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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  NYR7−02 
   
   
   
   
   
  The Abbey of the Ice 
   
  A One−Round Dungeons & Dragons® 
  Living Greyhawk™ Regional Adventure 
  Set in the Kingdom of Nyrond 
  Version 0.8 
   
   
  by Art Severance 
  Circle Reviewer: Colleen Simpson 
  Triad Reviewers: Tom Kee 
  Playtesters: G. Havard Albright, Jr., James Cancienne, Phil Loyer, Travis Reed, and Don Ward 
   
   
  The Rel Mord Wizard’s Guild asks you to answer an urgent plea from the Greater Gnomish Guild of Raker Mountain 
  Sherpas and Gamboge Forest Guides. Can the Wizard’s Guild rely on you to aid its allies and secure its supply of 
  important spell components? Sojourn to the bone-chilling heights of the Rakers’ highest glaciers and beyond. A one-
  round Regional adventure set in Nyrond for heroic characters from levels 1 to 12 (APLs 2-10). This adventure is a sequel 
  to NYR6-02 A Trip to the Glacier. 
   
  Resources for this adventure [and the authors of those works] include Complete Adventurer [Jesse Decker], Frostburn 
  [Wolfgang Bauer, James Jacobs, and George Strayton], Living Greyhawk Gazetteer [Gary Holian, Erik Mona, Sean K. 
  Reynolds, and Frederick Weining], Manual of the Planes [Jeff Grubb, Bruce R. Cordell, and David Noonan], NYR3-07 To 
  Catch a Falling Star [John D. Jenks and J. Eddy Roberts], NYR6-02 A Trip to the Glacier [J. Eddy Roberts and James Shaw], 
  and Spell Compendium [Michelle Carter and Kim Mohan].
  
  RPGA® SANCTIONED PLAY 
  Most likely, you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house. 
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM. 
   
  By sanctioning and reporting this adventure, you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points. 
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so. 
   
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D rulebooks: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual. 
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1. For your 
  convenience, that appendix is split by APL. 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR). 
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately. 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round normally to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
  NYR7-02 The Abbey of the Ice 
   
  Page 2 
  
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success: 
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  the Kingdom of Nyrond. Characters from the Kingdom 
  of Nyrond pay one (1) Time Unit per round, while all 
  other characters pay two (2) Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of Chapter 
  3 of the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  In NYR6-02 A Trip to the Glacier, PCs traveled to the home 
  of the Greater Gnomish Guild of Raker Mountain 
  Sherpas and Gamboge Forest Guides (GGGRMS&GFG), 
  just east of Arndulanth, and then onward to the Abbey of 
  the Ice to gather spell components for the Fellows of the 
  Rel Mord Wizard’s Guild (RMWG). 
   
  The intervening year has been one of supernaturally 
  cold Trollwinter, in which much of the Rakers remained 
  under a thick blanket of ice and snow, even in summer. 
  Though the Trollwinter has since been broken, it has 
  taken a heavy toll on the GGGRMS&GFG. Supernaturally 
  cold weather meant fewer travelers in the Gamboge and 
  Rakers. Fewer travelers meant fewer sherpas and guides 
  hired. The GGGRMS&GFG’s fortunes fell. 
   
  At the outset of the adventure, the GGGRMS&GFG’s 
  problems have gone from bad to worse. A strike force of 
  frost giants, ogres, snow goblins, and winter wolves is 
  attacking the town. However, one clever gnomish 
  bard/sales clerk in the GGGRMS&GFG’s store, Halflan 
  Uralpick, has used a scroll of sending to contact the 
  RMWG with an urgent plea for help. 
   
  The group attacking the GGGRMS&GFG is part of a 
  larger force, sent by the Demon Prince Kostchtchie, that 
  opened a gate from the Ice Wastes, the 23rd layer of the 
  Abyss, to Oerth three days ago. This gate appeared in the 
  air some 200 feet above the surface of the glacier. All but 
  one unlucky invader arrived safely via feather fall and air 
  walk. However, several woolly mammoths, untrained in 
  air walking, fled during the arrival. 
   
  Shortly after arriving, the invaders accomplished 
  their immediate objective of taking and ransacking the 
  Abbey of the Ice. Nevertheless, their orders also require 
  them to slay or capture as many of the inhabitants of the 
  Abbey as possible. Finding evidence in the Abbey 
  indicating that the GGGRMS&GFG was close by, the 
  invaders have sent out a strike team to round up any of 
  the Abbey’s survivors who may have sought refuge there. 
   
  Though there are survivors from the Abbey, none of 
  them made it to the GGGRMS&GFG. Instead, they are 
  holed up in the Cavern of Coldfire, where PCs discovered 
  both coldfire and blue ice in NYR6-02 A Trip to the Glacier. 
  Among the survivors are several individuals that the PCs 
  may have met in the previous adventure: the halfling 
  stormsinger, Weely Tyrus, the human frostmage 
  Mellodia Yerris, the dwarven smith Denwin Therisnor, 
  and the human frostrager Jorwin Elkstalker. The qorrashi 
  genie Sliesh has long since returned home to his native 
  elemental plane of air. The elven monk and cloud 
  anchorite Tynelis Daetril was captured and taken to the 
  Ice Wastes. The abbot and priest of Telchur, Istim Rime, 
  died in the initial assault. 
   
  In the past three days, the invasion’s leaders have 
  collected the Abbey’s wealth and returned with it and 
  their captive, Tynelis Daetril, to the Ice Wastes. However, 
  the bulk of the invasion force remained behind, holding 
  the Abbey against the inevitable counterattack in the 
  hope that they can capture or slay more of Telchur’s allies 
  on Oerth before returning to the Abyss. 
   
  ADVENTURE SUMMARY 
  PCs begin the adventure in the halls of the Rel Mord 
  Wizards Guild. As they stand in line for a teleportation 
  circle, they are able to gain some insight into what is going 
  on and to prepare for a battle in the cold and snow. 
   
  The PCs arrive inside the GGGRMS&GFG’s artificial 
  mountain and soon enter a pitched battle. Frost giants, 
  ogres, winter wolves, and snow goblins are attacking the 
  village in the midst of a snowstorm, during which 
  NYR7-02 The Abbey of the Ice 
   
  Page 3 
  
  visibility is restricted. Once PCs drive off the attackers, 
  they learn that the village has been hit particularly hard, 
  especially the rescue dog training pens. PCs with unusual 
  dogs are offered the opportunity to help restore the 
  rescue dog program. 
   
  Following the trail of the marauders, the PCs come 
  to the Abbey of the Ice, only to find that it has been taken 
  over by a large force that includes frost giants and woolly 
  mammoths. PCs also discover that a group of survivors 
  has fled the Abbey. 
   
  In a nearby ice cavern, PCs encounter the survivors. 
  Depending on the PCs’ abilities, they are asked to 
  undertake a mission to gain an ally or retrieve an item 
  necessary for a successful counterattack. 
   
  Sneaky PCs are asked to enter the Abbey to retrieve 
  Weely’s trumpet. PCs with strong wilderness skills are 
  asked to find a group of giant owls and ask for their 
  assistance. PCs with strong animal handling skills are 
  asked to round up errant mammoths to aid in the 
  counterattack. PCs that are more powerful are sent to 
  either the elemental plane of air to seek aid from a 
  qorrashi genie or to Pandemonium to bring Istim Rime 
  back to life. While performing these tasks, PCs encounter 
  dire terrain, dangers of the high mountains, or traps and 
  must employ either guile or diplomatic skills to obtain 
  the assistance they seek. 
   
  Upon returning to the Abbey with or without the 
  desired assistance, PCs attack in an attempt to drive the 
  frost giants back to the Abyss. Once the invaders are 
  driven off, the PCs discover evidence that the assault 
  originated from the Ice Wastes, the 23rd layer of the 
  Abyss. 
   
  When the PCs set out to return to Rel Mord, if they 
  sought aid in the battle for the Abbey, the elemental 
  savant Kurast from NYR3-07 To Catch A Falling Star greets 
  them and rewards them for coming to the aid of the Rel 
  Mord Wizard’s Guild, the GGGRMS&GFG, and the 
  Abbey of the Ice. If the PCs did not seek aid, they pass 
  through too quickly and miss Kurast and the spontaneous 
  reward. Instead, the Fellows of the Rel Mord Wizards 
  Guild give each PC a generous cash reward. 
   
  PREPARATION FOR PLAY 
  Determine whether any of the PCs has taken part in 
  NYR6-02 A Trip to the Glacier, as the various NPCs here 
  would remember those PCs and welcome them by name. 
   
  Also, determine whether any PC bought and still has 
  the rescue dog from that AR, or any other special dog 
  from any other AR or meta-organization. In addition, ask 
  players whether such dogs are coming along on this 
  adventure. 
   
  Finally, determine whether any PC worships one of 
  the Oeridian wind gods, Atroa, Sotillion, Telchur, or 
  Wenta, their older brother, Velnius, or their father, 
  Procan. Weely insists that any divine caster who worships 
  one 
  of 
  these 
  gods 
  undertake 
  the 
  mission 
  to 
  Pandemonium at APLs 6 and higher in Encounter 4. 
   
  INTRODUCTION: THE RMWG 
  The adventure begins inside the Rel Mord Wizard’s 
  Guild, RMWG, while PCs wait in line to be transported to 
  the gnomish vale. 
   
  It hasn’t even been twenty minutes since you heard 
  the summons. “Adventurers, come at once!” the crier 
  bellowed. “Bring your gear, especially your cold 
  weather gear! Report to the Wizard’s Guild 
  immediately!” 
   
  Heeding the call, you rushed to your digs, 
  gathered up your equipment, donned your armor, 
  and made for the guildhall. There you found dozens 
  of other adventurers preparing for a fight. The inns 
  and taverns of the snow-blanketed capitol are surely 
  empty tonight! 
   
  Now you and your peers stand shoulder-to-
  shoulder in a narrow hallway. As you shuffle 
  forward, you hear a familiar voice. Perhaps you’ve 
  heard him at the Oerth Theater Guild. His 
  exhortations to fight valorously are quite inspiring 
  as they extol your ability to wage war. 
   
  As the line moves forward, you turn a corner 
  and see that the corridor ends in a small room. 
  There, a group of adventurers draws its weapons, 
  casts some last spells, steps forward, and disappears 
  in a flash. In a few moments, it will be your turn! 
   
  As you wonder what’s going on, an elven woman 
  in wizard’s robes pushes her way through your 
  ranks. “Better bundle up, you’re off to the Rakers to 
  help the Greater Gnomish Guild of Raker Mountain 
  Sherpas and Gamboge Forest Guides!” she advises. 
  “You’ll be well-rewarded. Please just hurry! Halflan 
  Uralpick said they’re under attack by frost giants 
  and snow goblins!” she exclaims. 
   
  Halflan Uralpick: Any PC who played NYR6-02 A Trip to 
  the Glacier may attempt a DC 15 Int check to recall that 
  Halflan Uralpick is a sales clerk in the employ of the 
  Greater Gnomish Guild of Raker Mountain Sherpas and 
  Gamboge Forest Guides. A DC 25 bardic knowledge 
  check or DC 30 Knowledge (local - NMR) check will 
  reveal the same information as well as the fact that 
  Halflan is an aspiring bard. 
   
  Initiative & Teleportation: At this point, have the 
  players roll for initiative. PCs have 10 rounds to prepare 
  to be teleported. Each round, each PC must shuffle 5-feet 
  forward. At the start of Round 11, all PCs will have 
  stepped into the teleportation circle and have been 
  transported. At that point, proceed to Encounter 1. 
   
  Inspire Courage: Off to the side, out of PC’s sight, a low-
  level, male, human bard in his twenties sings 
  encouragement, providing a +1 bonus to attack and 
  damage rolls for the first 5 rounds of Encounter 1. 
   
  Endure Elements: At APL 2 only, a friendly halfling 
  cleric with wild red hair will turn in line and offer to use 
  NYR7-02 The Abbey of the Ice 
   
  Page 4 
  
  her wand of endure elements on any PC who does not don 
  cold weather gear. A PC who makes a Knowledge 
  (religion) check (DC 10) recognizes that her trident and 
  cresting wave holy symbol identify her as a cleric of 
  Procan. “Blessings be upon you in these stormy 
  times,” she says. 
   
  10 Rounds of Actions in Line: In addition to casting 
  spells, drawing weapons, and readying items, PCs may 
  wish to take some of the following actions: 
  • 
  Donning cold weather gear, fur clothing, or armor. 
  For ease, assume all PCs are wearing their armor. 
  Additionally, assume it only takes a standard action 
  each to put on cold weather gear, fur clothing, and 
  crampons, should the PCs have them. 10 rounds is 
  exactly enough time to put on snowshoes, if the PCs 
  have them and think to don them in the first round 
  of preparation. If the PCs choose to remove or don 
  armor during this time, refer to the rules for doing so 
  in the Player’s Handbook, p. 123. 
  • 
  Asking the wizard what is going on, or about the 
  destination. The wizard relays the following to the 
  PCs as they ready themselves: 
  “One of the other Fellows received a sending 
  from the gnomes through whom we get our 
  supply of blue ice and coldfire. We’ve used a 
  scroll of teleportation circle to get you there as 
  quickly as possible.” 
  • 
  Asking the wizard about frost giants and snow 
  goblins. The wizard relays the following to the PCs as 
  they ready themselves: 
  “Frost giants? I’m afraid I don’t know anything 
  beyond the fact that they’re giants. Be careful! 
  However, I do know about snow goblins. They’re 
  furry versions of their cousins. And they have 
  booming voices that can be quite intimidating.” 
  • 
  Asking about attempts to scry the battle. The wizard 
  relays the following to the PCs as they ready 
  themselves: 
  “We tried scrying, but the snow is falling so 
  hard, we couldn’t really see anything.” 
  • 
  Asking the wizard or anyone else any other 
  questions. The response will be either “I’m sorry, I 
  don’t know” or, in the 10th round, “Oh, look, it’s your 
  turn to go!” 
  • 
  Gather Information. Due to the nature of the 
  emergency, there is not sufficient time to find out 
  more about what is going on. There simply isn’t 
  anyone else to ask. 
   
  Development: At the start of Round 11, proceed to 
  Encounter 1. 
   
  ENCOUNTER 1: SNOWFALL 
  PCs are teleported into the artificial mountain the 
  GGGRMS&GFG uses for training. After reading or 
  paraphrasing the read aloud text, commence combat, 
  placing PCs as the top of the initiative order as new 
  arrivals in a continuing combat. 
   
  You take a final step forward, across the amber lines 
  of the teleportation circle. First, you experience the 
  visceral jerk of teleportation, then biting cold. You 
  have been transposed into a cavernous space. The 
  alchemical light of a handful of sunrods reveals the 
  interior of an enormous structure of wooden 
  scaffolding and canvas. From the echoes, you know 
  the space towers far above you; however, you cannot 
  see the ceiling. 
   
  Beyond the walls, you hear sounds of a pitched 
  battle all around, as well as a curious, booming voice 
  shouting in Common. “The mountain! Focus all 
  attacks on the mountain!” 
   
  Closer by, a small fur-clad form with a large nose 
  protruding from the hood of its parka gestures you 
  toward an opening in the scaffolding wall 30 feet 
  away. At the edge of the light, you can see snow 
  falling heavily in the night. It appears as if there is 
  about a foot of freshly fallen snow on the ground 
  outside, but the snowfall blocks further sight. The 
  gnome urges you onward, “Quickly now. Take light. 
  The next group is coming through.” 
   
  Mordn Nacklebrick: Have PCs who played NYR6-02 A 
  Trip to the Glacier make a DC 15 Int check to recognize 
  Mordn as tester of the gnomish climbing machine and 
  possibly the PCs’ old sherpa. If recognized, he pulls back 
  his hood and says, “Hey, I know you! Thanks for 
  helping out! Better get going though; we’re in awful 
  trouble!” He is otherwise too busy directing arriving 
  adventurers to chitchat. 
   
  Inspire Courage: PCs are under the effect of a bard’s 
  inspire courage ability for the first 5 rounds of this 
  combat, enjoying a +1 morale bonus to attack and damage 
  rolls. 
   
  Environment: Though this encounter takes place in the 
  cold, it does not last long enough for temperature to 
  affect the PCs adversely. The goblins are native to a cold 
  environment, so wear only cold weather gear to offset the 
  temperature. The ogres wear both fur clothing and cold 
  weather gear. 
   
  Nevertheless, the encounter takes place during a 
  heavy snowfall, which affects vision, Listen checks, and 
  ranged attacks. 
   
  • 
  Vision: Heavy snowfall obscures all sight, including 
  darkvision. Creatures 5 feet away have concealment 
  (attacks against them suffer a 20% miss chance). The 
  ogres and frost giants wear snowsight goggles to negate 
  this effect. A fogcutter lantern’s beam can also negate 
  it. 
  • 
  Listen Checks/Ranged Attacks: Heavy snowfall 
  deadens sound and affects ranged attacks. All 
  NYR7-02 The Abbey of the Ice 
   
  Page 5 
  
  creatures suffer a -4 penalty to Listen checks and 
  ranged attacks. 
   
  Creatures: A strike team of invading frost giants, ogres, 
  winter wolves, and snow goblins is in the process of 
  attacking the GGGRMS&GFG. Combat is already in 
  progress as PCs arrive. Creatures are placed as indicated 
  on DM Aid One. 
   
  A large battle rages around the PCs as they fight. To 
  create a sense of urgency and danger, mention that PCs 
  hear the muffled sounds of that battle through the snow. 
  Additional adventuring groups arrive and are directed 
  into the fight. The giants and their minions kill rescue 
  dogs, smash gnomish doors and buildings, and splatter 
  innocent gnomes during the course of the battle. Gnomes 
  plead for their lives, cry out in pain, and weep for lost 
  companions. 
   
  APL 2 (EL 5) 
   
  �Snow Goblins (10): hp 7, 7, 7, 7, 7, 7, 7, 7, 7, 7; 
  Appendix 1. 
   
  APL 4 (EL 7) 
   
  �Ogres (2): hp 35, 35; Monster Manual 198. 
   
  �Winter Wolf: hp 63; Monster Manual 256. 
   
  APL 6 (EL 9) 
   
  �Frost Giant: hp 182; Monster Manual 122. 
   
  APL 8 (EL 11) 
   
  �Frost Giant: hp 182; Monster Manual 122. 
   
  �Winter Wolves (3): hp 63, 63, 63; Monster Manual 
  256. 
   
  APL 10 (EL 13) 
  �Frost Giant Spiritspeaker: hp 171; Appendix 1. 
   
  �Frost Giant: hp 182; Monster Manual 122. 
  �Winter Wolves (4): hp 63; 63, 63, 63; Monster 
  Manual 256. 
   
  Tactics: 
  • 
  All APLs: Creatures with javelin attacks carry two 
  javelins, and creatures with rock attacks carry four 
  rocks. All combatants target obvious spellcasters first 
  to reduce the PCs’ effectiveness under these weather 
  conditions. 
  • 
  APL 2: The snow goblins all wear cold weather gear 
  and carry snow goggles. 
  • 
  APLs 4 to 8: The winter wolves use their scent 
  ability to avoid catching allies in their breath attacks. 
  The ogres wear both fur clothing and cold weather 
  gear. The ogres and giants wear snowsight goggles and 
  can consequently use their ranged attacks, albeit at 
  the -4 penalty described above for heavy snowfall. 
  • 
  APL 10: As APLs 4 to 8 above. The spiritspeaker casts 
  prayer in the first round. In subsequent rounds she 
  targets PCs without obvious cold-weather protection 
  with dispel magic to drop any magical cold protection 
  they may have. The spiritspeaker also wears snowsight 
  goggles and can consequently use ranged attacks, 
  albeit at the -4 penalty described above for heavy 
  snowfall. 
   
  Treasure 
   
  �APL 2: Loot: 29 gp; Coin: 3 gp; Magic: 0 gp. 
   
  �APL 4: Loot: 10 gp; Coin: 3 gp; Magic: 333 gp – 
  snowsight goggles x2 (166 gp each). 
   
  �APL 6: Loot: 20 gp; Coin: 3 gp; Magic: 166 gp – 
  snowsight goggles (166 gp each). 
   
  �APL 8: Loot: 20 gp; Coin: 3 gp; Magic: 166 gp – 
  snowsight goggles (166 gp each). 
   
  �APL 10: Loot: 20 gp; Coin: 5 gp; Magic: 1,172 gp – 
  +1 large battleaxe (386 gp each), +1 large breastplate (257 gp 
  each), +1 large heavy wooden shield (196 gp each), snowsight 
  goggles x2 (166 gp each). 
   
  Detect Magic Results: 
   
  APL 2: None. 
   
  APL 4: snowsight goggles x2 (faint transmutation). 
   
  APLs 6 and 8: snowsight goggles (faint transmutation). 
   
  APL 10: snowsight goggles x2 (faint transmutation), +1 
  large battleaxe (faint evocation), +1 large breastplate (faint 
  abjuration), +1 large heavy wooden shield (faint abjuration). 
   
  ENCOUNTER 2: SLUSH 
  Once the battle for the GGGRMS&GFG ends, proceed to 
  read or paraphrase the following: 
   
  As the battle ends, the heavy snowfall lightens and 
  you are finally able to make out your surroundings. 
  You stand amongst a sprawling complex of snow-
  covered buildings, many of which have been heavily 
  damaged, as evidenced by the brightly painted 
  timbers rising from the snow in many places. At the 
  center of the complex stands a diminutive 
  mountain, also draped in snow. It bears several 
  ragged holes revealing its hollow nature. That must 
  be where you arrived! 
   
  In the twinkling of sunrods, you see nearly a 
  hundred adventurers standing around you. Slowly, 
  small forms draped in furs emerge from the 
  buildings and shrill gnomish voices fill the air with 
  cries of both joy and despair. From nearby, the 
  sound of a pealing bell adds to the cacophony. 
   
  Recovery operations last well into the night. 
  Adventurers and gnomes work side-by-side to treat 
  the injured, bury the dead, and loot the enemy. One 
  gnome treats shivering heroes for frostbite. A pair of 
  overburdened gnomes passes out fur clothing and 
  cold weather gear to ill-prepared rescuers. Gnomish 
  children pass among you distributing cups of cocoa, 
  while a crotchety old gnome, walking with a cane, 
  follows behind and adds something stronger to the 
  cups. In addition, snowshoes, crampons, fogcutter 
  lanterns, and snow goggles are liberally distributed 
  in preparation for a dreaded second attack. 
  NYR7-02 The Abbey of the Ice 
   
  Page 6 
  
   
  Give PCs the opportunity to interact with the gnomes. 
  PCs who don both the proffered cold weather gear and 
  fur clothing are protected from all further temperature 
  effects in this adventure. Mordn approaches PCs with 
  rescue dogs or other special dogs, see below. Once PCs 
  are done talking to the gnomes, proceed to Encounter 3. 
   
  Rescue Dog or Other Special Dog: If any PC has a 
  rescue dog from NYR6-02 A Trip to the Glacier or any other 
  special dog from another source, the PC is approached by 
  the sherpa, Mordn Nacklebrick from Encounter 1. He is a 
  weathered, middle-aged gnome who is quite energetic. 
  Read or paraphrase the following text: 
   
  “Friends, thank you for your help tonight! You’ve 
  surely saved our village. I’m afraid, however, that it 
  will 
  never 
  be 
  the 
  same. 
  You 
  see, 
  the 
  GGGRMS&GFGRDTS was hit hardest of all last 
  night. There’s nary a dog left! I see you have [‘one of 
  our dogs’ OR ‘a special dog’] there. I wonder whether 
  you might consider selling it to us to help rebuild 
  our breeding and training program.” 
   
  If the PCs talk to Mordn, he has the following 
  information and offers the following deals: 
  • 
  GGGRMS&GFGRDTS: “That’s the GGG’s Rescue 
  Dog Training Subsection. We breed the finest 
  rescue dogs on Oerth!” 
  • 
  What happened: “We let the rescue dogs loose to 
  help drive off some snow goblins during the 
  attack. The winter wolves caught scent of them 
  and froze many of the poor things solid.” 
  • 
  Dogs for Sale: “Unfortunately, that’s our problem 
  right there. Most were killed last night. I’m 
  afraid we don’t have any for sale right now.” 
  • 
  Price: “Why, we’d buy those dogs back for twice 
  what we sold them to you for.” PCs who accept 
  this 
  deal 
  get 
  favor 
  “a” 
  from 
  the 
  GGGRMS&GFGRDTS. 
  • 
  PC’s Offer to Give Their Dogs to the RDTS: “That’s 
  the best news I’ve had all day! Thank you!” PCs 
  who make this offer receive favor “b” from the 
  GGGRMS&GFGRDTS. 
  • 
  Dog Means Dog: The deals Mordn offers are only 
  good for actual dogs that are currently present in the 
  village. Promises of future dogs aren’t dogs. Dogs 
  listed in the Player’s Handbook aren’t sufficient, 
  neither are dogs that don’t appear on ARs or in meta-
  organization documents. Doglike animals such as 
  hyenas, jackals, wolves, and coyotes are also 
  insufficient. 
   
  Treasure 
   
  �APL 2: Loot: 19 gp; Coin: 0 gp; Magic: 0 gp. 
   
  �APL 4: Loot: 19 gp; Coin: 0 gp; Magic: 0 gp. 
   
  �APL 6: Loot: 19 gp; Coin: 0 gp; Magic: 0 gp. 
   
  �APL 8: Loot: 19 gp; Coin: 0 gp; Magic: 0 gp. 
   
  �APL 10: Loot: 19 gp; Coin: 0 gp; Magic: 0 gp. 
   
  PCs begin Encounter 3 once they are finished talking to 
  the gnomes: 
   
  ENCOUNTER 3: SNOWSIGN 
   
  The dreaded second attack never comes, and the rest 
  of the night passes uneventfully. In the morning, a 
  dozen gnomish sherpas gather willing adventurers 
  into teams to scale the glacier and track the giants 
  back to where they came from. They also want to 
  check on the Abbey of the Ice, a place of great 
  learning atop a nearby glacier. Some adventurers 
  decide they need to return to Rel Mord and set out 
  on the road. The rest gear up for the ascent. 
   
  If the PCs decide to return to Rel Mord now (or 
  otherwise choose to leave), proceed to Conclusion A. If 
  the PCs decide to join the gnomes and other heroes in 
  ascending the glacier, read or paraphrase the following: 
   
  After carefully crossing the debris field at the base of 
  a glacier, and then ascending its 30-foot terminal ice 
  wall, you spend a chilly night near the desiccated 
  carcass of an enormous, woolly rhinoceros. Today, 
  the gnomish sherpas have unerringly guided you 
  and the other bands higher and higher. Their 
  trackers assure you that the frost giants came this 
  way. 
   
  Now, standing atop the glacier, a vast, blinding 
  vista greets you. In the glare, you see that the glacier 
  merges into a large icecap. Miles of ice and snow 
  stretch toward the horizon. The surrounding 
  mountain peaks stick only a few hundred feet above 
  this ice sheet. 
   
  To your right, the setting sun illuminates a 
  spectacular building of stone, crystal, and ice built 
  into the side of a nearby mountaintop, where it 
  commands a view of the entire surrounding area. 
   
  So far, the howling wind, glare, and blowing 
  snow appear to have concealed your approach. 
   
  PCs that make a DC20 Spot check  see the corpse of an 
  ogre, splattered on the ice approximately a mile from the 
  Abbey. Due to wind, glare, and blowing snow, the PCs 
  can get as far as the corpse without attracting attention 
  from the Abbey. Once closer, a DC10 Heal check 
  ascertains that the ogre died of a fall from a great height 
  and was subsequently trampled by a Huge creature. 
   
  Note: While the PCs are traveling with a group of other 
  adventurers, the mod is about the PCs at the table. If the 
  PCs attempt to turn to the other adventurers for help, 
  they will find that no one has the right skill set, or they 
  didn’t take that spell, or they are just plain old selfish and 
  unwilling to help. The other adventurers will take on the 
  missions that the PCs do not, and they will help in the 
  NYR7-02 The Abbey of the Ice 
   
  Page 7 
  
  final assault, but they will not be sharing spells or other 
  resources with the PCs. 
   
   
  Tracking: The area near the corpse is covered with tracks 
  despite the recent snowfall. If the PCs cannot reach the 
  Survival and Knowledge DCs below, a wizened gnomish 
  sherpa and a scholarly wizard from one of the other 
  adventuring groups step forward to attempt the checks. 
  The sherpa will take 10 on the track check, automatically 
  making it. 
  • 
  Survival DC 4: Approximately 50 Small, Medium, 
  and Large humanoid creatures, a pack of Large four-
  footed creatures, and a handful of Huge four-footed 
  creatures landed gently in the snow near the fallen 
  ogre corpse four days ago, then headed toward the 
  Abbey. 
  • 
  Survival DC 8: A Huge, four-footed creature moved 
  through this area earlier today, on an arcing route 
  around the Abbey. 
  • 
  Survival DC 21: Three of the Huge four-footed 
  creatures headed away from the Abbey after landing 
  in the snow. 
  • 
  Survival DC 24: A group of about a dozen Medium 
  humanoids left the Abbey 4 days ago, but after the 
  other tracks heading toward the Abbey. These tracks 
  lead across the glacier. PCs that played NYR6-02 A 
  Trip to the Glacier recognize the trail as leading to the 
  Cavern of Coldfire. If no PC played that adventure, 
  then Mordn Nacklebrick states there is a cavern in a 
  crevasse off that way. 
  • 
  Knowledge (local - ANY) DC 11: identifies the Small 
  and Medium humanoids in the DC 10 group as snow 
  goblins and humans. The same check identifies the 
  Small and Medium humanoids in the DC 30 group 
  that fled the Abbey as a mix of dwarves, elves, 
  halflings, and humans. 
  • 
  Knowledge (nature) DC 14: identifies the Large 
  humanoids as giants and ogres. 
  • 
  Knowledge (nature) DC 24: identifies the giants as 
  frost giants and the Huge four-footed creatures as 
  woolly mammoths. 
  • 
  Knowledge (arcana) DC 16: identifies the Large, 
  four-footed creatures as winter wolves. 
   
  NPCs: 
   
  �Wizened Sherpa: female gnome expert 9 
  (Survival +14, Knowledge (nature) +11; Track) 
   
  �Scholarly Wizard: male elf wizard 6 (Knowledge 
  (local - NMR) +14, Knowledge (arcana) +14) 
   
  Environment: This area is no colder than the village 
  below was during Encounter 1. Since the sherpas insist 
  all PCs wear adequate cold protection (cold weather gear 
  and fur clothing), temperature is not a problem for the 
  rest of the adventure. 
   
  Development: The sherpas argue against approaching 
  the Abbey any more closely than the corpse. They point 
  out that the humanoid tracks most likely represent 
  survivors from the Abbey who may be in need of 
  immediate assistance. If the PCs insist, proceed to 
  Encounter 7, but edit descriptions to eliminate any 
  references to the Encounter 4 survivors and the 
  Encounter 5 allies. The PCs do not meet the survivors or 
  the allies and eventually reach Conclusion B. 
   
  If the PCs wish to follow the tracks of the 
  mammoths that headed away from the Abbey, the 
  sherpas urge the PCs to check on the survivors first. If the 
  PCs insist, proceed to Encounter 5C, but remove all 
  references to Jorwin Elkstalker, as he is not present. 
   
  ENCOUNTER 4: THE CAVERN 
  OF COLDFIRE 
  PCs reach this encounter by following the trail of the 
  survivors in Encounter 3. Read or paraphrase the 
  following text: 
   
  As predicted, the trail created by the smaller group 
  of humanoids leads to a 30-foot-deep crevasse. Once 
  down in it, you find a large cavern bathed in strange 
  blue light. In the far wall of the cavern, you see the 
  blue reflections of several light sources. 
   
  There are just over a dozen elves, dwarves, 
  halflings, and humans huddled here amongst a few 
  meager piles of supplies. The sherpas and your 
  fellow adventurers pour into the cavern, offering 
  greetings, assistance, food, and drink to these 
  survivors of the Abbey. 
   
  Milling amongst the survivors you meet Weely 
  Tyrus, a plump male halfling dressed in cold 
  weather gear. He seems to be in charge. You also 
  meet Mellodia Yerris, a full-figured human woman 
  of mixed heritage whose silken blue robes and 
  sapphire jewelry seem out of place; Denwin 
  Therisnor, a brawny male dwarf in thick leathers, 
  and Jorwin Elkstalker, a burly human man of Suel 
  descent who wears thick furs and has a heavily 
  scarred face. These survivors greet several of you by 
  name. 
   
  PCs that played NYR6-02 should recognize all of the 
  named survivors above. Those survivors greet the PCs 
  who recognize them warmly and address them by name. 
  Though PCs can speak to these individuals of their own 
  accord, Weely Tyrus soon interrupts. 
   
  Weely is quick talking and charismatic, has a short 
  attention span, and loves nothing better than talking 
  about himself. He has appointed himself the leader of the 
  survivors and quickly takes charge of the PCs as well. 
   
  “Friends, thank you for coming to my aid! With your 
  help, I just might be able to take back the Abbey! I 
  suppose you know that we were attacked four days 
  ago. A big group of giants, wolves, ogres, goblins, and 
  elephants appeared out of nowhere and took over 
  the Abbey very quickly.” His sunny expression 
  NYR7-02 The Abbey of the Ice 
   
  Page 8 
  
  darkens. “They killed Istim Rime, the abbot, but not 
  before he called upon Telchur to conjure a 
  snowstorm. I used the distraction to lead everyone 
  to safety here.” His expression lightens. “I sure 
  would appreciate it if you get me some more help to 
  take back the Abbey. What do you say?” 
   
  Weely suggests the following ways that the PCs can get 
  more him some more help: 
   
  • 
  Istim Rime, priest of Telchur and abbot, is dead. His 
  corpse is wrapped in a tarp on the far side of the 
  cavern. If the PCs offer to raise Istim from the dead, 
  Weely shakes his head. “We already tried that, he 
  doesn’t seem to want to come back.” At APLs 6-10, 
  he continues: “I don’t suppose I can talk you into 
  traveling to Pandemonium to tell him how 
  much I need his help, can I?” If the PCs agree, 
  Weely tells them to talk to Mellodia Yerris. Proceed 
  to Encounter 5E. Weely tells APL 2 to 4 parties it’s 
  too dangerous; there are other jobs they can do. 
  Weely handily identifies any openly worn holy 
  symbol of Atroa, Procan, Sotillion, Telchur, Velnius, 
  or Wenta. If any PC has one, at APLs 6 and higher 
  Weely says, “Oh, I see you follow the Oeridian 
  sky gods. You’d be particularly well-suited to 
  this mission!” 
  • 
  Sliesh, a qorrashi genie who the PCs may have met at 
  the Abbey before, has returned to the elemental 
  plane of air. “I sure wish we had Sliesh around. 
  He’s a great sidekick.” At APLs 6-10, Weely 
  continues: “I don’t suppose I can talk you into 
  traveling to his plane to tell him to get his 
  scrawny butt back here, can I?” If the PCs agree, 
  Weely tells them to talk to Mellodia Yerris. Proceed 
  to Encounter 5D. Weely tells APL 2 to 4 parties it’s 
  too dangerous; there are other jobs they can do. 
  • 
  Woolly Mammoth: “I am told that the invaders 
  lost control of some of their elephant-thingies. 
  Maybe we could use that against them.” At APLs 
  2-6, he suggests to PCs that they talk to Jorwin 
  Elkstalker and see what they can do about capturing 
  one. Proceed to Encounter 5C. At APLs 8 and 10, if 
  the PCs express an interest in tracking down and 
  capturing or slaying the beast, Weely flatters them 
  and suggests their abilities can be put to better use. 
  However, if they push, he tells them to see Jorwin 
  Elkstalker. Proceed to Encounter 5C. 
  • 
  Giant Owls: “That birdbrain Denwin once 
  mentioned 
  some 
  monstrous 
  birds 
  living 
  nearby.” At APLs 2-6, Weely suggests that PCs talk 
  to Denwin Therisnor to see whether they can find 
  the birds again and get their help. Proceed to 
  Encounter 5A. At APLs 8 and 10, if the PCs express 
  an interest in undertaking this mission, Weely 
  flatters them and suggests their abilities can be put to 
  better use. However, if they push, he tells them to 
  see Denwin Therisnor. Proceed to Encounter 5A. 
  • 
  Weely’s Trumpet: “You know, in the scramble to 
  leave, I kinda left my horn behind. I would do 
  an even better job leading the counterattack if I 
  had it.” At APLs 2-6, if the group looks like it is 
  capable of stealth, Weely suggests that PCs sneak 
  into the Abbey and get it for him. Proceed to 
  Encounter 5B. At APLs 8 and 10, if the PCs express 
  an interest in undertaking this mission, Weely 
  flatters them and suggest their abilities can be put to 
  better use. However, if they push, he agrees to tell 
  them how to get it. Proceed to Encounter 5B. 
   
  If the PCs ask about Tynelis Daetril, the female elven 
  monk and cloud anchorite, Weely explains that she 
  stayed back to cover their flight. No one has seen her 
  since, and he fears she was killed or captured. 
   
  Development: If the PCs decide all of these missions are 
  too difficult, then Weely and the other survivors urge 
  them to return to Rel Mod with news of what has 
  happened. Proceed to Conclusion A. 
   
  If the PCs decide to attack rather than seek allies, 
  proceed to Encounter 7, but edit out all references to the 
  survivors and the allies from Encounter 5. PCs eventually 
  reach Conclusion B. 
   
  ENCOUNTER 5: MISSIONS 
  This encounter has 5 different parts, appropriate for 
  different APLs. Allow PCs the opportunity to speak to 
  one or more of NPCs regarding these missions before 
  selecting one that best suits them. 
   
  If time is running short, you may merely select a 
  mission for the party. Normally, PCs will only have time 
  to complete one mission before the assault. However, if 
  you feel you have extra time, such as in home play, feel 
  free to allow PCs to undertake a second mission. 
  Remember, though, there is no extra experience for 
  doing so. 
   
  If the PCs undertake a mission that is not APL 
  appropriate, award them reduced experience as noted in 
  the Experience Point Summary at the end of the 
  adventure. 
   
  Encounter 5A: Giant Owls 
  Weely sends PCs to Denwin in Encounter 4. 
   
  Denwin Therisnor is a dwarven craftsman dressed 
  in thick leathers. 
   
  Denwin enjoys good ale and boisterous conversation. He 
  frequently, though inadvertently, insults others. If his 
  pre-Abbey past should come up, he quickly changes the 
  topic. If the PCs ask Denwin about giant birds, he replies: 
   
  “Aye, I saw giant birds this summer. Owls those 
  things were, with wings more than five yards wide. 
  Gods, but they were huge. And they spoke to me, just 
  NYR7-02 The Abbey of the Ice 
   
  Page 9 
  
  before they stole my flask! Nipped it from the sky, 
  they did! At least they said thanks! 
   
  “Now, that pipsqueak Weely says I had just had a 
  bit too much of my own brew, but I’m telling you, 
  they’re out there, just below the tree line, south of 
  the Abbey! And they have my flask! They’re clever, I 
  tell ye. And they’ll be no friend to these giants and 
  their slaves. Shall we go find the blasted things again 
  and see if they’ll help?” 
   
  A DC14 Knowledge (arcana) check reveals that such owls 
  do indeed exist. Denwin encountered them near their 
  nests, but did not get close enough to notice the 
  snowfield lichen. If the PCs agree to find the owls, 
  Denwin suggests they set out in the morning to make 
  finding the way easier. 
   
  Environment, Snow Blindness: A DC 10 Fortitude 
  save resists blindness caused by the sun shining on the 
  snow as PCs travel. See Appendix 2. PCs wearing snow 
  goggles apply a +2 circumstance bonus to the save, but 
  take a -4 penalty to Search and Spot checks. PCs wearing 
  snowsight goggles are immune to snow blindness. 
   
  Getting to the Owls: Though Denwin accompanies the 
  PCs, they must still succeed on a DC14 Survival check to 
  avoid getting lost on the way (Glacier DC 20, -6 for having 
  Denwin along, who remembers the way). If the PCs fail 
  this check, refer to the rules on pp. 86-87 of the Dungeon 
  Master’s Guide regarding getting lost. 
   
  Trap: The owls’ nests are above an area of snowfield 
  lichen. When PCs approach, read or paraphrase the 
  following: 
   
  As you near what you believe is your destination, you 
  find a faerie garden of frosted plants as the 
  temperature suddenly drops. You also see tiny 
  frozen chipmunks on the ground, and frost covers 
  the lowest ten feet of all the trees. 
   
  A DC15 Knowledge (nature) check identifies this garden 
  as patch of snowflake lichen and provides the 
  information found in Appendix 2. The lichen grows in a 
  40 ft. diameter patch. The owls built their nests 25 ft. 
  above the center of the patch for protection. 
   
  ALL APLs (EL 3) 
   
  �Snowflake Lichen: CR 3, natural; proximity 
  trigger; automatic reset; multiple targets (all creatures 
  within 10 ft.); 1d6 cold; additional DC 15 Fortitude save 
  resists 1 Dexterity damage if target touches the lichen; +2 
  circumstance bonus for boots or gloves; Search DC N/A; 
  Disable Device DC N/A. Market Price: N/A. 
   
  Creatures: Five giant owls nest 25 ft. high in the trees at 
  the center of the 40 ft. diameter patch of snowflake 
  lichen. Standing outside the lichen’s effect, a DC23Spot 
  check reveals the owls hiding in the trees and a DC31 
  Spot check reveals several owlets in the nests. If any PC 
  enters the lichen patch, the owls will begin to hoot, 
  dropping the Spot DCs to 17 and 26, respectively. 
   
  A DC20 Climb check is required to scale the icy 
  lower 10 ft. of each tree. The DC drops to 15 for the 10 
  feet above the ice. 
   
  The owls start indifferent to the PCs. A DC15 
  Diplomacy check is necessary to convince the owls to talk 
  to the PCs. Apply the following modifiers to this and all 
  other Diplomacy checks in this encounter: 
  • 
  -5 if Denwin insults the owls, see below under 
  “Development” 
  • 
  +2 for shaming the owls for taking Denwin’s flask or 
  for reminding them that they took it 
  • 
  +2 for offering the owls food or drink, as it’s been 
  scarce this winter 
  • 
  +2 for mentioning that the PCs are enemies of the 
  winter wolves, which the owls have seen and hate 
  • 
  +2 for each PC brave enough to run through the 
  snowflake lichen and climb a tree to talk to the owls 
  • 
  -2 for each PC that approaches the owls any more 
  closely than 10 ft. 
  • 
  -2 cumulative after the first try for each successive 
  attempt to convince the owls 
   
  Additionally, individual PCs add the following penalties 
  and bonuses on their Diplomacy checks: 
  • 
  -2 if the PC is living a rich lifestyle 
  • 
  -4 if the PC is living a luxury lifestyle 
  • 
  +2 if the PC is living off of the land 
  • 
  +2 if the PC is a Druid, Ranger, or Scout 
   
  Once the owls begin talking, they explain that they are 
  having a serious problem feeding themselves and their 
  young. In addition, they are worried about the safety of 
  their owlets, which are too young to fly, as the winter 
  wolves are immune to the protection provided by the 
  lichen. 
   
  Allow the PCs to make another DC15 Diplomacy 
  check  to convince the owls to aid in the attacks on the 
  Abbey using the modifiers above. If the check succeeds, 
  two owls agree to accompany the PCs to the Cavern of 
  Coldfire and to scout out enemy positions around the 
  Abbey before the counterattack. However, they will not 
  agree to join in combat. 
   
  In addition, if the PCs ask for the return of Denwin’s 
  flask, the owls apologize and immediately return it to 
  him. However, it is now empty, a fact that sets Denwin 
  off again. 
   
  All APLs 
   
  �Giant Owls (5): hp 34, 34, 34, 34, 34; Monster 
  Manual 205. 
   
  Development: Denwin is still miffed at the owls for 
  stealing his flask. Unless the PCs tell him that they will 
  try to get his flask back, or explain to him how useful the 
  NYR7-02 The Abbey of the Ice 
   
  Page 10 
  
  owls could be to the survivors in their counterattack, 
  Denwin hurls insults at the owls during negotiations. 
   
  If the PCs succeed in gaining the assistance of the 
  owls, the owls will scout out the battlefield as detailed in 
  Encounter 7. Regardless of whether PCs fail or not, 
  proceed to Encounter 6 once negotiations end. As it has 
  not snowed since PCs traveled here, they only need make 
  a Survival check (DC 8) to follow their own tracks back to 
  the Cavern of Coldfire. 
   
  Encounter 5B: Weely’s Trumpet 
  Weely offers this mission to the PCs himself. 
   
  “Folks, I seem to have left my horn on my bedside 
  table when I fled. Now, I’m still able to inspire the 
  troops without it, but I’d do a much better job if I 
  had it.” Weely reaches into his pocket and jostles 
  something in it. “My plan is for you to sneak up to 
  the Abbey, climb in through my window, and get the 
  horn. It shouldn’t be too difficult. I wouldn’t stick 
  around any longer than I had to if I were you, 
  though.” 
   
  If the PCs ask about the object in Weely’s pocket, he 
  explains: “It’s just a special mouthpiece for my horn. I 
  always carry it with me.” 
   
  If the PCs agree to Weely’s plan, he explains where 
  his window is and suggests the PCs set out the next 
  morning, when snow glare will cover their approach. 
   
  Any halfway intelligent plan to sneak up to the 
  Abbey will work. Snow glare, howling wind, and blowing 
  snow cover the PCs’ approach. In addition, the invaders 
  are not looking for small groups to lead a counterattack. 
  However, if the PCs fail to take any precautions at all or 
  take actions that would obviously call attention to them, 
  proceed to Encounter 7, but edit out any references to 
  survivors or allies. PCs eventually reach Conclusion B. 
   
  �Environment, Snow Blindness: A DC 10 Fortitude 
  save resists blindness caused by the sun shining on the 
  snow as PCs travel. See Appendix 2. PCs wearing snow 
  goggles apply a +2 circumstance bonus to the save, but 
  take a -4 penalty to Search and Spot checks. PCs wearing 
  snowsight goggles are immune to snow blindness. 
   
  Trap: Weely’s darkened window is on the second floor. 
  PCs must scale a 15 ft. wall to reach the window. Because 
  the wall is slippery, the DC for this Climb check is 30. 
   
  A number of icicles hang from the eaves above the 
  window, forming a natural trap that is triggered by any 
  movement at the window level. 
   
  APL 2 (EL 2) 
   
  �Falling Icicle Trap: CR 1, mechanical; location 
  trigger; manual reset; Atk +15 ranged (2d6/x3, icicle); 
  Search DC 20; Disable Device DC 20. Market Price: 1,800 
  gp. 
   
  APL 4 (EL 3) 
   
  �Falling Icicle Trap: CR 3, mechanical; location 
  trigger; manual reset; Atk +16 ranged (2d6/x3, icicles); 
  Search DC 25; Disable Device DC 20. Market Price: 9,000 
  gp. 
   
  APL 6 (EL 5) 
   
  �Falling Icicle Trap: CR 5, mechanical; location 
  trigger; manual reset; Atk +18 ranged (3d6/x3, icicles); 
  Search DC 25; Disable Device DC 25. Market Price: 21, 
  000 gp. 
   
  Creatures: Hig, a neutral snow goblin, is alone in 
  Weely’s room when PCs scale the wall. He is on an 
  unauthorized search for loot. When he hears the PCs he 
  fears he has been caught and hides beneath the bed. 
   
  Hig will not raise the alarm, because he is afraid he 
  will get in trouble for looting. He is currently indifferent 
  to the PCs. A DC15 Diplomacy check will improve his 
  attitude to friendly. Alternately, PCs may attempt to 
  intimidate Hig. Either way, if the PCs are successful, Hig 
  spills his guts, providing the following information: 
  • 
  “The leaders left. They took the books and an elf 
  who fought with her hands with them.” He is 
  referring to Tynelis Daetril, an elven monk. He does 
  not know that the leaders are followers of 
  Kostchtchie. 
  • 
  “Home is the Ice Wastes.” Hig does not know 
  where the Ice Wastes are. A DC20 Knowledge (the 
  planes) check indicates they are the 23rd layer of the 
  Abyss. 
  • 
  “We smashed the place up good!” 
  • 
  “There are still humans, giants, ogres, winter 
  wolves, woolly mammoths, and demons here.” 
  He does not know any more about these forces or 
  how many there are. 
  • 
  “I’ve only seen two demons. One’s a big toad on 
  its back legs and has big teeth. The other’s even 
  bigger and looks like a boar but has small, funny 
  wings.” PCs may attempt DC 20 and 24 Knowledge 
  (the planes) checks to identify the hezrou and the 
  nalfeshnee, respectively. 
   
  All APLs 
   
  �Hig: male snow goblin; hp 7; Appendix 1. 
   
  Development: A rather large, curled ram’s horn lies on 
  the bedside table next to Weely’s halfling-sized bed. If the 
  PCs take it and return it to Weely, he has it to play in 
  Encounter 7. 
   
  When PCs leave, if they make no effort to conceal 
  their flight, they trigger a fight. Proceed to Encounter 7, 
  but edit out all references to allies. If the PCs make any 
  effort to conceal themselves, they get away unnoticed. 
  Proceed to Encounter 6. 
   
  Encounter 5C: The Mammoth 
  Weely sends the PCs to Jorwin in Encounter 4. 
  NYR7-02 The Abbey of the Ice 
   
  Page 11 
  
  Approaching Jorwin Elkstalker, you see that he is a 
  powerfully built Suel man with a scarred face. He 
  wears hide armor and carries a long bow and a knife, 
  but no larger melee weapon. 
   
  Jorwin prefers talking to obviously strong warriors, but 
  avoids snubbing others. If the PCs ask him about the 
  “elephant-thingies” he replies: 
   
  “Mammoths. Woolly mammoths. Tracked some of 
  them moving away from the Abbey. Probably got 
  away from their handlers. 
   
  “They’re out there. We get one, we’ll have an 
  easier time in the attack. And I’d like to pit myself 
  against ‘em. Think you’re up to catching one?” 
   
  If the PCs assent, Jorwin attempts to work out a plan with 
  them and suggests they set out the next morning. 
  Though he has most of the required skills, he lets the PCs 
  take the lead so he can gauge their strength and skills for 
  the upcoming battle. If the PCs get into trouble, though, 
  he does not hesitate to make a suggestion. If the PCs do 
  well, he is quick to praise their efforts and treats even 
  weaker PCs with respect. 
   
  Tracking: Tracking the mammoths requires a DC22 
  Survival check (must have the Track feat) near the ogre 
  corpse in Encounter 3. Success indicates that 3 woolly 
  mammoths landed with the invaders 5 days earlier, but 
  headed off away from the Abbey. They were not followed. 
  Jorwin will aid in this check if necessary. Once PCs have 
  found the tracks, it takes about half a day to find the first 
  mammoth. 
   
  The trail of two of the mammoths skirts the edge of 
  a particularly deep snowdrift. The trail of the third 
  abruptly ends at the snowdrift. Carefully climbing 
  the snowdrift, you realize this 1,000 ft wide drift is 
  actually the bury zone of an avalanche. 
   
  A DC10 Knowledge (nature) check reveals that the 
  avalanche occurred approximately 5 days ago. 
   
  As you cross the avalanche and come to the far side, 
  you pick up the mammoths trail again where it 
  pulled itself out of the bury zone. At the same time, 
  you hear a snuffling sound and see an enormous 
  furry elephant. It has been trapped in a triangular 
  area, roughly 80 ft. on each side. The sides of the area 
  are two steep mountain ridges. The steep, 15 foot 
  high end of the avalanche bury zone blocks the 
  mouth. 
   
  Environment: 
  • 
  �Snow Blindness: A DC 10 Fortitude save resists 
  blindness caused by the sun shining on the snow as 
  PCs travel. See Appendix 2. PCs wearing snow 
  goggles apply a +2 circumstance bonus to the save, 
  but take a -4 penalty to Search and Spot checks. PCs 
  wearing snowsight goggles are immune to snow 
  blindness. 
  • 
  �Snowfield: The mammoth is trapped because the 
  bury zone of the avalanche is 15 ft. high and impedes 
  its movement. Since the PCs and Jorwin wear 
  snowshoes, they pay only a minor penalty for 
  movement. The mammoth pays a major penalty. 
  o 
  PCs (minor penalty): Pay 2 squares of movement 
  to enter each bury zone square and increase the 
  DC of Tumble checks by 2. 
  o 
  Mammoth (major penalty): Pay 4 squares of 
  movement to enter each bury zone square. 
   
  Creature: The mammoth has been trapped in this box 
  canyon for 5 days. A DC10 Heal check reveals that the 
  mammoth is fatigued from starvation, though it has not 
  yet suffered any nonlethal damage, and that it has been 
  significantly injured by large, blunt objects (tumbling 
  debris in the avalanche). 
   
  The mammoth has tried several times to get out, but 
  keeps panicking when confronted with the movement 
  penalty caused by the deep snow of the bury zone. 
   
  The mammoth does not have the reach to attack the 
  PCs, so they have plenty of time to figure out how they 
  wish to go about capturing, taunting, calming, or coaxing 
  it. Though any reasonable plan should be successful, the 
  most likely is to use a combination of wild empathy and 
  Handle Animal. Jorwin may either aid with PCs skill and 
  wild empathy checks, or make his own checks at the 
  players’ discretion. 
   
  • 
  Wild Empathy: A DC15 wild empathy check 
  improves the mammoth’s attitude from unfriendly to 
  indifferent. A second DC 15 check improves the 
  attitude to friendly. 
  • 
  Handle Animal: Once the PCs gain the friendship of 
  the mammoth via wild empathy or a spell, PCs can 
  attempt a DC27 Handle Animal check to push the 
  mammoth to climb the snowdrift slope and escape 
  the canyon on its own. 
  • 
  Lifestyle Modifiers: Each PC participating in the 
  above checks is subject to the following penalties 
  and bonuses: -2 if the PC is living a rich lifestyle, -4 if 
  the PC is living a luxury lifestyle, and +2 if the PC is 
  living off the land. 
  • 
  Escape: Should the PCs find a way to coax or calm 
  the mammoth without using wild empathy and 
  thereby lead it out of the bury zone, its attitude 
  automatically improves to friendly. If the PCs taunt 
  or scare the mammoth out, then its attitude 
  automatically 
  degrades 
  one 
  step 
  (e.g., 
  from 
  indifferent to unfriendly). 
   
  All APLS (EL 5) 
   
  �Fatigued Woolly Mammoth (1): hp 142 
  (normally 182), Appendix 1. 
   
  �Jorwin Elkstalker: male human [Suel] barbarian 
  2/fighter 2/ranger 2/frostrager 2 (Climb: -2; Handle 
  NYR7-02 The Abbey of the Ice 
   
  Page 12 
  
  Animal: +8, Jump: +9; Knowledge (nature): +11; Survival: 
  +10; Wild Empathy: +3; Track). 
   
  Development: Once PCs return to the Cavern of 
  Coldfire, if they do not come up with some means to keep 
  the mammoth from running off, Mellodia Yerris casts a 
  heightened flesh to ice on it, turning it to ice. 
   
  Whether or not the PCs succeed in befriending and 
  handling the mammoth, once they are finished, proceed 
  to Encounter 6. 
   
  Encounter 5D: Friends of Air and Water 
  Weely tells PCs to find Mellodia in Encounter 4. 
   
  Mellodia Yerris is a full-figured human woman of 
  mixed heritage. Her blue silk robes and sapphire 
  jewelry seem out of place here, but she does not 
  seem to feel the chill. 
   
  Mellodia has a tendency to talk over people’s heads, but 
  immediately becomes embarrassed when she recognizes 
  she is doing it. 
   
  If the PCs ask Mellodia Yerris about the qorrashi 
  genie Sliesh, read or paraphrase the following: 
   
  “Sliesh is simply fascinating! He stayed at the Abbey 
  last year. Qorrashi genies are remarkably inquisitive 
  beings. Curiously, he wasn’t interested in discussing 
  things like the employment of coldfire as a spell 
  component or the properties of Stygian ice. Instead, 
  he asked me about my childhood and my homeland. 
   
  “Oh, but you don’t care about that. Please excuse 
  me. Weely wants someone to go to the elemental 
  plane of air to find Sliesh. Would you go?” 
   
  If PC’s decline, proceed to Encounter 5E, if they accept, 
  read or paraphrase the following: 
   
  “The spell is only accurate to within 500 miles. You 
  should arrive in an ice pocket where cold spells are 
  particularly effective. Of course, that means that 
  spells involving fire will be less effective. Oh, there I 
  go again. Please pardon me... Look for an elaborate 
  palace. Sliesh should be able to return you once you 
  find him!” 
   
  Should PCs ask Mellodia about the elemental plane of air 
  or ice pockets, she can relay the information contained in 
  Appendix 2. Alternately, a Knowledge (the planes) check 
  (DC 20) will reveal the same information. 
   
  Trap: Once PCs are plane-shifted, read the following: 
   
  “Transportation from Oerth to the elemental plane 
  of air was relatively unremarkable. You seemed 
  merely to trade one ice cavern for another. Several 
  hours later, after wandering through tunnels 
  aimlessly, you encountered a friendly group of ice 
  mephits who pointed you in the right direction. 
  Sliesh’s palace should be just beyond the 10 ft. 
  diameter snow tunnel ahead.” 
   
  A DC5 Knowledge (nature) check reveals that a 10 ft. 
  patch of the tunnel ceiling ahead, at the edge of the PCs’ 
  vision, is dark grayish-black, indicating rustsnow. Anyone 
  passing directly underneath it triggers the rustsnow 
  spray. 
   
  APL 6 (EL 5): 
   
  �Rustsnow Spray: CR 5, mechanical; location 
  trigger; manual reset; multiple targets; Atk ranged touch 
  +14 rustsnow, successful hit has 10% chance of affecting 
  each worn or carried metal object, Appendix 2; Search DC 
  15; Disable Device DC 20. Market Price: 5,500 gp. 
   
  APL 8 (EL 7): 
   
  �Rustsnow Spray: CR 7, mechanical; location 
  trigger; manual reset; multiple targets; Atk ranged touch 
  +19 rustsnow, successful hit has 10% chance of affecting 
  each worn or carried metal object, Appendix 2; Search DC 
  20; Disable Device DC 20. Market Price: 19,600 gp. 
   
  APL 10 (EL 9): 
   
  �Rustsnow Spray: CR 9, mechanical; location 
  trigger; manual reset; multiple targets; Atk ranged touch 
  +24 rustsnow, successful hit has 10% chance of affecting 
  each worn or carried metal object, Appendix 2; Search DC 
  24; Disable Device DC 20. Market Price: 40,500 gp. 
   
  Sliesh: Once PCs past the trap, read or paraphrase the 
  following: 
   
  “The qorrashi genie’s audience chamber is a delicate 
  structure of colored ice that extends through the 
  outer wall of this large ice pocket. Through clear 
  walls of the audience chamber, you can make out 
  skybergs among the clouds in the distance. 
   
  Sliesh is a large, bald, blue-skinned humanoid 
  with an elegant white goatee. He sits cross-legged on 
  a plush green cushion placed atop a raised step. 
  “Greetings, warmlings! Please, be seated!” He 
  gestures to an elaborate carpet and cushions arrayed 
  on the floor before the step. “Please, tell me 
  something of yourselves and where you come from.” 
   
  Convincing Sliesh to aid the party requires a DC20 
  Diplomacy check to change his attitude from friendly to 
  helpful. Apply the following circumstance modifiers: 
  • 
  +2 for mentioning that Istim Rime died in the 
  assault. Sliesh is obviously saddened at the news. 
  “He was a true friend.” 
  • 
  +2 for mentioning that Weely needs a sidekick and 
  wants Sliesh’s scrawny butt back. Sliesh laughs 
  heartily. “Such an immense sense of self and 
  lust for life in one so small!” 
  • 
  -2 cumulative after the first try for each successive 
  attempt to convince Sliesh to help 
   
  NYR7-02 The Abbey of the Ice 
   
  Page 13 
  
  Additionally, individual PCs add the following penalties 
  and bonuses on their Diplomacy checks: 
  • 
  +2 if the PC is living a rich lifestyle 
  • 
  +4 if the PC is living a luxury lifestyle 
  • 
  -2 if the PC is living off of the land 
   
  Development: Sliesh is intensely interested in the day-
  to-day lives of other beings. If the PCs neglect to tell 
  Sliesh anything of their homes, Sliesh wraps up the 
  conversation and quickly gathers the PCs to plane shift 
  back to Oerth. Once there, he casts wind walk to travel 
  quickly back to the Cavern of Coldfire. Proceed to 
  Encounter 6. 
   
  If at any time during the conversation, the PCs tell 
  Sliesh a little about their homes, Sliesh will not only 
  return to Oerth with them, but also will first seek 
  additional aid from the cold and snow weirds. 
   
  “Thank you, warmlings! I am most interested in how 
  you live. Please, allow me to show you a small part of 
  my home and introduce you to some of my friends 
  before we go.” 
   
  If the PCs assent, continue with the following: 
   
  Sliesh jumps up enthusiastically and casts wind 
  walk. “Come!” Together you float out of his audience 
  hall and through the clouds on a dazzling, diving 
  flight to another skyberg. As you solidify, Sliesh’s 
  eyes twinkle with excitement. “This is one of the 
  most unusual aspects of my home, warm ones. Here, 
  the planes of air and water are quite close together. 
  Two weirds make their homes at this crossroads. 
  They are most wise, and often know the future.” You 
  stand on packed snow at the edge of a frozen pool. As 
  you look around, two startlingly beautiful women 
  rise before you. One is made of pristine snow, the 
  other of clearest ice. 
   
  “In times of need, friends must stand together,” 
  states the icy maiden. She looks the genie in the eye, 
  “As ever law takes up arms against chaos, but in this 
  fight, chaos fights itself.” She turns to her snowy 
  twin with the sound of ice grating on ice. The frosty 
  maiden speaks, “Forces of the Ice Wastes killed the 
  son of the son of Storms. They have taken the 
  treasures of the Icebrother’s house and placed them 
  in the house of Kostchtchie.” With a snowy crunch, 
  she turns and stares into the eyes of her sister. They 
  speak as one, “When friend and friend and friend 
  work together, another friend is made.” 
   
  A DC10 Knowledge (religion) check reveals that the 
  Icebrother is Telchur and that he is one of five children 
  of Procan, four of whom are the Oeridian gods of the 
  winds, the fifth being the Oeridian god of the sky. A 
  DC20 Knowledge (the planes) check reveals that 
  Kostchtchie is a demon prince who resides in the Ice 
  Wastes, the 23rd layer of the Abyss. 
   
  With that, the two maidens turn and address you. 
  The icy one says, “Friends of Guides and Guild and 
  Savant. I name you friends to water.” The snowy one 
  says, “Friends of Genie, Birds, and Winds, I name 
  you friends to air.” The maidens lean forward and 
  each give each of you a kiss on the forehead, then 
  quickly sink back into snow and ice. 
   
  If the PCs inquire about the meaning of the weirds’ 
  words: 
   
  Sliesh shrugs. “Who can tell? Weirds are . . . weird.” 
  He laughs at his own joke. 
   
  Sliesh casts plane shift to return with the PCs to Oerth and 
  uses wind walk to get them to the Cavern of Coldfire. 
  Proceed to Encounter 6. 
   
  If the PCs fail to convince Sliesh to aid them, then he 
  is not available to help them return. If they do not have 
  their own means, then the adventure ends with PCs stuck 
  on the elemental plain of air. Consult the LGCS entry on 
  being lost on another plane for rules on returning to 
  Oerth. 
   
  Encounter 5E: Winter’s Hall 
  Weely tells PCs to find Mellodia in Encounter 4. 
   
  Mellodia Yerris is a full-figured human woman of 
  mixed heritage. Her blue silk robes and sapphire 
  jewelry seem out of place here, but she does not 
  seem to feel the chill. 
   
  Mellodia has a tendency to talk over people’s heads, but 
  immediately becomes embarrassed when she recognizes 
  she is doing it. 
   
  If the PCs ask Mellodia Yerris about the Istim Rime, 
  read or paraphrase the following: 
   
  “Istim is a devout follower of Telchur. He has been 
  abbot for over twenty years. Did you know he had a 
  copy of Sorbex’s great work on … Oh, I must 
  apologize. I do go on so. 
   
  “Istim was killed by a flame strike in the initial 
  assault. The acolytes say that he does not intend to 
  return, even if we could raise him from the dead. 
   
  “I believe that if he knew what had happened to 
  the Abbey, he would be willing to be restored to life. 
  Therefore, I asked the acolytes to perform a 
  divination. It was the first time I had had cause to 
  contact a power on Pandemonium. The answer came 
  in a howl of wind. I suppose that is due to the 
  chaotic nature of the plane. Or perhaps it’s an effect 
  isolated to Winter’s Hall or associated with Telchur 
  … My stars, but I apologize. 
   
  “As I was saying, we contacted Telchur and 
  asked how Istim might be brought back to life. The 
  answer was, ‘When allies visit Winter’s Hall and toil 
  against hellish cold, then Sorgen lets his great pick 
  fall and death releases its hold.’ 
  NYR7-02 The Abbey of the Ice 
   
  Page 14 
  
   
  “So, would you travel to Pandemonium, find this 
  Sorgen, and figure out how toiling against hellish 
  cold will return Istim to life?” 
   
  If PC’s decline, proceed to Encounter 5D. If the PCs have 
  already declined Encounter 5D, Mellodia frowns and 
  suggests they speak to Jorwin Elkstalker. Proceed to 
  Encounter 5C. 
   
  If PC’s accept, Mellodia continues: 
   
  “The 
  spell 
  is 
  only 
  accurate 
  to 
  500 
  miles. 
  Pandemonium is quite windy. Winter’s Hall is a 
  realm of cold and snow. I am not sure how you will 
  return. I can only suggest that you memorize spells 
  to bring yourselves back or look for help there. If 
  you can bring Istim back to life, I’m sure he knows 
  spells, such as banishment, that will return you.” 
   
  Should PCs ask Mellodia about Pandemonium, she can 
  relay the information contained in Appendix 2. 
  Alternately, a DC20 Knowledge (the planes) check will 
  reveal the same information. 
   
  Though no one present knows who Sorgen is, a 
  DC30 Knowledge (religion) check reveals that he is a 
  titan and a sainted follower of the Oeridian wind gods. 
   
  PCs may spend the night to change out spells before 
  traveling to Pandemonium if they wish. Once PCs are 
  ready, Mellodia casts plane shift. 
   
  Istim’s Body: An acolyte has cast gentle repose upon 
  Istim’s body. It is now tightly wrapped in canvas. 
  Mellodia urges the PCs to take the body with them to 
  Pandemonium. 
   
  Pandemonium: Once PCs are transported, read or 
  paraphrase the following: 
   
  As you were wrenched from one level of existence to 
  another, a deafening wind assaulted your ears. The 
  howl has continued throughout the day as you have 
  searched for Sorgen across a vast, featureless plain of 
  snow. 
   
  Eventually you found a slow river choked with 
  black ice and covered with a thin layer of blue mist. 
  Following it upstream some distance, you come 
  across a huge male figure in tattered gray robes 
  standing in the river and toiling at breaking the ice. 
   
  Each time he strikes the ice with his huge pick, 
  icicles fly from the ice. As you watch, one strikes him 
  then sizzles and melts. The figure grimaces in pain, 
  but continues at his task. 
   
  The icebreaker is the titan Sorgen, a sainted cleric of 
  Telchur. The river is actually the headwaters of the River 
  Styx. Sorgen’s unending task is to break up the Stygian 
  ice that originates in a nearby vortex to Stygia and blocks 
  the river here. 
   
  Sorgen is willing to speak to the PCs, though he does 
  not interrupt his work to do so. Given the wind and the 
  noise of his work, Sorgen can only understand PCs if they 
  shout at him or employ some magic to make shouting 
  unnecessary. 
   
  Sorgen has the following information for the PCs: 
  • 
  Memory: Sorgen can only remember the past 8 
  hours. 
  • 
  Istim Rime: Though he has not heard of Istim Rime, 
  he is nevertheless saddened to hear that Istim is 
  dead. 
  • 
  Breaking the ice: So far as he can remember, he has 
  always toiled at breaking the ice. It must be done. 
  • 
  About the river and the ice: Sorgen can relate the 
  information about the River Styx and the Stygian ice 
  contained in Appendix 2. 
   
  Sorgen is indifferent to the PCs’ requests for aid. To 
  change his attitude to helpful, the PCs must succeed at a 
  DC30 
  Diplomacy 
  check. 
  Apply 
  the 
  following 
  circumstance modifiers: 
  • 
  +2 for mentioning that Istim is a priest of Telchur 
  • 
  +2 for mentioning that Istim is abbot of the Abbey of 
  the Ice 
  • 
  +2 for mentioning that the Abbey of the Ice was 
  attacked and taken 
  • 
  +2 if any PC openly wears a holy symbol of Atroa, 
  Procan, Sotillion, Telchur, Velnius or Wenta 
  • 
  -2 cumulative after the first try for each successive 
  attempt to convince Sorgen to help 
   
  Additionally, individual PCs add the following penalties 
  and bonuses on their Diplomacy checks: 
  • 
  -2 if the PC is living a rich lifestyle 
  • 
  -4 if the PC is living a luxury lifestyle 
  • 
  +2 if the PC is living off of the land 
  • 
  -2 if the PC is Lawful (see Pandemonium, Appendix 
  2) 
   
  If the PCs succeed, Sorgen suggests that he could seek 
  out and speak to Istim on the PCs behalf. If Istim is 
  willing, Sorgen will cast the spell to return Istim to life at 
  not cost. However, in exchange, the PCs must take up 
  Sorgen’s task while he helps the PCs. 
   
  Once PCs take up the task, Sorgen casts greater 
  teleport and disappears. He returns on the 7th round. In 
  the 8th round, he casts miracle, restoring Istim to life. In 
  the 9th round, read or paraphrase the following text: 
   
  “Thank you my friends. I enjoyed that short break 
  from my toils. Are any of you followers of Procan, or 
  his children Atroa, Sotillion, Telchur, Velnius, or 
  Wenta?” 
   
  If any PCs honestly answer yes to this question, Sorgen 
  places his enormous hand on the PCs chest. Then in the 
  10th round, he tears small strips from his robe and gives 
  them to those PCs. PCs whom Sorgen touches receive the 
  favor “Touched by Sorgen.” 
  NYR7-02 The Abbey of the Ice 
   
  Page 15 
  
   
  On the 11th round, Sorgen again takes up his task. If 
  the PCs stop performing Sorgen’s task before either 
  breaking through the ice or being relieved by Sorgen, he 
  takes it up again and neither performs the remaining 
  actions outlined here nor speaks to the PCs again. 
   
  The Task: To perform Sorgen’s task, PCs must work at 
  clearing the River Styx of ice for the 10 rounds that 
  Sorgen is away. 
  • 
  If the PCs touch the water of the River, they must 
  make a DC 17 Fortitude save or be affected as if by 
  feeblemind. 
  • 
  Should PCs touch the Stygian ice, they take 1d6 cold 
  damage. If they take the damage (i.e., are not cold 
  resistant), they must make a DC 12 Will save or take 
  2 points of Wisdom damage. If a PC is reduced to 0 
  Wisdom in this manner, the PCs takes Constitution 
  damage from further contact. Any PC reduced to 0 
  Constitution by the ice dies and rises as a wraith 2d4 
  rounds later. 
  • 
  Freeing the River: In order to free the River and 
  keep it free for 10 rounds, the PCs must break 
  through 3 ft. of Stygian ice. The hardness of the ice is 
  3, and it has 180 hit points. Each time a strike 
  penetrates the hardness of the Stygian ice, the 
  Stygian icicle trap triggers as described below. 
  • 
  PCs can melt the ice. Stygian ice does not take half 
  damage from fire. However, melting Stygian ice 
  causes a cloud of noxious vapors. PCs within 5 ft. of 
  the River must make DC 12 Fortitude saves or be 
  nauseated for a round. 
  • 
  A DC 30 Knowledge (arcana) check reveals the 
  information about Stygian ice found in Appendix 2. 
   
  APL 6 (EL 5): 
  �Stygian icicle trap: CR 5; natural; touch trigger; 
  automatic reset; Atk +14 melee (1d4 plus 1d6 cold; 
  Stygian ice, Appendix 2, cold injury, DC 12 Will resists, 2 
  Wisdom or Constitution/0); Search DC 25; Disable 
  Device DC 25. Market Price: 24,000 gp. 
   
  APL 8 (EL 7): 
  �Stygian icicle trap: CR 7; natural; touch trigger; 
  automatic reset; Atk +19 melee (2 icicles, 1d4 plus 1d6 
  cold; Stygian ice, Appendix 2, cold injury, DC 12 Will 
  resists, 2 Wisdom or Constitution/0); Search DC 25; 
  Disable Device DC 30. Market Price: 47,600. 
   
  APL 10 (EL 9): 
  �Stygian icicle trap: CR 9; natural; touch trigger; 
  automatic reset; Atk +24 melee (2 icicles, 1d4 plus 1d6 
  cold; Stygian ice, Appendix 2, cold injury, DC 12 Will 
  resists, 2 Wisdom or Constitution/0); Search DC 30; 
  Disable Device DC 30. Market Price: 79,200. 
   
  Development: Once restored to life, Istim has no idea 
  what has happened to him. He knows only that he felt at 
  peace, and then was filled with a great anger. He has a full 
  complement of spells and uses them to cast banishment, 
  then wind walk to return the party to the Cavern of 
  Coldfire. 
   
  If the PCs fail to convince Sorgen to aid them, then 
  neither Istim nor Sorgen is available to help them return. 
  If the PCs do not have their own means to return, then 
  the adventure ends with PCs stuck on Pandemonium. 
  Consult the LGCS entry on being lost on another plane 
  for rules on returning to Oerth. 
   
  ENCOUNTER 6: MORE SLUSH 
  This encounter takes place once PCs have completed one 
  or more missions in encounter 5. If the PCs undertook 
  and failed a mission in Encounter 5, remove the 
  corresponding reference to Weely’s trumpet, giant owls, 
  Sliesh, or Istim Rime. Otherwise, other groups of 
  adventurers have completed the missions that the PCs 
  did not undertake. 
   
  You return to the Cavern of Coldfire to find many of 
  the other adventuring groups have also returned. 
  The cavern, once chilly with an aura of sorrow, now 
  seems bright and cheery. An enormous blue-skinned 
  man creates siege ladders from thin air. Weely plays 
  a bright tune on his curled horn. Giant owls glide 
  through the air, and an Oeridian man with a leafless 
  tree holy symbol moves among the adventurers 
  healing wounds. 
   
  Weely approaches you. “My friends, welcome 
  back! Tell me of your success so that I can 
  incorporate your allies into my battle plan!” 
   
  Weely listens impatiently, as he really prefers stories 
  about himself. Once he has the general idea of how the 
  PCs fared, he interjects. 
   
  “Well, even so, we must wait until all the groups 
  return. According to my masterful plan, everyone 
  should be back tomorrow. I will lead the 
  counterassault just after daybreak on the day after 
  tomorrow.” 
   
  If time permits, use this encounter to let PCs who have 
  not yet met Sliesh or Istim Rime, or who have not had 
  the opportunity to talk to all of the survivors, interact 
  with them. Sliesh can impart the story of the weirds from 
  Encounter 5D. Istim Rime relays the following: 
   
  “I just woke up and found myself wrapped in a tarp. 
  All I remember is a feeling of deep peace, then great 
  anger.” 
   
  Development: Weely’s plan is to attack on the third day 
  after meeting the PCs (Day 0: met the PCs, Day 1 or 2: 
  PCs went out on missions in Encounter 5; Day 2: wait 
  around for all adventurers to return; Day 3: attack). If the 
  PCs were delayed in their missions, or undertook 
  multiple missions, the attack will come on the next 
  morning. 
  NYR7-02 The Abbey of the Ice 
   
  Page 16 
  
   
  If the PCs neither were delayed nor undertook a 
  second mission, they may wish to attack a day early or at 
  night. Weely does not interfere with such plans, but 
  neither do the survivors nor any of the allies from 
  Encounter 5 aid in such an attack. If the PCs insist on 
  attacking early, proceed to Encounter 7 and edit out all 
  references to survivors and allies. PCs will eventually 
  reach Conclusion B. 
   
  If the PCs wait and attack according to Weely’s plan, 
  proceed to Encounter 7. 
   
  If any PC died at any point prior to this encounter, 
  Istim Rime casts raise dead to return the PC to life. 
  Though Istim donates his spellcasting services for free, 
  PCs must still pay the material component cost of 5,000 
  gp, as the survivors do not have the resources to provide 
  the component. If the PCs undertook the mission in 
  Encounter 5E and failed to convince Sorgen to help, 
  Istim is not alive to provide aid here. 
   
  ENCOUNTER 7: ICE STORM 
  If the PCs waited in Encounter 6, read or paraphrase the 
  following: 
   
  On the third morning, the day breaks clear and cold. 
  Weely announces that today is the day. The 
  assembled adventurers, survivors, and allies don 
  their armor, cast their spells, and prepare to take 
  back the Abbey of the Ice. Weely yells one last 
  command, “Don’t overrun them! We don’t want 
  them at our backs when we enter the Abbey.” 
   
  If in Encounter 5C, PCs had to have Mellodia turn the 
  mammoth to ice, or if the PCs did not undertake 
  Encounter 5C, read or paraphrase the following: 
   
  As you climb out of the crevasse, you see Mellodia 
  Yerris 
  standing 
  before 
  an 
  immense 
  woolly 
  mammoth sculpted of ice. As she speaks the last 
  words of a spell, the ice shimmers. Suddenly, a live 
  mammoth stands before you! 
   
  A DC15 Spellcraft check identifies Mellodia’s spell as 
  break enchantment. 
   
  If the PCs decided not to wait in Encounter 6, read or 
  paraphrase the following: 
   
  Setting off with a few of the other assembled 
  adventurers, you make your way back to the Abbey of 
  the Ice for the final assault. 
   
  Environment: This encounter takes place on a sunny 
  morning, in 3 ft. of fresh snow, at high altitude. Initially, a 
  whiteout extends 360 ft. from the Abbey walls. 
  • 
  �Altitude and Fatigue: 
  o 
  The ogre, snow goblins, woolly mammoths, and 
  demons have spent 7 days at high altitude and 
  are all fatigued. 
  o 
  PCs have spent 4 days at high altitude (3 if they 
  did not wait). As the DCs for the hourly 
  Fortitude checks to avoid fatigue have increased 
  to 111 (87 if the PCs did not wait), assume that 
  all PCs are fatigued. 
  o 
  Istim Rime: If the PCs waited and did not 
  undertake and fail Encounter 5E, Istim ended 
  the fatigue an hour ago by casting healing lorecall 
  and mass lesser vigor. 
  • 
  �Snow Blindness: A DC 10 Fortitude save resists 
  blindness caused by the sun shining on the 
  snowfield, see Appendix 2. PCs wearing snow 
  goggles apply a +2 circumstance bonus to the save, 
  but take a -4 penalty to Search and Spot checks. PCs 
  wearing snowsight goggles are immune to snow 
  blindness. Istim Rime casts panacea on PCs who 
  become snow-blinded on the march. If the PCs 
  decided not to wait in Encounter 6 or undertook and 
  failed Encounter 5E, Istim Rime is not available to 
  provide this assistance. 
  • 
  �Whiteout: 
  As 
  the 
  assembled 
  adventurers, 
  survivors, 
  and 
  allies 
  set 
  out, 
  the 
  invaders 
  automatically spot the force. By the time the force 
  arrives at the Abbey, a control winds spell (CL 12) is in 
  effect, causing severe downdraft centered on the 
  Abbey, blowing out to 360 ft. from the walls. All 
  creatures and PCs within this area are subject to the 
  following penalties and conditions: 
  o 
  Blindness: Everyone within the radius is 
  blinded. Snowsight goggles negate this effect. 
  Fogcutter lanterns negate this effect within the 
  area of their beams. 
  o 
  Listen/Ranged Attack Penalty: Due to the severe 
  winds, Listen checks and ranged attacks suffer a 
  -4 penalty. 
  o 
  Movement: Due to the severe winds, Medium 
  and smaller creatures must make a DC 15 
  Fortitude check or suffer the following 
  additional penalties: 
  � Tiny creatures are blown away. If on the 
  ground, they are knocked prone and rolled 
  1d4x10 feet taking 1d4 nonlethal damage per 
  10 feet. If flying, they are blown back 2d6x10 
  feet and take 2d6 nonlethal buffeting 
  damage. 
  � Small creatures are knocked down. If on the 
  ground, they are knocked prone. If flying, 
  they are blown back 1d6x10 feet. 
  � Medium creatures are checked. If on the 
  ground, they are unable to move forward 
  against the force of the wind. If flying, they 
  are blown back 1d6x5 feet. 
  o 
  Ending the Whiteout: Unless PCs chose not to 
  wait in Encounter 6, Mellodia dispels the control 
  winds as explained below. Otherwise, PCs may 
  attempt to dispel against caster level 12. Once 
  the whiteout ends, PCs get a surprise round. 
  • 
  �Snowfield (Movement): Three feet of fresh snow 
  cover all areas of the battlefield. 
  NYR7-02 The Abbey of the Ice 
   
  Page 17 
  
  o 
  Small, Medium, and smaller creatures (major 
  penalty): Pay 4 squares of movement to enter 
  each 3 ft. high snowdrift square and increase the 
  DC of Tumble checks by 8. Snowshoes reduce a 
  major movement penalty to a minor penalty. 
  Apply the minor penalty listed for Large 
  creatures when PCs wear snowshoes. 
  o 
  Large and larger creatures (minor penalty): Pay 2 
  squares of movement to enter each 3 ft. high 
  snowdrift square and increase the DC of Tumble 
  checks by 2. The use of snowshoes does not 
  reduce or negate a minor penalty. 
   
  Allies: The PCs earlier actions in gaining assistance are 
  rewarded as detailed below unless they chose not to wait 
  in Encounter 6. 
  • 
  Istim Rime cast healing lorecall and mass lesser vigor to 
  remove fatigue from the assembled adventurers just 
  before leaving the cavern. Though the fast healing 
  effect has ended, PCs are not fatigued and need not 
  check for fatigue from altitude during this 
  encounter. In addition, Istim casts panacea to counter 
  the effects of any snow blindness that results before 
  battle is engaged. If the PCs undertook the mission 
  in Encounter 5E and failed to convince Sorgen to 
  help, Istim is not alive to provide aid here. 
  • 
  Weely Tyrus plays his masterwork horn each round 
  to inspire courage, providing a +3 bonus to weapon 
  attack and damage rolls and saves versus fear. If the 
  PCs undertook the mission in Encounter 5B and 
  failed to retrieve Weely’s trumpet, Weely only grants 
  a +2 bonus. 
  • 
  Mellodia Yerris casts dispel magic just as PCs approach 
  the edge of the control winds effect, dispelling the 
  spell, ending the whiteout, and granting PCs a 
  surprise round. 
  • 
  The giant owls have scouted the battlefield. As the 
  assembled adventurers approach, the owls relate the 
  invaders’ positions and describe the invaders that the 
  PCs will confront accurately enough to allow 
  Knowledge checks. If the PCs undertook the 
  mission in Encounter 5A and failed to persuade the 
  giant owls to help out, this information is not 
  available. 
  • 
  The PCs automatically recognize descriptions of 
  snow goblins at APL2, as they have encountered 
  them before. 
  • 
  DC 14 and 24 Knowledge (nature) checks 
  identify the ogre and woolly mammoths, 
  respectively. 
  • 
  DC 20 and 24 Knowledge (planes) checks 
  identify 
  the 
  hezrous 
  and 
  nalfeshnee, 
  respectively. 
  • 
  If PCs are unable to succeed at these checks, 
  Mellodia Yerris, Jorwin Elkstalker, and Weely 
  Tyrus, as well as the scholarly wizard and 
  wizened sherpa from Encounter 3 can help out. 
  • 
  Though Sliesh and Denwin also assist in the battle, 
  their efforts aid other groups of adventurers, not the 
  PCs. 
  • 
  Jorwin Elkstalker and the mammoth assist parties at 
  APL 4. Jorwin either aids another PC in attempting 
  to control the PC’s mammoth or makes the checks 
  himself at the direction of the PCs. If the PCs 
  undertook encounter 5C and failed to capture the 
  mammoth, it does not aid in the APL 4 combat. 
   
  �Scholarly Wizard: male elf wizard 6 (Knowledge 
  (the planes) +14) 
   
  �Wizened Sherpa: female gnome expert 9 
  (Knowledge (nature) +11) 
   
  �Weely Tyrus: male halfling (lightfoot) bard 
  5/stormsinger 4; (Knowledge (nature) +11, Knowledge 
  (the planes) +4) 
   
  �Mellodia Yerris: female human [Suel/Oeridian] 
  wizard 5/frostmage 3 (Knowledge (the planes) +15) 
   
  PCs may attempt to ride the mammoth in combat. 
  However, all Ride checks suffer a -5 penalty due to the 
  lack of saddle. Alternately, PCs may attempt Handle 
  Animal checks to make the mammoth attack. As the 
  mammoth is untrained, such an attempt requires that the 
  PC “push” the mammoth, so the Handle Animal DC is 25. 
  PCs may not try untrained Charisma checks to handle the 
  mammoth, as it is not a domesticated animal. 
   
  The mammoth can fight while carrying riders, but 
  the riders cannot also attack except with lances or missile 
  weapons. 
   
  APL 4: 
   
  �Jorwin Elkstalker: male human [Suel] barbarian 
  2/fighter 2/ranger 2/frostrager 2 (Climb: -2; Handle 
  Animal: +8, Jump: +9; Knowledge (nature): +11; Survival: 
  +10; Wild Empathy: +3; Track). 
   
  Creatures: As part of a larger force, PCs fight the 
  creatures guarding the Abbey. Around them, nearly a 
  dozen adventuring companies, the survivors, and the 
  allies that the PCs and the other adventurers gained in 
  Encounter 5 also battle the invaders. To create a sense of 
  this major battle, each round mention that in the distance 
  PCs see a cone of cold cast on a horde of snow goblins, a 
  giant astride a mammoth in personal combat with Sliesh, 
  and winter wolves gnawing on the corpses of fallen 
  adventurers. 
   
  Creature placement is indicated on DM Aid Two. 
  The Els below are adjusted to take into account a number 
  of things such as NPC aid, terrain effects, and the fatigue 
  of the creatures. 
   
  APL 2 (EL 5) 
   
  �Ogre: hp 35; Monster Manual 198. 
  �Snow Goblins (7): hp 7, 7, 7, 7, 7, 7, 7; Appendix 1. 
   
  NYR7-02 The Abbey of the Ice 
   
  Page 18 
  
  APL 4 (EL 8) 
   
  �Woolly Mammoth: hp 182; Appendix 1. 
   
  APL 6 (EL 10) 
   
  �Woolly Mammoth (2): hp 182, 182; Appendix 1. 
   
  APL 8 (EL 12) 
   
  �Hezrou (2): hp 153, 153; Monster Manual 44. 
   
  APL 10 (EL 14) 
  �Nalfeshnee (1): hp 196; Monster Manual 45. 
   
  Tactics: 
  • 
  ALL APLs: Combat begins with the PCs at solidly 
  within the whiteout area, 140 feet from the Abbey 
  walls. If Mellodia has brought down the control 
  winds causing the whiteout as detailed under 
  “whiteout” and “Mellodia Yerris” above, the PCs 
  automatically gain a surprise round. Unless the PCs 
  undertook and failed Encounter 5A, they know what 
  opponents they are facing and where they are 
  positioned, as detailed under “Giant Owls” above. 
  • 
  APL 2: The snow goblins lie prone waiting for the 
  whiteout to end. If it does not, they attack from 
  prone to avoid attacks of opportunity while the ogre 
  moves to block the PCs’ advance. The snow goblins 
  wear cold weather gear and snow goggles and each 
  carry two javelins. The ogre wears snowsight goggles, 
  cold weather gear, and fur clothing and carries 2 
  javelins. 
  • 
  APL 4: If the PCs have the woolly mammoth from 
  Encounter 5C on their side, the mammoth here 
  focuses its attacks on the PCs mammoth. If the PCs 
  do not have a mammoth, the enemy mammoth 
  employs trample attacks. 
  • 
  APL 6: The mammoth employs trample attacks. 
  • 
  APL 8: The hezrous have been ordered to guard the 
  main entrance to the Abbey. They will primarily use 
  ranged abilities, preferably unholy blight, but chaos 
  hammer if the PCs are too far away. If the PCs close to 
  melee, the hezrous will use their blasphemy ability. 
  • 
  APL 10: The nalfeshnee begins combat by protecting 
  itself with an unholy aura. It then uses its feeblemind 
  ability to disable anyone it observes casting spells. 
  Unlike the hezrou, the nalfeshnee is free to move 
  about the Abbey. Once spellcasters are disabled, it 
  will use its greater teleport ability to move within 
  smiting range of melee fighters. 
   
  Development: Whether the PCs are victorious or not, 
  once the battle ends, proceed to Conclusion C. If the PCs 
  did not wait in Encounter 6, proceed to Conclusion B 
  instead. 
   
  Detect Magic Results: 
  All APLs: control winds (moderate transmutation). 
  APL 2: snowsight goggles (faint transmutation). 
  APLs 4-8: no additional auras. 
   
  Treasure 
   
  �APL 2: Loot: 30 gp; Coin: 5 gp; Magic: 166 gp – 
  snowsight goggles (166 gp each). 
   
  �APL 4: Loot: 0 gp; Coin: 0 gp; Magic: 0 gp. 
   
  �APL 6: Loot: 0 gp; Coin: 0 gp; Magic: 0 gp 
   
  �APL 8: Loot: 0 gp; Coin: 0 gp; Magic: 0 gp. 
   
  �APL 10: Loot: 0 gp: Coin: 0 gp; Magic: 0 gp. 
   
  CONCLUSION 
  Conclusion A: The Road Not Taken 
  PCs reach this conclusion if they decide to return to Rel 
  Mord rather than ascend the glacier, or if they decide to 
  return to Rel Mord after finding the survivors. 
   
  Having decided that you’ve done your good deed for 
  the day, you set out for Rel Mord. Though cold and 
  uncomfortable, the week and a half journey from the 
  GGGRMS&GFG to Rel Mord, through Arndulanth, 
  is ultimately uneventful. Upon your return, the Rel 
  Mord Wizard’s Guild thanks you heartily for your 
  service. Shortly thereafter, you hear tell of a heroic 
  battle for the Abbey of the Ice against deep-voiced 
  goblins, 
  trampling 
  mammoths, 
  and 
  towering 
  demons and wonder what might have been. 
   
  PCs who select this option may still receive all favors on 
  the AR except for Touched by Sorgen and Friend to Air 
  and Water. APL 2 tables lose access to the snowsight 
  goggles. All APLs lose access to the items from Kurast. 
   
  Treasure, Conclusion A 
   
  �APL 2: Loot: 0 gp; Coin: 176 gp; Magic: 0 gp. 
   
  �APL 4: Loot: 0 gp; Coin: 82 gp; Magic: 0 gp. 
   
  �APL 6: Loot: 0 gp; Coin: 242 gp; Magic: 0 gp. 
   
  �APL 8: Loot: 0 gp; Coin: 439 gp; Magic: 0 gp. 
   
  �APL 10: Loot: 0 gp; Coin: 624 gp; Magic: 0 gp. 
   
  Conclusion B: Acting Their Own 
  PCs reach this conclusion if they enter Encounter 7 
  without the support of allies. 
   
  Retaking the Abbey of the Ice without any assistance 
  proved harder than you thought. Losses amongst the 
  dozens of gathered adventurers were quite high. 
  Nevertheless, soon after battle commenced, the 
  invaders inside of the Abbey abandoned it, 
  apparently returning to their home plane. 
   
  Before heading home yourselves, you had a brief 
  opportunity to look around. The interior of the 
  building was quite a mess. In their short stay, the 
  frost giants and their minions managed to despoil 
  much of the Abbey’s stark beauty. 
   
  In addition, you found that they left very little 
  of value behind. Every volume from the Abbey’s 
  extensive library is gone and most of the building’s 
  crystal decorations have been removed or smashed. 
  NYR7-02 The Abbey of the Ice 
   
  Page 19 
  
  The only object of interest you recovered is a curious 
  fork made of an unusual, twisted metal that is cool 
  to the touch. 
   
  The survivors, though thankful for your efforts, 
  were consequently not in a position to reward you 
  with anything more than their gratitude. They now 
  face months, even years of work to restore the Abbey 
  and its resources. 
   
  Weely and the others urged you to return home 
  with news of what transpired here. So, having done 
  your good deed for the day, you set out for Rel Mord, 
  by 
  way 
  of 
  Arndulanth. 
  Though 
  cold 
  and 
  uncomfortable, 
  the 
  journey 
  is 
  ultimately 
  uneventful. Upon your return, the Rel Mord 
  Wizard’s Guild thanks you heartily for your service 
  and rewards you each with a handful of sterling. 
   
  In the inns and taverns of Rel Mord that night, 
  tales of your exploits are greeted somewhat jadedly. 
  It seems that news from the Abbey reached here 
  several days before you. Some of your fellow 
  adventurers must have teleported or shadow walked 
  back. 
   
  PCs who reach this conclusion may still receive all favors 
  on the AR. All APLs lose access to the items from Kurast. 
   
  A Knowledge (arcana) check (DC 25) identifies the 
  fork as a planar fork, the material component for plane 
  shift, attuned to the Abyss. The Fellows of the RMWG can 
  readily make this check for the PCs as well. 
   
  If the PCs noticed the absence of Tynelis Daetril in 
  Encounter 4, remind them that she is still missing. 
   
  Treasure, Conclusion B 
   
  �APL 2: Loot: 16 gp; Coin: 150 gp; Magic: 0 gp. 
   
  �APL 4: Loot: 16 gp; Coin: 276 gp; Magic: 0 gp. 
   
  �APL 6: Loot: 16 gp; Coin: 686 gp; Magic: 0 gp. 
   
  �APL 8: Loot: 16 gp; Coin: 1,086 gp; Magic: 0 gp. 
   
  �APL 10: Loot: 16 gp; Coin: 1,276 gp; Magic: 0 gp. 
   
  Conclusion C: Getting Some Help 
  PCs reach this conclusion if they enter Encounter 7 with 
  the aid of allies. 
   
  Retaking the Abbey of the Ice with the aid of allies 
  was difficult, but ultimately successful. Losses 
  amongst the dozens of gathered adventurers were 
  not nearly as high as they might otherwise have 
  been. Once the invaders guarding the Abbey were 
  defeated, those inside simply fled back to their 
  home plane 
   
  Before heading home yourselves, you had a brief 
  opportunity to look around the Abbey. The interior 
  of the building was quite a mess. In their short stay, 
  the frost giants and their minions managed to 
  despoil much of the Abbey’s stark beauty. 
   
  In addition, you found that they left very little 
  of value behind. Every volume from the Abbey’s 
  extensive library is gone and most of the building’s 
  crystal decorations have been smashed. The only 
  object of interest you recovered is a curious fork 
  made of an unusual, twisted metal that is cool to the 
  touch. 
   
  The survivors, though thankful for your efforts, 
  were consequently not in a position to reward you 
  with anything more than their gratitude. They now 
  face months, even years of work to restore the Abbey 
  and its resources. 
   
  If any PC dies in Encounter 7, Istim Rime casts raise dead. 
  Though Istim donates his spellcasting services, PCs must 
  still pay the material component cost of 5,000 gp, as the 
  survivors do not have the resources to provide the 
  necessary diamond. If the PCs undertook the mission in 
  Encounter 5E and failed to convince Sorgen to help, 
  Istim is not alive to provide aid here. 
   
  Weely and the others urged you to return home with 
  news of what transpired here. So, having done your 
  good deed for the day, you and the dozens of other 
  adventurers set out for Rel Mord. Very soon 
  thereafter, as you pass through the GGGRMS&GFG, 
  you encounter a very unusual human. 
   
  He appears to be quite old, but it is difficult to 
  tell, since he lacks any hair and his skin is damp and 
  green. He wears no protection against the cold at all. 
  As you regard him, you see his blue eyes flash with a 
  friendly gleam. 
   
  “Greebings,” he begins in a burbling, watery 
  voice, “Some of you may bow me. I am Burast, an 
  exberb in waber mabics. Unforbunably, worb of the 
  abbab here reached my beeb quibe labe. My friebbs 
  in the BBBRMSabbBFB bell me you’ve bun them 
  quibe a service, abb thab you also aibeb my friebbs 
  from the Abbey of the Ice.” The crowd looks at him 
  in utter confusion. 
   
  “Burrhabs you woulb allow me boo show my 
  abbreciation?” With that, Kurast pulls several belts 
  from a sack and hands them to members of various 
  adventuring groups. “I sbobbeb some ibems in this 
  for the babbles I misseb. You’ve proben yourselves 
  both boo be reaby allies abb cabable of seebing helb 
  when it is becessary. Share these ibems among 
  yourselves abb with the Rel Mowb Wibarbs Builb. 
  But them boo boob use bexb bime you rub inbo this 
  sorb of brouble.” The assembled adventurers have no 
  idea what Kurast just said, but they understand loot 
  when they see it and let out a cheer at Kurast’s 
  generosity. 
   
  He then addresses your group in a lowered 
  voice. “Bi bumbersbanb bat bou may nob benjoy bis 
  weaber bas much bas Bi boo. Bit’s been some bime 
  since Bi’ve been boo Rel Mowb. Since bit sounbs bas 
  bif buh Babbey bis safe for buh momenb, Bi bink Bi 
  will bay buh cabibol a visib. May Bi escorb bouw 
  gwoub?” 
   
  A DC5 Int check makes some sense of what Kurast just 
  said: 
   
  NYR7-02 The Abbey of the Ice 
   
  Page 20 
  
  You understand that Kurast brought these belts and 
  the items they contain to aid in the battle, but got 
  word late and just arrived. Thankful for the 
  assembled adventurers’ assistance to his friends, 
  and wanting to reward your ingenuity in seeking 
  further allies, he has presented you with the items as 
  a reward and to help in further such conflicts. He 
  suggests giving them to the Rel Mord Wizards Guild 
  and offers to escort you there, as the Abbey 
  obviously no longer needs his help. 
   
  If the PCs assent, Kurast touches each PC, cohort, 
  familiar, and animal in turn as he casts shadow walk. 
  Continue with the following text: 
   
  Kurast’s spell draws you into a shadowy realm, 
  through which you cross much of Nyrond in a few 
  hours. You arrive in Rel Mord the very same day, 
  beating even the news of your victory. Kurast almost 
  immediately takes his leave, but you hardly notice as 
  Fellows of the Rel Mord Wizard’s Guild mob your 
  small group, clamoring for news of the events at the 
  GGGRMS&GFG as well as at the Abbey of the Ice. 
  Once you tell the tale, the members heartily thank 
  you for your service. 
   
  That night, in the inns and taverns of Rel Mord, 
  patrons listen raptly to your tales of derring-do, 
  admire your trophies, and buy you round after 
  round. 
   
  The PCs may have previously encountered Kurast in 
  NYR3-07 Catch a Falling Star. If they ask about Kurast’s 
  speech, or about his activities in the intervening four 
  years, read or paraphrase the following: 
   
  Embarrassment ripples across Kurast’s face and 
  clouds his bright eyes. “Barbon me. I’ve been on the 
  pwane of waber for much of the basb few years. 
  Thab’s where I hearb of the abbab anb why I’m so 
  babe. Ib’s been quibe some bime since I’ve sboben 
  Cobbon. I’m a bib rusby.” Puzzling out his words, 
  you realize he hasn’t spoken anything but Aquan in a 
  very long while, as he’s spent most of the past few 
  years on the Elemental Plane of Water, from whence 
  he’s just come. 
   
  PCs who reach this conclusion may be eligible for all 
  favors on the AR. All APLs receive access to the items 
  from Kurast. 
   
  A DC25 Knowledge (arcana) check identifies the 
  fork as a planar fork, the material component for plane 
  shift, attuned to the Abyss. The Fellows of the RMWG can 
  readily make this check for the PCs as well. 
   
  If the PCs noticed the absence of Tynelis Daetril in 
  Encounter 4, remind them that she is still missing. 
   
  Treasure, Conclusion C 
   
  �APL 2: Loot: 16 gp; Coin: 0 gp; Magic: 863 gp – belt 
  of hidden pouches (816 gp each), scroll of panacea (57 gp 
  each). 
   
  �APL 4: Loot: 16 gp; Coin: 0 gp; Magic: 954 gp – belt 
  of hidden pouches (816 gp each), potion of resist energy (cold) 
  30 (91 gp each), scroll of panacea (57 gp each). 
   
  �APL 6: Loot: 16 gp; Coin: 0 gp; Magic: 1,141 gp – 
  belt of hidden pouches (816 gp each), elemental gem, water 
  (187 gp each), potion of resist energy (cold) 30 (91 gp each), 
  scroll of panacea (57 gp each). 
   
  �APL 8: Loot: 16 gp; Coin: 0 gp; Magic: 1,266 gp – 
  belt of hidden pouches (816 gp each), elemental gem, water 
  (187 gp each), potion of protection from arrows 15/magic (125 
  gp each), potion of resist energy (cold) 30 (91 gp each), scroll of 
  panacea (57 gp each). 
   
  �APL 10: Loot: 16 gp; Coin: 0 gp; Magic: 2,766 gp – 
  belt of hidden pouches (816 gp each), elemental gem, water 
  (187 gp each), potion of protection from arrows 15/magic (125 
  gp each), potion of resist energy (cold) 30 (91 gp each), scroll of 
  panacea (57 gp each), vambraces of evil’s warding (1,500 gp 
  each). 
  NYR7-02 The Abbey of the Ice 
   
  Page 21 
  
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 1 
  PCs kill, capture, or drive off the forces attacking the 
  gnomish enclave. 
  APL 2  
  150 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10 
  390 XP 
   
  Encounter 5A 
  PCs encounter snowflake lichen. 
  APL 2  
  90 XP 
  APL 4  
  90 XP 
  APL 6  
  90 XP 
  APL 8 party taking APL 6 mission 
  60 XP 
  APL 10 party taking APL 6 mission 
  30 XP 
   
  Encounter 5B 
  PCs encounter the falling icicle trap. 
  APL 2  
  60 XP 
  APL 4  
  90 XP 
  APL 6  
  150 XP 
  APL 8 party taking APL 6 mission 
  100 XP 
  APL 10 party taking APL 6 mission 
  50 XP 
   
  Encounter 5C 
  PCs capture the fatigued mammoth. 
  APL 2  
  150 XP 
  APL 4  
  150 XP 
  APL 6  
  150 XP 
  APL 8 party taking APL 6 mission 
  100 XP 
  APL 10 party taking APL 6 mission 
  50 XP 
   
  Encounter 5D 
  PCs encounter the rustsnow spray. 
  APL 6  
  150 XP 
  APL 8 
  210 XP 
  APL 10 
  270 XP 
   
  Encounter 5E 
  PCs encounter the Stygian icicle trap. 
  APL 6 
  150 XP 
  APL 8 
  210 XP 
  APL 10 
  270 XP 
   
  Encounter 5, story award for all subparts 
  PCs obtain assistance for the counterattack. 
  APL 2  
  45 XP 
  APL 4  
  68 XP 
  APL 6  
  90 XP 
  APL 8  
  113 XP 
  APL 8 party taking APL 6 mission 
  74 XP 
  APL 10 
  135 XP 
  APL 10 party taking APL 6 mission 
  45 XP 
   
  Encounter 7 
  PCs defeat Kostchtchie’s minions. 
  APL 2  
  150 XP 
  APL 4  
  240 XP 
  APL 6  
  300 XP 
  APL 8  
  360 XP 
  APL 10 
  420 XP 
   
  Discretionary role-playing award 
  APL 2  
  45 XP 
  APL 4  
  67 XP 
  APL 6  
  90 XP 
  APL 8  
  112 XP 
  APL 10 
  135 XP 
   
  Total possible experience: 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1125 XP 
  APL 10 
  1350 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because magic items are 
  varied and because characters may want to use them 
  during the adventure. Many times characters must cast 
  identify, analyze dweomer, or a similar spell to determine 
  what the item does and how to activate it. Other times 
  NYR7-02 The Abbey of the Ice 
   
  Page 22 
  
  they may attempt to use the item blindly. If the magic 
  item is consumable (e.g., a potion, a scroll, or magic bolts) 
  and the item is used before the end of the adventure, its 
  value is subtracted from the adventure totals below. 
   
  Once you have subtracted the value of unclaimed 
  and consumed treasure from each encounter, add the 
  figures for each encounter together to determine the 
  character’s total gold piece value increase at the end of the 
  adventure. Write the total in the GP Gained field of the 
  adventure certificate. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 1: Snowfall 
   
  APL 2: Loot: 29 gp; Coin: 3 gp; Magic: 0 gp. 
   
  APL 4: Loot: 10 gp; Coin: 3 gp; Magic: 333 gp – 
  snowsight goggles x2 (333 gp each). 
   
  APL 6: Loot: 20 gp; Coin: 3 gp; Magic: 166 gp – 
  snowsight goggles (166 gp each). 
   
  APL 8: Loot: 20 gp; Coin: 3 gp; Magic: 166 gp – 
  snowsight goggles (166 gp each). 
   
  APL 10: Loot: 20 gp; Coin: 5 gp; Magic: 1,172 gp – +1 
  large battleaxe (386 gp each), +1 large breastplate (257 gp 
  each), +1 large heavy wooden shield (196 gp each), snowsight 
  goggles x2 (333 gp each). 
   
  Encounter 2: Slush 
   
  APL 2: Loot: 19 gp; Coin: 0 gp. 
   
  APL 4: Loot: 19 gp; Coin: 0 gp. 
   
  APL 6: Loot: 19 gp; Coin: 0 gp. 
   
  APL 8: Loot: 19 gp; Coin: 0 gp. 
   
  APL 10: Loot: 19 gp; Coin: 0 gp. 
   
  Encounter 7: Ice Storm 
   
  APL 2: Loot: 30 gp; Coin: 5 gp; Magic: 166 gp – 
  snowsight goggles (166 gp each). 
   
  APL 4: Loot: 0 gp; Coin: 0 gp; Magic: 0 gp. 
   
  APL 6: Loot: 0 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 8: Loot: 0 gp; Coin: 0 gp; Magic: 0 gp. 
   
  APL 10: Loot: 0 gp: Coin: 0 gp; Magic: 0 gp. 
   
  Conclusion A 
   
  APL 2: Loot: 0 gp; Coin: 174 gp: Magic: 0 gp. 
   
  APL 4: Loot: 0 gp; Coin: 85 gp: Magic: 0 gp. 
   
  APL 6: Loot: 0 gp; Coin: 242 gp: Magic: 0 gp. 
   
  APL 8: Loot: 0 gp; Coin: 442 gp: Magic: 0 gp. 
   
  APL 10: Loot: 0 gp; Coin: 434 gp: Magic: 0 gp. 
   
  Conclusion B 
   
  APL 2: Loot: 16 gp; Coin: 184 gp: Magic: 0 gp. 
   
  APL 4: Loot: 16 gp; Coin: 269 gp: Magic: 0 gp. 
   
  APL 6: Loot: 16 gp; Coin: 676 gp: Magic: 0 gp. 
   
  APL 8: Loot: 16 gp; Coin: 1,076 gp: Magic: 0 gp. 
   
  APL 10: Loot: 16 gp; Coin: 1,068 gp: Magic: 0 gp. 
   
  Conclusion C 
   
  APL 2: Loot: 16 gp; Coin: 0 gp; Magic: 863 gp – belt of 
  hidden pouches (816 gp each), scroll of panacea (57 gp each). 
   
  APL 4: Loot: 16 gp; Coin: 0 gp; Magic: 954 gp – belt of 
  hidden pouches (816 gp each), potion of resist energy (cold) 30 
  (91 gp each), scroll of panacea (57 gp each). 
   
  APL 6: Loot: 16 gp; Coin: 0 gp; Magic: 1,141 gp – belt 
  of hidden pouches (816 gp each), elemental gem, water (187 gp 
  each), potion of resist energy (cold) 30 (91 gp each), scroll of 
  panacea (57 gp each). 
   
  APL 8: Loot: 16 gp; Coin: 0 gp; Magic: 1, 266 gp – belt 
  of hidden pouches (816 gp each), elemental gem, water (187 gp 
  each), potion of protection from arrows 15/magic (125 gp 
  each), potion of resist energy (cold) 30 (91 gp each), scroll of 
  panacea (57 gp each). 
   
  APL 10: Loot: 16 gp; Coin: 0 gp; Magic: 2,766 gp – belt 
  of hidden pouches (816 gp each), elemental gem, water (187 gp 
  each), potion of protection from arrows 15/magic (125 gp 
  each), potion of resist energy (cold) 30 (91 gp each), scroll of 
  panacea (57 gp each), vambraces of evil’s warding (1,500 gp 
  each). 
   
  Total Possible Treasure (Conclusions A/B/C) 
   
  APL 2: Loot: 48/92/92 gp; Coin: 177/192/8 gp; 
  Magic: 0/166/1,039 gp; Total: 225/450/450 gp 
   
  APL 4: Loot: 29/45/45 gp; Coin: 88/272/3 gp; Magic: 
  333/333/1,297 gp; Total: 450/650/650 gp 
   
  APL 6: Loot: 39/55/55 gp; Coin: 245/679/3 gp; 
  Magic: 166/166/1,317 gp; Total: 450/900/900 gp 
   
  APL 8: Loot: 39/55/55 gp; Coin: 445/1079/3 gp; 
  Magic: 166/166/1,442 gp; Total: 650/1,300/1,300 gp 
   
  APL 10: Loot: 39/55/55 gp; Coin: 439/1,073/5 gp; 
  Magic: 1,172/1,172/3,752 gp; Total: 1,650/2,300/2,300 gp 
   
  Special 
  �Snowsight Goggles: When wearing both of these 
  clear crystal lenses, the wearer can see to the normal 
  limits of vision through obscuring snowfall, even in 
  whiteout conditions. In addition, the wearer ignores all 
  penalties due to snow glare and snow blindness. 
   
  Faint transmutation; CL 1st; Craft Wondrous Item, 
  snowsight; Price 2,000 gp. 
   
  �Favor of the GGGRMS&GFGRDTS: 
  a) For agreeing to sell your GGGRMS&GFG Rescue Dog 
  or other special dog to the GGGRMS&GFG’s Rescue Dog 
  Training Subsection, you may sell the dog back on this 
  AR for twice the price you originally paid for it. 
  b) For volunteering to give your GGGRMS&GFG Rescue 
  Dog or other special dog to the GGGRMS&GFGRDTS, 
  the trainers have offered to teach you the feat Natural 
  Bond. This training costs either 1 TU now, or 2 TUs 
  following any other NYR adventure. 
   
  �Favor of the Rel Mord Wizard’s Guild: The Fellows 
  thank you for coming to the aid of their allies and offer to 
  add the frost or frost burst enchantment to any weapon, add 
  the cold resistance enchantment to any armor or shield, or 
  upgrade a preexisting cold resistance enchantment to 
  improved cold resistance at normal cost. If the PC still has 
  the Favor of the Rel Mord Wizard’s Guild from NYR6-02 A 
  Trip to the Glacier, the Fellows offer to redeem both favors 
  NYR7-02 The Abbey of the Ice 
   
  Page 23 
  
  to either add or upgrade the enchantments above at a 10% 
  discount of the addition or upgrade. This favor (or both if 
  they are combined) should be crossed off upon use. 
  ITEMS FOR THE ADVENTURE 
  RECORD 
   
  Item Access 
  �Members of the Rel Mord Wizards Guild: For 
  answering the call of your guild, the Fellows open their 
  spell books to grant you access to the following spells 
  from Frostburn: 1st – glaze lock, snowdrift; 2nd – frost 
  weapon, heat leech, Leomund’s tiny igloo, numbing sphere, zone 
  of glacial cold; 3rd – crack ice; 4th – glacial ward, mindfrost, 
  wall of coldfire; 5th – boreal wind, flesh to ice, ice to flesh. 
  Additionally, for the cost of 1 TU spent training, now or 
  after any Kingdom of Nyrond adventure, the Fellows 
  offer to teach you the feat Piercing Cold. 
  APL 2: 
  • 
  belt of hidden pouches (Regional, Races of the Wild) 
  • 
  crampons (Adventure, Frostburn, 5 gp) 
  • 
  fur clothing (Adventure, Frostburn, 8 gp) 
  • 
  lantern, fogcutter (Adventure, Arms and Equipment 
  Guide, 20 gp) 
  • 
  planar fork, Abyss (Adventure, Player’s Handbook, 
  200gp) 
  • 
  scroll of panacea (Regional, Spell Compendium, 700 gp) 
   
  • 
  snow goggles (Adventure, Frostburn, 2 gp) 
  �Touched by Sorgen: On the icy banks of the River 
  Styx in Winter’s Hall on Pandemonium, this titanic saint 
  placed his hand upon you and strengthened your bond to 
  the Oeridian storm gods. Sorgen’s touch literally meets 
  the requirement of contact with a direct servant of Atroa, 
  Procan, Sotillion, Telchur, Velnius, and Wenta, granting 
  access to the contemplative prestige class. In addition, 
  Sorgen gave you a strip of his tattered gray robe that you 
  may use as the focus to cast holy aura. 
  • 
  snowshoes (Adventure, Frostburn, 15 gp) 
  • 
  snowsight goggles (Adventure; see above; 2,000 gp) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  potion of resist energy (cold) 30 (Regional, Dungeon 
  Master’s Guide) 
   
  APL 6 (all of APLs 2-4 plus the following): 
   
  • 
  elemental gem, water (Regional, Dungeon Master’s 
  Guide) 
  �Friend to Air and Water: The starkly beautiful snow 
  and ice weirds of the elemental plane of air have named 
  you a friend to both air and water. You have met the 
  entrance requirement of peaceful contact with an 
  elemental for both the air and water variants of the 
  elemental savant prestige class. 
   
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  potion of protection from arrows 15/magic (Regional, 
  Dungeon Master’s Guide) 
   
   
  APL 10 (all of APLs 2-8 plus the following): 
  • 
  vambraces of evil’s warding (Regional, Book of Exalted 
  Deeds, 18,000 gp) 
   
  NYR7-02 The Abbey of the Ice 
   
  Page 24 
  
  APPENDIX 1: ALL APLS 
  ENCOUNTER 5B: WEELY’S TRUMPET 
   
  H I G  
  CR  1/2 
  Male goblin [snow] warrior 1 
  NE Small humanoid (goblinoid) 
  Init +1; Senses darkvision 60 ft.; Listen +1, Spot +2 
  Languages Common, Goblin 
  AC 13, touch 12, flat-footed 12 
   
  (+1 size, +1 Dex, +1 natural) 
  hp 7 (1 HD) 
  Fort +3, Ref +1, Will -1 
  Speed 30 ft. (6 squares), climb 20 ft. 
  Melee unarmed strike +3 (1d2+1) 
  Base Atk +1; Grp -2 
  Abilities Str 13, Dex 13, Con 12, Int 8, Wis 9, Cha 6 
  SQ booming voice 
  Feats Alertness 
  Skills Climb +8, Hide +5, Intimidate +2, Listen +1, 
  Move Silently +4, Spot +2 
  Possessions none 
  Booming Voice (Ex) Snow goblins can be heard 
  over great distances, and their powerful voices can 
  be quite intimidating. Snow goblins gain a +4 racial 
  bonus on Intimidate checks. 
  Skills Snow goblins have a +4 racial bonus on Move 
  Silently checks and a +8 racial bonus on Climb 
  checks (and can always take 10 on Climb checks). 
   
  ENCOUNTER 5C: THE MAMMOTH 
  AND ENCOUNTER 7: ICE STORM 
   
  W O O L L Y  M AM M O TH (1) 
  CR  9 
  N Huge animal 
  Init 0; Senses low-light vision, scent; Listen +12, Spot 
  +11 
  Languages none 
  AC 17, touch 7, flat-footed 17 
   
  (-2 size, -1 Dex, +10 natural) 
  hp 182 (14 HD) 
  Fort +16, Ref +8, Will +10 
  Speed 40 ft. (8 squares) 
  Melee slam +20 (2d6+12) and 
   
   
  2 stamps +18 (2d6+6); or 
  Melee gore +20 (2d10+18) 
  Space 15 ft.; Reach 10 ft. 
  Atk Options Improved Bull Rush, Power Attack, 
  Improved Grab, Toss 
  Special Actions Trample 
  Base Atk +10; Grp +30 
  Abilities Str 34, Dex 8, Con 25, Int 2, Wis 12, Cha 7 
  Feats Alertness, Endurance, Improved Bull Rush, 
  Multiattack, Power Attack 
  Skills Listen +12, Spot +11 
  Improved Grab (Ex) To use this ability, a woolly 
  mammoth must hit a Large or smaller foe with a 
  gore attack. If it gets a hold, it tosses its opponent. 
  Toss (Ex) Woolly mammoths vigorously shake any 
  creature caught in their tusks and fling it in a 
  random direction. Resolve the toss as a bull rush 
  maneuver (+20 check modifier), except that there 
  is no attack of opportunity, since the woolly 
  mammoth has already grabbed its foe. The woolly 
  mammoth does not need to move with its foe to 
  move him more than 5 feet. If the tossed victim 
  beats the woolly mammoth’s bull rush check, he 
  remains in the current square with no ill effects and 
  is no longer grappled. Tossed victims take impact 
  damage on landing as if they had fallen a distance 
  equal to the distance they were tossed. 
  Trample (Ex) As a full-round action, a woolly 
  mammoth can move up to twice its speed and 
  literally run over Large or smaller creatures. This 
  attack deals 2d8+18 points of damage. Trampled 
  opponents can make attacks of opportunity against 
  the woolly mammoth at a -4 penalty. If they do not 
  make attacks of opportunity, they can attempt DC 
  29 reflex saves for half damage. The save DC is 
  Strength-based. 
  Scent (Ex) A woolly mammoth can detect opponents 
  within 30 feet. The exact location is not revealed 
  unless the opponent is within 5 feet. 
  Physical Description Covered in brown, shaggy fur, 
  this elephantlike creature has two huge, curving 
  tusks 
  and 
  towers 
  almost 
  15 
  feet 
  tall.
  NYR7-02 The Abbey of the Ice 
   
  Page 25 
  
  APPENDIX 1: APL 2
  ENCOUNTERS 1 & 7: SNOWFALL & ICE 
  STORM 
   
  S N O W  G O BLI N 
  CR  1/2 
  Male goblin [snow] warrior 1 
  NE Small humanoid (goblinoid) 
  Init +1; Senses darkvision 60 ft.; Listen +1, Spot +2 
  Languages Common, Goblin 
  AC 16, touch 12, flat-footed 15 
   
  (+1 size, +1 Dex, +1 natural, +2 armor, +1 shield) 
  hp 7 (1 HD) 
  Fort +3, Ref +1, Will -1 
  Speed 30 ft. (6 squares), climb 20 ft. 
  Melee morningstar +3 (1d6+1) or 
  Ranged javelin +3 (1d4+1) 
  Base Atk +1; Grp -2 
  Abilities Str 13, Dex 13, Con 12, Int 8, Wis 9, Cha 6 
  SQ booming voice 
  Feats Alertness 
  Skills Climb +8, Hide +5, Intimidate +2, Listen +1, 
  Move Silently +4, Spot +2 
  Possessions leather armor, light wooden shield, 
  spiked club (morningstar), javelin (2), cold weather 
  gear, snow goggles, 2 gp 
  Booming Voice (Ex) Snow goblins can be heard 
  over great distances, and their powerful voices can 
  be quite intimidating. Snow goblins gain a +4 racial 
  bonus on Intimidate checks. 
  Skills Snow goblins have a +4 racial bonus on Move 
  Silently checks and a +8 racial bonus on Climb 
  checks (and can always take 10 on Climb checks). 
  Physical Description Short and bandy-legged, this 
  humanoid has long arms, a shaggy half-pelt of 
  white hair, and a large loose sac in its throat that 
  gives it a distinctly froglike appearance. It wears 
  shabby leather armor and carries a wicked spiked 
  club. 
   
  NYR7-02 The Abbey of the Ice 
   
  Page 26 
  
  APLS 4 AND 6 
  ENCOUNTER 7: ICE STORM 
   
  W O O L L Y  M AM M O TH 
  CR  9 
  N Huge animal 
  Init 0; Senses low-light vision, scent; Listen +12, Spot 
  +11 
  Languages none 
  AC 17, touch 7, flat-footed 17 
   
  (-2 size, -1 Dex, +10 natural) 
  hp 182 (14 HD) 
  Fort +16, Ref +8, Will +10 
  Speed 40 ft. (8 squares) 
  Melee slam +20 (2d6+12) and 
   
   
  2 stamps +18 (2d6+6) or 
  Melee gore +20 (2d10+18) 
  Space 15 ft.; Reach 10 ft. 
  Atk Options Improved Bull Rush, Power Attack, 
  Improved Grab, Toss 
  Special Actions Trample 
  Base Atk +10; Grp +30 
  Abilities Str 34, Dex 8, Con 25, Int 2, Wis 12, Cha 7 
  Feats Alertness, Endurance, Improved Bull Rush, 
  Multiattack, Power Attack 
  Skills Listen +12, Spot +11 
  Improved Grab (Ex) To use this ability, a woolly 
  mammoth must hit a Large or smaller foe with a 
  gore attack. If it gets a hold, it tosses its opponent. 
  Toss (Ex) Woolly mammoths vigorously shake any 
  creature caught in their tusks and fling it in a 
  random direction. Resolve the toss as a bull rush 
  maneuver (+20 check modifier), except that there 
  is no attack of opportunity, since the woolly 
  mammoth has already grabbed its foe. The woolly 
  mammoth does not need to move with its foe to 
  move him more than 5 feet. If the tossed victim 
  beats the woolly mammoth’s bull rush check, he 
  remains in the current square with no ill effects and 
  is no longer grappled. Tossed victims take impact 
  damage on landing as if they had fallen a distance 
  equal to the distance they were tossed. 
  Trample (Ex) As a full-round action, a woolly 
  mammoth can move up to twice its speed and 
  literally run over Large or smaller creatures. This 
  attack deals 2d8+18 points of damage. Trampled 
  opponents can make attacks of opportunity against 
  the woolly mammoth at a -4 penalty. If they do not 
  make attacks of opportunity, they can attempt DC 
  29 reflex saves for half damage. The save DC is 
  Strength-based. 
  Scent (Ex) A woolly mammoth can detect opponents 
  within 30 feet. The exact location is not revealed 
  unless the opponent is within 5 feet. 
  Physical Description Covered in brown, shaggy fur, 
  this elephantlike creature has two huge, curving 
  tusks and towers almost 15 feet tall. 
   
   
  NYR7-02 The Abbey of the Ice 
   
  Page 27 
  
  APL 10 
  ENCOUNTER 1: SNOWFALL 
   
   
   
  F R O S T  G I AN T  S P I R I T S P E AK E R 
  CR  10 
  CE Large giant (cold) 
  Init -1; Senses low-light vision; Listen +7, Spot +13 
  Languages Common, Giant 
  AC 26, touch 8, flat-footed 26 
   
  (-1 size, -1 Dex, +9 natural, +6 armor, +3 shield) 
  hp 171 (14 HD) 
  Immune cold 
  Fort +13, Ref +3, Will +7 
  Weakness vulnerable to fire 
  Speed 40 ft. (8 squares) 
  Melee +1 battleaxe +17/+12 (2d6+8/x3) or 
  Melee 2 slams +16 (1d4+7) 
  Ranged rock +8 (2d6+7) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +10; Grp +21 
  Spell-Like Abilities (CL 14th): 
   
  5th—wall of stone, 1/day 
   
  4th—fear (DC 17), 3/day; empowered ice storm, 
  3/day 
   
  3rd—cure serious wounds, 3/day; dispel magic, 
  1/day; invisibility purge, 1/day; quickened prayer, 
  1/day; rage, at will 
   
  2nd—blindness/deafness (DC 16), 3/day 
   
  1st—doom (DC 15), at will 
   
  0—detect magic, at will 
  Abilities Str 25, Dex 9, Con 18, Int 12, Wis 13, Cha 
  17 
  Feats Empower Spell-Like Ability (ice storm), Iron 
  Will, Quicken Spell-Like Ability (prayer), Spell 
  Focus (necromancy), Toughness 
  Skills Climb +7, Concentration +16, Intimidate +9, 
  Jump +7, Listen +7, Sense Motive +4, Spot +13 
  Possessions 
  +1 
  large 
  battleaxe, 
  +1 
  large 
  breastplate, +1 large heavy wooden shield, rock 
  (4), 15 gp 
  Rock Throwing (Ex) The range increment is 120 feet 
  for a frost giant’s thrown rocks. 
  Rock Catching (Ex) Once per round, a frost giant 
  that would normally be hit by a rock (or projectile of 
  similar shape) can make a Reflex save to catch it 
  as a free action. The DC is 15 for a Small rock, 20 
  for a Medium one, and 25 for a Large one. (If the 
  projectile provides a magical bonus on attack rolls, 
  the DC increases by that amount). The giant must 
  be ready for and aware of the attack in order to 
  make the rock catching attempt. 
  Power Up Suite (prayer) 
  Fort +14, Ref +4, Will +8 
  Melee +1 battleaxe +18/+13 (2d6+9/x3) or 
  Melee 2 slams +17 (1d4+7) 
  Ranged rock +9 (2d6+8) 
  Skills Climb +8, Concentration +17, Intimidate +10, 
  Jump +8, Listen +8, Sense Motive +5, Spot +14 
   
   
  NYR7-02 The Abbey of the Ice 
   
  Page 28 
  
  APPENDIX 2: SPECIAL RULES ITEMS 
  CREATURES 
  FROST GIANT 
  F R O S T  G I A N T  S P I R I T S P E A K E R 
  CR  10 
  CE Large giant (cold) 
  Init -1; Senses low-light vision; Listen +7, Spot +13 
  Languages Common, Giant 
  AC 26, touch 8, flat-footed 26 
   
  (-1 size, -1 Dex, +9 natural, +6 armor, +3 shield) 
  hp 171 (14 HD) 
  Immune cold 
  Fort +13, Ref +3, Will +7 
  Weakness vulnerable to fire 
  Speed 40 ft. (8 squares) 
  Melee +1 battleaxe +17/+12 (2d6+8/x3) or 
  Melee 2 slams +16 (1d4+7) 
  Ranged rock +8 (2d6+7) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +10; Grp +21 
  Spell-Like Abilities (CL 14th): 
   
  5th—wall of stone, 1/day 
   
  4th—fear (DC 17), 3/day; empowered ice storm, 3/day 
   
  3rd—cure serious wounds, 3/day; dispel magic, 1/day; 
  invisibility purge, 1/day; quickened prayer, 1/day; rage, at 
  will 
   
  2nd—blindness/deafness (DC 16), 3/day 
   
  1st—doom (DC 15), at will 
   
  0—detect magic, at will 
  Abilities Str 25, Dex 9, Con 18, Int 12, Wis 13, Cha 17 
  Feats Empower Spell-Like Ability (ice storm), Iron Will, 
  Quicken 
  Spell-Like 
  Ability 
  (prayer), 
  Spell 
  Focus 
  (necromancy), Toughness 
  Skills Climb +7, Concentration +16, Intimidate +9, Jump +7, 
  Listen +7, Sense Motive +4, Spot +13 
  Possessions +1 large battleaxe, +1 large breastplate, +1 large 
  heavy wooden shield, rock (4), 15 gp 
  Rock Throwing (Ex) The range increment is 120 feet for a 
  frost giant’s thrown rocks. 
  Rock Catching (Ex) Once per round, a frost giant that 
  would normally be hit by a rock (or projectile of similar 
  shape) can make a Reflex save to catch it as a free action. 
  The DC is 15 for a Small rock, 20 for a Medium one, and 
  25 for a Large one. (If the projectile provides a magical 
  bonus on attack rolls, the DC increases by that amount). 
  The giant must be ready for and aware of the attack in 
  order to make the rock catching attempt. 
  Power Up Suite (prayer) 
  Fort +14, Ref +4, Will +8 
  Melee +1 battleaxe +18/+13 (2d6+9/x3) or 
  Melee 2 slams +17 (1d4+7) 
  Ranged rock +9 (2d6+8) 
  Skills Climb +8, Concentration +17, Intimidate +10, Jump 
  +8, Listen +8, Sense Motive +5, Spot +14 
   
  This giant wears a breastplate of iron over his blue-white 
  skin. His beard and hair are long and braided, with human 
  skulls woven in. His eyes are dark purple, with a peculiar 
  brilliant white pupil 
   
  As young children, some frost giants hear the call of 
  the frostfell spirits and learn to call upon these spirits 
  for magical powers. They often serve as elders and 
  shamans for their tribes, using their cold magic against 
  the enemies of the giants. 
  Combat 
  A spiritspeaker prefers to lead other frost giants into 
  battle and support his allies with his spells, as opposed 
  to engaging foes on his own. He uses spells such as 
  rage, prayer, and invisibility purge to help his allies fight 
  better, and looks for opportunities to target the tribe’s 
  enemies with empowered ice storms or fear spells. 
   
  GOBLIN, SNOW 
  S N O W  G O B L I N 
  CR  1/2 
  Male goblin [snow] warrior 1 
  NE Small humanoid (goblinoid) 
  Init +1; Senses darkvision 60 ft.; Listen +1, Spot +2 
  Languages Common, Goblin 
  AC 16, touch 12, flat-footed 15 
   
  (+1 size, +1 Dex, +1 natural, +2 armor, +1 shield) 
  hp 7 (1 HD) 
  Fort +3, Ref +1, Will -1 
  Speed 30 ft. (6 squares), climb 20 ft. 
  Melee morningstar +3 (1d6+1) or 
  Ranged javelin +3 (1d4+1) 
  Base Atk +1; Grp -2 
  Abilities Str 13, Dex 13, Con 12, Int 8, Wis 9, Cha 6 
  SQ booming voice 
  Feats Alertness 
  Skills Climb +8, Hide +5, Intimidate +2, Listen +1, Move 
  Silently +4, Spot +2 
  Possessions leather armor, light wooden shield, spiked club 
  (morningstar), javelin (2), cold weather gear, snow 
  goggles, 2 gp 
  Booming Voice (Ex) Snow goblins can be heard over great 
  distances, and their powerful voices can be quite 
  intimidating. Snow goblins gain a +4 racial bonus on 
  Intimidate checks. 
  Skills Snow goblins have a +4 racial bonus on Move Silently 
  checks and a +8 racial bonus on Climb checks (and can 
  always take 10 on Climb checks). 
  Physical Description Short and bandy-legged, this 
  humanoid has long arms, a shaggy half-pelt of white hair, 
  and a large loose sac in its throat that gives it a distinctly 
  froglike appearance. It wears shabby leather armor and 
  carries a wicked spiked club. 
   
  Short and bandy-legged, this humanoid has long arms, a 
  shaggy half-pelt of white hair, and a large, loose sac in its 
  throat that gives it a distinctly froglike appearance. It wears 
  shabby leather armor and carries a wicked spiked club. 
   
  Snow goblins are shaggy humanoids with large throat 
  sacs that they use to call to one another over long 
  distances. The booming noises they make with these 
  sacs can be heard for miles, and are used to signal 
  hunting and war parties over wide areas. Snow goblins 
  can also create loud monkey-like hoots.  
   
  A typical snow goblin stands 3 or 4 feet tall, with 
  long arms and seasonal fur color, changing from glossy 
  black or brown in summer to pure white in winter. Its 
  fur is typically crusted with ice and snow. 
  NYR7-02 The Abbey of the Ice 
   
  Page 29 
  
  Female snow goblins are larger and more aggressive 
  than males. Both males and females take part in raiding 
  parties, and most people who have met them agree that 
  the females are just as aggressive as the males, and 
  much crueler in the tortures they inflict on captives. 
   
  Snow goblins speak Common and Goblin. 
  Combat 
  Snow goblins have a weak grasp of tactics but are quite 
  fearless in their native hills. They often spring simple 
  ambushes against invaders in their territory. These 
  ambushes are sometimes preceded by the deliberate 
  triggering of an avalanche in mountainous terrain. 
  Snow goblins prefer to fight in groups, and both males 
  and females are individually very brave, though they 
  rarely fight in a coordinated way. 
   
  Usually, snow goblins are servants of greater 
  powers, such as priests of winter deities, frost giants or 
  ogres. Under such leadership, their morale is quite 
  high. Snow goblins love horseflesh and often rustle 
  horses from human settlements at night. 
   
  Booming Voice (Ex): Snow goblins can be heard 
  over great distances, and their powerful voices can be 
  quite intimidating. Snow goblins gain +4 racial bonus 
  on Intimidate checks. 
   
  Skills: Snow goblins have a +4 racial bonus on 
  Move Silently checks and a +8 racial bonus on Climb 
  checks. They can always choose to take 10 on Climb 
  checks, even if rushed or threatened. 
   
  The snow goblin warrior presented here had the 
  following ability scores before racial adjustments: Str 
  13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. 
   
  Snow Goblins as Characters 
  A snow goblin’s favored class is fighter. Snow goblin 
  clerics can choose of the following domains: 
  Destruction, Evil, and Cold. However, most snow 
  goblin spellcasters are adepts. 
   
  Snow goblin characters possess the following 
  racial traits. 
  — +2 Dexterity, -2 Intelligence, -2 Charisma. 
  — Small size: +1 bonus to Armor Class, +1 bonus on 
  attack rolls, +4 bonus on Hide checks, -4 penalty on 
  grapple checks, lifting and carrying limits ¾ those of 
  Medium characters. 
  — A snow goblin’s base land speed is 30 feet. 
  — Climb speed 20 feet. Snow goblins have a +8 racial 
  bonus on Climb checks and can always choose to take 
  10 on Climb checks, even if rushed or threatened. 
  — Darkvision out to 60 feet. 
  — +4 racial bonus on Intimidate and Move Silently 
  checks. 
  — Automatic Languages: Common, Goblin. Bonus 
  Languages: Draconic, Giant, Orc. 
  — Favored Class: Fighter. 
  — Level Adjustment +1 
   
  Source: Frostburn, pp.136-137 
   
  WOOLLY MAMMOTH 
  W O O LLY  M A M M O T H 
  CR  9 
  N Huge animal 
  Init 0; Senses low-light vision, scent; Listen +12, Spot +11 
  Languages none 
  AC 17, touch 7, flat-footed 17 
   
  (-2 size, -1 Dex, +10 natural) 
  hp 182 (14 HD) 
  Fort +16, Ref +8, Will +10 
  Speed 40 ft. (8 squares) 
  Melee slam +20 (2d6+12) and 
   
   
  2 stamps +18 (2d6+6) or 
  Melee gore +20 (2d10+18) 
  Space 15 ft.; Reach 10 ft. 
  Atk Options Improved Bull Rush, Power Attack, Improved 
  Grab, Toss 
  Special Actions Trample 
  Base Atk +10; Grp +30 
  Abilities Str 34, Dex 8, Con 25, Int 2, Wis 12, Cha 7 
  Feats 
  Alertness, 
  Endurance, 
  Improved 
  Bull 
  Rush, 
  Multiattack, Power Attack 
  Skills Listen +12, Spot +11 
  Improved Grab (Ex) To use this ability, a woolly mammoth 
  must hit a Large or smaller foe with a gore attack. If it gets 
  a hold, it tosses its opponent. 
  Toss (Ex) Woolly mammoths vigorously shake any creature 
  caught in their tusks and fling it in a random direction. 
  Resolve the toss as a bull rush maneuver (+20 check 
  modifier), except that there is no attack of opportunity, 
  since the woolly mammoth has already grabbed its foe. 
  The woolly mammoth does not need to move with its foe 
  to move him more than 5 feet. If the tossed victim beats 
  the woolly mammoth’s bull rush check, he remains in the 
  current square with no ill effects and is no longer 
  grappled. Tossed victims take impact damage on landing 
  as if they had fallen a distance equal to the distance they 
  were tossed. 
  Trample (Ex) As a full-round action, a woolly mammoth can 
  move up to twice its speed and literally run over Large or 
  smaller creatures. This attack deals 2d8+18 points of 
  damage. Trampled opponents can make attacks of 
  opportunity against the woolly mammoth at a -4 penalty. 
  If they do not make attacks of opportunity, they can 
  attempt DC 29 reflex saves for half damage. The save DC is 
  Strength-based. 
  Scent (Ex) A woolly mammoth can detect opponents within 
  30 feet. The exact location is not revealed unless the 
  opponent is within 5 feet. 
  Physical Description Covered in brown, shaggy fur, this 
  elephantlike creature has two huge, curving tusks and 
  towers almost 15 feet tall. 
   
  Covered in brown, shaggy fur, this elephantlike creature has 
  two huge, curving tusks and towers almost 15 feet tall. 
   
  Woolly mammoths are members of a family of many 
  elephantlike species; all are enormous, furred animals 
  with surprising intelligence, large tusks, and a love of 
  cold climates. The largest woolly mammoths live on 
  the open steppes, where their sheer size protects them 
  from most predators. The only exceptions are 
  intelligent humanoids, such as humans, Neanderthals, 
  and orcs—and even these are often reluctant to face 
  down a woolly mammoth directly. 
  NYR7-02 The Abbey of the Ice 
   
  Page 30 
  
   
  The woolly mammoth has a shoulder height of 
  about 15 feet, weighs between 9 and 11 tons, and has 
  tusks roughly 15 feet long. It lives in large family 
  groups on open steppe. 
   
  All woolly mammoth herds are led by the eldest 
  female woolly mammoth, her sisters, and her 
  daughters. Male woolly mammoths are the fighters but 
  not the dominant animals in woolly mammoth herds. 
   
  Woolly mammoths often venerate the bones of 
  their dead, and after any combat they return to the site 
  of a herd member’s death. In some cases, the woolly 
  mammoths handle the bones of the dead years after the 
  death of a mate, sibling, or child. Frost folk and others 
  believe 
  that 
  this 
  is 
  how 
  woolly 
  mammoths 
  communicate with the dead, and that woolly 
  mammoth spirits and totems have great power in the 
  land of the dead. 
  Combat 
  Woolly mammoths are usually aggressive only when 
  stalked or threatened or when they fear for the safety of 
  their young. Like elephants, woolly mammoths have 
  long memories and will take revenge on creatures that 
  harmed them in the past. Woolly mammoths prefer to 
  fight as a herd rather than individually, thought he lead 
  bull in a herd (usually a male with advanced Hit Dice) 
  will often fight alone to defend the females and young. 
  Training A Woolly Mammoth 
  Giants and humanoids such as frost folk, humans, and 
  ogres sometimes use woolly mammoths as mounts or 
  pack animals. Training a woolly mammoth must begin 
  with a young animal; adults rarely cooperate and will 
  starve themselves rather than submit to training. 
  Training a young woolly mammoth requires six weeks 
  and a successful DC 25 Handle Animal check. Riding a 
  woolly mammoth requires an exotic saddle or howdah, 
  which includes a prod that the animal can feel through 
  its fur and its thick hide. A woolly mammoth can fight 
  while carrying a rider, but the rider cannot also attack 
  except with a lance or a missile weapon. 
   
  Carrying Capacity: A light load for a woolly 
  mammoth is up to 5,592 pounds; a medium load, 5,593-
  11,184 pounds; and a heavy load, 11,185-16,776 pounds. 
  A woolly mammoth can drag 40 tons. 
   
  ENVIRONMENT 
  HEAVY SNOW 
  Heavy snow has the same effects as normal snowfall (-4 
  penalty on Listen, Spot, and Search checks and -4 
  penalty on ranged weapon attacks), but also obscures 
  vision depending on the wind. In nonblizzard 
  conditions, heavy snow obscures sight as fog does (see 
  Fog, below). When accompanied by a strong or 
  stronger wind force, whiteout conditions apply (see 
  Whiteout, below). A day of heavy snow leaves 1d4 feet 
  of snow on the ground. Heavy snow accompanied by 
  strong or severe force winds may result in snowdrifts 
  1d4x5 feet deep, especially in and around objects big 
  enough to deflect the wind—a cabin or large tent, for 
  instance. There is a 10% chance that a heavy snowfall is 
  accompanied by lightning (see Thunderstorm, page 94 
  of the Dungeon Master’s Guide). 
   
  Snow has the same effect on flames as moderate 
  wind. 
   
  Source: Frostburn 13 
   
  FOG 
  Whether in the form of low-lying cloud or a mist rising 
  from the ground, fog obscures all sight, including 
  darkvision, beyond 5 feet. Creatures 5 feet away have 
  concealment (attacks by or against them have a 20% 
  miss chance). 
   
  Source: Frostburn 13 
   
  SNOW BLINDNESS 
  Snow blindness results from the sun’s burning of eye 
  tissues, making the eyes dray, swelled, irritated, and 
  extremely sensitive to light. Snow blindness can occur 
  when a traveler spends at least an hour on a snowfield, 
  ice sheet, glacier, or similar bright terrain on a clear, 
  sunny day without any eye protection (such as a veil, 
  dark lenses, or similar eye covering). Characters 
  traveling in such conditions must succeed on a 
  Fortitude save (DC 10, +1 per previous attempt) once 
  per hour or become snowblind. 
   
  Characters afflicted with snow blindness take a -2 
  penalty to AC, lose any Dexterity bonus to AC, move at 
  half speed, and take a -4 penalty on most Dexterity-
  based skills checks, as well as Search, Spot, and any 
  other checks that rely on vision. All opponents are 
  considered to have concealment (20% miss chance) 
  from the snow-blinded character. 
   
  Snow blindness lasts 1d4 hours or until 1 hour 
  after the victim enters a shadowed or enclosed area, 
  and it can be cured by a remove blindness spell. 
   
  Source: Frostburn 12 
   
  SNOW FIELDS 
  Fields of deep snow can impede the movement of 
  creatures who must be in contact with the ground to 
  move. Most creatures do not automatically sink all the 
  way through deep snow cover. Sometimes a hard, icy 
  crust prevents a creature’s feet from sinking into the 
  snow at all. In other cases, layers of old snow a few 
  inches or feet below the loose surface on top may be icy 
  enough to prevent travelers from breaking through. 
   
   
  The table below indicates the degree of 
  impediment caused by various degrees of loose, 
  uncrusted snow. The “Small” category includes Small 
  and smaller creatures, while the “Large” category 
  includes Large and larger creatures. 
   
  Table 1-4: Snow-Impeded Movement 
   
  -Creature Size- 
  Snow Depth 
  Small 
  Medium 
  Large 
  Up to 6 inches 
  Minor 
  None 
  None 
  7-12 inches 
  Minor 
  Minor 
  None 
  NYR7-02 The Abbey of the Ice 
   
  Page 31 
  
  13-24 inches 
  Major 
  Minor 
  Minor 
  25-36 inches 
  Major 
  Major 
  Minor 
  37-60 inches 
  Total 
  Major 
  Major 
  61+ inches 
  Total 
  Total 
  Major 
   
   
  None: The snow does not cause any significant 
  impediment to the creature’s movement. 
   
  Minor: The creature must pay 2 squares of 
  movement to enter each square of the snowfield. The 
  DC of Tumble checks increases by 2. 
   
  Major: The creature must pay 4 squares of 
  movement to enter each square of the snowfield. The 
  DC of Tumble checks increases by 8. 
   
  Total: The creature cannot move unless it 
  succeeds on a DC 5 Strength or Balance check 
  (creature’s choice). Moving a creature’s speed requires a 
  full-round action. The creature must pay 4 squares of 
  movement to enter each square of the snowfield. The 
  DC of Tumble checks increases by 20, and the creature 
  loses its Dexterity adjustment to Armor Class while 
  totally impeded. 
   
  Source: Frostburn 12 
   
  WHITEOUT 
  Whiteout conditions occur in snowstorms or blizzards 
  accompanied by a strong or stronger wind force. 
  However, it doesn’t have to be precipitating to create 
  whiteout conditions. Snow fields buffeted by severe or 
  stronger winds can also cause creatures to experience a 
  whiteout. 
   
  Characters in whiteout conditions take a -2 penalty 
  to AC, lose any Dexterity bonus to AC, move at half 
  speed, and take a -4 penalty on Dexterity-based skill 
  checks, as well as Search, Spot, and any other checks 
  that rely on vision. The character also gains total 
  concealment (50% miss chance). These effects end 
  when the character leaves the area of whiteout. 
  Whiteout conditions stack with wind and snowfall. 
  Visibility is 5 feet. 
   
  Source: Frostburn 13 
   
  FEATS 
  NATURAL BOND 
   
  Source: Complete Adventurer 111 
  Your 
  bond 
  with 
  your 
  animal 
  companion 
  is 
  exceptionally strong. 
   
  Prerequisite: Animal companion 
   
  Benefit: Add three to your effective druid level 
  for the purposes of determining the bonus Hit Dice, 
  extra tricks, special abilities, and other bonuses that 
  your animal companion receives (see page 36 of the 
  Player’s Handbook). This bonus can never make your 
  effective druid level exceed your character level. 
   
  PIERCING COLD [METAMAGIC] 
  Your cold spells are so cold that they can damage 
  creatures normally resistant or immune to cold. 
   
  Benefit: You can only apply this metamagic feat to 
  spells with the cold descriptor. Piercing cold spells are 
  so horribly cold that they are capable of damaging 
  creatures normally unharmed by or resistant to cold. 
  Piercing cold spells completely ignore any resistance to 
  cold a creature possess, bypassing this resistance and 
  dealing damage to the target as if it did not possess any 
  resistance to cold at all. They are still entitled to 
  whatever other defenses the attack allows (such as 
  saving throws and spell resistance). 
   
  Creatures normally immune to cold can be 
  damaged by piercing cold spells as well. Piercing cold 
  spells deal half damage to these creatures (or one-
  quarter on a successful saving throw). 
   
  Creatures with the cold subtype can tell that a 
  piercing cold spell is colder than normal, but they 
  remain undamaged by the attack. 
   
  Creatures with the fire subtype who are damaged 
  by a piercing cold spell take double normal damage 
  instead of the usual +50%. 
   
  A piercing cold spell uses up a spell slot one level 
  higher than the spell’s actual level. 
   
  Source: Frostburn 49 
   
  FROSTFELL PERILS 
  RUSTSNOW 
  Infused with an elemental power to destroy metal 
  objects, rustsnow is a dark-grayish-black powder that 
  sometimes falls alongside normal snowfall in frostfell 
  areas. Rustsnow impedes movement as normal snow. 
  In addition, each metal item carried or worn into a 
  square of rustsnow has a 10% chance of being subject to 
  a magical rust effect. Nonmagical metal items are 
  automatically affected; magical metal items are entitled 
  to a DC 12 Fortitude save to resist the effect. 
   
  Spotting rustsnow requires a DC 5 Survival check. 
   
  Source: Frostburn 16 
   
  SNOWFLAKE LICHEN (CR 3) 
  Snowflake lichen is a magical plant that resembles 
  snow and is commonly found on rocky surfaces. Its 
  slow-acting drain of heat numbs the finders and feet of 
  those passing over its terrain, causing climbers to slip 
  and fall, and sometimes causing mounts or wanderers 
  to freeze and die in large areas of snowflake lichen, 
  creating “snowflake graveyards” where dozens or 
  hundreds of sets of bones attract scavengers. In 
  midwinter, these can resemble a medusa’s garden of 
  frozen statutes, complete with frozen crows and frozen 
  wolves. 
   
  Snowflake lichen resembles a snowy cap of white 
  or gray-white powder in the areas where it grows. This 
  makes it easy to spot in arctic summers, where it is 
  sometimes surrounded by a “dead zone” of brown and 
  frozen plants, then a ring of green and growing tundra 
  plants and grasses. It is much more difficult to spot in 
  midwinter, when it is covered in snow or appears like 
  the usual icy terrain. 
  NYR7-02 The Abbey of the Ice 
   
  Page 32 
  
   
  Snowflake lichen leeches heat from creatures 
  nearby. Any creatures within 10 feet of the plant take 
  1d6 points of cold damage per round. 
   
  Walking or climbing over snowflake lichen 
  (rather than just walking near it) is more deadly. In 
  addition to the cold damage already described, 
  touching snowflake lichen causes Dexterity damage as 
  feet and fingers freeze, then limbs, and finally the 
  whole body (creating rich fertilizer in spring). Each 
  round a creature remains in a square with snowflake 
  lichen, he or she must make a DC 15 Fortitude save or 
  take 1 point of Dexterity damage. Creatures with 
  booted feet or gloved hands are entitled to a +2 
  circumstance bonus on the save. 
   
  Source: Frostburn 16 
   
  STYGIAN ICE 
  This extraplanar ice comes from Stygia, the fifth layer 
  of Hell. Infused with the soulless evil of that realm, 
  along with the magical waters of the river Styx, Stygian 
  ice is black and constantly crawls with a thin layer of 
  pale blue mist. Stygian ice is much colder than normal 
  ice, and it melts slowly in nonfreezing environs. The 
  coldness that this ice exudes is magical in nature, and 
  freezes the mind much more rapidly than flesh. 
   
  Stygian ice deals 1d6 points of cold damage per 
  round of contact. Worse, if a creature takes damage 
  from this supernatural cold, it must make a DC 12 Will 
  saving throw or take 2 points of Wisdom damage as its 
  memories are slowly frozen. If a creature’s Wisdom is 
  reduced to 0, further contact causes Constitution 
  damage. A creature whose Constitution is reduced to 0 
  by Stygian ice rises as a wraith in 2d4 rounds. 
   
  Stygian ice is not much harder than normal ice, so 
  it doesn’t make effective armor. Weapons made of 
  Stygian ice are somewhat fragile, and each time they 
  deal damage the wielder must make a DC 15 Reflex 
  save to avoid dealing the same amount of damage to the 
  weapon itself. Stygian ice weapons deal 1d6 points of 
  additional cold damage on a hit; if the creature hit takes 
  cold damage, it must make a DC 12 Will saving throw 
  or take 2 points of Wisdom damage (or Constitution 
  damage, if Wisdom is at 0). This damage applies to the 
  wielder of the weapon as well; a character who wishes 
  to wield a weapon made of Stygian ice is advised to 
  seek out protection from cold damage. 
   
  Stygian ice has 5 hit points per inch of thickness 
  and hardness of 3. Magical fire damage is not halved 
  when applied to Stygian ice. An object made of Stygian 
  ice takes 1 point of damage per hour it exists in an 
  environment above 40º F; this damage overcomes the 
  ice’s hardness. As it melts, the ice gives off foul vapors 
  that nauseate anyone within 5 feet who fails a DC 12 
  Fortitude saving throw. 
   
  S
  n 81 
  ource: Frostbur
   
  MAGIC ITEMS 
  BELT OF HIDDEN POUCHES 
  , but it’s always 
  , two secret pockets lie behind each 
  sib
  en a pocket is full, it never bulges, so a belt 
  cket (including the hidden ones) 
  any 
  n; CL 9th; Craft Wondrous 
  AMBRACES OF EVIL’S WARDING
  This item might be of silk or soft leather
  fairly wide and with a big buckle (usually brass or 
  silver). Hidden inside the belt are ten small pockets, 
  each of which seems large enough to hold only a few 
  coins. Each pocket actually functions as a small bag of 
  holding and can hold up to 1/2 cubic foot or 5 pounds of 
  nonliving material. No object with any dimension 
  exceeding 6 inches can be placed in a pocket. Anything 
  placed inside a pocket effectively has only one-tenth of 
  its normal weight, so a full pocket weighs only half a 
  pound at most. 
   
  In addition
  vi
  le one, for a total of thirty pockets in all. The 
  hidden pockets can be accessed only through a 
  command word. A true seeing spell reveals the presence 
  of the hidden pockets but not the command word to 
  open them. 
   
  Even wh
  of hidden pouches stuffed with 150 pounds of items looks 
  like an ordinary belt. 
   
  Accessing any po
  is a move action that does not provoke attacks of 
  opportunity. To place any object in the belt, the wearer 
  merely presses the object into the belt. Doing so while 
  speaking the command word places the object in one 
  of the hidden pouches (if one of them is empty). 
  Naming a stored object and speaking a second 
  command word places it in the wearer’s hand (though 
  he could also simply reach into one of the ten regular 
  pockets and draw it forth, just as if retrieving a stored 
  object (a move action that provokes attacks of 
  opportunity; see page 141 of the Player’s Handbook). 
   
  Simply frisking the wearer won’t reveal 
  objects placed in the belt, and searching the visible 
  pockets cannot reveal anything stored in the hidden 
  pockets. It is possible to use a Sleight of Hand check to 
  pluck something out of one of the ten visible pockets, 
  but only someone wearing or holding the belt can 
  access the hidden pockets, and then only with the 
  correct command word. 
   
  Moderate conjuratio
  Item, secret chest; Price 5,000 gp; Weight 1 lb. 
   
  Source: Races of the Wild 173 
   
  V
   
  oly runes and 
  t dons the vambraces of evil’s 
  s Item, 
  ted Deeds 116 
  Type 
  Ite
  Item 
  These golden bracers are engraved with h
  fit snugly over the arms of any creature that dons them. 
  Ranged attacks made by evil creatures against the 
  wearer take a -4 penalty. 
   
  An evil creature tha
  warding takes 2d6 poin
  Cost Modifie
  ts of damage per round. 
   
  Faint abjuration; CL 5th; Craft Wondrou
  protection from arrows, creator must be good; Price 
  18,000 gp; Weight 1 lb. 
   
  Source: Book of Exal
  of Stygian Ice 
  m 
  r
  Weapon 
  +6,000
  Other
  +2,000
   gp 
   gp/lb. 
   objects 
  NYR7-02 The Abbey of the Ice 
   
  Page 33 
  
   
  MUNDANE ITEMS 
  CRAMPONS 
  Crampons consist of a set of metal spikes and hooks 
  tburn 78 
  UR CLOTHING
  that lash on to boots and gauntlets to assist in climbing 
  or walking across icy surfaces. While you wear 
  crampons, you gain a +2 circumstance bonus on any 
  Balance checks made to avoid slipping on an icy 
  surface, and a +2 circumstance bonus on Climb checks. 
   
  Crampons impose a -10 ft. penalty to speed when 
  not walking on snow or ice. (1 lb.) 
   
  Price: 5 gp. 
   
  Source: Fros
   
   
  F
   
  ts of thick layers of animal furs 
  rsome to wear. Although the 
  rs
  tburn 78 
  ORN, MASTERWORK
  Fur clothing consis
  designed to be worn over a regular set of clothing or 
  armor. Wearing fur clothing grants a +5 circumstance 
  bonus on Fortitude saving throws against exposure to 
  cold weather. Fur clothing can be worn over a cold 
  weather outfit; in this case the circumstance bonuses 
  granted by each item stack, granting a total +10 
  circumstance bonus on Fortitude saving throws against 
  exposure to cold weather. 
   
  Fur clothing is cumbe
  fu  do not provide an appreciable armor bonus, they 
  do increase your total armor check penalty for any 
  armor worn by 2 points. (10 lb.) 
   
  Price: 8 gp. 
   
  Source: Fros
   
  H
   
  sterwork] horn to inspire 
   100gp 
  Adventurer 126 
  ANTERN, FOG−CUTTER
  When a bard plays a [ma
  courage, it raises the morale bonus on weapon damage 
  rolls and saves against fear by 1, but the effect lasts for 
  only 1 round after the ally stops hearing the bard 
  perform. 
   
  Price:
   
  Source: Complete 
   
  L
   
  Guide 24 
  NOW GOGGLES
  This bullseye lantern has a special amber lens that 
  allows light to reach farther through mist, fog, and 
  smoke than that from regular lanterns. It illuminates a 
  cone 40 feet long and 10 feet wide at the end, regardless 
  of fog or mist, and it burns for 6 hours on a pint of oil. 
  You can carry a lantern on one hand. (3 lb.) 
   
  Price: 20 gp. 
   
  Source: Arms and Equipment 
   
  S
   
  s have a thin horizontal slit in the 
  tburn 78 
  NOWSHOES
  These wooden goggle
  middle. They grant a +2 circumstance bonus on saving 
  throws to resist blinding effects, including snow 
  blindness, extremely bright light, or spells that target 
  vision indirectly (such as sunburst but not blindness). 
  While wearing snow goggles, you incur a -4 
  circumstance penalty on Spot and Search checks. 
   
  Price: 2 gp. 
   
  Source: Fros
   
  S
   
  wearer to move across snow and ice 
   78 
  These allow the 
  with increased speed. Snow of any depth is considered 
  a minor impediment. Snowshoes take 1 minute to don 
  and a full-round action to remove. (8 lb.) 
   
  Price: 15 gp. 
   
  Source: Frostburn
   
  PLANES 
  FROSTFELL REGIONS (ICE POCKETS) ON THE 
  ELEMENTAL PLANE OF AIR 
  • 
  Subjective Directional Gravity: Inhabitants of 
  • 
  me. 
  phic: Objects remain where they 
  • 
   The plane mostly consists of air, 
  • 
  pells and spell-like 
  • 
  gic, Cold: Spells and spell-like 
  • 
  : Spells and spell-like 
  • 
  ed Magic, Fire: Spells and spell-like 
  abilities with the fire descriptor are impeded, 
  the plane determine their own “down” direction. 
  Objects not under the motive force of others do 
  not move. 
  Normal Ti
  • 
  Infinite Size. 
  • 
  Alterable Mor
  are (and what they are) unless affected by physical 
  force or magic. 
  Air-Dominant:
  which is usually breathable. 
  Enhanced Magic, Air: S
  abilities that use, manipulate, or create air 
  (including those of the Air domain) are both 
  empowered and enlarged (as if the Empower Spell 
  and Enlarge Spell feats had been used on them, 
  but the spells don’t require higher-level slots). A 
  cloudkill spell would thus have its range doubled 
  and its damage (to those it did not kill outright) 
  increased by half. Spells and spell-like abilities that 
  are already empowered or enlarged are unaffected 
  by this benefit. 
  Enhanced Ma
  abilities that have the cold descriptor benefit from 
  being maximized (as the Maximize Spell feat, 
  except the spell doesn’t use a higher slot). In 
  addition, spells that use water (including those of 
  the Water domain) are extended (as the Extend 
  Spell feat, except the spell doesn’t use a higher 
  slot). Spells that are already maximized or 
  extended are unaffected. 
  Impeded Magic, Earth
  abilities that use or create earth (including the 
  summoning of earth elementals or outsiders with 
  the earth subtype and spells of the Earth domain) 
  are impeded. To use them, the caster must make a 
  successful Spellcraft check (DC 15 + level of the 
  spell). 
  Imped
  NYR7-02 The Abbey of the Ice 
   
  Page 34 
  
  including spells of the Fire domain. To use them, 
  the caster must make a successful Spellcraft check 
  (DC 15 + level of the spell). 
  Source: Manual of the Planes 68 and Frostburn 8 
   
   
  PANDEMONIUM 
  • 
  Objective Directional Gravity: In the cavernous 
  demonium, gravity is oriented 
  • 
  • 
   Size: Pandemonium goes on forever, 
  -known realms are bounded. 
  ium. 
  • 
  • 
  the 
   penalty on all 
  • 
   
  e Planes 97 
  tunnels of Pan
  toward whatever wall a creature is nearest. Thus, 
  there is no normal concept of floor, wall, and 
  ceiling—any surface is a floor if you’re near 
  enough to it. Rare narrow tunnels exactly cancel 
  out gravity, allowing a traveler to shoot through 
  them at incredible speed. The layer of Phlegethon 
  is an exception—there the normal gravity trait 
  applies. 
  Normal Time. 
  Infinite
  although its well
  • 
  Divinely Morphic: Specific powerful beings such 
  as the deity Erythnul can alter Pandemon
  Ordinary 
  creatures 
  find 
  Pandemonium 
  indistinguishable from the Material Plane (the 
  alterable morphic trait, in other words). Spells and 
  physical effort affect Pandemonium normally. 
  No Elemental or Energy Traits. 
  Mildly Chaos-Aligned: Lawful characters on 
  plane of Pandemonium suffer a -2
  Charisma-based checks. 
  Normal Magic. 
  Source: Manual of th
   
  RIVER STYX 
  This river bubbles with grease, foul flotsam, and the 
   of battles along its banks. Those who 
  attlefield of Acheron, the Nine Hells of 
   currents and eddies of the Styx ply its 
  PEL
  putrid remains
  taste or touch its water must make a Fortitude saving 
  throw (DC 17) or suffer total amnesia. Treat the victim 
  as if feebleminded (as the feeblemind spell). Even 
  those who make their saves lose all memory of the 
  events of the last 8 hours. Prepared spells remain in 
  memory, although the victim might not realize they’re 
  prepared. 
   
  The Styx churns through the top layers of the 
  Infernal B
  Baator, the Bleak Eternity of Gehenna, the Gray Waste 
  of Hades, the Tarterian Depths of Carceri, the Infinite 
  Layers of the Abyss, and the Windswept Depths of 
  Pandemonium. Tributaries of the Styx snake onto the 
  lower layers of these planes. For example, a tendril of 
  the Styx reaches the fifth layer of the Abyss, and 
  countless streams trickle through the other layers of 
  the great pit. 
   
  Sinister ferrymen skilled in negotiating the 
  unpredictable
  waters. For a price, they are willing to carry passengers 
  from plane to plane. Some ferrymen (and ferrywomen) 
  are fiends, while others are the spirits of dead Material 
  Plane creatures (called petitioners). Rarely, a ferryman 
  is a living mortal putting hard-won nautical skills to 
  otherworldly use. 
   
  Source: Manual of the Planes 86 
   
  S
  LS 
  FLESH TO ICE 
  izard 5 
  1 standard action 
  0 ft./level) 
  de negates 
   all its carried gear, turns into a 
  indless, inert ice sculpture. If the sculpture resulting 
  Transmutation 
  Level: Sorcerer/w
  Casting Time: 
  Range: Medium (100ft. + 1
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Fortitu
  Spell Resistance: Yes 
   
  The subject, along with
  m
  from this spell is broken, melted, or damaged, the 
  subject (if ever returned to its original state) has similar 
  damage or deformities. The creature is not dead, but it 
  does not seem to be alive either when viewed with 
  spells such as deathwatch. Only creatures made of flesh 
  are affected by this spell. 
   
  Material component: Water and a drop of blood. 
   
  Source: Frostburn 94 
   
  PANACEA 
  Conjuration (Healing) 
   4, druid 5 
  ntaneous 
  armless); see text 
  mless) 
  ade and speak the soft 
  ords of this spell. At your touch, a golden radiance infuses 
  els positive energy into a creature to 
  ipe away its afflictions. It immediately ends any of the 
  . 
   the creature (which takes half 
  m
   
  Source: Spell Compendium 152 
  Level: Cleric
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: Insta
  Saving Throw: Will half (h
  Spell Resistance: Yes (har
   
  You kneel next to your afflicted comr
  w
  your companion. 
   
  This spell chann
  w
  following conditions affecting the subject: blinded, 
  confused, dazed, dazzled, deafened, diseased, exhausted, 
  fatigued, frightened, nauseated, panicked, paralyzed, 
  shaken, sickened, and stunned. It negates sleep effects 
  and the effect of a feeblemind spell, and ends any 
  additional effects of poison, as the neutralize poison spell. 
  It also cures 1d8 points of damage +1 point per caster 
  level (maximum +20). 
   
  Panacea does not remove ability damage, negative 
  levels, or drained levels
   
  Used against an undead creature, panacea deals 
  damage instead of curing
  da age if it makes a Will saving throw), but has no 
  other effect. 
  NYR7-02 The Abbey of the Ice 
   
  Page 35 
  
   
  VIGOR, LESSER 
  evel: Cleric 1, druid 1 
   
  rd action 
  re touched 
  vel (max 15 rounds) 
   Will negates (harmless) 
   
  u lay hands on 
  ther time nor magic to 
  o more right now, but the blood flow slows to a trickle and 
  ntil the spell ends and automatically 
  ecoming stabilized if it begins dying from hit point 
  urce: Spell Compendium 229 
  Conjuration (Healing) 
  L
  Components: V, S
  Casting Time: 1 standa
  Range: Touch 
  Target: Living creatu
  Duration: 10 rounds + 1 round/le
  Saving Throw:
  Spell Resistance: Yes (harmless)
   
  The sounds of battle ring in your ears as yo
  your fallen comrade. You can spare nei
  d
  her breathing becomes less labored, even as you are called to 
  the aid of another. 
   
  The subject gains fast healing 1, enabling it to heal 1 hit 
  point per round u
  b
  loss during that time. Lesser vigor does not restore hit 
  points lost from starvation, thirst, or suffocation, nor 
  does it allow a creature to regrow or attach lost body 
  parts. 
   
  The effects of multiple vigor spells do not stack; 
  only the highest-level effect applies. 
   
  So
   
  HEALING LORECALL 
  Divination 
  evel: Cleric 2, druid 2, ranger 1 
  e: 1 standard action 
   minutes/level 
  ith a mint leaf under your tongue, you whisper quiet words 
   caster with 5 or more ranks in Heal can, when 
  when determining the amount of damage 
  IGOR, MASS LESSER
  Duration: 10
   
  W
  of soothing comfort. You feel a divine touch guiding your 
  healing hand. 
   
  A
  casting a conjuration (healing) spell, choose to remove 
  the following conditions affecting the subject of the 
  spell, in addition to the spell’s normal effects: dazed, 
  dazzled, or fatigued. A caster with 10 or more ranks in 
  Heal can choose from the following conditions in 
  addition to those above: exhausted, nauseated, or 
  sickened. 
   
  Also, 
  healed by your conjuration (healing) spells, you can 
  substitute your total ranks in Heal for your caster level. 
  The normal caster level limit for individual spells still 
  applies; thus, a 3rd-level cleric with 6 ranks in Heal 
  when under the effect of healing lorecall cures 1d8+5 
  points of damage with a cure light wounds spell. 
   
  Material component: A mint leaf. 
   
  Source: Spell Compendium 110 
   
  V
   
  creature/2 levels, no two of which are 
   1 round/level (max 25 rounds) 
   
  mpendium 229 
  Conjuration (Healing) 
  Level: Cleric 3, druid 3 
  Range: 20 ft. 
  Target: One 
  more than 30 ft. apart 
  Duration: 10 rounds +
  This spell functions like lesser vigor, except that it affects
  L
  multiple creatures. 
   
  Source: Spell Co
  Components: V, S, M 
  Casting Tim
   
  Range: Personal 
   
  Target: You 
  NYR7-02 The Abbey of the Ice 
   
  Page 36 
  
  DM AID ONE: ENCOUNTER 1 
   
   
   
  NYR7-02 The Abbey of the Ice 
   
  Page 37 
  
  DM AID TWO: ENCOUNTER 7 
   
   
   
   
  NYR7-02 The Abbey of the Ice 
   
  Page 38 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Nyrond/597/Normal Scenarios/NYR7-02 - The Abbey of Ice (APL 2-10)/NYR7-02 - The Abbey of Ice.pdf