TEXT: 1
  We are the Ullak, and these lands 
  are ours! That we have suffered the 
  little ones to live in the valley is of 
  no consequence. Were not all the 
  mountains given to us by Helgroth, 
  Lord of the Winter Storm? Do not 
  the worgs and ogres bow in deference 
  to us? There is nothing we can see 
  that is not ours to command!
  The little ones—the humans—are 
  just another possession—like ore we 
  dig from the ground or trees we fell. 
  That we have indulged their delusion 
  of freedom makes no difference. They 
  are ours …  and the time has come 
  when they are blessed to be able to 
  render service to the Ullak.
  To the valley! Go! Bring back as 
  many of the little ones as you can 
  carry! And tell the others that they 
  will be likewise blessed erelong!
  
  2
  THE ICE CAVE OF THE 
  FROST GIANT SLAVERS
  Like all One Night Stand adventures, The 
  Ice Cave of the Frost Giant Slavers contains 
  everything you’ll need for an evening of fun 
  using the Pathfinder Roleplaying Game.
  Inside you will find:
  •	 Adventure: The following pages 
  detail the background and action 
  that constitute the adventure itself. 
  Stat blocks are included, but you may 
  want to have the Pathfinder Bestiary 
  at hand for detailed references. 
  •	 GM Map: With the adventure 
  is a single-sheet version of the 
  map 
  bearing 
  notations 
  for 
  the 
  GM’s use. Marked on the map are 
  room numbers, the monster and 
  NPC starting positions for each 
  encounter, and areas of difficult 
  or 
  noticeably 
  different 
  terrain. 
  •	 Map Tiles: Following the GM Map 
  are a collection of map tiles that, 
  when cut out and assembled, create a 
  battlemat with a one-inch square grid.  
  •	 Standees: After the map tiles are a 
  collection of cut-and-tape standees 
  representing all the creatures and 
  monsters in this adventure. Together 
  with these are enlarged versions of 
  the encounter areas and summaries 
  of the action that takes place in each.
  USING YOUR OWN MATERIALS
  It is certainly possible to run The Ice Cave 
  of the Frost Giant Slavers without printing 
  out and assembling the materials presented 
  here. Any standard battlemat or miniatures 
  terrain will do. If you want to present 
  the entire cavern in one piece (as you can 
  assemble using our map tiles), you will need 
  either a grid that is at least 40 squares wide 
  by 55 squares tall or enough terrain pieces 
  to cover that same amount of space.
  If you wish to use miniatures or figures 
  other than the standees, you should prepare 
  for the heroes to encounter:
  •	 2 Ogres Minions
  •	 2 Ogre Warriors
  •	 6 Winter Wolves
  •	 1 Larger Winter Wolf
  •	 4 Young White Dragons
  •	 5 Wyrmling White Dragons
  •	 1 Frost Giantess
  Note that it is unlikely that you will need all 
  these figures at the same time. The winter 
  wolves will likely fall in combat, and once 
  an individual winter wolf is slain its figure 
  can be reused later on, so you may be able 
  to make do with fewer total miniatures. See 
  the adventure for details.
  ADVENTURE SYNOPSIS
  The Ice Cave of the Frost Giant Slavers begins as 
  the heroes approach the entrance to the cave 
  where, they have been told, a frost giantess 
  and her ogre minions have taken captives 
  from a nearby village in order to press them 
  into some kind of unspecified service.
  The villagers took this to mean that 
  the giant was taking the humans as slaves, 
  but that is not actually the case. The giant 
  has taken the people to serve as food for a 
  brood of young white dragons. (That truth, 
  though, should hardly make anyone feel 
  any better about the situation.)
  The cave entrance is guarded by a 
  group of ogres that work for the giantess, 
  along with one of the winter wolves they 
  keep as pets. Inside the cave the heroes 
  will encounter the rest of the winter wolf 
  pack along with a severely injured ogre 
  and winter wolf (wounded by the young 
  dragons). As they press on, they will find 
  the dragonlings themselves and eventually 
  the giantess who runs the whole complex. 
  If they can overcome all that, the heroes will 
  then find the missing villagers and a clutch 
  of ready-to-hatch dragon eggs.
  BACKGROUND
  The following details are for those GMs 
  who want a more detailed backstory for the 
  events in this the adventure. With just a little 
  extra work, the GM can use this material to 
  create an opening act for The Ice Cave of the 
  Frost Giant Slavers, roleplaying through the 
  heroes’ arrival in the village and the events 
  that lead up to their assault on the giant’s 
  lair.
  Game Masters who do not want this level 
  of detail should skip ahead to the “Getting 
  Started” section below.
  
  3
  LAND OF THE GIANTS
  Westview is a small mountain village 
  populated mostly by human trappers, 
  loggers, and miners. Founded about a 
  century ago, the original settlers had 
  troubles with the Ullak, a local clan of giants 
  that lived in the surrounding hills. The Ullak 
  claimed that the entire mountain range and 
  all within it belonged to them—a divine gift 
  from Helgroth, the giantish God of Ice and 
  Snow. 
  The humans noted, though, that the 
  giants were not technically sophisticated 
  enough to develop the land at all. No ore 
  was being dug, no lumber produced, and 
  barely enough animals trapped to keep the 
  clan fed and clothed. So they offered to pay 
  the Ullak for the use of the land—twenty-
  five percent of all goods and materials 
  taken from the mountains would be given 
  to the “rightful owners.” This situation was 
  acceptable to everyone and so a deal was 
  struck.
  Unfortunately 
  for 
  the 
  people 
  of 
  Westview, they didn’t really understand 
  what the term “rightful owners” implied 
  in the Ullak culture. In the giants’ eyes, the 
  village and everyone who lived in it also 
  counted as their property. The matter never 
  really came up, though, because the Ullak 
  had no use for the humans other than to 
  supply a steady stream of wood, ore, meat, 
  and pelts. But there was never any doubt 
  in the giants’ minds that the people of 
  Westview were their property. 
  UNEXPECTED TREASURE
  An Ullak hunter named Freya, one of 
  the few giants who still bothered to even 
  attempt to hunt for herself, recently made 
  an incredible discovery. While leading 
  her retinue of ogres and winter wolves on 
  a hunt for hibernating bears, she made an 
  even more valuable discovery—a group of 
  four young white dragons!
  Knowing they were worth dozens of 
  times more than any bear pelts, Freya and 
  her group tracked the dragons back to their 
  lair, where she saw something even more 
  valuable—five unhatched dragon eggs. It 
  seemed that the young dragons’ mother 
  had tasked them with guarding these eggs 
  until they hatched. However, she hadn’t 
  told them how long that would be more 
  than a decade of waiting. In all that time, the 
  dragons have grown quite resentful of their 
  unborn siblings. Indeed, while they have 
  promised to guard the eggs, they never said 
  anything about protecting the wyrmlings! 
  Their plan for the last several years has been 
  to kill the little pests as soon as they crawl 
  out of their shells.
  Freya and the dragonlings struck a 
  bargain. She would provide food for the 
  young dragons and help to protect the eggs 
  until such time as they hatched. At that 
  point the dragons would be free from their 
  promise to their mother and the giantess 
  could do whatever she wished with the 
  hatchlings. 
  Freya knew legends said that newly 
  hatched dragonlings could be trained like 
  horses—that if she managed to feed and 
  care for them, they would respond to her 
  as if she were their mother. She, Freya, 
  could have her own personal pack of white 
  dragons. But first she would have to keep 
  their older siblings happy and well fed until 
  the eggs hatched.
  In order to buy time, Freya offered the 
  dragons one of her ogre minions, whom they 
  killed and dragged into a nearby ravine. She 
  knew that would only keep them sated for a 
  few days. After that they would come back 
  looking for more sustenance. Freya ordered 
  her ogres to keep feeding the beasts—fresh-
  caught game at first, then winter wolves and 
  even themselves if need be—while she went 
  off to find a better food supply.
  RESOURCES AT HAND
  Freya was the best hunter among the 
  Ullak, and she knew that even she couldn’t 
  supply enough meat to feed four hungry 
  young dragons, let alone the additional five 
  hatchings that would be coming soon. She 
  needed something more. 
  At first she thought about asking the 
  humans of Westview for additional meat, 
  but the thought of begging from them 
  disgusted her. Then she remembered that 
  she didn’t have to ask at all—everything the 
  humans owned belonged to the Ullak. So 
  Freya and two of her ogres marched down 
  the hill to take what she needed.
  Unfortunately, there was very little meat 
  to be had. The winter catch had been sent 
  to the lowlands to be traded at a larger 
  
  4
  town, and the trappers were still out gathering 
  what would be the spring catch. The giants had 
  already gotten their share and all that remained 
  was the meager amount needed to keep the 
  village alive, clearly not enough to feed the 
  young dragons.
  But there was one source of meat that had 
  grown more plentiful over the years—the 
  humans themselves!
  Freya knocked out a dozen of the humans 
  and handed half of them to her ogres. She then 
  told the town how lucky the people of Westview 
  were to be able to serve their Ullak masters and 
  that she would be back for more when it suited 
  her. 
  ALONG CAME THE HEROES
  The villagers took Freya’s words to mean 
  that the Ullak had suddenly decided to make 
  slaves of the humans (the uglier truth never 
  even occurring to them), and they were terrified. 
  They trappers were the only people in town 
  with any real weapons skills, and although 
  they might be able to hold of one giantess and a 
  handful of ogres, if the Ullak came in force they 
  would be quickly overrun.
  They had no idea what to do and were in 
  the midst of deciding whether or not to simply 
  abandon Westview when the heroes arrived in 
  town. The villagers told the heroes the tale—or, 
  at least, the version of it that they understood—
  and begged for assistance. The heroes, for 
  whatever reason makes sense to the group, 
  agreed to get the kidnapped villagers back 
  and convince the giants to leave the people of 
  Westview alone.
  There is one main path, wide enough for 
  two giants to walk side by side, but that 
  will be where the guards focus most of 
  their attention. There is also a smaller path, 
  usable only by creatures that are medium 
  size or smaller. This path counts as difficult 
  terrain and those traveling on it receive a –2 
  penalty to all Stealth checks—it is impossible 
  to move along the path without knocking 
  loose rock free to tumble noisily down the 
  mountainside.
  GETTING STARTED
  The Ice Cave of the Frost Giant Slavers is 
  a self-contained stand-alone adventure, 
  designed to only require a brief “how you 
  got here” description before diving right 
  into the action. The heroes need only know 
  that this is the lair of a giant and her cohorts 
  who recently kidnapped some humans 
  from a nearby village and that they have 
  been tasked with rescuing the captives if 
  possible, and exacting revenge if it’s not.
  Alternatively, 
  the 
  adventure 
  could 
  be modified so that it becomes part of 
  an ongoing storyline or used as a chance 
  encounter the heroes stumble into as they 
  travel through the mountains toward some 
  campaign-related goal. As the Game Master, 
  you know the best way to get your players 
  involved in this scenario.
  THE OUTER CAVE
  Ice Cave of the Frost Giant Slavers begins 
  as the heroes approach the cave. Unless it 
  is important to your campaign that the first 
  encounter comes as a surprise, they should 
  be aware that the cave ahead is the giant’s 
  hideout and have a reasonable expectation 
  that someone may be guarding the entrance.
  Whether they decide to charge straight 
  into battle or try to sneak up on (or even 
  past) the guards, at least they begin the 
  adventure with a measure of control over 
  their situation—a condition that is not likely 
  to be true for most of the scenario.
  Unfortunately for the heroes, the cave is 
  located above the tree line on a rugged 
  mountain, so sneaking up will be difficult. 
  SHIFTING EXPECTATIONS
  Part of the fun of Ice Cave of the Frost 
  Giant Slavers is playing with the heroes’ 
  expectations of what they will be facing 
  and their understanding of the situation in 
  side the cave. When the adventure begins, 
  all their information comes from the 
  friends and neighbors of the kidnapped 
  peasants. It’s the truth, to the best of the 
  villagers’ understanding, but it isn’t 100% 
  accurate.
  It’s important that, as the GM, you help to 
  control the players’ expectations without 
  actually giving them false information. 
  Your best bet is to present all the details 
  with the specific context that they came 
  from the villagers. Phrases like “you 
  heard that…” and “the villagers said…” 
  will tell them the information they need 
  without giving it the ring of absolute fact. 
  Actually, your very use of those 
  phrases may give clever players the 
  notion that all is not as it seems, and that’s 
  all right. No matter how suspicious they 
  are, it is unlikely that they will guess the 
  actual situation.
  
  5
  1.OGRE CAMP
  Outside the cave mouth is a flat, open 
  area that serves as both the guard post for 
  the complex and the ogres’ camp. They used 
  to stay inside the cave, but the young white 
  dragons began growing more territorial and 
  would sometimes attack the ogres while they 
  slept. 
  Unless Freya requires their assistance, or 
  they are tending the needs of their wounded 
  comrade in the Sick Room, the ogres stay out 
  on this plateau, guarding the cave entrance 
  and grumbling about the nuisance the young 
  dragons are causing. Once there were seven 
  ogres living in the camp, but now only three 
  remain—two ogres have already been killed 
  by the dragons, and a third lies wounded in 
  the Sick Room. 
  As the heroes approach, the three ogres 
  are sitting around a campfire with one of the 
  winter wolves that they’ve taken to treating 
  like a pet. One of the ogres has the Advanced 
  template—he is Freya’s second-in-command.
  Although they are ostensibly supposed 
  to be guarding the cave entrance, the ogres 
  have no reason to believe that any attack in 
  impending. They haven’t seen any intelligent 
  creatures in the mountains in months, so they 
  will hardly be at full attention. The winter 
  wolf, however, is always alert for strange 
  sounds and smells (though it is possible the 
  ogres may ignore its growls and whines the 
  way humans dismiss a dog that barks at 
  every squirrel it sees).
  The ogres are tough and used to working 
  as a team, but they are overconfident in their 
  ability to handle any threat. They could 
  certainly give the PCs a difficult time if they 
  called the winter wolf pack out of the cave, 
  but that is unlikely to occur to them until it 
  is too late. If they do call, the winter wolves 
  from the Kennel will arrive 2 rounds later. 
  Alternatively (at the GM’s discretion), if the 
  fight lasts more than 5 rounds, the pack may 
  hear the commotion and come out of its own 
  accord.
  2.CAVE ENTRANCE
  At the back of the ogre camp there is a 
  single, tall fissure that leads into the cave 
  itself. Large creatures can only pass through 
  this area one at a time and for them it counts 
  as difficult terrain, but medium or smaller 
  creatures can move normally.
  Inside, the cave is very large, with a 
  ceiling ranging from thirty- to fifty-feet 
  high—tall enough for giants, ogres, and 
  other large creatures to stand and walk 
  normally. It consists of a series of naturally 
  formed chambers that the giantess and her 
  crew have turned into rooms.
  As the heroes enter the main cave, they 
  notice that it is lit by veins of iridescent blue 
  crystals that run through the rock of the 
  walls. At various points there are nodules of 
  crystals that appear to be growing from the 
  walls in artistically arranged blooms. The 
  crystals, known as “blue ice,” provide dim 
  light throughout the complex, allowing the 
  heroes to proceed without torches, if they 
  don’t mind only being able to see twenty feet 
  ahead at any given time. (See the “Treasure” 
  section on page 9 for more about these blue 
  ice crystals.)
  
  6
  3.SICK ROOM
  The first chamber is filled with sacks of 
  supplies, barrels of water and ale, and crates that 
  have been taken from the village and passing 
  merchant caravans. Along the wall are a cage and 
  a single bedroll, both of which are occupied. Any 
  hero who makes a successful DC 15 Perception 
  check will note that until recently there were more 
  bedrolls around the cavern. (Until recently, all the 
  ogres used this chamber as their camp.)
  Allow the heroes to begin exploring the 
  chamber if they want. Once they all enter the 
  cave, though, the winter wolves in the Kennel 
  (see below) begin to get Perception checks to 
  notice their presence. If the heroes are not moving 
  stealthily, the pack automatically notices their 
  presence. If they are attempting to move about 
  quietly, the DC is the lowest Stealth check result 
  achieved by the heroes.
  Once the winter wolves notice the heroes’ 
  presence, they will begin to growl and grow 
  anxious. A DC 15 Perception check will allow the 
  heroes to notice the sounds of growling, and a DC 
  15 Knowledge (nature) will allow them to recognize 
  that it is coming from a pack of worgs (less than that 
  and they will mistake the sound as belonging to 
  dogs or normal wolves).
  As long as the heroes remain in the Sick Room, 
  the growling will grow louder and angrier over the 
  course of the next couple of minutes, then it will stop 
  completely. Thirty seconds after the growling stops, 
  the winter wolves will charge from the Kennel into 
  this chamber and attack the heroes.
  The supplies contain nothing of significance 
  (though the heroes may want to restock their 
  water or other perishable supplies). None of it is of 
  especially high quality.
  In the bedding sleeps a badly wounded 
  ogre. A similarly wounded winter wolf lies 
  within the cage (which is closed but not 
  locked). Allow heroes that examine either of 
  them to attempt Heal or Knowledge (nature) 
  checks with the following results.
  DC Information 
  15 
  Their wounds are from some kind of 
  animal mauling.
  20 
  The creature that did this to them was 
  medium sized.
  25 
  These wounds were not made by a 
  single creature but by a group or pack 
  of similar beasts.
  30 
  The wounds were made by a reptile 
  or lizard of some kind.
  Although there is no way for the heroes to 
  deduce it at this juncture, they may eventually 
  figure out that the ogre and the winter wolf 
  were attacked by the pack of young dragons 
  that are hiding deeper in the cave complex. 
  The other ogres keep them here because the 
  combination of their wounds and exposure 
  to the elements would certainly kill them in 
  less than a night. 
  These two are not meant to be 
  combatants—they are too badly wounded. 
  However, if the fight with the winter wolves 
  is proving too easy, have the ogre make a 
  miraculous recovery and join the fight (using 
  Advanced Ogre stats from Freya’s second in 
  command, and presuming he had a weapon 
  stashed under the blankets with him—call 
  it an ogre superstition to help the sick and 
  injured “fight off” their afflictions). If you 
  want to make the fight significantly tougher, 
  you can allow the wounded winter wolf to 
  join in, too.
  4.KENNEL
  This is chamber is used as the kennel 
  for the ogres’ pack of winter wolves. A few 
  cages line the back wall, gnawed-on bones 
  are scattered around the floor, and a few 
  matted animal pets are strewn about. The 
  cages are open—the worgs sometimes like 
  to sleep in them just because they feel more 
  like a den than the huge cavern does.
  The pack is somewhat smaller than it 
  used to be, several members having been 
  dragged off by the young dragons. At this 
  point there are only four winter wolves 
  left in the kennel. (This does not include 
  the one that stays in the Ogre Camp or the 
  pack’s leader that Freya keeps with her in 
  the Hatchery.) They consider the entire 
  Outer Cave to be their territory, but they are 
  especially possessive of this chamber and 
  they will viciously defend it to the death 
  against any intruder.
  The chances are good, however, that 
  the pack will have come out to challenge 
  the heroes before they reach this chamber. 
  If that is not the case, the winter wolves 
  are waiting here alert and aware when the 
  heroes arrive. Although they may delay 
  attacking the while the heroes are in other 
  sections of the cave (such as the Sick Room), 
  if the group steps into the Kennel and is not 
  accompanied by an ogre, the winter wolves 
  will immediately attack.
  There is nothing of particular interest or 
  value for the heroes to find in this chamber. 
  
  7
  GM Map
  
  8
  THE INNER CAVE 
  Once past the Kennel, the course of the 
  cavern curves sharply and descends deeper 
  into the mountainside. From this point on 
  the heroes are no longer able to see or hear 
  anything that goes on outside, or even in the 
  Sick Room. They very air seems muffled, as 
  if it is being compressed by the tons of rock 
  that surround it.
  5.ECHO CHAMBER
  The first chamber of the Inner Cave is the 
  smallest space so far. It’s a thin slice of rocky 
  floor that leads up to a sheer cliff, beyond 
  which lies the Bottomless Ravine. At the 
  far end of the cavern is an ancient, rickety-
  looking bridge that crosses over the ravine.
  The main feature of this room is that, thanks 
  to the chasm, it has interesting acoustic 
  properties. When the heroes enter the 
  chamber, they immediately hear the sound 
  of far off breathing and metallic clanking. 
  It is impossible to discern from where the 
  sound is coming (though “somewhere down 
  in that ravine” is a good guess), but allow 
  anyone who tries to figure it out to make a 
  Perception check. Those who beat a 12 or 
  higher realize that this is just the echo of 
  their own breath and the sounds their armor 
  makes as they move. Anyone who beats a 
  DC 18 or higher recognize that there are 
  other sounds hidden in the echo—another, 
  deeper, raspier breathing than anyone in 
  the party has and, in addition to the metal 
  clanking, the sound of something scraping 
  across stone.
  It is impossible for the heroes to confirm 
  this yet, but those other sounds are indeed 
  coming from deep in the chasm. They’re 
  made by a young white dragon lurking there 
  preparing to attack when the heroes are 
  crossing the bridge. Even if the heroes are 
  silent and only listen, the dragon will only 
  hold its breath, too (and it can do so for much 
  longer than the heroes can).
  The sounds of any arguments or combat 
  that takes place in this chamber echo 
  throughout the Inner Cave, certainly carrying 
  down to the Hatchery. This may allow Freya 
  to become aware of the heroes and their 
  impending approach. 
  There are two main hazards to fighting in 
  the Echo Chamber—the potential for falling 
  into the ravine and the echo effect.
  Falling into the ravine is as easy as 
  stepping or being pushed off the ledge. If 
  that happens, the character immediately 
  begins falling into the Bottomless Ravine (see 
  that description for more details).
  The echo effect only matters if someone in 
  the combat uses an attack, spell, or effect with 
  the [sonic] descriptor. The acoustic properties 
  of the room amplify [sonic] energy. Anyone 
  in the Echo Chamber or the top 30 feet of 
  the Bottomless Ravine when such an effect 
  is used (including whoever triggered the 
  effect) suffers 1d6+3 points of sonic damage 
  in addition to whatever damage the effect 
  may cause normally.
  
  9
  6.BOTTOMLESS RAVINE
  As the name suggests, this is a fissure in 
  the floor of the cave that drops away into 
  darkness. While not technically bottomless, 
  the ravine is so deep that no one is sure how 
  far down it goes. There is a single wooden 
  bridge that crosses the ravine connecting the 
  Echo Chamber to the Observation Platform. 
  It is ancient and rickety, but anyone who 
  looks closely will notice that the ogres have 
  recently added some support beams to keep 
  the structure standing.
  If any of the heroes peer over the edge to 
  search the ravine (for the source of the strange 
  noises mentioned in the Echo Chamber 
  description or just out of curiosity), they will 
  find that it is the only place in the cave so far 
  that does not have blue ice crystals providing 
  illumination and thus is completely dark. 
  Those who use an appropriate light source 
  can see that the ravine walls are craggy and 
  jagged, with many small openings in them 
  that seem to lead into crevasses and fissures.
  In one of those crevasses, about 40 feed 
  below the floor of the Observation Platform, 
  one of the young dragons hides. It is fully 
  aware of the heroes’ presence, waiting until 
  the last of the group is crossing over to the 
  bridge. At that point, it will charge up to the 
  bridge, attack that hero and, if possible, drag 
  him or her back to the crevasse.
  The dragon isn’t actually hungry, just 
  bored. It thought the heroes were just more 
  ogres, who have proven to be easy prey. Once 
  the heroes have done 20 hp worth of damage 
  to it, the dragon will disengage and flee back 
  to its crevasse. If the heroes do more than 30 
  hp of damage to it, it will call out for help 
  from its brothers (who are currently in the 
  Fissures). They will arrive two rounds later 
  and immediately attack the heroes, at which 
  point the first dragonling will come back out 
  of its hiding spot and rejoin the fight.
  Freya will be able to hear all of this in the 
  Hatchery. However, she is used to the young 
  dragons being rambunctious and generally 
  ignores them. If the fight lasts longer than 
  10 rounds, though, she will come out to see 
  what the problem is.
  Falling into the pit is a problem the heroes 
  may face. It is not an intended challenge for 
  this scenario, but there are many ways for it 
  to happen inadvertently. The bottom of the 
  ravine is hundreds of feet down, so falling 
  all that way will do as much damage as the 
  DM deems appropriate (it should almost 
  certainly be deadly, though). 
  In the first three rounds of falling, though, 
  it is possible for the heroes to grab one of the 
  jagged outcroppings and save themselves. 
  (After three rounds, they are moving too fast 
  and the rock is too crumbly to pull off this 
  maneuver.) To do so, the hero must succeed 
  at one of the following checks: Acrobatics DC 
  20, Climb DC 20, Survival DC 25. 
  A hero that makes one of the listed checks 
  is then considered to be clinging to the wall 
  and must climb back to the cave. Doing so 
  requires two successful DC 15 Climb checks 
  for each round that the hero was falling. Each 
  attempted check counts as a move action. 
  Failure does not have any adverse effects, but 
  at the GM’s discretion a critical failure could 
  increase the number of successes needed by 
  1 and a critical success could count as two 
  successes.
  7.OBSERVATION PLATFORM
  At the far end of the Bottomless Ravine is a 
  small structure—like a hut with only two walls 
  and no ceiling—built by Freya and her ogres. It 
  is meant as place where she can interact with 
  the hatchling dragons, whom she believes 
  will want to live in the ravine rather than the 
  hatchery. She knows that it will take her a while 
  to solidify her connection to them, and while 
  she’s doing that she wants to get them used to 
  giant-made constructions (since her ultimate 
  plan is to take them back to civilization as pets).
  It is also a likely place where the heroes will 
  fight the young dragons, if the one under the 
  bridge calls for help. The dragonlings will try 
  to keep the heroes trapped on the platform and 
  either kill them there or force them off into the 
  pit.
  As with the Bottomless Ravine, Freya can 
  hear any fight that takes place here, but will 
  ignore such sounds at first. If the fight lasts 
  longer than 10 rounds, though, she will come 
  out to see what the problem is.
  8.FISSURES
  At first this arm of the Inner Cave seems like 
  it’s leading to a new cavern, but it ends in a wall 
  of rock split by a series of thin, deep fissures. 
  They are large enough for a medium-sized 
  creature to enter, but too cramped and curving to 
  be navigated unless the creature has serpentine 
  flexibility. Near the back of this chamber is a 
  roaring campfire and a pile of wood that is being 
  used to fuel it.
  The young dragons have chosen the fissures 
  as their home—a place where they can rest safely 
  without fear that Freya, her ogres, or the winter 
  wolves will be able to take them unawares. 
  
  10
  NPC Stat Cards
  
  11
  Currently three of the dragonlings are 
  here (the fourth is hiding in the Bottomless 
  Ravine).
  The bonfire was built by Freya as a way 
  to make sure that the fissures do not freeze 
  shut, trapping the young dragons within. She 
  does not have high regards for their common 
  sense, though she would never tell them that.
  If the heroes have not encountered the 
  young dragons elsewhere, they will be 
  here lurking deep within the fissures. The 
  dragons will call out to the heroes, asking 
  who they are and why they are there. Their 
  presumption is that the heroes are new 
  minions working for Freya. If the heroes are 
  at all threatening or if they admit to being 
  enemies of the giantess (who is the dragon’s 
  ally, at least temporarily), the dragons will 
  immediately attack.
  9.HATCHERY
  This is where Freya has been spending 
  most of her time—the chamber where she 
  discovered the unhatched dragon eggs. 
  Unless something has called her our, the 
  heroes will discover her here along with one 
  winter wolf and the remaining eight human 
  slaves (the others having already been fed to 
  the young dragons).
  The eggs are split into two batches—the 
  young dragons have been able to tell her 
  which eggs are still viable and which only 
  hold semi-formed draconic infants, and 
  Freya has separated them in case there was 
  some kind of disease or rot that caused the 
  eggs to become lifeless.
  Also in this room are Freya’s bedroll, a 
  mat for the worg, and a cage where the slaves 
  are kept.
  Currently, Freya is kneeling beside the 
  eggs and the winter wolf is sitting beside 
  her. The giantess is laying one of the humans 
  (gagged and bound) on top of the eggs—
  her very primitive way to incubate them, 
  though she would call it tempting them out 
  of their shells with a juicy morsel. 
  When the heroes enter the room, Freya 
  and the worg will immediately attack. They 
  will keep the fight as far away from the eggs 
  as possible. If she takes more than 50 hp of 
  damage or if any of the heroes seem poised 
  to attack the eggs, Freya will call out to the 
  rest of the complex for help. It is unlikely 
  that there is anyone to reply to the summons, 
  but if the heroes did not deal with them yet, 
  some or all of the young white dragons may 
  still be available to join the battle. 
  If the fight seems to be too easy, or if 
  the GM simply wants to make things more 
  difficult for the heroes, at some point during 
  the battle the eggs may begin to hatch. Each 
  one contains a hatchling white dragon that 
  will be ravenously hungry. It may either 
  join the battle (choosing targets randomly) 
  or it might go for the less challenging food 
  in the cage—the human slaves. Up to five 
  hatchling dragons may be added in this 
  manner. 
  CONCLUSION
  Once the heroes have defeated Freya, the 
  heroes have rescued the human slaves and 
  the adventure is technically over. 
  If the hatchling dragons did not come 
  into play during the final battle, they heroes 
  will have to decide what to do with them, 
  for it seems clear that they are only days away 
  from hatching. It’s unlikely the infants will 
  survive on their own without any protection or 
  guidance, but dragons are sturdy creatures. It’s 
  possible that they would manage to find food 
  and begin to thrive—in which case, just a few 
  years later the town of Westview will have five 
  new terrors to worry about.
  If the heroes did not kill all of the young 
  dragons during the heart of the adventure, 
  they could be attacked on their way out of 
  the cave. At the GM’s discretion, though, the 
  young dragons could be wise enough to just 
  let the heroes leave—in which case they will 
  eventually start hunting the mountain on their 
  own again. But this time they know that there is 
  a town full of unprotected humans somewhere 
  in the valley.
  The people of Westview will be grateful 
  beyond measure if the heroes bring the 
  remaining humans back. They will give them 
  any rewards they can think of and will not deny 
  the heroes anything they request. Unfortunately 
  the town has almost nothing to offer. (The GM, 
  however, may wish to give them something of 
  particular value or importance in the campaign.)
  TREASURE
  Freya and her ogres all have the standard 
  treasure associated with such encounters. If 
  the GM wishes to spruce things up a bit, they 
  could have a few interesting magical items, 
  too (though those should be added to the gear 
  on their stat cards and used to best advantage 
  during the fights). Additionally, the group 
  might have an item or some piece of important 
  information that is campaign specific.
  
  12
  Other than that, there are two additional 
  potential sources for unusual treasure.
  BLUE ICE
  The iridescent blue crystals that are found 
  growing from the cave walls could serve as a 
  special form of treasure. The intent is for them 
  to be a new item—a type of rock unknown 
  in the broader world—and that makes them 
  potentially valuable in a way that is wholly 
  determined by the GM.
  Blue ice is a crystal that glows in the dark. In 
  daylight it simply has a pleasing, if unusual, 
  blue color. But when in a darkened area it starts 
  to glow. Individual crystals of a pound or less 
  provide light equivalent to a candle. But if you 
  get 5 pounds of crystals together, they generate 
  dim illumination over a 20-foot area centered 
  on the crystals. Blue ice does not naturally 
  generate more powerful light than that, but the 
  GM may wish to create an alchemical process or 
  spell that can increase the power of the crystals’ 
  light. 
  Blue ice crystals could be attached to armor 
  or mounted on sconces. Small crystals could 
  be carried for use when examining writing 
  or surface details, or to gather into a larger, 
  brighter collection in cases of emergency. They 
  could be mined and used in the construction of 
  nearby towns, providing streetlights and other 
  civic advantages. 
  Exactly what the origin of blue ice is, or 
  how its luminescent properties work is up to 
  the GM, as is its value to the broader campaign 
  world. It may merely be a curiosity found in this 
  adventure, or it might provide an interesting 
  new material to the world—one that will forever 
  be associated with the heroes.
  DRAGON TREASURE
  In some campaigns, the carcasses of the 
  dragons themselves could be considered 
  a valuable treasure. Dragon hide, teeth, 
  blood, and other trophies are often parts of 
  rituals and spellcasting. As such, they can 
  fetch high prices in the right quarters. 
  In other campaigns, cutting a creature 
  into its component parts is completely 
  inappropriate. However, if that is the case, 
  the GM may wish to provide the young 
  white dragons with some hidden horde of 
  treasure (perhaps stowed in or around the 
  Fissures) so that the heroes are able to get 
  the same rewards as their counterparts in a 
  more component-oriented campaign.
  
  13
  Tile #1 - A9
  
  14
  Tile #2 - B9
  
  15
  Tile #3 - C9
  
  16
  Tile #4 - D9
  
  17
  Tile #5 - A8
  
  18
  Tile #6 - B8
  
  19
  Tile #7 - C8
  
  20
  Tile #8 - D8
  
  21
  Tile #9 - A7
  
  22
  Tile #10 - B7
  
  23
  Tile #11 - C7
  
  24
  Tile #12 - D7
  
  25
  Tile #13 - A6
  
  26
  Tile #14 - B6
  
  27
  Tile #15 - C6
  
  28
  Tile #16 - D6
  
  29
  Tile #17 - A5
  
  30
  Tile #18 - B5
  
  31
  Tile #19 - C5
  
  32
  Tile #20 - D5
  
  33
  Tile #21 - A4
  
  34
  Tile #22 - B4
  
  35
  Tile #23 - C4
  
  36
  Tile #24- D4
  
  37
  Tile #25 - A3
  
  38
  Tile #26 - B3
  
  39
  Tile #27 - C3
  
  40
  Tile #28 - D3
  
  41
  Tile #29 - A2
  
  42
  Tile #30 - B2
  
  43
  Tile #31 - C2
  
  44
  Tile #32 - D2
  
  45
  Tile #33 - A1
  
  46
  Tile #34 - B1
  
  47
  Tile #35 - C1
  
  48
  Tile #36 - D1
  
  49
  Ogre
  Ogre
  Advanced Ogre
  Winter Wolf
  White Dragon 
  Hatchling
  White Dragon 
  Hatchling
  White Dragon 
  Hatchling
  
  50
  Winter Wolf
  Winter Wolf
  Winter Wolf
  Winter Wolf
  
  51
  White Dragon 
  Hatchling
  White Dragon 
  Hatchling
  Advanced Winter Wolf
  Freya
  Young White 
  Dragon
  Young White 
  Dragon
  Young White 
  Dragon
  Young White 
  Dragon
  
  52
  ENCOUNTERS 1-2: MINI MAPS
  Although they 
  are 
  ostensibly 
  supposed to be 
  guarding 
  the 
  cave entrance, 
  the ogres have 
  no reason to 
  believe 
  that 
  any attack in 
  i m p e n d i n g . 
  They 
  haven’t 
  seen 
  any 
  i n t e l l i g e n t 
  creatures in the 
  mountains 
  in 
  months, so they 
  will hardly be 
  at full attention. 
  The 
  winter 
  wolf, however, 
  is always alert 
  for 
  strange 
  sounds 
  and 
  smells (though 
  it is possible the ogres may ignore its growls and whines the way 
  humans dismiss a dog that barks at every squirrel it sees).
  The ogres are tough and used to working as a team, but they 
  are overconfident in their ability to handle any threat. They could 
  certainly give the PCs a difficult time if they called the winter wolf 
  pack out of the cave, but that is unlikely to occur to them until it 
  is too late. If they do call, the winter wolves from the Kennel will 
  arrive 2 rounds later. Alternatively (at the GM’s discretion), if the 
  fight lasts more than 5 rounds, the pack may hear the commotion 
  and come out of its own accord.
  ENCOUNTERS 3-4: MINI MAPS
  This is chamber is used as the kennel for the ogres’ pack of winter 
  wolves. A few cages line the back wall, gnawed-on bones are scattered 
  around the floor, and a few matted animal pets are strewn about. 
  The cages are open—the worgs sometimes like to sleep in them just 
  because they feel more like a den than the huge cavern does.
  The pack is somewhat smaller than it used to be, several members 
  having been dragged off by the young dragons. At this point there are 
  only four winter wolves left in the kennel. (This does not include the 
  one that stays in the Ogre Camp or the pack’s leader that Freya keeps 
  with her in the Hatchery.) They consider the entire Outer Cave to be 
  their territory, but they are especially possessive of this chamber and 
  they will viciously defend it to the death against any intruder.
  
  53
  ENCOUNTERS 5-8: MINI MAPS
  ENCOUNTER 6: BOTTOMLESS RAVINE
  In one of those crevasses, about 40 feed below the floor of the Observation 
  Platform, one of the young dragons hides. It is fully aware of the heroes’ 
  presence, waiting until the last of the group is crossing over to the bridge. 
  At that point, it will charge up to the bridge, attack that hero and, if possible, 
  drag him or her back to the crevasse.
  The dragon isn’t actually hungry, just bored. It thought the heroes were 
  just more ogres, who have proven to be easy prey. Once the heroes have done 
  20 hp worth of damage to it, the dragon will disengage and flee back to its 
  crevasse. If the heroes do more than 30 hp of damage to it, it will call out for 
  help from its brothers (who are currently in the Fissures). They will arrive 
  two rounds later and immediately attack the heroes, at which point the first 
  dragonling will come back out of its hiding spot and rejoin the fight.
  ENCOUNTER 7: OBSERVATION PLATFORM
  At the far end of the Bottomless Ravine is a small structure—like a hut with 
  only two walls and no ceiling—built by Freya and her ogres. It is meant as 
  place where she can interact with the hatchling dragons, whom she believes 
  will want to live in the ravine rather than the hatchery. She knows that it will 
  take her a while to solidify her connection to them, and while she’s doing that 
  she wants to get them used to giant-made constructions (since her ultimate 
  plan is to take them back to civilization as pets).
  It is also a likely place where the heroes will fight the young dragons, if the one under the bridge calls for help. The dragonlings will try to 
  keep the heroes trapped on the platform and either kill them there or force them off into the pit.
  ENCOUNTER 8: FISSURES
  At first this arm of the Inner Cave seems like it’s leading to a new cavern, but it ends in a wall of rock split by a series of thin, deep fissures. 
  They are large enough for a medium-sized creature to enter, but too cramped and curving to be navigated unless the creature has serpentine 
  flexibility. Near the back of this chamber is a roaring campfire and a pile of wood that is being used to fuel it.
  The young dragons have chosen the fissures as their home—a place where they can rest safely without fear that Freya, her ogres, or the 
  winter wolves will be able to take them unawares. Currently three of the dragonlings are here (the fourth is hiding in the Bottomless Ravine).
  The bonfire was built by Freya as a way to make sure that the fissures do not freeze shut, trapping the young dragons within. She does not 
  have high regards for their common sense, though she would never tell them that.
  If the heroes have not encountered the young dragons elsewhere, they will be here lurking deep within the fissures. The dragons will call 
  out to the heroes, asking who they are and why they are there. Their presumption is that the heroes are new minions working for Freya. If the 
  heroes are at all threatening or if they admit to being enemies of the giantess (who is the dragon’s ally, at least temporarily), the dragons will 
  immediately attack.
  
  54
  ENCOUNTER 9: MINI MAP
  Currently, Freya is kneeling beside the eggs and 
  the winter wolf is sitting beside her. The giantess is 
  laying one of the humans (gagged and bound) on 
  top of the eggs—her very primitive way to incubate 
  them, though she would call it tempting them out 
  of their shells with a juicy morsel. 
  When the heroes enter the room, Freya and 
  the worg will immediately attack. They will keep 
  the fight as far away from the eggs as possible. If 
  she takes more than 50 hp of damage or if any of 
  the heroes seem poised to attack the eggs, Freya 
  will call out to the rest of the complex for help. 
  It is unlikely that there is anyone to reply to the 
  summons, but if the heroes did not deal with them 
  yet, some or all of the young white dragons may 
  still be available to join the battle. 
  
  55
  WE ERR ON THE SIDE OF AWESOME!
  CREDITS
  Designer:
  Stan!
  Editor:
  The Geniuses!
  Cover Art:
  Supercaptain
  Interior Art:
  Supercaptain (cartography), Marcum Curlee 
  and Jacob E. Blackmon (standees), Shaman 
  Stockart, and Joseph Calkins and Cerebus 
  Illustrations
  Graphic Design and Typesetting:
  R. Hyrum Savage
  Produced By:
  Super Genius Games
  www.supergeniusgames.com
  Contents ©2010 Stan!
  Used with permission.
  For more information about Super Genius Games and 
  our upcoming products, follow us on Facebook: www.
  facebook.com/supergeniusgames, via Twitter: Owen: 
  @Owen_Stephens, Stan: @stannex, and/or Hyrum: @
  savageplanet, or at our Yahoo Group: http://games.groups.
  yahoo.com/group/super-genius/
  All logos are the trademark of  Super Genius Games All rights reserved.
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the 
  Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder 
  Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/
  pathfinderRPG for more information on the Pathfinder Roleplaying Game. 
  Paizo Publishing, LLC does not guarantee compatibility, and does not 
  endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the 
  Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game 
  Compatibility Logo are trademarks of Paizo Publishing, LLC, and are 
  used under the Pathfinder Roleplaying Game Compatibility License. See 
  http://paizo.com/pathfinderRPG/compatibility for more information on the 
  compatibility license.
  DESIGNATION OF PRODUCT IDENTITY
  The OtherWorld Creations (OWC) and Super Genius Games (SGG) company names and 
  logos; the “One Night Stand” name and logo; the Ice Cave of the Frost Giant Slavers name, 
  background, and logo; all artwork, trade dress, and graphic design elements; 
  All game mechanics of One Night Stand: The Ice Cave of the Frost Giant Slavers are Open 
  Game Content as described in Section 1(d) of the License. 
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
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  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
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  One Night Stand: The Ice Cave of the Frost Giant Slavers. Copyright 2010, Super Genius 
  Games. Author: Owen K.C. Stephens
  
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