TEXT: The Ice Tower
  by Kevin Anderson
  31007
  
  by Kevin Anderson
  by Kevin Anderson
  EDITING &  PROOFREADING: DAVE BLEWER, PIOTR KORYS, RON BLESSING
  GRAPHIC DESIGN &  TYPESETTING: ROBIN ELLIOTT
  ART: SIMON FELLA, DANIEL RUDNICKI
  COVER DESIGN: ROBIN ELLIOTT
  PLAYTESTERS: DAVE BLEWER, DAVID LLOYD, SIMON SCOTT, 
  SARAH STEWARD, DAN TUNBRIDGE AND GAVIN WATTS
  WWW.TRIPLEACEGAMES.COM
  © 2008 Triple Ace Games. Sundered Skies, The Ice Tower and all related marks and logos are trademarks of  Triple Ace Games. 
  Savage Worlds, Smiling Jack and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Used 
  with permission. © 2008. All Rights Reserved.
  Permission is granted to print this ebook for personal use only.
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage 
  Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes 
  no representation or warranty as to the quality, viability, or suitability for purpose of this product.
  THE ICE TOWER
  THE ICE TOWER
  by Kevin Anderson
  by Kevin Anderson
  EDITING &  PROOFREADING: DAVE BLEWER, PIOTR KORYS, RON BLESSING
  GRAPHIC DESIGN &  TYPESETTING: ROBIN ELLIOTT
  ART: SIMON FELLA, DANIEL RUDNICKI
  COVER DESIGN: ROBIN ELLIOTT
  PLAYTESTERS: DAVE BLEWER, DAVID LLOYD, SIMON SCOTT, 
  SARAH STEWARD, DAN TUNBRIDGE AND GAVIN WATTS
  WWW.TRIPLEACEGAMES.COM
  © 2008 Triple Ace Games. Sundered Skies, The Ice Tower and all related marks and logos are trademarks of  Triple Ace Games. 
  Savage Worlds, Smiling Jack and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Used 
  with permission. © 2008. All Rights Reserved.
  Permission is granted to print this ebook for personal use only.
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage 
  Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes 
  no representation or warranty as to the quality, viability, or suitability for purpose of this product.
  THE ICE TOWER
  THE ICE TOWER
  
  THE ICE TOWER
  THE ICE TOWER
  Disaster!
  Disaster!
  Where: Gateway
  When:  Anytime after the characters reach 
  Seasoned Rank.
  The approach to Gateway is dangerous; 
  errant rocks from the Shattered City swarm 
  erratically through the void. Most of the larger 
  ship killers have been dealt with, either by 
  cannon ﬁ re or charges, but the danger is still 
  there. Some of the rock fragments can cause 
  untold damage.
  Normally we would suggest the GM ignore 
  this danger, only highlighting it occasionally 
  just to remind his players of the dangers of 
  life in the skies. However in this instance 
  we are going to ask you to do something we 
  would never normally suggest. We want you 
  to cheat!
  The hook of this scenario involves the 
  heroes becoming crewmembers of another 
  ship. For this to happen, their ship must either 
  be destroyed or damaged beyond a simple 
  repair. What follows is only a suggestion; the 
  object is to temporarily deprive the heroes 
  of their hard won skyship. If circumstances 
  arise which offer an opportunity to run this 
  scenario without such a contrivance, then 
  use that instead, even if it means moving the 
  starting location of the scenario. 
  The heroes are returning from a particu-
  larly fruitless excursion into the Shattered 
  City, when they are struck by a rock during 
  the approach to Gateway. This rock causes 
  three Wounds, on the resultant Critical hit 
  rolls, use the table below, and refer to the 
  Critical Hit chart in Savage Worlds. The col-
  lision occurs even if they employ a pilot to 
  bring their ship in. They are able to get a 
  refund on the piloting fee, though.
  D6 
  Result
  1 
  Engine
  2 
  Locomotion
  3 
  Controls
  4-6 
  Chasis
  Unfortunately for the heroes, their disas-
  ter couldn’t have happened at a worse time. 
  Gateway is desperately short of the materials 
  needed to repair their ship, and it might take 
  weeks or even months for them to come in 
  from another island.
  The heroes sponsor, Hawke—or some 
  other merchant if they are on bad terms with 
  him—steps in and makes them an offer: he 
  will get their ship repaired, and even pay 
  for the repairs. In return he asks the heroes 
  to accompany one of his business partners 
  upon a scavenging mission to the Draining 
  Sea. Hawke is a little vague on the details, 
  himself; “Skiller has directions to a ruin upon 
  the sea” is all he knows. Skiller is preparing 
  to depart soon and the heroes will ﬁ nd him 
  at the docks.
   Asking for Skiller at the docks gets direc-
  tions to the frigate Mirabelle. The ship is a hive 
  of activity as sailors load crates and barrels. 
  Tethered behind the frigate is a Cloudskiff 
  named Rosie. Hailing the ship, the heroes are 
  soon invited aboard by Skiller himself.
  THE ICE TOWER
  THE ICE TOWER
  Disaster!
  Disaster!
  Where: Gateway
  When:  Anytime after the characters reach 
  Seasoned Rank.
  The approach to Gateway is dangerous; 
  errant rocks from the Shattered City swarm 
  erratically through the void. Most of the larger 
  ship killers have been dealt with, either by 
  cannon ﬁ re or charges, but the danger is still 
  there. Some of the rock fragments can cause 
  untold damage.
  Normally we would suggest the GM ignore 
  this danger, only highlighting it occasionally 
  just to remind his players of the dangers of 
  life in the skies. However in this instance 
  we are going to ask you to do something we 
  would never normally suggest. We want you 
  to cheat!
  The hook of this scenario involves the 
  heroes becoming crewmembers of another 
  ship. For this to happen, their ship must either 
  be destroyed or damaged beyond a simple 
  repair. What follows is only a suggestion; the 
  object is to temporarily deprive the heroes 
  of their hard won skyship. If circumstances 
  arise which offer an opportunity to run this 
  scenario without such a contrivance, then 
  use that instead, even if it means moving the 
  starting location of the scenario. 
  The heroes are returning from a particu-
  larly fruitless excursion into the Shattered 
  City, when they are struck by a rock during 
  the approach to Gateway. This rock causes 
  three Wounds, on the resultant Critical hit 
  rolls, use the table below, and refer to the 
  Critical Hit chart in Savage Worlds. The col-
  lision occurs even if they employ a pilot to 
  bring their ship in. They are able to get a 
  refund on the piloting fee, though.
  D6 
  Result
  1 
  Engine
  2 
  Locomotion
  3 
  Controls
  4-6 
  Chasis
  Unfortunately for the heroes, their disas-
  ter couldn’t have happened at a worse time. 
  Gateway is desperately short of the materials 
  needed to repair their ship, and it might take 
  weeks or even months for them to come in 
  from another island.
  The heroes sponsor, Hawke—or some 
  other merchant if they are on bad terms with 
  him—steps in and makes them an offer: he 
  will get their ship repaired, and even pay 
  for the repairs. In return he asks the heroes 
  to accompany one of his business partners 
  upon a scavenging mission to the Draining 
  Sea. Hawke is a little vague on the details, 
  himself; “Skiller has directions to a ruin upon 
  the sea” is all he knows. Skiller is preparing 
  to depart soon and the heroes will ﬁ nd him 
  at the docks.
   Asking for Skiller at the docks gets direc-
  tions to the frigate Mirabelle. The ship is a hive 
  of activity as sailors load crates and barrels. 
  Tethered behind the frigate is a Cloudskiff 
  named Rosie. Hailing the ship, the heroes are 
  soon invited aboard by Skiller himself.
  
  3
  THE ICE TOWER
  SKILLER’S TALE
  Very few have heard the legend of the 
  Ice Tower. Fewer have dared to seek 
  it. None have returned! –Tales of The 
  Draining Sea.
  Skiller has heard good things about the 
  heroes from Hawke and ushers them into his 
  cabin to tell them his tale over drinks. 
  “Many years ago, I was trading in 
  the Ice Isles amongst the orc tribes. 
  I befriended one small tribe in par-
  ticular, the Ice Claw, and became a 
  member of the tribe. One day while 
  I was absent, hunting for food on 
  the Draining Sea with the tribal war-
  riors, a rival clan attacked the tribe’s 
  homeisle. Outnumbered and without 
  many of their warriors, my adopted 
  clan was slain. 
  “Returning to the camp, we found the 
  massacre. Among the dead was their 
  battlepriest, mortally wounded, but 
  not yet dead. With his ﬁ nal words, he 
  made me pledge to stop the returning 
  warriors from seeking vengeance, as 
  the attackers were too many. He asked 
  me to take them to a neighboring island 
  where they could join another clan. 
  I promised to do as he asked, and he 
  rewarded me with an old skin map.”
  Pausing, Skiller pulls a battered and worn 
  skin from his tunic and unrolls it upon the 
  table. The map (provided as a player hand-
  out on page 23) depicts The Draining Sea. 
  Stylized houses are drawn here and there 
  about the edge of the map signifying ice 
  mines and clans. Inland from the Northeast 
  edge of the Draining Sea is an area labeled 
  ‘the Ice Sea’. Roughly central of the Ice Sea 
  is a third shape, with a stylized castle upon 
  it, labeled ‘Palace of Ice?’ Scattered about the 
  Ice Sea are 13 irregular shapes; one of these 
  is labeled ‘Ice Tower’.
  Skiller continues.
  “I pondered long and hard on this 
  map and the notes upon it. After many 
  years, I encountered a songpriest 
  who sang a tale of the Battlelord. In 
  essence this tale related how the Bat-
  tlelord resided within a tower of ice 
  while he and his worshippers raised 
  a permanent palace of iron hard ice. 
  Once the palace was completed, the 
  god abandoned the tower, never to 
  return
  “I believe that this map shows both 
  the Palace and the Ice Tower. The 
  surrounding water is ice, melted by 
  the Battlelord’s rage; the islands are 
  composed of harder, glacial ice, like 
  the tower and palace. I am looking for 
  a few more hardy souls to accompany 
  me to the Ice Tower. Within we may 
  ﬁ nd relics touched by the god, him-
  self; our fortune and our legends will 
  be made. Are you with me?”
  SKILLER’S PLAN
  Skiller’s plan is as follows; Mirabelle will 
  sail to the Draining Sea and moor up along 
  the North East coast, where members of the 
  Ice Bear clan will meet them. The orcs will 
  portage the Rosie across land—a distance of 
  some 39 leagues, or about 100 miles—where 
  she can be launched into the sea. Rosie will 
  allow the heroes to navigate the Ice Sea and 
  approach the Tower. On their return, the orcs 
  will escort them back to the Mirabelle.
  The crew positions the heroes ﬁ ll can be 
  decided by their skills and abilities. Skiller, 
  if needed, can pilot Mirabelle, but ideally, a 
  hero should ﬁ ll that position. Other heroes 
  should act as shipboard priests, healers, or 
  gunners.
  The Mirabelle is set to depart in a week. The 
  heroes can use the time to attempt to pick up 
  any items they may want or need. Skiller also 
  gives them 10 cogs to have a drink or two on 
  him, to welcome them to his crew.
  THE BAR
  Chances are the heroes will end up in a bar 
  sometime during the week before the Mira-
  belle sets sail. Those who succeed at a Notice 
  roll see an elven bard trying to entertain the 
  3
  THE ICE TOWER
  SKILLER’S TALE
  Very few have heard the legend of the 
  Ice Tower. Fewer have dared to seek 
  it. None have returned! –Tales of The 
  Draining Sea.
  Skiller has heard good things about the 
  heroes from Hawke and ushers them into his 
  cabin to tell them his tale over drinks. 
  “Many years ago, I was trading in 
  the Ice Isles amongst the orc tribes. 
  I befriended one small tribe in par-
  ticular, the Ice Claw, and became a 
  member of the tribe. One day while 
  I was absent, hunting for food on 
  the Draining Sea with the tribal war-
  riors, a rival clan attacked the tribe’s 
  homeisle. Outnumbered and without 
  many of their warriors, my adopted 
  clan was slain. 
  “Returning to the camp, we found the 
  massacre. Among the dead was their 
  battlepriest, mortally wounded, but 
  not yet dead. With his ﬁ nal words, he 
  made me pledge to stop the returning 
  warriors from seeking vengeance, as 
  the attackers were too many. He asked 
  me to take them to a neighboring island 
  where they could join another clan. 
  I promised to do as he asked, and he 
  rewarded me with an old skin map.”
  Pausing, Skiller pulls a battered and worn 
  skin from his tunic and unrolls it upon the 
  table. The map (provided as a player hand-
  out on page 23) depicts The Draining Sea. 
  Stylized houses are drawn here and there 
  about the edge of the map signifying ice 
  mines and clans. Inland from the Northeast 
  edge of the Draining Sea is an area labeled 
  ‘the Ice Sea’. Roughly central of the Ice Sea 
  is a third shape, with a stylized castle upon 
  it, labeled ‘Palace of Ice?’ Scattered about the 
  Ice Sea are 13 irregular shapes; one of these 
  is labeled ‘Ice Tower’.
  Skiller continues.
  “I pondered long and hard on this 
  map and the notes upon it. After many 
  years, I encountered a songpriest 
  who sang a tale of the Battlelord. In 
  essence this tale related how the Bat-
  tlelord resided within a tower of ice 
  while he and his worshippers raised 
  a permanent palace of iron hard ice. 
  Once the palace was completed, the 
  god abandoned the tower, never to 
  return
  “I believe that this map shows both 
  the Palace and the Ice Tower. The 
  surrounding water is ice, melted by 
  the Battlelord’s rage; the islands are 
  composed of harder, glacial ice, like 
  the tower and palace. I am looking for 
  a few more hardy souls to accompany 
  me to the Ice Tower. Within we may 
  ﬁ nd relics touched by the god, him-
  self; our fortune and our legends will 
  be made. Are you with me?”
  SKILLER’S PLAN
  Skiller’s plan is as follows; Mirabelle will 
  sail to the Draining Sea and moor up along 
  the North East coast, where members of the 
  Ice Bear clan will meet them. The orcs will 
  portage the Rosie across land—a distance of 
  some 39 leagues, or about 100 miles—where 
  she can be launched into the sea. Rosie will 
  allow the heroes to navigate the Ice Sea and 
  approach the Tower. On their return, the orcs 
  will escort them back to the Mirabelle.
  The crew positions the heroes ﬁ ll can be 
  decided by their skills and abilities. Skiller, 
  if needed, can pilot Mirabelle, but ideally, a 
  hero should ﬁ ll that position. Other heroes 
  should act as shipboard priests, healers, or 
  gunners.
  The Mirabelle is set to depart in a week. The 
  heroes can use the time to attempt to pick up 
  any items they may want or need. Skiller also 
  gives them 10 cogs to have a drink or two on 
  him, to welcome them to his crew.
  THE BAR
  Chances are the heroes will end up in a bar 
  sometime during the week before the Mira-
  belle sets sail. Those who succeed at a Notice 
  roll see an elven bard trying to entertain the 
  
  4
  SUNDERED SKIES
  busy hostelry. He is obviously nervous and 
  is trying to cover his nerves with expansive 
  arm movements. His voice is good, and he 
  is singing a ribald tune called “Sally and the 
  Skyler Man.”  
  If the heroes keep an eye on the bard they 
  will see his ﬂ ailing arms knock a pitcher of 
  beer from a drunken dockworkers hand. 
  The furious man grabs the elf and ﬂ ings 
  him across the room—smashing into the 
  heroes’ table. The elf looks beseechingly at 
  the characters and groans, as the dockworker 
  advances upon him.
  If the heroes do not help—check those 
  hindrances—the elf is soundly beaten and 
  thrown out of the bar. Those who choose to 
  help may attempt to defuse the situation or 
  ﬁ ght. The latter choice sparks a bar brawl. 
  The dockworkers use ﬁ sts and clubs and will 
  run if anything larger than a dagger is pulled. 
  Each brawler will surrender once they are 
  Shaken.
  Once the ﬁ ght is over, the elf introduces 
  himself as Eldeer. If the heroes take the time 
  to talk to him, they will discover he is also 
  part of the expedition. If they just let him go 
  on his way, then they will make this discovery 
  as the ship sails.
   Eldeer, Elven bard See page 20.
   Dockworkers (1 per heroes +2) See 
  page 19.
  The Expedition
  The Expedition
  EQUIPMENT
  Aside from the normal gear a ship carries 
  for ad hoc repairs and day-to-day living, the 
  Mirabelle also carries: 
  24 tree trunks (for rollers)
  30 barrels of skyler guts (to grease the roll-
  ers) 
  8 
  ice axes (see page 5) 
  20 blankets 
  20 fur throws 
  10 ceramic ﬂ asks of oil 
  10 sets of ﬂ int and steel 
  5 
  hooded lanterns (like a bull’s-eye lan-
  tern but with a hood that can be shut to 
  keep the wind out) 200 yards of rope in 
  20-yard lengths 
  3 
  grappling hooks 
  10 yards of sail cloth 
  4 
  shovels 
  4 
  picks 
  20 sleeping canvases 
  20 torches 
  10 water skins 
  10 sets of altitude attire
  THE CREW
  The crew of the Mirabelle consists of two 
  distinct groups. Everyone has a role on the 
  frigate, but a smaller group will also form 
  the scavenging crew who will investigate the 
  Ice Tower. There are ten human sailors, a 
  cat wildling named Lean, the two orc broth-
  ers, Karag and Volrog, an elven Songpriest, 
  Eldeer, and ﬁ nally, Skiller himself.
  The salvaging crew consists of Skiller, 
  Volrog and Karag, Eldeer, and the heroes.
  A player handout can be found on page 
  24 which details the stats the heroes need to 
  know about these characters when the crew 
  get into combat.
  TALKING TO THE CREW
  The heroes may wish to question the crew 
  during the voyage to the Draining Sea. For 
  the GM’s convenience we have detailed all 
  they know below:
  Human Sailors: All the sailors know is 
  they are due a single share of salvage from 
  some big ruin, inland on the Draining Sea. 
  All they have to do is get the Mirabelle to the 
  Sea’s shore.
  Lean: This cat wildling joined the crew 
  after unsuccessfully stowing away at Heart-
  land. Rather than being beaten and put 
  overboard as he had witnessed stowaways 
  being treated on so many elven ships, Lean 
  was accepted as a crew-member and soon 
  became the ships mascot. Skiller has earned 
  the wildling’s undying loyalty.
  Volrog and Karag: The orc identical twins 
  have been with Skiller for years, but only 
  know of the events with the Ice Claw tribe 
  4
  SUNDERED SKIES
  busy hostelry. He is obviously nervous and 
  is trying to cover his nerves with expansive 
  arm movements. His voice is good, and he 
  is singing a ribald tune called “Sally and the 
  Skyler Man.”  
  If the heroes keep an eye on the bard they 
  will see his ﬂ ailing arms knock a pitcher of 
  beer from a drunken dockworkers hand. 
  The furious man grabs the elf and ﬂ ings 
  him across the room—smashing into the 
  heroes’ table. The elf looks beseechingly at 
  the characters and groans, as the dockworker 
  advances upon him.
  If the heroes do not help—check those 
  hindrances—the elf is soundly beaten and 
  thrown out of the bar. Those who choose to 
  help may attempt to defuse the situation or 
  ﬁ ght. The latter choice sparks a bar brawl. 
  The dockworkers use ﬁ sts and clubs and will 
  run if anything larger than a dagger is pulled. 
  Each brawler will surrender once they are 
  Shaken.
  Once the ﬁ ght is over, the elf introduces 
  himself as Eldeer. If the heroes take the time 
  to talk to him, they will discover he is also 
  part of the expedition. If they just let him go 
  on his way, then they will make this discovery 
  as the ship sails.
   Eldeer, Elven bard See page 20.
   Dockworkers (1 per heroes +2) See 
  page 19.
  The Expedition
  The Expedition
  EQUIPMENT
  Aside from the normal gear a ship carries 
  for ad hoc repairs and day-to-day living, the 
  Mirabelle also carries: 
  24 tree trunks (for rollers)
  30 barrels of skyler guts (to grease the roll-
  ers) 
  8 
  ice axes (see page 5) 
  20 blankets 
  20 fur throws 
  10 ceramic ﬂ asks of oil 
  10 sets of ﬂ int and steel 
  5 
  hooded lanterns (like a bull’s-eye lan-
  tern but with a hood that can be shut to 
  keep the wind out) 200 yards of rope in 
  20-yard lengths 
  3 
  grappling hooks 
  10 yards of sail cloth 
  4 
  shovels 
  4 
  picks 
  20 sleeping canvases 
  20 torches 
  10 water skins 
  10 sets of altitude attire
  THE CREW
  The crew of the Mirabelle consists of two 
  distinct groups. Everyone has a role on the 
  frigate, but a smaller group will also form 
  the scavenging crew who will investigate the 
  Ice Tower. There are ten human sailors, a 
  cat wildling named Lean, the two orc broth-
  ers, Karag and Volrog, an elven Songpriest, 
  Eldeer, and ﬁ nally, Skiller himself.
  The salvaging crew consists of Skiller, 
  Volrog and Karag, Eldeer, and the heroes.
  A player handout can be found on page 
  24 which details the stats the heroes need to 
  know about these characters when the crew 
  get into combat.
  TALKING TO THE CREW
  The heroes may wish to question the crew 
  during the voyage to the Draining Sea. For 
  the GM’s convenience we have detailed all 
  they know below:
  Human Sailors: All the sailors know is 
  they are due a single share of salvage from 
  some big ruin, inland on the Draining Sea. 
  All they have to do is get the Mirabelle to the 
  Sea’s shore.
  Lean: This cat wildling joined the crew 
  after unsuccessfully stowing away at Heart-
  land. Rather than being beaten and put 
  overboard as he had witnessed stowaways 
  being treated on so many elven ships, Lean 
  was accepted as a crew-member and soon 
  became the ships mascot. Skiller has earned 
  the wildling’s undying loyalty.
  Volrog and Karag: The orc identical twins 
  have been with Skiller for years, but only 
  know of the events with the Ice Claw tribe 
  
  5
  THE ICE TOWER
  from what Skiller has told them. They say that 
  they have gone on several salvage runs with 
  their captain, and he is a skilled, resourceful 
  adventurer.
  Eldeer: An elven bard—not a songpriest. 
  He seems amazed his ﬁ rst ship position 
  is on a ship with a mission, which may go 
  down as one of the greatest, recorded in the 
  Songvaults. He is not a Boughbreaker, but is 
  vaguely sympathetic to the wildling’s plight.
  SKILLER’S SECRETS
  Skiller hasn’t been entirely truthful with the 
  heroes. For the GM’s convenience, detailed 
  below is the true story of Skiller’s time with 
  the Ice Claw Tribe.
  Skiller did meet the Ice Claws through his 
  trading expeditions. What he hasn’t shared 
  with the heroes is his wife, Mirabelle, and his 
  daughter, Rosie accompanied him on his trad-
  ing expeditions, and they were also adopted 
  by the tribe. Tragically his family stayed with 
  the tribe when he accompanied the warriors 
  on their hunting trip. His wife and daughter 
  were killed alongside the rest of the tribe.
  The attacking tribe was called the Cracked 
  Shield, a fanatical tribe of zealots who were 
  tasked by the Battlelord to keep the ice around 
  his palace free of the unworthy. The Cracked 
  Shield patrol the ice plains of the Draining 
  Sea They waylay anyone they encounter 
  and “test” them to see if they are worthy of 
  approaching the Battlelord’s Palace. These 
  tests are frequently fatal.
  The Cracked Shield also frequently raid 
  other tribes—winnowing the weak, they call 
  it. The tribe members only pay lip service 
  to the diplomatic duties of the Battlelord’s 
  worshippers instead choosing to revel in the 
  glory of combat.
  As requested by the Ice Claw’s Battlepriest, 
  Skiller did ferry the surviving tribe members 
  to a neighboring friendly tribe. However two 
  of those warriors, twin brothers named Karag 
  and Volrog chose to join his crew instead. 
  The three have voyaged together for years, 
  but have never forgotten the wrongs done 
  them by the Cracked Shield Clan.
  Skiller intends to take the items pillaged 
  from the Ice Tower and publicly hand them 
  over to the Battlepriests of the Arena on 
  Shadowhaven. The Cracked Shield Clan will 
  be humiliated, and all will know they have 
  failed in their appointed task. There is even 
  a chance the Battlelord’s rage will reawaken 
  and he will destroy those who failed him so. 
  Skiller and the orcish brothers will ﬁ nally be 
  avenged for the death of their kin.
  Voyage to the Draining Sea
  Voyage to the Draining Sea
  Detailed below are a series of encounters 
  you can use during the voyage. Two of these 
  are compulsory if you want to use this adven-
  ture as written (think of them as mini plot 
  points), others are optional but serve to add 
  ﬂ avor and spectacle to the voyage. 
  The compulsory encounters are Pirates, 
  and The Wreck of the Spirit of Knowledge. 
  The optional encounters are Elf Overboard, 
  Icefall, and Skylers Ahoy. They are detailed 
  below in the order we think they should be 
  encountered. Feel free to include any other 
  encounters, which you feel would enhance 
  your game.
  PIRATES
  Four weeks into the voyage, the Mira-
  belle comes under attack by pirates. These 
  wretches, having failed at everything else, 
  have even failed at this villainous pursuit. 
  They operate from a Cloudskiff, pompously 
  named Deathbringer. The truth is these 
  pirates haven’t successfully taken a ship in 
  NEW WEAPON
  Type 
  Damage Cost Weight Rarity Notes
  Ice Axe Str+d8 250 
  10 
  U 
  AP 1; Parry -1
  An Ice Axe differs from a battle-axe in that 
  the blunt back of the blade is replaced by a 
  sharp pick. The Armour Piercing and Parry 
  modiﬁ ers are only applied if the pick is used 
  to attack rather than the blade. An ice axe 
  gives a +1 bonus to Climbing rolls.
  5
  THE ICE TOWER
  from what Skiller has told them. They say that 
  they have gone on several salvage runs with 
  their captain, and he is a skilled, resourceful 
  adventurer.
  Eldeer: An elven bard—not a songpriest. 
  He seems amazed his ﬁ rst ship position 
  is on a ship with a mission, which may go 
  down as one of the greatest, recorded in the 
  Songvaults. He is not a Boughbreaker, but is 
  vaguely sympathetic to the wildling’s plight.
  SKILLER’S SECRETS
  Skiller hasn’t been entirely truthful with the 
  heroes. For the GM’s convenience, detailed 
  below is the true story of Skiller’s time with 
  the Ice Claw Tribe.
  Skiller did meet the Ice Claws through his 
  trading expeditions. What he hasn’t shared 
  with the heroes is his wife, Mirabelle, and his 
  daughter, Rosie accompanied him on his trad-
  ing expeditions, and they were also adopted 
  by the tribe. Tragically his family stayed with 
  the tribe when he accompanied the warriors 
  on their hunting trip. His wife and daughter 
  were killed alongside the rest of the tribe.
  The attacking tribe was called the Cracked 
  Shield, a fanatical tribe of zealots who were 
  tasked by the Battlelord to keep the ice around 
  his palace free of the unworthy. The Cracked 
  Shield patrol the ice plains of the Draining 
  Sea They waylay anyone they encounter 
  and “test” them to see if they are worthy of 
  approaching the Battlelord’s Palace. These 
  tests are frequently fatal.
  The Cracked Shield also frequently raid 
  other tribes—winnowing the weak, they call 
  it. The tribe members only pay lip service 
  to the diplomatic duties of the Battlelord’s 
  worshippers instead choosing to revel in the 
  glory of combat.
  As requested by the Ice Claw’s Battlepriest, 
  Skiller did ferry the surviving tribe members 
  to a neighboring friendly tribe. However two 
  of those warriors, twin brothers named Karag 
  and Volrog chose to join his crew instead. 
  The three have voyaged together for years, 
  but have never forgotten the wrongs done 
  them by the Cracked Shield Clan.
  Skiller intends to take the items pillaged 
  from the Ice Tower and publicly hand them 
  over to the Battlepriests of the Arena on 
  Shadowhaven. The Cracked Shield Clan will 
  be humiliated, and all will know they have 
  failed in their appointed task. There is even 
  a chance the Battlelord’s rage will reawaken 
  and he will destroy those who failed him so. 
  Skiller and the orcish brothers will ﬁ nally be 
  avenged for the death of their kin.
  Voyage to the Draining Sea
  Voyage to the Draining Sea
  Detailed below are a series of encounters 
  you can use during the voyage. Two of these 
  are compulsory if you want to use this adven-
  ture as written (think of them as mini plot 
  points), others are optional but serve to add 
  ﬂ avor and spectacle to the voyage. 
  The compulsory encounters are Pirates, 
  and The Wreck of the Spirit of Knowledge. 
  The optional encounters are Elf Overboard, 
  Icefall, and Skylers Ahoy. They are detailed 
  below in the order we think they should be 
  encountered. Feel free to include any other 
  encounters, which you feel would enhance 
  your game.
  PIRATES
  Four weeks into the voyage, the Mira-
  belle comes under attack by pirates. These 
  wretches, having failed at everything else, 
  have even failed at this villainous pursuit. 
  They operate from a Cloudskiff, pompously 
  named Deathbringer. The truth is these 
  pirates haven’t successfully taken a ship in 
  NEW WEAPON
  Type 
  Damage Cost Weight Rarity Notes
  Ice Axe Str+d8 250 
  10 
  U 
  AP 1; Parry -1
  An Ice Axe differs from a battle-axe in that 
  the blunt back of the blade is replaced by a 
  sharp pick. The Armour Piercing and Parry 
  modiﬁ ers are only applied if the pick is used 
  to attack rather than the blade. An ice axe 
  gives a +1 bonus to Climbing rolls.
  
  6
  SUNDERED SKIES
  months and are on the verge of starvation. 
  Even though they are horribly outgunned 
  and out manned. This is there last chance.
  As luck would have it, their ﬁ rst fusillade 
  of cannon ﬁ re misses the Mirabelle, but suc-
  ceeds in shredding the nets deployed behind 
  the frigate (yes, we are asking you to cheat 
  again, for the sake of the story). Let the rest 
  of the battle play out as it will.
   Pirate Captain Sundered Skies page 
  161.
   Pirates (7) Sundered Skies page 161.
  AFTERMATH
  Luckily the ship’s nets have been bountiful 
  lately, and the holds are full of food har-
  vested from the skies. Unfortunately, Skiller 
  announces, rather shamefacedly, he 
  had to make some very difﬁ cult deci-
  sions when stocking the ship and 
  does not carry any spare nets. It was a 
  ﬁ nancial decision; the Rosie had to be 
  waterproofed, which proved to be very 
  expensive.
  Food isn’t short yet. However, unless 
  they restock, the ship will be on short 
  rations for the return trip. Skiller insists 
  they continue and stop to re-supply, 
  when they depart the Draining Sea, 
  at one of the Ice Islands - reminding 
  everyone the Ice Tower will make them 
  all rich.
  SKYLERS AHOY
  Three weeks later, call for a Notice roll. 
  Those successful see what looks like a 
  large amorphous mass moving towards 
  the Mirabelle. The mass is revealed to 
  be a large ﬂ ock of non–predatory sky-
  lers.
  Following the ﬂ ock, and only visible 
  once it has passed, is a single, pure 
  white skyler. Seeing this, the sailors 
  stop what they are doing and fumble 
  in their pockets to retrieve cogs (one 
  asks to borrow a cog from a character 
  on deck). The cogs are ﬂ ipped into 
  the void using the left hand, and then 
  each sailor draws a circle around his 
  heart three times and mutters ”Lady of 
  the Winds, bless me this day, I beseech 
  you.”
  A Common Knowledge (-2) roll (heroes 
  with a skysailor or Windpriest background 
  lose the penalty), or asking a sailor, reveals 
  white skylers are viewed as unlucky. Casting 
  a coin into the void and asking for a blessing 
  from the Lady averts the ill luck.
  It is up to the Game Master what effect not 
  following this ritual has on a hero. Possibly, 
  the hero starts the next session with one less 
  benny.
  ELF OVERBOARD
  Two weeks after the encounter with the 
  white skyler, one of the heroes is awakened 
  from his sleep by screaming and something 
  thumping on the hull of the ship.
  6
  SUNDERED SKIES
  months and are on the verge of starvation. 
  Even though they are horribly outgunned 
  and out manned. This is there last chance.
  As luck would have it, their ﬁ rst fusillade 
  of cannon ﬁ re misses the Mirabelle, but suc-
  ceeds in shredding the nets deployed behind 
  the frigate (yes, we are asking you to cheat 
  again, for the sake of the story). Let the rest 
  of the battle play out as it will.
   Pirate Captain Sundered Skies page 
  161.
   Pirates (7) Sundered Skies page 161.
  AFTERMATH
  Luckily the ship’s nets have been bountiful 
  lately, and the holds are full of food har-
  vested from the skies. Unfortunately, Skiller 
  announces, rather shamefacedly, he 
  had to make some very difﬁ cult deci-
  sions when stocking the ship and 
  does not carry any spare nets. It was a 
  ﬁ nancial decision; the Rosie had to be 
  waterproofed, which proved to be very 
  expensive.
  Food isn’t short yet. However, unless 
  they restock, the ship will be on short 
  rations for the return trip. Skiller insists 
  they continue and stop to re-supply, 
  when they depart the Draining Sea, 
  at one of the Ice Islands - reminding 
  everyone the Ice Tower will make them 
  all rich.
  SKYLERS AHOY
  Three weeks later, call for a Notice roll. 
  Those successful see what looks like a 
  large amorphous mass moving towards 
  the Mirabelle. The mass is revealed to 
  be a large ﬂ ock of non–predatory sky-
  lers.
  Following the ﬂ ock, and only visible 
  once it has passed, is a single, pure 
  white skyler. Seeing this, the sailors 
  stop what they are doing and fumble 
  in their pockets to retrieve cogs (one 
  asks to borrow a cog from a character 
  on deck). The cogs are ﬂ ipped into 
  the void using the left hand, and then 
  each sailor draws a circle around his 
  heart three times and mutters ”Lady of 
  the Winds, bless me this day, I beseech 
  you.”
  A Common Knowledge (-2) roll (heroes 
  with a skysailor or Windpriest background 
  lose the penalty), or asking a sailor, reveals 
  white skylers are viewed as unlucky. Casting 
  a coin into the void and asking for a blessing 
  from the Lady averts the ill luck.
  It is up to the Game Master what effect not 
  following this ritual has on a hero. Possibly, 
  the hero starts the next session with one less 
  benny.
  ELF OVERBOARD
  Two weeks after the encounter with the 
  white skyler, one of the heroes is awakened 
  from his sleep by screaming and something 
  thumping on the hull of the ship.
  
  7
  THE ICE TOWER
  Investigating discovers Eldeer, the clumsy 
  elf. It seems that a sudden eddy in the winds 
  caught him unawares, and he fell overboard. 
  Luckily, he routinely tethers himself to the 
  ship with a coil of rope, so he can be easily 
  retrieved. He thanks his rescuers enthusiasti-
  cally.
  WRECK OF THE SPIRIT OF KNOWLEDGE
  Three weeks later, the ship is suddenly 
  seized by a wind current, which quickly pro-
  pels the ship upward. Three days after this 
  another frigate is spotted caught in the same 
  updraft. The ship is in a bad state, her sails 
  are ripped, and her hull is rent. She is just 
  drifting in the current, so coming alongside 
  her is an easy maneuver. 
  She proves to be the Spirit of Knowledge. 
  A successful Common Knowledge roll allows 
  a hero to recall she is the ship of the famous 
  glowborn explorer, Galken. A raise recalls 
  Galken was last seen leaving for the Ice Isles 
  and the Draining Sea. Skiller knows of Galken 
  and can ﬁ ll in any knowledge gaps the heroes 
  may have.
  If the heroes explore the wreck, use the 
  notes below. Details of Galken’s ill-fated 
  expedition can be found on page 22. 
  Upper Decks – frost covered, scarred, 
  scratched, and holed in several places. A 
  half dozen frozen, broken bodies lie about 
  the deck. The crew who were not murdered 
  when the ‘Burning Madness’ took hold fell 
  victim to the demonic Wildlings (see Skitters 
  in the Dark on page 8). Their corpses were 
  further battered by a series of minor icefalls 
  as the ship drifted beneath the Draining Sea.
  The Helm – the ship’s wheel has been 
  wrenched from its post and jammed against 
  the port rail. The ship’s Waysphere has been 
  shattered, and the water within has frozen.
  Lower Decks – the mid-deck has a thin 
  coating of ice, making footing unsteady; any 
  sudden moves (such as combat) require an 
  Agility roll to keep your balance. A Snake Eyes 
  result sends the victim sprawling/prone. 
  The doors, walls, and ﬂ oors all show 
  signs of being hacked and cut.  Bodies lie 
  in the corridors, bludgeoned or stabbed 
  to death. The cabin furniture is splintered 
  and wrecked, strewn throughout the decks. 
  Searching through this will discover Junk 
  value salvage.
  Aft Room – the aft room on the mid-deck 
  is where Galken and Ragnar made their ﬁ nal 
  stand. The door has been hacked apart, but 
  a makeshift barricade blocks the opening. 
  Clearing the barricade requires a successful 
  Strength (-2) roll. 
  As the door is cleared a ﬁ gure lurches for-
  wards and tries to push past the heroes. The 
  ﬁ gure was once glowborn but now half of its 
  head is missing and its ﬂ esh is decayed—the 
  undead remains of Galken. It holds a large 
  bottle against its body. Galken ﬁ ghts savagely, 
  however, if the heroes move aside, it ignores 
  them, and makes its way to the upper deck 
  and hurls the bottle into the void. With his 
  goal achieved Galken collapses to the deck 
  lifeless.
  A search of Galken’s corpse ﬁ nds a ﬂ intlock 
  pistol holstered on its belt and a strangely 
  twisted metal amulet upon a leather cord 
  around its neck. This is half of the key to 
  the lower reaches of the Tower of Ice (see 
  page 12). It is extremely important for the 
  heroes to have the key for the adventure to 
  continue later. If they do not search Galken, 
  ﬁ nd another way to get them this half of the 
  key.
  A second corpse lies in the aft room, dead 
  from a self-inﬂ icted pistol shot to the head, 
  the gun still held in its lifeless hand. The 
  body wears a Chain Hauberk (enchanted 
  to only weigh 13lb) and has a long sword 
  sheathed at its side. In a pouch on its belt is 
  a Woundseal potion.
  The bottle the revenant clutches contains 
  fragments taken from Galken’s journal (see 
  page 22.). The rest of the journal cannot be 
  found.
  Those looking for salvage in the room ﬁ nd 
  two ﬁ ne short swords, worth 150 cogs each, 
  and six bottles of Elven wine, worth 25 cogs 
  each.
   Galken, undead revenant. See page 
  20.
  Cargo Hold – ﬁ ghting here resulted in the 
  hold being ﬂ ooded, as water barrels were 
  shattered. Ice thickly coats the ﬂ oor. Search-
  7
  THE ICE TOWER
  Investigating discovers Eldeer, the clumsy 
  elf. It seems that a sudden eddy in the winds 
  caught him unawares, and he fell overboard. 
  Luckily, he routinely tethers himself to the 
  ship with a coil of rope, so he can be easily 
  retrieved. He thanks his rescuers enthusiasti-
  cally.
  WRECK OF THE SPIRIT OF KNOWLEDGE
  Three weeks later, the ship is suddenly 
  seized by a wind current, which quickly pro-
  pels the ship upward. Three days after this 
  another frigate is spotted caught in the same 
  updraft. The ship is in a bad state, her sails 
  are ripped, and her hull is rent. She is just 
  drifting in the current, so coming alongside 
  her is an easy maneuver. 
  She proves to be the Spirit of Knowledge. 
  A successful Common Knowledge roll allows 
  a hero to recall she is the ship of the famous 
  glowborn explorer, Galken. A raise recalls 
  Galken was last seen leaving for the Ice Isles 
  and the Draining Sea. Skiller knows of Galken 
  and can ﬁ ll in any knowledge gaps the heroes 
  may have.
  If the heroes explore the wreck, use the 
  notes below. Details of Galken’s ill-fated 
  expedition can be found on page 22. 
  Upper Decks – frost covered, scarred, 
  scratched, and holed in several places. A 
  half dozen frozen, broken bodies lie about 
  the deck. The crew who were not murdered 
  when the ‘Burning Madness’ took hold fell 
  victim to the demonic Wildlings (see Skitters 
  in the Dark on page 8). Their corpses were 
  further battered by a series of minor icefalls 
  as the ship drifted beneath the Draining Sea.
  The Helm – the ship’s wheel has been 
  wrenched from its post and jammed against 
  the port rail. The ship’s Waysphere has been 
  shattered, and the water within has frozen.
  Lower Decks – the mid-deck has a thin 
  coating of ice, making footing unsteady; any 
  sudden moves (such as combat) require an 
  Agility roll to keep your balance. A Snake Eyes 
  result sends the victim sprawling/prone. 
  The doors, walls, and ﬂ oors all show 
  signs of being hacked and cut.  Bodies lie 
  in the corridors, bludgeoned or stabbed 
  to death. The cabin furniture is splintered 
  and wrecked, strewn throughout the decks. 
  Searching through this will discover Junk 
  value salvage.
  Aft Room – the aft room on the mid-deck 
  is where Galken and Ragnar made their ﬁ nal 
  stand. The door has been hacked apart, but 
  a makeshift barricade blocks the opening. 
  Clearing the barricade requires a successful 
  Strength (-2) roll. 
  As the door is cleared a ﬁ gure lurches for-
  wards and tries to push past the heroes. The 
  ﬁ gure was once glowborn but now half of its 
  head is missing and its ﬂ esh is decayed—the 
  undead remains of Galken. It holds a large 
  bottle against its body. Galken ﬁ ghts savagely, 
  however, if the heroes move aside, it ignores 
  them, and makes its way to the upper deck 
  and hurls the bottle into the void. With his 
  goal achieved Galken collapses to the deck 
  lifeless.
  A search of Galken’s corpse ﬁ nds a ﬂ intlock 
  pistol holstered on its belt and a strangely 
  twisted metal amulet upon a leather cord 
  around its neck. This is half of the key to 
  the lower reaches of the Tower of Ice (see 
  page 12). It is extremely important for the 
  heroes to have the key for the adventure to 
  continue later. If they do not search Galken, 
  ﬁ nd another way to get them this half of the 
  key.
  A second corpse lies in the aft room, dead 
  from a self-inﬂ icted pistol shot to the head, 
  the gun still held in its lifeless hand. The 
  body wears a Chain Hauberk (enchanted 
  to only weigh 13lb) and has a long sword 
  sheathed at its side. In a pouch on its belt is 
  a Woundseal potion.
  The bottle the revenant clutches contains 
  fragments taken from Galken’s journal (see 
  page 22.). The rest of the journal cannot be 
  found.
  Those looking for salvage in the room ﬁ nd 
  two ﬁ ne short swords, worth 150 cogs each, 
  and six bottles of Elven wine, worth 25 cogs 
  each.
   Galken, undead revenant. See page 
  20.
  Cargo Hold – ﬁ ghting here resulted in the 
  hold being ﬂ ooded, as water barrels were 
  shattered. Ice thickly coats the ﬂ oor. Search-
  
  8
  SUNDERED SKIES
  ing the hold discovers several sealed crates of 
  supplies. Skiller is extremely pleased, as these 
  will bolster the faltering stores. Two crates of 
  salted meat, one of grain, and a barrel of the 
  strong orcish ale called Choke. 
  The grain is infected with the fungal dis-
  ease called the Burning Madness. See page 8 
  for more information.
  SKITTERS IN THE DARK
  The half dozen wildling crewmembers were 
  unaffected by the madness which afﬂ icted the 
  rest of the crew, and they took refuge in the 
  rigging away from the insane crew. The Spirit 
  of Knowledge was truly damned though, for 
  not long after the last infected crewmember 
  died, the ship passed by one of the portals 
  to hell, and possessing demons seized the 
  wildlings.
  The skitterlings should be played as an 
  unknown threat for as long as possible. The 
  creatures will only launch an all out attack when 
  they outnumber the heroes. Describe the sound 
  of their claws on the ice, like rats running in the 
  walls, to unnerve the players before attacking. 
  The skitterlings do not suffer any penalties from 
  the icy decks, due to their claws.
   Skitterlings (6) See page 21
  ICEFALL
  As the Mirabelle nears the Draining Sea a 
  huge chunk of ice separates from the massive 
  iceberg and hurtles through the void. Caught 
  by a vicious cross wind the ice crosses paths 
  with the frigate. Draw a card from the Action 
  Deck to determine the size of the icefall as 
  detailed in Sundered Skies on page 152.
  THE DRAINING SEA
  Approaching the Draining Sea is always 
  an awe-inspiring experience. The Island is in 
  fact a titanic iceberg of a size, which almost 
  boggles belief. The void is rent with the omi-
  nous sound of cracks and booms, as the ice 
  shifts and splinters, occasionally dropping 
  massive chunks of ice into the void.
  In the distance can be seen the occasional red/
  orange glow from the ever present ﬁ res at the 
  orcish ice mines. As the Mirabelle approaches 
  the landmass, they see a makeshift jetty and a 
  couple of dozen ﬁ gures awaiting them.
  The voidglow is captured by the ice and 
  directed at the incoming ship. The heroes 
  must make a Spirit (-2) roll or gain a level of 
  Glowmadness. This is caused by the unique 
  qualities of the ice in this particular part 
  of the Draining Sea, creating a lens which 
  effects only those in the void. Those on the 
  surface are safe from this particular danger. 
  Don’t bother to check for Skiller and his 
  crew. Assume they succeed.
  THE MEETING
  The waiting group are orc warriors and 
  goblin slaves of the Ice Bear tribe, which 
  Skiller has contracted to aid the. Some of 
  the heroes may have misgivings about the 
  enslaved goblins, but the expedition needs 
  them to progress to the Ice Sea.
  THE BURNING MADNESS
  Burning Madness is an ergot-like fungal 
  disease, which infects cereals. It causes a 
  high temperature and weakness for 10 to 20 
  hours, after which the victim hallucinates for 
  as long as 25 hours, before slipping into a 
  coma, which can last several days.
  Most don t survive the hallucinatory 
  period, as they often fall into the void, either 
  accidentally or due to the misguided belief 
  they can ﬂy, or enter into a homicidal rage. 
  If infected foodstuffs are ingested, a char-
  acter must make a Vigor (-2) roll or become 
  infected. Each hour thereafter, they must 
  make a further Vigor (-2) roll or take a level of 
  Fatigue, which can render them unconscious 
  but not kill them. Ten or so hours after falling 
  unconscious, the victim awakens and begins 
  seeing things, they will believe the visions are 
  real and cannot be persuaded otherwise. If 
  something is perceived as a threat (and most 
  things are) the sufferer will go berserk (as the 
  edge) and attack. A dozen or so hours later, 
  the victim slips into a coma, which may last 
  as long as a week. When he awakens, he is 
  free of the disease. Wildlings are immune to 
  the Burning Madness.
  8
  SUNDERED SKIES
  ing the hold discovers several sealed crates of 
  supplies. Skiller is extremely pleased, as these 
  will bolster the faltering stores. Two crates of 
  salted meat, one of grain, and a barrel of the 
  strong orcish ale called Choke. 
  The grain is infected with the fungal dis-
  ease called the Burning Madness. See page 8 
  for more information.
  SKITTERS IN THE DARK
  The half dozen wildling crewmembers were 
  unaffected by the madness which afﬂ icted the 
  rest of the crew, and they took refuge in the 
  rigging away from the insane crew. The Spirit 
  of Knowledge was truly damned though, for 
  not long after the last infected crewmember 
  died, the ship passed by one of the portals 
  to hell, and possessing demons seized the 
  wildlings.
  The skitterlings should be played as an 
  unknown threat for as long as possible. The 
  creatures will only launch an all out attack when 
  they outnumber the heroes. Describe the sound 
  of their claws on the ice, like rats running in the 
  walls, to unnerve the players before attacking. 
  The skitterlings do not suffer any penalties from 
  the icy decks, due to their claws.
   Skitterlings (6) See page 21
  ICEFALL
  As the Mirabelle nears the Draining Sea a 
  huge chunk of ice separates from the massive 
  iceberg and hurtles through the void. Caught 
  by a vicious cross wind the ice crosses paths 
  with the frigate. Draw a card from the Action 
  Deck to determine the size of the icefall as 
  detailed in Sundered Skies on page 152.
  THE DRAINING SEA
  Approaching the Draining Sea is always 
  an awe-inspiring experience. The Island is in 
  fact a titanic iceberg of a size, which almost 
  boggles belief. The void is rent with the omi-
  nous sound of cracks and booms, as the ice 
  shifts and splinters, occasionally dropping 
  massive chunks of ice into the void.
  In the distance can be seen the occasional red/
  orange glow from the ever present ﬁ res at the 
  orcish ice mines. As the Mirabelle approaches 
  the landmass, they see a makeshift jetty and a 
  couple of dozen ﬁ gures awaiting them.
  The voidglow is captured by the ice and 
  directed at the incoming ship. The heroes 
  must make a Spirit (-2) roll or gain a level of 
  Glowmadness. This is caused by the unique 
  qualities of the ice in this particular part 
  of the Draining Sea, creating a lens which 
  effects only those in the void. Those on the 
  surface are safe from this particular danger. 
  Don’t bother to check for Skiller and his 
  crew. Assume they succeed.
  THE MEETING
  The waiting group are orc warriors and 
  goblin slaves of the Ice Bear tribe, which 
  Skiller has contracted to aid the. Some of 
  the heroes may have misgivings about the 
  enslaved goblins, but the expedition needs 
  them to progress to the Ice Sea.
  THE BURNING MADNESS
  Burning Madness is an ergot-like fungal 
  disease, which infects cereals. It causes a 
  high temperature and weakness for 10 to 20 
  hours, after which the victim hallucinates for 
  as long as 25 hours, before slipping into a 
  coma, which can last several days.
  Most don t survive the hallucinatory 
  period, as they often fall into the void, either 
  accidentally or due to the misguided belief 
  they can ﬂy, or enter into a homicidal rage. 
  If infected foodstuffs are ingested, a char-
  acter must make a Vigor (-2) roll or become 
  infected. Each hour thereafter, they must 
  make a further Vigor (-2) roll or take a level of 
  Fatigue, which can render them unconscious 
  but not kill them. Ten or so hours after falling 
  unconscious, the victim awakens and begins 
  seeing things, they will believe the visions are 
  real and cannot be persuaded otherwise. If 
  something is perceived as a threat (and most 
  things are) the sufferer will go berserk (as the 
  edge) and attack. A dozen or so hours later, 
  the victim slips into a coma, which may last 
  as long as a week. When he awakens, he is 
  free of the disease. Wildlings are immune to 
  the Burning Madness.
  
  9
  THE ICE TOWER
   Tarhog, orc leader see page 22.
   Azghar, orc champion see page 19.
   Orc warriors (12) see Sundered Skies 
  Page 159
   Goblins (20) see Sundered Skies Page 151
  PORTAGE
  Once the initial greetings are dealt with, 
  the goblins unload the tree trunks from 
  the Mirabelle’s hold and smear the skyler 
  guts over them to grease them. The Rosie is 
  pulled ashore and heaved up onto the roll-
  ers. Ropes are attached to the skiff, and then 
  the goblin slaves heave the boat forward. The 
  now empty rollers at the back of the ship are 
  manhandled around to the front, and the 
  action is repeated.
  The overland journey to the Ice Sea will take 
  approximately 12 days. Going is slow, but on 
  the plus side, the heroes do not have to carry 
  their gear, which can all be loaded in the Skiff.
  TERRAIN AND TEMPERATURE
  The terrain of the Draining Sea is solid ice 
  with a covering of snow, which varies in depth 
  from a few inches to several feet. Tempera-
  tures vary between 10-20°. As one approaches 
  the Ice Sea, the temperature rises to between 
  20-34° and the ice around the water has no 
  snow cover, but a thin ﬁ lm of water.
  ENCOUNTERS
  For each day of travel, draw a card from the 
  Action Deck. If it is a face card, then roll on 
  the table below to see what the heroes have 
  encountered. If a Joker is drawn, the goblins 
  have been particularly motivated that day 
  and shave an extra day off the travel time.
  D10 
  Effect
  1 
  Large Crevasse
  2 
  Ice Bridge
  3-4 
  Hidden Crevasse
  5-6  
  Natural Creatures
  7 
  Ice Elementals
  8 
  Ice Worms
  9 
  Blizzard
  10 
  Cold snap
  Large Crevasse: A wide crevasse splits the 
  tundra ahead, with no way to get the skiff 
  across. A detour of an extra day is required.
  Ice Bridge: A wide crevasse splits the 
  tundra ahead; there is a bridge of ice across 
  it. Draw another card:
  ♣ The bridge gives way as soon as two 
  people have crossed, leaving them stranded. 
  An extra day’s travel is required to rejoin the 
  party.
  ♠ The bridge gives way after a number of 
  people equal to the value of the card cross 
  (the Skiff and goblins count as 10 people). 
  A Jack is an 11, a Queen a 12, a King a 13, 
  an Ace a 14, and a Joker is a 28. If the bridge 
  breaks, an extra day’s travel is required to 
  rejoin the party. If the Skiff falls down the 
  crevasse it becomes lodged between the nar-
  rowing walls and must be hauled out and 
  repaired, taking two days.
  ♥ The bridge cracks but does not break if 
  crossed slowly.
  ♦ The bridge is solid and will not break 
  under any weight.
  Alternatively, the party may elect to avoid 
  the crevasse completely and add another day 
  to their journey.
  Hidden Crevasse: A random Wild Card 
  runs the risk of falling into one of the smaller 
  crevasses, which cross the tundra. Make a 
  Notice (-2) roll to spot and avoid it, otherwise 
  the character must make an Agility (-2) roll 
  to avoid falling in. On a failure draw another 
  card:
  ♣ or ♠ - 10 yard fall, damage 1D6+5.
  ♥ or ♦ - 20 yard fall, damage 1D6+10.
  Natural Creatures: Draw another card 
  and look at the suit.
  ♣ A  pack of 2d6 wolves (use the stats in 
  Savage Worlds rulebook)
  ♠A hungry bear (use the stats in Savage 
  Worlds rulebook)
  ♥ A swarm of ice crickets envelops the 
  party. The swarm is so large it takes four 
  rounds to pass by. It attacks as a swarm each 
  round (use the stats in the Savage Worlds 
  rulebook). After the swarm passes, the heroes 
  see the goblins happily devouring still wrig-
  gling crickets.
  ♦ A hero plunges several feet through the 
  snow and ice, into a nest of Ice Grubs. The 
  nine-inch long creatures do no harm, and are 
  9
  THE ICE TOWER
   Tarhog, orc leader see page 22.
   Azghar, orc champion see page 19.
   Orc warriors (12) see Sundered Skies 
  Page 159
   Goblins (20) see Sundered Skies Page 151
  PORTAGE
  Once the initial greetings are dealt with, 
  the goblins unload the tree trunks from 
  the Mirabelle’s hold and smear the skyler 
  guts over them to grease them. The Rosie is 
  pulled ashore and heaved up onto the roll-
  ers. Ropes are attached to the skiff, and then 
  the goblin slaves heave the boat forward. The 
  now empty rollers at the back of the ship are 
  manhandled around to the front, and the 
  action is repeated.
  The overland journey to the Ice Sea will take 
  approximately 12 days. Going is slow, but on 
  the plus side, the heroes do not have to carry 
  their gear, which can all be loaded in the Skiff.
  TERRAIN AND TEMPERATURE
  The terrain of the Draining Sea is solid ice 
  with a covering of snow, which varies in depth 
  from a few inches to several feet. Tempera-
  tures vary between 10-20°. As one approaches 
  the Ice Sea, the temperature rises to between 
  20-34° and the ice around the water has no 
  snow cover, but a thin ﬁ lm of water.
  ENCOUNTERS
  For each day of travel, draw a card from the 
  Action Deck. If it is a face card, then roll on 
  the table below to see what the heroes have 
  encountered. If a Joker is drawn, the goblins 
  have been particularly motivated that day 
  and shave an extra day off the travel time.
  D10 
  Effect
  1 
  Large Crevasse
  2 
  Ice Bridge
  3-4 
  Hidden Crevasse
  5-6  
  Natural Creatures
  7 
  Ice Elementals
  8 
  Ice Worms
  9 
  Blizzard
  10 
  Cold snap
  Large Crevasse: A wide crevasse splits the 
  tundra ahead, with no way to get the skiff 
  across. A detour of an extra day is required.
  Ice Bridge: A wide crevasse splits the 
  tundra ahead; there is a bridge of ice across 
  it. Draw another card:
  ♣ The bridge gives way as soon as two 
  people have crossed, leaving them stranded. 
  An extra day’s travel is required to rejoin the 
  party.
  ♠ The bridge gives way after a number of 
  people equal to the value of the card cross 
  (the Skiff and goblins count as 10 people). 
  A Jack is an 11, a Queen a 12, a King a 13, 
  an Ace a 14, and a Joker is a 28. If the bridge 
  breaks, an extra day’s travel is required to 
  rejoin the party. If the Skiff falls down the 
  crevasse it becomes lodged between the nar-
  rowing walls and must be hauled out and 
  repaired, taking two days.
  ♥ The bridge cracks but does not break if 
  crossed slowly.
  ♦ The bridge is solid and will not break 
  under any weight.
  Alternatively, the party may elect to avoid 
  the crevasse completely and add another day 
  to their journey.
  Hidden Crevasse: A random Wild Card 
  runs the risk of falling into one of the smaller 
  crevasses, which cross the tundra. Make a 
  Notice (-2) roll to spot and avoid it, otherwise 
  the character must make an Agility (-2) roll 
  to avoid falling in. On a failure draw another 
  card:
  ♣ or ♠ - 10 yard fall, damage 1D6+5.
  ♥ or ♦ - 20 yard fall, damage 1D6+10.
  Natural Creatures: Draw another card 
  and look at the suit.
  ♣ A  pack of 2d6 wolves (use the stats in 
  Savage Worlds rulebook)
  ♠A hungry bear (use the stats in Savage 
  Worlds rulebook)
  ♥ A swarm of ice crickets envelops the 
  party. The swarm is so large it takes four 
  rounds to pass by. It attacks as a swarm each 
  round (use the stats in the Savage Worlds 
  rulebook). After the swarm passes, the heroes 
  see the goblins happily devouring still wrig-
  gling crickets.
  ♦ A hero plunges several feet through the 
  snow and ice, into a nest of Ice Grubs. The 
  nine-inch long creatures do no harm, and are 
  
  10
  SUNDERED SKIES
  considered a delicacy by goblins. The hero is 
  treated like a lord by the goblins for the rest 
  of the journey.
  Ice elementals: A pair of these spirits 
  abruptly rises up from the snow and ice, 
  check for surprise. 
   Ice Elementals (2) See Sundered Skies 
  page 157.
  Ice Worms: A trio of these nasty critters 
  burrows up from beneath the party.
   Ice Worms (3) see page 20
  Blizzard: The Temperature drops as the 
  wind rises, snow billows around, and vis-
  ibility drops drastically. The blizzard lasts for 
  1d3 days, during which Vigor rolls are made 
  at a –1 penalty.
  Cold Snap: The temperature drops sharply 
  to 0° for a day, Vigor rolls are at –2 during this 
  period.
  THE VIGILANT
  If the terribly stark conditions of the 
  Draining Sea weren’t bad enough, the party 
  includes a crazed cultist who harbors a deep 
  hatred of orcs.
  The Vigilant are a cult of vengeance who 
  refuse to forget the orcs’ barbaric past. It is a 
  small, but dedicated cult, which initially set 
  out to sway public opinion. When this failed, 
  they turned to more direct, and violent, 
  methods—causing riots, vandalizing orcish 
  businesses, and outright murder. Most mem-
  bers are elves, dwarves, or drakin Chosen 
  who have been inﬂ uenced by the indoctrina-
  tion of their elders and mentors.
  Eldeer was raised as a vigilant form birth 
  and although he plays the part of the bum-
  bling bard, he is in reality a highly skilled 
  killer. This masquerade has eroded his 
  sanity over the years, to the point where the 
  walls between his personalities have started 
  to erode. The trials and tribulations of the 
  voyage of the Mirabelle have furthered this 
  mental erosion. Now, surrounded by his life-
  long enemies, he has ﬁ nally snapped.
  Although insane, Eldeer is cunning and 
  attempts to hide his crimes, however his kill 
  spree will be his undoing.
  Detailed below are Eldeer’s activities 
  during the journey to the Ice Sea. Obviously, 
  the heroes’ investigations might disrupt him, 
  especially if the party includes an orc.
  Day 5 Sleep Cycle: Eldeer kills an Ice Bear 
  orc, and hides the body in a crevasse. The 
  disappearance is discovered upon waking 
  and causes great alarm amongst the orcs.
  Day 7 Sleep Cycle: Eldeer murders two 
  more of the Ice Bears and leaves the bodies in 
  their tent. He lays a blood trail to the one of 
  the heroes’ tents, in an attempt to frame them 
  and avert suspicion from himself. Tarhog, in 
  an attempt to appease his men, demands that 
  the heroes prove their innocence in single 
  combat against his champion, Azghar. If the 
  hero is successful, the orcs calm down but are 
  still suspicious. If the hero fails, it provokes a 
  full attack by the orcs on Skiller’s party.
    Azghar, Ice Bear Champion. See page 
  19.
  Day 9 Sleep Cycle: Eldeer slays another 
  orc but bungles the killing of a second, who 
  survives and alerts the camp. Enraged by the 
  killings, and the party seemingly shielding the 
  murderer, Tarhog orders his orcs to attack. 
   Tarhog, orc chieftain. See page 22.
   Eldeer, Vigilant murderer. See page 
  24.
   Orc Warriors (8 max). See Sundered 
  Skies page 159.
  The violence disturbs and frightens the 
  goblin slaves and they must be convinced to 
  work for Skiller and the heroes. If they are 
  promised their freedom or one of the heroes 
  provided them with an ice grub feast, con-
  vincing them is decidedly easier.
  The Ice Sea
  The Ice Sea
  The depleted party can continue the 
  journey to the Ice Sea and will arrive there 
  eventually.
  The sea is caused by the Battlelord’s rage. 
  The glacial ice of his home is reinforced with 
  magical spells, which radiate his rage out 
  across the Draining Sea.
  10
  SUNDERED SKIES
  considered a delicacy by goblins. The hero is 
  treated like a lord by the goblins for the rest 
  of the journey.
  Ice elementals: A pair of these spirits 
  abruptly rises up from the snow and ice, 
  check for surprise. 
   Ice Elementals (2) See Sundered Skies 
  page 157.
  Ice Worms: A trio of these nasty critters 
  burrows up from beneath the party.
   Ice Worms (3) see page 20
  Blizzard: The Temperature drops as the 
  wind rises, snow billows around, and vis-
  ibility drops drastically. The blizzard lasts for 
  1d3 days, during which Vigor rolls are made 
  at a –1 penalty.
  Cold Snap: The temperature drops sharply 
  to 0° for a day, Vigor rolls are at –2 during this 
  period.
  THE VIGILANT
  If the terribly stark conditions of the 
  Draining Sea weren’t bad enough, the party 
  includes a crazed cultist who harbors a deep 
  hatred of orcs.
  The Vigilant are a cult of vengeance who 
  refuse to forget the orcs’ barbaric past. It is a 
  small, but dedicated cult, which initially set 
  out to sway public opinion. When this failed, 
  they turned to more direct, and violent, 
  methods—causing riots, vandalizing orcish 
  businesses, and outright murder. Most mem-
  bers are elves, dwarves, or drakin Chosen 
  who have been inﬂ uenced by the indoctrina-
  tion of their elders and mentors.
  Eldeer was raised as a vigilant form birth 
  and although he plays the part of the bum-
  bling bard, he is in reality a highly skilled 
  killer. This masquerade has eroded his 
  sanity over the years, to the point where the 
  walls between his personalities have started 
  to erode. The trials and tribulations of the 
  voyage of the Mirabelle have furthered this 
  mental erosion. Now, surrounded by his life-
  long enemies, he has ﬁ nally snapped.
  Although insane, Eldeer is cunning and 
  attempts to hide his crimes, however his kill 
  spree will be his undoing.
  Detailed below are Eldeer’s activities 
  during the journey to the Ice Sea. Obviously, 
  the heroes’ investigations might disrupt him, 
  especially if the party includes an orc.
  Day 5 Sleep Cycle: Eldeer kills an Ice Bear 
  orc, and hides the body in a crevasse. The 
  disappearance is discovered upon waking 
  and causes great alarm amongst the orcs.
  Day 7 Sleep Cycle: Eldeer murders two 
  more of the Ice Bears and leaves the bodies in 
  their tent. He lays a blood trail to the one of 
  the heroes’ tents, in an attempt to frame them 
  and avert suspicion from himself. Tarhog, in 
  an attempt to appease his men, demands that 
  the heroes prove their innocence in single 
  combat against his champion, Azghar. If the 
  hero is successful, the orcs calm down but are 
  still suspicious. If the hero fails, it provokes a 
  full attack by the orcs on Skiller’s party.
    Azghar, Ice Bear Champion. See page 
  19.
  Day 9 Sleep Cycle: Eldeer slays another 
  orc but bungles the killing of a second, who 
  survives and alerts the camp. Enraged by the 
  killings, and the party seemingly shielding the 
  murderer, Tarhog orders his orcs to attack. 
   Tarhog, orc chieftain. See page 22.
   Eldeer, Vigilant murderer. See page 
  24.
   Orc Warriors (8 max). See Sundered 
  Skies page 159.
  The violence disturbs and frightens the 
  goblin slaves and they must be convinced to 
  work for Skiller and the heroes. If they are 
  promised their freedom or one of the heroes 
  provided them with an ice grub feast, con-
  vincing them is decidedly easier.
  The Ice Sea
  The Ice Sea
  The depleted party can continue the 
  journey to the Ice Sea and will arrive there 
  eventually.
  The sea is caused by the Battlelord’s rage. 
  The glacial ice of his home is reinforced with 
  magical spells, which radiate his rage out 
  across the Draining Sea.
  
  11
  THE ICE TOWER
  The Ice Sea is not a natural body of water, 
  and cannot help bring Lightbringer back to 
  his former self, Oceanius.  
  THE CRACKED SHIELD CLAN
  As the party set about constructing a ramp 
  with which to launch the Rosie, they hear 
  a hunting horn in the distance. A Cracked 
  Shield patrol has spotted them and is force-
  marching their way.
  The orcs will take only ten minutes to be 
  upon the party, and launching the skiff will 
  take signiﬁ cantly longer—the orcs must be 
  dealt with. The goblins run away at the sight 
  of the orcs and hide in snowdrifts. If the 
  heroes are on good terms with them, they 
  promise to wait for the Rosie’s return.
   Cracked Shield Warriors (15). See Sun-
  dered Skies page 159.
  A REAL SEA VOYAGE 
  The heroes are about to embark on one 
  of the ﬁ rst sea voyages seen in the Sundered 
  Skies for millennia. As such, rules not nor-
  mally applied to a Sundered Skies game 
  should be detailed:
  Boating: Sky sailing is in essence similar 
  to sailing on water. Rosie’s ballast rails, which 
  help change the altitude setting of a skyship, 
  have been removed, but everything else is 
  familiar, if unintuitive.
  Reduce all Boating skills by one die type 
  (e.g. Boating d10 becomes Boating d8) for 
  skill rolls using watercraft.  Those who’s skill 
  is reduced below d4 are unable to adapt to 
  the strange new sailing.
  Swimming: Islanders have no need or 
  opportunity to learn to swim.  Their Swim-
  ming skill defaults to d4-2, as normal.
  Cold and Water: The Ice Sea is only frac-
  tionally above freezing. Anyone falling in 
  must make a Vigor roll with a –2 penalty as 
  they enter the water, and every ten minute 
  thereafter. Failure earns a level of Fatigue. 
  They will probably drown long before they 
  freeze to death, though.
  Armor: Armor is particularly dangerous in 
  water; any armor’s bonus is subtracted from 
  all Swimming rolls. This is in addition to any 
  penalties from encumbrance. Ignore magical 
  bonuses when ﬁ guring this penalty, and use 
  the typical Toughness bonus for its type.
  Character may decide to leave their armor 
  stowed, donning it only when battle looms. 
  Leather and hide armor typically takes 1d6 
  minutes to properly ﬁ t. Chain takes 2d6 min-
  utes. Plate mail requires 2d6 x 5 minutes to 
  properly attach.
  Discarding armor requires a number of 
  rounds equal to twice the armor’s bonus. 
  Discarding plate mail, for example, takes six 
  full rounds. Again, ignore magical bonuses.
  Firearms: Any time powder gets wet, roll 
  1d6 per shot; each shot is ruined on a d6 roll 
  of 2-6.
  ENCOUNTERS ON THE ICE SEA
  The voyage will take a base length of ﬁ ve 
  days, modiﬁ ed by possible events. Each day, 
  draw one card; if it is a Face card, an event 
  occurs. If a joker is pulled, shave a day off 
  the voyage.
  ♥ or ♦ Blizzard: Weather conditions are 
  inﬂ uenced by the Battlelord’s mood. His 
  anger causes icy winds and blizzards to scythe 
  across the sea. Typically lasting for one or two 
  days, wise sailors drop anchor and wait the 
  storm out. If the party continues to sail apply 
  a –2 penalty to all rolls, and call for vigor rolls 
  to avoid Fatigue. 
  ♣ or ♠ Iceberg: A rogue iceberg crosses 
  paths with the Rosie. Call for a Notice (-2) 
  roll for all those on deck, Success gives the 
  pilot a +2 bonus on his Boating roll to avoid 
  the berg. Failure means the ship grazes the 
  iceberg and takes 3d6 damage. Everyone 
  onboard must make Agility rolls or fall. 
  Those who roll a natural 1 (snake eyes for 
  Wild Cards) are thrown overboard.
  THE PALACE OF ICE
  If the party is foolish enough to approach 
  the Ice Palace, they see a massive iceberg, 
  which has been carved into a citadel. The 
  walls of the Place reﬂ ect the glow as a blind-
  11
  THE ICE TOWER
  The Ice Sea is not a natural body of water, 
  and cannot help bring Lightbringer back to 
  his former self, Oceanius.  
  THE CRACKED SHIELD CLAN
  As the party set about constructing a ramp 
  with which to launch the Rosie, they hear 
  a hunting horn in the distance. A Cracked 
  Shield patrol has spotted them and is force-
  marching their way.
  The orcs will take only ten minutes to be 
  upon the party, and launching the skiff will 
  take signiﬁ cantly longer—the orcs must be 
  dealt with. The goblins run away at the sight 
  of the orcs and hide in snowdrifts. If the 
  heroes are on good terms with them, they 
  promise to wait for the Rosie’s return.
   Cracked Shield Warriors (15). See Sun-
  dered Skies page 159.
  A REAL SEA VOYAGE 
  The heroes are about to embark on one 
  of the ﬁ rst sea voyages seen in the Sundered 
  Skies for millennia. As such, rules not nor-
  mally applied to a Sundered Skies game 
  should be detailed:
  Boating: Sky sailing is in essence similar 
  to sailing on water. Rosie’s ballast rails, which 
  help change the altitude setting of a skyship, 
  have been removed, but everything else is 
  familiar, if unintuitive.
  Reduce all Boating skills by one die type 
  (e.g. Boating d10 becomes Boating d8) for 
  skill rolls using watercraft.  Those who’s skill 
  is reduced below d4 are unable to adapt to 
  the strange new sailing.
  Swimming: Islanders have no need or 
  opportunity to learn to swim.  Their Swim-
  ming skill defaults to d4-2, as normal.
  Cold and Water: The Ice Sea is only frac-
  tionally above freezing. Anyone falling in 
  must make a Vigor roll with a –2 penalty as 
  they enter the water, and every ten minute 
  thereafter. Failure earns a level of Fatigue. 
  They will probably drown long before they 
  freeze to death, though.
  Armor: Armor is particularly dangerous in 
  water; any armor’s bonus is subtracted from 
  all Swimming rolls. This is in addition to any 
  penalties from encumbrance. Ignore magical 
  bonuses when ﬁ guring this penalty, and use 
  the typical Toughness bonus for its type.
  Character may decide to leave their armor 
  stowed, donning it only when battle looms. 
  Leather and hide armor typically takes 1d6 
  minutes to properly ﬁ t. Chain takes 2d6 min-
  utes. Plate mail requires 2d6 x 5 minutes to 
  properly attach.
  Discarding armor requires a number of 
  rounds equal to twice the armor’s bonus. 
  Discarding plate mail, for example, takes six 
  full rounds. Again, ignore magical bonuses.
  Firearms: Any time powder gets wet, roll 
  1d6 per shot; each shot is ruined on a d6 roll 
  of 2-6.
  ENCOUNTERS ON THE ICE SEA
  The voyage will take a base length of ﬁ ve 
  days, modiﬁ ed by possible events. Each day, 
  draw one card; if it is a Face card, an event 
  occurs. If a joker is pulled, shave a day off 
  the voyage.
  ♥ or ♦ Blizzard: Weather conditions are 
  inﬂ uenced by the Battlelord’s mood. His 
  anger causes icy winds and blizzards to scythe 
  across the sea. Typically lasting for one or two 
  days, wise sailors drop anchor and wait the 
  storm out. If the party continues to sail apply 
  a –2 penalty to all rolls, and call for vigor rolls 
  to avoid Fatigue. 
  ♣ or ♠ Iceberg: A rogue iceberg crosses 
  paths with the Rosie. Call for a Notice (-2) 
  roll for all those on deck, Success gives the 
  pilot a +2 bonus on his Boating roll to avoid 
  the berg. Failure means the ship grazes the 
  iceberg and takes 3d6 damage. Everyone 
  onboard must make Agility rolls or fall. 
  Those who roll a natural 1 (snake eyes for 
  Wild Cards) are thrown overboard.
  THE PALACE OF ICE
  If the party is foolish enough to approach 
  the Ice Palace, they see a massive iceberg, 
  which has been carved into a citadel. The 
  walls of the Place reﬂ ect the glow as a blind-
  
  12
  SUNDERED SKIES
  ing, but warming light. Silhouetted against 
  this light, a large powerful ﬁ gure can be seen 
  striding back and forth atop the battlements.
  If the Rosie doesn’t turn back, she attracts 
  the attention of the rage-ﬁ lled god. The Bat-
  tlelord ceases his pacing and turns his gaze 
  upon her. All aboard must make a Guts (-2) 
  roll or be overcome and paralyzed with fear.  
  Allow all to make further rolls every 10 min-
  utes until they break free of their terror.
  A sudden storm strikes the ship. Use the 
  blizzard rules on page 10. However, this bliz-
  zard cannot be waited out, and surrounds 
  the palace for two days sailing time.
  The Tower of Ice
  The Tower of Ice
  Eventually, the party will come within sight 
  of the Tower of Ice. Originally constructed 
  from hard, glacial ice, it has, over the centu-
  ries, been buried by ice and snow until only 
  the battlements can be seen jutting above the 
  covering mound.
  THE GRAVE
  Call for a Notice roll, those who succeed 
  spot a strangely shaped ice column on the 
  seaward side of the mound. Investigating 
  reveals a frozen male human corpse strapped 
  upright to a wooden post facing the Draining 
  Sea.  
   The corpse had suffered a massive chest 
  wound, which was expertly bandaged. Stuffed 
  inside the armor are several pieces of parch-
  ment, pages torn from a journal (see page 
  23—Vincel’s journal). The corpse’s left hand 
  is clenched tightly around something. Unfor-
  tunately, the ﬁ ngers must be snapped off to 
  discover what it is—a twisted piece of metal 
  similar to that found on Galken’s body.
  THE MOUND
  The ice on the mound around the tower 
  is treacherously slippery. Sudden movement, 
  such as combat, requires a successful Agility 
  roll to keep upright.
  Entry into the tower is via a large, shut-
  tered window, in what would have been the 
  upper story of the tower; the shutters appear 
  to be locked from the inside. The Shutters 
  have Object Toughness of 14 and can be 
  destroyed with Cutting or Bashing weapons. 
  Alternatively a successful Strength (-4) roll 
  will force the shutters apart.
  Successfully gaining entry into the tower in 
  single round surprises the ogres—the last two 
  “survivors” of Galken’s expedition—within. 
  Failure alerts the ogres, and they burst out 
  of the tower to attack the heroes. Remember 
  everyone, including the ogres, must make 
  Agility rolls every round to stay upright on 
  the mound. Horriﬁ cally, the ogres have ham-
  mered bone and metal spikes through their 
  frozen feet, giving them a +2 bonus to this 
  roll.
    Ogres (2) See Sundered Skies page 
  159.
  UPPER STORY
  Beyond the window is a circular chamber, 
  almost the diameter of the whole tower. 
  Opposite the window is a pair of enormous 
  ornate doors, bound in iron. A strangely 
  angular keyhole sits dead center on the 
  doors.
  The chamber also contains a pile of bones, 
  probably from skylers, two piles of rags piled 
  into sleeping mounds, four ice weapons, a 
  large club (Str+d8 damage, degradable), and 
  three icicle spears (Str+d6, Parry +1, Reach 
  1, requires 2 hands).
  The door is, of course, locked and is 
  magically augmented to render it completely 
  impervious to harm. Only the modular 
  THE KEY TO THE TOWER OF ICE
  The two pieces of twisted metal found on 
  the corpses of Galken and Vincel are actually 
  two halves of a key to the doors within the 
  Tower of Ice. The two pieces ﬁ t together, but 
  to do so requires a Smarts (-2) roll, and a half 
  hour of ﬁ ddly, frustrating work.
  12
  SUNDERED SKIES
  ing, but warming light. Silhouetted against 
  this light, a large powerful ﬁ gure can be seen 
  striding back and forth atop the battlements.
  If the Rosie doesn’t turn back, she attracts 
  the attention of the rage-ﬁ lled god. The Bat-
  tlelord ceases his pacing and turns his gaze 
  upon her. All aboard must make a Guts (-2) 
  roll or be overcome and paralyzed with fear.  
  Allow all to make further rolls every 10 min-
  utes until they break free of their terror.
  A sudden storm strikes the ship. Use the 
  blizzard rules on page 10. However, this bliz-
  zard cannot be waited out, and surrounds 
  the palace for two days sailing time.
  The Tower of Ice
  The Tower of Ice
  Eventually, the party will come within sight 
  of the Tower of Ice. Originally constructed 
  from hard, glacial ice, it has, over the centu-
  ries, been buried by ice and snow until only 
  the battlements can be seen jutting above the 
  covering mound.
  THE GRAVE
  Call for a Notice roll, those who succeed 
  spot a strangely shaped ice column on the 
  seaward side of the mound. Investigating 
  reveals a frozen male human corpse strapped 
  upright to a wooden post facing the Draining 
  Sea.  
   The corpse had suffered a massive chest 
  wound, which was expertly bandaged. Stuffed 
  inside the armor are several pieces of parch-
  ment, pages torn from a journal (see page 
  23—Vincel’s journal). The corpse’s left hand 
  is clenched tightly around something. Unfor-
  tunately, the ﬁ ngers must be snapped off to 
  discover what it is—a twisted piece of metal 
  similar to that found on Galken’s body.
  THE MOUND
  The ice on the mound around the tower 
  is treacherously slippery. Sudden movement, 
  such as combat, requires a successful Agility 
  roll to keep upright.
  Entry into the tower is via a large, shut-
  tered window, in what would have been the 
  upper story of the tower; the shutters appear 
  to be locked from the inside. The Shutters 
  have Object Toughness of 14 and can be 
  destroyed with Cutting or Bashing weapons. 
  Alternatively a successful Strength (-4) roll 
  will force the shutters apart.
  Successfully gaining entry into the tower in 
  single round surprises the ogres—the last two 
  “survivors” of Galken’s expedition—within. 
  Failure alerts the ogres, and they burst out 
  of the tower to attack the heroes. Remember 
  everyone, including the ogres, must make 
  Agility rolls every round to stay upright on 
  the mound. Horriﬁ cally, the ogres have ham-
  mered bone and metal spikes through their 
  frozen feet, giving them a +2 bonus to this 
  roll.
    Ogres (2) See Sundered Skies page 
  159.
  UPPER STORY
  Beyond the window is a circular chamber, 
  almost the diameter of the whole tower. 
  Opposite the window is a pair of enormous 
  ornate doors, bound in iron. A strangely 
  angular keyhole sits dead center on the 
  doors.
  The chamber also contains a pile of bones, 
  probably from skylers, two piles of rags piled 
  into sleeping mounds, four ice weapons, a 
  large club (Str+d8 damage, degradable), and 
  three icicle spears (Str+d6, Parry +1, Reach 
  1, requires 2 hands).
  The door is, of course, locked and is 
  magically augmented to render it completely 
  impervious to harm. Only the modular 
  THE KEY TO THE TOWER OF ICE
  The two pieces of twisted metal found on 
  the corpses of Galken and Vincel are actually 
  two halves of a key to the doors within the 
  Tower of Ice. The two pieces ﬁ t together, but 
  to do so requires a Smarts (-2) roll, and a half 
  hour of ﬁ ddly, frustrating work.
  
  13
  THE ICE TOWER
  key, the halves of which were found on the 
  corpses of Galken and Vincel, can open the 
  door.
  The door opens onto a narrow landing 
  and stairs that spiral down around the tower, 
  descending some 50’ before ending at an 
  arched opening into the Watch Post (see 
  below).
  THE WATCH POST
  The Watch post has six large windows, 
  which allowed those within to have an unre-
  stricted view of the Draining Sea around the 
  tower. Ice has forced its way through the 
  windows creating jagged spikes, which must 
  be negotiated with care. The frozen corpse 
  of a Provider is slumped over one of these 
  spikes. Opposite the stairs the heroes have 
  descended is another set of stairs spiraling 
  down deeper into the tower.
   The corpse is Leith, yet another member 
  of Galken’s expedition. He was slain by the 
  three cold spirits, which haunt the room. 
  These frigid ghosts will attack all who enter 
  the room; using the ice spikes, they will 
  disappear and reappear to launch surprise 
  attacks. They pursue the heroes deeper into 
  the tower, but cannot pass through the door 
  above.
   Cold Spirits (3) see page 19.
  THE DROP
  The stairs from the watch post wind down 
  around the tower and descend over 100 feet 
  before ending abruptly at a sheer drop into 
  darkness. The lower ﬂ oors of the tower have 
  collapsed into a massive cavern.
  The drop to the cavern below is over 100’, 
  however a slope of icy debris reduces the 
  drop to “only” 50’ below the stairs. The slope 
  is steep but manageable.
  Two passages can be seen from the base 
  of the stairs; however the catastrophe, which 
  struck the tower, has made getting to them 
  problematic at best.  The ﬁ rst passage is 3” 
  away from the stairs; the other is a further 2” 
  beyond the ﬁ rst. Both passages end in stout, 
  wooden, unlocked doors. One of these doors 
  opens into the testing chamber, the other 
  leads into the Council Chamber. 
  THE MURALS
  Two murals are encased within the ice of 
  the chamber above the drop.
  The ﬁ rst mural depicts a massive pitched 
  battle between members of all the races of 
  the Skies. No discernible sides can be seen. 
  Central to the mural is a looming ﬁ gure clad 
  in black armor. A massive shield, battered and 
  rent, is upon one arm whilst his other wields 
  a huge sword, which is hacking through mul-
  tiple opponents with each swing. The ﬁ gure’s 
  face is turned away from the viewer.
  The other mural depicts a large circular 
  chamber with ice blue walls, into which have 
  been cut shelves, laden with massive tomes 
  and books. A massive round table of dark 
  wood dominates the room. Around the table 
  sit or stand the gods of the skies. From the 
  left of the mural and proceeding clockwise 
  around the table:  
  A blue-robed, motherly, heavily-pregnant 
  woman—The Lifemother. 
  A golden haired and beautiful man, dressed 
  in ﬁ ne clothing. His eyes shine with either 
  mirth, or madness, depending on from which 
  angle he is viewed—The Lord of Festival
  INSIDE THE TOWER
  The tower’s interior is intensely cold, 
  requiring Vigor Rolls every 2 hours; failure 
  means the hero gains a level of Fatigue.  If 
  someone is foolish enough to touch the icy 
  walls with bare ﬂ esh, they are frozen to the 
  wall, and must be cut loose with a dagger, 
  which inﬂ icts 2d4 damage that ignores 
  armor. Furthermore, any action involving the 
  affected part of the body suffers a –1 Penalty 
  for the next hour, including Pace.
  Void light diffuses into the tower through 
  the ice—lighting conditions are considered 
  Dim. Any light brighter than a candle is 
  reﬂ ected back at the party by the strange 
  lens-like qualities of the ice. This is very diso-
  rientating and applies a further –1 penalty to 
  all actions which require sight.
  13
  THE ICE TOWER
  key, the halves of which were found on the 
  corpses of Galken and Vincel, can open the 
  door.
  The door opens onto a narrow landing 
  and stairs that spiral down around the tower, 
  descending some 50’ before ending at an 
  arched opening into the Watch Post (see 
  below).
  THE WATCH POST
  The Watch post has six large windows, 
  which allowed those within to have an unre-
  stricted view of the Draining Sea around the 
  tower. Ice has forced its way through the 
  windows creating jagged spikes, which must 
  be negotiated with care. The frozen corpse 
  of a Provider is slumped over one of these 
  spikes. Opposite the stairs the heroes have 
  descended is another set of stairs spiraling 
  down deeper into the tower.
   The corpse is Leith, yet another member 
  of Galken’s expedition. He was slain by the 
  three cold spirits, which haunt the room. 
  These frigid ghosts will attack all who enter 
  the room; using the ice spikes, they will 
  disappear and reappear to launch surprise 
  attacks. They pursue the heroes deeper into 
  the tower, but cannot pass through the door 
  above.
   Cold Spirits (3) see page 19.
  THE DROP
  The stairs from the watch post wind down 
  around the tower and descend over 100 feet 
  before ending abruptly at a sheer drop into 
  darkness. The lower ﬂ oors of the tower have 
  collapsed into a massive cavern.
  The drop to the cavern below is over 100’, 
  however a slope of icy debris reduces the 
  drop to “only” 50’ below the stairs. The slope 
  is steep but manageable.
  Two passages can be seen from the base 
  of the stairs; however the catastrophe, which 
  struck the tower, has made getting to them 
  problematic at best.  The ﬁ rst passage is 3” 
  away from the stairs; the other is a further 2” 
  beyond the ﬁ rst. Both passages end in stout, 
  wooden, unlocked doors. One of these doors 
  opens into the testing chamber, the other 
  leads into the Council Chamber. 
  THE MURALS
  Two murals are encased within the ice of 
  the chamber above the drop.
  The ﬁ rst mural depicts a massive pitched 
  battle between members of all the races of 
  the Skies. No discernible sides can be seen. 
  Central to the mural is a looming ﬁ gure clad 
  in black armor. A massive shield, battered and 
  rent, is upon one arm whilst his other wields 
  a huge sword, which is hacking through mul-
  tiple opponents with each swing. The ﬁ gure’s 
  face is turned away from the viewer.
  The other mural depicts a large circular 
  chamber with ice blue walls, into which have 
  been cut shelves, laden with massive tomes 
  and books. A massive round table of dark 
  wood dominates the room. Around the table 
  sit or stand the gods of the skies. From the 
  left of the mural and proceeding clockwise 
  around the table:  
  A blue-robed, motherly, heavily-pregnant 
  woman—The Lifemother. 
  A golden haired and beautiful man, dressed 
  in ﬁ ne clothing. His eyes shine with either 
  mirth, or madness, depending on from which 
  angle he is viewed—The Lord of Festival
  INSIDE THE TOWER
  The tower’s interior is intensely cold, 
  requiring Vigor Rolls every 2 hours; failure 
  means the hero gains a level of Fatigue.  If 
  someone is foolish enough to touch the icy 
  walls with bare ﬂ esh, they are frozen to the 
  wall, and must be cut loose with a dagger, 
  which inﬂ icts 2d4 damage that ignores 
  armor. Furthermore, any action involving the 
  affected part of the body suffers a –1 Penalty 
  for the next hour, including Pace.
  Void light diffuses into the tower through 
  the ice—lighting conditions are considered 
  Dim. Any light brighter than a candle is 
  reﬂ ected back at the party by the strange 
  lens-like qualities of the ice. This is very diso-
  rientating and applies a further –1 penalty to 
  all actions which require sight.
  
  14
  SUNDERED SKIES
  A ﬁ gure as much machine as man, its 
  strange form prevents it from sitting, and it 
  stands behind its chair—The Artiﬁ cer.
  An empty chair covered in dust. A large 
  raven perches on the back of the chair—The 
  Alpha.
  An androgynous ﬁ gure, it is impossible to 
  say where the ﬁ gure ends and its chair starts. 
  It even appears to have formed the table at 
  which the gods sit from its body—The Wild.
  A ﬁ gure blazing with voidglow, strangely 
  a shallow pool of water has formed at its 
  feet—The Lightbringer.
  A beautiful woman clad in diaphanous 
  robes, which seem to reach out of the mural 
  towards the observer—The Lady of the 
  Winds.
  A thin, black clad ﬁ gure, its features hidden 
  by a deep cowl, a skeletal hand emerges from 
  its robes and is resting upon the table. The 
  wood here is moldy and rotten—The Rotting 
  One.
  A ﬁ nal chair arm and leg is partially visible 
  but the mural has been destroyed at this 
  point — The Battlelord.
  TESTING CHAMBER
  It was here the Battlelord brought selected 
  members of the warriors constructing his 
  palace to test their mettle in battle. The God 
  refused to let his warriors skills slip because 
  of neglect.
  The walls of this 40’ by 40’ ice chamber are 
  scarred and pitted. The ﬂ oor has alternating 
  areas of smooth, slippery ice and rougher 
  areas, as well as pits and balancing beams. 
  The room is ﬁ lled with crude humanoid 
  dummies, which bear the marks of being 
  repeatedly struck with weapons. Some are set 
  into the ﬂ oor, while others swing from chains 
  set into the ceiling. Weapon racks—mostly 
  empty—line the walls.
  On the far side of the chamber stands 
  the 12-foot tall battle golem with which 
  the god tested his followers. As the heroes 
  enter the chamber it starts walking towards 
  them. Once activated, it will not stop until 
  it is defeated. The golem will follow the 
  characters throughout the Tower of Ice—and 
  beyond, if necessary. 
  The uses of the pits and beams are up to 
  the players and Game Master. A beam can be 
  climbed in one combat round with a success-
  ful Agility roll; the golem cannot follow or 
  attack a character upon a beam. The pits are 
  10’ deep; falling into one causes 2d6 damage. 
  The smooth ice requires an Agility (-2) roll 
  to be traversed without falling prone. The 
  golem can be tricked out onto the ice.
  The weapons in the racks include:
  A magical throwing axe, with a +2 bonus 
  to hit and damage.
  An ironwood bow, which requires a 
  Strength of d8 to pull and does 2d8 damage.
  An iron ﬂ ail—it has a magical +4 bonus 
  to hit and damage, however each successful 
  blow decreases the bonus by one until the ﬂ ail 
  becomes a normal, if well-made, weapon.
  A non-magical long sword, and battle-axe.
  THE RAGE
  The Testing Chamber walls have absorbed 
  the rage, anger, and humiliation of all those 
  who have failed their god’s test, and it is 
  awakened again by any combat which takes 
  place here. Each hero must succeed at a 
  Smarts roll or go berserk, as per the Edge. 
  Anyone taking a Wound must make the roll 
  again. Those who have the Berserk Edge 
  automatically succumb to the rage.
   Battle Golem See page 19
  THE COUNCIL CHAMBER
  The gods themselves have met in this 
  chamber to discuss their plight and their 
  plans. The Battlelord chaired the meetings in 
  his role as a peacekeeper—or peace enforcer. 
  He ensured that conﬂ ict was kept to the 
  purely verbal.
  This circular chamber is the one depicted 
  upon the mural outside. The shelves are now 
  empty, but everything else is as depicted. 
  Arranged around the dark wood table are 
  nine overly large chairs. Each has a symbol 
  carved into its back. 
  Starting from the chair directly in front 
  of the door, and proceeding clockwise, the 
  symbols are:
  14
  SUNDERED SKIES
  A ﬁ gure as much machine as man, its 
  strange form prevents it from sitting, and it 
  stands behind its chair—The Artiﬁ cer.
  An empty chair covered in dust. A large 
  raven perches on the back of the chair—The 
  Alpha.
  An androgynous ﬁ gure, it is impossible to 
  say where the ﬁ gure ends and its chair starts. 
  It even appears to have formed the table at 
  which the gods sit from its body—The Wild.
  A ﬁ gure blazing with voidglow, strangely 
  a shallow pool of water has formed at its 
  feet—The Lightbringer.
  A beautiful woman clad in diaphanous 
  robes, which seem to reach out of the mural 
  towards the observer—The Lady of the 
  Winds.
  A thin, black clad ﬁ gure, its features hidden 
  by a deep cowl, a skeletal hand emerges from 
  its robes and is resting upon the table. The 
  wood here is moldy and rotten—The Rotting 
  One.
  A ﬁ nal chair arm and leg is partially visible 
  but the mural has been destroyed at this 
  point — The Battlelord.
  TESTING CHAMBER
  It was here the Battlelord brought selected 
  members of the warriors constructing his 
  palace to test their mettle in battle. The God 
  refused to let his warriors skills slip because 
  of neglect.
  The walls of this 40’ by 40’ ice chamber are 
  scarred and pitted. The ﬂ oor has alternating 
  areas of smooth, slippery ice and rougher 
  areas, as well as pits and balancing beams. 
  The room is ﬁ lled with crude humanoid 
  dummies, which bear the marks of being 
  repeatedly struck with weapons. Some are set 
  into the ﬂ oor, while others swing from chains 
  set into the ceiling. Weapon racks—mostly 
  empty—line the walls.
  On the far side of the chamber stands 
  the 12-foot tall battle golem with which 
  the god tested his followers. As the heroes 
  enter the chamber it starts walking towards 
  them. Once activated, it will not stop until 
  it is defeated. The golem will follow the 
  characters throughout the Tower of Ice—and 
  beyond, if necessary. 
  The uses of the pits and beams are up to 
  the players and Game Master. A beam can be 
  climbed in one combat round with a success-
  ful Agility roll; the golem cannot follow or 
  attack a character upon a beam. The pits are 
  10’ deep; falling into one causes 2d6 damage. 
  The smooth ice requires an Agility (-2) roll 
  to be traversed without falling prone. The 
  golem can be tricked out onto the ice.
  The weapons in the racks include:
  A magical throwing axe, with a +2 bonus 
  to hit and damage.
  An ironwood bow, which requires a 
  Strength of d8 to pull and does 2d8 damage.
  An iron ﬂ ail—it has a magical +4 bonus 
  to hit and damage, however each successful 
  blow decreases the bonus by one until the ﬂ ail 
  becomes a normal, if well-made, weapon.
  A non-magical long sword, and battle-axe.
  THE RAGE
  The Testing Chamber walls have absorbed 
  the rage, anger, and humiliation of all those 
  who have failed their god’s test, and it is 
  awakened again by any combat which takes 
  place here. Each hero must succeed at a 
  Smarts roll or go berserk, as per the Edge. 
  Anyone taking a Wound must make the roll 
  again. Those who have the Berserk Edge 
  automatically succumb to the rage.
   Battle Golem See page 19
  THE COUNCIL CHAMBER
  The gods themselves have met in this 
  chamber to discuss their plight and their 
  plans. The Battlelord chaired the meetings in 
  his role as a peacekeeper—or peace enforcer. 
  He ensured that conﬂ ict was kept to the 
  purely verbal.
  This circular chamber is the one depicted 
  upon the mural outside. The shelves are now 
  empty, but everything else is as depicted. 
  Arranged around the dark wood table are 
  nine overly large chairs. Each has a symbol 
  carved into its back. 
  Starting from the chair directly in front 
  of the door, and proceeding clockwise, the 
  symbols are:
  
  15
  THE ICE TOWER
  A shield, its surface split by a wide crack 
  –The Battlelord, A teardrop—The Lifemo-
  ther, A harp—The Lord of Festival, A toothed 
  wheel—The Artiﬁ cer, A raven—The Alpha, 
  A tree—The Wild, No symbol—The Light-
  bringer, A feather—The Lady of the Winds, 
  and ﬁ nally, a skeletal hand—The Rotting 
  One.
  Upon the Lifemother’s throne is a small 
  blue crystal vial with a carved sapphire stop-
  per. Within the vial is a small amount of 
  liquid that has a metallic sheen. Each drop of 
  this liquid serves as both a Wound Seal and a 
  Mother’s Restore potion. There are ﬁ ve such 
  drops within the vial.
  THE CAVERN
  The cavern beneath the Tower of Ice is 
  enormous, much larger than the base of the 
  tower itself. The ice ﬂ oor is pitted and riddled 
  with holes, each about 20’ in diameter. The 
  far walls also appear to be holed, although 
  it is impossible to tell, at this distance, the 
  diameter of the tunnels. 
  Investigating the cavern soon ﬁ nds what 
  appear to be the remains of icy eggshells as 
  well as six intact, slime-covered eggs—a foot 
  high and eight inches in diameter. The heroes 
  are attacked by ice worms as they investigate 
  the eggs.
  Once two of the ice worms have been 
  dispatched, their “parent”—an enormous 
  Ice Wyrm burrows up through the ﬂ oor and 
  attacks the heroes. 
  Call for a Notice (-2) roll each combat 
  round, from every hero present. Success 
  spots the hilt of a large sword blade stuck 
  in the wyrm’s side. To retrieve the sword 
  requires a successful Agility roll to get close to 
  the sword, followed by a successful Strength 
  (-2) roll to pull it free. Pulling out the sword 
  causes an automatic wound upon the wyrm. 
  The sword is Woundweaver.
  The cavern is further destabilized by the 
  combat and the burrowing ice wyrm. Chunks 
  of ice fall from the ceiling whenever a com-
  batant draws a 2 or a 3 from the Action Deck. 
  If this occurs each hero must draw another 
  card. The suit of the card determines the 
  effect: 
  ♣ The hero must make an Agility roll or be 
  struck for 2d8 damage.
  ♠ The hero must make an Agility roll or be 
  struck for 2d6 damage.
  ♥  
  The hero must make an Agility roll or 
  be struck for 2d4 damage.
  ♦  
  The wyrm is struck for 2d8 damage.
  ♠ Ice Wyrm See page 20
  ♣ Ice Worms (6) see page 20.
  ESCAPING THE TOWER
  The death throes of the ice wyrm are so 
  violent, they threaten to crush the heroes. It 
  will only be a matter of time until the cavern 
  collapses, taking the Ice Tower with it.
  Fortunately the ice quakes have actually 
  served to make the climb back up to the 
  tower easier. A series of collapses has cre-
  ated a series of jagged cracks and ledges 
  in the wall of the cavern. The stairs back 
  into the tower are 6” above the heroes’ 
  heads (use the climbing rules found in the 
  Savage Worlds rulebook). In addition, have 
  each player draw a card from the Action 
  Deck each round they are climbing. On a 
  deuce, an ice chunk has struck them for 2d6 
  damage. They must succeed at a Strength 
  roll opposed by the damage inﬂ icted or fall 
  back into the cavern.
  Once the heroes reach the tower, it is just 
  a case of running up the stairs and then out 
  of the window. The tower is shaking, and 
  ominous cracks start to appear in its walls. 
  In truth, it will not actually collapse until the 
  heroes have exited the tower, but this doesn’t 
  stop a cruel Game Master from quietly count-
  ing down or using a stopwatch.
  WOUNDWEAVER
  This great sword gifts its wielder with the 
  Improved Block and Mighty Blow edges, as 
  well as granting a +1 to hit and damage.
  15
  THE ICE TOWER
  A shield, its surface split by a wide crack 
  –The Battlelord, A teardrop—The Lifemo-
  ther, A harp—The Lord of Festival, A toothed 
  wheel—The Artiﬁ cer, A raven—The Alpha, 
  A tree—The Wild, No symbol—The Light-
  bringer, A feather—The Lady of the Winds, 
  and ﬁ nally, a skeletal hand—The Rotting 
  One.
  Upon the Lifemother’s throne is a small 
  blue crystal vial with a carved sapphire stop-
  per. Within the vial is a small amount of 
  liquid that has a metallic sheen. Each drop of 
  this liquid serves as both a Wound Seal and a 
  Mother’s Restore potion. There are ﬁ ve such 
  drops within the vial.
  THE CAVERN
  The cavern beneath the Tower of Ice is 
  enormous, much larger than the base of the 
  tower itself. The ice ﬂ oor is pitted and riddled 
  with holes, each about 20’ in diameter. The 
  far walls also appear to be holed, although 
  it is impossible to tell, at this distance, the 
  diameter of the tunnels. 
  Investigating the cavern soon ﬁ nds what 
  appear to be the remains of icy eggshells as 
  well as six intact, slime-covered eggs—a foot 
  high and eight inches in diameter. The heroes 
  are attacked by ice worms as they investigate 
  the eggs.
  Once two of the ice worms have been 
  dispatched, their “parent”—an enormous 
  Ice Wyrm burrows up through the ﬂ oor and 
  attacks the heroes. 
  Call for a Notice (-2) roll each combat 
  round, from every hero present. Success 
  spots the hilt of a large sword blade stuck 
  in the wyrm’s side. To retrieve the sword 
  requires a successful Agility roll to get close to 
  the sword, followed by a successful Strength 
  (-2) roll to pull it free. Pulling out the sword 
  causes an automatic wound upon the wyrm. 
  The sword is Woundweaver.
  The cavern is further destabilized by the 
  combat and the burrowing ice wyrm. Chunks 
  of ice fall from the ceiling whenever a com-
  batant draws a 2 or a 3 from the Action Deck. 
  If this occurs each hero must draw another 
  card. The suit of the card determines the 
  effect: 
  ♣ The hero must make an Agility roll or be 
  struck for 2d8 damage.
  ♠ The hero must make an Agility roll or be 
  struck for 2d6 damage.
  ♥  
  The hero must make an Agility roll or 
  be struck for 2d4 damage.
  ♦  
  The wyrm is struck for 2d8 damage.
  ♠ Ice Wyrm See page 20
  ♣ Ice Worms (6) see page 20.
  ESCAPING THE TOWER
  The death throes of the ice wyrm are so 
  violent, they threaten to crush the heroes. It 
  will only be a matter of time until the cavern 
  collapses, taking the Ice Tower with it.
  Fortunately the ice quakes have actually 
  served to make the climb back up to the 
  tower easier. A series of collapses has cre-
  ated a series of jagged cracks and ledges 
  in the wall of the cavern. The stairs back 
  into the tower are 6” above the heroes’ 
  heads (use the climbing rules found in the 
  Savage Worlds rulebook). In addition, have 
  each player draw a card from the Action 
  Deck each round they are climbing. On a 
  deuce, an ice chunk has struck them for 2d6 
  damage. They must succeed at a Strength 
  roll opposed by the damage inﬂ icted or fall 
  back into the cavern.
  Once the heroes reach the tower, it is just 
  a case of running up the stairs and then out 
  of the window. The tower is shaking, and 
  ominous cracks start to appear in its walls. 
  In truth, it will not actually collapse until the 
  heroes have exited the tower, but this doesn’t 
  stop a cruel Game Master from quietly count-
  ing down or using a stopwatch.
  WOUNDWEAVER
  This great sword gifts its wielder with the 
  Improved Block and Mighty Blow edges, as 
  well as granting a +1 to hit and damage.
  
  16
  SUNDERED SKIES
  THE COLLAPSE OF THE ICE TOWER
  As the characters emerge from the tower 
  onto the mound of ice surrounding it, a mas-
  sive tremor knocks everyone from their feet, 
  and the tower starts to sink and fall in on 
  itself. The ice shelf upon which the heroes 
  stand starts to crack and break apart, leaving 
  them no choice but to hurry to the Rosie and 
  cast off.
  As the skiff makes haste away from the 
  shore, the tower ﬁ nally completes its disin-
  tegration. Water is thrown over a 100’ feet 
  into the air, and the Rosie is swamped with 
  icy water. Everyone onboard takes 2 Levels 
  of Fatigue, which can be soaked with a Vigor 
  roll without using a benny.
  THE RETURN TO THE MIRABELLE
  The journey back to the shore of the Ice 
  Sea should be uneventful and quiet. The 
  wave has sent any icebergs spiraling away 
  from the path of the Rosie and even the rage 
  of a god has been momentarily forgotten as 
  his attention is drawn to the collapse of his 
  old home.
  The launch site of the Rosie has been over-
  run and destroyed by the orcs of the Cracked 
  Shield. Spoiled supplies have been strewn 
  across the ice, and the rollers used to portage 
  Rosie here have been hacked apart. There is 
  no sign of the goblins whether or not they 
  promised to wait.
  The party has no choice but to trek back 
  across the icy tundra to the Mirabelle’s 
  makeshift dock. The Journey will take a 
  base time of 12 days, as the Rosie will not 
  slow them down.  Use the same encoun-
  ter chart (found on page 9) to determine 
  encounters on the journey inland. Chances 
  are the party has no food, so they may start 
  to starve.
  THE MIRABELLE REVISITED
  Five days into the trek, the party spots 
  what appears to be a ruin in front of them. As 
  they get closer they discover it is a wreck of a 
  ship—The Mirabelle!
  Inexplicably, the frigate has smashed 
  into the pack ice after attempting to fly 
  above the island. She must have spiraled 
  up and out to gain altitude above the 
  Draining Sea and then plummeted down 
  in a suicidal dive. Why anyone would do 
  this is a mystery.
  Her stern is crushed and splintered and 
  there is a jagged tear along her side. The 
  masts have snapped and lie forlornly on the 
  ice some half a mile behind her. Four bodies 
  lie crumpled on the ice, surrounded by large 
  red stains.
  If Skiller is still with the party, he falls to 
  his knees when he ﬁ rst sees the wreck of the 
  Mirabelle and howls into the sky “NO! I will 
  not have my revenge taken from me” before 
  curling into a ball. Any character tending 
  to Skiller hears him muttering “Mirabelle, 
  Rosie, I’m sorry, I’m so sorry,” over and 
  over.
  The players may eventually coax out 
  Skiller’s back story and plan. His final fate 
  depends on the players’ reactions—if they 
  agree to his plan, he recovers quickly fairly, 
  willing to give what aid he can to escape 
  the island. If they more-or-less ignore 
  him, he becomes sullen and withdrawn. 
  Eventually, he attacks any strange orcs he 
  encounters.
  Searching the wreck takes most of a day. 
  The ship is beyond repair—even if there was 
  a way to launch her into the skies. Only ﬁ ve 
  sailors’ bodies are found, killed by stabbing 
  and slashing weapons, and not the crash. In 
  one of the aft cabins, the wildling, Lean, lies 
  badly wounded.
  Allow each hero to make a Notice roll. 
  Each success and each raise allow them 
  to discover something potentially useful 
  within the wreckage. The Game Master 
  should let each player decide what they 
  have found, but be prepared to overrule 
  their choices as common sense dictates. If 
  food stuffs are selected, enough is found 
  to feed the party for a day. However, the 
  Game Master should draw a card from 
  the Action Deck each time supplies are 
  chosen. On a Face card, the supplies are 
  infected with the Burning Madness, and a 
  hero may become infected.
  16
  SUNDERED SKIES
  THE COLLAPSE OF THE ICE TOWER
  As the characters emerge from the tower 
  onto the mound of ice surrounding it, a mas-
  sive tremor knocks everyone from their feet, 
  and the tower starts to sink and fall in on 
  itself. The ice shelf upon which the heroes 
  stand starts to crack and break apart, leaving 
  them no choice but to hurry to the Rosie and 
  cast off.
  As the skiff makes haste away from the 
  shore, the tower ﬁ nally completes its disin-
  tegration. Water is thrown over a 100’ feet 
  into the air, and the Rosie is swamped with 
  icy water. Everyone onboard takes 2 Levels 
  of Fatigue, which can be soaked with a Vigor 
  roll without using a benny.
  THE RETURN TO THE MIRABELLE
  The journey back to the shore of the Ice 
  Sea should be uneventful and quiet. The 
  wave has sent any icebergs spiraling away 
  from the path of the Rosie and even the rage 
  of a god has been momentarily forgotten as 
  his attention is drawn to the collapse of his 
  old home.
  The launch site of the Rosie has been over-
  run and destroyed by the orcs of the Cracked 
  Shield. Spoiled supplies have been strewn 
  across the ice, and the rollers used to portage 
  Rosie here have been hacked apart. There is 
  no sign of the goblins whether or not they 
  promised to wait.
  The party has no choice but to trek back 
  across the icy tundra to the Mirabelle’s 
  makeshift dock. The Journey will take a 
  base time of 12 days, as the Rosie will not 
  slow them down.  Use the same encoun-
  ter chart (found on page 9) to determine 
  encounters on the journey inland. Chances 
  are the party has no food, so they may start 
  to starve.
  THE MIRABELLE REVISITED
  Five days into the trek, the party spots 
  what appears to be a ruin in front of them. As 
  they get closer they discover it is a wreck of a 
  ship—The Mirabelle!
  Inexplicably, the frigate has smashed 
  into the pack ice after attempting to fly 
  above the island. She must have spiraled 
  up and out to gain altitude above the 
  Draining Sea and then plummeted down 
  in a suicidal dive. Why anyone would do 
  this is a mystery.
  Her stern is crushed and splintered and 
  there is a jagged tear along her side. The 
  masts have snapped and lie forlornly on the 
  ice some half a mile behind her. Four bodies 
  lie crumpled on the ice, surrounded by large 
  red stains.
  If Skiller is still with the party, he falls to 
  his knees when he ﬁ rst sees the wreck of the 
  Mirabelle and howls into the sky “NO! I will 
  not have my revenge taken from me” before 
  curling into a ball. Any character tending 
  to Skiller hears him muttering “Mirabelle, 
  Rosie, I’m sorry, I’m so sorry,” over and 
  over.
  The players may eventually coax out 
  Skiller’s back story and plan. His final fate 
  depends on the players’ reactions—if they 
  agree to his plan, he recovers quickly fairly, 
  willing to give what aid he can to escape 
  the island. If they more-or-less ignore 
  him, he becomes sullen and withdrawn. 
  Eventually, he attacks any strange orcs he 
  encounters.
  Searching the wreck takes most of a day. 
  The ship is beyond repair—even if there was 
  a way to launch her into the skies. Only ﬁ ve 
  sailors’ bodies are found, killed by stabbing 
  and slashing weapons, and not the crash. In 
  one of the aft cabins, the wildling, Lean, lies 
  badly wounded.
  Allow each hero to make a Notice roll. 
  Each success and each raise allow them 
  to discover something potentially useful 
  within the wreckage. The Game Master 
  should let each player decide what they 
  have found, but be prepared to overrule 
  their choices as common sense dictates. If 
  food stuffs are selected, enough is found 
  to feed the party for a day. However, the 
  Game Master should draw a card from 
  the Action Deck each time supplies are 
  chosen. On a Face card, the supplies are 
  infected with the Burning Madness, and a 
  hero may become infected.
  
  17
  THE ICE TOWER
  CHOICES
  The heroes only have two obvious choices 
  to try and escape the island.
  * Seek out the Island Hopper left behind 
  by Galken’s expedition.
  * Journey to an orc mining camp, and ei-
  ther steal a boat or buy passage on one.
  THE GALKEN ISLAND HOPPER
  This is the easiest option. Galken’s jour-
  nal states they docked near an outcrop of 
  ice that was shaped like a big cat about to 
  leap. A successful Common Knowledge (-2) 
  roll will recall seeing such an outcrop as 
  the Mirabelle approached the Draining Sea, 
  three days counter-clockwise from where the 
  Mirabelle originally docked.
  Finding this distinctive outcrop will take a 
  base time of 4 days to ﬁ nd. Use the encoun-
  ters system detailed on page 9 to see what—if 
  anything—the party encounters during the 
  journey. Don’t forget to keep track of the 
  supplies the party carries.
  THE CAVE
  Once the outcrop is located, there is only 
  the problem of getting down below the 
  outcrop and into the shallow cave where 
  the hopper waits. Two successful Climbing 
  rolls are required to safely climb down and 
  into the cave. Failure drops the climber 
  into the void, unless they were securely 
  fastened to a rope. Once one Hero makes it 
  down with a rope, the others can descend 
  safely.
  Unfortunately for the characters, the cave 
  is now home to void bats, which ﬁ ght fero-
  ciously to protect their lair. The bats attack 
  as soon as they detect an intruder. This will 
  probably mean one hero must ﬁ ght alone as 
  his comrades race down the cliff face to join 
  him.
  THE ISLAND HOPPER
  The island hopper appears to be in good 
  condition, albeit fouled by bat droppings. 
  The hopper can be launched into the void 
  and rowed to Firsthome in three days of hug-
  ging the coast. From there, passage can be 
  arranged to Gateway through one of Hawke’s 
  business associates.
   Void Bats (5) see page 22.
  AN ORC MINING CAMP
  The nearest orc mining camp is a base 
  four day trek clockwise from the landing 
  point of the Mirabelle. By the time the party 
  have reached the shore and then followed 
  the coast, they will have traveled for ﬁ ve 
  days.  Use the encounters system detailed 
  on page 9 to see what—if anything—the 
  party encounters during the journey. Don’t 
  forget to keep track of the supplies the party 
  carries.
  As fate would have it, the Cracked Shield 
  Tribe maintains this walled and fortiﬁ ed 
  camp. Word of the heroes’ trespass has 
  gotten back to the rest of the tribe, and they 
  are looking for blood.
  THE WALLS
  The mining camp is surrounded on three 
  sides with a wooden palisade. The fourth 
  side is open to the void on the edge of the 
  island. Six towers act as both lookout posts 
  and attack positions—one at each corner 
  LEAN’S STORY
  The wildling has suffered 3 wounds.
  He relates how ﬁ ve days after the group left, 
  most of the crew came down with an illness, 
  they complained of feeling weak and burning 
  up. They had little choice but to take to their 
  bunks. The following night they went berserk, 
  yelling about demons stalking them, and 
  attacked their crewmates. One of the madmen 
  attacked Lean, but he escaped and hid.
  Lean is unsure what happened next; all 
  went quiet, save the occasional scream. Then 
  he felt the Mirabelle moving, looking out of 
  a porthole he saw the Draining Sea recede 
  from view. The vessel climbed and circled 
  around before abruptly diving. That is all he 
  recalls; he has blessedly forgotten the fear 
  and terror of the actual crash.
  17
  THE ICE TOWER
  CHOICES
  The heroes only have two obvious choices 
  to try and escape the island.
  * Seek out the Island Hopper left behind 
  by Galken’s expedition.
  * Journey to an orc mining camp, and ei-
  ther steal a boat or buy passage on one.
  THE GALKEN ISLAND HOPPER
  This is the easiest option. Galken’s jour-
  nal states they docked near an outcrop of 
  ice that was shaped like a big cat about to 
  leap. A successful Common Knowledge (-2) 
  roll will recall seeing such an outcrop as 
  the Mirabelle approached the Draining Sea, 
  three days counter-clockwise from where the 
  Mirabelle originally docked.
  Finding this distinctive outcrop will take a 
  base time of 4 days to ﬁ nd. Use the encoun-
  ters system detailed on page 9 to see what—if 
  anything—the party encounters during the 
  journey. Don’t forget to keep track of the 
  supplies the party carries.
  THE CAVE
  Once the outcrop is located, there is only 
  the problem of getting down below the 
  outcrop and into the shallow cave where 
  the hopper waits. Two successful Climbing 
  rolls are required to safely climb down and 
  into the cave. Failure drops the climber 
  into the void, unless they were securely 
  fastened to a rope. Once one Hero makes it 
  down with a rope, the others can descend 
  safely.
  Unfortunately for the characters, the cave 
  is now home to void bats, which ﬁ ght fero-
  ciously to protect their lair. The bats attack 
  as soon as they detect an intruder. This will 
  probably mean one hero must ﬁ ght alone as 
  his comrades race down the cliff face to join 
  him.
  THE ISLAND HOPPER
  The island hopper appears to be in good 
  condition, albeit fouled by bat droppings. 
  The hopper can be launched into the void 
  and rowed to Firsthome in three days of hug-
  ging the coast. From there, passage can be 
  arranged to Gateway through one of Hawke’s 
  business associates.
   Void Bats (5) see page 22.
  AN ORC MINING CAMP
  The nearest orc mining camp is a base 
  four day trek clockwise from the landing 
  point of the Mirabelle. By the time the party 
  have reached the shore and then followed 
  the coast, they will have traveled for ﬁ ve 
  days.  Use the encounters system detailed 
  on page 9 to see what—if anything—the 
  party encounters during the journey. Don’t 
  forget to keep track of the supplies the party 
  carries.
  As fate would have it, the Cracked Shield 
  Tribe maintains this walled and fortiﬁ ed 
  camp. Word of the heroes’ trespass has 
  gotten back to the rest of the tribe, and they 
  are looking for blood.
  THE WALLS
  The mining camp is surrounded on three 
  sides with a wooden palisade. The fourth 
  side is open to the void on the edge of the 
  island. Six towers act as both lookout posts 
  and attack positions—one at each corner 
  LEAN’S STORY
  The wildling has suffered 3 wounds.
  He relates how ﬁ ve days after the group left, 
  most of the crew came down with an illness, 
  they complained of feeling weak and burning 
  up. They had little choice but to take to their 
  bunks. The following night they went berserk, 
  yelling about demons stalking them, and 
  attacked their crewmates. One of the madmen 
  attacked Lean, but he escaped and hid.
  Lean is unsure what happened next; all 
  went quiet, save the occasional scream. Then 
  he felt the Mirabelle moving, looking out of 
  a porthole he saw the Draining Sea recede 
  from view. The vessel climbed and circled 
  around before abruptly diving. That is all he 
  recalls; he has blessedly forgotten the fear 
  and terror of the actual crash.
  
  18
  SUNDERED SKIES
  plus two at either side of the large gate in the 
  wall opposite the edge. The towers are each 
  manned by 2 orcs armed with crossbows 
  in addition to their normal weapons. The 
  towers provide Medium Cover.
   Cracked Shield Warriors (12). See Sun-
  dered Skies page 159.
  THE COMPOUND
  The compound contains only three struc-
  tures.  Ten dire wolves roam the compound.
   Dire Wolves (10). See page 159.
  GOBLIN HUT
  A large, wooden shed building is home 
  to 40 goblin slaves. At anytime 20 are work-
  ing the mine while 20 rest here. As luck 
  would have it four of the goblins who 
  accompanied the heroes to the Ice Sea are 
  sleeping in the shed and may help the heroes 
  convince the others to aid them, especially if 
  their freedom is promised.
  MINE HEAD
  Little more than a crude roof over a wooden 
  winch, four goblins are stationed here at 
  all times to man the winch and pull up or 
  lower the wooden platform. In addition to 
  this crude elevator, there is a wooden ladder 
  running down the side of the vertical shaft. 
  Details of the mine itself are not included 
  here; sensible heroes will not venture into 
  the mine. 
  A large brass bell hangs from a post next 
  to the winch. If this is rung reinforcements 
  will arrive within two minutes in the form of 
  10 more warriors. Five minutes later, 
  another ten warriors led by an orc ber-
  serker emerge from the mine
  Cutting the elevator ropes and 
  smashing the ladder will prevent any 
  reinforcements arriving for ﬁ fteen 
  minutes, as another path to the surface 
  must be found.
   Cracked Shield Warriors (20). See 
  Sundered Skies page 159.
   Berserker Orc. Use Azghar’s stats 
  on page 19.
  THE WHARVES
  Jutting out from the island are two 
  wharves. Two orc skiffs are tethered to 
  one, while an orc frigate is moored at 
  the second. As is the norm for orcish 
  vessels, they have no sails, and must be 
  rowed.
  AFTERMATH
  And so ends the expedition to the Ice 
  Tower, probably not the most proﬁ table 
  of the heroes scavenging trips, but they 
  got to travel to places very few people 
  ever have and experienced things they 
  may wish they hadn’t. If nothing else, 
  they have probably gained a ship, which 
  can be sold. The proﬁ ts from the sale 
  18
  SUNDERED SKIES
  plus two at either side of the large gate in the 
  wall opposite the edge. The towers are each 
  manned by 2 orcs armed with crossbows 
  in addition to their normal weapons. The 
  towers provide Medium Cover.
   Cracked Shield Warriors (12). See Sun-
  dered Skies page 159.
  THE COMPOUND
  The compound contains only three struc-
  tures.  Ten dire wolves roam the compound.
   Dire Wolves (10). See page 159.
  GOBLIN HUT
  A large, wooden shed building is home 
  to 40 goblin slaves. At anytime 20 are work-
  ing the mine while 20 rest here. As luck 
  would have it four of the goblins who 
  accompanied the heroes to the Ice Sea are 
  sleeping in the shed and may help the heroes 
  convince the others to aid them, especially if 
  their freedom is promised.
  MINE HEAD
  Little more than a crude roof over a wooden 
  winch, four goblins are stationed here at 
  all times to man the winch and pull up or 
  lower the wooden platform. In addition to 
  this crude elevator, there is a wooden ladder 
  running down the side of the vertical shaft. 
  Details of the mine itself are not included 
  here; sensible heroes will not venture into 
  the mine. 
  A large brass bell hangs from a post next 
  to the winch. If this is rung reinforcements 
  will arrive within two minutes in the form of 
  10 more warriors. Five minutes later, 
  another ten warriors led by an orc ber-
  serker emerge from the mine
  Cutting the elevator ropes and 
  smashing the ladder will prevent any 
  reinforcements arriving for ﬁ fteen 
  minutes, as another path to the surface 
  must be found.
   Cracked Shield Warriors (20). See 
  Sundered Skies page 159.
   Berserker Orc. Use Azghar’s stats 
  on page 19.
  THE WHARVES
  Jutting out from the island are two 
  wharves. Two orc skiffs are tethered to 
  one, while an orc frigate is moored at 
  the second. As is the norm for orcish 
  vessels, they have no sails, and must be 
  rowed.
  AFTERMATH
  And so ends the expedition to the Ice 
  Tower, probably not the most proﬁ table 
  of the heroes scavenging trips, but they 
  got to travel to places very few people 
  ever have and experienced things they 
  may wish they hadn’t. If nothing else, 
  they have probably gained a ship, which 
  can be sold. The proﬁ ts from the sale 
  
  19
  THE ICE TOWER
  must be divided into three shares, one for 
  Skiller, one for Hawke and the ﬁ nal share for 
  the heroes,
  Despite the seeming failure of the trip, 
  Hawke is true to his word and their ship is 
  repaired and reﬁ tted, free of charge. 
  New Monsters & 
  New Monsters & 
  Important NPC’s
  Important NPC’s
  AZGHAR
  Tarhog’s right-hand orc and a sadist, He 
  viciously beats the goblin slaves for the slight-
  est misdemeanor.
  Attributes: Agility d8, Smarts d4, Spirit d8, 
  Strength d10, Vigor d8
  Skills: Climbing d8, Fighting d10, Guts d8, 
  Intimidation d10, Notice d8, Stealth d8, 
  Taunt d8, Throwing d8
  Charisma: -6 
  Pace: 6; Parry: 6 ; Toughness: 9(2)
  Hindrances: Bloodthirsty, Greedy, Outsider 
  Edges: Improved Nerves of Steel
  Gear: Chain Hauberk (+2), Knife (Str+d4), 
  Great Axe  (Str +d10,  AP 1, Parry –1, requires 
  2 hands).
  BATTLE GOLEM
  The Battlelord constructed this golem to 
  test his followers periodically. Even though 
  their efforts were bent towards constructing 
  his palace, he couldn’t let their martial skills 
  slip.
  The Golem was left here by the god and 
  now roams the tower.
  Attributes: Agility d6, Smarts d6, Spirit d10, 
  Strength d12+6, Vigor d12
  Skills: Fighting d8, Notice d6
  Pace: 8; Parry: 8; Toughness: 15 (3)
  Improved Sweep
  Special Abilities:
  * Arcane Resistance: +2 Toughness against 
  magical attacks.
  * Armor +3: Plate mail.
  * Giant Sword: Str+d10, AP 1
  * Improved Sweep: The golem can attack 
  all adjacent foes. 
  * Large Shield: +2 to Parry. +2 to Tough-
  ness against ranged attacks
  * Size +4:  Toughness +4
  * Construct: +2 to recover from Shaken. 
  No extra damage from Called Shots. Im-
  mune to disease and poison. No Wound 
  Penalties. Fearless.
  COLD SPIRITS
  These terrible shades are ghosts of the 
  frozen dead, who now seek to drain warmth 
  from the living.
  Attributes: Agility d6, Smarts d6, Spirit d10, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Intimidate d12+2, No-
  tice d12, Stealth d12+4
  Pace: 8; Parry: 5; Toughness: 5
  Special Abilities:
  * Ethereal: Cold Spirits are immaterial.
  * Fear-1: Cold Spirits have terrible frost rav-
  aged features.
  * Fleet-Footed: Cold spirits roll a d10 as 
  their running die.
  * Paralysis: Those Shaken or wounded by 
  a cold spirit must make a Vigor role or be 
  paralyzed for 2d6 rounds.
  * Drain Warmth: Each round a Cold Spirit 
  may drain the warmth from a paralyzed 
  victim, with opposed Vigor rolls. If the vic-
  tim fails he takes 1 Level of Fatigue.
  * Immunity: Cold Spirits are immune to all 
  save ice weapons and spells.
  DOCK WORKERS
  Burly humans with tattoos and scars, they 
  talk tough and play rough.
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Guts d8, Intimidation d6, 
  Notice d6, Throwing d6
  Hindrances: Mean
  Edges: Brawny
  Charisma: -3
  Pace: 6; Parry: 5; Toughness: 6
  Gear: Fists (Str), crude clubs (Str+d4)
  DIRE WOLVES
  Dire wolves are very large and feral wolves, 
  often used by orcs as attack dogs.
  Attributes: Agility d8, Smarts d4(A), Spirit 
  d6, Strength d8, Vigor d8
  19
  THE ICE TOWER
  must be divided into three shares, one for 
  Skiller, one for Hawke and the ﬁ nal share for 
  the heroes,
  Despite the seeming failure of the trip, 
  Hawke is true to his word and their ship is 
  repaired and reﬁ tted, free of charge. 
  New Monsters & 
  New Monsters & 
  Important NPC’s
  Important NPC’s
  AZGHAR
  Tarhog’s right-hand orc and a sadist, He 
  viciously beats the goblin slaves for the slight-
  est misdemeanor.
  Attributes: Agility d8, Smarts d4, Spirit d8, 
  Strength d10, Vigor d8
  Skills: Climbing d8, Fighting d10, Guts d8, 
  Intimidation d10, Notice d8, Stealth d8, 
  Taunt d8, Throwing d8
  Charisma: -6 
  Pace: 6; Parry: 6 ; Toughness: 9(2)
  Hindrances: Bloodthirsty, Greedy, Outsider 
  Edges: Improved Nerves of Steel
  Gear: Chain Hauberk (+2), Knife (Str+d4), 
  Great Axe  (Str +d10,  AP 1, Parry –1, requires 
  2 hands).
  BATTLE GOLEM
  The Battlelord constructed this golem to 
  test his followers periodically. Even though 
  their efforts were bent towards constructing 
  his palace, he couldn’t let their martial skills 
  slip.
  The Golem was left here by the god and 
  now roams the tower.
  Attributes: Agility d6, Smarts d6, Spirit d10, 
  Strength d12+6, Vigor d12
  Skills: Fighting d8, Notice d6
  Pace: 8; Parry: 8; Toughness: 15 (3)
  Improved Sweep
  Special Abilities:
  * Arcane Resistance: +2 Toughness against 
  magical attacks.
  * Armor +3: Plate mail.
  * Giant Sword: Str+d10, AP 1
  * Improved Sweep: The golem can attack 
  all adjacent foes. 
  * Large Shield: +2 to Parry. +2 to Tough-
  ness against ranged attacks
  * Size +4:  Toughness +4
  * Construct: +2 to recover from Shaken. 
  No extra damage from Called Shots. Im-
  mune to disease and poison. No Wound 
  Penalties. Fearless.
  COLD SPIRITS
  These terrible shades are ghosts of the 
  frozen dead, who now seek to drain warmth 
  from the living.
  Attributes: Agility d6, Smarts d6, Spirit d10, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Intimidate d12+2, No-
  tice d12, Stealth d12+4
  Pace: 8; Parry: 5; Toughness: 5
  Special Abilities:
  * Ethereal: Cold Spirits are immaterial.
  * Fear-1: Cold Spirits have terrible frost rav-
  aged features.
  * Fleet-Footed: Cold spirits roll a d10 as 
  their running die.
  * Paralysis: Those Shaken or wounded by 
  a cold spirit must make a Vigor role or be 
  paralyzed for 2d6 rounds.
  * Drain Warmth: Each round a Cold Spirit 
  may drain the warmth from a paralyzed 
  victim, with opposed Vigor rolls. If the vic-
  tim fails he takes 1 Level of Fatigue.
  * Immunity: Cold Spirits are immune to all 
  save ice weapons and spells.
  DOCK WORKERS
  Burly humans with tattoos and scars, they 
  talk tough and play rough.
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Guts d8, Intimidation d6, 
  Notice d6, Throwing d6
  Hindrances: Mean
  Edges: Brawny
  Charisma: -3
  Pace: 6; Parry: 5; Toughness: 6
  Gear: Fists (Str), crude clubs (Str+d4)
  DIRE WOLVES
  Dire wolves are very large and feral wolves, 
  often used by orcs as attack dogs.
  Attributes: Agility d8, Smarts d4(A), Spirit 
  d6, Strength d8, Vigor d8
  
  20
  SUNDERED SKIES
  Skills: Guts d8, Fighting d8, Intimidation d8, 
  Notice d6
  Pace: 10; Parry: 6; Toughness: 6
  Special Abilities:
  * Bite: Str+d6.
  * Go for the Throat: Wolves instinctively go 
  for an opponent’s soft spots. With a raise 
  on its attack roll, it hits the target’s most 
  weakly-armored location.
  * Fleet-Footed: Dire wolves roll d10s.
  ELDEER
  Eldeer is an Elven Bard—not a song-
  priest—good looking and easy to get on with. 
  He is a friend to all and absolutely useless 
  in combat. Or so it seems. In truth he is a 
  member of The Vigilant; a cult of vengeance 
  who refuse to forgive the orcs for their past. 
  Eldeer heard rumors of Skiller’s quest and 
  signed on hoping to sow discord amongst 
  the orcs of the Ice Isles. 
  Note: Eldeer is a Wild Card, however his 
  statistics in the players’ section do not show 
  this. If he is wounded whilst under the play-
  ers’ control the referee should ensure that he 
  is never actually killed.
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Fighting d10, Guts d8, Intimidation 
  d8, Knowledge d8, Notice d8, Persuasion 
  d8, Shooting d10, Stealth d8, Streetwise d8, 
  Taunt d6
  Charisma: +2; 
  Pace: 6; Parry: 9; Toughness: 7(2)
  Hindrances: All Thumbs, Vengeful
  Edges: Acrobat, Alertness, Attractive, Quick, 
  Gear: Elven Leather (+2), Rapier (Str+d4, 
  +1 Parry), Dagger (Str+d4), Elven potions 
  (Reﬂ exes, and Vigor).
  GALKEN, UNDEAD REVENANT
  This revenant is hell bent on throwing its 
  notes into the void.
  Attributes: Agility d6, Smarts d4, Spirit d4, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice 
  d4, Shooting d6
  Pace: 4; Parry: 5; Toughness: 7
  Special Abilities
  * Claws: Str+d4.
  * Tougher than Hell: Every time this crea-
  ture is put down, roll a d6, on an even 
  number, the revenant revives one round 
  later with 3 Wounds
  * Undead: +2 Toughness. +2 to recover 
  from being Shaken. Fearless. Called shots 
  do no extra damage. No Wound Penalties.
  * Weakness (Head): Shots to the head do 
  +2 damage.
  ICE WORMS
  These 3’-long, white worms are the 
  ravenous offspring of the Ice Wyrm. Their 
  tooth-ﬁ lled maws are venomous, for extra 
  horror.
  Attributes: Agility d6, Smarts d4 (A), Spirit 
  d6, Strength d6, Vigor d6
  Skills: Fighting d6, Notice d6
  Pace: 0; Parry:  5; Toughness: 5 (2)
  Special Abilities:
  * Armour+2: Thick hide.
  * Bite: Str+d4 
  * Burrowing (4”): The worm can disappear 
  and reappear on the following action any-
  where within 4”. Roll the worm’s Stealth 
  opposed by the target’s Notice If the worm 
  is successful it attacks with a +2 bonus to 
  attack and damage.
  * Immunity: Cold 
  * Size -2: These slender worms are only 3’ 
  long.
  * Small: Due to their small size, anyone tar-
  geting a worm suffers a –2 to their attack 
  rolls.
  * Poison: If a victim is wounded or Shaken 
  by a worms bite he must make a Vigor(-2) 
  roll or take a level of Fatigue.
  * Weakness (Fire): Fire based attacks do +2 
  damage.
  ICE WYRM
  This massive, leprous white, segmented 
  worm is 40’ long and 15’ across. Its enor-
  mous mouth is lined with teeth, which work 
  to drag prey into its gullet.
  Attributes: Agility d6, Smarts d6(A), Spirit 
  d10, Strength,d12+10, Vigor d12
  Skills: Fighting d6, Guts d8, Notice d10, 
  Stealth d10
  Pace: 0; Parry: 5; Toughness: 20(4)
  Special Abilities:
  * Armour +4: Scaly hide.
  * Bite: Str+d8.
  * Burrow (20”): The wyrm can disappear 
  20
  SUNDERED SKIES
  Skills: Guts d8, Fighting d8, Intimidation d8, 
  Notice d6
  Pace: 10; Parry: 6; Toughness: 6
  Special Abilities:
  * Bite: Str+d6.
  * Go for the Throat: Wolves instinctively go 
  for an opponent’s soft spots. With a raise 
  on its attack roll, it hits the target’s most 
  weakly-armored location.
  * Fleet-Footed: Dire wolves roll d10s.
  ELDEER
  Eldeer is an Elven Bard—not a song-
  priest—good looking and easy to get on with. 
  He is a friend to all and absolutely useless 
  in combat. Or so it seems. In truth he is a 
  member of The Vigilant; a cult of vengeance 
  who refuse to forgive the orcs for their past. 
  Eldeer heard rumors of Skiller’s quest and 
  signed on hoping to sow discord amongst 
  the orcs of the Ice Isles. 
  Note: Eldeer is a Wild Card, however his 
  statistics in the players’ section do not show 
  this. If he is wounded whilst under the play-
  ers’ control the referee should ensure that he 
  is never actually killed.
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Fighting d10, Guts d8, Intimidation 
  d8, Knowledge d8, Notice d8, Persuasion 
  d8, Shooting d10, Stealth d8, Streetwise d8, 
  Taunt d6
  Charisma: +2; 
  Pace: 6; Parry: 9; Toughness: 7(2)
  Hindrances: All Thumbs, Vengeful
  Edges: Acrobat, Alertness, Attractive, Quick, 
  Gear: Elven Leather (+2), Rapier (Str+d4, 
  +1 Parry), Dagger (Str+d4), Elven potions 
  (Reﬂ exes, and Vigor).
  GALKEN, UNDEAD REVENANT
  This revenant is hell bent on throwing its 
  notes into the void.
  Attributes: Agility d6, Smarts d4, Spirit d4, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice 
  d4, Shooting d6
  Pace: 4; Parry: 5; Toughness: 7
  Special Abilities
  * Claws: Str+d4.
  * Tougher than Hell: Every time this crea-
  ture is put down, roll a d6, on an even 
  number, the revenant revives one round 
  later with 3 Wounds
  * Undead: +2 Toughness. +2 to recover 
  from being Shaken. Fearless. Called shots 
  do no extra damage. No Wound Penalties.
  * Weakness (Head): Shots to the head do 
  +2 damage.
  ICE WORMS
  These 3’-long, white worms are the 
  ravenous offspring of the Ice Wyrm. Their 
  tooth-ﬁ lled maws are venomous, for extra 
  horror.
  Attributes: Agility d6, Smarts d4 (A), Spirit 
  d6, Strength d6, Vigor d6
  Skills: Fighting d6, Notice d6
  Pace: 0; Parry:  5; Toughness: 5 (2)
  Special Abilities:
  * Armour+2: Thick hide.
  * Bite: Str+d4 
  * Burrowing (4”): The worm can disappear 
  and reappear on the following action any-
  where within 4”. Roll the worm’s Stealth 
  opposed by the target’s Notice If the worm 
  is successful it attacks with a +2 bonus to 
  attack and damage.
  * Immunity: Cold 
  * Size -2: These slender worms are only 3’ 
  long.
  * Small: Due to their small size, anyone tar-
  geting a worm suffers a –2 to their attack 
  rolls.
  * Poison: If a victim is wounded or Shaken 
  by a worms bite he must make a Vigor(-2) 
  roll or take a level of Fatigue.
  * Weakness (Fire): Fire based attacks do +2 
  damage.
  ICE WYRM
  This massive, leprous white, segmented 
  worm is 40’ long and 15’ across. Its enor-
  mous mouth is lined with teeth, which work 
  to drag prey into its gullet.
  Attributes: Agility d6, Smarts d6(A), Spirit 
  d10, Strength,d12+10, Vigor d12
  Skills: Fighting d6, Guts d8, Notice d10, 
  Stealth d10
  Pace: 0; Parry: 5; Toughness: 20(4)
  Special Abilities:
  * Armour +4: Scaly hide.
  * Bite: Str+d8.
  * Burrow (20”): The wyrm can disappear 
  
  21
  THE ICE TOWER
  and reappear on the following action any-
  where within 20”.
  * Hardy: The wyrm does not suffer a wound 
  when Shaken twice.
  * Huge: Attackers add +4 to their Fighting 
  or Shooting rolls when attacking
  * Size +8: The wyrm is over 40’ long and 
  10’ in diameter.
  * Slam: The wyrm can rise up and crush 
  its prey beneath its massive body. Use the 
  Cone Template. The wyrm rolls its Fight-
  ing and adds half its Size to the roll, the 
  victims oppose this with their Agility. Un-
  successful victims suffer 4d6 damage.
  * Weakness (Fire): Fire based attacks do +4 
  damage.
  KARAG & VOLROG, ORC ADVENTURERS
  Karag and Volrog are twin brothers of the 
  Ice Claw clan. Like Skiller, they are obsessed 
  with revenge against the Cracked Shield 
  clan. 
  Attributes: Agility d6, Smarts d4, Spirit d4, 
  Strength d10, Vigor d8
  Skills: Boating d6, Fighting d8, Guts d8, 
  Intimidation d8, Notice d6, Persuasion d8, 
  Stealth d4, Streetwise d8, Taunt d6
  Charisma: -2 
  Pace: 6; Parry: 7; Toughness: 9(2)
  Hindrances: Outsider, Vengeful
  Edges: Berserk, Combat Reﬂ exes
  Special Abilities: 
  * Vengeance Obsessed: If either of the 
  brothers see an orc sporting the tribal 
  markings of the Cracked Shield Clan, they 
  must succeed a Spirit (-2) roll or ﬂ y into a 
  berserk rage. 
  * Gear: Coin Vest (+2), small shield (+1 
  Parry), battle axe Str+d8 
  LEAN, CAT WILDLING SAILOR
  Lean unsuccessfully stowed away some 
  years ago. Skiller discovered him and offered 
  him a place onboard the Mirabelle. The 
  crew look upon the wildling as their lucky 
  mascot.
  Attributes: Agility d10, Smarts d4, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Fighting d4, Guts d6, Notice d8, Shoot-
  ing d8, Stealth d12, Streetwise d6, Taunt d8, 
  Throw d8
  Charisma: +2 
  Pace: 8; Parry: 5; Toughness: 4
  Hindrances: Curious 
  Edges: Acrobat, Charismatic, Fleet-Footed, 
  Luck
  Gear: Dagger Str+d4
  SAILORS, HUMAN
  The crew has been with Skiller for months. 
  They know that Skiller lost his family on a 
  trading mission to the Ice Isles but don’t 
  know the details.
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Boating d6, Climbing d6, Fighting d6, 
  Guts d6, Notice d4, Repair d4, Shooting d6
  Charisma: +0
  Pace: 6; Parry: 5; Toughness: 5
  Gear: Short Sword (Str+d6), Furs
  SKILLER
  Skiller is an experienced scavenger, and 
  captain of the Mirabelle. Seemingly very 
  amiable and easy going, but this is a façade 
  hiding a cold, seething hatred beneath. 
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Boating d10, Climbing d6, Fighting 
  d8, Guts d8, Notice d6, Shooting d8, 
  Charisma: +0
  Pace: 6; Parry: 6; Toughness: 7(2)
  Hindrances: Vow (Will destroy the Cracked 
  Shield tribe), Overconﬁ dent, Stubborn
  Edges: 
  Ambidextrous, 
  Command, 
  First 
  Strike, Florentine, Two Fisted
  Gear: Coin Vest (+2), Short Sword Str+d6, 
  Dagger Str+d4 
  SKITTERLINGS 
  Skitterlings are demon-possessed wild-
  lings. Three foot tall deformed caricatures 
  of the wildlings they once were, covered in 
  scales and spikes. Once possessed the wild-
  ling cannot be saved. Skitterlings are stealthy, 
  ravenous, and remorseless killers.
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d4, Vigor d6
  Skills: Climb d8, Fighting d6, Guts d6, No-
  tice d6, Taunt d8, Stealth d10, Throwing d8
  Pace: 5”; Parry: 5; Toughness: 4
  Special Abilities:
  * Bite: Str+d4
  21
  THE ICE TOWER
  and reappear on the following action any-
  where within 20”.
  * Hardy: The wyrm does not suffer a wound 
  when Shaken twice.
  * Huge: Attackers add +4 to their Fighting 
  or Shooting rolls when attacking
  * Size +8: The wyrm is over 40’ long and 
  10’ in diameter.
  * Slam: The wyrm can rise up and crush 
  its prey beneath its massive body. Use the 
  Cone Template. The wyrm rolls its Fight-
  ing and adds half its Size to the roll, the 
  victims oppose this with their Agility. Un-
  successful victims suffer 4d6 damage.
  * Weakness (Fire): Fire based attacks do +4 
  damage.
  KARAG & VOLROG, ORC ADVENTURERS
  Karag and Volrog are twin brothers of the 
  Ice Claw clan. Like Skiller, they are obsessed 
  with revenge against the Cracked Shield 
  clan. 
  Attributes: Agility d6, Smarts d4, Spirit d4, 
  Strength d10, Vigor d8
  Skills: Boating d6, Fighting d8, Guts d8, 
  Intimidation d8, Notice d6, Persuasion d8, 
  Stealth d4, Streetwise d8, Taunt d6
  Charisma: -2 
  Pace: 6; Parry: 7; Toughness: 9(2)
  Hindrances: Outsider, Vengeful
  Edges: Berserk, Combat Reﬂ exes
  Special Abilities: 
  * Vengeance Obsessed: If either of the 
  brothers see an orc sporting the tribal 
  markings of the Cracked Shield Clan, they 
  must succeed a Spirit (-2) roll or ﬂ y into a 
  berserk rage. 
  * Gear: Coin Vest (+2), small shield (+1 
  Parry), battle axe Str+d8 
  LEAN, CAT WILDLING SAILOR
  Lean unsuccessfully stowed away some 
  years ago. Skiller discovered him and offered 
  him a place onboard the Mirabelle. The 
  crew look upon the wildling as their lucky 
  mascot.
  Attributes: Agility d10, Smarts d4, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Fighting d4, Guts d6, Notice d8, Shoot-
  ing d8, Stealth d12, Streetwise d6, Taunt d8, 
  Throw d8
  Charisma: +2 
  Pace: 8; Parry: 5; Toughness: 4
  Hindrances: Curious 
  Edges: Acrobat, Charismatic, Fleet-Footed, 
  Luck
  Gear: Dagger Str+d4
  SAILORS, HUMAN
  The crew has been with Skiller for months. 
  They know that Skiller lost his family on a 
  trading mission to the Ice Isles but don’t 
  know the details.
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Boating d6, Climbing d6, Fighting d6, 
  Guts d6, Notice d4, Repair d4, Shooting d6
  Charisma: +0
  Pace: 6; Parry: 5; Toughness: 5
  Gear: Short Sword (Str+d6), Furs
  SKILLER
  Skiller is an experienced scavenger, and 
  captain of the Mirabelle. Seemingly very 
  amiable and easy going, but this is a façade 
  hiding a cold, seething hatred beneath. 
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Boating d10, Climbing d6, Fighting 
  d8, Guts d8, Notice d6, Shooting d8, 
  Charisma: +0
  Pace: 6; Parry: 6; Toughness: 7(2)
  Hindrances: Vow (Will destroy the Cracked 
  Shield tribe), Overconﬁ dent, Stubborn
  Edges: 
  Ambidextrous, 
  Command, 
  First 
  Strike, Florentine, Two Fisted
  Gear: Coin Vest (+2), Short Sword Str+d6, 
  Dagger Str+d4 
  SKITTERLINGS 
  Skitterlings are demon-possessed wild-
  lings. Three foot tall deformed caricatures 
  of the wildlings they once were, covered in 
  scales and spikes. Once possessed the wild-
  ling cannot be saved. Skitterlings are stealthy, 
  ravenous, and remorseless killers.
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d4, Vigor d6
  Skills: Climb d8, Fighting d6, Guts d6, No-
  tice d6, Taunt d8, Stealth d10, Throwing d8
  Pace: 5”; Parry: 5; Toughness: 4
  Special Abilities:
  * Bite: Str+d4
  
  22
  SUNDERED SKIES
  * Fear: make a Guts check or roll on the 
  Fright table.
  * Immunity (Magic): No magic, whether 
  divine or arcane, affects them.
  * Small(-1): These twisted creatures are 
  only three feet tall.
  TARHOG, ORC MERCENARY
  Tarhog is a mercenary, who will do anything 
  for money. This is an easy job: meet Skiller’s 
  party, portage Rosie across the ice ﬁ elds, and 
  get paid. 
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d6, Vigor d8
  Skills: Climbing d8, Fighting d12, Guts d10, 
  Intimidation d10, Notice d8, Shooting d8, 
  Stealth d8, Taunt d10, Throwing d8
  Charisma: -2; 
  Pace: 6; Parry: 8; Toughness: 9(2)
  Hindrances: Outsider
  Edges: Berserk, Nerves of Steel.
  Gear: Chain Hauberk (+2), Knife (Str+d4), 
  Axe  (Str+d6)
  VOID BATS
  These skylers are nearly as large as a 
  full-grown human.  They prey upon other 
  skylers usually, but are not above attacking 
  an islander if hungry enough.
  Attributes: Agility d6, Smarts d6 (A), Spirit 
  d6,Strength d8, Vigor d6
  Skills: Fighting d6, Guts d6, Intimidation 
  d8,Notice d8, Stealth d10
  Pace: 2”; Parry: 5; Toughness: 5
  Special Abilities:
  * Bite: Str+d4
  * Flight: Void bats ﬂ y at a Pace of 12”.
  * Voidsense: Void bats are eyeless, however 
  they can sense things in the void. The ef-
  fective range of this ability is miles, but it 
  becomes very focused up to a distance of 
  10 “ around them. It is impossible to sur-
  prise a Void Bat.
  Players’ Handouts
  Players’ Handouts
  GALKEN’S JOURNAL FRAGMENTS
  … docked with the Draining Sea near 
  an outcrop of ice shaped like  one of 
  the leaping panthers of Heartland.
  …too close to the Palace, maybe we 
  disturbed him, whatever the reason 
  the water became rough and danger-
  ous…
  …time to record some of our thoughts 
  on this strange habitat…
  …home to more creatures than one 
  would expect given its frozen and 
  barren state. Examples of Bears, Wolves 
  and many types of skyler. The water 
  teems with life. The ﬁ sh of legend, or 
  rage given life? The orcs who live and 
  mine the Draining Sea… 
  …creatures bought to the island by…  
  …The ﬂ ying life arrived via skyler… 
  … eggs and the water based life like-
  wise. More exotic creatures dwell on 
  the Draining Sea as well; Ice… 
  …been infected by the Battlelord’s 
  rage, roam f…
  …burrow through the tundra hunt-
  ing the grubs of the ice crickets while 
  legends tell o…
  …chain is reliant upon the ice crickets, 
  an insect found on the relatively warm 
  edge of the Ice Sea. It has a wingspan 
  of a foot and is…
  …grubs within hibernate for many 
  years before emerging. During this 
  time the ice slowly moves outwards…
  …9” long…       
  22
  SUNDERED SKIES
  * Fear: make a Guts check or roll on the 
  Fright table.
  * Immunity (Magic): No magic, whether 
  divine or arcane, affects them.
  * Small(-1): These twisted creatures are 
  only three feet tall.
  TARHOG, ORC MERCENARY
  Tarhog is a mercenary, who will do anything 
  for money. This is an easy job: meet Skiller’s 
  party, portage Rosie across the ice ﬁ elds, and 
  get paid. 
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d6, Vigor d8
  Skills: Climbing d8, Fighting d12, Guts d10, 
  Intimidation d10, Notice d8, Shooting d8, 
  Stealth d8, Taunt d10, Throwing d8
  Charisma: -2; 
  Pace: 6; Parry: 8; Toughness: 9(2)
  Hindrances: Outsider
  Edges: Berserk, Nerves of Steel.
  Gear: Chain Hauberk (+2), Knife (Str+d4), 
  Axe  (Str+d6)
  VOID BATS
  These skylers are nearly as large as a 
  full-grown human.  They prey upon other 
  skylers usually, but are not above attacking 
  an islander if hungry enough.
  Attributes: Agility d6, Smarts d6 (A), Spirit 
  d6,Strength d8, Vigor d6
  Skills: Fighting d6, Guts d6, Intimidation 
  d8,Notice d8, Stealth d10
  Pace: 2”; Parry: 5; Toughness: 5
  Special Abilities:
  * Bite: Str+d4
  * Flight: Void bats ﬂ y at a Pace of 12”.
  * Voidsense: Void bats are eyeless, however 
  they can sense things in the void. The ef-
  fective range of this ability is miles, but it 
  becomes very focused up to a distance of 
  10 “ around them. It is impossible to sur-
  prise a Void Bat.
  Players’ Handouts
  Players’ Handouts
  GALKEN’S JOURNAL FRAGMENTS
  … docked with the Draining Sea near 
  an outcrop of ice shaped like  one of 
  the leaping panthers of Heartland.
  …too close to the Palace, maybe we 
  disturbed him, whatever the reason 
  the water became rough and danger-
  ous…
  …time to record some of our thoughts 
  on this strange habitat…
  …home to more creatures than one 
  would expect given its frozen and 
  barren state. Examples of Bears, Wolves 
  and many types of skyler. The water 
  teems with life. The ﬁ sh of legend, or 
  rage given life? The orcs who live and 
  mine the Draining Sea… 
  …creatures bought to the island by…  
  …The ﬂ ying life arrived via skyler… 
  … eggs and the water based life like-
  wise. More exotic creatures dwell on 
  the Draining Sea as well; Ice… 
  …been infected by the Battlelord’s 
  rage, roam f…
  …burrow through the tundra hunt-
  ing the grubs of the ice crickets while 
  legends tell o…
  …chain is reliant upon the ice crickets, 
  an insect found on the relatively warm 
  edge of the Ice Sea. It has a wingspan 
  of a foot and is…
  …grubs within hibernate for many 
  years before emerging. During this 
  time the ice slowly moves outwards…
  …9” long…       
  
  23
  THE ICE TOWER
  …ﬁ sh eat the grubs and smaller ﬁ sh. 
  skylers eat grubs, crickets and the... 
  Bears and wolves eat the ﬁ sh(?),  crick-
  ets, crickets, and if necessary…
  Dakan and Korsoth seemed strangely 
  distant as we ventured within…too 
  late, his blade sliced into Vincel… no 
  choice but to ﬂ ee…
  …our haste forgot… spirits… Lieth…
  fear he is dead
  …not thought Vincel’s injury was that 
  serious but he sickened and died as 
  we left the tower. We discussed…so 
  wanted to learn more of the Ice Sea, it 
  is ﬁ tting  he should rest here.
  …cannot ﬁ nd Vincel’s  half of the key 
  to the tower, I am sure that I took it 
  from his body. Maybe, after all it is for 
  the best. What we discovered there 
  should n…
  …ﬂ ed the Ice Sea as though the 
  hounds of the Battlelord themselves 
  were on our tail, which some might 
  say they were,  for the Cracked Shield 
  had been watching over our launch 
  site and soon gave chase…
  ..nightmare chase though the snow 
  and ice, many times I feared for our 
  lives of my surviving companions 
  and myself. Flitter, despite being the 
  smallest and least resilient of us all, 
  launched himself aloft on his sky sail 
  each day to try and spy out both our 
  destination and those who pursued us. 
  Without his valiant efforts we would 
  have had not been able to rest and all 
  would have perished…
  …seemed like an eternity of running, 
  snatching what sleep we could, and 
  then more running. My feet and hands 
  became horribly frostbitten. Finally, 
  we neared the coast. Brave Flitter took 
  to his skysail again and ﬂ ew out to hail 
  the Spirit. By the time we reached the 
  edge an island hopper awaited us…
  VINCEL’S NOTES:
  …left hopper behind… remember 
  land mark…
  … at long last… found the Ice Tower… 
  ventured within… 
  … some sort of watch post. Ghosts, 
  cold, freezing cold… no effect…
  magic… less… Ragnar struck one 
  with a chunk of i… seemed to harm… 
  faded…
  …astounding discovery for all. Who 
  would have believed that he could 
  suffer from such an… The whole idea 
  is terrifying…
  …akin to cabin fever…
  …carvings in the tower tell the story, 
  the anguish and pain…has suffered
  orc mercenaries…turned on us…one 
  of the bas…cut me bad… ﬂ ed island 
  leaving Orcs behind…
  SKILLER’S MAP
  23
  THE ICE TOWER
  …ﬁ sh eat the grubs and smaller ﬁ sh. 
  skylers eat grubs, crickets and the... 
  Bears and wolves eat the ﬁ sh(?),  crick-
  ets, crickets, and if necessary…
  Dakan and Korsoth seemed strangely 
  distant as we ventured within…too 
  late, his blade sliced into Vincel… no 
  choice but to ﬂ ee…
  …our haste forgot… spirits… Lieth…
  fear he is dead
  …not thought Vincel’s injury was that 
  serious but he sickened and died as 
  we left the tower. We discussed…so 
  wanted to learn more of the Ice Sea, it 
  is ﬁ tting  he should rest here.
  …cannot ﬁ nd Vincel’s  half of the key 
  to the tower, I am sure that I took it 
  from his body. Maybe, after all it is for 
  the best. What we discovered there 
  should n…
  …ﬂ ed the Ice Sea as though the 
  hounds of the Battlelord themselves 
  were on our tail, which some might 
  say they were,  for the Cracked Shield 
  had been watching over our launch 
  site and soon gave chase…
  ..nightmare chase though the snow 
  and ice, many times I feared for our 
  lives of my surviving companions 
  and myself. Flitter, despite being the 
  smallest and least resilient of us all, 
  launched himself aloft on his sky sail 
  each day to try and spy out both our 
  destination and those who pursued us. 
  Without his valiant efforts we would 
  have had not been able to rest and all 
  would have perished…
  …seemed like an eternity of running, 
  snatching what sleep we could, and 
  then more running. My feet and hands 
  became horribly frostbitten. Finally, 
  we neared the coast. Brave Flitter took 
  to his skysail again and ﬂ ew out to hail 
  the Spirit. By the time we reached the 
  edge an island hopper awaited us…
  VINCEL’S NOTES:
  …left hopper behind… remember 
  land mark…
  … at long last… found the Ice Tower… 
  ventured within… 
  … some sort of watch post. Ghosts, 
  cold, freezing cold… no effect…
  magic… less… Ragnar struck one 
  with a chunk of i… seemed to harm… 
  faded…
  …astounding discovery for all. Who 
  would have believed that he could 
  suffer from such an… The whole idea 
  is terrifying…
  …akin to cabin fever…
  …carvings in the tower tell the story, 
  the anguish and pain…has suffered
  orc mercenaries…turned on us…one 
  of the bas…cut me bad… ﬂ ed island 
  leaving Orcs behind…
  SKILLER’S MAP
  
  24
  SUNDERED SKIES
  Non Player Character 
  Non Player Character 
  Statistics – Players
  Statistics – Players
  Hand this page to your players, it contains 
  the stats of all the NPC allies. Get the play-
  ers to run them, the Games Master has more 
  than enough to do already.
  Mirabelle, Frigate named for Skiller’s late wife
  Acc/Top Speed: 2/10; Handling: 0; Tough-
  ness: 15 (2); Crew: 12+24
  Guns: 4 Ballistae (30 shot), 2 Cannons (16 
  cannon balls and shot) and 2 Catapults (16 
  large boulders)
  Notes:  Heavy amour
  Rosie, Cloudskiff named for Skiller’s late 
  daughter
  Acc/Top Speed: 4/10; Handling: +2; Tough-
  ness: 13(2); Crew: 1+7; Guns: none.
  Notes: Heavy Armor
  ELDEER
  Eldeer is a clumsy, young, elven bard. He is 
  somewhat naïve in the ways of the Skies but 
  is keen to help and entertain when he can.
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Fighting d4, Knowledge d8, Notice 
  d8, Persuasion d8, Streetwise d6, Taunt d4
  Charisma: +2; 
  Pace: 6; Parry: 4; Toughness: 7(2)
  Edges: Alertness, Attractive 
  Gear: Elven Leather (+2), Dagger (Str+d4), 
  KARAG AND VOLROG
  Twin orc brothers who are ﬁ ercely loyal to 
  Skiller after years of ‘adventuring.’
  Attributes: Agility d6, Smarts d4, Spirit d4, 
  Strength d10, Vigor d8
  Skills: Boating d6, Fighting d8, Guts d8, 
  Intimidation d8, Notice d6, Persuasion d8, 
  Stealth d4, Streetwise d8, Taunt d6
  Charisma: -2 
  Pace: 6; Parry: 7; Toughness: 9(2)
  Hindrances: Outsider, Vengeful
  Edges: Berserk, Combat Reﬂ exes
  Special Abilities: 
  Gear: Coin Vest (+2), small shield (+1 Par-
  ry), battle axe Str+d8
  LEAN, CAT WILDLING SAILOR
  Lean Unsuccessfully stowed away some 
  years ago. Skiller discovered him and offered 
  him a place onboard the Mirabelle. The 
  crew looks upon the wildling as their lucky 
  mascot.
  Attributes: Agility d10, Smarts d4, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Fighting d4, Guts d6, Notice d8, Shoot-
  ing d8, Stealth d12, Streetwise d6, Taunt d8, 
  Throw d8
  Charisma: +2 
  Pace: 8; Parry: 5; Toughness: 4
  Hindrances: Curious 
  Edges: Acrobat, Charismatic, Fleet-Footed, 
  Luck
  Gear: Dagger Str+d4
  HUMAN SAILORS (10)
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Boating d6, Climbing d6, Fighting d6, 
  Guts d6, Notice d4, Repair d4, Shooting d6
  Charisma: +0
  Pace: 6; Parry: 5; Toughness: 5
  Gear: Short Sword (Str+d6), Furs
  SKILLER
  Skiller is an experienced scavenger, and 
  captain of the Mirabelle. 
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Boating d10, Climbing d6, Fighting 
  d8, Guts d8, Notice d6, Shooting d8, 
  Charisma: +0
  Pace: 6; Parry: 6; Toughness: 7(2)
  Hindrances: Overconﬁ dent, Stubborn
  Edges: 
  Ambidextrous, 
  Command, 
  First 
  Strike, Florentine, Two Fisted
  Gear: Coin Vest (+2), Short Sword Str+d6, 
  Dagger Str+d4 
  24
  SUNDERED SKIES
  Non Player Character 
  Non Player Character 
  Statistics – Players
  Statistics – Players
  Hand this page to your players, it contains 
  the stats of all the NPC allies. Get the play-
  ers to run them, the Games Master has more 
  than enough to do already.
  Mirabelle, Frigate named for Skiller’s late wife
  Acc/Top Speed: 2/10; Handling: 0; Tough-
  ness: 15 (2); Crew: 12+24
  Guns: 4 Ballistae (30 shot), 2 Cannons (16 
  cannon balls and shot) and 2 Catapults (16 
  large boulders)
  Notes:  Heavy amour
  Rosie, Cloudskiff named for Skiller’s late 
  daughter
  Acc/Top Speed: 4/10; Handling: +2; Tough-
  ness: 13(2); Crew: 1+7; Guns: none.
  Notes: Heavy Armor
  ELDEER
  Eldeer is a clumsy, young, elven bard. He is 
  somewhat naïve in the ways of the Skies but 
  is keen to help and entertain when he can.
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Fighting d4, Knowledge d8, Notice 
  d8, Persuasion d8, Streetwise d6, Taunt d4
  Charisma: +2; 
  Pace: 6; Parry: 4; Toughness: 7(2)
  Edges: Alertness, Attractive 
  Gear: Elven Leather (+2), Dagger (Str+d4), 
  KARAG AND VOLROG
  Twin orc brothers who are ﬁ ercely loyal to 
  Skiller after years of ‘adventuring.’
  Attributes: Agility d6, Smarts d4, Spirit d4, 
  Strength d10, Vigor d8
  Skills: Boating d6, Fighting d8, Guts d8, 
  Intimidation d8, Notice d6, Persuasion d8, 
  Stealth d4, Streetwise d8, Taunt d6
  Charisma: -2 
  Pace: 6; Parry: 7; Toughness: 9(2)
  Hindrances: Outsider, Vengeful
  Edges: Berserk, Combat Reﬂ exes
  Special Abilities: 
  Gear: Coin Vest (+2), small shield (+1 Par-
  ry), battle axe Str+d8
  LEAN, CAT WILDLING SAILOR
  Lean Unsuccessfully stowed away some 
  years ago. Skiller discovered him and offered 
  him a place onboard the Mirabelle. The 
  crew looks upon the wildling as their lucky 
  mascot.
  Attributes: Agility d10, Smarts d4, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Fighting d4, Guts d6, Notice d8, Shoot-
  ing d8, Stealth d12, Streetwise d6, Taunt d8, 
  Throw d8
  Charisma: +2 
  Pace: 8; Parry: 5; Toughness: 4
  Hindrances: Curious 
  Edges: Acrobat, Charismatic, Fleet-Footed, 
  Luck
  Gear: Dagger Str+d4
  HUMAN SAILORS (10)
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Boating d6, Climbing d6, Fighting d6, 
  Guts d6, Notice d4, Repair d4, Shooting d6
  Charisma: +0
  Pace: 6; Parry: 5; Toughness: 5
  Gear: Short Sword (Str+d6), Furs
  SKILLER
  Skiller is an experienced scavenger, and 
  captain of the Mirabelle. 
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Boating d10, Climbing d6, Fighting 
  d8, Guts d8, Notice d6, Shooting d8, 
  Charisma: +0
  Pace: 6; Parry: 6; Toughness: 7(2)
  Hindrances: Overconﬁ dent, Stubborn
  Edges: 
  Ambidextrous, 
  Command, 
  First 
  Strike, Florentine, Two Fisted
  Gear: Coin Vest (+2), Short Sword Str+d6, 
  Dagger Str+d4 
  
  $7.99
  $7.99
  © 2008 Triple Ace Games. Sundered Skies, The Ice Tower and all related marks and logos are trademarks of  Triple Ace Games. Savage Worlds, Smiling Jack
  and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Used with permission.  © 2008. All Rights Reserved.
  www.tripleacegames.com
  www.tripleacegames.com
  Across the hostile waters of The Draining Sea lies a frozen 
  island on which stands the Tower of Ice. Inside this tower 
  people speak of fabulous relics and riches beyond any 
  heroes wildest dreams. An unlikely ally Skiller, has a map 
  and a plan to explore this tower.
  He believes that this map shows the Ice Tower. The 
  surrounding water of the island is ice, but the islands are 
  composed of harder, glacial ice, like the tower. Skiller is 
  looking for a few hardy souls to accompany him to the Ice 
  Tower. Are you with him?
  Do your heroes take a chance on glory and riches or does 
  danger await the unwary?
  Triple Ace Games is proud to present The Ice Tower. This 
  module is the ﬁ rst ofﬁ cial adventure for the 
  highly acclaimed Sundered Skies.
  A Mysterious Tower of Ice
  A Mysterious Tower of Ice
  Waiting to be Explored!
  Waiting to be Explored!
  31007
  
SOURCE: textdata/thevault/Triple Ace Games/Sundered Skies/Savage Worlds - Sundered Skies - The Ice Tower.pdf