TEXT: THE MOUTH OF THE 
  THE MOUTH OF THE 
  FROTHING BEAR
  FROTHING BEAR
  31067
  31067
  Umberto Pignatelli
  Umberto Pignatelli
  
  by umberTo PignaTelli
  graPhic design & TyPeseTTing: robin ellioTT
  cover arT: chris Kuhlmann
  carTograPhy: jusTin russell 
  cover design: robin ellioTT
  WWW.TriPleacegames.com
  ©2010 Triple ace games. hellfrost Player’s guide and all related marks and logos are trademarks of 
  Triple ace games. all rights reserved.
  This game references The savage Worlds game sysTem, available from Pinnacle enTerTainmenT grouP aT WWW.Peginc.com.   
  savage Worlds and all associaTed logos and TrademarKs are coPyrighTs of Pinnacle enTerTainmenT grouP. used WiTh Permission.  
  Pinnacle maKes no rePresenTaTion or WarranTy as To The qualiTy, viabiliTy, or suiTabiliTy for PurPose of This ProducT.
  The mouTh of The 
  froThing bear
  
  background
  deep within a cave system in the nearby hills lies a 
  thermal spring, a site sacred to Kenaz, the god of fire. The 
  hot waters well up through a crack in the earth, then flow 
  through the caves as a narrow river, eventually tumbling 
  from the darkness onto the surface of a frozen lake. The 
  reaction of the hot water smashing onto the ice produces 
  constant hissing, and a shroud of fog that extends for sev-
  eral miles. The cavern’s sole entrance takes its name from 
  an unusual shape, which resembles a bear’s open maw.
  recently, a band of vendahls, cannibal marauders de-
  voted to ursarix, the bear god, settled here. inreda, the 
  resident cleric of Kenaz who watched over the spring, 
  was taken prisoner, and the fell vendahl began using the 
  mouth as base for their raids. ideally, the mouth should 
  be placed on the banks of the frostwater lake, but any 
  lake, big river, or frozen coast is suitable.
  Note: unless otherwise stated, visibility in the caverns 
  is Pitch black (–4).
  advenTure hook
  villagers who have suffered at the hands of the ven-
  dahl ask the heroes to investigate in exchange for a re-
  ward of the gm’s choice. alternatively, a relative of the 
  party is kidnapped during the vendahls’ last raid. as a 
  third option, if there is a cleric of Kenaz in the group, he 
  has a vision prompting him to investigate the mouth.
  LocaTions
  1. deadLy cLimb
  Terrain: The 50’ high cliff appears near vertical. a 
  successful notice roll at –4 reveals a narrow, cleverly 
  concealed path winding up the rock face. otherwise, 
  the only option is to climb. This requires a climbing roll 
  at –2. failure causes the character to slip, suffering 2d6 
  damage. a critical failure inflicts 4d6 damage.
  due to the dense fog, the visibility is dark (–2).
  2. bear mouTh
  Two vendahl warriors are on guard just inside the 
  cave entrance. unless the characters make excessive 
  noise, the crash of the waterfall conceals their approach. 
  Treat the warriors as inactive sentries.
  Terrain: The guards have a single torch, which burns 
  with a pale light. lighting is dim (–1).
  Monsters: Two vendahls guards stand here. They 
  have bows (range: 12/24/48; damage: 2d6) and a large 
  signal horn carved from an aurochs’ horn.
   Vendahl Warriors (2): see page 5.
  Tactics: The vendahl are quick to investigate noises 
  coming from below. both cautiously approach and peer 
  over the edge, their bows strung and ready for use. if 
  intruders are detected, they each unleash one arrow 
  before signaling an alarm. should the horn be blown, 
  the dwellers of the Hunters’ Place (Area 7) rush here 
  in 2d4 rounds.
  3. hoT river
  The river is hot, but not enough to be too dangerous 
  to dive into it. draw a card from the action deck every 
  time the party enters the long, winding tunnel. if it is a 
  face card, they stumble across a lone vendahl moving 
  between locations.
  4. dangerous ice groTTo
  Terrain: This great room is submerged to a depth of 3 
  feet with water bubbling up from secondary springs. The 
  water is frozen but, due to the near hot river, the ice isn’t 
  very solid. Treat it as Thin ice. small rocks protrude from 
  The mouTh of The 
  froThing bear
                         
                                
                    
  2
  
  the water, allowing explorers to safely reach the other side 
  of the room. These can be spotted with a notice roll at –2.
  Monsters: any loud noise, including breaking the ice, 
  awakens a swarm of bats. They flock down from the ceil-
  ing the round after the noise is generated.
   Swarm of Bats (1): see page 5.
  5. inreda’s PLace
  This pleasant looking cavern was the home of inreda, 
  the resident cleric who tends the spring. The vendahls 
  haven’t bothered exploring the area, and have yet to 
  discover this room. over the fireplace hangs an iron holy 
  symbol of Kenaz. concealed in a makeshift closet is a pair 
  of iron bracers with a stylized flame engraved on them. 
  The bracers are an alchemical device storing a prolonged 
  blast spell. The spell has a fire trapping.
  6. WeLL To beLoW
  This cavern is blocked by a huge stone. it can be 
  moved away with a strength (–6) roll. The well inside is 
  very deep. at the gm’s discretion, it can lead deeper into 
  the earth— into the largely unexplored land known as 
  ertha’s realm.
  7. hunTers’ PLace
  This room is home to several vendahl warriors and 
  their pet wolves.
  The mouTh of The froThing bear
  3
  
  Terrain: hanging from the ceiling are a number of 
  carcasses, two of which are human. 
  Monsters: unless alerted to the party’s approach by 
  the guards at the entrance or excessive noise, a small 
  group of vendahl is present when the characters enter. 
  They are busy cleaning and sharpening their weapons, 
  and are thus already armed.
   Vendahl Warriors (1 per hero): see page 5.
   Wolves (1 per 2 heroes): see page 6.
  8. dry cavern
  Terrain: The air in the cavern is hot (70° f) and dry. 
  graffiti adorns the walls, though it mainly comprises 
  stylized images. heroes with Kenaz as their patron can 
  make common Knowledge rolls to recognize these as 
  prayers, albeit ones dating back centuries, if not mil-
  lennia. Worshippers of other gods must use Knowledge 
  (religion).
  There is a narrow passage in the wall, but it is con-
  cealed from rocks. a notice roll is required to spot it. 
  The passage in the wall is so thin than only an engro or a 
  character with the small hindrance can use it. 
  Treasure: besta, the vendahl shaman, uses this place 
  to dry herbs. several batches are lying on the warm rocks. 
  There are two doses each of berserker and numbing, 
  herbs and a single stimulant ii herb. The stimulant herbs 
  are designed for canine, not human consumption. using 
  the herbs on any creature other than a canine causes a 
  level of fatigue.
  deducing the nature of the herbs requires a Knowl-
  edge (alchemy) roll. roll once for the three batches. 
  detecting the stimulant as a canine herb requires a raise 
  on the roll.
  9. rocky bridge
  Terrain: The bridge is slippery due to a covering of 
  ice. an agility roll is required to cross it without mishap. 
  a failure means the hero slips, but manages to cling to 
  the edge. he can make a strength (–4) roll each round 
  to haul himself back onto the bridge. a critical failure 
  causes 4d6 damage as the unfortunate explorer slams 
  into the ground 40 feet below.
  10. Warrior’s room
  Three roaring fires arranged in a triangular pattern 
  provide warmth and light. bearskins hang on the walls, 
  and the floor is littered with the spoils of raids. The 
  chamber is home to golth-Khar, the tribe’s champion, 
  and his warriors.
  Terrain: any creature entering a square containing a 
  fire suffers 1d10 damage and has a chance of catching 
  fire.
  Monsters:  if the heroes are stealthy they witness 
  the following scene. a beautiful woman, dressed in rags 
  and with eyes recently blinded, is dragged in. she is 
  inreda the hearthkeeper, cleric of Kenaz. she is forced 
  to dance, blinded, among the fires, while the vendahl 
  mock her and her impotent god of fire. if the heroes 
  are patient, when the dance ends the women from the 
  Females Cavern (area 13) bring in food. The warriors 
  guzzle and drink stolen brandy. after an hour they are 
  drunk (exhausted). one of the bear skins hanging from 
  the walls hide a secret passage for the Shaman’s Room 
  (notice roll to spot it).  if the battle lasts more than 
  10 rounds, the shaman is automatically alerted by the 
  noise.
   Golth-Khar, Vendahl Champion (1): see page 6.
   Vendahl Warriors (2 per hero): see page 5.
  Treasure: The assorted loot hoarded here is worth 
  1,000 gs.
  11. Prisoner’s cavern
  in this room are held the prisoners (and future food) 
  of the tribe. currently there are a fat anari merchant, a 
  young, pretty farmer girl, and a snoring, muscular, man. 
  all the prisoners are free except the snoring man—he is 
  chained to the wall. The last one is a totally mad Tuomi 
  berserker, who attacks whoever awakens him..
  Monsters: The prisoners are guarded from a giant 
  wolf, apparently sleeping on the cavern entrance. mov-
  ing away the rocks from the secret passage can awake 
  both the wolf and the berserker.
   Giant Wolf (1): as wolf except it is size +1 and has 
  Toughness 6. it’s bite causes str+d8 damage.
   Mad Tuomi Berserker (1): use vendahl stats, add-
  ing strength d10,vigor d10, and the berserker edge. 
  12. Tiny Passage
  Terrain: movement through this passage is difficult 
  ground.
  13. femaLes’ cavern
  This room hosts the women of the tribe (2d6 of them) 
  and several children (1d6). The women are busy cooking 
  something on a spit, the meal for the men in the War-
  riors Room. “something” means a man! heroes succeed 
  at a guts roll to avoid being nauseated until they leave 
  the room.  Women and children don’t fight, and will try 
  to escape to alert the warriors.
  14. bear TemPLe
  This room is a temple of ursarix, the bear god of 
  vendahls, adored in the form of a giant bear skull. The 
  room is littered with bones and skulls, the remains of 
  the savage meals of the vendahls. moving in the room 
  requires a stealth roll to avoid alerting the dwellers of 
  the shaman’s room. if the party defiles the giant bear 
  skull, besta, the shaman, suffers –2 to faith rolls until the 
  room is sanctified again, but she becomes immediately 
  aware of the party. 
  heLLfrosT advenTure: xmas 2010
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  heLLfrosT advenTure: xmas 2010
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  15. shaman’s room
  Monsters: if the heroes were stealthy in their ap-
  proach, they can catch besta, the tribe’s shaman, by 
  surprise. she is always with her faithful companions, a 
  couple of wolves. in the room there is assorted jewelry 
  worth 300 gs and an alchemical device: a cloak made 
  with wild goose feather with the shapechange (wild 
  goose only) spell. 
   Besta, Vendahl Shaman (1): see page 5.
  16. sPring’s room
  This room is where the holy spring of Kenaz originates. 
  The lake was used as burial place by an ancient lord of the 
  area, today only known as the lord of the lake. 
  on the bottom of the lake there is the wreckage of a 
  smabyrding (small vessel). The lord’s horse, wife, and 
  treasures (reduced to worthless junk now) are stored 
  inside the hull, while his body rests on the deck. he still 
  grips a magical battleaxe (fair friendship) and a shield. 
  The lake isn’t a safe place because a giant water snake 
  lives in the wreckage and attacks everyone, except bear-
  ers of a Kenaz holy symbol. The vendahls avoid this place 
  because many of them were eaten by the snake. 
   Giant Water Snake (1): see page 5.
  creaTures
      WaTer snake
  an enormous beast, typical of hotter climates, it is a 
  mystery how it reached the mouth’s cavern. his skin has 
  a strange, reddish shading, and his reptilian eyes glows 
  as if he is burning inside.
  Attributes: agility d8, smarts d6(a), spirit d8, 
  strengthd12+4, vigor d10
  Skills: fighting d8, guts d6, intimidation d8, notice d6, 
  swimming d8, stealth d10
  Pace: —; Parry: 6; Toughness: 11
  Treasure: none.
  Special Abilities:
  * Aquatic: Pace 8.
  * Bite: str+d4. his long neck and hunched posture 
  gives it a reach of 3.
  * Crush: The snake may wrap its serpentine body 
  around a target as a grapple. victims suffer damage 
  each round the grapple is maintained. a sea serpent 
  may crush and bite in the same round without incur-
  ring a multi-action penalty.
  * Kenaz’s Beast: The water snake doesn’t attack any-
  one who shows him a Kenaz’s holy symbol.
  * Large: attacks against the water snake receive +2 due 
  the beast size. 
  * Size +4: The water snake measure over 30’ long, but 
  is quite thin.
  sWarm of baTs
  sometimes the most deadly foes come in the small-
  est packages. The swarm described below can be of 
  almost anything—from biting ants to stinging wasps to 
  disease carrying mosquitoes. The swarm is treated just 
  like a creature. When it is incapacitated, the swarm is 
  effectively dispersed. swarms cover an area equal to a 
  medium burst Template and attack every round.
  Attributes: agility d10, smarts d4(a), spirit d12, strength 
  d8, vigor d10
  Skills: notice d8
  Pace: 10; Parry: 4; Toughness: 6
  Treasure: none.
  Special Abilities:
  * Bite: swarms inflict hundreds of tiny bites each 
  round, hitting automatically and causing 2d4 damage 
  to everyone in the template. damage is applied to the 
  least armored location.
  * Mindless: unaffected by Tests of Will, Tricks, or ar-
  cane powers like puppet.
  * Split: bat’s are clever enough to split into two small-
  er swarms (small burst Templates) should their foes 
  split up. The Toughness of these smaller swarms is 
  lowered by –2 (to 4 each).
  * Swarm: Parry +2. because the swarm is composed of 
  scores, hundreds, or thousands of creatures, cutting 
  and piercing weapons do no real damage. area effect 
  weapons work normally, and a character can wave his 
  arms to inflict his damage in strength each round. 
  vendahL
  The vendahl are primitive, cave-dwelling humans who 
  survive by raiding nearby communities. The vendahl are 
  cannibals, and treat any living creature as a source of 
  food. They worship the bear god, ursarix, a very minor 
  deity whose worship is unknown outside the vendahl 
  tribes. Their crude societies are usually led by a female 
  shaman.
  Warrior
  Attributes: agility d6, smarts d4, spirit d6, strength d8, 
  vigor d6
  Skills: climbing d6, fighting d8, guts d8, intimidation 
  d8, notice d4, stealth d6, Throwing d8
  Charisma: –2; Pace: 6; Parry: 7; Toughness: 6 (1)
  Hindrances: all Thumbs, mean
  Edges: combat reflexes, frenzy, snow Walker
  Gear: bearskin (+1, acts as fur), bear claw (str+d6, +1 
  Parry)
  Treasure: meager for every 5 warriors.
       besTa, vendahL shaman
  vendahl shamans are always female. They never leave 
  their caves. besta is an old crone that dominates the tribe 
  thanks to her devious cunning.
                     
  The mouTh of The froThing bear
  5
  The mouTh of The froThing bear
  5
  
  Attributes: agility d8, smarts d10, spirit d10, strength 
  d6, vigor d6
  Skills: climbing d6, faith d8, fighting d6, guts d8, heal-
  ing d8, intimidation d8, notice d4, stealth d6
  Charisma: –2; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: all Thumbs, elderly, mean.
  Edges: arcane background (miracles), level headed, 
  snow Walker
  Gear: Poisoned dagger (str+d4, plus vigor save or para-
  lyzed for 2d6 rounds)
  Treasure: meager.
  Special Abilities:
  * Powers: besta knows the following powers: boost/
  lower trait (strength, vigor, fighting, survival), fear 
  (roar), shapechange (bear only), and stun (roar).
      goLTh-khar, vendahL chamPion
  champions are the best warriors in the tribe, re-
  nowned for their strength, resilience, and brutal atti-
  tude. golth-Kahr is a typical champion. he lost the left 
  eye years ago, thanks to a hearth Knight’s arrow.
  Attributes: agility d6, smarts d4, spirit d6, strength d10, 
  vigor d10
  Skills: climbing d6, fighting d10, guts d8, intimidation 
  d10, notice d4, stealth d6
  Charisma:–3 Pace: 6; Parry: 8; Toughness: 8 (1)
  Hindrances: all Thumbs, mean, one eye
  Edges: combat reflexes, command, fervor, improved 
  frenzy, snow Walker, sweep
  Gear: bearskin (+1, acts as fur), battle axe (str+d8), 
  bear claw (str+d6, +1 Parry).
  Treasure: meager.
  WoLf
  vicious man-eaters tamed by vendahls.
  Attributes: agility d8, smarts d6(a), spirit d6, strength 
  d6, vigor d6
  Skills: fighting d6, guts d6, intimidation d6, notice 
  d10, Tracking d6
  Pace: 8; Parry: 5; Toughness: 4
  Treasure: none.
  Special Abilities:
  * Bite: str+d4.
  * Fleet Footed: Wolves roll a d10 when running in-
  stead of a d6.
  * Go for the Throat: Wolves instinctively go for an op-
  ponent’s soft spots. With a raise on its attack roll, it 
  hits the target’s most weakly-armored location.
  * Size –1: Wolves are relatively small.
  gear
  fair friendshiP
  This ancient battleaxe is partially ruined from the 
  prolonged immersion in water, so the wooden haft 
  breaks on a 1 on the fighting die. once replaced the 
  weapon is perfect again—the metal blade is sharp as 
  the day it was forged. an inscription in hauld saxa on 
  the blade says: “This is the axe of my friend Scatwulf, 
  who gave his life to save mine. On my honor I swear 
  to do the same.” The axe grants +1 Parry and the com-
  mon bond edge.
            
  heLLfrosT advenTure: xmas 2010
  6
  
  © 2010 Triple Ace Games. Hellfrost, Hellfrost Player’s Guide, Hellfrost Bestiary & Hellfrost Gazetteer and all related marks and logos are trademarks of  Triple Ace Games. Savage Worlds, Smiling Jack
  © 2010 Triple Ace Games. Hellfrost, Hellfrost Player’s Guide, Hellfrost Bestiary & Hellfrost Gazetteer and all related marks and logos are trademarks of  Triple Ace Games. Savage Worlds, Smiling Jack
  and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Used with permission.  © 2010. All Rights Reserved.
  and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Used with permission.  © 2010. All Rights Reserved.
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  Welcome to the Triple Ace Games free Christmas 2010 
  Welcome to the Triple Ace Games free Christmas 2010 
  adventure!
  adventure!
  Along the banks of the Frostwater Lake lies a horde of 
  Along the banks of the Frostwater Lake lies a horde of 
  cannibal marauders. These Vendahls have raided hamlets, 
  cannibal marauders. These Vendahls have raided hamlets, 
  farms and small settlements in the local vicinity of their 
  farms and small settlements in the local vicinity of their 
  hideout. The local farmers are desperate for help and are 
  hideout. The local farmers are desperate for help and are 
  looking for volunteers to rid their lands of the terrible 
  looking for volunteers to rid their lands of the terrible 
  raiders.
  raiders.
  In 
  In The Mouth of the Frothing Bear
  The Mouth of the Frothing Bear, the adventurers must 
  , the adventurers must 
  go in search of these violent creatures and dispatch them 
  go in search of these violent creatures and dispatch them 
  quickly. Spend your Christmas exploring the caves in this 
  quickly. Spend your Christmas exploring the caves in this 
  brilliant mini-adventure for Hellfrost!
  brilliant mini-adventure for Hellfrost!
  Murderous Marauders at Large!
  Murderous Marauders at Large!
  
SOURCE: textdata/thevault/Triple Ace Games/Hellfrost/Savage Worlds - Hellfrost - Adv - The Mouth of the Frothing Bear.pdf