TEXT: XP3
  Xoth.Net Publishing
  http://xoth.net/publishing
  Sword and Sorcery 
  Adventure for Character Levels 8-10
  Citadel
  beyond the
  North
  There is a land far to the north, past the black hills of Lamu and beyond the frozen moors of 
  Tharag Thule; a dreary land of mist and thunder, where the white people of Yg have dwelt since 
  ancient times. The free men of Yg tremble when fools dare to utter the name of Arkanth Mal, 
  witch-king of Galuga, for he is the greatest and oldest of the tyrants of this primeval land.
  And now, the drunken bards of Tartuun whisper, the witch-king of Galuga seeks a new queen. 
  For the minions of Arkanth Mal sweep across the borders of Tharag Thule and Lamu,
  slaying men and taking only young women as slaves back to Galuga,
  the Citadel beyond the North Wind!
  Wind
  The
  
  XP3: The Citadel beyond the North Wind
  	
   	
  Page 2
  Table of Contents
  Part One: Background
  Chapter 1: Introduction ____________________________________________ 3
  Part Two: The Adventure
  Chapter 2: The Border-Town of Tartuun ________________________________ 7
  Chapter 3: The Citadel of Galuga  _____________________________________ 14
  Chapter 4: The Palace of Arkanth Mal __________________________________ 16
  Chapter 5: The Prisons of Galuga _____________________________________ 20
  Chapter 6: The Pits of Galuga ________________________________________ 22
  Chapter 7: Naath, Gateway to the Endless White Land _______________________ 27
  Part Three: Appendices
  Appendix A: Cultural Archetypes ______________________________________ 32
  Appendix B: Men of the North ________________________________________ 34
  Appendix C: License ______________________________________________ 38
  Credits & Disclaimers
  Author: Morten Braten (a.k.a. Thulsa)
  Layout and Typesetting: Morten Braten
  Cartography: Morten Braten
  Front Cover Art: Gustave Doré
  Interior Art: Mark Allen
  Playtesters: Roald Aronsson, Yngve Danielsen, 
  John-Martin Johnsen, Håkon Prestmo, Henning 
  Rege, Kjartan “Kartanikos” Sletvold.
  Special Thanks: Thanks to Henning Rege for his 
  advice and encyclopedic knowledge of the d20 rules. 
  Thanks to the folks at d20pfsrd.com for their invalu-
  able online reference. And maximum respect to the 
  Forus Massive worldwide!
  Copyright © 2012 Morten Braten & Xoth.Net Pub-
  lishing. All rights reserved. Reproduction without 
  the written permission of the publisher is expressly 
  forbidden. All characters, names, places, items, 
  non-public domain art and text herein are copy-
  righted by Morten Braten & Xoth.Net Publishing.
  Compatibility with the Pathfinder Roleplaying 
  Game requires the Pathfinder Roleplaying Game 
  from Paizo Publishing, LLC. See http://paizo.
  com/pathfinderRPG  for more information on the 
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  Page 3
  XP3: The Citadel beyond the North Wind
  Introduction
  ”By a route obscure and lonely,
  Haunted by ill angels only,
  Where an Eidolon, named Night,
  On a black throne reigns upright,
  I have reached these lands but 
  newly
  From an ultimate dim Thule —
  From a wild weird clime, that lieth, 
  sublime,
  Out of Space — out of Time.” 
   
  — Edgar Allan Poe: Dream-Land
  In the World of Xoth, there is a land far to 
  the north, past the black hills of Lamu and 
  beyond the frozen moors of Tharag Thule. 
  It is a dreary land of mist and thunder, and 
  the white people of Yg have dwelt there since 
  ancient times.
  Across this land, on towering hilltops and be-
  side fog-shrouded lakes, stand somber granite 
  castles, and therein dwell the princelings and 
  tyrants of Yg with their countless thralls and 
  slaves and subjects.
  The free men of Yg tremble when fools dare 
  to utter the name of Arkanth Mal, for he is the 
  greatest and oldest of the tyrants of this prime-
  val land. He is the witch-king of Galuga, grand 
  master of necromancy and alchemy.
  Yet there are times when drunken bards in 
  the smoke-filled taverns of Tartuun dare to 
  sing the forbidden song of the witch-king and 
  his first consort, Eliyh. In his youth, the bards 
  say, Arkanth Mal left the land of Yg and wan-
  dered east of the mountains to study sorcery. 
  Among the easterlings he met the witch Eliyh 
  and was enraptured by her charms. The two 
  dwelled in the east for several years, sharing 
  many earthly pleasures and sorcerous secrets.
  But when Arkanth Mal returned to Yg in the 
  west, he went alone, for Eliyh was not by his 
  side. Soon thereafter, Arkanth Mal took as 
  his wife Verina, a princess of Lamu. Using the 
  plentiful gold from her dowry, he purchased 
  the loyalty of the grim hill-men of Natla.
  The sorcerer and his army conquered vast 
  tracts of the land of Yg in a series of bloody 
  battles and protracted sieges. In the end, Ar-
  kanth Mal reigned supreme among the tyrants 
  of Yg from his citadel of Galuga, and the other 
  princelings were forced to pay tribute to the 
  witch-king.
  However, at the moment of the sorcerer’s 
  triumph, while he was away on his last cam-
  paign, Verina fled from Galuga for unknown 
  reasons, and returned to the realm of her 
  father in the south.
  And now, the bards of Tartuun whisper, the 
  witch-king of Galuga seeks a new queen. For 
  the minions of Arkanth Mal sweep across the 
  borders of Tharag Thule and Lamu, slaying 
  men and taking only young women as slaves 
  back to Galuga, the Citadel beyond the North 
  Wind!
  Secret History: 
  Tears of the Tyrant
  Yet all is not what it seems, for the story of 
  Arkanth Mal and Eliyh is a tangled tale of 
  passion, betrayal, horror, madness, death, and 
  undying love.
  For as the bards whisper, Arkanth Mal was 
  alone when he returned to Yg after his stay 
  in the realm of Zamar, east of the mountains, 
  where he had loved and lived with Eliyh for 
  years. But the bards do not know whether the 
  warlock abandoned his consort, or whether the 
  witch chose to remain in her own realm.
  A Word to the Wise
  This book makes occasional references 
  to mature themes such as human sacri-
  fice, slavery, drugs, racism and perverted 
  sexuality. Such themes, which are staples 
  of the sword and sorcery genre, are simply 
  assumed to be unpleasant but undeni-
  able facts of life in the grim fantasy world 
  described. The sensible reader should 
  quickly note that these themes are not the 
  focus of the book; they are not explored 
  in-depth, nor are they used gratuitously. 
  Remember that this is a work of fiction, 
  and stuff in this book should not be taken 
  as an endorsement of these things in the 
  real world. That said, let’s get on with the 
  game.
  
  XP3: The Citadel beyond the North Wind
  	
  	
  Page 4
  Nor do the bards of Yg know that while 
  Arkanth Mal established his kingdom in the 
  west with the aid of the hill-men of Natla, 
  Eliyh in the land of Zamar received a visita-
  tion from the lord of Naath, a far northern 
  region. Known as Boras, the White King, this 
  fair-skinned, golden-haired monarch seduced 
  Eliyh, and in the years that followed she gave 
  birth to several children; two sons and two 
  daughters, and life on her estate in Zamar was 
  filled with joy and laughter.
  But Eliyh’s happiness did not last. Boras 
  was not what he seemed. (For more infor-
  mation, see the chapter on Naath at the end 
  of the module.) Upon discovering his true 
  nature, Eliyh lost her mind. The two clashed 
  in a mighty confrontation that ended with the 
  death of Eliyh. Boras fled the land of Zamar 
  and returned to Naath.
  However, the witch had made preparations 
  in the event of a violent death. While her body 
  was destroyed, her soul was preserved in a 
  golden vessel, the Ark of Zamar, which she had 
  crafted from precious metals gifted to her by 
  Arkanth Mal.
  The news soon reached the lord of Galuga 
  through Eliyh’s familiar, a great white snow 
  owl. Arkanth Mal sent the hill-men of Natla to 
  retrieve the Ark of Zamar from the east, while 
  he perused his sorcerous tomes seeking a way 
  to resurrect his beloved former consort.
  On the green-tarnished copper scrolls of Zo-
  thras, the witch-king discovered a ritual of re-
  incarnation. Eliyh’s soul could be made to take 
  possession of the body of a woman of similar 
  appearance and physical perfection. And so 
  Arkanth Mal is now sending his slavers south 
  and east, across the borders of all neighbour-
  ing realms, to find a new body for Eliyh’s soul.
  Yet the witch-king faces other vexations. 
  Even if he succeeds in restoring Eliyh bodily, 
  she is still insane from her last encounter with 
  Boras, and needs her mental facilities restored 
  as well. And then there is the matter of revenge 
  against Boras. Who knows what evil plans the 
  mysterious White King has for Eliyh’s four 
  children, whom he holds captive in the nighted 
  land of Naath?
  Starting the Adventure
  Here are some hooks to get the adventure 
  started.
  — The PCs come upon a village in northern 
  Lamu or Tharag Thule, where recently, the 
  young men have been slain and a group of 
  women have been taken captive by slavers of 
  Yg, who are now heading back to the citadel 
  of Galuga. The old men and women of the vil-
  lage who survived the raid turn to the player 
  characters for help, asking the PCs to free and 
  bring back the captives.
  — The player characters encounter Herjar, a 
  hunter who has captured a great white snow 
  owl. Unknown to the hunter, this is Kara, Eli-
  yh’s familiar, who now roams the land of Yg, 
  awaiting the return of her mistress. The hunter 
  is mistreating the bird, attempting to wing-
  clip it in order to prevent its escape. If the 
  PCs intervene and treat the bird well, it may 
  lead them towards Galuga, where they will be 
  received as potential allies rather than enemies 
  by Arkanth Mal. Herjar’s companions, a rogue 
  band of hunters and trappers, will attempt to 
  waylay the party before they get to Galuga.
  — The PCs have been defeated in battle by 
  warriors from Tharag Thule. (Note: Use this 
  approach only if the player characters have 
  actually been defeated during play, in a fair 
  battle. There are few things PCs dislike more 
  than simply being told that they have been 
  captured. Staging an unwinnable encoun-
  ter in order to capture the party members is 
  just a waste of everyone’s time.) The player 
  characters are brought to the slave-market of 
  Tartuun where they are purchased by slave-
  procurers from Galuga. In this scenario, the 
  PCs must escape from the sorcerer’s citadel, 
  rather than infiltrate it.
  Development
  This module is a regional sandbox, wherein 
  several site-based adventures can take place. 
  Play can develop in many different directions 
  depending on the initial setup chosen to bring 
  the player characters into the action, and by 
  the decisions taken by the player characters 
  during play.
  As the player characters explore the land 
  of Yg, the border-town of Tartuun, and the 
  citadel of Galuga, they learn more about the 
  region and its non-player characters, and 
  make friends and enemies along the way.
  Initially, the witch-king Arkanth Mal should 
  be portrayed as a villain that deserves nothing 
  more than cold steel through his gut. But as 
  the PCs delve deeper into Galuga and possibly 
  encounter the witch-king himself, they may 
  discover that Arkanth Mal is perhaps the lesser 
  of several evils.
  The Setting
  The adventure takes place in the World of 
  Xoth, an original sword and sorcery setting 
  inspired in part by Howard’s Hyboria, Smith’s 
  Zothique, Leiber’s Nehwon, Carter’s Lemuria, 
  Saunders’ Nyumbani, and the Wilderlands 
  from Judges Guild.
  The World of Xoth, like other sword and 
  sorcery settings, differs in many ways from 
  the “high fantasy” milieu described in the core 
  rules. Here, the world is dominated by human 
  races; other races (usually degenerate survi-
  vors of an earlier age) and supernatural mon-
  sters exist only in hidden or lost enclaves far 
  from human civilization. Combat is bloody and 
  brutal, and magical healing is limited or does 
  not exist. The use of real magic or sorcery is 
  uncommon, and when used its effects tend to 
  
  Page 5
  XP3: The Citadel beyond the North Wind
  Land of Yg
  Climate: Temperate to Cold
  Terrain: Hills, Forests, Lakes, Moors
  Roll 
  Encounter
  1 
  Slavers of Galuga
  2 
  Severe weather (heavy rain, mist, 
   
  hailstorm or rockslide)
  3 
  Dire wolf or wolf pack
  4 
  Bandits
  5 
  Village or hunter/trapper camp
  6 
  Hill-men of Natla
  7 
  Messenger of Arkanth Mal or 
   
  other Tyrant of Yg
  8 
  Noble with entourage (all mounted)
  9 
  Abandoned camp
  10 
  Giant red stag (megaloceros)
  11 
  Murder of crows
  12 
  Corpse of man or beast
  13 
  Sheep-herders
  14 
  Barbarian raiders from Tharag Thule
  15 
  Hoar fox, lynx, or devil dog
  16 
  Traders of Lamu
  The Land of Yg
  Geography: Far to the north, beyond Lamu 
  and Tharag Thule, is the land of Yg. The land 
  is flanked to the west by the nigh-impenetrable 
  Frozen Forest, and to the east by the Rogal 
  Mountains which rise to form a natural border 
  between Yg and Zamar. The tallest peaks, 
  called the Peaks of Ig-Hjel, are in the north, 
  while the Hills of Natla are nestled on the low 
  eastern slopes of the mountains.
  The land has many lakes, of which Lake 
  Vanas is the largest. Many fishermen eke out a 
  living along its mist-shrouded shores. On the 
  north side of the lake are the dreaded Moors 
  of Sul.
  Weather and Climate: The land of Yg has 
  a milder climate than regions to its east and 
  west, and even south. The “mist and thunder” 
  spoken of by foreign travellers are actually 
  confused accounts of steam and smoke issuing 
  from hot springs, and rumblings from beneath 
  the ground and from hills and mountains. 
  While dangerous and unpredictable, the nu-
  merous hot springs heat the land and enable 
  a more temperate flora and fauna to survive, 
  giving the land a reputation for being “beyond 
  the North Wind” by the men of the south.
  Seasons: Springs and autumns are gener-
  ally dreary, grey and wet. Summers are short 
  and hardly distinguishable from springs, with 
  frequent rainfall and mist. Winters are dark, 
  but temperatures are rarely below freezing, 
  and precipitation mostly falls as rain rather 
  than snow.
  be subtle. Sorcerers are almost always villains, 
  tainted by cosmic evil. Permanent magical 
  items are extremely rare, and never for sale.
  To establish the proper atmosphere for the 
  adventure contained within this book, you 
  are strongly encouraged to visit the website 
  at http://xoth.net/blog for more information 
  about the setting, additional rules and guide-
  lines, and links to even more material.
  The section below contains a brief descrip-
  tion of the land of Yg. This is followed by 
  chapters detailing the principal adventure 
  locations. An appendix provides information 
  about the various races of the north which may 
  be encountered in this adventure.
  Law: The tyrants of Yg rule with iron fists 
  from their fortresses, but often delegate local 
  rule in towns and villages to aldermen that 
  are responsible for collecting taxes, levying 
  troops, and administering justice. Crimes are 
  punished harshly; thieves get their noses or 
  hands cut off, while murderers are hanged or 
  sentenced to thralldom for life.
  Religion: The gods of Tharag Thule are 
  known and worshipped to some extent here, 
  but the native faith of the men of Yg is that of 
  the “Gods of the Land”, who are believed to 
  inhabit old gnarled trees, weirdly shaped hills, 
  and murky lakes. Most of the Tyrants of Yg, 
  including the Witch-King of Galuga, tend to 
  ignore these cults as long as they don’t inter-
  fere with politics.
  
  XP3: The Citadel beyond the North Wind
  	
  	
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  Scale: 1 hex = 24 miles
  Map of the Northern Regions of the World of Xoth
  
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  XP3: The Citadel beyond the North Wind
  The Border-Town
  of Tartuun
  The southern foothills of Yg form a natural 
  barrier against Tharag Thule. A well-worn 
  trail, travelled by merchants, hunters and sla-
  vers alike, winds north through the low hills, 
  towards the gates of Tartuun. The town is sur-
  rounded by a wooden palisade and ringed by 
  a shallow moat. A dozen public buildings are 
  made from stone, but the majority of its people 
  live in small wooden houses.
  The most important locations and non-player 
  characters in Tartuun are described below.
  Locations in Tartuun
  Moat and Palisade: The moat is 10 feet 
  deep and the wooden palisade wall is 15 feet 
  tall.
  South Gate: Tartuun thrives on trade with 
  Lamurans (and to a lesser extent with Tharag 
  Thulans, who are as likely to raid as they are 
  to trade), so the southern gate is usually wide 
  open, except at night and during special holi-
  days. In any event, the gate and the adjoining 
  market square are always guarded by a dozen 
  or more warriors and mercenaries.
  North Gate: This is where the men and 
  women from the other towns and villages of 
  Yg arrive to barter their produce in return for 
  crafted items from southern lands.
  Market Square: The large market square 
  is located close to the south gate. Among those 
  hawking their wares here are:
  — Merchants (male Civilized Expert/Rogue 
  1-6) dealing in diverse products such as amber, 
  mammoth tusks, grain, cotton and timber. 
  There is a 20% chance that any of these trad-
  ers will be dishonest and attempt to trick their 
  customer in some way.
  —  Horse-traders from Lamu; among them 
  is Jarkel (male Decadent Rogue 11), a spy of 
  Arkanth Mal.
  — Hunters selling pelts; these include Herjar 
  (male Nomadic Ranger 7/Barbarian 3) and 
  his band of 4-12 hunters and trappers (male 
  Nomadic Ranger 3/Rogue 2). Herjar has made 
  a rare catch, a large snow owl with perfect 
  white feathers, which he intends to sell for 
  no less than 1,000 gp. This bird is actually 
  Kara, the familiar of Eliyh the Witch. It was 
  Kara that brought the news of Eliyh’s destruc-
  tion to Arkanth Mal, but thereafter the bird 
  returned to the wild. The witch-king seeks the 
  bird-familiar, for he believes he will somehow 
  be able to communicate with the insane witch 
  through it.
  Slave Market: A small market for slave 
  trade is located in a small square adjoining 
  the larger market square. The slave-traders 
  include:
  — Orthar (male Nomadic Barbarian 8), a na-
  tive of Zamar. Orthar is the trusted henchman 
  of Hanthraf Nish, a powerful slave-lord who 
  dwells in a fortified camp in the hills northwest 
  of Tartuun.
  — Khemil (male Enlightened Wizard 5/
  Alchemist 2), an apprentice sent from Galuga 
  to procure female slaves for Arkanth Mal. He 
  carries a purse containing 4,000 gp, and is ac-
  companied by a single hill-man of Natla acting 
  as his bodyguard, and otherwise relies on the 
  name and reputation of his master for protec-
  tion.
  The Red Elk Tavern: This large stone 
  building is the main gathering-place in the 
  village. The interior walls are decorated with 
  Tartuun
  Size: Village
  Population: 500 (70% Men of Yg, 30% 
  Other)
  Government: Council of Elders headed 
  by Alderman
  Armed Forces: 50 medium infantry 
  (Civilized Warrior 2), 25 horsemen (Civi-
  lized Ranger 2), and 25 mercenaries (Civi-
  lized Fighter 3)
  Notable NPCs: Thrunar, village elder; 
  Grinnar, drunken bard; Jarkel, horse-
  trader and spy; Hanthraf Nish, chief slaver; 
  Herjar, expert hunter.
  
  XP3: The Citadel beyond the North Wind
  	
  	
  Page 8
  stag antlers and wolf and bear pelts. Curiously, 
  from a wooden beam in the bar hangs a cluster 
  of yellowed human skulls with filed teeth on 
  a rawhide thong. Sturdy wooden tables are 
  placed in a half-circle around a big fireplace. 
  The tavern is a place to gather information, 
  to be entertained, and to encounter spies and 
  troublemakers. Among the people seen here 
  are:
  — Nirgal (male Nomadic Ranger 10) is the 
  owner of the tavern; he also works in the bar. 
  Nirgal is a grizzled, middle-aged man with a 
  dark past; he needs no hired guards, for even 
  the unruly barbarians of Tharag Thule regard 
  him with a mixture of fear and respect due 
  to the rumors about the old man: It is said 
  that when Nirgal was young, his parents were 
  snatched by a band of Ma-Gu, the “Hungry 
  Ones” who dwell west of the Frozen Forest. 
  Swearing revenge, the orphan went alone into 
  the land of the Ma-Gu. Nobody expected to 
  see him alive again, but three years later, he 
  emerged from the Frozen Forest, clutching 
  the severed heads of several Ma-Gu warriors, 
  but refusing to say a word of what had hap-
  pened. With a small set of curiously shaped 
  gold figurines he purchased the tavern from its 
  previous owner and settled down in Tartuun, 
  living as a peaceful man ever since.
  — Haga the Wench (female Civilized Rogue 
  6), a lusty, dark-haired beauty who can hold 
  her own in any drinking-contest with the 
  customers.
  — Drunken barbarians from Tharag Thule 
  (male Savage Barbarian 3-7), looking for 
  trouble.
  — Grinnar (male Decadent Bard 9), the 
  drunken bard of Tartuun. He is the one that 
  tells the tale of Arkanth Mal and Eliyh (as 
  outlined in the first part of the introductory 
  chapter of this module) to anyone that wants 
  to listen, but only when he is deep in his cups.
  — Any of the other NPCs from the town can 
  also be encountered in the tavern, eating, 
  drinking, gossiping, bartering, gambling, or 
  fighting.
  Town Hall: This sturdy stone building 
  houses the alderman of Tartuun and other 
  town elders. The tyrant that rules over south-
  ern Yg is Thorjar Khal (male Civilized Fighter 
  12), and Tartuun is one of many villages within 
  his domain. Thorjar Khal sends tribute to 
  Arkanth Mal, but hates his new overlord for 
  having slain his father when Thorjar was a 
  young boy.
  — Thrunar (male Civilized Aristocrat 7), the 
  chief village elder of Tartuun. He is dressed 
  in a simple tunic with elaborate embroidery, 
  and is served by four thralls (male and female 
  Civilized Expert 3). Thrunar is terrified of do-
  ing anything that could anger his lord, and is 
  therefore incapable of making any nontrivial 
  decision without first sending a messenger to 
  Thorjar Khal to ask for his instructions.
  — Village elders (male Civilized Aristocrat 
  4); there are currently six other elders on 
  Thrunar’s council. Given that Thrunar always 
  depends on his lord’s direct instructions, this 
  council is largely ceremonial and all the coun-
  cillors secretly resent the alderman.
  Trading Station: The trading station has 
  a small office building of stone, and a large 
  warehouse built with timber. It houses all 
  kinds of equipment and merchandise. Given 
  time, the proprietor can supply almost any-
  thing found in the equipment section of the 
  core rulebook, although the price of anything 
  out of the ordinary will be heavily marked-up.
  — Khlas (male Civilized Expert 5), a rich 
  trader that is well-connected with merchants 
  from Lamu and Vulav.
  — The proprietor employs three mercenaries 
  (male Civilized Fighter 3) to watch over the 
  warehouse.
  
  Page 9
  XP3: The Citadel beyond the North Wind
  Tartuun NPCs
  Jarkel the Horse-Trader of Lamu, Spy 
  of Arkanth Mal, Male Decadent Rogue 
  (Scout) 11 (CR 10): HD 11d8+22; hp 75; 
  Init +8 (+4 Dex, +4 Improved Initiative); 
  Spd 30 ft. (6 squares); AC 19 (+4 chain shirt, 
  +4 Dex, +1 Dodge), touch 15, flat-footed 14; 
  BAB +8, CMB +9, CMD 23; Atk Handaxe +10 
  melee (1d6+1, 20/x3, finesse); Dagger +12 
  melee (1d4+1, 19-20/x2, finesse); Composite 
  Shortbow +12 ranged (1d6+1, 20/x3, range 
  increment 70 ft.); Full Atk Handaxe +10/+5 
  melee (1d6+1, 20/x3, finesse); Dagger +12/+7 
  melee (1d4+1, 19-20/x2, finesse); Compos-
  ite Shortbow +12/+7 ranged (1d6+1, 20/x3, 
  range increment 70 ft.); SA Scout’s Charge, 
  Skirmisher, Sneak Attack +7d6; SQ Insidious, 
  Arcane Adept, Corrupt, Trapfinding, Evasion, 
  Rogue Talent (Camouflage), Rogue Talent (Fi-
  nesse Rogue), Rogue Talent (Surprise Attack), 
  Rogue Talent (Terrain Mastery: Hills), Trap 
  Sense +3, Rogue Talent (Slippery Mind); SV 
  Fort +5, Ref +11, Will +5; Str 12, Dex 18, Con 
  14, Int 12, Wis 14, Cha 10. 
  Skills: Acrobatics +18, Appraise +15, Bluff 
  +14, Diplomacy +14, Disable Device +18, 
  Knowledge (local) +15, Perception +16, Sleight 
  of Hand +18, Stealth +18. Feats: Combat Re-
  flexes, Dodge, Improved Initiative, Iron Will, 
  Mounted Combat, Weapon Focus (handaxe), 
  Weapon Finesse (b). 
  Possessions: Silver necklace (worth 130 gp), 
  small ivory statuette of Yaathra Yok carved 
  with curious symbols (worth 1,000 gp) re-
  ceived from a fat trader in the crumbling stone 
  city of Yerag, twelve heavy Lamuran horses. 
  Notes: Jarkel is wiry, with short curly hair. 
  He has an ugly but faded scar across his face, 
  the result of being kicked by an unruly horse 
  several years ago. Jarkel is a legitimate horse 
  trader and has a dozen excellent Lamuran 
  steeds for sale, but is also a secret spy for 
  Arkanth Mal and will report anything interest-
  ing and/or extraordinary back to his master 
  whenever the witch-king contacts his agent via 
  a Sending spell.
  Herjar the Hunter, Master of the Wild 
  Hunt, Male Nomadic Ranger (Trap-
  per) 7/Barbarian 3 (CR 9): HD 7d10+28 
  plus 3d12+12; hp 102; Init +7 (+3 Dex, +4 
  Improved Initiative); Spd 30 ft. (6 squares); 
  AC 17 (+3 studded leather, +3 Dex, +1 Dodge), 
  touch 14, flat-footed 13; BAB +10, CMB +14, 
  CMD 27; Atk Battleaxe +14 melee (1d8+6, 20/
  x3); Battleaxe [rage] +16 melee (1d8+9, 20/
  x3); Spear +14 melee (1d8+6, 20/x3, brace); 
  Spear [rage] +16 melee (1d8+9, 20/x3, brace); 
  Composite Longbow +13 ranged (1d8+4, 20/
  x3, range increment 110 ft.); Full Atk Battle-
  axe +14/+9 melee (1d8+6, 20/x3); Battleaxe 
  [rage] +16/+11 melee (1d8+9, 20/x3); Spear 
  +14/+9 melee (1d8+6, 20/x3, brace); Spear 
  [rage] +16/+11 melee (1d8+9, 20/x3, brace); 
  Composite Longbow +13/+8 ranged (1d8+4, 
  20/x3, range increment 110 ft.); SA 1st Fa-
  vored Enemy (Animals), Combat Style Feat 
  (Precise Shot), 1st Favored Terrain (Forest), 
  2nd Favored Enemy (Civilized Humans), Trap 
  (Snare Trap, Fire Trap), Combat Style Feat 
  (Point Blank Shot), Trap (Poison Trap), Rage, 
  Rage Power (Scent); SQ Proud, Unpredictable, 
  Bowlegged, Track, Wild Empathy, Endurance, 
  Hunter’s Bond, Woodland Stride, Fast Move-
  ment, Uncanny Dodge, Trap Sense +1; SV Fort 
  +11, Ref +9, Will +6; Str 19, Dex 16, Con 16, 
  Int 13, Wis 12, Cha 12. 
  Skills: Acrobatics +16, Handle Animal +14, 
  Heal +14, Knowledge (nature) +14, Stealth 
  +16, Survival +14. Feats: Combat Reflexes, 
  Dodge, Improved Initiative, Improved Iron 
  Will (b), Iron Will (b), Rapid Shot, Toughness. 
  Notes: Herjar is tall and broad-shouldered, 
  with pale skin and a full red beard. He is clad 
  in fine pelts, rides a heavy warhorse, and keeps 
  half a dozen feral hunting dogs (statistics as 
  wolves) with which to hound his prey. His 
  henchmen guard a cache of furs and skins 
  of mountain bears, wolves, silver foxes and 
  deer, worth a total of 8,000 gp. In addition to 
  hunting animals, Herjar and his men are often 
  hired by various employers to track down and 
  capture individuals wanted for some reason.
  Hunters (Slavers) of Yg, Male No-
  madic Ranger 3/Rogue (Scout) 2 (CR 
  4): HD 3d10+3 plus 2d8+2; hp 35; Init +7 
  (+3 Dex, +4 Improved Initiative); Spd 25 ft. 
  (5 squares); AC 18 (+3 studded leather, +1 
  light wooden shield, +3 Dex, +1 Dodge), touch 
  13, flat-footed 14; BAB +4, CMB +6, CMD 19; 
  Atk Spear +6 melee (1d8+2, 20/x3, brace); 
  Handaxe +7 melee (1d6+2, 20/x3, finesse); 
  Composite Shortbow +7 ranged (1d6+2, 20/
  x3, range increment 70 ft.); SA 1st Favored 
  Enemy (Animals), Combat Style Feat (Point 
  Blank Shot), 1st Favored Terrain (Forest), 
  Sneak Attack +1d6; SQ Proud, Unpredictable, 
  Bowlegged, Track, Wild Empathy, Endurance, 
  Trapfinding, Evasion, Rogue Talent (Distract-
  ing Attack); SV Fort +4, Ref +9, Will +4; Str 
  14, Dex 16, Con 12, Int 10, Wis 12, Cha 10. 
  Skills: Handle Animal +8, Heal +9, Intimi-
  date +8, Perception +9, Stealth +10, Survival 
  +9. Feats: Dodge, Fleet, Improved Initiative 
  (b), Iron Will (b), Weapon Finesse. 
  Notes: The above statistics are for Herjar’s 
  hunters and trappers. By replacing their weap-
  ons with nets and whips, and replacing their 
  Favored Enemy with “Civilized Humans”, the 
  same stats can be used for the slavers in the 
  camp of Hanthraf Nish (see below).
  Grinnar, the Drunken Bard, Male 
  Decadent Bard (Savage Skald) 9 (CR 
  8): HD 9d8+9; hp 53; Init +4 (+4 Dex); Spd 
  30 ft. (6 squares); AC 19 (+4 chain shirt, +4 
  Dex, +1 Dodge), touch 15, flat-footed 14; BAB 
  +6, CMB +8, CMD 22; Atk Longsword +8 
  melee (1d8+3, 19-20/x2); Dart +10 ranged 
  (1d4+2, 20/x2, range increment 20 ft.); Full 
  Atk Longsword +8/+3 melee (1d8+3, 19-20/
  x2); Dart +10/+5 ranged (1d4+2, 20/x2, range 
  increment 20 ft.); SA Distraction, Inspiring 
  
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  Blow, Inspire Courage +2, Incite Rage, Inspire 
  Competence +3, Dirge of Doom, Inspire 
  Greatness; SQ Insidious, Arcane Adept, Cor-
  rupt, Bardic Knowledge, Bardic Performance, 
  Cantrips, Countersong, Versatile Performance 
  (Oratory), Well-Versed, Lore Master (1/day), 
  Versatile Performance (Wind); SV Fort +3, Ref 
  +10, Will +7; Str 14, Dex 18, Con 10, Int 10, 
  Wis 12, Cha 18. 
  Skills: Diplomacy +16, Escape Artist +16, 
  Knowledge (history) +12, Linguistics +12, Per-
  form (horn) +16, Sleight of Hand +16. Feats: 
  Combat Casting, Combat Reflexes, Dodge, 
  Quick Draw, Toughness. 
  Spells Known (Spells per day: 9/6/5/4; Spell 
  DC 14 + spell level): 0 – Daze, Ghost Sound, 
  Know Direction, Message, Prestidigitation, 
  Resistance; 1st – Beguiling Gift, Charm Per-
  son, Cure Light Wounds, Hideous Laughter, 
  Unnatural Lust; 2nd – Blood Biography, 
  Blur, Hold Person, Versatile Weapon; 3rd – 
  Confusion, Deep Slumber, Malicious Spite, 
  Thundering Drums
  Notes: Grinnar is middle-aged, slightly 
  obese, and purple-nosed. He wears fine clothes 
  tainted by food stains and the mud and dust of 
  the road. Despite his drinking problem and his 
  odious habits, he is still an excellent performer 
  and a storehouse of knowledge. If befriended, 
  he can be a useful ally, but also an unpredict-
  able liability. The bard likes to cause mischief 
  wherever he travels, whether he uses some of 
  his more subtle spells, or simply uses his silver 
  tongue to cause discord and chaos. Grinnar 
  carries an old, well-polished horn which looks 
  worthless but is actually a Horn of Blasting.
  Beyond Tartuun
  Here follow some specific locations and 
  encounters for the land between Tartuun and 
  Galuga.
  Slaver Camp
  In the hills northwest of Tartuun is a fortified 
  camp established by a band of independent 
  slavers under the leadership of Hanthraf Nish 
  (male Nomadic Cavalier 13). The chief slaver 
  usually sends his lieutenant Orthar (male No-
  madic Barbarian 8) into Tartuun to do trade.
  The camp is located on the top of a hill and 
  is ringed with a wooden palisade. The slavers 
  dwell in wooden towers and use big hill-dogs 
  to keep watch over and track down slaves.  
  There are 20-40 slavers in the camp, along 
  with 10-100 slaves. The slavers make raids 
  into Tharag Thule, Lamu, and sometimes also 
  into Yg itself, taking advantage of the enmity 
  between the regional tyrants.
  Hanthraf Nish, the Fallen Knight, 
  male Nomadic Cavalier 13 (CR 12): 
  HD 13d10+26; hp 102; Init +6 (+2 Dex, +4 
  Improved Initiative); Spd 15 ft. (3 squares); 
  AC 18 (+8 half-plate, +0 Dex), touch 10, 
  flat-footed 18; BAB +13, CMB +19, CMD 31; 
  Atk Greatsword +20 melee (2d6+13, 17-20/
  x2); Greatsword with Power Attack +16 melee 
  (2d6+25, 17-20/x2); Lance +19 melee (1d8+9, 
  20/x3, reach); Lance with Power Attack +15 
  melee (1d8+21, 20/x3, reach); Heavy Cross-
  bow +15 ranged (1d10, 19-20/x2, range incre-
  ment 120 ft.); Full Atk Greatsword +20/+15 
  melee (2d6+13, 17-20/x2); Greatsword with 
  Power Attack +16/+11 melee (2d6+25, 17-20/
  x2); Lance +19/+12 melee (1d8+9, 20/x3, 
  reach); Lance with Power Attack +15/+10 me-
  lee (1d8+21, 20/x3, reach); Heavy Crossbow 
  +15/+10 ranged (1d10, 19-20/x2, range incre-
  ment 120 ft.); SA Tactician, Cavalier’s Charge, 
  Banner, Greater Tactician, Mighty Charge, 
  Demanding Challenge, Challenge 5/day; SQ 
  Proud, Unpredictable, Bowlegged, Mount, 
  Order (Order of the Tome), Order Ability (Spe-
  cialized Knowledge), Expert Trainer, Order 
  Ability (Powerful Knowledge); SV Fort +10, 
  Ref +6, Will +8; Str 23, Dex 15, Con 15, Int 13, 
  Wis 14, Cha 16. 
  Skills: Climb +22, Diplomacy +19, Handle 
  Animal +19, Intimidate +19, Ride +18. Feats: 
  Cleave, Combat Reflexes, Greater Weapon 
  Specialization (greatsword), Improved Criti-
  cal (greatsword), Improved Initiative, Iron 
  Will (b), Leadership, Power Attack, Weapon 
  Focus (greatsword), Weapon Specialization 
  (greatsword).
  Notes: Hanthraf Nish has blue eyes and 
  close-cropped dark hair. His elaborate plate 
  armor is worn and blackened. He is the bas-
  tard son of a great lord of Vulav and a dancing-
  girl of Lamu. Once, he was a ranking member 
  of a secret order, but now he is an outcast, a 
  fallen knight. For Hanthraf was charged by 
  his order with guarding the Putrid Scrolls of 
  Thalra Yok, but in the hour of greatest peril, 
  his courage failed and he chose to flee rather 
  than to stand and fight. For his cowardice, 
  Hanthraf was expelled from his order and 
  he became a wanderer, eventually taking up 
  slaving as a means to raise the gold he needs to 
  engineer the fall of his former masters. So far, 
  his war chest contains around 25,000 gp.
  Orthar the Wicked, Male Nomadic 
  Barbarian 8 (CR 7): HD 8d12+16; hp 73; 
  Init +2 (+2 Dex); Spd 20 ft. (4 squares); AC 16 
  (+4 hide armor, +2 Dex), touch 12, flat-footed 
  14; BAB +8, CMB +13, CMD 25; Atk Battleaxe 
  +13 melee (1d8+7, 20/x3); Battleaxe [rage] 
  +15 melee (1d8+10, 20/x3); Whip +13 melee 
  (1d3+7, 20/x2, finesse, disarm, nonlethal, 
  reach, trip); Whip [rage] +15 melee (1d3+10, 
  20/x2, finesse, disarm, nonlethal, reach, trip); 
  Full Atk Battleaxe +13/+8 melee (1d8+7, 20/
  x3); Battleaxe [rage] +15/+10 melee (1d8+10, 
  20/x3); Whip +13/+8 melee (1d3+7, 20/x2, 
  finesse, disarm, nonlethal, reach, trip); Whip 
  [rage] +15/+10 melee (1d3+10, 20/x2, finesse, 
  disarm, nonlethal, reach, trip); SA Rage, 
  Rage Power (Guarded Stance), Rage Power 
  (Knockback), Rage Power (No Escape), Rage 
  Power (Clear Mind); SQ Proud, Unpredictable, 
  Bowlegged, Fast Movement, Uncanny Dodge, 
  Improved Uncanny Dodge, Trap Sense +2, 
  Damage Reduction 1/-; SV Fort +8, Ref +4, 
  
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  XP3: The Citadel beyond the North Wind
  Will +5; Str 20, Dex 14, Con 14, Int 13, Wis 12, 
  Cha 12. 
  Skills: Acrobatics +13, Climb +16, Craft 
  (weapons) +12, Intimidate +12, Perception 
  +12. Feats: Combat Reflexes, Extra Rage, 
  Improved Unarmed Strike, Improved Grapple, 
  Iron Will (b). 
  Notes: Orthar wears silk trousers, and a 
  heavy cloak of dire wolf fur that functions as 
  hide armor. He has close-set eyes and thin, 
  oily hair collected in a ponytail. His short whip 
  is tucked into a broad leather girdle that also 
  serves to hold in his potbelly.
  Slaver of Yg, male Nomadic Ranger 
  3/Rogue (Scout) 2 (CR 4): See “Hunters 
  (Slavers) of Yg”, above.
  Guard Dog (CR 1): SZ M Animal; HD 
  2d8+4; hp 13; Init +2 (+2 Dex); Spd 50 ft. (10 
  squares); AC 14 (+2 Dex, +2 natural), touch 
  12, flat-footed 12; BAB +1, CMB +2, CMD 14 
  (18 vs trip); Atk Bite +2 melee (1d6+1, 20/x2, 
  trip); SA none; SQ Low-Light Vision, Scent; SV 
  Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15, 
  Int 2, Wis 12, Cha 6. 
  Skills: Perception +8, Stealth +6, Survival +1 
  (+5 scent tracking). Feats: Skill Focus (Percep-
  tion).
  Notes: These feral hill-dogs use wolf statis-
  tics.
  The Moors of Sul
  The wetland north of Lake Vanas forms a 
  large area of short marsh grass, strips of fen, 
  and treacherous bogs.
  Several years ago, a rich man, Angar Gul, 
  brother of a lesser tyrant of Yg, was making 
  his way through the Moors of Sul with his 
  entourage when he fell into the swamp. His 
  body, and that of his horse, was preserved 
  by the bog, and both turned into natural bog 
  mummies. Angar Gul now haunts the Moors 
  at night, riding unhindered on his horse across 
  the marshes. During the day he hides beneath 
  the surface of the bog.
  Angar Gul’s corpse still wears a golden 
  headband that identifies him as a noble, as 
  well as several thin rings of gold, and his horse 
  is richy barded. The treasure is worth around 
  4,000 gp. In addition, the dead noble carries a 
  Golembane Scarab in a belt pouch.
  Bog Mummy (CR 6): SZ M Undead; HD 
  8d8+24; hp 60; Init +4 (+4 Improved Initia-
  tive); Spd 20 ft. (4 squares), marsh move; AC 
  18 (+8 natural), touch 10, flat-footed 18; BAB 
  +6, CMB +9, CMD 19; Atk Slam +10 melee 
  (1d6+4, 20/x2, bog rot); SA none; SQ Darkvi-
  sion 60 ft., Aura of Despair, DR 5/-, Resist 
  Fire 10, Vulnerability to Cold; SV Fort +4, Ref 
  +2, Will +8; Str 17, Dex 10, Con –, Int 6, Wis 
  14, Cha 15. 
  Skills: Perception +16, Stealth +11. Feats: 
  Improved Initiative, Skill Focus (Perception), 
  Toughness, Weapon Focus (slam).
  Bog Rot (Su): Supernatural disease—slam; 
  save Fort DC 16; onset 1 day; frequency 1 day; 
  effect 1d6 Str, Dex, Con, or Cha (determine 
  randomly using 1d4); cure —.
  Creatures afflicted with bog rot do not heal 
  naturally and gain only one-half benefit from 
  magical healing until the disease is cured. Un-
  like normal diseases, bog rot continues until 
  the victim reaches Constitution 0 (and dies) 
  or receives a Remove Disease spell or similar 
  magic. The save DC is Charisma-based.
  Despair (Su): All creatures within a 30-feet 
  radius that see a bog mummy must make a DC 
  16 Will save or be paralyzed with fear for 1d4 
  rounds. Whether or not the save is success-
  ful, that creature cannot be affected again by 
  the same bog mummy’s despair ability for one 
  day. This is a paralysis and a mind-affecting 
  fear effect. The save DC is Charisma-based.
  Marsh Move (Ex): Bog mummies can move 
  at their normal movement speed through mud, 
  marshes, and swamps with no penalty.
  Notes: Angar Gul’s horse is a bog mummy 
  with the giant template (CR +1) applied; it is 
  size Large, with 76 hp, AC 20, and attacks at 
  +11 for 1d8+7 points of damage.
  The Frozen Tombs
  The hills of Yg are riddled with rock-cut 
  tombs, where wealthy people are buried with 
  their belongings and usually accompanied by 
  at least a few of their thralls. A typical tomb 
  contains gold and jewelry worth 3,000 gp.
  The tombs are protected by traps (such as pit 
  traps and falling rock traps) and curses (usu-
  ally a Glyph of Warding that triggers a Bestow 
  Curse spell, or a Greater Glyph of Warding 
  with a Major Curse in case of wealthy men).
  Sometimes, the thralls who died unwillingly 
  must serve their master even in death, and 
  rise as coffer corpses to fight any intruders in 
  the tomb. Worse yet, packs of ghoul-wolves, 
  canines that have developed a taste for dead 
  flesh, are quickly attracted to the area when 
  any tomb is opened.
  Coffer Corpse (CR 3): SZ M Undead; HD 
  2d8+7; hp 17; Init +1 (+1 Dex); Spd 20 ft. (4 
  squares); AC 14 (+1 Dex, +3 natural), touch 11, 
  flat-footed 13; BAB +1, CMB +4 (+8 grapple), 
  CMD 15; Atk Slam +4 melee (1d4+4, 20/x2, 
  grab); SA Death Grip (1d4+4), Fear; SQ Dark-
  vision 60 ft., Deceiving Death, DR 5/magic 
  and bludgeoning; SV Fort +2, Ref +1, Will +4; 
  Str 16, Dex 12, Con –, Int 6, Wis 13, Cha 14. 
  Skills: Intimidate +6, Perception +6, Stealth 
  +5. Feats: Toughness.
  Death Grip (Ex): Because the coffer corpse 
  grasps the victim’s throat, a creature in its 
  death grip cannot speak or cast spells with 
  verbal components.
  Deceiving Death (Ex): In any round in which 
  a coffer corpse is struck for 6 or more points 
  of damage (whether the damage bypasses 
  
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  Page 12
  the creature’s damage reduction or not), the 
  creature slumps to the ground, seemingly 
  destroyed. If it has fastened its death grip on 
  a victim, it releases its hold when it falls. A DC 
  20 Sense Motive check sees through the ruse 
  (necromancers gain a +2 competence bonus 
  on this check). On its next turn, the coffer 
  corpse rises again as if reanimated, triggering 
  its fear ability.
  Fear (Su): A creature viewing a coffer corpse 
  rise after it uses its deceiving death ability 
  must make a DC 13 Will save or become pan-
  icked for 2d4 rounds. This is a mind-affecting 
  fear effect. The save DC is Charisma-based.
  Ghoul Wolf (CR 2): SZ M Undead; HD 
  4d8; hp 18; Init +2 (+2 Dex); Spd 50 ft. (10 
  squares); AC 14 (+2 Dex, +2 natural), touch 
  12, flat-footed 12; BAB +3, CMB +6, CMD 18 
  (22 vs trip); Atk Bite +7 melee (1d4+4, 20/x2, 
  paralysis, trip); SA Paralysis (1d4+2 rounds, 
  DC 12); SQ Darkvision 60 ft., Scent; SV Fort 
  +1, Ref +3, Will +6; Str 17, Dex 15, Con –, Int 
  6, Wis 14, Cha 10. 
  Skills: Perception +9, Stealth +6, Survival +2 
  (+6 tracking by scent), Swim +5. Feats: Skill 
  Focus (Perception), Weapon Focus (bite).
  The Sacred Yg-Tree
  Hidden deep in a forested valley is a site 
  sacred to the old cults of Yg. Here, surrounded 
  by an outer perimeter of moss-grown standing 
  stones, is a massive, ancient, evergreen tree 
  with far-spreading branches. This is the Yg-
  Tree, considered the most sacred of all shrines 
  dedicated to the Gods of the Land.
  Sacrifices are regularly offered up to the tree; 
  half a dozen corpses normally hang from the 
  branches of the tree, sometimes accompanied 
  by the corpses of dogs and horses.
  In the forest nearby, there is a small wooden 
  temple inhabited by 21 priests (male Enlight-
  ened Druid 4-9), including their leader Mana-
  thagu (male Enlightened Druid 13), a scarred 
  old man who has hung himself on the Yg-Tree 
  several times to gain wisdom by communing 
  with the ancient tree.
  The Yg-Tree (CR 13): SZ H Plant; HD 
  19d8+133; hp 218; Init +5 (+1 Dex, +4 Im-
  proved Initiative); Spd 20 ft. (4 squares); 
  AC 24 (+1 Dex, +15 natural, -2 size), touch 
  9, flat-footed 23; BAB +14, CMB +26 (+28 
  sunder, +30 grapple), CMD 37 (39 vs sun-
  der, can’t be tripped); Atk Slam +23 me-
  lee (2d6+10, 20/x2, grab); Full Atk Slam 
  +23/+23/+23/+23/+23/+23 melee (2d6+10, 
  20/x2, grab); SA Create Yg-Tree Zombie, Yg-
  Tree Zombies; SQ Low-Light Vision, Tremors-
  ense 60 ft., DR 10/magic and slashing, Resist 
  Fire 10; SV Fort +17, Ref +7, Will +8; Str 30, 
  Dex 12, Con 23, Int 10, Wis 14, Cha 6. 
  Skills: Perception +24, Stealth +15. Feats: 
  Cleave, Critical Focus, Great Cleave, Improved 
  Critical (slam), Improved Initiative, Improved 
  Sunder, Power Attack, Staggering Critical, 
  Toughness, Weapon Focus (slam).
  Create Yg-Tree Zombie (Su): When a crea-
  ture dies within 15 feet of the Yg-Tree, it uses a 
  sharpened tendril to slice open the creature’s 
  abdomen, thereby spilling the corpse’s innards 
  on the ground. The organs and fluids are then 
  absorbed by the tree’s roots. 
  Corpses of a size other than Medium or Large 
  are simply left to rot. Medium or Large corpses 
  are filled with a greenish pollen freed from one 
  of the tree’s branches. The abdominal wound 
  heals over the next 1d4 days, at which time the 
  slain creature rises as an Yg-Tree zombie con-
  nected by a tether-vine to the Yg-Tree. Yg-Tree 
  zombies possess none of their former abilities.
  Yg-Tree Zombies (Ex): The Yg-Tree has sev-
  eral Yg-Tree zombies connected to it, but no 
  more than 7 at one time.
  Tremorsense (Ex): The Yg-Tree can automat-
  ically sense the location of anything within 60 
  feet that is in contact with the same vegetation 
  the tree is touching.
  Yg-Tree Zombie (CR 4): SZ M Plant; HD 
  6d8+6; hp 33; Init +6 (+2 Dex, +4 Improved 
  Initiative); Spd 30 ft. (6 squares); AC 17 (+2 
  Dex, +5 natural), touch 12, flat-footed 15; BAB 
  +4, CMB +8, CMD 20; Atk Slam +8 melee 
  (1d6+4, 20/x2); Full Atk Slam +8/+8 melee 
  (1d6+4, 20/x2); SA Spore Cloud; SQ Darkvi-
  sion 60 ft., Low-Light Vision, Tremorsense 60 
  ft., Fast Healing 5, Tether-Vine; SV Fort +6, 
  Ref +4, Will +2; Str 19, Dex 15, Con 13, Int 4, 
  Wis 10, Cha 1. 
  Skills: Perception +9, Stealth +8. Feats: 
  Improved Initiative, Power Attack, Skill Focus 
  (Perception).
  Spore Cloud (Ex): As a free action, once 
  every 1d4 rounds (but no more than three 
  times per day), an Yg-Tree zombie can breathe 
  a cloud of poisonous, greenish spores in a 
  5–foot cube directly in front of it. A creature 
  caught in the cloud must succeed on a DC 14 
  Fortitude save or be slowed (as the Slow spell) 
  for 6 rounds. One minute later, the creature 
  must make another Fortitude save (same DC) 
  or take 1d3 points of Strength damage. The 
  save DC is Constitution-based.
  Tether-Vine (Ex): An Yg-Tree zombie is 
  connected to the Yg-Tree by a long, sinewy 
  vine. This vine can be lengthened to allow the 
  zombie to move up to 100 feet away from the 
  tree. The vine is AC 19 (touch 12) and has 10 
  hit points. Harming the vine deals no damage 
  to the Yg-Tree zombie or the Yg-Tree, but if 
  severed, does prevent the zombie from using 
  its fast healing ability.
  Tremorsense (Ex): Yg-Tree zombies can 
  automatically sense the location of anything 
  within 60 feet that is in contact with the same 
  vegetation the zombie is touching.
  
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  XP3: The Citadel beyond the North Wind
  Land of the Exiled
  Sometimes, the tyrants of Yg punish cer-
  tain criminals and others they hold a special 
  grudge against, by exiling them into the cold 
  wastes at the edge of the Frozen Forest. There, 
  they are most likely to be killed by a wild beast 
  or, even worse, captured by the Ma-Gu, but 
  those who merely die from lack of food and 
  freeze to death often rise as twisted creatures 
  animated by a hatred of all living things. These 
  are the hoar-spirits that haunt the so-called 
  Land of the Exiled. They do not return to Yg 
  with its hot springs, preferring to dwell in the 
  cold waste.
  Hoar Spirit (CR 3): SZ M Undead (Cold); 
  HD 4d8+8; hp 26; Init +2 (+2 Dex); Spd 30 ft. 
  (6 squares); AC 17 (+2 Dex, +5 natural), touch 
  12, flat-footed 15; BAB +3, CMB +6, CMD 
  18; Atk Claw +7 melee (1d4+3 plus 1d3 cold, 
  20/x2, glaciate); Full Atk Claw +7/+7 melee 
  (1d4+3 plus 1d3 cold, 20/x2, glaciate); SA Cold 
  (1d3), Glaciate (DC 14); SQ Darkvision 60 ft., 
  Heatsense 60 ft., Immunity to Cold, Vulner-
  ability to Fire, Spell-Like Abilities; SV Fort +3, 
  Ref +3, Will +6; Str 17, Dex 15, Con –, Int 10, 
  Wis 15, Cha 15. 
  Skills: Acrobatics +6, Climb +10, Perception 
  +11, Sense Motive +4, Stealth +9. Feats: Alert-
  ness, Weapon Focus (claws).
  Spell-like Abilities (CL 4th): 1/day — Cone of 
  Cold (DC 17).
  Cold (Su): Hoar spirits generate intense cold. 
  It deals an extra 1d3 points of cold damage 
  with each claw attack. Creatures attacking a 
  hoar spirit with unarmed or natural attacks 
  take 1d3 points of cold damage each time they 
  hit.
  Glaciate (Su): A creature hit by a hoar spirit’s 
  claw must succeed on a DC 14 Fortitude save 
  or by paralyzed by bone-numbing cold for 
  1d4+1 rounds and take 1 point of Dexterity 
  damage. The save DC is Charisma-based.
  Heatsense (Ex): Hoar spirits can detect heat 
  (such as that generated by living creatures) 
  within 60 feet, including the heat of invisible 
  creatures. It functions as blindsense in regards 
  to any non-visible heat sources within its 
  range.
  Smoking Lake
  This is a small lake warmed by geothermal 
  activity. It is located in a remote region of low, 
  forested hills. The black mud found in the 
  sulphurous-smelling waters can be used to 
  make batches of Restorative Ointment.  Un-
  fortunately, a coven of green hags menace the 
  area, disguised as voluptous young maidens 
  working as healer-priestesses.
  Green Hag (CR 5): SZ M Monstrous Hu-
  manoid; HD 9d10+9; hp 58; Init +1 (+1 Dex); 
  Spd 30 ft. (6 squares), swim 30 ft.; AC 19 (+1 
  Dex, +8 natural), touch 11, flat-footed 18; BAB 
  +9, CMB +13, CMD 24; Atk Claw +13 melee 
  (1d4+4, 20/x2, weakness); Full Atk Claw 
  +13/+13 melee (1d4+4, 20/x2, weakness); 
  SAWeakness; SQ Darkvision 90 ft., Mimicry, 
  Spell-Like Abilities, SR 16; SV Fort +6, Ref +7, 
  Will +7; Str 19, Dex 12, Con 12, Int 15, Wis 13, 
  Cha 14.
  Skills: Bluff +13, Disguise +13, Knowledge 
  (arcana) +11, Perception +15, Sense Motive 
  +9, Stealth +13, Swim +18. Feats: Alertness, 
  Blind-Fight, Combat Casting, Deceitful, Great 
  Fortitude.
  Spell-Like Abilities (CL 9th): Constant—Pass 
  without Trace, Tongues, Water Breathing. At 
  will—Alter Self, Dancing Lights, Ghost Sound 
  (DC 12), Invisibility, Pyrotechnics (DC 14), 
  Tree Shape, Whispering Wind.
  Weakness (Su): A green hag’s claws sap 
  strength from those she strikes. Each time 
  a green hag hits a foe with her claw attack, 
  the victim takes 2 points of Strength damage 
  unless he resists the weakness with a DC 16 
  Fortitude save. Alternatively, a green hag can 
  attempt to inflict even greater weakness on 
  a foe by making a touch attack—this variant 
  requires a standard action, and cannot be at-
  tempted in the same round the hag makes claw 
  attacks. The opponent touched must succeed 
  on a DC 16 Fortitude save or take 2d4 points 
  of Strength damage. The save DC is Charisma-
  based.
  Mimicry (Ex): A green hag can imitate the 
  sounds of almost any animal found near its 
  lair.
  Notes: When three hags of any type gather, 
  they can form a coven to gain increased magi-
  cal ability. Whenever all three hags of a par-
  ticular coven are within 10 feet of one another, 
  all three of them can work together to use any 
  of the following spell-like abilities: Animate 
  Dead, Baleful Polymorph (DC 18), Blight (DC 
  17), Bestow Curse (DC 17), Clairaudience/
  Clairvoyance, Charm Monster (DC 17), Com-
  mune, Control Weather, Dream, Forcecage, 
  Mind Blank, Mirage Arcana (DC 18), Reincar-
  nate, Speak with Dead, Veil (DC 19), Vision.
  All three hags must take a full-round action 
  to take part in this form of cooperative magic. 
  All coven spell-like abilities function at CL 
  9th (or at the highest CL available to the most 
  powerful hag in the coven). The save DCs are 
  Charisma-based, and function as if with a 
  Charisma score of 16 unless one of the hags 
  has a higher Charisma score, in which case the 
  spell-like ability DCs are adjusted by that hag’s 
  Charisma modifier.
  Ma-Gu Incursion
  A large band of 20-80 Ma-Gu (see the Men of 
  the North appendix) is raiding into the eastern 
  part of Yg, looking to bring back captives to 
  sacrifice to their god in the sacred groves of the 
  Frozen Forest.
  Woe to those who are captured, for a slow 
  and painful death awaits them in the depths of 
  the dark forest.
  
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  Page 14
  The Citadel
  of Galuga
  Galuga is located on the mist-shrouded 
  slopes of the Rogal mountains, almost a fort-
  night’s ride from Tartuun, at a height of more 
  than 4,000 feet above sea level.
  Well-worn but treacherous trails wind their 
  way through the rocks and rubble of the foot-
  hills and up into the mountains.
  For each day in this terrain, there is a 15% 
  chance to experience a rockfall. Perhaps 
  caused by a change in the weather, several 
  huge stone blocks suddenly fall from a cliff. 
  Characters who succeed at a Perception check 
  (DC 20) can make a Reflex save (DC 15) or suf-
  fer 3d6 points of damage (no damage if save 
  succeeds). Those who fail the Perception check 
  must also make a Reflex save (DC 15) but suf-
  fer 6d6 points of damage on a failed save, and 
  half damage on a successful save.
  Chasm and Rope Bridge
  Halfway to Galuga is a great chasm that 
  cuts through the mountain terrain from east 
  to west. The chasm is 50 feet wide and 160 
  feet deep and 3 miles long. The bottom of the 
  chasm is filled with bones of both animals and 
  humans.
  Stretching across the chasm is a rope bridge 
  constructed of wooden planks suspended from 
  ropes. The bridge is in bad repair and move-
  ment across it is considered hampered (each 
  square moved into counts as two squares, and 
  no running or charging is possible).
  It takes two full-round actions to untie one 
  end of the rope bridge, but a Disable Device 
  check (DC 15) reduces the time to a move ac-
  tion. Alternatively, the ropes can be cut with a 
  slashing weapon; each rope has 8 hit points.
  If only one of the two supporting ropes is 
  attached, everyone on the bridge must succeed 
  on a Reflex save (DC 15) to avoid falling off, 
  and thereafter must make Climb checks (DC 
  15) to move along the remnants of the bridge. 
  The rope bridge is 10 feet wide.
  This is an excellent location to stage an 
  encounter with one or more creatures from the 
  random encounter table for the Land of Yg.
  Approach to Galuga
  Across the natural terrain are terraced fields, 
  dug into the slopes centuries ago. Thousands 
  of thralls, who dwell in small huts scattered 
  
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  XP3: The Citadel beyond the North Wind
  across the landscape, work on the terraces 
  from dusk till dawn, or tend to flocks of gaunt 
  goats on the precipitous slopes.
  The citadel itself is located on an outcropping 
  of rock that is separated from its surround-
  ings by deep chasms, up to 400 feet deep. At 
  one point, a bridge of natural rock, between 10 
  and 15 feet wide, leads across the chasm and 
  towards the granite walls of the citadel.
  The bridge is well-guarded by hill-men of 
  Natla, and the main entrance to the citadel 
  itself is secured by a massive iron portcullis 
  (hardness 10, 60 hp, Strength check DC 25 to 
  lift).
  Getting into Galuga
  If the player characters are on a rescue mis-
  sion or otherwise seek to enter the citadel, they 
  might attempt one of the following alterna-
  tives:
  — Discover (by speaking to certain villag-
  ers in Tartuun, or other NPCs) that there are 
  “half-forgotten” cave entrances at the bottom 
  of the chasm that surrounds the citadel. The 
  PCs must climb down into the chasm, and 
  then brave the insectoid scavengers there to 
  gain access to the dungeons.
  — Letting themselves be captured, the PCs 
  are taken into the citadel and imprisoned in 
  the dungeons alongside those they seek to 
  rescue. Hopefully, the PCs have a good escape 
  plan!
  — Sneak into the citadel by posing as the 
  servants or thralls that work on the plateau, or 
  as messengers of a rival Tyrant of Yg.
  — A frontal assault; most likely a suicidal 
  undertaking, unless the player characters are 
  able to hire or raise a small army.
  — Any other ideas the PCs might come up 
  with. As always, creativity or bold action 
  should be rewarded with a chance of success!
  Getting out of Galuga
  If the PCs have been captured and brought to 
  the citadel as prisoners, consider the following 
  alternatives: 
  — Hoping to escape along with the PCs, a 
  male thrall or female house slave feeds the 
  player characters herbs to resist the tyrant’s 
  mind-dulling brew, or hands them the keys 
  pilfered from a sleeping jailor.
  — There is a general slave/prisoner upris-
  ing, and the PCs are part of it. Or perhaps the 
  citadel comes under siege from a rival Tyrant 
  of Yg, allowing the player characters to exploit 
  the ensuing chaos.
  — One of Arkanth Mal’s apprentices may 
  have been bribed by Thorjar Khal, another 
  tyrant of Yg, to plot against the witch-king. 
  The apprentice may offer (or force) the PCs 
  to attack Arkanth Mal, or destroy his arcane 
  devices in the lower dungeons.
  The citadel of Galuga consists of three levels; 
  the Palace (upper level), the Prisons (dungeon 
  level one), and the Pits (dungeon level two). 
  Below is a side view of the citadel.
  
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  Page 16
  The Palace of 
  Arkanth Mal
  The Palace of Arkanth Mal
  Standard Features: Ceiling height is 15 
  feet.
  Unless otherwise noted, all outer doors 
  are iron doors (2 in. thick; Hardness 10; 
  hp 60; Break DC 28), can be barred from 
  inside (+2 to Break DC).
  Interior doors are good wooden doors 
  (2 in. thick; Hardness 5; hp 20; Break DC 
  23). Disable Device DC 30 if described as 
  locked.
  Lighting: The corridors and rooms of 
  the palace are illuminated by wall-hung 
  torches.
  Sounds and Odors: The halls of the 
  palace are generally silent, except for muted 
  talking from the guard rooms, or chanting 
  from the quarters of the apprentices. There 
  is a slight smell of incense everywhere.
  Encounters: Check once per minute for 
  encounters with 1d4+1 palace guards or 1d3 
  apprentices.
  The citadel of Galuga is dominated by the 
  palace of Arkanth Mal.
  Here, the sorcerer has his dwelling, guarded 
  by the mercenary hill-men of Natla, and well 
  served by a dozen sorcerer-apprentices and 
  countless thralls and slaves.
  1. Ceremonial Plaza
  This large terrace, laid with flagstones, juts 
  out from the citadel wall on one hillside. There 
  are no railings around the plaza and the drop 
  is sheer (400 feet) to the mists below. From 
  the plaza, broad stairs lead up to the palace 
  (as with all stairs, movement cost is doubled 
  here).
  The terrace is used for ceremonies and sor-
  cerous rituals, and when Arkanth Mal wishes 
  to speak or make proclamations to his under-
  lings. On these occasions, the tyrant is carried 
  in a curtained litter down the stairs by the 
  half-giants of Natla, with robed apprentices in 
  procession before and after. Warriors line up 
  along the edges of the plaza, holding banners 
  that flutter in the cold mountain wind, while 
  slaves and commoners kneel on the flagstones.
  Special Event: Arkanth Mal inspects all new 
  female slaves brought before him here; he is 
  looking for a perfect body to reincarnate the 
  soul of Eliyh into. If he is not satisfied with the 
  candidates (as invariably has been the case 
  until now), he casts a necromantic spell (Circle 
  of Death) to slay them, and the bodies are then 
  thrown into the chasm below. Depending on 
  the circumstances, the player characters may 
  witness such an event, either as guests or as 
  captives.
  2. Entrance Hall
  The massive green iron doors of this cham-
  ber are carved with images of facing, rampant 
  mammoths. Within the hall are two men of 
  Natla, and two regular guards are stationed 
  outside.
  Foot Soldier of Galuga, male Civilized 
  Warrior 2 (CR 1/2): HD 2d10+7; hp 22; Init 
  +0 (+0 Dex); Spd 30 ft. (6 squares); AC 14 (+4 
  chain shirt, +0 Dex), touch 10, flat-footed 14; 
  BAB +2, CMB +4, CMD 14; Atk Shortsword +4 
  melee (1d6+2, 19-20/x2, finesse); Guisarme 
  +5 melee (2d4+3, 20/x3, reach, trip); Heavy 
  Crossbow +2 ranged (1d10, 19-20/x2, range 
  increment 120 ft.); SA none; SQ Educated, 
  Frail; SV Fort +5, Ref +0, Will +0; Str 14, Dex 
  10, Con 14, Int 10, Wis 10, Cha 8.
  Skills: Handle Animal +4, Ride +5, Swim +7. 
  Feats: Toughness, Weapon Focus (guisarme).
  Notes: These are the common soldiers of 
  Gaulga and other similar fortresses of Yg. They 
  serve adequately as guards, but the Hill-Men 
  of Natla are relied on as spearheads in battle, 
  or whenever brute force is needed.
  Hill-Man of Natla, male Savage Bar-
  barian 6 (CR 5): HD 6d12+24; hp 68; Init 
  +0 (+0 Dex); Spd 40 ft. (8 squares); AC 12 
  (+2 natural, +0 Dex), touch 10, flat-footed 12; 
  BAB +6, CMB +12, CMD 22; Atk Battleaxe +13 
  melee (1d8+9, 20/x3, reach); Battleaxe [rage] 
  
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  XP3: The Citadel beyond the North Wind
  +15 melee (1d8+12, 20/x3, reach); Unarmed 
  Strike +12 melee (1d3+9, 20/x2); Unarmed 
  Strike [rage] +14 melee (1d3+12, 20/x2); 
  Full Atk Battleaxe +13/+8 melee (1d8+9, 20/
  x3, reach); Battleaxe [rage] +15/+10 melee 
  (1d8+12, 20/x3, reach); Unarmed Strike 
  +12/+7 melee (1d3+9, 20/x2); Unarmed 
  Strike [rage] +14/+9 melee (1d3+12, 20/x2); 
  SA Rage, Rage Power (Intimidating Glare), 
  Rage Power (Knockback), Rage Power (Pow-
  erful Blow); SQ Sturdy, Feral, Superstitious, 
  Fast Movement, Uncanny Dodge, Improved 
  Uncanny Dodge, Trap Sense +2; SV Fort +9, 
  Ref +2, Will +3; Str 22, Dex 10, Con 18, Int 7, 
  Wis 8, Cha 10. 
  Skills: Climb +15, Intimidate +15. Feats: 
  Improved Unarmed Strike (b), Intimidating 
  Prowess, Iron Will, Weapon Focus (battleaxe).
  Notes: Due to their great height, the Hill-
  Men of Natla have a reach of 10 feet with their 
  axes, and can also strike adjacent targets. 
  They are fearsome opponents in battle, but 
  are rather dim-witted and easily distracted by 
  glittering treasure.
  3. Guard Post
  These are barracks for the regular guards. 
  The walls have arrow slits. Bunk beds line the 
  walls, and the personal belongings of each 
  guard (worth 10-60 gp) are stored in a small 
  chest under the bed. There are four regular 
  guards in each room.
  4. Guard Post
  This area is similar to area 3.
  5. Passageway
  This corridor leads from the throne room to 
  the servants’ quarters. There is a 50% chance 
  of encountering 1d3 servants here.
  6. Servants’ Quarters
  From the main citadel, a bridge leads across 
  a chasm to a set of lesser buildings. These are 
  the dwellings of servants and slaves. There is 
  also a great kitchen and several pantries and 
  storehouses.
  Thrall of Galuga, male or female civi-
  lized Commoner 2 (CR 1/2): HD 2d6+3; 
  hp 12; Init +1 (+1 Dex); Spd 30 ft. (6 squares); 
  AC 11 (+0 no armor, +1 Dex), touch 11, flat-
  footed 10; BAB +1, CMB +1, CMD 12; Atk Un-
  armed Strike +1 melee (1d3, 20/x2, nonlethal); 
  Dagger +1 melee (1d4, 19-20/x2, finesse); SA 
  none; SQ Educated, Frail; SV Fort +0, Ref +1, 
  Will +0; Str 10, Dex 12, Con 10, Int 10, Wis 10, 
  Cha 12. 
  Skills: Craft (various) +5, Handle Animal +6, 
  Profession (various) +5. Feats: Toughness, 
  Skill Focus (Profession).
  7. Great Hall
  Eight square pillars uphold the ceiling of 
  this great hall. The walls are decorated with 
  magnificent tapestries (worth a total of 1,500 
  gp), embroidered with images of Arkanth Mal 
  in the company of Eliyh, surrounded by dusky-
  skinned servants and warriors (the “Easter-
  lings” of Zamar).
  In the northeastern corner stands a large and 
  very heavy bronze bowl. The rim is carved with 
  images of kneeling monks. This is actually 
  a kind of standing bell, a temple bell stolen 
  from the eastern land of Laksha. A padded 
  mallet rests on a small table next to the bowl. 
  If the rim of the bowl is struck by the mal-
  let, it produces a weird sound and a physical 
  vibration that works as a Greater Command 
  spell cast by a 9th-level cleric. It can be used in 
  this manner up to 3 times per day. In addition 
  to Arkanth Mal himself, his apprentices also 
  know how to use the bell.
  
  XP3: The Citadel beyond the North Wind
  	
  	
  Page 18
  There is a 35% chance of encountering 
  1d4+1 hill-men of Natla or 1d3 apprentices of 
  Arkanth Mal here.
  Oddly, the apprentices of the witch-king are 
  not natives of Yg, but are recruited from lands 
  far to the south. They are shaven-headed and 
  dress in dark green robes with gold trim. They 
  wear long fake fingernails of silver, and eyes 
  painted with kohl after the Yar-Ammonite 
  fashion. The so-called “First Apprentice” is a 
  handsome but wicked man named Rilgar Hin 
  (not his native name, obviously). Following 
  hallowed apprentice traditions, he secretly 
  plots to overthrow his master after learning all 
  of the witch-king’s secrets.
  Apprentice of Arkanth Mal, male 
  Enlightened Wizard 5/Alchemist 2 (CR 
  6): HD 5d6+5 plus 2d8+2; hp 36; Init +2 (+2 
  Dex, +4 Improved Initiative, -4 Conceited); 
  Spd 30 ft. (6 squares); AC 13 (+0 no armor, 
  +2 Dex, +1 Dodge), touch 13, flat-footed 10; 
  BAB +3, CMB +3, CMD 15; Atk Quarterstaff 
  +3 melee (1d6, 20/x2, double, monk); Dart +5 
  ranged (1d4, 20/x2, range increment 20 ft., 
  blue whinnis poison); SA Bomb 1d6, Mutagen, 
  Throw Anything, Poison Use; SQ Uncanny, 
  Expert Builder, Conceited, Arcane Bond, 
  Arcane School, Cantrips, Scribe Scroll, Bonus 
  Feat, Alchemy, Brew Potion, Discovery (Frost 
  Bomb), Poison Resistance +2; SV Fort +4, Ref 
  +6, Will +6; Str 11, Dex 14, Con 10, Int 16, Wis 
  14, Cha 14. 
  Skills: Craft (alchemy) +13, Heal +12, 
  Knowledge (Arcana) +13, Sleight of Hand +12, 
  Spellcraft +13. Feats: Combat Casting, Dodge, 
  Improved Initiative, Point Blank Shot, Tough-
  ness. 
  Spells Memorized (Spells per day: 4/4/3/2; 
  Spell DC 13 + spell level): 0 – Arcane Mark, 
  Mage Hand, Message, Resistance; 1st – Hyp-
  notism, Mage Armor, Ray of Enfeeblement, 
  Shield; 2nd – Flaming Sphere, Fog Cloud, 
  Protection from Arrows; 3rd – Haste, Hold 
  Person 
  Extracts Prepared (Extracts per day: 3; Spell 
  DC 13 + spell level): 1 – Cure Light Wounds, 
  Endure Elements, True Strike
  Notes: If given time to prepare, the appren-
  tices cast their protective spells before going 
  into combat, then attacking in concert with the 
  citadel’s warriors. After they have expended 
  their offensive spells, they throw alchemical 
  bombs and poisoned darts.
  8. Throne Room
  The floor of the throne room is laid with pol-
  ished black tiles. Two wooden thrones stand 
  on an elevated platform here. One of the chairs 
  is covered with wolfskins and the other one 
  with silver fox fur. The second throne appears 
  to have been in disuse for a long time (Verina 
  of Lamu presided here for a brief period, but 
  Arkanth Mal has sworn it shall remain empty 
  until Eliyh can sit by his side again).
  Four hill-men of Natla are stationed as 
  guards in the throne room, one in each corner.
  There is a 50% chance to find a pair of 
  trained sabertooth cats drowsing in front of 
  the dais. These great cats, one male and one 
  female, are Arkanth Mal’s personal pets, and 
  unless they are here, the cats are with the cita-
  del’s master (see area 13).
  Sabertooth Cat (CR 8): SZ L Animal; 
  HD 14d8+42; hp 105; Init +6 (+2 Dex, +4 
  Improved Initiative); Spd 40 ft. (8 squares); 
  AC 17 (+2 Dex, +6 natural, -1 size), touch 11, 
  flat-footed 15; BAB +10, CMB +19, CMD 31 (35 
  vs trip); Atk Bite +18 melee (2d6+8, 19-20/x2, 
  grab); Full Atk Bite +18 melee (2d6+8, 19-20/
  x2, grab) and Claw +18/+18 melee (2d4+8, 
  20/x2, grab); SA Pounce, Rake (2 claws +18, 
  2d4+8); SQ Low-Light Vision, Scent; SV Fort 
  +12, Ref +11, Will +5; Str 27, Dex 15, Con 17, 
  Int 2, Wis 12, Cha 10. 
  Skills: Acrobatics +6, Perception +12, Stealth 
  +15 (+23 in tall grass), Swim +13. Feats: 
  Improved Critical (bite), Improved Initiative, 
  Run, Skill Focus (Perception), Skill Focus 
  (Stealth), Weapon Focus (bite, claw).
  Hill-Man of Natla (CR 5): See area 2.
  9. Vestry
  This small chamber contains wardrobes and 
  various ceremonial items and regalia (worth 
  a total of 1,200 gp). A secret door (Perception 
  DC 30) leads to the throne room.
  10. Empty Chamber
  This chamber is empty except for dust and 
  cobwebs.
  11. Laboratory
  Alchemical studies are performed here 
  by Arkanth Mal and his apprentices. These 
  experiments include attempting to re-animate 
  long-dead beasts from the petrified marrow 
  of their bones, or to create giant vermin from 
  insects trapped in amber.
  On the shelves and tables of the laboratory, 
  among other beakers, vials and glasses, are 
  six potions of Cure Moderate Wounds, three 
  Elixirs of Fire Breath, one dose of Dust of 
  Appearance, one dose of Unguent of Timeless-
  ness, and one bottle of antitoxin.
  12. Lounge
  This room is furnished with comfortable 
  chairs and thick Jairanian rugs. Two marble 
  lion statues decorate the chamber. There is a 
  small table in one corner, set with wine am-
  phorae and silver trays of fruit.
  There is a 60% chance to encounter 1d6 ap-
  prentices of Arkanth Mal here.
  
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  XP3: The Citadel beyond the North Wind
  13. Private Wing
  This luxurious suite belongs to Arkanth Mal 
  himself. The doors to this suite are trapped by 
  potent sorcery; a Symbol of Fear is inscribed 
  above the carved image of a mammoth skull.
  The stone floors are laid with dire wolf furs 
  and heavy wooden tables are set with small fig-
  urines carved from mammoth tusks represent-
  ing foot soldiers and mounted troops as well as 
  monsters (worth a total of 1,800 gp).
  In addition to the living room, there is an 
  adjoining bedchamber and storeroom. The 
  bedchamber has few furnishings and is domi-
  nated by a large mosaic inlaid in the floor that 
  depicts the face of a beautiful, dark-haired 
  woman with brown eyes.
  The storeroom contains three large, iron-
  bound chests. Each chest is trapped with a 
  Fire Trap spell. The first chest contains 9,000 
  gp in gold coins. The second chest contains 
  a Horn of Fog. The third chest contains a 
  gold-trimmed green robe which is a Robe of 
  Powerlessness. 
  Arkanth Mal, the Tyrant of Galuga, 
  male Enlightened Wizard (Necroman-
  cer) 11/Alchemist (Preservationist) 4 
  (CR 14): HD 11d6+33 plus 4d8+12; hp 104; 
  Init +3 (+3 Dex, +4 Improved Initiative, -4 
  Conceited); Spd 30 ft. (6 squares); AC 19 (+5 
  Robe of the Archmagi, +3 Dex, +1 Dodge), 
  touch 14, flat-footed 15; BAB +8, CMB +11, 
  CMD 24; Atk Heavy Mace +12 melee (1d8+4, 
  20/x2); Dagger +11 melee (1d4+3, 19-20/x2, 
  finesse); Full Atk Heavy Mace +12/+7 melee 
  (1d8+4, 20/x2); Dagger +11/+6 melee (1d4+3, 
  19-20/x2, finesse); SA Power over Undead, 
  Grave Touch, Mutagen, Throw Anything, 
  Bottled Ally I, Bomb 2d6; SQ Uncanny, Expert 
  Builder, Conceited, Arcane Bond (bonded 
  object: heavy mace), Arcane School (Necro-
  mancy; opposition schools: Abjuration and 
  Illusion), Cantrips, Scribe Scroll, Life Sight, Al-
  chemy, Brew Potion, Discovery (Frost Bomb), 
  Poison Resistance +2, Swift Alchemy, Discov-
  ery (Explosive Bomb), SR 18; SV Fort +15, Ref 
  +14, Will +16; Str 16, Dex 16, Con 14, Int 20, 
  Wis 14, Cha 16. 
  Skills: Craft (alchemy) +23, Heal +20, 
  Knowledge (Arcana) +23, Knowledge (Nature) 
  +23, Perception +20, Spellcraft +23, Survival 
  +20. Feats: Augment Summoning, Combat 
  Casting, Dodge, Great Fortitude, Iron Will, 
  Improved Iron Will, Improved Initiative, Spell 
  Focus (Necromancy), Spell Focus (Conjura-
  tion), Toughness. 
  Spells Memorized (Spells per day: 
  4/7/6/6/5/4/2; Spell DC 15 + spell level): 
  0 – Bleed, Light, Mage Hand, Ray of Frost; 
  1st – Burning Hands, Charm Person, Chill 
  Touch, Mage Armor, Obscuring Mist, Ray 
  of Enfeeblement, Sleep; 2nd – Ghoul Touch, 
  Glitterdust, Scare, Skinsend, Touch of Idi-
  ocy, Whispering Wind; 3rd – Deep Slumber, 
  Phantom Steed, Sands of Time, Stinking 
  Cloud, Suggestion, Vampiric Touch; 4th – 
  Bestow Curse, Black Tentacles, Confusion, 
  Fear, Lesser Geas; 5th – Cloudkill, Sending, 
  Suffocation, Telekinesis; 6th – Circle of Death, 
  Mass Suggestion
  Extracts Prepared (Extracts per day: 4/2; 
  Spell DC 15 + spell level): 1st – Cure Light 
  Wounds (x2), Endure Elements, True Strike; 
  2nd – Fire Breath, Vomit Swarm
  Notes: Arkanth Mal, tyrant of Galuga, is an 
  imposing sight; tall, broad-shouldered and 
  shaven-headed, with a full black beard collect-
  ed into several small braids. He wears long-
  sleeved silken Robes of the Archmagi under a 
  heavy fur cloak with silver fox trim, and ornate 
  golden bracers. His spellbook is hidden under 
  a loose flagstone in his living room (Search DC 
  30) and contains all the spells he has memo-
  rized, plus 1d6 more of each level.
  14. Guard Post
  This area is similar to area 3.
  15. Stairway
  The stairway winds down to dungeon level 
  one, the Prisons of Galuga.
  16. Passageway
  This narrow passageway leads to a lesser gate 
  of the citadel. Slaves are lead across a narrow 
  bridge to the areas beyond, including the cita-
  del’s plaza and the agricultural terraces.
  
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  Page 20
  The Prisons
  of Galuga
  The Prisons of Galuga
  Standard Features: Ceiling height is 15 
  feet.
  Unless otherwise noted, all outer doors 
  are iron doors (2 in. thick; Hardness 10; 
  hp 60; Break DC 28), can be barred from 
  inside (+2 to Break DC).
  Interior doors are good wooden doors 
  (2 in. thick; Hardness 5; hp 20; Break DC 
  23). Disable Device DC 30 if described as 
  locked.
  Lighting: The corridors and rooms of 
  the prisons are illuminated by wall-hung 
  torches.
  Sounds and Odors: Occasional screams 
  can be heard from a torture chamber, or 
  weak groans from a cell. The dungeons 
  smell of sweat, human waste, and weird 
  alchemical substances.
  Encounters: Check once per minute for 
  encounters with 1d3 men of Natla or 1d4+1 
  regular guards.
  Beneath the palace are the dungeons of 
  Arkanth Mal, where the tyrant keeps prison-
  ers used in his alchemical and necromantic 
  experiments.
  1. Central Hall
  There is a 60% chance of encountering 1d3 
  men of Natla or 1d4+1 regular guards here.
  In the northwestern corner is a corridor 
  down to dungeon level two (the Pits of Ga-
  luga).
  2. Small Barracks
  This chamber houses four regular warriors of 
  Galuga, who patrol the dungeons. On a table 
  is a set of dice made from ivory (worth 25 gp) 
  and a pile of silver coins (a total of 50 gp).
  Foot Soldier of Galuga, male Civilized 
  Warrior 2 (CR 1/2): See palace level, area 2.
  3. Small Barracks
  This area is identical to area 2.
  4. Large Barracks
  Two men of Natla are posted here as guards.
  Hill-Man of Natla (CR 5): See palace 
  level, area 2.
  5. Chamber of Master Jailer
  The master jailer is Nargul, a chieftain’s son 
  of Natla. He has  maximum hit points (96 hp) 
  and is armed with a masterwork whip and a 
  spiked war club +3.
  Nargul, Hill-Man of Natla (CR 5): See 
  palace level, area 2.
  6. Alchemical Preparation Room
  Two great bronze cauldrons are used to brew 
  various foul alchemical concoctions here. The 
  first cauldron currently contains a substance 
  similar to green slime (but inanimate and not 
  able to affect metal). The second cauldron 
  contains a liquid that slowly turns flesh brittle 
  like glass (all attacks cause double damage 
  and a critical hit shatters a limb), although a 
  creature must be immersed in the liquid for 10 
  minutes for it to take effect, and a Heal spell 
  removes the condition.
  7. Waste Pit
  The western end of the room is elevated 10 
  feet above the rest of the chamber. The other 
  end is filled with filth and rubble. A pit in the 
  center (at least 100 feet deep) leads to area 6 
  of dungeon level two. There is a secret door 
  (Search DC 30) to area 10 here.
  8. Transmutation Chamber
  Slaves are shackled to stone slabs here while 
  undergoing various experiments. Arkanth Mal 
  is currently trying to create hybrid human-
  plant creatures using spores from the plant 
  in area 9 of dungeon level two. While he has 
  managed to transform his prisoners into a 
  vegetative state, he has so far not been able to 
  control them.
  
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  XP3: The Citadel beyond the North Wind
  There are currently 12 transformed slaves 
  here; if freed they mindlessly attack any living 
  creature.
  Plant Zombie (CR 1/2): SZ M Plant; HD 
  2d8+3; hp 12; Init +0; Spd 30 ft. (6 squares); 
  AC 12 (+2 natural), touch 10, flat-footed 12; 
  BAB +1, CMB +4, CMD 14; Atk Slam +4 melee 
  (1d6+4, 20/x2; SA None; SQ Darkvision 60 ft., 
  DR 5/slashing, Staggered; SV Fort +0, Ref +0, 
  Will +3; Str 17, Dex 10, Con –, Int –, Wis 10, 
  Cha 10. 
  Skills: None. Feats: None.
  Plant Traits (Ex): This zombie’s animation is 
  provided not by necromancy but by the plant 
  spores that have infected its body. Plant zom-
  bies lack undead traits, but gain plant traits. 
  They are treated as plants, not undead, for 
  the resolution of magical effects and attacks. 
  Channel energy cannot harm a plant zombie, 
  for example, nor does negative energy heal a 
  plant zombie.
  Staggered (Ex): Zombies have poor reflexes 
  and can only perform a single move action 
  or standard action each round. A zombie can 
  move up to its speed and attack in the same 
  round as a charge action.
  9. Prison Cells
  The prison cells are sealed by iron portcul-
  lises (2 in. thick; Hardness 10; hp 60; Lift DC 
  25; Break DC 28; Open Lock DC 30). Each cell 
  contains 1d6 prisoners (80% males).
  The prisoners are generally healthy and well 
  fed, because the master of Galuga needs strong 
  specimens for his experiments. Dangerous 
  prisoners are kept drugged with a special herb 
  (a diluted form of id moss that is mixed with 
  their food).
  10. Torture Chamber
  This gruesome chamber is filled with torture 
  devices, chains, spikes, and blades. Behind a 
  weapon rack is a secret door (Search DC 30) 
  to area 7.
  11. Storeroom
  This room contains crates of iron ingots, 
  lengths of ropes and chains, as well as ham-
  mers and bolts and other tools.
  
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  Page 22
  The Pits
  of Galuga
  The Pits of Galuga
  Standard Features: Ceiling height is 
  between 10 feet and 30 feet.
  Unless otherwise noted, all outer doors 
  are iron doors (2 in. thick; Hardness 10; 
  hp 60; Break DC 28), can be barred from 
  inside (+2 to Break DC).
  Interior doors are good wooden doors 
  (2 in. thick; Hardness 5; hp 20; Break DC 
  23). Disable Device DC 30 if described as 
  locked.
  Lighting: These areas are unlit except 
  where noted.
  Sounds and Odors: Except where 
  noted, the air is damp and the walls are 
  flecked with glistening slime. The sound of 
  water dripping from the ceiling into small 
  pools can be heard in the distance.
  Encounters: There are no random 
  encounters in the constructed chambers. 
  Check once per minute for encounters in 
  the natural tunnels.
  Deep below the citadel, beneath the alchemi-
  cal laboratories and torture-rooms, is where 
  Arkanth Mal has his secret sanctum and where 
  he keeps his most treasured possessions.
  1. Corridor
  This corridor is reached by stairs leading 
  down from dungeon level one. At the end of 
  the corridor is a false door that has a spiked 
  pit trap in front of it (50 ft. deep; no attack 
  roll necessary (5d6), +10 melee (1d4 spikes 
  for 1d4+5 points of damage per hit); Reflex 
  save (DC 20) avoids; Search (DC 20); Disable 
  Device (DC 20)).
  2. Hall of Tentacled Pillars
  This chamber has four slender purple pillars, 
  carved to resemble intertwined tentacles.
  There is an alcove in the eastern wall. A 
  small wooden chest is placed in the alcove. It 
  is locked and trapped with a poisoned spike 
  (wyvern poison). It contains a mummified 
  hand (as per a Hand of the Mage), a small 
  pouch filled with a dozen small yellow gems 
  that look like cats’ eyes (worth 500 gp each), 
  and several scrolls (among them a tattered 
  map pointing to the first of the Seven Shrines 
  of Uthjar).
  3. Shrine of Madness
  Arkanth Mal did not build the citadel of 
  Galuga, but seized it from its previous master, 
  Herul Naug (some say this was Arkanth’s own 
  sorcerous mentor). This chamber, like the hall 
  adjacent to it, is part of the oldest structures 
  beneath Galuga. Arkanth Mal has forbidden 
  his apprentices to enter this chamber.
  Each corner of the room has an iron brazier 
  filled with incense. If lit, the incense emits a 
  sickening smell but otherwise functions as 
  Incense of Meditation. An altar slab stands to 
  the west, and a scattering of 33 small gems (11 
  each of green, purple and yellow color; each 
  worth 500 gp) rests atop it. A great black eye 
  surrounded by purple tentacles is painted on 
  the floor. If any of the gems are removed from 
  the altar, the eye pulsates with color corre-
  sponding to the gem.
  If the removed gem is purple, the creature(s) 
  closest to the eye must make a Will save (DC 
  18) or suffer from temporary madness, at-
  tacking his companions with the benefits of 
  berserk rage (duration 2d10 rounds).
  If the removed gem is yellow, the creature 
  touching the gem is attacked by a Phantasmal 
  Killer spell.
  If the removed gem is green, nothing appears 
  to happen, but the creature that carries the 
  gem must make a Will save every night (DC 15, 
  +1 each day) or be mentally dominated to slay 
  its companions in their sleep, and thereafter 
  return the gem to the shrine it was taken from.
  4. Secret Chamber
  Arkanth Mal has placed a Permanent Alarm 
  spell on the threshold of this chamber, which 
  mentally alerts the sorcerer to any intrusion. 
  On an elaborate pedestal in the middle of 
  the chamber, ringed by a Symbol of Pain on 
  the ground, are two green-tarnished copper 
  
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  XP3: The Citadel beyond the North Wind
  scrolls. These are fragmentary copies of the 
  fabled Books of Zothras, and they are Arkanth 
  Mal’s second most treasured possessions (after 
  the ark containing the spirit of his beloved 
  Eliyh).
  5. Crypt
  The door of this chamber is protected with a 
  Symbol of Fear and a Permanent Alarm spell. 
  If this chamber is breached by intruders (and 
  the alarm has not been dispelled or other-
  wise deactivated), Arkanth Mal immediately 
  proceeds to this location in person, summon-
  ing all available apprentices and guards along 
  the way (or by casting Whispering Wind if no 
  allies are found along the route).
  In the middle of the chamber stands a golden 
  ark. It was crafted by the witch Eliyh as a phy-
  lactery, or soul container, constructed from 
  precious materials gifted to her by Arkanth 
  Mal many years ago. After Eliyh was slain by 
  Boras (see the introduction and the chapter 
  on the Land of Naath), the ark that contained 
  her soul was retrieved by the men of Natla and 
  carried back to Galuga, where Arkanth Mal has 
  guarded it ever since.
  The sides of the ark are carved with scenes of 
  a female sitting on a throne, receiving tribute 
  from visitors from different lands. Among 
  many nobles and emissaries seen bearing 
  tribute and gifts is the lone figure of Arkanth 
  Mal, as well as Boras the White King with his 
  entourage of squat, yellow-skinned warriors.
  If the lid of the ark is lifted, the soul of Eliyh 
  manifests as a ghostly, wraith-like creature. 
  The ghostly form is insane, for her mind was 
  shattered along with her body, yet glimpses of 
  her fate can be guessed at from her confused 
  babbling between her terrible screams. She 
  attacks anyone except Arkanth Mal, whom she 
  seems to recognize and hesitates to harm. In 
  any case, the ghost of Eliyh cannot leave the 
  presence of the ark; if the ark is moved, she 
  moves with it.
  Eliyh, the Witch-Wraith, formerly 
  known as the Witch of the East (CR 13): 
  SZ M Undead (Incorporeal); HD 19d8+76; hp 
  161; Init +15 (+11 Dex, +4 Improved Initia-
  tive); Spd Fly 60 ft. (perfect); AC 26 (+11 Dex, 
  +4 deflection, +1 dodge), touch 26, flat-footed 
  14; BAB +14, CMB +25, CMD 40; Atk Incorpo-
  real Touch +26 melee (14d6 negative energy 
  plus terror); SA Wail; SQ Darkvision 60 ft., 
  Hear Heartbeat, Sunlight Powerlessness; SV 
  Fort +10, Ref +19, Will +18; Str –, Dex 32, Con 
  –, Int 5, Wis 20, Cha 19. 
  Skills: Fly +19, Perception +31, Sense Motive 
  +7. Feats: Alertness, Combat Reflexes, Dodge, 
  Improved Initiative, Iron Will, Lightning 
  Reflexes, Mobility, Step Up, Weapon Focus 
  (touch), Wind Stance.
  Hear Heartbeat (Ex): Eliyh can sense the 
  beating hearts of living creatures within 60 
  feet, as if she had the blindsight ability.
  Terror (Su): A creature damaged by Eliyh’s 
  touch attack must make a DC 23 Will save. 
  
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  Page 24
  Failure means that the victim cowers in fear 
  for 1d3 rounds. If a target is protected against 
  fear by a dispellable effect (such as Heroes’ 
  Feast or Mind Blank), Eliyh’s touch attempts 
  to dispel one such effect with Greater Dispel 
  Magic (CL 14th). Negative energy damage 
  caused by Eliyh’s touch can only harm the 
  living; it cannot heal undead. This is a mind-
  affecting fear effect. The save DC is Charisma-
  based.
  Wail (Su): Once per minute, Eliyh may wail 
  as a full-round action. The wail lasts until 
  the beginning of her next turn. All creatures 
  within 40 feet of Eliyh when she begins her 
  wail, as well as all creatures that end their 
  turn within that radius, must make a DC 23 
  Fortitude save. (This save is only required 
  once per wail.) Creatures under the effects of 
  a fear effect take a –4 penalty on this save. 
  Creatures that make their save are sickened for 
  1d6 rounds. Those that fail take 140 points of 
  damage (as if affected by a CL 14 Wail of the 
  Banshee). If Eliyh is damaged during a wail, 
  she must make a Will save (DC 15 + damage 
  taken) to maintain the wail; otherwise it ends. 
  This is a sonic death effect. Her wail is super-
  naturally powerful, and penetrates the effect 
  of any spell of 3rd level or lower that creates 
  silence. The save DC is Charisma-based.
  Notes: Eliyh’s incorporeal form is that of 
  a beautiful, slender woman with sensuous 
  curves and long black hair. A golden scarab 
  amulet rests between her breasts, suspended 
  from a thin necklace.
  6. Underground Lake
  This is a large natural cavern with an under-
  ground lake. The underground river has a a 
  strong north-south current (Swim DC 18), and 
  
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  XP3: The Citadel beyond the North Wind
  the water is ice-cold (1d6 points of nonlethal 
  damage from hypothermia per minute of expo-
  sure, and the character is treated as fatigued). 
  The waste pit from area 7 on dungeon level 
  one connects to this cave.
  7. Underground Arena
  This chamber holds several exotic animals 
  behind portcullises that can be raised or 
  lowered using levers in the hidden chamber 
  (Search DC 30) to the south. The eastern wall 
  has seats for spectators. Victims are thrown 
  into the middle of the room and a portcullis 
  is lowered behind them, then one of the other 
  portcullises are raised, releasing one of the 
  animals into the arena. If necessary, a victo-
  rious animal is driven back into its cage by 
  arrows and spears. The cages currently contain 
  a terror bird, a giant frilled lizard, and a dire 
  mandrill.
  Terror Bird (CR 4): SZ L Animal; HD 
  5d8+15; hp 37; Init +3 (+3 Dex); Spd 50 ft. (10 
  squares); AC 14 (+3 Dex, +2 natural, -1 size), 
  touch 12, flat-footed 11; Space 10 ft.; Reach 10 
  ft.; BAB +3, CMB +8, CMD 21; Atk Bite +7 me-
  lee (1d8+4, 19-20/x2); Full Atk Bite +7 melee 
  (1d8+4, 19-20/x2) and talons +7/+7 (1d4+4, 
  20/x2); SA Sudden Charge; SQ Low-Light 
  Vision; SV Fort +7, Ref +7, Will +1; Str 18, Dex 
  17, Con 16, Int 2, Wis 11, Cha 10.
  Skills: Perception +11. Feats: Improved Criti-
  cal (bite) (b), Run, Skill Focus (Perception).
  Sudden Charge (Ex): When making a charge 
  attack, a terror bird makes a single bite attack. 
  If successful, it may also attempt to trip its op-
  ponent as a free action without provoking an 
  attack of opportunity. If the attempt fails, the 
  terror bird cannot be tripped in return.
  Giant Frilled Lizard (CR 5): SZ L Ani-
  mal; HD 7d8+28; hp 59; Init +5 (+1 Dex, +4 
  Improved Initiative); Spd 30 ft. (6 squares), 
  climb 30 ft.; AC 18 (+1 Dex, +8 natural, -1 
  size), touch 10, flat-footed 17; BAB +5, CMB 
  +11, CMD 22 (26 vs trip); Atk Bite +9 me-
  lee (2d6+5, 20/x2); Full Atk Bite +9 melee 
  (2d6+5, 20/x2) and Tail +4 melee (1d8+2, 20/
  x2); SA Intimidating Charge; SQ Low-Light 
  Vision, Scent; SV Fort +11, Ref +8, Will +4; Str 
  21, Dex 13, Con 19, Int 2, Wis 14, Cha 10.
  Skills: Climb +13, Perception +11, Stealth +8. 
  Feats: Great Fortitude, Improved Initiative, 
  Lightning Reflexes, Skill Focus (Perception).
  Intimidating Charge (Ex): When a giant 
  frilled lizard charges, it hisses ferociously, 
  extends its neck frills, and darts forward on 
  its hind legs, increasing its base speed to 50 
  feet for that round. In addition to the normal 
  effects of a charge, the creature charged must 
  make a DC 13 Will save or be shaken for 1d6 
  rounds. This is a fear effect. The save DC is 
  Charisma-based.
  Dire Mandrill (CR 3): SZ L Animal; HD 
  4d8+12; hp 30; Init +2 (+2 Dex); Spd 30 ft. 
  (6 squares), climb 30 ft.; AC 15 (+2 Dex, +4 
  natural, -1 size), touch 11, flat-footed 13; BAB 
  +3, CMB +8, CMD 20; Reach 10 ft.; Atk Bite 
  +6 melee (1d6+4, 20/x2); Full Atk Bite +6 
  melee (2d6+5, 20/x2) and Claw +6/+6 melee 
  (1d4+4, 20/x2); SA Rend (2 claws, 1d4+6); SQ 
  Low-Light Vision, Scent; SV Fort +7, Ref +6, 
  Will +4; Str 19, Dex 15, Con 16, Int 2, Wis 12, 
  Cha 7.
  Skills: Acrobatics +6, Climb +16, Perception 
  +8, Stealth +2. Feats: Iron Will, Skill Focus 
  (Perception).
  To the east, there is a heavy, locked door that 
  leads into the cave tunnels (see Area 8 and 
  beyond).
  NOTE: The following areas are natural caves, 
  separated from the Pits of Galuga by more 
  than 1,000 feet of uneven natural passages 
  that wind southwards. While the scale of the 
  map for the rest of the dungeon is 5 feet per 
  square, the following areas are much larger 
  and a scale of 20 feet per square should be 
  used here.
  8. Central Cavern
  Several tunnels lead into this large natural 
  cavern. The floor is strewn with bones and 
  skulls and other debris.
  There is a 75% chance to encounter 1d4 in-
  sectoid scavengers (see Area 10) here.
  9. Spore Mound
  This cavern is the lair of a large living plant 
  that attacks creatures by releasing spores. 
  Apprentices of Arkanth Mal are sent here to 
  harvest spores. It is dangerous work, but the 
  sorcerers know how to handle it; sometimes 
  living victims are thrown to the plant to dis-
  tract it.
  Fetid Spore Mound (CR 9): SZ L Plant; 
  HD 12d8+36; hp 90; Init +0 (+0 Dex); Spd 20 
  ft. (4 squares), swim 20 ft.; AC 21 (+12 natural, 
  -1 size), touch 9, flat-footed 21; Space 10 ft.; 
  Reach 10 ft.; BAB +9, CMB +16 (+20 grapple), 
  CMD 26; Atk Slam +15 melee (2d6+6, 20/x2, 
  grab); Full Atk Slam +15/+15 melee (2d6+6, 
  20/x2, grab); SA Constrict (2d6+9), spore 
  discharge; SQ Darkvision 60 ft., Low-Light 
  Vision, Compressible Form, DR 10/slashing, 
  Immune to electricity, Resist Fire 10; SV Fort 
  +11, Ref +6, Will +6; Str 22, Dex 10, Con 17, 
  Int 7, Wis 10, Cha 8.
  Skills: Escape Artist +10 (+20 when squeez-
  ing through tight spaces), Perception +13, 
  Stealth +9 (+17 in swamps or forest), Swim 
  +14. Feats: Ability Focus (spore discharge), 
  Cleave, Iron Will, Lightning Reflexes, Power 
  Attack, Weapon Focus (slam).
  Compressible Form (Ex): A fetid spore 
  mound is difficult to harm with piercing and 
  bludgeoning attacks, gaining DR 10/slash-
  ing and taking half damage from falls. It also 
  never takes penalties for squeezing into a 
  
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  Page 26
  5-foot-wide space and gains a +10 racial bonus 
  on Escape Artist checks (+20 when squeezing 
  through tight spaces).
  Electric Fortitude (Ex): A fetid spore mound 
  takes no damage from electricity. Instead, any 
  electricity attack used against it temporarily 
  increases its Constitution score by 1d4 points. 
  The fetid spore mound loses these temporary 
  points at the rate of 1 per hour.
  Spore Discharge (Ex): If struck in combat, a 
  fetid spore mound discharges a cloud of yellow 
  mold spores in a 10-foot radius. Exposure to 
  direct sunlight renders the spore mound’s yel-
  low mold dormant, and it does not discharge. 
  Its spore discharge is suppressed for 1 round 
  if the creature is struck by a fire attack that 
  overcomes its fire resistance.
  Yellow Mold Spores: inhaled; save Fort DC 
  17; frequency 1/round for 5 rounds; effect 1d3 
  Con damage; cure 1 save.
  10. Cavern of the Scavengers
  A species of insectoid scavengers are found 
  here and in adjoining areas. The scavengers 
  live off the debris and corpses that are thrown 
  into the mountain chasms from the citadel 
  above, as well as whatever floats through the 
  underground river (including waste from the 
  prison level above). The scavengers climb 
  up on ledges on the sides of the cavern and 
  use their strand-pulling attacks from higher 
  ground. There are 2d4 of these creatures here.
  Scavenger of the Pit (CR 4): SZ L Ver-
  min; HD 3d8+15; hp 28; Init +1 (+1 Dex); 
  Spd 20 ft. (4 squares), climb 20 ft.; AC 18 (+1 
  Dex, +9 natural, -1 size), touch 11, flat-footed 
  18; Space 10 ft.; Reach 5 ft.; BAB +3, CMB 
  +10 (+14 with pull), CMD 23 (35 vs trip); Atk 
  Claw +8 melee (1d6+7, 20/x2) or Filament 
  +3 ranged (drag); Full Atk Claw +8/+8 melee 
  (1d6+7, 20/x2) or Filament +3 ranged (drag); 
  SA Pull (filament, 10 ft.); SQ Darkvision 60 
  ft., Immune to mind-affecting effects; SV Fort 
  +10, Ref +3, Will +3; Str 25, Dex 12, Con 25, 
  Int –, Wis 14, Cha 8.
  Skills: Climb +11. Feats: None.
  Filament (Ex): A scavenger of the pit can 
  fire a thin filament of sticky silk as a standard 
  action. This touch attack has a range of 60 feet 
  and no range increment. A creature struck 
  by a scavenger of the pit’s filament becomes 
  attached to the sticky thread. As a standard 
  action, a creature can rip the filament free with 
  a DC 20 Strength check. A caught creature can 
  also attempt to escape a filament by making 
  a DC 25 Escape Artist check. A filament is AC 
  14 (touch 12), has 5 hit points, and has DR 15/
  slashing. An application of liquid with high 
  alcohol content (or a dose of universal solvent) 
  dissolves the adhesive and releases the crea-
  ture caught by the filament. A scavenger of the 
  pit can have only one filament active at a time.
  Pull (Ex): A scavenger of the pit has a +4 
  racial bonus on CMB checks made using its 
  pull special attack.
  East of Yg:
  The Land of Zamar
  On the eastern side of the Rogal moun-
  tains is the rich land of Zamar, with its 
  golden grain fields, ancient forests, and 
  flocks of wild horses. Unlike Yg, Zamar 
  has short, warm summers and long, cold 
  winters with heavy snowfall.
  Zamar has no standing army but can field 
  regiments of yeomen in times of trouble, 
  electing a leader from among its landown-
  ers.
  Boraga, the City by the Lake
  The lords of Zamar are rich landholders 
  and estate owners. Their henchmen meet to 
  trade in the markets of Boraga, an unwalled 
  city of merchants, artisans and fishermen.
  Lake Kali
  This large lake is deep and dark. It has 
  many wooded coves along its length.
  On the western shore of Lake Kali is the 
  large hereditary country estate of Eliyh’s 
  clan. The estate is now abandoned; the 
  fields lie fallow and the farm animals and 
  servants have been appropriated by rival 
  landholders.
  The Hills of Natla
  These low hills are home to fearsome 
  “half-giants”, the hill-men of Natla (see the 
  appendix for statistics). Their villages are 
  crude but well fortified.
  The hill-men are prone to raiding into 
  Yg, Zamar and Vulav, as well as attacking 
  travelers on the mountain trails or exact-
  ing heavy tolls from caravans. For the last 
  several years, Arkanth Mal has bought their 
  loyalty and services with large amounts of 
  gold (mainly taken from the dowry brought 
  to the witch-king by princess Verina of 
  Lamu).
  
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  XP3: The Citadel beyond the North Wind
  Naath, Gate to the 
  Endless White Land
  Land of Naath
  Climate: Arctic
  Terrain: Glaciers, Hills, Tundra, Frozen 
  Rivers and Coastline
  Roll 
  Encounter
  1 
  Ivory traders from Yeran or Vulav
  2 
  Severe weather (snowstorm or 
   
  extreme cold)
  3 
  Polar bear
  4 
  Mammoth herd or woolly rhinocerous
  5 
  Naathi fishing village or hunting camp
  6 
  White-furred smilodon (homotherium)
  7 
  Naathi Elder with entourage
  8 
  Men of Zamar (raiders or traders)
  9 
  Abandoned camp
  10 
  Avalanche
  11 
  Sea serpent or river snake
  12 
  Frozen corpse
  13 
  White pudding
  14 
  Snow owl
  15 
  Shark or killer whale
  16 
  Glacier toad
  The ultimate boreal regions of the World of 
  Xoth have for unknown ages been covered 
  by a mile-thick sheet of blue-white ice. This 
  massive glacier, known as the Endless White 
  Land, is said to have enveloped a primal land 
  of myth, and “Very Old Things” are said to be 
  buried there.
  During the past centuries, the southern 
  edges of the glacier have thawed and retreated, 
  exposing certain ancient structures, such as 
  stepped pyramids, huge domes, and obelisks 
  of weird metal.
  This region, known as the Land of Naath, 
  is currently inhabited by squat, dark-haired, 
  yellow/brown-skinned people, the Naathi. 
  They are seemingly simple and primitive folk; 
  hunters of woolly mammoths and fishers upon 
  the freezing, storm-tossed black waters of the 
  Sea of Urul; yet they have an evil reputation 
  among the Men of Zamar.
  Strangely, the xenophobic Naathi are ruled 
  not by one of their own kind, but by Boras, 
  the White King; a tall, fair-skinned, golden-
  haired man who resides in one of the stepped 
  pyramids which the retreating ice has uncov-
  ered. Whence Boras came, no one knows, and 
  civilized sages remain largely ignorant of this 
  part of the world.
  The Naathi claim that their king is immor-
  tal, since he has outlived many of the Naathi 
  elders and never seems to age.
  The Sea of Urul
  This vast northern sea borders on many 
  lands and teems with fearsome life. Gigantic 
  floating icebergs, freak waves and sudden 
  storms make travel difficult even during sum-
  mers.
  The Bogs of Malar
  A semi-frozen marshland covered with 
  dense, stunted vegetation and crisscrossed by 
  a delta of rivers and streams.
  Magical and medicinal plants grow in abun-
  dance here, but wise men avoid the area, as 
  it is rumored to be the battleground of two 
  fearsome monsters, a catoblepas (an ugly, 
  stinking, bull-like creature with the head of a 
  boar) and a vorin (a boneless, greenish-black 
  thing with a long trunk similar to that of an 
  elephant), who both claim the territory as their 
  own.
  Catoblepas (CR 12): SZ L Magical Beast; 
  HD 14d10+84; hp 161; Init -1 (-1 Dex); Spd 40 
  ft. (8 squares), swim 20 ft.; AC 27 (-1 Dex, +19 
  natural, -1 size), touch 8, flat-footed 27; Space 
  15 ft.; Reach 15 ft.; BAB +14, CMB +20, CMD 
  29 (33 vs trip); Atk Bite +18 melee (3d6+5, 
  20/x2); Full Atk Bite +18 melee (3d6+5, 20/
  x2) and gore +18 melee (2d8+5, 19-20/x2) 
  and hoof +16/+16 melee (1d8+2); SA Breath 
  Weapon (60-ft. cone, poison, Fortitude DC 23, 
  usable every 1d4 rounds), Trample (4d6+7, DC 
  
  XP3: The Citadel beyond the North Wind
  	
  	
  Page 28
  22); SQ Darkvision 60 ft., Low-Light Vision, 
  Stench (30 ft., DC 17, 10 rounds), SR 23; SV 
  Fort +15, Ref +8, Will +8; Str 20, Dex 8, Con 
  22, Int 5, Wis 15, Cha 10.
  Skills: Perception +25, Swim +13. Feats: 
  Diehard, Endurance, Improved Critical (gore), 
  Improved Iron Will, Iron Will, Multiattack, 
  Skill Focus (Perception).
  Poison Breath (Ex): Breath—contact; save 
  Fort DC 23; frequency 1/ round for 6 rounds; 
  effect 1d6 Con damage; cure 3 consecutive 
  saves.
  A catoblepas’s horrid, stinking breath is 
  60-foot cone of poison gas. The save DC is 
  Constitution-based.
  Vorin (CR 14): SZ H Aberration; HD 
  17d8+102; hp 178; Init +8 (+4 Dex, +4 
  Improved Initiative); Spd 40 ft. (8 squares); 
  AC 18 (+4 Dex, +6 natural, -2 size), touch 12, 
  flat-footed 14; Space 15 ft.; Reach 10 ft.; BAB 
  +12, CMB +23, CMD 37; Atk Sting +20 melee 
  (2d6+9, 20/x2, poison) or spit +15 ranged 
  (poison); Full Atk Sting +20 melee (2d6+9, 
  20/x2, poison) and bite +19 melee (2d6+9, 
  20/x2) or spit +15 ranged (poison); SA Spit; 
  SQ Darkvision 60 ft., DR 15/slashing or pierc-
  ing, immune to acid, Resist Fire 10, Water 
  Breathing; SV Fort +11, Ref +9, Will +10; Str 
  28, Dex 18, Con 23, Int 2, Wis 11, Cha 12.
  Skills: Escape Artist +6, Perception +13, 
  Sense Motive +2, Stealth +13 (+21 in water). 
  Feats: Alertness, Cleave, Improved Initiative, 
  Improved Natural Attack (sting), Power At-
  tack, Skill Focus (Stealth), Stealthy, Weapon 
  Focus (spit), Weapon Focus (sting).
  Poison (Ex): Bite or spit—injury or contact; 
  save Fort DC 24; frequency 1/round for 2 
  rounds; effect 1d6 Dex and paralyzed 1d4 
  hours; cure 1 save. The save DC is Constitu-
  tion-based.
  An opponent struck by a blob of vorin poison 
  spit at them is protected from its effects for a 
  short time by any amount of worn armor—the 
  blob strikes the armor but not the opponent’s 
  flesh. The blob of poison seeps through armor 
  in a number of rounds equal to the armor’s 
  armor bonus (do not apply any magical bo-
  nuses). The blob can be scraped off as a move 
  action. Natural armor does not provide any 
  defense as the poison seeps through the op-
  ponent’s pores, nor does poison delivered by a 
  vorin’s sting have the same delayed effect.
  Spit (Ex): Once per round a vorin can spit 
  a blob of sticky poison with a sickening odor 
  at a single opponent within 50 feet (no range 
  increment). This requires the vorin to make 
  a successful ranged touch attack. If struck, a 
  target is subjected to the vorin’s poison.
  Water Breathing (Ex): Vorins can breathe 
  underwater indefinitely.
  Naathi Fishing Villages
  Small villages are scattered along the frozen 
  northern coast of the Urul Sea. The coastal 
  Naathi dwell here; they catch fish using nets 
  and harpoons, and also hunt seals, walruses 
  and whales. Their boats are constructed from 
  stiched seal skins stretched over frames of 
  driftwood, antlers or whalebone skeletons, and 
  range from small personal kayaks to larger 
  vessels capable of carrying up to 30 men.
  Some villages are permanent, while others 
  are temporary or seasonal settlements. Houses 
  are made from driftwood, whalebone, sod and 
  stone, and covered with hides, snow and/or 
  ice, depending on the season and proximity to 
  the great glacier. Most buildings are single-
  room dwellings that house a family, but larger 
  structures have multiple rooms connected by 
  tunnels. Tribal councils are held in these com-
  munal buildings, and perhaps also abominable 
  rituals and wild feasts, if traders of Zamar are 
  to be believed.
  Naathi Hunting Camps
  The inland Naathi are nomadic hunters of 
  woolly mammoths and other great beasts 
  that dwell in the shadow of the Endless White 
  Land.
  The hunters roam the tundra between 
  semi-permanent base camps with houses and 
  shelters made from mammoth bone. A typical 
  camp is ringed by certain marker stones, and 
  consists of dwellings for men and women, 
  storage pits, workshops for flint and bone, 
  great halls for the councils of the elders, and 
  butchering areas on the edge of the settlement. 
  Some camps also have fearsome shrines or 
  spirit-houses, marked by skulls painted with 
  arcane symbols in dark crimson or sickly green 
  colors.
  The largest huts consist of hundreds of mam-
  moth jaws and rib bones, and dozens of skulls 
  and tusks, all covered with hides and held up 
  by a patchwork of poles, rawhide and leather 
  straps.
  The treasures of the Naathi include carved 
  objects and jewelry of stone, bone, ivory and 
  amber, as well as ambergris incense, animal 
  skins, and large quantities of dried and salted 
  meat.
  Some tribes of Naathi keep packs of feral 
  wolf-dogs as guards and beasts of burden.
  
  Page 29
  XP3: The Citadel beyond the North Wind
  The Ziggurat of Boras
  “Not even the lesser priests know of the long 
  grey corridors, lit by phosphorescent ceilings, 
  through which in bygone ages strange forms 
  have glided silently. (...) Not for men alone 
  did we build, but for the gods who moved 
  unseen among us.”
  — Robert E. Howard: The Moon of Skulls
  Set on a plain from which the surrounding 
  glaciers retreated only relatively recently, 
  this massive pyramidal edifice rises to the sky 
  surrounded by snow-covered hills. The slowly 
  receding ice has worn off most of the outer 
  ornamentations of the ziggurat, leaving only 
  hints of ancient weirdness through indefinite 
  shapes and dim and indistinct carvings. The 
  only visible entrance is oriented towards the 
  north, accessible via a gigantic staircase that 
  seems to lead to the top of an artificial moun-
  tain.
  There is a large Naathi camp less than a mile 
  from the ziggurat, and Naathi warriors and 
  elders guard the edifice and serve the whims of 
  its occupant, Boras, the White King.
  King Boras appears to his subjects as a tall 
  and mighty, pale-skinned, golden-haired war-
  rior dressed in rich golden robes and cloaked 
  in polar bear fur. It was in this shape he trav-
  elled west and seduced the witch Eliyh, who 
  soon gave birth to several children (two sons 
  and two daughters) fathered by Boras.
  But “Boras, king of the snow-people of 
  Naath” is merely a mask of flesh worn by an 
  ancient creature named Yon-Ylath-Ul. Older 
  than the glaciers, this creature is a primal, 
  polymorphous being of genius intelligence, 
  able to take any shape at will.
  Its true form is that of a huge, slime-dripping 
  black ooze with multiple pseudopods constant-
  ly flailing about its bulk.
  When Eliyh eventually discovered the true 
  nature of Yon-Ylath-Ul, she went insane. In 
  a mad rage, the witch tried to kill the primal 
  creature, but the tentacled thing destroyed her. 
  However, Eliyh had prepared a receptacle for 
  her soul, the Ark of Zamar. While Yon-Ylath-
  Ul devoured the witch’s body and returned 
  to the land of Naath with Eliyh’s children as 
  captives, Eliyh’s life force remained trapped, 
  insane, within the Ark. Soon, Arkanth Mal 
  learned of Eliyh’s fate (but not the true nature 
  of Boras), and sent the hill-men of Natla to 
  carry the Ark back to his citadel of Galuga.
  Only Yon-Ylath-Ul itself knows its own 
  ultimate goals. Why does this primal being 
  masquerade as a human kingpriest, and why 
  did it interbreed with a human female? What 
  manner of creatures are its offspring? Are 
  these children of Eliyh perhaps reared as fu-
  ture priest-servants, or held as hostages? Only 
  Yon-Ylath-Ul knows.
  Yon-Ylath-Ul, the Thing in the Ziggu-
  rat, Intelligent Black Pudding Sorcerer 
  10 [aberrant bloodline] (CR 16): SZ H 
  Ooze; HD 10d8+60 plus 10d6+60; hp 200; 
  Init -1 (-5 Dex, +4 Improved Initiative); Spd 
  20 ft. (4 squares), climb 20 ft.; AC 3 (-5 Dex, -2 
  size), touch 3, flat-footed 3; Space 15 ft.; Reach 
  10 ft.; BAB +12, CMB +17 (+21 grapple), CMD 
  22 (33 vs bull rush, can’t be tripped); Atk Slam 
  +13 melee (2d6+4 plus 2d6 acid, 20/x2, grab); 
  SA Constrict (2d6+4 plus 2d6 acid), Corro-
  sion; SQ Blindsight 60 ft., Split, Spell-Like 
  Abilities, Spells, Bloodline Power (Acidic Ray), 
  Cantrips, Eschew Materials, Bloodline Power 
  (Long Limbs), Bloodline Feat (Improved Ini-
  tiative), Bloodline Power (Unusual Anatomy); 
  SV Fort +12, Ref +3, Will +15; Str 16, Dex 1, 
  Con 22, Int 20, Wis 16, Cha 20.
  
  XP3: The Citadel beyond the North Wind
  	
  	
  Page 30
  Skills: Bluff +28, Craft (alchemy) +28, Intim-
  idate +28, Knowledge (arcana) +28, Profes-
  sion (engineer) +26, Spellcraft +28, Use Magic 
  Device +28. Feats: Cleave, Combat Casting, 
  Combat Reflexes, Eschew Materials (b), 
  Greater Spell Focus (enchantment), Improved 
  Initiative (b), Improved Lightning Reflexes, 
  Iron Will, Lightning Reflexes, Natural Spell, 
  Power Attack, Spell Focus (enchantment).
  Spells Known (Spells per day: 6/6/6/5/3; 
  Spell DC 15 + spell level): 1st – Charm Person, 
  Chill Touch, Endure Elements, Mage Armor, 
  Obscuring Mist, Ray of Enfeeblement, Shield; 
  2nd – Daze Monster, Detect Thoughts, Hyp-
  notic Pattern, Resist Energy, Touch of Idiocy; 
  3rd – Dispel Magic, Hold Person, Tongues, 
  Water Breathing; 4th – Black Tentacles, 
  Lesser Geas, Lesser Globe of Invulnerability; 
  5th – Feeblemind, Nightmare
  Acid (Ex): Yon-Ylath-Ul secretes a digestive 
  acid that dissolves organic material and metal 
  quickly, but does not affect stone. Each time a 
  creature suffers damage from Yon-Ylath-Ul’s 
  acid, its clothing and armor take the same 
  amount of damage from the acid. A DC 26 
  Reflex save prevents damage to clothing and 
  armor. A metal or wooden weapon that strikes 
  Yon-Ylath-Ul takes 2d6 acid damage unless 
  the weapon’s wielder succeeds on a DC 26 
  Reflex save. If Yon-Ylath-Ul remains in contact 
  with a wooden or metal object for 1 full round, 
  it inflicts 26 points of acid damage (no save) 
  to the object. The save DCs are Constitution-
  based.
  Corrosion (Ex): An opponent that is be-
  ing constricted by Yon-Ylath-Ul suffers a –4 
  penalty on Reflex saves made to resist acid 
  damage applying to clothing and armor.
  Split (Ex): Slashing and piercing weapons 
  deal no damage to Yon-Ylath-Ul. Instead, Yon-
  Ylath-Ul splits into two identical parts, each 
  with half of the original’s current hit points 
  (round down). A part with 10 hit points or less 
  cannot be further split and dies if reduced to 0 
  hit points. When Yon-Ylath-Ul is split in this 
  manner, each part can use spell-like abilities 
  and cast spells individually, although each part 
  expends spells from the same pool of spells per 
  day.
  Suction (Ex): Yon-Ylath-Ul can create power-
  ful suction against any surface as it climbs, 
  allowing it to cling to inverted surfaces with 
  ease. Yon-Ylath-Ul can establish or release 
  suction as a swift action, and as long as it is 
  using suction, it moves at half speed. Because 
  of the suction, Yon-Ylath-Ul’s CMD score gets 
  a +10 circumstance bonus to resist bull rush, 
  awesome blows, and other attacks and effects 
  that attempt to physically move it from its 
  location.
  Spell-Like Abilities (Sp): At will – 
  Shapechange.
  Notes: Yon-Ylath-Ul is merely one of several 
  “Very Old Things” that lurk below the glacier 
  ice, but fortunately for the men of the north it 
  is the only one of these primal creatures yet to 
  have escaped its frozen prison. Were any sages 
  to learn of its existence, they would perhaps 
  speculate that such beings are vastly older 
  than the race of men and that they belong to 
  a wholly different branch of the tree of life. 
  Other sages may point to the discovery of 
  canopic jars filled with living slime, found in 
  certain Yar-Ammonite tombs, as disturbing 
  evidence of ancient links between early men 
  and these amorphous beings.
  The interior of the Ziggurat of Boras is di-
  vided into several sub-levels, each with its own 
  set of interconnected chambers and wandering 
  monsters:
  Ziggurat Level 1
  The area surrounding the ziggurat, as well as 
  the exterior staircase, is guarded by scores of 
  Naathi warriors. Inside the uppermost level of 
  the ziggurat itself are a dozen Naathi elders, 
  who serve Boras as messengers; they await his 
  summons here.
  Ziggurat Level 2
  This is the Court of Boras, where he appears 
  in his human guise to underlings and rare 
  visitors. The throne room is richly appointed 
  with barbaric treasures including spotless furs, 
  carved ivory, and amber jewelry. Adjoining 
  chambers include wardrobes, lounges and a 
  hall of stuffed animals.
  Ziggurat Level 3A
  Weird murals fill the walls of this level, 
  depicting immense, primal creatures crawling 
  onto dry land from a watery abyss, building 
  strange cities using flexible pseudopods. Other 
  murals show the coming of a great ice sheet, 
  slowly burying those cyclopean structures.
  Ziggurat Level 3B
  Eliyh’s children by Boras are imprisoned in 
  separate chambers on this level. Each child is 
  guarded by two ebony gelatinous cubes (CR 
  5) that can shapeshift and imitate any human 
  form they have seen. Although these imitated 
  forms are mindless and mute, and thus easily 
  distinguished from real humans, they initially 
  pose as the children they are guarding, to lure 
  opponents close before they shift back to their 
  real shapes and engulf them.
  Ziggurat Level 4A
  This large level contains a shrine dedicated to 
  some primal god-thing. A huge starfish-shaped 
  altar seems to consist of pulsating, living tis-
  sue, softly quivering like jelly. Its surface is 
  studded with hundreds of multicolored gems 
  (worth 100-500 gp each). Around the altar are 
  four great stone-ringed basins, each contain-
  ing an oily black liquid.
  
  Page 31
  XP3: The Citadel beyond the North Wind
  Touching the altar instantly cures any 
  disease and regenerates lost limbs. Trying to 
  remove one of the gems from the living altar, 
  or otherwise harming it, causes a black pud-
  ding (CR 7) to emerge from each of the basins 
  and all four of them then attack the intruder. 
  If a black pudding is destroyed, a new one is 
  spawned from the basin in 1d10 rounds, unless 
  the liquid in the basin is consumed by fire or 
  frozen solid by cold.
  Ziggurat Level 4B
  In a huge pool of green slime, new life is con-
  stantly spawned and devoured in a never-end-
  ing cycle of life, death, and rebirth. Sometimes 
  a few amoeba swarms (CR1) manage to crawl 
  out of the pool before being sucked back into 
  the pool and devoured. These small swarms 
  eventually grow into larger oozes and slimes.
  Ziggurat Level 5A
  The floors, walls and ceilings of this level are 
  covered by mosaics that form an abstract map 
  of ancient, pre-glacier polar regions. Some cit-
  ies or sites are marked on the maps with glow-
  ing or pulsating stones, while others stones are 
  dull or burnt-out. Several slithering trackers 
  (CR 4) lurk almost unseen here.
  Ziggurat Level 5B
  This small level consists of a central circular 
  chamber, where several archways each lead to 
  short tunnels carved with arcane glyphs. At the 
  end of each tunnel is a small, empty socket set 
  into the wall.
  If a pulsating stone from level 5A is placed 
  into a socket while the correct ritual is being 
  performed, a Gate will open to one of the other 
  prehuman cities that are buried further north 
  beneath the great glacier. The freezing temper-
  atures there will swiftly debilitate or kill most 
  explorers stepping through the gate, of course, 
  but there is always the possibility of something 
  else coming through the gate in the opposite 
  direction...
  Ziggurat Level 6
  This is a deep pit. The temperature is freez-
  ing and deals 1d6 points of cold damage per 
  minute of exposure (no save).
  At the bottom of the pit lurks a colossal car-
  nivorous red blob (CR 13), kept in permanent 
  stasis by the low temperature.
  
  XP3: The Citadel beyond the North Wind
  	
  	
  Page 32
  Appendix A: Cultural Archetypes
  In a typical sword and sorcery campaign such 
  as the World of Xoth, the traditional demihu-
  mans do not exist, and the majority of player 
  characters and non-player characters are hu-
  man. The following broad cultural archetypes 
  can be used to distinguish between characters 
  who would otherwise have the same racial 
  abilities.
  Savage
  Savages include warriors from the frozen 
  north and witch-doctors from the snake-
  infested jungles of the south. Savages tend 
  to have a close connection with nature, but 
  remain ignorant of many developments that 
  more civilized people take for granted.
  Savages have the following racial traits:
  +2 to Strength
  Sturdy: Permanent benefit as per the en-
  dure elements spell, and a +1 natural bonus to 
  Armor Class.
  Feral: Savages gain a +2 racial bonus to 
  Perception checks.
  Superstitious: Before attacking any super-
  natural or magic-using creature, the savage 
  must succeed on a Will save (DC 10 + half level 
  or Hit Dice of creature) or suffer a -4 penalty 
  to attack rolls against that creature until the 
  end of the encounter. Exception: If the charac-
  ter has more levels in spellcasting classes than 
  non-spellcasting classes, the character instead 
  casts spells with a +1 bonus to effective caster 
  level.
  Nomadic
  Nomads roam the empty wastes beyond the 
  civilized cities; quick to strike and bound by 
  no laws. Nomads live with their animals and 
  usually ride into battle with them; they feel ill 
  at ease without them.
  Nomads have the following racial traits:
  +2 to Dexterity
  Proud: Iron Will as bonus feat.
  Unpredictable: The character gains a “wild 
  card” feat. As a standard action, the charac-
  ter can select any feat for which he meets the 
  prerequisites. The selected feat remains active 
  for the rest of the day. After the character rests 
  for eight hours, the wild card feat slot resets to 
  empty.
  Bowlegged: Base land speed 20 ft.
  Civilized
  Savages and nomads eventually gather to-
  gether to cultivate the land, build great cities, 
  develop trade, and study medicine, mathemat-
  ics and languages. In the civilized lands dwell 
  noble knights, wise kings, and learned sages 
  — as well as greedy merchants and cunning 
  thieves.
  Civilized people have the following racial 
  traits:
  +2 to one ability score: Civilized charac-
  ters get a +2 bonus to one ability score of their 
  choice at creation to represent their versatile 
  nature.
  Educated: One bonus feat at first level, and 
  one extra skill point at each level.
  Frail: Civilized people have a -2 penalty to 
  saving throws against poison and disease.
  Enlightened
  A few great civilizations rise above others 
  and gain half-mythical status. Learned beyond 
  normal men, people of enlightened cultures 
  are builders of cyclopean pyramids and towers 
  that pierce the skies. Their magnificent build-
  ings can last forever, and likewise the flesh of 
  the enlightened ones can withstand the pas-
  sage of time like no other mortals.
  Enlightened people have the following racial 
  traits:
  +2 to Wisdom
  Uncanny: Once per day, the enlightened 
  can re-roll any dice roll, but must keep the 
  second result, regardless of the outcome.
  Also, enlightened characters who reach at 
  least 2nd level before the normal human Mid-
  dle Age (35 years) gain longevity and use the 
  following age categories instead: Middle Age 
  (100 years), Old (200 years), Venerable (300 
  years), Maximum Age (300 + 3d100 years).
  Expert Builder: Enlightened ones receive 
  a +2 bonus on Perception checks to potentially 
  notice unusual stonework, such as traps and 
  hidden doors located in stone walls or floors. 
  They receive a check to notice such features 
  whenever they pass within 10 feet of them, 
  whether or not they are actively looking.
  Conceited: Too confident in their own 
  abilities, enlightened ones often underesti-
  mate their enemies. They suffer a -4 penalty to 
  Initiative checks.
  
  Page 33
  XP3: The Citadel beyond the North Wind
  Decadent
  Great civilizations reach their peak and 
  eventually start to decline. Such fallen empires 
  are ruled by jaded nobles, corrupt priests and 
  wicked slave-traders. Demon-worship, human 
  sacrifice and drug abuse is all too common in 
  these cultures.
  Decadent people have the following racial 
  traits:
  +2 to Charisma
  Insidious: +2 bonus to Bluff, Knowledge 
  and Stealth checks, and an additional +1d6 of 
  sneak attack damage if the character has the 
  sneak attack class ability.
  Arcane Adept: Add +1 to the DC of any 
  saving throw when casting spells.
  Corrupt: -2 penalty to Will saving throws.
  Degenerate
  The last survivors of decadent civilizations 
  start to feud over dwindling resources, or are 
  driven away by stronger cultures. Fleeing into 
  the wilderness, or deep underground beneath 
  their ruins, they start to inbreed and devolve 
  into something no longer entirely human. 
  Degenerates may outwardly resemble savages, 
  but they carry the evil taint of fallen empires.
  Degenerates have the following racial traits:
  +2 to Constitution
  Nocturnal: Degenerates can see twice as far 
  as normal humans in conditions of dim light.
  Ferocious: Once per day, when a degen-
  erate is brought below 0 hit points but not 
  killed, he can fight on for one more round as 
  if disabled. At the end of his next turn, unless 
  brought to above 0 hit points, he immediately 
  falls unconscious and begins dying.
  Unwholesome: Degenerates always have a 
  physical deformity or a mental illness, caused 
  by inbreeding, that sets them apart from other 
  humans. This unwholesomeness can never 
  be fully concealed. Degenerates suffer a -4 
  penalty on Bluff and Diplomacy checks (except 
  when interacting with other degenerates), and 
  the initial reaction of other cultural archetypes 
  will never be better than Unfriendly.
  
  XP3: The Citadel beyond the North Wind
  	
  	
  Page 34
  Appendix B: Men of the North
  The Men of Tharag Thule
  Dressed in wolf-skin cloaks and tall boots 
  of wolverine-fur, these barbarians of the 
  north have long, yellow beards, white skin, 
  and piercing blue eyes. They dwell in fortified 
  villages with wooden feast halls, and live by 
  farming, hunting, trading and raiding.
  To the west is the Sea of Vahran, a great in-
  land sea with hundreds of small islands along 
  the shores, where warriors sail their longboats 
  to raid coastal villages and battle fearsome 
  sea-serpents, while lesser men engage in fish-
  ing.
  The Tharag Thulans revere the Moon-God, 
  the Wolf-God, and the Skull-God.
  Sea-Wolf of Tharag Thule, male Sav-
  age Barbarian (Sea Reaver) 3 (CR2): HD 
  3d12+12; hp 37; Init +2 (+2 Dex); Spd 30 ft. 
  (6 squares); AC 16 (+4 chain shirt, +2 Dex), 
  touch 12, flat-footed 14; BAB +3, CMB +8, 
  CMD 20; Atk Greataxe +8 melee (1d12+7, 20/
  x3); Greataxe [rage] +10 melee (1d12+10, 20/
  x3); Warhammer +8 melee (1d8+7, 20/x3); 
  Warhammer [rage] +10 melee (1d8+10, 20/
  x3); SA Rage, Rage Power (Rolling Dodge); SQ 
  Sturdy, Feral, Superstitious, Marine Terror, 
  Eyes of the Storm, Savage Sailor +1; SV Fort 
  +6, Ref +3, Will +1; Str 20, Dex 14, Con 16, Int 
  9, Wis 10, Cha 8. 
  Skills: Acrobatics +8, Intimidate +5, Swim 
  +11. Feats: Combat Reflexes, Toughness.
  The White Men of Yg
  White-skinned, with green-grey eyes and 
  short red beards, the civilized men of Yg dress 
  in coarse wool and the warriors wear chain 
  mail armor. Although their land is far to the 
  north, not far from the freezing wasteland of 
  the Endless White Land, it is warmed by hot 
  springs and is therefore known as the “Land 
  beyond the North Wind”. The men of Yg must 
  constantly defend their homeland from incur-
  sions by savage barbarians, brutal hillmen and 
  cannibalistic nomads.
  Yeoman of Yg, male Civilized Warrior 
  2 (CR 1/2): HD 2d10+7; hp 22; Init +1 (+1 
  Dex); Spd 20 ft. (4 squares); AC 17 (+6 chain-
  mail, +1 Dex), touch 11, flat-footed 16; BAB +2, 
  CMB +5, CMD 16; Atk Heavy Mace +6 melee 
  (1d8+4, 20/x2); Javelin +3 ranged (1d6+3, 
  20/x2, range increment 30 ft.); SA none; SQ 
  Educated, Frail; SV Fort +5, Ref +1, Will +1; 
  Str 16, Dex 12, Con 14, Int 12, Wis 12, Cha 12. 
  Skills: Climb +8, Handle Animal +6, Ride +6, 
  Swim +8. Feats: Toughness, Weapon Focus 
  (heavy mace).
  The Hill-Men of Natla
  The rugged hills of Natla are home to tribes 
  of cruel “half-giants” whose average height 
  is 7 feet and 6 inches. They are fearless and 
  wade into battle bare-chested, wearing kilts 
  of cave bear skin and helmets adorned with 
  stag antlers. The handles of their great knifes 
  and axes are likewise adorned with the horns 
  of great stags. Any man of Natla can challenge 
  the current clan chief to mortal combat to take 
  his position.
  Racial Traits: The hill-men of Natla are 
  strong and brutish (+2 bonus to Strength and 
  -2 penalty to Intelligence) and greedy (Will 
  save at DC 10 + 1 per 1,000 gp worth of trea-
  sure [minimum 500 gp] or be fascinated by 
  seeing it). They have hardened fists (Improved 
  Unarmed Strike as a bonus feat) and thick 
  skin (+2 natural bonus to AC). Even though 
  they are of Medium size, their great height 
  grants them a reach of 10 feet with one- and 
  two-handed melee weapons (and they can also 
  attack adjacent squares normally).
  Reaver of Natla, male Savage Barbar-
  ian 6 (CR 5): See Palace of Arkanth Mal, area 
  2.
  The Men of Zamar 
  (“Easterlings”)
  The Zamarians have dusky skin, brown or 
  dark hair, and brown and green eyes. They 
  dress in silks and silver-fox fur. They ride 
  compact, powerful, long-haired horses (treat 
  as heavy horses with a speed of 40 feet and 
  Improved Natural Armor as a bonus feat) and 
  are famed for their prowess with the longbow.
  The “Easterlings” dwell on large farms in 
  sturdy, warm houses built of timber. During 
  the short summer months, their land is fertile 
  and gives bountiful harvests of corn before the 
  winter brings heavy snowfall.
  The men of Zamar also build sturdy boats 
  and sail on Lake Kali. In the spring and sum-
  mer months, their traders use these vessels to 
  navigate the rivers of Vulav, and even venture 
  into the Sea of Urul to reach Yeran.
  Trader of Zamar, male Civilized 
  Ranger 2 (CR 1): HD 2d10+6; hp 21; Init 
  +4 (+4 Dex); Spd 30 ft. (6 squares); AC 17 (+3 
  studded leather, +4 Dex), touch 14, flat-footed 
  13; BAB +2, CMB +4, CMD 18; Atk Handaxe 
  +4 melee (1d6+2, 20/x3, finesse); Composite 
  Longbow +7 ranged (1d8+2, 20/x3, range 
  increment 110 ft.); SA 1st Favored Enemy 
  (Nomadic Humans), Combat Style Feat (Pre-
  
  Page 35
  XP3: The Citadel beyond the North Wind
  cise Shot); SQ Educated, Frail, Track, Wild 
  Empathy; SV Fort +6, Ref +7, Will +0; Str 14, 
  Dex 18, Con 16, Int 12, Wis 10, Cha 14.
  Skills: Heal +5, Knowledge (geography) +6, 
  Perception +5, Profession (trader) +5, Ride 
  +9, Stealth +9, Survival +5, Swim +7. Feats: 
  Point Blank Shot, Weapon Focus (longbow).
  The Naathi
  The bleak arctic land of Naath is inhabited 
  by a squat, dark-haired, yellow- and brown-
  skinned people, the Naathi. They are split 
  between coastal tribes, who dress in seal-skins 
  and adorn themselves with narwhal ivory, and 
  inland hunters who wear animal hides and live 
  in houses of stone and mammoth bones.
  The Naathi hunt and fight with javelins, 
  harpoons, nets, bows, and bone axes. Their 
  clothing is equivalent to leather or hide armor, 
  although some chieftains and tribal champions 
  may wear rare lamellar armor.
  The xenophobic Naathi have an evil reputa-
  tion. They are rumored to eat raw meat and 
  fish, and to somehow possess ancient and 
  forbidden knowledge. Their old wise men are 
  cloaked in yellowed polar bear furs and wear 
  strangely shaped golden ornaments.
  Racial Traits: The squat Naathi can employ 
  a swarming tactic in battle: Up to two Naathi 
  can share the same square at the same time, 
  and if two Naathi in the same square attack 
  the same foe, they are considered to be flank-
  ing that foe as if they were in two opposite 
  squares. A Naathi leaves no trails in natural 
  surroundings and cannot be tracked.
  
  XP3: The Citadel beyond the North Wind
  	
  	
  Page 36
  Naathi Elder, male Enlightened Druid 
  (Cave Druid) 8 (CR 7): HD 8d8+24; hp 
  63; Init +1 (+1 Dex, +4 Improved Initiative, 
  -4 Conceited); Spd 20 ft. (4 squares); AC 15 
  (+4 hide armor, +1 Dex), touch 11, flat-footed 
  14; BAB +6, CMB +7, CMD 18; Atk Javelin +7 
  melee (1d6+1, 20/x2); Club +7 melee (1d6+1, 
  20/x2); Full Atk Javelin +7/+2 melee (1d6+1, 
  20/x2); Club +7/+2 melee (1d6+1, 20/x2); SA 
  Spells; SQ Uncanny, Expert Builder, Conceit-
  ed, Nature Bond, Cave Sense, Orisons, Wild 
  Empathy (Oozes), Tunnelrunner, Lightfoot, 
  Resist Subterranean Corruption, Wild Shape 
  (2/day); SV Fort +8, Ref +3, Will +10; Str 12, 
  Dex 12, Con 14, Int 12, Wis 18, Cha 12. 
  Skills: Heal +15, Knowledge (nature) +12, 
  Perception +15, Spellcraft +12, Survival +15. 
  Feats: Combat Casting, Improved Initiative, 
  Natural Spell, Toughness. 
  Spells Memorized (Spells per day: 
  4/5/4/4/3; Spell DC 14 + spell level): 0 – 
  Guidance, Know Direction, Resistance, Spark; 
  1st – Alter Winds, Cure Light Wounds, Long-
  strider, Obscuring Mist, Speak with Animals; 
  2nd – Animal Messenger, Barkskin, Frost 
  Fall, Stone Call; 3rd – Contagion, Dominate 
  Animal, Meld Into Stone, Nature’s Exile; 4th – 
  Dispel Magic, Ice Storm, Touch of Slime
  Coastal Naathi Tribesman, male De-
  generate Ranger 3 (CR 2): HD 3d10+12; 
  hp 33; Init +2 (+2 Dex); Spd 20 ft. (4 squares); 
  AC 16 (+4 hide armor, +2 Dex), touch 12, 
  flat-footed 14; BAB +3, CMB +5, CMD 17; Atk 
  Javelin +6 melee (1d6+3, 20/x2); Handaxe 
  +5 melee (1d6+2, 20/x3, finesse); Composite 
  Shortbow +5 ranged (1d6+2, 20/x3, range 
  increment 70 ft.); SA 1st Favored Enemy (Ani-
  mals), Combat Style Feat (Weapon Focus), 1st 
  Favored Terrain (Cold); SQ Nocturnal, Fero-
  cious, Unwholesome, Track, Wild Empathy, 
  Endurance; SV Fort +6, Ref +5, Will +2; Str 
  14, Dex 14, Con 16, Int 10, Wis 12, Cha 9. 
  Skills: Knowledge (geography) +6, Percep-
  tion +7, Profession (sailor) +7, Spellcraft +6, 
  Survival +7, Swim +8. Feats: Ironguts, Tough-
  ness, Weapon Focus (javelin) (b).
  The Men of Vulav
  The common folk of Vulav are herders of 
  sheep who dress in sheepskin and live in small 
  stone villages. In the countryside, worship of 
  “the horned gods” is widespread, and ram and 
  ewe customes feature prominently in certain 
  fertility rituals.
  The cities of Vulav are magnificent, with 
  grand castles, great parks lined with iron 
  statues, large markets and busy taverns. The 
  burghers, who look upon the villagers with 
  contempt, wear cotton, velvet and lace, and 
  busy themselves with intrigues against each 
  other and various noble families.
  The Knights of the Vulture is an order of 
  mounted knights and inquisitors that also has 
  chapters in neighbouring Lamu; its current 
  leader is Grand Master Slavukhan (male Civi-
  lized Cavalier 13). Two rival dynasties fight for 
  control of the land: Maraugas the Witch-Slay-
  er, Great Duke of Navdarak (male Civilized 
  Inquisitor 12), and Vasilek the Third, Prince of 
  Gorod (male Decadent Fighter 8/Rogue 4).
  Knight of the Vulture, male Civilized 
  Cavalier 4 (CR 3): HD 3d10+12+3; hp 36; 
  Init +0 (+0 Dex); Spd 20 ft. (4 squares); AC 18 
  (+8 half-plate, +0 Dex), touch 10, flat-footed 
  18; BAB +3, CMB +7, CMD 17; Atk Heavy 
  Mace +7 melee (1d8+6, 20/x2); Heavy Mace 
  with Power Attack +6 melee (1d8+9, 20/x2); 
  Lance +7 melee (1d8+6, 20/x3, reach); Lance 
  with Power Attack +6 melee (1d8+9, 20/x3, 
  reach); Light Crossbow +3 ranged (1d8, 19-20/
  x2, range increment 80 ft.); SA Challenge 1/
  day, Tactician, Cavalier’s Charge; SQ Educat-
  ed, Frail, Mount, Order (Order of the Vulture; 
  as per Order of the Shield), Order Ability 
  (Resolute); SV Fort +7, Ref +1, Will +4; Str 18, 
  Dex 10, Con 18, Int 10, Wis 12, Cha 12. 
  Skills: Diplomacy +7, Handle Animal +7, 
  Ride +6, Sense Motive +7, Swim +10. Feats: 
  Iron Will, Power Attack, Toughness.
  The Men of Yeran
  The long coast of Yeran is peopled by inscru-
  table fishermen and river-folk that travel in 
  flat barges and wield long daggers, polearms 
  and nets, used to catch fish, molluscs and 
  crustaceans.
  Few inhabit Yerag, a cold, mist-filled city of 
  crumbling spires and domes, reared ages ago 
  by unknown builders near the delta of the riv-
  er. The sea level has risen since then, leaving 
  parts of the city partly submerged and home 
  to various aquatic horrors. The men of Zamar, 
  Vulav, Kuran, and sometimes even the Naathi, 
  meet here to trade and barter goods. There 
  are whispers of a cult dedicated to “the water 
  serpent that walks”, whatever that may be.
  River-Man of Yeran, male Decadent 
  Rogue (Scout) 4 (CR 3): HD 4d8; hp 21; 
  Init +4 (+4 Dex); Spd 30 ft. (6 squares); AC 15 
  (+1 padded armor, +4 Dex), touch 14, flat-foot-
  ed 11; BAB +3, CMB +5, CMD 19; Atk Ranseur 
  +5 melee (2d4+3, 20/x3, disarm, reach); Dag-
  ger +7 melee (1d4+2, 19-20/x2, finesse); Net 
  +7 ranged (range increment 10 ft.); SA Sneak 
  Attack +3d6, Scout’s Charge; SQ Insidious, 
  Arcane Adept, Corrupt, Trapfinding, Evasion, 
  Rogue Talent (Hold Breath), Trap Sense +1, 
  Rogue Talent (Terrain Mastery: Water); SV 
  Fort +1, Ref +8, Will +1; Str 14, Dex 18, Con 11, 
  Int 13, Wis 14, Cha 8. 
  Skills: Acrobatics +11, Appraise +8, Bluff +6, 
  Disguise +6, Knowledge (local) +8, Sleight of 
  Hand +11, Stealth +11, Swim +9, Use Magic 
  Device +6. Feats: Exotic Weapon Proficiency 
  (net), Weapon Finesse.
  
  Page 37
  XP3: The Citadel beyond the North Wind
  The Men of Kuran
  These yellow-skinned nomadic raiders wield 
  wicked curved swords and javelins. They ride 
  two-humped (Bactrian) camels across the dry 
  steppes and cold deserts, scrounging ancient 
  ruins for valuables. Some claim they serve the 
  Denizens of Ong as mercenaries, messengers 
  and spies.
  The land of Kuran is plagued by great flesh-
  eating birds. Most believe that these birds nest 
  in the mountains to the west, but some sages 
  claim that these avian terrors are somehow 
  linked to the ruined cities on the steppes.
  Scout of Kuran, male Nomadic Ranger 
  4 (CR3): HD 4d10+4; hp 30; Init +3 (+3 
  Dex); Spd 20 ft. (4 squares); AC 19 (+5 scale 
  mail, +1 light wooden shield, +3 Dex), touch 
  13, flat-footed 16; BAB +4, CMB +7, CMD 20; 
  Atk Scimitar +8 melee (1d6+3, 18-20/x2); 
  Javelin +7 ranged (1d6+3, 20/x2, range incre-
  ment 30 ft.); SA 1st Favored Enemy (Civilized 
  Humans), Combat Style Feat (Ride-By Attack), 
  1st Favored Terrain (Desert); SQ Proud, Un-
  predictable, Bowlegged, Track, Wild Empathy, 
  Endurance, Hunter’s Bond; SV Fort +5, Ref 
  +7, Will +4; Str 16, Dex 16, Con 12, Int 10, Wis 
  12, Cha 10. 
  Skills: Handle Animal +7, Heal +8, Knowl-
  edge (geography) +7, Ride +10, Stealth +10, 
  Survival +8. Feats: Iron Will (b), Mounted 
  Combat, Weapon Focus (scimitar).
  The Riders of Sarnad
  By special treaty with the Emperor of 
  Taraam, the nomadic Riders of Sarnad follow 
  their own laws and no imperial troops may 
  enter the Steppes of Sarnad without invitation 
  from the Khans.
  The warriors of Sarnad ride fast, grey mares 
  (treat as light horses with a speed of 60 feet) 
  adorned with saddlecloths of silver-trimmed 
  silk. They wear light armor and fight with 
  lances and short bows.
  They worship the horse-god, Othabbhon, and 
  although separated by great distance are said 
  to share a common ancestry with the Zadjites, 
  both tribes having originated in the lands of 
  Jairan.
  Rider of Sarnad, male Nomadic Cava-
  lier 3 (CR 2): HD 3d10+6; hp 27; Init +2 (+2 
  Dex); Spd 20 ft. (4 squares); AC 16 (+4 chain 
  shirt, +2 Dex), touch 12, flat-footed 14; BAB 
  +3, CMB +7, CMD 19; Atk Lance +7 melee 
  (1d8+6, 20/x3, reach); Handaxe +7 melee 
  (1d6+4, 20/x3, finesse); Composite Shortbow 
  +5 ranged (1d6+4, 20/x3, range increment 70 
  ft.); SA Challenge 1/day, Tactician, Cavalier’s 
  Charge; SQ Proud, Unpredictable, Bowlegged, 
  Mount, Order (Order of the Horse; as per 
  Order of the Seal), Order Ability (Keeper); SV 
  Fort +5, Ref +3, Will +4; Str 18, Dex 14, Con 
  14, Int 10, Wis 12, Cha 10. 
  Skills: Diplomacy +6, Handle Animal +6, 
  Intimidate +6, Ride +8. Feats: Iron Will (b), 
  Mounted Combat, Ride-by Attack.
  The Men beyond the
  Frozen Forest
  The Frozen Forest and the plains beyond are 
  inhabited by the Ma-Gu, or “Hungry Ones”; 
  pale, grim men who are said to practice can-
  nibalism. The Ma-Gu are experts with lassos 
  and herd massive flocks of reindeer on the cold 
  plains, which are littered with old, snow-cov-
  ered stone ruins. The forest itself, where the 
  frozen trees are hung with fetishes of bone and 
  feathers, and where dark caves have ancient 
  cave paintings depicting the hunt, is the sacred 
  territory of their ancient and terrible god, the 
  Wendigo.
  Ma-Gu Stalker, male Nomadic Ranger 
  3/Rogue 3 (CR 5): HD 3d10+9 plus 3d8+9; 
  hp 52; Init +4 (+4 Dex); Spd 20 ft. (4 squares); 
  AC 17 (+3 studded leather, +4 Dex), touch 14, 
  flat-footed 13; BAB +5, CMB +8, CMD 22; Atk 
  Heavy Flail +8 melee (1d10+4, 19-20/x2, dis-
  arm, trip); Lasso +9 ranged (range increment 
  10 ft.); SA 1st Favored Enemy (Civilized Hu-
  mans), Combat Style Feat (Precise Shot), 1st 
  Favored Terrain (Forest), Sneak Attack +2d6; 
  SQ Proud, Unpredictable, Bowlegged, Track, 
  Wild Empathy, Endurance, Trapfinding, Eva-
  sion, Rogue Talent (Strong Impression), Trap 
  Sense +1; SV Fort +7, Ref +10, Will +3; Str 16, 
  Dex 18, Con 16, Int 10, Wis 12, Cha 10. 
  Skills: Acrobatics +13, Handle Animal +9, 
  Intimidate +12, Knowledge (nature) +9, Per-
  ception +10, Stealth +13, Survival +10. Feats: 
  Combat Expertise, Exotic Weapon Proficiency 
  (lasso), Improved Trip.
  
  XP3: The Citadel beyond the North Wind
  	
  	
  Page 38
  OPEN GAME LICENSE Version 1.0a
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  Appendix C: License
  
  Page 39
  XP3: The Citadel beyond the North Wind
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wiz-
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  System Reference Document. Copyright 2000, 
  Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson.
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  based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  Advanced Player’s Guide. Copyright 2010, Paizo 
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  Pathfinder Roleplaying Game Ultimate Combat. 
  © 2011, Paizo Publishing, LLC; Authors: Jason 
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  Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. 
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  Crystal Frasier, Joshua J. Frost, Tim Hitchcock, 
  Brandon Hodge, James Jacobs, Steve Kenson, Hal 
  MacLean, Martin Mason, Rob McCreary, Erik Mona, 
  Jason Nelson, Patrick Renie, Sean K Reynolds, F. 
  Wesley Schneider, Owen K.C. Stephens, James L. 
  Sutter, Russ Taylor, and Greg A. Vaughan, based on 
  material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  Pathfinder Roleplaying Game Bestiary 3, © 2011, 
  Paizo Publishing, LLC; Authors Jesse Benner, Jason 
  Bulmahn, Adam Daigle, James Jacobs, Michael Ken-
  way, Rob McCreary, Patrick Renie, Chris Sims, F. 
  Wesley Schneider, James L. Sutter, and Russ Taylor, 
  based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  Pathfinder Adventure Path #46: Wake of the 
  Watcher. © 2011, Paizo  Publishing, LLC; Author: 
  Greg A. Vaughan.
  Bog Mummy from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., pub-
  lished and distributed by Frog God Games; Author 
  Scott Greene, based on original material by Bruce 
  Cordell.
  Coffer Corpse from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., pub-
  lished and distributed by Frog God Games; Author 
  Scott Greene, based on original material by Simon 
  Eaton.
  Ghoul Wolf from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., pub-
  lished and distributed by Frog God Games; Authors 
  Clark Peterson and Scott Greene.
  Gallows Tree from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., pub-
  lished and distributed by Frog God Games; Author 
  Scott Greene.
  Gallows Tree Zombie from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; 
  Author Scott Greene.
  Hoar Spirit from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., pub-
  lished and distributed by Frog God Games; Author 
  Scott Greene.
  Vorin from the Tome of Horrors Complete, Copy-
  right 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author Scott 
  Greene.
  The Spider-God’s Bride and Other Tales of Sword 
  and Sorcery, Copyright 2008, Xoth.Net Publishing.
  Song of the Beast-Gods, Copyright 2011, Xoth.Net 
  Publishing.
  The Citadel beyond the North Wind, Copyright 
  2012, Xoth.Net Publishing.
  Designation of Product Identity: The follow-
  ing items are hereby designated as Product Identity 
  in accordance with Section 1(e) of the Open Game 
  License, version 1.0:
  Any and all Xoth.Net Publishing logos and iden-
  tifying marks and trade dress; all proper nouns, 
  capitalized terms, italicized terms, artwork, maps, 
  symbols, depictions, and illustrations, except such 
  elements that already appear in the System Refer-
  ence Document and artwork that is already in the 
  public domain.
  Designation of Open Content: Subject to the 
  Product Identity designation above, all creature and 
  NPC statistic blocks are designated as Open Gaming 
  Content, as well as all material derived from the SRD 
  or other open content sources.
  
  Lotus
  Silver
  COMING SOON
  “The Coven-Master gave to me a phial
  Of the dread opiate that is the key
  To dream-gates opening upon a sea
  Of acherontic vapours; mile on mile
  Stretched ebon coasts untrod, wherefrom aspire
  Pylons of rough-hewn stone climbing to skies
  Alien-constellated, where arise
  Grey mottled moons of cold and leprous fire.
  I saw -- and screamed! And knew my doom of dooms
  Learning at last... where the Black Lotus blooms.”
   
  — Lin Carter: Dreams from R’lyeh
  Land 
  of the 
  
SOURCE: textdata/thevault/Conan RPGs/Other Sword & Sorcery/Xoth/XP3 The Citadel Beyond the North Wind.pdf