TEXT: By  Jan Willem van den Brink, Jesse Winter, 
  Ismael Alverez and Russ Brown
  Frozen Gardens
  Winter Special
  
  Winter Special
  Frozen Gardens
  This product is compliant with the Open Game License (OGL) and is Compatible with the Pathfinder Roleplaying Game.
  Product Identity: The following items are identified as Product Identity, as defined by the Open Game License version 1.0a, Section 1(e) and are not open content: All 
  proper names of characters or places, dialogue, plots, storylines, locations, characters, artwork and trade dress.
  Open Content: Except material designated as Product Identity above, the game mechanics of this product are Open Game Content, as defined by the Open Game License 
  version 1.0a, Section 1(d).
  Frozen Gardens Winter Special is published by Rusted Iron Games under the Open Game License version 1.0a © 2000 Wizards of the Coast, Inc. Rusted Iron Games, Rusted 
  Iron Games Logo and the RIG logo are © 2015 Rusted Iron Games. 
  Some artwork © The Forge Studios, used with permission.
  Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of 
  Paizo Inc., and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the 
  compatibility license.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. See http://paizo.com/pathfinderRPG for more information 
  on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not endorse this product.
  This product is compliant with the Open Game License (OGL) and is Compatible with the Pathfinder Roleplaying Game.
  Product Identity: The following items are identified as Product Identity, as defined by the Open Game License version 1.0a, Section 1(e) and are not open content: All 
  proper names of characters or places, dialogue, plots, storylines, locations, characters, artwork and trade dress.
  Open Content: Except material designated as Product Identity above, the game mechanics of this product are Open Game Content, as defined by the Open Game License 
  version 1.0a, Section 1(d).
  Frozen Gardens Winter Special is published by Rusted Iron Games under the Open Game License version 1.0a © 2000 Wizards of the Coast, Inc. Rusted Iron Games, Rusted 
  Iron Games Logo and the RIG logo are © 2015 Rusted Iron Games. 
  Some artwork © The Forge Studios, used with permission.
  Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of 
  Paizo Inc., and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the 
  compatibility license.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. See http://paizo.com/pathfinderRPG for more information 
  on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not endorse this product.
  By Jan Willem van den Brink, Jesse Winter, 
  Ismael Alverez and Russ Brown
  Introduction
  Welcome to the Frozen Gardens Winter Special. 
  Deadly Gardens is a series of short PDF documents 
  that each feature a brand new plant monster to use in 
  your Pathfinder roleplaying game or OGL campaigns. 
  In addition to a new monster, each volume will also 
  feature supplemental material based around the 
  natural wilderness theme. In this special volume of 
  the Deadly Gardens series we are mixing a winter 
  theme with our normal wilderness items.
  In these pages we are presenting a total of four new 
  monsters for you to use in your games. As you would 
  expect we have two brand new plant monsters, the 
  Prickly Cone Pine and the Shivervine, both with 
  winter themes. We also have the icy menace of the 
  Snow Goons and the Snow Titan, wintery constructs 
  made of ice and snow.  In addition to monsters we 
  have information on the Realm of Eternal Winter, 
  magic items from that frosty realm,  new winter 
  terrain types, winter weather conditions, new 
  natural hazards, new natural items and rules to use 
  them as natural power components for spells.
  The Realm of Eternal Winter
  The Realm of Eternal Winter is a demi-plane much 
  like the prime material plane except that it is always 
  in the grip of a harsh winter. Some days are a bit 
  warmer than others but there is always some snow 
  on the ground, never melting away completely. The 
  sun is fixed directly overhead, but the days are short 
  with only about 8 to 10 hours of light. When the sun 
  fades, the temperature drops off sharply making the 
  long nights extremely cold.  Most days in the Realm 
  of Eternal Winter should be treated as severe cold 
  and nights should be treated as extreme cold as 
  defined in the environmental rules in the Pathfinder 
  Roleplaying Game Core Rulebook. In any case the 
  temperature  never reaches anything warmer than 
  cold weather.
  This icy realm is inhabited primarily by snow 
  elves and barbaric tribes of yeti.  The only creatures 
  that can survive the unrelenting cold are ones with 
  the cold subtype or are otherwise adapted to living 
  in constant cold weather. In the center of the realm 
  stands Crystal City – a fantastic city made entirely 
  of sparkling ice. Crystal City and the surrounding 
  area is ruled by the enigmatic fey creature known 
  as the Ice Princess. More than a few days travel 
  in any direction from the city is mostly unsettled 
  wilderness.  Many savage creatures roam these icy 
  wilds. The ancient white dragon, Caculgarath claims 
  the southern portion of the Realm of Eternal Winter 
  as his personal domain.
  The souls of those who freeze to death in the 
  Realm of Eternal Winter often become trapped.  The 
  anguish of their deaths causes the souls become 
  twisted evil spirits.  When severe cold weather 
  
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  persists for an extended period of time in an area of 
  the prime material plane, the barrier between the 
  planes can break down. These evil spirits can then 
  escape to the prime material plane.  Once free, these 
  evil spirits can inhabit effigies made of ice and snow 
  and become snow goons. 
  Magic Items
  There are many magic items from the Realm of 
  Eternal Winter. Here are two examples. The Cask of 
  Ancient Winters is a major artifact.
  CASK OF ANCIENT WINTERS  
  Aura strong transmutation; CL 20th
  Slot none; Weight 20 lbs.
  DESCRIPTION
  This is a small cask made of mithril and set with 
  diamonds and sapphires. Opening the Cask of Ancient 
  Winters immediately causes the surrounding area 
  within 60 feet to become extremely cold. The area 
  within 60 to 120 feet becomes severe cold and the area 
  within 120 to 180 feet becomes cold. The longer the 
  cask is left open, the larger the affected area will grow. 
  The area of extreme cold will extend by 30 feet every 
  day.  The areas of severe cold and cold are always an 
  additional number of feet equal to the area of extreme 
  cold.  Ice and snow will begin to accumulate in the 
  affected areas but the Cask of Ancient Winters will 
  remain near the surface, never covered by more than 
  and inch or two of snow.
  Within the areas of extreme and severe cold, anyone 
  casting a spell with the cold descriptor or that deals cold 
  damage gain a +1 circumstance bonus to caster level for 
  that spell. Within the same area, anyone casting a spell 
  with the fire descriptor or that deals fire damage must 
  succeed at a caster level check with a DC of 20 + the 
  spell’s level or the spell is countered. 
  Closing the Cask of Ancient Winters requires a DC 
  30 Strength check. Once the cask is closed, weather 
  conditions return to normal, but accumulated ice and 
  snow remain and must melt naturally.
  DESTRUCTION
  The Cask of Ancient Winters can be destroyed by 
  transporting it to the elemental plane of fire. 
  WINTER’S EDGE  
  Aura moderate evocation; CL 9th
  Slot none; Price 45,510 gp; Weight 2 lbs.
  DESCRIPTION
  This +2 frost short sword has a blade made of sparkling 
  blue ice. Anyone wielding a winter’s edge is protected 
  from cold weather as if they were affected by endure 
  elements.  As a swift action the wielder may cause the 
  icy blade to either grow to the size of a longsword or 
  melt away to the size of a dagger. The blade may also be 
  reformed as a short sword as a swift action. A winter’s 
  edge always functions exactly like a dagger, short sword 
  or longsword depending on the current size of its blade.
  Once per day, the wielder may choose to have the 
  blade of a winter’s edge shatter and send razor sharp 
  shards of ice flying in a 15 foot cone, which must include 
  the target of the original attack. Roll the damage for the 
  attack normally, including extra damage for a critical hit 
  if the attack was a critical hit,  and apply to the original 
  target.  All other creatures in the cone take cold and 
  piercing damage equal to the amount of the attack. A 
  DC 16 Reflex save reduces the damage by half. After 
  using this ability the wielder must spend a move action 
  to regrow the blade of the winter’s edge, at any size, 
  before it can be used to attack.
  If a winter’s edge takes damage or gains the broken 
  condition, the wielder may spend a move action to 
  regrow the icy blade. This removes all damage and the 
  broken condition.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, endure 
  elements, ice storm, shrink item; Cost 22,910 gp
  Terrain Types
  Cold or wintry conditions produce several unique 
  terrain types that are not found in warmer climates 
  or seasons.
  Glacier
  A glacier is a large area covered in a thick layer of 
  ice. Movement across a glacier is difficult, costing 2 
  squares of movement to enter a square of glacier. 
  The icy terrain of a glacier is very rough, containing 
  crevasses, ice cliffs and seracs. The DC of Acrobatics 
  and Climb checks is increased by +5.
  Ice
  Icy ground makes movement difficult. It costs 2 
  squares of movement to enter a square of icy ground. 
  In addition the DC of Acrobatics checks is increased 
  by +5.
  Ice, Smooth
  Smooth ice forms when water freezes over any 
  hard, relatively flat surface. It costs 2 squares of 
  movement to enter a square covered in smooth 
  ice. In addition, any creature standing in or moving 
  through an area of smooth ice must make a DC 15 
  Acrobatics check to avoid falling prone.  Acrobatics 
  
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  checks for any purpose other than to avoid falling 
  prone are impossible.
  Snow
  Six to twelve inches of snow on the ground makes 
  movement difficult. It costs 2 squares of movement 
  to enter a snow covered square.
  Snow, Deep
  Snow deeper than four feet is extremely difficult to 
  move through. Creatures may only move five feet (1 
  square) in deep snow.
  Snow, Heavy
  One to four feet of snow makes movement very 
  difficult. It costs 4 squares of movement to enter a 
  square covered with heavy snow.
  Snow Drifts
  Windy conditions can cause snow to form drifts. 
  Drifts are smaller areas of deep or heavy snow that 
  accumulate against the windward side of walls, 
  buildings or any object that diverts the wind.
  Winter Weather
  Winter weather poses a threat to the unprepared 
  in the form of cold and exposure. All of the following 
  types of weather can be accompanied by the cold, 
  severe cold or extreme cold conditions.
  Blizzard
  The extreme snowfall and strong winds of a 
  blizzard produce whiteout conditions, obscuring all 
  sight beyond 5 feet, including darkvision. Creatures 5 
  feet away have concealment. The wind makes ranged 
  weapon attacks impossible. Unprotected flames 
  are extinguished and protected flames, such as in a 
  lantern, have a 75% chance of being extinguished. 
  A blizzard also produces either the heavy snow or 
  deep snow terrain type depending on the length of 
  the snowstorm.  Blizzards are typically accompanied 
  by severe or extreme cold condition.
  Fog
  Fog is a low lying cloud or mist that rises from the 
  ground. It obscures all sight beyond 5 feet, including 
  darkvision. Creatures 5 feet away have concealment.
  Rain 
  Rain reduces visibility ranges to half of normal and 
  ranged weapon attacks and Perception checks are at 
  a –4 penalty.  Unprotected flames are extinguished 
  and protected flames, such as in a lantern, have a 
  50% chance of being extinguished. 
  Sleet
  Sleet is freezing rain that  reduces visibility ranges 
  to half of normal and ranged weapon attacks and 
  Perception checks are at a –4 penalty.  Unprotected 
  flames are extinguished and protected flames, 
  such as in a lantern, have a 50% chance of being 
  extinguished. Sleet also produces either the ice or 
  smooth ice terrain type depending on the ground 
  surface.  Sleet is typically accompanied by the cold 
  condition.
  Snowfall
  Snowfall reduces visibility ranges to half of 
  normal and ranged weapon attacks and Perception 
  checks are at a –4 penalty. A day of Snowfall can also 
  produce the Snow terrain type.  Snowfall is typically 
  accompanied by the cold or severe cold condition.
  Snowstorm
  The rapid snowfall and wind of a snowstorm 
  reduces visibility ranges to one quarter of normal 
  and  and Perception checks are at a –8 penalty.  The 
  wind makes ranged weapon attacks impossible. 
  Unprotected flames are extinguished and protected 
  flames, such as in a lantern, have a 50% chance of being 
  extinguished. A snowstorm also produces either the 
  snow or heavy snow terrain type depending on the 
  length of the snowstorm. Snowstorms are typically 
  accompanied by the cold or severe cold condition.
  Winter Hazards
  Winter terrain can conceal many hazards. The 
  following section outlines a few of them.
  Crevasse (CR Varies)
  Found on glaciers or other areas of extremely thick 
  ice, a crevasse is a large crack that penetrates deep 
  into the ice.  Typical crevasses range from 5 to 20 
  feet across and are typically twice as deep as they 
  are wide. Crevasses are not hidden so they are easy 
  to spot but anyone falling into a crevasse takes 1d6 
  points of falling damage for every 10 feet of depth.  
  Additionally the bottom of the crevasse is filled with 
  broken ice debris (Atk +10, 1d4 debris per target, 
  1d4+2 damage each).   Climbing out of a crevasse 
  requires a successful DC 30 climb check, and multiple 
  checks may be required depending on the depth of 
  the crevasse.  The CR of a crevasse is equal to the 
  depth/10 feet.
  
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  Frost Wheat Patch (CR 3)
  Frost wheat patches are typically found in areas 
  of tundra and snow, sometimes concealed by heavy 
  snow fall. When prey approaches, it will attempt to 
  entangle and drain warmth from creatures that walk 
  into it. It possesses a simple predator’s intelligence, 
  and it can wait to strike. Cold climate cultures harvest 
  frost wheat to brew beverages that stay cold, even in 
  hot climates.
  Frost wheat is considered difficult terrain costing 
  2 squares of movement to enter. It targets only 
  living creatures, preferring ones that generate 
  heat.  Creatures caught in frost wheat must make a 
  DC 15 Reflex save or become entangled. Entangled 
  creatures then must make a DC 16 Fortitude save 
  each round, suffering 1 Con damage until they escape. 
  An entangled creature may attempt to break free as 
  a move action, making a DC 15 Strength or Escape 
  Artist check. Dealing any amount of cold damage to 
  a frost wheat patch with an area effect will confuse 
  its ability to sense heat for 10 minutes, rendering 
  the area safe for crossing, or for harvest. Recognizing 
  frost wheat requires a DC 14 Survival or Knowledge 
  (nature) check.  Those with a result of 18 or higher 
  may also know how to fool and harvest it. A separate 
  DC 16 Perception check is required to notice the 
  patch when concealed in snow.
  Polar Nexus (CR 2)
  A polar nexus is a point (a single 5 foot square) 
  on the prime material plane where the dimensional 
  barrier between this world and the Realm of Eternal 
  Winter as grown thin. The frigid energies of that 
  plane leaking through will cause extended periods 
  of cold and winter weather in the surrounding area. 
  The area within 10 feet of the polar nexus is always 
  extreme cold and within 20 feet is severe cold.  
  Sometimes the evil spirits of snow goons can travel 
  through the polar nexus where they look for suitable 
  snow effigies to possess. Casting a spell with the cold 
  descriptor within 40 feet of a polar nexus can cause 
  an inhabitant of the Realm of Eternal Winter to be 
  released through the nexus, at the GM’s discretion.
  Serac (CR 4)
  A serac is an ice column that is formed when 
  internal pressure of the glacier creates intersecting 
  crevasses and the column is pushed upward. Wind 
  erosion will eventually weaken the serac causing it 
  to become unstable.  A successful DC 18 Knowledge 
  (nature) check can identify an unstable serac, 
  Moving within 10 feet of an unstable serac will cause 
  it to collapse and potentially strike everything in a 
  20 foot line (Atk +15, 4d6 damage, all targets in a 20 
  foot line).
  Snow Bridge (CR Varies)
  A snow bridge is a layer of snow that covers and 
  conceals the opening of a crevasse or pit in the ice. 
  They are typically formed from a cornice that has 
  extending far enough to reach the opposite side of 
  the crevasse. Snow bridges are not structurally sound 
  and will collapse if a small or larger creature moves 
  across them. A snow bridge can be identified and 
  avoided with a successful DC 20 Knowledge (nature) 
  or DC 28 Perception check. The CR of a snow bridge 
  is equal to 2 + the CR of the crevasse it conceals.
  Thin Ice (CR 4)
  When a lake, pond or other body of water freezes 
  over completely the ice can become thick enough for 
  creatures to walk on.  This is treated as smooth ice.  
  Sometimes the ice is too thin and brittle to hold the 
  weight of the creatures walking on it.  Areas of thin 
  ice can be identified and avoided with a successful DC 
  16 Knowledge (nature) or DC 20 Perception check.  
  A small or larger creature moving across an area of 
  thin ice will fall through into the frigid waters below.  
  A DC 20 Reflex save will allow the creature to grab 
  the edge of the ice and a DC 15 Climb check or DC 
  12 Str check will let them pull themselves back onto 
  the ice.  A creature falling into the water is subject 
  drowning and exposure to severe cold.  Roll once per 
  round for severe cold for any creature in the water.
  Prickly Cone Pine
  This pine stands out in the forest of evergreens due to 
  its dark red bark, oversized pinecones and the vertical 
  maw in its trunk.
  PRICKLY CONE PINE 
   
   
         CR 12  
  XP 1,9200
  N Huge plant
  Init +3; Senses blindsight 120 ft., low-light vision, 
  tremorsense 60 ft.; Perception +22
  DEFENSE
  AC 27, touch 7, flat-footed 27 (-1 Dex, +20 natural, -2 
  size)
  hp 161 (17d8+85)
  Fort +15, Ref +6, Will +9
  Immune plant traits
  OFFENSE
  Speed 5 ft.
  Melee 3 slams +19 (1d8+9), bite +19 (2d6+9)
  Ranged 3 spiked pinecones +11 (2d6+9)
  Space 15 ft.; Reach 15 ft. (5 ft. with bite)
  
  Special Attacks animate conifer
  STATISTICS
  Str 28, Dex 9, Con 20, Int 11, Wis 15, Cha 10
  Base Atk +12; CMB +23; CMD 30
  Feats Critical Focus, Greater Weapon Focus (spiked 
  pinecone), Improved Initiative, Iron Will, Lightning 
  Reflexes, Sickening Critical, Skill Focus (Survival), Step 
  Up, Weapon Focus (spiked pinecone)
  Skills Perception +22, Survival +22
  Languages Common
  ECOLOGY
  Environment cold forests and mountains
  Organization solitary
  Treasure incidental
  SPECIAL ABILITIES
  Animate Conifer (Su) A prickly cone pine can, as a 
  move action, animate one large or larger coniferous 
  tree within 60 feet of it. This ability cannot affect plant 
  creatures. The prickly cone pine can choose any of 
  the following four effects when animating a tree. All 
  effects are centered on the animated tree. 
  Drop needles: The animated tree drops a cloud of 
  needles in a 15 foot radius, hampering vision in the 
  area. It continues dropping needles for one minute. 
  For this duration, the prickly cone pine can’t target 
  the tree with its animate conifer ability. This ability is 
  otherwise similar to fog cloud, except that wind has 
  no effect on it. 
  Grasping roots: The roots of the animated tree 
  make a trip attack against all creatures within 20 
  feet. The roots use the prickly cone pine’s combat 
  maneuver bonus. The roots do not provoke attacks of 
  opportunity and cannot be tripped.
  Shoot needles: The animated tree shoots a hail of 
  needles in all directions. The needles deal 3d8 
  piercing damage to all creatures within 30 feet and 
  cause them to be sickened for 1d4 rounds. A DC 18 
  Reflex save reduces the damage by half and negates 
  the sickened effect. The save DC is Charisma-based.
  Swing Branches: The animated tree lashes out with its 
  branches. The tree deals 5d6 bludgeoning damage 
  to all creatures within 15 feet. A DC 18 Reflex save 
  reduces the damage by half. The save DC is Charisma-
  based.
  Spiked Pinecone (Ex) Swinging its branches, a prickly 
  cone pine can throw three spiked pinecones as a full 
  round action or a single spiked pinecone as a standard 
  action (make an attack roll for each pinecone). 
  This attack has a range increment of 30 feet, with a 
  maximum range of 150 ft. Spiked pinecones deal 
  bludgeoning and piercing damage.
  Found in dense, evergreen forests, this intelligent 
  pine exerts a limited control over normal coniferous 
  trees in its vicinity. This allows the carnivorous plant 
  to kill creatures out of reach of its own branches. The 
  tree seldom moves from its spot, except to devour 
  victims.
  The prickly cone pine tree can grow to over thirty 
  feet tall. It produces pinecones year-round. Apart 
  from producing seeds, the cones also serve the tree 
  as a deadly weapon. Full-grown pinecones are the 
  size of an adult human’s head and can weigh up to 
  ten pounds. Some of the scales of the cones stick out 
  and end in sharp points. A prickly cone pine flings 
  these cones at its prey with great strength.
  The vertical mouth near the base of the tree’s trunk 
  is filled with ‘teeth’ that look like short, sharpened 
  stakes. Prickly cones rarely have anything to say, but 
  when they do speak they utter words at a sluggish 
  pace in a low, droning voice.
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  Shivervine
  Vines dripping with icicles extend out from a central 
  stalk that is crowned with a beautiful crystalline 
  flower that appears to be made of ice. 
  SHIVERVINE 
   
          
   
           CR 6
  XP 2,400
  N Large plant (cold)
  Init +1; Senses blindsight 60 ft., low-light vision; 
  Perception +2
  Aura cold (20 ft.)
  DEFENSE
  AC 19 touch 10, flat-footed 18 (+1 Dex, +9 natural, -1 
  size) 
  hp 67 hp (9d8+27)
  Fort +9, Ref +4, Will +3
  Defensive Abilities camouflage; Immune cold, plant 
  traits 
  Weaknesses vulnerability to fire
  OFFENSE
  Speed 5 ft.
  Melee 2 slams +10 (1d8+5 plus grab) 
  Ranged 3 petal spines +6 (1d6+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks blood drain (1d2 
  Con), constrict (1d8+5), strangle
  STATISTICS
  Str 21, Dex 13, Con 16, Int –, Wis 
  14, Cha 10
  Base Atk +6; CMB +13 (+17 
  grapple, +17 trip); CMD 24 (can’t 
  be tripped)
  SQ camouflage 
  ECOLOGY
  Environment cold desert, caves, 
  and glaciers
  Organization solitary, pair, patch 
  (3-5)
  Treasure incidental
  SPECIAL ABILITIES
  Aura of Cold (Su) A shivervine is 
  surrounded by an aura of extreme 
  cold. All creatures within 20 feet 
  take 1d6 points of cold damage on 
  the shivervine’s turn.
  Blood Drain (Su) A shivervine heals 
  5 hp each round it drains blood.
  Camouflage (Ex) Since a shivervine 
  looks like a cluster of icicles 
  when at rest, a DC 20 Perception 
  check is required to notice it 
  before it attacks for the first time. 
  Anyone with ranks in Survival 
  or Knowledge (nature) can use either of those skills 
  instead of Perception to notice the plant.
  Death Throes (Su) When a shivervine dies its body 
  explodes in a flash of intense cold dealing 4d6 points 
  of cold damage to all creatures within the shivervine’s 
  aura of cold. A DC 17 Reflex save halves this damage. 
  This save is Constitution-based.
  Petal Spines (Ex) A shivervine can launch up to three 
  petal spines from its flower base each round with a 
  range increment of 30 feet. Most shivervines have 
  about 34 petals. 
  Strangle (Ex) A shivervine has an unerring talent for 
  seizing their victims by the neck. A creature that is 
  grappled by a shivervine cannot speak or cast spells 
  with verbal components.
  All shivervines have a central plant that looks 
  like a crystalline, frozen daisy with two large vines 
  extending from the base. These vines grip the walls 
  and ceilings of frozen caves and are often mistaken 
  for dangling icicles because of the crystalline spikes 
  that protrude from them. 
  From their rocky perches, shivervines ambush 
  
  prey by detaching from the walls to impale and 
  constrict. Wounds from its spikes are often severe, 
  but even more deadly is the shivervine’s ability to 
  quickly drain a foe’s blood. Those that manage to 
  escape a shivervine’s grasp often fall victim to crystal 
  petals fired from the daisy.
  Having adapted to survive in frigid environments 
  without loamy soil, shivervines absorb the blood of 
  their prey for sustenance. 
  Many frost giant tribes cultivate shivervines to 
  deter unwanted visitors, but these odd plants have 
  other practical applications. Shivervines’ ability to 
  drain blood is also often utilized to drain meat for 
  storage, assuming the plants are frequently supplied 
  with new meat to curb their appetites. 
  Snow Goon
  This macabre, animated snowman sports wooden 
  branches for arms and two black coal stones for eyes 
  above a gaping maw filled with icicle teeth.
  SNOW GOON 
   
   
          
           CR 6  
  XP 2,400
  CE Medium construct (augmented outsider, cold)
  Init +5; Senses darkvision 60 ft., low-light vision, snow 
  vision; Perception +6
  DEFENSE
  AC 20, touch 11, flat-footed 19 (+1 Dex, +9 natural)
  hp 72 (8d10+20)
  Fort +2, Ref +3, Will +0 
  Defensive Abilities amorphous; Immune cold, 
  construct traits
  Weaknesses vulnerability to fire
  OFFENSE
  Speed 30 ft., snow trek
  Melee 2 claws +11 (1d6+3), bite +11 (1d8 plus 1d6 
  cold and critical freeze)
  Special Attacks critical freeze
  Spell-Like Abilities (CL 5th; concentration +6)
  At will—snowball (DC 12)
  STATISTICS
  Str 16, Dex 13, Con —, Int 14, Wis 7, Cha 12
  Base Atk +8; CMB +11; CMD 22
  Feats Improved Initiative, Power Attack, Toughness, 
  Vital Strike
  Skills Climb +11, Perception +6, Stealth +9, Survival +6
  Languages common
  SQ freeze
  ECOLOGY
  Environment any cold 
  Organization solitary, pair, or gang (3-12) 
  Treasure standard
  SPECIAL ABILITIES
  Critical Freeze (Su) The bite of a snow goon carries a 
  chilling cold. On a critical hit, the victim must succeed at 
  a DC 15 Fortitude save or become fatigued. A creature 
  that is already fatigued becomes exhausted instead. 
  These conditions last until the creature spends 1 hour 
  warming up in a place where the temperature is above 
  freezing. The save DC is Charisma-based.
  Freeze (Ex) A snow goon that uses freeze can take 20 on 
  its Stealth check to hide in plain sight as an inanimate 
  snowman.
  Snow Trek (Ex) Snow goons can move through snow 
  and icy terrain without any penalties or hampered 
  movement.  
  Snow Vision (Ex) A snow goon can see perfectly well 
  in snowy conditions and does not take any penalties 
  on Perception checks due to snowfall, snowstorms or 
  blizzards.
  Snow goons are humanoid effigies constructed of 
  ice and snow and inhabited by evil spirits from the 
  Realm of Eternal Winter.  A snow goon can only be 
  constructed during prolonged periods of intense 
  cold or in an area flooded by energy from the Realm 
  of Eternal Winter such as a polar nexus. In fact, they 
  are often created by accident in such conditions when 
  someone builds a snowman which is then inhabited 
  by the spirit of the snow goon. 
  Snow goons quickly multiply as they are able to 
  build others of their kind. A single snow goon can 
  construct another within 24 hours. Once there are 
  two or more snow goons, each pair can build another 
  overnight. When a snow goon gang has grown to 
  half a dozen members or more, they will sometimes 
  spend a week to create a snow titan to bolster their 
  ranks. 
  8
  Deadly Gardens
  Constructing a Snow Goon
  SNOW GOON
  Constructing a Snow Goon
  SNOW GOON
  
  9
  Deadly Gardens
  Snow Titan
  This giant, animated snowman stand 20 feet high.  
  Deadwood logs form its arms and its eyes are two 
  large black  stones set above a gaping maw filled with 
  icicle teeth.
  SNOW TITAN 
   
   
   
          CR 12  
  XP 19,200
  CE Huge construct (augmented outsider, cold)
  Init +0; Senses darkvision 60 ft., low-light vision, snow 
  vision; Perception +16
  DEFENSE
  AC 28, touch 8, flat-footed 28 (+20 natural, –2 size)
  hp 157 (18d10+58)
  Fort +6, Ref +8, Will +4 
  Defensive Abilities amorphous; DR 10/magic; Immune 
  cold, construct traits
  Weaknesses vulnerability to fire
  OFFENSE 
  Speed 30 ft., snow trek
  Melee 2 claws +24 (2d6+8), bite  +24 (2d8+8/19-20 
  plus 2d6 cold and deep freeze)
  Ranged snow boulder +16 (4d6+8 plus 1d6 cold)
  Space 15 ft.; Reach 15 ft.
  Special Attacks deep freeze, snow boulder
  Spell-Like Abilities (CL 7th; concentration +6)
  3/day—flurry of snowballs (DC 13)
  1/day — ice storm
  STATISTICS
  Str 26, Dex 11, Con —, Int 12, Wis 7, Cha 12 
  Base Atk +18; CMB +28 (+30 bull rush); CMD 38 (40 vs. 
  bull rush)
  Feats Awesome Blow, Greater Vital Strike, Improved 
  Bull Rush, Improved Critical (bite), Improved Vital 
  Strike, Lightning Reflexes, Power Attack, Toughness, 
  Vital Strike
  Skills Climb +26, Perception +16, Survival +16
  Languages common
  
  SQ freeze
  ECOLOGY
  Environment any cold
  Organization solitary or with gang (3-12) of snow 
  goons
  Treasure standard
  SPECIAL ABILITIES 
  Deep Freeze (Su) The bite of a snow titan carries a 
  chilling cold. The victim must succeed at a DC 20 
  Fortitude save or become fatigued. A creature that 
  is already fatigued becomes exhausted instead and 
  one that is already exhausted becomes paralyzed. 
  These conditions last until the creature spends 1 hour 
  warming up in a place where the temperature is above 
  freezing. The save DC is Charisma-based.
  Freeze (Ex) A snow titan that uses freeze can take 20 on 
  its Stealth check to hide in plain sight as an inanimate 
  snowman. This results in a Stealth check of 12 due to 
  its size.
  Snow Boulder (Su) A snow titan can conjure a boulder 
  sized snowball and throw it as a ranged attack with a 
  range increment of 50 feet. 
  Snow Trek (Ex) Snow titans can move through snow 
  and icy terrain without any penalties or hampered 
  movement.  
  Snow Vision (Ex) A snow titan can see perfectly well 
  in snowy conditions and does not take any penalties 
  on Perception checks due to snowfall, snowstorms or 
  blizzards.
  A snow titan is a giant humanoid effigy inhabited 
  by a powerful evil spirit from the Realm of Eternal 
  Winter. A snow titan can only be constructed 
  during prolonged periods of intense cold or in an 
  area flooded by energy from the Realm of Eternal 
  Winter such as a polar nexus.  Most snow titans are 
  constructed by gangs of snow goons that have grown 
  to an unruly size, however it is not unheard of for an 
  evil winter witch or other spellcaster to create one to 
  serve as a minion.
  Snow titans stand approximately 20 feet tall and 
  weigh about 4,000 pounds.
  Natural Items
  Natural Items are rare and unusual objects that 
  have been harvested from plants, animals, magical 
  beasts or other monsters. Typical natural items 
  are portions of a plant’s or creature’s anatomy that 
  give the creature its unusual powers or abilities, 
  such as the glowing glands of a fire beetle. In this 
  section we present a selection of new natural 
  items.  See Deadly Gardens Extra: Natural Items for 
  the complete rules on harvesting and preserving 
  natural items.  It is available for free download at 
  http://rustedirongames.com/2015/11/26/deadly-
  gardens-extra-natural-items/.
  Natural Item Descriptions
  Each specific natural item has a description with 
  the following elements.
  Source and Harvest The creature from which the 
  item can be harvested and the skill and DC required.
  Yield The number of items or doses that can be 
  harvested from each source creature.
  Price and Weight The price and weight of the item.
  Description This is the description of the items 
  unusual properties.
  FROST WHEAT 
   
   
   
      
  Source Frost Wheat Patch; Harvest Knowledge 
  (nature) DC 18
  Yield ½ bushel per 12 squares of Frost Wheat; Price 
  150 gp; Weight 30 lbs.
  Frost Wheat can be used as normal wheat for most 
  purposes, but can also be used to brew ale that is 
  always cool to the taste even on the hottest of days.
  LIVING SNOWBALL 
   
   
   
      
  Source Snow Goon; Harvest Knowledge (arcana) DC 16
  Yield 2 snowballs; Price 100 gp; Weight ½  lb.
  A living snowball is still imbued with some of the energy 
  from the Realm of Eternal Winter.  However that energy 
  will quickly fade and the living snowball will melt after 
  3 days unless it is alchemically preserved and stored in 
  freezing temperatures.  A living snowball is required in 
  the construction of snow goons, but can also be used as 
  a weapon.  Treat a living snowball as a splash weapon 
  with a 30 foot range increment that deals 3d6 points of 
  cold damage and 3 points of splash damage.  The splash 
  damage can be reduced to half with a DC 14 Reflex save. 
  10
  Deadly Gardens
  Constructing a Snow Titan
  SNOW TITAN 
   
   
       
  Constructing a Snow Titan
  SNOW TITAN 
   
   
       
  
  LIVING SNOW BOULDER  
   
   
      
  Source Snow Titan; Harvest Knowledge (arcana) DC 22
  Yield 1 snow boulder; Price 500; Weight 20 lbs.
  A living snow boulder is still imbued with some of the 
  energy from the Realm of Eternal Winter.  However 
  that energy will quickly fade and the living snowball will 
  melt after 7 days unless it is alchemically preserved and 
  stored in freezing temperatures.  A living snow boulder 
  is required in the construction of a snow titan.  If a living 
  snow boulder is rolled down a snow covered slope it will 
  create a small avalanche.  Any creature within 100 feet 
  downhill in a 60 degree cone from the point the snow 
  boulder is released could be caught in the avalanche. 
  Anyone caught in the area is subject to battering by the 
  avalanche (Atk +15, 4d6 damage).  Anyone struck by the 
  attack must make a DC 15 Reflex save to avoid being 
  knocked prone and possibly trapped in the debris. The 
  chance of being trapped is 20% plus the amount of 
  damage taken. A trapped character is subject to severe 
  cold conditions but must make a fortitude save every 
  minute. A trapped character can free herself with a DC 
  25 Strength check or her companions can spend several 
  (1d10) minutes digging them out. 
  SHIVERVINE WHIP 
   
   
   
      
  Source Shivervine; Harvest Knowledge (nature) DC 16
  Yield 1 whip; Price 300 gp; Weight 2 lbs.
  Trimming part of the vine from the Shivervine plant 
  yields a subtle vine that can be used to create a weapon.  
  A DC 20 Craft (weaponsmithing) check produces a 
  masterwork whip or scorpion whip that is treated as if 
  it was crafted from Frost-Forged Steel except that it has 
  the hit points and hardness of leather.  
  SPIKED PINECONES 
   
   
   
      
  Source Prickly Cone Pine; Harvest Knowledge (nature) 
  DC 22
  Yield 1d4 pinecones; Price 10 gp; Weight 8 lbs
  The spiked pinecones of the prickly cone pine can be 
  used as simple thrown weapons that deal 2d6 points of 
  damage. The range increment is normally 30 feet, but 
  due to the weight of the cones if the thrower’s strength 
  is less than 18,  reduce the range increment by 5 feet 
  for every 2 points it is below 18. A spiked pinecone is 
  destroyed once it has be thrown
  YETI PELT 
   
   
   
      
  Source Yeti; Harvest Knowledge (nature) DC 14
  Yield 1 pelt; Price 1,000 gp;  Weight 5 lbs.
  A yeti pelt can be made into a winter cloak or hide 
  armor. A cloak will provide a +5 circumstance bonus 
  on Fortitude saves against exposure to cold weather 
  (counts as a cold weather outfit). Hide armor made 
  from a yeti pelt can be enchanted with resist energy 
  against cold for half price.
  Natural Power Components
  Similar to alchemical power components, a natural 
  power component is a natural item used as a material 
  component or focus for a spell in order to alter or 
  augment the spell’s normal effects. Spells followed 
  by an (M) expend the natural item as a material 
  component; those followed by an (F) use the item as 
  a focus and do not expend it. In both cases, the item 
  does not have its normal effect and does not affect 
  any other parameters of the spell. You cannot use the 
  same item as both a focus and a material component 
  at the same time. The following is a list of  natural 
  items that can be used as power components.
  Living Snowball
  The energy from a living snowball can be applied to 
  several cold based spells.
  Cone of Cold (M) Make ranged attack to throw the 
  living snowball at a point with 20 feet. If you hit AC 
  10 then the spell originates from that point in the 
  direction of your choice. If you miss, then the spell 
  fails. 
  Fireball (M) The spell deals cold damage instead of 
  11
  Deadly Gardens
  Frost Forged Steel 
  Frost Forged Steel 
  
  fire damage.
  Flurry of Snowballs (M) Any creature that fails 
  the Reflex save for the spell becomes fatigued from 
  exposure  to cold. A successful Fortitude save with 
  the same DC as the Reflex save negates the fatigue. 
  Icy Prison (M) The DC of the spell’s Reflex save is 
  increased by +2.
  Snowball (F) The DC of the spell’s Fortitude save is 
  increased by +2.
  Spiked Pinecone
  Spiked pinecones can be used as natural power 
  components for a number of plant related spells.
  Barkskin (M) The target of the spell grows thorny 
  spikes. Creatures striking the target of the spell 
  with non-reach melee weapons, unarmed strikes or 
  natural attacks take 1d4 points of piercing damage.
  Plant Growth (M) When used for overgrowth the 
  plants also become thorny causing 1d4 points of 
  damage to anyone cutting away or moving through 
  the overgrown area.
  Plant Shape I, II or III (M) You also gain the benefits 
  of thorn body for the first minute of the spell’s 
  duration.
  Thorn Body (F) The duration of the spell is extended 
  by 3 rounds.
  Preview
  Look for our regular volumes in the Deadly Gardens 
  series that should soon begin releasing on a monthly 
  basis. In addition, our next special volume, the Sunken 
  Gardens Spring Special will be available in April 2016. 
  12
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, 
  Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed 
  Open Game Content; (b) “Derivative Material” means copyrighted material including derivative works 
  and translations (including into other computer languages), potation, modification, correction, addition, 
  extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may 
  be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, 
  publicly display, transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and 
  includes the methods, procedures, processes and routines to the extent such content does not embody the 
  Product Identity and is an enhancement over the prior art and any additional content clearly identified as 
  Open Game Content by the Contributor, and means any work covered by this License, including translations 
  and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” 
  means product and product line names, logos and identifying marks including trade dress; artifacts, 
  creatures, characters, stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, 
  symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic 
  and other visual or audio representations; names and descriptions of characters, spells, enchantments, 
  personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, 
  equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other 
  trademark or registered trademark clearly identified as Product identity by the owner of the Product 
  Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, 
  mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated 
  products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to 
  use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game 
  Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the 
  Open Game Content may only be Used under and in terms of this License. You must affix such a notice to 
  any Open Game Content that you Use. No terms may be added to or subtracted from this License except as 
  described by the License itself. No other terms or conditions may be applied to any Open Game Content 
  distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms 
  of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant 
  You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, 
  the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game 
  Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights 
  to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to 
  include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying 
  or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the 
  COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to 
  compatibility, except as expressly licensed in another, independent Agreement with the owner of each 
  element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any 
  Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as 
  expressly licensed in another, independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the 
  ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall 
  retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the 
  work that you arve distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. 
  You may use any authorized version of this License to copy, modify and distribute any Open Game Content 
  originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game 
  Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name 
  of any Contributor unless You have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with 
  respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation 
  then You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein 
  and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive 
  the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be 
  reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte 
  Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Core Rulebook. Copyright 2009, Paizo Inc.; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original content from TSR.
  Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, 
  Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork 
  Shaw, Owen KC Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean 
  K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Player Companion: People of the North © 2012, Paizo Publishing, LLC; Authors: 
  Matthew Goodall, Shaun Hocking, Rob McCreary, Philip Minchin, and William Thrasher.
  Deadly Gardens Volume 1: Phoenix Lily. © 2015, Rusted Iron Games; Author: Russ Brown.
  Frozen Gardens Winter Special. © 2015, Rusted Iron Games; Authors: Jan Willem van den Brink,  
  Jesse Winter, Ismael Alverez and Russ Brown.
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, 
  Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed 
  Open Game Content; (b) “Derivative Material” means copyrighted material including derivative works 
  and translations (including into other computer languages), potation, modification, correction, addition, 
  extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may 
  be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, 
  publicly display, transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and 
  includes the methods, procedures, processes and routines to the extent such content does not embody the 
  Product Identity and is an enhancement over the prior art and any additional content clearly identified as 
  Open Game Content by the Contributor, and means any work covered by this License, including translations 
  and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” 
  means product and product line names, logos and identifying marks including trade dress; artifacts, 
  creatures, characters, stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, 
  symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic 
  and other visual or audio representations; names and descriptions of characters, spells, enchantments, 
  personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, 
  equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other 
  trademark or registered trademark clearly identified as Product identity by the owner of the Product 
  Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, 
  mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated 
  products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to 
  use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game 
  Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the 
  Open Game Content may only be Used under and in terms of this License. You must affix such a notice to 
  any Open Game Content that you Use. No terms may be added to or subtracted from this License except as 
  described by the License itself. No other terms or conditions may be applied to any Open Game Content 
  distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms 
  of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant 
  You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, 
  the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game 
  Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights 
  to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to 
  include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying 
  or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the 
  COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to 
  compatibility, except as expressly licensed in another, independent Agreement with the owner of each 
  element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any 
  Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as 
  expressly licensed in another, independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the 
  ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall 
  retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the 
  work that you arve distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. 
  You may use any authorized version of this License to copy, modify and distribute any Open Game Content 
  originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game 
  Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name 
  of any Contributor unless You have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with 
  respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation 
  then You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein 
  and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive 
  the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be 
  reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte 
  Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Core Rulebook. Copyright 2009, Paizo Inc.; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original content from TSR.
  Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, 
  Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork 
  Shaw, Owen KC Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean 
  K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Player Companion: People of the North © 2012, Paizo Publishing, LLC; Authors: 
  Matthew Goodall, Shaun Hocking, Rob McCreary, Philip Minchin, and William Thrasher.
  Deadly Gardens Volume 1: Phoenix Lily. © 2015, Rusted Iron Games; Author: Russ Brown.
  Frozen Gardens Winter Special. © 2015, Rusted Iron Games; Authors: Jan Willem van den Brink,  
  Jesse Winter, Ismael Alverez and Russ Brown.
  Rusted Iron Games
  17610 Ponderosa Ave
  Parker, CO 80134
  www.rustedirongames.com
  Deadly Gardens
  Credits
  Credits
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Rusted Iron Games - Frozen Gardens Winter Special.pdf