TEXT:  
   
   
   
  World’s End 
   
  A Pathfinder Roleplaying Game adventure for 4-6 characters of level 1. 
  The blizzard comes up out of nowhere, its storm clouds rushing overhead as if dragged over the sky by a chariot. One minute 
  you’re travelling through open countryside with spring in the air and a spring in your step, the next you’re fighting for survival 
  against cold, rain, sleet, snow and a howling gale that is threatening to flay the skin right off your body. 
  It seems like an inauspicious start to your adventuring career … 
  … or perhaps not. Who, in truth, knows how to interpret the omens of the gods. Just as all seems lost and you are certain you 
  will freeze to death you spot a light up ahead which resolves itself into the upstairs window of an isolated traveller’s inn. The 
  inn’s sign, swaying crazily in the wind, gives the establishment its name: “World’s End”. 
  Which given how you’re feeling right now seems eerily appropriate… 
   
  Four Dollar Dungeons are standalone adventures designed to be logical, entertaining, challenging, balanced and easily 
  integrated into any campaign world. 
  Each adventure has enough material to last three or more playing sessions and enough experience to raise four characters of, 
  in this case, 1st level up to level 2. Treasure is commensurate with the encounter challenges faced and scaling information is 
  included for adventuring parties of five or six. 
  This adventure takes place in Asgard. 
  
   
  World’s End 
  By Richard Develyn 
   
  Cover Artwork: Bradley K. McDevitt (bkmcdevitt@yahoo.com www.bradleykmcdevitt.net) 
  Inner Artwork: Bradley K. McDevitt, some artwork copyright William McAusland, used with permission, V.Shane, Publisher’s Choice Quality 
  Stock Art © Rick Hershey / Fat Goblin Games. Playtesters: Adam Bates, Chris Forrest, Stuart Kevin Smith, Joe Lawrie, Ian Porteous, Arran 
  Corbet, Jeff Slaughter 
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc. See http://paizo.com/pathfinderRPG for more 
  information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not endorse this product. 
  Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks 
  of Paizo Inc., and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more 
  information on the compatibility license. 
   
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open 
  Content: artwork, cartography and non-game-rules-related text. The names and stat-blocks of all creatures are declared as Open Game Content. 
   
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game product are Open Game Content, as defined in 
  the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any 
  form without written permission.
  
   
  World’s End 
  1.4 
  3 
  Contents 
  Background ............................................................................... 4 
  Norse Mythology ................................................................. 4 
  Notes for the Games Master .................................................... 4 
  Overview .............................................................................. 4 
  Style of Play.......................................................................... 5 
  Language .............................................................................. 5 
  Maps .................................................................................... 5 
  Encounter Summary ................................................................. 6 
  Treasure ............................................................................... 6 
  Scaling .................................................................................. 7 
  World’s End .............................................................................. 8 
  The Drinking Game .............................................................. 8 
  The riddles....................................................................... 9 
  The Next Morning (CR 1).................................................... 10 
  Breakfast ............................................................................ 11 
  Freyr ................................................................................... 12 
  Gullinbursti ........................................................................ 12 
  Asgard and The Hunt for Odin ................................................ 13 
  Asgard ................................................................................ 13 
  Iceland ............................................................................... 13 
  People ................................................................................ 13 
  Travel and Subsistence ...................................................... 14 
  An Honest Day’s Treasure .................................................. 14 
  Clues to the Whereabouts of Odin .................................... 14 
  Freyja ...................................................................................... 16 
  Getting There ..................................................................... 16 
  Fólkvangr ........................................................................... 16 
  Sessrúmnir ......................................................................... 16 
  Freyja’s Cats (CR 1)............................................................. 17 
  Catching Mice................................................................ 17 
  Freyja ................................................................................. 17 
  Dorado (CR 2) ..................................................................... 18 
  Conclusion ......................................................................... 19 
  Yggdrasil.................................................................................. 20 
  Getting There ..................................................................... 20 
  The Tree ............................................................................. 20 
  The Norns........................................................................... 20 
  Urðr (CR 1) .................................................................... 20 
  Verðandi ........................................................................ 21 
  Skuld (CR 1) ................................................................... 22 
  Ratatoskr ............................................................................ 23 
  Thor ........................................................................................ 24 
  Getting There ..................................................................... 24 
  Bilskírnir ............................................................................. 24 
  Sif ....................................................................................... 24 
  Skrýmir’s Boot (CR 2) ......................................................... 25 
  Skrýmir ............................................................................... 26 
  Þrymr ................................................................................. 26 
  Sigurd and Fáfnir (CR 2)................................................. 27 
  Þrymskviða .................................................................... 27 
  Loki ......................................................................................... 28 
  Baldr (CR 3) ........................................................................ 28 
  Svaðilfari (CR 2) .................................................................. 29 
  Return ................................................................................ 31 
  Njörðr and Skaði ..................................................................... 32 
  Getting There ..................................................................... 32 
  Öskjuvatn ........................................................................... 32 
  Njörðr (CR 2) ...................................................................... 32 
  Skiing ............................................................................. 32 
  Fishing ........................................................................... 33 
  Skaði (2 x CR 1)................................................................... 33 
  The Dwarves ........................................................................... 36 
  Into the Underworld (CR 1) ................................................ 36 
  Andvari ............................................................................... 37 
  Fjalar and Galar (CR 2) ....................................................... 38 
  Return ................................................................................ 39 
  Bifrost ..................................................................................... 40 
  Getting There ..................................................................... 40 
  The Bridge .......................................................................... 40 
  Himinbjörg (1 x CR 1, 2 x CR ½) .......................................... 40 
  The Black Gates ............................................................. 41 
  The House of the Horn .................................................. 41 
  The Ride of the Valkyries! ............................................. 42 
  Valhalla ................................................................................... 43 
  Frigg ................................................................................... 43 
  Glossary .................................................................................. 44 
  People ................................................................................ 44 
  
   
  World’s End 
  1.4 
  4 
  Places in Asgard and other Norse terms ............................ 44 
  Places in Iceland ................................................................. 45 
  Bestiary Reference .................................................................. 46 
  Item Reference ....................................................................... 47 
  Rules Reference ...................................................................... 48 
  Spell Reference ....................................................................... 52 
  Riddle Worksheets .................................................................. 56 
  Artwork ................................................................................... 64 
  OPEN GAME LICENSE Version 1.0a ......................................... 69 
   
  Background 
  “The World’s End” is not only an Inn for travellers, it’s also an 
  Inn that travels. 
  Made and controlled by Odin, chief deity of the Norse Pantheon 
  and occasional ruler of Asgard1, Odin uses it whenever he 
  wishes to go a-wandering, taking with him his wife Frigg and 
  anyone else who wants to come along for the ride. 
  Additionally, the Inn has the property of transforming itself plus 
  any contents, living or non-living as long as they originated from 
  Asgard, into forms suitable for their destination. So, for 
  example, if Odin wishes to travel to a world made from fire, the 
  Inn will become made-from-fire when it arrives and either grant 
  Odin and its Asgardian occupants immunity to fire or transform 
  them into flame-beings as well. If, alternatively, the Inn was 
  sent to a world which was entirely underwater, the Inn would 
  become buoyant or water-resistant on arrival and grant its 
  Asgardian occupants swim speeds, water breathing, or 
  whatever else was needed. 
  This transformation performed by the Inn also includes size, 
  which is just as well given that Asgard operates at a scale which 
  is three times bigger than that of most other worlds. Non-
  Asgardian occupants, however, do not gain this adjustment, 
  meaning that any creature that hitches a ride back to Asgard in 
  the Inn is likely to get a bit of a shock. 
  Which is exactly what happens to the PCs when they wake up 
  the next morning after an “interesting” drinking game in The 
  World’s End Inn the night before and find that they have been 
  transported into a land made for Cloud Giants peopled by gods! 
  Norse Mythology 
  This adventure assumes not only the existence of the gods of 
  the Norsemen such as Odin, Thor, Loki and so on, but also that 
  the stories or myths associated with these deities is real and “in 
  progress” – i.e. some of the myths have taken place, some have 
  not begun and some are half-way through. Indeed, this 
  adventure transports the PCs into Asgard and then either drops 
                                                                          
  1 i.e. when he can be bothered 
  them into the middle of a number of these myths or places 
  them in situations which are a direct repercussion of the events 
  of these myths. 
  All this doesn’t mean, however, that either you or your players 
  have to be familiar with Norse myths in order to enjoy the 
  adventure, but for those of you who are the events of this 
  adventure occur at a point in time characterised by the 
  following: 
  1. 
  The Æsir and the Vanir have had their war and Freyr, 
  Freyja and Njörðr have joined up with Odin. 
  2. 
  Odin has spent time at Yggdrasil and lost one of his 
  eyes. 
  3. 
  The building of Asgard’s Wall is in progress so Odin 
  doesn’t have his eight-legged horse Sleipnir yet. Loki 
  is still trying to puzzle this one out as explained under 
  the section on Svaðilfari. 
  4. 
  The events of The Mead of Poetry have taken place, 
  and are picked up on in the chapter on The Dwarves. 
  5. 
  Idun’s Apples have been stolen and returned. The 
  thief, Þjazi, has been slain and his daughter, Skaði, 
  rather unwisely married of to Njörðr. Njörðr and 
  Skaði haven’t split up yet and their story is picked up 
  on the chapter that deals with the two of them. 
  6. 
  Another unwise marriage, that of Freyr to Gerðr, has 
  also taken place, and is referred to in the section on 
  Freyr. 
  7. 
  Freyja’s little “adventure” with the dwarves detailed 
  in “The Necklace of the Brisings” has happened, as 
  Odin tests her out again in the chapter that deals with 
  Freyja. 
  8. 
  Thor has already had his misadventure with Skrýmir, 
  when he decides to spend the night in his glove, and 
  is currently half way through his second crazy tale 
  where he dresses up as a bridesmaid in order to fool 
  the giant Þrymr (colloquially known as Thrym). 
  9. 
  Loki is currently with Thor. Baldr is still very much 
  alive and irritating Loki no end though Loki’s principle 
  problem is with Svaðilfari. 
  10. Thor’s wife, Sif, has a metallic wig, thanks to Loki 
  having stolen her original golden hair. Clearly, 
  though, Thor has forgiven Loki now for his little 
  indiscretion. 
  Notes for the Games Master 
  Overview 
  Taking shelter from a sudden blizzard the PCs find themselves 
  in The World’s End Inn where they are challenged to a drinking 
  game by its otherwise friendly occupants. This drinking game is 
  a bit unusual in that it consists of the PCs having to give their 
  opinion on the character and situations surrounding various 
  Norse gods over a series of 8 “riddles”. 
  
   
  World’s End 
  1.4 
  5 
  The last riddle is delivered by Odin himself, 
  arriving from his wanderings in the PCs’ 
  world and now ready to return to Asgard. 
  The next day the PCs discover that they 
  have been transported back to Asgard 
  with him and that everything, including 
  the Inn itself, is three times bigger than it 
  should be. 
  Odin, apparently the only one who knows 
  how to control the Inn, has disappeared, 
  so the PCs must venture out into Asgard in 
  order to seek him out and ask him for help 
  in getting back. Unfortunately, all of the 
  avenues that lead to him turn out to be false, but along the way 
  the PCs get to meet the various deities that they commented 
  on in their riddles in the Inn, which leads to a number of 
  “interesting” encounters and exchanges of opinion.  
  Eventually Loki, the trickster god, suggests to the PCs that they 
  might attempt to make their own way home by descending the 
  Bifrost bridge itself, though this turns out to be both bad and 
  dangerous advice, almost ending up with the PCs being 
  overwhelmed 
  near 
  Heimdallr’s 
  residence 
  Himinbjörg. 
  Fortunately for them, however, the PCs succeed in using 
  Heaimdallr’s horn, Gjallarhorn, to summon Valkyries for help, 
  and in this way end up in Valhalla, albeit as guests rather than 
  honoured heroes. 
  There the PCs get to meet Odin’s wife, Frigg, who it turns out 
  can also control the World’s End Inn and who, after discussing 
  with them what they have learned from their time in Asgard 
  and their thoughts on the Norse gods, takes them back to their 
  own world and sets them back on the path to their next 
  adventures. 
  Style of Play 
  The main thrust of this adventure is to give you and your players 
  the opportunity to discuss in character all sorts of interesting 
  moral conundrums as experienced by the Norse gods through 
  their myths. During the drinking game you, the GM, present 
  these conundrums in riddle form, inviting the PCs to comment 
  on them and noting down their answers, using the worksheets 
  provided here if you wish. Later on in the adventure you play 
  the part of the very gods that they commented on in order to 
  reflect back to them what they said and so “discuss things 
  further”. 
  News in Asgard travels fast, so if the PCs in the second riddle, 
  for example, suggested that they thought Freyja was a bit of a 
  loose woman, then later on when they actually get to meet her 
  she will doubtlessly want to know exactly what they meant by 
  that! 
  These exchanges cannot result in violence, of course. The PCs 
  are too powerless to do anything to harm the gods and the gods 
  will not demean themselves by resorting to such behaviour. 
  Even Loki, who will be quite friendly during their encounter and 
  only trick them right at the end, will have 
  no interest in harming the PCs whatever 
  they might do. What would be the point? 
  As well as this strong role-playing element 
  some of the normal components of an RPG 
  adventure are also present here. There are 
  monsters to be fought, skill challenges to 
  be overcome and puzzles to be solved. 
  There is also wealth to be gained - the 
  equivalent of treasure, though received as 
  gifts and payments rather than stolen loot. 
  Free-form or sand-box style play is, 
  however, quite limited, as Asgard is far too 
  dangerous a place for 1st level PCs to explore unaided. 
  This being an adventure based on myths the style of play also 
  tends to follow this pattern – i.e. it’s very narrative based. There 
  are eight little stories presented here for the PCs to participate 
  in, those relating to Freyr, Freyja, Yggdrasil, Thor, Loki, Njörðr 
  and Skaði, the Dwarves and Bifrost. Freyr’s little encounter 
  begins the adventure and Bifrost’s dangerous encounter ends 
  it. Apart from these two, the PCs will have some choice about 
  what order they tackle the remainder in however once they are 
  within a particular story, progress tends to be pretty linear. 
  Obviously, this adventure will best suit players who like to get 
  into character and role-play, as well as doing the normal tactical 
  stuff like fighting monsters and solving puzzles. Note, though, 
  that the role-play elements do not have a right or wrong 
  element to them as such and there are no role-play “puzzles” 
  to solve. In my opinion role-play should be all about flavour and 
  style and an adventure should never proscribe particular role 
  play behaviours for success. That means, of course, that you 
  can treat the whole of the role playing elements as optional, 
  but I feel you will be missing out on the potential of this 
  adventure if you find yourself needing to do so. 
  Language 
  I have used the Icelandic / Norse language as much as possible 
  in this text, in order to convey the proper flavour of the setting. 
  The Glossary towards the rear of this adventure provides 
  anglicised versions of some of the names as well as giving you 
  a handy summary of who and what everything is. 
  Maps 
  There are four maps in this adventure: the regional one of 
  Asgard itself plus three tactical maps. 
  The scale for the regional map is one square to 100 miles, the 
  scale of the tactical maps is one square to 10 feet. The regional 
  map is presented more as a piece of artwork than as an 
  accurate map since the PCs in this adventure do not get to plan 
  their journeys around Asgard in any detail having to rely instead 
  on getting around in the company of others. In other words, 
  although the regional map gives an idea of where everything 
  
   
  World’s End 
  1.4 
  6 
  encountered in Asgard can be found, ultimately this is not 
  important. 
  The tactical maps detail three encounters which benefit from 
  illustration, i.e. which have some tactical element to them such 
  as the position of furniture and so on. Two of these have 
  players’ versions provided which merely omit the labelling, the 
  third one doesn’t since it has no labels anyway. 
  The reason there are so few maps in this adventure is because 
  (a) a lot of the encounters are skill tests and (b) most combats 
  occur in situations which are either: 
  1) 
  very plain and so hardly deserving of a tactical map 
  (such as the Slurk or the Crysmal in caves), or 
  2) 
  happen in fairly free-form wilderness locations, 
  where you might as well make best use of any players 
  mats you might have before reaching for the drawing 
  pen (such as the Draugr, the Viper, the Thoqqua or 
  the Ice Elemental), or 
  3) 
  best left to the GM’s discretion (such as the fight with 
  the big cat on the dining room table).  
  Encounter Summary 
  The following table summarises what can be found across the 
  whole adventure. The encounter tables further down split this 
  up by each individual area. 
  Type 
  Number 
  Description 
  Easy 
  (CR < 1) 
  2 
  (CR ½) Flaming Skull 
  Average 
  (CR 1) 
  8 
  Giant Spider (medium) 
  Elemental, ice (small) 
  Flaming Skull x 2 
  Skill Test (cart descent) 
  Skill Test (catching mice) 
  Skill Test (cold survival) 
  Skill Test (going through hedge) 
  Viper (tiny, difficult circs.) 
  Challenging 
  (CR 2) 
  6 
  Cat (leopard) 
  Draugr 
  Rat, Dire, intelligent x 6 
  Slurk 
  Skill Test (skiing) 
  Thoqqua 
  Hard 
  (CR 3) 
  1 
  Crysmal 
  As can be seen, this is not a particularly challenging set of 
  encounters, certainly not as challenging as other adventures in 
  this series. This is a deliberate design decision. 
  Treasure 
  This adventure does not lend itself to the standard “kill the 
  monsters and take their treasure” trope, because anything in 
  Asgard which is powerful enough to have treasure is going to 
  be too powerful for the PCs to defeat. 
  Although there are a few little trinkets which the PCs can pick 
  up along the way, the PCs will gain the vast majority of their 
  wealth in the following two ways: 
  1) 
  They will earn most of it by working for it as a 
  background activity, as explained in the section “An 
  Honest Day’s Treasure”. 
  2) 
  They will receive gifts from the divine inhabitants of 
  Asgard that they interact with. 
  As explained under Travel and Subsistence, over the course of 
  this adventure PCs will receive 750 gp which they can spend on 
  whatever items they like, or even take some of it home. 
  Additionally, the PCs can pick up five to seven “gifts” as follows: 
  1) 
  From Freyr, one of Gullinbursti’s bristles 
  2) 
  From Freyja, a feather from her cloak 
  3) 
  From Ratatoskr, a rune stone with the letter R 
  4) 
  From Sif, a strand of her golden hair 
  5) 
  From Loki, a magical sprig of mistletoe 
  6) 
  From Skadi, the crystallised tear from her father 
  7) 
  From the dwarven area, a potion bottle with residue 
  of The Mead of Poetry 
  With four players you will need to miss out two of these 
  treasures, perhaps those from Freyr and Sif, whereas with five 
  players you should miss out one. Since at the final encounter in 
  Bifrost the PCs will have to sacrifice one of them to survive, at 
  the end of the adventure the number of gifts that the PCs will 
  depart with will be equal to their number. 
  Each of these gifts can be sold for 360 gp. Their exact nature 
  and power is described at the end of this adventure in the 
  section on Item Reference. 
  In terms of treasure-balance, without taking into account any 
  scaling considerations, the total amount of treasure which 
  should be present according to the encounter CRs here is 6440 
  gp, however because PCs are effectively receiving the vast 
  majority of their treasure as hard cash to purchase whatever 
  items they want, the amount of treasure in the adventure has 
  been reduced to be in line with the amount of wealth that a PC 
  might be expected to have by the time they reach 2nd level (the 
  “Wealth By Level” measure, which for 2nd level PCs equals 1000 
  gp). 
  Therefore, each PC can finish this adventure with 750 gp worth 
  of items that they have had made plus one special magic item 
  which they will have gained which they can sell for 360 gp. 
  
   
  World’s End 
  1.4 
  7 
  Scaling 
  Given that this adventure is not easy for parties of 4 characters, 
  there’s no problem running it as it stands for parties of 5 or 6, 
  particularly if the players are inexperienced. 
  Alternatively, the various encounters, experience and treasures 
  could be scaled up in order to present the same degree of 
  challenge for larger parties. 
  For encounters, I would recommend doing one of the following: 
  1) 
  Increase all opposition HPs by 50% (for 1 extra PC) or 
  by 100% (for 2 extra PCs). 
  2) 
  Add or subtract 1 (for 1 extra PC) or 2 (for 2 extra PCs) 
  to every die roll made during the adventure, in an 
  advantageous way for the opposition and in a 
  disadvantageous way for the PCs. 
  3) 
  Apply a +2 (for 1 extra PC) or +4 (for 2 extra PCs) to 
  every prime characteristic of the opposition and work 
  out the consequences. 
  There’s nothing stopping you using whichever approach you 
  like, even using different approaches for different encounters, 
  however my preferred method is the first. Although changes in 
  HP are not hugely realistic, this change is the least intrusive to 
  the tactics and structure of the encounters in this adventure 
  and therefore the easiest to manage. 
  Whichever scaling technique you use, you should also increase 
  the experience points awarded for each encounter by 25% (for 
  1 extra PC) or by 50% (for 2 extra PCs). In this adventure, 
  treasure doesn’t need to be scaled as it is effectively awarded 
  individually. 
  Area 
  Encounter 
  CR 
  XP 
  The Next Morning 
  Giant Spider 
  1 
  400 
  Freyja’s Cats 
  Skill Test catching mice 
  1 
  400 
  Dorado 
  Draugr 
  2 
  600 
  Urðr 
  Tiny Viper in difficult circumstances 
  1  
  400 
  Skuld 
  Skill Test going through hedgerow 
  1 
  400 
  Skrýmir’s Boot 
  Slurk 
  2 
  600 
  Sigurd and Fáfnir 
  Cat (aka leopard) 
  2 
  600 
  Baldr 
  Crysmal 
  3 
  800 
  Svaðilfari 
  Thoqqua 
  2 
  600 
  Njörðr 
  Skill Test skiing down a mountain 
  2 
  600 
  Skaði 
  Skill Test surviving the cold 
  Small Ice Elemental 
  1 
  1 
  400 
  400 
  Into the Underworld 
  Skill Test travelling down a cart 
  1 
  400 
  Fjalar and Galar 
  6 Intelligent Dire Rats 
  2 
  600 
  Himinbjörg 
  Flaming Skulls: two at once 
  Flaming Skulls: one at a time 
  1 
  2 x ½ 
  400 
  400 
  Total 
   
   
  8000 
  
   
  World’s End 
  1.4 
  8 
  World’s End
  Given its isolated position and the fact that no road runs to it, 
  the World’s End inn is surprisingly large. PCs who wish to 
  investigate in the horrible weather before entering will find 
  that they have come across a sturdy two-storied stone building 
  with a tiled roof, approximately 100’ x 50’ with two single-
  floored out-buildings at the back each about 50’ x 40’. The out-
  buildings and the main building together make the shape of a 
  “U”, with the bit between the two out-buildings at the back 
  consisting of a cobbled courtyard. All of the windows are glass 
  and shuttered apart from the one solitary window over the 
  front door which is glass, closed but not shuttered, and which 
  is allowing the light of a single lantern to shine out into the 
  unwelcoming night. 
  The main door into the inn is stiff, requiring a DC 10 Strength 
  check to open, though giving way suddenly and so announcing 
  the presence of new arrivals into the inn’s tap-room as it flies 
  open. All conversation within ceases when this happens as the 
  occupants, all of a remarkably “Viking” persuasion, turn to look 
  at the PCs in the doorway. This “look” lasts just a little longer 
  than comfortable before a tall, middle-aged woman with long 
  golden hair at the bar calls out to the PCs to get in and shut the 
  door as can’t they see that it’s freezing cold outside … 
  … which acts as a trigger to the Vikings in the room as they all 
  spring to life, get the PCs in, help them out of their wet clothes, 
  close the door, give them chairs by the fire, bring them food 
  and drink, and so on. 
  Everybody will then be very friendly and the PCs will find 
  themselves the object of much attention. Fighters will be asked 
  their opinion on martial matters by other warriors, clerics will 
  be asked about their views on religion and magic-users will find 
  themselves in conversation with other practitioners of the arts. 
  About half an hour after their arrival the barmaid, Hlín2, will tell 
  the PCs that they are welcome to stay the night without charge 
  as she can see that they are clearly novices out on their first 
  forays into the wild world. The World’s End inn has a reputation 
  for being hospitable to “independent champions”, as she likes 
  to term them, and one day, she’s sure, they will be able to pay 
  her back with a favour or two of their own. 
  So for now, the PCs will be invited to relax and enjoy themselves 
  in the company of other good men and women out to make the 
  world a better place, and any PCs who wish to detect alignment 
  will find that they are surrounded by hordes of chaotic good 
  people (some of it overwhelming, which will stun evil PCs, who 
  will then be thrown out the door and abandoned to be eaten 
  by wolves). 
  DC 
  Summary 
  10 
  Strength check to open the tavern door 
                                                                          
  2 in fact, the goddess Frigg, though this will not be detectable 
  by the PCs 
  The Drinking Game 
  As the evening progresses and the storm outside shows no sign 
  of abating the mood of the conversation will turn jovially 
  towards the PCs. Having at first been solicited for their views, 
  the PCs will now be teased about the over-confidence of their 
  replies. Eventually a hearty but pleasant peasant-like fellow 
  called Byggvir will challenge the PCs to a drinking game which 
  he says will test their wisdom and fortitude. It’s a tradition here, 
  and as everybody gathers around and the PCs see purses 
  coming out and coins jingling Byggvir will explain to them how 
  the contest will make them a good sum of money, without risk, 
  if they are able to stop themselves “passing out” from the drink. 
  The rules of the game are simple. The PCs will be asked a 
  number of riddles or conundrums to test their wisdom. There 
  are no right or wrong answers, each PC must simply state how 
  they feel about each situation described to them. Each PC will 
  be paid for each riddle that they answer – 1gp for the first, 2gp 
  for the second, and so on up to 8gp for the eighth – though this 
  amount will be doubled if the PCs give particularly good or 
  eloquent answers3. After each riddle each PC must drink a pint 
  of barley ale and try not to fall unconscious. A PC that does fall 
  unconscious is out of the game and cannot be revived by 
  his/her fellows. Byggvir and Hlín will swear to the PCs that no 
  harm will come to them if they do pass out and that in fact 
  they’ll merely be taken up to their rooms with their winnings 
  and allowed to sleep off their drink. 
  This game is often played with newcomers as there are many 
  here who believe that the word of men and women who are as 
  yet unsullied by the experiences of the world is a word worth 
  hearing. 
  The barley ale served by Byggvir is strong, though not in any 
  way poisonous. Imbibers gain no benefit nor lose any abilities 
  from drinking it – basically the ale either hits you between the 
  eyes and you pass out or you survive well enough to continue. 
  The Fortitude DC to avoid passing out is equal to the number of 
  pints of barley ale drunk (i.e. DC 1 for the first, DC 8 for the last). 
  Whilst the PCs are drinking, they will only need to save just after 
  taking another drink. Once the game is over, however, they will 
  need to carry on saving every 10 minutes unless magically made 
  sober again. 
  Chances are that at least some PCs will see the game all the way 
  through but all of them will pass out in the end. 
  Should some of the PC’s not wish to participate, either because 
  they don’t drink or for whatever other reason, they can still do 
  the questions and answers but without reward, and they will 
  find themselves passing out in any case when the Inn makes the 
  transition to Asgard later that night. 
  3 no diplomacy rolls here – this is entirely a role-play encounter 
  
   
  World’s End 
  1.4 
  9 
  Once the PCs agree to the game4, they will be sat at the main 
  table in the tap-room, a gold piece plus a pint of barley ale 
  placed in front of them, and then Byggvir will begin by asking 
  the first riddle. 
  The riddles 
  In each case, a riddle will be preceded with the statement: 
  Tell us now, then, bold adventurers, since you think that you 
  know everything … 
  And once the answer given by the PCs has been heard and 
  considered, and further explanations been provided by the PCs 
  as they are questioned further on their reasoning, the Vikings 
  will chant: 
  Fairly spoken, we agree, though some we know may well 
  object, 
  Now take your coin and drink your beer and let us hear what 
  you say next! 
  After that, the PCs must drink. 
  Don’t forget to use the worksheets provided in this adventure 
  to note down the main points of what everyone says during this 
  game, as word of the PCs’ “wisdom” will precede them 
  everywhere they go to from now on. 
  The 1st riddle 
  Byggvir will ask the following: 
  You may have heard how Freyr desired 
  the beauteous Gerðr for his bed 
  but lest he fail to win her hand 
  he sent his servant there instead. 
  Who offered Gerðr gold and youth, 
  and even Freyr’s own magic sword 
  but when she constantly refused, 
  he used dire threats to get her word. 
  So Freyr obtained his lovely bride 
  with curses, surrogates and threats. 
  Should he be proud of such an act? 
  Or is it one he should regret? 
  The 2nd riddle 
  A tall shield maiden, blonde and muscular, will put aside her 
  shield next to the table with a loud clang, and look at the PCs 
  levelly in the eyes. 
  My patroness, the goddess Freyja 
  though strong as any warrior known 
  is not averse to using pleasure 
  if you have something she would own. 
                                                                          
  4 it is hoped they all do, as this is just a bit of fun with everything 
  to gain and nothing to lose, though ultimately it only enriches 
  the adventure rather than being essential to it 
  She has no shame, should her desires 
  on your possessions fasten on 
  and if she doesn’t wish to kill you, 
  she’ll bed you till you pass them on. 
  It’s said that those who give their sex 
  for riches, lose the world’s respect. 
  So tell us now, what’s your position? 
  Is she disgraceful or correct? 
  The 3rd riddle 
  A rather vulgar little man with buck teeth, unpleasant body 
  odour and a coonskin cap will come up to the table next, grin 
  wickedly at the PCs and recite: 
  I know a maiden with blond hair 
  who says, I recollect, 
  that “the future belongs to the children” 
  and “it’s them we must protect.” 
  Her red-headed sister on hearing this 
  rolls her eyes in disbelief: 
  “The world is ruled by adults,” she says, 
  and then the dark one speaks: 
  “What nonsense is this, everyone knows 
  that wisdom comes with age.” 
  Which one of the sisters is a dunce? 
  And which would you call a sage? 
  The 4th riddle 
  A tall, attractive, slender man, in a smart tunic and pantaloons, 
  with a rapier at his side, will weave his way through the Vikings, 
  who seem to let him pass through almost distastefully, get to 
  the PCs’ table and ask: 
  There is no doubt that mighty Thor,  
  murder and mayhem prone, 
  the lightning might be on upstairs 
  but nobody’s at home. 
  And Sif, his wife, for half a brain 
  she’d certainly give thanks, 
  and all the Jötnar that he fights 
  are as thick as two short planks. 
  So should you find you’re threatened by 
  these stupid oafish brutes, 
  how would you use your sharper wits 
  and prove them nincompoops? 
  
   
  World’s End 
  1.4 
  10 
  The 5th riddle 
  In contrast to the previous speaker, a tall red-headed and red-
  bearded man, dressed in furs, will take a long swig of ale from 
  his tankard and slam it down on the table before asking this: 
  They say that the virtues of gods and men 
  are simply and faultlessly measured 
  by watching the children that they raise, 
  so what think-ye of these little treasures? 
  First there’s a wolf to end all wolves 
  (and everything else as well), 
  then second a serpent that swallows ships, 
  and sends all their crews to hell, 
  where the sister lives, whose choice of job 
  is presiding over the dead! 
  What can you imagine the father is like? 
  if these are the children he’s bred. 
  The 6th riddle 
  Hlín herself will ask the next riddle: 
  Njörðr and Skaði were joined in wedlock 
  (a mess beyond recounting) 
  Njörðr rambles on about the oceans 
  whilst she reminisces the mountains. 
  She cannot bear the piercing screeches 
  of the morning gulls that wake her. 
  Whilst he says: “I hate those howling wolves, 
  for the songs of the swans that I hanker” 
  This is all the fault of Odin because 
  he made her choose him by his feet! 
  Were you to encounter this miserable pair 
  how would you now make them sweet? 
  The 7th riddle 
  A dwarf, golden haired, plaited beard, will come to the table 
  next. “The stakes are getting higher,” he’ll observe, before 
  launching onto his particular riddle. 
  You think that you can fool me 
  with your highfaluting principles 
  but I know that adventurers 
  are money-grabbing cynicals. 
  You wouldn’t lift a finger to 
  protect the lives of innocents 
  but when you’re offered lots of gold, 
  you’re eagerness is limitless. 
  They say that you have wisdom, yet 
  I say that claim is counterfeit. 
  It’s only treasure that you want 
  And high time you admitted it! 
  The 8th riddle (Odin’s arrival) 
  At this point the drinking game will be briefly interrupted as the 
  door to the Inn opens, letting in the wind and the cold, and a 
  man in a hooded robe walks in, slamming the door behind him. 
  Any PCs which have passed out by now wake up briefly to see 
  the spectacle. 
  Although for a few seconds everyone in the Inn will go quiet, 
  it’s a passing moment as the man throws back his hood and 
  surveys the tap-room with his one good eye, looking at the PCs 
  with interest. 
  Assuming the drinking game is still going on, after giving a nod 
  towards Hlín for a drink, and divesting himself of his cloak, the 
  one-eyed man will approach the table where the PCs are sitting 
  and present them with their last riddle. 
  Do you consider that it’s wise 
  to hang your body from a tree 
  and pierce your side with a long spear 
  in order that you learn to read? 
  Or would you think it fair exchange 
  for wisdom that is fair and true 
  to give up one of your good eyes? 
  Or do you think it should be two? 
  You’ve heard of Odin, I am sure, 
  “The Lord of Gods” who does not rule 
  but quests for knowledge far and wide. 
  Is he a wise god, or a fool? 
  The speaker is, of course, Odin, and though he is not destined 
  to meet the PCs again during this adventure the PCs answers to 
  his riddle will be referred to by other NPCs encountered in 
  Asgard, in particular his wife Frig at the end. 
  DC 
  Summary 
  Number 
  of 
  drinks 
  Fortitude save after each drink, or after each 10 
  minutes after the last drink, to avoid 
  unconsciousness 
  The Next Morning (CR 1) 
  The PCs have been given a room to sleep in with exactly the 
  right number of beds for their number. These are pretty beds, 
  with sheets and blankets, bedside tables, wardrobes and chests 
  of drawers and a couple of windows which the next morning 
  will have their curtains drawn back, letting in lots of sunshine 
  with a beautiful cool morning breeze. Spring is in the air once 
  again and even from their beds the PCs will hear the sounds of 
  bird song, rustlings of leaves and even the tinkling of a stream, 
  which is odd because as far as they can remember there were 
  neither trees, leaves nor rivers near the Inn on the night before. 
  
   
  World’s End 
  1.4 
  11 
  Even more peculiar, 
  however, is the size 
  of the beds, and the 
  size 
  of 
  all 
  the 
  furniture, and the 
  height 
  of 
  the 
  windows, and the 
  size of the door, and 
  the 
  bloody 
  great 
  spider sitting on the 
  end of one of the PCs’ 
  beds about to attack. 
  Either the PCs have shrunk by two sizes, in game terms, or the 
  rest of the world has increased. 
  In non-game terms, this change of size equates to everything 
  being 3x bigger by length, 9x bigger by area and 27x bigger by 
  volume. For example, the PCs’ beds are 15’ square, 5’ off the 
  ground, 15’ apart. The windows are 15’ up, the door handle 10’ 
  up. A bird perching briefly on the window ledge is 3’ long. A bee 
  that wonders in out of curiosity before buzzing out is 3” across. 
  PCs that were put to bed last night had all of their armour 
  removed and hung next to their weapons in one of the 
  wardrobes. One PC (you choose) will have a giant spider sitting 
  on their bed, about to attack with its web, first, then its bite. 
  (Circumstances, i.e. no weapons and being spread out in the 
  room on beds 5’ up, make this encounter harder than normal, 
  however given that the PCs will have plenty of time to recover 
  from the poison before they encounter anything else I have left 
  the CR of this encounter at 1.) 
  Breakfast 
  After negotiating their stuff out of the giant wardrobes and 
  drawers and reaching up to the bedroom door handle the PCs 
  will have to climb down the stairs (almost literally) to get back 
  to the Inn’s tap-room. This room, in contrast to the night 
  before, will be clean, tidy and empty, with only one long solitary 
  table in the centre, sized for huge giants as everything in the 
  adventure will be from this point on, laid with breakfast places 
  equal to the number of PCs. As the PCs hop down onto the floor 
  the landlady, Hlín, now the size of a cloud giant, will sweep in 
  from the kitchen with several bowls of porridge, a loaf of bread, 
  a hunk cheese, a piece of ham and two full jugs5: one of (weak) 
  ale and another of milk. After setting the stuff down on the 
  table she will lift the PCs onto their chairs and leave them to 
  their breakfast6. 
  Inevitably, the PCs are going to want to ask Hlín all sorts of 
  questions about their predicament, particularly their new size 
  and location, and in answer Hlín will impart the following pieces 
  of information in a broadly speaking sympathetic manner: 
  1. 
  The PCs are in Asgard now, home of the Norse gods. 
                                                                          
  5 sic 
  2. 
  The World’s 
  End Inn is used by 
  Odin to travel to the 
  other 
  planes 
  whenever he wishes 
  to 
  go 
  wandering 
  (which is quite often, 
  by all accounts). 
  3. 
  That strange 
  one-eyed man who 
  arrived late last night 
  was, indeed, Odin, back from his latest wanderings. 
  4. 
  The Inn adjusts itself and any Asgardian natives 
  within it to whatever size is sensible for the locations 
  that it arrives at. Unfortunately, the PCs are not 
  Asgardian natives, so it hasn’t adjusted them. 
  5. 
  The Inn is controlled by Odin. If they want to get back, 
  they’re going to have to go out and find him. 
  6. 
  Hlín has no idea where Odin might be, however she 
  suggests that they go outside and talk to Freyr who is 
  currently getting ready for travel into the rest of 
  Asgard. With a little bit of asking around the PCs 
  6 if any PCs were a bit rude or saucy with Hlín last night then 
  they’re going to be looking pretty foolish now! 
  Giant Spider, Medium 
  CR  1  
  N Medium Vermin 
  Init +3; Senses darkvision 60 ft., tremorsense 60ft. 
  Perception +4 (+8 in webs) 
  Defense 
  AC 14, touch 13, flat-footed 11 
  hp 16 (3d8+3) 
  Fort +4, Ref +4, Will +1 
  Defensive Abilities vermin traits 
  Offense 
  Speed 30 ft., climb 20ft. 
  Melee bite +2 (1d6 plus poison) 
  Special Attacks Web (+5 ranged, DC 12, hp 2) 
  Statistics 
  Str 11, Dex 17, Con 12, Int —, Wis 10, Cha 2 
  Base Atk +2; CMB +2; CMD 15 (27 vs trip) 
  Skills Climb +16, Stealth +7 (+11 in webs) 
  Poison (ex) 
  Type injury (bite); Save Fort DC 14 (con based) 
  Frequency 1/rnd for 4 rnds 
  Effect 1d2 Str 
  Cure 1 save 
  
   
  World’s End 
  1.4 
  12 
  might be able to find clues 
  about where Odin has 
  gone. 
  7. 
  Hlín apologises for the 
  spider in the bedroom but 
  makes the point that the 
  PCs will quickly perish if 
  they try to travel anywhere 
  on their own. Happily, 
  Asgard is in a peaceful 
  phase right now, and given 
  their size they should have 
  no problem finding work in 
  order to sustain themselves 
  and pay for their travel. 
  Hlín will not reveal her true identity at 
  this point, claiming only to be the 
  owner and keeper of the Inn. Once 
  the PCs have finished their breakfast 
  she will get on with domestic chores 
  and be no further use to them, at 
  least for now. 
  Freyr 
  Sitting outside on the driver’s board of a cart full of hay is Freyr, 
  deep in thought with a quill in his hand trying to come up with 
  a poem for his wife, and looking to all extents like a love-sick 
  farmer’s boy trying to woo his sweetheart. 
  All things considered, his method of winning his wife was not 
  very well considered, and all is not well in the garden of Freyr 
  and Gerðr’s relationship. Gerðr hasn’t come to love Freyr in 
  time. Love hasn’t healed all wounds. In fact, most of the time, 
  Gerðr can’t stand the effete twat, particularly when she 
  contrasts him with her father Gymir, whom she very much 
  admires, and who is a man to be reckoned with. Gymir is a 
  terror on the battlefield, whilst her husband Freyr is apparently 
  so awful at fighting that he has to be given a sword that does 
  all the fighting by itself. 
  Gerðr has made Freyr’s life at home such a misery that Freyr 
  has now taken to delivering hay as a means of getting away 
  from his wife and doing something useful with himself7.  At the 
  same time as doing his day-job, he tries to come up with the 
  perfect poem to woo Gerðr back over to him again8. 
  When the PCs meet Freyr around the back of the Inn he will be 
  sitting on the cart with his head in the clouds, which given his 
  huge size and the fact that the cart is gargantuan will be true in 
  more ways than one, trying to think of something inspirational. 
  It’ll take the PCs a bit of shouting to get his attention. 
  Freyr is suffering from writer’s block right now so he could do 
  with the PCs coming up with a few ideas for his next love-poem. 
  Of course, Freyr will have heard what the PCs responses were 
                                                                          
  7 he is the god of harvests, after all 
  to the first riddle last night, so any 
  conversation they have will be made 
  in the context of what was said then. 
  Although things could get a little 
  awkward Freyr will ultimately agree 
  to take the PCs on his hay-wain if 
  they’ll just go around and gather up 
  Gullinbursti, his boar, who seems to 
  have got stuck somewhere in the 
  fields nearby. 
  Gullinbursti 
  Gullinbursti is a gargantuan boar with 
  golden fur and bristles. Despite his 
  size 
  and 
  fearsome 
  nature, 
  Gullinbursti’s placid unless attacked 
  or ordered to attack, so the only 
  danger to the PCs right now will be 
  falling off whilst trying to get on to his 
  back. 
  Despite what Freyr said Gullinbursti is not stuck as such, just 
  unwilling to leave a field where he has found many a tasty 
  mushroom. In order to get him next to Freyr’s Hay-Wane the 
  PCs will have to make 3 successful skill checks with either DC 15 
  Handle Animal checks or DC 15 Ride checks. Handle Animal 
  checks can be performed on the ground; Ride checks must be 
  performed up on the boar itself which will require making DC 
  10 Climb checks to get 20’ up on to its back. PCs may aid one 
  another if trained to do so (Handle Animal) or if in position to 
  do so (Ride). Failing either check by 5 or more results in 
  Gullinbursti moving in the opposite direction, adding 1 to the 
  number of checks that must be made to succeed in the task. 
  If the PCs start to fail dismally in this task Gullinbursti will ask 
  them, in common, what exactly is it that they want and why 
  didn’t they ask him in the first place, and then just go along with 
  them without trouble. 
  DC 
  Summary 
  10 
  Climb check to get on to Gullinbursti (20’ up) 
  15 
  Ride or Handle Animal check to get Gullinbursti 
  to move 
  Once Gullinbursti has been taken to the Hay-Wane, Freyr will 
  cease his romantic ponderings, lift the PCs up on to the hay, 
  tether his boar to the wagon and set off into the main body of 
  Asgard. Somewhere along the way, in some town or village of 
  the PCs choosing, Frey will drop the PCs off so that they can 
  start hunting around for Odin, as described in the next section. 
  As a parting gift, Freyr will give the PCs one of Gullinbursti’s 
  bristles, to help them during their time here. 
   
  8 hopeless 
  
   
  World’s End 
  1.4 
  13 
  Asgard and The Hunt for Odin
  Asgard 
  From a planar characteristic point of view Asgard resembles the 
  prime material plane in every way except these: 
  1) 
  The inhabitants are three times bigger (i.e. two size 
  categories larger). The World’s End Inn adjusts the 
  size of both itself and any Asgardian contents 
  whenever it travels between Asgard and the other 
  planes, but non-Asgardians are generally in for a bit 
  of a shock when they arrive at Asgard regardless of 
  how they get there. 
  2) 
  There is no magnetic north. Compasses don’t work. 
  Non-magical means of knowing direction will not 
  work and it can be assumed that exceptional abilities 
  such 
  as 
  using 
  Survival 
  to 
  determine north 
  will also not work 
  because 
  Asgard 
  runs to a different 
  system 
  of 
  celestial 
  clockwork. Spells 
  such 
  as 
  Know 
  Direction, which 
  specifically refer 
  to North, will also 
  not work. 
  In this adventure Asgard is 
  both the name of a plane of 
  existence and the name of 
  the island which floats on 
  an endless sea in that plane 
  of existence. 
  Asgard the island resembles geographically the island of Iceland 
  in our own world, save that it is three times its length and 
  breadth (i.e. about 750 miles by 400 miles) and therefore nine 
  times the surface area (i.e. about 360K square miles). The 
  highest point on the island, Hvannadalshnúkur, the northwest 
  rim of the crater of the volcano known as Öræfajökull, is also 
  three times as high as in our own world (i.e. about 21,000’). To 
  the inhabitants of Asgard of course, who are themselves three 
  times as big as us, Asgard feels to them the same as Iceland 
  feels to us. Little visitors, i.e. the PCs, will find the place rather 
  impressive9. 
  Iceland 
  Iceland, even normal sized, is an amazing place. Searching on 
  the internet for images of Iceland, particularly “extreme 
                                                                          
  9 not that Iceland needs much help on that score! 
  Iceland”, will show you just how astonishing it can be, and it is 
  easy to see how the Icelandic landscape must have had such a 
  huge influence on those early Nordic bards telling their 
  Asgardian tales. These images were certainly an inspiration to 
  me writing this adventure and I would heartily recommend that 
  you use them as an inspiration for yourself while running it (and 
  remember that everything is three times bigger!) 
  People 
  Asgard is inhabited by humans, dwarves, elves and gods, all of 
  them giants as far as the PCs are concerned. Should you require 
  stats for any of them then use Cloud Giants10 for mortal races 
  and consider gods to be effectively indestructible. 
  The assumption for this adventure is that the “giants”, or 
  jötnar, of the norse myths were not actually giants as such with 
  relation to the other inhabitants of Asgard, apart from a couple 
  of notable exceptions, but rather giants relative to the bards 
  who were recounting the stories. The stories of the Norsemen 
  clearly imagine the gods as huge, apart from when they lived 
  among normal men, so the other races that the gods dealt with 
  and even married must have been huge too. In fact, Jötnar 
  simply means devourer, rather than giant, but in this adventure 
  giants really are giants only because every inhabitant in Asgard 
  is essentially a giant. 
  It is hoped that the PCs will be careful not to offend them.  
  10 but with a speed of 90’; these are not great lumbering 
  lummoxes, these are normal people 3x bigger 
  
   
  World’s End 
  1.4 
  14 
  Travel and Subsistence 
  Dropped in the middle of Asgard with no means to fend for 
  themselves the PCs’ first problem is going to be survival and 
  subsistence. Fortunately, though, Asgard is going through a 
  particularly peaceful and gentle period right now and Asgard’s 
  denizens will find the PCs cute and helpful. As long as the PCs 
  swallow their pride and do whatever is asked of them they 
  should be able to get a decent meal and somewhere to sleep 
  wherever they go whilst they investigate the whereabouts of 
  Odin. 
  As far as travel is concerned, first level PCs are simply not strong 
  enough to go tromping through the Asgardian countryside 
  unaided. The distances between locations are too vast, the 
  wildlife too big, and the countryside at three times the size 
  simply too dangerous for a party of 1st level PCs to have any 
  chance of success or progress.11 
  Though free-form exploration of Asgard cannot be part of this 
  adventure, two other sorts of travel do take place instead: 
  The first comes under the broad heading of subsistence. 
  Once Freyr drops the PCs off at the nearest village to World’s 
  End the PCs will have to continue travelling around in order to 
  investigate where Odin might have gone and to earn “treasure” 
  (see below). This sort of travel is assumed in the narrative of 
  the adventure in the same way that the PCs will be earning their 
  subsistence – i.e. by doing little jobs for traders, explorers and 
  so on. 
  The second form of travel takes place when the PCs head off to 
  or return from a particular adventure location. These journeys 
  are described in detail within the individual adventure chapters 
  that follow. 
  An Honest Day’s Treasure 
  During their stay in Asgard the PCs will not only be earning their 
  keep as described under Subsistence, they will also be receiving 
  mundane and/or magical items in return for services from giant 
  artisans grateful to have had the use of a small pair of hands to 
  help them with the fiddly work. 
  Every time the PCs complete one of the six interim chapters in 
  this adventure (i.e. not including “Bifrost” and “Valhalla”, which 
  conclude it) some of these items will have become available as 
  these craftsmen complete their creations in exchange for the 
  PCs’ work12. 
  The amount available is 125gp per chapter so that after all six 
  chapters have been completed the PCs will have gained 750gp 
  worth of items. Everything is allowed. These items can be 
  collected from the various craftsmen after every chapter 
  except the one on “Thor” and “Njörðr and Skaði” because those 
  chapters lead directly onto the next. 
                                                                          
  11 if they insist, have them tangle with a Dire Wolf or two, and 
  then tell them these seem to be cubs 
  Note that it is perfectly possible to gain items worth more than 
  125gp at a time in this way, it’s just that the PCs will have to 
  wait a while before they are able to cash them in (i.e. if a PC 
  wants a masterwork greatsword worth 350gp, they can have it 
  after three chapters of the adventure assuming they don’t take 
  anything else because 3 x 125gp = 375gp). 
  Clues to the Whereabouts of Odin 
  Exactly when you want to give out these clues is up to you -  
  depending on whether your PCs like to be given one thing to do 
  at a time or be allowed to choose for themselves. There are 
  only three options available at first, each leading to one of the 
  chapters of this adventure, whilst leads to the other three 
  chapters are discovered later on. 
  The first three clues are as follows: 
  1. 
  Odin has been after Freyja for ages and he’s 
  mentioned recently that he has a new stratagem in 
  mind to win her. 
  This leads to the chapter on Freyja, which then provides a lead 
  onto the chapter on Njörðr and Skaði, which then immediately 
  follows on to the chapter on the Dwarves. 
  2. 
  Odin is thinking about returning to Yggdrasil with a 
  riddle for Ratatoskr, the squirrel that runs up and 
  down the tree, in his quest for further wisdom. 
  This leads to the chapter on Yggdrasil. 
  3. 
  Odin often goes to visit his son Thor in Bilskírnir, 
  sometimes in the company of Loki. 
  This leads to the chapter on Thor, which then immediately 
  follows on to the chapter on Loki. 
  All of these clues are ultimately dead-ends, which is why Loki 
  eventually suggests to them that they descend to their own 
  plane themselves via The Bifrost Bridge13. 
  12 which can include jewellery, effectively meaning the PCs can 
  take cash if they want instead of items 
  13 which also turns out to be a bad idea 
  
   
  World’s End 
  1.4 
  15 
   
  
   
  World’s End 
  1.4 
  16 
  Freyja
  Getting There 
  Freyja’s hall, Sessrúmnir, is set within a village surrounded by 
  haunted lands known as the Fólkvangr, about more of which 
  later. 
  This combination of civil and un-civilisation results in a location 
  which is regularly, though not frequently, visited by traders 
  from other places in Asgard. Since Freyja does not appreciate 
  being swamped by merchants, when the PCs decide they want 
  to go to visit her they will find themselves having to travel with 
  a single giant humanoid called Ulf who goes there every month 
  with a couple of wagons full of wares. 
  Ulf a scarred old warrior well able to protect himself against the 
  dangers of the countryside and well thought of by Freyja 
  herself. He will be happy to take the PCs along without asking 
  for anything in return if he can see that they are genuine in their 
  desire to meet her.  
  Fólkvangr 
  Freyja’s hall, Sessrúmnir, and its surrounding village of wooden 
  chalet-style houses, sits at the top of a waterfall known as the 
  Ófærufoss, where the river Nyrðri-Ófæra, having cut through 
  miles of desolate Asgardian plains known as the Fólkvangr, 
  descends across two drops into the chasm known as Eldgjá14 
  below. 
  Between the two falls lies a turbulent lake where brave men 
  test their swimming prowess (DC 20) against a current sure to 
  sweep them 300’ onto the river bed at the bottom of the 
  second waterfall. For the less foolhardy a natural stone bridge 
  can be used to cross the lake instead. 
  An important vision greets the PCs when they first come to 
  visit the lake between the two waterfalls. A huge golden fish, 
  easily six feet long, leaps out of the water and down the 
  second drop, almost seeming to pause in mid-air as the sun 
  shines off its beautiful scaled body. A Knowledge Nature DC 
  15 check identifies the fish as a particularly large species of 
  Dorado, which is normally found in much warmer waters. 
  Nothing can be seen of it subsequent to this vision no matter 
  how much the PCs might peer over the edge. The significance 
  of this vision will become apparent when the PCs finally get to 
  meet Freyja. Until they do any mention of it to the other 
  inhabitants will be met with polite interest but not any 
  seriousness. 
  Freyja’s village is a matriarchy, not only because Freyja herself 
  rules it but also because all of the families within it are 
  dominated by the eldest female relative - typically a sorceress 
  or Völva. This motherly presence soon becomes apparent to 
                                                                          
  14 Ófærufoss, Nyrðri-Ófæra and Eldgjá are all locations in 
  Iceland 
  the PCs when they arrive as they find themselves treated like 
  children by the various matronly giantesses “in charge”. 
  The men of the village all know their place, somewhere or 
  another doing heavy physical work, whilst the women run the 
  village like clockwork. Meal times, in particular, are rigidly 
  adhered to. An inn at the centre of the village gives the men 
  somewhere to have one or two drinks (no more) as the sun 
  comes down before going back home for an early night ready 
  for an early start tomorrow. The women don’t socialise the 
  same way but somehow or another they all seem to know each 
  other’s news as if they were telepathic.  
  The desolate hills known as the Fólkvangr which surround the 
  village are full of the shades of dead warriors, male and 
  female15, gathered up by Freyja and her Valkyries after their 
  death in battle. Most of the time these shades are 
  undetectable, awaiting their call to battle when that fateful 
  time should come. From time to time, however, some of them 
  are invited over to feast in Sessrúmnir, though it is rare to 
  actually see any of them wandering the village streets. The 
  Völva, however, communicate with these shades quite 
  frequently. 
  DC 
  Summary 
  20 
  Swimming in the lake between the two falls 
  15 
  Knowledge Nature to identify the golden fish as 
  a Dorado, normally found in warmer waters 
  Sessrúmnir 
  Freyja’s hall, Sessrúmnir, is a massive rectangular wooden 
  structure that dominates the centre of the village. The main 
  building, 600’ x 400’ x 100’ high, is surrounded by a 20’ wide 
  platform 15’ off the ground that adds another 40’ to its length 
  and breadth. Steps lead up to this platform, each step being 3’ 
  high. 
  Even from the outside it is clear that this is a building of 
  exceptional quality. The pillars that hold the roof over the outer 
  decking look to have been each carved from a single oak. The 
  timber walls are so expertly made that they look like they were 
  made from tree trunks grown specifically for that purpose. 
  Indeed, if it wasn’t for the fact that the building is clearly made 
  from wood, one would almost expect it to have been carved 
  from stone, such is the craftsmanship that has gone into its 
  construction. 
  Carvings of warriors of both sexes decorate the walls and hang 
  from the eaves. From the locations of the windows it is clear 
  that Sessrúmnir has several levels on its extreme ends, though 
  perhaps only one at the middle. Huge wooden doors at the 
  centre of each of the two long sides lead in to its central hall. 
  15 of the PCs size, interestingly, since they come from the PCs’ 
  world.  
  
   
  World’s End 
  1.4 
  17 
  Before the PCs can check out the inside the building, however, 
  they are approached by Freyja’s two cats.  
  Freyja’s Cats (CR 1) 
  Freyja’s cats pull her chariot, making them large cats relative to 
  Freyja, and gargantuan cats relative to the PCs. Being cats, not 
  a lot escapes their notice, and though Freyja will have asked 
  them not to attack anything intelligent (and these are 
  intelligent cats), they see no problem giving some mouse-sized 
  PCs a little bit of a run for their money. 
  Freyja’s cats will bounce over to the PCs as soon as they 
  approach Sessrúmnir, mixing polite interest with barely 
  concealed menace in order to play out their subtle mind-games 
  with them for their own amusement. 
  “Why are the PCs here?” they will want to ask, in fluent 
  common. And where do they come from? What do they want? 
  And why shouldn’t they be eaten? 
  And so on. 
  Eventually the cats will agree to let the PCs pass in exchange for 
  two mice for each cat, which the PCs will have to catch from 
  back in the village. A DC 20 Diplomacy or Wild Empathy check 
  will reduce this to three mice between them (they’ll share the 
  third), and you can also allow some particularly clever bit of role 
  play to reduce the requirement by one more. Regardless of how 
  many mice are required, consider this a CR 1 encounter. 
  DC 
  Summary 
  20 
  Diplomacy check to reduce the number of mice 
  needed from four to three 
  Catching Mice 
  The village around Sessrúmnir is not short of mice and a 
  number of tactics to catch them is presented below. In order to 
  make this part of the adventure varied and interesting I suggest 
  you only allow one mouse to be caught using any one particular 
  tactic. I also suggest that you have each tactic require at least 
  two distinct actions to succeed, such as climbing and shooting, 
  or crafting and melee. The following list presents some 
  examples of how this could be done, but I’m sure you and your 
  PCs can think of others: 
  1. 
  A DC 15 Climb check 30’ up into the rafters of a 
  building, followed by a ranged attack (40’). 
  2. 
  A DC 15 Survival check to track one to its nest, 
  followed by melee combat. 
  3. 
  A DC 15 Perception check to locate a mouse trap 
  (does 2d6 damage) and a DC 15 Disable Device check 
  to set it (failing by 5 or more deals damage to the trap 
  setter instead). 
  4. 
  A DC 10 Craft Alchemy check to produce some rat-
  poison. This poison is harmless to non-rodents unless 
                                                                          
  16 the PCs should be used to these sort of indignities by now 
  taken in huge quantities. Putting it in the right place 
  requires a DC 10 Survival check. 
  5. 
  A DC 10 Swim check to find a mouse half submerged 
  in water. Melee can then take place in waist-high 
  water. 
  6. 
  Magic (only) might be used to persuade one of the 
  village’s cats to hunt a mouse for them. This is 
  extremely risky as the cats here are effectively lions 
  to the PCs. Everything’s possible though. 
  Freyja 
  Once past the cats and through the main doors the PCs will 
  enter Sessrúmnir’s central hall which is decked out with enough 
  wooden tables and benches to hold a feast for 200 (giant) men. 
  The walls of the hall are covered in weapons and shields, giving 
  it a distinctly martial look, and since the hall dominates the 
  building itself it seems that the main purpose of Sessrúmnir is 
  to hold vast feasts for small armies.  
  Although no feast is taking place right now Freyja’s 
  handmaidens will be sweeping the place and keeping it tidy. 
  Despite their domestic appearance it is clear that these women 
  are warriors – although what they hold in their hands are 
  brooms rather than swords, it’s something about the way they 
  hold them. 
  Freyja’s handmaidens will immediately accost the PCs when 
  they see them and ask them what their business is, probably 
  lifting them up on to the tables first so that they can get a better 
  look at them16. If the PCs mention their quest for Odin or the 
  vision of the golden fish that they had earlier then the 
  Mouse 
  N Small Animal 
  Init +3; Senses low-light vision, scent 
  Perception +4 
  Defense 
  AC 14, touch 14, flat-footed 11 
  hp 5 (1d8+1) 
  Fort +3, Ref +5, Will +1 
  Offense 
  Speed 40 ft., climb 20ft., swim 20ft. 
  Melee bite +1 (1d4) 
  Statistics 
  Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 4 
  Base Atk 0; CMB -1; CMD 12 (16 vs trip) 
  Feats Skill Focus (Perception) 
  Skills Climb +11, Stealth +11, Swim +11 
  
   
  World’s End 
  1.4 
  18 
  handmaidens will contact their mistress and Freyja will come 
  across. 
  Freyja is not a happy bunny right now. 
  A few days ago a minstrel called Faðr Galdr visited Freyja 
  claiming to be a traveller from the east. On his hand was a 
  beautiful ring of gold, so exquisitely crafted that it looked like a 
  liquid stream of metal wrapped around his finger, moving as it 
  caught the light. Faðr Galdr explained that the ring was 
  dwarven made, and very rare and very precious, and that he 
  would only hand it to over to her in exchange for one night of 
  passion with her in bed. Freyja readily agreed17 and the next 
  day she had the ring and the minstrel was gone. 
  At this point, of, course, Freyja will look at the PCs to see 
  whether they want to make any comment on her behaviour. As 
  with all of these encounters, word has reached her of their 
  answers to the second riddle that they were presented with in 
  World’s End, and she might just like to challenge them on what 
  they said. Once any awkwardness on that score is over, 
  however, Freyja will go on to explain that the day after Faðr 
  Galdr left, which is also the day before the PCs arrived, the ring 
  slipped off her finger while she was swimming in the lake 
  between the two falls and was then lost. Freyja suspects that 
  she was tricked by Odin in disguise as a test of her greed and or 
  honour, and she is pretty angry about it. 
  If the PCs explain their vision about the fish she will tell them 
  that she thinks that creature was made to steal her ring by Odin 
  as part of his plan. She will not demean herself by grubbing 
  around the river downstream for the fish herself, doubtlessly to 
  the mirth of all the other gods in Asgard, but if the PCs can find 
  it for her18 she would be most grateful and might even be able 
  to suggest to them where Odin might have gone, since Faðr 
  Galdr did say something to her about where he was going next 
  while he was sleeping with her. 
  Dorado (CR 2) 
  Descending into the Eldgjá chasm and following the river 
  Nyrðri-Ófæra beyond will take the PCs out into the midst of the 
  Fólkvangr, i.e. the fields of the slain. 
  Following the river of death downstream19, the PCs will hear 
  the sounds of battle in the distance from time to time, smell the 
  scent of sweat and blood20 carried by a sudden warm gust 
  blowing in from across the plains, or catch sight of a ghostly 
  warrior or two in full armour leaning on a spear or watching 
  them from atop a small hill as if surveying the countryside. 
  Occasionally PCs will also see strange swirls in the river as if 
  something within it was either trailing them or keeping watch 
  on them from its depths. 
  A decidedly spooky place. 
                                                                          
  17 she’s like that, I’m afraid 
  18 which their vision suggests might be their destiny to do 
  19 or is it a dream 
  The river itself is 40’ wide, 20’ deep in the centre, but calm and 
  slow moving now past the two waterfalls (DC 10 Swim check) 
  as if careful not to disturb the surrounding souls of the dead. 
  Anyone who crosses the river by swimming or any other way 
  will see skeletal humanoids swimming beneath them, though 
  these will disappear if they are approached or interacted 
  with21. 
  Fortunately, the Dorado lies beached by the side of the river 
  about 5 miles downstream. The metal of the ring proved toxic 
  to it and the poor fish now lies choked and rotting on the far 
  bank. The PCs will have to cross the river to get over to it after 
  which a DC 10 Survival check will successfully gut the 6’ long 
  carcass and retrieve the ring. 
  Unfortunately, while the PCs are employed with the fish, a 
  Draugr will rise up out of the river and attack them, using its 
  stealth underwater to get close enough to them before striking 
  with surprise22. 
  These Draugr are rejects from those accepted into the 
  Fólkvangr. From time to time the Valkyries that gather up the 
  dead from the battlefields pick a bad-egg instead of the normal 
  noble slain that they are after, and these rotten souls are 
  eventually expelled by the warrior shades in the plains and 
  forced into the river to rot for eternity. 
  20 and less pleasant things 
  21 but they’re not illusions! 
  22 if it gets it 
  
   
  World’s End 
  1.4 
  19 
  Only one Draugr will attack the PCs now, but more will come if 
  the PCs don’t high-tail it back to Sessrúmnir before sundown. 
  The Draugr will not pursue far inland, however, but PCs who 
  leave the side of the river will need to make DC 10 Will saves 
  every hour to avoid becoming frightened and fleeing back to it. 
  DC 
  Summary 
  10 
  Swim check in the river 
  10 
  Survival check to gut the Dorado and retrieve 
  the ring 
  10 
  Will save every hour if away from the river, to 
  avoid becoming frightened and running back to 
  the river 
  Conclusion 
  Whilst Freyja angry was almost an embarrassment to behold – 
  basically a middle-aged woman having a strop – Freyja 
  becalmed is once more the elegant beauty of legend. She 
  thanks the PCs profusely for their help, all charm and smiles as 
  she gazes with ill-concealed vanity at the ring now once more 
  on her finger. Around her, her handmaidens endure her 
  emotional displays with tolerance; they’re used to her swings 
  of mood and are unquestioning of the ways of the gods. 
  Freyja tells the PCs that Faðr Galdr said he was going to visit her 
  father Njörðr and his new wife Skaði up in the mountains next, 
  which she found somewhat puzzling until she realised that this 
  was probably Odin in disguise. Odin set up the marriage 
  between Njörðr and Skaði some months ago and it hasn’t been 
  going well so perhaps he was on his way over to see if there was 
  anything he could do to help. 
  You can never be sure with Odin. 
  Freyja presents a final gift to the PCs in thanks for the ring just 
  before they leave: an eagle feather from her cloak. 
  Draugr 
  CR 2 
  CE Medium undead (water)  
  Init 0; Senses darkvision 60 ft., Perception +6 
  Defense 
  AC 14, touch 10, flat-footed 14 
  hp 19 (3d8+6) 
  Fort +2, Ref +1, Will +3 
  DR 5/bludgeoning or slashing; Resist fire 10 
  Defensive Abilities Undead traits 
  Offense 
  Speed  
  30 ft., swim 30 ft. 
  Melee  
  greataxe +5 (1d12+4/×3 plus nausea) or 
    
  slam +5 (1d10+4 plus nausea) 
  Power Attack 
   
  greataxe +4 (1d12+7/x3 plus nausea) or 
   
  slam +4 (1d10+7 plus nausea) 
  Offense 
  Str 17, Dex 10, Con —, Int 8, Wis 10, Cha 13 
  Base Atk +2; CMB +5; CMD 15 
  Feats Power Attack, Toughness 
  Skills Climb +9, Stealth +6, Swim +11 
  Languages Common (cannot speak) 
  Special Abilities 
  Nausea (Su) A creature that is damaged by a draugr 
  must make a DC 12 Fortitude save or be nauseated for 1 
  round. The save DC is Charisma-based. 
  
   
  World’s End 
  1.4 
  20 
  Yggdrasil 
  Getting There 
  When the PCs first mention that they want to go to Yggdrasil 
  they will be met by not a few raised eyebrows23. Yggdrasil is a 
  mythical place even by Asgardian standards, and although it is 
  known to be inhabited there are no traders regularly travelling 
  there. 
  Eventually the PCs will discover that the only way to get to 
  Yggdrasil is to hitch a ride on a giant eagle. This is not exactly a 
  taxi service and it will take days if not weeks of investigations, 
  favours, payments, negotiations and so on just to learn of this 
  fact and of the fact that these eagles can sometimes be coaxed 
  into bringing passengers back with them to their home. 
  Fortunately for the PCs they will have their small size to thank 
  once again in persuading the eagles to agree to take them, since 
  not only will they be able to ride two or three of them to an 
  eagle but they will also be able to use their small hands to preen 
  away the eagles’ feathers and generally delouse them24. 
  Travelling back, incidentally, will be by means of one of the four 
  giant stags that live at ground level, courtesy of Ratatosrk, the 
  giant squirrel25. 
  The Tree 
  The branches of Yggdrasil stretch out over three miles in each 
  direction from a trunk which is itself over one and a half miles 
  diameter26. The top of the tree disappears somewhere up in the 
  clouds whilst the roots of the tree burrow down deep into the 
  earth. 
  There aren’t very many creatures in Asgard or anywhere else 
  who know just how far up or down Yggdrasil goes. Odin is 
  doubtlessly one of them, as is the squirrel Ratatoskr. 
  Yggdrasil is situated within a massive canyon surrounded by 
  forest on all sides. The walls of the canyon, easily half a mile 
  high, obscure visibility beyond a few miles, though it is clear 
  that this forested terrain must extend well beyond those walls 
  for distance without measure. 
  (There are, of course, no such trees in existence in real world 
  Iceland, so I have chosen to place Yggdrasil at Ásbyrgi, which 
  lies in a forested rift to the north east of iceland.) 
  Yggdrasil functions almost like a land in itself. Within its 
  branches at different levels both above and below ground are 
  ecologies including areas which are desolate, or enchanted, or 
  dangerous, or wild, or populated by intelligent communities of 
                                                                          
  23 and given how high the eyebrows are to start with, we’re 
  talking about very highly raised eyebrows! 
  24 which will be seen as payment enough 
  25 these giant stags don’t normally grant lifts to people 
  26 remember this is made for giants, i.e. 3x bigger for the PCs 
  than for the inhabitants of Asgard, though still enormous even 
  for them  
  varying races. The PCs are only going to explore a tiny fraction 
  of the tree but there’s enough “land” here to fuel a whole 
  campaign if you should want it. 
  The branches of Yggdrasil are from 15’ to 50’ wide, presenting 
  a maze of “passageways” around the tree which are covered by 
  a canopy of foliage 30’ high or more. Travel between the 
  various branch “levels” varies in nature, sometimes being done 
  freely, more often than not requiring special skills, magic or 
  negotiations with the local inhabitants. 
  Illumination also varies in intensity and source – sometimes 
  sunlight inexplicably weaves its way through the foliage, 
  sometimes light is provided by glowing flowers, fruit or even 
  insects. 
  The flora found hanging on Yggdrasil’s branches or growing out 
  of its canopy is as exotic as it is possible to imagine. 
  Survival checks in here can be made as if travelling through a 
  forest, including the possibility of getting lost if the PCs decide 
  to go seriously wandering27. 
  The Norns 
  The giant eagles that bring the PCs to Yggdrasil will deposit 
  them three levels up from ground level at a very Spring-like 
  area frequented by the Norn Urðr. After dropping them off the 
  eagles will fly away again and since there doesn’t seem to be a 
  way back up the PCs are going to have to get down to ground 
  level if they are ever going to get home again. 
  Urðr will present the PCs with a task to solve before letting 
  them down a level into the realm of her sister, Verðandi, who 
  will do the same as will the final sister, Skuld. With the final task 
  done the PCs will be at ground level and so be able to interact 
  with Ratatosrk. 
  This adventure departs from the depiction of the Norns in The 
  Pathfinder Roleplaying Game as “towering stern women”, 
  portraying them instead as young maiden giantesses. The three 
  are currently taking time off from their thread work but should 
  the PCs return at a later date they will find the sisters gone and 
  their passageway down through the branches unimpeded. 
  Urðr (CR 1) 
  As the PCs start to explore the branches where the giant eagles 
  deposit them it will almost feel to them like they’re entering a 
  scene from a Disney film like Snow White or Bambi. Everywhere 
  there are bright and colourful flowers, chirpy little birds, 
  27 should they do so, incidentally, you can use any sort of 
  encounter that takes your fancy in order to steer them back 
  onto the right course. Ancient Green Dragon? Yes, there’s 
  probably one living in there somewhere… 
  
   
  World’s End 
  1.4 
  21 
  friendly woodland animals including at least one skunk with his 
  nose in a flower and one rabbit with a twitchy leg, bees buzzing, 
  dragonflies humming, and so on. 
  Urðr herself is an 18’ tall vision of loveliness with long blond 
  hair hanging down to her waist28 - though she is spoiling the 
  beauteous effect somewhat right now by shouting up at the 
  canopy and banging on its lower branches with her broom. Jolly 
  little fawns, squirrels and the like, are all keeping well out of the 
  way. 
  When she’s not celebrating the joys of Spring, Urðr is the Norn 
  most associated with procreation29. Given that most people 
  encounter her well after they are born, she also tends to be the 
  Norn that most connects with the past, taking particular 
  interest in bloodlines, youth and schooling. She favours 
  children and their potential, but with adults she likes to 
  discover whether the promise of their youth has been realised. 
  All of this will come out in conversation with her as well as any 
  repercussions of how the PCs answered riddle number three30. 
  Urðr’s current problem, however, is an infestation of snakes 
  that has taken place up in the lower branches of her area and 
  the fact that these snakes are eating all of her birds’ eggs. 
                                                                          
  28 but probably still out of reach of the PCs 
  29 by my interpretation of the myths 
  Something clearly has upset Níðhöggr down at the bottom of 
  the tree and his stupid little snakes are now running amok. 
  Urðr will help the PCs get down to the next level of Yggdrasil if 
  they should exercise good faith by rescuing one of her birds’ 
  eggs from the snakes. She’ll even lift them up into the branches 
  to help them make a start but after that it will be up to them. 
  The main branches in the upper canopy of this area are 5’ wide. 
  Finding a nest with an egg in it will be automatic for anyone 
  who can speak with animals otherwise it will take a DC 15 
  Perception check. A PC who doesn’t spot a particular nest can 
  try their Perception check one more time with a +2 on the roll 
  if the location of a nest can be pointed out to them by someone 
  else. Only PCs who have spotted a particular nest can attempt 
  to rescue an egg from it, as jumping across into the rough right 
  area “blind” is likely to break the egg. 
  Up to 2 PCs can work together to try to rescue one egg from 
  any given nest. First each must make a DC 20 Acrobatics check 
  to jump over to it (it’s 10’ away, and there’s no running start 
  possible, though note that a DC 20 reflex save allows success if 
  the acrobatics fails by 4 or less), then once across, a DC 15 climb 
  check is needed to stay on the tree to fight. Note how PCs are 
  restricted whilst climbing (flat-footed, no shield, only one hand 
  available for fighting) and that the fall is 30’ down. The final 
  obstacle is the tiny viper which is sitting in the nest ready to 
  make a meal of the egg within it.  
  (The CR of the encounter is raised to account for the difficulty 
  of the environment). 
  DC 
  Summary 
  15 
  Perception check to find a nest for anyone 
  unable to speak with animals (anyone who can, 
  succeeds automatically) 
  20 
  Acrobatics check to make the 10’ long jump 
  without a running start to get near the nest 
  20 
  Reflex save if the above check is failed by 4 or 
  less to cling on to the far side and thus get 
  across anyway 
  15 
  Climb check necessary to anchor yourself to the 
  tree next to the nest in order to fight the viper. 
  This check only needs to be made once. 
  Verðandi 
  Verðandi’s part of the tree has more of a Summer feel about it 
  with fruit growing in abundance in the canopy overhead. 
  Apples, pears, grapes, pomegranates, oranges, berries, in fact 
  pretty much everything you can think of is ripe for the picking. 
  The whole area is bathed in sunlight, almost as if the sun was 
  busily turning corners and dodging leaves and branches in 
  order to get through. The colours of the vegetation are rich and 
  deep, and there is a general feel of abundance and vibrancy 
  30 she’s the blond who thinks it’s all about children 
  Viper, Tiny 
  CR ½ 
  N Tiny animal 
  Init +3; Senses low-light vision, scent; Perception +9 
  Defense 
  AC 16, touch 15, flat-footed 13 
  hp 3 (1d8–1) 
  Fort +1, Ref +5, Will +1 
  Offense 
  Speed 20 ft., climb 20 ft., swim 20 ft. 
  Melee bite +5 (1d2–2 plus poison) 
  Space 2-1/2 ft.; Reach 0 ft. 
  Offense 
  Str 4, Dex 17, Con 8, Int 1, Wis 13, Cha 2 
  Base Atk +0; CMB +1; CMD 8 (can't be tripped) 
  Feats Weapon Finesse 
  Skills Climb +11, Stealth +15, Swim +11; Racial Modifiers 
  +4 Perception, +4 Stealth 
  Poison (ex) 
  Type injury (bite); Save Fort DC 9 (con based) 
  Frequency 1/rnd for 6 rnds 
  Effect 1d2 Con 
  Cure 1 save 
  
   
  World’s End 
  1.4 
  22 
  about the place. All around, animals of all sorts are giving birth, 
  or hatching, and there is a general buzz of exploration and 
  industry. 
  Anyone who fancies making a DC 15 climb 30’ up the tree can 
  pick as much fruit as they like, each providing the benefit of a 
  Goodberry spell whilst within Yggdrasil. 
  Verðandi herself, a 16’ tall woman who looks to be in her late 
  20s, broad of frame topped by a mass of curly red hair resting 
  on her shoulders, sits on a park bench enjoying the spectacle 
  around her, chewing on an apple with one hand whilst playing 
  with a braid of threads of different colours with the other. She 
  watches the PCs pensively as they approach, seeming to be 
  weighing them up in her mind as they get closer, though exactly 
  what her initial attitude will be towards the PCs will depend on 
  what they said in the 3rd riddle about the sister who favours 
  adults. 
  Verðandi is concerned with the world at present and the people 
  whose choices change the way it turns. For that reason, she will 
  take a great deal of interest not just in the PCs’ careers but also 
  in their philosophies, religions and alignments. She will be 
  particularly interested to know why they have chosen to 
  adventure together and how they compromise their personal 
  journeys through life with the need to work as a team. 
  (Observant PCs will notice that there are as many threads in her 
  hand as there are PCs in the party, but if they point this out she 
  will merely smile at them and call it a co-incidence.) 
  As far as getting further down the tree is concerned, Verðandi 
  will inform them that as long as they are all, indeed, prepared 
  to make their own choices through life whilst still working 
  together then the way out is down along the one particular 
  branch that she indicates. When the PCs start to travel down 
  this path, however, they will soon find themselves reaching a 
  number of junctions which they will have to choose between in 
  order to succeed with her challenge. 
  The PCs will encounter one junction for each member of their 
  party. Each junction will have two to three options to it, in some 
  cases leading down, in some up and in some sideways. Each 
  junction will seem different from any junction previously 
  encountered, perhaps in subtle ways such as the location of 
  colourful fruit, the presence of a birds’ nest and so on. In order 
  for the PCs to end up in Skuld’s area they will have to travel 
  together in a group but with each PC taking a turn at choosing 
  which direction to go on at successive junctions. Failing to have 
  each PC get a turn deciding which way to go will simply return 
  the PCs to a laughing Verðandi back at the beginning again, who 
  will probably scold them for not being altogether truthful with 
  her about showing individuality and still acting together. If 
  they’re getting really stuck, she might even offer them further 
  clues. 
                                                                          
  31 Fall 
  DC 
  Summary 
  15 
  Climb check up a tree here (30’) 
  Skuld (CR 1) 
  The final Norn-related area of Yggdrasil belongs to Skuld, the 
  Norn associated with the future, destiny and death. 
  Skuld’s part of the tree is autumnal with flowers and fruit giving 
  way to variegated leaves on the canopy above and carpeting 
  the branch-floor below. The evidence of nature in retreat is 
  everywhere, not only from trees losing their leaves but also 
  from animals preparing for hibernation in various ways such as 
  fattening themselves up and building up shelters, migrating 
  away, disappearing deep into their dens underground and so 
  on. 
  Whilst the colours of Autumn31 are a delight, particularly 
  overhead, to the side the paths become rapidly covered by 
  thorny overgrown hedgerows. Passage through these 
  hedgerows is difficult and even dangerous, as the vegetation 
  seems to display an almost deliberate reluctance to let anyone 
  through32. 
  Fortunately, though, the giantess Skuld is busy here with her 
  pruning shears. 
  Skuld is a raven-haired 15’ tall beauty with sombre, far-away 
  eyes, a pale complexion, slim body and an almost gothic look to 
  her clothing and appearance. She is the youngest of the Norns, 
  as well as the smallest, and by all accounts the most 
  industrious, pruning away with her shears though exercising 
  meticulous judgement in doing so. 
  Like her two sisters Skuld’s initial reaction to the PC will depend 
  on what they said about the dark-haired sister in the 3rd riddle 
  at World’s End. Otherwise, she will happily pause in her work 
  to talk to the PCs about their accomplishments, their 
  experience and the conclusions they’ve made so far about life. 
  Although she realises that they’ve only just embarked on their 
  own, singular, adventure, she will nonetheless persuade them 
  to speak openly of the wisdom they have gathered, questioning 
  them here and there about their conclusions with genuine 
  interest. 
  Regarding moving down the tree, Skuld will explain that there 
  comes a time when progress can only be accomplished by 
  trimming away the dead-weight of accumulated experience, 
  including philosophies and relationships. This trimming 
  requires knowledge and judgement. All around them on this 
  level are hedgerows which represent both the good things and 
  the bad which they have encountered in life. If the PCs want to 
  progress, then they will have to cut their way through with 
  thought and care. 
  Investigating the hedgerows reveals a curious thing: all of the 
  twigs, leaves, branches and thorns seem to represent branches 
  32 treat as a Wall of Thorns spell if someone really wants to push 
  their luck 
  
   
  World’s End 
  1.4 
  23 
  of knowledge. Here a twig seems to 
  describe, somehow by its form, the best 
  way to make an arrow, whilst another 
  twig nearby “talks” about aspects of 
  metallurgy. Small leaves in another part 
  of the forest appear to deal with the 
  creation of alchemical fire, in some cases 
  correctly and in others not. Pretty much 
  every 
  aspect 
  of 
  knowledge 
  is 
  represented – effectively mirroring 
  every knowledge skill that the PCs may 
  have. 
  In order for a PC to pass through this wall 
  of knowledge they will have to cut their 
  way through the hedgerow by guiding 
  their hand using knowledge skills. 
  Weapons will still be used to do the 
  actual damage, slashing being needed for full damage, 
  bludgeoning half and piercing none, but a DC 10 Knowledge33 
  skill roll will be needed instead of a normal “to hit” in order to 
  attack. 
  Each PC must choose a weapon and a knowledge skill to use 
  every time they want to make an attack on the hedgerow. 
  Knowledge skills for this can be used untrained, but PCs cannot 
  aid each other since each will be following their own path. Once 
  inside the hedgerow, i.e. once they have made at least one 
  successful “attack”, PCs will have full cover from one another, 
  and though they will be able to speak to and hear each other 
  their ability to heal each other will be curtailed. 
  Success on a knowledge skill roll allows a PC to do weapon 
  damage in the normal fashion to the hedgerow. 7 points of 
  damage are needed in order to get through, representing about 
  35’ of hacking through the vegetation. Failure to make the roll, 
  however, results in taking 1 point of Wisdom damage instead 
  for every 5 points of damage done (minimum 1), as the PC’s 
  poor choices cause them to question their own wisdom. 
  Once through the hedgerow the PCs will emerge onto a 20’ 
  wide wooden stairway which winds down the trunk of Yggdrasil 
  500’ to the ground.  
  (I have rated this challenge as being the equivalent of a CR 1 
  encounter.) 
  DC 
  Summary 
  10 
  Knowledge check to attack the hedgerow 
  Ratatoskr 
  Ratatoskr is a human-sized squirrel that runs up and down 
  Yggdrassil in order to insult the eagle that sits at its top, the 
  dragon Níðhöggr that lairs at its bottom, and pretty much 
  everything else in between. 
                                                                          
  33 you might also wish to allow craft and profession skills 
  A few weeks back a one-eyed man 
  arrived at the base of the tree in order 
  to offer Ratatoskr a new riddle with 
  which to confound the eagle and the 
  dragon. Happily, neither creature can 
  guess the answer, which has allowed the 
  squirrel ample opportunity to insult the 
  dim wits of both of them. 
  (Níðhöggr has become so fed up with 
  this that a number of his “worms” are 
  now bothering the tree’s inhabitants, as 
  described above with the encounter 
  with Urðr.) 
  Ratatoskr will take great pleasure 
  berating the PCs for coming on this fool’s 
  errand after Odin without having any 
  plan for how to get back. In fact, he will 
  look to every opportunity he can find to throw insults at them, 
  and if they start getting aggressive with him he will laugh even 
  more as he explains that their only chance of getting away from 
  here is to get into his good books. 
  It so happens that there are a number of giant deer that live at 
  the bottom of Yggdrasil and one of these, Dvalinn, owes 
  Ratatoskr a favour. The squirrel loves to see people humiliated 
  so he will tell the PCs that if they can answer Odin’s riddle he 
  will arrange for Dvalinn to take them home but if they cannot 
  then they can just stay and rot. 
  (In fact, Ratatoskr will give them as many guesses as they like. 
  He just loves to hear them get it wrong so he can laugh and be 
  rude at them!) 
  Ratatosrk/Odin’s riddle is this: 
  What spells the end of the Æsir and Vanir 
  And the start of Raganarök 
  Finishes Baldr and Thor 
  And cuts Yggdrasil in two? 
  Odin’s one eye cannot see it 
  It cannot be found in Hel 
  But Fenrir and Jörmungandr 
  Know it particularly well. 
  The answer is the letter “R”.  
  Although Ratatoskr is a very abusive squirrel he will honour his 
  pledge when they (hopefully) get the right answer. He will also 
  pass on a gift that Odin instructed him should be given to 
  whoever answers the riddle. 
  Ratatoskr / Odin’s gift to the PCs is a rune stone with the letter 
  “R”.
  
   
  World’s End 
  1.4 
  24 
  Thor 
  Getting There 
  Roads lead from Bilskírnir, Thor’s residence in Asgard, to many 
  other locations, so for once the PCs will be able to travel to it 
  on their own without danger despite their relatively shrunken 
  condition. Their journey will still generate considerable interest 
  from other road-users, of course, so that by the time they get 
  to their destination Thor’s wife, Sif, will be ready to greet them, 
  having been warned of their arrival by faster travellers. 
  The PCs will be made welcome when they get to Thor’s home, 
  provided with suitable accommodation, food, services and so 
  on, and that evening Sif will invite them to join her for dinner. 
  Bilskírnir 
  Bilskírnir, located in the fields known as Þrúðvangr, is the 
  largest building in Asgard. At 150 floors and over 7,000’ high, 
  Bilskírnir is to the residents of Asgard what the Burj Khalifa 
  building in Dubai is in our own world34. Relative to the PCs, of 
  course, who are 1/3 the size, it is the man-made equivalent of 
  Yggdrasil and might as well of be thought of as infinite. 
  (Incidentally, at least twice as many floors lie below ground as 
  above - through probably nobody knows for sure.) 
  The building itself is styled as a series of 1-mile square wooden 
  pagoda-like tiers one atop another disappearing into the 
  clouds. Each tier has an outside balcony area with steps leading 
  up and down to its upper and lower neighbours. Guards patrol 
  the balconies, ever watchful for an oncoming attack from 
  Jötunheimr which lies mainly to the north. 
  Bilskírnir also lies in an area of outstanding natural beauty with 
  the sea to the north and east, a huge flat estuary to the west, 
  and brown grasslands and distant mountains to the south. 
  Thousands of thralls till the land – ordinary working people 
  (giants here) who form the bulk of the worshippers of Thor 
  outside of Asgard.  
  (I have chosen to place Bilskírnir at the location of mount 
  Kirkjufell in Iceland, changing that huge solitary peak into Thor’s 
  home. Note that all that desolate brown countryside that you 
  can see on photos of the place is covered in farms, farm-
  buildings, huge fields of wheat, grazing aurochs and so on.) 
  Sif 
  Sif is tall and beautiful. Her infamous long golden hair falls down 
  to well below her waist. She wears pale clothes. She has pale 
  skin. She is quietly spoken and perhaps a little frail, but 
  nevertheless a goddess and so commanding of respect from her 
  retainers and, one hopes, from the PCs as well. 
                                                                          
  34 i.e. bloody huge 
  Sif welcomes the PCs as honoured guests at her dinner table. 
  She listens to their stories and troubles with a sympathetic ear, 
  though without showing any real capability to being able to 
  help them out. Certainly Thor might know where he is, but Thor 
  has been gone for some days on some errand or another with 
  his brother Loki and she does not know when they’ll be back. 
  Sif hasn’t seen Odin himself for many months. 
  (Sif makes no mention at all of the PCs’ answers to the 4th riddle 
  regardless of what they might have said about her. Someone 
  probably told her what they said but she didn’t bother to 
  listen.) 
  The PCs are welcome to stay in Bilskírnir for as long as they like 
  while they wait for Thor to return. While they are here, 
  however, Sif has a favour she would like to ask of them35, which 
  she will gladly repay with a lock of her golden hair which is said 
  by many to have magical properties. 
  (This adventure, incidentally, takes place after the legendary 
  incident whereby Loki stole Sif’s hair and had to have a 
  replacement made by the Dwarves. Sif’s hair is essentially now 
  35 and the PCs will have to accept if this part of the adventure is 
  going to proceed - sometimes narrative has to be allowed to 
  force things along 
  
   
  World’s End 
  1.4 
  25 
  a very clever wig made out of fine golden thread. Beautiful to 
  look at, but a bit of a pain in the neck to wash36.) 
  Just beyond the furthest farming settlements at a place called 
  Énésæþ to the west, where the land becomes a bit wilder and 
  rugged, a cave has recently been discovered in the peat by one 
  of the thralls that works there. That cave is unusual in that it 
  drops straight down into the soil for a good 30’ before opening 
  out into some sort of natural underground cavern. The walls of 
  the cave are covered in lichen including a type called Parmelia, 
  easily recognised by its bluey-green colour, which she needs in 
  order to wash and die her metallic hair. Finding and picking the 
  lichen is a delicate task, unsuited to any of her thralls, who 
  would have to squeeze to get down there in the first place, so 
  she would like the PCs to do it instead. Assuming the PCs are 
  happy to assist her, Sif gives them a lock of her hair now in good 
  faith. 
  As the location of the cave is only an hour or so from Énésæþ 
  and therefore safe for the PCs to explore by themselves, as 
  soon as they’re ready to go Sif arranges to have someone take 
  them to Énésæþ and then point in the right direction. 
  (Although the PCs will be able to harvest a reasonable quantity 
  of Parmelia once they’re in the cave, the events which 
  subsequently happen will prevent them from ever delivering it 
  back to Sif. Fortunately, however, Sif discovers what actually 
  happens and doesn’t ask for her hair back.) 
  Skrýmir’s Boot (CR 2) 
  The mouth of the cave in question is a 10’ wide hole in the 
  ground dropping straight down. Sif’s description of the cave is 
  largely correct save for one important detail: the cave is 
  actually the lost right boot of the giant Skrýmir, a terrifying 
  creature almost 150’ tall37 that roams the area. Skrýmir lost his 
  boot some months back when he was walking during the rainy 
  season when the ground was boggy. Having his head in the 
  clouds, literally, he didn’t notice the loss until he got home, but 
  now he’s out hunting for it and is due to make an appearance 
  very soon. 
  In the time that the boot has been stuck here it has: 
  a) 
  filled up with water, which has now mostly 
  evaporated, 
  b) 
  provided refuge for various peat-dwelling creatures, 
  most of which have now gone, and 
  c) 
  joined the local ecology as a good anchor point for 
  lichen to grow, thanks to its fur lining. 
  To PCs will be unaware of what the cave is as the boot appears 
  to be a hole in the ground, 10’ across, 30’ deep, with an 
  underground cave extending from one side at the bottom, 10’ 
  high and 30’ long. Climbing down the hole requires a DC 15 
  check since the interior of the cave tends to crumble away in 
  the climber’s hands. The ground at the bottom of the cave has 
  a 1’ layer of stinky water covering a greasy floor courtesy of the 
                                                                          
  36 and she breaks a comb on it about once a week 
  Slurk that lives there. This covering makes the ground difficult 
  terrain, which the Slurk avoids by climbing onto the walls 
  instead. 
  37 a bit bigger than the Statue of Liberty 
  Slurk 
  CR 2 
  N Medium magical beast 
  Init +6; Senses darkvision 60 ft.; Perception +0 
  Defense 
  AC 15, touch 12, flat-footed 13 
  hp 17 (2d10+6) 
  Fort +6, Ref +5, Will +0 
  Offense 
  Speed 30 ft., climb 30 ft. 
  Melee bite +4 (2d6+3) 
  Ranged slime squirt +4 ranged touch 
  Special Attacks belly grease, slime 
  Statistics 
  Str 15, Dex 14, Con 17, Int 3, Wis 10, Cha 10 
  Base Atk +2; CMB +4; CMD 16 (20 vs. bull rush, grapple, 
  overrun, and trip) 
  Feats Improved Bull Rush, Improved Initiative, Improved 
  Overrun 
  Skills Acrobatics +16, Climb +14, Escape Artist +6 
  Languages Boggard (can’t speak) 
  SQ hunker 
  Special Abilities 
  Belly Grease (Ex) The slurk exudes a slippery grease from 
  its belly that grants it a +4 bonus on Escape Artist skill 
  checks and to its CMD versus grapples. Once per minute, 
  a slurk may wallow on a solid surface as a full-round 
  action to coat the floor in a 5-foot radius with this 
  grease. The smear created turns that area of floor into 
  difficult terrain for 10 minutes, after which the grease 
  dries to a nasty crust. 
  Hunker (Ex) The slurk gains a +4 bonus to its CMD to 
  avoid bull rush or overrun attempts. 
  Slime (Ex) A slurk’s back is crusted with thick, dry slime 
  and dozens of nodules. As a standard action at will, a 
  slurk can squirt a jet of this slime from one of these 
  nodules as a ranged touch attack against any target 
  within 30 feet. The slime quickly hardens to the texture 
  of cold tar, entangling the foe. Anyone the slurk 
  successfully bull rushes or overruns is automatically 
  squirted with back slime. The hardened slime can be 
  removed as a full-round action with a DC 15 Strength 
  check. The slurk’s back slime grants a creature riding it a 
  +8 bonus on Ride checks made to stay in the saddle, but 
  a –8 penalty on Ride checks to dismount. 
  
   
  World’s End 
  1.4 
  26 
  Lighting conditions inside the cave are one level lower than the 
  outside once beyond being underneath the hole that leads up 
  to the surface. 
  The Slurk lurks at the end of the boot and uses its jet of slime 
  to attack anything that comes in its sight, closing in to melee 
  only when it no longer detects any movement38. The creature 
  is an undomesticated example of its type, a wild animal native 
  to the area, and it acts without strategy or finesse. 
  Not long after the PCs kill the Slurk, however, the PCs will sense 
  what they can only imagine to be an earthquake and a few 
  seconds later a huge foot will come down into the cave, 
  blocking out the light as its five smelly toes push the PCs to the 
  back of the cave and threaten to crush them39. 
  DC 
  Summary 
  15 
  Climb check 30’ down into the cave 
  Skrýmir 
  Fortunately for the PCs Skrýmir’s toes are particularly sensitive 
  and he will be cautious about pushing his foot somewhere that 
  might hold some sort of stinging insect, therefore as soon as his 
  toes come into contact with the PCs he will hastily withdraw 
  them, peer carefully into his boot and then shake the PCs out 
  onto the floor. PCs can make a DC 10 Reflex save to avoid taking 
  the 1d6 points of falling damage which this entails by clinging 
  onto the furry boot sides, though Skrýmir will then pluck them 
  off his boot and deposit them on the floor next to their 
  colleagues. 
  Then, once Skrýmir has got over the shock of seeing them, 
  Skrýmir will ask them what the hell do they think they’re playing 
  at hiding away in his boot? 
  Now as it happens, Skrýmir is on his way to Jötunheimr to wish 
  Þrymr best wishes on his marriage to Freyja, an event which is 
  happening today. Skrýmir was a bit stuck thinking what sort of 
  gift he should bring to the wedding but now it seems the PCs 
  have provided him with the perfect answer. Once Skrýmir bores 
  of their conversation he will pick them up, put them in his 
  satchel and trundle off north to the wedding reception in 
  “giant-land” through many leagues of freezing land and ocean. 
  DC 
  Summary 
  10 
  Reflex save to avoid taking 1d6 damage when 
  shaken out of Skrýmir’s boot 
  Þrymr 
  Þrymr may well think he is about to marry Freyja however as 
  the well-known poem Þrymskviða from the Poetic Edda 
  describes the person that is currently in his hall dressed up as 
                                                                          
  38 i.e. when it’s figured out that anything hostile has been 
  neutralised by its slime 
  Freyja at the wedding feast is Thor, with Loki dressed up as his 
  bridesmaid. 
  To briefly paraphrase the tale, Þrymr has stolen Thor’s hammer 
  Mjölnir40 and demanded Freyja be given to him in exchange for 
  its return. Thor and Loki have gone along dressed in drag in 
  order to fool Þrymr and get the hammer back without giving up 
  the goddess. 
  Quite how Þrymr and his friends and family have failed to figure 
  out that this huge red-haired, red-bearded muscular brute of a 
  man in a wedding outfit is not actually Freyja is an interesting 
  question, however when Skrýmir delivers the PCs to one of 
  Þrymr’s servants as a gift, and that servant then drops the PCs 
  onto the dining table where the wedding feast is in full swing, 
  this is the situation that the PCs will find themselves in, and 
  unlike the surrounding giants the PCs have no trouble at all 
  seeing exactly what is going on. 
  Vikings are rowdy in the best of times. Vikings the size of Cloud 
  Giants getting drunk at a wedding feast make a noise that is 
  beyond all reason. The PCs will be aware of all this ruckus as 
  Skrýmir approaches Þrymr’s hall as the sounds of laughing, 
  shouting, slamming of tankards on table, broken plates and so 
  39 the scale of the foot in the cover picture isn’t quite right – 
  please allow for artistic licence 
  40 careless, huh! 
  
   
  World’s End 
  1.4 
  27 
  on grows ever closer. When the PCs get decanted onto the main 
  dining table in front of Þrymr, his war chiefs, their shield-
  maidens41 and two very odd looking “women”, the scene 
  around them will be absolutely terrifying. 
  The dining table is a huge wooden structure 120’ long by 10’ 
  wide and 6’ off the ground. It is covered with spat-out food, 
  spilt mead, platters with half-eaten carcasses, knives, tankards 
  and goblets all of huge size. As if this didn’t make the “terrain” 
  difficult enough, the giants regularly bang on the table in 
  merriment causing the whole thing to jump up and down like a 
  trampoline. Around the table are 18 of them, including Þrymr, 
  Loki and Thor, who will all shout and laugh as soon as the PCs 
  are dumped into the middle, some of them calling out for them 
  to dance or do something similar by way of entertainment. 
  Then someone will call out “isn’t it the witty midgets?”, 
  referring to the 4th riddle, and for a while things will get *really* 
  embarrassing! 
  Sigurd and Fáfnir (CR 2) 
  Beyond and below the table dogs will be heard chasing after 
  bones which the giants will toss to them from time to time. The 
  dogs won’t bother the PCs, which is just as well, however one 
  of the giantesses has a cat on her lap which cannot quite resist 
  the temptation to take a closer “look” at them. As the cat 
  approaches the PCs Þrymr will suddenly call out that here might 
  be an omen on his wedding night that clearly should be noted, 
  for surely the scene in front of them is a reproduction of the 
  tale of Sigurd and the dragon Fáfnir presented in miniature. 
  Although the giantess owning the cat will seem uncomfortable 
  about this Þrymr will insist that the scene playing out in front of 
  them should not be interfered with, and soon the giants around 
  the table will be placing bets with each other and shouting 
  encouragement either to the PCs or to “Fáfnir”, the cat. 
  The fight on the dinner table42 therefore will be allowed to run 
  to its conclusion. 
  Þrymskviða 
  The events of the poem Þrymskviða should now continue 
  pretty much as written, though you might wish to change them 
  if you wish. In essence, Thor will behave in a very un-Freyja like 
  way. He will start by eating an entire ox, eight salmon and not-
  a-few vol-au-vents, which Loki, as his handmaiden, will explain 
  is due to “Freyja” not having eaten for 8 days. Then when Þrymr 
  looks under Thor’s veil and finds rather fierce looking eyes 
  looking back at him, Loki will explain that this is due to “Freyja” 
  not having slept for 8 days43. 
                                                                          
  41 with very fetching blonde hair-styles à la Lagertha Lothbrok 
  in the “Vikings” TV show 
  42 difficult terrain, don’t forget 
  43 the beard is presumably there because “Freyja” hasn’t 
  shaved for 8 days 
  Somehow or another Þrymr will be convinced by all of this44 and 
  agree to give “Freyja” Mjölnir as a wedding present. Thor will 
  then grab his hammer and start using it to kill everyone in sight. 
  The PCs will be rescued from this mayhem by Loki stuffing them 
  into his “brassiere” and other discrete places about his person 
  and then rushing out of the hall. Once outside, Loki will load the 
  PCs up onto Thor’s horse, jump onto his own horse and ride 
  them all back to Asgard. 
  The PCs will now be “companions” of The Sly One, as he is 
  known, and the events that happen next are detailed in the 
  section on Loki. 
  The PCs’ gift in this part of the adventure was the lock of Sif’s 
  hair which they were given right at the beginning. 
   
  44 they say love is blind, but honestly! You might also wish to 
  have Þrymr ask the PCs their opinion of Loki’s answers, though 
  no matter what they say this adventure assumes that the 
  events of the myth are unchanged 
  Cat (leopard) 
  CR 2 
  N Medium animal 
  Init +4; Senses low-light vision, scent; Perception +5 
  Defense 
  AC 15, touch 14, flat-footed 11 
  hp 19 (3d8+6) 
  Fort +5, Ref +7, Will +2 
  Offense 
  Speed  
  30 ft., climb 20 ft. 
  Melee  
  bite +6 (1d6+3 plus grab), 
    
  2 claws +6 (1d3+3) 
  Special Attacks pounce, rake (2 claws +6, 1d3+3) 
  Statistics 
  Str 16, Dex 19, Con 15, Int 2, Wis 13, Cha 6 
  Base Atk +2; CMB +5 (+9 grapple); CMD 19 (23 vs. trip) 
  Feats Skill Focus (Stealth), Weapon Finesse 
  Skills Acrobatics +8, Climb +11, Stealth +11 (+15 in 
  undergrowth) 
  
   
  World’s End 
  1.4 
  28 
  Loki
  As Loki and the PCs ride away from Þrymr’s hall and all the 
  mayhem therein, a cold mist will rise up around them as they 
  begin to cross the long boundary between Asgard and 
  Jötunheimr. 
  The ground underfoot is snowy, sometimes icy, sometimes a 
  slushy mixture of ice and water, as if occasionally passing near 
  the edges of a frozen lake. It’s eerily chilly and quiet. The PCs’ 
  horse will continue walking regardless of the difficulty of the 
  terrain or the PCs’ clumsy attempts to control it. Anyone who 
  decides to jump off at this point will never be seen or heard 
  from again. 
  Loki will only occasionally be visible through the mist, riding his 
  horse, staring straight ahead as if lost in thought. He won’t take 
  any notice of the PCs while they travel, though the PCs will see 
  that as the journey progresses his woman’s clothes start to 
  disappear to be replaced by a simple tunic, breeches and 
  leather boots. Eventually both horses will emerge into a strange 
  uneven moss-covered landscape, the ground underfoot looking 
  like the bodies of thousands of sleeping people covered in a 
  green mossy blanket. As the temperature rises to a comfortable 
  mid-morning summer level, the sky clears and the sun comes 
  out, the misty area just travelled through will be nowhere to be 
  seen. 
  The PCs have arrived in Asgard at a place called Eldhraun45, an 
  old lava field covered in moss. Mountains are up ahead, and 
  towards these Loki is headed. When Loki finally comes out of 
  his reflections to address the PCs it will be clear to them that 
  right now his attitude towards them is perfectly friendly, 
  regardless of what they said in answer to the 5th riddle46. 
  Loki will enquire after their health, offer to help with any 
  problems, heal them, laugh about the events at Þrymr’s hall 
  and ask them all about their problems here in Asgard. He will 
  even, as a gesture of courtesy, shrink down to their size in order 
  that they may speak to each other eye-to-eye. 
  Right now, Loki has no idea where Odin might be, or whether 
  there may be any other way out of the PCs predicament. Since 
  fortune has thrust them together, however, Loki will suggest 
  that they help each other out: the PCs doing a couple of favours 
  for him in exchange for Loki either finding out where Odin has 
  gone or by seeing if there might be some other way for them to 
  get home. 
  Once more, the PCs can do nothing but agree. 
  Baldr (CR 3) 
  Baldr’s residence, Breidablik, an extensive and luxurious roman 
  style villa, can be found inside the remains of a caldera – all that 
                                                                          
  45 another real place in Iceland 
  46 that’s not to say he won’t refer to their answers from time to 
  time with a sly grin, though it will be pretty impossible to tell 
  what’s going on in his head 
  47 in theory, anyway 
  is left of a volcano that blew its top here many years ago and 
  which formed the surrounding moss-covered lava field. 
  Baldr is the second son of Odin and Frigg, so beloved of all of 
  the gods that Frigg made everything in creation47 swear that it 
  would not harm him in order to keep him safe. As the various 
  myths explain Frigg forgot to ask the mistletoe plant to make 
  its promise. This is something that Loki is destined to discover 
  but at the moment Loki is still investigating whether Frigg might 
  have left anything out48. 
  As the PCs and Loki approach, Baldr will be seen happily 
  wrestling and fighting all sorts of animals, gods and giants, and 
  beating them without trying because, as Loki will be at pains to 
  point out, “it’s a hardly a fair fight, is it?” 
  Loki has a huge problem with Baldr. He cannot see anything 
  particularly noble or wonderful about the god, cannot recall 
  any great deed performed by him or even something that might 
  be worthy of a mention in some ballad or another. As far as Loki 
  can tell Baldr has been granted invulnerability purely because 
  he’s “pretty” - and where’s the justice in that? To make matters 
  worse, Baldr is clearly lording his special power over everyone 
  else as if it was some sort of reflection of his personal purity, 
  rather than merely his privilege, and the whole spectacle of 
  Baldr standing there laughing while people throw things at him 
  is making Loki physically sick. 
  This is why Loki is determined to discover Baldr’s Achilles’ heel. 
  Right now, however, mistletoe’s about as likely to cross his 
  mind as orchids, lilies or daisies49, as not unsurprisingly his line 
  of enquiry run towards things like hard metals, crystals and 
  stones. After a bit of investigation Loki has discovered that 
  there is a cave nearby full of crystals of so many different 
  varieties that he’s gambling Frigg may well have forgotten to 
  ask all of them to make their promise. Unwilling to draw 
  attention to himself in his endeavours, Loki will ask the PCs to 
  go down into that cave and retrieve as many different sorts of 
  crystal as they can, bring them back up to the surface to throw 
  at Baldr to see if any of them gets his notice. 
  Unfortunately, the cave is home to a strange otherworldly 
  creature called a Crysmal, which the PCs will have to defeat 
  before they can fulfil this particular request. 
  Getting to the cave requires scrambling down an old lava tube, 
  5’ in diameter, which twists, turns and drops at a 45-degree 
  angle. Three DC 10 climb checks will be needed to get down or 
  up, though failure will only result in a 10’ fall as the tunnel soon 
  straightens out again. 
  The natural cavern at the bottom counts as difficult terrain, the 
  floor being uneven but not sufficiently so to require climb 
  48 and whether to consider something as soft as mistletoe, 
  though presumably Frigg didn’t forget jelly 
  49 though he’ll start to give it some thought by the end of this 
  part of the adventure 
  
   
  World’s End 
  1.4 
  29 
  checks. The walls of the cavern are rounded, betraying the fact 
  that this was once a huge lava tube 100’ across which is now 
  blocked at both ends (i.e. the distance from end to end is 200’). 
  The walls are not smooth, however, as one might expect, being 
  covered instead in a multitude of different coloured crystals 
                                                                          
  50 and, after a sharp intake of breath and much mutterings 
  about the low quality of the local stone, the unevenness of the 
  ground, and so on, asked for the sun and the moon too 
  which reflect the light of the PCs torches in a wonderful 
  rainbow of colour. 
  The Crysmal that lairs within this cavern will attack with stealth, 
  using hit-and-run tactics three times with its Dimension Door 
  ability before closing in for the kill. 
  Round by round, the Crysmal’s tactics are these: 
  1) 
  Create a diversion with Silent Image of a glowing vein 
  of gold, then close in with stealth to 60’ and use its 
  Shard Spike on a PC it can target without cover that is 
  close to other PCs 
  2) 
  Dimension Door away 
  3) 
  Cast Sanctuary 
  4) 
  Use stealth to close in with the PCs and either attack 
  with its tail or use Touch of Idiocy on likely spell-
  casters 
  5) 
  Repeat steps (2) to (4) two more times 
  6) 
  Finally, just start attacking normally 
  Assuming the PCs prevail, they will emerge from the cavern 
  with several armfuls of crystals, including bits of the Crysmal. 
  Loki will invite them to throw their crystals at Baldr but none of 
  them will hurt him. 
  In the end, Baldr will just laugh at the PCs. Then he will also 
  laugh at Loki. 
  Loki wont laugh. 
  If the PCs wish to talk to Baldr he will be perfectly happy to have 
  a conversation with them. Exactly how you wish to portray 
  Baldr is up to you. Baldr is often “described” in the myths as 
  being the god of love, peace, forgiveness, justice, light and 
  purity, but there’s nothing actually written in them to support 
  that he was anything of the sort. Perhaps Baldr is just as Loki 
  suggested – a pretty boy spoilt by his parents. 
  In any case, once Loki sees that the PCs efforts are in vain, he 
  will lead them away to the second task that he has for them 
  regarding a rather annoying builder and his over-capable horse. 
  DC 
  Summary 
  10 
  Climb check (x3) needed to descend or ascend 
  from the crystal cavern 
  Svaðilfari (CR 2) 
  A few weeks ago Loki persuaded the gods to grant a builder the 
  contract to build a wall around Asgard. The builder had made 
  some pretty outlandish claims about his ability to complete the 
  job and Loki felt, from past experiences with builders, that he 
  would never accomplish it. 
  Unfortunately, the builder wanted Freyja as payment50, which 
  the gods were loath to accede to, however Loki persuaded 
  Crysmal 
  CR 3 
  N Small outsider (earth, elemental) 
  Init +2; Senses darkvision 60 ft., crystal sense 
  Perception +11 
  Defense 
  AC 17, touch 13, flat-footed 15 
  hp 26 (4d10+4) 
  Fort +7, Ref +8, Will +2 
  DR 5/bludgeoning; Immune cold, fire; 
  Defensive Abilities elemental traits; Resist electricity 10 
  Offense 
  Speed 30 ft., burrow 20 ft. 
  Melee sting +7 (2d6+3) 
  Special Attacks shard spike +7 
    
   
  (3d6, range increment 60 ft.) 
  Spell-Like Abilities 
  CL 4; touch +6, conc +6 
  At will: detect magic, ghost sound (DC 12), mage hand, 
  silent image (DC 13) 
  3/day: dimension door, sanctuary (DC 13), touch of 
  idiocy (DC 18) 
  Statistics 
  Str 15, Dex 14, Con 13, Int 6, Wis 13, Cha 14 
  Base Atk +4; CMB +5; CMD 17 (29 vs. trip) 
  Feats Great Fortitude, Lightning Reflexes, Skill Focus 
  (Perception) 
  Skills Acrobatics +9, Climb +9, Stealth +13 (+15 in rocky 
  areas) 
  Languages Terran 
  Special Abilities 
  Crystal Sense (Sp) Crysmals can sense the presence of 
  any crystals or gems within 30 feet as if using the scent 
  ability. 
  Shard Spike (Ex) Once per day, a crysmal can launch its 
  tail spike as a ranged attack that shatters when it hits, 
  dealing 3d6 points of piercing damage to the target and 
  1d4 points of piercing damage to all creatures in 
  adjacent squares. The spike regrows in 24 hours, but 
  until it does, its impaired sting does only 1d6+3 damage. 
  
   
  World’s End 
  1.4 
  30 
  them to agree based on the fact that the builder could never 
  possibly finish the job on time and so claim his payment. 
  The builder’s only other request was that he be allowed to use 
  his horse to help him. The gods agreed and the job began, and 
  now Loki is beginning to have second thoughts about the whole 
  affair. 
  It’s the horse, Svaðilfari, which is troubling him, as it’s quite an 
  incredible beast, easily outworking any horse anyone’s ever 
  seen before, and even outworking the builder. Loki isn’t sure, 
  now, whether the builder and his horse might not be able to 
  succeed in their endeavour, and since Loki was instrumental in 
  persuading the gods to accept the contract he feels certain that 
  when the manure hits the hammer, so to speak, it will be his 
  head that the hammer will be descending on! 
  Loki has therefore decided that he would like the PCs to try to 
  discover a bit more about Svaðilfari just in case the situation 
  turns nasty51. 
  Svaðilfari is currently quarrying stones in a mountainous region 
  to the west of Asgard called Mjóifjörður52. The builder has a 
  huge boat down on the fjord which his horse is filling up with 
  stones from the higher, stronger, parts of the mountain at an 
  extraordinary rate. When the boat fills up, the builder paddles 
  the boat away only to return a few hours later to get some 
  more. Svaðilfari doesn’t travel with him at this time, just carries 
  on piling the rocks down on the coast while the builder is away. 
  Loki will explain all of this to the PCs as they travel from 
  Breidablik to Mjóifjörður, covering the distance in a single day 
  and night53. As they travel, Loki will ask the PCs for suggestions 
  about how they might find out more about Svaðilfari, as clearly 
  the horse is the key to the problem. If the PCs suggest some 
  sort of amorous approach, which is in fact what happens in the 
  myth, Loki for now will just nod sagely and accept it as a 
  suggestion. By the time they all reach Mjóifjörður, however, 
  Loki will have decided, perhaps with the PCs agreement, that 
  he needs to have the PCs act as spies. As the PCs are wondering 
  how on earth they’re supposed to spy on a horse Loki will wave 
  his hands over them and turn them all into ponies. 
  (If you really want to, you can give the PCs a Fortitude save DC 
  30 to resist this, but since this is a god who specialises in 
  transmutation you can also assume that he has abilities that 1st 
  level PCs are not going to be able to do anything about.) 
  A pony in Asgard is a huge creature so the PCs will be 
  transformed as follows: 
   
  Size Huge (size modifier to bab and ac = -2) 
   
  Space 15’, Reach 10’ 
   
  Strength +6 
   
  Dexterity -4 
   
  Natural Armor +2 
                                                                          
  51 which, of course, it does, as chronicled in the myths 
  52 another real place in Ireland 
  53 in some remarkable, deity-powered, way 
   
  Two Hoof attacks doing 1d8 points of damage each, 
  though since PCs are considered to be “trained for 
  combat” these are not secondary attacks 
   
  Land speed of 120’54 
  Additionally, PCs will gain the ability to converse with horses as 
  well as maintaining their own speech, which will allow them to 
  continue to be able to cast spells which require verbal 
  components only. 
  This transformation will in all other ways behave like a 
  polymorph effect, i.e. the PCs’ kit will merge with their new 
  bodies, which will most likely mean the PCs can forget the use 
  of their gear. 
  After getting used to their new forms Loki will point the PCs in 
  the direction of Svaðilfari and it will then be up to them to go 
  up to the horse and parley. Svaðilfari, for his part, will be quite 
  pleased to meet a bunch of pretty ponies up in the mountains 
  ready to keep him company, and he will agree to tell them a bit 
  about his master in exchange for some help near where he’s 
  quarrying stones. 
  As Svaðilfari will explain, some of this part of Asgard is still a bit 
  volcanic, causing hot steam to rise from time to time through 
  sulphurous vents. More of a problem, however, are the fiery 
  worms that occasionally pop out and burn his hooves. If the 
  PC/ponies would like to kill one of these as a gesture of 
  goodwill, then Svaðilfari will tell them something about the 
  builder that he works with. 
  The worms that Svaðilfari is talking about are Thoqquas, nasty 
  little (for here) creatures from the elemental plane of fire which 
  occasionally travel off to other planes in search of ores and 
  minerals to consume. Every time that Svaðilfari makes a trip up 
  into the mountains of Mjóifjörður he finds himself needing to 
  deal with one of these troublesome outsiders. If the PC/ponies 
  come with him and kill one of them off, then Svaðilfari will 
  repay them with some useful information. 
  Assuming the PCs agree it will not take long before they find 
  themselves attacked by a Thoqqua, in difficult terrain, 
  burrowing up from under them with stealth. The PCs will have 
  to attack the creature with natural weapons (i.e. their hooves), 
  which will mean they will take 1d6 points of fire damage every 
  time they strike it, and when it strikes them they will run the 
  risk of catching fire. 
  Still, at least all of their items will be protected. 
  Assuming the PCs prevail, Svaðilfari will inform them that the 
  builder is actually a Jötnar in disguise. Loki more or less had 
  guessed this already so that particular piece of information will 
  not be of much use to him. Of much more interest, however, 
  will be Svaðilfari’s obviously flirtatious nature, communicated 
  either overtly with any female PC in the party or in conversation 
  54 the fact that size increase doesn’t grant speed increase is a 
  bit of an anomaly with the rule system; huge ponies in Asgard 
  move 3x as fast as medium sized ponies on the prime material 
  plane 
  
   
  World’s End 
  1.4 
  31 
  with all of the males, which will tell Loki that Svaðilfari has not 
  been gelded. 
  DC 
  Summary 
  30 
  Optional Fort save against Loki’s transmutation 
  spell / ability 
  Return 
  If this is the last quest that the PCs must complete, then Loki 
  will speak to them straight away about Bifrost and offer to take 
  them there, as described in the chapter on Bifrost. Otherwise 
  Loki will drop the PCs off back at one of their home villages in 
  Asgard and approach them later on once all of their quests are 
  completed. 
  As a parting gift, Loki will give the PCs a sprig of mistletoe, 
  which he suggests to them might come in useful one day. 
  Thoqqua 
  CR 2 
  NE Medium Outsider (earth, elemental, extraplanar, fire) 
  Init +1; Senses Darkvision 60 ft., Tremorsense 60 ft. 
  Perception +10 
  Aura Molten Body (DC 13) 
  Defense 
  AC 15, touch 11, flat-footed 14 
  hp 22 (3d10+6) 
  Fort +5, Ref +4, Will +2 
  Immune fire; Defensive Abilities elemental traits 
  Weakness Vulnerability to Cold 
  Offense 
  Speed 30 ft., burrow 20 ft. 
  Melee Slam +4 (1d6+1 plus burn) 
  Special Attacks Burn (1d6) (DC 13) 
  Statistics 
  Str 13, Dex 13, Con 15, Int 6, Wis 12, Cha 10 
  Base Atk +3; CMB +4; CMD 15 (can't be Tripped) 
  Feats Nimble Moves, Skill Focus (Perception) 
  Skills Acrobatics +7, Stealth +7, Survival +7 
  Languages Ignan (can't speak) 
  Special Abilities 
  Molten Body (DC 13) (Su) A thoqqua's body is hot 
  enough to melt stone. Anyone striking a thoqqua with a 
  natural weapon or unarmed strike takes 1d6 points 
  of fire damage. A creature that grapples a thoqqua or is 
  grappled by one takes 3d6 points of fire damage each 
  round the grapple persists. A creature that strikes a 
  thoqqua with a manufactured weapon can attempt a DC 
  13 Reflex save to pull the weapon away from the 
  creature's molten body quickly enough to avoid having 
  the weapon take 1d6 points of fire damage—damage 
  caused to a weapon in this manner is not halved as is 
  normal for damage caused to items, and ignores the first 
  5 points of hardness possessed by the item. As a result, 
  most metal weapons can generally safely strike a 
  thoqqua without taking much damage, but wooden 
  weapons have a significant chance of burning away if 
  used against one of these creatures. The save DC is 
  Constitution-based. 
  
   
  World’s End 
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  32 
  Njörðr and Skaði
  Getting There 
  Njörðr and Skaði live by lake Öskjuvatn in an isolated location 
  in the centre of Asgard/Iceland and in the middle of extremely 
  hostile landscape. Since Njörðr and Skaði are pretty self-
  sufficient and there are no traders and very few visitors who 
  ever go over to see them getting there presents a bit of a 
  challenge but if the PCs are patient they will eventually discover 
  that four servants, effectively huge frost giants relative in size 
  to the PCs, are due to return there after spending some time 
  away visiting family and bringing back supplies and, together 
  with their two equally huge polar bears, they will be happy to 
  have the PCs tag along with them. 
  The bears will even talk to the PCs, in their own language, and 
  tell them a little bit about the background to the situation. 
  Despite the rather alarming nature of their travelling 
  companions, the PCs have nothing to fear from them. 
  Öskjuvatn 
  Njörðr and Skaði have not been getting on very well lately since 
  they got married. She likes living in the mountains, he likes 
  living by the sea. She likes skiing, he likes fishing. He likes 
  nothing better than a wealthy feast after a bountiful harvest, 
  she is so cold and emotionless that it takes considerable effort 
  just to get her to share a bacon sandwich. 
  Odin, who has a bit of a soft spot for Skaði, and who feels a bit 
  responsible for their ill-fated match, has built a house for them 
  next to lake Öskjuvatn which occupies the crater of a now 
  dormant volcano called Askja55, hoping that the combination of 
  icy mountains and fresh-water lake might provide the two of 
  them with the environments both like. Unfortunately, neither 
  Njörðr nor Skaði like the house very much, both being more of 
  an outdoor type, and the closeness of their home to their 
  favoured terrain has merely made them more likely to spend 
  time apart. 
  The PCs will arrive at Öskjuvatn following a lead, perhaps from 
  Freyja, that Odin might be found here trying to help patch 
  things up between the newlyweds. 
  Njörðr’s and Skaði’s domain is an impressive white stone 
  edifice, with many rooms and halls, perched half-way up the 
  volcano. The two gods have many (giant) servants keeping the 
  place clean and the PCs will be made welcome as soon as they 
  arrive. As the servants will inform them, however, both Njörðr 
  and Skaði are out and about and no one is sure when they’ll be 
  back, however Njörðr said he was going down to the lake to fish 
  so that will probably be the PCs’ best first call. 
  Since Skaði moved into the area the place has been in a 
  perpetual state of winter, with Askja’s sides constantly covered 
  in snow and the lake constantly frozen over. The PCs, therefore, 
                                                                          
  55 both locations in Iceland 
  will need to equip themselves for a wintery journey when they 
  go exploring, and be prepared to use skis to get down to the 
  lake. 
  (Although the PCs will not know it at this stage, they are 
  destined to spend a night outdoors in freezing conditions as 
  well. Sensible PCs will make sure that they have cold-weather 
  clothing. How much of a clue you wish to give them of the 
  possibility of further cold danger is up to you.) 
  Njörðr (CR 2) 
  (I have rated the following sequence of skill challenges as being 
  the equivalent of a CR 2 encounter.) 
  Skiing 
  To start with the PCs will have to use skis to get down to the 
  lake as travelling by foot on soft snow is far too dangerous given 
  the hidden crevasses and risks of avalanches. Skis are available 
  at the house in all sizes, and skiing is accomplished using the 
  Acrobatics skill, since it is essentially a balancing activity (the 
  PCs may well wish to divest themselves of their armour before 
  making the journey downslope). 
  Getting down from the house to the lake will require making 3 
  descents, each hundreds of feet long though each only 
  requiring one Acrobatics roll. Once at the bottom, PCs will have 
  to make another Acrobatics check to stop. PCs may also wish to 
  make Acrobatics checks to stop themselves after each descent 
  should they wish to help a colleague who has come to grief as 
  a result of a bad roll. If PCs don’t stop themselves in this way, 
  they will automatically continue from one descent to the next 
  unless they fall. PCs on different descents cannot see, hear or 
  in any way aid each other. 
  The DC of the Acrobatics skill to either descend or stop is 10. 
  Failure by 1-4 on a roll to descend means the PC has 
  inadvertently stopped at the end of the descent. There is no 
  negative repercussion to this and it might even be useful if the 
  PC intended to stop! Failure by 5 or more means the PC also 
  takes 1d6 points of damage as he is wiped out in the snow. In 
  either failure case, progress will be made on that particular 
  descent as if for a success. 
  Failure by 1-4 on a roll to stop means the PC simply didn’t. 
  Failure by 5 or more means the PC has lost control and must 
  now take a cumulative -2 check on all future checks until they 
  stop. 
  A PC who ends up on the frozen lake because he fails to stop at 
  the bottom will automatically crash onto the ice, taking 1d10 
  points of damage plus needing to make a DC 15 Reflex save to 
  avoid suffering two points of damage to Dexterity as a result of 
  their skis and poles twisting all around themselves in a tangle. 
  
   
  World’s End 
  1.4 
  33 
  DC 
  Summary 
  10 
  Acrobatics check to descend or stop on skiis 
  15 
  Reflex save to avoid taking Dexterity damage if a 
  PC doesn’t stop before hitting the icy lake 
  Fishing 
  Njörðr is fishing for a huge fish in a hole in the ice in the middle 
  of the lake. He looks pretty miserable as the PCs approach him, 
  but he is civil enough to speak to. If the PCs are prepared to 
  indulge him he will complain liberally about how awful he feels 
  his existence is here and how he wishes he had uglier feet. If 
  the PCs ask him about Odin he will concede that Odin was, 
  indeed, speaking to his wife when last he saw them this 
  morning, though they both left soon after. Skaði probably 
  knows where Odin has gone but she’s up in the mountain right 
  now waiting to speak to her father, Þjazi. If the PCs would care 
  to help him catch his fish, Njörðr will show them how they can 
  get up to see his wife. 
  Assuming the PCs agree, Njörðr will start swirling his fishing line 
  around in the hole, explaining that he thinks he already has his 
  catch but simply needs to haul it up. Given the huge size of the 
  hole, and the thickness of the fishing line, PCs should realise 
  that what Njörðr is talking about is a pretty big fish. 
  Njörðr will expect everyone in the party to help. Any PC who 
  doesn’t will catch Njörðr’s eye and, ultimately, curse, if they 
  don’t change their mind and help. 
  (A cursed PC will automatically fail their next 3 swim checks, 
  though they will not be aware of the curse until they come to 
  make the checks.) 
  The huge fish that eventually comes out of the ice is not 
  dangerous in the normal sense, however the sheer size of the 
  thing and the fact that it’s desperately flapping its fins around 
  means that all helping PCs will need to make a DC 10 Reflex save 
  to avoid taking 1d6 points of damage. 
  Once the fish is out, Njörðr will drag it over to the side of the 
  lake where he will cook it over a huge bonfire and share it with 
  the PCs for lunch. During this time, he will speak to them about 
  their answers to riddle number 6. He’s a friendly sort of person, 
  so even if their answers were a bit “off” he will give them the 
  benefit of the doubt and talk patiently about what they meant, 
  particularly with anything they might have said about him. 
  Once they have eaten, Njörðr will instruct them to walk around 
  the lake until they find a huge sleigh pulled by reindeers and 
  manned by a couple of his servants. If they tell the servants that 
  Njörðr sent them the servants will take the PCs up in the sleigh 
  to see Skaði. 
  DC 
  Summary 
  10 
  Reflex save to avoid taking damage from a huge 
  flapping fish 
  Skaði (2 x CR 1) 
  (On this occasion, I have rated the skill challenge associated 
  with this part of the adventure as being the equivalent of a CR 
  1 encounter; the second CR 1 encounter being a creature to be 
  fought). 
  Skaði’s sleigh has the capacity to carry four huge humanoids, as 
  well as space for the two huge drivers, so the PCs will have no 
  trouble fitting in. The interior of the sleigh is sparse but 
  
   
  World’s End 
  1.4 
  34 
  comfortable; it offers no protection against the cold but it is 
  clear from the thin clothing worn by the drivers that these 
  particular giants are not bothered by the cold weather. Once 
  the PCs are in the sleigh, four huge reindeer will pull them up 
  to the highest point of the caldera surrounding the lake, 
  arriving where Skaði stands alone on a cold stone bench 
  patiently waiting for the stars to come out. 
  There is no sign of Odin here. 
  Skaði is a beautiful, tall, ash-blonde woman, who carries a bow 
  and a set of skis on her back, even though her sleigh might seem 
  to obviate the need for the latter. She is a cold and distant 
  person, little concerned with the plights of mortals though not 
  actually actively hostile towards them. Her body, cold to the 
  touch, mirrors her personality, neither draining heat from the 
  living nor willing to impart on them any warmth to help them 
  stay alive. 
  At night, Skaði frequently likes to talk to her father, who exists 
  now only as a pair of stars up in the sky, these being his eyes, 
  which is all that is left of him. When the PCs arrive in search of 
  Odin Skaði will tell them that she will be happy to explain where 
  Odin has gone after she’s had time to commune with her 
  father, and since this only happens at night this will mean that 
  the PCs will have to survive the cold conditions which night-
  time brings before she points them in the right direction in the 
  morning. 
  At night, the temperature at this location drops to “cold” for 2 
  hours, “severe cold” for 4 hours, then “cold” again for 2 hours 
  more. It is to be hoped that the PCs have prepared themselves 
                                                                          
  56 without taking any damage from landing, probably thanks to 
  the magical tear that it is wrapped around 
  with cold-weather outfits, and PCs who think to huddle 
  themselves up next to the reindeer will gain a further +5 bonus 
  on their fortitude saves against the cold, stacking with that 
  provided by the cold weather outfits, and providing the same 
  reduction in saving throw requirement as if wearing a cold 
  weather outfit. Huddling up to Skaði or her servants will not do 
  the PCs any good and she will refuse to provide them with any 
  other sort of protection. 
  While the PCs shiver away, Skaði will talk away to her father up 
  in the sky, bemoaning the fact that she was tricked into 
  marrying Njörðr by the beauty of his feet, complaining of his 
  lacking as a husband and, more than anything else, blaming Loki 
  for her predicament and the death of her father which she 
  swears she will one day avenge. Depending on what the PCs 
  said in answer to riddle 6 she will also bring them into the 
  “conversation” in one way or another. Skaði’s a little bit less 
  forgiving than her husband so if they said anything rude about 
  her she’ll have a bit of a go at them. 
  As the night wears on, whilst the cold is still severe, Skaði will 
  say something particularly heart-breaking about how she 
  misses her father and Þjazi will shed a tear which will fall all the 
  way down onto Asgard and land right in the middle of the PCs. 
  On the way down the tear will pick up a Small Ice Elemental 
  which will attack the PCs on landing56. The elemental will not 
  attack anything Huge like Skaði, or her servants or the reindeer, 
  having enough sense to recognise when it is totally outclassed, 
  but it will have no trouble taking on the PCs. 
  
   
  World’s End 
  1.4 
  35 
  With the elemental defeated, the PCs will find a fist-sized 
  crystal on the ground (Þjazi’s tear) which Skaði will then allow 
  them to keep as a gift. 
  The next morning Skaði will explain that Odin did come to speak 
  to her some days back but that he then went on into the realm 
  of the dwarves in order to continue with some unfinished 
  business that he had there with Galar and Fjalar. Skaði doesn’t 
  know any more than that, however she can take the PCs to a 
  cave high up in the mountains which the dwarves use to 
  transport water and ice down into their tunnels to cool their 
  forges. There are normally one or two dwarves there and Skaði 
  is sure that if she speaks to them nicely they will happily let the 
  PCs travel down into the underworld to find Odin. 
   
  Elemental, Ice, Small 
  CR 1 
  N Small Outsider 
  (air, cold, elemental, extraplanar, water) 
  Init -1; Senses Darkvision 60 ft., Snow Vision 
  Perception +5 
  Defense 
  AC 16, touch 10, flat-footed 16 
  hp 13 (2d10+2) 
  Fort +4, Ref +2, Will 0 
  Immune cold; Defensive Abilities elemental traits 
  Weakness Vulnerability to Fire 
  Offense 
  Speed 20 ft., burrow (ice and snow only) 20 ft., swim 
  60ft. 
  Melee  
   
  Slam +4 (1d4+1 plus 1d3 cold) 
  Power Attack 
  Slam +3 (1d4+3 plus 1d3 cold) 
  Special Attacks 
  Numbing Cold (DC 12) 
  Statistics 
  Str 12, Dex 8, Con 13, Int 4, Wis 11, Cha 11 
  Base Atk +2; CMB +2; CMD 11 (can't be Tripped) 
  Feats Power Attack 
  Skills Knowledge Planes +2, Stealth +8, Swim +9 
  Languages Aquan 
  Special Abilities 
  Ice Glide (Su) A burrowing ice elemental can pass 
  through nonmagical ice and snow as easily as a fish 
  swims through water. Its burrowing leaves behind no 
  tunnel or hole, nor does it create any ripple or other sign 
  of its presence. A control water spell cast on an area 
  containing a burrowing ice elemental flings the 
  elemental back 30 feet, stunning the creature for 1 
  round unless it succeeds on a DC 15 Fortitude save. 
  Icewalking (Ex) This ability works like the spider climb 
  spell, but the surfaces the elemental climbs must be icy. 
  The elemental can move across icy surfaces without 
  penalty and does not need to make Acrobatics checks to 
  run or charge on ice. 
  Numbing Cold (Su) When an ice elemental deals cold 
  damage to a creature, that creature must succeed on a 
  Fortitude save or be staggered for 1 round. The save DC 
  is listed in the elemental’s stat block and is Constitution-
  based. 
  Snow Vision (Ex) An ice elemental can see perfectly well 
  in snowy conditions and does not take any penalties on 
  Perception checks while in snow. 
  
   
  World’s End 
  1.4 
  36 
  The Dwarves
  Into the Underworld (CR 1) 
  (I have rated the following sequence of skill challenges as being 
  the equivalent of a CR 1 encounter.) 
  Skaði will take the PCs to a large icy cave full of stalactites and 
  stalagmites which holds one end of a rail track leading deep 
  down into the mountain. 
  The track in the cave winds around several points57 controlled 
  by huge levers which regulate the movement of massive mining 
  carts full of ice, a number of which are parked on side-lines. 
  There are no dwarves around when they arrive so Skaði will 
  help the PCs prepare one of the carts for their use by tipping 
  out the ice and filling it with shoring timber so that they have 
  something to stand on and hold without suffering cold-burns 
  from the carts’ metal sides. Once the PCs are ready, Skaði will 
  push their cart to the beginning of the track leading down and 
  with a final shove send them on their way into the darkness. 
  The cart is big enough to hold 12 PC-sized creatures. With the 
  shoring timber in place the PCs can stand up and see over the 
  side of the cart which at that point will provide about 4’ of 
  cover. The cart will pretty soon pick up speed and unless the 
  PCs have some sort of extraordinary ability they will have no 
  way of stopping it until it gets to the bottom. Along the way, 
  however, treasures and dangers await. 
  (Please feel free to embellish this part of the adventure as much 
  as you like with your own personal touch). 
  The different parts of the journey are described below, each 
  separated by a 1-minute gap. 
  1. 
  The first steep descent. 
  The cart will drop precipitously and everyone will need to make 
  a DC 12 Fortitude save or be nauseated. Anyone carrying a 
  naked flame such as a torch must make two DC 12 Reflex saves 
  – one to prevent themselves taking 1d3 points of fire damage, 
  the second one to prevent the torch going out. Nauseated PCs 
  will automatically fail both saves. PCs will recover from the 
  nausea in time for the next stage of the descent. 
  2. 
  Bats 
  The cart will next plunge through a cave full of bats, taking 
  about 30 seconds to get from end to end. Anyone carrying a 
  non-flame based light source will find it obscured by 2-4 bats 
  clinging on to it, reducing the light given off to “dim” until all 
  the bats have been pulled off. Pulling a bat off requires a DC 15 
  Reflex save to avoid getting nipped for 1 point of damage. 
  3. 
  Helter Skelter 
  The cart now descends in a rapid downward spiral. PCs will 
  need to make a DC 12 Fortitude save or become sickened until 
                                                                          
  57 as in railway points, or track switches 
  the cart finally stops at the bottom (i.e. the end of the complete 
  descent). 
  4. 
  Dragon 
  The cart will next pass through the lair of a colossal dragon, its 
  colour uncertain due to the huge piles of coinage that it sleeps 
  under. Any PC who can succeed on a melee touch attack against 
  an AC of 15 can pinch a piece a jewellery worth 1d100 gp as 
  they pass by58. This, however, will anger the dragon who, 
  though fortunately unable to get at the PCs before the cart 
  takes them away, will still breathe its flaming breath after them. 
  Happily, only the tips of this breath attack will get the PCs, who 
  will need to make DC 12 Reflex saves to avoid catching fire (this 
  DC includes the protection from the side of the cart). 
  5. 
  Drop 
  The cart now goes through a series of drops in a zig-zag descent 
  each of a few hundred feet. Each section of the zig-zag ends 
  with a hole in the floor that drops the cart neatly onto the next 
  level down. Dwarven engineering ensures that the cart hits the 
  tracks correctly. It’s an unpleasant experience but one which 
  doesn’t cause any damage to the PCs. 
  6. 
  Bones 
  The cart slows down as it passes through a large dark cave full 
  of bones, weapons and armour, where it is clear that some 
  huge battle took place many years ago. Everything, including 
  bones and all items, is sized for huge humanoids, apart from 
  the remains of one massive humanoid creature at least 40’ tall 
  which must have been part of the battle and in front of which 
  the cart temporarily stops. 
  The cavern will be eerily quiet for a moment before gears and 
  levers start to operate an elevator mechanism that lowers the 
  cart to the next stage of its journey. As this happens, however, 
  whispers in the dark start up, as if surprised that something 
  warm-blooded has entered the cave, and the PCs will need to 
  make DC 12 Will saves to avoid becoming shaken. Anyone who 
  rolls a natural 1 on their save will be frightened instead, and 
  frightened PCs will attempt to climb out of the cart for 1 round, 
  never to be seen again if they succeed. Non-frightened PCs may 
  attempt to save their comrades via grapple attacks and the like, 
  though note that the PC trying to escape will fight back. 
  A PC should only be lost in this encounter if they become 
  frightened and nobody tries to stop them, otherwise, 1 round 
  later, the cart will drop down onto the elevator and the danger 
  will have passed. 
  7. 
  Elevator 
  The platform on which the cart rests will drop down over the 
  course of the next 30 seconds (i.e. 5 rounds) at a rate of 10’ a 
  second. Any PC brave enough will be able to climb out of the 
  cart now and retrieve a huge masterwork battle axe lying on 
  58 plus miss chance in case the PCs have no light source or 
  darkvision 
  
   
  World’s End 
  1.4 
  37 
  the platform. PCs not climbing back in again (DC 10) when the 
  elevator reaches the bottom will have a long walk to finish the 
  last stage of the journey. The elevator tips up when it hits the 
  bottom so that the cart can be sent on its way again. 
  8. 
  The long final descent 
  The final stage of the descent sees the cart winding its way 
  slowly for 5 miles, covering the ground in about ½ hour. Along 
  the way the cart passes through several caverns holding huge 
  mining and forging machinery, none of it in operation. The 
  place looks pretty much deserted and though any PCs who are 
  walking rather than riding will be able to investigate it at their 
  leisure there is nothing of any interest to be found here. After 
  plunging through an underground waterfall crossed by a stone 
  bridge the railway will finally come to an end inside a huge 
  cavern (walking PCs will need to make a DC 5 Acrobatics check 
  in order to cross this bridge59 and then a DC 12 Reflex save, 
  whether successfully crossing the bridge or not, to avoid taking 
  1d3 points of bludgeoning damage from the water). 
  Behind the waterfall is the residence of the dwarf Andvari. 
  DC 
  Summary 
  12 
  Part 1) Fortitude save to avoid becoming 
  nauseated 
  12 
  Part 1) Reflex save (x2) to avoid taking 1d3 
  points of fire damage if carrying a naked flame 
  15 
  Part 2) Reflex save when pulling off a bat to 
  avoid taking 1 point of damage 
  12 
  Part 3) Fortitude save to avoid becoming 
  Sickened for the entire remainder of the ride 
  12 
  Part 4) Reflex save to avoid catching fire if the 
  dragon is angered 
  12 
  Part 6) Will save to avoid being shaken, a natural 
  “1” meaning a PC is frightened instead 
  10 
  Part 7) Climb check to get back in the cart 
  5 
  Part 8) Acrobatics check to cross the bridge on 
  foot 
  12 
  Part 8) Reflex save to avoid water damage if 
  crossing the bridge on foot 
  Andvari 
  Andvari is a huge (for here) golden haired and bearded dwarf, 
  perhaps greying at the edges, with exaggerated features even 
  for his race, opulently dressed (without arms or armour) and 
  sitting on a throne-like chair behind a massive stone desk in a 
  hall filled with many riches as well as racks of scrolls, ledgers 
  and books. Once past the waterfall, the PCs’ cart will run on its 
  rails for 100’ or so before entering this hall, stopping at a point 
  not far from Andavri’s desk and onto a set of scales. As the cart 
  stops, Andvari will look up from the accounts that he’s currently 
                                                                          
  59 failing this by 5 or more is essentially fatal 
  working on to inspect and annotate the weight of the cart 
  before pulling on the lever that allows the cart to continue. 
  When he sees the PCs, however, he will stop what he’s doing in 
  order to ask them to get out of the cart and explain to him 
  exactly what’s going on. 
  Andvari is a miserly creature, seeing little value in anything that 
  has no value in gold, and only respecting anyone who is good 
  at accumulating it. He firmly believes that fools and their gold 
  should soon be parted, however he’s prepared to be generous 
  to anyone likely to think along the same lines as him as allies 
  are always valuable. 
  After listening to the PCs’ tale, Andvari will present them with 
  a bill for the use of the cart, and the rails, and anything else that 
  he can think to charge them for. He will listen to counter-
  arguments but always try to manoeuvre the PCs into some sort 
  of situation where they must accept that they are in debt. If it 
  is to his advantage he will refer the PCs to their answers to 
  riddles 7 and 8, and any of the others, however in the end to 
  what degree he succeeds will depend largely on the players’ 
  ingenuity. 
  (If the PCs do finally agree that they owe him money then 
  Andvari will simply ask them to sign an agreement that the debt 
  must be repaid sometime in the future and demand nothing 
  more from them than that60.) 
  With regards to Odin, Andvari will explain that a rather rough 
  and savage man called Bolverk came down some days ago 
  60 the repayment of this debt is outside of this adventure and 
  need never actually take place 
  
   
  World’s End 
  1.4 
  38 
  looking for two dwarves called Fjalar and Galar, and Andvari 
  suspects that this might have been Odin in disguise. Fjalar and 
  Galar were well known for having created “The Mead of 
  Poetry” using some rather questionable techniques and 
  Andvari thinks Odin might have come to “put things right”. 
  Although many tunnels lead from Andvari’s hall, Andvari 
  advises the PCs to follow Bolverk’s footsteps rather than risk 
  getting lost in the maze of tunnels that form the dwarves’ 
  homes. This direction will also eventually lead them to a lake 
  where the PCs might be able to find some way to travel back to 
  their own civilisation. 
  As the PCs finally take their leave Andvari will also offer them 
  one last piece of advice: 
  There’s always some truth, and some falsehood, everywhere 
  you go. Remember it well. 
  The meaning of this cryptic phrase will become apparent in the 
  next section. 
  Fjalar and Galar (CR 2) 
  A winding stairwell cut in the rock, 30’ wide and 30’ high, with 
  steps sized for huge creatures, descends 500’ or so from 
  Andvari’s hall to the dining hall belonging to the dwarves Fjalar 
  and Galar. 
  Fjalar and Galar, however, are both dead, their skeletal bodies 
  lying next to chairs at the ends of a massive stone dining table, 
  100’ long by 15’ wide, that dominates the room. The bodies of 
                                                                          
  61 e.g. “move over to the left and give me a flank”, or “watch 
  out for that one he’s using a weapon with reach!”, if that’s the 
  sort of things your PCs like to say in combat 
  the two dwarves have been picked clean by rats, six of which 
  remain. Since Fjalar and Galar came to fame by creating and 
  imbibing The Mead of Poetry, a drink that grants intelligence 
  and the gift of poetry, the rats which feasted on their carcasses 
  have also gained intelligence and poetic eloquence, which will 
  become apparent to the PCs as the rats engage them in combat. 
  The rats will work together well whilst taunting the PCs, 
  discussing their tactics with each other in erudite fashion, and 
  so on, in much the same way that the PCs probably like to do 
  themselves61. Note that the rats do not carry any disease – that 
  sort of thing is beneath them. 
  The room itself is over 200’ long and 100’ wide. Various exits 
  lead to other parts of the residence of the two dwarves 
  including kitchens, bedrooms, workrooms and so on. There’s 
  nothing of any interest in any of these other rooms however 
  PCs who wish to gather any sort of mundane huge-sized 
  household item are sure to find whatever they might need 
  here. One exit from this area leads outside to a lake. The other 
  main interesting feature in this room are the three caskets 
  placed between two thrones at one end of the dining room. 
  The caskets are 5’ square by 3’ high. One is golden, one silver 
  and the other a dull lead-colour. Each casket is inscribed as 
  follows62: 
  Gold casket: the mead isn't in the silver casket. 
  Silver casket: the mead isn't in this casket. 
  Lead casket: the mead is in this casket. 
  62 in dwarven and common 
  
   
  World’s End 
  1.4 
  39 
  None of the caskets are locked, but the silver and lead caskets 
  are trapped with a Bestow Curse spell which triggers on 
  opening the casket and which targets the opener, or main 
  opener if there are more than one (single target, Spot/Disarm 
  DC 28, CL 5, DC 14 Will save negates, effect depends on casket 
  – see below). 
  The 
  answer 
  to 
  this 
  particular 
  conundrum 
  requires 
  remembering Andvari’s advice of there always being some 
  truth and some falsehood in everything. In this case one needs 
  to pick the casket which, if it contains the mead, ensures that 
  at least one of the statements on the caskets is true and at least 
  one of them is false. Therefore: 
   
  If the mead was in the lead casket, then all of the 
  statements would be true, so opening it triggers the 
  curse and a magic mouth which proclaims (in 
  dwarvish) “Since you value the truth so much, may 
  you never be caught in falsehood.” The curse is to 
  always tell the truth. 
   
  Conversely, if the mead was in the silver casket, then 
  all of the statements would be false. The effect is 
  similar to the lead casket save now the proclamation 
  is “Since you value the truth so little, may you never 
  be heard to speak it”, and the curse is of always 
  having to lie. 
   
  The gold casket is the only one where, if the mead is 
  within, then two of the statements are true (gold and 
  silver) and one false (lead). Opening it reveals over a 
  hundred potion bottles of various sizes all of which 
  are empty apart from one potion bottle, small and 
  square shaped, coated on the inside with a residue 
  which comes from the Mead of Poetry itself, and 
  which functions as a divine item as described in the 
  Item Reference. 
  The curses from the lead and silver caskets cancel each other 
  out, should someone end up with both. 
  DC 
  Summary 
  28 
  Spot / Disarm check for the silver and lead 
  casket Bestow Curse trap 
  14 
  Will save to avoid the Bestow Curse trap 
  Return 
  There is a corridor leading from the living areas of Fjalar and 
  Galar which leads down to a lake to the east of Öskjuvatn – a 
  lake used by humans (i.e. giants) to fish and travel. From here 
  the PCs will be able to get back to Asgardian civilisation. 
  Clever Rat, Dire 
  CR 1/3 
  N Small Animal 
  Init +3; Senses low-light vision, scent 
  Perception +8 
  Defense 
  AC 14, touch 14, flat-footed 11 
  hp 5 (1d8+1) 
  Fort +3, Ref +5, Will +1 
  Offense 
  Speed 40 ft., climb 20ft., swim 20ft. 
  Melee bite +1 (1d4) 
  Statistics 
  Str 10, Dex 17, Con 13, Int 16, Wis 13, Cha 4 
  Base Atk 0; CMB -1; CMD 12 (16 vs trip) 
  Feats Skill Focus (Perception) 
  Skills Acrobatics +6, Climb +15, Stealth +11, Swim +15 
  
   
  World’s End 
  1.4 
  40 
  Bifrost
  Getting There 
  Once the PCs have looked everywhere for Odin and not found 
  him, and after they have picked up the last of their items as 
  described under “An Honest Day’s Treasure”, Loki will once 
  again approach them somewhere in Asgard with a suggestion. 
  If Odin does not want to be found, then maybe it’s the case that 
  he cannot be found. Given that the PCs have drawn blanks 
  everywhere they’ve looked this looks likely so why not consider 
  another strategy for getting home. 
  It just so happens that a huge bridge 
  called The Bifrost Bridge connects 
  Asgard to the Prime Material World 
  (i.e. the PCs home plane). The bridge 
  flames with a fire which charcoals 
  anyone coming up it but anyone 
  travelling down the bridge and away 
  from Asgard is unaffected63. If the PCs 
  are interested, Loki will take them to 
  where the bridge begins and set them 
  on their way. 
  If they’re not interested then, well, 
  life in Asgard isn’t that bad, is it … 
  The Bridge 
  Deep in the centre of Asgard a range 
  of 
  otherwise 
  unremarkable 
  mountains takes on a colourful 
  appearance as the PCs approach, 
  betraying 
  the 
  presence 
  of 
  the 
  rainbow bridge nearby. 
  As Asgardian protocol dictates that no 
  one should come to Bifrost unless 
  they wish to use it, Loki will leave the 
  PCs to make the last mile’s journey to 
  it by themselves. Happily, though, 
  there are no natural predators in the 
  area and Asgard’s defences are situated further down the 
  bridge so nothing will disturb the PCs as they get nearer. 
  Reaching the mountain range the PCs will be forced to climb up 
  a path to get around the first summit and then find themselves 
  descending its far, shallower, side along a broad slope covered 
  in the rainbow’s colours, as if somehow the rainbow lay along 
  the side of the mountain. 
  Finally, as the PCs descend, the ground will start to become less 
  and less substantial, with the rainbow somehow or another still 
  holding the PCs’ weight, until at the bottom of the slope the PCs 
                                                                          
  63 well, not according to the myths, though they don’t say 
  otherwise … 
  will pierce through the crust of Asgard itself and emerge onto 
  the Bifrost Bridge which is crossing, not earth or sea, but sky. 
  Himinbjörg (1 x CR 1, 2 x CR ½) 
  Progressing along the bridge Asgard will soon look like a child’s 
  balloon trailing behind them at the end of a multi-coloured 
  piece of string. As the heat of the rainbow bridge underfoot 
  starts to become apparent, by the time the PCs have travelled 
  a mile or so it will be clear that any attempt to retreat will result 
  in incineration. 
  The rainbow, now consisting of seven coloured strands each 20’ 
  across, fizzes and pops alarmingly as the PCs move down it, 
  flames occasionally shooting up between the coloured strands 
  but leaving the PCs unharmed, unless they foolishly take a step 
  backwards. Soon a huge palace floating on fluffy white 
  cumulous clouds will become apparent in the distance, 
  interrupting the bridge’s progress. This palace must clearly be 
  Himinbjörg, fabled residence of Heimdallr, the god with 
  responsibility of warning Asgard of invasion64. Surely Heimdallr 
  will not impede the PCs progress, however as the PCs approach 
  the sound of many shouting voices will be heard from under the 
  bridge and when the PCs are within 100’ of the palace hundreds 
  64 if none of them have heard of it or Heimdallr then Loki will 
  doubtless have told them about it as they came here 
  
   
  World’s End 
  1.4 
  41 
  of burning skulls will rise up through the rainbow and start 
  flying through the air towards them. 
  The skulls are all that remains of invaders of the past, slain in 
  battle on the bridge and then left to burn once their fire 
  protection ran out its course. 
  These skulls are of many sizes and races, in as much as a skull 
  can betray the physiognomy of its original owner via teeth, 
  tusks and so on. Clearly crazed and in pain, the skulls make no 
  concerted effort to attack the PCs directly but by virtue of their 
  sheer number some of them end up crashing into the party and 
  attacking them anyway. 
  The first combat, with two skulls together, will occur on the 
  bridge itself. Note that here the skulls can move about freely 
  whilst the PCs can only move forwards or sideways65. Once they 
  have finished combat, assuming they do not wish to fight an 
  endless stream of flaming skulls, the PCs will need to run 
  forwards towards Himinbjörg for shelter. 
  Unfortunately, flaming skulls can be seen emerging from the 
  rainbow bridge ahead of Himinbjörg, suggesting that perhaps 
  crossing Bifrost wasn’t such a good idea. As another skull 
  attacks the PCs as they climb up off the bridge onto the grounds 
  in front of the palace it looks like somebody’s going to have to 
  think of something quickly or this adventure is about to be 
  over! 
  The Black Gates 
  To the left of the PCs as they emerge from Bifrost is a huge pair 
  of black iron doors, easily 100’ high and 50’ wide, and providing 
  the only way into Himinbjörg that can be imagined from this 
  vantage point (the main structure of the palace being both 
                                                                          
  65 moving backwards is, literally, suicide 
  huge and windowless and stretching back impossibly onto the 
  sky behind the doors without any path around it). The black iron 
  doors neither have handle, keyhole nor knockers, and though 
  they clearly open outwards it can only be assumed that they do 
  so by being pushed out from within. 
  The doors themselves are decorated with bas relief scenes of a 
  huge battle with humanoids, perhaps gods, in mortal combat 
  with wolves, snakes and dragons on ground, sea and even on 
  the Bifrost Bridge itself. It is hard to say who might win such a 
  conflict but one thing’s for sure, there is no salvation for the PCs 
  in this direction, and if they tarry here overlong they will be 
  attacked by another flaming skull. 
  The House of the Horn 
  Across the courtyard from the black gates, on the right of the 
  rainbow bridge leading down from Asgard, lies the House of the 
  Horn, a round edifice 120’ in diameter and 80’ high. Steps from 
  the open entrance lead up to a platform near the ceiling where 
  a huge horn known as the Gjallarhorn rests, sticking out 
  through a break in the ceiling rather like a telescope in an 
  astronomical modern observatory. 
  Nine statues of majestic looking women, each 30’ high, 
  surround the building, depictions of Heimdallr’s nine mothers. 
  Labels on their plinths give their names: Angeyja, Atla, Eistla, 
  Eyrgjafa, Gjolp, Greip, Imth, Jarnsaxa and Ulfrun. 
  The horn itself, twisting hugely into the sky atop the 
  observatory platform, is held in such a way that its mouthpiece 
  descends almost to the level of the platform, allowing it to be 
  blown by one of the PCs’ size as well as by a giant standing 
  further down the stairs. Next to the mouthpiece of the horn is 
  a concave bronze platter in which burns a cold blue flame. 
  Written on the platter’s inside surface, and visible through the 
  flame, is the inscription “Prove Thine Divinity”, in many 
  different languages including common. 
  Another of the flaming skulls will fly in through the roof to 
  attack the party as they take stock of their situation. Clearly, 
  nowhere is safe is from these creatures, and it seems that the 
  skulls are now beginning to cluster around the building as if 
  scenting out their prey. 
  The answer, obviously, is to blow the horn, but anyone who 
  tries to do so will find themselves unable to generate any sound 
  unless they sacrifice one of the divine items that they’ve 
  encountered during the adventure66. Only one such item needs 
  to be placed in the platter. This will consume it utterly but then 
  allow the person so doing to place their lips to the mouthpiece 
  of the horn and blow out a sound of sorts. 
  If the PCs were expecting a blast to be heard all over the nine 
  worlds, then they will be sorely disappointed. The best any of 
  them will manage is a sort of “parp!” - just about audible, and 
  not exactly heroic, but heroic enough. 
  66 see the Item Reference appendix 
  Flaming Skull (Beheaded) 
  CR ½ 
  NE Tiny undead 
  Init +1; Senses darkvision 60 ft.; Perception +0 
  Defense 
  AC 13, touch 13, flat-footed 12 
  hp 5 (1d8+1) 
  Fort +1, Ref +1, Will +2 
  Immune fire, undead traits 
  Offense 
  Speed fly 40 ft. (perfect) 
  Melee slam (1d2–1 plus 1d6 fire) 
  Statistics 
  Str 9, Dex 12, Con --, Int --, Wis 10, Cha 13 
  Base Atk +0; CMB -3; CMD 8 (can't be tripped) 
  Skills Fly +9 
  
   
  World’s End 
  1.4 
  42 
  The Ride of the Valkyries! 
  The flames on the platter will die down completely when the 
  horn is blown. No more sacrifices can be made and the horn 
  cannot be blown a second time. The flaming skulls will continue 
  their slow progress up the building, both inside of it and out, 
  occasionally bumping into each other and the walls as they seek 
  the PCs out. 
  Just as one of them emerges over the roof a huge giantess on a 
  flying horse will kick the thing out of the way as she swoops 
  down to pick up a PC. Others will follow, and soon all of the PCs 
  will be aloft and on their way to Valhalla.    
  
   
  World’s End 
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  43 
  Valhalla
  Being an edifice of stone big enough to hold a giant army, its 
  roof “thatched” with golden shields, the PCs might be forgiven 
  for thinking that they’ve been flown towards a second sun as 
  their Valkyrie rescuers bank down towards Valhalla in a perfect 
  aerodynamic formation. A huge golden tree hides massive 
  open doors which admit the flyers in, and once dismounted and 
  dusted down the PCs will be taken into one of the many 
  banquet halls that seem to be permanently feasting Valkyries 
  and their dead Viking champions67. 
  The PCs, of course, are neither, but it seems that for the day 
  they’ve been granted a “visitor’s pass” to the place. Quickly 
  taken to one of the Valkyrie tables the PCs will soon see that it’s 
  a blithesome occasion even if they are, given their relative size, 
  a little bit over their heads. 
  The PCs may well feel that they haven’t achieved very much in 
  this adventure. Told to go off to find Odin they not only failed 
  to do so but ultimately had to be rescued by a load of lasses on 
  flying horses. Added to that the fact that it is clear that the 
  celebrations, the toastings, the boastings, the tales and the 
  praise, are all directed at the giant warriors in the hall who were 
  clearly heroes when alive, it’s almost as if the Valkyries have 
  been invited to participate in a “bring your child to work” 
  scheme today as no one has any interest in the PCs apart from 
  occasionally giving them a friendly wink as if to say “how are 
  you enjoying your day with the grown-ups?”68 
  Still, the PCs are fed, given mead to drink69, and all wounds and 
  ailments are healed. Eventually their Valkyrie “mummies” pop 
  them down at the end of the table while they go to get 
  progressively drunker and rowdier. As the PCs sit there feeling 
  more and more ignored and wandering what they should do 
  next an older but very beautiful Valkyrie will come over to them 
  and sit at their table. 
  Frigg 
  “How have you enjoyed your time in Asgard?” she’ll begin. 
  Most probably bitter-sweet, but that’s for the PCs to explain. If 
  asked, she will give her name and explain that she is the wife of 
  Odin, but she won’t have much more to say than that about 
  herself as she prefers to let the PCs do the talking. When it is 
  clear that the PCs feel that their adventure is over and they 
  would really rather like to go home now, though they don’t 
  know how, Frigg will ask them to follow her out of the hall as 
  she’s sure she can help them as long as they are, indeed, 
  decided. 
                                                                          
  67 including any PCs that perished during the adventure, though 
  these are now giant sized and unable to return to the normal 
  world without a Raise Dead or similar spell 
  68 and if any of the PCs like their women voluptuous, they’re 
  best advised to keep their eyes firmly under control. The 
  breasts around them might be big but so are the biceps! 
  Frigg will lead the PCs down a series of steps and corridors, past 
  other banqueting halls and kitchens, dormitories and practice 
  halls, until eventually coming out onto a long corridor which 
  drops through a series of 90-degree turns to an unremarkable 
  wooden door. As the PCs follow her both the corridor and Frigg 
  herself will appear to become smaller until by the time they 
  reach the door everyone will be of the same size – i.e. the same 
  size as the door. 
  Anyone who turns back now will be lost in Asgard forever. 
  Those who go through the door with Frigg70, however, will find 
  themselves back in the World’s End inn, in the kitchen, which 
  through another door leads into the tap-room. 
  Normal scale has returned, and as the PCs turn to look at Frigg 
  they will suddenly recognise that this is exactly the same 
  woman who went earlier by the name of Hlín. 
  The door out of the Inn to the outside world lies open, and 
  beyond it the PCs recognise the countryside that they were 
  travelling through before, now bright and colourful in the mid-
  morning sun. As Frigg leads them through back into their own 
  world she will speak to them thus71: 
  It’s important to have a sense of perspective. The gods that 
  inhabit Asgard are not in any way special: they have virtues 
  and vices like everyone else. Their extraordinary abilities do 
  not indicate any superiority - apart from the purely practical. 
  They don’t deserve their powers; they just have them. 
  You shouldn’t measure yourself against gods. Gods have 
  advantages over you which you cannot hope to match, for 
  reasons which are steeped in mystery and mythology that 
  none of us understand. 
  Don’t be surprised, also, if you never find anything in Thor, 
  Freyja, Loki or even in my own husband Odin that you consider 
  admirable. Don’t imagine that the qualities that you observe 
  in them must be laudatory just because they happen to be the 
  qualities of gods. Don’t be fooled. Gods are not paragons. 
  And remember also that Asgard is not your world and that the 
  gods are not your people. This is your world and this is where 
  you must begin. Set your sights on the worldly, your goals on 
  the achievable, and your competitors and adversaries 
  amongst your peers, and you will succeed or fail against a fair 
  opposition. Perhaps in the end if you live a hero’s life you will 
  end up in Valhalla as one of the equals there. 
  As Frigg finishes her speech, the PCs will find that they have 
  wondered outside and ahead of her, and when they turn 
  around to say goodbye, Frigg and the World’s End Inn will have 
  disappeared. 
  69 and have their faces wiped 
  70 and as these doors close behind them, nothing short of divine 
  power will open them again 
  71 please feel free to modify this speech to suit your own and 
  your players’ feelings and sensibilities 
  
   
  World’s End 
  1.4 
  44 
   Glossary
  People 
  Æsir, The, principle pantheon including Odin, Frig, Thord and 
  Baldr, the second pantheon being The Vanir. 
  Andvari dwarf that lives underneath a waterfall, can turn 
  himself into a fish at will and is very wealthy thanks to a magical 
  ring. Loki eventually forces him to give up his wealth. 
  Angeyja, Atla, Eistla, Eyrgjafa, Gjolp, Greip, Imth, Jarnsaxa and 
  Ulfrun Heimdallr’s nine mothers. 
  Baldr (Baldur) second son of Odin, interpreted as a god of love, 
  peace, etc, though this is never recounted in the myths. 
  Supposedly un-killable he is eventually slain by the wiles of Loki. 
  Bolverk name assumed by Odin in pursuit of The Mead of 
  Poetry. 
  Byggvir Freyr’s servant. 
  Dvalinn (in this case) one of the four stags in Yggdrasil. 
  Faðr Galdr (Fadr Galdr) name assumed by Odin meaning 
  “father of magical songs”. 
  Fáfnir a dragon slain by Sigurd. 
  Fenrir monstrous wolf, son of Loki. 
  Fjalar and Galar, two dwarven brothers who killed Kvasir in 
  order to make The Mead of Poetry. 
  Freyja goddess associated with love, sex, beauty, fertility as 
  well as gold, war and death. Freyr is her brother, Njörðr her 
  father. 
  Freyr fertility god, brother to Freyja, known to possess a sword 
  which fights by itself. 
  Frigg wife of Odin, goddess of foreknowledge and wisdom. 
  Gerðr (Gerd) jötnar, wife of Freyr, daughter of Gymir. 
  Gullinbursti Freyr’s pet pig, with a mane that glows in the dark. 
  Gymir jötnar father of Gerðr. 
  Heimdallr god of foreknowledge, keen eyesight and hearing, 
  guardian of Asgard who will blow his horn, Gjallahorn, to warn 
  of the onset of Ragnarok (the end of the world). 
  Hel daughter of Loki, ruler over Hel (i.e. the underworld). 
  Hlín name assumed by Frigg. 
  Jörmungandr huge serpent that encircles the whole of Asgard, 
  and another one of Loki’s children. 
  Jötnar race of humanoids that live mainly in Jötunheimr, 
  though they often mingle with the residents of Asgard, often 
  thought of as giants but only considered so in this adventure 
  because everything in Asgard is giant. 
  Loki shape-shifting god that sometimes helps and sometimes 
  hinders, father to Fenrir, Hel and Jörmungandr. 
  Níðhöggr (Nidhogg) dragon that gnaws at the root of Yggdrasil. 
  Njörðr (Njord) god of the sea, seafaring, wind and fishing, 
  father of Freyja, in an unhappy marriage with Skaði. 
  Odin principle Norse god, married to Frigg, most closely 
  associated with the royalty, wisdom and runes. 
  Þjazi (Thiazi) jötnar father of Skaði who stole Iðunn’s apples 
  and was killed as a result. 
  Þrymr (Thrym) king of the jötnar who stole Thor’s hammer 
  prompting the myth which the PCs participate in on the chapter 
  on Thor. 
  Ratatoskr abusive squirrel that runs up and down Yggdrasil 
  insulting the eagles at the top and the dragon at the bottom. 
  Sif wife of Thor, possessing golden hair made of metal after her 
  real golden hair was stolen by Loki as a prank. 
  Sigurd hero who slays the dragon Fáfnir. 
  Skaði (Skadi) goddess associated with bow hunting, skiing, 
  winter and mountains, daughter of the now dead Þjazi, 
  unhappily married to Njörðr. 
  Skrýmir giant, in the true sense, as well as a jötnar; Thor once 
  camps out in his glove without realising it, the PCs will 
  encounter his boot. 
  Skuld third of the Norns, associated with the future and with 
  snipping life’s thread. 
  Svaðilfari (Svadilfari) stallion used by a jötnar to help build the 
  walls around Asgard. 
  Thor god of thunder, lightning, storms, strength and common 
  people, son of Odin, husband to Sif, and probably the most 
  famous of the norse deities. 
  Urðr (Urd) first of the Norns, she most associated with youth 
  and potential, and drawing off life’s thread. 
  Vanir, The, second pantheon of gods, including Njörðr, Freyr 
  and Freyja. 
  Verðandi (Verdandi) second of the Norns, most associated with 
  the present and the measuring of life’s thread. 
  Völva collective term for female shaman or wise women. 
  Places in Asgard and other Norse terms 
  Bifrost burning rainbow bridge that runs between Asgard and, 
  in this adventure anyway, the PCs home plane. 
  Bilskírnir Thor’s residence in Þrúðvangr, a building with over 
  640 floors. 
  Breidablik home of the god Baldr. 
  Fólkvangr fields of the dead ruled by Freyja. 
  Gjallarhorn Heimdallr’s horn which he will blow to announce 
  the arrival of Raganrok (and which on PC will blow to ask for 
  help!) 
  Himinbjörg home of Heimallr, placed where Bifrost meets 
  Asgard. 
  Jötunheimr the homeland of the jötnar. 
  Mjölnir Thor’s hammer, capable of levelling mountains. 
  
   
  World’s End 
  1.4 
  45 
  Þrúðvangr (Thrudvang) fields where Thor has built Bilskírnir. 
  Þrymskviða (Thrymskvida) Norse poem known as the Lay of 
  Þrymr, which describes the events surrounding the chapter on 
  Þrymr under Thor. 
  Raganarök the End of the World! More or less, anyway, 
  perhaps just the end of a lot of the gods but not all of them. 
  Sessrúmnir Freyja’s hall in Fólkvangr (also the name of a ship 
  but not used that way here). 
  Valhalla Odin’s hall of the slain, where half of the heroic dead 
  end up, taken there by Valkyries (the other half end up in 
  Fólkvangr). 
  Yggdrasil immense tree in Asgard, and other planes, where 
  Odin went to get his wisdom.  
  Places in Iceland 
  Ásbyrgi canyon in the north-west of Iceland, hugely forested, 
  where Yggdrasil is placed. 
  Askja and Öskjuvatn form the location of the palace built by 
  Odin for Njörðr and Skaði. Askja is the name of a volcano by the 
  side of a huge lake which contains in its caldera a smaller, but 
  nonetheless still impressive, lake called Öskjuvatn. 
  Eldgjá,  Nyrðri-Ófæra and Ófærufoss are the names of a chasm, 
  a river and a waterfall which can be found near Freyja’s home 
  Sessrúmnir. 
  Eldhraun a large lava field now covered in green mossy grass, 
  this is where the chapter on Loki starts as he leads to PCs up to 
  Baldr’s residence in Breidablik. 
  Énésæþ a rugged peaty land to the west of Bilskírnir where the 
  PCs are destined to meet Skrýmir when he caught them in his 
  boot. 
  Hvannadalshnúkur highest peak in Iceland, which together 
  with the volcano Öræfajökull which it is part of, is mentioned 
  in the text by doesn’t actually feature in the adventure. 
  Kirkjufell is a huge solitary peak in Iceland which here is 
  replaced with Thor’s home Bilskírnir. 
  Mjóifjörður is where the horse Svaðilfari is quarrying stones for 
  his Jötnar master, that is building a wall around Asgard, the Loki 
  must stop at all costs! 
  
   
  World’s End 
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  46 
  Bestiary Reference
  Textual descriptions of the various creatures found in this 
  module plus the base Knowledge DC needed to recognise them. 
  Beheaded 
  This humanoid head floats silently and ominously, 
  bits of flesh still hanging from its face and graying 
  teeth clattering slightly as it bobs in the air. 
  Knowledge Religion DC 11 (based on CR 1) 
  Beheaded are floating skulls or severed heads whose 
  bodies have long since abandoned them, either in the 
  moment of death or long after. Reanimated via dark 
  magic, these horrors are usually created as mindless 
  sentinels for dungeons or lairs. Beheaded silently hover 
  at about eye-level, often making them the last thing a 
  casual wanderer or careless villager in an infested area 
  ever sees. 
  Cat, Great (i.e. leopard, panther, etc) 
  With each graceful step, this leopard's steely 
  muscles ripple beneath its spotted fur. 
  Knowledge Nature DC 12 
  Leopards are 4 feet long and weigh 120 pounds. The statistics 
  presented here can describe any feline of similar size, such as 
  jaguars, panthers, and mountain lions—what differentiates 
  these big cats from the similarly sized cheetah is primarily 
  their habitats—leopards and their kin prefer to hunt at night 
  and ambush their prey from above, pouncing down from trees 
  or high rocks. 
  Leopards eat almost any animal they can run down and catch, 
  preferring Small prey but capable of downing Large herbivores 
  or surviving on rodents, birds, and insects. Healthy leopards 
  are generally not aggressive toward humanoids, and if they 
  aren't hungry and don't feel threatened, it is possible to 
  approach closely without a hostile reaction. Yet a leopard that 
  settles in an area bordered by humanoid civilization can easily 
  and swiftly become a dangerous predator. 
  Crysmal 
  An animated cluster of translucent crystals shaped 
  disturbingly like a gemstone scorpion scuttles into 
  an aggressive stance. 
  Knowledge Planes DC 13 
  Scorpion-like crysmals originate in the deepest caverns of the 
  Plane of Earth. On rare occasions, these strange creatures 
  wind up on the Material Plane, usually in subterranean areas 
  rich with natural gem and crystal formations. The crystalline 
  planes of their bodies absorb and refract natural light, which 
  some claim is the source of their supernatural powers. 
  Singular in purpose, a crysmal seeks only to reproduce. It does 
  so by gathering stone crystals and gemstones, fashioning them 
  into a Tiny facsimile of its own body, and jolting the new 
  creature to life with a burst of the crysmal’s own life energy. 
  These newly created crysmals are known as shardlings (treat 
  as a crysmal with the young creature simple template), and 
  grow to adulthood after a few months of gorging on crystals 
  and gemstones. 
  To make a single shardling, a crysmal requires 1,000 gp worth 
  of crystals. Until it has enough material to reproduce, it stores 
  these gems inside its body, and if slain, the gems are visible 
  among the shards of the creature’s corpse. Because of this 
  reproductive need for gemstones, crysmals are relentless in 
  their pursuit of the treasures, valuing them much as other 
  living creatures value infants of their own race. Crysmals do 
  not recognize that other creatures treat gems as wealth, and 
  attempt to seize gems carried by others whenever the 
  opportunity arises. A crysmal normally uses its spell-like 
  abilities to befuddle opponents, grabbing at pouches with 
  gems when the bearer is distracted, and normally only resorts 
  to physical violence once all other tactics fail. 
  Draugr 
  This barnacle-encrusted walking corpse looks like a 
  zombie, but is dripping with water and gives off a 
  nauseating stench. 
  Knowledge Religion DC 12 
  Draugr smell of decay and the sea, and drip water wherever 
  they go. These foul beings are usually created when humanoid 
  creatures are lost at sea in regions haunted by evil spirits or 
  necromantic effects. The corpses of these drowned sailors 
  cling fiercely to unlife, attacking any living creatures that 
  intrude upon them. Their attacks smear rancid flesh, rotting 
  seaweed, and swaths of vermin on whatever they hit. 
  In the case of draugr who manifest when an entire ship sinks, 
  these undead usually stay with the wreck of their ship. Some 
  draugr may be found under the control of aquatic 
  necromancers, while others may wander the seas as undead 
  pirates aboard ghost ships. 
  Elemental, Ice 
  From the waist up, this icy creature’s features are 
  humanoid, but below its body is a snake-like, 
  slithering tail. 
  Knowledge Planes DC 11 (based on CR 1) 
  Ice elementals are creatures made of animated snow and ice. 
  They form in especially cold parts of the Plane of Water and 
  along its border with the Plane of Air, where giant icebergs 
  careen off of world-high waterfalls into the open sky. Ice 
  elementals vary in their exact appearance. 
  Rat, Dire 
  This filthy rat is the size of a small dog. It has a coat 
  of coarse fur, a long and scabby tail, and two 
  glittering eyes. 
  Knowledge Nature DC 6 (common) 
  Dire rats grow up to 2 feet long and weigh up to 25 pounds. 
  They are common menaces in dungeons and city sewers alike. 
  Slurk 
  This disgusting beast looks like a slime-covered 
  toad, but with two walrus-like tusks jutting from its 
  upper jaw. 
  Knowledge Arcana DC 12 
  Slurks are frog-like creatures, the descendants of the failed 
  result of a dwarven attempt to domesticate and breed 
  subterranean frogs as food and labor animals. Though the 
  
   
  World’s End 
  1.4 
  47 
  dwarves failed to create suitable livestock, the sticky frog-
  beasts are often befriended by other underground races. 
  Slurks are carnivores and have a formidable bite, thanks to 
  their massive tusks. Their true strength, however, lies in their 
  foul-smelling and unnatural secretions. The mucus exuded 
  from the slurk’s back is incredibly sticky and quickly hardens 
  into a powerful resin, a quality the creature turns to its 
  advantage by squirting it at intruders and then waiting for it to 
  harden before closing for the kill. At the same time, the liquid 
  excreted by glands on a slurk’s stomach is incredible slippery, 
  allowing the slurk to keep from being immobilized by its own 
  back slime and also making it extremely hard to grapple or 
  maneuver without its consent. Combined with slurks’ natural 
  ability to climb walls and hang from ceilings with ease, these 
  abilities make the foul-smelling creatures extremely desirable 
  to kobolds, who domesticate and train the frog-beasts as 
  powerful mounts and guardians. 
  Snake, Venomous 
  This brightly coloured snake assumes an aggressive 
  posture, its hissing mouth open to display its fangs. 
  Knowledge Nature DC 6 (common) 
  Countless species of poisonous snakes dwell in the wild, their 
  bites capable of bringing down creatures much larger than 
  themselves. Snakes of the size presented here are thankfully 
  rarer than their smaller kin, but many species of rattlesnake, 
  cobra, and similar reptiles can grow to this size. 
  Snake, Viper 
  Vipers are not particularly aggressive snakes, but their 
  poisonous bite can be deadly. 
  Spider, Giant 
  A spider the size of a man crawls silently from the 
  depths of its funnel-shaped web. 
  Knowledge Nature DC 6 
  Thoqqua 
  This creature’s thick, serpentine body is protected by 
  dense, horny plates. A visible haze of heat rises from 
  its red-hot scales. 
  Knowledge Planes DC 12 
  Thoqquas are cantankerous creatures of fire and slag. Their 
  bodies generate incredible heat that allows them to burrow or 
  melt through most surfaces, even solid rock. Thoqquas are 
  native to the vast ash deserts and lava fields where the Plane 
  of Fire abuts the Plane of Earth. There they consume ore and 
  minerals, which their furnace-like bodies then smelt into 
  armor plates that grant the creatures their natural armor—as 
  outsiders, these creatures have no need to eat to survive, but 
  a “starving” thoqqua generally has a lower natural armor 
  bonus than a healthy one. 
  A thoqqua’s frontmost body segment tapers into a straight, 
  horn-like beak that glows with a blistering heat. Steam and 
  smoke constantly hiss from its joints, and from a distance a 
  thoqqua can be mistaken for a strange metallic Construct. 
  Adult thoqquas are 5 feet long and weigh 200 pounds. 
  Their fiery tempers make thoqquas dangerous to approach—
  they attack without thinking when startled or frustrated. If a 
  thoqqua does not immediately chase away humanoids within 
  its territory, then it gradually comes to view that settlement as 
  property, and even guards it. 
  Mephits seem to understand the thoqqua thought process, 
  and occasionally broker deals with the simple-minded worms. 
  The mephits say that the mountain-sized ancestors of modern 
  thoqquas were servants of the Elemental lords, and dug the 
  first volcanoes in the young worlds of the Material Plane. 
  These progenitor worms then retired to the worlds’ cores, 
  where their heat warms the planets even today. Thoqquas on 
  the Material Plane do indeed congregate around volcanoes—
  though whether this is to protect a mineral-rich food site or a 
  sacred place is unknown. 
   
  Item Reference 
  Due to the unusual nature of this adventure, the only magic 
  items which the PCs will gain, rather than have made for 
  themselves, are of a unique type strongly related to the deities 
  in Asgard. Up to seven of these can be gained, one for each PC 
  in the party plus one extra, allowing for the fact that one will 
  have to sacrificed at the end. 
  These items are all: 
  1) 
  slot-less wondrous items, 
  2) 
  once a day produce the equivalent effect of a 1st level 
  spell, different in each case, 
  3) 
  activated by a command-word (a standard action in 
  all cases save for Freyja’s Cloak Feather which is 
  instantaneous), 
  4) 
  operate at caster level 1, 
  5) 
  require a DC 18 Spellcraft check to identify (but see 
  below). 
  6) 
  have faint auras of a type to match their spell, 
  7) 
  sell for 360 gp (which is half the cost to buy a slot-less 
  wondrous item which duplicates a 1st level spell). 
  Should you wish to do so, you could also consider them to be 
  very minor artifacts, as this would certainly be in keeping with 
  their divine origin. The exact effect of doing so is up to you and 
  the needs of your campaign, as, for example, a feather from 
  Freyja’s cloak is going to be worth more than 360 gp to Freyja’s 
  followers. 
  Just having these items be artifacts doesn’t have to change 
  their power, however if you are running a mythic campaign you 
  might also consider making these be mythic items, allowing 
  their possessor to enhance the effect of the spell in the item to 
  its mythic version by expending one use of their own mythic 
  power (or more for augmentations). Note that using an item’s 
  spell in this way doesn’t change the caster level which means 
  that some parts of the spell’s effects might not change (i.e. 
  where a mythic version of a spell changes the target from 1 
  creature to 1 creature per level, it’s still going to be 1 creature). 
  
   
  World’s End 
  1.4 
  48 
  If you wish to make the items artifacts, or mythic, you might 
  also wish to make them harder to discern via Spellcraft. 
  The following table details the spell generated by each gift and 
  its corresponding aura: 
  Gullinbursti’s Bristle 
  Color Spray (Illusion) 
  Freyja’s Cloak Feather 
  Feather Fall (Transmutation) 
  Odin’s Runestone 
  True Strike (Divination) 
  Sif’s Strand of Golden Hair 
  Theft Ward (Abjuration) 
  Loki’s Sprig of Mistletoe 
  Murderous Command (Enchantment) 
  Þjazi’s tear 
  Magic Missile (Evocation) 
  The Mead of Poetry 
  Cure Light Wounds (Conjuration) 
  Rules Reference
  All rules-related terms not otherwise explained within the text. 
  Note that feats or abilities which result in an unconditional 
  bonus or penalty will already have been factored into a 
  creature’s statistics block. 
  Ability Damage and Drain (Ex or Su) 
  Some attacks or special abilities cause ability damage or drain, 
  reducing the designated ability score by the listed amount. 
  Ability damage can be healed naturally. Ability drain is 
  permanent and can only be restored through magic. 
  Burn (Ex) 
  A creature with the burn special attack deals fire damage in 
  addition to damage dealt on a successful hit in melee. Those 
  affected by the burn ability must also succeed on a Reflex save 
  or catch fire, taking the listed damage for an additional 1d4 
  rounds at the start of its turn (DC 10 + 1/2 burning creature's 
  racial HD + burning creature's Con modifier). A burning 
  creature can attempt a new save as a full-round action. 
  Dropping and rolling on the ground grants a +4 bonus on this 
  save. Creatures that hit a burning creature with natural 
  weapons or unarmed attacks take fire damage as though hit 
  by the burning creature and must make a Reflex save to 
  avoid catching on fire. 
  Catching on Fire 
  Characters exposed to burning oil, bonfires, and non-
  instantaneous magic fires might find their clothes, hair, or 
  equipment on fire. Spells with an instantaneous duration don't 
  normally set a character on fire, since the heat and flame from 
  these come and go in a flash. 
  Characters at risk of catching fire are allowed a DC 
  15 Reflex save to avoid this fate. If a character's clothes or hair 
  catch fire, he takes 1d6 points of damage immediately. In each 
  subsequent round, the burning character must make 
  another Reflex saving throw. Failure means he takes another 
  1d6 points of damage that round. Success means that the fire 
  has gone out—that is, once he succeeds on his saving throw, 
  he's no longer on fire. 
  A character on fire may automatically extinguish the flames by 
  jumping into enough water to douse himself. If no body of 
  water is at hand, rolling on the ground or smothering the fire 
  with cloaks or the like permits the character another save with 
  a +4 bonus. 
  Those whose clothes or equipment catch fire must make DC 
  15 Reflex saves for each item. Flammable items that fail take 
  the same amount of damage as the character. 
  Cold Dangers 
  Cold and exposure deal nonlethal damage to the victim. A 
  character cannot recover from the damage dealt by a cold 
  environment until she gets out of the cold and warms up 
  again. Once a character has taken an amount of nonlethal 
  damage equal to her total hit points, any further damage from 
  a cold environment is lethal damage. 
  An unprotected character in cold weather (below 40° F) must 
  make a Fortitude save each hour (DC 15, +1 per previous 
  check) or take 1d6 points of nonlethal damage. A character 
  who has the Survival skill may receive a bonus on this saving 
  
   
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  throw and might be able to apply this bonus to other 
  characters as well (see the skill description). 
  In conditions of severe cold or exposure (below 0° F), an 
  unprotected character must make a Fortitude save once every 
  10 minutes (DC 15, +1 per previous check), taking 1d6 points 
  of nonlethal damage on each failed save. A character who has 
  the Survival skill may receive a bonus on this saving throw and 
  might be able to apply this bonus to other characters as well. 
  Characters wearing a cold weather outfit only need check 
  once per hour for cold and exposure damage. 
  A character who takes any nonlethal damage from cold or 
  exposure is beset by frostbite or hypothermia (treat her as 
  fatigued). These penalties end when the character recovers 
  the nonlethal damage she took from the cold and exposure. 
  Extreme cold (below –20° F) deals 1d6 points of lethal damage 
  per minute (no save). In addition, a character must make a 
  Fortitude save (DC 15, +1 per previous check) or take 1d4 
  points of nonlethal damage. 
  Damage Reduction (DR) (Ex or Su) 
  A creature with this special quality ignores damage from most 
  weapons and natural attacks. Wounds heal immediately, or 
  the weapon bounces off harmlessly (in either case, the 
  opponent knows the attack was ineffective). The creature 
  takes normal damage from energy attacks (even nonmagical 
  ones), spells, spell-like abilities, and supernatural abilities. A 
  certain kind of weapon can sometimes damage the creature 
  normally, as noted below. 
  The entry indicates the amount of damage ignored (usually 5 
  to 15 points) and the type of weapon that negates the ability. 
  Some monsters are vulnerable to piercing, bludgeoning, or 
  slashing damage. Others are vulnerable to certain materials, 
  such as adamantine, alchemical silver, or cold-forged iron. 
  Attacks from weapons that are not of the correct type or 
  made of the correct material have their damage reduced, 
  although a high enhancement bonus can overcome some 
  forms of damage reduction. 
  Some monsters are vulnerable to magic weapons. Any 
  weapon with at least a +1 magical enhancement bonus on 
  attack and damage rolls overcomes the damage reduction of 
  these monsters. Such creatures' natural weapons (but not 
  their attacks with weapons) are treated as magic weapons for 
  the purpose of overcoming damage reduction. 
  A few very powerful monsters are vulnerable only to epic 
  weapons—that is, magic weapons with at least a +6 
  enhancement bonus. Such creatures' natural weapons are also 
  treated as epic weapons for the purpose of overcoming 
  damage reduction. 
  Some monsters are vulnerable to good-, evil-, chaotically, or 
  lawfully aligned weapons. When a cleric casts align 
  weapon, affected weapons might gain one or more of these 
  properties, and certain magic weapons have these properties 
  as well. A creature with an alignment subtype (chaotic, evil, 
  good, or lawful) can overcome this type of damage reduction 
  with its natural weapons and weapons it wields as if the 
  weapons or natural weapons had an alignment (or 
  alignments) that matched the subtype(s) of the creature. 
  When a damage reduction entry has a dash (—) after the 
  slash, no weapon negates the damage reduction. 
  A few creatures are harmed by more than one kind of 
  weapon. A weapon that inflicts damage of either type 
  overcomes this damage reduction. 
  A few other creatures require combinations of different types 
  of attacks to overcome their damage reduction, and a weapon 
  must be both types to overcome this type of damage 
  reduction. A weapon that is only one type is still subject to 
  damage reduction. 
  Darkvision 
  Darkvision is the extraordinary ability to see with no light 
  source at all, out to a range specified for the creature. 
  Darkvision is black-and-white only (colors cannot be 
  discerned). It does not allow characters to see anything that 
  they could not see otherwise—invisible objects are still 
  invisible, and illusions are still visible as what they seem to be. 
  Likewise, darkvision subjects a creature to gaze attacks 
  normally. The presence of light does not spoil darkvision. 
  Elemental Traits 
  An elemental is a being composed entirely from one of the 
  four classical elements: air, earth, fire, or water. An elemental 
  has the following features. 
  Immunity to bleed, paralysis, poison, sleep effects, and 
  stunning. 
  Not subject to critical hits or flanking. Does not take additional 
  damage from precision-based attacks, such as sneak attack. 
  Proficient with natural weapons only, unless generally 
  humanoid in form, in which case proficient with all simple 
  weapons and any weapons mentioned in its entry. 
  Proficient with whatever type of armor (light, medium, or 
  heavy) it is described as wearing, as well as all lighter types. 
  Elementals not indicated as wearing armor are not proficient 
  with armor. Elementals are proficient with shields if they are 
  proficient with any form of armor. 
  Elementals do not breathe, eat, or sleep. 
  Energy Resistance 
  A creature with resistance to energy has the ability (usually 
  extraordinary) to ignore some damage of a certain type per 
  attack, but it does not have total immunity. 
  Each resistance ability is defined by what energy type it resists 
  and how many points of damage are resisted. It doesn't 
  matter whether the damage has a mundane or magical 
  source. 
  When resistance completely negates the damage from an 
  energy attack, the attack does not disrupt a spell. This 
  resistance does not stack with the resistance that a spell might 
  provide. 
  Great Fortitude 
  You are resistant to poisons, diseases, and other maladies. 
  Benefit: You get a +2 bonus on all Fortitude saving throws. 
  Improved Bull Rush 
  You are skilled at pushing your foes around. 
  Prerequisite: Str 13, Power Attack, base attack bonus +1. 
  
   
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  Benefit: You do not provoke an attack of opportunity when 
  performing a bull rush combat maneuver. In addition, you 
  receive a +2 bonus on checks made to bull rush a foe. You also 
  receive a +2 bonus to your Combat Maneuver Defense 
  whenever an opponent tries to bull rush you. 
  Normal: You provoke an attack of opportunity when 
  performing a bull rush combat maneuver. 
  Improved Initiative 
  Your quick reflexes allow you to react rapidly to danger. 
  Benefit: You get a +4 bonus on initiative checks. 
  Improved Overrun 
  You are skilled at running down your foes. 
  Prerequisite: Str 13, Power Attack, base attack bonus +1. 
  Benefit: You do not provoke an attack of opportunity when 
  performing an overrun combat maneuver. In addition, you 
  receive a +2 bonus on checks made to overrrun a foe. You also 
  receive a +2 bonus to your Combat Maneuver Defense 
  whenever an opponent tries to overrun you. Targets of your 
  overrun attempt may not chose to avoid you. 
  Normal: You provoke an attack of opportunity when 
  performing an overrun combat maneuver. 
  Lightning Reflexes 
  You have faster reflexes than normal. 
  Benefit: You get a +2 bonus on all Reflex saving throws. 
  Low-Light Vision 
  Characters with low-light vision have eyes that are so sensitive 
  to light that they can see twice as far as normal in dim light. 
  Low-light vision is color vision. A spellcaster with low-light 
  vision can read a scroll as long as even the tiniest candle flame 
  is next to him as a source of light. 
  Characters with low-light vision can see outdoors on a moonlit 
  night as well as they can during the day. 
  Nauseated (condition) 
  Creatures with the nauseated condition experience stomach 
  distress. Nauseated creatures are unable to attack, cast spells, 
  concentrate on spells, or do anything else requiring attention. 
  The only action such a character can take is a single move 
  action per turn. 
  Nimble Moves 
  You can move across a single obstacle with ease. 
  Prerequisites: Dex 13. 
  Benefit: Whenever you move, you may move through 5 feet 
  of difficult terrain each round as if it were normal terrain. This 
  feat allows you to take a 5-foot step into difficult terrain. 
  Poison 
  No other affliction is so prevalent as poison. From the fangs of 
  a viper to the ichor-stained assassin's blade, poison is a 
  constant threat. Poisons can be cured by successful saving 
  throws and spells such as neutralize poison. 
  Contact poisons are contracted the moment someone touches 
  the poison with his bare skin. Such poisons can be used as 
  injury poisons. Contact poisons usually have an onset time of 1 
  minute and a frequency of 1 minute. Ingested poisons are 
  contracted when a creature eats or drinks the poison. 
  Ingested poisons usually have an onset time of 10 minutes and 
  a frequency of 1 minute. Injury poisons are primarily 
  contracted through the attacks of certain creatures and 
  through weapons coated in the toxin. Injury poisons do not 
  usually have an onset time and have a frequency of 1 round. 
  Inhaled poisons are contracted the moment a creature enters 
  an area containing such poisons. Most inhaled poisons fill a 
  volume equal to a 10-foot cube per dose. Creatures can 
  attempt to hold their breaths while inside to avoid inhaling 
  the toxin. Creatures holding their breaths receive a 50% 
  chance of not having to make a Fortitude save each round. 
  See the rules for holding your breath and suffocation in 
  Environment. Note that a character that would normally 
  suffocate while attempting to hold its breath instead begins to 
  breathe normally again. 
  Unlike other afflictions, multiple doses of the same poison 
  stack. Poisons delivered by injury and contact cannot inflict 
  more than one dose of poison at a time, but inhaled and 
  ingested poisons can inflict multiple doses at once. Each 
  additional dose extends the total duration of the poison (as 
  noted under frequency) by half its total duration. In addition, 
  each dose of poison increases the DC to resist the poison by 
  +2. This increase is cumulative. Multiple doses do not alter the 
  cure conditions of the poison, and meeting these conditions 
  ends the affliction for all the doses. For example, a character is 
  bit three times in the same round by a trio of Medium 
  monstrous spiders, injecting him with three doses of Medium 
  spider venom. The unfortunate character must make a DC 
  18 Fortitude save for the next 8 rounds. Fortunately, just one 
  successful save cures the character of all three doses of the 
  poison. 
  Pounce (Ex) 
  When a creature with this special attack makes a charge, it 
  can make a full attack (including rake attacks if the creature 
  also has the rake ability). 
  Power Attack 
  You can make exceptionally deadly melee attacks by 
  sacrificing accuracy for strength. 
  Prerequisites: Str 13, base attack bonus +1. 
  Benefit: You can choose to take a –1 penalty on all melee 
  attack rolls and combat maneuver checks to gain a +2 bonus 
  on all melee damage rolls. This bonus to damage is increased 
  by half (+50%) if you are making an attack with a two-handed 
  weapon, a one handed weapon using two hands, or a primary 
  natural weapon that adds 1-1/2 times your Strength modifier 
  on damage rolls. This bonus to damage is halved (–50%) if you 
  are making an attack with an off-hand weapon or secondary 
  natural weapon. When your base attack bonus reaches +4, 
  and every 4 points thereafter, the penalty increases by –1 and 
  the bonus to damage increases by +2. You must choose to use 
  this feat before making an attack roll, and its effects last until 
  your next turn. The bonus damage does not apply to touch 
  attacks or effects that do not deal hit point damage. 
  
   
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  Rake (Ex) 
  A creature with this special attack gains extra natural attacks 
  under certain conditions, typically when it grapples its foe. In 
  addition to the options available to all grapplers, a monster 
  with the rake ability gains two free claw attacks that it can use 
  only against a grappled foe. The bonus and damage caused by 
  these attacks is included in the creature's description. A 
  monster with the rake ability must begin its turn already 
  grappling to use its rake - it can't begin a grapple and rake in 
  the same turn. 
  Scent 
  This extraordinary ability lets a creature detect approaching 
  enemies, sniff out hidden foes, and track by sense of smell. 
  A creature with the scent ability can detect opponents by 
  sense of smell, generally within 30 feet. If the opponent is 
  upwind, the range is 60 feet. If it is downwind, the range is 15 
  feet. Strong scents, such as smoke or rotting garbage, can be 
  detected at twice the ranges noted above. Overpowering 
  scents, such as skunk musk or troglodyte stench, can be 
  detected at three times these ranges. 
  The creature detects another creature's presence but not its 
  specific location. Noting the direction of the scent is a move 
  action. If the creature moves within 5 feet (1 square) of the 
  scent's source, the creature can pinpoint the area that the 
  source occupies, even if it cannot be seen. 
  Note: using scent to pinpoint a square a stealthed creature is 
  in still means that you've got a 50% miss chance if you can't 
  see it with your Perception check. 
  A creature with the Survival skill and the scent ability can 
  follow tracks by smell, making a Survival check to find or 
  follow a track. A creature with the scent ability can attempt to 
  follow tracks using Survival untrained. The typical DC for a 
  fresh trail is 10. The DC increases or decreases depending on 
  how strong the quarry's odor is, the number of creatures, and 
  the age of the trail. For each hour that the trail is cold, the DC 
  increases by 2. The ability otherwise follows the rules for 
  the Survival skill in regards to tracking. Creatures tracking by 
  scent ignore the effects of surface conditions and poor 
  visibility. 
  Creatures with the scent ability can identify familiar odors just 
  as humans do familiar sights. 
  Water, particularly running water, ruins a trail for air-
  breathing creatures. Water-breathing creatures that have the 
  scent ability, however, can use it in the water easily. 
  False, powerful odors can easily mask other scents. The 
  presence of such an odor completely spoils the ability to 
  properly detect or identify creatures, and the base Survival DC 
  to track becomes 20 rather than 10. 
  Skill Focus 
  Choose a skill. You are particularly adept at that skill. 
  Benefit: You get a +3 bonus on all checks involving the chosen 
  skill. If you have 10 or more ranks in that skill, this bonus 
  increases to +6. 
  Special: You can gain this feat multiple times. Its effects do not 
  stack. Each time you take the feat, it applies to a new skill. 
  Toughness 
  You have enhanced physical stamina. 
  Benefit: You gain +3 hit points. For every Hit Die you possess 
  beyond 3, you gain an additional +1 hit point. If you have 
  more than 3 Hit Dice, you gain +1 hit points whenever you 
  gain a Hit Die (such as when you gain a level). 
  Tremorsense 
  A creature with tremorsense is sensitive to vibrations in the 
  ground and can automatically pinpoint the location of 
  anything that is in contact with the ground. Aquatic creatures 
  with tremorsense can also sense the location of creatures 
  moving through water. The ability's range is specified in the 
  creature's descriptive text. 
  Undead Traits (Ex) 
  Undead are immune to death effects, disease, mind-affecting 
  effects (charms, compulsions, morale effects, phantasms, and 
  patterns), paralysis, poison, sleep, stun, and any effect that 
  requires a Fortitude save (unless the effect also works on 
  objects or is harmless). Undead are not subject to ability drain, 
  energy drain, or nonlethal damage. Undead are immune to 
  damage or penalties to their physical ability scores (Strength, 
  Dexterity, and Constitution), as well as to fatigue and 
  exhaustion effects. Undead are not at risk of death from 
  massive damage. 
  Vermin Traits 
  Mindless: No Intelligence score, and immunity to all mind-
  affecting effects (charms, compulsions, morale effects, 
  patterns, and phantasms). A vermin-like creature with an 
  Intelligence score is usually either an animal or a magical 
  beast, depending on its other abilities. 
  Darkvision 60 feet. 
  Proficient with its natural weapons only. 
  Proficient with no armor. 
  Vermin breathe, eat, and sleep. 
  Vulnerabilties (Ex or Su) 
  A creature with vulnerabilities takes half again as much 
  damage (+50%) from a specific energy type, regardless of 
  whether a saving throw is allowed or if the save is a success or 
  failure. Creatures with a vulnerability that is not an energy 
  type instead take a –4 penalty on saves against spells and 
  effects that cause or use the listed vulnerability (such as spells 
  with the light descriptor). Some creatures might suffer 
  additional effects, as noted in their descriptions. 
  Web (Ex) 
  Creatures with the web ability can use webs to support 
  themselves and up to one additional creature of the same 
  size. In addition, such creatures can throw a web up to eight 
  times per day. This is similar to an attack with a net but has a 
  maximum range of 50 feet, with a range increment of 10 feet, 
  and is effective against targets up to one size category larger 
  than the web spinner. An entangled creature can escape with 
  a successful Escape Artist check or burst the web with a 
  Strength check. Both are standard actions with a DC equal to 
  10 + 1/2 creature's HD + creature's Con modifier. Attempts to 
  burst a web by those caught in it suffer a –4 penalty. 
  
   
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  Web spinners can create sheets of sticky webbing up to three 
  times their size. They usually position these sheets to snare 
  flying creatures but can also try to trap prey on the ground. 
  Approaching creatures must succeed on a DC 20 Perception 
  check to notice a web; otherwise they stumble into it and 
  become trapped as though by a successful web attack. 
  Attempts to escape or burst the webbing gain a +5 bonus if 
  the trapped creature has something to walk on or grab while 
  pulling free. Each 5-foot-square section of web has a number 
  of hit points equal to the Hit Dice of the creature that created 
  it and DR 5/-. 
  A creature can move across its own web at its climb speed and 
  can pinpoint the location of any creature touching its web. 
  Weapon Finesse 
  You are trained in using your agility in melee combat, as 
  opposed to brute strength. 
  Benefit: With a light weapon, rapier, whip, or spiked chain 
  made for a creature of your size category, you may use 
  your Dexterity modifier instead of your Strength modifier on 
  attack rolls. If you carry a shield, its armor check penalty 
  applies to your attack rolls. 
  Special: Natural weapons are considered light weapons. 
   
   
  Spell Reference
  A reference for all the spells which might be cast by the 
  denizens of this adventure or which become available to the 
  party via magic items found in this adventure. 
  Bestow Curse 
  School necromancy; Level cleric 3, sorcerer/wizard 4 
  Casting Time 1 standard action 
  Components V, S 
  Range touch 
  Target creature touched 
  Duration permanent 
  Saving Throw Will negates; Spell Resistance yes 
  You place a curse on the subject. Choose one of the following. 
  –6 decrease to an ability score (minimum 1). 
  –4 penalty on attack rolls, saves, ability checks, and skill 
  checks. 
  Each turn, the target has a 50% chance to act normally; 
  otherwise, it takes no action. 
  You may also invent your own curse, but it should be no more 
  powerful than those described above. 
  The curse bestowed by this spell cannot be dispelled, but it 
  can be removed with a break enchantment, limited wish, 
  miracle, remove curse, or wish spell. 
  Bestow curse counters remove curse. 
  Color Spray 
  School illusion (pattern) [mind-affecting]; 
  Level sorcerer/wizard 1 
  Casting Time 1 standard action 
  Components V, S, M (red, yellow, and blue powder or colored 
  sand) 
  Range 15 ft. 
  Area cone-shaped burst 
  Duration instantaneous; see text 
  Saving Throw Will negates; Spell Resistance yes 
  A vivid cone of clashing colors springs forth from your hand, 
  causing creatures to become stunned, perhaps also blinded, 
  and possibly knocking them unconscious. Each creature within 
  the cone is affected according to its HD. 
  2 HD or less: The creature is unconscious, blinded, 
  and stunned for 2d4 rounds, then blinded and stunned for 1d4 
  rounds, and then stunned for 1 round. (Only living creatures 
  are knocked unconscious.) 
  3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, 
  then stunned for 1 round. 
  5 or more HD: The creature is stunned for 1 round. 
  Sightless creatures are not affected by color spray. 
  Cure Light Wounds 
  School conjuration (healing); 
  Level bard 1, cleric 1, druid 1, paladin 1, ranger 2 
  Casting Time 1 standard action 
  Components V, S 
  Range touch 
  Target creature touched 
  Duration instantaneous 
  Saving Throw Will half (harmless); see text; 
  Spell Resistance yes (harmless); see text 
  When laying your hand upon a living creature, you channel 
  positive energy that cures 1d8 points of damage + 1 point per 
  caster level (maximum +5). Since undead are powered by 
  negative energy, this spell deals damage to them instead of 
  curing their wounds. An undead creature can apply spell 
  resistance, and can attempt a Will save to take half damage. 
  Detect Magic 
  School divination; 
  Level bard 0, cleric 0, druid 0, sorcerer/wizard 0 
  Casting Time 1 standard action 
  Component: V, S 
  Range 60 ft. 
  Area cone-shaped emanation 
  Duration concentration, up to 1 min./level (D) 
  Saving Throw none; Spell Resistance no 
  You detect magical auras. The amount of information revealed 
  depends on how long you study a particular area or subject. 
  1st Round: Presence or absence of magical auras. 
  2nd Round: Number of different magical auras and the power 
  of the most potent aura. 
  3rd Round: The strength and location of each aura. If the 
  items or creatures bearing the auras are in line of sight, you 
  can make Knowledge (arcana) skill checks to determine the 
  
   
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  school of magic involved in each. (Make one check per aura: 
  DC 15 + spell level, or 15 + 1/2 caster level for a nonspell 
  effect.) If the aura eminates from a magic item, you can 
  attempt to identify its properties (see Spellcraft). 
  Magical areas, multiple types of magic, or strong local magical 
  emanations may distort or conceal weaker auras. 
  Aura Strength: An aura's power depends on a spell's 
  functioning spell level or an item's caster level; see the 
  accompanying table. If an aura falls into more than one 
  category, detect magic indicates the stronger of the two. 
  Aura 
  Spell 
  (spell level) 
  Magic Item 
  (caster level) 
  Faint 
  3rd or lower 
  5th or lower 
  Moderate 
  4th to 6th 
  6th to 11th 
  Strong 
  7th to 9th 
  12th to 20th 
  Overwhelming 
  10th+ (deity) 21st+ (artifact) 
  Lingering Aura: A magical aura lingers after its original source 
  dissipates (in the case of a spell) or is destroyed (in the case of 
  a magic item). If detect magic is cast and directed at such a 
  location, the spell indicates an aura strength of dim (even 
  weaker than a faint aura). How long the aura lingers at this 
  dim level depends on its original power: 
  Original 
  Strength 
  Duration of Lingering Aura 
  Faint 
  1d6 rounds 
  Moderate 
  1d6 minutes 
  Strong 
  1d6 x 10 minutes 
  Overwhelming 
  1d6 days 
  Outsiders and elementals are not magical in themselves, but if 
  they are summoned, the conjuration spell registers. Each 
  round, you can turn to detect magic in a new area. The spell 
  can penetrate barriers, but 1 foot of stone, 1 inch of common 
  metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. 
  Detect magic can be made permanent with a permanency 
  spell. 
  Dimension Door 
  School conjuration (teleportation) 
  Level bard 4, sorcerer/wizard 4 
  Casting Time 1 standard action 
  Components V 
  Range long (400 ft. + 40 ft./level) 
  Target you and touched objects or other touched willing 
  creatures 
  Duration instantaneous 
  Saving Throw none and Will negates (object) 
  Spell Resistance no and yes (object) 
  You instantly transfer yourself from your current location to 
  any other spot within range. You always arrive at exactly the 
  spot desired—whether by simply visualizing the area or by 
  stating direction. After using this spell, you can't take any 
  other actions until your next turn. You can bring along objects 
  as long as their weight doesn't exceed your maximum load. 
  You may also bring one additional willing Medium or smaller 
  creature (carrying gear or objects up to its maximum load) or 
  its equivalent per three caster levels. A Large creature counts 
  as two Medium creatures, a Huge creature counts as two 
  Large creatures, and so forth. All creatures to be transported 
  must be in contact with one another, and at least one of those 
  creatures must be in contact with you. 
  If you arrive in a place that is already occupied by a solid body, 
  you and each creature traveling with you take 1d6 points of 
  damage and are shunted to a random open space on a 
  suitable surface within 100 feet of the intended location. 
  If there is no free space within 100 feet, you and each creature 
  traveling with you take an additional 2d6 points of damage 
  and are shunted to a free space within 1,000 feet. If there is 
  no free space within 1,000 feet, you and each creature 
  travelling with you take an additional 4d6 points of damage 
  and the spell simply fails. 
  Feather Fall 
  School transmutation; Level bard 1, bloodrager 1, magus 1, 
  sorcerer/wizard 1, summoner 1; Domain feather 1 
  Casting Time 1 immediate action 
  Components V 
  Range close (25 ft. + 5 ft./2 levels) 
  Targets one Medium or smaller free-falling object or 
  creature/level, no two of which may be more than 20 ft. apart 
  Duration until landing or 1 round/level 
  Saving Throw Will negates (harmless) or Will negates (object); 
  Spell Resistance yes (object) 
  The affected creatures or objects fall slowly. Feather fall 
  instantly changes the rate at which the targets fall to a mere 
  60 feet per round (equivalent to the end of a fall from a few 
  feet), and the subjects take no damage upon landing while the 
  spell is in effect. When the spell duration expires, a normal 
  rate of falling resumes. 
  The spell affects one or more Medium or smaller creatures 
  (including gear and carried objects up to each creature's 
  maximum load) or objects, or the equivalent in larger 
  creatures: a Large creature or object counts as two Medium 
  creatures or objects, a Huge creature or object counts as four 
  Medium creatures or objects, and so forth. 
  This spell has no special effect on ranged weapons unless they 
  are falling quite a distance. If the spell is cast on a falling item, 
  the object does half normal damage based on its weight, with 
  no bonus for the height of the drop. 
  Feather fall works only upon free-falling objects. It does not 
  affect a sword blow or a charging or flying creature. 
  Ghost Sound 
  School illusion (figment); Level bard 0, sorcerer/wizard 0 
  Casting Time 1 standard action 
  Components V, S, M (a bit of wool or a small lump of wax) 
  Range close (25 ft. + 5 ft./2 levels) 
  Effect illusory sounds 
  Duration 1 round/level (D) 
  Saving Throw Will disbelief; Spell Resistance no 
  
   
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  Ghost sound allows you to create a volume of sound that 
  rises, recedes, approaches, or remains at a fixed place. You 
  choose what type of sound ghost sound creates when casting 
  it and cannot thereafter change the sound's basic character. 
  The volume of sound created depends on your level. You can 
  produce as much noise as four normal humans per caster level 
  (maximum 40 humans). Thus, talking, singing, shouting, 
  walking, marching, or running sounds can be created. The 
  noise a ghost sound spell produces can be virtually any type of 
  sound within the volume limit. A horde of rats running and 
  squeaking is about the same volume as eight humans running 
  and shouting. A roaring lion is equal to the noise from 16 
  humans, while a roaring dragon is equal to the noise from 32 
  humans. Anyone who hears a ghost sound receives a Will save 
  to disbelieve. 
  Ghost sound can enhance the effectiveness of a silent image 
  spell. 
  Ghost sound can be made permanent with a permanency 
  spell. 
  Goodberry 
  School transmutation; Level druid 1 
  Casting Time 1 standard action 
  Components V, S, DF 
  Range touch 
  Targets 2d4 fresh berries touched 
  Duration 1 day/level 
  Saving Throw none; Spell Resistance yes 
  Casting goodberry makes 2d4 freshly picked berries magical. 
  You (as well as any other druid of 3rd or higher level) can 
  immediately discern which berries are affected. Each 
  transmuted berry provides nourishment as if it were a normal 
  meal for a Medium creature. The berry also cures 1 point of 
  damage when eaten, subject to a maximum of 8 points of 
  such curing in any 24-hour period. 
  Mage Hand 
  School transmutation; Level bard 0, sorcerer/wizard 0 
  Casting Time 1 standard action 
  Components V, S 
  Range close (25 ft. + 5 ft./2 levels) 
  Target one nonmagical, unattended object weighing up to 5 
  lbs. 
  Duration concentration 
  Saving Throw none; Spell Resistance no 
  You point your finger at an object and can lift it and move it at 
  will from a distance. As a move action, you can propel the 
  object as far as 15 feet in any direction, though the spell ends 
  if the distance between you and the object ever exceeds the 
  spell's range. 
  Magic Missile 
  School evocation [force]; Level sorcerer/wizard 1 
  Casting Time 1 standard action 
  Components V, S 
  Range medium (100 ft. + 10 ft./level) 
  Targets up to five creatures, no two of which can be more 
  than 15 ft. apart 
  Duration instantaneous 
  Saving Throw none; Spell Resistance yes 
  A missile of magical energy darts forth from your fingertip and 
  strikes its target, dealing 1d4+1 points of force damage. 
  The missile strikes unerringly, even if the target is in melee 
  combat, so long as it has less than total cover or total 
  concealment. Specific parts of a creature can't be singled out. 
  Objects are not damaged by the spell. 
  For every two caster levels beyond 1st, you gain an additional 
  missile—two at 3rd level, three at 5th, four at 7th, and the 
  maximum of five missiles at 9th level or higher. If you shoot 
  multiple missiles, you can have them strike a single creature or 
  several creatures. A single missile can strike only one creature. 
  You must designate targets before you check for spell 
  resistance or roll damage. 
  Murderous Command 
  School enchantment (compulsion) [mind-affecting]; 
  Level antipaladin 1, cleric 1 
  Casting Time 1 standard action 
  Components V 
  Range close (25 ft. + 5 ft./2 levels) 
  Target one living creature 
  Duration 1 round 
  Saving Throw Will negates; Spell Resistance yes 
  You give the target a mental urge to kill its nearest ally, which 
  it obeys to the best of its ability. The target attacks its nearest 
  ally on its next turn with a melee weapon or natural weapon. 
  If necessary, it moves to or charges to the nearest ally in order 
  to make this attack. If it is unable to reach its closest ally on its 
  next turn, the target uses its turn to get as close as possible to 
  the ally. 
  Sanctuary 
  School abjuration; Level cleric 1 
  Casting Time 1 standard action 
  Components V, S, DF 
  Range touch 
  Target creature touched 
  Duration 1 round/level 
  Saving Throw Will negates; Spell Resistance no 
  Any opponent attempting to directly attack the warded 
  creature, even with a targeted spell, must attempt a Will save. 
  If the save succeeds, the opponent can attack normally and is 
  unaffected by that casting of the spell. If the save fails, the 
  opponent can't follow through with the attack, that part of its 
  action is lost, and it can't directly attack the warded creature 
  for the duration of the spell. Those not attempting to attack 
  the subject remain unaffected. This spell does not prevent the 
  warded creature from being attacked or affected by area of 
  effect spells. The subject cannot attack without breaking the 
  spell but may use nonattack spells or otherwise act. 
  Silent Image 
  School illusion (figment) 
  
   
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  Level bard 1, sorcerer/wizard 1 
  Casting Time 1 standard action 
  Components V, S, F (a bit of fleece) 
  Range long (400 ft. + 40 ft./level) 
  Effect visual figment that cannot extend beyond four 10-ft. 
  cubes + one 10-ft. cube/level (S) 
  Duration concentration 
  Saving Throw Will disbelief (if interacted with) 
  Spell Resistance no 
  This spell creates the visual illusion of an object, creature, or 
  force, as visualized by you. The illusion does not create sound, 
  smell, texture, or temperature. You can move the image 
  within the limits of the size of the effect. 
  Theft Ward 
  School abjuration 
  Level cleric 1, inquisitor 1, sorcerer/wizard 1, witch 1 
  Casting Time 1 standard action 
  Components V, S 
  Range touch 
  Target one object 
  Duration 1 day 
  Saving Throw Will negates (harmless, object) 
  Spell Resistance yes (harmless, object) 
  You ward a single object in your possession against theft. You 
  gain a +10 bonus on Perception checks to notice someone 
  trying to take the object from you. 
  Touch of Idiocy 
  School enchantment (compulsion) [mind-affecting] 
  Level bloodrager 2, sorcerer/wizard 2, witch 2; Domain 
  madness 2; Subdomain lust 2; Bloodline accursed 2 
  Casting Time 1 standard action 
  Components V, S 
  Range touch 
  Target living creature touched 
  Duration 10 min./level 
  Saving Throw no; Spell Resistance yes 
  With a touch, you reduce the target's mental faculties. Your 
  successful melee touch attack applies a 1d6 penalty to the 
  target's Intelligence, Wisdom, and Charisma scores. This 
  penalty can't reduce any of these scores below 1. 
  This spell's effect may make it impossible for the target to cast 
  some or all of its spells, if the requisite ability score drops 
  below the minimum required to cast spells of that level. 
  True Strike 
  School divination; Level sorcerer/wizard 1 
  Casting Time 1 standard action 
  Components V, F (small wooden replica of an archery target) 
  Range personal 
  Target you 
  Duration see text 
  You gain temporary, intuitive insight into the immediate 
  future during your next attack. Your next single attack roll (if it 
  is made before the end of the next round) gains a +20 insight 
  bonus. Additionally, you are not affected by the miss chance 
  that applies to attackers trying to strike a concealed target. 
  Wall of Thorns 
  School conjuration (creation); Level druid 5, shaman 5; 
  Domain plant 5; Subdomain blood 5 
  Casting Time 1 standard action 
  Components V, S 
  Range medium (100 ft. + 10 ft./level) 
  Effect wall of thorny brush, up to one 10-ft. cube/level (S) 
  Duration 10 min./level (D) 
  Saving Throw none; Spell Resistance no 
  A wall of thorns spell creates a barrier of very tough, pliable, 
  tangled brush bearing needle-sharp thorns as long as a 
  human's finger. Any creature forced into or attempting to 
  move through a wall of thorns takes piercing damage per 
  round of movement equal to 25 minus the creature's AC. 
  Dexterity and dodge bonuses to AC do not count for this 
  calculation. (Creatures with an AC of 25 or higher, without 
  considering Dexterity and dodge bonuses, take no damage 
  from contact with the wall.) 
  You can make the wall as thin as 5 feet thick, which allows you 
  to shape the wall as a number of 10-by-10-by-5-foot blocks 
  equal to twice your caster level. This has no effect on the 
  damage dealt by the thorns, but any creature attempting to 
  break through takes that much less time to force its way 
  through the barrier. 
  Creatures can force their way slowly through the wall by 
  making a Strength check as a full-round action. For every 5 
  points by which the check exceeds 20, a creature moves 5 feet 
  (up to a maximum distance equal to its normal land speed). Of 
  course, moving or attempting to move through the thorns 
  incurs damage as described above. A creature trapped in the 
  thorns can choose to remain motionless in order to avoid 
  taking any more damage. 
  Any creature within the area of the spell when it is cast takes 
  damage as if it had moved into the wall and is caught inside. In 
  order to escape, it must attempt to push its way free, or it can 
  wait until the spell ends. Creatures with the ability to pass 
  through overgrown areas unhindered can pass through a wall 
  of thorns at normal speed without taking damage. 
  A wall of thorns can be breached by slow work with edged 
  weapons. Chopping away at the wall creates a safe passage 1 
  foot deep for every 10 minutes of work. Normal fire cannot 
  harm the barrier, but magical fire burns it away in 10 minutes. 
   
  
   
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  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 
  1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted 
  material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, 
  improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, 
  lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, 
  processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly 
  identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but 
  specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures 
  characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes 
  and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses 
  and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other 
  trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) 
  "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the 
  Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of 
  Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this 
  License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License 
  itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the 
  exact terms of this License to Use, the Open Game Content. 
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original 
  creation and/or You have sufficient rights to grant the rights conveyed by this License. 
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original 
  Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark 
  in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product 
  Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify 
  and distribute any Open Game Content originally distributed under any version of this License. 
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the 
  Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial 
  order, or governmental regulation then You may not Use any Open Game Material so affected. 
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the 
  breach. All sublicenses shall survive the termination of this License. 
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Four Dollar Adventures 1.4, World’s End, by Richard Develyn, copyright Richard Develyn © 2016 
   
  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. 
   
  Adherer from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Authors Scott Greene and Clark Peterson, based on original material by Guy Shearer. 
  Advanced Bestiary © 2004, Green Ronin Publishing, LLC; Author: Matt Sernett. 
  Advanced Player's Guide. Copyright 2010, Paizo Inc.; Author: Jason Bulmahn. 
  Aerial Servant from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; Published and distributed by Frog God Games; Authors: Clark Greene and Clark 
  Peterson, based on original material by Gary Gygax. 
  Amphisbaena from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Angel, Monadic Deva from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Angel, Movanic Deva from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Anger of Angels. © 2003, Sean K Reynolds. 
  Animal Lord from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Ascomid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Atomie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Aurumvorax from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Axe Beak from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Baphomet from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax. 
  Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Bat, Mobat from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Authors: Scott Greene and Clark Peterson, based on original material by Gary Gygax. 
  Beetle, Slicer from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Blindheim from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson. 
  Brownie from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Bunyip from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Dermot Jackson. 
  Carbuncle from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Authors Scott Greene, based on original material by Albie Fiore. 
  Caryatid Column from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Jean Wells 
  Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Lawrence Schick. 
  Crypt Thing from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson. 
  Crystal Ooze from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Ian 
  McDowall. 
  Daemon, Derghodaemon from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Daemon, Guardian from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Ian McDowall. 
  Daemon, Hydrodaemon from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Daemon, Piscodaemon from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Dark Creeper from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Rik Shepard. 
  Dark Stalker from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Simon Muth. 
  Death Dog from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Underworld Oracle. 
  Death Worm from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene and Erica Balsley. 
  Decapus from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Jean Wells. 
  Demodand, Shaggy from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Demodand, Slimy from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Demodand, Tarry from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Demon Lord, Kostchtchie from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Gary Gygax. Demon Lord, 
  Demon Lord, Pazuzu from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax.Demon, 
  Demon, Shadow from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Neville White. 
  Dire Corby from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Jeff Wyndham 
  Disenchanter from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Roger Musson. 
  Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Dragon Horse from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Dragon, Faerie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Brian Jaeger and Gary Gygax. 
  Dust Digger from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Ear Seeker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene and Erica Balsley, based on original material by Gary Gygax. 
  Executioner’s Hood from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax. 
  Flail Snail from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Simon Tilbrook. 
  Flind and Flindbar from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by J.D. Morris. 
  Flumph from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Ian McDowell and Douglas Naismith. 
  Flumph from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Ian McDowell and Douglas Naismith. 
  Foo Creature from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Forlarren from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Ian Livingstone. 
  Froghemoth from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Genie, Marid from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax. 
  Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Giant, Wood from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Wizards of the Coast. 
  Gloomwing from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Greene, based on original material by Ian Livingstone 
  Grippli from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog GodGames; Author: Scott Greene, based on original 
  material by Gary Gygax. 
  Grippli from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Gryph from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Peter Brown. 
  Hangman Tree from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax. 
  Hangman Tree from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Hippocampus from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene and Erica Balsley, based on original material by Gary Gygax. 
  Huecuva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Underworld Oracle. 
  Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene. 
  Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Philip Masters. 
  Jackalwere from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Jubilex from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax. 
  Jubilex from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Kamadan from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Nick Louth. 
  Kech from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Kelpie from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Lawrence Schick. 
  Kobold Quarterly Issue 7, © 2008, Open Design LLC, www.koboldquarterly.com; Authors John Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, John Flemming, Jeremy 
  Jones, Derek Kagemann, Phillip Larwood, Richard Pett, and Stan! 
  Korred from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Leprechaun from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Lurker Above from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax. 
  Magma ooze from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene. 
  Marid from the Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott Greene. 
  Mihstu from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Mite from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Ian Livingstone and Mark Barnes. 
  Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Ian Livingstone and Mark Barnes. 
  Mongrelman from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook. 
  Moon Dog from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax. 
  Muckdweller from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax. 
  Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author  Scott Greene, based on original material by Gary Gygax. 
  Nabasu from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Necrophidius from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Simon Tillbrook. 
  Nereid from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike McArtor, W. Jason Peck, Jeff Quick, and Sean K Reynolds. 
  Pathfinder Campaign Setting: The Inner Sea World Guide. © 2011, Paizo Publishing, LLC; Authors: Keith Baker, Wolfgang Baur, Clinton J. Boomer, Jason Bulmahn, Joshua J. 
  Frost, Ed Greenwood, Stephen S. Greer, Jeff Grubb, James Jacobs, Michael Kortes, Tito Leati, Mike McArtor, Rob McCreary, Erik Mona, Jason Eric Nelson, Jeff Quick, Sean K 
  Reynolds, F. Wesley Schneider, Leandra Christine Schneider, David Schwartz, Amber E. Scott, Stan!, Owen K.C. Stephens, Todd Stewart, James L. Sutter, Greg A. Vaughan, 
  Jeremy Walker, and JD Wiker. 
  Pathfinder Player Companion: Blood of Fiends © 2012, Paizo Publishing, LLC; Authors: Hal Maclean and Colin McComb 
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, 
  Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, 
  Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim 
  Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor. 
  Pathfinder Roleplaying Game Bestiary 2, Copyright 2010, Paizo Inc.; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim 
  Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, 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. 
  Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Inc.; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, 
  Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, 
  James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor. 
  Pathfinder Roleplaying Game Bestiary 5 © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, 
  Benjamin Bruck, Jason Bulmahn, Adam Daigle, Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palmer.McFarland, Jason 
  Nelson, Thom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N.Thurston Hillman, Eric Hindley, Joe Homes, James Jacobs, Amanda Hamon Kunz, Ben 
  Pathfinder Roleplaying Game Monster Codex © 2014, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N. 
  Emerson, Jonathan H. Keith, Dale C. Tom Neil Spicer, Owen K.C. Stephens, and Russ Taylor.Phillips, Stephen Radney-MacFarland, Sean K Reynolds, Thomas M. Reid, Patrick 
  Renie, Mark Seifter, Tork Shaw,McCoy, Jr., Mark Moreland, 
  Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Inc.; Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben 
  Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray 
  Vallese. 
  Pathfinder Roleplaying Game NPC Codex © 2012, Paizo Inc.; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason 
  Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor. 
  Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam 
  Daigle, Jim Groves, Thurston Hillman, Eric  Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.Hindley, Brandon Hodge, Ben 
  McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, 
  Pathfinder Roleplaying Game Pathfinder Unchained © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Ross Beyers, Logan Bonner, Jason Bulmahn, Robert Emerson, 
  Tim Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Robert Schwalb, Mark Seifter, and Russ Taylor. 
  Pathfinder Roleplaying Game Ultimate Campaign © 2013, Paizo Inc.; Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim 
  Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James 
  L. Sutter, Russ Taylor, and Stephen Townshend. 
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim 
  Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. 
  Pathfinder Roleplaying Game Ultimate Equipment © 2012, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike 
  Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Inc.; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Ultimate Intrigue © 2016, Paizo Inc.; Authors: Jesse Benner, John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Robert N. 
  Emerson, Amanda Hamon Kunz, Steven Helt, Thurston Hillman, Tim Hitchcock, Mikko Kallio, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas 
  M. Reid, Alexander Riggs, David N. Ross, David Schwartz, Mark Seifter, Linda Zayas-Palmer. 
  Pathfinder Roleplaying Game: Bonus Bestiary. Copyright 2009, Paizo Inc.; Author: Jason Bulmahn. 
  Pathfinder RPG Bestiary. Copyright 2009, Paizo Inc.; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder RPG GameMastery Guide, © 2010, Paizo Inc.; Authors: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. 
  Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich 
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  Woodruff. 
  Pazuzu from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax 
  Pech from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Phycomid from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Poltergeist from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Lewis Pulsipher. 
  Poltergeist from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Lewis Pulsipher. 
  Quickling from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Quickwood from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Rot Grub from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors: Scott Greene and Clark Peterson, 
  based on original material by Gary Gygax. 
  Rot Grub from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene and Clark Peterson, based on original material by Gary Gygax. 
  Russet Mold from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Sandman from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson. 
  Scarecrow from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson 
  Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Neville White. 
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds. 
  Skulk from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Simon Muth. 
  Slime Mold from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Slithering Tracker from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Soul Eater from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by David Cook 
  Spriggan from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene and Erica Balsley, based on original material by Roger Moore and Gary 
  Gygax. 
  Tenebrous Worm from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
  Tentamort from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Mike Roberts. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  The Book of Fiends © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris Pramas, Robert J. Schwalb. 
  The Book of Hallowed Might. © 2002, Monte J. Cook. 
  The Tome of Horrors II © 2004, Necromancer Games, Inc.; Author: Scott Greene. 
  Tick, Giant & Dragon from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax 
  Tome of Horrors III, © 2005, Necromancer Games, Inc; Author: Scott Greene, with Casey Christofferson, Erica Balsley, Kevin Baase, Lance Hawvermale, Travis Hawvermale, 
  Ian S. Johnston, Patrick Lawinger, Nathan Paul, Clark Peterson, Greg Ragland, Robert Schwalb and Bill Webb. 
  Tome of Horrors, Revised Edition. Copyright 2005, Necromancer Games, Inc.; Authors: Scott Greene, Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance 
  Hawvermale, Travis Hawvermale, Patrick Lawinger, Bill Webb; Based on original content from TSR. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, 
  Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Trapper from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax. 
  Troll, Ice from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Russell Cole. 
  Troll, Ice from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Russell Cole. 
  Troll, Ice from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Russell Cole. 
  Troll, Rock from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene. 
  Troll, Rock from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene. 
  Vegepygmy from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Wolf-In-Sheep’s-Clothing from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors Scott Greene and Patrick Lawinger. 
  Yellow Musk Creeper from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Albie Fiore. 
  Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Albie Fiore. 
  Yeti from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Gary Gygax. 
  Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Zombie, Juju from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. 
   
   
   
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/4$d/Worlds End.pdf