17
  Combat Gear +1 chainmail, +1 shield, +2 heavy mace; Other 
  Gear holy symbol carved from polished coral (worth 600 gp)
  ACOLYTES (4) 
  CR 1
  XP 400
  LN male human cleric 1
  AC 18, touch 10, ﬂ at-footed 18 (+6 armor, +2 shield)
  Fort +3, Ref +0, Will +4
  hp 7 (1d8+1 plus 1)
  Melee light mace +0 (1d8) 
  Divine Spells (3/2+1; DC 12 + spell level)
  Domains
  Str 11, Dex 10, Con 12, Int 10, Wis 14, Cha 13
  Base Atk +0; CMB +0; CMD 10
  Combat Gear  chainmail, shield, light mace; Other Gear holy 
  symbol (worth 10 gp)
  SHEPARDS (12) 
  CR 1
  XP 400
  N male and female human expert 2
  Knowledge (local) +5, Perception +4, Survival +5
  hp 8
  0118. 
  This river canyon is home to a tribe of pitch black ogres with ﬂ at 
  faces, narrow, yellow eyes and great tusks that nearly curl up to 
  their bald scalps. These ogres are more intelligent than the norm and 
  strangely resistant to magic. They are commanded by an ogre mage 
  called Zimblak, who keeps a kennel of 8 shadow mastiffs to guard the 
  tunnels of his subterranean fortress. The halls of Zimblak’s fortress are 
  inhabited by wall-crawling red rats, goblin guardians in armor made 
  of bronze coins and carrying sticky nets and barbed whips, sparkling 
  cider oozes and wandering clouds that induce feelings of terror, rage 
  and despair. At the heart of Zimblak’s fortress lies an ancient dwarf 
  tomb that the ogre mage has never managed to penetrate.
  ZIMBLACK THE DARK    
  CR 8
  XP 4,800
  hp 92, (See the Pathﬁ nder Roleplaying Game Bestiary, “Oni, Ogre 
  Mage”)
  SHADOW OGRES (12) 
  CR 4
  XP 1,200
  hp 22, (See the Pathﬁ nder Roleplaying Game Bestiary, “Ogre” with 
  the following changes: SR 13, Int 12)
  GOBLIN GUARDIANS 
  CR 1/3
  XP 135
  hp 6, (See the Pathﬁ nder Roleplaying Game Bestiary, “Goblin”)
  SHADOW MASTIFFS (8) 
  CR 5
  XP 1,600 (See the Pathﬁ nder Roleplaying Game Bonus Bestiary, 
  “Shadow Mastiff”)
  NE Medium outsider (evil, extraplanar)
  Init +6; Senses darkvision 60 ft., scent; Perception +10
  AC 17, touch 12, ﬂ at-footed 15 (+2 Dex, +5 natural)
  hp 51 (6d10+18)
  Fort +8, Ref +7, Will +5
  Defensive Abilities shadow blend
  Speed 50 ft.
  Melee bite +10 (1d6+6 plus trip)
  Special Attacks bay
  Str 19, Dex 15, Con 17, Int 4, Wis 12, Cha 13
  the winter woods
  
  9
  the winter woods
  Base Atk +6; CMB +10; CMD 22
  Feats Improved Initiative, Iron Will, Power Attack
  Skills Perception +10, Stealth +11, Survival +10
  Languages Common (cannot speak)
  Bay (Su) 
  When a shadow mastiff howls or barks, all creatures except evil 
  outsiders within a 300-foot spread must succeed on a DC 16 Will 
  save or become panicked for 2d4 rounds. This is a sonic, mind-
  affecting fear effect. A creature that successfully saves cannot be 
  affected by the same mastiff’s bay for 24 hours. The save DC is 
  Charisma-based and includes a +2 racial bonus.
  Sha dow Blend (Su)
  In any condition of illumination other than full daylight, a shadow 
  mastiff disappears into the shadows, giving it total concealment. 
  Artiﬁ cial illumination, even a light or continual ﬂ ame spell, does 
  not negate this ability. A daylight spell, however, does. A shadow 
  mastiff can suspend or resume this ability as a free action.
  0202. 
  This territory is claimed by a pack of ﬁ fteen winter wolves. The 
  wolves are led by a massive alpha male that the goblins proclaim 
  the “Wolf God”. From their ranks are selected a few steeds for the 
  goblin chieftains of the Winter Woods. The wolves have a den in an 
  expansive cave, the rear of which is covered in ice. It is in this ice that 
  the wolves freeze extra provender (e.g. victims) and treasure (DC 
  20 Perception check to see in the ice). Currently they have three or 
  four frozen bodies (a cleric, two peasants and a rotund halﬂ ing with 
  a surprised look on his fat face) as well as 1,400 gp and a silver idol 
  of a stately woman with amber eyes and two massive tusks jutting up 
  from her lower jaw. The tusks are ivory and taken from a giant boar. 
  The idol is worth 10,000 gp and weighs about 200 pounds.
  WOLF GOD 
  CR 6
  XP 2,400
  hp 84, (+1 to hit and damage, otherwise see the Pathﬁ nder 
  Roleplaying Game Bestiary, “Worg, Winter Wolf”)
  WINTER WOLVES (14)  
  CR 5
  XP 1,600
  hp 57, (See the Pathﬁ nder Roleplaying Game Bestiary, “Worg, 
  Winter Wolf”)
  0205. 
  A copse of trees near the river are bloated and black. They drip 
  red sap the looks and smells like blood and acts as a sleep poison 
  when used to coat weapons. Goblin archers make use of this 
  poison and patrols of 1d6+6 goblins are encountered here on a roll 
  of 1-3 on 1d6.
  GOBLIN PATROLLERS   
  CR 1/3
  XP 135
  hp 6, (See the Pathﬁ nder Roleplaying Game Bestiary, “Goblin”)
  BLO ODSAP POISON
  Type poison, injury; Save Fortitude DC 12 
  Frequency 1/minute for 2 minutes 
  Initial Effect unconsciousness for 1 minute; Secondary Effect 
  unconsciousness for 1d4 hours; Cure 1 save 
  0212. 
  Three tall, bent pine trees support the webbing of an immense 
  spider. The spider is intelligent and has at its command thousands of 
  normal spiders. These spiders serve as its spies, dispersing into the 
  outer region and bringing back rumors and stories. The giant spider 
  is something of a sage and it can cast divination spells as a sorcerer. 
  Winning its conﬁ dence often requires the performance of tasks most 
  folk would blanche at even considering, for the spider has a grisly 
  taste for children. At any given time, it can throw up to 3 spider 
  swarms against its foes.
  THE GIANT SPIDER OF KNOWLEDGE    
  CR 11
  XP 12,800
  Male giant spider sorcerer 7
  NE Medium vermin
  Init +8; Senses darkvision 60 ft., tremorsense 60 ft.; Perception 
  +10
  AC 14, touch 13, ﬂ at-footed 11 (+2 Dex, +1 dodge, +1 natural)
  hp 49 (3d8+6 plus 7d6+7)
  Fort +6; Ref +5; Will +10
  Immune vermin traits
  Speed 30 ft., climb 30 ft.
  Melee bite +5 (1d6 plus poison)
  Ranged touch +7 (by spell)
  Special Attacks web (+7 ranged, DC 16, hp 10)
  Arcane Spells Known (CL 7th):
  3rd (5/day)—arcane sight, clairaudience/clairvoyance, deep 
  slumber (DC 16)
  2nd (7/day)—augury, detect thoughts (DC 15), locate object, see 
  invisibility
  1st (7/day)—comprehend languages, detect secret doors, detect 
  undead, identify, sleep (DC 14), true strike
  0 (at will)—detect magic, detect poison, read magic
  Bloodline dreamspun
  Str 11, Dex 14, Con 12, Int 18, Wis 18, Cha 16
  Base Atk +5; CMB +5; CMD 18 (26 vs. trip)
  Feats Dodge, Eschew MaterialsB, Extend Spell, Improved Initiative, 
  Skill Focus (Knowledge [history]), Skill Focus (Knowledge 
  [local]), Skill Focus (Knowledge [religion])
  Skills Acrobatics +11, Bluff +8, Intimidate +11, Knowledge 
  (arcana) +17, Knowledge (local) +17, Knowledge (history) +17, 
  Knowledge (religion) +12, Perception +10, Spellcraft +10, Stealth 
  +9; Racial Modiﬁ ers +8 Acrobatics, +4 Perception, +4 Stealth
  Languages Common, Infernal, Sylvan
  SQ bloodline arcana, bloodline powers (lullaby, 6/day, DC 18, 
  combat precognition)
  POISON (Ex) 
  Type injury; Save Fort DC 14 Frequency 1/round for 4 rounds 
  Effect 1d2 Strength damage Cure 1 save. The save DC is 
  Constitution-based.
  SPIDER SWARM 
  CR 1
  XP 400
  hp 9, (See the Pathﬁ nder Roleplaying Game Bestiary, “Spider 
  Swarm”)
  0225. 
  An enterprising trader named Povis has turned the skeleton of 
  a giant pteranodon into a weird roadhouse. The roadhouse is well 
  known to travelers from the Valley of the Hawk to the southwest, 
  and it is not uncommon for a caravan to be camped out around the 
  building. The roadhouse consists of great tarpons of leather covered 
  with oilcloth stretched over the bones of the great beast. A ﬂ ap grants 
  access to the house proper, which consists of a sunken chamber 
  lined with golden brown bricks and containing a long table and 
  benches and four smaller tables. In one corner of the room there are 
  three kegs ﬁ tted into the stone wall and the landlord, Povis, pouring 
  sparkling ales, frothy beers and crisp wines into mugs and goblets. 
  A short stone staircase leads to an underground passageway with 
  three doors – one to a kitchen (the chimney can be seen poking out 
  of the ground when folk ﬁ rst view the strange house) and the other 
  two to dormitories. The kitchen has doors leading to a root cellar 
  and sleeping quarters for Povis, his wife Floris, his two children 
  Monk and Gloris, and their servants – a wench named Janua and a 
  groom called Pickle. The Dead Dragon Inn has no private rooms, 
  
  10
  the winter woods
  but Povis does keep a locked iron strongbox in his room for storing 
  valuables. The Dead Dragon’s kitchen serves quite a lot of salt pork, 
  often in a stew with broad beans and potatoes. Swine are herded in 
  the surrounding woods and the staff tends a large medicinal and 
  kitchen garden surrounded by a low, stone wall. Besides traveling 
  merchants, the inn attracts lumberjacks (often drunk and rowdy), 
  rangers and other adventurers. Povis is a retired wizard who still 
  retains a knack for enchanting gourds with ghostly lights (he keeps 
  them around his establishment in the dark days of fall and winter). 
  He has also animated a jack-o’-lantern headed scarecrow to protect 
  his garden from intruders.
  POVIS  
   CR 8
  A Northman with white hair, green eyes and a fat, unexpressive 
  face. He enjoys bad puns, obnoxious pranks. Povis is quite honest.
  XP 4,800
  LN human wizard 8
  AC 10, touch 10, ﬂ at-footed 10 
  Fort +2; Ref +2; Will +7
  hp 32 (8d6+8 plus 8)
  Melee silver dagger +5 (1d4 /19–20) 
  Ranged ranged touch +4 (by spell)
  Wizard Spells Prepared (4/5/4/4/2; DC 13 + spell level)
  Str 12, Dex 10, Con 11, Int 17, Wis 12, Cha 14
  Base Atk +4; CMB +5; CMD 15
  Combat Gear white oak wand of major image (38 charges), silver 
  dagger; Other Gear Peasant’s clothes, leather vest
  SCARECROW   
  CR 4
  XP 1,200
  hp 47, (See the Pathﬁ nder Roleplaying Game Bestiary II, 
  “Scarecrow”)
  0304. 
  Hidden among the tall pines there is a large idol carved from the 
  living stone and haunted by dozens of giant ravens that do not take 
  kindly to strangers. The idol looks like a giant, stylized warrior – 
  stocky, with angular features and a long beard. Runic inscriptions 
  around the base (DC 15 Linguistics check to decipher) read “Seek 
  ye Death in one and one you’ll meet its Bride”. Naturally, this is 
  reference to the two days of travel, by foot, required to reach the 
  Palace of the Winter Wind in Hex 0402. A secret catch atop the idol 
  (DC 20 Perception check to notice) opens a concealed door in its 
  back. The door reveals a narrow, winding tunnel that meanders deep 
  into the earth, ﬁ nally depositing explorers in a small, circular cave of 
  crystal. Immediately upon entering, the explorers discover that their 
  every thought will ﬂ ash up on the facets of the crystalline walls – 
  maybe making for awkward or dangerous situations depending on the 
  state of party relations. With concentration (DC 22 Wisdom check), a 
  viewer can use these crystal facets to see into other dimensions and 
  time( GMs discretion) – and those scryed upon can see the viewer 
  as well!
  0316. 
  Looking down on the river from a rocky prominence is a wooden 
  tower owned by the arch-witch Addana of the Nine Cats. The 
  tower is constructed in the manner of the stave churches of medieval 
  Norway and houses Adanna, her six apprentices and her nine 
  infamous cats. Addana’s apprentices are all maidens taken from the 
  savage tribes of the region as tribute, for all fear her power. Under her 
  tutelage, they become magic weilders in their own right and either 
  return to their tribes as wise women or head to greener pastures to 
  pursue a life of adventure. Addana’s specialty is summoning, and 
  her nine cats are actually minor ﬁ ends in feline form. The interior of 
  Addana’s home is well appointed. The ﬂ oors and walls are hung with 
  rich pelts and skins, the furniture is all hand carved from ﬁ ne woods 
  and meticulously oiled and the art objects are all of ﬁ ne quality. In 
  all, Addana’s furnishings are probably worth 20,000 gp. She also 
  keeps a well stocked wine cellar and pantry behind a secret door. 
  Treasure: 3,800 sp, 1,310 gp and four pints of jasmine oil in 
  alabaster pomanders (worth 100 gp).
  ADDANA 
  CR 17
  Attractive, rubenesque woman with raven hair that has a silver 
  streak running through it. She wears tasteful gowns of dark velvet 
  and regards everyone with heavy, suspicious eyes. Addana develops 
  powerful, obsessive loves with strong, tall men easily, and if such 
  a PC visits her he may ﬁ nd himself the subject of her undivided 
  attention. Spurning her is only slightly less dangerous than 
  indulging her.
  XP 102,400
  Female human witch 17
  NE Medium humanoid (human)
  Init +2; Perception +15
   
  AC 13, touch 13, ﬂ at-footed 10 (+2 Dex, +1 dodge)
  hp 70 (17d6+8)
  Fort +6; Ref +7; Will +13
   
  Speed 30 ft.
  Melee +2 dancing dagger +10/+5 (1d4+2/19–20)
  Ranged ranged touch +10 (by spell)
  Special Attacks hex (evil eye [-4, DC 24, 9 rounds], misfortune 
  [DC 24, 3 rounds], slumber [DC 24]), major hex (nightmares [DC 
  24], retribution [DC 24, 6 rounds], waxen image [DC 24])
  Witch Spells Prepared (CL 17th)
  9th—summon monster IX
  8th—charm monster (DC 25), summon monster VIII
  7th—control weather, greater teleport, hold person (mass) (DC 24)
  6th—greater dispel magic, eyebite (DC 23), ﬁ nd the path, geas/
  quest, summon monster VI
  5th—baleful polymorph (DC 21), break enchantment, hold monster 
  (DC 22), suffocation (DC 21), summon monster V
  4th—black tentacles (DC 21), cure serious wounds, moonstruck 
  (DC 20), spite, threefold aspect
  3rd—arcane sight, bestow curse (DC 20), deep slumber (DC 20), 
  seek thoughts (DC 19), vampiric touch 
  2nd—alter self, detect thoughts (DC 18), inﬂ ict moderate wounds 
  (DC 18), see invisibility, summon monster II
  1st—cause fear (DC 17), comprehend languages, identify, sleep 
  (DC 18), unseen servant
  0 (at will)—bleed (DC 17), detect magic, detect poison, read magic
  Patron wisdom
   
  Str 10, Dex 14, Con 12, Int 23, Wis 16, Cha 18
  Base Atk +8; CMB +8; CMD 20 
  Feats Augment Summoning, Brew PotionB, Eschew Materials, 
  Extend Spell, Greater Iron Will, Iron Will, Quicken Spell, 
  Selective Spell, Silent Spell, Spell Focus (conjuration), Spell Focus 
  (enchantment)
  Skills Craft (alchemy) +26, Fly +17, Heal +18, Intimidate +19, 
  Knowledge (arcana) +22, Knowledge (history) +22, Knowledge 
  (nature) +22, Knowledge (planes) +22, Perception +15, Sense 
  Motive +16, Spellcraft +22, Use Magic Device +20
  Languages Common, Elven, Infernal, Sylvan
  SQ hex (cauldron, coven), major hex (major healing), witches 
  familiar (cat)
  Combat Gear +2 dancing dagger
  FIENDISH CAT FAMLIAR 
  CR 2
  XP 600
  NE Tiny animal
  Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +15
   
  AC 23, touch 14, ﬂ at-footed 21 (+2 Dex, +9 natural, +2 size)
  hp 35 (17d8–17)
  Fort +4, Ref +7, Will +11
  Defensive Abilities improved evasion; DR 10/good; Resist cold 15, 
  
  11
  the winter woods
  ﬁ re 15; SR 22
  Speed 30 ft.
  Melee 2 claws +8 (1d2–4), bite +8 (1d3–4)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks deliver touch spells
  Str 3, Dex 15, Con 8, Int 14, Wis 12, Cha 7
  Base Atk +8; CMB +8; CMD 18 (22 vs. trip)
  Feats AlertnessB, Weapon Finesse
  Skills Climb +6, Perception +15, Sense Motive +16, Stealth +14; 
  Racial Modiﬁ ers +4 Climb, +4 Stealth
  SQ empathic link, scry on familiar, share spells, speak with master, 
  speak with animals of own kind 
  FIENDISH CAT S / POLYMOPHED IMPS (8) 
  CR 2 
  XP 600
  hp 35, (See the Pathﬁ nder Roleplaying Game Bestiary, “Imp”)
  APPRENTICED GIRLS (6) 
  CR 1
  XP 400
  N Female human wizard 1
  AC 10, touch 11, ﬂ at-footed 10 
  hp 4 (1d6)
  Fort +0, Ref +0, Will +3
  Melee unarmed strike +0 (1d3) 
  Wizard Spells Prepared (3/2; DC 12 + spell level)
  Str 11, Dex 10, Con 10, Int 15, Wis 12, Cha 13
  Base Atk +0; CMB +0; CMD 10
  Other Gear sweeping broom
  0323. 
  A strange clocktower has been carved into the living rock in the 
  side of a wooded butte. The tower is roughly 40 feet wide and 60 feet 
  tall. Although one cannot tell this from the exterior, the interior levels 
  of the clock are roughly 40 to 50 feet deep. The top of the clocktower 
  has a hemispherical opening through which one can see two steel 
  wolves chasing a golden sun or silver moon, depending on whether 
  it is day or night. The tower is inhabited by twenty automatons, 
  spherical brass men with lantern-like eyes and what appear to be 
  long, droopy mustaches of copper wiring hanging from their brazen 
  faces. The leader of the automatons, Godvogot, is a master engineer 
  and tinker who is quite able (and willing) to repair arms and armor 
  and other devices. He and his followers believe in no uncertain terms 
  that their clocktower keeps the universe running. They never allow 
  outsiders into the upper levels of their lair and they ﬁ ght as though 
  the universe depends on it to protect the machine, which is powered 
  by a subterranean river.
  Treasure: 1,550 gp worth of gears, wires, nails, hoops, springs and 
  tools, a jasper worth 700 gp.
  GODVOGOT THE TINKER 
  CR 5
  XP 1,600
  N Medium construct expert 5
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +3
  AC 18, touch 11, ﬂ at-footed 17; (+7 armor, +1 Dex)
  hp 61 (2d10+5d8+20)
  Fort +2; Ref +3; Will +6 
  Immune construct traits
  Speed 20 ft.
  Melee monkey wrench +5 (1d6+1)
  Ranged dart +3 (1d4+1)
  Str 11, Dex 12, Con —, Int 17, Wis 12, Cha 11
  Base Atk +5; CMB +5; CMD 16 
  Feats Craft Construct, Master Craftsman, Skill Focus (Craft 
  [clockworks])
  Skills Appraise +9, Craft (automatons) +9, Craft (blacksmith) 
  +9, Craft (clockworks) +12, Disable Device +9, Knowledge 
  (engineering) +9, Perception +7, Profession (tinker) +7, Sleight of 
  Hand +7
  Combat Gear monkey wrench (treat as club), 4 darts; Other Gear 
  masterwork tools
  AUTOMATON 
  CR 2
  XP 600
  N Medium construct
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +3
  AC 18, touch 11, ﬂ at-footed 17; (+7 armor, +1 Dex)
  hp 31 (2d10+20)
  Fort +1; Ref +2; Will +2 
  Immune construct traits
  Speed 20 ft.
  Melee tool +2 (1d6+1)
  Ranged dart +3 (1d4+1)
  Str 11, Dex 12, Con —, Int 14, Wis 12, Cha 11
  Base Atk +2; CMB +2; CMD 13 
  Feats Skill Focus (Craft [any one])
  Skills Appraise +4, Craft (any two) +4, Perception +3 
  0402. 
  Two glacier-carved gorges intersect here, forming the southern 
  boundary of a vast plateau. The plateau’s walls are especially rugged 
  and difﬁ cult to scale, though the presence of riverine caves suggests 
  that there are subterranean ways to reach the plateau. The top of 
  the plateau appears to be covered with frost all year around. It is 
  inhabited by silver foxes, ravens and owls – all pixies in animal guise 
  that revere and serve the entombed regent of the brilliant castle of 
  blue crystal that lies at the center of the plateau. The strange redoubt, 
  a construction of towering spires, winding corridors and cavernous 
  halls, all freezing to the touch and most inhospitable, is patrolled by 
  winter wolves, howling air elementals and wraiths that resemble 
  gaunt, nearly skeletal women with long hair of Prussian blue wearing 
  ﬂ owing robes trimmed with ermine. In its center is the tomb of the 
  Queen of the Winter Winds. Some stories say she is a hibernating 
  demigoddess who will one day awaken and usher in a dark age of 
  perpetual twilight, freezing the rivers and crushing the woodlands 
  beneath mountains of snow. Others believe she was a powerful 
  sorceress who failed in a bid to attain lich-hood, or perhaps placed 
  herself in a deathless sleep to await a fortuitous alignment of the 
  stars. Whatever she might be, a brave and lucky band of adventurers 
  might steal a peek at her, lying in a cofﬁ n of ice as translucent as 
  glass. They might be surprised to see her, looking for all the world 
  like a fragile porcelain doll swathed in gauze, human but strangely 
  inhuman in the sharpness of her features and bloodless appearance. 
  The unquiet spirits that lurk in her palace, should one lure them into 
  a conversation, will proclaim that the secret to her wondrous release 
  lies in the south, in the possession of a rival.
  HOLWING NORTH WINDS,  
  LARGE AIR ELEMENTALS (3) 
  CR 5 
  XP 1,600
  hp 68, (See the Pathﬁ nder Roleplaying Game Bestiary, “Elemental, 
  Air”)
  WINTER WOLVES (12) 
  CR 5
  XP 1,600
  hp 57, (See the Pathﬁ nder Roleplaying Game Bestiary, “Worg, 
  Winter Wolf”)
  FROST WRAITHS (4)  
   CR 5
  XP 1,600
  hp 47, (See the Pathﬁ nder Roleplaying Game Bestiary, “Wraith”)
  
  12
  0414. 
  When traversing the canyons of this hex, one eventually runs 
  into a great thicket of prickly gooseberry bushes. The green berries 
  are edible, but are extraordinarily tart and beneﬁ t greatly from an 
  infusion of sugar. Moving through the thicket takes a full day of 
  cutting and cursing, and the native pixies are quick to hinder one’s 
  progress with tricks. Rumor has it that a portal to the land of Fairy 
  lies somewhere in the thicket, either in the form of a talking fountain 
  in which one must drown themselves to make the trip or a large 
  rabbit hole. Before one enters the thicket, they might catch a glimpse 
  of a simple thatched hut belonging to an old Northman named Pasey. 
  Pasey was a scribe and apprentice to the elven arch-wizard Finnin, 
  and claims to have traveled in his youth (a mere three years ago to 
  most folk) into Faerie. He has a weathered tome covered in the hide 
  of a red hart in which he recorded his impressions of the trip, and 
  which folk interested in the court of Faerie and its inhabitants will 
  ﬁ nd invaluable.
  PASEY 
  CR 7
  XP 3,200
  NG Male human expert 3, wizard 5
  AC 11, touch 11, ﬂ at-footed 10 (+1 Dex)
  hp 38 (3d8+5d6+8)
  Fort +3, Ref +3, Will +8
  Melee +1 quarterstaff  +5 (1d6+1)
  Ranged ranged touch +5 (by spell) 
  Wizard Spells Prepared (4/4/3/2; DC 13 + spell level)
  Str 11, Dex 12, Con 12, Int 17, Wis 12, Cha 10
  Base Atk +4; CMB +4; CMD 15
  Combat Gear +1 quarterstaff
  PIXIES   
  CR 4
  XP 1,200
  hp 18, (See the Pathﬁ nder Roleplaying Game Bestiary, “Pixie”)
  0419. 
  There is a temple of red marble here dedicated to the ﬁ re god, 
  whom the Northmen call Sitric. The temple takes the form of nine 
  outer cloisters around a central tower that rises 60 feet high and is 
  topped by an ever-burning beacon. The tower’s ground ﬂ oor is a great 
  temple containing nine bronze pillars bearing glyphs proclaiming 
  the titles of Sitric, such as rapacious devourer, changer of things, 
  watchful eye, etc. In the center of these pillars is a great idol of Sitric, 
  cast in bronze and decorated with gold leaf and ﬁ re opals (worth 
  4,000 gp in all). A sacred ﬂ ame is kept lit in the idol’s open chest, 
  and it is the source of the beacon ﬂ ame that tops the temple. The 
  upper ﬂ oors of the temple, accessible through secret doors guarded 
  by halﬂ ing priests (see below), contain armories, a rectory, fratry, 
  inﬁ rmary and dormitories. The temple is surrounded by a sprawling 
  village of halﬂ ings who tend ﬁ elds of barley, rye and golden potatoes 
  and herd miniature sheep. The halﬂ ings separate their ﬁ elds with 
  prickly hedges of gooseberries. The village boasts a ﬁ ne roadhouse 
  that serves steaming bowls of potato and barley soup, thick joints 
  of mutton to the big spenders, and both a dark, musky ale and a ﬁ ne 
  vodka. Fourteen black-robed halﬂ ings serve the matriarch of the 
  temple, Tyanna. These halﬂ ings can be seen walking through the 
  village, the people bowing to them as they go. Tyanna is currently 
  locked in the inﬁ rmary, bound with silver chains, for she contracted 
  lycanthropy while fending off a gang of werewolves less than a 
  month ago. She is desperate or a cure, but her followers are content 
  to be rid of her and are contemplating a more drastic cure for her 
  condition.
  Treasure: 1,260 gp and 300 sp kept in a locked iron box in the 
  rectory.
  HIGH PRIESTESS TYANNA 
  CR 12
  XP 9,600
  LN male human cleric 12
  AC 10, touch 10, ﬂ at-footed 10 
  Fort +8, Ref +3, Will +11
  hp 108 (12d8+24 plus 12)
  Melee unarmed strike +9/+4 (1d8+2)
  Ranged ranged touch +9 (by spell) 
  Divine Spells (4/5+1/5+1/4+1/4+1/3+1; DC 14 + spell level)
  Domains Fire, Law
  Str 13, Dex 10, Con 14, Int 10, Wis 18, Cha 15
  Base Atk +9; CMB +10; CMD 20
  Combat Gear (Currently unarmed or armored)+1 full plate, +1 
  shield, ﬂ anged mace edged with silver (+1 lycanthrope bane 
  heavy mace): Other Gear vial of holy water, holy symbol (charred 
  knucklebone in a bronze pendant)
  PRIESTS OF SITRIC (14) 
  CR 1
  XP 400
  Male and female halﬂ ing cleric 1
  AC 16, touch 13, ﬂ at-footed 14 (+2 armor, +2 Dex, +1 shield, +1 size)
  hp 7 (1d8+2 plus 1)
  Fort +5, Ref +3, Will +5
  Melee light mace +2 (1d4) 
  Ranged ranged touch +2 (by spell) 
  Special Attacks Sitric chant (1/day, chanting priests have a 1% 
  chance per halﬂ ing of calling down a ﬂ ame strike from the sky [10’ 
  diameter, 6d6 damage, DC 20 Reﬂ ex save for half damage])
  Divine Spells Prepared (3/2+1; DC 12 + spell level)
  Domains Fire, Law
  Str 10, Dex 14, Con 15, Int 10, Wis 15, Cha 12
  Base Atk +0; CMB –1; CMD 11
  Combat Gear Leather armor, light steel shield, light mace; Other 
  Gear holy symbol, black robes, vial of holy water
  0425. 
  A spring of magical water, bubbling and warm and with a slightly 
  medicinal smell, bursts from the side of a weathered cliff and falls 
  into a basin that has been carved to look like two cupped hands with 
  long ﬁ ngernails that curl backwards. Bathing in the pool washes 
  away curses (treat as remove curse, CL 20th), but permanently dyes 
  the skin to match one’s moral beliefs – deep red for chaotics, lemon 
  yellow for neutrals and sapphire blue for those of a lawful bent.
  0504. 
  A cleric-turned-wendigo resides in a tall, narrow cave – really 
  more a ﬁ ssure in a rocky hillside – overlooking the river. By night 
  the priest hunts for prey along the river, but during the day it returns 
  to its lair to pray before a profaned altar and a crudely carved idol 
  that mocks Scarlad, a god of justice that the priest once served. The 
  wendigo’s treasure is heaped around his blood-stained altar.
  Treasure: 1,060 sp, 470 gp, and two hematites worth 50 gp each.
  NORTHLANDS WENDIGO 
  CR 3
  XP 400
  hp 13, (see Hex 0111)
  0506. 
  In a cave about 3 miles south of the river, a large male owlbear
  has made a lair for itself. The cave is obscured by the surrounding 
  foliage and it contains a disturbing idol of a forgotten god. The deity 
  (or demon) appears to be an unlovely cross between a slug and a 
  bugbear, and is carved from the living rock and painted with ochre. 
  Two tusks jut from the idol’s mouth, and the idol’s ﬁ erce eyes seem 
  to call out to those in search of knowledge. Anyone foolish enough 
  to approach the idol will almost instinctively reach out to touch one 
  of the tusks (DC 15 Will save to resist), and will ﬁ nd it razor sharp. 
  Blood will almost spring from the stricken ﬁ nger and the victim will 
  lose their blood as though it was being drained out. In return, a hoarse 
  whispering will echo in their head, revealing to them a future danger. 
  In essence, this knowledge of the future will grant the person a one-
  time saving throw bonus. 
  the winter woods
  
  13
  OWLBEAR 
  CR 4
  XP 1,200
  hp 47, (See the Pathﬁ nder Roleplaying Game Bestiary, “Owlbear”)
  BLOOD DRAINING TUSK  
  CR 5
  Ty pe mechanical; Perception —; Disable Device — 
  Trigger touch; Reset —  
  Effect Atk +15 ranged (1d4 plus 3 bleed and energy drain [1 level]); 
  gain +5 circumstance bonus to one save 
  0508. 
  A family of werewolves dwells here in a lonely cabin in the woods. 
  A more proper wolves den is dug under the cabin (DC 20 Perception 
  check to notice), and it is here that they store their treasure and the 
  bones of their victims. The werewolves number three – two males 
  and a seemingly harmless little woman. The men are named Aglor 
  and Duhar and the woman Kelve, and in their human guise they 
  appear to be Northman trappers. Their treasure consists of 670 sp, 
  670 gp and a pearl worth 2 gp kept in buried leather sacks.
  WEREWOLVES (3)  
   CR 2
  XP 600
  hp 19, (See the Pathﬁ nder Roleplaying Game Bestiary, 
  “Lycanthrope, Werewolf”)
  0511. 
  A forested butte hides a sylvan glade and a herd of ten shaggy 
  unicorns. The glade contains a pool of silvery water. The bottom of 
  the pool appears to be glass of silvery blue, and bears the face of the 
  elk goddess Yhoundeh. Bathing in the pool cures minor ills (as a cure 
  light wounds spell) and soothes the spirit.
  UNICORNS (3) 
  CR 3
  XP 800
  hp 34, (See the Pathﬁ nder Roleplaying Game Bestiary, “Unicorn”)
  0515. 
  A tribe of 200 goblins dwells here in a dry canyon. They occupy 
  a multi-level complex of caves dug into the walls of the canyon, 
  sharing the complex with a trio of ogres and other subterranean 
  menaces. The goblins are the complex’s ﬁ rst line of defense. They 
  wear tanned hides and black hoods, and their king, Morgof, and his 
  six bodyguards ride giant bats into battle. The goblins are known 
  for their archery skill and the madness of their king – he claims to 
  be a polymorphed elf. The goblins keep a treasure of 600 sp and 80 
  gp, and their king wears a thick leather belt with a brass buckle in the 
  shape of a grimacing lion. The buckle is worth 95 gp.
  GOBLINS 
  CR 1/3
  XP 135
  hp 6, (See the Pathﬁ nder Roleplaying Game Bestiary, “Goblin”)
  MORGOF, THE GOBLIN KING 
   CR 4
  XP 1,200
  Male goblin ﬁ ghter 4
  CE Small humanoid (goblinoid)
  Init +3; Senses darkvision 60 ft.; Perception +0
  AC 18, touch 14, ﬂ at-footed 15 (+4 armor, +3 Dex, +1 size)
  hp 28 (4d10+4)
  Fort +5, Ref +4, Will +0 (+1 vs. Fear)
  Defensive Abilities Bravery +1
  Speed 30 ft. 
  Melee shortsword +6 (1d6+1/19–20) 
  Ranged shortbow +9 (1d6+2/x3)
  Str 12, Dex 16, Con 13, Int 10, Wis 8, Cha 10
  Base Atk +4; CMB +4; CMD 17
  Feats Mounted Archery, Mounted Combat, Point Blank Shot, 
  Weapon Focus (shortbow), Weapon Specialization (shortbow)
  Skills Handle Animal +4, Intimidate +4, Perception +0, Ride +11, 
  Stealth +4, Survival +0
  Languages Goblin
  SQ Armor training 1
  Combat Gear Hide armor, shortsword, shortbow, 20 arrows; Other 
  Gear black hood, belt with gold buckle (95 gp value)
  GOBLIN BODYGUARDS (6) 
   CR 1
  XP 400
  CE Male goblin ﬁ ghter 1
  AC 17, touch 13, ﬂ at-footed 15 (+4 armor, +2 Dex, +1 size)
  hp 10 (1d10)
  Fort +2, Ref +2, Will -1 (+1 vs. Fear)
  Melee shortsword +2 (1d6/19-20) 
  Ranged shortbow +4 (1d6/x3)
  Str 10, Dex 14, Con 10, Int 9, Wis 8, Cha 8
  Base Atk +1; CMB +0; CMD 12
  Combat Gear Hide armor, shortsword, shortbow, 20 arrows; Other 
  Gear black hood
  DIRE BATS (7) 
  CR 2 
  XP 600
  hp 22, (See the Pathﬁ nder Roleplaying Game Bestiary, “Bat, Dire”)
  OGRES (3) 
  CR 3
  XP 800
  hp 36, (See the Pathﬁ nder Roleplaying Game Bestiary, “Ogre”)
  0603. 
  An old ship’s compass has somehow become lodged in the soil of 
  the forest ﬂ oor. The compass is made of polished wood, ivory and 
  brass, and would be worth 100 gp if it were not broken – it always 
  points towards DEATH!
  0606. 
  A large log has been felled over the creek here to create a bridge. The 
  banks of the creek here are inhabited by a clutch of ﬁ re-breathing 
  toads, the bridge now holding a sample of their handiwork in the 
  form of a pair of smoldering boots that have lost their owner.
  GIANT FIRE-BREATHING TOAD 
  CR 3
  XP 800
  N Large magical beast
  Init +1; Senses low-light vision, scent; Perception +8
   
  AC 14, touch 10, ﬂ at-footed 13 (+1 Dex, +4 natural, –1 size)
  hp 25 (3d10+9)
  Fort +6; Ref +6; Will 0+ 
   
  Speed 30 ft., swim 15 ft.
  Melee bite +5 (1d6+6 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks breath weapon (15 ft. cone, 2d6 ﬁ re, Ref DC 14 
  half), swallow whole (1d4 bludgeoning damage, AC 12, 2 hp), 
  tongue
   
  Str 19, Dex 13, Con 16, Int 1, Wis 8, Cha 6
  Base Atk +3; CMB +7; CMD 18 (22 vs. trip) 
  Feats Lightning Reﬂ exes, Skill Focus (Perception)
  Skills Acrobatics +5 (+9 jumping), Perception +8, Stealth +1, Swim 
  +12; Racial Modiﬁ ers +4 Acrobatics (+8 jumping), +4 Stealth
  0612. 
  A family of dwarves, grey-skinned beings with twinkling amber 
  eyes and hair like Spanish moss, has established a forge here in the 
  woods. The dwarfs keep a large charcoal pit and have cleared a great 
  deal of forest to feed their ﬁ res. The forge is a sturdy building of 
  the winter woods
  
  14
  stone blocks, with large double doors allowing heat to escape and 
  air and light to enter. The forge is surrounded by a stone cottage 
  and a large, wooden storage shed. The storage shed not only holds 
  tools, fuel and raw materials; it is also the entrance to a small iron 
  mine. The dwarves number eight, the heads of the family being old 
  Beotem and his goodwife Guind (a genius at etching). They have 
  three adult children, Osgil, Yarmithe and Waltla, all excellent smiths, 
  and four younger children, all apprentices in the shop. Beotem is a 
  fat, old dwarf and the ﬁ nest smith of the family, being able to produce 
  magical weaponry and armor if given the proper ingredients and 
  enough time. Beotem is a hard fellow to get along with – he is a 
  perfectionist and egotist, and more than a few people have left his 
  forge with a dent in their heads. 
  BEOTEM THE GREY 
  CR 10
  XP 9,600
  LN Male dwarf expert 11
  AC 19, touch 11, ﬂ at-footed 18 (+8 armor, +1 Dex)
  hp 72 (11d8+22 plus 11)
  Fort +5, Ref +4, Will +8 
  Melee +3 warhammer +14/+9 (1d8+5/x3)
  Str 15, Dex 12, Con 15, Int 12, Wis 12, Cha 16
  Base Atk +8; CMB +10; CMD 21
  Feats Craft Magic Arms and Armor, Craft Wondrous Item, Master 
  Craftsman (armor), Master Craftsman (weapons), Skill Focus (craft 
  [weapons]), Skill Focus (perception), Weapon Focus (warhammer)
  Skills Craft (armor) +16, Craft (weapons) +22, Knowledge 
  (dungeoneering) +10, Perception +20, Spellcraft +14
  Combat Gear +3 warhammer, +2 breast plate
  BEOTEM’S FAMILY 
       CR 6
  XP 2,400
  LN Male and female dwarf warrior 7
  AC 21, touch 11, ﬂ at-footed 20 (+10 armor, +1 Dex)
  hp 62 (7d10+14 plus 7)
  Fort +7, Ref +3, Will +3 
  Melee +1 warhammer +11/+6 (1d8+3/x3) 
  Str 15, Dex 12, Con 15, Int 13, Wis 12, Cha 10
  Base Atk +7; CMB +9; CMD 20
  Combat Gear +1 warhammer, masterwork full plate armor
  0617. 
  Four square blocks, about 30 ft. tall, wide and high rest here in 
  the middle of a wide river ford. The blocks are placed in a square 
  formation with about 10 ft. between each of them. Each block is 
  composed of black stone that shines purple in the sunlight and a 
  luminous topaz in the moonlight, and they are completely immune to 
  magical and non-magical probing of any kind save teleportation. The 
  blocks compose an ancient tomb of a great warlord and shaman of 
  the hivernians. Each block has a 20 ft. x 20 ft.  room hidden inside of 
  it, with portals connecting it to two other blocks. Attempts to teleport
  from Block A fail 20% of the time, with failures sending the mage 
  into a random block.
  Block A is always the ﬁ rst block entered, regardless of where the 
  spellcaster aims his or her teleportation. It is a gloomy room hung 
  with bark cloth curtains died deep maroon. A small table of white 
  stone rests in the middle of the room and is inlaid with representations 
  of elks and ﬂ ames in amber (about 100 gp worth). Sitting on the 
  table is a silver ﬂ agon of purple dust and an onyx bowl containing 
  a conical candle of green wax. Two copper goblets complete the set 
  (each piece worth about 10 gp). Should adventurers pour the purple 
  dust into the goblets and clink them together, they will be teleported 
  to Block B (with the goblets). Should adventurers light the candle, 
  the greenish smoke that billows from it will send them reeling and 
  deposit them in Block C.
  Block B is a shrine dedicated to the ancient goddess Yhoundeh. It 
  contains an idol of the grim goddess composed of a human skeleton 
  dipped in wax, giving it a pallid, translucent “skin” and wearing a 
  triangular bronze headdress surmounted with elk antlers. The idol 
  holds a goblet of unholy water in its left hand and a leather scourge 
  in the right. A dagger, glowing crimson, is placed within the idol’s 
  rib cage, and a dozen clay bowls containing various pigments, litter 
  the ﬂ oor. The walls are blank and greyish-white. Painting the a 
  dagger, goblet or scourge on a wall teleports adventurers to Block 
  A. Painting all three in the correct order (scourge-dagger-goblet) 
  teleports adventurers to Block D. Painting all three in the wrong 
  order summons an aerial servant who quickly moves to dispatch 
  the heretics.
  AERIAL SERVANT  
  CR 11
  XP 12,800 (From the Tome of Horrors Complete by Frog God 
  Games)
  N Medium outsider (air, elemental, extraplanar)
  Init +10; Senses darkvision 60 ft.; Perception +19
  AC 24, touch 16, ﬂ at-footed 18 (+6 Dex, +8 natural)
  hp 138 (12d10+72)
  Fort +14; Ref +14; Will +10 
  Defensive Abilities natural invisibility; DR 10/magic; Immune 
  elemental traits
  Speed 60 ft., ﬂ y 60 ft. (perfect)
  Melee 2 slams +19 (2d8+6 plus grab)
  Special Attacks constrict (2d8+6), wind blast
  Str 23, Dex 22, Con 24, Int 4, Wis 10, Cha 11
  Base Atk +12; CMB +18 (+22 grapple); CMD 34 
  Feats  Alertness, Combat Reﬂ exes, Improved Initiative, Iron Will, 
  Power Attack, Weapon Focus (slam)
  Skills Fly +2, Knowledge (planes) +5, Perception +19, Stealth +20, 
  Survival +12; Racial Modiﬁ ers +4 Survival
  Languages Auran, Common
  SQ improved tracking, link with caster
  Environment any (Plane of Air)
  Organization solitary
  Treasure none
  Improved Tracking (Ex) 
  An aerial servant takes no penalty to Survival checks when tracking 
  and moving at any speed.
  Link with Caster (Ex) 
  When summoned, an aerial servant creates a mental link between 
  itself and the caster who summoned it. Should the aerial servant fail 
  the mission it has been assigned, it returns to the caster and attacks 
  him. The aerial servant can ﬁ nd the caster as long as they both are 
  on the same plane of existence. If the caster leaves the plane, the 
  link is temporarily broken. Once the caster returns or the aerial 
  servant enters the plane the caster is on, the link is immediately 
  reestablished and the aerial servant moves at full speed toward the 
  caster’s current location. Only when the aerial servant or caster is 
  destroyed, is the link permanently broken.
  Natural Invisibility (Su) 
  This ability is constant, allowing an aerial servant to remain 
  invisible even when attacking. This ability is inherent and is not 
  subject to the invisibility purge spell. Against foes that cannot 
  pinpoint it, the aerial servant gains a +20 bonus on Stealth checks 
  when moving, or +40 when standing still—these bonuses are not 
  included in the statistics above. This ability does not function when 
  an aerial servant is on the Astral Plane or Ethereal Plane, but instead 
  grants the creature concealment (20% miss chance).
  Wind Blast (Su) 
  Once every 1d4 rounds, as a standard action, an aerial servant can 
  release a blast of wind in an 80-foot line. A creature struck takes 
  4d8 points of damage and those up to the aerial servant’s size or 
  smaller are knocked down and back 2d10 feet. An affected creature 
  can attempt a DC 21 Reﬂ ex save to reduce the damage by half and 
  avoid being knocked down. The save DC is Constitution-based.
  Aerial servants are semi-intelligent creatures from the plane of air 
  that often roam the Astral and Ethereal planes. They normally are 
  the winter woods
  
  15
  only found on the Material Plane as a result of being summoned by 
  a cleric (or, less frequently, a wizard) using the greater planar ally
  or greater planar binding spell and commanded to perform some 
  task, often being required to use their immense strength to carry 
  objects or aid the summoner. Though an aerial servant performs 
  whatever task is asked of it, it resents being summoned and forced to 
  do another’s bidding; therefore, it attempts to pervert the conditions 
  of the summoning and its mission. An aerial servant that fails or is 
  thwarted in its mission becomes insane and immediately returns to 
  the caster who summoned it, either killing the caster or carrying the 
  caster back to the plane of air with it.
  Aerial servants are invisible on the plane of air. On other planes, 
  they can be seen, though only vaguely, and appear as humanoids 
  composed of whitish-gray vapor. Sometimes eyes, a nose, and a 
  small mouth form in the vapor.
  Aerial servants attack by using a shearing blast of wind as a weapon 
  or by grabbing an opponent and crushing it within their powerful 
  grasp. Aerial servants can only be killed on their native plane. If slain 
  elsewhere, they simply dissolve into wisps of vapor and return to 
  their home plane.
  Block C is a guard house of sorts. On the east and west walls there 
  are armored skeletons, leaf-bladed short swords wired into their 
  hands, bodies secured to the wall with leather straps. On the north and 
  south walls there are mosaics made with colored shells. One depicts 
  a pounding surf at sunset while the other a blue-skinned amazon in 
  a long, red, buckskin dress wearing a headdress surmounted by elk 
  antlers. This amazon is standing amidst tongues of ﬂ ame and her eyes 
  appear to be torn out, the sockets running red with blood. Should one 
  cut themselves on a skeletal warrior’s sword and place his bloody 
  hand on the mosaic of the elk-goddess, they will be teleported to 
  Block D. Should they do the same to the mosaic of the beach, they 
  will be blasted by a cone of cold  trap and deposited in Block B.
  CONE OF COLD TRAP  
  CR 11
  Type magic; Perception DC 30; Disable Device DC 30 
  Trigger proximity (alarm); Reset none 
  Effect spell effect (cone of cold, 15d6 cold damage, DC 17 Reﬂ ex 
  save for half damage); multiple targets (all targets in a 60-ft. cone) 
  Block D is the last resting place of Ghzirdoz, a high priest of 
  Yhoundeh that died well over 1,000 years ago. The high priest’s slab 
  consists of four bars of bronze stretched from one side of the chamber 
  to the other, with the body placed atop these bars. Touching the bars 
  with one’s bare hand forces a DC 15 Fortitude saving throw – those 
  who fail cannot remove their hands from the bar they touch, and 
  they feel their soul slowly leaving their body through their ﬁ ngers. 
  The soul will migrate to the body on the slab, causing it to awaken, 
  hover above the bars and attack for one round per level of the soul-
  sapped victim, whose body now lies alive but inanimate on the ﬂ oor. 
  At this point, the body will collapse back onto the bars and a death 
  mask of purple stone appears on a random wall. The mask resembles 
  the true soul of the victim – angelic and calm if benevolent, twisted 
  and monstrous if wicked. Placing a mask on a victim re-animates the 
  body for 1 hour per day, but no more. Stronger magic is required to 
  return soul to body e.g. raise dead, resurrection, limited wish, etc. If 
  the high priest’s body is destroyed while it is animated, the victim’s 
  soul returns to his body without harm and the ﬂ oor of the block will 
  disappear, sending adventures falling into a lightless void, only to 
  soon come to laying on the roof of the stone block, each holding a 
  tiger’s eye gem worth 500 gp. These gems allow their possessors to 
  communicate with one another via telepathy.
  0621. 
  Two giant ravens have made a home here in the branches of a 
  giant beech. The tree is inhabited by a sisterhood of ﬁ ve dryads. The 
  ravens are notorious thieves, and have amassed a small treasure in 
  their nest.
  Treasure: Moonstone worth 105 gp, two obsidian spearheads 
  worth 400 gp (and is +1 to hit for the ﬁ rst ﬁ ve attacks it makes due to 
  its razor sharpness), hematite worth 1 gp, a brass toe ring worth 800 
  gp and rose quartz toad worth 4 gp.
  GIANT RAVENS (2)  
  CR 3
  XP 800
  N Large animal
  Init +8; Senses low-light vision, scent; Perception +9
  AC 16, touch 14, ﬂ at-footed 11; (+4 Dex, +1 dodge, +2 natural, –1 
  size)
  hp 32 (5d8+10)
  Fort +6; Ref +8; Will +3 
  Speed 10 ft., ﬂ y 50 ft. (average) 
  Melee bite +5 (1d8+3) or claw +5 (1d6+3)
  Space 10 ft.; Reach 10 ft.
  Str 16, Dex 19, Con 15, Int 2, Wis 15, Cha 12
  Base Atk +3; CMB +7; CMD 22 
  Feats Dodge, Improved Initiative, Skill Focus (Perception)
  Skills Fly +9, Perception +9 
  DRYADS (5)  
  CR 3
  XP 800
  hp 27, (See the Pathﬁ nder Roleplaying Game Bestiary, “Dryad”)
  0701. 
  A spiny green dragon with forest green scales lives here in a hollow 
  beneath a large tree. The dragon is called Zexter and is more mellow 
  and friendly than most of its ilk, though only in relative terms. Zexter 
  can speak but cannot use magic. He is small and immature and is 
  more likely to ﬂ ee an attack and stalk the adventurers in hopes of 
  gaining revenge than standing and ﬁ ghting to the death.
  ZEXTER, THE VERY YOUNG GREEN DRAGON  
  CR 6
  XP 2,400
  hp 59, (See the Pathﬁ nder Roleplaying Game Bestiary, “Dragon, 
  Green”)
  0705. 
  The river narrows here and becomes a series of rapids that spray the 
  granite banks and feed a ﬂ ourishing crop of thick vines with fragrant, 
  ruby-black blossoms. The blossoms, harvested under a new moon 
  with a silver blade, can be brewed into a tea that cures lycanthropy. 
  The werewolves of the Winter Woods know about these blossoms, 
  and have set a number of shallow, spiked pits along the shore to 
  catch would-be harvesters. The blooms open only at night, and the 
  heady fragrance they emit can cause terrible hallucinations (DC 15 
  Fortitude save or act as if under lesser confusion for 1d6 hours).
  SPIKED-PIT TRAP   
  CR 2
  Type mechanical; Perception  DC 20; Disable Device DC 20 
  Trigger location; Reset manual 
  Effect 10-ft.-deep pit (1d6 falling damage); pit spikes (Atk +10 
  melee, 1d4 spikes per target for 1d4+2 damage each); DC 20 Reﬂ ex 
  avoids; multiple targets (all targets in a 10-ft.-square area)
  0709. 
  Artain is a small village of shepherds. The village consists of 
  about 60 small, wooden huts protected by a wooden stockade, 
  itself surrounded by a deep moat ﬁ lled with wooden spikes tipped 
  with wolvesbane. A wooden causeway crosses the moat and leads 
  to a stone moat house, the sturdiest building in the village and 
  fancy enough that it must surely have been built by other folk. 
  The iron portcullis of the moat house is covered with at least 
  300 silver coins that have been afﬁ xed by nails, apparently in 
  an attempt to make the thing unpleasant to lycanthropes. The 
  people of Artain are predominantly Northmen, but they appear 
  to have mixed with the native population, for their skin is a light 
  yellow-brown and their facial features rougher than the average 
  the winter woods
  
  16
  the winter woods
  Northman’s. A large, wooden house is constructed abutting the 
  moat house, and this serves as the home of the village’s leader, a 
  dark-visaged elf called Abethelm, and his retainers, a brooding 
  band of warriors in dark leathers. The warriors, ten in number, 
  wear silver holy symbols and carry silver daggers and several 
  silver-tipped arrows in their quivers, besides their shortbows and 
  short swords. Nocturnal travelers might well run into a patrol of 
  these warrior and discover, to their terror, that they attack ﬁ rst 
  and ask questions later, disappearing back into their night if their 
  ambush proves unsuccessful. Abethelm and his people pray to 
  Xevus, a patron saint of travelers. A large, wooden idol of the god 
  has been erected in the village square next to the moat house and 
  Abethelm’s home, and daily calls to prayer are headed by all in 
  the village save the shepherds grazing their ﬂ ocks by the riverside 
  meadows. Xevus appears as a tall, blue-skinned man with four 
  arms, hawk wings and a feathered head.
  ABETHELM 
  CR 5
  XP 1,600
  Male elf wizard 5
  N Medium humanoid (elf)
  Init +3; Senses low-light vision; Perception +6
   
  AC 13, touch 13, ﬂ at-footed 10 (+3 Dex)
  hp 24 (5d6+5 plus 5)
  Fort +2, Ref +4, Will +5; +2 vs. Enchantment 
  Immune sleep
   
  Speed 30 ft. 
  Melee quarterstaff +1 (1d6–1/19–20) 
  Ranged shortbow +5 (1d6/x3) or ranged touch +5 (by spell) 
  Wizard Spells Prepared (4/4/3/2; DC 13 + spell level)
   
  Str 9, Dex 17, Con 13, Int 17, Wis 12, Cha 13
  Base Atk +2; CMB +1; CMD 14
  Feats Brew Potion, Scribe ScrollB, Skill Focus (Knowledge 
  [nature]), Spell Focus (transmutation)
  Skills Fly +9, Knowledge (arcana) +9, Knowledge (local) +10, 
  Knowledge (nature) +12, Linguistics +9, Perception +6, Spellcraft 
  +11
  Languages Common, draconic, elven, sylvan 
  Combat Gear Quarterstaff, short bow, 10 arrows
  ABETHELM’S WARRIORS   
  CR 2
  XP 1,600
  Male and female human rogue 2
  N Medium humanoid (human)
  Init +3; Senses Perception +5
   
  AC 16, touch 14, ﬂ at-footed 13 (+2 armor, +3 Dex, +1 dodge)
  hp 14 (2d8+2 plus 2)
  Fort +1, Ref +6, Will +0 
  Defensive Abilities evasion
   
  Speed 30 ft. 
  Melee shortsword +4 (1d8+3/19–20) or silver dagger +4 (1d4-
  1/19–20)
  Ranged shortbow +4 (1d8/19–20)
  Special Attacks sneak attack +1d6
   
  Str 13, Dex 17, Con 13, Int 10, Wis 10, Cha 10
  Base Atk +1; CMB +2; CMD 16
  Feats Dodge, Weapon Finesse
  Skills Acrobatics +8, Bluff +5, Climb +6, Escape Artist +8, 
  Intimidate +5, Perception +5, Sense Motive +5, Sleight of Hand +8, 
  Stealth +8
  Languages Common 
  SQ trapﬁ nding
  Combat Gear leather armor, silver dagger, shortbow, 10 arrows, 10 
  silver arrows, short sword; Other Gear silver holy symbol (worth 
  20 gp).
  
  the winter woods
  17
  0714.
   In a wide canyon there is a great mound of white earth and stones, 
  clearly raised by human (or humanoid) hands. Standing atop this hill 
  is a statue of an avenging angel, four wings outstretched, sword at 
  side, one arm outstretched and grasping a torch. A wooden platform 
  has been erected beneath this outstretched hand, and close inspection 
  will reveal a bit of rope secured to the wrist – it would seem this 
  statue has been used as a gallows. Dozens of shallow graves dot the 
  area around the mound, all of them marked with a wooden stake and 
  a wreath of wolvesbane (usually dry). One grave has been disturbed 
  and is surrounded by wolf tracks.
  0806. 
  An unassuming cave in the side of a butte is the entrance to an 
  old iron mine. The mine was worked by kobolds, who excavated a 
  number of “living tunnels” as well as mine shafts. The slope that leads 
  up to the mine entrance is marred by dozens of slag heaps and clay 
  furnaces. Inside the mine adventurers will discover a terrible slaughter 
  – more than a hundred kobolds (including females and young) killed, 
  apparently by wolf attack. A secret door in the large communal 
  chamber at the end of the entrance tunnel (DC 15 Perception check to 
  notice) leads to a vertical passage 200 ft. deep. At the bottom of this 
  passage there is a vast limestone vault that holds a pristine subterranean 
  lake inhabited by blind ﬁ sh, glowing spiders and a tribe of pale nixies. 
  The survivors of the kobold slaughter can also be found here, led by 
  their chieftain Glixtik. The small band of thirty kobolds, including 8 
  females and 11 young, is in no mood for a ﬁ ght, and may even beg for 
  protection if they sense a lawful person among the adventurers. They 
  are aware of the ﬂ owers in 0705 and are aware that the forces of the 
  Queen of the Winter Wind are preparing for her return. The kobolds 
  shirked their tribute to the Queen and were summarily punished.
  NIXIES 
  CR 1
  XP 400 (See the Pathﬁ nder Roleplaying Game Bonus Bestiary, 
  “Nixie”)
  N Small fey (aquatic)
  Init +3; Senses low-light vision; Perception +6
  AC 14, touch 14, ﬂ at-footed 11; (+3 Dex, +1 size)
  hp 9 (2d6+2)
  Fort +1, Ref +6, Will +4
  DR 5/cold iron; SR 12
  Spd 20 ft., swim 30 ft.
  Melee short sword +5 (1d4–2/19–20)
  Ranged light crossbow +5 (1d6/19–20)
  Spell-Like Abilities (CL 12th)
  3/day—charm person (DC 15)
  1/day—water breathing
  Str 7, Dex 16, Con 13, Int 12, Wis 13, Cha 18
  Base Atk +1; CMB –2; CMD 11
  Feats Weapon Finesse
  Skills Bluff +9, Craft (any one) +5, Escape Artist +8, Handle 
  Animal +6, Perception +6, Perform (sing) +8, Sense Motive +5, 
  Stealth +12, Swim +10
  Languages Aquan, Sylvan
  SQ amphibious, wild empathy (+12)
  Gear light crossbow with 20 bolts, short sword
   Wild Empathy (Ex)
  This ability functions just like the druid ability of the same name. 
  Nixies receive a +6 racial bonus on wild empathy checks. 
   Amphibious (Ex)
  Creatures with this special quality have the aquatic subtype, but 
  they can survive indeﬁ nitely on land.
  GLIXTIK 
  CR 5
  XP 1,600
  LE Male kobold warrior 6
  AC 13, touch 12, ﬂ at-footed 12 (+1 Dex, +1 natural, +1 size)
  hp 45 (6d10+6)
  Fort +6, Ref +3, Will +3
  Melee shortsword +8/+3 (1d6+1/19-20) 
  Str 13, Dex 12, Con 12, Int 13, Wis 12, Cha 10
  Base Atk +6; CMB +6; CMD 17
  Combat Gear shortsword
  KOBOLDS (30)  
  CR 1/4
  XP 100
  hp 5, (See the Pathﬁ nder Roleplaying Game Bestiary, “Kobold”)
  0811. 
  A band of twenty bandits has established itself on a rocky 
  promontory, erecting short walls of stone and wood to supplement 
  their rocky perch. The bandits all have sepia colored skin, shaggy, 
  reddish-brown hair, black eyes and long, pointed chins. They wear 
  chain mail and carry long polearms. Atop their rocky lair they dwell 
  in leather tents and keep their wealth in leather sacks, some of which 
  contain hissing spiders as protection from thieves 
  BANDITS (20)  
  CR 4
  XP 1,200
  Male human warrior 5
  NE Medium humanoid (human)
  Init +1; Senses Perception +5
   
  AC 16, touch 11, ﬂ at-footed 15 (+5 armor, +1 Dex)
  hp 34 (5d10+5)
  Fort +5, Ref +2, Will +2 
   
  Speed 20 ft. (30 ft. base)
  Melee halberd +9 (1d10+4/x3) 
   
  Str 16, Dex 13, Con 13, Int 10, Wis 12, Cha 8
  Base Atk +5; CMB +8; CMD 19
  Feats Cleave, Skill Focus (perception), Power Attack, Weapon 
  Focus (halberd)
  Skills Climb +4, Intimidate +3, Perception +5, Stealth +0
  Languages Common 
  Combat Gear chain mail, halberd; Other Gear 4d6 gp 
  HISSING SPIDER 
  CR 1/4
  XP 100
  hp 4, (See the Pathﬁ nder Roleplaying Game Bestiary, “Spider, 
  Giant”)
  0814. 
  Passage through a narrow canyon (roughly 40 ft. wide) is blocked 
  by a keep that stretches from one wall to the other. The keep is 50 
  ft. tall and forms a bridge from mesa to mesa, a bridge blocked by 
  a gatehouse always staffed by three warriors wearing chainmail 
  hauberks and helms afﬁ xed with raven wings. These stout warriors 
  carry shields and swords and charge a toll of 10 gp per person. The 
  bridge and keep are 30 ft. wide. It can be entered through a secret 
  trap door (DC 20 Perception check to ﬁ nd) in the gatehouse above, 
  or via a double set of iron doors at the base of the construction on 
  either side of it. The keep has 10 ft. thick walls and a stone interior 
  that looks to have been designed and built by dwarfs. The keep’s 
  present owner, the barbaric warrior woman Cwelfalys, maintains 
  40 men-at-arms, 8 elite warriors, a court mage and shaman and 
  perhaps a three dozen attendants, including musicians. Cwelfalys cut 
  a red road of slaughter through the Winter Woods before seizing the 
  keep a decade ago from a lord of the Northmen whose skull still 
  decorates her throne. She has cleared the surrounding area of bandits 
  and monsters, and is said to be biding her time before she calls the 
  winter tribes to her green dragon banner and drives the Northmen out 
  of the Winter Woods forever.
  
  Treasure: 7,100 sp, 6,900 gp, a chyrsoprase worth 2,000 gp and an 
  alabaster dish studded with precious stones worth 1,350 gp.
  CWELFALYS 
  CR 15
  A brooding woman, thickly muscled and grim countenanced. Her 
  hair is braided and decorated with silver combs.
  XP 51,200
  Female human barbarian 15
  N Medium humanoid (human)
  Init +1; Senses Perception +13
  AC 19, touch 12, ﬂ at-footed 17 (+7 armor, +2 Dex)
  hp 152 (15d12+30 plus 15); Diehard
  Fort +11, Ref +7, Will +7 
  Defensive Abilities improved uncanny dodge, indomitable will, 
  rage power (clear mind, superstition +3), trap sense +5; DR 3/–
  Speed 20 ft. (30 ft. base)
  Melee +3 human bane greataxe +23/+18/+13 (1d12+9 plus 2d6 vs. 
  humans/19–20x3) 
  Special Attacks rage power (come and get me, powerful blow +3, 
  surprise accuracy +3, witch hunter)
  Str 18, Dex 14, Con 15, Int 10, Wis 12, Cha 10
  Base Atk +15; CMB +19; CMD 31
  Feats Diehard, Endurance, Extra Rage, Improved Critical 
  (greataxe), Improved Vital Strike, Iron Will, Power Attack, Vital 
  Strike, Weapon Focus (greataxe)
  Skills Acrobatics +14, Climb +16, Handle Animal +12, Intimidate 
  +14, Knowledge (nature) +12, Perception +13, Ride +14, Survival 
  +14 
  Languages Common 
  SQ greater rage (40 rounds), rage power (renewed vigor 3d8+2)
  Combat Gear +1 chain mail of moderate fortiﬁ cation, +3 human 
  bane greataxe; Other Gear wolf-skin cape (30 gp value), silver 
  combs (100 gp value)
  CWELFALYS’S MEN-AT-ARMS (40)
  XP 400
  hp 7, (see Adventures in the Wilderness, above with the following 
  changes: remove lance and light warhorse)
  CWELFALYS’S ELITE WARRIORS (8)
  XP 800
  hp 22, (see the Sergeant-at-Arms in Adventures in the 
  Wilderness, above)
  KELVI 
  CR 5
  Upright, broad-shouldered man with curly auburn hair and 
  twinkling eyes. Dresses like a woodsman.
  XP 1,600
  N male human sorcerer 5
  AC 11, touch 11, ﬂ at-footed 10 (+1 Dex)
  Fort +2, Ref +2, Will +4
  hp 22 (5d6+5 plus 5)
  Melee mwk staff +5 (1d6+2) or dagger +4 (1d4+2/19-20) 
  Ranged ranged touch +3 (by spell) 
  Arcane Spells Known (6/4/2; DC 14 + spell level)
  Str 15, Dex 13, Con 12, Int 10, Wis 11, Cha 18
  Base Atk +2; CMB +4; CMD 15
  Combat Gear Masterwork staff, dagger
  IARTHILDAM    
  CR 9
  Gangling, wicked man with tufts of wispy grey hair over each ear 
  and narrow, pink eyes.
  XP 6,400
  NE male human cleric 9
  AC 20, touch 10, ﬂ at-footed 20 (+8 armor, +2 shield)
  Fort +7, Ref +3, Will +10
  hp 72 (9d8+9 plus 9)
  Melee +1 heavy mace +7/+2 (1d8+1) 
  Ranged ranged touch +6 (by spell) 
  Divine Spells Prepared (4/5+1/5+1/4+1/3+1/1+1; DC 14 + spell 
  level)
  Domains Liberation, Protection
  Str 11, Dex 10, Con 12, Int 10, Wis 18, Cha 18
  Base Atk +6; CMB +6; CMD 16
  Combat Gear +1 heavy mace, half-plate, heavy steel shield; Other 
  Gear silver holy symbol
  0817. 
  A pack of ﬁ fteen werewolves lairs here in the cellar (and former 
  torture chamber) of a crumbling donjon, the upper portions having 
  fallen into a pile of charred stone. One of them is Wallauna, daughter 
  of the warrior-crone in Hex 0824. Wallauna is now a werewolf and 
  quite happy with her new found power. Given enough warning, the 
  werewolves might use her to lure would-be rescuers into an ambush.
  Treasure: 1,420 sp, 2,470 gp and a parchment scroll of remove 
  disease and silence.
  WEREWOLVES (15) 
  CR 2
  XP 600
  hp 19, (See the Pathﬁ nder Roleplaying Game Bestiary, 
  “Lycanthrope, Werewolf”)
  0824. 
  Overlooking the Great River here is the immense castle of 
  Hiceleth, the so-called “Iron Crone”. Hiceleth is a northern woman 
  of 70 winters wearing a perpetual scowl and suspicious eyes. 
  Hiceleth was a magniﬁ cent warrior in her day, but now relies on her 
  force of personality and genius for strategy and tactics to keep her 
  subjects loyal. Hiceleth’s castle is a towering keep of black stone 
  with four great towers. The keep is surrounded by a tall wall of 
  black stone that protects not only the keep, but also a large village 
  of narrow, winding lanes and tall, wattle-and-daub townhouses. 
  Outside the walls are acres and acres of uneven, rocky uplands that 
  divide irregularly shaped wheat ﬁ elds, meadows dotted with fat, 
  white sheep and orchards of linden trees. The domain is patrolled 
  by Hiceleth’s elite cavaliers, ﬁ fteen veteran warriors in black 
  armor carrying lances, shields and long swords, their ﬁ fteen 
  mounted squires in chainmail and carrying shields, long swords 
  and light crossbows. Three mangonels in stone redoubts command 
  the Great River, persuading most river trafﬁ c to come ashore and 
  pay a toll. To say Hiceleth is not well liked is to make a distinct 
  understatement, but she is feared and respected, and with the 
  collapse of the Northmen’s empire to the east, many look to her to 
  forge a new kingdom. Unfortunately, Hiceleth is too preoccupied 
  with the disappearance of her daughter, Wallauna (see Hex 0817). 
  In addition to her cavaliers and their squires, Hiceleth commands 
  50 men-at-arms. She is advised by a mage who calls himself 
  Osmayeven of the Sundered Beard.
  Treasure: 7,000 sp, 1,000 gp.
  HICELETH 
  CR 17
  Hiceleth is now a miserly old woman, dressed in gowns of dark, 
  nearly black scarlet wearing a golden crown. In her youth, she was 
  the greatest swordﬁ ghter of her era. She keeps her sword and shield 
  nearby, just in case. Now, old age has given her a penalty in Str, 
  Dex and Con.
  XP 102,400
  Female human ﬁ ghter 17
  LN Medium humanoid (human)
  Init +0; Senses Perception +15
  AC 10, touch 10, ﬂ at-footed 10, or 
  AC 26, touch 10, ﬂ at-footed 26 (+11 armor, +5 shield) in armor and 
  shield
  hp 68 (17d10+34)
  Fort +12, Ref +5, Will +10 (+4 vs. Fear)
  the winter woods
  18
  
  Defensive Abilities Bravery +4
  Speed 30 ft. or 20 ft. (in armor)
  Melee +2 keen, mighty cleaving longsword +23/+18/+13/+8 
  (1d8+10/17–20) 
  Special Attacks weapon training 4 (heavy blades +4, light blades 
  +3, axes +2, bows +1)
  Str 10, Dex 11, Con 14, Int 16, Wis 17, Cha 18
  Base Atk +17; CMB +17; CMD 27
  Feats Combat Expertise, Critical Focus, Dazzling Display, Greater 
  Disarm, Greater Weapon Focus (longsword), Greater Weapon 
  Specialization (longsword), Greater Vital Strike, Improved Disarm, 
  Improved Vital Strike, Iron Will, Leadership, Mounted Combat, 
  Ride-by Attack, Shield Master, Staggering Critical, Step Up, 
  Vital Strike, Weapon Focus (longsword), Weapon Specialization 
  (longsword)
  Skills Climb +5, Diplomacy +21, Handle Animal +15, Intimidate 
  +21, Knowledge (engineering) +9, Knowledge (geography) +15, 
  Knowledge (history) +8, Knowledge (local) +15, Knowledge 
  (nobility) +10, Perception +15, Profession (army general) +20, Ride 
  +20, Survival +11
  Languages Common 
  SQ Armor training 4
  Combat Gear +2 full plate of invulnerability, +3 shield of heavy 
  fortiﬁ cation, +2 keen, mighty cleaving longsword; Other Gear 
  deep scarlet robes and gown (1,500 gp value), golden crown set 
  with gems (2,500 gp)
  OSMAYEVEN 
  CR 11 
  Black, forked beard, ﬂ ushed face, mocking smile. Osmayeven is a 
  lazy libertine, but politically astute and ambitious.
  XP 12,800
  N male human wizard 11
  AC 10, touch 10, ﬂ at-footed 10 
  Fort +2, Ref +3, Will +8
  hp 42 (11d6-11 plus 11)
  Melee unarmed strike +9/+4 (1d8+2) 
  Ranged ranged touch +7 (by spell) 
  Wizard Spells Prepared (4/5/5/5/4/2/1; DC 13 + spell level)
  Str 8, Dex 10, Con 8, Int 17, Wis 12, Cha 17
  Base Atk +5; CMB +4; CMD 14
  Skills Diplomacy +16, Knowledge (arcana) +17 , Knowledge 
  (nobility) +17, Spellcraft +17
  VETEREN WARRIORS (15) 
  CR 3
  XP 800
  hp 22, (see the Sergeant-at Arms in Adventures in the Wilderness, 
  above, with the following changes: remove light crossbow)
  MEN-AT-ARMS (50) 
  CR 1
  XP 400
  hp 7, (see the Man-at Arms in Adventures in the Wilderness, 
  above, with the following changes: remove lance)
  0904. 
  On a windswept mesa pocked with tiny pools of freezing water there 
  is a pavilion of living, braided yew trees woven so thickly that not a ray 
  of sunlight can penetrate the interior. Inside the pavilion there is a cofﬁ n 
  of crystalline steel, and within the cofﬁ n there is a magniﬁ cent silver 
  sword. The sword has a starburst hilt, and motes of light can be seen 
  meandering up and down the blade, which seems to emit an audible 
  moan. The cofﬁ n appears to be immune to any and all attempts to force 
  it open – in fact, closer inspection reveals it as more of a cocoon than a 
  box, with no apparent seam denoting a lid. The cofﬁ n can be opened, 
  but only by the following means: Using mirrors, one (well, two actually) 
  must reﬂ ect an image of both the full moon and the sun on the cofﬁ n’s 
  surface at the same time. Obviously, this can only be accomplished on 
  days when the moon is both full and in the sky during daylight hours. 
  Should this be accomplished, the cofﬁ n will shatter. 
  0906. 
  A creepy hermit lives in the tangled woods here, having constructed 
  a hovel of branches and skins and partially dug into the earth. The 
  hermit calls himself Nessel, but those who have crossed his path 
  refer to him as the “Spider Eater”, for he makes a feast of insects. 
  Nessel uses sprigs of wolvesbane around his hovel to keep away the 
  werewolves, who, truth be told, have little desire to visit the odd little 
  man who saves his nail clippings, hair and peeled skin in clay pots. 
  Nessel is not evil, merely eccentric and disturbing in the extreme, 
  and he welcomes visitors into his home for short periods. He has a 
  good knowledge of the land north of the river.
  NESSEL THE SPIDER EATER 
  CR 6 
  XP 2,400
  N male human druid 6
  AC 10, touch 10, ﬂ at-footed 10 
  Fort +6, Ref +2, Will +6
  hp 32 (6d8+6 plus 6)
  Melee unarmed strike +5 (1d3+1) 
  Ranged ranged touch +4 (by spell) 
  Divine Spells Prepared (4/4/3/2; DC 11 + spell level)
  Str 12, Dex 10, Con 12, Int 10, Wis 13, Cha 8
  Base Atk +4; CMB +5; CMD 15
  0920. 
  Much of the lake shore here is covered by a long, thin strand of ﬁ eld 
  stone cottages belonging to ﬁ shermen. The village, called Sammothiro, 
  is protected by a tall rampart studded with pit traps that deposit victims 
  into nets and patrolled by diligent crossbowmen and, in the skies above, 
  trained giant falcons. The falcons are primarily used to ﬁ sh the lake, 
  but a few of the more intelligent birds are trained to alert the villagers 
  of potential invaders. The Sammothirans themselves hunt the giant 
  pike that roam Lake Gaurh. Massive ﬁ sh, the operation is not unlike 
  whaling in its process and danger. Sammothiro is ruled by Jonaldur, 
  a sheriff appointed by the Prince of Yaryg, a fortiﬁ ed town to the east 
  that still holds power in the region. Northmen by blood and culture, 
  the Sammothirans are known for their use of ﬁ sh bones in their art and 
  their skill with spear and harpoon. Besides their cottages and Jonaldur’s 
  manor, the village also boasts a temple dedicated to Gaurh, the god of the 
  lake, a beacon tower and a ﬁ ne, old inn much visited by the locals for its 
  crawﬁ sh stew, thick crackers and a spicy liqueur brewed from tree bark. 
  The inn usually has rooms available for visitors, but they are locked 
  from the outside until dawn due to a werewolf problem in the region.
  SHERIFF JONALDUR  
  CR 9
  Pudgy, long face, secretive and wilful. Only family is an elderly 
  the winter woods
  19
  The Silver Sword of the 
  Star Maiden (Minor Artifact)
   Aura strong evocation; CL 15th Slot none; Weight 4 lbs.
  DESCRIPTION
  This sword is a NG intelligent mithril-bladed +3 aberration 
  bane, brilliant energy longsword. The sword has Int 12, Wis 14, 
  and Cha 16, with an Ego score of 18. It moans softly when taken 
  out of starlight, but does not otherwise communicate. It can cast a 
  magic circle against evil once per day. The swords special purpose 
  is to take on the mantle of the Star Maiden’s Champion, defeating 
  and slaying creatures from the Far Realms and their minions 
  (mostly aberrations, but the GM is encouraged to be creative). The 
  dedicated power of the Sword is to detect aberrations within 60 ft.
  DESTRUCTION
  The Silver Sword can be destroyed by bathing it in the blood 
  of an aberration underground (away from starlight) for 24 hours. 
  At that point, the blade cracks, rendering the sword useless
  
  20
  aunt living in Yaryg, a half-sister to the Prince.
  XP 6,400
  Male human ﬁ ghter 9
  N Medium humanoid (human)
  Init +2; Senses Perception +1
  AC 17, touch 12, ﬂ at-footed 15 (+5 armor, +2 Dex)
  hp 77 (9d10+9 plus 9)
  Fort +73, Ref +5, Will +3 (+2 vs. Fear)
  Defensive Abilities Bravery +2
  Speed 20 ft. (30 ft. base)
  Melee battle axe +11/+6 (1d8+6/x3) and hand axe +11/+6 (1d6+6/
  x3)
  Special Attacks weapon training 2 (axes+2, light blades +1)
  Str 14, Dex 15, Con 13, Int 10, Wis 10, Cha 10
  Base Atk +9; CMB +11; CMD 23
  Feats Dodge, Greater Weapon Focus (battleaxe), Greater Weapon 
  Focus (hand axe), Lunge, Mobility, Step-Up, Two-Weapon 
  Fighting, Weapon Focus (battleaxe), Weapon Focus (hand axe), 
  Weapon Specialization (battleaxe), Weapon Focus (hand axe)
  Skills Handle Animal +12, Perception +9, Ride +11
  Languages Common 
  SQ Armor training 2
  Combat Gear Chainmail, battle axe, hand axe.
  UILICE 
  CR 3
  Slight build, broad, oval face with clueless eyes. Tends to be lax 
  in his duties. Wears cursed leather he cannot remove – the words 
  “Kick Me” are embossed on the back in large, gold letters, so he’s 
  always in his priestly robe.
  XP 800
  CN male human cleric 3
  AC 12, touch 10, ﬂ at-footed 12 (+1 armor, +1 shield)
  Fort +2, Ref +1, Will +4
  hp 16 (3d8-3 plus 3)
  Melee light mace +0 (1d8-1) 
  Ranged ranged touch +1 (by spell) 
  Divine Spells Prepared (4/3+1/1+1; DC 11 + spell level)
  Domains Water, Weather
  Str 9, Dex 10, Con 9, Int 6, Wis 13, Cha 11
  Base Atk +1; CMB +0; CMD 10
  Combat Gear Cursed leather -1, light steel shield, light mace; 
  Other Gear holy symbol, brass ring worth 15 gp.
  1005. 
  A blood-sucking lamia with the upper torso of an alabaster-skinned 
  beauty and the body of a grizzly bear dwells in a high cave, the ground 
  outside it littered with animal and humanoid bones. Ten animated 
  skeletons lurk beneath these bones. The lamia’s entire treasure 
  consists of thirteen hourglasses of various makes and models, but 
  worth about 100 gp each. She is currently without slaves, having just 
  ﬁ nished the last one a few days ago.
  LAMIA 
  CR 6
  XP 2,400
  hp 67, (See the Pathﬁ nder Roleplaying Game Bestiary, “Lamia”)
  SKELETONS (10)  
   CR 1/3
  XP 135
  hp 7, (See the Pathﬁ nder Roleplaying Game Bestiary, “Skeleton”)
  1011. 
  Greenstone Abbey is dedicated to Forda, the Northmen’s goddess 
  of agriculture. It is, in effect, an attempt by the forces of growth and 
  Spring to colonize a woodland once under the sway of the forces 
  of Winter, and in that regard it presents a tempting target for the 
  revitalized forces of the Queen of the Winter Wind. The abbey is 
  under the governance of Sandragorn, a statuesque man with thick, 
  mutton-chop sideburns of white hair that stand out on his dark brown 
  skin. Sandragorn despises ignorance and does his best to live a useful, 
  virtuous life – but he has developed a strange fascination with Hiceleth 
  in Hex 0824. Sandragorn’s monks, who number twelve, are warrior-
  priests who wear green robes over chainmail and carry thick cudgels 
  (1d4+1 damage) and large, leather-bound almanacs from which they 
  often quote parcels of Forda’s wisdom. The abbey is built in an L-shape 
  on a similarly shaped ridge, and can only be gained by climbing a 
  narrow stair or via barrels and pulleys (used to bring supplies into the 
  monastery). The land around the abbey has been cleared of brush and 
  trees and is worked daily by the ﬁ fty lay brethren of the abbey, all 
  pilgrims from the east who, advised that the end was near, trekked into 
  the Winter Woods to ﬁ nd salvation through toil. The ﬁ elds around the 
  abbey grow barley, apples, pumpkins, hazelnuts, borage, peppermint, 
  hemp, spelt, ﬁ ddleheads and parsnips.
  SANDRAGON  
  CR 15
  A statuesque man with thick, mutton-chop sideburns of white hair 
  that stand out on his dark brown skin.
  XP 52,200
  LN male human cleric 15
  AC 24, touch 11, ﬂ at-footed 23 (+10 armor, +1 Dex, +3 shield)
  Fort +12, Ref +6, Will +14
  hp 122 (15d8+45 plus 15)
  Melee +2 axiomatic heavy mace +16/+11/+6 (1d8+5 plus 2d6 vs. 
  chaotic)
  Ranged ranged touch +12 (by spell) 
  Divine Spells Prepared (4/5+1/5+1/5+1/5+1/4+1/3+1/2+1/1+1; 
  DC 14 + spell level)
  Domains Law, Strength
  Str 17, Dex 12, Con 16, Int 12, Wis 19, Cha 17
  Base Atk +11; CMB +14; CMD 25
  Combat Gear +1 full plate armor (lacquered green), +1 heavy 
  steel shield bearing an image of Forda, +2 axiomatic heavy mace; 
  Other Gear holy symbol.
  CHANTER OF FORDA (1) 
  CR 5
  XP 1,600
  LN male human cleric 5
  AC 15, touch 10, ﬂ at-footed 15 (+5 armor)
  Fort +5, Ref +1, Will +7
  hp 32 (5d8+5 plus 5)
  Melee cudgel +3 (1d6) 
  Ranged ranged touch +3 (by spell) 
  Divine Spells Prepared (4/4+1/3+1/2+1; DC 13 + spell level)
  Domains Law, Strength
  Str 11, Dex 10, Con 12, Int 10, Wis 17, Cha 14
  Base Atk +3; CMB +3; CMD 13
  Combat Gear Chain mail, cudgel; Other Gear holy symbol, 
  leather book
  ALMONERS OF FORDA (4)  
  CR 3
  XP 800
  LN male human cleric 3
  AC 15, touch 10, ﬂ at-footed 15 (+5 armor)
  Fort +4, Ref +2, Will +5
  hp 20 (3d8+3 plus 3)
  Melee cudgel +2 (1d6) 
  Ranged ranged touch +9 (by spell) 
  Divine Spells Prepared (4/3+1/2+1; DC 12 + spell level)
  Domains Law, Strength
  Str 11, Dex 10, Con 12, Int 10, Wis 15, Cha 12
  Base Atk +2; CMB +2; CMD 12
  Combat Gear Chain mail, cudgel; Other Gear holy symbol, 
  leather book
  BEADLES OF FORDA (7)  
  CR 1
  XP 400
  LN male human cleric 1
  the winter woods
  N Medium humanoid (human)
  beauty and the body of a grizzly bear dwells in a high cave, the ground 
  
  21
  the winter woods
  AC 15, touch 10, ﬂ at-footed 15 (+5 armor)
  Fort +3, Ref +0, Will +4
  hp 7 (1d8+1 plus 1)
  Melee cudgel +0 (1d6) 
  Ranged ranged touch +0 (by spell) 
  Divine Spells Prepared (3/2+1; DC 12 + spell level)
  Domains Law, Strength
  Str 11, Dex 10, Con 12, Int 10, Wis 14, Cha 10
  Base Atk +0; CMB +7; CMD 17
  Combat Gear Chain mail, cudgel; Other Gear holy symbol, 
  leather book
  1018. 
  Perched on a platform in a tall tree lives Kabranornen, sagacious 
  oracle of the Winter Wood and favorite of lords, ladies and 
  woodsmen alike. Kabranornen is especially sensitive to loud noises, 
  and thus prefers to dwell in the middle of nowhere attended only by 
  his beloved carrier pigeons and a pet spider named Loop. Most of the 
  villages and strong-holds in the neighborhood keep one or more of 
  his pigeons, sending requests for advice, knowledge and prophecy to 
  him by securing notes to the pigeon’s legs. Sometimes Kabranornen 
  replies, other times he does not.
  KABRANORNEN THE ALL-KNOWING 
  CR 14
  Grey-haired, grey-eyed, rotund with a small, puckered face. Lazy 
  and ﬂ irtatious.
  XP 38,400
  N male human oracle 14
  AC 10, touch 10, ﬂ at-footed 10 
  Fort +5, Ref +4, Will +13
  hp 72 (14d6+14 plus 14)
  Melee unarmed strike +10/+5 (1d3) 
  Ranged ranged touch +10 (by spell) 
  Oracle Spells Known (9/5/5/4/4/3/2/1; DC 14 + spell level)
  Str 11, Dex 10, Con 12, Int 10, Wis 18, Cha 18
  Base Atk +10; CMB +10; CMD 20
  Other Gear A magic book of never-ending stories and a pair of 
  spectacles that, when commanded with the word “Gerﬂ uff” allow 
  Kabranornen to see in darkness, see invisibility, use x-ray vision or 
  comprehend languages. This effect lasts 1 hour and can be done but 
  once per day.
  1025. 
  Night-time travelers in this hex may (3 in 6 chance) be witness 
  to a fearful spectacle. From the folds of Nix’s robes will emerge 
  thirteen dead revelers, rotting and skeletal with loose gibbets 
  of meat hanging from the bones and crashing tambourines in 
  their hands. They caper and dance like young men and women, 
  but their laughs and cries of merriment are hoarse and whispery. 
  They will insist the adventurers join their dance, and those who 
  do will discover them good, though grisly, company. If one can 
  dance the entire night through, they will see their cadaverous 
  comrades disappear with the rising of the sun, and will be left with 
  a tambourine that, when played, acts as a magic circle against evil
  spell. Should one not be able to keep dancing (DC 15 Constitution 
  check, cumulative +1 per hour of dancing), they will be trampled 
  by the revelers for 1d6 damage and left to rest. If attacked, the 
  revelers turn into wraiths and show no mercy. If ignored, they will 
  go on their way.
  WRAITHS (13) 
   CR 5
  XP 1,600
  hp 47, (See the Pathﬁ nder Roleplaying Game Bestiary, “Wraith”)
  1110. 
  A steaming grotto in the side of a grey, mossy canyon wall is home 
  to ﬁ ve crane maidens. The ﬁ ve maidens are nymphs, daughters of 
  the river, who can assume the form of stately cranes and command 
  the creatures of the woods and river, in effect summoning 1d6 
  wolves, 1d3 giant badgers or skunks or 1 brown bear to their aid. The 
  crane maidens generally relax in their natural sauna, venturing out 
  every so often in crane or maiden form, the latter wearing nothing 
  but feathered cloaks. Naturally, in this form they easily attract male 
  attention, and sometimes dally with human beings to relieve their 
  boredom. Several heroes of the hivernians are said to be the issue of 
  such dalliances.
  CRANE MAIDEN NYMPHS (5) 
  CR 7
  XP 3,200
  hp 60, (See the Pathﬁ nder Roleplaying Game Bestiary, “Nymph”)
  1113. 
  A patrol of 20 goblin wolf riders is camped here, keeping an eye 
  on the Abbey in Hex 1011. 
  GOBLIN WOLF RIDERS (20)  
  CR 2
  XP 600
  Male goblin ﬁ ghter 2
  CE Small humanoid (goblinoid)
  Init +1; Senses darkvision 60 ft.; Perception +1
  AC 14, touch 12, ﬂ at-footed 13 (+2 armor, +1 Dex, +1 size)
  hp 15 (2d10+2)
  Fort +3, Ref +1, Will +0 (+1 vs. Fear)
  Defensive Abilities Bravery +1
  Speed 30 ft. 
  Melee cleaver +5 (1d6+2/x3) 
  Ranged shortbow +4 (1d4/x3)
  Str 12, Dex 13, Con 13, Int 10, Wis 10, Cha 8
  Base Atk +2; CMB +2; CMD 13
  Feats Mounted Archery, Mounted Combat, Weapon Focus (cleaver)
  Skills Handle Animal +5, Perception +1, Ride +9, Stealth +6
  Languages Goblin 
  Combat Gear Leather armor, keen cleavers (treat as battle axes), 
  short bows, 15 arrows; Other Gear long, pointed red caps, 4 gp
  WORGS (20)  
   CR 2
  XP 600
  hp 30, (See the Pathﬁ nder Roleplaying Game Bestiary, “Worg”)
  TROM, GOBLIN CAPTAIN 
  CR 7
  XP 3,200
  Male goblin ﬁ ghter 7
  CE Small humanoid (goblin)
  Init +3; Senses darkvision 60 ft.; Perception +3
  AC 16, touch 14, ﬂ at-footed 13 (+2 armor, +3 Dex, +1 size)
  hp 7 (7d10+7)
  Fort +6, Ref +5, Will +2 (+2 vs. Fear)
  Defensive Abilities Bravery +2
  Speed 30 ft. 
  Melee cleaver +9/+4 (1d6+2/x3)
  Ranged +1 short bow +13/+8 (1d4+2/x3)
  Special Attacks weapon training 1 (bows +1)
  Str 14, Dex 16, Con 13, Int 10, Wis 10, Cha 12
  Base Atk +7; CMB +9; CMD 22
  Feats Manyshot, Mounted Archery, Mounted Combat, Point Blank 
  Shot, Precise Shot, Rapid Shot, Weapon Focus (shortbow), Weapon 
  Specialization (shortbow)
  Skills Handle Animal +7, Knowledge (geography) +3, Perception 
  +3, Ride +13, Stealth +9
  Languages Goblin
  SQ Armor training 2
  Combat Gear Leather armor, keen cleaver (treat as battle axe), +1 
  short bow, 20 arrows, potion of healing; Other Gear 80 gp
  crane maidens generally relax in their natural sauna, venturing out 
  attention, and sometimes dally with human beings to relieve their 
  boredom. Several heroes of the hivernians are said to be the issue of 
  
  1115. 
  Even in the brightest day, the rift that runs through this hex is 
  always shrouded in impenetrable shadow. The rift is really a broad 
  valley, the walls of the valley being a mere 500 feet tall and gentle. 
  Within this weird, shadow realm there is a stone castle inhabited by 
  a shadow king and his court. King Ottin and his people were cursed 
  in ancient times to never again see the sun or feel its warmth. Their 
  valley is now barren save for phosphorescent mosses that grow on 
  stones and equally phosphorescent harts that lap up the moss and 
  provide a measure of sport for the benighted people of the vale. King 
  Ottin’s court includes 20 other shadows, four of them knights and 
  one of them the keeper of a kennel of six shadow mastiffs. For those 
  whose eyes can pierce the darkness, Ottin and his people will be 
  seen to have a ghastle pallor, sharp blue-green eyes, noble faces with 
  delicate features and long hair of black or burnished bronze. They 
  dress in tunics of scarlet and striped hose, their clothing covered with 
  corded brocades. Ottin’s knights wear blue-black platemail and ride 
  black stallions in chainmail barding. They wield curved swords and 
  carry shields emblazoned with a black sun on a grey ﬁ eld. The people 
  of the Valley cannot leave it, for to see or feel the sun would mean 
  their doom. The shadow people fear the sight of gold, and its touch 
  causes 1d4 damage to them per round.
  Treasure: 13,000 coins of black bronze (e.g. copper pieces), moss 
  agate worth 60 gp and a wand of rope trick with 2 charges.
  KING OTTIN   
  CR 13
  Tall, overly proud, devoid of mercy.
  XP 25,600
  Male living shadow ﬁ ghter 11
  N Medium humanoid (living shadow)
  Init +1; Senses darkvision 60 ft.; Perception +7
  AC 19, touch 12, ﬂ at-footed 18 (+5 armor, +1 Dex, +1 dodge, +2 
  shield)
  hp 97 (11d10+22 plus 11)
  Fort +9, Ref +4, Will +4 (+3 vs. Fear)
  Defensive Abilities Bravery+3
  Weaknesses sunlight
  Speed 30 ft., ﬂ y 40 ft. (good)
  Melee +2 scimitar +20/+15/+10 (1d6+9/15–20) or touch +14 (1d4 
  strength damage)
  Special Attacks weapon training 2 (heavy blades+2, light blades +1)
   
  Str 17, Dex 13, Con 15, Int 12, Wis 12, Cha 16
  Base Atk +11; CMB +14; CMD 26
  Feats Bleeding Critical, Cleave, Critical Focus, Dodge, Greater 
  Weapon Focus (scimitar), Improved Critical (scimitar), Improved 
  Vital Strike, Intimidating Prowess, Power Attack, Step Up, Vital 
  Strike, Weapon Focus (scimitar), Weapon Specialization (scimitar)
  Skills Acrobatics +7, Fly +12, Handle Animal +10, Knowledge 
  (local) +7, Perception +7, Ride +10, Stealth +10 (+14 in dim light, 
  +6 in bright light); Racial Modiﬁ ers +4 Stealth in dim light (–4 in 
  bright light)
  Languages Common 
  SQ Armor training 3
  Combat Gear +1 chain shirt, +1 light steel shield, +2 scimitar
   Strength Damage (Su)
  A shadow’s touch deals 1d6 points of Strength damage to a living 
  creature. This is a negative energy effect. A creature dies if this 
  Strength damage equals or exceeds its actual Strength score.
  LIVING SHADOW KNIGHT (4)  
  CR 7
  XP 3,200 
  Male living shadow ﬁ ghter 7
  N Medium humanoid (living shadow)
  AC 17, touch 11, ﬂ at-footed 16 (+4 armor, +1 Dex, +2 shield)
  Fort +7, Ref +3, Will +3
  hp 72 (7d10+14 plus 7)
  Melee +1 scimitar +12/+7(1d6+6/18–20) or touch +10 (1d4 
  strength damage)
  Str 16, Dex 12, Con 14, Int 10, Wis 12, Cha 12
  Base Atk +7; CMB +10; CMD 21
  Other Gear chain shirt, +1 light steel shield, +1 scimitar
  LIVING SHADOW  
  CR 3
  XP 800
  hp 19, (See the Pathﬁ nder Roleplaying Game Bestiary, “Shadow”)
  SHADOW MASTIFFS (6) 
  CR 5
  XP 1,600
  hp 51, (See Hex 0118)
  1203. 
  A gang of ﬁ fteen hill giants occupy a large hall made of rough-cut 
  timber. The hall has a single, massive room with a 10 ft. diameter ﬁ re pit 
  in its center. Benches and piles of furs litter the room, and giant weaponry 
  and hunting trophies, including a festive garland of human skulls, decorate 
  the walls. The hill giants are eating, sleeping, brawling or maintaining 
  their armor and weapons when encountered. Besides the 15 males, there 
  are 8 females who ﬁ ght as ogres and 10 children who ﬁ ght as bugbears. 
  The children are usually mending things, cutting ﬁ rewood or doing other 
  manual labors, and the females are making clothes from furs or cooking 
  – roasting a cow over the ﬁ re pit, brewing spruce tip tea or making greasy 
  porridge. Dug into the area surrounding the hall are a dozen pits covered 
  with lids made of several tree trunks strung together with leather thongs. 
  These pits are about 10 ft. deep and not designed as traps. Rather, they are 
  used to store salted meats, barrels of roots and casks of mead, ale, wine and 
  anything else the giants have stolen from human settlements to the south. 
  One pit is used for captives, and there is a 1 in 6 chance that it is occupied 
  by 1d6 humans taken from a caravan or the outskirts of a village. The 
  humans will be in rough shape, but capable of moving under their own 
  power. The chief of the giants is called Plach.
  Treasure: 3,800 sp, 7,740 gp, silver statuette of the Queen of the 
  Winter Wind worth 800 gp, nine sable skins (worth 10 gp each) and 
  a brass tiara, slightly dented and being worn on a leather necklace by 
  a giantess, worth 115 gp.
  PLACH, HILL GIANT CHIEF    
  CR 11
  XP 12,800
  Male hill giant barbarian 4
  LE huge humanoid (giant)
  Init +0; Senses low-light vision; Perception +9
  AC 13, touch 9, ﬂ at-footed 13 (+4 armor, –1 size)
  hp 107 (4d10+4d12+40)
  Fort +16, Ref +4, Will +4 
  Speed 30 ft. (40 ft. base)
  Melee mwk greatclub +22/+17/+12 (1d10+13/17–20) 
  Space 10 ft.; Reach 10 ft.
  Str 28, Dex 10, Con 20, Int 7, Wis 10, Cha 10
  the winter woods
  22
  Living Shadows
  Living shadows are normal living beings cursed with 
  a standard shadow’s weaknesses and abilities. No living 
  shadow creature may enter the sun, or risk utter destruction 
  in a single round of exposure (DC 25 Fortitude negates, made 
  each round). A living shadow creature is in all ways similar to 
  a normal shadow, save it is not an undead creature.
  
  the winter woods
  23
  Base Atk +11; CMB +21; CMD 31
  Feats Cleave, Critical Focus, Intimidating Prowess, Improved 
  Critical, Power Attack, Vital Strike, Weapon Focus (greatclub)
  Skills Climb +10, Intimidate +12, Perception +9, Survival +10
  Languages Giant 
  Combat Gear Hide armor, masterwork greatclub
  HILL GIANT MALES (14)     
  CR 7
  XP 3,200
  hp 85, (See the Pathﬁ nder Roleplaying Game Bestiary, “Giant, 
  Hill”)
  HILL GIANT FEMALES (8) 
  CR 3
  XP 800
  hp 30, (See the Pathﬁ nder Roleplaying Game Bestiary, “Ogre”)
  HILL GIANT YOUNG (10)  
  CR 2
  XP 600
  hp 16, (See the Pathﬁ nder Roleplaying Game Bestiary, “Bugbear”)
  HUMAN SLAVES (10)  
  CR 1/2
  N Male and female human commoner 1 
  XP 200
  hp 3
  1309. 
  A small dispatch of ﬁ fteen bandy-legged hobgoblins from Hex 
  1319 has made camp here. The hobgoblins wear tunics of chain 
  armor and carry glaives and short bows. Each hobgoblin has learned 
  the art of riding a giant boar using only their knees to guide the 
  beast, making them especially dangerous. The commander of the 
  expedition is called Juvash, and he is notable for his missing ear and 
  oversized fangs, which give him a lisp that his soldiers are at great 
  pains to ignore.
  JUVASH, HOBGOBLIN COMMANDER 
  CR 4
  XP 1,200
  Male hobgoblin ﬁ ghter 4
  LE Medium humanoid (hobgoblin)
  Init +3; Senses darkvision 60 ft.; Perception +1
  AC 17, touch 13, ﬂ at-footed 14 (+4 armor, +3 Dex)
  hp 37 (4d10+4)
  Fort +5, Ref +4, Will +1 (+1 vs. Fear)
  Defensive Abilties Bravery +1
  Speed 30 ft. 
  Melee glaive +4 (1d10+3/x3) 
  Ranged shortbow +8 (1d6/x3)
  Str 15, Dex 16, Con 13, Int 10, Wis 10, Cha 7
  Base Atk +4; CMB +6; CMD 19
  Feats Mounted Archery, Mounted Combat, Point Blank Shot, 
  Precise Shot, Weapon Focus (shortbow)
  Skills Handle Animal +1, Perception +1, Ride +8, Stealth + 7, 
  Survival +2
  Languages Hobgoblin 
  SQ Armor training 1
  Combat Gear Chain shirt, polearm, shortbow, 20 arrows
  HOBGOBLINS (14)   
  CR 1/2
  XP 200
  hp 12, (See the Pathﬁ nder Roleplaying Game Bestiary, 
  “Hobgoblin”)
  GIANT BOARS (15) 
  CR 4
  XP 1,200
  hp 42, (See the Pathﬁ nder Roleplaying Game Bestiary, “Boar, 
  Dire”)
  1323. 
  The Northmen have established a large fishing village here 
  called Xalter. Xalter is a village of whitewashed wattle-and-
  daub homes with doors painted in bright, rainbow patterns. The 
  village is surrounded by a similarly painted wooden palisade 
  and is situated on a crescent shaped island in the middle of the 
  Sable River. Stone watch towers on either end of the island 
  provide additional security. The people of Xalter are almost 
  uniformly handsome, with amethyst eyes, chiseled faces and 
  slight overbites and lisps. The village is dominated by two 
  large buildings, facing each other across a cobblestone-paved 
  plaza. The first is a two-story building of stone and wood that 
  serves as the manor of the village’s mayor, Nogan, a gruff old 
  sinner who lost an eye in a knife fight. Nogan is a bit thuggish, 
  but has the best interests of his village at heart. The other 
  large building inside the village walls is a stone temple coated 
  in stucco, painted a brilliant vermillion and surmounted by a 
  copper dome. This is the temple of Uchai, goddess of river 
  otters. The rocky coastline of Xalter’s island are decorated with 
  sculptures of selkies, and Uchai’s temple is actually built atop 
  partially submerged limestone caverns where selkies sometimes 
  congregate to receive gifts from Uchai’s high priest, Peribal, 
  and other high members of her cult. Uchai’s rites run toward 
  the bawdy, and wine-fueled celebrations occur throughout the 
  year. Aside from the mayor’s residence and the temple, the most 
  astonishing construction in Xalter is its tavern, a long, wooden 
  building with a gabled roof (and lofts that can be rented by the 
  hour or the night) standing on stilts about 10 yards off the shore 
  of the island. The tavern is connected to the island by a causeway 
  and is known for its eel and cheddar pies and its fortified wines.
  NOGAN  
   CR 6
  XP 2,400
  N male human rogue 6
  AC 12, touch 12, ﬂ at-footed 10 (+2 Dex)
  Fort +3, Ref +7, Will +3
  hp 72 (6d8+6 plus 6)
  Melee +2 dagger +6 (1d4+2/19–20) 
  Str 11, Dex 15, Con 12, Int 10, Wis 12, Cha 14
  Base Atk +4; CMB +4; CMD 17
  PERIBAL  
  CR 10
  Curly hair, slight, graceful features. Forgetful and often over-
  zealous in his exuberance for Uchai.
  XP 9,600
  LN male human cleric 10
  AC 18, touch 10, ﬂ at-footed 18 (+6 armor, +2 shield)
  Fort +8, Ref +3, Will +11
  hp 72 (10d8+10 plus 10)
  Melee +2 heavy mace +9/+4 (1d8+2)
  Ranged ranged touch +9 (by spell) 
  Divine Spells Prepared (4/5+1/5+1/4+1/4+1/2+1; DC 14 + spell 
  level)
  Domains Animal, Water
  Str 11, Dex 10, Con 12, Int 10, Wis 18, Cha 18
  Base Atk +7; CMB +7; CMD 17
  Combat Gear +1 chainmail, heavy steel shield, +1 mace (the 
  ﬂ anges stylized in the shape of enticing selkies with arched backs)
  1404. 
  A herd of sixteen mastodons is encamped in this hex, its matron 
  having been injured during an ill-fated hobgoblin attack. The 
  creatures are on high alert and agitated, and attack at the slightest 
  provocation.
  MASTODONS (16)  
  CR 9
  XP 6,400
  hp 133, (See the Pathﬁ nder Roleplaying Game Bestiary, “Elephant, 
  Mastodon”)
  
  1403. 
  The grasses in this hex are a pale, sickly yellow in color. Within 
  an hour of entering the hex, one will begin to notice skeletons of 
  small creatures (DC 10 Perception check), and their throats will 
  feel parched. If they turn back now, they should lose a mere 1d3 hit 
  points to thirst (reducing the damage by 1 point for every gallon of 
  water consumed). Otherwise, they will begin to lose 1d6 hit points 
  per hour. As they work their way into the hex, larger skeletons will 
  appear. In the center of the hex there is a statue of the Queen of the 
  Winter Wind carved from pure, white alabaster. The Queen appears 
  as a slight humanoid in a crumpled dress. The face is nearly human 
  or elven, but off, somehow, with a slit mouth and eyes that cause a 
  slight nausea in those who stare too long. In all, the image gives the 
  impression of being in the world, but not of the world and passively 
  hostile to the very idea of warmth and joy and passions noble or base. 
  1415. 
  A family of three werebears has established a cozy den for itself in a 
  cave beneath a tall alder tree. The cave is a homey affair – knit rugs, cave 
  paintings, a ﬁ re pit and three comfortable chairs lined with wolf pelts. 
  Dried meats hang in the back of the cave next to a cupboard holding 
  wooden dishes, bowls and utensils, dried herbs (some medicinal) and 
  jars of blueberry and cranberry preserves and honey. Just down the 
  hill from the cave there are thick tangles of blueberry bushes and three 
  bee hives maintained by the werebears. The werebears are cautiously 
  hospitable if a group of adventurers “smells right”, but they are quick 
  to rile if they feel even remotely threatened.
  WEARBEARS (3) 
  CR 4
  XP 1,200
  hp 34, (See the Pathﬁ nder Roleplaying Game Bestiary II, 
  “Lycanthrope, Werebear”)
  1418. 
  A wizened old elf warlock named Uilin dwells in this hex in a stately 
  manor of reddish-grey brick with a gabled roof of black slates. The 
  windows of the manor are barred and are all composed of stained glass 
  in a random, patchwork pattern. The interior of the house is grand but 
  understated. The dozens of small, square rooms are ﬁ lled with ﬁ ne 
  furnishings that, despite their splendid design, look old and faded. 
  Uilin is a homely elf, with overlong legs and arms and a squat torso. 
  He usually wears a saffron robe tied with a belt of blue dragon skin. 
  The manor is staffed by intelligent animals – dogs, cats, ferrets and the 
  like – all victims of baleful polymorph spells and all cowed by their 
  master, for although Uilin seems harmless, he is quite the opposite. 
  Uilin knows of the Queen of the Winter Winds inevitable return – he 
  knows she stalks the maze of canyons in Hex 1513, he believes her 
  triumph over vitality is also inevitable and he intends to share in that 
  triumph. To that end, he has been fashioning a wand of cold for himself 
  and marshalling the region’s giants, goblins and hobgoblins, using his 
  apprentices as envoys. The six apprentices are fearful and quiet, and 
  protected by murders of ravens on their journeys into the wilderness.
  Treasure: 2,600 sp, 2,200 gp, two opals worth 5,000 gp each and 
  a silver pinky ring worth 750 gp – the ring is a knotwork silver band 
  with a lock of golden hair interwoven with the metal.
  UILIN  
    CR 16
  XP 76,800
  Male elf wizard 16
  NE Medium humanoid (elf)
  Init +1; Senses low-light vision; Perception +12
   
  AC 11, touch 11, ﬂ at-footed 10 (+1 Dex)
  hp 66 (16d6 plus 16)
  Fort +5, Ref +6, Will +12;  +2 Enchantment
  Immune sleep
   
  Speed 30 ft. 
  Melee +3 silver dagger +11/+6 (1d4+3/19–20)
  Ranged ranged touch +9 (by spell) 
  Wizard Spells Prepared (4/4/4/4/4/4/3/3/2; DC 16 + spell level)
  Str 10, Dex 13, Con 11, Int 22, Wis 14, Cha 6
  Base Atk +8; CMB +9; CMD 21
  Feats Bouncing Spell, Craft Wand, Extend Spell, Greater Spell 
  Focus (transmutation), Persistent Spell, Point Blank Shot, Quicken 
  Spell, Scribe ScrollB, Selective Spell, Spell Focus (transmutation), 
  Spell Focus (transmutation), Weapon Focus (ray)
  Skills Craft (carpentry) +17, Craft (glassmaking) +17, Knowledge 
  (arcana) +17,  Knowledge (local) +17, Knowledge (nature) +17, 
  Linguistics +17, Perception +12, Spellcraft +17 (+19)
  Languages Abyssal, common, dwaqrven, elven, infernal, giant, 
  gnoll, goblin, sylvan 
  Combat Gear +3 silver dagger; Other Gear spellbook
  UILIN’S APPRENTICES  
  CR 2
  XP 600
  N male human wizard 2
  AC 10, touch 10, ﬂ at-footed 10 
  Fort +1, Ref +0, Will +3
  hp 12 (2d6+2 plus 2)
  Melee unarmed strike +1 (1d8+2) 
  Ranged ranged touch +1 (by spell) 
  Wizard Spells Prepared (4/3; DC 13 + spell level)
  Str 11, Dex 10, Con 12, Int 16, Wis 11, Cha 10
  Base Atk +1; CMB +1; CMD 11
  1507. 
  A tribe of 130 hobgoblins has set up camp in this hex. The camp is 
  composed of 80 or so leather teepees painted with chaos glyphs and 
  runes in the blood of vanquished foes. The bandy-legged hobgoblins 
  have faces of deep purple, long, jutting canine teeth, yellow, cat-like 
  eyes and bristly black hair. The warriors wear leather and ring armor 
  and carry shields painted orange and covered with white hand prints 
  – one for each foe the warrior has killed. The tribe also includes 100 
  females, 170 young, 250 human slaves (all in miserable condition, 
  with their legs chained to allow halting movement) and sixty giant 
  boars that serve as steeds. The hobgoblins milk the swine, using the 
  curdled, fermented milk as their chief beverage. The tribe is led by a 
  shaman called Nulg, a devotee of the Queen of the Winter Wind. Nulg 
  is assisted by nineteen sub-chiefs who go about wearing only a fur 
  loincloth, wield great two-handed swords and go berserk in combat.
  NULG, HOBGOBLIN SHAMAN 
  CR 5
  XP 1,600
  Male hobgoblin cleric 5
  LE Medium humanoid (hobgoblin)
  Init +1; Senses darkvision 60 ft.; Perception +5
  AC 11, touch 11, ﬂ at-footed 10 (+1 Dex)
  hp 27 (5d8+5)
  Fort +7, Ref +2, Will +7 
  Speed 30 ft. 
  Melee unarmed strike +5 (1d3+2) 
  Divine Spells Prepared (4/4+1/3+1/2+1; DC 13 + spell level)
  Domains Air, Weather
  Str 14, Dex 13, Con 13, Int 10, Wis 16, Cha 10
  Base Atk +3; CMB +5; CMD 16
  Feats Great Fortitude, Improved Channel, Spell Focus (invocation)
  Skills Diplomacy +5, Knowledge (religion) +5, Perception +5, 
  Sense Motive +8, Stealth +5, Spellcraft +5
  Languages Goblin
  SUB-CHIEFS (19)  
  CR 4
  XP 1,200
  Male hobgoblin barbarian 4
  the winter woods
  24
  points to thirst (reducing the damage by 1 point for every gallon of 
  per hour. As they work their way into the hex, larger skeletons will 
  paintings, a ﬁ re pit and three comfortable chairs lined with wolf pelts. 
  jars of blueberry and cranberry preserves and honey. Just down the 
  bee hives maintained by the werebears. The werebears are cautiously 
  protected by murders of ravens on their journeys into the wilderness.
  NE Medium humanoid (elf)
  
  the winter woods
  25
  LE Medium humanoid (hobgoblin)
  Init +1; Senses darkvision 60 ft.; Perception +5
  AC 11, touch 11, ﬂ at-footed 10 (+1 Dex)
  hp 40 (4d12+12)
  Fort +6, Ref +2, Will +1 
  Defensive Abilities trap sense +1, uncanny dodge
  Speed 40 ft. 
  Melee falchion +4 (2d4+2/18–20) 
  Str 17, Dex 13, Con 15, Int 6, Wis 10, Cha 8
  Base Atk +4; CMB +7; CMD 18
  Feats Intimidating Prowess,  Weapon Focus (falchion)
  Skills Intimidate +7, Perception +5, Stealth  +7, Survival +5
  Languages Goblin
  Combat Gear falchion
  HOBGOBLINS (230)  
  CR 1/2
  XP 200
  hp 12, (See the Pathﬁ nder Roleplaying Game Bestiary, 
  “Hobgoblin”)
  GIANT BOARS (60) 
  CR 4
  XP 1,200
  hp 42, (See the Pathﬁ nder Roleplaying Game Bestiary, “Boar, 
  Dire”)
  HUMAN SLAVES (250) 
  CR 1/2
  XP 200
  N male and female human commoner 1
  hp 3 
  1513. 
  As one moves deeper into this hex, they ﬁ nd themselves in a maze-
  like series of canyons, with streams that seem to ﬂ ow one way and 
  then another and canyon walls that become more and more towering 
  as one continues to wander. The entire hex is a sort of mystic trap, 
  and one can wander in it without ever escaping. There are, of course, 
  two ways out. The ﬁ rst is to die. The second is to come upon the 
  Maiden of the Maze. Each day spent in the hex offers a 2 in 6 chance 
  of discovering the Maiden. She appears as a ghostly woman, young 
  and pretty but with a face lacking even the hint of emotion. In a 
  staccato voice, she will tell her visitors that she has been in this dreary 
  place for many years, but soon will be returning home, though she 
  won’t give much more detail than that. Should the adventurers wish 
  to leave, she will offer them a chance to defeat her at a game (the 
  precise mechanics of this are up to the GM, but a simple dice or card 
  game should sufﬁ ce). If the players win the game, the Maiden will 
  rise and point her ﬁ nger in the opposite direction. The adventurers, 
  should they walk that way, will ﬁ nd themselves leaving the hex 
  in a random direction (1 = North, 2 = Northeast, 3 = Southeast, 4 
  = South, 5 = Southwest, 6 = Northwest). If they fail, each person 
  playing gains one negative level, while the Maiden takes on a more 
  lifelike appearance with each drain (treat as the Maiden’s energy 
  drain feature, but only one level instead of two) . The losers will 
  have other chances to play the Maiden, either escaping with a success 
  or losing another level with a failure. If they destroy the Maiden in 
  a ﬁ ght, they will ﬁ nd themselves no closer to escape and the Maiden 
  will re-form after one week.
  MAIDEN OF THE MAZE 
  CR 7
  XP 3,200
  hp 52, (See the Pathﬁ nder Roleplaying Game Bestiary, “Spectre”)
  1614. 
  A village of jovial, diligent woodsmen rests here on a rolling 
  meadow cut into the stiﬂ ing forest. The woodsmen call their village 
  Izabra, after an ancient empress of the Northmen. The village 
  consists of 20 log cabins, partially dug into the earth, surrounded by 
  a rampart studded with spiked logs and a moat of murky water. The 
  men of the village have thick accents, owing to the fact that the men 
  of the village are primarily Northmen, and the women of the village 
  are from the winter tribes – mostly slaves taken by bandits. Thus, 
  many of the villagers are of mixed ancestry, having light brown skin, 
  dark red or black hair and blue to golden orange eyes. Coming as they 
  do from two short races, they are themselves rather small in height, 
  but stocky and muscular. The village is led by its priest, Lelmoth, 
  who oversees a chapel of Lechta, the Northmen’s moon goddess. The 
  villagers employ an armorer known as Briggie to maintain their axes 
  and spears and they maintain a long tavern decorated with wolf hides 
  (some of them notably humanoid) that serves platters of roasted 
  mushrooms and mugs of frothy ale. All 100 of the wiry villagers
  ﬁ ght as well as men-at-arms, and one in ten carries a hand axe with 
  a silver blade.
  LELMOTH  
   CR 9
  XP 6,400
  LN male human cleric 9
  AC 18, touch 10, ﬂ at-footed 18 (+6 armor, +2 shield)
  Fort +7, Ref +3, Will +10
  hp 62 (9d8+9 plus 9)
  Melee mwk silver heavy mace +7/+2 (1d8–1) 
  Ranged ranged touch +6 (by spell) 
  Divine Spells Prepared (4/5+1/5+1/4+1/3+1/1+1; DC 14 + spell 
  level)
  Domains 
  Str 11, Dex 10, Con 12, Int 10, Wis 18, Cha 18
  Base Atk +6; CMB +6; CMD 16
  Combat Gear +1 chainmail, +1 light steel shield, masterwork 
  silver heavy mace; Other Gear holy symbol, sprig of wolvesbane 
  tucked into a wide-brimmed leather hat.
  BRIGGIE 
    CR 5
  LN male human expert 6
  Skills Craft (armor) +12, Craft (weapons) +10, Profession 
  (blacksmith +10)
  hp 62 
  VILLAGERS 
   CR 1
  XP 400
  LN male human warrior 1
  hp 7 
  1702. 
  A crafty tribe of pixies, looking like gaunt little men with skin the 
  color of ﬁ re and hair as black as soot, caper and play in this hex. The 
  pixies, two dozen at least, are tricky and are equally likely to save 
  Firestone
   Aura moderate evocation; CL 10th
  Slot —; Price 5,000 gp; Weight 1 lb.
  Description
  The ﬁ restone looks like an oval stone about 8 in. in length 
  and 6 in. in height. The stone, if set upon a pile of wood and 
  tapped three times with a stick, ignites the wood and burns 
  until tapped again, leaving the fuel unconsumed. The stone’s 
  greater power, however, is as a weapon. If the holder of the 
  stone concentrates and squeezes the stone (this requires DC 
  16 Wisdom check), they can reduce the stone to about 2 in. in 
  diameter. The stone will glow white hot, but it will not burn 
  the holder’s ﬂ esh. It can then be thrown as an 8 HD ﬁ reball, 
  as if from a necklace of missiles. This use destroys the stone.
  Construction Requirements
  Craft Wondrous Item, ﬁ reball; Cost 2,500 gp
  
  26
  a person’s life as they are to endanger it. The pixies fear the Queen 
  of the Winter Wind, and if one can get the better of them in test of 
  practical jokes, they will reward the trickster with a ﬁ restone. 
  PIXIES  
  CR 4
  XP 1,200
  hp 18, (See the Pathﬁ nder Roleplaying Game Bestiary, “Pixie”)
  1705. 
  A column of 13 chanting, undead priests winds its way through 
  the hills and dales, proclaiming the majesty of Death and its 
  expansive country beyond the Black Water. The priests are garbed in 
  a variety of vestments, indicating several different cults. The leader 
  of the column holds a standard composed of half of a skeleton tied to 
  a T-shaped pole, dozens of tarnished holy symbols (worth 300 gp in 
  total) clutched in its bony ﬁ ngers. The priests hold rusty maces and 
  ﬂ ails. Their leader rides a pale horse. Two priests tow a cart ﬁ lled 
  with treasure, tribute to Death.
  Treasure: 1,240 sp, 2,210 gp, funerary herbs worth 500 gp, and 
  aquamarine worth 100 gp, two tiger’s eye gems worth 175 gp each 
  and four dire tiger skins worth 30 gp each.
  UNDEAD HIGH PRIEST 
  CR 9
  XP 4,800
  hp 91, (See the Pathﬁ nder Roleplaying Game Bestiary, “Mohrg”, 
  with the following changes: DR 15/magic or silver)
  PALE WARHORSE 
  CR 5
  XP 1,600
  hp 49, (See the Pathﬁ nder Roleplaying Game Bestiary, 
  “Nightmare”)
  UNDEAD PRIESTS (12)     
  CR 3
  XP 800
  hp 26, (See the Pathﬁ nder Roleplaying Game Bestiary, “Wight”)
  1711. 
  The unassailable redoubt of Dame Sciria, a chaste and zealous 
  warrior-maiden of the Northmen, rests here at the fork of the river. 
  A devotee of Valina, goddess of wildlife, she is an expert tracker 
  and archer who commands a proud band of woodsmen armed with 
  longbows and a love for their lady. Sciria has been engaged in 
  a war against the humanoids north of the rivers for several years 
  now, constructing her motte-and-bailey castle to aid in the struggle. 
  Besides her 22 men-at-arms and 6 expert longbowmen, Sciria has 
  the assistance of Repric, a pale wizard from the south who joined 
  her band after receiving visions. Although he has kept this a secret, 
  he believes her to be the earthly incarnation of Eosinn, a hunting 
  goddess of his people. He means to win her conﬁ dence and then steal 
  her away, that he might levy a ransom on the gods for her return – 
  hey, nobody said Repric was playing with a full deck.
  Treasure: 1,750 sp, 2,920 gp, a jasper worth 35 gp and a Manual 
  of Beneﬁ cial Exercise.
  DAME SCIRIA   
  CR 16
  Sciria has an angelic face and a trim, athletic build. She is 
  extremely intelligent and as well read as most wizards.
  XP 76,800
  Female human ranger 16
  N Medium humanoid (human)
  Init +2; Senses Perception +18
  AC 21, touch 12, ﬂ at-footed 19 (+7 armor, +2 Dex, +2 shield)
  hp 157 (16d10+32 plus 16)
  Fort +12, Ref +12, Will +7 
  Defensive Abilities camouﬂ age, improved evasion
  Speed 30 ft. 
  Melee +1 light mace +18/+13/+8/+3 (1d6+3) 
  Ranged +2 composite longbow +21/+16/+11/+6 (1d8+4/x3)
  Special Attacks favored enemy (goblin +4, gnoll +2, magical beast 
  +8, undead +6), hunter’s bond (companions), quarry 
  Ranger Spells Prepared (4/4/2/1; DC 14 + spell level; CL 13th)
  Str 15, Dex 14, Con 14, Int 17, Wis 15, Cha 10
  Base Atk +16; CMB +18; CMD 30
  Feats EnduranceB, Focused Shot, Improved Precise ShotB, 
  Improved Vital Strike, Perting Shot, Pinpoint Targeting, Point Blank 
  Shot, Precise Shot, Rapid ShotB, Shot on the RunB, Skill Focus 
  (perception), Vital Strike, Weapon Focus (composite longbow)
  Skills Climb +15, Handle Animal +13, Heal +15, Intimidate +13, 
  Knowledge (geography) +16, Knowlegde (nature) +16, Perception 
  +18, Ride +15, Stealth +15, Survival +15
  Languages Common, elven, sylvan 
  SQ favored terrain (cold +6, mountain +2, plains+4), swift tracker, 
  track, woodland stride, wild empathy (+16)
  Combat Gear +3 chain shirt, +1 light steel shield, +1 light mace, 
  +2 composite longbow (+2 str), 20 silver arrows; Other Gear  holy 
  symbol of Valina.
  REPRIC   
  CR 9
  Repric has pale skin, large, blue-grey eyes and a cruel mouth – 
  made all the more cruel when he smiles, which is rarely
  XP 6,400
  N male human wizard 9
  AC 10, touch 10, ﬂ at-footed 10 
  Fort +4, Ref +4, Will +5
  hp 66 (9d8+9 plus 9)
  Melee unarmed strike +5 (1d3+1) 
  Ranged ranged touch +5 (by spell) 
  Wizard Spells Prepared (4/5/5/4/2/1; DC 13 + spell level)
  Str 13, Dex 13, Con 12, Int 16, Wis 8, Cha 7
  Base Atk +4; CMB +5; CMD 16
  Combat Gear gnarled elder staff of frost; Other Gear Tall, 
  wide-brimmed black hat with a silver buckle and decorated with 
  embroidered gold thread of celestial bodies (worth 50 gp), charcoal 
  grey tunic and trousers, black cloak with a high collar
  MEN-AT-ARMS (40)
  XP 400
  hp 8, (see Adventures in the Wilderness, above, with the 
  following changes: remove lance and light warhorse )
  EXPERT LONGBOWMEN (6)
  XP 400
  hp 7, (see Men-at-Arms in Adventures in the Wilderness, above, 
  with the following changes: +2 to hit with longbows, remove lance, 
  light crossbow and light warhorse)
  1718. 
  This east bank of the Winding River is home to seven satyrs that 
  arm themselves with shears and nets woven from human hair. They 
  roam the area looking for victims to shear, humiliate and otherwise 
  molest ignobly. At night they are usually encountered chasing after 
  pixies, sprites and nymphs, playing their cruel games. Encounters 
  with the satyrs occur on a roll of 1-4 on 1d6.
  SATYRS (7) 
  CR 4
  XP 1,200
  hp 44, (See the Pathﬁ nder Roleplaying Game Bestiary, “Satyr”)
  1724. 
  The hills here give way to a large meadow, the center of which is 
  dominated by a massive dolmen. From afar, one can spy a ﬁ gure in 
  gleaming full plate sitting atop the dolmen, apparently in meditation. 
  The meadow is littered with hundreds of bleached skeletons of 
  animals and humanoids, all apparently intact. This is because the 
  meadow is a massive colony of tangle weed. Folks walking out 
  the winter woods
  
  27
  into the meadow will quickly ﬁ nd themselves attacked by the weeds 
  and held fast. The tangle weed does not let up for a second, and in 
  time the poor victim collapses and dies of thirst or hunger, or by 
  strangulation if it gets a hold of their neck. The ﬁ gure is itself a 
  skeleton, the remains of a holy warrior who got to the dolmen but 
  then found themselves too weak to escape the grass. 
  Treasure: The armor is adamantine full plate. 
  TANGLE WEED 
     CR 3
  XP 800
  Treat the entire area as an entangle spell, starting when the party 
  approaches within 20 ft. of the dolmen (DC 18 Reﬂ ex save each 
  round to avoid; DMs discretion on how large the meadow is).
  1817. 
  Obscured somewhat by a copse of large, black willows, there is a 
  small, wooden boat landing. The landing juts about 20 ft. into the 
  river and is connected to a two-storey wooden tower that appears 
  to have been abandoned for many years. The interior of the tower 
  is damp and moldy, and contains a few scraps of furniture, a hearth 
  thick with ashes and ﬁ sh bones. A ladder leads to the second ﬂ oor, 
  with has narrow windows that look out over the river. A leather quiver 
  holding ﬁ ve warped arrows rests next to one of these windows. A 
  wardrobe on the second ﬂ oor holds the grisly remains of a warrior, 
  now in an advanced state of decay. People looking out of one of these 
  second ﬂ oor windows might notice dark shapes moving about in the 
  water near the landing, and surely they will see the dozen water-
  logged zombies crawling from the water, their skin grayish-green, 
  their eyes picked out by river ﬁ sh. By this time, zombies coming 
  from the forest will have surrounded the tower. Each zombie has a 
  small cloth sack hanging from a leather necklace. The sacks hold a 
  strange, powdery mixture and several teeth, which examination will 
  suggest came from the zombie. Captives will be taken to the ruins in 
  Hex 2216.
  WATERLOGGED ZOMBIES (12)   
  CR 1/2
  XP 200
  hp 12, (See the Pathﬁ nder Roleplaying Game Bestiary, “Zombie”)
  1821. 
  In this hex one might come across the famed Golden House of 
  Scarlad, an abbey of yellow limestone constructed atop a limestone 
  ridge that runs parallel to the Great River from Hex 1624 to Hex 
  2018. This ridge is rich in copper deposits and contains a myriad of 
  mines, tunnels and underground vaults dating from before the arrival 
  of the northmen, but to which they have added considerably. The 
  abbey can be approached from east or west via twisting, narrow trails 
  that cut back often and are intersected by many small trails leading to 
  old mines or good ﬁ shing spots, for the ridge harbors many ﬁ ne fresh 
  water ponds well regarded for their small, tasty, silvery ﬁ sh. 
  Scarlad’s Golden House is governed by Gwironod, a short, 
  delicately featured man with piercing blue eyes and long hair that 
  he keeps tied back. Gwironod is gracious, but argumentative on 
  matters regarding religion, and fanatical in his desire to rid the 
  region of goblins and other wicked humanoids. Despite his slight 
  features, he is a whirlwind of violence when the spirit takes him and 
  a competent warrior on horseback. His brothers number ten, all 
  mounted religious knights who wear plate armor lacquered with an 
  aquamarine glaze in imitation of their god. They wield long maces 
  and hammers, and bard their warhorses in spiked platemail.
  About one mile down the trail from the Golden House is the mining 
  village of Frittany, the yellow limestone cottages of the miners being 
  built above and within their copper mines. The village belongs to the 
  abbey and is administered by a vicar, Folchon, assigned from among 
  the holy brethren. Frittany houses about 70 miners and their families, 
  along with a mad alchemist named Vassach (too much mercury 
  exposure) and a penniless adventurer called Gaere of the Golden 
  Eyes looking for some easy gold. The Harpy House, a tavern with 
  a few subterranean rooms for rent, is the only place in the village a 
  stranger can ﬁ nd a bed, food, drink and companionship. Visitors to 
  the Harpy House should try the ﬁ sh and berry stew or the roast boar’s 
  head, both specialties of the house.
  Presently, Gwironod is seeking a golden key that was stolen from 
  the abbey many years ago. The golden key activates the idol of 
  Scarlad in the abbey’s chapel, the idol being a lesser iron golem. He 
  believes it is to be found in the possession of the strigoi in Hex 2018.
  Treasure: 3,780 sp, 1,226 gp and twelve marten pelts worth 10 gp 
  each.
  GWIRONOD   
   CR 14
  XP 38,400
  LG male human cleric 14
  AC 23, touch 10, ﬂ at-footed 23 (+10 armor, +3 Dex)
  Fort +9, Ref +7, Will +14
  hp 94 (14d8 plus 14)
  Melee +1 warhammer +9/+4 (1d8+1/x3) and +2 light mace +10/+5 
  (1d6+2)
  Ranged ranged touch +13 (by spell) 
  Divine Spells Prepared (4/5+1/5+1/5+1/5+1/3+1/3+1/2+1; DC 15 
  + spell level)
  Domains Good, Sun
  Str 11, Dex 17, Con 10, Int 12, Wis 20, Cha 16
  Base Atk +10; CMB +10; CMD 23
  Combat Gear +1 full plate, +2 light mace, +1 warhammer; Other 
  Gear holy symbol.
  BROTHER OF THE GOLDEN HOUSE (10)     
  CR 4
  XP 1,200
  LG male human cleric 4
  AC 21, touch 12, ﬂ at-footed 19 (+9 armor, +2 Dex)
  Fort +5, Ref +3, Will +7
  hp 22 (4d8+4 plus 4)
  Melee heavy mace +5 (1d8+2) 
  Ranged ranged touch +5 (by spell) or throwing hammer +5 (1d4+2)
  Divine Spells Prepared (4/4+1/3+1; DC 13 + spell level)
  Domains Good, Sun
  Str 14, Dex 14, Con 12, Int 10, Wis 16, Cha 12
  Base Atk +3; CMB +5; CMD 17
  Combat Gear Full plate, heavy mace, throwing hammer; Other 
  Gear warhorse in plate barding, holy symbol.
  FOLCHON 
     CR 11
  XP 12,800
  LG male human cleric 11
  AC 10, touch 10, ﬂ at-footed 10 
  Fort +8, Ref +3, Will +11
  hp 77 (11d8+11 plus 11)
  Melee unarmed strike +9/+4 (1d3+1) 
  Ranged ranged touch +8 (by spell) 
  Divine Spells Prepared (4/5+1/5+1/5+1/4+1/2+1/1+1; DC 14 + 
  spell level)
  Domains Good, Sun
  Str 12, Dex 10, Con 13, Int 10, Wis 18, Cha 12
  Base Atk +8; CMB +9; CMD 19
  VASSACH THE MAD   
  CR 9
  XP 6,400
  CN male human alchemist 9
  AC 13, touch 13, ﬂ at-footed 10 (+3 Dex)
  Fort +7, Ref +9, Will +3
  hp 62 (9d8+9 plus 9)
  Melee unarmed strike +6/+1 (1d3)
  Special Attacks bombs (5d6)
  Extracts Per Day (4/4/3; DC 13 + extract level)
  Str 11, Dex 16, Con 12, Int 17, Wis 11, Cha 8
  Base Atk +6; CMB +6; CMD 17
  GAERE OF THE GOLDEN EYES   
       CR 7
  Dashing Northman rogue with golden eyes, threadbare clothing, 
  the winter woods
  
  well spoken, plays the harp and lute, claims to have been 
  apprenticed to the archmage Tarucius of Fanch.
  XP 3,200
  CN male human bard 7
  AC 10, touch 10, ﬂ at-footed 10 
  Fort +2, Ref +7, Will +5
  hp 52 (7d8 plus 7)
  Melee unarmed strike +5 (1d3) 
  Ranged ranged touch +7 (by spell) 
  Bard Spells Known (6/5/4/2; DC 14 + spell level)
  Str 11, Dex 15, Con 10, Int 10, Wis 10, Cha 18
  Base Atk +5; CMB +5; CMD 17
  1913. 
  Nikkes, self-proclaimed Margravina of the Dales, looks deﬁ antly 
  north from the keep of her large, concentric castle. Styling herself 
  “The Goddess-Fist”, she is a devout worshipper of Vilmanna, 
  goddess of vengeance and twin sister of Scarlad, the god of justice. 
  Nikkes is a crusader, bent on clearing all the lands between the rivers 
  of monsters and then constructing a line of forts to serve as the ﬁ rst 
  line of defense for an expanded kingdom ruled by her guiding hand. 
  Nikkes in aided in this quest by 15 valiant warrior maidens and 80 
  men-at-arms, all expert longbowmen. The precincts of her castle are 
  crowded with peasants and herdsmen, attracted to Nikkes’ might but 
  not yet conﬁ dent enough to live outside her walls. All of the gates and 
  towers of Nikkes’ castle are embossed with bas-reliefs of Vilmanna, 
  who appears as a short, curvy woman with a bald head, aquamarine 
  eyes and a forehead inscribed with a glyph of vengeance. The goddess 
  wears rust-colored furs, carries a longbow and is accompanied by 
  four wolves. Nikkes is presently low on funds, having just ﬁ nished 
  her stronghold a few months ago, and is thus looking for clever ways 
  (e.g. tolls, taxes, fees) of rebuilding her fortune.
  Treasure: 2,050 sp, 590 gp, seven fox pelts worth 14 gp each
  NIKKES  
   CR 15
  XP 51,200
  Female human paladin 15
  LG Medium humanoid (human)
  Init +1; Senses Perception +12
  Aura faith (10 ft. good-aligned), justice (10 ft. smite evil ), resolve 
  (10 ft. +4 vs. charm)
   
  AC 24, touch 11, ﬂ at-footed 23 (+10 armor, +1 Dex, +3 shield)
  hp 170 (15d10+30 plus 15)
  Fort +17, Ref +12, Will +18 
  Defensive Abilities channel energy (DC 23, 8d6, 9/day), lay on 
  hands (13/day, 7d6), mercy (fatigued, sickened, diseased, poisoned, 
  stunned)
   
  Speed 20 ft. (30 ft. base)
  Melee +2 holy battleaxe +21/+16/+11 (1d8+5/x3) or +1 dagger 
  +19/+14/+9 (1d8+2/19–20) or +2 lance +20 (1d8+2/x3)
  Special Attacks smite evil (5/day+6 to hit, +15 damage)
  Spell-Like Abilities
        At will–detect evil
  Paladin Spells Prepared (4/3/3/1; DC 13 + spell level; CL 12th)
   
  Str 17, Dex 13, Con 15, Int 10, Wis 16, Cha 22
  Base Atk +15; CMB +18; CMD 29
  Feats Cleave, Furious Focus, Mounted Combat, Power Attack, Skill 
  Focus (ride), Trample, Trick Riding, Unseat, Weapon Focus (battle 
  axe)
  Skills Diplomacy +15, Handle Animal +15, Knowledge (nobility) 
  +9, Knowledge (religion) +9, Perception +12, Ride +7, Sense 
  Motive +12
  Languages Common 
  SQ divine bond, divine health
  Combat Gear +1 ghost touch full plate, +1 heavy steel shield 
  of moderate fortiﬁ cation, visored helm decorated with crimson 
  and yellow streamers (helm of brilliance), +2 holy battle axe, +1 
  dagger, +2 lance.
  WARRIOR-MAIDENS (15)      
  CR 5
  XP 1,600
  Female human ﬁ ghter 5
  N Medium humanoid (human)
  Init +3; Senses Perception +3
   
  AC 22, touch 11, ﬂ at-footed 21 (+9 armor, +1 Dex, +2 shield)
  hp 47 (5d10+5 plus 5)
  Fort +5, Ref +4, Will +1 (+1 vs. Fear)
  Defensive Abilities Bravery +1
   
  Speed 20 ft. (30 ft. base)
  Melee battle axe +9 (1d8+2/19–20) or lance +7 (1d8+2/x3) or 
  dagger +7 (1d4+2/19–20)
  Ranged light crossbow +2 (1d8/19–20)
  Special Attacks weapon training 1 (axes +1)
   
  Str 14, Dex 16, Con 13, Int 10, Wis 10, Cha 16
  Base Atk +5; CMB +7; CMD 20
  Feats Cleave, Mounted Combat, Power Attack, Skill Focus (ride), 
  Trample, Vital Strike, Weapon Focus (battle axe)
  Skills Handle Animal +10, Intimidate +10, Perception +3, Ride +7, 
  Survival +6
  Languages Common 
  SQ Armor training 1
  Combat Gear Masterwork full plate, heavy steel shield, visored 
  helm decorated with crimson streamers, battle axe, dagger, lance.
  MEN-AT-ARMS (80)
  XP 400
  hp 8, (see Adventures in the Wilderness, above with the following 
  changes: replace light crossbow with longbow, remove lance and 
  light warhorse)
  2008. 
  A beacon tower of the Northmen, established to link the fortress in 
  Hex 1906 and the village in Hex 2011, has been taken by goblins. 
  Twenty of the scurrilous little dogs now occupy the place, armed 
  with short bows and spears and commanded by a hobgoblin called 
  Zugakh Longneck. The goblins are maintaining the beacon to give 
  the impression that all is well.
  ZUGAKH LONGNECK, HOBGOBLIN GENERAL   
  CR 5
  XP 1,600
  Male hobgoblin ﬁ ghter 5
  N Medium humanoid (goblinoid)
  Init +1; Senses darkvision 60 ft.; Perception +2
   
  AC 16, touch 11, ﬂ at-footed 15 (+4 armor, +1 Dex, +1 shield)
  hp 37 (5d10+5)
  Fort +5, Ref +2, Will +1 (+1 vs. Fear)
  Defensive Abilities Bravery +1
   
  Speed 20 ft. (30 ft. base)
  Melee spear +8 (1d8+4/x3) 
  Ranged shortbow +2 (1d6/x3)
  Special Attacks weapon training 1
   
  Str 14, Dex 13, Con 13, Int 10, Wis 10, Cha 10
  Base Atk +5; CMB +7; CMD 18
  Feats Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus 
  (spear), Weapon Specialization (spear)
  Skills Climb +7, Handle Animal +5, Intimidate +5, Perception +2, 
  Stealth +3
  Languages Common 
  SQ Armor training 1
  Combat Gear Chain shirt, light steel shield, spear, shortbow, 20 
  arrows
  28
  the winter woods
  
  GOBLINS 
  CR 1/3
  XP 135
  hp 6, (See the Pathﬁ nder Roleplaying Game Bestiary, “Goblin”)
  2018. 
  Where a limestone ridge (see Hex 1821) turns back into the gentle, 
  wooded hills common in this region, there stands the ruins of a large 
  keep. The keep, constructed of crumbling yellow limestone blocks, 
  once protected a caravan route between Yaryg and the Great River, 
  but has since fallen into disuse. The keep was the possession of 
  Lord Ullnus, a large Northman with a ﬁ ery temper and a brood of 
  four equally unpleasant sons who made the mistake of attempting 
  to shake down a strange visitor from “beyond”. The visitor cursed 
  the louts, turning them into strigoi (beings that take the shape of a 
  stirge or a human), a form which they hold to this day. The priests of 
  Scarlad in Hex 1821 have made a few forays against the strigoi, but 
  have yet to destroy them. Father Gwirinod suspects that they possess 
  the golden key he needs to animate his iron golem, and in this he is 
  quite correct. It is held in an iron chest hidden beneath a paving stone 
  somewhere on the ground ﬂ oor of the keep along with 3,600 sp and 
  1,000 gp. The rafters of the keep are home to 12 stirges under the 
  control of Lord Ullnus and his brood.
  THE ULLNUS FAMILY 
   CR 6
  XP 2,400
  Male strigoi ﬁ ghter 5
  N Medium humanoid (augmented human)
  Init +1; Senses Perception +5
   
  AC 19, touch 12, ﬂ at-footed 17 (+5 armor, +1 Dex, +1 dodge, +2 
  shield)
  hp 47 (5d10+10 plus 5)
  Fort +6, Ref +2, Will +3 (+1 vs. Fear)
  Defensive Abilities Bravery +1
   
  Speed 20 ft. (30 ft. base)
  Melee longsword +8 (1d8+5/19–20) 
  Ranged light crossbow +6 (1d8/19–20)
  Special Attacks weapon training 1 (heavy blades +1)
   
  Str 14, Dex 13, Con 14, Int 10, Wis 14, Cha 8
  Base Atk +5; CMB +7; CMD 19
  Feats Dodge, Mobility, Point Blank Shot, Precise Shot, Rapid 
  Reload, Weapon Focus (longsword), Weapon Specialization 
  (longsword)
  Skills Handle Animal +5, Intimidate +5, Perception +5, Ride +1, 
  Survival +8
  Languages Common 
  SQ Armor training 1, change shape, control stirges
  Combat Gear Chain mail, heavy steel shield, longsword, light 
  crossbow, 15 bolts
   
  Change Shape (Ex)
  Strigoi may change their shape at will, exactly as if under the effects 
  of a beast shape I spell. The strigoi may only change from human 
  to stirge form, as a standard action that does not provoke attacks of 
  opportunity.
  Control Stirges (Ex)
  Strigoi may control up to double their hit dice in stirges as if they 
  were under the effects of a charm monster spell (DC 18 Will 
  negates). The DC to resist this control is Wisdom-based, and 
  includes a +4 racial adjustment.
  STIRGES (12 or 17)    
  CR 1/2
  XP 200
  hp 5, (See the Pathﬁ nder Roleplaying Game Bestiary, “Stirge”)
  2116. 
  The woods here are claimed by a troop of 15 mushroom men. The 
  mushroom men are nomadic, moving about the woods looking for 
  carrion, sometimes venturing into the grasslands at night to steal a 
  carcass on which they can grow their young. The mushroom men 
  have pale, slender bodies and large, hemispherical caps colored 
  red-grey. They patrol their domain on the backs of giant man-sized 
  centipedes and sometimes attack river trafﬁ c in dug-out canoes.
  MUSHROOM MAN (ADVANCED VEGEPYGMY) 
  CR 2
  XP 600
  N Small plant
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +9
   
  AC 20, touch 15, ﬂ at-footed 16; (+4 Dex, +5 natural, +1 size)
  hp 7 (1d8+3)
  Fort +5; Ref +4; Will +2 
  DR 5/slashing or bludgeoning; Immune electricity, plant traits
   
  Speed 30 ft.
  Melee 2 claws +3 (1d4+2) or longspear +3 (1d6+3)
  Special Attacks spore cloud (3/day, DC 13)
   
  Str 15, Dex 18, Con 16, Int 12, Wis 15, Cha 15
  Base Atk +0; CMB +1; CMD 15 
  Feats Skill Focus (Perception)
  Skills Intimidate +3, Perception +9, Stealth +16 (+24 in vegetation); 
  Racial Modiﬁ ers +4 Stealth (+12 in vegetation)
  Languages Undercommon (cannot speak)
  Combat Gear longspear
   
  Environment any underground
  Organization solitary, gang (2–6), or tribe (7–30 plus 1 chieftain)
  Treasure standard (longspear, other treasure)
   
  Spore Cloud (Ex) 
  A mushroom man can exhale a spore cloud that ﬁ lls a 10 ft. cube. 
  The spore cloud lasts for 1 round before dissipating. All living 
  creatures within the cloud must succeed on a DC 13 Fortitude save 
  or suffer the effects of the confusion spell for 1d4 rounds. The save 
  DC is Constitution-based.
  GIANT CENTIPEDES (10) 
   CR 1/2
  XP 200
  hp 5, (See the Pathﬁ nder Roleplaying Game Bestiary, “Centipede, 
  Giant”)
  2202. 
  This hex holds an encampment of 100 Hivernians, mastodon 
  hunters who travel south during the bitter winter freezes. The camp 
  consists of dozens of leather teepees, all died black and held up by 
  mammoth tusks (at least 1,000 gp worth in their present condition). 
  The Hivernians are skilled hunters and ﬁ erce warriors, arming 
  themselves with leather armor, leather-covered shields, war clubs 
  and javelins that are hurled with atlatls (doubling their range). The 
  Hivernians keep about 30 wolfhounds to aid in their hunting and 
  guard the encampment when they are away.
  HIVERNIANS (100)   
  CR 2
  XP 600
  CN male and female human barbarian 2
  AC 14, touch 11, ﬂ at-footed 13 (+2 armor, +1 Dex, +1 shield)
  Fort +5, Ref +1, Will +0
  hp 22 (2d12+4 plus 2)
  Melee club +4 (1d8+2) 
  Ranged javelin +4 (1d6)
  Str 15, Dex 12, Con 14, Int 8, Wis 10, Cha 8
  Base Atk +2; CMB +4; CMD 15
  Feats Precise Shot, Weapon Focus (javelin)
  Skills Climb +7, Handle Animal +4, Perception +5, Survival +5
  Combat Gear leather armor, light wooden shields, club, 4 javelins, 
  atlatls (doubles range of javelins)
  the winter woods
  29
  
  30
  30
  WOLFHOUNDS (30)   
  CR 1
  XP 400
  hp 13, (See the Pathﬁ nder Roleplaying Game Bestiary, “Dog, 
  Riding”)
  2210. 
  Giant brain rats have dug maze-like burrows in the uneven prairie. 
  The long-legged goblins of the prairie have hidden cellars in the maze 
  of burrows. Here, they keep prisoners, securing them with heavy 
  masks and “mittens” of iron to keep them from wandering away. 
  To simulate the adventurers wandering in the burrows, roll on 
  the chart below to describe the geography and check for random 
  encounters. When a goblin cellar is discovered roll 1d6; a prisoner is 
  present on a roll of 1, a treasure (100 gp) on a roll of 6.
  Roll
  Geography
  Occurrence (1 in 6 chance 
  per minute)
  1
  Passage slants down and to the 
  right, 3d12’
  Nothing
  2
  Passage slants up and to the 
  right, 3d12’
  Nothing
  3
  Passage slants down and to the 
  right, 3d12’
  Nothing
  4
  Passage slants up and to the 
  right, 3d12’
  Minor cave-in, save or lose 
  1d4 hit points and spend 1 turn 
  digging out
  5
  Passage forks (roll 1d4 twice 
  on this column)
  Encounter 1d3 brain rats
  6
  Rat burrow containing 1d6 
  brain rats
  Pass a concealed entrance to a 
  goblin cellar
  ADVANCED GIANT BRAIN RAT 
  CR 2
  XP 600 
  N Small magical beast
  Init +1; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +12
   
  AC 17, touch 12, ﬂ at-footed 16; (+1 Dex, +5 natural, +1 size)
  hp 9 (1d10+4)
  Fort +6; Ref +5; Will +4 
   
  Speed 20 ft., climb 20 ft.
  Melee bite +5 (1d4)
  Spell-like Abilities (CL 2nd):
  At will—detect thoughts (DC 15)
  3/day—burning hands (DC 14), daze monster (DC 17)
   
  Str 10, Dex 17, Con 18, Int 18, Wis 18, Cha 16
  Base Atk +1; CMB +3; CMD 13 (17 vs. trip) 
  Feats  Skill Focus (Perception), Weapon FinesseB
  Skills  Climb +12, Knowledge (arcana) +5, Perception +1, Sense 
  Motive +5, Stealth +11, Swim +4 
  Languages Brain rats can communicate with each other using their 
  own language, and are capable of communicating with other rats; 
  many also understand Common and other languages, though they 
  cannot speak
   
  Environment underground
  Organization pack (2–5) or swarm (6–11)
  Treasure none
   
   Brain rats resemble their normal cousins and are indistinguishable 
  from normal rats. Brain rats are intelligent relatives of normal rats. 
  They possess spell-like abilities and use them to their fullest extent.
  Brain rats seem to favor consuming the ﬂ esh of other intelligent 
  creatures, and use their detect thoughts ability to pinpoint tasty 
  meals. They then cluster in large groups and wait for their prey to 
  pass by. They lead off with a series of burning hands blasts, focusing 
  on clearing out other threats, while several attempt to disable their 
  primary target with daze. Once their prey is isolated they swarm it in 
  a seething, biting mass.
  Brain rats live in small colonies, and often live with other species of 
  rat to serve as camouﬂ age and expendable fodder.
  If psionics are used in your campaign, it is advised to replace their 
  spell-like abilities with equivalent psionic powers.
  2214. 
  Orath is a village of thrifty woodsmen living in cozy stone cottages. 
  Known for their large, intricate pipes (usually carved from bone or 
  ivory), they chop down trees here and ﬂ oat them down river or take 
  them by barge to Yaryg. Orath is surrounded by a wooden stockade 
  and four watch towers. The Orathians are Northmen who love a good 
  ﬁ ght and never give in. Their elected leader, Mirssa, typiﬁ es the 
  breed, and with her long, serpentine pipe and ever-ready axe, keeps 
  man and beast in her neighborhood under control. The warriors of 
  the village, 110 strong, are all skilled woodsmen and experts with the 
  longbow and hand axe. Mirssa leads them personally, strapping on a 
  long coat of bronze scales and a shield decorated with a grimacing 
  wolf chomping down on an armored arm when she wades into battle. 
  The Orathians are not known for their hospitality, but they will allow 
  strangers to bivouac outside their walls under the protection of their 
  marksmen. Adventurers who keep a ﬁ re lit and post an additional 
  guard are even paid 1 gp per night for their assistance in guarding 
  the village.
  Treasure: 180 gp.
  MIRSSA 
  CR 7
  XP 3,200
  N female human ranger 7
  AC 18, touch 11, ﬂ at-footed 17 (+5 armor, +1 Dex, +2 shield)
  Fort +7, Ref +6, Will +4
  hp 72 (7d10+14 plus 7)
  Melee battle axe +10/+5 (1d8+2/x3) or dagger +10/+5 (1d4+2/19–
  20) 
  Ranger Spells Prepared (2/1; DC 12 + spell level; CL 4th)
  Str 14, Dex 13, Con 15, Int 10, Wis 14, Cha 10
  Base Atk +7; CMB +9; CMD 20
  Combat Gear Scale mail, heavy wooden shield, battleaxe, dagger; 
  Other Gear brass torc worth 6 gp.
  VILAGERS  
  CR 1
  XP 400
  CN male and female human ranger 1
  AC 12, touch 10, ﬂ at-footed 12 (+2 armor)
  Fort +3, Ref +2, Will +1
  hp 7 (1d10+1 plus 1)
  Melee hand axe +2 (1d6+1/x3) 
  Ranged longbow +3 (1d8/x3)
  Str 13, Dex 11, Con 12, Int 8, Wis 12, Cha 10
  Base Atk +1; CMB +2; CMD 12
  Combat Gear Leather armor, longbow, 20 arrows, hand axe
  2306. 
  The ruins of a stone keep and village smolder in this hex. A skilled 
  guide should be able to identify the attackers as hobgoblins and, from 
  the size of the holes in the walls of the keep, hill giants. The keep 
  consists of the usual guard chambers, stables, great hall and lordly 
  bed chambers, all burned and looted. The circular stairways in the 
  corners of the keep have been trapped by the hobgoblins with trip 
  wires that send barrels ﬁ lled with stones down the stairs. The only 
  survivors of the hobgoblin assault are a family of pesky nixies living 
  in the moat.
  B ARREL TRIP WIRE TRAP  
  CR 2
  Type mechanical; Perception DC 20; Disable Device DC 20 
  Trigger location; Reset manual 
  Effect Atk +10 melee (1d6+1); multiple targets (all targets in a 5 ft. line) 
  30
  the winter woods
  
  31
  31
  the winter woods
  NIXIES  
  CR 1
  XP 400 
  hp 9, (See Hex 0806)
  2319. 
  A small tribe of gnolls occupy a wooded ridge at a point that 
  allows them to make raids on several surrounding villages. The 
  gnolls, numbering 60 warriors and twice as many females and 
  young, make their living trading slaves to the terrible denizens of 
  the Black Water. Their village is surrounded by a wooden stockade 
  and divided into a high area for the chief, Yon, his 10 bodyguards
  and harem of females, and a lower area for the common warriors. 
  The slaves are kept in deep pits. The gnolls also keep a pack of ten 
  hyenas that serve as guard animals. When encountered, there is a 1 
  in 6 chance that 25% of the warriors are off on raids led by 2 or 3 of 
  the bodyguards and accompanied by 3 of the hyenas. If not away on 
  raids, there is another 1 in 6 chance that half the tribe, bodyguards 
  and hyenas are transporting a column of slaves to the coast.
  Treasure: 2,210 gp in a terracotta coffer worth 10 gp.
  GNOLLS  
   CR 1
  XP 400
  hp 11, (See the Pathﬁ nder Roleplaying Game Bestiary, “Gnoll”)
  GNOLL BODYGUARDS (10) 
  CR 2
  XP 400
  hp 16, (See the Pathﬁ nder Roleplaying Game Bestiary, “Gnoll”)
  HYENAS (10) 
   CR 1
  XP 400
  hp 10, (See the Pathﬁ nder Roleplaying Game Bestiary, “Hyena”)
  YON, GNOLL CHEIFTAIN 
  CR 6
  XP 2,400
  Male gnoll barbarian 6
  NE Medium humanoid (gnoll)
  Init +2; Senses darkvision 60 ft.; Perception +6
  AC 16, touch 11, ﬂ at-footed 15 (+5 armor, +2 Dex, +1 shield)
  hp 57 (6d12+6 plus 6)
  Fort +6, Ref +4, Will +2 
  Defensive Abilities rage power (superstitious), trap sense +2, 
  uncanny dodge
  Speed 30 ft. (40 ft. base)
  Melee battle axe +10/+5 (1d8+3/x3) 
  Ranged battle axe +9 (1d8+3/x3)
  Special Attacks rage power (powerful blow)
  Str 17, Dex 14, Con 13, Int 10, Wis 10, Cha 10
  Base Atk +6; CMB +9; CMD 21
  Feats Throw Anything, Tower Shield Proﬁ ciency, Weapon Focus 
  (battle axe)
  Skills Perception +6, Survival +9
  Languages Gnoll 
  SQ rage (15 rounds), rage power (roused anger)
  Combat Gear Chain mail hauberk, tower shield, battle axe 
  2416. 
  Yaryg is the last large settlement of the Northmen in the Winter 
  Woods. A trading town, it is ringed by two earthen ramparts topped 
  by wooden palisades patrolled by archers. Tall watch towers sport 
  mangonels capable of launching showers of javelins on invading 
  goblins. Yargyg is situated on a large, placid lake stocked with giant 
  pike and fresh water bass. The lands around Yaryg are cultivated 
  with grains, root vegetables, orchards of apple and cherry trees 
  and hundreds of grazing goats. Most visitors to the town stay at 
  Harper’s Hope, a large coaching inn located between the inner and 
  outer defenses of the town and famous for its goat and boysenberry 
  stew and steaming pike steaks. The town is ruled by Exfreza, 
  once appointed Lord Governess by the Emperor of the Northmen, 
  now self-styled Grand Duchess of the Winter Woods. Exfreza is 
  a competent ruler, well liked by her soldiers and tolerated by her 
  subjects. She is currently doing her best to solidify her position in 
  the region and re-open caravan routes to the east, for stores of iron 
  and steel and growing low since the region lost contact with the 
  empire.
  GRAND DUCHESS EXFREZA 
  CR 8
  XP 4,800
  N female human aristocrat 6, warrior 3
  AC 10, touch 10, ﬂ at-footed 10 
  Fort +6, Ref +3, Will +10
  hp 69 (6d8+3d10+9 plus 9)
  Melee unarmed strike +7/+2 (1d3) 
  Str 11, Dex 10, Con 12, Int 10, Wis 18, Cha 18
  Base Atk +7; CMB +7; CMD 17
  2503. 
  Three tall totem poles rise here from the grasslands. Each pole is 
  about 25 ft. tall and topped by a wooden carving of an animal spirit 
  – wolf, elk and mammoth. The remainder of the pole is covered with 
  geometric glyphs colored with reddish-black pigment. Climbing to 
  the top of one of the poles (DC 10 Climb check) and leaving a burnt 
  offering to the gods has a 2 in 6 chance of attracting their attention. 
  On a roll of 1 on 1d6, the supplicant has a 1st level cleric spell of their 
  choice cast on them. On a roll of 6 on 1d6, the supplicant receives 
  a snow owl as a spirit companion. The snow owl can communicate 
  with the supplicant via telepathy and will be their boon companion 
  for 1 week.
  2514. 
  Carved into the bedrock here is a temple in the manner of the 
  famous monolithic rock churches of Ethiopia. The temple is situated 
  in a pit 60 ft. wide and long and 30 ft. deep. In the center of the pit 
  and carved from the bedrock in a single piece, is the square temple, 
  30 ft. tall and 40 ft. wide and long. The temple has two stories and 
  several chambers, all supported by stone pillars clad in dazzling 
  aureate and scarlet tiles reminiscent of a serpent’s scales. The interior 
  is devoid of furnishings and the walls are coated with a paralyzing 
  contact poison. A secret trapdoor in once chamber opens into a 30 
  ft. vertical shaft with a long, bronze pole placed in its center to allow 
  the serpent people who occupy the chambers beneath the temple 
  to ascend and collect victims of their poison. Beneath the temple, 
  the serpent people maintain a guard chamber, birthing chamber, 
  great hall of science containing an alchemical laboratory and copper 
  tablets engraved with eldritch secrets, a furnace kept hot by burning 
  coal mined from beneath the hills, bedchambers and the chambers of 
  their queen, Wyrmargilde. The serpent people of the Winter Woods 
  are unique, for they are covered with downy, sable fur and possess 
  red, horn-like protrusions above their eyes. While terribly wicked, 
  they also possess a terrible hatred for the Queen of the Winter Winds, 
  who drove them underground in ancient times. Should adventurers 
  communicate to them their own desire to destroy the Queen, they 
  might come to an understanding (e.g. not be made supper and sent on 
  their way to kill the Queen). The serpent folk can offer adventurers a 
  vial of reddish liquid they call the Blood of the Sun. It is poisonous 
  to creatures of cold temperament like winter wolves, frost giants and 
  the Queen, burning them from within, essentially killing them via 
  spontaneous combustion. To other creatures, it grants immunity from 
  cold for 1 day, but begins a month-long process of transformation 
  into a furred serpent person.
  GHOUL-TOUCH PARALYTIC POISON   
  CR 3
  T ype contact; Save Fortitude DC 15 Frequency 1/round for 4 
  rounds Effect paralyzed for 1 minute/paralyzed for 2d4 hours Cure 
  1 save
  Treasure: 2,490 gp kept in a brass coffer worth 1,000 gp.
  
  32
  32
  the winter woods
  WYRMARGILDE      
   CR 13
  XP 25,600
  Female serpent people cleric 3, wizard 3, mystic theurge 3
  NE Medium monstrous humanoid 
  Init +11; Senses darkvision 60 ft., scent; Perception +21
  AC 20, touch 17, ﬂ at-footed 13 (+7 Dex, +3 natural)
  hp 144 (5d10+3d8+3d6+3d6+56)
  Fort +13, Ref +15, Will +16
  Immune mind-affecting effects, paralysis, poison; SR 24
  Speed 40 ft.
  Melee +1 brilliant energy dagger +18/+13 (1d4/19–20), bite +17 
  (1d6–1 plus poison)
  Ranged ranged touch + 18 (by spell)
  Special Attacks channel energy (7/day, 2d6, DC 15), combined 
  spells (2nd level), lore keeper (DC 22), 
  Spell-Like Abilities (CL 14th)
  At will—disguise self (DC 15), ventriloquism
  1/day—blur, dominate person (DC 19), major image (DC 17), mass 
  suggestion (DC 20), mirror image, suggestion (DC 17), teleport
  Wizard Spells Prepared (4/4+1/4+1/3+1; DC 17 + spell level; 
  transmutation; Opposition Illusion, Evocation)
  Divine Spells Prepared (4/4+1/4+1/3+1; DC 14 + spell level)
  Domains Knowledge, Travel
  Str 8, Dex 26, Con 18, Int 24, Wis 19, Cha 18
  Base Atk +9; CMB +8; CMD 25
  Feats Bouncing Spell, Craft Wondrous Item, Great Fortitude, 
  Improved Initiative, Magical Aptitude, Selective Spell, Skill Focus 
  (Use Magic Device), Weapon Finesse
  Skills Acrobatics +15, Disguise +18, Escape Artist +21, Knowledge 
  (arcana) +24, Knowledge (engineering) +24, Knowledge (religion) 
  +24, Linguistics +24, Perception +21, Sense Motive +21, Spellcraft 
  +26, Use Magic Device +26; Racial Modiﬁ ers +4 Use Magic 
  Device, +8 Escape Artist
  Languages Aklo, Common, Draconic, Undercommon; telepathy 
  100 ft.
  SQ agile feet (7/day), arcane bond (staff of transmutation), physical 
  enhancement (Dex +1)
  Combat Gear staff of transmutation, rod of extend, +1 brilliant 
  energy dagger
  P oison (Ex) 
  Bite—injury; save Fort DC 21; frequency 1/round for 6 rounds; 
  effect 1d2 Str; cure 2 saves.
  SERPENTFOLK 
  CR 4
  XP 1,200
  hp 42, (See the Pathﬁ nder Roleplaying Game Bestiary II, 
  “Serpentfolk”)
  2523. 
  In a thickly wooded valley crossed by dozens of narrow trails there 
  rests a strange abbey. The building is a 6 story tower of grey brick 
  topped by a copper roof. The ground ﬂ oor of the abbey measure 
  about 50 ft. wide and long and contains a kitchen, storage rooms and 
  dormitories ringed around an inner sanctum. The inner sanctum can 
  be entered through one of four secret doors (detectable on a DC 20 
  Perception check), each door set in the corner of a room and spinning 
  on a central axis when one pulls a series of knobs in the proper order. 
  Within the inner sanctum is the idol of Gevaloth, the God of Portals. 
  Gevaloth’s idol depicts a tall, broad-chested man with black skin and 
  sleepy grey eyes. Gevaloth wears archaic bronze armor and carries 
  a wavy-bladed dagger in an upraised hand and a ring of keys in 
  the other hand. The keys are actually chimes that, when struck in 
  the proper order, cause a set of spiral, bronze stairs to erupt from a 
  trapdoor in the ﬂ oor (DC 25 Perception check to notice) in front of 
  the idol to grant access to a concealed trapdoor in the ceiling (DC 30 
  Percpetion check to notice). The inner sanctum is always kept warm 
  by a dozen bronze braziers and guarded by four giant baboons on 
  long chains that allow them access to the entire chamber, which 
  measures 20 ft. long and wide.
  The spiral stairs in the inner sanctum lead up the second level and 
  a hallway that rings the outer perimeter of each level. The hallway 
  is a ramp, gradually moving people up to the very top of the tower. 
  On the outer walls of the hallway are doors, one on each ﬂ at wall. 
  These doors open into other dimensions, planes and locations on the 
  Material Plane. As GM, you should tailor the design of each door to 
  the place it opens, so that clever players might guess what they’re in 
  for when they open a door. Doors might be locked and trapped, and 
  strange creatures might be waiting on the other side when a door is 
  opened. It is reasonable to assume that the higher one goes in the 
  tower, the more bizarre the destinations of the different magic portals.
  The abbey is overseen by Kadece, a regal woman in ﬂ owing black 
  robes and a tall, conical gridelin hat. Kadece has 12 lesser priests in 
  her order, all of whom take a vow of silence and wield wooden staffs 
  carved in the likeness of intertwined serpents with steel heads shaped 
  like screeching baboons. All wear chainmail beneath their robes.
  Treasure: Kept in a locked iron coffer in the inner sanctum under 
  the guard of the giant baboons. Consists of 5,950 sp, 266 gp, a 
  wooden icon of Gevaloth worth 55 gp and a rolled up black bear pelt 
  worth 15 gp.
  KADECE 
  CR 13
  XP 25,600
  LE female human cleric 3, wizard 3, mystic theurge 7
  AC 17, touch 11, ﬂ at-footed 16 (+6 armor, +1 Dex)
  Fort +6, Ref +5, Will +14
  hp 64 (3d8+3d6+7d6 plus 10)
  Melee rod of the python +7 (1d6+1) 
  Wizard Spells Prepared (4/5/5/4/3/2; DC 13 + spell level)
  Divine Spells Prepared (4/5+1/5+1/4+1/4+1/3+1; DC 14 + spell 
  level)
  Domains Liberation, Travel
  Str 10, Dex 12, Con 10, Int 16, Wis 18, Cha 15
  Base Atk +6; CMB +6; CMD 17
  Combat Gear rod of the python, +1 chain mail
  BLACK ACOLYTES (12)   
  CR 4
  XP 1,200
  LE male and female human cleric 2, wizard 2
  AC 15, touch 10, ﬂ at-footed 15 (+5 armor)
  Fort +8, Ref +3, Will +11
  hp 22 (2d8+2d6+4 plus 4)
  Melee masterwork staff +3 (1d6) 
  Wizard Spells Prepared (4/3; DC 12 + spell level)
  Divine Spells Prepared (4/3+1; DC 12 + spell level)
  Domains Liberation, Travel
  Str 10, Dex 10, Con 12, Int 15, Wis 14, Cha 10
  Base Atk +2; CMB +2; CMD 12
  Combat Gear chain mail, masterwork quarterstaff
  GIANT BABOON  
  CR 2
  XP 600
  N Large animal
  Init +2; Senses low-light vision, scent; Perception +8
  AC 14, touch 11, ﬂ at-footed 12  (+2 Dex, +3 natural, –1 size)
  hp 19 (3d8+6)
  Fort +7; Ref +5; Will +2 
  Speed 30 ft.
  Melee 2 slams +3 (1d4+2), bite +3 (1d6+2)
  Space 10 ft.; Reach 10 ft.
  Str 15, Dex 15, Con 14, Int 2, Wis 12, Cha 7
  Base Atk +2; CMB +5; CMD 17 
  Feats Great Fortitude, Skill Focus (Perception)
  Skills Acrobatics +6, Climb +6, Perception +8 
  
  33
  33
  the winter woods
  2610. 
  The land drops into a boggy depression here, ringed by willows and 
  crossed by a causeway of weathered stone. In the center of the hex 
  there is a small upland topped by a village of Northmen who dredge 
  iron deposits from the wetlands and trade it to the men of the south for 
  farm produce. The village is composed of wooden cottages huddled 
  around an abbey dedicated to Tazara, goddess of illumination. The 
  abbey is composed of three 40 ft. tall towers of alabaster topped by 
  columns of light (created with round stones enchanted with continual 
  ﬂ ame)  placed in basins of highly polished silver. These slim towers 
  are connected by a triangular keep that holds a shrine of Tazara and 
  living quarters for Maglara, the abbess, and her ten priests. The 
  abbey holds an idol of Tazara, who appears as tiny, slender woman 
  whose hair looks like rays of light. She has jade eyes and wears a 
  lemon-yellow gown. On her arms are dozens of armbands inlaid with 
  precious stones (can be stripped from the idol, worth 200 gp). In her 
  outstretched hands she holds a cube of gold (worth 300 gp).
  While the Abbey of Light was once a veritable beacon in the 
  Winter Woods, it has fallen on dark times. Maglara and her priests 
  have succumbed to the whispered promises of the Devourer, wicked 
  spirit of winter. In a secret chamber behind the idol of Tazara they 
  have built a shrine to the Devourer where he receives sacriﬁ ces on 
  moonless nights. The demon cult has spread through the village, with 
  about 1 in 3 villagers now dedicated to the Devourer, having been 
  promised protection when the Queen of the Winter Winds conquers 
  the Winter Wood. Ten of the villagers now patrol the village at night 
  in black, hooded cloaks and iron masks, kidnapping villagers to be 
  brought into the cult or punishing those who oppose them. These 
  “Iron Enforcers” and the priests all carry ritual daggers that look 
  vaguely like icicles, being shaped more like spikes than blades.
  Treasure: 520 sp, 1,700 gp, sardonyx dagger worth 9,000 gp and 
  20 barrels of mead (30 gal., 250 lb., 20 gp each).
  MAGLARA    
   CR 14
  Rotund woman with ivory eyes, a round face and grey hair. She is 
  judgmental and suspicious.
  XP 38,400
  CE female human cleric 14
  AC 20, touch 10, ﬂ at-footed 20 (+7 armor, +3 shield)
  Fort +10, Ref +4, Will +13
  hp 72 (14d8+14 plus 14)
  Melee +2 heavy mace +12/+7 (1d8+2) 
  Divine Spells Prepared (4/5+1/5+1/5+1/5+1/3+1/3+1/2+1; DC 14 
  + spell level)
  Domains Darkness, Weather
  Str 11, Dex 10, Con 12, Int 10, Wis 18, Cha 18
  Base Atk +10; CMB +10; CMD 20
  Combat Gear +1 chainmail, +1 shield, +2 heavy mace; Other 
  Gear holy symbol 
  PRIEST OF THE WHISPERED WORD 
  CR 7
  Stubborn and severe, tall with a bland face and grey-green eyes.
  XP 3,200
  CE male human cleric 7
  AC 16, touch 10, ﬂ at-footed 16 (+5 armor, +1 shield)
  Fort +6, Ref +2, Will +9
  hp 42 (7d8+7 plus 7)
  Melee light mace +5 (1d6) 
  Divine Spells Prepared (4/5+1/4+1/3+1/1+1; DC 14 + spell level)
  Domains Darkness, Weather
  Str 11, Dex 10, Con 12, Int 10, Wis 18, Cha 12
  Base Atk +5; CMB +5; CMD 15
  Combat Gear Chain mail, light steel shield, light mace; Other 
  Gear  holy symbol
  ACOLYTE OF THE WHISPERED WORD (9) 
  CR 3
  XP 800
  CE male and female human cleric 3
  AC 16, touch 10, ﬂ at-footed 16 (+5 armor, +1 shield)
  Fort +4, Ref +1, Will +5
  hp 17 (3d8+3 plus 3)
  Melee light mace +2 (1d6) 
  Divine Spells Prepared (4/3+1/1+1; DC 12 + spell level)
  Domains Darkness, Weather
  Str 11, Dex 10, Con 12, Int 10, Wis 15, Cha 10
  Base Atk +2; CMB +2; CMD 12
  Combat Gear Chain mail, light steel shield, light mace; Other 
  Gear  holy symbol
  IRON ENFORCER  
  CR 1
  XP 400
  Male human warrior 1
  CE Medium humanoid (human)
  Init +0; Senses Perception +1
  AC 13, touch 11, ﬂ at-footed 12 (+2 armor, +1 Dex)
  hp 7 (1d10+1 plus 1)
  Fort +3, Ref +0, Will +0 
  Speed 30 ft. 
  Melee ritual mwk dagger +3 (1d4+1/19–20) or unarmed strike +2 
  (1d3+1)
  Str 12, Dex 10, Con 11, Int 10, Wis 10, Cha 8
  Base Atk +1; CMB +2; CMD 12
  Feats Improved Grapple, Improved Unarmed Strike
  Skills Perception +1, Stealth +2
  Languages Common 
  Combat Gear leather armor, ritual masterwork dagger; Other 
  Gear iron mask
  2618. 
  A village of rowdy, rough Northmen was built here to mine 
  vein of rose quartz. The small village consists of a couple dozen 
  hovels surrounded by a stone wall and moat of mucky rain water. 
  The village is overseen by Mothionn, the younger half-brother of 
  Exfreza, Grand Duchess of the Winter Wood, who lives in Yaryg in 
  Hex 2416. The young baron, the title conferred upon him by his half-
  sister, commands a troupe of twenty men-at-arms. He lives in a 
  small, round, stone tower in conditions only slightly better than the 
  miners, sharing the tower with his soldiers and horses. He tolerates 
  the conditions because he fears his half-sister and because the rose 
  quartz mine is lucrative. Mothionn is using the money he skims from 
  the operation to recruit assassins he plans to use to overthrow his 
  sister after she has stabilized the region and brought it under her 
  control. Currently, he has a swordswoman named Clevina in his 
  employ. The miners live in a narrow valley, the sound of their singing 
  echoing through much of the hex.
  Treasure: 40 sp, 330 gp.
  MOTHION 
  CR 6
  XP 2,400
  Male human aristocrat 5, ﬁ ghter 2
  N Medium humanoid (human)
  Init +1; Senses Perception +7
  AC 22, touch 12, ﬂ at-footed 20 (+9 armor, +1 Dex, +1 dodge, +1 
  shield)
  hp 51 (5d8+2d10+7 plus 7)
  Fort +5, Ref +2, Will +4 (+1 vs. Fear)
  Speed 20 ft. (30 ft. base)
  Melee battle axe +8 (1d8+2/x3) or dagger +7 (1d4+2/19–20)
  Str 14, Dex 13, Con 13, Int 10, Wis 10, Cha 14
  Base Atk +5; CMB +7; CMD 19
  Feats Dodge, Iron Will, Leadership, Persuasive, Skill Focus (bluff), 
  Skill Focus (diplomacy), Weapon Focus (battle axe)
  Skills Bluff +13, Diplomacy +15, Intimidate +11, Knowledge 
  (local) +8, Perception +7, Ride +8, Sense Motive +7
  
  34
  34
  the winter woods
  Languages Common 
  Combat Gear Plate armor, light steel shield, battle axe, dagger; 
  Other Gear brass medallion bearing his family’s arms (worth 25 gp).
  CLEVINA  
  CR 10
  XP 9,600
  Female human ﬁ ghter 10
  N Medium humanoid (human)
  Init +8; Senses Perception +9
  AC 18, touch 15, ﬂ at-footed 13 (+3 armor, +4 Dex, +1 dodge)
  hp 87 (10d10+10 plus 10)
  Fort +8, Ref +7, Will +3 (+3 vs. Fear)
  Defensive Abilities Bravery +3
  Speed 30 ft. 
  Melee +1 longsword +14/+9 (1d8+7/19–20) and dagger +12/+7 
  (1d4+2 plus poison/19–20)
  Ranged dagger +16 (1d4+2 plus poison/19–20) or dart +14/+9 
  (1d4+2 plus poison)
  Special Attacks poison (deathblade poison, DC 20), weapon 
  training 2 (heavy blades +2, light blades +1)
  Str 14, Dex 18, Con 13, Int 10, Wis 10, Cha 10
  Base Atk +10; CMB +12; CMD 27
  Feats Dodge, Improved Initiative, Improved Two-Weapon Fighting 
  , Lunge, Mobility, Step Up, Two-Weapon Defense, Two-Weapon 
  Fighting, Weapon Focus (dagger), Weapon Focus (longsword), 
  Weapon Specialization (dagger), Weapon Specialization (longsword)
  Skills Intimidate +10, Perception +9, Ride +14, Survival +10
  Languages Common 
  SQ armor training 2
  Combat Gear +1 leather armor, +1 long sword, poisoned dagger, 
  three poisoned darts.
   DEATHBLADE
  Type poison, injury; Save Fortitude DC 20
  Frequency 1/round for 6 rounds
  Effect 1d3 Con damage; Cure 2 consecutive saves
  MEN-AT-ARMS (20)   
  CR 1
  XP 400
  hp 6, (see Adventures in the Wilderness, above with the following 
  changes: replace longswords with battle axes, remove lance and 
  light warhorse)
  2704. 
  A meadow of honeysuckle and purple coneﬂ owers stretches out as 
  far as the eye can see. Tiny dragons with butterﬂ y wings ﬂ it about, 
  sampling the nectar and maybe discussing philosophy or the impending 
  doom they sense from the west, and then taking off again. Encounters 
  with 1d8 of the miniature dragons occur on a roll of 1-4 on 1d6. The 
  beasts are content to ignore travelers, but are quite dangerous when riled.
  PIXIE DRAGON 
  CR 2
  XP 600
  CG Tiny dragon
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +8
  AC 18, touch 16, ﬂ at-footed 14; (+3 Dex, +1 dodge, +2 natural, +2 
  size)
  hp 22 (3d12+3)
  Fort +4; Ref +6; Will +5 
  Immune magical paralysis, sleep; SR 14
  Speed 10 ft., ﬂ y 60 ft. (perfect), swim 30 ft.
  Melee bite +4 (1d3–1)
  Space 2 1/2 ft.; Reach 0 ft. (2 1/2 ft. with bite)
  Special Attacks breath weapon (5 ft. cone, Fort DC 12, euphoria 
  1d6 rounds)
  Spell-like Abilities (CL 3rd)
  3/day—greater invisibility (self only)
  Sorcerer Spells Known (CL 3rd) 
  
  the winter woods
  35
  1st (6/day)—grease (DC 14), silent image, sleep (DC 14)
  0 (at will)—dancing lights, ﬂ are (DC 13), ghost sound, mage hand, 
  open/close
  —OR—
  Druid Spells Prepared (CL 3rd) 
  2nd—animal trance (DC 14), warp wood (DC 14)
  1st—charm animal (DC 13), entangle (DC 13), speak with animals
  0—create water, detect magic, ﬂ are (DC 12), light
  Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 16
  Base Atk +3; CMB +4; CMD 15 (19 vs. trip)
  Feats Acrobatic, Dodge
  Skills Acrobatics +8, Bluff +9, Diplomacy +9, Fly +23, Knowledge 
  (nature) +9, Perception +8, Sense Motive +8, Stealth +17, Swim 
  +11, Use Magic Device +9 
  Languages Common, Draconic, Elven, Sylvan; telepathy 100 ft.
  Breath Weapon (Su) 
  A pixie dragon’s breath weapon is a 5 foot cone of pink and green 
  gas. Creatures caught in the puff must succeed on a Fortitude save 
  or experience extreme euphoria for 1d6 rounds. Affected creatures 
  are staggered, sickened, and immune to fear effects for the duration 
  of the euphoria.
  Pixie dragons are chaotic members of the dragon family and are 
  believed to be distant cousins of the pseudodragon. Pixie dragons 
  resemble tiny 1 ft.  long dragons. Female pixie dragons have a golden 
  sheen to their coloring while males have a silver sheen.
  Pixie dragons love to play pranks on passersby and employ their 
  spells to this end. Some pixie dragons spend months on end preparing 
  for the day they can unleash their single grand practical joke or prank. 
  Pixie dragons avoid combat and only attack if cornered or if their lair 
  or young are in immediate danger. A pixie dragon attacks with its 
  breath weapon, spells, and bite.
  Pixie dragons are rarely found in the vicinity of actual pixies.
  2716. 
  Shirith is a village set on man-made terraces of limestone blocks 
  on the steep banks overlooking the Swift River. The village has seven 
  terraced levels, each ranging from 10 to 30 ft. above the other and 
  accessible only through tunnels and stairs that are blocked by iron 
  portcullises. The villagers grow gardens of rare medicinal herbs in 
  their misty river canyon, trading then to Yaryg for dried ﬁ sh, grain, 
  fruit and other essentials. The highest level of the village is a long 
  reservoir fed by frequent rains. Irrigation pipes bring this water to the 
  gardens. Shirith is ruled by the Baroness Sibevi, younger sister of the 
  Grand Duchess of Yaryg in Hex 2416. Under her command is a corps 
  of 60 crossbowmen steel skullcaps decorated with pheasant feathers. 
  BARONESS SIBEVI   
  CR 5
  XP 1,600
  NG female human aristocrat 4, warrior 2
  AC 10, touch 10, ﬂ at-footed 10 
  Fort +5, Ref +1, Will +5
  hp 42 (4d8+2d10+6 plus 6)
  Str 13, Dex 10, Con 12, Int 12, Wis 13, Cha 15
  Base Atk +5; CMB +6; CMD 16
  CROSSBOWMEN (40)  
  CR 1
  XP 400
  hp 8, (see Men-at-Ams in Adventures in the Wilderness, above, 
  with the following changes: +1 to hit with light crossbows, remove 
  lance and light warhorse)
  2725. 
  About 100 ill-tempered ﬁ shermen dwell in the center of this lake 
  on a number of house boats that have been lashed together. The 
  ﬁ shermen rarely venture ashore, afraid of the creatures of the nearby 
  fungal moors. Each houseboat is a barge or raft topped by a simple 
  hovel of sticks and equipped with a small iron stove and all the 
  comforts of home (if your home is damp and fairly uncomfortable). 
  Nobody rules the village, and strangers are unwelcome except in the 
  direst of circumstances. One raft holds a small shrine to Uchai, the 
  goddess of river otters. The shrine and the village are protected by 
  four giant otters sent by Uchai in response to fervent prayer and 
  sacriﬁ ce. Among the villagers there is a company of 10 rangers quite 
  adept at slaying man and beast. The rangers are led by Black Ayla.
  Treasure: 1,330 sp, 490 gp, soapstone idol of Uchai worth 45 gp.
  BLACK AYLA  
   CR 11
  XP 12,800
  N male human ranger 11
  AC 22, touch 13, ﬂ at-footed 19 (+7 armor, +3 Dex, +2 shield)
  Fort +9, Ref +10, Will +5
  hp 102 (11d10+22 plus 11)
  Melee +1 battle axe +13/+8 (1d8+3/x3) and +1 dagger +13 
  (1d4+3/19–20)
  Ranger Spells Prepared (3/2/1/; DC 12 + spell level; CL 8th)
  Str 14, Dex 17, Con 15, Int 10, Wis 14, Cha 13
  Base Atk +11; CMB +13; CMD 26
  Combat Gear +1 chain mail, +1 buckler shield, longbow, 20 
  arrows, +1 battle axe, +1 dagger, orichalcum helm in the Roman 
  style, worth 80 gp.
  VILLAGE RANGERS (10) 
  CR 6
  XP 2,400
  N male human ranger 6
  AC 18, touch 11, ﬂ at-footed 17 (+6 armor, +1 Dex, +1 shield)
  Fort +6, Ref +6, Will +3
  hp 42 (6d10+10 plus 6)
  Melee battle axe +7/+2 (1d8+2) and dagger +6 (1d4/19–20)
  Ranged longbow +9 (1d8/x3)
  Ranger Spells Prepared (1; DC 11 + spell level; CL 2nd)
  Str 14, Dex 13, Con 12, Int 10, Wis 12, Cha 10
  Base Atk +6; CMB +8; CMD 19
  Combat Gear Chain mail, buckler shield, longbow, 15 arrows, 
  battle axe, dagger
  GIANT OTTER 
  CR 1/2
  XP 200
  N Medium animal
  Init +2; Senses low-light vision; Perception +5
   
  AC 14, touch 13, ﬂ at-footed 11 (+2 Dex, +1 dodge, +1 natural)
  hp 11 (2d8+2)
  Fort +4; Ref +5; Will +1 
   
  Speed 30 ft., swim 30 ft.
  Melee bite +1 (1d6)
   
  Str 10, Dex 14, Con 13, Int 2, Wis 13, Cha 12
  Base Atk +1; CMB +1; CMD 13 (17 trip) 
  Feats Dodge, Skill Focus (Swim)B
  Skills Perception +5, Stealth +6, Swim +14 
  2807. 
  In a high, narrow cave near the apex of a jagged shard of rock lives 
  the manticore of the woods. Most folk in the region have heard of the 
  beast, though few have ever encountered it and lived to tell the tale. It 
  is indiscriminate in its predations, attacking humans and goblinoids 
  alike. Many a column of gnoll slavers have lost their tribute to the 
  Lords of the Deep to the manticore, and Saremunde in Hex 3108, has 
  had many epic battles with the beast. The cave is quite inaccessible 
  to folk without climbing equipment and experience or the ability to 
  ﬂ y. Piled in the cave, which the beast keeps scrupulously clean, is a 
  treasure of 890 sp, 1,480 gp and a tarnished copper pennywhistle. 
  MANTICORE 
    CR 5
  XP 1,600
  hp 57, (See the Pathﬁ nder Roleplaying Game Bestiary, “Manticore”)
  
  36
  36
  the winter woods
  2910. 
  A great tangle of ley lines in this hex allows spellcasters (divine or 
  arcane) of any level to control weather over the entire map if a DC 
  20 concentration check is successful. The ley nexus takes the form of 
  a stone table atop a barren hill, heavily weathered and marked with 
  almost invisible lines that trace out the ley lines that run through the 
  hex. All of these lines meet in the center of the table. A small cave 
  in the base of the hill lives Toglo, an old shaman of the Hivernians, 
  the guardian of the nexus. He allows none to step upon the table 
  uncontested, and works for no side in the coming conﬂ ict between 
  winter and spring. Toglo can summon one or two spirit creatures to 
  aid him in his ﬁ ght – a large unicorn representing the forces of spring 
  and vitality, or a large hag representing the forces of winter and 
  decay. Naturally, he will usually summon one or the other guardian, 
  for in most cases the guardians would willingly aid natural allies of 
  their season and oppose one another. To control weather from the 
  nexus, a cleric or magic-user must stand atop the table and invoke 
  powerful spirits of nature. To do this successfully, they must pass 
  a saving throw, with magic-users suffering a -2 penalty to this roll. 
  If the saving throw is made successfully, they can use the control 
  weather spell and cover any portion of the Winter Woods map they 
  wish. If they fail, they are struck with a bolt of lightning from the 
  heavens, suffering 10d6 points of damage with no saving throw.
  TOGLO THE GUARDIAN   
  CR 15
  XP 51,200
  N male human druid 15
  AC 12, touch 10, ﬂ at-footed 2 (+2 armor)
  Fort +10, Ref +5, Will +13
  hp 110 (15d8+15 plus 15)
  Melee +2 heavy mace +9/+4 (1d8+2) 
  Spell-Like Abilities
    1/day- summon guardian (unicorn or green hag, see below)
  Divine Spells Prepared (4/5/5/5/5/4/3/2/1; DC 14 + spell level)
  Str 11, Dex 10, Con 12, Int 10, Wis 18, Cha 18
  Base Atk +7; CMB +7; CMD 17
  Combat Gear Leather armor (in the form of hides and furs), +2 
  heavy mace; Other Gear holy symbol.
  UNICORN    
  CR 3
  XP 800
  hp 52, (See the Pathﬁ nder Roleplaying Game Bestiary, “Unicorn”)
  GREEN HAG  
   CR 5
  XP 1,600
  hp 99, (See the Pathﬁ nder Roleplaying Game Bestiary, “Green Hag”)
  3006. 
  On moonlit nights, thirteen wraiths that look like decrepit old 
  Hivernians wearing wreaths of black roses around their necks and 
  having iron nails in place of their teeth swarm from the ground to 
  intercept travelers. 
  DWEOMER WRAITH  
  CR 6
  XP 2,400
  LE Medium undead (incorporeal)
  Init +7; Senses darkvision 60 ft., lifesense; Perception +10
  Aura unnatural aura (30 ft.)
   
  AC 18, touch 18, ﬂ at-footed 14; (+5 deﬂ ection, +3 Dex)
  hp 47 (5d8+25)
  Fort +6; Ref +4; Will +6 
  Defensive Abilities channel resistance +2, incorporeal; Immune 
  undead traits
  Weaknesses sunlight powerlessness
   
  Speed ﬂ y 60 ft. (good)
  Melee incorporeal touch +6 (1d6 negative energy plus energy drain)
  Special Attacks create spawn, dispelling touch, energy drain (1 
  level, DC 17)
   
  Str —, Dex 16, Con —, Int 14, Wis 14, Cha 21
  Base Atk +3; CMB +6; CMD 16 
  Feats Blind-Fight, Combat Reﬂ exes, Improved Initiative
  Skills Diplomacy +10, Fly +7, Intimidate +13, Knowledge (planes) 
  +7, Perception +10, Sense Motive +10, Stealth +11 
  Languages Common, Infernal
   
  Create Spawn (Su) 
  A humanoid arcane spellcaster slain by a dweomer wraith becomes 
  a dweomer wraith in 1d4 rounds. These spawn are less powerful 
  than typical dweomer wraiths, and suffer a –2 penalty on all d20 
  rolls and checks, receive –2 hp per HD, and do not gain the energy 
  drain special attack. Spawn are under the command of the dweomer 
  wraith that created them until its death, at which point they lose 
  their spawn penalties and become free-willed dweomer wraiths. 
  They do not possess any of the abilities they had in life. A humanoid 
  divine spellcaster or non-spellcaster slain by a dweomer wraith 
  becomes a wraith instead, using the same penalties.
  Dispelling Touch (Su) 
  A dweomer wraith that succeeds on a touch attack against a magic 
  item drains the magic item’s power. This functions as a targeted 
  dispel magic, using the dweomer wraith’s HD as its caster level. 
  This ability functions at will.
  Lifesense (Su) 
  A dweomer wraith notices and locates living creatures within 60 
  feet, just as if it possessed the blindsight ability.
  Sunlight Powerlessness (Ex) 
  A dweomer wraith caught in sunlight cannot attack and is staggered.
  Unnatural Aura (Su) 
  Animals do not willingly approach within 30 feet of a dweomer 
  wraith, unless a master makes a DC 25 Handle Animal, Ride, or 
  wild empathy check.
  3012. 
  A beautiful tower of polished marble rises from the hills here, set 
  atop a granite promontory and approached by a narrow, winding 
  staircase ﬂ anked by trellises of wild roses and lavender. Entry is gained 
  through a door of bronze-colored wood equipped with a spy hole, the 
  handle trapped with electricity. The 30 ft. diameter tower rises 50 ft. 
  and is topped by crenellations, through which grim hobgoblins with 
  faces like rose-colored leather in tall helms of bronze and carrying 
  light crossbows and curved swords. The tower is the home of 
  Amaunter, a powerful magic-user, and his lady love Siﬁ et, a nymph. 
  The two dwell in the heights of the tower in a room clad with marble 
  rosettes and a pool of warm, clear water that issues from a fountain 
  of gold cherubs. Amaunter and his lady rarely receive company, and 
  one must have pressing business and a ﬁ ne gift to see the wizard. The 
  tower is guarded by 20 of the aforementioned hobgoblins as well as a 
  troupe of 6 female pixies, Siﬁ et’s handmaidens, and Amaunter’s ﬁ ve 
  2910. 
  arcane) of any level to 
  20 concentration check is successful. The ley nexus takes the form of 
  a stone table atop a barren hill, heavily weathered and marked with 
  almost invisible lines that trace out the ley lines that run through the 
  hex. All of these lines meet in the center of the table. A small cave 
  in the base of the hill lives 
  the guardian of the nexus. He allows none to step upon the table 
  uncontested, and works for no side in the coming conﬂ ict between 
  winter and spring. Toglo can summon one or two spirit creatures to 
  aid him in his ﬁ ght – a large unicorn representing the forces of spring 
  and vitality, or a large hag representing the forces of winter and 
  decay. Naturally, he will usually summon one or the other guardian, 
  for in most cases the guardians would willingly aid natural allies of 
  their season and oppose one another. To control weather from the 
  nexus, a cleric or magic-user must stand atop the table and invoke 
  powerful spirits of nature. To do this successfully, they must pass 
  a saving throw, with magic-users suffering a -2 penalty to this roll. 
  If the saving throw is made successfully, they can use the 
  weather
  wish. If they fail, they are struck with a bolt of lightning from the 
  heavens, suffering 10d6 points of damage with no saving throw.
  TOGLO THE GUARDIAN   
  CR 15
  XP 51,200
  N male human druid 15
  AC
  Fort 
  hp 
  Melee 
  Spell-Like Abilities
    1/day- 
  Divine Spells
  Str
  Base Atk
  Combat Gear 
  heavy mace
  UNICORN    
  CR 3
  XP 800
  hp
  GREEN HAG  
   CR 5
  XP 1,600
  hp
  3006. 
  Hivernians wearing wreaths of black roses around their necks and 
  Pennyswhistle
  Aura moderate enchantment; CL 9th
  Slot wrists; Price 25,000 gp; Weight 1 lb.
  Description
  The pennywhistle is a magic item greatly coveted by 
  ﬁ sherman and swamp dwellers, for its it’s shrill keening has 
  the ability to control slugs, snails, worms, lampreys, leeches 
  and other such foul creatures in a 30 ft. radius as if under the 
  effects of a charm monster spell (DC 16 Will Save negates). 
  The control last for as long as the pennywistle is blown, and 
  1d6 rounds after. The pennywhistle can be used 3 times per day
  Construction Requirements
  Craft Wondrous Item, charm monster; Cost 12,500 gp
  
  37
  37
  the winter woods
  apprentices, all drawn from the noble families of the town of Yaryg. 
  Amaunter is a silver-tongued devil who falls easily for a pretty face 
  (Charisma 15+). His attentions on a female adventurer will result in 
  terrible retribution by Siﬁ et and her goblins and pixies. Amaunter has 
  entertained many such dalliances, usually in his private library, and 
  has emerged unscathed from all of them.
  Treasure: 4,920 sp, 4,340 gp, seven +1 sling bullets (made of silver, 
  stamped with holy symbols), scroll of protection from dragons.
  ELECTRIFIED DOOR HANDLE TRAP  
  CR 4
  Type magical; Perception DC 25; Disable Device DC 20 
  Trigger touch; Reset none 
  Effect electricity arc (2d6 electricity damage, DC 20 Reﬂ ex save 
  for half damage
  AMAUNTER THE REPREHENSIBLE 
  CR 19
  Amaunter is a narcissist, loyal to none but himself.
  XP 204,800
  CN male human wizard 19
  AC 10, touch 10, ﬂ at-footed 10 
  Fort +7, Ref +6, Will +12
  hp 90 (19d6+19 plus 19)
  Melee +3 silver dagger +12/+7 (1d4+3/19–20) 
  Wizard Spells Prepared (4/6/6/6/5/5/5/5/5/3/3; DC 17 + spell 
  level)
  Str 11, Dex 10, Con 12, Int 24, Wis 12, Cha 18
  Base Atk +9; CMB +9; CMD 19
  Combat Gear Black oak staff of, +3 silver dagger; Other Gear 
  Robes of bice embroidered with silver and gold thread, ritual wand 
  composed of ﬁ nger bones sealed with gold (worth 55 gp), brass 
  waist chain set with turquoises worth 110 gp.
  AMAUNTER’S APPRENTICES    
  CR 2
  XP 600
  N male human wizard 2
  AC 20, touch 10, ﬂ at-footed 10 
  Fort +1, Ref +0, Will +4
  hp 11 (2d6+2 plus 2)
  Melee unarmed strike +1 (1d3) 
  Ranged ranged touch + 1 (by spell)
  Wizard Spells Prepared (4/3; DC 12 + spell level)
  Str 11, Dex 10, Con 12, Int 15, Wis 11, Cha 10
  Base Atk +1; CMB +1; CMD 11
  Gear Bice robes, over-sized berets, ritual wands of rosewood.
  SIFIET THE NYMPH   
      CR 7
  XP 3,200
  hp 60, (See the Pathﬁ nder Roleplaying Game Bestiary, “Nymph”)
  PIXIES (6)  
     CR 4
  XP 1,200
  hp 18, (See the Pathﬁ nder Roleplaying Game Bestiary, “Pixie”)
  HOBGOBLINS (20)  
  CR 1/2
  XP 200
  hp 12, (See the Pathﬁ nder Roleplaying Game Bestiary, 
  “Hobgoblin”)
  3014. 
  A village of 70 dour human miners and 30 dwarves, dwell atop 
  a vast salt mine in small, stone houses that are surrounded by a 
  megalithic stone wall and a moat that also serves as a reservoir. The 
  miners are ruled by a council of elders – three humans and three 
  dwarves – and maintain a militia of 20 dwarven men-at-arms. The 
  salt mines and the stone wall are pre-human and date to the age of 
  the serpent folk. Deep in the mine, the miners discovered an ancient 
  statue of serpentine depicting a heavy, curvaceous woman with 
  serpents for arms and legs. The statue sits cross-legged and in this 
  position rises to 10 ft. in height. In its lap is a large, alabaster egg. The 
  eyes of the statue are made of multi-faceted crystal and are capable of 
  hypnotizing (save or affected by powerful Suggestion) any who look 
  on them. Over time, the discoverers brought the entire village under 
  the idol’s domination, killing those (mostly dwarves) who resisted. 
  At night, the miners leave their village in large, armed parties to 
  search for sacriﬁ cial victims. With each murder, a serpentine demon 
  is forming in the alabaster egg – only three more need die to birth 
  it into the world. If threatened, the idol will disgorge up to six iron 
  cobras from its “hands”.
  HUMAN MINERS      
   CR 4
  N male human expert 5
  hp 20 (Profession [miner] +9)
  DWARVEN MINERS     
  CR 6
  LN male and female dwarven expert 7
  hp 45 (Perception +7, Profession [miner] +12)
  DWARVEN MEN-AT-ARMS      
  CR 1
  XP 400
  Male dwarf ﬁ ghter 1
  LN Medium humanoid (dwarf)
  Init +1; Senses darkvision 60 ft.; Perception +1
  AC 22, touch 11, ﬂ at-footed 21 (+8 armor, +1 Dex, +3 shield)
  hp 11 (1d10+3 plus 1)
  Fort +3, Ref +1, Will +0 (+1 vs. Fear) 
  Defensive Abilities Bravery +1, defensive training, hardy
  Speed 20 ft. 
  Melee heavy pick +5 (1d6+3/x4) 
  Ranged light crossbow +2 (1d8/19–20)
  Special Attacks racial hatred
  Str 16, Dex 13, Con 16, Int 10, Wis 10, Cha 8
  Base Atk +1; CMB +4; CMD 15
  Feats Power Attack, Weapon Focus (heavy pick)
  Skills Perception +1, Profession (miner) +4
  Languages Common, dwarven 
  Combat Gear Half plate, heavy steel shield, heavy pick, , light 
  crossbow, 20 bolts
  IRON COBRAS (6)      
  CR 2
  XP 600
  hp 15, (See the Pathﬁ nder Roleplaying Game Bestiary, “Iron Cobra”)
  3017. 
  A tribe of 200 gnolls (plus 90 females and 330 cubs) has made its 
  permanent camp in this hex atop a low ridge that has been cleared 
  of timber, the timber being used to construct thick, tall walls and 
  guard houses. The interior of this fortress is ﬁ lled with ﬁ lthy yurts 
  and dozens of slave pits covered by wooden grates. A partially 
  toppled beacon tower in the center of the village serves as the home 
  of the chieftain, Wadawn and his harem of albino wise women. The 
  gnolls, called “The Red Plague”, have rust colored fur and use hide 
  armor, hide-covered shields, spears and blowguns with poisoned 
  darts. The gnolls currently have 25 human slaves they are ready to 
  drive to the coast. The gnolls are allied with two honking big trolls 
  named Klev and Yorg.
  Treasure: 1,000 cp, 770 sp, 1,370 gp in soiled fur sacks. The 
  copper pieces are made of brass and almost look like gold pieces.
  WADON, GNOLL CHIEFTAIN 
  CR 4
  XP 1,200
  Male gnoll ﬁ ghter 4
  N Medium humanoid (gnoll)
  Init +2; Senses darkvision 60 ft.; Perception +2
  AC 17, touch 12, ﬂ at-footed 15 (+4 armor, +2 Dex, +1 shield)
  hp 37 (4d10+8 plus 4)
  Fort +6, Ref +3, Will +1 (+1 vs. Fear)
  hypnotizing (save or affected by powerful Suggestion) any who look 
  on them. Over time, the discoverers brought the entire village under 
  permanent camp in this hex atop a low ridge that has been cleared 
  of timber, the timber being used to construct thick, tall walls and 
  armor, hide-covered shields, spears and blowguns with poisoned 
  
  Defensive Abilities Bravery +1
  Speed 20 ft. (30 ft. base)
  Melee mwk spear +9 (1d8+5/x3) 
  Ranged blowgun +6 (1d2 plus poison)
  Str 17, Dex 14, Con 14, Int 10, Wis 10, Cha 10
  Base Atk +4; CMB +7; CMD 19
  Feats Intimidating Prowess, Point Blank Shot, Precise Shot, 
  Weapon Focus (spear), Weapon Specialization (spear)
  Skills Climb +3, Perception +2, Stealth +1, Survival +4
  Languages Gnoll, goblin
  Combat Gear Hide armor, light wooden shield, masterwork spear, 
  blowgun, 12 darts, sleep poison
  SLEEP POISON
  Type injury; Save Fortitude DC 14
  Frequency 1/round for 4 rounds
  Initial Effect unconsciousness for 1 minute; Secondary Effect 
  unconsciousness for 2d4 hours; Cure 1 save
  WISE WOMEN     
  CR 3
  XP 800
  LE female gnoll cleric 3
  AC 10, touch 10, ﬂ at-footed 10 
  Fort +4, Ref +1, Will +5
  hp 17 (3d8+3)
  Melee unarmed strike +2 (1d3) 
  Divine Spells Prepared (4/3+1/2+1; DC 12 + spell level)
  Domains Evil, Knowledge
  Str 11, Dex 10, Con 12, Int 10, Wis 15, Cha 12
  Base Atk +2; CMB +2; CMD 12
  GNOLLS   
  CR 1
  XP 400
  hp 11, (See the Pathﬁ nder Roleplaying Game Bestiary, “Gnoll”)
  HYENAS (10)   
  CR 1
  XP 400
  hp 13, (See the Pathﬁ nder Roleplaying Game Bestiary, “Hyena”)
  KLEV AND YORG    
  CR 5
  XP 1,600
  hp 84, (See the Pathﬁ nder Roleplaying Game Bestiary, “Troll”)
  HUMAN SLAVES (10)   
  CR 1/2
  N Male and female human commoner 1 
  XP 200
  hp 3
  3020. 
  A tribe of 60 sinuous, black lizardmen inhabits a series of half-
  submerged caverns in the shadow of the mushroom forest. The 
  lizardmen are especially savage, disdaining the use of shields, 
  weapons and ﬁ re. During the winter and autumn months they lie in a 
  languid torpor in their slimy caverns, while in the spring and summer 
  months they turn their rapacious appetites loose on the surrounding 
  countryside. During the course of the year, they save the heads of 
  their victims, preserving them with herbs and covering them with 
  their waxy saliva. Each spring, they carry these heads, tied into 
  bunches of three by their hair, to the shores of the Black Water and 
  cast them into the sea as an offering to the Lords of the Deep.
  Treasure: 3,560 sp, 120 gp.
  LIZARDFOLK (60)  
  CR 1
  XP 400
  hp 11, (See the Pathﬁ nder Roleplaying Game Bestiary, 
  “Lizardfolk”)
  3108. 
  Saremund, northernmost warlord of the Northmen and distant kin 
  to King Polominen (see Hex 3222), is in the process of expanding his 
  motte-and-bailey castle into a full-ﬂ edged concentric fortress – the 
  so-called “tip of the spear” of Northman expansion into the Winter 
  Woods. Unphased by reports of impending doom and unconcerned 
  with the fall of the old empire (in fact, he does not believe a word of 
  it), Saremund’s boundless courage and optimism have drawn many 
  Northmen to his banner – men and women looking to seize on a 
  last glimmer of hope and glory. Saremund commands 20 men-at-
  arms, all skilled warriors, and ﬁ ve knights of the old empire: Sir 
  Amerior, Dame Brigis, Sir Fintoc, Sir Lespantio, Dame Sorra and 
  Sir Valloc. All are battle-hardened veterans who intend to recreate 
  their lost empire (for they know well that it has fallen) here in the 
  Winter Woods. In this quest, they are assisted by Seghant, a crafty 
  magician and exile of the old empire and a man Dame Sorra does 
  not fully trust.
  Saremund’s home is always open to knights and their retinues, 
  but others are not granted audience though they may be hired as 
  mercenaries by Seghant, who acts as Saremund’s vizier. The castle’s 
  grounds are inhabited by a small population at the moment – some 
  herdsmen and crofters, but mostly masons, smiths and carpenters. 
  Saremund is emptying his coffers constructing his castle and 
  importing foodstuffs from the south, but he and his knights often 
  supplement their stocks by hunting in the woods – there is a 1 in 
  6 chance that they will be encountered there, fully armored and 
  carrying their normal complement of weapons plus longbows. These 
  hunting parties are accompanied by ten men-at-arms as bearers, six 
  hunting falcons and a pack of ten hunting dogs.
  Treasure: 330 sp, 880 gp.
  LORD SAREMUND  
  CR 15
  Saremund has piercing hazel eyes, coarse hair and a well-trimmed 
  beard. He has a slight, though muscular build and always dresses 
  in velvet and silk. He is irreligious and inquisitive and exudes 
  conﬁ dence from every pore.
  XP 51,200
  Male human cavalier (order of the dragon) 15
  LN Medium humanoid (human)
  Init +2; Senses Perception +18
  AC 26, touch 12, ﬂ at-footed 24 (+10 armor, +2 Dex, +4 shield)
  hp 155 (15d10+45 plus 15)
  Fort +12, Ref +7, Will +7 
  Defensive Abilities banner (+4 vs, fear, +3 attacks), greater banner
  Speed 20 ft. (30 ft. base)
  Melee +2 longsword +20/+15/+10 (1d8+2/19–20) or +1 lance +19 
  (1d8+2/19-20x3) or +1 dagger +18/+13/+8 (1d4+3/19–20)
  Special Attacks challenge (5/day, +15 damage), charge (+4), 
  mighty charge
  Str 14, Dex 15, Con 16, Int 14, Wis 14, Cha 20
  Base Atk +15; CMB +17; CMD 29
  Feats Bleeding Critical, Critical Focus, Leadership, Lookout, 
  Mounted Combat, Ride-By Attack, Spirited Charge, Swap Places, 
  Trample, Unseat, Vital Strike, Weapon Focus (longsword), Weapon 
  Focus (lance)
  Skills Bluff +21, Diplomacy +21, Handle Animal +21, Intimidate 
  +21, Perception +18, Ride +19, Sense Motive +18, Survival +18
  Languages Common 
  SQ expert trainer (+7), mount, order ability (aid allies +5, strategy)
  Combat Gear +1 full plate of moderate fortiﬁ cation, +2 heavy steel 
  shield, +1 lance, +2 long sword, +1 dagger; Other Gear barded 
  warhorse, silver brooch worth 1,550 gp, potion of clairaudience/
  clairvoyance.
  SIR AMERIOR 
   CR 12
  Amerior is heavyset, with a long face that is always calm and 
  commanding. He is a brilliant leader and men-at-arms under his 
  38
  38
  the winter woods
  blowgun, 12 darts, sleep poison
  bunches of three by their hair, to the shores of the Black Water and 
  
  39
  the winter woods
  39
  command get a +1 morale bonus to hit and saving throws.
  XP 19,200
  Male human cavalier (order of the dragon) 12
  LN Medium humanoid (human)
  Init +1; Senses Perception +14
  AC 25, touch 11, ﬂ at-footed 24 (+10 armor, +1 Dex, +4 shield)
  hp 120 (12d10+24 plus 12)
  Fort +10, Ref +5, Will +6 
  Defensive Abilities banner (+3 vs, fear, +2 attacks)
  Speed 20 ft. (30 ft. base)
  Melee +2 battle axe +17/+12/+7 (1d8+4/x3) or +1 lance +16 
  (1d8+3/x3) or dagger +14/+9/+4 (1d4+2/19–20)
  Special Attacks challenge (4/day, +12 damage), charge (+4), 
  mighty charge 
  Str 15, Dex 13, Con 14, Int 12, Wis 14, Cha 16
  Base Atk +12; CMB +14; CMD 25
  Feats Leadership, Mounted Combat, Precise StrikeB, Ride-By 
  Attack, Spirited Charge, Swap PlacesB, Trample, Unseat, Vital 
  Strike, Weapon Focus (battle axe), Weapon Focus (lance)
  Skills Bluff +15, Diplomacy +15, Handle Animal +15, Intimidate 
  +15, Perception +14, Ride +13, Sense Motive +14, Survival +14
  Languages Common 
  SQ expert trainer (+6), mount, order ability (aid allies +4, strategy)
  Combat Gear +1 full plate, +1 heavy steel shield, +1 lance, +2 
  battle axe, dagger; Other Gear barded horse.
  DAME BRIGIS      
  CR 8
  She has a round, pleasant face and ﬁ gure and black eyes that seem 
  to shimmer with starlight. She is romantic by nature and enjoys 
  clever japes and jests.
  XP 4,800
  Female human ﬁ ghter 8
  LN Medium humanoid (human)
  Init +0; Senses Perception +6
  AC 21, touch 10, ﬂ at-footed 21 (+9 armor, +2 shield)
  hp 77 (8d10+16 plus 8)
  Fort +8, Ref +2, Will +2 (+2 vs. Fear)
  Defensive Abilities Bravery +2
  Speed 20 ft. (30 ft. base)
  Melee mwk battleaxe +13/+8 (1d8+2/x3) or dagger +9/+4 
  (1d4+1/19–20)
  Ranged mwk longbow +9 (1d8/x3)
  Special Attacks weapon training 1 (axes +1)
  Str 13, Dex 11, Con 14, Int 14, Wis 10, Cha 16
  Base Atk +8; CMB +9; CMD 19
  Feats Greater Weapon Focus ( battle axe), Mounted Combat, Skill 
  Focus (bluff), Skill Focus (diplomacy), Weapon Focus (battle axe), 
  Weapon Specialization (battle axe)
  Skills Bluff +12, Diplomacy +12, Handle Animal +10, Knowledge 
  (local) +8, Perception +6, Ride +6, Sense Motive +6
  Languages Common 
  SQ Armor training 2
  Combat Gear Masterwork full plate, masterwork heavy steel 
  shield, masterwork battle axe, dagger, masterwork longbow, 20 
  arrows; Other Gear barded warhorse, gauntlets of swimming and 
  climbing.
  SIR FINTOC   
  CR 11
  Fintoc is pudgy and serious, with a serious interest in courtly 
  romance. He has a lovely young daughter named Clove who is the 
  center of his universe.
  XP 12,800
  Male human bard 3, ﬁ ghter 8
  NG Medium humanoid (human)
  Init +1; Senses Perception +9
  AC 17, touch 11, ﬂ at-footed 16 (+5 armor, +1 Dex, +1 shield)
  hp 71 (3d8+8d10+11 plus 11)
  Fort +8, Ref +6, Will +8 (+2 vs. Fear)
  Defensive Abilities bardic performance (countersong, distraction), 
  bravery +2,well-versed
  Speed 30 ft. 
  Melee mwk light ﬂ ail +15/+10 (1d8+5/x3) or lance +12 (1d8+2/x3) 
  or mwk dagger +13/+8 (1d8+2/x3)
  Special Attacks bardic performance (distraction), weapon training 
  1 (hammers +1)
  Bard Spells Known (6/4; DC 13 + spell level)
  Str 14, Dex 13, Con 13, Int 12, Wis 12, Cha 16
  Base Atk +10; CMB +12; CMD 23
  Feats Iron Will, Lunge, Mounted Combat, Skill Focus (bluff), Skill 
  Focus (diplomacy),Skill Focus (ride), Skill Focus (perform), Step 
  Up, Weapon Focus (light ﬂ ail), Weapon Specialization (light ﬂ ail)
  Skills Acrobatics +9, Bluff +14, Diplomacy +14, Knowledge 
  (local) +9, Knowledge (nobility) +9, Linguistics +9, Perception +9, 
  Perform (oratory) +14, Ride +8, Sense Motive +9, Sleight of Hand 
  +9, Stealth +9
  Languages Common 
  SQ Armor training 2, bardic performance (inspire competence +2), 
  versatile performance
  Combat Gear +1 glamered chain shirt, masterwork light steel 
  shield, lance, masterwork light ﬂ ail, masterwork dagger; Other 
  Gear barded warhorse
  SIR LESPANTIO 
  CR 10
  Lespantio is a bear of a man, with a craggy, bearded face. He is 
  well traveled, speaks several dialects and has a melodramatic ﬂ air. 
  He is a wonderful storyteller.
  XP 9,600
  Male human ﬁ ghter 10
  LN Medium humanoid (human)
  Init +1; Senses Perception +5
  AC 20, touch 11, ﬂ at-footed 19 (+9 armor, +1 Dex)
  hp 97 (10d10+20 plus 10)
  Fort +9, Ref +4, Will +3 (+3 vs. Fear)
  Defensive Abilities Bravery +3
  Speed 20 ft. (30 ft. base)
  Melee +1 heavy mace +17/+12 (1d8+7) or mwk lance +14 (1d8+2/
  x3) or mwk dagger +13/+8 (1d4+2/19–20)
  Special Attacks weapon training 2 (hammers +2, spears +1)
  Str 14, Dex 13, Con 15, Int 14, Wis 10, Cha 15
  Base Atk +10; CMB +12; CMD 23
  Feats Cleave, Great Cleave, Greater Bull Rush, Greater Weapon 
  Focus (heavy mace), Improved Bull Rush, Mounted Combat, Power 
  Attack, Skill Focus (ride), Trample, Vital Strike, Weapon Focus 
  (heavy mace), Weapon Specialization (heavy mace)
  Skills Bluff +9, Dipolomacy +7, Handle Animal +10, Linguistics 
  +6, Knowledge (history) +8, Knowledge (local) +7, Perception +5, 
  Ride +8, Sense Motive +6
  Languages Common 
  SQ Armor training 2
  Combat Gear Masterwork full plate, masterwork lance, +1 heavy 
  mace, masterwork dagger; Other Gear barded warhorse, two 
  armbands of black bronze worth 10 gp each.
  DAME SORRA    
  CR 10
  Sorra worships Scarlad, god of justice, above all others. A plain 
  looking woman, she is tall, athletic, generous and chaste.
  XP 9,600
  Female human paladin 10
  
  40
  40
  the winter woods
  LN Medium humanoid (human)
  Init +2; Senses Perception +4
  Aura courage, resolve (10 ft., +4)
   
  AC 24, touch 12, ﬂ at-footed 22 (+9 armor, +2 Dex, +3 shield)
  hp 87 (10d10+20 plus 10)
  Fort +11, Ref +7, Will +10 
  Defensive Abilities lay on hands (7/day, 5d6), mercy (cursed, 
  sickened, staggerd)
   
  Speed 20 ft. (30 ft. base)
  Melee +1 light mace +12/+7 (1d6+2/19–20x2)
  Special Attacks channel energy (5d6, DC 17), smite evil (+2 to hit, 
  +10 damage, 4/day)
  Spell-Like Abilities
       At will–detect evil
  Paladin Spells Prepared (3/1; DC 11 + spell level)
   
  Str 15, Dex 14, Con 15, Int 10, Wis 12, Cha 15
  Base Atk +10; CMB +12; CMD 24
  Feats Critical Focus, Improved Critical, Leadership, Mounted 
  Combat, Vital Strike, Weapon Focus (light mace)
  Skills Diplomacy +8, Handle Animal +8, Heal +7, Knowledge 
  (nobility) +6, Knowledge (religion) +6, Perception +4, Ride +2, 
  Sense Motive +7
  Languages Common 
  SQ divine health
  Combat Gear +1 full plate, +1 heavy steel shield, +1 light mace; 
  Other Gear holy symbol.
  SIR VALLOC    
  CR 6
  Valloc is young, impetuous and a bit stupid. He has deep, green 
  eyes and a sweet nature, and thus is popular (though a bit clueless) 
  among women.
  XP 2,400
  Male human ﬁ ghter 6
  N Medium humanoid (human)
  Init +1; Senses Perception –1
   
  AC 22, touch 11, ﬂ at-footed 21 (+9 armor, +1 Dex, +2 shield)
  hp 51 (6d10+12 plus 6)
  Fort +7, Ref +3, Will +1 (+2 vs. Fear)
  Defensive Abilities Bravery +2
   
  Speed 20 ft. (30 ft. base)
  Melee battleaxe +10/+5 (1d8+5/x3) or lance +8 (1d8+2/x3) or 
  dagger +8/+3 (1d8+2/x3) or unarmed strike +9/+4 (1d3+2)
  Special Attacks Weapon training 1 (battle axe)
   
  Str 15, Dex 13, Con 14, Int 8, Wis 8, Cha 12
  Base Atk +6; CMB +8; CMD 19
  Feats Improved Grapple, Improved Unarmed Strike, Mounted 
  Combat, Power Attack, Trample, Weapon Focus (battle axe), 
  Weapon Focus (unarmed strike), Weapon Specialization 
  (battleaxe)
  Skills Handle Animal +1, Perception –1, Ride +1
  Languages Common 
  Combat Gear Masterwork full plate, masterwork heavy steel 
  shield, lance, battle axe, dagger
  SEGHANT    
  CR 9
  A tall man, bushy eyebrows and a heavily creased face. Disdainful 
  manner before all but his lord.
  XP 6,400
  Male human sorcerer 9
  CN Medium humanoid (human)
  Init +1; Senses Perception +0
   
  AC 11, touch 11, ﬂ at-footed 10 +1 Dex)
  hp 37 (9d6+9 plus 9)
  Fort +4, Ref +4, Will +8 
   
  Speed 30 ft. 
  Melee quarterstaff +6 (1d6+2) 
  Ranged ranged touch +5 (by spell)
  Sorcerer Spells Known (8/5/4/3/2; DC 13 + spell level)
   
  Str 14, Dex 13, Con 13, Int 12, Wis 10, Cha 16
  Base Atk +4; CMB +6; CMD 17
  Feats Eschew MaterialsB, Iron Will, Persuasive, Point Blank Shot, 
  Skill Focus (bluff), Skill Focus (diplomacy), Weapon Focus (ray)
  Skills Bluff +12, Diplomacy +12, Intimidate +14, Knowledge 
  (arcana) +10, Spellcraft +10, Use Magic Device +12
  Languages Common 
  Combat Gear Staff of crooked hickory topped with a piece of jet 
  worth 115 gp, silver dagger.
  MEN-AT-ARMS (20)    
  CR 1
  XP 400
  hp 9, (see Adventures in the Wilderness, above)
  3205. A shadow mastiff lies dying, a pure white bolt in its side. If 
  saved from death, it will be a boon companion to its savior.
  SHADOW MASTIFF    
  CR 5
  XP 1,600 (See the Pathﬁ nder Roleplaying Game Bonus Bestiary, 
  “Shadow Mastiff”)
  hp 51, (See Hex 0118)
  3210. 
  Deep beneath the wooded hills, accessibly only through secret 
  shafts that sink half a mile into the earth (DC 30 Perception check 
  to locate after DC 25 Knowledge [history] or DC 30 Knowledge 
  [arcane] checks to ﬁ nd the correct area), is a funerary complex of the 
  titans of old. Dedicated to the great and terrible Typhon, God-King 
  of Monsters, the titanic halls and chambers of the complex were once 
  used to inter the bodies of titans slain in battle with the gods. The 
  crypts of these virtual demigods are protected by cunning magical 
  traps and by such legendary monsters as the Minotaur, Sphinx and 
  Chimera. The walls of the complex are covered in frescoes and 
  mosaics depicting the titans interred beneath the earth and their 
  master, Typhon, in battle with the gods. The ﬂ oors are paved in 
  porphyry and onyx, the 20 ft. tall doors are cast of bronze and so heavy 
  it takes a combined strength score of 40 just to budge them. Tomb 
  robbers might encounter armies of bronze-clad skeleton warriors, 
  iron golems, living, animated weapons, degenerate bat-winged 
  harpies and ﬁ re-breathing hydras in addition to the aforementioned 
  guardian beasts. The mind boggles at the thought of the wealth and 
  magic to be found buried in the graveyard of the titans!
  3222. 
  Here lies the “City of Madness”. The city was once the primary 
  colony of the Northmen in the Winter Woods region, the center of 
  the northern expansion of their empire. They were unwise, however, 
  to build so close to the Black Water and to attempt to wrest control of 
  the moors from the ancient things that lived there. Prince Polominen, 
  the founder of the colony, did not heed the advice of his advisors, 
  and on the banks of the river he constructed a wondrous city of 
  basalt towers with terraced gardens and alabaster plazas, divided by 
  pleasant canals. As was predicted by his wise women and cunning 
  men, the landscape soon conspired against him as though it were 
  a living thing guided by a sinister intelligence. The spongy, black 
  hills injected poison into the grain that was grown there; they loomed 
  and seemed to grow, and the Black Water seeped into their canals 
  and soon climbed over their banks. The great city now lies half-
  submerged in the oily water, its people driven insane and now taken 
  to harvesting the fungal growths of the hills for their sustenance. The 
  buildings host shrines of chaos, the bridges that connect them (for 
  even the citizens of the City of Madness are not crazy enough to 
  
  41
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  the winter woods
  venture into the ﬂ ooded canals) traversed by mad revelers who sell 
  potent, narcotic wines, foaming priests who worship the Lords of the 
  Deep, feral burghers who attack one another like animals, sparing not 
  man, woman or child from their depredations, and shabby noblemen 
  with keen, knowing eyes. And in the submerged palace, Prince 
  Polominen, mummiﬁ ed in creeping black crud, still rules his great 
  city and dreams of empire.
  3303. 
  A large tribe of Hivernians, mastodon hunters, have made camp 
  here. The camp consists of leather teepees surrounded by a spiked, 
  wooden picket under the watchful eye of 20 expert archers. The 
  Hivernians spend their days hunting and the nights mending their 
  equipment. One teepee in the center of the village holds a simple 
  shrine to Yhoundeh – a small terracotta sculpture surmounted 
  with elk antlers. A small emerald worth 300 gp is hidden inside 
  the sculpture – it rattles around a bit. The chieftain, Jereran, is a 
  bloody-minded individual who rules as much by fear as wisdom. His 
  daughter, Llicha, is the village wise woman and an absolute terror 
  with an axe. The tribe usually has 1d6 mammoth tusks, each worth 
  100-400 gp, in their possession.
  JERERAN  
  CR 8
  XP 4,800
  CN male human barbarian 8
  AC 15, touch 11, ﬂ at-footed 14 (+4 armor, +1 Dex)
  Fort +8, Ref +3, Will +2
  hp 105 (8d12+24 plus 12)
  Melee +1 hand axe +14/+9 (1d6+6/x3)
  Ranged Mwk longbow +10/+5 (1d8/x3)
  Str 18, Dex 13, Con 14, Int 8, Wis 11, Cha 12
  Base Atk +8; CMB +12; CMD 23
  SQ Special: Those under his command save vs. fear at +2 (since 
  they’re more afraid of Jereran)
  Combat Gear Hide armor, masterwork longbow, 20 arrows, +1 
  hand axe
  LLICHA    
  CR 1
  XP 400
  N Female human cleric 1
  AC 14, touch 10, ﬂ at-footed 14 (+4 armor)
  Fort +3, Ref +0, Will +5
  hp 7 (1d8+1 plus 1)
  Melee hand axe +1 (1d6/x3)
  Divine Spells (3/2+1; DC 13 + spell level)
  Str 11, Dex 10, Con 12, Int 10, Wis 16, Cha 13
  Base Atk +0; CMB +0; CMD 10
  Combat Gear Masterwork hide coat (beaded), hand axe; Other 
  Gear fetishes, ritual elk-head hood.
  HIVERNIANS   
  CR 2
  XP 600
  CN male and female human barbarian 2
  AC 15, touch 11, ﬂ at-footed 14 (+4 armor, +1 Dex)
  Fort +4, Ref +1, Will -1
  hp 16 (2d12+2)
  Melee hand axe +3 (1d6+1/x3)
  Ranged longbow +3 (1d8/+3)
  Str 13, Dex 13, Con 12, Int 8, Wis 8, Cha 10
  Base Atk +2; CMB +3; CMD 14
  Combat Gear Hide armor, longbow, 20 arrows, hand axe
  HIVERNIANS     
    CR 2
  XP 600
  CN male and female human barbarian 2
  AC 16, touch 12, ﬂ at-footed 14 (+4 armor, +2 Dex)
  Fort +4, Ref +2, Will -1
  hp 16 (2d12+2)
  Melee hand axe +3 (1d6+1/x3)
  Ranged longbow +6 (1d8/+3)
  Str 13, Dex 14, Con 12, Int 8, Wis 8, Cha 10
  Base Atk +2; CMB +3; CMD 14
  Combat Gear Hide armor, masterwork longbow, 20 arrows, hand 
  axe
  3421. 
  A tribe of 140 locathah dwell under the sea here in a sunken city. 
  The city looks to have been designed for humans, or something very 
  like humans. It has broad avenues paved in lapis lazuli, buildings with 
  slanting walls that taper inward and domed roofs painted in complex 
  arabesques done in brilliantly colored lacquers. The locathah go 
  into battle mounted on giant eels and armed with tridents, nets and 
  daggers. Their king is Aatharho, a large, broad-shouldered ﬁ sh man 
  who wears a crown consisting of a brass headband trailing a dozen 
  thin, golden chains (worth 300 gp). The locathah worship the Lords 
  of the Deep out of fear more than reverence, and resent giving them 
  their maidens and young braves in tribute.
  Treasure: 2,410 sp, 90 gp and a shagreen scroll with the spells 
  detect magic, light, protection from evil.
  AATHARTO  
   CR 1/2
  XP 200 (See the Pathﬁ nder Roleplaying Game Bestiary II, 
  “Locathah”)
  N male locathah ﬁ ghter 6
  AC 18, touch 11, ﬂ at-footed 17 (+5 armor, +1 Dex, +2 natural)
  Fort +9, Ref +3, Will +4
  hp 57 (2d8 + 6d10)
  Melee +2 trident +13/+8 (1d8+6) or +1 dagger +10/+5 (1d4+3/19-
  20)
  Ranged net +8
  Str 14, Dex 12, Con 12, Int 13, Wis 15, Cha 15
  Base Atk +7; CMB +9; CMD 20
  Combat Gear Masterwork shell (scale) armor, +2 trident, net, +1 
  dagger
  LOCATHAH    
  CR 1/2
  XP 200 (See the Pathﬁ nder Roleplaying Game Bestiary II, 
  “Locathah”)
  N male and female locathah
  AC 13, touch 11, ﬂ at-footed 12 (+1 Dex, +2 natural)
  Fort +3, Ref +1, Will +1
  hp 9 (2d8)
  Melee trident +1 (1d8+1) or dagger +1 (1d4+1/19-20)
  Ranged net +2
  Str 10, Dex 12, Con 10, Int 13, Wis 13, Cha 11
  Base Atk +1; CMB +1; CMD 12
  Combat Gear trident, net, dagger
  3510. 
  A large fortress rises here, protecting the entrance to a mine and 
  founded by Gvart, a dwarven warlord who ignored advice from 
  his clan and delved into the moors. The fortress and its mines are 
  inhabited by 65 dwarves. All are covered in mottled, purple splotches 
  and weird growths and have sleepy, drooping eyes with a look of 
  madness in them. Gvart and his people dug into the land looking 
  for gold, but instead found massive “trufﬂ es” of magenta streaked 
  with grayish white. Unable to resist a strange compulsion to eat this 
  fungus, they now subsist entirely upon it, and have dug an astounding 
  number of tunnels and shafts in their desperate search for more of 
  what they call “ambrosia”. The ambrosia is slowly turning them 
  into fungal creatures, and has infected them with paranoid delusions 
  and a tendency to go berserk when challenged or aggravated. The 
  dwarves now pray to the Lords of the Deep, chaining captives on 
  a tall, oily rock on the seashore at night as sacriﬁ ces to the aboleth. 
  LORD GVART 
  CR 9
  Craggier than the average dwarf, the fungal infection has begun 
  to twist his legs, cutting his movement to 4. His black gums now 
  support only three or four teeth, and his black tongue has become 
  
  42
  42
  the winter woods
  long and thick.
  XP 6,400
  Male dwarf ﬁ ghter 10
  NE Medium humanoid (dwarf)
  Init +1; Senses darkvision 60 ft.; Perception +0
  Aura spores (5 ft., 1d4 damage, DC 18 resists)
  AC 25, touch 12, ﬂ at-footed 24; (+10 armor, +1 Dex, +1 deﬂ ection, 
  +3 shield)
  hp 109 (10d10+30 plus 10 plus 10)
  Fort +12; Ref +6; Will +7
  Defensive Abilities bravery +3
  Speed 20 ft.
  Melee +1 battle axe +16/+11 (1d8+6/19–20, x3) or ﬂ ail +15/+10 
  (1d8+5)
  Special Attacks berserk, weapon training (axes +2, ﬂ ails +1)
  Str 16, Dex 13, Con 17, Int 10, Wis 10, Cha 10
  Base Atk +10; CMB +13; CMD 24 (28 vs. bull rush or trip) 
  Feats Cleave, Critical Focus, Die Hard, Endurance, Great 
  Cleave, Improved Critical (axe), Iron Will, Lunge, Power Attack, 
  Toughness, Vital Strike
  Skills Intimidate +13, Knowledge (engineering) +8, Knowledge 
  (engineering) +8, Perception +0 (+2 stonecunning); Racial 
  Modiﬁ ers +2 Appraise metals and gems, +2 Perception 
  (stonecunning)
  Languages Common, Dwarf 
  SQ armor training 2
  Combat Gear +1 battle axe, +1 heavy steel shield, +1 full plate, 
  +2 cloak of resistance, brooch of shielding, +1 ring of protection, 
  2 potions of cure moderate wounds, potion of bear’s endurance, 
  potion of bull’s strength; Other Gear 500 gp
  Berserk (Ex) 
  A fungal dwarf enters a berserker rage if he takes more than 2 
  points of damage from a single attack. The rage lasts for 1 round, 
  and he gains a +1 to hit and damage with all attacks while enraged. 
  A fungal dwarf can enter this enraged state once per day, and he is 
  not fatigued at the end of his rage.
  FUNGAL DWARF 
  CR 1
  XP 400
  Male and female dwarf warrior 2
  NE Medium humanoid (dwarf)
  Init +1; Senses darkvision 60 ft.; Perception +0
  Aura spores (5 ft., 1d4 damage, DC 12 resists)
  AC 19, touch 11, ﬂ at-footed 18; (+6 armor, +1 Dex, +2 shield)
  hp 15 (2d10+2 plus 2)
  Fort +4; Ref +1; Will +0
  Speed 20 ft.
  Melee battleaxe +4 (1d8+1/x3) or heavy pick +4 (1d6+1/x4)
  Ranged dart +3 (1d4+1)
  Special Attacks berserk
  Str 13, Dex 12, Con 13, Int 10, Wis 10, Cha 7
  Base Atk +2; CMB +3; CMD 14 (18 vs. bull rush or trip) 
  Feats Weapon Focus (battleaxe or heavy pick)
  Skills Craft (any) +5, Intimidate +3; Racial Modiﬁ ers 2 Appraise 
  metals and gems, +2 Perception (stonecunning)
  Languages Common, Dwarf 
  Combat Gear chain mail, heavy steel shield, battleaxe or heavy 
  pick, 4 darts
  Berserk (Ex) 
  A fungal dwarf enters a berserker rage if he takes more than 2 
  points of damage from a single attack. The rage lasts for 1 round, 
  and he gains a +1 to hit and damage with all attacks while enraged. 
  A fungal dwarf can enter this enraged state once per day, and he is 
  not fatigued at the end of his rage.
  3608. 
  There is what appears to be an ancient churchyard here holding a 
  strange mausoleum. The mausoleum is built with phosphorescent 
  green stone, with trapezoidal sides and a single trapezoidal door 
  of black bronze bearing a knocker shaped like the head of a goat. 
  The door can only be opened by using the knocker, which causes 
  the door to silently vanish. Inside, the mausoleum is about 15 ft. 
  long and 10 ft. wide, glowing softly and empty save for an open 
  sarcophagus. Inside the sarcophagus are the skeletal remains of a 
  tall man wearing a shimmering coat of mail (chainmail enchanted to 
  never tarnish or rust) and holding a bronze goblet shaped like a skull. 
  Water placed in the goblet and exposed to the sunrise turns into holy 
  water. Water placed in the goblet and exposed to moonlight turns into 
  a hallucinogenic poison. Should one lay hands on the deceased, they 
  will discover that the door has returned to its original position. It can 
  only be re-vanished by placing at least 100 pounds of goods inside 
  the sarcophagus (note that the goblet weighs 3 lb and the chainmail 
  50 lb, so if their weight must be accounted for if they have been 
  removed.) Doing so causes the door and the goods placed in the 
  sarcophagus to vanish.
  MOONLIGHT HALLUCINOGENIC POISON     
  CR 5 
  Type ingested; Save Fortitude DC 20 
  Frequency 1/round for 2 rounds 
  Effect hallucinations as if under the effects of a confusion spell for 
  1 day; Cure 1 save 
  3624. 
  A tomb was excavated in this hex many years ago to house the 
  remains of Lord Menry, an adventurer and early settler in the Winter 
  Woods. The tomb is set in a limestone cliff, the entrance being a 
  heavy bronze door set in a stone doorway. The location of the tomb 
  is no secret, but nobody yet has discovered its secrets.
  A – This long chamber has a low ceiling (5 ft. tall). The chamber 
  is carved directly from the limestone, and features a well decorated 
  with bas-reliefs of dancing nymphs, and a bas-relief idol of Nephrut, 
  the ﬁ ckle god of fate and patron of gamblers. Nephrut looks like a 
  short, plump elderly man with a bald pate dressed in a simple tunic 
  (painted red, though the paint is well worn and chipped). The idol 
  holds a thick book under one arm and has a knowing smile on his 
  face. The well leads down to chamber D. The two secret doors (DC 
  25 Perception  check to discover) can be opened by applying pressure 
  with one’s back or shoulder on the right-hand side of the door.
  B – The ﬂ oor of this chamber is paved with large, copper tiles, 
  each about 5 ft. x 5 ft. and sounding hollow when tapped. Steel bars 
  block the exit and a large, wooden wheel decorated with a number 
  of disturbing images hangs on one wall. A bronze chain hangs from 
  the ceiling, a clamp-like device on the end of it. By pulling the chain, 
  two things happen. First, the clamp seizes the puller’s hand and will 
  not release until the chain has been pulled thrice. Second, the wheel 
  spins, landing on a random space (see below).
  Roll
  Image
  Effect
  1
  A man with a 
  dagger over head
  The iron bars raise, but will slam back down 
  as soon as somebody passes under them, 
  suffering 1d8 points of damage (DC 20 
  Reﬂ ex save for half damage).
  2
  Lion swallowing a 
  person
  Random adventurer has a trapdoor open 
  beneath him, plunging him into a pool of 
  acid (DC 20 Reﬂ ex save negates). Suffers 
  1d6 damage per round and cloth, leather and 
  paper items are ruined.
  
  43
  43
  the winter woods
  Roll
  Image
  Effect
  3
  Woman riding 
  pegasus into sky
  A random adventurer has electricity course 
  through them from the copper tile beneath 
  their feet, suffering 3d6 damage (DC 20 
  Fortitude save for half damage).
  4
  Headless man
  A scything blade juts out from the north 
  wall; all near the wall and not ducking (+20 
  to hit, DC 20 Reﬂ ex save for half damage, 
  or Small size) suffer 2d6 damage
  5
  A large eyeball
  Adventurers hear a loud “clank”, but 
  nothing happens
  6
  Man torn in two 
  by bears
  Powerful magnets are activated in the north 
  and south walls; characters in metal armor 
  must roll under their strength score on 2d12 
  or suffer 1d8 points of damage and are held 
  in place until magically freed (freedom of 
  movement, teleport, etc.).
  7
  Mermaid kissing a 
  drowning man
  Poison gas spews into the room; dissipates 
  after 1d6 rounds; causes blindness in those 
  who fail a DC 20 Fortitude save
  8
  Grinning death
  The iron bars raise, 
  but close 10 minutes later
  C – This chamber is ﬁ lled with a foot of water. In the center of the 
  room there is a covered pit, also ﬁ lled with water. As one steps on the 
  cover, it gives way, but quickly snaps shut again DC 20 Reﬂ ex save 
  avoids). A total strength of 20 is required to open the cover. The pit 
  also contains a winch that opens the portcullis leading into room D. 
  The corridor to D slopes downward, the water being waist-high at 
  the entrance to D.
  D – This room is ﬁ lled waist-high with brackish water, and slopes 
  down toward the center. A grey ooze dwells in the center of the 
  chamber. The secret door in the north wall (DC 20 Perception check 
  to notice) is only large enough to crawl through and is located near the 
  ceiling. The passage to E is also only high enough to crawl through, 
  and is trapped midway through by a pressure plate that releases 
  dozens of metal spikes from the ﬂ oor on all inside the passage. The 
  door into room E is a metal grate.
  GREY OOZE    
    CR 4
  XP 1,200
  hp 50, (See the Pathﬁ nder Roleplaying Game Bestiary, “Grey 
  Ooze”)
  METAL-SPIKED FLOOR   
  CR 2
  Type mechanical; Perception DC 20; Disable Device DC 20 
  Trigger location; Reset automatic
  Effect ﬂ oor spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 
  damage each); multiple targets (all targets in a 15 ft. area) 
  E – This is the tomb of Menry, a hoary old corpse in dusty, crimson 
  funerary robes and a broad-brimmed hat with a phoenix feather 
  (confers resist to ﬁ re 10 to the wearer) stuck in the band. The corpse 
  sits at a wooden table, a stack of cards under one bony hand and 
  three cards face up in front of him. Three coffers sit behind him, one 
  copper, one silver and one gold (foil only – worth about 5 gp, 50 
  gp and 500 gp respectively). All are locked (DC 22 Disable Device 
  check to open).
  The cards depict a red knight triumphant over a dragon, a white 
  knight climbing golden hair hanging from a tower window, and a 
  yellow knight standing in a pot of boiling water. 
  The copper chest holds a dessicated corpse that springs out of the 
  coffer and attacks. The gold coffer releases a ﬁ re elemental. The silver 
  coffer holds a rope woven from golden hair that immediately animates 
  and attempts to strangle whoever holds it. The real treasure in the room 
  is the deck of cards, which is actually a deck of foretelling fate.
  
  44
  44
  the winter woods
  Dessicated CORPSE   
    CR 5
  XP 1,600
  hp 60, (See the Pathﬁ nder Roleplaying Game Bestiary, “Mummy”)
  MEDIUM FIRE ELEMENTAL 
  CR 3
  XP 800
  hp 30, (See the Pathﬁ nder Roleplaying Game Bestiary, “Elemental, 
  Fire”)
  ROPE WOVEN FROM GOLDEN HAIR    
  CR 4
  XP 1,200
   hp 12, (See the Pathﬁ nder Roleplaying Game Core Rulebook, 
  “Magic Items, rope of entanglement”)
  3705. 
  This hex is patrolled at night by mutated humanoids with translucent 
  skin that shows off their bright, purple veins. These strange, miserable 
  folk hate light and fear ﬁ re and while they can breathe water and air, 
  they give off a gurgling wheeze when they do so. They hunt the land 
  for victims to bring down into the water for their ﬁ shy masters. The 
  kiss of these mutants gives humans the ability to breathe water for 
  up to 3 hours – long enough to reach the submarine temples of the 
  Lords of the Deep.
  DEEP MUTANT 
  CR 1
  XP 400
  NE Medium monstrous humanoid (aquatic)
  Init +2; Senses darkvision 60 ft.; Perception +8
  AC 14, touch 12, ﬂ at-footed 12; (+2 armor, +2 Dex)
  hp 18 (2d10+4 plus 3)
  Fort +2; Ref +5; Will +4 
  Weakness light sensitivity
  Speed 30 ft., swim 30 ft.
  Melee 2 slams +3 (1d6+1)
  Ranged net +4 touch (entangle)
  Spell-like Abilities (CL 5th):
  1/day—water breathing (DC 13)
  Str 12, Dex 14, Con 15, Int 8, Wis 13, Cha 10
  Base Atk +2; CMB +3; CMD 15 
  Feats Toughness
  Skills Intimidate +5, Perception +8, Stealth +7, Swim +12; Racial 
  Modiﬁ ers +2 Perception
  Languages Aquatic
  SQ amphibious
  Combat Gear net
  4010. 
  In vaguely the center of the hex, there is a column of airy water 
  that extends from the surface of the water to the sea ﬂ oor. Airy water 
  is, for all intents and purposes, water that air-breathing and water-
  breathing creatures can breathe normally. In all other ways, it behaves 
  as water. This particular column is approximately 100-ft in diameter 
  and allows access to an undersea diamond mine. The mine’s entrance 
  is a small pillar of basalt that rises about 15-ft from the sea ﬂ oor 
  and is roughly 7-ft in diameter. A copper grate in the pillar allows 
  access to the mine, which was excavated by an unknown agent many 
  thousands of years ago. Most of the mine is ﬁ lled with airy water, 
  though there are some deadfalls ﬁ lled with heavy, black water, and 
  many traps spew poisons into the airy water to kill the unwary. The 
  mine is heated by volcanic action in the lower levels, and inhabited 
  by a multitude of strange beings, including renegade locathah, a band 
  of monster-slaying mermaids, aquatic oozes, gigantic sucker ﬁ sh and 
  mutated humans like the ones that appear in Hex 3705.
  4023. 
  A small statue carved from marble and depicting a cherubic human 
  male in a tunic stands here on an open meadow. The statue is 3-ft 
  tall and missing a foot. It points to the east, toward the shores of 
  the Black Water where, in fact, its missing foot has been deposited 
  in the muck and grime (normal folk have a 1 in 6 chance per day of 
  ﬁ nding it if they follow the pointing ﬁ nger to the shore, elves a 2 in 
  6 chance). If the foot is returned to the statue and put in its proper 
  place, the statue turns into a pallid, gnomish creature that presents 
  its benefactor with a nugget of gold and the scurries off into the 
  woodlands. The nugget is actually a gold dragon egg that, if kept 
  warm, will hatch in 1d4+4 weeks.
  What Does the Rise of the Queen of the Winter Wind Mean?
  The gradual glaciation of a region does not make for high adventure, 
  but such a situation can be turned into such by thinking allegorically. 
  Much of the folklore and mythology we all enjoy is allegorical 
  and symbolic in nature. So, perhaps the rise of the Queen brings 
  an invasion of the Winter Woods by an army of frost giants, polar 
  bear-mounted bugbears, winter wolves and pixies that ﬁ re enchanted 
  icicles from their bows. As this strange army moves south, the rivers 
  freeze, glaciers push through the canyons and valleys, and an ice 
  sheet grows over the landscape, killing just about everything in its 
  path. To stop the advance of ice, one must battle the invading army 
  – defeating the frost giants becomes a symbolic victory of spring 
  over winter. Or perhaps the Queen brings a spiritual winter with her 
  – the skies turn grey and black, winter never ends, nothing grows, 
  and people become cold and heartless toward one another. With little 
  food and former allies turned into enemies, the adventurers must 
  push into the north and defeat the Queen, the source of this spiritual 
  and physical malaise.
  Deck of Foretelling Fate
  Aura moderate divination; CL 8th
  Slot —; Price 8,100 gp; Weight 1/2 lb.
  Description
  This deck of playing cards confers a +2 circumstance bonus 
  to all saving throws for the person who holds them. The cards 
  can also divine one dangerous situation per day – the holder 
  draws a card and, if there is a danger within 20 ft., the card 
  depicts it in a whimsical image, similar to the cards shown on 
  the table in the area description. 
  Construction Requirements
  Craft Wondrous Item, divination; Cost 4,050 gp
  
  45
  45
  legal appendix
  Hex Crawl Chronicles: The Winter Woods is written under version 1.0a 
  of the Open Game License. As of yet, none of the material ﬁ rst appearing 
  in Hex Crawl Chronicles: The Winter Woods is considered Open Game 
  Content.
  OPEN GAME LICENSE Version 1.0a 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000. Wizards of the Coast, Inc; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by 
  E. Gary Gygax and Dave Arneson.
  Pathﬁ nder RPG Core Rulebook Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  Pathﬁ nder Roleplaying Game Bestiary Copyright 2009, Paizo Publishing, 
  LLC; Author Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  Pathﬁ nder Roleplaying Game Bestiary 2 Copyright 2010, Paizo Publishing, 
  LLC; Authors Wolfgang Bauer,  Jason Bulmahn, Adam Daigle, Graeme Da-
  vis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James 
  Jacobs, Steve Kenson, Hal McLean, Martin Mason, Rob McCreary, Erik 
  Mona, Jason Nelson, Patrick Renie, Sean K. Reynolds, F. Wesley Schneider, 
  Owen K. C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might Copyright 2008, Monte J. Cook. All 
  rights reserved.
  Tome of Horrors Copyright 2002, Necromancer Games, Inc.; Authors: Scott 
  Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christof-
  ferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill 
  Webb; Based on original content from TSR.
  Aerial Servant from the Tome of Horrors Copyright 2002, Necromancer 
  Games, Inc.; Authors Scott Greene and Clark Peterson, based on original 
  material by Gary Gygax.
  Original Spell Name Compendium, Copyright 2002 Clark Peterson; based 
  on NPC-named spells from the Player’s Handbook that were renamed in 
  the System Reference Document. The Compendium can be found on the 
  legal page of www.necromancergames.com.
  The Winter Woods, Copyright 2011, Author John Stater.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Frog God Games/Hex Crawl Chronicles/PFRPG - FGG - HC2, The Winter Woods.pdf