TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS 
  & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please 
  visit www.wizards.com/d20 
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction 
  and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon 
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  Visit the LIVING GREYHAWK website at www.rpga.com 
   
  CORS6-01 
   
   
  THE HANGING 
  GLACIER 
   
  A One-Round DUNGEONS & DRAGONS® 
  LIVING GREYHAWK™  
  Core Special Adventure 
  Version 1.0 
  APLs 10-16 
   
  by Creighton Broadhurst and Greg Marks 
  Circle Reviewer: Stephen Radney-MacFarland 
  Reviewer: Chris Chesher, Sam Weiss 
  Playtesters: Creighton Broadhurst, Rob Wills, Andy Lewis, Jon Dobbie, Kayleigh Wills, Pete Simms, Andy 
  Glenn, Sean, Christian Alipounarian, Joann Clarke-Stein, Jason Krynicky, Adrian  Stein, Jason Stypinski, 
  Gregory S. Walker. 
   
   
   
  Every twenty years the lands of the Snow Barbarians are inundated by a strange plague of monsters boiling out 
  of the Corusk Mountains. Their Jarls believe these incursions originate from the famed Hanging Glacier of 
  Alisedran but to them the glacier and its surrounds are considered holy and they may not send their warriors 
  there to eradicate this threat. The call has gone out for adventurers brave enough to dare the frozen hell of the 
  mountains to destroy this threat once and for all. A LIVING GREYHAWK one-round Core Special adventure set in 
  the Kingdom of the Schnai for character levels 1-15 (APLs 2-16). 
   
   
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 2 
  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, 2006.  
   
  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 books: 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.  
   
  Along with this adventure you’ll find a RPGA Table 
  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 up 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. 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 3 
   
  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 Core Special one-round adventure, set in the 
  Kingdom of the Schnai. All characters pay two Time 
  Units to participate.  
   
  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 
  scenario. 
   
  A character who 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 
  Survival check (DC 20), 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. 
   
  FIGURE LIST 
  The following figures are required to run this module: 
   
  Encounter 1: Into the Corusks 
  1. Ingegred, 
  Hungoff, 
  Lolmar, 
  Rederi, 
  Anskieri, Hunmar: Carrion Tribe Barbarian 
  (46/60 Aberrations). 
  2. Ingemar: 
  Longtooth 
  Barbarian 
  (19/60 
  Aberrations). 
   
  Encounter 3: Hidden Depths 
  1. White Pudding: Large Air Elemental (20/60 
  Angelfire). 
   
  Encounter 5: The Frozen Dead 
  1. Tarmorja the Wendigo: Vampire Spawn 
  (59/60 Deathknell). 
   
  Encounter 7: White Storm 
  1. Aussirkepesk: Zombie White Dragon (60/60 
  Deathknell). 
  2. Urazandum 
  Xcthoss: 
  Choker 
  (47/60 
  Aberrations). 
   
  Encounter 8: Lairs Upon Layers 
  1. Advanced Shaboath: Behir (66/72 Giants of 
  Legend). 
  2. Cold Element Wyste: Bulette (67/72 Giants of 
  Legend). 
   
  Encounter 9: In the Walls 
  1. Balloff: Dire Bear (26/60 Deathknell). 
  2. Olgar: Man-at-Arms (08/60 Aberrations). 
  3. Tarja Arjotta: Grim Necromancer  (36/60 
  Deathknell) 
  4. Vennekka Irkko: Healer (09/60 Archfiends) 
  5. Vor Evar: Xeph Soulknife (22/72 Giants of 
  Legend) 
   
  Note: The suggested figures above are the closest 
  match to the PC combatants available. In some cases, 
  the DM may need to fashion a temporary base for the 
  figure so that it fills the requisite number of squares on 
  the battle mat.  
   
  PREPARATION FOR PLAY 
  Before play begins the DM should familiarize himself 
  with the following rules: 
   
   Jump, Balance and Tumble rules in the Player’s 
  Handbook. 
   The rules for tactical aerial movement as detailed 
  on page 20 of the Dungeon Master’s Guide. 
   All the new material presented at the back of this 
  adventure. This adventure makes extensive use of 
  non-Core rule items. 
   Bleached White: It is possible that some 
  characters adventuring in the Hanging Glacier 
  may have been bleached white during their 
  adventures in the Ghost Tower of Inverness in 
  CORS3-02 Return to the Ghost Tower of 
  Inverness. This affect gives such a PC a +5 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 4 
  circumstance bonus to any Hide checks made in 
  any area of snow and ice. If the PC is wearing 
  different equipment to that colored white this 
  bonus falls to +2. 
   
  In addition the DM should note that that every combat 
  has had a +1 EL modification added to take account of 
  the adverse conditions in which the PCs find 
  themselves. Any exceptions are clearly noted in the 
  text. 
   
  Source Acknowledgement 
  The Hanging Glacier of Alisedran was first detailed by 
  Carl Sargent in the Atlas of the Flanaess. This adventure 
  also heavily utilizes the Frostburn supplement by 
  Wolfgang Baur, James Jacobs and George Strayton; and 
  Lords of Madness by Richard Baker, James Jacobs, and 
  Steve Winter. All relevant rule items are included in 
  Appendix 5, however the DM is encouraged to peruse 
  the full write-ups of the relevant monsters found in 
  Frostburn and Lords of Madness. 
   
  ADVENTURE 
  BACKGROUND 
  While not a particularly well-known landmark the 
  Frozen Glacier of Alisedran is thought to have existed 
  before the migrating Suel claimed the Thillonrian 
  Peninsula as their own.  
   
  ANCIENT HISTORY 
  Almost six hundred years ago, the explorer, scholar and 
  adventurer Alisedran returned from the Thillonrian 
  Peninsula and composed his travelogue entitled On 
  Sledge and Horseback to the Barbarians of the North. 
  In it he described his time amongst the Suel barbarians 
  who dwell throughout the peninsula. He also related 
  his discovery of a strange glacier located deep within 
  the Corusk Mountains.  
   
  This glacier moved with uncommon swiftness 
  ending in a great precipice over which it tumbled. Ice 
  pushed over this great cliff broke away from the 
  glacier’s main body, but before it tumbled into the river 
  two thousand feet below something arrested its fall.  
   
  Alisedran also discovered that the water contained 
  within this ice was completely pure and as such was 
  highly valued by alchemists and potion-makers alike. 
  The water however also had other strange properties. 
  Some ice shards were light blue in hue and contained a 
  tiny bubble inside containing a miniature monster. 
  When these shards were melted a normal-sized, but 
  highly aggressive monster, sprang from the ice 
  attacking all nearby. Consuming a third kind of shard, 
  this time colored a deep blue, gave the ability to breathe 
  water as if the subject was the target of a water 
  breathing spell.   
   
  Alisedran theorized (and he was right) that this 
  glacier had some connection with some ancient 
  barbarian tales of which he had become acquainted 
  during his time in the Thillonrian Peninsula. These 
  tales related how every twenty years or so the Corusk 
  Mountains suffered short periods of unusual and 
  intense monster activity, for which sages could find no 
  logical explanation. Alisedran further postulated that at 
  this time the strange affect suspending the ice shards in 
  mid-air failed. As a result the ice tumbled into the river 
  far below where it melted, releasing the monsters 
  trapped within. These monsters then prowled the area 
  until slain. The barbarians also believed that the entire 
  area was haunted by some kind of ancient and powerful 
  evil spirit who sent forth these monsters to punish 
  human exploration of the interior. 
   
  RECENT HISTORY 
  Every twenty years or so a flood of rampaging monsters 
  are expelled from the Corusks, devastating the 
  surrounding settlements until exterminated by Schnai 
  warriors fighting to protect their homes. Beyond giving 
  the southern states a brief respite from the incessant 
  raiding of the Schnai these periodic attacks affected 
  other nations little.  
   
  The barbarians believe (rightly) that the so-called 
  Hanging Glacier of Alisedran is somehow to blame for 
  these events. However they are a superstitious lot and 
  refuse to investigate the glacier itself, claiming that 
  some evil and powerful spirit dwells therein.  
   
  Monsters last emerged from the mountainous 
  interior of the peninsula in Fireseek 576, a scant half a 
  decade before the Greyhawk Wars devastated much of 
  the continent. For the first time in living memory a 
  flight of dragons was amongst the creatures rampaging 
  throughout the lowland communities. Brave and 
  skilled though they were, the defenders could not 
  destroy the dragons, only driving them off at great loss 
  to themselves. 
   
  Now, almost twenty years later the elders and Jarls 
  of the Snow Barbarians fear the dragons will return 
  amongst the next imminently due incursion.  It seems 
  obvious to them that adventurers are needed to reduce 
  or completely alleviate this threat to their nation.  
   
  ADVENTURE SUMMARY 
  The ice of the glacier is indeed to blame for the regular 
  periods of monster activity in the Corusks, although the 
  barbarians’ theory regarding an evil spirit haunting the 
  place is erroneous. In fact the glacier itself flows out of a 
  portal connected to another (frozen) world upon which 
  an unknown goddess holds sway.  
   
  This doorway to elsewhere has been enchanted to 
  prevent the goddess’ servants from crossing over to 
  Oerth and spreading their mistress’ gift. While the 
  enchantment has so far managed to keep her followers 
  from reaching Oerth it was not perfectly aligned. As a 
  result her faithful are able to send frozen monsters 
  through the gate, leading to the twenty-yearly monster 
  incursions.  The magic of this portal also attracts cold-
  dwelling creatures (with the exception of frost giants) 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 5 
  to the environs of the glacier that through some 
  compulsion are compelled to leave gifts there.  
   
  But while the goddess cannot send servants 
  through the gateway, she is not without here minions 
  upon Oerth.  A small cult has grown up around the 
  “Frost Worm,” the name the cult calls their goddess by.  
  Knowing that the gateway is weakest every twenty 
  years, the cult, lead by their high priest Tarja Arjotta, 
  plans to do everything within their power force the 
  gateway wide allowing the twisted creatures from the 
  faraway frozen plane to ravage the Flanaess. 
   
  Introduction: The PCs arrive in Knudje, in the 
  Kingdom of the Schnai where they are asked by the 
  Assembly of Knudje to close the portal that causes the 
  monstrous invasions every twenty years. 
   
  Encounter 1: The party heads east into the 
  forbidding Corusk Mountains with a handful of Schnai 
  guides.  Unfortunately, the guides are members of the 
  cult and plan on eliminating the PCs before they ever 
  arrive at the Glacier. 
   
  Encounter 2: The PCs approach the glacier, but 
  must now deal with the environmental factors 
  preventing them from scaling its heights. 
   
  Encounter 3: The PCs enter into the caves that 
  were once home to the Frost Folk that dwelt within the 
  Hanging Glacier.  At the entrance, is a natural hazard 
  with a particularly nasty surprise in its depths. 
   
  Encounter 4: The party travels through the ice 
  caves that were once home to the frostfolk of the 
  glacier.  All have been slain, and some used in a fell 
  ritual to the Frost Worm.  The PCs begin to learn about 
  the portal and the Frost Worm. 
   
  Encounter 5: In a side passage, the PCs 
  encounter remains of previous Schnai who turned to 
  cannibalism.  Now Tarmorja the Wendigo waits to feed. 
   
  Encounter 6: Before making their way to the 
  icefall, the PCs come across a cavern filled with some of 
  the same magical ice they have been told of.  The PCs 
  may recover much of this valuable treasure. 
   
  Encounter 7: The party climbs down to the lair 
  of the dragon Aussirkepesk where the gate can be 
  located.  They encounter the dragon, and possibly learn 
  that he is host to a horrible creature from beyond. 
   
  Encounter 8: The PCs enter into the dragon’s 
  lair and find that it contains the gateway to another 
  realm populated with horrible creatures. 
   
  Encounter 9: The PCs finally catch up with the 
  cultists, but it is too late.  They have opened the way for 
  the other plane to pour forth onto the prime.  The PCs 
  must defeat the cultists and undo the horror they have 
  unleashed. 
   
  Conclusions: The PCs return to the Schnai and 
  relate their success or failure. 
   
  PLAYER’S 
  INTRODUCTION 
  Once the players have settled themselves and have 
  asked any initial questions read aloud the following: 
   
  It is bitterly cold. After weeks of hard travel 
  you have finally reached the Schnai town of 
  Knudje nestled in the very shadow of the 
  Corusk Mountain range.  
   
   Winter is in full swing; freezing winds 
  sweep down from the Corusks driving snow-
  laden clouds before them. The air is dark and 
  storm clouds gather above the town. 
   
  You have come to this place in answer to a 
  call for aid. Exactly every 20 years the Schnai 
  suffer incursions of fierce monsters from the 
  Corusks. The doughty Schnai eventually slay 
  or drive off all such monsters but have thus 
  far failed to put a stop to these attacks. This 
  year such an attack is imminent 
   
   
  The PCs are on the Thillonrian Peninsula far to the 
  north of the central Flanaess. Here the barbarian 
  kingdoms of the Suel hold sway. Fierce warriors, they 
  jealously guard their lands while warring amongst each 
  other and annually raiding south in search of plunder 
  amongst the civilized states of the Solnor coast. 
   
  The PCs may have a couple of initial questions: 
   
  Where are we again?: You are in the town of 
  Knudje in the Kingdom of the Schnai (the Snow 
  Barbarians). It is the first week of Fireseek in CY 596. 
  Handout Player’s Handout 1: The Thillonrian Peninsula 
  so PCs can more easily visualize their location.  
   
  PCs could have reached this point by a variety of 
  means, although the means of doing so has no bearing 
  on this event allow each PC to choose any realistic 
  route. 
   
  How 
  did 
  we 
  hear 
  of 
  this 
  threat?: 
  Representative of the Assembly of Knudje traveled 
  throughout the Flanaess calling upon brave adventurers 
  to aid them in eradicating this threat. 
   
  KNUDJE 
   
  c Knudje 
  (Large 
  Town): Conventional 
  (Feudal); AL CN; 5,000 gp limit; Assets 112,500 gp; 
  Population 4,500 ; Mixed (human [Suel] 79%, dwarf 
  [mountain 60%, hill 40%] 8%, halfling 6%, elf 3% gnome 
  2%, half-elf 1%, half-orc 1%). 
   
  Authority Figures: Jarl Geranmar (CN, male 
  human (suel) Barbarian 13). 
   
  Knudje is the second largest settlement of the Schnai 
  but it is still rather small compared to a “civilized town.” 
  The town is built across a series of high, steep-cliffed 
  hills and is circled by a stout curtain wall. The majority 
  of the buildings within are of stone construct. Knudje is 
  a hard place to make a living; few of the luxuries of 
  civilisation can be found here. 
   
  Spellcasting: If PCs require NPC spellcasting 
  whilst in Knudje, or directly after their exploration of 
  the Hanging Glacier, there are several places they can 
  visit. Temples of Kord, Llerg, Norebo, Xerbo and Vatun 
  are scattered throughout the city. Temples of Kord and 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 6 
  Vatun 
  can 
  provide 
  (for 
  the 
  appropriate 
  fees) 
  spellcasting services up to the 9th-level of ability. 
   
  Finding an arcane spellcaster is more difficult but 
  eventually the PCs will be directed to Kamackee (CN 
  [N] Human(Suel) male Wiz9 who is detailed further in 
  the Preparing to Enter the Corusks section below. 
   
  THE ASSEMBLY OF KNUDJE 
  Once you have answered any immediate questions 
  about their travel or the town, introduce their PCs if 
  they do not know each other, and the party has had the 
  chance to explore the town, continue: 
   
   
  After a long journey you stand before the jet-
  black 
  doors 
  of 
  the 
  Assembly 
  Knudje’s 
  chamber, the Hall of the Jarls. 
   
  The doors open and you are ushered into a 
  large chamber empty but for the men in 
  eleven chairs arranged in a wide semi-circle 
  and a single warrior standing off to one side. 
  Behind you the double doors thud shut.  
   
  A powerful-looking Suel warrior clad in 
  chainmail sits in each chair. All have the 
  unmistakable air of authority about them and 
  all of them wear the finest accouterments. 
  The centermost man stands. Easily over six-
  and-a-half-feet tall and muscular he is an 
  imposing sight. His voice booms out across 
  the chamber: 
   
   
  “I am Jarl Geranmar, leader of this 
  assembly. Who are you and why have you 
  come here? 
   
  At this point the PCs should (politely) introduce 
  themselves and explain that they have come to aid the 
  Schnai put a stop to the threat of monstrous incursions 
  from the Corusks. Once they have done so continue: 
   
  “This is good. On behalf of the Assembly I 
  thank you for your aid. Time is short. Soon 
  the monstrous scum of the mountains will 
  assail us once again. Our warriors are brave of 
  heart and will defeat the attack, but we wish 
  to draw an end to these depredations once and 
  for all.  You must stop this from occurring 
  ever again.” 
   
  We believe that the monsters dwell in the 
  vicinity of the Hanging Glacier; parts of 
  which are said to hang in mid air, suspended 
  by some eldritch force. It is a strange and 
  magical place which our traditions forbid us 
  to enter. This is why we seek you aid.  
   
  It is your mission to discover the truth 
  behind the glacier and what is causing the 
  monstrous incursions. The Assembly also 
  fears that the dragons present in the last 
  attack may now have children; if possible any 
  encountered should be slain. 
   
  Gesturing to the single warrior you 
  noticed 
  earlier 
  he 
  continues, 
  “This 
  is 
  Redaskili, one of our most skilled skalds. He 
  will tell you all you need to know and arrange 
  an escort and any equipment you will need to 
  reach the glacier. Now go, time is short and 
  we have much to prepare. 
   
  At this, the double doors behind the PCs open again 
  and Redaskili leads them out. Once outside he will lead 
  them into a nearby antechamber where he will discuss 
  their mission with them. 
   
  The remainder of this encounter is dependant on 
  how the players wish to proceed. If the players want to 
  roleplay out their conversation with Redaskili use the 
  roleplaying notes below. If however they wish to move 
  on swiftly, particular since time is short, simply provide 
  them with the bullet pointed information below. 
   
  k Redaskili: CN male human (Suel) Barbarian 
  2/Bard 7. 
   
  Redaskili is one of the most revered and skilled 
  bards in the entire kingdom. As well as a proficient 
  warrior he is also well versed in the legends and rumors 
  regarding the hanging glacier and its monstrous 
  inhabitants. 
   
  Much given to backslapping, deep laughter and 
  revelry he is a loquacious conversationalist. 
   
  Redaskili’s Information 
  If the PCs wish to roleplay this encounter impart the 
  below information in response to their questions. If 
  not, simply provide them this information and move 
  on. At this point, provide the players with Player 
  Handout 2: The Hanging Glacier. 
   
  The monsters of the hanging glacier have 
  bedeviled the Schnai for centuries. 
   
  Every twenty years the monsters attack. There 
  seems to be no rationale behind their attacks. They 
  just boil out of the mountains killing everything in 
  their way. 
   
  Last time a flight of white dragons was amongst the 
  horde. They were driven off but not slain. 
   
  The glacier is located deep in the Corusks. In this 
  weather and in these conditions it will take almost 
  2 weeks to reach it. 
   
  We will provide you with all necessary mundane 
  equipment and an escort that will take you most of 
  the way. 
   
  The land surrounding the glacier is sacred to us 
  and so we cannot go there. A fallen temple of 
  Vatun lies somewhere in the area which we believe 
  is now inhabited by the spirits in the ice. If a 
  Schnai dies in the area his soul is trapped by the 
  spirits and does not pass on to the afterlife. This is 
  why we have called for outside aid. Your guide will 
  be able to take you to the border of the area but 
  may not enter. 
   
  It is said that the glacier is inhabited by a powerful 
  evil spirit that will plague the Schnai if they ever 
  violate the sacred land. 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 7 
   
  When you are ready to leave let me know and I 
  will arrange the escort and supplies. 
   
  Redaskili will recommend the PCs visit Kamackee 
  and peruse his wares before they leave. 
   
  Prior to your arrival the need for such an 
  expedition has been the subject of much debate 
  amongst the Jarls and their advisors. Some argue 
  that the land is sacred and that none should travel 
  there. Others say that the danger to Knudje and the 
  surrounding lands is too great. Eventually this view 
  prevailed. 
   
  At this time of year the cold throughout the 
  mountains is intense. Unprotected or ill-prepared 
  travelers are often found frozen to death. If you 
  cannot provide such protections yourself you 
  should visit the the wizard Kamackee who is said 
  to be interested in the Glacier. 
   
  In addition if none of the PCs have the Bardic 
  Knowledge ability or ranks in Knowledge (geography), 
  Knowledge (local – Core) or Knowledge (history) and 
  think to ask Redaskili for more information about the 
  Corusks and the Hanging Glacier impart all the 
  information on these subjects presented in the 
  “Learning More” section below. 
   
  Payment: If the PCs demands payment for this 
  mission they will be given a choice of reward. The may 
  either receive 100 gp x APL or the Knowledge of the 
  Schnai AR entry. 
   
  LEARNING MORE 
  Whilst in Knudje the PCs can attempt to find out more 
  information regarding the Hanging Glacier, the Corusk 
  Mountain range, or any other subject which they care 
  to research. 
   
  PCs may use the following skills and abilities to 
  discover more about the adventure on which they are 
  about to depart: bardic knowledge, Knowledge (history) 
  or Knowledge (local – Core). Making checks against 
  these skills represents the PC’s careful research before 
  arriving in Knudje or their discussion with learned 
  individuals. Alternatively any of the listed skills can be 
  replaced by a Gather Information check of the relevant 
  DC. 
   
  The Corusks  
  The Corusk Mountain range forms the spine of the 
  Thillonrian Peninsula. The lower parts of the range are 
  inhabited by humans of Suel descent who farm the 
  unfertile land as best they can breeding herds of sheep 
  and planting resilient crops well able to withstand the 
  winter frosts. The central portions of the mountains 
  however contain tribes of evil humanoids, frost giants, 
  yeti and other dangerous beasts. The range becomes less 
  dangerous the further east one travels.  
   
  The Corusks are famed (and feared) for the 
  unpredictable freezing fogs and mists that frequently 
  swirl about its peaks. These deadly weather phenomena 
  often sweep down from the central fastness of the range 
  with little warning. 
   
  All but the lower peaks of the range are 
  permanently snow-capped. Little mineral wealth has 
  ever been discovered here. 
   
  The Corusk Range 
  Knowledge (geography), Gather Information 
  DC 
  Information 
  5 
  The Corusks are a formidable mountain range 
  that forms the spine of the Thillonrian 
  Peninsula. 
  10 
  The lower reaches of the ranges are farmed by 
  the Schnai and the other barbarian nations 
  dominating the peninsula. 
  15 
  Giants, ogres and trolls are all known to dwell 
  in the mountains. 
  18 
  The mountains are not rich in mineral wealth; 
  thus few attempts have been made to settle in 
  the interior. 
  20 
  The farther east one travels the less common 
  encounters with monsters become. 
   
  The Hanging Glacier 
  Knowledge (geography), Knowledge (local – Core), 
  Knowledge (history), Bardic Knowledge 
  DC 
  Information 
  5 
  The glacier is forbidden ground to the Schnai; 
  a powerful and evil spirit dwells there. 
  10 
  Legends tell of a great ice river suspended in 
  mid-air by the power of Vatun himself! 
  15 
  Many fell creatures of the mountains are 
  drawn to the glacier; the ice itself working its 
  malign influence on them. 
  20 
  Several hunters have disappeared in the 
  vicinity of the glacier. The elders blame yeti 
  that have always been plentiful in the region. 
  25 
  Rumor has it that some kinds of ice from the 
  glacier have magical properties. 
   
  The Incursions 
  Knowledge (local – Core), Knowledge (history), Bardic 
  Knowledge 
  DC 
  Information 
  5 
  The incursions happen every twenty years. 
  10 
  A dragon was part of the last incursion! It slew 
  many warriors and their families before being 
  driven off. 
  15 
  The giants have never been a part of these 
  incursions. Many wonder why as almost every 
  other kind of monster has been. 
  20 
  The dragon that caused so much death in the 
  last incursion was white. 
  25 
  The Schnai believe that the glacier is home to 
  powerful evil spirit.  Some believes it is this 
  spirit that sends the monsters. 
   
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 8 
  PREPARING TO ENTER THE 
  CORUSKS 
  It is highly probable that the PCs will want (or need) to 
  properly equipment themselves for their journey into 
  the Corusks. There are plenty of provisioners in Knudje 
  able to sell them mundane cold weather gear and the 
  like.  
   
  As well as all the normal items available from the 
  Player’s Handbook the following items from Frostburn 
  are available to purchase in Knudje. Refer to Appendix 
  5: New Rules Items for their full descriptions. At this 
  point handout Player’s Handout: Frostfell Equipment. 
   
  Additionally their employers will provide for them 
  up to 50 gp worth of mundane equipment. They do not 
  expect this returned at the end of the adventure. 
   
  Frostfell Adventuring Gear 
  Adventuring Gear 
  Cost 
  Weight 
  Crampons 
  5 gp 
  1 lb. 
  Fur clothing 
  8 gp 
  10 lb. 
  Hut, portable 
  125 gp 
  75 lb. 
  Skates 
   10 gp 
  3 lb. 
  Skis and poles 
   15 gp 
  6 lb. 
  Snow goggles 
   2 gp 
  - 
  Snowshoes 
   15 gp 
  8 lb. 
  Winter fullcloth 
   4 gp 
  2 lb. 
   
  Frostfell Alchemical Items 
  Adventuring Gear 
  Cost 
  Weight 
  Armor insulation (flask) 
  50 gp 
  2 lb. 
  Freeze powder (vial) 
  100 gp 
  1 lb. 
  Frostbite salve (jar) 
  50 gp 
  1lb. 
  Ice chalk 
  20 gp 
  - 
  Melt powder (vial) 
  25 gp 
  1 lb. 
  Polar skin (flask) 
  25 gp 
  1 lb. 
  Razor ice powder (vial) 
  50 gp 
  1lb. 
  Whale grease (flask) 
  75 gp 
  2lb. 
   
  Kamackee 
  Some PCs will however no doubt wish to rely on magic 
  to protect themselves against the vagrancies of the 
  winter weather. 
   
  Kamackee is a skilled wizard, making his living 
  from crafting and selling wondrous items. In addition 
  he is somewhat of a sage, specializing in the Thillonrian 
  Peninsula.  
   
  He has the following items available 
  1. Potion of endure elements (CL 1st; Brew Potion, 
  endure elements; Price 50 gp). 
  2. Wand of endure elements* (CL 1st; Craft Wand, 
  endure elements; Price 750 gp). 
  3. Scroll of endure elements* (CL 1st; Scribe Scroll, 
  endure elements; Price 25 gp). 
  4. Lesser Ring of Energy Resistance** (CL 3rd; Forge 
  Ring, resist energy; Price 12,000 gp. 
  5. Boots of the Winterlands** (CL 5th; Craft 
  Wondrous Items, cat’s grace, endure elements, 
  pass without trace; Price 2,500 gp. 
   
  * Arcane and divine versions. 
  **He only has one of these items for sale.  
   
  k Kamackee 
  CN (N) Human(Suel) male Wiz9 
   
  Appearance: An old man of perhaps 60 winters, 
  Kamackee is still hale and hearty, although the strength 
  of youth is now long-lost. Reed thin and white haired 
  he is also slowly losing his vision and as a consequence 
  rarely leaves his premises (he lives in a small apartment 
  behind the public areas of the building). 
   
  Personality: Genial and personable, Kamackee is 
  nevertheless lonely. Few now come to visit him in his 
  dottage, except a few of his well-meaning children. As a 
  consequence he will attempt to draw visiting PCs into 
  long conversations about them, their plans and so on. 
  Gloss over this as in a convention setting time is short. 
   
  In Conversation: If the PCs engage Kamackee in 
  conversation and mention their plans to explore the 
  Hanging Glacier he will appear particularly interested 
  in their plans. Kamackee is well aware of the reputed 
  powers of some of the ice found in the region and 
  would dearly like to get hold of some samples to 
  examine. If the PCs agree to provide him with said 
  samples he will gladly provide them with a wand of 
  endure elements (CL 1st; 50 charges remaining). If no 
  one in the party can use the item he will instead offer 
  them 6 potions of endure elements. He is however, 
  unable to offer any additional payment. 
   
  If the PCs agree to provide him with samples he 
  will give them more information regarding the ice’s 
  reputed magical properties. Ice samples should be at 
  least the size of a grown-man’s fist, otherwise they will 
  not yield enough water. Read aloud the following: 
   
  My research has led me to believe that there 
  are three distinct kinds of magical ice buried 
  in the glacier. Shards of light blue and dark 
  blue ice are mentioned in some explorer’s 
  accounts of the region. Respectively these ice 
  shards are said to allow the user to summon 
  magical creatures and to provide the ability to 
  breath 
  underwater. 
  These 
  shards 
  are 
  invariably found buried in areas of incredibly 
  pure ice extremely well-suited to potion 
  making. 
   
  Beyond this information however, he knows nothing 
  except that found in the Hanging Glacier Learning 
  More section above. 
   
  Development: Once the 
  PCs have equipped 
  themselves to their satisfaction and have gathered any 
  additional information they require proceed to 
  Encounter 1: Into the Corusks. 
   
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 9 
  ALTERNATE FAST START 
  INTRODUCTION 
  If your players have expressed a preference for action 
  rather than roleplaying, or if for some reason your slot 
  is starting late consider using this section instead of the 
  standard introduction.  
   
  This introduction glosses over the introduction 
  detailed above instead starting as the PCs leave Knudje. 
   For more information on Knudje and its populace refer 
  the standard introduction. 
   
  THE ASSEMBLY OF KNUDJE 
  Assume the PCs have met the Assembly of Knudje and 
  have agreed to travel to the Hanging Glacier. 
   
  Read or paraphrase the below information 
   
  You are in Knudje, a town of the Schnai , set 
  in the very shadow of the Corusk Mountains. 
  You have come to this place in answer to a 
  call for aid. 
   
  The Assembly of Knudje, made up of the 
  jarls of this frozen land, has beseeched you 
  for aid. Every twenty years their lands are 
  inundated by a horde of monsters rampaging 
  out of the Corusk Mountains. It is believed 
  that the monsters dwell in the vicinity of the 
  Hanging Glacier; parts of which are said to 
  hang in mid air, suspended by some eldritch 
  force. The attack is due this year but the 
  Hanging Glacier is considered sacred ground 
  and they may not venture there.  
   
  It is your mission to discover the truth 
  behind the glacier and what is causing the 
  monstrous incursions. The Assembly also 
  fears that the dragons present in the last 
  attack may now have children; if possible any 
  dragons encountered should be slain. 
   
  The 
  Assembly 
  has 
  made 
  the 
  skald 
  Redaskili available to answer your questions. 
   
  k Redaskili: CN male human (Suel) Barbarian 
  2/ Bard 7. 
   
  Redaskili is one of the most revered and skilled 
  bards in the entire kingdom. As well as a proficient 
  warrior he is also well-versed in the legends and rumors 
  regarding the hanging glacier and its monstrous 
  inhabitants. 
   
  Much given to backslapping, deep laughter and 
  revelry he is a loquacious conversationalist. 
   
  Redaskili’s Information 
  If the PCs wish to roleplay this encounter impart the 
  below information in response to their questions. If 
  not, simply provide them this information and move 
  on. After this conversation provide the players with 
  Player Handout 2: The Hanging Glacier.  
   
  The monsters of the hanging glacier have 
  bedeviled the Schnai for centuries. 
   
  Every twenty years the monsters attack. There 
  seems to be no rationale behind their attacks. They 
  just boil out of the mountains killing everything in 
  their way. 
   
  Last time a flight of white dragons was amongst the 
  horde. They were driven off but not slain. 
   
  The glacier is located deep in the Corusks. In this 
  weather and in these conditions it will take almost 
  2 weeks to reach it. 
   
  We will provide you with all necessary mundane 
  equipment and an escort. 
   
  The land surrounding the glacier is sacred to us 
  and so we cannot go there. A fallen temple of 
  Vatun lies somewhere in the area which we believe 
  is now inhabited by the spirits in the ice. If a 
  Schnai dies in the area his soul is trapped by the 
  spirits and does not pass on to the afterlife. This is 
  why we have called for outside aid. Your guide will 
  be able to take you to the border of the area but 
  may not enter. 
   
  When you are ready to leave let me know and I 
  will arrange the escort and supplies. 
   
  At this time of year the cold throughout the 
  mountains is intense. Unprotected or ill-prepared 
  travelers are often found frozen to death. If you 
  cannot provide such protections yourself you 
  should visit the the wizard Kamackee who is said 
  to be interested in the Glacier. 
   
  Prior to your arrival the need for such an 
  expedition has been the subject of much debate 
  amongst the Jarls and their advisors. Some argue 
  that the land is sacred and that none should travel 
  there. Others say that the danger to Knudje and the 
  surrounding lands is too great. Eventually this view 
  prevailed. 
   
  In addition if none of the PCs have the bardic 
  knowledge ability or ranks in Knowledge (geography), 
  Knowledge (local – Core) or Knowledge (history) and 
  think to ask Redaskili for more information about the 
  Corusks and the Hanging Glacier impart all the 
  information on these subjects presented in the 
  “Learning More” section. 
   
  Payment: If the PCs demands payment for this 
  mission they will be given a choice of reward. The may 
  either receive 100 gp x APL or the Knowledge of the 
  Schnai AR entry. 
   
  LEARNING MORE 
  Instead of roleplaying the interactions between the PCs 
  and the various inhabitants of Knudje simply make the 
  relevant checks for the PCs using the charts presented 
  above. 
   
  BUYING EQUIPMENT 
  The PCs may buy equipment for their travels. Refer to 
  Player’s Handout: Frostfell Equipment for more 
  information. Distribute a copy to each player. 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 10 
   
  KAMACKEE 
  Assume the PCs have met Kamackee and have agreed to 
  find some ice samples for his experiments.  
   
  Read aloud the following: 
   
  My research has led me to believe that there 
  are three distinct kinds of magical ice buried 
  in the glacier. Shards of light blue and dark 
  blue ice are mentioned in some explorer’s 
  accounts of the region. Respectively these ice 
  shards are said to allow the user to summon 
  magical creatures and to provide the ability to 
  breath 
  underwater. 
  These 
  shards 
  are 
  invariably found buried in areas of incredibly 
  pure ice extremely well-suited to potion 
  making. I would be indebted to you if you 
  could bring me back samples of these. 
   
  Additionally he has made available the following items 
  for purchase: 
   Potion of endure elements (CL 1st; Brew 
  Potion, endure elements; Price 50 gp). 
   Wand of endure elements* (CL 1st; Craft 
  Wand, endure elements; Price 750 gp). 
   Scroll of endure elements* (CL 1st; Scribe 
  Scroll, endure elements; Price 25 gp). 
   Lesser Ring of Energy Resistance** (CL 3rd; 
  Forge Ring, resist energy; Price 12,000 gp. 
   Boots of the Winterlands** (CL 5th; Craft 
  Wondrous Items, cat’s grace, endure elements, 
  pass without trace; Price 2,500 gp. 
   
  * Arcane and divine versions. 
  **He only has one of these items for sale.  
   
  ENCOUNTER 1: INTO THE 
  CORUSKS 
  In this encounter the PCs leave the town of Knudje and 
  head east into the forbidding Corusk Mountains. They 
  have been given an escort of Schnai warriors to protect 
  and guide them on their northward journey. 
  Alternatively, at higher APLs the PCs may wish to travel 
  to the Hanging Glacier using magic. If so modify the 
  journey times and various environmental hazard checks 
  accordingly.  Refer to the “Magic Travel” section below 
  for more information. 
   
  If the PCs use magic to travel directly to the 
  Hanging Glacier without the Schnai guides, they do not 
  encounter the cultist guides in this encounter. 
   
  Once the PCs have purchased any supplies they 
  need from Knudje, have gathered any additional 
  information and have informed Redaskili that they are 
  ready to leave read the following: 
   
  It is bitterly cold; the cold is so intense that 
  to you it seems as if your very bones are 
  slowly freezing. Once you are beyond the 
  protection of Knudje’s stout walls you are 
  subjected to the full force of the wind and 
  snow hurtling down from the Corusks. 
   
  Your escorts, a half-dozen doughty Schnai 
  warriors, draw their cloaks tightly around 
  themselves as they begin to trudge east 
  through the snow. Teams of dogs follow, 
  dragging the sledges heavily laden with the 
  provisions necessary for the success of the 
  expedition. Their leader seems more talkative 
  than his brethren, who converse only in their 
  own tongue. 
   
  The Expedition 
  With the exception of their leader, Ingemar, the Schnai 
  warriors converse only in the Cold Tongue (a mixture 
  of Ancient Suel and Flan). Speaker of either language 
  understand the occasional word but cannot converse in 
  it. 
   
  These men are proud, self-reliant and independent 
  souls. They chafe at having to receive aid from 
  southlanders, the vast majority of whom they believe 
  are weak. In reality Ingemar and his men are actually 
  cultists who towards the end of the trek will seek to slay 
  the party. Until then though they play the part of 
  guards to allay any suspicions the PCs might have. The 
  warriors are not servants for the PCs to order around 
  however and any such treatment will receive short 
  shrift.  
   
  If the PCs have failed to gather any information 
  about the challenges ahead Ingemar can relate some or 
  all of the information.  He is happy to cultivate trust 
  between himself and the PCs to further his plan to 
  assassinate the weak southlanders. A DC 20 Sense 
  Motive check made while in conversation with 
  Ingemar will reveal that something is not right. 
   
  Additionally, the guards will take one of the 
  watches every night to further foster trust between 
  them and the party. 
   
  The Sleds: The sleds carry three portable huts, 
  enough food and water for 14 people for one month and 
  a supply of firewood. Each sled is pulled by a team of 
  four dogs. 
   
  The Journey 
  Knudje is roughly 110 miles due west of the Hanging 
  Glacier. Because of the difficult mountainous terrain 
  and the winter weather the journey to the glacier will 
  take almost two weeks to complete. This journey will be 
  slow, cold and frustrating for the PCs. 
   
  The Schnai warriors carry enough food for 
  themselves and the PCs for both legs of the journey. In 
  addition they carry with them 3 portable huts for use as 
  shelters at night. 
   
  Temperatures and Cold Hazards: During the 
  day the temperature will be between 00 F and -20oF, 
  depending on the base temperature, elevation and 
  prevailing 
  winds. Individuals 
  without sufficient 
  protection must make a Fortitude save every 10 
  minutes (DC 15 +1 per previous check) or take 1d6 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 11 
  points of nonlethal damage. A partially protected 
  character need only make these checks once an hour.   
   
  Characters protected by either an endure elements 
  spell or who are wearing a cold weather outfit and furs 
  are considered completely protected against the cold. 
  Individuals wearing only a cold weather outfit or furs 
  are considered to be only partially protected. 
   
  At night the temperature drops even further to 
  between -20oF and -50 oF. Unprotected characters take 
  1d6 points of cold damage every 10 minutes (no save). 
  In addition an unprotected character must make a 
  Fortitude save (DC 15 +1 per previous check) or take 
  1d4 points of nonlethal damage. Those wearing metal 
  armor or coming into contact with very cold metal are 
  affected as if by a chill metal spell. A partially protected 
  character takes damage and makes Fortitude saves once 
  per hour instead of every 10 minutes. 
   
  Characters protected by an endure elements spell 
  or who are sheltering in a portable hut are considered 
  completely protected. Individuals wearing a cold 
  weather outfit and furs are considered partially 
  protected. 
  All 
  other 
  characters 
  are 
  considered 
  unprotected.  
   
  Magic Travel: If the PCs possess magical means 
  of mass transportation, perhaps teleport or greater 
  teleport, the PCs may bypass this portion of the 
  adventure. Remember though that the caster needs to 
  know exactly where he is teleporting to and so must be 
  able to scry the target area as well.  As the area is taboo 
  to the Schnai, none of them can give a description of 
  the location, although they know approximately where 
  it is located. 
   
  One Last Night 
  Once the party reaches the base of the cliff over which 
  the glacier tumbles their escorts may go no further; 
  beyond for them is sacred land. As it is night, they will 
  set up a camp and await the PCs’ return. They claim that 
  they will wait for 3 days before assuming the PCs are 
  lost.  This is all a lie.  The barbarian guides are actually 
  cultists of the Frost Worm, and Tarja Arjotta has 
  ordered the PCs’ death.  Assuming the PCs do not 
  proceed immediately in the dark, they will have to sleep 
  in the huts one last time.  Once most PCs are resting, 
  that is when the cultists will attack.  In the huts, the 
  PCs suffer none of the environmental factors they face 
  outside, so no additional ELs are added for the 
  environment.  Like all other nights on the trip to the 
  glacier, the Schnai guides offer to take one of the 
  watches. 
   
  APL 10 (EL 11) 
   
  d Ingegred, Hungoff, Lolmar, Rederi, 
  Anskieri, 
  Hunmar: 
  Male 
  human 
  Barbarian 
  2/Fighter 2; hp 37; see Appendix 1. 
   
  d Ingemar: Male human Barbarian 3/Fighter 
  2/Occult Slayer 4; hp 98; see Appendix 1. 
   
  APL 12 (EL 13) 
   
  d Ingegred, Hungoff, Lolmar, Rederi, 
  Anskieri, 
  Hunmar: 
  Male 
  human 
  Barbarian 
  2/Fighter 4; hp 59; see Appendix 1. 
   
  d Ingemar: Male human Barbarian 3/Fighter 
  3/Occult Slayer 5; hp 118; see Appendix 1. 
   
  APL 14 (EL 15) 
   
  d Ingegred, Hungoff, Lolmar, Rederi, 
  Anskieri, 
  Hunmar: 
  Male 
  human 
  Barbarian 
  4/Fighter 4; hp 87; see Appendix 1. 
   
  d Ingemar: Male human Barbarian 5/Fighter 
  3/Occult Slayer 5; hp 140; see Appendix 1. 
   
  APL 16 (EL 17) 
   
  d Ingegred, Hungoff, Lolmar, Rederi, 
  Anskieri, 
  Hunmar: 
  Male 
  human 
  Barbarian 
  6/Fighter 4; hp 109; see Appendix 1. 
   
  d Ingemar: Male human Barbarian 6/Fighter 
  4/Occult Slayer 5; hp 161; see Appendix 1. 
   
  Tactics: Once the PCs have bedded down for the 
  evening, the barbarians will enter their portable huts 
  and attempt to coup de grace as many PCs as possible.  
  PCs may make Listen checks to detect their approach. 
  Remember, sleeping PCs may make a Listen check with 
  a -10 penalty.  Ingemar moves to melee with any PCs on 
  guard.  The cultists take advantage of their Death Blow 
  feat at those APLs where appropriate.  While they 
  attack, they babble about the Frost Worm and the 
  deaths of the nonbeliever adventurers.  Fanatics all, the 
  cultists fight to the death. 
   
  Development: If the PCs successfully capture 
  any of the cultists, with the exception of Ingemar, they 
  only speak Cold Tongue, so the PCs will need to speak 
  that language or possess magical means to interrogate 
  the prisoners.  If the PCs are able to interrogate them, 
  the barbarians take on a crazed expression and begin 
  ranting about the coming of the Frost Worm.  In their 
  rantings, then scream that Tarja Arjotta will swing wide 
  the gate, and the world will be consumed in the cold of 
  their goddess.  None of them know any details on how 
  Tarja plans to open the gate, where the gate is, or what 
  the gate looks like.  As they also expect to embrace a 
  frigid death at the hands of the great goddess, they have 
  no fear of pain or threats that the PCs may make. 
   
  Treasure: Assuming the PCs defeat the crazed 
  Schnai cultists, they may claim their gear. 
   
  APL 10: Loot – 193 gp. Magic – +1 flaming 
  greataxe (693 gp), gauntlets of ogre power (333 gp), +1 
  hide armor (97 gp), potion of cure moderate wounds (25 
  gp).  
   
  APL 12: Loot – 193 gp. Magic – +1 flaming 
  greataxe (693 gp), gauntlets of ogre power (333 gp), +1 
  hide armor (97 gp), potion of cure moderate wounds (25 
  gp), ring of deflection +1 (167 gp). 
   
  APL 14: Loot – 193 gp. Magic – +1 flaming 
  greataxe (693 gp), gauntlets of ogre power (333 gp), +1 
  hide armor (97 gp), potion of cure moderate wounds (25 
  gp), ring of deflection +1 (167 gp). 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 12 
   
  APL 16: Loot – 193 gp. Magic – +1 flaming 
  greataxe (693 gp), gauntlets of ogre power (333 gp), +1 
  hide armor (97 gp), potion of cure moderate wounds (25 
  gp), ring of deflection +1 (167 gp). 
   
  Once the PCs have defeated the cultists and indcated 
  that they will climb the cliff read aloud the following: 
   
  At the base of the cliff stands an ancient stone 
  marker partially shrouded in snow. Once 
  ornately carved the elements have all but 
  destroyed the sigils that once adorned its 
  surface. 
   
  If he is still alive Ingemar will identify this as a sacred 
  marker identifying the area into which the Schnai may 
  not travel. The markings on its surface are badly eroded 
  and no additional information can be gleaned from it. 
   
  Once the PCs have made any preparations they 
  deem necessary proceed to Encounter 2: The Hanging 
  Glacier. 
   
  ENCOUNTER 2: THE 
  HANGING GLACIER 
  In this encounter the PCs reach the hanging glacier and 
  begin to explore the maze of natural tunnels, fissures 
  and ice caves buried within the glacier itself.  
   
  Getting There 
  If the PCs have traveled here with their Schnai escort 
  this encounter begins with the PCs at the bottom of a 
  two thousand foot cliff. If the PCs travel to the glacier 
  using magic they will likely arrive above and can skip 
  this section. 
   
  Luckily the cliff is not as sheer as it first looks. A 
  series of icefalls and the travel upwards of the creatures 
  attracted to the area have conspired to create a very 
  steep pathway that wends its way up the cliff. Using 
  this path requires DC 10 Climb checks, which the PCs 
  can take 10 on. Centaur characters can also make this 
  climb. 
   
  ENVIRONMENTAL DANGERS 
  Exploring the Hanging Glacier is a dangerous 
  proposition. Not only is it inhabited by dangerous 
  monsters but the environment in which it is located is 
  harsh and unforgiving. 
   
  Temperatures and Cold Hazards: The glacier 
  lies at a higher altitude than the route that the PCs have 
  so far taken. Thus, it is colder in the area around the 
  glacier.  
   
  During the day the temperature plunges to 
  between -20oF and -50 oF. Unprotected characters take 
  1d6 points of cold damage every 10 minutes (no save). 
  In addition an unprotected character must make a (DC 
  15 +1 per previous check) Fortitude save  or take 1d4 
  points of nonlethal damage. Those wearing metal armor 
  or coming into contact with very cold metal are affected 
  as if by a chill metal spell.  
   
  A partially protected character takes damage and 
  makes Fortitude saves once per hour instead of every 10 
  minutes. 
   
  Characters protected by an endure elements spell 
  are considered completely protected. Individuals 
  wearing a cold weather outfit and furs are considered 
  partially protected. All other characters are considered 
  unprotected.  
   
  At night it gets even colder with temperatures 
  occasionally dropping lower than -50 oF.  
   
  Altitude 
  The tip of the glacier is roughly 9,000 ft above sea level. 
  2,000 ft. below runs the Anskei River. Because of the 
  high altitude at which the glacier sits exploring this 
  area may be difficult for those not acclimatized to the 
  high altitude.  
   
  Normally, such characters must make a Fortitude 
  save every hour or become fatigued. However as it will 
  take many hours climbing to reach this place this 
  would slow game-play to a crawl. Instead have each PC 
  make a single DC 21 Fortitude save (the equivalent of 6 
  hours climbing) as they reach the glacier. Failure 
  indicates that the PC is fatigued for the duration of 
  their time on the glacier.  
   
  If the PCs have magical means of hastening their 
  arrival at the glacier such as overland flight or teleport 
  reduce the DC of the Fortitude save by 1 for every hour 
  of travel saved. If they arrive at the top of cliff they do 
  not need to make a Fortitude save for an hour. The 
  initial save is a DC 15 Fortitude save. Subsequent DCs 
  increase by +1 per previous check. 
   
  Once each PC has attempted a Fortitude save they 
  do not need to attempt another unless they spend an 
  inordinate amount of time at this height. 
   
  Once these checks have been made read the 
  following: 
   
  “As you climb ever-higher the air gets thinner 
  and colder. Breathing becomes more and more 
  difficult. Your chest heaves with the effort 
  and your lungs sting from the cold that 
  threatens 
  to 
  overwhelm 
  your 
  magical 
  protections.” 
    
  FEATURES OF THE HANGING 
  GLACIER  
  The natural passageways and chambers buried within 
  the glacier have the following generic features. Use 
  these unless the text of an encounter specifies 
  otherwise. 
   
  Additionally the glacier is an unstable place. 
  Inexorably it is being forced over the cliff and this 
  causes the glacier to occasionally shift. While this 
  process is a slow one the PCs may occasionally hear and 
  feel evidence of this. 
   
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 13 
  Natural Ice Walls: These walls are formed of 
  slippery ice and are rough-surfaced with cracks, 
  crevices, ledges and alcoves.  
   
  s Ice Walls: 5 ft. thick; hardness 8; hp 80; AC 1; 
  Break DC 60; Climb DC 30. 
   
  Natural Ice Floor: These floors are rough, uneven 
  and slippery.  
   
  The DC for Balance and Tumble checks increases 
  by 5.  
   
  s Ice Floor: 5 ft. thick; hardness 8; hp 80; AC 1; 
  Break DC 60. 
   
  Light Icy Rubble: Small chunks of ice cover the 
  ground. 
   
  Light icy rubble adds 5 to the DC of Balance and 
  Tumble checks. 
   
  Dense Icy Rubble: The ground is littered with icy 
  debris. 
   
  It costs 2 squares of movement to enter a square 
  with dense icy rubble. Dense icy rubble adds 10 to the 
  DC of Balance and Tumble checks and Move Silently 
  checks suffer a -3 penalty. 
   
  Icicles: Icicles function like slender pillars; they do 
  not take up a whole square. Any character standing in 
  the same square as an icicle gains a +2 cover bonus to 
  Armor Class and a +1 cover bonus on Reflex saves 
   
  s Icicle: 1 ft. thick; hardness 8; hp 250, AC 3. 
   
  Illumination: The walls and ceilings of the passages 
  and caverns within the glacier are made from 
  compacted snow and ice. As such some light does filter 
  through from outside. During daylight hours the entire 
  complex is suffused with a soft glow equal to shadowy 
  illumination. 
   
  Energy Attacks and Ice: Area spells can damage the 
  glacier. Although the glacier is affected by magic treat it 
  as an unattended nonmagical object. Thus is 
  automatically fails any saving throw against magical 
  effects.  Fire damage bypasses the ice’s hardness and 
  deals 150% of normal damage. Cold attacks do not affect 
  the glacier. Acid deals one-quarter normal damage, 
  electricity and sonic effects deal full damage, and sonic 
  damage (like fire damage) bypasses the ice’s hardness. 
   
  If enough damage is done to a wall to totally 
  destroy a square’s worth of ice (or more) there is a 
  danger that the roof above that area will collapse due to 
  the unstable nature of the ice. This chance is a base 40% 
  plus an additional 5% for each similarly affected 
  adjacent square. 
   
  Linearity: There are several avenues which the PCs 
  may take to explore the glacier. In addition to the three 
  main entrances into the glacier’s tip, the PCs may elect 
  to initially bypass this area completely instead electing 
  to explore the Tumbled Flow. This means that they may 
  not encounter the glacier’s denizens in the typical 
  order. 
   
  When the PCs are ready to begin their explorations 
  read the following: 
   
  A quick investigation of the area reveals that 
  there are at least three passages into the 
  glacier 
  tip 
  each 
  roughly 
  man-sized. 
  Alternatively you could ignore these obvious 
  entrances instead electing to investigate the 
  great tumble of ice hanging motionless in the 
  sky beyond and below the glacier.  
   
  ENCOUNTER 3: HIDDEN 
  DEPTHS 
  This is the first area that the PCs will come to once they 
  enter the glacier (refer to DM Map 1). A hidden 
  crevasse runs across the center of this room, making 
  movement through here perilous. The frost folk knew 
  of this obstacle and avoided it by climbing around it 
  through the dense rubble.  Likewise, Tarja and his 
  company noticed and avoided the crevasse. 
   
  A PC with the Track skill succeeding on a DC 20 
  Survival check realizes that the faint trail they are 
  following detours from the center of the passageway 
  and over some dense icy rubble fallen along the left-
  hand side of the passageway. Note, do not ask the PCs if 
  they wish to track in this area, only allow this check if 
  they are already doing so. 
   
  If a PC falls prey to this hidden crevasse read aloud 
  the following: 
   
  Without warning the ice and snow opens at 
  your feet and you start to fall into a crevasse! 
   
  If the PCs do not fall prey to the trap, but set it off in 
  some other way read aloud the following: 
   
  Without warning the floor of the corridor 
  falls away revealing a deep crevasse stretching 
  the width of the corridor. 
   
  The crevasse is 10 ft. wide and 10 ft. long. Any PCs 
  falling in must also get out again or be trapped. PCs 
  electing to climb out must succeed on the requisite 
  number of DC 20 Climb checks to do so.  The crevasse 
  continues on deep into the ice as a narrow crack to an 
  underground river that is far too small for the PCs to 
  traverse without magic.  
   
  Creature: The crevasse is not uninhabited.  A 
  white pudding (or puddings) has oozed its way into the 
  crevasse and spread itself out along the bottom where 
  there is a pocket the size of the pudding(s). 
   
  APL 10 (EL 10) 
   
  a Hidden Crevasse: CR 8; mechanical; 
  location trigger, manual reset; DC 24 Reflex save avoids; 
  60 ft. deep (6d6, fall); icicles (Atk +10 melee, 1d4 icicles 
  per target for 1d4+5 each); Search DC 26; Disable 
  Device DC 26. 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 14 
   
  d White Pudding: hp 94; see Appendix 1. 
   
  APL 12 (EL 12) 
   
  a Hidden Crevasse: CR 10; mechanical; 
  location trigger, manual reset; DC 24 Reflex save avoids; 
  80 ft. deep (8d6, fall); icicles (Atk +10 melee, 1d4 icicles 
  per target for 1d4+5 each); Search DC 26; Disable 
  Device DC 26. 
   
  d Advanced Elite White Pudding: hp 160; 
  see Appendix 1. 
   
  APL 14 (EL 14) 
   
  a Hidden Crevasse: CR 10; mechanical; 
  location trigger, manual reset; DC 24 Reflex save avoids; 
  80 ft. deep (8d6, fall); icicles (Atk +10 melee, 1d4 icicles 
  per target for 1d4+5 each); Search DC 26; Disable 
  Device DC 26. 
   
  d Advanced Elite White Pudding (2): hp 
  304; see Appendix 1. 
   
  APL 16 (EL 16) 
   
  a Hidden Crevasse: CR 10; mechanical; 
  location trigger, manual reset; DC 24 Reflex save avoids; 
  80 ft. deep (8d6, fall); icicles (Atk +10 melee, 1d4 icicles 
  per target for 1d4+5 each); Search DC 26; Disable 
  Device DC 26.  
   
  d Advanced Elite White Pudding (3): hp 
  354; see Appendix 1. 
   
  Tactics: The pudding is a simple creature.  It attacks 
  anything that falls into it, and does its best to follow 
  anything that tries to run.  If its prey attacks it from 
  above, it crawls back into the cracks that lead it to the 
  pocket originally. 
   
  Treasure: There is nothing of interest here for the 
  PCs. 
   
  ENCOUNTER 4: DOMAIN 
  OF THE FROST FOLK 
  These caverns were the domain of the frost folk that 
  called the glacier home.  None of them survive.  Tarja 
  and the rest of the cultists passed this way several days 
  ago, and killed every living thing on their way to the 
  icefall.   
   
  Cavern after cavern fills the inside of the 
  glacier, and each space is filled with carnage.  
  Huge hairy spiders, large white wolves, and 
  pale humans with strange milky white eyes lie 
  dead and frozen in all of them.  It is clear that 
  some of the side passages have been collapsed, 
  killing everything within. 
   
  There are six rooms, each with some slaughtered 
  frostfolk and other creatures native to the cold, spread 
  throughout the carven with obvious signs of battle.  A 
  casual observation suggests they possess both weapon 
  and magical wounds.  Due to time constraints 
  encourage the players not to linger in these caves. 
   
  One ice cave before the exit (room #4b) however 
  possesses an unusual scene that may require additional 
  attention.  
   
  Unlike the previous caves, this room is not 
  casually littered with the frozen dead.  Nine 
  of the pale humanoids, all too young to 
  defend themselves, are arranged in a macabre 
  mural upon the wall.  Pitons anchor their 
  bodies to the ice and their draining blood has 
  been used to paint the great open maw of a 
  worm or serpent which it looks like the nine 
  are falling into, or being expelled from.  All 
  of the children have faces of terror, and tears 
  leak from their milky white eyes and have 
  frozen to their faces. 
    
  These frostfolk children have been used in of fell ritual 
  in supplication of the Frost Worm.  A DC 10 
  Knowledge (religion) can confirm that this had some 
  religious ritual significance, but what that may be is not 
  clear.  The worm represents no deity normally 
  worshiped on Oerth.  A DC 15 Heal check can confirm 
  that the frostfolk children were nailed to the wall while 
  still alive.  Anyone who uses speak with dead upon the 
  bodies can coax a vague description of the cultists from 
  the frightened frostfolk children, as well as the name of 
  their deity, used in the ritual: Wengytha.  That name 
  means nothing to the PCs. 
   
  Treasure: There is nothing of value here for the 
  PCs. 
   
  ENCOUNTER 5: THE 
  FROZEN DEAD 
  This side cave was the frozen tomb of several 
  humanoids that were drawn to the glacier and died 
  here; eventually falling prey to each other and 
  cannibalism. A wendigo now haunts these halls.  The 
  ceiling of this cavern is sixty feet above. 
   
  The large cavern ahead of you is irregularly 
  shaped. Across to your left something breaks 
  the monotonous white of the walls. It appears 
  that something is buried in the wall. 
   
  Inspection reveals that two gnawed upon bodies are 
  partially entombed in the wall.  They appear to be 
  Schnai.  A DC 15 Heal or Knowledge (nature) check 
  identifies humanoid bite marks upon their corpses.  
  The bones of several other humanoids can be seen as 
  dark shadows further in the ice.  While the PCs are 
  distracted examining the bodies, the wendigo solidifies 
  and attacks. 
   
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 15 
  APL 10 (EL 12) 
   
  d Tarmorja the Wendigo: Male wendigo 
  Barbarian 2/Fighter 2/Sorcerer 1/Dragon Disciple 6, hp 
  92; see Appendix 1. 
   
  APL 12 (EL 14) 
   
  d Tarmorja the Wendigo: Male wendigo 
  Barbarian 2/Fighter 2/Sorcerer 1/Dragon Disciple 8, hp 
  112; see Appendix 1. 
   
  APL 14 (EL 16) 
   
  d Tarmorja the Wendigo: Male wendigo 
  Barbarian 2/Fighter 2/Sorcerer 1/Dragon Disciple 10, 
  hp 132; see Appendix 1. 
   
  APL 16 (EL 18) 
   
  d Tarmorja the Wendigo: Male wendigo 
  Barbarian 3/Fighter 3/Sorcerer 1/Dragon Disciple 10, 
  hp 152; see Appendix 1. 
   
  Tactics: Tarmorja hides in wind walk form inside one 
  of the many cracks in the ice walls.  If he hears the PCs 
  coming, perhaps searching the previous rooms, he will 
  cast a mage armor spell to increase his armor class 
  before the PCs arrive.  Once the PCs are distracted, he 
  dismissed the wind walk while hiding near the 
  shadowy ceiling.  At APLs 14 and 16 he uses his breath 
  weapon (taking advantage of his Maximize Breath feat) 
  to start.  Otherwise, Tarmorja attacks in melee using his 
  bite along with the distract assailant spell using Power 
  Attack against lightly armored foes.  If the PCs are able 
  to easily harm him, he uses his Fly-By Attack feat, and 
  rages if reduced below half hit points.  Tarmorja flees 
  when reduced below one quarter of his hit points, and 
  then after regenerating, begins stalking his prey anew.  
   
  Treasure: The PCs may claim Tarmorja’s 
  belongings after they put him to rest. 
   
  All APLs: Magic – Cloak of charisma +4 (333 gp). 
   
  ENCOUNTER 6: BLUE 
  SHARDS  
  In this area the PCs are able to harvest some magic ice 
  from the body of the glacier.  
   
  This cavern is different to all the other ice 
  chambers you have thus far found. Here and 
  there, embedded in the walls are small 
  pockets of colored ice the likes of which you 
  have never seen before. 
   
  HARVESTING THE ICE 
  To retrieve these ice shards the PCs must dig them out 
  of the ice walls.  Such work is difficult and will take 
  time to achieve. The PCs must inflict 10 points of 
  damage on the wall to gain a shard of ice, but to do this 
  safely they can only use light melee weapons. Using 
  larger weapons automatically destroys the shard they 
  were attempting to excavate.  Additionally PCs 
  attempting to harvest shards of blue ice will notice with 
  a DC 10 Spot check that this ice is exceptionally clear 
  (and therefore pure). This is ice that the artificer 
  Kamackee spoke of. PCs providing him with samples 
  will gain his gratitude. 
   
  If the PCs spend an hour in this chamber they will 
  be able to excavate one shard of each color for each PC 
  present and sufficient shards for Kamackee. 
   
  Deep Blue Ice Shards 
  The surrounding ice does not block detect magic. These 
  ice shards radiate faint transmutation magic. Once the 
  PCs have gained one of these shards read aloud the 
  following: 
   
  Your excavations have revealed a small shard 
  of ice a deep blue in hue. Looking closer you 
  realize that the ice seems to have several 
  small bubbles trapped within. 
   
   
  s Deep Blue Ice Shard: You have recovered a 
  single shard of deep blue colored ice from the Hanging 
  Glacier. You can use this ice shard to cast a water 
  breathing spell. To activate this power (which is a 
  standard action that does not provoke attacks of 
  opportunity) you must eat the ice shard. 
   
  If you ever fail any saving throw against a heat or 
  fire-based attack this item is destroyed. 
   
  Light Blue Ice Shards 
  The surrounding ice does not block detect magic. These 
  ice shards radiate faint conjuration magic. 
   
  Your excavations have freed a small shard of 
  light blue-colored ice. Looking closer you 
  realize that the ice seems to have a miniature 
  version of a (APL dependant monster; see below) 
  trapped within. 
   
   
   
  s Light Blue Ice Shard: You have recovered a 
  single shard of light blue colored ice from the Hanging 
  Glacier. Crushing this ice shard summons a monster to 
  serve you as if you had cast a summon nature’s ally. 
  Doing so is a standard action that does not provoke 
  attacks of opportunity.  
   
  The monster summoned is dependant on the APL 
  at which you explored the Hanging Glacier: APL 10: 
  polar bear; APL 12: dire bear; APL 14: dire tiger; APL 16: 
  roc.  
   
  If you ever fail any saving throw against a heat or 
  fire-based attack this item is destroyed. 
   
  Pure Ice 
  Shards of deep blue and light blue ice are invariably 
  found in areas of incredibly pure ice. This ice is 
  perfectly suited to making potions. A PC may chip off 
  up to 6 shards of pure ice. 
   
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 16 
  Surrounding an area of blue ice is large area 
  of impossibly pristine, clear ice. 
   
   
  s Pure Ice: This ice is perfectly suited to making 
  potions. Any potion made from this ice is treated as if 
  the spell had been affected with the Maximize Spell feat 
  (for spells with numerical affects) or by the Extend 
  Spell feat for spells with a duration of greater than 
  instantaneous. If a spell could benefit from both feats it 
  is only affected by the Maximize Spell feat. This adds no 
  additional XP or gp cost to the cost of the potion. 
   
  This PC has [  ] shards of pure ice. A PC may have a 
  maximum of 6 shards of pure ice. 
   
  Treasure: The only treasure to be had here are the 
  small shards of pure and blue-colored ice detailed 
  above. 
   
  Development: It is possible that Aussirkepesk 
  becomes aware of the PCs while they are excavating ice 
  from this area. If he does so, he chooses not to 
  investigate; the conditions of the tumbled flow better 
  suit his style of combat. 
   
  ENCOUNTER 7: THE 
  WHITE STORM 
  In this encounter the PCs leave the main body of the 
  Hanging Glacier and explore the icefall below it. Here, 
  the white dragon, Aussirkepesk (translates as “White 
  Storm”), made his lair. Over the past few years he had 
  collected much treasure left in the area by creatures 
  compelled to leave such by the magic of the place.  
  Since the arrival of Tarja Arjotta and the cultists of the 
  frost worm, the dragon has been used as a host for a 
  creature freed from beyond the gate; the first of their 
  goddess’ minions to have successfully made the 
  journey. 
   
  THE TUMBLED FLOW 
  This encounter takes place on the portion of the glacier 
  that has been pushed over the cliff’s edge (refer to DM 
  Map 2).  Any combat that takes place here will take 
  place 2000 feet above the river below! Thus, PCs must 
  move about this area with care. Some PCs will likely 
  have magic that will allow them to move about the 
  tumbled flow of ice with ease. Others will have to rely 
  on more mundane means of locomotion including 
  Jump checks and the like.   
   
  The chunks of ice slope steeply downwards to the 
  river below. Thus, it costs 4 squares of movement to 
  enter a square in this area and the DC of Tumble checks 
  increases by 10 and Balance checks by 12. A DC 12 
  Balance check is required to run or charge downhill. 
  Characters that fail this check stumble and must end 
  their movement 1d2x5 ft. in the direction they were 
  moving. Characters failing this check by more than 5 
  fall prone in the square in which they end their 
  movement.  Characters gain a +1 bonus on melee 
  attacks against any foe downhill from them. 
   
  PCs falling from the ice flow will not necessarily 
  plummet to their certain death. As they fall PCs 
  succeeding at a DC 19 Reflex save manage to grab the 
  edge of the ice flow and arrest their fall. Such PCs are 
  considered prone and must make a DC 17 Climb check 
  to regain their feet.  If they fall, they plummet roughly 
  20 feet towards a small 5 foot wide chunk of ice that has 
  fallen away from the main body of the flow. Falling PCs 
  must make a DC 10 Reflex save to manage to grab the 
  edge of the ice flow and arrest their fall on the small 
  chunk.  Such PCs will take 2d6 points of falling damage 
  and be stranded unless they possess some means of 
  returning to the ice flow above. In addition the chunk 
  of ice they fall onto has several large shards of ice 
  sticking up like spikes.   
   
  Those that do not save, plummet 2000 feet unless 
  they have some way to save themselves. This fall takes 
  four rounds to complete. Falling PCs plummet 600 ft. a 
  round, giving their colleagues a final chance to save 
  them in some way. 
   
  a Ice Spikes: Atk +10 melee, 1d4 spikes per 
  target for 1d8+5 each. 
   
  THE LAIR OF THE WYRM, 
  AUSSIRKEPESK 
  The wily dragon Aussirkepesk (Draconic for White 
  Storm) claimed this area before the arrival of the Frost 
  Worm cultists. Aussirkepesk was a cunning foe that had 
  grown lazy in his time on the glacier. He didn’t 
  understand why other creatures keep depositing their 
  treasures in the snows around the glacier, and frankly 
  he didn’t care why they did it, he was just happy that 
  they did. He has discovered that many creatures, when 
  he confronted them were content to hurl their treasure 
  into the snow and flee.  Sadly, when the cultists arrived, 
  they had other plans.  They have made him host to a 
  creature from beyond the gate, and are working on 
  bringing more of them through. 
   
  When the PCs first reach this area Aussirkepesk 
  (inhabited by Urazandum Xcthoss) will be lurking 
  under the tumbled ice, using his icewalking ability. He 
  is positioned roughly halfway between the PC’s vantage 
  point and the gold he has left visible as a lure to attract 
  foolish explorers. From there his blindsense ability 
  allows him to pinpoint the position of all PCs on the 
  ledge and in the chamber beyond. 
   
  You have finally reached the very edge of the 
  glacier. 
  In 
  front 
  and 
  below 
  you 
  floats 
  hundreds of chunks of ice caught as they fell 
  from the glacier by some unknown force.  The 
  mass of ice in front of you is broken up, the 
  chunks sloping steeply downwards towards 
  the river over 2000 feet below. The near 
  constant winds of the glacier have stripped 
  the 
  ice 
  bare, 
  turning 
  the 
  flow 
  into 
  a 
  dangerous and slippery obstacle. In the 
  distance, perhaps 50 feet away or so, you can 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 17 
  make out the unmistakable glint of gold 
  resting on the ice. 
   
  The PCs will no doubt wish to study this phenomenon 
  before daring to explore it.  
   
  A successful DC 5 Knowledge (nature) check 
  reveals that this is not a natural occurrence.  
   
  A successful DC 5 Knowledge (geography) check 
  reveals that there is no other known example of this 
  phenomenon anywhere in the Flanaess. 
   
  A successful DC 27 Spellcraft check reveals that 
  this entire area is under the effect of a massive modified 
  reverse gravity spell. Although the ice itself is not 
  magical the whole area radiates strong transmutation 
  magic. 
   
   
    
  WHITE STORM REVEALED 
  Once the PCs start to explore the ice flow, either by 
  moving across it or by flying above it, Aussirkepesk 
  shouts a warning (in Common) to the PCs. While 
  Aussirkepesk is not an entirely willing host, he is nearly 
  completely compliant when Urazandum Xcthoss 
  applies pain.  Read aloud the following:  
   
  A loud sound, reminiscent of two voices at 
  the same time suddenly booms out across the 
  ice.  “You who would dare trespass on the 
  threshold of the Worm Beyond Ice, know that 
  you will suffer a frozen death.  Gibber and 
  quail, mortals for you face your doom!  You 
  will…” 
   
  The voice cracks and changes, such that 
  only the loud, main voice remains having 
  thrown off the strange tinny echo.  “Help me, 
  they… ug … aahhh!”  A scream of pain echoes 
  off the glacier.   
   
  The dual voice returns, “Now you will all 
  die!” 
   
   
  This is the PCs only warning that more is going on than 
  they might otherwise think.  Urazandum Xcthoss has 
  caused Aussirkepesk 1d6 points of damage and 
  reasserted control of the dragon.  PCs making a DC 15 
  Listen check modified by -1 per 10 ft. of distance from 
  Aussirkepesk’s position (PCs on the ledge therefore 
  suffer a -3 circumstance penalty to this check) realize 
  that the sound seems to be coming from in, or under, 
  the ice.  
   
  Once Aussirkepesk or the PCs initiate combat read 
  aloud the following: 
   
  Erupting from under the ice bursts a vast 
  white dragon. Its scales glisten like highly 
  polished mirrors in the harsh sunlight of the 
  glacier but its cruel eyes are a dull blue-black 
  and are glazed over as though not focused 
  upon you.  The creature throws back its 
  cruelly shaped maw and screeches in triumph 
  as it hurls itself into the air. 
   
  APL 10 (EL 13) 
   
  d Aussirkepesk Male Advanced Adult 
  White Dragon: hp 213; see Appendix 1. 
   
  d Urazandum Xcthoss: Advanced Tsochar 
  wizard 4; hp 103; see Appendix 1. 
    
  APL 12 (EL 15) 
   
  d Aussirkepesk Male Advanced Mature 
  Adult White Dragon: hp 281; see Appendix 1. 
   
  d Urazandum Xcthoss: Advanced Tsochar 
  wizard 6; hp 117; see Appendix 1. 
   
  APL 14 (EL 17)  
   
  d Aussirkepesk Male Old White Dragon: 
  hp 293; see Appendix 1. 
   
  d Urazandum Xcthoss: Advanced Tsochar 
  wizard 8; hp 147; see Appendix 1. 
   
  APL 16 (EL 19)  
   
  d Aussirkepesk Male Old White Dragon: 
  hp 356; see Appendix 1. 
   
  d Urazandum Xcthoss: Advanced Tsochar 
  wizard 10; hp 163; see Appendix 1. 
   
  Tactics: In almost any situation Aussirkepesk favors 
  remaining aloft when fighting. If flying he will use his 
  Flyby Attack and Hover feats to confuse and isolate 
  foes.   
   
  He prefers to attack unarmored foes, and will 
  particularly focus on those he believes to be powerful 
  arcane spellcasters; these foes invariably have the ability 
  to attack him with magic at range. His next priority 
  targets are archers and those who have demonstrated 
  skill with ranged weapons. Above all however he 
  prefers to fight his enemies one at a time. If one or two 
  PCs have braved the ice flow he will likely attack them 
  first (particularly if doing so grants him cover from the 
  rest of the party). If such opponents have stepped in 
  front of a hole in the ice Aussirkepesk will attempt to 
  bull rush them backwards into it. 
   
  He will use his breath weapon as often as possible. 
  Aussirkepesk will not perform coup de grace attacks or 
  waste spare attacks on any fallen foe; he prefers his prey 
  to die from the cold; their carcasses are tastier that way! 
   
  Additionally  Aussirkepesk assumes that his fearful 
  presence ability will account for some of his foes; 
  indeed he enjoys the terror his appearance generates. 
   
  Assuming Aussirkepesk or Urazandum Xcthoss 
  hear the PCs coming (because of the mining of ice 
  shards), they cast all of the spells in their power-up 
  suites and Urazandum crawls fully inside Aussirkepesk. 
   Note that Aussirkepesk has no fear of fire because of 
  his Overcome Weakness feat. 
   
  Specific tactics arranged by APL follow. 
   
  APL 10: At this APL Aussirkepesk will use breath 
  flare every time he uses his breath weapon, and while 
  performing Fly-By attacks, he attempts to keep the 
  icefall between himself and the PCs while turning.  
  While out of the line of fire, he will cast lesser shivering 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 18 
  touch or touch of fatigue for use on one of his claw 
  attacks.  He uses fog cloud to separate the party and 
  make it harder to attack him. Urazandum will generally 
  hide inside Aussirkepesk and use his whispercast spell 
  to cast acid splash or burning hands to aid his host.  If 
  reduced to half hit points and out of spells, he orders 
  the dragon to drop him off on the underside of the 
  icefall, and he uses his climb speed to move up behind 
  the party and attempt to take one of the PCs by surprise. 
   
  APL 12: Aussirkepesk uses the same tactics as APL 
  10, except now he has access to shocking grasp in 
  addition to other spells he might use to augment his 
  melee attacks.  Urazandum uses the same tactics as APL 
  10, but leads off with a widened fireball 
   
  APL 14: Aussirkepesk uses the same tactics as APL 
  12, except that he uses freezing fog and obscuring snow 
  to limit attacks upon him.  Note that his blindsense 
  allows him to target enemies through an obscuring 
  snow and his freezing fog.  Urazandum uses the same 
  tactics as APL 12, but leads off with an empowered 
  widened fireball.  He uses dimension door to remove 
  Aussirkepesk from trouble, or move him into a full 
  attack. 
   
  APL 16: Aussirkepesk uses the same tactics as APL 
  14, except that he uses his Maximize Breath feat when 
  using his breath weapon.  Urazandum uses the same 
  tactics as APL 14, but leads off with an empowered 
  widened fireball.  He uses dimension door to remove 
  Aussirkepesk from trouble, or move him into a full 
  attack.  In addition he targets troublesome casters with 
  touch of idiocy and uses his vampiric touch when 
  seriously injured.  Urazandum uses the same tactics as 
  APL 14, although he might use his sudden feats on his 
  arc of lightning instead of a fireball if the PCs are 
  arranged to be more vulnerable for that tactic. 
   
  Treasure: The cultists have largely stolen 
  Aussirkepesk’s horde, but what’s left consists of the 
  following items. The gems and coins are scattered about 
  atop the ice flow, while the other items are hidden 
  beneath a thin lair of snow and wrapped in furs. 
  Finding these hidden items requires a DC 20 Search 
  check. In addition, Urazandum Xcthoss wears several 
  items but it is likely that Aussirkepesk will have to be 
  cut open to get at them if the Tsochar is still inhabiting 
  the corpse.  Those items worn by Urazandum Xcthoss 
  have been marked by a *. 
   
  APL 10: Coin 50 gp; Magic – ring of protection 
  +1* (167 gp). 
   
  APL 12: Coin 50 gp; Magic – amulet of might fists 
  +1* (500 gp), ring of protection +1* (167 gp). 
   
  APL 14: Coin 50 gp; Magic – amulet of health +2* 
  (333 gp), amulet of might fists +1* (500 gp), ring of 
  counterspells* (333 gp), ring of protection +1* (167 gp), 
  vial of icy sheets (167 gp). 
   
  APL 16: Coin 50 gp; Magic – amulet of health +2* 
  (333 gp), amulet of might fists +1* (500 gp), periapt of 
  wisdom +2* (333 gp), ring of floating (167 gp), ring of 
  counterspells* (333 gp), ring of feather fall* (167 gp), 
  ring of protection +1* (167 gp), vial of icy sheets (167 
  gp). 
   
  ENCOUNTER 8: LAIRS 
  UPON LAYERS 
  Once the PCs have defeated or driven off Aussirkepesk 
  and Urazandum, they are free to proceed into his small 
  lair inside the icefall (refer to DM Map 3).   
   
  As you prepare to enter, the entire icefall 
  shakes, as though it were falling slightly, 
  though if your senses are to be believed, you 
  now 
  stand 
  higher 
  on 
  the 
  icefall 
  than 
  previously.  
   
  Looking 
  around, 
  no 
  explanation 
  is 
  forthcoming. Navigating the entrance of the 
  vast cave, burrowing into the ice floating 
  thousands feet above the river below, the cave 
  expands dramatically to what must be the 
  dragon’s lair.  A scattering of coins litters the 
  floor, but little now remains.   
   
  A DC 15 Intelligence check by any PC indicates that 
  the PC in question has realized that the cave is too big 
  to fit inside the ice flow. A DC 15 Knowledge (the 
  planes) check reveals that the PCs are likely in some 
  extra-dimensional space or have crossed to another 
  plane of existence. 
   
  Once the PCs move to examine the cave (room 8a), they 
  can find a handful of copper coins, but the cultists have 
  collected anything of real value days before the arrival 
  of the PCs.  However, a DC 5 Search check discovers 
  the passage the cultists used to gain entrance to the 
  Temple of the Frost Worm.   
   
  Behind a pile of ice and snow at the rear of 
  the cave, a human-sized door of white metal is 
  recessed into the ice wall.  Eldritch symbols 
  are etched into the metal, though frost has 
  long since made them difficult to read.  There 
  are clear signs that access to the buried 
  doorway has recently been reestablished by 
  digging.  Footprints in the snow lead inside. 
   
  The door is covered in Flan writing.  A DC 10 
  Knowledge (arcana) suggests that some of the symbols 
  on the door are a warning.  The door radiates fading 
  abjuration magic (detect magic, DC 23 Spellcraft; this 
  used to be a permanent dimensional lock) from the 
  bindings disrupted by the cultists of the Frost Worm, 
  and strong transmutation magic (detect magic, DC 24 
  Spellcraft) from the presence of the portal crossing over 
  into the other plane.  It is not locked or trapped in any 
  way.  Anyone able to translate the door reads the 
  following: 
   
  Cross not the threshold to Wengytha, the 
  Frost Worm, one of the nine tentacles of Mak 
  Thuum Ngatha, sealed away by the arrogance 
  of man.  Beyond lies the only the gate to the 
  frozen madness. 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 19 
   
  A successful DC 30 Knowledge (religion) check 
  identifies Mak Thuum Ngatha as the deity of Tsochar 
  and the mindless chaos of the Far Realm.  The PCs are 
  free to heed the warning, or follow after the cultists.  
  Assuming the PCs open the door, continue with the 
  read aloud text. 
   
  Just beyond the door lie stairs of ice, leading 
  up beyond what should be the top of the 
  icefall.  A faint light, and the swirl of frigid 
  winds howl down the stairs toward you as 
  though some great blizzard awaits you at the 
  top of the stairway that cannot be.   
   
  Those that cross the threshold of the strange doorway 
  have crossed into another plane of existence, the 
  strange frozen plane where the Frost Worm holds 
  court.  All PCs feel a slight queasy feeling in their 
  stomachs as the cross onto the stairs.  The frozen plane 
  behaves in all ways like the arctic in the Prime Material 
  with one exception.  The spell plane shift or any spell 
  that could be used to escape the plane, does not 
  function (note that spells that temporarily turn the user 
  ethereal, or use an alternate plane to move the PC 
  within this plane, function normally).  The stairs will 
  eventually lead them to the temple that bars the way for 
  the minions of the Frost Worm. 
   
  A foul wind whirls down the stairs as you 
  enter into a vast chamber.  A faintly glowing 
  putrescent lake of thick goo undulates at the 
  foot of a crude stone pier that extends from 
  the stairway landing.  Strands of the thick 
  liquid drip from the ice walls, dropping here 
  and there into the lake with loud plops.  A 
  darkened passage continues on the other side 
  of the lake. 
   
  The pier is protected by a silent alarm spell that notifies 
  Vennekka of the PCs approach.  The lake (room 8b) is 
  approximately two hundred feet across and one 
  hundred 
  feet 
  deep, 
  with 
  the 
  ceiling 
  being 
  approximately twenty feet above the liquid.  Due to the 
  glow of the goo, the entire area is considered shadowy 
  illumination and the walls are especially slippery.  The 
  goo is harmless, although, it quickly coats everyone in 
  the room in a slippery slime.  Some of the shapeless 
  creatures of this plane swim in the lake, waiting for the 
  barriers between worlds to fall.  They happily feast upon 
  any PCs that attempt to cross to the other side.   
   
  APL 10 (EL 13) 
   
  d Advanced Shaboath: hp 124; see Appendix 
  1. 
   
  d Cold Element Wyste (3): hp 53; see 
  Appendix 1. 
   
  APL 12 (EL 15) 
   
  d Advanced Shaboath: hp 184; see Appendix 
  1. 
   
  d Cold Element Advanced Wyste (2): hp 
  133; see Appendix 1 
   
  APL 14 (EL 17) 
   
  d Advanced Shaboath: hp 230; see Appendix 
  1. 
   
  d Shadowed Cold Element Advanced 
  Wyste (3): hp 133; see Appendix 1. 
   
  APL 16 (EL 19) 
   
  d Advanced Shaboath (2): hp 230; see 
  Appendix 1. 
   
  d Elite Shadowed Cold Element Advanced 
  Wyste (4): hp 146; see Appendix 1. 
   
  Tactics: The shaboath(s) and the wystes begin hiding 
  inside the liquid, waiting until the PCs attempt to cross 
  the room.  If the PCs attempt to escape, the shaboath 
  uses its wall of ice to limit the PCs options while the 
  wystes use their icewalking ability to close the distance. 
   They do not stop till all the PCs have fled the plane or 
  all of them are dead.  If the PCs flee further into the 
  temple complex, the creatures follow them. 
   
  Treasure: There is nothing of value here for the 
  PCs to take. 
   
  When the PCs have managed to cross the lake of 
  slime, proceed to Encounter 9. 
   
  ENCOUNTER 9: IN THE 
  WALLS 
  Having dispatched, or dealt with, the creatures of the 
  lake, the PCs proceed through a tunnel in the ice to the 
  bulwark against the frozen prime material plane 
  beyond the gate. (for more information on this review 
  the Adventure Background section). 
   
  An increase in the faint light and the howling 
  wind is the first clue that the stairs are 
  coming to an end.  The stairway opens upon 
  an airy room in which snow swirls through 
  opened windows collecting in corners and 
  against columns of sculpted ice.  Two sets of 
  double doors, one apparently going outside, 
  exit this room of bitter cold.  
   
  The room (room 9a) is a thirty-foot square with double 
  doors opposite each other, one set exiting the 
  mountain, and one set going further in.  There are open 
  windows studding all of the exterior walls.  This room is 
  protected by a silent alarm spell that notifies Vennekka 
  of the PCs’ approach.  Read the following to any that 
  look out of one of the many windows. 
   
  At first, the landscape looks like you left it 
  under the strange icefall, but a momentary 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 20 
  glance tells you that not all is right.  While 
  the river and snow covered landscape lies 
  below you, the sky is filled with another 
  twisted and strange landscape of ice, warped 
  into unwholesome shapes that do not make 
  sense.  All across the sky above you, or what 
  should be the sky, creatures of snow, ice, and 
  tentacle grasp toward a great icy mountain 
  directly above you; struggling to surmount its 
  immeasurable heights.  It is then that it 
  begins to make sense.  The icy depths that you 
  have crossed are not below, but atop the icy 
  mountain, and the ice fall that is below you is 
  that portion of the foul frozen mass that has 
  forced it’s way into the Prime; a twisted 
  reflection of frozen horror with thousands of 
  shapeless 
  and 
  frozen 
  beasts 
  mindlessly 
  besieging the Flanaess.  What keeps them 
  from crossing the barrier is unknown. 
   
  Exiting the mountain is a poor idea.  Forcing open the 
  ice-covered doors, PCs will note that the ice and snow 
  fall upward, down the mountain.  Anyone exiting the 
  room, unable to deal with the sudden change in gravity, 
  falls 2,000 feet before bouncing off the mountain and 
  falling several more thousand feet. Worse, hundreds of 
  thousands of despicable twisted creatures begin to 
  swarm toward the movement, hungry for warmth and 
  blood (use the same creatures as Encounter 8, but with a 
  fly speed equal to their base movement).  Any PC that 
  exits the building has no choice but to flee back into the 
  room.  The creatures seem unable, or unwilling, to 
  enter the building. 
   
  Those opening the other set of double doors find 
  the swing wide easily (room 9b). 
   
  A large but oddly tree-shaped, heatless, 
  central flame lights the darkened room, 
  burning from the floor.  Several Suel men 
  stand 
  around 
  the 
  flame, 
  their 
  arms 
  outstretched in a chant.   
   
  As you enter, one of the breaks into a fit 
  of malevolent laughter.   
   
  “You are too late fools.  The sign will no 
  longer block the way, and the Frost Worm 
  may devour all with her frozen hunger!”  The 
  light suddenly snuffs out and only a few well-
  placed lanterns leave any light.   
   
  Suddenly you have the sensation of falling 
  as the floor, indeed the whole mountain, 
  rapidly begins falling downwards towards the 
  Flanaess.  In the darkened shadows, the men 
  move to attack. 
   
  Tarja Arjotta and his cultists have just completed their 
  ritual to destroy the cerulean sign that bound 
  Wengytha and its minions from crossing the planar 
  boundary into the Prime Material.  The planes are 
  rapidly coming into alignment as the mountain “falls.”  
  Tarja expects to die as the strange aberrations flood 
  through the gateway, so in his crazed state he orders all 
  of his insane minions to kill the PCs before they can 
  undo what has been done. 
   
  APL 10 (EL 13) 
   
  d 
  Balloff: 
  Brown 
  Bear 
  (animal 
  companion/familiar); hp 99; see Appendix 1. 
   
  d Olgar: Male human (Suel) Barbarian 3/Fighter 
  2/Tactical Soldier 2; hp 71; see Appendix 1. 
   
  d Tarja Arjotta: Male human (Suel) ex-cleric 
  4/rogue 1/Ur Priest 5; hp 72; see Appendix 1. 
   
  d Vennekka Irkko: Female human (Suel) 
  Druid 5/Wizard 2/Fleshwarper 2/Arcane Hierophant 1; 
  hp 56; see Appendix 1. 
   
  d Vor Evar: Male human (Suel) Barbarian 
  2/Fighter 1/Ranger 3/Frostrager 2/Primeval 1; hp 88; 
  see Appendix 1. 
   
  APL 12 (EL 15) 
   
  d 
  Balloff: 
  Brown 
  Bear 
  (animal 
  companion/familiar); hp 99; see Appendix 1. 
   
  d Tarja Arjotta: Male human (Suel) ex-cleric 
  4/rogue 1/Ur Priest 7; hp 86; see Appendix 1. 
   
  d Olgar: Male human (Suel) Barbarian 3/Fighter 
  2/Tactical Soldier 4; hp 89; see Appendix 1. 
   
  d Vennekka Irkko: Female human (Suel) 
  Druid 5/Wizard 2/Fleshwarper 2/Arcane Hierophant 3; 
  hp 66; see Appendix 1. 
   
  d Vor Evar: Male human (Suel) Barbarian 
  2/Fighter 1/Ranger 3/Frostrager 2/Primeval 2; hp 94; 
  see Appendix 1. 
   
  APL 14 (EL 17) 
   
  d 
  Balloff: 
  Brown 
  Bear 
  (animal 
  companion/familiar); hp 99; see Appendix 1. 
   
  d Olgar: Male human (Suel) Barbarian 3/Fighter 
  2/Tactical Soldier 5; hp 98; see Appendix 1. 
   
  d Tarja Arjotta: Male human (Suel) ex-cleric 
  4/rogue 1/Ur Priest 9; hp 100; see Appendix 1. 
   
  d Vennekka Irkko: Female human (Suel) 
  Druid 5/Wizard 2/Fleshwarper 4/Arcane Hierophant 3; 
  hp 76; see Appendix 1. 
   
  d Vor Evar: Male human (Suel) Barbarian 
  2/Fighter 1/Ranger 3/Frostrager 4/Primeval 2; hp 138; 
  see Appendix 1. 
   
  APL 16 (EL 19) 
   
  d 
  Balloff: 
  Brown 
  Bear 
  (animal 
  companion/familiar); hp 123; see Appendix 1. 
   
  d Olgar: Male human (Suel) Barbarian 3/Fighter 
  2/Tactical Soldier 7; hp 116; see Appendix 1. 
   
  d Tarja Arjotta: Male human (Suel) ex-cleric 
  4/rogue 2/Ur Priest 10; hp 109 see Appendix 1. 
   
  d Vennekka Irkko: Female human (Suel) 
  Druid 5/Wizard 2/Fleshwarper 4/Arcane Hierophant 5; 
  hp 102; see Appendix 1. 
   
  d Vor Evar: Male human (Suel) Barbarian 
  2/Fighter 1/Ranger 3/Frostrager 5/Primeval 2; hp 150; 
  see Appendix 1. 
   
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 21 
  Tactics: Vennekka has been using scrolls of alarm to 
  set warnings at the stone pier and in the room outside 
  the temple.  If either of these alarms is set off, the 
  cultists cast all of the spells in their power-up suites. 
   
  In general, Balloff and Vor engage the PCs, trying 
  to limit access to the other members of their party.  
  Olgar attempts to block any PCs that get past the 
  frontline, while using his tactical soldier abilities to 
  better protect the spellcasters.  Tarja and Vennekka use 
  their spells to best effect alternating between targeting 
  enemies and protecting or curing their fighters.  If one 
  of the fighters is incapacitated, Vennekka can assume a 
  primeval wild shape and attack.  The cultists fight to the 
  death, doing everything to stop the PCs from being able 
  to restore the cerulean sign. 
   
  Treasure: The PCs may claim the cultists’ gear 
  and the Cerulean Sign necklaces hanging on the pegs. 
   
  APL 10: Loot 573 gp; Magic – cerulean sign +1 
  (333 gp), cloak of charisma +4 (1333 gp), longsword +1 
  (193 gp), masterwork mithral breastplate (362 gp). 
   
  APL 12: Loot 573 gp; Magic – cerulean sign +1 
  (333 gp), cloak of charisma +4 (1333 gp), longsword +1 
  (193 gp), masterwork mithral breastplate (362 gp), 
  mantle of hidden faith (1250 gp). 
   
  APL 14: Loot 573 gp; Magic – amulet of health +2 
  (333 gp), belt of strength +4 (1333 gp), cerulean sign +1 
  (333 gp), cloak of charisma +4 (1333 gp), lesser rod of 
  piercing cold (1785 gp), longsword +1 (193 gp), 
  masterwork mithral breastplate (362 gp), mantle of 
  hidden faith (1250 gp), periapt of wisdom +4 (1333 gp), 
  scroll of disintegrate (138 gp). 
   
  APL 16: Loot 637 gp; Magic – amulet of health +2 
  (333 gp, x2), belt of strength +4 (1333 gp), cape of a 
  mountebank (840 gp), cerulean sign +1 (333 gp), cloak 
  of charisma +4 (1333 gp), hand of glory (667 gp), lesser 
  rod of piercing cold (1785 gp), longsword +1 (193 gp), 
  masterwork mithral breastplate (362 gp), mantle of 
  hidden faith (1250 gp), periapt of wisdom +4 (1333 gp), 
  ring of counterspells (333 gp, x2), ring of major fire 
  resistance (2333 gp), scroll of mass heal (318 gp), scroll 
  of disintegrate (138 gp), +1 heavy steel shield of 
  moderate fortification (1348 gp). 
   
  INVOKING THE SIGN 
  Once the PCs have defeated the cultists, they still need 
  to do something to stop the planes from overlapping.  
  The PCs have ten rounds after the combat to invoke the 
  Sign before the binding room slips through the planar 
  boundary and is no longer useful.  If that happens, there 
  is nothing that can be done.  The breech will be thrown 
  wide and the horrors of the frozen wastes will have full 
  access to Oerth.  Fortunately, the room they are in has 
  been designed to prevent just that. 
   
  Your foes fallen at your feet, you can still feel 
  the mountain of ice falling towards the Prime. 
   The room about you lies in darkness but for 
  the few lanterns.  Writing, inscribed upon the 
  floor, surrounds a symbol, looking similar to 
  the odd flame you saw extinguished when you 
  entered the room.  A handful of necklaces, 
  inscribed just as the floor, hang from pegs in 
  the back wall.    
   
  The necklaces are Cerulean Sign necklaces (see AR).  
  The symbol on the floor is a non-magical Cerulean 
  Sign.  The writing, in Flan, reads, “The enemy is 
  ancient, eternal, and forever.  Only with the power of 
  your soul can you hold back the Elder Evil.”  The rest of 
  the inscription is a spell (like a scroll but permanent).  It 
  can be identified by a read magic or a successful DC 22 
  Spellcraft check.  To stop the advancement of the 
  frozen plane of Wengytha, the PCs must invoke the 
  permanent Cerulean Sign inscribed here.  This can be 
  done in one of three ways. 
  1. The spell can be cast directly from the floor, as 
  though it were a scroll.  This can be done by 
  anyone capable of casting bard, cleric, druid, 
  paladin, ranger, or sorcerer/wizard spells, though 
  a level check may be required if the PC attempting 
  to cast the spell is not of sufficient level (See 
  Appendix 2 for a description of the spell).  A 
  mishap does not destroy the inscription, but 
  rather causes 1d6 points of Constitution Drain.  If 
  alive, the PC may try again. 
   
  2. The Sign may be invoked using the Use Magic 
  Device skill normally. It requires a DC 27 Use 
  Magic Device check to decipher the spell, a DC 27 
  Use Magic Device check to emulate an ability 
  score if no appropriate ability score is sufficient, 
  and a DC 22 Use Magic Device check to cast 
  invoke the cerulean sign.  A mishap does not 
  destroy the inscription or prevent it from being 
  reactivated immediately, but rather causes 1d6 
  points of Constitution Drain.  If alive, the PC may 
  try again. 
   
  3. If the PCs have no other option, they may attempt 
  to activate the symbol by sheer desire alone.  
  When doing so, the DM should ask the player if 
  his or her PC is attempting to close the gate, or 
  seal it forever.  Attempting to activate the sign to 
  close the gate requires a DC 10 Wisdom check and 
  causes 1d6+2 points of Constitution drain 
  whether the check is successful or not.  If alive, 
  the PC may try again should they fail.  If the PC is 
  trying to close it forever, there is no Wisdom 
  check to be made.  The PC collapses, forever dead, 
  and the sign flares brightly to life.  Such PCs can 
  be returned to life with a raise dead (or greater 
  spell) but the PC does not then gain the New 
  Beginnings AR. 
   
  If the party fails, they have no choice but to run, or be 
  overwhelmed by the frozen horrors below the 
  mountain. If the party succeeds, read the following and 
  proceed to the Conclusion. 
   
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 22 
  The mountain’s fall suddenly halts as the 
  bright blue symbol bursts into existence.  You 
  have stopped whatever was occurring, but 
  there appears nothing that can be done to 
  reverse its arrest.  This room will have to be 
  protected so that it can never be opened 
  again. 
   
  Development: It is possible that one of the PCs may 
  choose to stay behind, forever, in order to guard the 
  seal.  Treat this case as though the PC had given up their 
  soul to seal the gate.  Such PCs receive the New 
  Beginnings AR instead. 
   
  CONCLUSION 
  The adventure ends when either the PCs have explored 
  all the passages and caverns within the glacier, or when 
  the event time has expired. 
   
  Consult the relevant section below. 
   
  Success 
  Read this text if the PCs were generally successful in 
  their explorations of the Hanging Glacier. 
   
  To brave adventurers such as you the perils of 
  the glacier are but trifles to overcome 
  compared 
  to 
  what 
  lay 
  beyond. 
  Your 
  explorations have been successful and once 
  again closed the gate that allowed the 
  monsters to enter this world. 
   
  All that remains now is to return to 
  Knudje and report your findings to the 
  Assembly. 
   
  In addition, if the PCs were searching for ice shards for 
  Kamackee read the relevant section dependant on their 
  success in that matter. 
   
  Failure 
  Read this text if the PCs have generally had an 
  unsuccessful time in the glacier, or if several of their 
  umber perished. 
   
  The challenges of the Hanging Glacier have 
  proved too much for you. The intense cold, 
  high winds and altitude coupled with the 
  strange creatures from beyond have bested 
  you. Still, the knowledge you have acquired of 
  the glacier may be of use to the next 
  adventurers brave enough to explore that 
  frozen hell.  Over the weeks that follow, you 
  hear horrible stories of disappearances and 
  impossible creatures hunting the Schnai.  You 
  shudder to remember what you saw, and 
  worry that some day the beasts will move 
  beyond the frozen mountains of the Corusks. 
   
  In addition, if the PCs were searching for ice shards for 
  Kamackee read the relevant section dependant on their 
  success in that matter. 
   
  Rewards 
  Whether the PCs are successful or not in their mission 
  the jarls of the Schnai are honorable men. As a 
  consequence they will arrange for some of their 
  retainers to teach the PCs the knowledge of the Schnai. 
  Each PC gains access to the following AR entry: 
   
  w Knowledge of the Schnai: The Jarls of the Schnai 
  are grateful to you for exploring the Hanging Glacier. 
  As a reward, they will arrange for you to be trained in 
  any of the following feats:    
   
  Altitude Adaptation, Cold Endurance, Cold Focus, 
  Cold Spell Specialization, Faith in the Frost, Frozen 
  Berserker, Frozen Magic, Frozen Wild Shape, Greater 
  Cold Focus, Ice Harmonics, Improved Cold Endurance, 
  Mountaineer, Sea Legs, Smite Fiery Foe, Snowrunner, 
  Snowflake Wardance, Winter’s Champion, Winter’s 
  Mount.  
   
  All the above feats are presented in Frostburn: A 
  PC may learn as many of these feats as he wishes, 
  providing he meets the standards rules for feat 
  acquisition laid down in the Living Greyhawk 
  Campaign Sourcebook. 
   
  In addition if the PCs fought or otherwise overcame at 
  least three combat encounters (not including traps) in 
  the glacier they gain the following AR item. 
   
  w Power of the Glacier: As a consequence of the 
  time you have spent on the Hanging Glacier you are 
  able to channel the chill of the glacier in a limited 
  fashion. 
   
  You may choose to use this power to do one of the 
  things once as an immediate action: 
  1. Re-roll any failed single saving throw to avoid 
  or lessen the affects of a cold-based spell. 
  2. Protect yourself with an endure elements (cold) 
  spell for up to one week. 
  3. Imbue one weapon (melee or ranged) with the 
  frost special ability for 10 rounds. 
  4. Imbue one weapon (melee or ranged) with the 
  icy burst special ability for 5 rounds. 
   
  Kamackee 
  If the PCs agreed to retrieve some pure ice shards for 
  Kamackee read the relevant read aloud text below. 
   
  If the PCs successfully retrieved some ice for 
  Kamackee read the following once they return to his 
  shop: 
   
  “My friends! My heart is gladdened to see you 
  have succeeded. Thank for bringing me some 
  of the ice I crave for my experiments; it is a 
  mighty gift that you bring me! Allow me to 
  thank you properly. If you wish I will create 
  some potions for you using the ice. 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 23 
   
  But you must tell me more of your 
  adventures. Here, take a seat I will warm 
  some ale…” 
   
  Thus, if the PCs wish it Kamackee will brew for them 
  up to six potions each using the special pure ice. Each 
  PC gets access to the following AR item: 
   
  s Pure Ice: This ice is perfectly suited to making 
  potions. Any potion made from this ice is treated as if 
  the spell had been affected with the Maximize Spell feat 
  (for spells with numerical affects) or by or Extend 
  Duration for spells with a duration of greater than 
  instantaneous. If a spell could benefit from both feats it 
  is only affected by the Maximize Spell feat. This adds no 
  additional XP or gp cost to the cost of the potion. 
   
  This PC has [  ] shards of pure ice. A PC may have a 
  maximum of 6 shards of pure ice. 
   
  Before play ends each player must mark off on their AR 
  how many potions they are buying and note on the PC’s 
  MIL that these potions are subject to pure ice. (PCs 
  must pay full price for any potion purchased). PCs may 
  purchase any potion that they would normally have 
  access to, or for which they have Core access. They may 
  not purchase potions gained through Adventure, 
  Metaregional or Regional access. If the PC wishes to get 
  a divine potion Kamackee will arrange for one of his 
  friends, a cleric of Norebo, to brew it for them. 
   
  If the PCs were unsuccessful in retrieving some ice 
  for Kamackee read the following once they return to 
  his shop: 
   
  “My friends! My heart is heavy with news of 
  your failure I am sorry you have failed to find 
  any of the ice I so desperate crave. I had so 
  hoped to be able to experiment with it.  
   
  But you must tell me more of your 
  adventures. Here, take a seat I will warm 
  some ale…” Kamackee begins to shake as you 
  tell him of what you have witnessed. 
    
  CAMPAIGN 
  CONSEQUENCES 
  This adventure has Campaign Consequences. That is 
  the results of the event will directly affect the long-term 
  future of the campaign. To this end please send the 
  answers 
  to 
  the 
  questions 
  below 
  to 
  creighton@greyworks.co.uk. 
   
  3. Did the PCs succeed in closing the gate? 
  4. Did the PCs permanently seal the gate? 
  5. Did any PC gain the “New Beginning” AR item? [If 
  so please supply name and email address]. 
   
   
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 24 
  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. 
   
  Special Note: There are more encounters in this 
  adventure than there would be in a normal adventure. 
  No matter how many encounters are defeated however 
  the PCs may not gain more XP than those totals listed 
  under “Total Possible Experience.” 
   
  Encounter 1: Into the Corusks 
  Defeat the Barbarian Cultists 
  APL 10:  
  330 XP  
  APL 12:  
  390 XP  
  APL 14:  
  450 XP  
   
  APL 16:  
  510 XP 
   
  Encounter 3: Hidden Depths 
  Defeat the Crevasse and White Pudding 
  APL 10:  
  300 XP  
  APL 12:  
  360 XP  
  APL 14:  
  420 XP  
   
  APL 16:  
  480 XP 
   
  Encounter 5: The Frozen Dead 
  Defeat Tarmorja the Wendigo 
  APL 10:  
  360 XP  
  APL 12:  
  420 XP  
  APL 14:  
  480 XP  
   
  APL 16:  
  540 XP 
   
  Encounter 7: White Storm 
  Defeat Aussirkepesk and Urazandum Xcthoss 
  APL 10:  
  390 XP  
  APL 12:  
  450 XP  
  APL 14:  
  540 XP  
   
  APL 16:  
  600 XP 
   
  Encounter 8: Lairs Upon Layers 
  Defeat the creatures of the lake 
  APL 10:  
  390 XP  
  APL 12:  
  450 XP  
  APL 14:  
  540 XP  
   
  APL 16:  
  600 XP 
   
  Encounter 9: In the Walls 
  Defeat the cultists 
  APL 10:  
  390 XP  
  APL 12:  
  450 XP  
  APL 14:  
  540 XP  
   
  APL 16:  
  600 XP 
   
  Discretionary Roleplaying Award 
  APL 10:  
  540 XP  
  APL 12:  
  630 XP  
  APL 14:  
  720 XP  
  APL 16:  
  810 XP 
   
  Total Possible Experience 
   
  APL 10:  
  2,700 XP  
  APL 12: 
  3,150 XP  
  APL 14: 
  3,600 XP  
  APL 16: 
  4,050 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 they are 
  varied and because characters may want to use them 
  during the adventure. Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it. Other times 
  they may attempt to use the item blindly. If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the adventure, its 
  total is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate. 
  Because this is a Regional scenario, characters may 
  spend additional Time Units to practice professions or 
  create items immediately after the adventure so this 
  total may be modified by other circumstances. 
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = Magic 
  Items. 
   
  Encounter 1: Into the Corusks 
  Defeat the Barbarian Cultists 
  APL 10: L: 193 gp; M: 1,148 gp. 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 25 
  APL 12: L: 193 gp; M: 1,315 gp. 
  APL 14: L: 193 gp; M: 1,315 gp. 
  APL 16: L: 193 gp; M: 1,315 gp. 
   
  Encounter 5: The Frozen Dead 
  Defeat Tarmorja the Wendigo 
  APL 10: M: 1,333 gp. 
  APL 12: M: 1,333 gp. 
  APL 14: M: 1,333 gp. 
   
  APL 16: M: 1,333 gp. 
   
  Encounter 7: White Storm 
  Defeat Aussirkepesk and Urazandum Xcthoss 
   
  APL 10: C: 50 gp; M: 167 gp. 
   
  APL 12: C: 50 gp; M: 667 gp. 
   
  APL 14: C: 50 gp; M: 1500 gp. 
   
  APL 16: C: 50 gp; M: 2167 gp. 
   
  Encounter 9: In the Walls 
  Defeat the cultists 
   
  APL 10: C: 573 gp; M: 2221 gp. 
   
  APL 12: C: 573 gp; M: 3471 gp. 
   
  APL 14: C: 573 gp; M: 8393 gp. 
   
  APL 16: C: 637 gp; M: 14,898 gp. 
   
  Total Treasure Possible 
  APL 10: 4,600 gp (Actual total 5,685 gp)  
  APL 12: 6,600 gp  (Actual total 7,602 gp) 
  APL 14: 13,200 gp  (Actual total 13,357 gp) 
  APL 16: 19,800 gp  (Actual total 20,593 gp) 
   
  Special AR Items 
   
  Knowledge of the Schnai: The Jarls of the 
  Schnai are grateful to you for sealing the gate in the 
  Hanging Glacier. As a reward, they will arrange for you 
  to be trained in any of the following feats.   
   
  Altitude Adaptation, Cold Endurance, Cold Focus, 
  Cold Spell Specialization, Faith in the Frost, Frozen 
  Berserker, Frozen Magic, Frozen Wild Shape, Greater 
  Cold Focus, Ice Harmonics, Improved Cold Endurance, 
  Mountaineer, Sea Legs, Smite Fiery Foe, Snowrunner, 
  Snowflake Wardance, Winter’s Champion, Winter’s 
  Mount.  
   
  All the above feats are presented in Frostburn: A 
  PC may learn as many of these feats as he wishes, 
  providing he meets the standards rules for feat 
  acquisition laid down in the Living Greyhawk 
  Campaign Sourcebook. 
   
  w Power of the Glacier: As a consequence of the 
  time you have spent on the Hanging Glacier you are 
  able to channel the chill of the glacier in a limited 
  fashion.   
   
  You may choose to use this power to do one of the 
  things once as an immediate action: 
  1. Re-roll any failed single saving throw to avoid or 
  lessen the affects of a cold-based spell. 
  2. Protect yourself with an endure elements (cold) 
  spell for up to one week. 
  3. Imbue one weapon (melee or ranged) with the 
  frost special ability for 10 rounds. 
  4. Imbue one weapon (melee or ranged) with the icy 
  burst special ability for 5 rounds. 
   
  w 
  Purchases 
  from 
  Kamackee: 
  During 
  this 
  adventure, you purchased the following items from the 
  wizard Kamackee (circle all that apply):  armor 
  insulation*, boots of the winterlands, crampons*, freeze 
  powder*, frostbite salve*, fur clothing*, hut, portable*, 
  ice chalk*, lesser ring of energy resistance (cold), melt 
  powder*, polar skin*, razor ice powder*, skates*, skis 
  and poles*, snow goggles*, snowshoes*, wand of endure 
  elements, whale grease*, winter fullcloth*.  You may 
  only add these items to your MIL if you purchased (or 
  were given) any of these items during this event.  Those 
  items marked with a * are from Frostburn. 
   
  In the future you are considered to have “Core” 
  access to all items listed above. 
   
  w Touched By Madness: Your experiences on the 
  frozen plane of madness have opened up new insights 
  (all from Lords of Madness).  You have access to the 
  follow feats: Aberration Banemagic, Music of the Outer 
  Spheres, and Quick Recovery.  You have access to the 
  following spells: arms of plenty, detect aberration, 
  invoke the cerulean sign, nature’s purity, and undulant 
  innards.  You have access to the prestige class Keeper of 
  the Cerulean Sign. 
   
  Shard AR 
  [A5 AR] 
   
  s Deep Blue Ice Shard: You have recovered a single 
  shard of deep blue colored ice from the Hanging 
  Glacier. You can use this ice shard to cast a water 
  breathing spell on yourself. To activate this power 
  (which is a standard action that does not provoke 
  attacks of opportunity) you must eat the ice shard.  If 
  you ever fail any saving throw against a heat or fire-
  based attack this item is destroyed. 
   
  s Pure Ice: This ice is perfectly suited to making 
  potions. Any potion made from this ice is treated as if 
  the spell had been affected with the Maximize Spell feat 
  (for spells with numerical affects) or by the Extend 
  Spell feat for spells with a duration of greater than 
  instantaneous. If a spell could benefit from both feats it 
  is only affected by the Maximize Spell feat. This adds no 
  additional XP or gp cost to the cost of the potion.  This 
  PC has [  ] shards of pure ice. A PC may have a 
  maximum of 6 shards of pure ice. 
   
  s Light Blue Ice Shard: You have recovered a 
  single shard of light blue colored ice from the Hanging 
  Glacier. Crushing this ice shard summons a monster to 
  serve you as if you had cast a summon nature’s ally. 
  Doing so is a standard action that does not provoke 
  attacks of opportunity.  
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 26 
   
  The monster summoned is dependant on the APL 
  at which you explored the Hanging Glacier: APL 10: 
  polar bear; APL 12: dire bear; APL 14: dire tiger; APL 16: 
  roc.  If you ever fail any saving throw against a heat or 
  fire-based attack this item is destroyed. 
   
  New Character  AR 
  A PC only gets this AR if he sacrificed himself to 
  forever guard or seal the gate in the Hanging Glacier 
   
  w New Beginnings:  Your PC has sacrificed himself 
  to seal or forever guard the gate in the Hanging Glacier. 
   Such heroic actions ripple through the natural order of 
  things and where one hero falls, another rises.  
  Someone close to you: a sibling, a cousin, or possibly a 
  friend has chosen to take up the mantle laid down by 
  your PC.  You may create this individual as your next 
  PC.  This AR should be the first AR for this new PC. 
   
  This new PC has acquired your previous PC’s 
  journals, and the Schnai feel a great debt toward him.  
  They seek to repay this debt by helping your new PC.  
  All Schnai feel a debt toward your new PC and you 
  receive a +2 circumstance bonus when dealing with any 
  of the Snow Barbarians.  In addition, the Jarls of the 
  Schnai offer you the other favors upon this AR.  In the 
  future, the karma of your death may be reflected in 
  other blessings or favors to this new PC in future 
  adventures.   
   
  w Favor of Kamackee: Your previous PC impressed 
  the wizard Kamackee and he offers to sell you the 
  following items (core access):  armor insulation, 
  crampons, freeze powder, frostbite salve, fur clothing, 
  hut, portable, ice chalk, melt powder, polar skin, razor 
  ice powder, skates, skis and poles, snow goggles, 
  snowshoes, whale grease, winter fullcloth.  All items are 
  full described in Frostburn. 
   
   
  w Knowledge of the Schnai: The Jarls of the Schnai 
  are grateful to your previous PC for sealing the gate in 
  the Hanging Glacier. As a reward, they will arrange for 
  you to be trained in that PC’s name, in any of the 
  following feats.   
   
  Altitude Adaptation, Cold Endurance, Cold Focus, 
  Cold Spell Specialization, Faith in the Frost, Frozen 
  Berserker, Frozen Magic, Frozen Wild Shape, Greater 
  Cold Focus, Ice Harmonics, Improved Cold Endurance, 
  Mountaineer, Sea Legs, Smite Fiery Foe, Snowrunner, 
  Snowflake Wardance, Winter’s Champion, Winter’s 
  Mount.  
   
  All the above feats are presented in Frostburn: A 
  PC may learn as many of these feats as he wishes, 
  providing he meets the standards rules for feat 
  acquisition laid down in the Living Greyhawk 
  Campaign Sourcebook. 
   
  w Touched by the Cold: The loss of your relative or 
  friend to the frozen plan of madness has touched you 
  more deeply than you can say.  Once per module you 
  may re-roll any failed single saving throw to avoid or 
  lessen the affects of a cold-based spell. 
   
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Item Access 
   
  APL 10: 
   
  +1 Flaming Greataxe (Adventure; DMG; 8,320 
  gp) 
   
  Cerulean Sign +1 (Adventure; Lords of 
  Madness; 4,000 gp) 
   
  Cloak of Charisma +4 (Adventure; DMG; 
  16,000 gp) 
   
  Masterwork Mithral Breastplate (Adventure; 
  DMG; 4,350 gp) 
   
   
  APL 12 (all of APL 10 plus the following): 
   
  Amulet of Might Fists +1 (Adventure; DMG; 
  6,000 gp) 
   
  Mantle 
  of 
  Hidden 
  Faith 
  (Adventure; 
  Frostburn; 15,000 gp) 
   
   
  APL 14 (all of APLs 10-12 plus the following): 
   
  Belt of Strength +4 (Adventure; DMG; 16,000 
  gp) 
   
  Ring of Counterspells (Adventure; DMG; 
  4,000 gp) 
   
  Vial of Icy Sheets (Adventure; Frostburn; 
  2,000 gp) 
   
  Lesser Rod of Piercing Cold (Adventure; 
  Frostburn; 21,430 gp) 
   
  Periapt of Wisdom +4 (Adventure; DMG; 
  16,000 gp) 
   
  Scroll of Disintegrate (Adventure; DMG; 1,650 
  gp) 
   
   
  APL 16 (all of APLs 10-14 plus the following): 
   
  Cape of the Mountebank (Adventure; DMG; 
  10,080 gp) 
   
  Hand of Glory (Adventure; DMG; 8,000 gp) 
   
  Ring of Feather Fall (Adventure; DMG; 2,000 
  gp) 
   
  Ring of Floating (Adventure; Frostburn; 2,000 
  gp) 
   
  Ring of Major Fire Resistance (Adventure; 
  DMG; 28,000 gp) 
   
  Scroll of Mass Heal (Adventure; DMG; 3,825 
  gp) 
   
  +1 
  Heavy 
  Steel 
  Shield 
  of 
  Moderate 
  Fortification (Adventure; DMG; 16,170 gp) 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 27 
  APPENDIX 1: APL 10 
  Encounter 1: Into the Corusks 
  d 
  Ingegred, 
  Hungoff, 
  Lolmar, 
  Rederi, 
  Anskieri, Hunmar: Male human (Suel) Barbarian 
  2/Fighter 2; CR 4; Medium humanoid (human); HD 
  2d12+2d10+8; hp 39; Init +5; Spd 30 ft.; AC 14 [+1 Dex, 
  +3 hide armor], touch 11, flat-footed 13; Base Atk/Grp: 
  +4/+8; Atk: +10 melee (1d12+6/x3, greataxe) or +5 
  ranged (1d6+4, javelin); Full 
  Atk: 
  +10 melee 
  (1d12+6/x3, greataxe) or +5 ranged (1d6+4, javelin); SA 
  Rage 1/day; SQ Uncanny dodge; AL CN SV Fort +8, 
  Ref +1, Will +2; Str 18, Dex 13, Con 15, Int 8, Wis 10, 
  Cha 11.  
   
  Skills and Feats: Climb +11, Intimidate +7, Listen 
  +5, Survival +5; Cold Endurance, Improved Initiative, 
  Iron Will, Power Attack, Weapon Focus (Greataxe). 
   
  Languages: Cold Tongue. 
   
  Power-Up Suite (raging) - hp 47; AC 12 [+1 
  Dex, +3 hide armor, -2 raging], touch 9, flat-footed 11; 
  Atk +12 melee (1d12+9/x3, greataxe) or +5 ranged 
  (1d6+6); Full Atk: +12 melee (1d12+9/x3, greataxe) or 
  +5 ranged (1d6+6, javelin); SV Fort +10, Will +4; Str 22, 
  Con 19.  
   
  Possessions: Masterwork greataxe, 5 javelins, hide 
  armor, crampons, cold weather outfit, furs, snow 
  goggles, snowshoes. 
   
  d Ingemar: Male human (Suel) Barbarian 3/Fighter 
  2/Occult Slayer 4; CR 9; Medium humanoid (human); 
  HD 3d12+6d10+36; hp 106; Init +5; Spd 30 ft.; AC 15 
  [+1 Dex, +4 armor], touch 11, flat-footed 14; Base 
  Atk/Grp: +9/+15; Atk: +17 melee (1d12+10+1d6 fire/x3, 
  +1 flaming greataxe) or +10 ranged (1d6+6, javelin); 
  Full Atk: +17/+12 melee (1d12+10+1d6 fire/x3, +1 
  flaming greataxe) or +10/+5 ranged (1d6+6, javelin); SA 
  Rage 1/day, vicious strike, weapon bond; SQ 
  Auravision, magical defense +2, mind over magic 
  2/day, nondetection cloak, trap sense +1, uncanny 
  dodge; AL CN; SV Fort +10, Ref +3, Will +8; Str 20 [22], 
  Dex 12, Con 16, Int 10, Wis 11, Cha 8.  
   
  Skills and Feats: Bluff +11, Climb +10, Diplomacy 
  +1, Intimidate +7, Knowledge (arcana) +4, Listen +6, 
  Spellcraft +3, Spot +2, Survival +6; Aberration Blood 
  (Bulging Eyes), Cold Endurance, Improved Initiative, 
  Improved Toughness, Iron Will, Warped Mind, 
  Weapon Focus (Greataxe).  
   
  Magical Defense (Ex): An occult slayer’s 
  constant training in countering magic of all types 
  manifests itself as a bonus on saving throws against 
  spells or spell like abilities. This bonus is +1 at 1st level 
  and it increase to +2 at 3rd level and to +3 at 5th level. 
   
  Weapon Bond (Su): An occult Slayer must 
  choose a particular weapon of at least masterwork 
  quality as the focus of her power. Upon making her 
  selection, she immediately forms a bond with her 
  chosen weapon that imbues it with the force of her 
  hatred for spellcasters. Thereafter, any successful attack 
  she makes with the chosen weapon against a spellcaster 
  or a creature with spell-like abilities deals extra 1d6 
  points of damage. If this particular weapon is lost or 
  destroyed, the occult slayer looses the ability to deal the 
  extra damage until she acquires and bonds with 
  another weapon of the same kind of at least 
  masterwork quality. The occult slayer must spend one 
  day per character level practicing with the replacement 
  weapon (and doing very little else – no adventuring) to 
  create a new weapon bond. 
   
  Mind over Magic (Su): Starting at 2nd level, 
  and occult slayer can cause a spell or spell-like ability 
  targeted against her to rebound onto the originator as a 
  free action. This ability otherwise functions as the spell 
  turning spell (caster level equals the character’s occult 
  slayer level +5). An occult slayer can use this ability 
  once per day at 2nd level and twice per day at 4th level. 
   
  Vicious Strike (Ex): At 2nd level and higher, 
  an occult slayer who readies an attack action to disrupt 
  a spellcaster deals double damage if the attack hits. 
   
  Auravision (Su): At 3rd level, and occult slayer 
  gains the ability to see magical auras at a range of up to 
  60 feet as a free action. This ability otherwise functions 
  as the detect magic spell. The character cannot use this 
  ability to determine anything but the number of 
  magical auras present. 
   
  Nondetection Cloak (Su): Upon reaching 4th 
  level, an occult slayer (and any gear she wears or 
  carries) becomes more difficult to locate through 
  divinations such as clairaudience/clairvoyance, locate 
  object, and other detection spells. The occult slayer 
  gains magical protection from divination equivalent to 
  a nondetection spell (caster level equals the character’s 
  occult slayer level), except that it affect only the occult 
  slayer and her possessions). 
   
  Languages: Cold Tongue, Common. 
   
  Power-Up Suite (raging) - hp 124; AC 13 [+1 
  Dex, +4 armor, -2 raging], touch 9, flat-footed 12; Atk: 
  +19 melee (1d12+13+1d6 fire/x3, +1 flaming greataxe) 
  or +10 ranged (1d6+8, javelin); Full Atk: +19/+14 melee 
  (1d12+13+1d6 fire/x3, +1 flaming greataxe) or +10/+5 
  ranged (1d6+8, javelin); SV Fort +12, Will +10; Str 24 
  [26], Con 20. 
   
  Possessions: +1 flaming greataxe, 5 javelins, +1 
  hide armor, gauntlets of ogre power, potion of cure 
  moderate wounds, crampon, cold weather outfit, furs, 
  snow goggles, snowshoes. 
   
  Physical Description: A tall Suel barbarian wearing 
  snow goggles, with a braided red beard. 
   
  Encounter 5: The Frozen Dead 
  d Tarmorja the Wendigo: Male fey Barbarian 
  2/Fighter 2/Sorcerer 1/Dragon Disciple 4; CR 11; 
  Medium fey (cold); HD 9d6+45; hp 75; Init +5; Spd fly 
  120 ft. [Perfect]; AC 23 (+5 Dex, +6 deflection, +2 
  natural), touch 21, flat-footed 18; Base Atk/Grp: +7/+14; 
  Atk: +15 melee (2d4+10/15-20 x3, bite); Full Atk: 
  +15/+10 melee (2d4+10/15-20 x3, bite); SA Breath 
  weapon, disease, maddening whispers, rage 1/day, 
  ravenous bite; SQ Corner of the eye, immunity to cold, 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 28 
  low-light vision, regeneration 5, uncanny dodge, wind 
  walk; AL CE; SV Fort +16, Ref +6, Will +6; Str 24, Dex 
  20, Con 20, Int 16, Wis 10, Cha 18 [22].  
   
  Skills and Feats: Climb +14, Concentration +17, 
  Handle Animal +14, Hide +13, Intimidate +13, Jump 
  +14, Knowledge (arcana) +11, Listen +5, Move Silently 
  +13, Ride +7, Spellcraft +14, Spot +12, Survival +13; Fly-
  By Attack, Improved Critical (Bite), Improved Natural 
  Attack (Bite), Power Attack, Power Critical (Bite), 
  Track, Weapon Focus (Bite). 
   
  Breath Weapon (Su): At 3rd level, a dragon 
  disciple gains the use of a minor breath weapon once 
  per day. Tarmorja can breath a cone of cold 30 feet long 
  that deals 2d8 points of damage of the appropriate 
  energy type.  The DC of the breath weapon is 10 + class 
  level + Con modifier (Reflex DC 25 half). 
   
  Corner of the Eye (Su): A wendigo that stalks 
  a victim while wind walking always seems to lurk just 
  at the corner of its chosen victim's field of vision. This 
  victim takes a -2 penalty on all Wisdom-based skill 
  checks as long as the wendigo stalks him. 
   
  Disease (Su): Any creature hit by a wendigo's 
  bite attack must succeed on a DC 20 Fortitude save (DC 
  10 + ½ wendigo's HD + wendigo', Con modifier) or 
  become infected with the wendigo's hunger. The 
  incubation period is 1d3 days, and the disease deals 1d3 
  points of Wisdom damage. Additionally, each day that 
  a victim takes Wisdom damage from the disease, he 
  must succeed on a DC 20 Will save (DC 10 + ½ 
  wendigos HD + wendigos Cha modifier) or become 
  overwhelmed with an insatiable hunger for the flesh of 
  its own race. The victim stalks and tries to kill the 
  closest member of its own race; if it does so, it feeds on 
  the victim's body and then returns home with no 
  memory of the tragic event. If a victim of this hunger is 
  reduced to a Wisdom score of 0, he transforms into a 
  wendigo immediately and races off into the night sky 
  at such speed that his feet burn away into bloody, 
  charred stumps. 
   
  Maddening Whispers (Su): A wendigo may 
  use its maddening whispers on any one target within 
  120 feet once per day. The wendigo may use this ability 
  while wind walking. Only the chosen victim can hear 
  the insane whispers and invitations of the wendigo. 
  The victim must make a successful DC 20 Will save 
  (DC 10 + 1/2 wendigo’s HD + wendigo's Cha modifier) 
  or take 1d3 points of Wisdom damage. Typically, a 
  wendigo stalks a chosen victim for days, wearing down 
  the victim's Wisdom score until it attacks and attempts 
  to bring down its disease upon the poor soul. A 
  wendigo will stop stalking a target that resists the 
  maddening whispers for more than three days and fly 
  off to seek easier prey. 
   
  Ravenous Bite (Ex): A wendigo threatens a 
  critical hit on a natural roll of 18-20 when attacking 
  with its bite, and deals triple damage on a successful 
  critical hit. A wound resulting from a critical hit bleeds 
  for an additional 3 points of damage per round 
  thereafter. Multiple wounds from such attacks result in 
  cumulative bleeding loss (two wounds for 6 points of 
  damage per round, and so on). The bleeding can be 
  stopped only by a successful Heal check (DC 10) or the 
  application of any cure spell or other healing spell 
  (heal, healing circle, or the like). 
   
  Regeneration 5 (Ex): Fire deals normal 
  damage to a wendigo. 
   
  Wind Walk (Su): A wendigo can wind walk at 
  will, transforming from physical form to incorporeal 
  form or back again as a move action. 
   
  Languages: Sylvan. 
   
  Spells Known (5/9; base DC = 16 + spell level): 0th 
  – detect magic, mage hand, resistance, touch of fatigue; 
  1st – distract assailant, mage armor. 
   
  Power-Up Suite (mage armor) – AC 27 (+4 
  mage armor, +5 Dex, +6 deflection, +2 natural), touch 
  21, flat-footed 22. 
   
  Power-Up Suite (raging, mage armor) - hp 
  93;  AC 25 (-2 raging, +4 mage armor, +5 Dex, +6 
  deflection, +2 natural), touch 19, flat-footed 20; Base 
  Atk/Grp: +7/+16; Atk: +17 melee (2d4+13/15-20 x3, 
  bite); Full Atk: +17/+12 melee (2d4+13/15-20 x3, bite); 
  SV Fort +18, Will +8; Str 28, Con 24.  
   
  Possessions: Cloak of Charisma +4. 
   
  Physical Description: A feral looking man with a 
  canine muzzle, white skin, and whose legs end in 
  burned stumps. 
   
  Encounter 7: White Storm 
  d Aussirkepesk: Male Advanced Adult White 
  Dragon; CR 11; Large dragon (cold); HD 20d12+80; hp 
  240; Init +0; Spd 60 ft., burrow 30 ft., fly 200 ft. (poor), 
  swim 60 ft.; AC 26 (–1 size, +17 natural), touch 9, flat-
  footed 26; Base Atk/Grp: +20/+31; Atk: +26 melee 
  (2d6+7, bite); Full Atk: +26 melee (2d6+7, bite) and +24 
  melee (1d8+3, 2 claws) and +24 melee (1d6+3, 2 wings) 
  and +24 melee (1d8+10, tail slap); Space/Reach 10 ft./5 
  ft. (10 ft. with bite); SA Breath weapon, frightful 
  presence; SQ Blindsense 60 ft., darkvision 120 ft., DR 
  5/magic, ice walking, immunity to cold, sleep, and 
  paralysis, keen senses, spell-like abilities, SR 18; AL CE; 
  SV Fort +16, Ref +12, Will +12; Str 24, Dex 10, Con 19, 
  Int 10, Wis 11, Cha 12.  
   
  Skills and Feats: Concentration +27, Diplomacy +3, 
  Hide +19, Listen +23, Move Silently +23, Sense Motive 
  +23, Spot +23; Fly-By Attack, Hover, Iron Will, 
  Multiattack, Overcome Weakness, Power Attack, 
  Suppress Weakness. 
   
  Breath Weapon (Su): Using a breath weapon is 
  a standard action. Once a dragon breathes, it can’t 
  breathe again until 1d4 rounds later. A blast from a 
  breath weapon always starts at any intersection 
  adjacent to the dragon and extends in a direction of the 
  dragon’s choice, in a 40 ft. cone. The breath weapon 
  deals 6d6 points of damage, creatures caught in the area 
  can attempt a DC 24 Reflex saves to take half damage. 
  The save DC against a breath weapon is 10 + 1/2 
  dragon’s HD + dragon’s Con modifier. 
   
  Frightful Presence (Ex): A young adult or 
  older dragon can unsettle foes with its mere presence. 
  The ability takes effect automatically whenever the 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 29 
  dragon attacks, charges, or flies overhead. Creatures 
  within a radius of 180 feet (30 ft. x the dragon’s age 
  category) are subject to the effect if they have fewer 
  HD than the dragon. A potentially affected creature 
  that succeeds on a DC 21 Will save (DC 10 + 1/2 
  dragon’s HD + dragon’s Cha modifier) remains 
  immune to that dragon’s frightful presence for 24 
  hours. On a failure, creatures with 4 or less HD become 
  panicked for 4d6 rounds and those with 5 or more HD 
  become shaken for 4d6 rounds. Dragons ignore the 
  frightful presence of other dragons.  
   
  Icewalking (Ex): This ability works like the 
  spider climb spell, but the surfaces the dragon climbs 
  must be icy. It is always in effect. 
   
  Spell-Like Abilities: 3/day – fog cloud, gust of 
  wind. 
   
  Languages: Common, Draconic. 
   
  Spells Known (5/4; 1st level caster, base DC = 11 + 
  spell level): 0th – detect magic, mage hand, read magic, 
  touch of fatigue; 1st – breath flare, lesser shivering 
  touch. 
   
  Power-Up Suite (mage armor*, protection 
  from good) – AC 30 (–1 size, +17 natural, +4 armor), 
  touch 9, flat-footed 30 (AC 32, touch 11, flat-footed 32 
  vs. good); SV Fort +18, Ref +14, Will +14 vs. good. 
   
  *Cast by Urazandum. 
   
  d Urazandum Xcthoss: Advanced Tsochar wizard 
  4; CR 9; Medium aberration (shapechanger); HD 
  8d8+4d4+48; hp 96; Init +3; Spd 20 ft., climb 20 ft.; AC 
  18 (+1 deflection, +3 Dex, +4 natural), touch 13, flat-
  footed 14; Base Atk/Grp: +8/+11; Atk: +14 melee 
  (1d6+3, tentacle); Full Atk: +14 melee (1d6+3, 4 
  tentacles); Space/Reach 5 ft./10 ft.; SA Constrict, 
  improved grab, poison, take spells, wear flesh; SQ DR 
  5/adamantine, darkvision 60 ft., resistance to cold 5, SR 
  18, telepathy 100 ft.; AL CE; SV Fort +7, Ref +6, Will 
  +13; Str 17, Dex 16, Con 18, Int 17, Wis 14, Cha 13.  
   
  Skills 
  and 
  Feats: 
  Bluff 
  +9, 
  Climb 
  +14, 
  Concentration 
  +19, 
  Diplomacy 
  +5, 
  Hide 
  +15, 
  Knowledge (dungeoneering) +7, Move Silently +7, 
  Sense Motive +10, Spellcraft +8 (+2 w/scrolls), Spot 
  +10, Use Magic Device +13 (+15 w/scrolls); Iron Will, 
  Mindsight, Practiced Spellcaster, Sudden Still, Sudden 
  Widen, Weapon Finesse. 
   
  Constrict (Ex): A tsochar deals 2d4+6 points of 
  damage with a successful grapple check. When a 
  tsochar deals damage by means of its constrict attack, it 
  injects its victim with poison. 
   
  Improved Grab (Ex): To use this ability a 
  tsochar must hit with two tentacle attacks. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity.  If it wins the grapple 
  check, it establishes a hold and. can constrict. 
   
  Tsochari receive a +4 racial bonus on grapple 
  checks, which is already included in the statistics 
  above. 
   
  Poison (Ex): Injury, Fortitude DC 16, initial and 
  secondary damage 1d3 Dex. The save DC is 
  Constitution-based. A tsochar's poison is delivered by 
  dealing damage with its constrict attack 
   
  Take Spells (Su): A tsochar that replaces a 
  spellcaster (see below) retains any arcane spells 
  prepared by the dead character, and can cast them as if 
  it had prepared the spells itself. The tsochar must meet 
  the minimum ability score needed to cast the spell 
  based on the type of caster replaced (Intelligence for a 
  wizard, for example), or else the spell is unavailable to 
  it. If the tsochar replaces a spontaneous caster such as a 
  sorcerer, it retains the available spell slots of the dead 
  spellcaster, and can use any spells the dead host knew 
  In either case, the tsochar cannot regain spells or spell 
  slots it expends from the dead character's spellcasting 
  ability. 
   
  Wear Flesh (Su): A tsochar can bore its way 
  into a helpless living creature's body, slipping its ropy 
  tendrils into the spaces between organs and muscles 
  and disappearing into the victim-The victim must be 
  the same size as the tsochar or larger, and the process 
  requires 1 minute. The tsochar can choose to replace or 
  inhabit the victim (see below). Incorporeal creatures 
  and constructs, elementals, oozes, plants, and undead 
  are immune to this ability. 
   
  A tsochar can abandon a body it has inhabited or 
  replaced with a full-round action that deals 3d6 points 
  of damage to the host. A tsochar can be forced to 
  abandon the body by a remove disease or dispel evil 
  spell (the caster must succeed on a DC 20 caster level 
  check to expel the monster, which deals damage as 
  described above) or a heal or limited wish spell (which 
  automatically succeeds and causes no damage to the 
  host). 
   
  Inhabit: The tsochar leaves its victim alive and 
  aware. Any time it cares to, it can inflict indescribable 
  agony on its host as a standard action, dealing Ids to 
  6d6 points of damage and requiring the host to succeed 
  on a DC 15 Fortitude save or be nauseated by the pain 
  for 2d4 rounds. The tsochar chooses how much damage 
  it deals with this attack. 
   
  The tsochar can take no physical actions while 
  inhabiting a host, but it can use purely mental actions 
  (such as communicating with its host by means of its 
  telepathy power and threatening to injure or kill the 
  host unless the host does as the monster wishes). 
   
  When the host takes damage (other than damage 
  the tsochar inflicts on it), the inhabiting tsochar takes 
  half that damage. For example, if the host takes 28 
  points of cold damage from a cone of cold spell, the 
  tsochar takes 14 points of cold damage. 
   
  A tsochar inhabiting a humanoids body feeds on 
  the creature's blood and tissues, dealing 1d3 points of 
  Constitution damage per day A successful DC 15 
  Fortitude save reduces this damage by half. Over the 
  course of days, frail humanoids carrying tsochari sicken 
  and die, although tsochari are clever enough to direct 
  their hosts to acquire curative magic to keep 
  themselves alive indefinitely, if the situation calls for it. 
   
  Replace: The tsochar bores out the victim's 
  nervous system, killing the victim. It then animates the 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 30 
  body, effectively acting as the nervous system of the 
  dead host. The body remains alive, hosting the tsochar. 
   
  This functions like a polymorph spell into the 
  victim's exact form, except that the tscochar can remain 
  in the victim's form for up to a year, and it leaves the 
  victim's corpse behind when it chooses to end the 
  effect. The tsochar uses the victim's physical ability 
  scores in place of its own, as described by polymorph. 
  The tsochar can remain in this form indefinitely, but 
  once it abandons the form, it cannot reanimate the 
  body. 
   
  Tsochari that have replaced a humanoid slowly 
  devour their new shell from the inside out. A replaced 
  body takes 1d4 points of Constitution drain per month, 
  which does not heal naturally and can be restored only 
  by magical means. A successful DC 15 Fortitude save 
  reduces this damage by half. Naturally tsochari 
  imposters choose to abandon bodies they have replaced 
  before they become too weak to be serviceable. 
   
  Telepathy (Su): A tsochar can communicate 
  telepathically with any creature within 100 feet that 
  has a language. 
   
  Languages: Tsochar. 
   
  Power-Up Suite (false life, mage armor) – 
  hp 110; AC 22 (+1 deflection, +4 armor, +3 Dex, +4 
  natural), touch 13, flat-footed 18. 
   
  Spells Prepared (5/4/3; base DC = 13 + spell level): 
  0th – acid splash, detect magic, mage hand, resistance; 
  1st – burning hands, mage armor (x2), protection from 
  good; 2nd – false life, whispercast (x2). 
   
  Possessions: Ring of protection +1. 
   
  Encounter 8: Lairs Upon Layers 
  d Advanced Shaboath: CR 11; Large construct 
  (cold); HD 15d10+30; hp 135; Init -1; Spd 20 ft., swim 
  30 ft.; AC 20 (-1 size, -1 Dex, +12 natural), touch 8, flat-
  footed 20; Base Atk/Grp: +11/+23; Atk: +18 melee 
  (2d10+8, slam); Full Atk: +18 melee (2d10+8, 4 slams); 
  Space/Reach 10 ft./10 ft.; SA Engulf, improved grab, 
  wall of ice; SQ Construct traits, DR 10/-, darkvision 60 
  ft., immunity to acid and cold, low-light vision, 
  vulnerability to fire, watery concealment; AL N; SV 
  Fort +4, Ref +3, Will +4; Str 26, Dex 9, Con –, Int –, Wis 
  11, Cha 1.  
   
  Engulf (Ex): A shaboath can attempt to engulf a 
  grabbed opponent that is equal to or smaller than its 
  size category by making a successful grapple check. 
  Once inside, the opponent takes 2d10+12 points of 
  crushing damage per round if the opponent cannot 
  breathe water, it must hold. Its breath or begin to 
  drown. An engulfed creature can escape by making a 
  successful grapple check or Escape Artist check. The 
  amount of time a creature can hold its breath if it takes 
  a standard action is reduced by 1 round. A shaboath can 
  engulf 1 Large creature, 2 Medium creatures, 4 Small 
  creatures, 8 Tiny creatures, 16 Diminutive creatures, or 
  32 Fine creatures at one time. 
   
  Improved Grab (Ex): To use this ability, a 
  shaboath must hit with a slam attack It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the grapple 
  check, it can attempt to engulf the target in the 
  following round 
   
  Wall of Ice (Su): A shaboath can generate a 
  wall of ice (as the spell, caster level 20th) once per 
  minute as a standard action that does not provoke 
  attacks of opportunity. 
   
  Construct Traits: A shaboath has immunity to 
  poison, sleep effects, paralysis, stunning, disease, death 
  effects, necromancy effects, mind-affecting spells and 
  abilities (charms, compulsions, phantasms, patterns, 
  and morale effects), and any effect that requires a 
  Fortitude save unless it also works on objects or is 
  harmless. It is not subject to extra damage from critical 
  hits, non-lethal damage, ability damage, ability drain, 
  fatigue, exhaustion, or energy drain. It cannot heal 
  damage, but it can be repaired. It has darkvision out to 
  60 feet and low-light vision. 
   
  Watery Concealment (Ex): A shaboath that is 
  completely underwater is difficult to see. Its form 
  constantly shifts and blends with the surrounding 
  water, granting the creature concealment. 
   
  d Cold Element Wyste: CR 6; Huge elemental 
  (cold); HD 5d8+25; hp 49; Init +1; Spd 10 ft., swim 40 
  ft.; AC 21 (-2 size, +1 Dex, +12 natural), touch 9, flat-
  footed 20; Base Atk/Grp: +3/+17; Atk: +7 melee 
  (1d4+6+1d4 cold, tentacle); Full Atk: +7 melee 
  (1d4+6+1d4 cold, 7 tentacles); Space/Reach 15 ft./10 ft.; 
  SA Bite, improved grab; SQ Blindsight 120 ft., 
  elemental traits, ice walking, immunity to acid and 
  cold, vulnerability to fire; AL N; SV Fort +6, Ref +2, 
  Will +4; Str 22, Dex 13, Con 20, Int 1, Wis 11, Cha 8.  
   
  Skills and Feats: Listen +6, Spot +6, Swim +1; 
  Alertness, Improved Critical (Bite). 
   
  Bite (Ex): When a wyste grapples an opponent, 
  its tentacles draw the victim to its toothed sucker hole. 
   On the round after the wyste grabs, it makes a regular 
  attack with its bite (in lieu of any claw attacks), gaining 
  a +4 bonus on the attack roll (+11 melee).  If the bite 
  attack misses, the wyste drops the character, who falls 
  prone in front of the creature.  If the bite attack is 
  successful, the victim takes 1d6+9 points of damage.  
  The wyste can deal bit damage automatically every 
  round.  The victim can escape by winning an opposed 
  grapple check against the wyste, making a successful 
  Escape Artist check against the wyste’s grapple check 
  result, or by killing the wyste. 
   
  Icewalking (Ex): As the spider climb spell, but 
  applies to all icy surfaces. 
   
  Improved Grab (Ex): If a wyste hits a Large or 
  smaller opponent with one or more tentacle attacks, it 
  deals normal damage ad attempts to start a grapple as a 
  free action without provoking an attack of opportunity 
  (grapple bonus +17, +2 for each tentacle that hit beyond 
  the first).  The wyste can make only on grapple attempt 
  per round, no matter how many tentacles it devotes to 
  the effort.  If it gets a hold, it has the option to conduct 
  the grapple normally, or simply use its tentacles to hold 
  the opponent (-20 penalty on grapple check, but the 
  wyste is not considered grappled).  In either case, each 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 31 
  successful grapple check it makes during the 
  successive rounds automatically deals damage fir all 
  tentacles used to hold the opponent. 
   
  Blindsight (Ex): A wyst is blind, but its 
  tentacles are sensory organs that can be used to 
  ascertain prey by scent and vibration.  This ability 
  enables it to discern object and creatures within 120 
  feet.  A wyste usually does not need to make Spot or 
  Listen checks to notice creatures within range of its 
  blindsight. 
   
  Encounter 9: In the Walls 
  d Tarja Arjotta: Male human (Suel) ex-Cleric 
  4/Rogue 1/Ur Priest 5; CR 10; Medium humanoid 
  (human); HD 9d8+1d6+20; hp 74; Init +0; Spd 30 ft.; AC 
  21 (+1 Dex, +2 shield, +8 armor), touch 11, flat-footed 
  20; Base Atk/Grp: +6/+5; Atk: +7 melee (1d8-1, 
  morningstar) or +8 ranged (1d8/19-20, light crossbow); 
  Full Atk: +7/+2 melee (1d8-1, morningstar) or +8/+3 
  ranged (1d8/19-20, light crossbow); SA Rebuke 
  Undead (6/day), sneak attack +1d6; SQ Divine spell 
  resistance 15, trapfinding; AL CE; SV Fort +5, Ref +4, 
  Will +15; Str 8, Dex 10, Con 14, Int 12, Wis 20, Cha 12 
  [16].  
   
  Skills and Feats: Bluff +7, Concentration +15, 
  Knowledge (arcana) +6, Knowledge (religion) +11, 
  Knowledge (the planes) +6, Spellcraft +16, Survival +5 
  (+7 on other planes); Divine Meta-Magic (Quicken), 
  Iron Will, Leadership, Spell Focus (evil), Quicken 
  Spell. 
   
  Divine Spell Resistance (Su): At 4th level, an 
  ur-priest gains spell resistance 15, but only against 
  divine spells and the spell-like abilities of outsiders. At 
  8th level, the ur-priest's spell resistance increases to 20. 
   
  Languages: Cold Tongue, Common. 
   
  Spells Prepared (6/5/4/3/2/1; base DC = 15 + spell 
  level): 0th – cure minor wounds (x2), detect magic (x2), 
  detect poison, guidance; 1st – bless, cure light wounds, 
  divine favor, protection from good, shield of faith; 2nd – 
  cure moderate wounds (x2), silence, sound burst; 3rd – 
  invisibility purge, magic vestment, wrack; 4th – 
  freedom of movement, greater magic weapon; 5th – 
  frostbite. 
   
  Power-Up Suite (invisibility purge). 
   
  Possessions: Masterwork morningstar, heavy steel 
  shield, full plate, light crossbow, 10 Masterwork bolts, 
  holy symbol (x2), spell component pouch (x2), 2 
  alchemist fire, sunrod, tanglefoot bag, cloak of 
  charisma +4. 
   
  Physical Description: Tall and thin Suel man with 
  a patchy beard and bulging eyes. 
   
  d Vennekka Irkko: Female human (Suel) Druid 
  5/Wizard 2/Fleshwarper 1/Arcane Hierophant 2; CR 
  10; Medium humanoid (human); HD 5d8+2d4+3d6+10; 
  hp 56; Init +0; Spd 30 ft.; AC 16 (+2 natural, +2 armor, 
  +2 shield), touch 10, flat-footed 16; Base Atk/Grp: 
  +5/+6; Atk: +5 melee (1d6-1/18-20, scimitar) or +6 
  ranged (1d6-1/x3, shortspear); Full Atk: +5 melee (1d6-
  1/18-20, scimitar) or +6 ranged (1d6-1/x3, shortspear); 
  SQ Aberrant familiar, companion familiar, elder secret, 
  ignore arcane spell failure, resist nature’s lure, trackless 
  step, wild empathy, wild shape 2/day, woodland stride; 
  AL NE; SV Fort +9, Ref +1, Will +11 (+2 vs. mind 
  affecting); Str 8, Dex 10, Con 12, Int 18, Wis 16, Cha 12.  
   
  Skills and Feats: Concentration +14, Handle 
  Animal +9, Heal +14, Knowledge (arcana) +16, 
  Knowledge (nature) +22, Listen +15, Ride +10, 
  Spellcraft +19, Spot +15, Survival +15, Use Magic 
  Device +9 (+11 w/scrolls); Aberration Blood (flexible 
  limbs), Alertness, Graft Flesh, Leadership, Natural 
  Bond, Natural Spell. 
   
  Languages: Cold Tongue, Common, Druidic, Orc, 
  Sylvan. 
   
  Druid Spells Prepared (5/4/4/3; base DC = 13 + 
  spell level, 6th-level caster): 0th – cure minor wounds, 
  detect magic (x2), guidance, resistance; 1st – cure light 
  wounds, ice skate, magic fang, produce flame; 2nd – 
  barkskin, listening lorecall, nature’s favor, numbing 
  sphere; 3rd – column of ice, greater magic fang (x2). 
   
  Wizard Spells Prepared (4/3/3; base DC = 14 + 
  spell level, 4th-level caster): 0th – acid splash, detect 
  magic, mage hand, touch of fatigue; 1st – mage armor, 
  magic missile, shield, protection from good; 2nd – blur, 
  false life, see invisibility. 
   
  Power-Up Suite (blur (20% miss chance), 
  listening lorecall (blindsight 30’), protection 
  from good, shield) – AC 20 (+2 deflection, +2 
  armor, +4 shield, +2 natural), touch 12, flat-footed 20 
  (vs. good); Fort +10, Ref +3, Will +14 vs. good; Listen 
  +19. 
   
  Possessions: Masterwork scimitar, masterwork 
  shortspear, leather armor, large wooden shield, holly, 
  spell component pouch, chitin plating (silthilar graft). 
   
  Physical Description: A pale Suel woman with 
  alabaster skin and very lanky limbs.  She has black 
  chitious plates from her neck down the rest of her 
  body. 
   
  d Vor Evar: Male human (Suel) Barbarian 2/Fighter 
  1/Ranger 3/Frostrager 2/Primeval 1; CR – (cohort); 
  Medium humanoid (human); HD 3d8+4d12+2d10+30; 
  hp 94; Init +2; Spd 40 ft.; AC 17 (+2 Dex, +5 armor), 
  touch 12, flat-footed 15; Base Atk/Grp: +9/+13; Atk: +14 
  melee (1d3+4, unarmed strike) or +11 ranged (1d6+4, 
  javelin); Full Atk: +14/+9 melee (1d3+4, unarmed 
  strike) or +12/+12/+7 melee (1d3+4, unarmed strike) or 
  +10/+10/+10/+5 melee (1d3+4, unarmed strike) or 
  +11/+6 ranged (1d6+4, javelin); SA Favored enemy +2 
  (human), freezing blood, frostrage, one-two punch, 
  primeval form 1/day, rage 1/day; SQ Animal empathy 
  (lions), uncanny dodge, wild empathy; AL CE; SV Fort 
  +16, Ref +5, Will +1; Str 18, Dex 14, Con 16, Int 8, Wis 
  10, Cha 8.  
   
  Skills and Feats: Handle Animal +4, Heal +2, Hide 
  +8, Intimidate +6, Knowledge (nature) +6, Listen +10, 
  Move Silently +7, Ride +4, Spot +10, Survival +12; 
  Endurance, Frozen Berserker, Improved Grapple, 
  Improved Unarmed Strike, Power Attack, Self-
  Sufficient, Toughness, Track, Two Weapon Fighting, 
  Weapon Focus (Unarmed Strike). 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 32 
   
  Animal Empathy (Ex): In any form, the 
  primeval can communicate with animals of his chosen 
  primeval form (or related types). For example, a 
  primeval whose primeval form is a dire wolf may 
  communicate with wolves and dire wolves. He gains a 
  +4 bonus on Charisma-based checks against animals of 
  his chosen primeval form and related animals. 
   
  Freezing Blood (Su): At 1st level, a frostrager's 
  blood becomes freezing cold. His wounds instantly 
  freeze over and stop bleeding; he is immune to attacks 
  that cause wounding effects. If reduced to negative hit 
  points, he automatically stabilizes. He still takes 1 point 
  of damage if he takes any actions while at o or negative 
  hit points, however. 
   
  Frostrage (Su): While raging, the character 
  grows larger and more massive, and his freezing sweat 
  forms icicles as it streams out of his pores, coating his 
  body in a glittering crust of ice. The frostrager's actual 
  size category does not change (nor does his 
  space,/reach,), but he does gain a +4 natural armor 
  bonus to Armor Class from the sheets of ice that form 
  over his body. In addition, a frostrager's unarmed 
  attacks deal 1d6 points of damage plus 1d4 points of 
  cold damage on a successful hit. If the frostrager is 
  Small, his unarmed attack deals 1d4 points of damage, 
  and if the frostrager is Large, his unarmed attack deals 
  1d8 points of damage. 
   
  One-Two Punch (Ex): At 2nd level, while 
  making an unarmed attack, the frostrager may make 
  one extra attack in a round at his highest base attack 
  bonus, but each attack made in that round (the extra 
  one and the normal ones) take a -2 penalty. 
   
  Primeval Form (Su): The primary ability of the 
  primeval is the supernatural ability to assume an 
  alternate form. This functions similarly to the druid's 
  wild shape ability, except the alternate form chosen 
  must be selected when the character takes his first level 
  of primeval and cannot be changed after that. Each 
  time the character changes form with this ability, he 
  assumes the same form. At 1st level, he may change 
  shape into his primeval form once per day. He can use 
  this ability one additional time each day at 4th level, 
  7th level, and again at 10th level. 
   
  This ability functions like the polymorph spell, 
  except as noted here. It lasts for 1 minute per primeval 
  level, or until he changes back. Changing form (into 
  either form) is a standard action and doesn’t provoke 
  attacks of opportunity. 
   
  The primeval does not assume the animal's 
  physical ability scores. Instead, he adds the animal's 
  ability score -10 (for even scores) or-11 (for odd scores) 
  to his own ability scores. For example, a primeval with 
  a Strength score of 16 who assumes the form of a dire 
  lion (Strength 25) adds +14 to his normal Strength of 
  16 to determine his Strength score in his primeval 
  form. Remember, items that enhance the character's 
  ability scores may be rendered inoperative by his 
  change in form. 
   
  The primeval loses his ability to speak while in 
  primeval form because he is limited to the sounds that 
  the form can make naturally. 
   
  If the primeval has the wild shape ability from 
  other class levels, he may use wild shape to assume his 
  primeval form. He cannot use his primeval form ability 
  to wild shape, however. 
   
  Vor’s form is that of a dire lion and it lasts 1 
  minute. 
  Vor Evar (Dire Lion Form): hp 121; Init +4; 
  Spd 40 ft.; AC 17 (–1 size, +4 Dex, +4 natural), 
  touch 13, flat-footed 13; Base Atk/Grp: +9/+24; 
  Atk: +20 melee (1d6+11, claw); Full Atk: +20 melee 
  (1d6+11, 2 claws) and +14 melee (1d8+5, bite); 
  Space/Reach 10 ft./5 ft.; SA Improved grab, 
  pounce, rake 1d6+3; SQ Low-light vision, scent; SV 
  Fort +19, Ref +7, Will +1; Str 32, Dex 18, Con 22, 
  Int 8, Wis 10, Cha 8.  
   
  Improved Grab (Ex): To use this ability, a 
  dire lion must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can rake. 
   
  Pounce (Ex): If a dire lion charges, it can 
  make a full attack, including two rake attacks. 
   
  Rake (Ex): Attack bonus +20 melee, damage 
  1d6+5. 
   
  Languages: Cold Tongue. 
   
  Power-Up Suite (greater magic fang**, 
  shield of faith*) – AC 19 (+2 deflection, +2 Dex, +5 
  armor), touch 12, flat-footed 15; Atk: +15 melee (1d3+5, 
  unarmed strike); Full Atk: +15/+10 melee (1d3+5, 
  unarmed strike) or +13/+13/+8 melee (1d3+5, unarmed 
  strike) or +11/+11/+11/+6 melee (1d3+5, unarmed 
  strike). 
  *Cast by Tarja 
  **Cast by Vennekka 
   
  Power-Up Suite (raging, Dire Lion Form, 
  freedom 
  of 
  movement**, 
  greater 
  magic 
  fang**, shield of faith*) - hp 139; Init +4; Spd 40 ft.; 
  AC 17 (-2 raging, –1 size, +2 deflection, +4 Dex, +4 
  natural), touch 13, flat-footed 13; Base Atk/Grp: +9/+26; 
  Atk: +23 melee (1d8+14+1d6 cold, claw); Full Atk: +23 
  melee (1d8+14+1d6 cold, 2 claws) and +17 melee 
  (1d8+7+1d6 cold, bite) or : +21 melee (1d8+14+1d6 cold, 
  3 claws) and +15 melee (1d8+7+1d6 cold, bite) ; 
  Space/Reach 10 ft./5 ft.; SA Improved grab, pounce, 
  rake 1d6+3; SQ Low-light vision, scent; SV Fort +21, 
  Ref +7, Will +3; Str 36, Dex 18, Con 26. 
  *Cast by Tarja 
   
  **Cast by Vennekka 
   
  Possessions: Masterwork mithral breastplate, 5 
  Masterwork javelins. 
   
  Physical Description: A feral looking man, 
  drooling on himself, which has frozen in his beard and 
  on his breastplate. 
   
  d 
  Balloff: 
  Brown 
  Bear; 
  CR 
  – 
  (animal 
  companion/familiar); Huge aberration (augmented 
  animal); HD 8d8+56; hp 90; Init +1; Spd 40 ft.; AC 21 (–
  2 size, +1 Dex, +12 natural), touch 9, flat-footed 20; Base 
  Atk/Grp: +6/+23; Atk: +17 melee (2d6+13, claw); Full 
  Atk: +17 melee (2d6+13, 2 claws) and +12 melee 
  (3d6+11, bite); Space/Reach 15 ft./10 ft.; SA Improved 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 33 
  grab; SQ Darkvision 60 ft., evasion, link, low-light 
  vision, scent, share spells; AL N; SV Fort +12, Ref +9, 
  Will +3; Str 36, Dex 12, Con 24, Int 7, Wis 12, Cha 6.  
   
  Skills and Feats: Listen +4, Spot +9, Swim +17; 
  Endurance, Run, Track. 
   
  Improved Grab (Ex): To use this ability, a 
  brown bear must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. 
   
  Aberrant Familiar (Su): Size Increase – The 
  familiar’s size becomes larger by one category.   
   
  Power-Up Suite (barkskin**, false life**, 
  freedom of movement*, greater magic fang**, 
  ice skate**, mage armor**, nature’s favor**, 
  protection 
  from 
  good*, 
  resistance**, 
  see 
  invisibility**) – hp 103; Spd 100 ft.; AC 24 (–2 size, 
  +1 Dex, +15 natural), touch 9, flat-footed 23 (AC 26), 
  touch 11, flat-footed 25 vs. good); Atk: +20 melee 
  (2d6+16, claw); Full Atk: +20 melee (2d6+16, 2 claws) 
  and +15 melee (3d6+14, bite); Fort +13, Ref +10, Will +4 
  (Fort +14, Ref +11, Will +5 vs. good); Balance +5. 
  *Cast by Tarja 
   
  **Cast by Vennekka 
   
  d Olgar: Male human (Suel) Barbarian 3/Fighter 
  2/Tactical Soldier 2; CR – (cohort); Medium humanoid 
  (human)]; HD 3d12+4d10+21; hp 73; Init +1; Spd 40 ft.; 
  AC 23 (+2 natural, +1 Dex, +8 armor, +2 shield), touch 
  11, flat-footed 22; Base Atk/Grp: +7/+10; Atk: +11 melee 
  (1d8+4/19-20, +1 longsword) or +9 ranged (1d8+3/x3, 
  composite 
  longbow); 
  Full 
  Atk: 
  +11/+6 
  melee 
  (1d8+4/19-20, 
  +1 
  longsword) 
  or 
  +9/+4 
  ranged 
  (1d8+3/x3, composite longbow); SA Rage 1/day; SQ 
  Flanker, trap sense +1, uncanny dodge; AL NE; SV Fort 
  +12, Ref +2, Will +0; Str 17, Dex 13, Con 16, Int 13, Wis 
  8, Cha 8.  
   
  Skills and Feats: Climb +13, Diplomacy +1, 
  Intimidate +7, Jump +11, Listen +5, Sense Motive +9, 
  Survival +5; Cleave, Combat Expertise, Combat 
  Reflexes, Dodge, Karmic Strike, Power Attack, 
  Sidestep. 
   
  Flanker (Ex): A tactical soldier can flank 
  enemies from seemingly impossible angles. She can 
  designate any adjacent square as the square from which 
  flanking against an ally is determined (including the 
  square where she stands, as normal). She may designate 
  the square at the beginning of her turn or at any time 
  during her turn. The designated square remains her 
  effective square for flanking until she is no longer 
  adjacent to it or until she chooses a different square (at 
  the start of one of her turns). The character can even 
  choose a square that is impassable or occupied. 
   
  Languages: Cold Tongue, Common. 
   
  Power-Up Suite (greater magic weapon*, 
  magic vestment*) – AC 24 (+2 natural, +1 Dex, +9 
  armor, +2 shield), touch 11, flat-footed 23; Atk: +10 
  ranged (1d8+4/x3, composite longbow); Full Atk: 
  +10/+5 ranged (1d8+4/x3, composite longbow). 
   
  *Cast by Tarja 
   
  Power-Up Suite (raging) - hp 87; AC 21 (+2 
  natural, +1 Dex, +8 armor, +2 shield, -2 raging), touch 9, 
  flat-footed 20; Atk: +13 melee (1d8+6/19-20, +1 
  longsword); Full Atk: +13/+8 melee (1d8+6/19-20, +1 
  longsword); SV Fort +14, Will +2; Str 21, Con 20. 
   
  Power-Up Suite (raging, greater magic 
  weapon*, magic vestment*) - hp 87; AC 22 (+2 
  natural, +1 Dex, +9 armor, +2 shield, -2 raging), touch 9, 
  flat-footed 20; Atk: +13 melee (1d8+6/19-20, +1 
  longsword) or +10 ranged (1d8+4/x3, composite 
  longbow); Full Atk: +13/+8 melee (1d8+6/19-20, +1 
  longsword) or +10/+5 ranged (1d8+4/x3, composite 
  longbow); SV Fort +14, Will +2; Str 21, Con 20. 
   
  *Cast by Tarja 
   
  Possessions: Full plate, heavy steel shield, +1 
  longsword, mighty composite longbow [+3], 20 
  Masterwork arrows, 5 alchemist fire, 5 tanglefoot bags, 
  10 sunrods, chitin plating (silthilar graft). 
   
  Physical Description:  A large Suel man with red 
  hair and fine furs, with chitin plates under his clothes. 
   
   
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 34 
   
  APL 12 
  Encounter 1: Into the Corusks 
  d 
  Ingegred, 
  Hungoff, 
  Lolmar, 
  Rederi, 
  Anskieri, Hunmar: Male human (Suel) Barbarian 
  2/Fighter 4; CR 6; Medium humanoid (human); HD 
  2d12+4d10+18; hp 66; Init +5; Spd 30 ft.; AC 14 [+1 Dex, 
  +3 hide armor], touch 11, flat-footed 13; Base Atk/Grp: 
  +6/+10; Atk: +12 melee (1d12+8/x3, greataxe) or +7 
  ranged (1d6+4, javelin); Full Atk: +12/+7 melee 
  (1d12+8/x3, greataxe) or +7 ranged (1d6+4, javelin); SA 
  Rage 1/day; SQ Uncanny dodge; AL CN SV Fort +9, 
  Ref +2, Will +3; Str 18, Dex 13, Con 15, Int 8, Wis 10, 
  Cha 11.  
   
  Skills and Feats: Climb +13, Intimidate +9, Listen 
  +5, Survival +5; Cold Endurance, Improved Initiative, 
  Improved Toughness, Iron Will, Power Attack, 
  Weapon Focus (Greataxe), Weapon Specialization 
  (Greataxe). 
   
  Languages: Cold Tongue. 
   
  Power-Up Suite (raging) - hp 78; AC 12 [+1 
  Dex, +3 hide armor, -2 raging], touch 9, flat-footed 11; 
  Atk: +14 melee (1d12+11/x3, greataxe) or +7 ranged 
  (1d6+6, javelin); Full Atk: +14/+9 melee (1d12+11/x3, 
  greataxe) or +7 ranged (1d6+6, javelin); SV Fort +11, 
  Will +5; Str 22, Con 19.  
   
  Possessions: Masterwork greataxe, 5 javelins, hide 
  armor, crampon, cold weather outfit, furs, snow 
  goggles, snowshoes. 
   
  d Ingemar: Male human (Suel) Barbarian 3/Fighter 
  3/Occult Slayer 5; CR 11; Medium humanoid (human); 
  HD 3d12+8d10+44; hp 129; Init +5; Spd 30 ft.; AC 16 
  [+1 Dex, +1 deflection, +4 armor], touch 12, flat-footed 
  15; 
  Base 
  Atk/Grp: 
  +11/+17; 
  Atk: 
  +19 
  melee 
  (1d12+10+1d6 fire/x3, +1 flaming greataxe) or +12 
  ranged (1d6+6, javelin); Full Atk: +19/+14/+9 melee 
  (1d12+10+1d6 fire/x3, +1 flaming greataxe) or 
  +12/+7/+2 ranged (1d6+6, javelin); SA Rage 1/day, 
  vicious strike, weapon bond; SQ Auravision, blank 
  thoughts, magical defense +3, mind over magic 2/day, 
  nondetection cloak, trap sense +1, uncanny dodge; AL 
  CN; SV Fort +10, Ref +4, Will +9; Str 20 [22], Dex 12, 
  Con 16, Int 10, Wis 11, Cha 8.  
   
  Skills and Feats: Bluff +12, Climb +10, Diplomacy 
  +1, Intimidate +10, Knowledge (arcana) +4, Listen +6, 
  Sense Motive +2, Spellcraft +3, Spot +2, Survival +6; 
  Aberration Blood (Bulging Eyes), Cold Endurance, 
  Improved Initiative, Improved Toughness, Iron Will, 
  Warped Mind, Weapon Focus (Greataxe).  
   
  Magical Defense (Ex): An occult slayer’s 
  constant training in countering magic of all types 
  manifests itself as a bonus on saving throws against 
  spells or spell like abilities. This bonus is +1 at 1st level 
  and it increase to +2 at 3rd level and to +3 at 5th level. 
   
  Weapon Bond (Su): An occult Slayer must 
  choose a particular weapon of at least masterwork 
  quality as the focus of her power. Upon making her 
  selection, she immediately forms a bond with her 
  chosen weapon that imbues it with the force of her 
  hatred for spellcasters. Thereafter, any successful attack 
  she makes with the chosen weapon against a spellcaster 
  or a creature with spell-like abilities deals extra 1d6 
  points of damage. If this particular weapon is lost or 
  destroyed, the occult slayer looses the ability to deal the 
  extra damage until she acquires and bonds with 
  another weapon of the same kind of at least 
  masterwork quality. The occult slayer must spend one 
  day per character level practicing with the replacement 
  weapon (and doing very little else – no adventuring) to 
  create a new weapon bond. 
   
  Mind over Magic (Su): Starting at 2nd level, 
  and occult slayer can cause a spell or spell-like ability 
  targeted against her to rebound onto the originator as a 
  free action. This ability otherwise functions as the spell 
  turning spell (caster level equals the character’s occult 
  slayer level +5). An occult slayer can use this ability 
  once per day at 2nd level and twice per day at 4th level. 
   
  Vicious Strike (Ex): At 2nd level and higher, 
  an occult slayer who readies an attack action to disrupt 
  a spellcaster deals double damage if the attack hits. 
   
  Auravision (Su): At 3rd level, and occult slayer 
  gains the ability to see magical auras at a range of up to 
  60 feet as a free action. This ability otherwise functions 
  as the detect magic spell. The character cannot use this 
  ability to determine anything but the number of 
  magical auras present. 
   
  Nondetection Cloak (Su): Upon reaching 4th 
  level, an occult slayer (and any gear she wears or 
  carries) becomes more difficult to locate through 
  divinations such as clairaudience/clairvoyance, locate 
  object, and other detection spells. The occult slayer 
  gains magical protection from divination equivalent to 
  a nondetection spell (caster level equals the character’s 
  occult slayer level), except that it affect only the occult 
  slayer and her possessions). 
   
  Languages: Cold Tongue, Common. 
   
  Power-Up Suite (raging) - hp 129; AC 14 [+1 
  Dex, +1 deflection, +4 armor, -2 raging], touch 10, flat-
  footed 13; Atk: +21 melee (1d12+13+1d6 fire/x3, +1 
  flaming greataxe) or +12 ranged (1d6+8, javelin); Full 
  Atk: +21/+16/+11 melee (1d12+13+1d6 fire/x3, +1 
  flaming greataxe) or +12/+7/+2 ranged (1d6+8, javelin); 
  SV Fort +12, Will +11; Str 24 [26], Con 20.  
   
  Possessions: +1 flaming greataxe, 5 javelins, +1 
  hide armor, gauntlets of ogre power, ring of deflection 
  +1, potion of cure moderate wounds, crampon, cold 
  weather outfit, furs, snow goggles, snowshoes. 
   
  Physical Description: A tall Suel barbarian wearing 
  snow goggles, with a braided red beard. 
   
  Encounter 3: Hidden Depths 
  d Advanced Elite White Pudding: CR 8; Large 
  Ooze; HD 13d10+78; hp 156; Init -3; Spd 20 ft., swim 20 
  ft.; AC 6 (-1 size, -3 Dex), touch 6, flat-footed 6; Base 
  Atk/Grp: +9/+17; Atk: +12 melee (2d4+6 plus 2d4 acid, 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 35 
  slam); Full Atk: +12 melee (2d4+6 plus 2d4 acid, slam); 
  Space/Reach 10 ft./5 ft.; SA Acid, constrict 2d4+6 plus 
  2d4 acid, improved grab; SQ Blindsight 60 ft., 
  resistance to cold 10, ooze traits, split; AL N; SV Fort 
  +10, Ref +1, Will +0; Str 18, Dex 4, Con 22, Int –, Wis 3, 
  Cha 2.  
   
  Skills and Feats: Hide –7 (+9 in snow), Swim +12. 
   
  Acid (Ex): A white pudding secretes a digestive 
  acid that dissolves organic material quickly, but does 
  not affect stone or metal. Any melee hit or constrict 
  attack deals acid damage, and the opponent's armor (if 
  not metal) and clothing dissolves and become 
  immediately useless unless it succeeds on a DC 20 
  Reflex saving throw. A wooden weapon that strikes a 
  white pudding also dissolves immediately unless it 
  succeeds on a DC 20 Reflex save. The save DCs are 
  Constitution-based. 
   
  The pudding's acidic touch deals 19 points of 
  damage per round to wooden, leather, or other organic 
  objects, but the ooze must remain in contact with the 
  object for 1 full round to dealt his damage. 
   
  Constrict 
  (Ex): A 
  white pudding deals 
  automatic slam and acid damage with a successful 
  grapple check. The opponent's clothing and armor take 
  a -4 penalty on Reflex saves against the acid. 
   
  Improved Grab (Ex): To use this ability, a 
  pudding must hit with its slam attack. It can’t hen 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the grapple 
  check, it establishes a hold and can constrict its prey. 
   
  Split (Ex): Slashing and piercing weapons deal 
  no damage to a white pudding. Instead the creature 
  splits into two identical puddings, each with half the 
  original pudding's hit points (round down). A pudding 
  with lo hit points or less cannot be farther split and 
  dies if reduced to 0 hit points. 
   
   
  Encounter 5: The Frozen Dead 
  d Tarmorja the Wendigo: Male fey Barbarian 
  2/Fighter 2/Sorcerer 1/Dragon Disciple 6; CR 11; 
  Medium fey (cold); HD 9d6+54; hp 91; Init +5; Spd fly 
  120 ft. [Perfect]; AC 23 (+5 Dex, +6 deflection, +2 
  natural), touch 21, flat-footed 18; Base Atk/Grp: +8/+15; 
  Atk: +16 melee (2d4+10/15-20 x3, bite); Full Atk: 
  +16/+11 melee (2d4+10/15-20 x3, bite); SA Breath 
  weapon, disease, maddening whispers, rage 1/day, 
  ravenous bite; SQ Blindsense 30 ft., corner of the eye, 
  immunity to cold, low-light vision, regeneration 5, 
  uncanny dodge, wind walk; AL CE; SV Fort +17, Ref +7, 
  Will +7; Str 24, Dex 20, Con 22, Int 16, Wis 10, Cha 18 
  [22].  
   
  Skills and Feats: Climb +14, Concentration +18, 
  Handle Animal +14, Hide +13, Intimidate +13, Jump 
  +14, Knowledge (arcana) +11, Listen +5, Move Silently 
  +13, Ride +7, Spellcraft +14, Spot +12, Survival +13; Fly-
  By Attack, Improved Critical (Bite), Improved Natural 
  Attack (Bite), Power Attack, Power Critical (Bite), 
  Track, Weapon Focus (Bite). 
   
  Breath Weapon (Su): At 3rd level, a dragon 
  disciple gains the use of a minor breath weapon once 
  per day. Tarmorja can breath a cone of cold 30 feet long 
  that deals 4d8 points of damage of the appropriate 
  energy type.  The DC of the breath weapon is 10 + class 
  level + Con modifier (Reflex DC 27 half). 
   
  Corner of the Eye (Su): A wendigo that stalks 
  a victim while wind walking always seems to lurk just 
  at the corner of its chosen victim's field of vision. This 
  victim takes a -2 penalty on all Wisdom-based skill 
  checks as long as the wendigo stalks him. 
   
  Disease (Su): Any creature hit by a wendigo's 
  bite attack must succeed on a DC 21 Fortitude save (DC 
  10 + ½ wendigo's HD + wendigo', Con modifier) or 
  become infected with the wendigo's hunger. The 
  incubation period is 1d3 days, and the disease deals 1d3 
  points of Wisdom damage. Additionally, each day that 
  a victim takes Wisdom damage from the disease, he 
  must succeed on a DC 21 Will save (DC 10 + ½ 
  wendigos HD + wendigos Cha modifier) or become 
  overwhelmed with an insatiable hunger for the flesh of 
  its own race. The victim stalks and tries to kill the 
  closest member of its own race; if it does so, it feeds on 
  the victim's body and then returns home with no 
  memory of the tragic event. If a victim of this hunger is 
  reduced to a Wisdom score of 0, he transforms into a 
  wendigo immediately and races off into the night sky 
  at such speed that his feet burn away into bloody, 
  charred stumps. 
   
  Maddening Whispers (Su): A wendigo may 
  use its maddening whispers on any one target within 
  120 feet once per day. The wendigo may use this ability 
  while wind walking. Only the chosen victim can hear 
  the insane whispers and invitations of the wendigo. 
  The victim must make a successful DC 21 Will save 
  (DC 10 + 1/2 wendigo’s HD + wendigo's Cha modifier) 
  or take 1d3 points of Wisdom damage. Typically, a 
  wendigo stalks a chosen victim for days, wearing down 
  the victim's Wisdom score until it attacks and attempts 
  to bring down its disease upon the poor soul. A 
  wendigo will stop stalking a target that resists the 
  maddening whispers for more than three days and fly 
  off to seek easier prey. 
   
  Ravenous Bite (Ex): A wendigo threatens a 
  critical hit on a natural roll of 18-20 when attacking 
  with its bite, and deals triple damage on a successful 
  critical hit. A wound resulting from a critical hit bleeds 
  for an additional 3 points of damage per round 
  thereafter. Multiple wounds from such attacks result in 
  cumulative bleeding loss (two wounds for 6 points of 
  damage per round, and so on). The bleeding can be 
  stopped only by a successful Heal check (DC 10) or the 
  application of any cure spell or other healing spell 
  (heal, healing circle, or the like). 
   
  Regeneration 5 (Ex): Fire deals normal 
  damage to a wendigo. 
   
  Wind Walk (Su): A wendigo can wind walk at 
  will, transforming from physical form to incorporeal 
  form or back again as a move action. 
   
  Languages: Sylvan. 
   
  Spells Known (5/10; base DC = 16 + spell level): 0th 
  – detect magic, mage hand, resistance, touch of fatigue; 
  1st – distract assailant, mage armor. 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 36 
   
  Power-Up Suite (mage armor) – AC 28 (+4 
  mage armor, +5 Dex, +6 deflection, +3 natural), touch 
  21, flat-footed 23. 
   
  Power-Up Suite (raging, mage armor) - hp 
  113; AC 27 (-2 raging, +4 mage armor, +5 Dex, +6 
  deflection, +2 natural), touch 19, flat-footed 20; Base 
  Atk/Grp: +8/+17; Atk: +18 melee (2d4+13/15-20 x3, 
  bite); Full Atk: +18/+13 melee (2d4+13/15-20 x3, bite); 
  SV Fort +19, Will +9; Str 28, Con 26].  
   
  Possessions: Cloak of Charisma +4. 
   
  Physical Description: A feral looking man with a 
  canine muzzle, white skin, and whose legs end in 
  burned stumps. 
   
  Encounter 7: White Storm 
  d Aussirkepesk: Male Advanced Mature Adult 
  White Dragon; CR 13; Huge dragon (cold); HD 
  23d12+115; hp 293; Init +0; Spd 60 ft., burrow 30 ft., fly 
  200 ft. (poor), swim 60 ft.; AC 28 (–2 size, +20 natural), 
  touch 8, flat-footed 28; Base Atk/Grp: +23/+39; Atk: +29 
  melee (3d8+8, bite); Full Atk: +29 melee (3d8+8, bite) 
  and +27 melee (2d6+4, 2 claws) and +27 melee (1d8+4, 2 
  wings) and +27 melee (2d6+12, tail slap); Space/Reach 
  15 ft./10 ft. (15 ft. with bite); SA Breath weapon, crush 
  (DC 26 Reflex negates, 2d8+12), frightful presence; SQ 
  Blindsense 60 ft., darkvision 120 ft., DR 10/magic, ice 
  walking, immunity to cold, sleep, and paralysis, keen 
  senses, spell-like abilities, SR 20; AL CE; SV Fort +18, 
  Ref +13, Will +14; Str 27, Dex 10, Con 21, Int 12, Wis 
  13, Cha 12.  
   
  Skills and Feats: Concentration +31, Diplomacy +3, 
  Hide +18, Intimidate +27, Listen +27, Move Silently 
  +26, Sense Motive +27, Spot +27; Fly-By Attack, Hover, 
  Improved Natural Attack (Bite), Iron Will, Multiattack, 
  Overcome 
  Weakness, 
  Power 
  Attack, 
  Suppress 
  Weakness. 
   
  Breath Weapon (Su): Using a breath weapon is 
  a standard action. Once a dragon breathes, it can’t 
  breathe again until 1d4 rounds later. A blast from a 
  breath weapon always starts at any intersection 
  adjacent to the dragon and extends in a direction of the 
  dragon’s choice, in a 40 ft. cone. The breath weapon 
  deals 7d6 points of damage, creatures caught in the area 
  can attempt a DC 26 Reflex saves to take half damage. 
  The save DC against a breath weapon is 10 + 1/2 
  dragon’s HD + dragon’s Con modifier. 
   
  Frightful Presence (Ex): A young adult or 
  older dragon can unsettle foes with its mere presence. 
  The ability takes effect automatically whenever the 
  dragon attacks, charges, or flies overhead. Creatures 
  within a radius of 210 feet (30 ft. x the dragon’s age 
  category) are subject to the effect if they have fewer 
  HD than the dragon. A potentially affected creature 
  that succeeds on a DC 22 Will save (DC 10 + 1/2 
  dragon’s HD + dragon’s Cha modifier) remains 
  immune to that dragon’s frightful presence for 24 
  hours. On a failure, creatures with 4 or less HD become 
  panicked for 4d6 rounds and those with 5 or more HD 
  become shaken for 4d6 rounds. Dragons ignore the 
  frightful presence of other dragons.  
   
  Icewalking (Ex): This ability works like the 
  spider climb spell, but the surfaces the dragon climbs 
  must be icy. It is always in effect. 
   
  Spell-Like Abilities: 3/day – fog cloud, gust of 
  wind. 
   
  Languages: Common, Draconic. 
   
  Spells Known (6/6; 3rd level caster, base DC = 11 + 
  spell level): 0th – detect magic, mage hand, read magic, 
  resistance, touch of fatigue; 1st – breath flare, lesser 
  shivering touch, shocking grasp. 
   
  Power-Up Suite (greater magic fang*, 
  mage 
  armor*, 
  protection 
  from 
  good*, 
  resistance) – AC 32 (+4 armor, –2 size, +20 natural), 
  touch 8, flat-footed 32; (AC 34, touch 10, flat-footed 34 
  vs. good); Atk: +31 melee (3d8+10, bite); Full Atk: +31 
  melee (3d8+10, bite) and +27 melee (2d6+4, 2 claws) 
  and +27 melee (1d8+4, 2 wings) and +27 melee (2d6+12, 
  tail slap); SV Fort +19, Ref +14, Will +15 (Fort +20, Ref 
  +15, Will +16 vs. good). 
   
  *Cast by Urazandum. 
   
  d Urazandum Xcthoss: Advanced Tsochar wizard 
  6; CR 11; Medium aberration (shapechanger); HD 
  8d8+6d4+48; hp 102; Init +3; Spd 20 ft., climb 20 ft.; AC 
  18 (+1 deflection, +3 Dex, +4 natural), touch 13, flat-
  footed 14; Base Atk/Grp: +9/+12; Atk: +16 melee 
  (1d6+4, tentacle); Full Atk: +16 melee (1d6+4, 4 
  tentacles); Space/Reach 5 ft./10 ft.; SA Constrict, 
  improved grab, poison, take spells, wear flesh; SQ DR 
  5/adamantine, darkvision 60 ft., resistance to cold 5, SR 
  18, telepathy 100 ft.; AL CE; SV Fort +8, Ref +7, Will 
  +14; Str 17, Dex 16, Con 18, Int 17, Wis 14, Cha 13.  
   
  Skills 
  and 
  Feats: 
  Bluff 
  +9, 
  Climb 
  +14, 
  Concentration 
  +21, 
  Diplomacy 
  +5, 
  Hide 
  +15, 
  Knowledge (dungeoneering) +7, Move Silently +7, 
  Sense Motive +10, Spellcraft +16 (+18 w/scrolls), Spot 
  +10, Use Magic Device +13 (+15 w/scrolls); Iron Will, 
  Mindsight, Practiced Spellcaster, Sudden Silent, 
  Sudden Still, Sudden Widen, Weapon Finesse. 
   
  Constrict (Ex): A tsochar deals 2d4+6 points of 
  damage with a successful grapple check. When a 
  tsochar deals damage by means of its constrict attack, it 
  injects its victim with poison. 
   
  Improved Grab (Ex): To use this ability a 
  tsochar must hit with two tentacle attacks. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity.  If it wins the grapple 
  check, it establishes a hold and. can constrict. 
   
  Tsochari receive a +4 racial bonus on grapple 
  checks, which is already included in the statistics 
  above. 
   
  Poison (Ex): Injury, Fortitude DC 16, initial and 
  secondary damage 1d3 Dex. The save DC is 
  Constitution-based. A tsochar's poison is delivered by 
  dealing damage with its constrict attack 
   
  Take Spells (Su): A tsochar that replaces a 
  spellcaster (see below) retains any arcane spells 
  prepared by the dead character, and can cast them as if 
  it had prepared the spells itself. The tsochar must meet 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 37 
  the minimum ability score needed to cast the spell 
  based on the type of caster replaced (Intelligence for a 
  wizard, for example), or else the spell is unavailable to 
  it. If the tsochar replaces a spontaneous caster such as a 
  sorcerer, it retains the available spell slots of the dead 
  spellcaster, and can use any spells the dead host knew 
  In either case, the tsochar cannot regain spells or spell 
  slots it expends from the dead character's spellcasting 
  ability. 
   
  Wear Flesh (Su): A tsochar can bore its way 
  into a helpless living creature's body, slipping its ropy 
  tendrils into the spaces between organs and muscles 
  and disappearing into the victim-The victim must be 
  the same size as the tsochar or larger, and the process 
  requires 1 minute. The tsochar can choose to replace or 
  inhabit the victim (see below). Incorporeal creatures 
  and constructs, elementals, oozes, plants, and undead 
  are immune to this ability. 
   
  A tsochar can abandon a body it has inhabited or 
  replaced with a full-round action that deals 3d6 points 
  of damage to the host. A tsochar can be forced to 
  abandon the body by a remove disease or dispel evil 
  spell (the caster must succeed on a DC 20 caster level 
  check to expel the monster, which deals damage as 
  described above) or a heal or limited wish spell (which 
  automatically succeeds and causes no damage to the 
  host). 
   
  Inhabit: The tsochar leaves its victim alive and 
  aware. Any time it cares to, it can inflict indescribable 
  agony on its host as a standard action, dealing Ids to 
  6d6 points of damage and requiring the host to succeed 
  on a DC 15 Fortitude save or be nauseated by the pain 
  for 2d4 rounds. The tsochar chooses how much damage 
  it deals with this attack. 
   
  The tsochar can take no physical actions while 
  inhabiting a host, but it can use purely mental actions 
  (such as communicating with its host by means of its 
  telepathy power and threatening to injure or kill the 
  host unless the host does as the monster wishes). 
   
  When the host takes damage (other than damage 
  the tsochar inflicts on it), the inhabiting tsochar takes 
  half that damage. For example, if the host takes 28 
  points of cold damage from a cone of cold spell, the 
  tsochar takes 14 points of cold damage. 
   
  A tsochar inhabiting a humanoids body feeds on 
  the creature's blood and tissues, dealing 1d3 points of 
  Constitution damage per day A successful DC 15 
  Fortitude save reduces this damage by half. Over the 
  course of days, frail humanoids carrying tsochari sicken 
  and die, although tsochari are clever enough to direct 
  their hosts to acquire curative magic to keep 
  themselves alive indefinitely, if the situation calls for it. 
   
  Replace: The tsochar bores out the victim's 
  nervous system, killing the victim. It then animates the 
  body, effectively acting as the nervous system of the 
  dead host. The body remains alive, hosting the tsochar. 
   
  This functions like a polymorph spell into the 
  victim's exact form, except that the tscochar can remain 
  in the victim's form for up to a year, and it leaves the 
  victim's corpse behind when it chooses to end the 
  effect. The tsochar uses the victim's physical ability 
  scores in place of its own, as described by polymorph. 
  The tsochar can remain in this form indefinitely, but 
  once it abandons the form, it cannot reanimate the 
  body. 
   
  Tsochari that have replaced a humanoid slowly 
  devour their new shell from the inside out. A replaced 
  body takes 1d4 points of Constitution drain per month, 
  which does not heal naturally and can be restored only 
  by magical means. A successful DC 15 Fortitude save 
  reduces this damage by half. Naturally tsochari 
  imposters choose to abandon bodies they have replaced 
  before they become too weak to be serviceable. 
   
  Telepathy (Su): A tsochar can communicate 
  telepathically with any creature within 100 feet that 
  has a language. 
   
  Languages: Tsochar. 
   
  Spells Prepared (4/4/4/3; base DC = 13 + spell 
  level): 0th – acid splash, detect magic, mage hand, 
  resistance; 1st – burning hands, mage armor (x2), 
  protection from good; 2nd – false life, whispercast (x3); 
  3rd – dispel magic, fireball (x2). 
   
  Power-Up Suite (false life, mage armor, 
  resistance) – hp 118; AC 22 (+1 deflection, +4 armor, 
  +3 Dex, +4 natural), touch 13, flat-footed 18; SV Fort +9, 
  Ref +8, Will +15. 
   
  Possessions: Amulet of might fists +1, ring of 
  protection +1, scroll of greater magic fang. 
   
  Encounter 8: Lairs Upon Layers 
  d Advanced Shaboath: CR 13; Huge construct 
  (cold); HD 23d10+40; hp 203; Init -1; Spd 20 ft., swim 
  30 ft.; AC 22 (-2 size, -1 Dex, +15 natural), touch 7, flat-
  footed 22; Base Atk/Grp: +17/+37; Atk: +27 melee 
  (3d10+12, slam); Full Atk: +27 melee (3d10+12, 4 
  slams); Space/Reach 15 ft./15 ft.; SA Engulf, improved 
  grab, wall of ice; SQ Construct traits, DR 10/-, 
  darkvision 60 ft., immunity to acid and cold, low-light 
  vision, vulnerability to fire, watery concealment; AL N; 
  SV Fort +6, Ref +5, Will +7; Str 34, Dex 8, Con –, Int –, 
  Wis 12, Cha 1.  
   
  Engulf (Ex): A shaboath can attempt to engulf a 
  grabbed opponent that is equal to or smaller than its 
  size category by making a successful grapple check. 
  Once inside, the opponent takes 3d10+18 points of 
  crushing damage per round if the opponent cannot 
  breathe water, it must hold. Its breath or begin to 
  drown. An engulfed creature can escape by making a 
  successful grapple check or Escape Artist check. The 
  amount of time a creature can hold its breath if it takes 
  a standard action is reduced by 1 round. A shaboath can 
  engulf 1 Large creature, 2 Medium creatures, 4 Small 
  creatures, 8 Tiny creatures, 16 Diminutive creatures, or 
  32 Fine creatures at one time. 
   
  Improved Grab (Ex): To use this ability, a 
  shaboath must hit with a slam attack It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the grapple 
  check, it can attempt to engulf the target in the 
  following round 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 38 
   
  Wall of Ice (Su): A shaboath can generate a 
  wall of ice (as the spell, caster level 20th) once per 
  minute as a standard action that does not provoke 
  attacks of opportunity. 
   
  Construct Traits: A shaboath has immunity to 
  poison, sleep effects, paralysis, stunning, disease, death 
  effects, necromancy effects, mind-affecting spells and 
  abilities (charms, compulsions, phantasms, patterns, 
  and morale effects), and any effect that requires a 
  Fortitude save unless it also works on objects or is 
  harmless. It is not subject to extra damage from critical 
  hits, non-lethal damage, ability damage, ability drain, 
  fatigue, exhaustion, or energy drain. It cannot heal 
  damage, but it can be repaired. It has darkvision out to 
  60 feet and low-light vision. 
   
  Watery Concealment (Ex): A shaboath that is 
  completely underwater is difficult to see. Its form 
  constantly shifts and blends with the surrounding 
  water, granting the creature concealment. 
   
  d Cold Element Advanced Wyste: CR 9; Huge 
  elemental (cold); HD 13d8+65; hp 127; Init +1; Spd 10 
  ft., swim 40 ft.; AC 21 (-2 size, +1 Dex, +12 natural), 
  touch 9, flat-footed 20; Base Atk/Grp: +9/+24; Atk: +14 
  melee (1d4+7+1d8 cold, tentacle); Full Atk: +14 melee 
  (1d4+7+1d8 cold, 7 tentacles); Space/Reach 15 ft./10 ft.; 
  SA Bite, improved grab; SQ Blindsight 120 ft., DR 
  10/magic, elemental traits, ice walking, immunity to 
  acid and cold, vulnerability to fire; AL N; SV Fort +9, 
  Ref +5, Will +8; Str 24, Dex 13, Con 20, Int 1, Wis 11, 
  Cha 8.  
   
  Skills and Feats: Listen +6, Spot +14, Swim +15; 
  Alertness, Improved Critical (Bite). 
   
  Bite (Ex): When a wyste grapples an opponent, 
  its tentacles draw the victim to its toothed sucker hole. 
   On the round after the wyste grabs, it makes a regular 
  attack with its bite (in lieu of any claw attacks), gaining 
  a +4 bonus on the attack roll (+18 melee).  If the bite 
  attack misses, the wyste drops the character, who falls 
  prone in front of the creature.  If the bite attack is 
  successful, the victim takes 1d6+10 points of damage.  
  The wyste can deal bit damage automatically every 
  round.  The victim can escape by winning an opposed 
  grapple check against the wyste, making a successful 
  Escape Artist check against the wyste’s grapple check 
  result, or by killing the wyste. 
   
  Icewalking (Ex): As the spider climb spell, but 
  applies to all icy surfaces. 
   
  Improved Grab (Ex): If a wyste hits a Large or 
  smaller opponent with one or more tentacle attacks, it 
  deals normal damage ad attempts to start a grapple as a 
  free action without provoking an attack of opportunity 
  (grapple bonus +24, +2 for each tentacle that hit beyond 
  the first).  The wyste can make only on grapple attempt 
  per round, no matter how many tentacles it devotes to 
  the effort.  If it gets a hold, it has the option to conduct 
  the grapple normally, or simply use its tentacles to hold 
  the opponent (-20 penalty on grapple check, but the 
  wyste is not considered grappled).  In either case, each 
  successful grapple check it makes during the 
  successive rounds automatically deals damage fir all 
  tentacles used to hold the opponent. 
   
  Blindsight (Ex): A wyst is blind, but its 
  tentacles are sensory organs that can be used to 
  ascertain prey by scent and vibration.  This ability 
  enables it to discern object and creatures within 120 
  feet.  A wyste usually does not need to make Spot or 
  Listen checks to notice creatures within range of its 
  blindsight. 
   
  Encounter 9: In the Walls 
  d Tarja Arjotta: Male human (Suel) ex-Cleric 
  4/Rogue 1/Ur Priest 7; CR 12; Medium humanoid 
  (human); HD 11d8+1d6+24; hp 89; Init +0; Spd 30 ft.; 
  AC 21 (+1 Dex, +2 shield, +8 armor), touch 11, flat-
  footed 20; Base Atk/Grp: +8/+7; Atk: +9 melee (1d8-1, 
  morningstar) 
  or 
  +10 
  ranged 
  (1d8/19-20, 
  light 
  crossbow); Full Atk: +9/+4 melee (1d8-1, morningstar) 
  or +10/+5 ranged (1d8/19-20, light crossbow); SA 
  Rebuke Undead (10/day), sneak attack +1d6; SQ 
  Divine spell resistance 15, siphon spell power, 
  trapfinding; AL CE; SV Fort +6, Ref +5, Will +16; Str 8, 
  Dex 10, Con 14, Int 12, Wis 21, Cha 12 [16].  
   
  Skills and Feats: Bluff +7, Concentration +17, 
  Knowledge (arcana) +8, Knowledge (religion) +11, 
  Knowledge (the planes) +8, Spellcraft +18, Survival +5 
  (+7 on other planes); Divine Meta-Magic (Quicken), 
  Extra Turning, Iron Will, Leadership, Spell Focus 
  (evil), Quicken Spell. 
   
  Divine Spell Resistance (Su): At 4th level, an 
  ur-priest gains spell resistance 15, but only against 
  divine spells and the spell-like abilities of outsiders. At 
  8th level, the ur-priest's spell resistance increases to 20. 
   
  Siphon Spell Power (Ex): Because they steal 
  whatever power they can, ur-priests learn to 
  manipulate their energy in ways that con found other 
  casters. An ur-priest of 6th level or higher can 
  temporarily sacrifice two (or more) lower-level spell 
  slots and use those slots, to prepare a higher-level spell. 
   The higher-level spell must be of a level the ur-priest 
  can cast.  Only one exchange of this sort can be made 
  each day. The levels of the lower-level slots are totaled, 
  then reduced to three-quarters (round down) to 
  determine the level of the extra higher-level spell slot. 
  For example, an ur-priest who sacrifices a 3rd-level 
  spell and a 5th-level spell can use that spell slot to 
  prepare an additional 6th-level spell (3 + 5 = 8, and 8 x 
  3/4 = 6). 
   
  Languages: Cold Tongue, Common. 
   
  Spells Prepared (6/6/4/4/4/3/1/0; base DC = 15 + 
  spell level): 0th – cure minor wounds (x2), detect magic 
  (x2), detect poison, guidance; 1st – bless, cure light 
  wounds, divine favor, entropic shield, protection from 
  good, shield of faith; 2nd – cure moderate wounds (x2), 
  silence, sound burst; 3rd – invisibility purge, magic 
  vestment, recitation, wrack; 4th – air walk, death ward, 
  freedom of movement, greater magic weapon; 5th – 
  flamestrike, frostbite, wall of stone; 6th – hero’s feast 
   
  Power-Up Suite (air walk, death ward, 
  entropic shield, freedom of movement, hero’s 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 39 
  feast, invisibility purge) – hp 107; Atk: +10 melee 
  (1d8-1, morningstar) or +11 ranged (1d8/19-20, light 
  crossbow); Full Atk: +10/+5 melee (1d8-1, morningstar) 
  or +11/+6 ranged (1d8/19-20, light crossbow); SV Will 
  +17. 
   
  Possessions: Masterwork morningstar, heavy steel 
  shield, full plate, light crossbow, 10 Masterwork bolts, 
  holy symbol (x2), spell component pouch (x2), 2 
  alchemist fire, sunrod, tanglefoot bag, cloak of 
  charisma +4, mantle of hidden faith. 
   
  Physical Description: Tall and thin Suel man with 
  a patchy beard and bulging eyes. 
   
  d Vennekka Irkko: Female human (Suel) Druid 
  5/Wizard 2/Fleshwarper 2/Arcane Hierophant 3; CR 
  12; Medium humanoid (human); HD 5d8+2d4+5d6+12; 
  hp 66; Init +0; Spd 30 ft.; AC 16 (+2 natural, +2 armor, 
  +2 shield), touch 10, flat-footed 16; Base Atk/Grp: 
  +7/+8; Atk: +7 melee (1d6-1/18-20, scimitar) or +8 
  ranged (1d6-1/x3, shortspear); Full Atk: +7/+2 melee 
  (1d6-1/18-20, scimitar) or +8/+3 ranged (1d6-1/x3, 
  shortspear); SQ Aberrant familiar, companion familiar, 
  elder secret, ignore arcane spell failure, resist nature’s 
  lure, trackless step, wild empathy, wild shape large 
  3/day, woodland stride; AL NE; SV Fort +9, Ref +2, 
  Will +13; Str 8, Dex 10, Con 12, Int 18, Wis 17, Cha 12.  
   
  Skills and Feats: Concentration +16, Handle 
  Animal +9, Heal +14, Knowledge (arcana) +18, 
  Knowledge (nature) +24, Listen +17, Ride +10, 
  Spellcraft +21, Spot +17, Survival +17, Use Magic 
  Device +9 (+11 w/scrolls); Aberration Blood (flexible 
  limbs), Aberration Wild Shape, Graft Flesh, Leadership, 
  Natural Bond, Natural Spell. 
   
  Elder Secret (Su): Your continuous self-
  experimentation in grafting results in occasional 
  improvements to your form. At 2nd level and every 
  three levels thereafter, you make a powerful discovery 
  in your research and learn how to improve your body 
  in a subtle, minor way. Choose one elder secret from 
  those described below when you reach 2nd, 5th, and 
  8th level. 
   
  Secret of the Gibbering Mouther: Your form 
  becomes partially amorphous. You have a 25% chance 
  to ignore the extra damage dealt by a critical hit or a 
  sneak attack. 
   
  Languages: Cold Tongue, Common, Druidic, Orc, 
  Sylvan. 
   
  Druid Spells Prepared (5/4/4/4/2; base DC = 13 + 
  spell level, 8th-level caster): 0th – cure minor wounds, 
  detect magic (x2), guidance, resistance; 1st – cure light 
  wounds, faerie fire, ice skate, magic fang, produce 
  flame; 2nd – barkskin, listening lorecall, nature’s favor, 
  numbing sphere; 3rd – column of ice, cure moderate 
  wounds, greater magic fang (x2); 4th – freedom of 
  movement (x2). 
   
  Wizard Spells Prepared (4/4/4/2; base DC = 14 + 
  spell level, 6th-level caster): 0th – acid splash, detect 
  magic, mage hand, touch of fatigue; 1st – mage armor, 
  magic missile, protection from good, shield; 2nd – blur, 
  false life, mirror image, see invisibility; 3rd – enhance 
  familiar, heroism. 
   
  Power-Up Suite (blur (20% miss chance), 
  hero’s feast*, listening lorecall (blindsight 
  30’), protection from good, see invisibility, 
  shield) – hp 76; AC 18 (+2 natural, +2 armor, +4 
  shield), touch 10, flat-footed 16 (AC 20, touch 12, flat-
  footed 18 vs. good); Atk: +8 melee (1d6-1/18-20, 
  scimitar) or +9 ranged (1d6-1/x3, shortspear); Full Atk: 
  +8/+3 melee (1d6-1/18-20, scimitar) or +9/+4 ranged 
  (1d6-1/x3, shortspear); SV Will +14 (SV Fort +10, Ref 
  +3, Will +15 vs. good). 
  *Cast by Tarja 
   
  Possessions: Masterwork scimitar, masterwork 
  shortspear, leather armor, large wooden shield, holly, 
  spell component pouch, chitin plating (silthilar graft). 
   
  Physical Description: A pale Suel woman with 
  alabaster skin and very lanky limbs.  She has black 
  chitious plates from her neck down the rest of her 
  body. 
   
  d Vor Evar: Male human (Suel) Barbarian 2/Fighter 
  1/Ranger 3/Frostrager 2/Primeval 2; CR – (cohort); 
  Medium humanoid (human); HD 3d8+4d12+3d10+30; 
  hp 99; Init +2; Spd 40 ft.; AC 17 (+2 Dex, +5 armor), 
  touch 12, flat-footed 15; Base Atk/Grp: +10/+14; Atk: 
  +15 melee (1d3+4, unarmed strike) or +12 ranged 
  (1d6+4, javelin); Full Atk: +15/+10 melee (1d3+4, 
  unarmed strike) or +13/+13/+8 melee (1d3+4, unarmed 
  strike) or +11/+11/+11/+6 melee (1d3+4, unarmed 
  strike) or +12/+7 ranged (1d6+4, javelin); SA Favored 
  enemy +2 (human), freezing blood, frostrage, one-two 
  punch, primeval form 1/day, rage 1/day; SQ Animal 
  empathy (lions), low-light vision, uncanny dodge, wild 
  empathy; AL CE; SV Fort +17, Ref +5, Will +1; Str 19, 
  Dex 15, Con 17, Int 7, Wis 11, Cha 7.  
   
  Skills and Feats: Handle Animal +3, Heal +2, Hide 
  +8, Intimidate +5, Knowledge (nature) +5, Listen +10, 
  Move Silently +7, Ride +4, Spot +10, Survival +14; 
  Endurance, Frozen Berserker, Improved Grapple, 
  Improved Unarmed Strike, Power Attack, Self-
  Sufficient, Toughness, Track, Two Weapon Fighting, 
  Weapon Focus (Unarmed Strike). 
   
  Animal Empathy (Ex): In any form, the 
  primeval can communicate with animals of his chosen 
  primeval form (or related types). For example, a 
  primeval whose primeval form is a dire wolf may 
  communicate with wolves and dire wolves. He gains a 
  +4 bonus on Charisma-based checks against animals of 
  his chosen primeval form and related animals. 
   
  Freezing Blood (Su): At 1st level, a frostrager's 
  blood becomes freezing cold. His wounds instantly 
  freeze over and stop bleeding; he is immune to attacks 
  that cause wounding effects. If reduced to negative hit 
  points, he automatically stabilizes. He still takes 1 point 
  of damage if he takes any actions while at o or negative 
  hit points, however. 
   
  Frostrage (Su): While raging, the character 
  grows larger and more massive, and his freezing sweat 
  forms icicles as it streams out of his pores, coating his 
  body in a glittering crust of ice. The frostrager's actual 
  size category does not change (nor does his 
  space,/reach,), but he does gain a +4 natural armor 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 40 
  bonus to Armor Class from the sheets of ice that form 
  over his body. In addition, a frostrager's unarmed 
  attacks deal 1d6 points of damage plus 1d4 points of 
  cold damage on a successful hit. If the frostrager is 
  Small, his unarmed attack deals 1d4 points of damage, 
  and if the frostrager is Large, his unarmed attack deals 
  1d8 points of damage. 
   
  One-Two Punch (Ex): At 2nd level, while 
  making an unarmed attack, the frostrager may make 
  one extra attack in a round at his highest base attack 
  bonus, but each attack made in that round (the extra 
  one and the normal ones) take a -2 penalty. 
   
  Primeval Form (Su): The primary ability of the 
  primeval is the supernatural ability to assume an 
  alternate form. This functions similarly to the druid's 
  wild shape ability, except the alternate form chosen 
  must be selected when the character takes his first level 
  of primeval and cannot be changed after that. Each 
  time the character changes form with this ability, he 
  assumes the same form. At 1st level, he may change 
  shape into his primeval form once per day. He can use 
  this ability one additional time each day at 4th level, 
  7th level, and again at 10th level. 
   
  This ability functions like the polymorph spell, 
  except as noted here. It lasts for 1 minute per primeval 
  level, or until he changes back. Changing form (into 
  either form) is a standard action and doesn’t provoke 
  attacks of opportunity. 
   
  The primeval does not assume the animal's 
  physical ability scores. Instead, he adds the animal's 
  ability score -10 (for even scores) or-11 (for odd scores) 
  to his own ability scores. For example, a primeval with 
  a Strength score of 16 who assumes the form of a dire 
  lion (Strength 25) adds +14 to his normal Strength of 
  16 to determine his Strength score in his primeval 
  form. Remember, items that enhance the character's 
  ability scores may be rendered inoperative by his 
  change in form. 
   
  The primeval loses his ability to speak while in 
  primeval form because he is limited to the sounds that 
  the form can make naturally. 
   
  If the primeval has the wild shape ability from 
  other class levels, he may use wild shape to assume his 
  primeval form. He cannot use his primeval form ability 
  to wild shape, however. 
   
  Vor’s form is that of a dire lion and it lasts 2 
  minutes. 
  Vor Evar (Dire Lion Form): hp 124; Init +4; 
  Spd 40 ft.; AC 17 (–1 size, +4 Dex, +4 natural), 
  touch 13, flat-footed 13; Base Atk/Grp: +10/+25; 
  Atk: +21 melee (1d6+11, claw); Full Atk: +21 melee 
  (1d6+11, 2 claws) and +15 melee (1d8+5, bite); 
  Space/Reach 10 ft./5 ft.; SA Improved grab, 
  pounce, rake 1d6+3; SQ Low-light vision, scent; SV 
  Fort +19, Ref +7, Will +1; Str 33, Dex 19, Con 23, 
  Int 7, Wis 11, Cha 7.  
   
  Improved Grab (Ex): To use this ability, a 
  dire lion must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can rake. 
   
  Pounce (Ex): If a dire lion charges, it can 
  make a full attack, including two rake attacks. 
   
  Rake (Ex): Attack bonus +21 melee, damage 
  1d6+5. 
   
  Languages: Cold Tongue. 
   
  Possessions: Masterwork mithral breastplate, 5 
  Masterwork javelins. 
   
  Physical Description: A feral looking man, 
  drooling on himself, which has frozen in his beard and 
  on his breastplate. 
   
  Power-Up Suite (freedom of movement**, 
  greater magic fang**, hero’s feast*, shield of 
  faith*) – hp 102; AC 20 (+3 deflection, +2 Dex, +5 
  armor), touch 15, flat-footed 18; Atk: +17 melee (1d3+6, 
  unarmed strike) or +13 ranged (1d6+4, javelin); Full 
  Atk: +17/+12 melee (1d3+6, unarmed strike) or 
  +15/+15/+10 melee (1d3+6, unarmed strike) or 
  +13/+13/+13/+8 melee (1d3+6, unarmed strike) or 
  +13/+8 ranged (1d6+4, javelin). 
  *Cast by Tarja 
   
  **Cast by Vennekka 
   
  Power-Up Suite (raging, Dire Lion form, 
  freedom 
  of 
  movement**, 
  greater 
  magic 
  fang**, hero’s feast*, shield of faith*)  hp 157; 
  AC 18 (–1 size, -2 raging, +3 deflection, +4 Dex, +4 
  natural), touch 14, flat-footed 14; Base Atk/Grp: 
  +10/+27; Atk: +25 melee (1d8+15+1d6 cold, claw); Full 
  Atk: +25 melee (1d8+15+1d6 cold, 2 claws) and +21 
  melee 
  (1d8+8+1d6 
  cold, 
  bite) 
  or 
  +23 
  melee 
  (1d8+15+1d6 cold, 3 claws) and +19 melee (1d8+8+1d6 
  cold, bite); Space/Reach 10 ft./5 ft.; SA Improved grab, 
  pounce, rake 1d6+3; SQ Low-light vision, scent; SV 
  Fort +22, Ref +7, Will +3; Str 37, Dex 19, Con 27  
  *Cast by Tarja 
   
  **Cast by Vennekka 
   
  d 
  Balloff: 
  Brown 
  Bear; 
  CR 
  – 
  (animal 
  companion/familiar); Huge aberration (augmented 
  animal); HD 8d8+56; hp 90; Init +1; Spd 40 ft.; AC 23 (–
  2 size, +1 Dex, +14 natural), touch 9, flat-footed 22; Base 
  Atk/Grp: +6/+23; Atk: +17 melee (2d6+13, claw); Full 
  Atk: +17 melee (2d6+13, 2 claws) and +12 melee 
  (3d6+11, bite); Space/Reach 15 ft./10 ft.; SA Improved 
  grab; SQ Darkvision 60 ft., evasion, link, low-light 
  vision, scent, share spells, speak with bears, speak with 
  master; AL N; SV Fort +12, Ref +9, Will +3; Str 36, Dex 
  12, Con 24, Int 9, Wis 12, Cha 6.  
   
  Skills and Feats: Listen +4, Spot +9, Swim +17; 
  Endurance, Power Attack, Run, Track. 
   
  Improved Grab (Ex): To use this ability, a 
  brown bear must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. 
   
  Aberrant Familiar (Su): Size Increase – The 
  familiar’s size becomes larger by one category.   
   
  Power-Up 
  Suite 
  (barkskin**, 
  enhance 
  familiar**, 
  false 
  life**, 
  freedom 
  of 
  movement**, greater magic fang**, hero’s 
  feast*, heroism**, ice skate**, mage armor**, 
  nature’s 
  favor**, 
  protection 
  from 
  good*, 
  resistance**, see invisibility**) – hp 110; Spd 100 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 41 
  ft.; AC 32 (+4 armor, +2 dodge, –2 size, +1 Dex, +17 
  natural), touch 11, flat-footed 26 (AC 34, touch 13, flat-
  footed 28 vs. good); Atk: +24 melee (2d6+18, claw); Full 
  Atk: +24 melee (2d6+18, 2 claws) and +19 melee 
  (3d6+16, bite); SV Fort +17, Ref +14, Will +8 (Fort +18, 
  Ref +15, Will +9 vs. good); +2 to all skills. 
  *Cast by Tarja 
   
  **Cast by Vennekka 
   
  d Olgar: Male human (Suel) Barbarian 3/Fighter 
  2/Tactical Soldier 4; CR – (cohort); Medium humanoid 
  (human)]; HD 3d12+6d10+27; hp 92; Init +1; Spd 40 ft.; 
  AC 23 (+2 natural, +1 Dex, +8 armor, +2 shield), touch 
  11, flat-footed 22; Base Atk/Grp: +9/+13; Atk: +15 melee 
  (1d8+5/19-20, +1 longsword) or +12 ranged (1d8+4/x3, 
  composite longbow); Full Atk: +15/+10 melee 
  (1d8+5/19-20, +1 longsword) or +11/+6 ranged 
  (1d8+4/x3, composite longbow); SA Rage 1/day; SQ 
  Defensive shield, flanker, interpose, trap sense +1, 
  uncanny dodge; AL NE; SV Fort +13, Ref +3, Will +1; 
  Str 18, Dex 13, Con 16, Int 13, Wis 8, Cha 8.  
   
  Skills and Feats: Climb +16, Diplomacy +1, 
  Intimidate +9, Jump +14, Listen +5, Sense Motive +11, 
  Survival +5; Cleave, Combat Expertise, Combat 
  Reflexes, Dodge, Karmic Strike, Power Attack, 
  Sidestep, Weapon Focus (longsword). 
   
  Defensive Shield (Ex): Starting at 4th level, 
  whenever a tactical soldier fights defensively, she 
  provides up to two adjacent allies with a +2 dodge 
  bonus to Armor Class, though their attack rolls do not 
  take the normal -4 penalty (but her attack rolls still do). 
   
  Flanker (Ex): A tactical soldier can flank 
  enemies from seemingly impossible angles. She can 
  designate any adjacent square as the square from which 
  flanking against an ally is determined (including the 
  square where she stands, as normal). She may designate 
  the square at the beginning of her turn or at any time 
  during her turn. The designated square remains her 
  effective square for flanking until she is no longer 
  adjacent to it or until she chooses a different square (at 
  the start of one of her turns). The character can even 
  choose a square that is impassable or occupied. 
   
  Interpose (Ex): A tactical soldier gains this 
  ability, usable three times per day, at 3rd level. When 
  an enemy threatens her in melee and makes a 
  successful attack against an adjacent ally of hers, the 
  tactical soldier may take the damage (and other effects) 
  of the blow as if she had been hit instead. 
   
  Languages: Cold Tongue, Common. 
   
  Power-Up Suite (greater magic weapon*, 
  hero’s feast*, magic vestment*) – hp 100; AC 24 
  (+2 natural, +1 Dex, +9 armor, +2 shield), touch 11, flat-
  footed 23; Atk: +16 melee (1d8+5/19-20, +1 longsword) 
  or +14 ranged (1d8+5/x3, composite longbow); Full 
  Atk: +16/+11 melee (1d8+5/19-20, +1 longsword) or 
  +13/+8 ranged (1d8+5/x3, composite longbow); SV 
  Will +2; 
  *Cast by Tarja 
   
  Power-Up Suite (raging, greater magic weapon*, 
  hero’s feast*, magic vestment*) – hp 128; AC 22 (-2 
  raging, +2 natural, +1 Dex, +9 armor, +2 shield), touch 9, 
  flat-footed 21; Base Atk/Grp: +9/+15; Atk: +17 melee 
  (1d8+7/19-20, +1 longsword) or +14 ranged (1d8+5/x3, 
  composite longbow); Full Atk: +17/+12 melee 
  (1d8+7/19-20, +1 longsword) or +13/+8 ranged 
  (1d8+5/x3, composite longbow);SV Fort +13, Will +3; 
  Str 22, Con 20. 
   
  *Cast by Tarja 
   
  Possessions: Full plate, heavy steel shield, +1 
  longsword, mighty composite longbow [+4], 20 
  Masterwork arrows, 5 alchemist fire, 5 tanglefoot bags, 
  10 sunrods, chitin plating (silthilar graft). 
   
  Physical Description:  A large Suel man with red 
  hair and fine furs with chitin plates under his clothes.
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 42 
   APL 14 
  Encounter 1: Into the Corusks 
  d 
  Ingegred, 
  Hungoff, 
  Lolmar, 
  Rederi, 
  Anskieri, Hunmar: Male human (Suel) Barbarian 
  4/Fighter 4; CR 8; Medium humanoid (human); HD 
  4d12+4d10+32; hp 90; Init +5; Spd 30 ft.; AC 14 [+1 Dex, 
  +3 hide armor], touch 11, flat-footed 13; Base Atk/Grp: 
  +8/+12; Atk: +14 melee (1d12+8/x3, greataxe) or +9 
  ranged (1d6+4, javelin); Full Atk: +14/+9 melee 
  (1d12+8/x3, greataxe) or +9 ranged (1d6+4, javelin); SA 
  Rage 2/day; SQ Trap sense +1, uncanny dodge; AL CN 
  SV Fort +11, Ref +3, Will +4; Str 18, Dex 13, Con 16, Int 
  8, Wis 10, Cha 11.  
   
  Skills and Feats: Climb +15, Intimidate +11, Listen 
  +5, Survival +7; Cold Endurance, Improved Initiative, 
  Improved Toughness, Iron Will, Power Attack, 
  Weapon Focus (Greataxe), Weapon Specialization 
  (Greataxe). 
   
  Languages: Cold Tongue. 
   
  Power-Up Suite (raging) - hp 106; AC 12 [-2 
  raging, +1 Dex, +3 hide armor], touch 9, flat-footed 11; 
  Base Atk/Grp: +8/+14; Atk: +16 melee (1d12+11/x3, 
  greataxe) or +9 ranged (1d6+6, javelin); Full Atk: 
  +16/+11 melee (1d12+11/x3, greataxe) or +9 ranged 
  (1d6+6, javelin); SV Fort +13, Will +6; Str 22, Con 20.  
   
  Possessions: Masterwork greataxe, 5 javelins, hide 
  armor, crampon, cold weather outfit, furs, snow 
  goggles, snowshoes. 
   
  d Ingemar: Male human (Suel) Barbarian 5/Fighter 
  3/Occult Slayer 5; CR 13; Medium humanoid (human); 
  HD 5d12+8d10+52; hp 144; Init +5; Spd 30 ft.; AC 16 
  [+1 Dex, +1 deflection, +4 armor], touch 12, flat-footed 
  15; 
  Base 
  Atk/Grp: 
  +13/+19; 
  Atk: 
  +21 
  melee 
  (1d12+10+1d6 fire/x3, +1 flaming greataxe) or +14 
  ranged (1d6+6, javelin); Full Atk: +21/+16/+11 melee 
  (1d12+10+1d6 fire/x3, +1 flaming greataxe) or 
  +14/+9/+4 ranged (1d6+6, javelin); SA Rage 2/day, 
  vicious strike, weapon bond; SQ Auravision, blank 
  thoughts, improved uncanny dodge, magical defense 
  +3, mind over magic 2/day, nondetection cloak, trap 
  sense +1, uncanny dodge; AL CN; SV Fort +11, Ref +4, 
  Will +10; Str 20 [22], Dex 12, Con 16, Int 10, Wis 12, 
  Cha 8.  
   
  Skills and Feats: Bluff +12, Climb +10, Diplomacy 
  +1, Intimidate +10, Knowledge (arcana) +4, Listen +11, 
  Sense Motive +3, Spellcraft +3, Spot +3, Survival +10; 
  Aberration Blood (Bulging Eyes), Cold Endurance, 
  Improved Initiative, Improved Toughness, Improved 
  Unarmed Strike, Iron Will, Warped Mind, Weapon 
  Focus (Greataxe).  
   
  Magical Defense (Ex): An occult slayer’s 
  constant training in countering magic of all types 
  manifests itself as a bonus on saving throws against 
  spells or spell like abilities. This bonus is +1 at 1st level 
  and it increase to +2 at 3rd level and to +3 at 5th level. 
   
  Weapon Bond (Su): An occult Slayer must 
  choose a particular weapon of at least masterwork 
  quality as the focus of her power. Upon making her 
  selection, she immediately forms a bond with her 
  chosen weapon that imbues it with the force of her 
  hatred for spellcasters. Thereafter, any successful attack 
  she makes with the chosen weapon against a spellcaster 
  or a creature with spell-like abilities deals extra 1d6 
  points of damage. If this particular weapon is lost or 
  destroyed, the occult slayer looses the ability to deal the 
  extra damage until she acquires and bonds with 
  another weapon of the same kind of at least 
  masterwork quality. The occult slayer must spend one 
  day per character level practicing with the replacement 
  weapon (and doing very little else – no adventuring) to 
  create a new weapon bond. 
   
  Mind over Magic (Su): Starting at 2nd level, 
  and occult slayer can cause a spell or spell-like ability 
  targeted against her to rebound onto the originator as a 
  free action. This ability otherwise functions as the spell 
  turning spell (caster level equals the character’s occult 
  slayer level +5). An occult slayer can use this ability 
  once per day at 2nd level and twice per day at 4th level. 
   
  Vicious Strike (Ex): At 2nd level and higher, 
  an occult slayer who readies an attack action to disrupt 
  a spellcaster deals double damage if the attack hits. 
   
  Auravision (Su): At 3rd level, and occult slayer 
  gains the ability to see magical auras at a range of up to 
  60 feet as a free action. This ability otherwise functions 
  as the detect magic spell. The character cannot use this 
  ability to determine anything but the number of 
  magical auras present. 
   
  Nondetection Cloak (Su): Upon reaching 4th 
  level, an occult slayer (and any gear she wears or 
  carries) becomes more difficult to locate through 
  divinations such as clairaudience/clairvoyance, locate 
  object, and other detection spells. The occult slayer 
  gains magical protection from divination equivalent to 
  a nondetection spell (caster level equals the character’s 
  occult slayer level), except that it affect only the occult 
  slayer and her possessions). 
   
  Languages: Cold Tongue, Common. 
   
  Power-Up Suite (raging) - hp 170; AC 14 [-2 
  raging, +1 Dex, +1 deflection, +4 armor], touch 10, flat-
  footed 13; Base Atk/Grp: +13/+21; Atk: +23 melee 
  (1d12+13+1d6 fire/x3, +1 flaming greataxe) or +14 
  ranged (1d6+8, javelin); Full Atk: +23/+18/+13 melee 
  (1d12+13+1d6 fire/x3, +1 flaming greataxe) or 
  +14/+9/+4 ranged (1d6+8, javelin); SV Fort +13, Will 
  +12; Str 24 [26], Con 20.  
   
  Possessions: +1 flaming greataxe, 5 javelins, +1 
  hide armor, gauntlets of ogre power, ring of deflection 
  +1, potion of cure moderate wounds, crampon, cold 
  weather outfit, furs, snow goggles, snowshoes. 
   
  Physical Description: A tall Suel barbarian wearing 
  snow goggles, with a braided red beard. 
   
  Encounter 3: Hidden Depths 
  d Advanced Elite White Pudding: CR 10; Huge 
  Ooze; HD 21d10+174; hp 288; Init -4; Spd 20 ft., swim 
  20 ft.; AC 7 (-2 size, -4 Dex, +3 natural), touch 7, flat-
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 43 
  footed 7; Base Atk/Grp: +15/+32; Atk: +22 melee 
  (2d6+13 plus 2d4 acid, slam); Full Atk: +22 melee 
  (2d6+13 plus 2d4 acid, slam); Space/Reach 15 ft./10 ft.; 
  SA Acid, constrict 2d6+13 plus 2d4 acid, improved 
  grab; SQ Blindsight 60 ft., resistance to cold 10, ooze 
  traits, split; AL N; SV Fort +14, Ref +2, Will +2; Str 28, 
  Dex 2, Con 26, Int –, Wis 3, Cha 2. 
   
  Skills and Feats: Hide –8 (+8 in snow), Swim +17. 
   
  Acid (Ex): A white pudding secretes a digestive 
  acid that dissolves organic material quickly, but does 
  not affect stone or metal. Any melee hit or constrict 
  attack deals acid damage, and the opponent's armor (if 
  not metal) and clothing dissolves and become 
  immediately useless unless it succeeds on a DC 22 
  Reflex saving throw. A wooden weapon that strikes a 
  white pudding also dissolves immediately unless it 
  succeeds on a DC 22 Reflex save. The save DCs are 
  Constitution-based. 
   
  The pudding's acidic touch deals 19 points of 
  damage per round to wooden, leather, or other organic 
  objects, but the ooze must remain in contact with the 
  object for 1 full round to dealt his damage. 
   
  Constrict 
  (Ex): A 
  white pudding deals 
  automatic slam and acid damage with a successful 
  grapple check. The opponent's clothing and armor take 
  a -4 penalty on Reflex saves against the acid. 
   
  Improved Grab (Ex): To use this ability, a 
  pudding must hit with its slam attack. It can’t hen 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the grapple 
  check, it establishes a hold and can constrict its prey. 
   
  Split (Ex): Slashing and piercing weapons deal 
  no damage to a white pudding. Instead the creature 
  splits into two identical puddings, each with half the 
  original pudding's hit points (round down). A pudding 
  with lo hit points or less cannot be farther split and 
  dies if reduced to 0 hit points. 
   
  Encounter 5: The Frozen Dead 
  d Tarmorja the Wendigo: Male fey Barbarian 
  2/Fighter 2/Sorcerer 1/Dragon Disciple 8; CR 15; 
  Medium fey (cold); HD 11d6+66; hp 99; Init +5; Spd fly 
  120 ft. [Perfect]; AC 24 (+5 Dex, +6 deflection, +3 
  natural), touch 21, flat-footed 19; Base Atk/Grp: 
  +10/+17; Atk: +18 melee (2d6+10/15-20 x3, bite); Full 
  Atk: +18/+13 melee (2d6+10/15-20 x3, bite); SA Breath 
  weapon, disease, maddening whispers, rage 1/day, 
  ravenous bite; SQ Blindsense 30 ft., corner of the eye, 
  immunity to cold, low-light vision, regeneration 5, 
  uncanny dodge, wind walk; AL CE; SV Fort +18, Ref +7, 
  Will +8; Str 24, Dex 20, Con 22, Int 18, Wis 10, Cha 18 
  [22].  
   
  Skills and Feats: Climb +14, Concentration +20, 
  Handle Animal +14, Hide +13, Intimidate +13, Jump 
  +14, Knowledge (arcana) +13, Listen +5, Move Silently 
  +13, Ride +8, Spellcraft +20, Spot +14, Survival +13; Fly-
  By Attack, Improved Critical (Bite), Improved Natural 
  Attack (Bite) x2, Power Attack, Power Critical (Bite), 
  Track, Weapon Focus (Bite). 
   
  Breath Weapon (Su): At 3rd level, a dragon 
  disciple gains the use of a minor breath weapon once 
  per day. Tarmorja can breath a cone of cold 30 feet long 
  that deals 6d8 points of damage of the appropriate 
  energy type.  The DC of the breath weapon is 10 + class 
  level + Con modifier (Reflex DC 29 half). 
   
  Corner of the Eye (Su): A wendigo that stalks 
  a victim while wind walking always seems to lurk just 
  at the corner of its chosen victim's field of vision. This 
  victim takes a -2 penalty on all Wisdom-based skill 
  checks as long as the wendigo stalks him. 
   
  Disease (Su): Any creature hit by a wendigo's 
  bite attack must succeed on a DC 22 Fortitude save (DC 
  10 + ½ wendigo's HD + wendigo', Con modifier) or 
  become infected with the wendigo's hunger. The 
  incubation period is 1d3 days, and the disease deals 1d3 
  points of Wisdom damage. Additionally, each day that 
  a victim takes Wisdom damage from the disease, he 
  must succeed on a DC 23 Will save (DC 10 + ½ 
  wendigos HD + wendigos Cha modifier) or become 
  overwhelmed with an insatiable hunger for the flesh of 
  its own race. The victim stalks and tries to kill the 
  closest member of its own race; if it does so, it feeds on 
  the victim's body and then returns home with no 
  memory of the tragic event. If a victim of this hunger is 
  reduced to a Wisdom score of 0, he transforms into a 
  wendigo immediately and races off into the night sky 
  at such speed that his feet burn away into bloody, 
  charred stumps. 
   
  Maddening Whispers (Su): A wendigo may 
  use its maddening whispers on any one target within 
  120 feet once per day. The wendigo may use this ability 
  while wind walking. Only the chosen victim can hear 
  the insane whispers and invitations of the wendigo. 
  The victim must make a successful DC 23 Will save 
  (DC 10 + 1/2 wendigo’s HD + wendigo's Cha modifier) 
  or take 1d3 points of Wisdom damage. Typically, a 
  wendigo stalks a chosen victim for days, wearing down 
  the victim's Wisdom score until it attacks and attempts 
  to bring down its disease upon the poor soul. A 
  wendigo will stop stalking a target that resists the 
  maddening whispers for more than three days and fly 
  off to seek easier prey. 
   
  Ravenous Bite (Ex): A wendigo threatens a 
  critical hit on a natural roll of 18-20 when attacking 
  with its bite, and deals triple damage on a successful 
  critical hit. A wound resulting from a critical hit bleeds 
  for an additional 3 points of damage per round 
  thereafter. Multiple wounds from such attacks result in 
  cumulative bleeding loss (two wounds for 6 points of 
  damage per round, and so on). The bleeding can be 
  stopped only by a successful Heal check (DC 10) or the 
  application of any cure spell or other healing spell 
  (heal, healing circle, or the like). 
   
  Regeneration 5 (Ex): Fire deals normal 
  damage to a wendigo. 
   
  Wind Walk (Su): A wendigo can wind walk at 
  will, transforming from physical form to incorporeal 
  form or back again as a move action. 
   
  Languages: Sylvan. 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 44 
   
  Spells Known (5/11; base DC = 17 + spell level): 0th 
  – detect magic, mage hand, resistance, touch of fatigue; 
  1st – distract assailant, mage armor. 
   
  Power-Up Suite (mage armor) – AC 30 (+4 
  mage armor, +5 Dex, +7 deflection, +4 natural), touch 
  22, flat-footed 25. 
   
  Power-Up Suite (raging, mage armor) -hp 
  125; AC 26 (-2 raging, +4 mage armor, +5 Dex, +6 
  deflection, +3 natural), touch 23, flat-footed 21; Base 
  Atk/Grp: +10/+19; Atk: +20 melee (2d6+13/15-20 x3, 
  bite); Full Atk: +20/+15 melee (2d6+13/15-20 x3, bite); 
  SV Fort +20, Will +10; Str 28, Con 26.  
   
  Possessions: Cloak of Charisma +4. 
   
  Physical Description: A feral looking man with a 
  canine muzzle, white scales, and wings; whose legs end 
  in burned stumps. 
   
  Encounter 7: White Storm 
  d Aussirkepesk: Male Old White Dragon; CR 15; 
  Huge dragon (cold); HD 24d12+120; hp 306; Init +0; 
  Spd 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.; 
  AC 31 (–2 size, +23 natural), touch 8, flat-footed 31; 
  Base Atk/Grp: +24/+41; Atk: +31 melee (3d8+8, bite); 
  Full Atk: +31 melee (3d8+9, bite) and +29 melee (2d6+4, 
  2 claws) and +29 melee (1d8+4, 2 wings) and +29 melee 
  (2d6+13, tail slap); Space/Reach 15 ft./10 ft. (15 ft. with 
  bite); SA Breath weapon, crush (DC 27 Reflex negates, 
  2d8+12), 
  freezing 
  fog, 
  frightful 
  presence; 
  SQ 
  Blindsense 60 ft., darkvision 120 ft., DR 10/magic, ice 
  walking, immunity to cold, sleep, and paralysis, keen 
  senses, spell-like abilities, SR 21; AL CE; SV Fort +19, 
  Ref +14, Will +15; Str 29, Dex 10, Con 21, Int 12, Wis 
  13, Cha 12.  
   
  Skills and Feats: Concentration +32, Diplomacy +3, 
  Hide +19, Intimidate +28, Listen +28, Move Silently 
  +27, Sense Motive +28, Spot +28; Fly-By Attack, Hover, 
  Improved Natural Attack (Bite), Iron Will, Multiattack, 
  Overcome Weakness, Power Attack, Recover Breath, 
  Suppress Weakness. 
   
  Breath Weapon (Su): Using a breath weapon is 
  a standard action. Once a dragon breathes, it can’t 
  breathe again until 1d4 rounds later. A blast from a 
  breath weapon always starts at any intersection 
  adjacent to the dragon and extends in a direction of the 
  dragon’s choice, in a 40 ft. cone. The breath weapon 
  deals 8d6 points of damage, creatures caught in the area 
  can attempt a DC 27 Reflex saves to take half damage. 
  The save DC against a breath weapon is 10 + 1/2 
  dragon’s HD + dragon’s Con modifier. 
   
  Freezing Fog (Sp): An old or older white 
  dragon can use this ability three times per day. It is 
  similar to a solid fog spell but also causes a rime of 
  slippery ice to form on any surface the fog touches, 
  creating the effect of a grease spell. The dragon is 
  immune to the grease effect because of its icewalking 
  ability. This ability is the equivalent of a 5th-level spell. 
   
  Frightful Presence (Ex): A young adult or 
  older dragon can unsettle foes with its mere presence. 
  The ability takes effect automatically whenever the 
  dragon attacks, charges, or flies overhead. Creatures 
  within a radius of 240 feet (30 ft. x the dragon’s age 
  category) are subject to the effect if they have fewer 
  HD than the dragon. A potentially affected creature 
  that succeeds on a DC 22 Will save (DC 10 + 1/2 
  dragon’s HD + dragon’s Cha modifier) remains 
  immune to that dragon’s frightful presence for 24 
  hours. On a failure, creatures with 4 or less HD become 
  panicked for 4d6 rounds and those with 5 or more HD 
  become shaken for 4d6 rounds. Dragons ignore the 
  frightful presence of other dragons.  
   
  Icewalking (Ex): This ability works like the 
  spider climb spell, but the surfaces the dragon climbs 
  must be icy. It is always in effect. 
   
  Spell-Like Abilities: 3/day – fog cloud, gust of 
  wind. 
   
  Languages: Common, Draconic. 
   
  Spells Known (6/7/4; 5th level caster, base DC = 11 
  + spell level): 0th – detect magic, mage hand, 
  open/close, read magic, resistance, touch of fatigue; 1st 
  – breath flare, lesser shivering touch, shocking grasp, 
  truestrike; 2nd – blur, obscuring snow. 
   
  Power-Up Suite (greater magic fang*, 
  heroism*, mage armor*, protection from 
  good*, resistance, stoneskin* (120 pts.)) – AC 
  35 (+4 armor, –2 size, +23 natural), touch 8, flat-footed 
  35 (AC 37, touch 10, flat-footed 37 vs. good); Atk: +36 
  melee (3d8+11, bite); Full Atk: +36 melee (3d8+11, bite) 
  and +31 melee (2d6+4, 2 claws) and +31 melee (1d8+4, 2 
  wings) and +31 melee (2d6+13, tail slap); SV Fort +22, 
  Ref +17, Will +18 (Fort +23, Ref +18, Will +19 vs. good); 
  +2 to all skills. 
   
  *Cast by Urazandum. 
   
  d Urazandum Xcthoss: Advanced Tsochar wizard 
  8; CR 13; Medium aberration (shapechanger); HD 
  8d8+8d4+82; hp 134; Init +3; Spd 20 ft., climb 20 ft.; AC 
  18 (+1 deflection, +3 Dex, +4 natural), touch 13, flat-
  footed 14; Base Atk/Grp: +10/+13; Atk: +17 melee 
  (1d6+4, tentacle); Full Atk: +17 melee (1d6+4, 4 
  tentacles); Space/Reach 5 ft./10 ft.; SA Constrict, 
  improved grab, poison, take spells, wear flesh; SQ DR 
  5/adamantine, darkvision 60 ft., resistance to cold 5, SR 
  18, telepathy 100 ft.; AL CE; SV Fort +9, Ref +7, Will 
  +16; Str 17, Dex 16, Con 18 [20], Int 18, Wis 14, Cha 13.  
   
  Skills 
  and 
  Feats: 
  Bluff 
  +9, 
  Climb 
  +14, 
  Concentration 
  +24, 
  Diplomacy 
  +5, 
  Hide 
  +15, 
  Knowledge (dungeoneering) +8, Knowledge (the 
  planes) +8, Move Silently +7, Sense Motive +10, 
  Spellcraft +23 (+25 w/scrolls), Spot +10, Use Magic 
  Device +13 (+15 w/scrolls); Iron Will, Mindsight, 
  Practiced Spellcaster, Sudden Empower, Sudden Silent, 
  Sudden Still, Sudden Widen, Weapon Finesse. 
   
  Constrict (Ex): A tsochar deals 2d4+6 points of 
  damage with a successful grapple check. When a 
  tsochar deals damage by means of its constrict attack, it 
  injects its victim with poison. 
   
  Improved Grab (Ex): To use this ability a 
  tsochar must hit with two tentacle attacks. It can then 
  attempt to start a grapple as a free action without 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 45 
  provoking attacks of opportunity.  If it wins the grapple 
  check, it establishes a hold and. can constrict. 
   
  Tsochari receive a +4 racial bonus on grapple 
  checks, which is already included in the statistics 
  above. 
   
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 1d3 Dex. The save DC is 
  Constitution-based. A tsochar's poison is delivered by 
  dealing damage with its constrict attack 
   
  Take Spells (Su): A tsochar that replaces a 
  spellcaster (see below) retains any arcane spells 
  prepared by the dead character, and can cast them as if 
  it had prepared the spells itself. The tsochar must meet 
  the minimum ability score needed to cast the spell 
  based on the type of caster replaced (Intelligence for a 
  wizard, for example), or else the spell is unavailable to 
  it. If the tsochar replaces a spontaneous caster such as a 
  sorcerer, it retains the available spell slots of the dead 
  spellcaster, and can use any spells the dead host knew 
  In either case, the tsochar cannot regain spells or spell 
  slots it expends from the dead character's spellcasting 
  ability. 
   
  Wear Flesh (Su): A tsochar can bore its way 
  into a helpless living creature's body, slipping its ropy 
  tendrils into the spaces between organs and muscles 
  and disappearing into the victim-The victim must be 
  the same size as the tsochar or larger, and the process 
  requires 1 minute. The tsochar can choose to replace or 
  inhabit the victim (see below). Incorporeal creatures 
  and constructs, elementals, oozes, plants, and undead 
  are immune to this ability. 
   
  A tsochar can abandon a body it has inhabited or 
  replaced with a full-round action that deals 3d6 points 
  of damage to the host. A tsochar can be forced to 
  abandon the body by a remove disease or dispel evil 
  spell (the caster must succeed on a DC 20 caster level 
  check to expel the monster, which deals damage as 
  described above) or a heal or limited wish spell (which 
  automatically succeeds and causes no damage to the 
  host). 
   
  Inhabit: The tsochar leaves its victim alive and 
  aware. Any time it cares to, it can inflict indescribable 
  agony on its host as a standard action, dealing Ids to 
  6d6 points of damage and requiring the host to succeed 
  on a DC 15 Fortitude save or be nauseated by the pain 
  for 2d4 rounds. The tsochar chooses how much damage 
  it deals with this attack. 
   
  The tsochar can take no physical actions while 
  inhabiting a host, but it can use purely mental actions 
  (such as communicating with its host by means of its 
  telepathy power and threatening to injure or kill the 
  host unless the host does as the monster wishes). 
   
  When the host takes damage (other than damage 
  the tsochar inflicts on it), the inhabiting tsochar takes 
  half that damage. For example, if the host takes 28 
  points of cold damage from a cone of cold spell, the 
  tsochar takes 14 points of cold damage. 
   
  A tsochar inhabiting a humanoids body feeds on 
  the creature's blood and tissues, dealing 1d3 points of 
  Constitution damage per day A successful DC 15 
  Fortitude save reduces this damage by half. Over the 
  course of days, frail humanoids carrying tsochari sicken 
  and die, although tsochari are clever enough to direct 
  their hosts to acquire curative magic to keep 
  themselves alive indefinitely, if the situation calls for it. 
   
  Replace: The tsochar bores out the victim's 
  nervous system, killing the victim. It then animates the 
  body, effectively acting as the nervous system of the 
  dead host. The body remains alive, hosting the tsochar. 
   
  This functions like a polymorph spell into the 
  victim's exact form, except that the tscochar can remain 
  in the victim's form for up to a year, and it leaves the 
  victim's corpse behind when it chooses to end the 
  effect. The tsochar uses the victim's physical ability 
  scores in place of its own, as described by polymorph. 
  The tsochar can remain in this form indefinitely, but 
  once it abandons the form, it cannot reanimate the 
  body. 
   
  Tsochari that have replaced a humanoid slowly 
  devour their new shell from the inside out. A replaced 
  body takes 1d4 points of Constitution drain per month, 
  which does not heal naturally and can be restored only 
  by magical means. A successful DC 15 Fortitude save 
  reduces this damage by half. Naturally tsochari 
  imposters choose to abandon bodies they have replaced 
  before they become too weak to be serviceable. 
   
  Telepathy (Su): A tsochar can communicate 
  telepathically with any creature within 100 feet that 
  has a language. 
   
  Languages: Tsochar. 
   
  Spells Prepared (4/5/4/4/3; base DC = 14 + spell 
  level): 0th – acid splash, detect magic, mage hand, 
  resistance; 1st – burning hands, mage armor (x2), magic 
  missile, protection from good; 2nd – false life, 
  whispercast (x4); 3rd – dispel magic, fireball (x2), 
  heroism; 4th – dimension door, greater invisibility, 
  stoneskin. 
   
  Power-Up Suite (false life, mage armor, 
  resistance) – hp 150; AC 21 (+4 armor, +3 Dex, +4 
  natural), touch 13, flat-footed 18; SV Fort +10, Ref +8, 
  Will +17. 
   
  Possessions: Amulet of health +2, amulet of might 
  fists +1, ring of counterspells (dispel magic), ring of 
  protection +1, scroll of greater magic fang. 
   
  Encounter 8: Lairs Upon Layers 
  d Advanced Shaboath: CR 15; Huge construct 
  (cold); HD 31d10+40; hp 263; Init -1; Spd 20 ft., swim 
  30 ft.; AC 22 (-2 size, -1 Dex, +15 natural), touch 7, flat-
  footed 22; Base Atk/Grp: +23/+44; Atk: +34 melee 
  (3d10+13, slam); Full Atk: +34 melee (3d10+13, 4 
  slams); Space/Reach 15 ft./15 ft.; SA Engulf, improved 
  grab, wall of ice; SQ Construct traits, DR 10/-, 
  darkvision 60 ft., immunity to acid and cold, low-light 
  vision, vulnerability to fire, watery concealment; AL N; 
  SV Fort +8, Ref +7, Will +9; Str 36, Dex 8, Con –, Int –, 
  Wis 12, Cha 1.  
   
  Engulf (Ex): A shaboath can attempt to engulf a 
  grabbed opponent that is equal to or smaller than its 
  size category by making a successful grapple check. 
  Once inside, the opponent takes 3d10+19 points of 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 46 
  crushing damage per round if the opponent cannot 
  breathe water, it must hold. Its breath or begin to 
  drown. An engulfed creature can escape by making a 
  successful grapple check or Escape Artist check. The 
  amount of time a creature can hold its breath if it takes 
  a standard action is reduced by 1 round. A shaboath can 
  engulf 1 Large creature, 2 Medium creatures, 4 Small 
  creatures, 8 Tiny creatures, 16 Diminutive creatures, or 
  32 Fine creatures at one time. 
   
  Improved Grab (Ex): To use this ability, a 
  shaboath must hit with a slam attack It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the grapple 
  check, it can attempt to engulf the target in the 
  following round 
   
  Wall of Ice (Su): A shaboath can generate a 
  wall of ice (as the spell, caster level 20th) once per 
  minute as a standard action that does not provoke 
  attacks of opportunity. 
   
  Construct Traits: A shaboath has immunity to 
  poison, sleep effects, paralysis, stunning, disease, death 
  effects, necromancy effects, mind-affecting spells and 
  abilities (charms, compulsions, phantasms, patterns, 
  and morale effects), and any effect that requires a 
  Fortitude save unless it also works on objects or is 
  harmless. It is not subject to extra damage from critical 
  hits, non-lethal damage, ability damage, ability drain, 
  fatigue, exhaustion, or energy drain. It cannot heal 
  damage, but it can be repaired. It has darkvision out to 
  60 feet and low-light vision. 
   
  Watery Concealment (Ex): A shaboath that is 
  completely underwater is difficult to see. Its form 
  constantly shifts and blends with the surrounding 
  water, granting the creature concealment. 
   
  d Shadowed Cold Element Advanced Wyste: 
  CR 10; Huge elemental (cold); HD 13d8+65; hp 127; 
  Init +1; Spd 15 ft., swim 60 ft.; AC 21 (-2 size, +1 Dex, 
  +12 natural), touch 9, flat-footed 20; Base Atk/Grp: 
  +9/+24; Atk: +14 melee (1d4+7+1d8 cold, tentacle); Full 
  Atk: +14 melee (1d4+7+1d8 cold, 7 tentacles); 
  Space/Reach 15 ft./10 ft.; SA Bite, improved grab; SQ 
  Blindsight 120 ft., darkvision 60 ft., DR 10/magic, 
  elemental traits, evasion, fast healing 2, ice walking, 
  immunity 
  to acid 
  and cold, low-light vision, 
  vulnerability to fire; AL N; SV Fort +11, Ref +7, Will 
  +10; Str 24, Dex 13, Con 20, Int 1, Wis 11, Cha 8.  
   
  Skills and Feats: Listen +6, Move Silently +7, Spot 
  +14, Swim +15; Alertness, Improved Critical (Bite). 
   
  Bite (Ex): When a wyste grapples an opponent, 
  its tentacles draw the victim to its toothed sucker hole. 
   On the round after the wyste grabs, it makes a regular 
  attack with its bite (in lieu of any claw attacks), gaining 
  a +4 bonus on the attack roll (+18 melee).  If the bite 
  attack misses, the wyste drops the character, who falls 
  prone in front of the creature.  If the bite attack is 
  successful, the victim takes 1d6+10 points of damage.  
  The wyste can deal bit damage automatically every 
  round.  The victim can escape by winning an opposed 
  grapple check against the wyste, making a successful 
  Escape Artist check against the wyste’s grapple check 
  result, or by killing the wyste. 
   
  Icewalking (Ex): As the spider climb spell, but 
  applies to all icy surfaces. 
   
  Improved Grab (Ex): If a wyste hits a Large or 
  smaller opponent with one or more tentacle attacks, it 
  deals normal damage ad attempts to start a grapple as a 
  free action without provoking an attack of opportunity 
  (grapple bonus +24, +2 for each tentacle that hit beyond 
  the first).  The wyste can make only on grapple attempt 
  per round, no matter how many tentacles it devotes to 
  the effort.  If it gets a hold, it has the option to conduct 
  the grapple normally, or simply use its tentacles to hold 
  the opponent (-20 penalty on grapple check, but the 
  wyste is not considered grappled).  In either case, each 
  successful grapple check it makes during the 
  successive rounds automatically deals damage fir all 
  tentacles used to hold the opponent. 
   
  Blindsight (Ex): A wyst is blind, but its 
  tentacles are sensory organs that can be used to 
  ascertain prey by scent and vibration.  This ability 
  enables it to discern object and creatures within 120 
  feet.  A wyste usually does not need to make Spot or 
  Listen checks to notice creatures within range of its 
  blindsight. 
   
  Shadow Blend (Su): In any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but daylight spell will. 
   
  Encounter 9: In the Walls 
  d Tarja Arjotta: Male human (Suel) ex-Cleric 
  4/Rogue 1/Ur Priest 9; CR 14; Medium humanoid 
  (human); HD 13d8+1d6+28; hp 104; Init +0; Spd 30 ft.; 
  AC 21 (+1 Dex, +2 shield, +8 armor), touch 11, flat-
  footed 20; Base Atk/Grp: +9/+8; Atk: +10 melee (1d8-1, 
  morningstar) 
  or 
  +11 
  ranged 
  (1d8/19-20, 
  light 
  crossbow); Full Atk: +10/+5 melee (1d8-1, morningstar) 
  or +11/+6 ranged (1d8/19-20, light crossbow); SA 
  Rebuke Undead (10/day), sneak attack +1d6; SQ 
  Divine spell resistance 20, siphon spell power, 
  trapfinding; AL CE; SV Fort +7, Ref +6, Will +19; Str 8, 
  Dex 10, Con 14, Int 12, Wis 21 [25], Cha 12 [16].  
   
  Skills and Feats: Bluff +7, Concentration +18, 
  Knowledge (arcana) +9, Knowledge (religion) +11, 
  Knowledge (the planes) +9, Spellcraft +19, Survival +7 
  (+9 on other planes); Divine Meta-Magic (Quicken), 
  Extra Turning, Iron Will, Leadership, Spell Focus 
  (evil), Quicken Spell. 
   
  Divine Spell Resistance (Su): At 4th level, an 
  ur-priest gains spell resistance 15, but only against 
  divine spells and the spell-like abilities of outsiders. At 
  8th level, the ur-priest's spell resistance increases to 20. 
   
  Siphon Spell Power (Ex): Because they steal 
  whatever power they can, ur-priests learn to 
  manipulate their energy in ways that con found other 
  casters. An ur-priest of 6th level or higher can 
  temporarily sacrifice two (or more) lower-level spell 
  slots and use those slots, to prepare a higher-level spell. 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 47 
   The higher-level spell must be of a level the ur-priest 
  can cast.  Only one exchange of this sort can be made 
  each day. The levels of the lower-level slots are totaled, 
  then reduced to three-quarters (round down) to 
  determine the level of the extra higher-level spell slot. 
  For example, an ur-priest who sacrifices a 3rd-level 
  spell and a 5th-level spell can use that spell slot to 
  prepare an additional 6th-level spell (3 + 5 = 8, and 8 x 
  3/4 = 6). 
   
  Languages: Cold Tongue, Common. 
   
  Spells Prepared (6/7/6/6/5/5/4/3/1; base DC = 17 
  + spell level): 0th – cure minor wounds (x2), detect 
  magic (x2), detect poison, guidance; 1st – bless, cure 
  light wounds, divine favor, entropic shield, protection 
  from good, shield of faith (x2); 2nd – cure moderate 
  wounds (x2), resist energy (x2), silence, sound burst; 3rd 
  – invisibility purge, lesser aura of cold, magic vestment 
  (x3), wrack; 4th – air walk, cure critical wounds, death 
  ward, freedom of movement, greater magic weapon; 5th 
  – flamestrike (x2), frostbite, mass cure light wounds, 
  wall of stone; 6th – greater dispel magic, heal, hero’s 
  feast, quickened remove blindness/deafness; 7th – 
  quickened dispel magic, quickened healing lorecall, 
  quickened recitation; 8th – unholy aura. 
   
  Power-Up Suite (air walk, death ward, 
  entropic shield, freedom of movement, hero’s 
  feast, invisibility purge, magic vestment, 
  resist energy (20 pts, fire), unholy aura) – hp 
  113; AC 27 (+4 deflection, +1 Dex, +2 shield, +10 
  armor), touch 15, flat-footed 24; Atk: +11 melee (1d8-1, 
  morningstar) 
  or 
  +12 
  ranged 
  (1d8/19-20, 
  light 
  crossbow); Full Atk: +11/+6 melee (1d8-1, morningstar) 
  or +12/+7 ranged (1d8/19-20, light crossbow); SQ 25 vs. 
  good; SV Fort +11, Ref +10, Will +23. 
   
  Possessions: Masterwork morningstar, heavy steel 
  shield, full plate, light crossbow, 10 Masterwork bolts, 
  holy symbol (x2), spell component pouch (x2), 2 
  alchemist fire, sunrod, tanglefoot bag, cloak of 
  charisma +4, mantle of hidden faith, lesser rod of 
  piercing cold, periapt of wisdom +4. 
   
  Physical Description: Tall and thin Suel man with 
  a patchy beard and bulging eyes. 
   
  d Vennekka Irkko: Female human (Suel) Druid 
  5/Wizard 2/Fleshwarper 4/Arcane Hierophant 3; CR 
  14; Medium humanoid (human); HD 5d8+2d4+7d6+16; 
  hp 80; Init +0; Spd 30 ft.; AC 16 (+2 natural, +2 armor, 
  +2 shield), touch 10, flat-footed 16; Base Atk/Grp: 
  +9/+10; Atk: +9 melee (1d6-1/18-20, scimitar) or +10 
  ranged (1d6-1/x3, shortspear); Full Atk: +9/+4 melee 
  (1d6-1/18-20, scimitar) or +10/+5 ranged (1d6-1/x3, 
  shortspear); SQ Aberrant familiar (x2), companion 
  familiar, elder secret, graft mastery, ignore arcane spell 
  failure, resist nature’s lure, trackless step, wild 
  empathy, wild shape large 3/day, woodland stride; AL 
  NE; SV Fort +10, Ref +3, Will +14; Str 8, Dex 10, Con 
  12, Int 18 [22], Wis 17, Cha 12.  
   
  Skills and Feats: Concentration +18, Handle 
  Animal +9, Heal +19, Knowledge (arcana) +20, 
  Knowledge (nature) +26, Listen +17, Ride +10, 
  Spellcraft +25 (+27 w/scrolls), Spot +17, Survival +17, 
  Use Magic Device +18 (+20 w/scrolls); Aberration 
  Blood (flexible limbs), Aberration Wild Shape, Graft 
  Flesh, Leadership, Natural Bond, Natural Spell. 
   
  Elder Secret (Su): Your continuous self-
  experimentation in grafting results in occasional 
  improvements to your form. At 2nd level and every 
  three levels thereafter, you make a powerful discovery 
  in your research and learn how to improve your body 
  in a subtle, minor way. Choose one elder secret from 
  those described below when you reach 2nd, 5th, and 
  8th level. 
   
  Secret of the Gibbering Mouther: Your form 
  becomes partially amorphous. You have a 25% chance 
  to ignore the extra damage dealt by a critical hit or a 
  sneak attack. 
   
  Graft Mastery (Ex): You learn how to create 
  and apply grafts normally not available to your race by 
  studying forbidden tomes and consulting ancient 
  nameless sources. When you first gain the Graft Flesh 
  feat, you choose a specific type of graft to associate with 
  the feat (most likely silthilar grafts, or beholder or 
  undead grafts from the Fiend Folio or Libris Mortis). At 
  3rd level, you can select a new type of graft to add to 
  the list. If you choose a graft type that normally 
  requires the creator to be a member of that race (such 
  as aboleth and illithid grafts, or fi endish or yuan-ti 
  grafts from the Fiend Folio), you ignore that restriction 
  completely. You can select a new graft type every time 
  you gain an odd-numbered fleshwarper level higher 
  than 3rd. 
   
  Languages: Cold Tongue, Common, Druidic, Orc, 
  Sylvan. 
   
  Druid Spells Prepared (5/4/4/4/2; base DC = 13 + 
  spell level, 8th-level caster): 0th – cure minor wounds, 
  detect magic (x2), guidance, resistance; 1st – cure light 
  wounds, faerie fire, ice skate, magic fang, produce 
  flame; 2nd – barkskin, listening lorecall, nature’s favor, 
  numbing sphere; 3rd – column of ice, cure moderate 
  wounds, greater magic fang (x2); 4th – freedom of 
  movement (x2). 
   
  Wizard Spells Prepared (4/6/5/3/2; base DC = 16 + 
  spell level, 8th-level caster): 0th – acid splash, detect 
  magic, mage hand, touch of fatigue; 1st – mage armor, 
  magic missile (x2), protection from good, shield, 
  shocking grasp; 2nd – blur, false life, mirror image, 
  scorching ray, see invisibility; 3rd – enhance familiar, 
  heroism, vampiric touch; 4th – fortify familiar, 
  stoneskin. 
   
  Power-Up 
  Suite 
  (blur** 
  (20% 
  miss 
  chance), hero’s feast*, listening lorecall** (30’ 
  blindsight), protection from good**, resist 
  energy (20 pts, fire)*, shield**, shield of 
  faith*, unholy aura*) – hp 89; AC 22 (+2 natural, +4 
  deflection, +2 armor, +4 shield), touch 10, flat-footed 
  18; Atk: +10 melee (1d6-1/18-20, scimitar) or +11 
  ranged (1d6-1/x3, shortspear); Full Atk: +10/+5 melee 
  (1d6-1/18-20, scimitar) or +11/+6 ranged (1d6-1/x3, 
  shortspear); SQ SR 25 vs. good; SV Fort +14, Ref +7, 
  Will +18. 
  *Cast by Tarja 
   
  **Cast by Vennekka 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 48 
   
  Possessions: Masterwork scimitar, masterwork 
  shortspear, leather armor, large wooden shield, holly, 
  spell component pouch, headband of intellect +4, scroll 
  of disintegrate, chitin plating (silthilar graft). 
   
  Physical Description: A pale Suel woman with 
  alabaster skin and very lanky limbs.  She has black 
  chitious plates from her neck down the rest of her 
  body. 
   
  d Vor Evar: Male human (Suel) Barbarian 2/Fighter 
  1/Ranger 3/Frostrager 4/Primeval 2; CR – (cohort); 
  Medium humanoid (human); HD 3d8+6d12+3d10+60; 
  hp 140; Init +2; Spd 40 ft.; AC 17 (+2 Dex, +5 armor), 
  touch 12, flat-footed 15; Base Atk/Grp: +12/+19; Atk: 
  +20 melee (1d3+7, unarmed strike) or +15 ranged 
  (1d6+7, javelin); Full Atk: +20/+15/+10 melee (1d3+7, 
  unarmed strike) or +18/+18/+13/+8 melee (1d3+7, 
  unarmed strike) or +16/+16/+16/+11/+6 melee (1d3+7, 
  unarmed strike) or +15/+10/+5 ranged (1d6+7, javelin); 
  SA Favored enemy +2 (human), freezing blood, 
  frostrage, improved frostrage, one-two punch, primeval 
  form 1/day, rage 1/day; SQ Absorb cold, animal 
  empathy (lions), low-light vision, uncanny dodge, wild 
  empathy; AL CE; SV Fort +18, Ref +6, Will +2; Str 20 
  [24], Dex 15, Con 17 [19], Int 7, Wis 11, Cha 7.  
   
  Skills and Feats: Handle Animal +3, Heal +2, Hide 
  +8, Intimidate +5, Knowledge (nature) +5, Listen +12, 
  Move Silently +7, Ride +4, Spot +12, Survival +14; 
  Endurance, Frozen Berserker, Improved Grapple, 
  Improved Toughness, Improved Unarmed Strike, 
  Power Attack, Self-Sufficient, Toughness, Track, Two 
  Weapon Fighting, Weapon Focus (Unarmed Strike). 
   
  Absorb Cold (Su): At 3rd level, while raging, 
  the frostrager not only gains immunity to cold, but it 
  heals him. For every 2 points of cold damage that 
  would have otherwise have been dealt by an attack, the 
  frostrager heals 1 point of damage. 
   
  Animal Empathy (Ex): In any form, the 
  primeval can communicate with animals of his chosen 
  primeval form (or related types). For example, a 
  primeval whose primeval form is a dire wolf may 
  communicate with wolves and dire wolves. He gains a 
  +4 bonus on Charisma-based checks against animals of 
  his chosen primeval form and related animals. 
   
  Freezing Blood (Su): At 1st level, a frostrager's 
  blood becomes freezing cold. His wounds instantly 
  freeze over and stop bleeding; he is immune to attacks 
  that cause wounding effects. If reduced to negative hit 
  points, he automatically stabilizes. He still takes 1 point 
  of damage if he takes any actions while at o or negative 
  hit points, however. 
   
  Frostrage (Su): While raging, the character 
  grows larger and more massive, and his freezing sweat 
  forms icicles as it streams out of his pores, coating his 
  body in a glittering crust of ice. The frostrager's actual 
  size category does not change (nor does his 
  space,/reach,), but he does gain a +4 natural armor 
  bonus to Armor Class from the sheets of ice that form 
  over his body. In addition, a frostrager's unarmed 
  attacks deal 1d6 points of damage plus 1d4 points of 
  cold damage on a successful hit. If the frostrager is 
  Small, his unarmed attack deals 1d4 points of damage, 
  and if the frostrager is Large, his unarmed attack deals 
  1d8 points of damage. 
   
  Improved Frostrage (Su): At 4th level while 
  raging, the frostrager's natural armor bonus increases 
  to +6. His unarmed attacks deal 1d8 points of damage 
  plus 1d6 points of cold damage on a successful hit. If 
  the frostrager is Small, his unarmed attack deals 1d6 
  points of damage, and if the frostrager is Large, his 
  unarmed attack deals 2d6 points of damage. 
   
  One-Two Punch (Ex): At 2nd level, while 
  making an unarmed attack, the frostrager may make 
  one extra attack in a round at his highest base attack 
  bonus, but each attack made in that round (the extra 
  one and the normal ones) take a -2 penalty. 
   
  Primeval Form (Su): The primary ability of the 
  primeval is the supernatural ability to assume an 
  alternate form. This functions similarly to the druid's 
  wild shape ability, except the alternate form chosen 
  must be selected when the character takes his first level 
  of primeval and cannot be changed after that. Each 
  time the character changes form with this ability, he 
  assumes the same form. At 1st level, he may change 
  shape into his primeval form once per day. He can use 
  this ability one additional time each day at 4th level, 
  7th level, and again at 10th level. 
   
  This ability functions like the polymorph spell, 
  except as noted here. It lasts for 1 minute per primeval 
  level, or until he changes back. Changing form (into 
  either form) is a standard action and doesn’t provoke 
  attacks of opportunity. 
   
  The primeval does not assume the animal's 
  physical ability scores. Instead, he adds the animal's 
  ability score -10 (for even scores) or-11 (for odd scores) 
  to his own ability scores. For example, a primeval with 
  a Strength score of 16 who assumes the form of a dire 
  lion (Strength 25) adds +14 to his normal Strength of 
  16 to determine his Strength score in his primeval 
  form. Remember, items that enhance the character's 
  ability scores may be rendered inoperative by his 
  change in form. 
   
  The primeval loses his ability to speak while in 
  primeval form because he is limited to the sounds that 
  the form can make naturally. 
   
  If the primeval has the wild shape ability from 
  other class levels, he may use wild shape to assume his 
  primeval form. He cannot use his primeval form ability 
  to wild shape, however. 
  Vor Evar (Dire Lion Form): hp 176; Init +4; 
  Spd 40 ft.; AC 17 (–1 size, +4 Dex, +4 natural), 
  touch 13, flat-footed 13; Base Atk/Grp: +12/+28; 
  Atk: +24 melee (1d6+12, claw); Full Atk: +24 melee 
  (1d6+12, 2 claws) and +19 melee (1d8+6, bite); 
  Space/Reach 10 ft./5 ft.; SA Improved grab, 
  pounce, rake 1d6+3; SQ Low-light vision, scent; SV 
  Fort +19, Ref +7, Will +1; Str 34, Dex 19, Con 23, 
  Int 7, Wis 11, Cha 7.  
   
  Improved Grab (Ex): To use this ability, a 
  dire lion must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 49 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can rake. 
   
  Pounce (Ex): If a dire lion charges, it can 
  make a full attack, including two rake attacks. 
   
  Rake (Ex): Attack bonus +24 melee, damage 
  1d6+6. 
   
  Languages: Cold Tongue. 
   
  Power-Up Suite (freedom of movement**, 
  greater magic fang**, hero’s feast*, magic 
  vestment*, shield of faith*, unholy aura**) – 
  hp 149; AC 23 (+4 deflection, +2 Dex, +7 armor), touch 
  16, flat-footed 21; Atk: +22 melee (1d3+8, unarmed 
  strike) or +16 ranged (1d6+7, javelin); Full Atk: 
  +22/+17/+12 melee (1d3+8, unarmed strike) or 
  +20/+20/+15/+10 melee (1d3+8, unarmed strike) or 
  +18/+18/+18/+13/+8 melee (1d3+8, unarmed strike) or 
  +16/+11/+6 ranged (1d6+7, javelin); SQ SR 25 vs. good; 
  SV Fort +22, Ref +10, Will +7. 
  *Cast by Tarja 
   
  **Cast by Vennekka 
   
  Power-Up Suite (raging, Dire Lion form, 
  freedom 
  of 
  movement**, 
  greater 
  magic 
  fang**, hero’s feast*, magic vestment*, shield 
  of faith*, unholy aura**) hp 209; Init +4; Spd 40 ft.; 
  AC 19 (-2 raging, –1 size, +4 deflection, +4 Dex, +4 
  natural), touch 15, flat-footed 15; Base Atk/Grp: 
  +12/+32; Atk: +28 melee (1d8+16+1d6 cold, claw); Full 
  Atk: +28 melee (1d8+16+1d6 cold, 2 claws) and +25 
  melee 
  (1d8+9+1d6 
  cold, 
  bite) 
  or 
  +26 
  melee 
  (1d8+16+1d6 cold, 3 claws) and +21 melee (1d8+9+1d6 
  cold, bite); Space/Reach 10 ft./5 ft.; SA Improved grab, 
  pounce, rake 1d6+3; SQ SR 25 vs. good; SV Fort +22, 
  Ref +7, Will +3; Str 38, Con 27 
  *Cast by Tarja 
   
  **Cast by Vennekka 
   
  Possessions: Masterwork mithral breastplate, 6 
  Masterwork javelins, belt of strength +4, amulet of 
  health +2. 
   
  Physical Description: A feral looking man, 
  drooling on himself, which has frozen in his beard and 
  on his breastplate. 
   
  d 
  Balloff: 
  Brown 
  Bear; 
  CR 
  – 
  (animal 
  companion/familiar); Huge aberration (augmented 
  animal); HD 8d8+56; hp 90; Init +1; Spd 40 ft.; AC 24 (–
  2 size, +1 Dex, +15 natural), touch 9, flat-footed 23; Base 
  Atk/Grp: +6/+23; Atk: +17 melee (2d6+13, claw); Full 
  Atk: +17 melee (2d6+13, 2 claws) and +12 melee 
  (3d6+11, bite); Space/Reach 15 ft./10 ft.; SA Improved 
  grab; SQ Darkvision 60 ft., evasion, link, low-light 
  vision, scent, share spells, speak with bears, speak with 
  master; AL N; SV Fort +12, Ref +9, Will +3; Str 36, Dex 
  12, Con 24, Int 10, Wis 12, Cha 6.  
   
  Skills and Feats: Listen +9, Spot +12, Swim +17; 
  Endurance, Power Attack, Run, Track. 
   
  Improved Grab (Ex): To use this ability, a 
  brown bear must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. 
   
  Aberrant Familiar (Su): Size Increase – The 
  familiar’s size becomes larger by one category.  
  Amorphous Form: A familiar with this ability is 
  immune to extra damage from critical hits and sneak 
  attacks. 
   
  Power-Up 
  Suite 
  (barkskin**, 
  enhance 
  familiar**, false life**, fortify familiar**, 
  freedom 
  of 
  movement**, 
  greater 
  magic 
  fang**, hero’s feast*, heroism**, ice skate**, 
  mage armor**, nature’s favor**, protection 
  from good*, see invisibility**, stoneskin**, 
  unholy aura*) – hp 121; Spd 100 ft.; AC 37 (+4 
  deflection, +4 armor, +2 dodge, –2 size, +1 Dex, +18 
  natural), touch 9, flat-footed 26; Atk: +24 melee 
  (2d6+18, claw); Full Atk: +24 melee (2d6+18, 2 claws) 
  and +19 melee (3d6+16, bite); SQ SR 25 vs. good, SV 
  Fort +20, Ref +17, Will +11; +2 to all skills. 
  *Cast by Tarja 
   
  **Cast by Vennekka 
   
  d Olgar: Male human (Suel) Barbarian 3/Fighter 
  2/Tactical Soldier 5; CR – (cohort); Medium humanoid 
  (human)]; HD 3d12+7d10+30; hp 102; Init +1; Spd 40 
  ft.; AC 21 (+1 Dex, +8 armor, +2 shield), touch 11, flat-
  footed 20; Base Atk/Grp: +10/+14; Atk: +16 melee 
  (1d8+5/19-20, +1 longsword) or +13 ranged (1d8+4/x3, 
  composite longbow); Full Atk: +16/+11 melee 
  (1d8+5/19-20, +1 longsword) or +13/+8 ranged 
  (1d8+4/x3, composite longbow); SA Offensive strike, 
  rage 1/day; SQ Defensive shield, flanker, interpose, 
  trap sense +1, uncanny dodge; AL NE; SV Fort +13, Ref 
  +3, Will +1; Str 18, Dex 13, Con 16, Int 13, Wis 8, Cha 8.  
   
  Skills and Feats: Climb +17, Diplomacy +1, 
  Intimidate +10, Jump +15, Listen +5, Sense Motive +12, 
  Survival +5; Cleave, Combat Expertise, Combat 
  Reflexes, Dodge, Karmic Strike, Power Attack, 
  Sidestep, Weapon Focus (longsword). 
   
  Defensive Shield (Ex): Starting at 4th level, 
  whenever a tactical soldier fights defensively, she 
  provides up to two adjacent allies with a +2 dodge 
  bonus to Armor Class, though their attack rolls do not 
  take the normal -4 penalty (but her attack rolls still do). 
   
  Flanker (Ex): A tactical soldier can flank 
  enemies from seemingly impossible angles. She can 
  designate any adjacent square as the square from which 
  flanking against an ally is determined (including the 
  square where she stands, as normal). She may designate 
  the square at the beginning of her turn or at any time 
  during her turn. The designated square remains her 
  effective square for flanking until she is no longer 
  adjacent to it or until she chooses a different square (at 
  the start of one of her turns). The character can even 
  choose a square that is impassable or occupied. 
   
  Interpose (Ex): A tactical soldier gains this 
  ability, usable three times per day, at 3rd level. When 
  an enemy threatens her in melee and makes a 
  successful attack against an adjacent ally of hers, the 
  tactical soldier may take the damage (and other effects) 
  of the blow as if she had been hit instead. 
   
  Offensive Strike (Ex): Starting at 5th level, in 
  times of urgency a tactical soldier can lower all her 
  defense to make a very aggressive attack. When 
  making an offensive strike, the tactical soldier gains a 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 50 
  +4 bonus on melee attack rolls and damage rolls for 1 
  round. Until her next turn, however, she is wide open 
  to physical and magical attacks. All successful attack 
  rolls made against the tactical soldier are automatic 
  threats, and all saving throws the tactical soldier makes 
  against spells automatically fail. 
   
  Languages: Cold Tongue, Common. 
   
  Power-Up Suite (greater magic weapon*, 
  hero’s feast*, magic vestment*, unholy aura*) 
  – hp 111; AC 29 (+2 natural, +4 deflection, +1 Dex, +10 
  armor, +2 shield), touch 15, flat-footed 28; Atk: +19 
  melee (1d8+7/19-20, +1 longsword) or +14 ranged 
  (1d8+4/x3, composite longbow); Full Atk: +19/+14 
  melee (1d8+7/19-20, +1 longsword) or +14/+9 ranged 
  (1d8+4/x3, composite longbow); SQ SR 25 vs. good, SV 
  Fort +17, Ref +7, Will +5. 
  *Cast by Tarja 
   
  Power-Up Suite (raging, greater magic 
  weapon*, hero’s feast*, magic vestment*, 
  unholy aura*) – hp 131; AC 27 (-2 raging, +2 natural, 
  +4 deflection, +1 Dex, +10 armor, +2 shield), touch 13, 
  flat-footed 26; Base Atk/Grp: +10/+16; Atk: +21 melee 
  (1d8+9/19-20, +1 longsword) or +14 ranged (1d8+4/x3, 
  composite longbow); Full Atk: +21/+16 melee 
  (1d8+9/19-20, +1 longsword) or +14/+9 ranged 
  (1d8+4/x3, composite longbow); SQ SR 25 vs. good, SV 
  Fort +19, Ref +7, Will +7; Str 22, Con 20.  
   
  *Cast by Tarja 
  Possessions: Full plate, heavy steel shield, +1 
  longsword, mighty composite longbow [+4], 20 
  Masterwork arrows, 5 alchemist fire, 5 tanglefoot bags, 
  10 sunrods, chitin plating (silthilar graft). 
   
  Physical Description:  A large Suel man with red 
  hair and fine furs, with chitin plates under his clothes.
   
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 51 
   APL 16
  Encounter 1: Into the Corusks 
  d 
  Ingegred, 
  Hungoff, 
  Lolmar, 
  Rederi, 
  Anskieri, Hunmar: Male human (Suel) Barbarian 
  6/Fighter 4; CR 10; Medium humanoid (human); HD 
  6d12+4d10+40; hp 114; Init +5; Spd 30 ft.; AC 14 [+1 
  Dex, +3 hide armor], touch 11, flat-footed 13; Base 
  Atk/Grp: +10/+14; Atk: +16 melee (1d12+8/x3, 
  greataxe) or +11 ranged (1d6+4, javelin); Full Atk: 
  +16/+11 melee (1d12+8/x3, greataxe) or +11 ranged 
  (1d6+4, javelin); SA Rage 2/day; SQ Improved uncanny 
  dodge, trap sense +2, uncanny dodge; AL CN SV Fort 
  +12, Ref +4, Will +5; Str 18, Dex 13, Con 16, Int 8, Wis 
  10, Cha 11.  
   
  Skills and Feats: Climb +15, Intimidate +13, Listen 
  +5, Survival +9; Cold Endurance, Death Blow, 
  Improved Initiative, Improved Toughness, Iron Will, 
  Power Attack, Weapon Focus (Greataxe), Weapon 
  Specialization (Greataxe). 
   
  Languages: Cold Tongue. 
   
  Power-Up Suite (raging) - hp 134; AC 12 [-2 
  raging, +1 Dex, +3 hide armor], touch 9, flat-footed 11; 
  Base Atk/Grp: +10/+16; Atk: +18 melee (1d12+11/x3, 
  greataxe) or +11 ranged (1d6+6, javelin); Full Atk: 
  +18/+13 melee (1d12+11/x3, greataxe) or +11 ranged 
  (1d6+6, javelin); SV Fort +14, Will +7; Str 22, Con 20.  
   
  Possessions: Masterwork greataxe, 5 javelins, hide 
  armor, crampon, cold weather outfit, furs, snow 
  goggles, snowshoes. 
   
  d Ingemar: Male human (Suel) Barbarian 6/Fighter 
  4/Occult Slayer 5; CR 15; Medium humanoid (human); 
  HD 6d12+9d10+60; hp 167; Init +5; Spd 30 ft.; AC 16 
  [+1 Dex, +1 deflection, +4 armor], touch 12, flat-footed 
  15; 
  Base 
  Atk/Grp: 
  +15/+21; 
  Atk: 
  +23 
  melee 
  (1d12+10+1d6 fire/x3, +1 flaming greataxe) or +16 
  ranged (1d6+6, javelin); Full Atk: +23/+18/+13 melee 
  (1d12+10+1d6 fire/x3, +1 flaming greataxe) or 
  +16/+11/+6 ranged (1d6+6, javelin); SA Rage 2/day, 
  vicious strike, weapon bond; SQ Auravision, blank 
  thoughts, improved uncanny dodge, magical defense 
  +3, mind over magic 2/day, nondetection cloak, trap 
  sense +2, uncanny dodge; AL CN; SV Fort +13, Ref +5, 
  Will +11; Str 20 [22], Dex 12, Con 16, Int 10, Wis 12, 
  Cha 8.  
   
  Skills and Feats: Bluff +12, Climb +10, Diplomacy 
  +1, Intimidate +13, Knowledge (arcana) +4, Listen +14, 
  Sense Motive +3, Spellcraft +3, Spot +3, Survival +10; 
  Aberration Blood (Bulging Eyes), Close Quarters 
  Fighting, Cold Endurance, Death Blow, Improved 
  Initiative, Improved Toughness, Improved Unarmed 
  Strike, Iron Will, Warped Mind, Weapon Focus 
  (Greataxe).  
   
  Magical Defense (Ex): An occult slayer’s 
  constant training in countering magic of all types 
  manifests itself as a bonus on saving throws against 
  spells or spell like abilities. This bonus is +1 at 1st level 
  and it increase to +2 at 3rd level and to +3 at 5th level. 
   
  Weapon Bond (Su): An occult Slayer must 
  choose a particular weapon of at least masterwork 
  quality as the focus of her power. Upon making her 
  selection, she immediately forms a bond with her 
  chosen weapon that imbues it with the force of her 
  hatred for spellcasters. Thereafter, any successful attack 
  she makes with the chosen weapon against a spellcaster 
  or a creature with spell-like abilities deals extra 1d6 
  points of damage. If this particular weapon is lost or 
  destroyed, the occult slayer looses the ability to deal the 
  extra damage until she acquires and bonds with 
  another weapon of the same kind of at least 
  masterwork quality. The occult slayer must spend one 
  day per character level practicing with the replacement 
  weapon (and doing very little else – no adventuring) to 
  create a new weapon bond. 
   
  Mind over Magic (Su): Starting at 2nd level, 
  and occult slayer can cause a spell or spell-like ability 
  targeted against her to rebound onto the originator as a 
  free action. This ability otherwise functions as the spell 
  turning spell (caster level equals the character’s occult 
  slayer level +5). An occult slayer can use this ability 
  once per day at 2nd level and twice per day at 4th level. 
   
  Vicious Strike (Ex): At 2nd level and higher, 
  an occult slayer who readies an attack action to disrupt 
  a spellcaster deals double damage if the attack hits. 
   
  Auravision (Su): At 3rd level, and occult slayer 
  gains the ability to see magical auras at a range of up to 
  60 feet as a free action. This ability otherwise functions 
  as the detect magic spell. The character cannot use this 
  ability to determine anything but the number of 
  magical auras present. 
   
  Nondetection Cloak (Su): Upon reaching 4th 
  level, an occult slayer (and any gear she wears or 
  carries) becomes more difficult to locate through 
  divinations such as clairaudience/clairvoyance, locate 
  object, and other detection spells. The occult slayer 
  gains magical protection from divination equivalent to 
  a nondetection spell (caster level equals the character’s 
  occult slayer level), except that it affect only the occult 
  slayer and her possessions). 
   
  Languages: Cold Tongue, Common. 
   
  Power-Up Suite (raging) - hp 197; AC 14 [-2 
  raging, +1 Dex, +1 deflection, +4 armor], touch 10, flat-
  footed 13; Base Atk/Grp: +15/+23; Atk: +25 melee 
  (1d12+13+1d6 fire/x3, +1 flaming greataxe) or +16 
  ranged (1d6+8, javelin); Full Atk: +25/+20/+15 melee 
  (1d12+13+1d6 fire/x3, +1 flaming greataxe) or 
  +16/+11/+6 ranged (1d6+8, javelin); SV Fort +15, Will 
  +13; Str 24 [26], Con 20.  
   
  Possessions: +1 flaming greataxe, 5 javelins, +1 
  hide armor, gauntlets of ogre power, ring of deflection 
  +1, potion of cure moderate wounds, crampon, cold 
  weather outfit, furs, snow goggles, snowshoes. 
   
  Physical Description: A tall Suel barbarian wearing 
  snow goggles, with a braided red beard. 
   
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 52 
  Encounter 3: Hidden Depths 
  d Advanced Elite White Pudding (3): CR 11; 
  Huge Ooze; HD 25d10+200; hp 338; Init -4; Spd 20 ft., 
  swim 20 ft.; AC 7 (-2 size, -4 Dex, +3 natural), touch 7, 
  flat-footed 7; Base Atk/Grp: +18/+35; Atk: +25 melee 
  (2d6+13 plus 2d4 acid, slam); Full Atk: +25 melee 
  (2d6+13 plus 2d4 acid, slam); Space/Reach 15 ft./10 ft.; 
  SA Acid, constrict 2d6+13 plus 2d4 acid, improved 
  grab; SQ Blindsight 60 ft., resistance to cold 10, ooze 
  traits, split; AL N; SV Fort +15, Ref +3, Will +4; Str 28, 
  Dex 2, Con 26, Int –, Wis 4, Cha 2. 
   
  Skills and Feats: Hide –8 (+8 in snow), Swim +17. 
   
  Acid (Ex): A white pudding secretes a digestive 
  acid that dissolves organic material quickly, but does 
  not affect stone or metal. Any melee hit or constrict 
  attack deals acid damage, and the opponent's armor (if 
  not metal) and clothing dissolves and become 
  immediately useless unless it succeeds on a DC 22 
  Reflex saving throw. A wooden weapon that strikes a 
  white pudding also dissolves immediately unless it 
  succeeds on a DC 22 Reflex save. The save DCs are 
  Constitution-based. 
   
  The pudding's acidic touch deals 19 points of 
  damage per round to wooden, leather, or other organic 
  objects, but the ooze must remain in contact with the 
  object for 1 full round to dealt his damage. 
   
  Constrict 
  (Ex): A 
  white pudding deals 
  automatic slam and acid damage with a successful 
  grapple check. The opponent's clothing and armor take 
  a -4 penalty on Reflex saves against the acid. 
   
  Improved Grab (Ex): To use this ability, a 
  pudding must hit with its slam attack. It can’t hen 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the grapple 
  check, it establishes a hold and can constrict its prey. 
   
  Split (Ex): Slashing and piercing weapons deal 
  no damage to a white pudding. Instead the creature 
  splits into two identical puddings, each with half the 
  original pudding's hit points (round down). A pudding 
  with lo hit points or less cannot be farther split and 
  dies if reduced to 0 hit points. 
   
  Encounter 5: The Frozen Dead 
  d Tarmorja the Wendigo: Male fey Barbarian 
  2/Fighter 2/Sorcerer 1/Dragon Disciple 10; CR 15; 
  Medium fey (cold); HD 13d6+78; hp 117; Init +5; Spd 
  fly 120 ft. [Perfect]; AC 26 (+5 Dex, +7 deflection, +4 
  natural), touch 22, flat-footed 21; Base Atk/Grp: 
  +11/+20; Atk: +21 melee (2d6+13/15-20 x3, bite); Full 
  Atk: +21/+16/+11 melee (2d6+13/15-20 x3, bite); SA 
  Breath weapon, disease, maddening whispers, rage 
  1/day, ravenous bite; SQ Blindsense 60 ft., corner of the 
  eye, darkvision 60 ft., immunity to cold, paralysis, and 
  sleep, low-light vision, regeneration 5, uncanny dodge, 
  wind walk; AL CE; SV Fort +19, Ref +8, Will +9; Str 28, 
  Dex 20, Con 22, Int 18, Wis 10, Cha 21 [25].  
   
  Skills and Feats: Climb +16, Concentration +22, 
  Handle Animal +15, Hide +13, Intimidate +14, Jump 
  +16, Knowledge (arcana) +13, Listen +11, Move Silently 
  +13, Ride +8, Spellcraft +22, Spot +16, Survival +13; Fly-
  By Attack, Improved Critical (Bite), Improved Natural 
  Attack (Bite) x2, Maximize Breath, Power Attack, 
  Power Critical (Bite), Track, Weapon Focus (Bite) 
   
  Breath Weapon (Su): At 3rd level, a dragon 
  disciple gains the use of a minor breath weapon once 
  per day. Tarmorja can breath a cone of cold 30 feet long 
  that deals 6d8 points of damage of the appropriate 
  energy type.  The DC of the breath weapon is 10 + class 
  level + Con modifier (Reflex DC 31 half). 
   
  Corner of the Eye (Su): A wendigo that stalks 
  a victim while wind walking always seems to lurk just 
  at the corner of its chosen victim's field of vision. This 
  victim takes a -2 penalty on all Wisdom-based skill 
  checks as long as the wendigo stalks him. 
   
  Disease (Su): Any creature hit by a wendigo's 
  bite attack must succeed on a DC 23 Fortitude save (DC 
  10 + ½ wendigo's HD + wendigo', Con modifier) or 
  become infected with the wendigo's hunger. The 
  incubation period is 1d3 days, and the disease deals 1d3 
  points of Wisdom damage. Additionally, each day that 
  a victim takes Wisdom damage from the disease, he 
  must succeed on a DC 24 Will save (DC 10 + ½ 
  wendigos HD + wendigos Cha modifier) or become 
  overwhelmed with an insatiable hunger for the flesh of 
  its own race. The victim stalks and tries to kill the 
  closest member of its own race; if it does so, it feeds on 
  the victim's body and then returns home with no 
  memory of the tragic event. If a victim of this hunger is 
  reduced to a Wisdom score of 0, he transforms into a 
  wendigo immediately and races off into the night sky 
  at such speed that his feet burn away into bloody, 
  charred stumps. 
   
  Maddening Whispers (Su): A wendigo may 
  use its maddening whispers on any one target within 
  120 feet once per day. The wendigo may use this ability 
  while wind walking. Only the chosen victim can hear 
  the insane whispers and invitations of the wendigo. 
  The victim must make a successful DC 24 Will save 
  (DC 10 + 1/2 wendigo’s HD + wendigo's Cha modifier) 
  or take 1d3 points of Wisdom damage. Typically, a 
  wendigo stalks a chosen victim for days, wearing down 
  the victim's Wisdom score until it attacks and attempts 
  to bring down its disease upon the poor soul. A 
  wendigo will stop stalking a target that resists the 
  maddening whispers for more than three days and fly 
  off to seek easier prey. 
   
  Ravenous Bite (Ex): A wendigo threatens a 
  critical hit on a natural roll of 18-20 when attacking 
  with its bite, and deals triple damage on a successful 
  critical hit. A wound resulting from a critical hit bleeds 
  for an additional 3 points of damage per round 
  thereafter. Multiple wounds from such attacks result in 
  cumulative bleeding loss (two wounds for 6 points of 
  damage per round, and so on). The bleeding can be 
  stopped only by a successful Heal check (DC 10) or the 
  application of any cure spell or other healing spell 
  (heal, healing circle, or the like). 
   
  Regeneration 5 (Ex): Fire deals normal 
  damage to a wendigo. 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 53 
   
  Wind Walk (Su): A wendigo can wind walk at 
  will, transforming from physical form to incorporeal 
  form or back again as a move action. 
   
  Languages: Sylvan. 
   
  Spells Known (5/11; base DC = 17 + spell level): 0th 
  – detect magic, mage hand, resistance, touch of fatigue; 
  1st – distract assailant, mage armor. 
   
  Power-Up Suite (mage armor) – AC 30 (+4 
  mage armor, +5 Dex, +7 deflection, +4 natural), touch 
  22, flat-footed 25. 
   
  Power-Up Suite (raging, mage armor) – hp 
  147; AC 28 (-2 raging, +4 mage armor, +5 Dex, +7 
  deflection, +4 natural), touch 20, flat-footed 23; Base 
  Atk/Grp: +11/+22; Atk: +23 melee (2d6+16/15-20 x3, 
  bite); Full Atk: +23/+18/+13 melee (2d6+16/15-20 x3, 
  bite); SV Fort +21, Will +11; Str 32, Con 26.  
   
  Possessions: Cloak of Charisma +4. 
   
  Physical Description: A feral looking man with a 
  canine muzzle, white scales, and wings; whose legs end 
  in burned stumps. 
   
  Encounter 7: White Storm 
  d Aussirkepesk: Male Very Old White Dragon; CR 
  17; Huge dragon (cold); HD 27d12+162; hp 365; Init +0; 
  Spd 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.; 
  AC 34 (–2 size, +26 natural), touch 8, flat-footed 34; 
  Base Atk/Grp: +27/+45; Atk: +35 melee (3d8+9, bite); 
  Full Atk: +35 melee (3d8+9, bite) and +33 melee (2d6+4, 
  2 claws) and +33 melee (1d8+4, 2 wings) and +33 melee 
  (2d6+13, tail slap); Space/Reach 15 ft./10 ft. (15 ft. with 
  bite); SA Breath weapon, crush (DC 29 Reflex negates, 
  2d8+12), 
  freezing 
  fog, 
  frightful 
  presence; 
  SQ 
  Blindsense 60 ft., darkvision 120 ft., DR 15/magic, ice 
  walking, immunity to cold, sleep, and paralysis, keen 
  senses, spell-like abilities, SR 21; AL CE; SV Fort +21, 
  Ref +15, Will +17; Str 31, Dex 10, Con 23, Int 14, Wis 
  15, Cha 14.  
   
  Skills and Feats: Concentration +36, Diplomacy +4, 
  Escape Artist +30. Hide +22, Intimidate +32, Listen +32, 
  Move Silently +30, Sense Motive +32, Spot +32, Use 
  Rope +0 (+2 w/bindings); Fly-By Attack, Hover, 
  Improved Natural Attack (Bite), Iron Will, Maximize 
  Breath, Multiattack, Overcome Weakness, Power 
  Attack, Recover Breath, Suppress Weakness. 
   
  Breath Weapon (Su): Using a breath weapon is 
  a standard action. Once a dragon breathes, it can’t 
  breathe again until 1d4 rounds later. A blast from a 
  breath weapon always starts at any intersection 
  adjacent to the dragon and extends in a direction of the 
  dragon’s choice, in a 40 ft. cone. The breath weapon 
  deals 9d6 points of damage, creatures caught in the area 
  can attempt a DC 29 Reflex saves to take half damage. 
  The save DC against a breath weapon is 10 + 1/2 
  dragon’s HD + dragon’s Con modifier. 
   
  Freezing Fog (Sp): An old or older white 
  dragon can use this ability three times per day. It is 
  similar to a solid fog spell but also causes a rime of 
  slippery ice to form on any surface the fog touches, 
  creating the effect of a grease spell. The dragon is 
  immune to the grease effect because of its icewalking 
  ability. This ability is the equivalent of a 5th-level spell. 
   
  Frightful Presence (Ex): A young adult or 
  older dragon can unsettle foes with its mere presence. 
  The ability takes effect automatically whenever the 
  dragon attacks, charges, or flies overhead. Creatures 
  within a radius of 270 feet (30 ft. x the dragon’s age 
  category) are subject to the effect if they have fewer 
  HD than the dragon. A potentially affected creature 
  that succeeds on a DC 25 Will save (DC 10 + 1/2 
  dragon’s HD + dragon’s Cha modifier) remains 
  immune to that dragon’s frightful presence for 24 
  hours. On a failure, creatures with 4 or less HD become 
  panicked for 4d6 rounds and those with 5 or more HD 
  become shaken for 4d6 rounds. Dragons ignore the 
  frightful presence of other dragons.  
   
  Icewalking (Ex): This ability works like the 
  spider climb spell, but the surfaces the dragon climbs 
  must be icy. It is always in effect. 
   
  Spell-Like Abilities: 3/day – fog cloud, gust of 
  wind. 
   
  Languages: Common, Draconic. 
   
  Spells Known (6/7/7/4; 7th level caster, base DC = 
  11 + spell level): 0th – detect magic, mage hand, 
  open/close, read magic, prestidigitation, resistance, 
  touch of fatigue; 1st – breath flare, grease, lesser 
  shivering touch, shocking grasp, snowsight, truestrike; 
  2nd – blur, obscuring snow, touch of idiocy; 3rd – haste, 
  vampiric touch 
   
  Power-Up 
  Suite 
  (blur, 
  greater 
  magic 
  fang*, heroism*, mage armor*, protection 
  from good*, resistance, stoneskin* (140 pts.)) 
  – AC 38 (+4 armor, –2 size, +26 natural), touch 8, flat-
  footed 38 (AC 40, touch 10, flat-footed 40 vs. good); Atk: 
  +40 melee (3d8+12, bite); Full Atk: +40 melee (3d8+12, 
  bite) and +35 melee (2d6+4, 2 claws) and +35 melee 
  (1d8+4, 2 wings) and +35 melee (2d6+13, tail slap); SV 
  Fort +24, Ref +18, Will +19 (Fort +25, Ref +19, Will +20 
  vs. good); 
   
  *Cast by Urazandum. 
   
  d Urazandum Xcthoss: Advanced Tsochar wizard 
  10; CR 15; Medium aberration (shapechanger); HD 
  8d8+10d4+92; hp 147; Init +3; Spd 20 ft., climb 20 ft.; 
  AC 18 (+1 deflection, +3 Dex, +4 natural), touch 13, flat-
  footed 14; Base Atk/Grp: +11/+14; Atk: +18 melee 
  (1d6+4, tentacle); Full Atk: +18 melee (1d6+4, 4 
  tentacles); Space/Reach 5 ft./10 ft.; SA Constrict, 
  improved grab, poison, take spells, wear flesh; SQ DR 
  5/adamantine, darkvision 60 ft., resistance to cold 5, SR 
  18, telepathy 100 ft.; AL CE; SV Fort +10, Ref +8, Will 
  +18; Str 17, Dex 16, Con 18 [20], Int 18, Wis 14 [16], 
  Cha 13.  
   
  Skills 
  and 
  Feats: 
  Bluff 
  +9, 
  Climb 
  +14, 
  Concentration 
  +26, 
  Diplomacy 
  +5, 
  Hide 
  +15, 
  Knowledge (dungeoneering) +8, Knowledge (the 
  planes) +16, Move Silently +7, Sense Motive +11, 
  Spellcraft +25 (+27 w/scrolls), Spot +11, Survival +3 (+5 
  on other planes), Use Magic Device +13 (+15 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 54 
  w/scrolls); Greater Spell Focus (Evocation), Iron Will, 
  Mindsight, 
  Practiced 
  Spellcaster, 
  Spell 
  Focus 
  (Evocation), Sudden Empower, Sudden Silent, Sudden 
  Still, Sudden Widen, Weapon Finesse. 
   
  Constrict (Ex): A tsochar deals 2d4+6 points of 
  damage with a successful grapple check. When a 
  tsochar deals damage by means of its constrict attack, it 
  injects its victim with poison. 
   
  Improved Grab (Ex): To use this ability a 
  tsochar must hit with two tentacle attacks. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity.  If it wins the grapple 
  check, it establishes a hold and. can constrict. 
   
  Tsochari receive a +4 racial bonus on grapple 
  checks, which is already included in the statistics 
  above. 
   
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 1d3 Dex. The save DC is 
  Constitution-based. A tsochar's poison is delivered by 
  dealing damage with its constrict attack 
   
  Take Spells (Su): A tsochar that replaces a 
  spellcaster (see below) retains any arcane spells 
  prepared by the dead character, and can cast them as if 
  it had prepared the spells itself. The tsochar must meet 
  the minimum ability score needed to cast the spell 
  based on the type of caster replaced (Intelligence for a 
  wizard, for example), or else the spell is unavailable to 
  it. If the tsochar replaces a spontaneous caster such as a 
  sorcerer, it retains the available spell slots of the dead 
  spellcaster, and can use any spells the dead host knew 
  In either case, the tsochar cannot regain spells or spell 
  slots it expends from the dead character's spellcasting 
  ability. 
   
  Wear Flesh (Su): A tsochar can bore its way 
  into a helpless living creature's body, slipping its ropy 
  tendrils into the spaces between organs and muscles 
  and disappearing into the victim-The victim must be 
  the same size as the tsochar or larger, and the process 
  requires 1 minute. The tsochar can choose to replace or 
  inhabit the victim (see below). Incorporeal creatures 
  and constructs, elementals, oozes, plants, and undead 
  are immune to this ability. 
   
  A tsochar can abandon a body it has inhabited or 
  replaced with a full-round action that deals 3d6 points 
  of damage to the host. A tsochar can be forced to 
  abandon the body by a remove disease or dispel evil 
  spell (the caster must succeed on a DC 20 caster level 
  check to expel the monster, which deals damage as 
  described above) or a heal or limited wish spell (which 
  automatically succeeds and causes no damage to the 
  host). 
   
  Inhabit: The tsochar leaves its victim alive and 
  aware. Any time it cares to, it can inflict indescribable 
  agony on its host as a standard action, dealing Ids to 
  6d6 points of damage and requiring the host to succeed 
  on a DC 15 Fortitude save or be nauseated by the pain 
  for 2d4 rounds. The tsochar chooses how much damage 
  it deals with this attack. 
   
  The tsochar can take no physical actions while 
  inhabiting a host, but it can use purely mental actions 
  (such as communicating with its host by means of its 
  telepathy power and threatening to injure or kill the 
  host unless the host does as the monster wishes). 
   
  When the host takes damage (other than damage 
  the tsochar inflicts on it), the inhabiting tsochar takes 
  half that damage. For example, if the host takes 28 
  points of cold damage from a cone of cold spell, the 
  tsochar takes 14 points of cold damage. 
   
  A tsochar inhabiting a humanoids body feeds on 
  the creature's blood and tissues, dealing 1d3 points of 
  Constitution damage per day A successful DC 15 
  Fortitude save reduces this damage by half. Over the 
  course of days, frail humanoids carrying tsochari sicken 
  and die, although tsochari are clever enough to direct 
  their hosts to acquire curative magic to keep 
  themselves alive indefinitely, if the situation calls for it. 
   
  Replace: The tsochar bores out the victim's 
  nervous system, killing the victim. It then animates the 
  body, effectively acting as the nervous system of the 
  dead host. The body remains alive, hosting the tsochar. 
   
  This functions like a polymorph spell into the 
  victim's exact form, except that the tscochar can remain 
  in the victim's form for up to a year, and it leaves the 
  victim's corpse behind when it chooses to end the 
  effect. The tsochar uses the victim's physical ability 
  scores in place of its own, as described by polymorph. 
  The tsochar can remain in this form indefinitely, but 
  once it abandons the form, it cannot reanimate the 
  body. 
   
  Tsochari that have replaced a humanoid slowly 
  devour their new shell from the inside out. A replaced 
  body takes 1d4 points of Constitution drain per month, 
  which does not heal naturally and can be restored only 
  by magical means. A successful DC 15 Fortitude save 
  reduces this damage by half. Naturally tsochari 
  imposters choose to abandon bodies they have replaced 
  before they become too weak to be serviceable. 
   
  Telepathy (Su): A tsochar can communicate 
  telepathically with any creature within 100 feet that 
  has a language. 
   
  Languages: Tsochar. 
   
  Spells Prepared (4/5/5/4/4/2; base DC = 14 + spell 
  level, 16 + spell level for evocation): 0th – acid splash, 
  detect magic, mage hand, resistance; 1st – burning 
  hands, mage armor (x2), magic missile, protection from 
  good; 2nd – false life, whispercast (x4); 3rd – dispel 
  magic, fireball (2), heroism; 4th – dimension door, 
  greater invisibility, resilient sphere, stoneskin; 5th – arc 
  of lightning, teleport. 
   
  Power-Up Suite (false life, mage armor, 
  resistance) – hp 163; AC 22 (+1 deflection, +4 armor, 
  +3 Dex, +4 natural), touch 13, flat-footed 18; SV Fort 
  +11, Ref +9, Will +19. 
   
  Possessions: Amulet of health +2, amulet of might 
  fists +1, periapt of wisdom +2, ring of counterspells 
  (dispel magic), ring of feather fall, ring of protection +1, 
  scroll of greater magic fang. 
   
  Encounter 8: Lairs Upon Layers 
  d Advanced Shaboath: CR 15; Huge construct 
  (cold); HD 31d10+40; hp 263; Init -1; Spd 20 ft., swim 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 55 
  30 ft.; AC 22 (-2 size, -1 Dex, +15 natural), touch 7, flat-
  footed 22; Base Atk/Grp: +23/+44; Atk: +34 melee 
  (3d10+13, slam); Full Atk: +34 melee (3d10+13, 4 
  slams); Space/Reach 15 ft./15 ft.; SA Engulf, improved 
  grab, wall of ice; SQ Construct traits, DR 10/-, 
  darkvision 60 ft., immunity to acid and cold, low-light 
  vision, vulnerability to fire, watery concealment; AL N; 
  SV Fort +8, Ref +7, Will +9; Str 36, Dex 8, Con –, Int –, 
  Wis 12, Cha 1.  
   
  Engulf (Ex): A shaboath can attempt to engulf a 
  grabbed opponent that is equal to or smaller than its 
  size category by making a successful grapple check. 
  Once inside, the opponent takes 3d10+19 points of 
  crushing damage per round if the opponent cannot 
  breathe water, it must hold. Its breath or begin to 
  drown. An engulfed creature can escape by making a 
  successful grapple check or Escape Artist check. The 
  amount of time a creature can hold its breath if it takes 
  a standard action is reduced by 1 round. A shaboath can 
  engulf 1 Large creature, 2 Medium creatures, 4 Small 
  creatures, 8 Tiny creatures, 16 Diminutive creatures, or 
  32 Fine creatures at one time. 
   
  Improved Grab (Ex): To use this ability, a 
  shaboath must hit with a slam attack It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the grapple 
  check, it can attempt to engulf the target in the 
  following round 
   
  Wall of Ice (Su): A shaboath can generate a 
  wall of ice (as the spell, caster level 20th) once per 
  minute as a standard action that does not provoke 
  attacks of opportunity. 
   
  Construct Traits: A shaboath has immunity to 
  poison, sleep effects, paralysis, stunning, disease, death 
  effects, necromancy effects, mind-affecting spells and 
  abilities (charms, compulsions, phantasms, patterns, 
  and morale effects), and any effect that requires a 
  Fortitude save unless it also works on objects or is 
  harmless. It is not subject to extra damage from critical 
  hits, non-lethal damage, ability damage, ability drain, 
  fatigue, exhaustion, or energy drain. It cannot heal 
  damage, but it can be repaired. It has darkvision out to 
  60 feet and low-light vision. 
   
  Watery Concealment (Ex): A shaboath that is 
  completely underwater is difficult to see. Its form 
  constantly shifts and blends with the surrounding 
  water, granting the creature concealment. 
   
  d Elite Shadowed Cold Element Advanced 
  Wyste: CR 11; Huge elemental (cold); HD 13d8+78; 
  hp 137; Init +2; Spd 15 ft., swim 60 ft.; AC 22 (-2 size, +2 
  Dex, +12 natural), touch 10, flat-footed 20; Base 
  Atk/Grp: +9/+25; Atk: +15 melee (1d4+8+1d8 cold, 
  tentacle); Full Atk: +15 melee (1d4+8+1d8 cold, 7 
  tentacles); Space/Reach 15 ft./10 ft.; SA Bite, improved 
  grab; SQ Blindsight 120 ft., darkvision 60 ft., DR 
  10/magic, elemental traits, evasion, fast healing 2, ice 
  walking, immunity to acid and cold, low-light vision, 
  vulnerability to fire; AL N; SV Fort +12, Ref +8, Will 
  +11; Str 26, Dex 15, Con 22, Int 1, Wis 12, Cha 10.  
   
  Skills and Feats: Listen +7, Move Silently +8, Spot 
  +15, Swim +16; Alertness, Improved Critical (Bite). 
   
  Bite (Ex): When a wyste grapples an opponent, 
  its tentacles draw the victim to its toothed sucker hole. 
   On the round after the wyste grabs, it makes a regular 
  attack with its bite (in lieu of any claw attacks), gaining 
  a +4 bonus on the attack roll (+19 melee).  If the bite 
  attack misses, the wyste drops the character, who falls 
  prone in front of the creature.  If the bite attack is 
  successful, the victim takes 1d6+12 points of damage.  
  The wyste can deal bit damage automatically every 
  round.  The victim can escape by winning an opposed 
  grapple check against the wyste, making a successful 
  Escape Artist check against the wyste’s grapple check 
  result, or by killing the wyste. 
   
  Icewalking (Ex): As the spider climb spell, but 
  applies to all icy surfaces. 
   
  Improved Grab (Ex): If a wyste hits a Large or 
  smaller opponent with one or more tentacle attacks, it 
  deals normal damage ad attempts to start a grapple as a 
  free action without provoking an attack of opportunity 
  (grapple bonus +25, +2 for each tentacle that hit beyond 
  the first).  The wyste can make only on grapple attempt 
  per round, no matter how many tentacles it devotes to 
  the effort.  If it gets a hold, it has the option to conduct 
  the grapple normally, or simply use its tentacles to hold 
  the opponent (-20 penalty on grapple check, but the 
  wyste is not considered grappled).  In either case, each 
  successful grapple check it makes during the 
  successive rounds automatically deals damage fir all 
  tentacles used to hold the opponent. 
   
  Blindsight (Ex): A wyst is blind, but its 
  tentacles are sensory organs that can be used to 
  ascertain prey by scent and vibration.  This ability 
  enables it to discern object and creatures within 120 
  feet.  A wyste usually does not need to make Spot or 
  Listen checks to notice creatures within range of its 
  blindsight. 
   
  Shadow Blend (Su): In any conditions other 
  than full daylight, a shadow creature can disappear into 
  the shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, does 
  not negate this ability, but daylight spell will. 
   
  Encounter 9: In the Walls 
  d Tarja Arjotta: Male human (Suel) ex-Cleric 
  4/Rogue 2/Ur Priest 10; CR 16; Medium humanoid 
  (human); HD 14d8+2d6+32; hp 117; Init +0; Spd 30 ft.; 
  AC 21 (+1 Dex, +2 shield, +8 armor), touch 11, flat-
  footed 20; Base Atk/Grp: +11/+10; Atk: +12 melee (1d8-
  1, morningstar) or +13 ranged (1d8/19-20, light 
  crossbow); 
  Full 
  Atk: 
  +12/+7/+2 
  melee 
  (1d8-1, 
  morningstar) or +13/+8 ranged (1d8/19-20, light 
  crossbow); SA Rebuke Undead (10/day), sneak attack 
  +1d6, steal spell-like ability; SQ Divine spell resistance 
  20, evasion, siphon spell power, trapfinding; AL CE; SV 
  Fort +7, Ref +7, Will +21; Str 8, Dex 10, Con 14, Int 12, 
  Wis 22 [26], Cha 12 [16].  
   
  Skills and Feats: Bluff +7, Concentration +19, 
  Diplomacy +5, Knowledge (arcana) +10, Knowledge 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 56 
  (religion) +11, Knowledge (the planes) +10, Sense 
  Motive +18, Spellcraft +20, Survival +8 (+10 on other 
  planes); Divine Meta-Magic (Quicken), Extra Turning, 
  Iron Will, Leadership, Spell Focus (evil), Quicken 
  Spell. 
   
  Divine Spell Resistance (Su): At 4th level, an 
  ur-priest gains spell resistance 15, but only against 
  divine spells and the spell-like abilities of outsiders. At 
  8th level, the ur-priest's spell resistance increases to 20. 
   
  Siphon Spell Power (Ex): Because they steal 
  whatever power they can, ur-priests learn to 
  manipulate their energy in ways that con found other 
  casters. An ur-priest of 6th level or higher can 
  temporarily sacrifice two (or more) lower-level spell 
  slots and use those slots, to prepare a higher-level spell. 
   The higher-level spell must be of a level the ur-priest 
  can cast.  Only one exchange of this sort can be made 
  each day. The levels of the lower-level slots are totaled, 
  then reduced to three-quarters (round down) to 
  determine the level of the extra higher-level spell slot. 
  For example, an ur-priest who sacrifices a 3rd-level 
  spell and a 5th-level spell can use that spell slot to 
  prepare an additional 6th-level spell (3 + 5 = 8, and 8 x 
  3/4 = 6). 
   
  Steal Spell-Like Ability (Su): The most 
  powerful ur-priests can use the same techniques that 
  siphon off the gods’ spell power to steal the spell-like 
  abilities of another creature. Once each day, when a 
  creature with spell-like abilities is within 50 feet of a 
  10th- level ur-priest, the ur-priest can choose one of the 
  spell-like abilities of the creature to steal for himself 
  The ur-priest can use the spell-like ability as often as 
  the creature can, or three times per day, whichever is 
  less. The ur-priest uses the ability as the creature does 
  with regard to caster level and save DCs. This ability 
  only lasts 24 hours. The creature with the spell-like 
  ability does not lose the ability when the ur-priest steals 
  it.  If an ur-priest tries to steal a spell-like ability that 
  the creature doesn't have, or tries to steal an ability that 
  is supernatural rather than spell-like, the attempt 
  automatically fails. 
   
  For example, if an ur-priest is near a noble 
  salamander, he can steal fireball and use it three times 
  that day or steal dispel magic and use it once that day. If 
  he is near a pit fiend, he could steal teleport without 
  error (self plus 50 pounds of objects only) and use it 
  three times per day, because the pit fiend can do it at 
  will. He could even steal the pit fiend's wish ability, but 
  because a pit fiend can only use wish once per year, the 
  ur-priest would be similarly limited. He could not, steal 
  that power again from any creature for one year. 
   
  Languages: Cold Tongue, Common. 
   
  Spells Prepared (6/7/6/6/6/5/4/4/3/1; base DC = 
  18 + spell level): 0th – cure minor wounds (x2), detect 
  magic (x2), detect poison, guidance; 1st – bless, cure 
  light wounds, divine favor, entropic shield, protection 
  from good, shield of faith (x2); 2nd – cure moderate 
  wounds (x2), resist energy (x2), silence; 3rd – invisibility 
  purge, lesser aura of cold, magic vestment (x3), wrack 
  (x2); 4th – air walk, cure critical wounds, death ward 
  (x2), freedom of movement, greater magic weapon; 5th 
  – flamestrike (x2), frostbite, mass cure light wounds, 
  wall of stone; 6th – quickened aligned weapon, greater 
  dispel magic, heal, hero’s feast, quickened remove 
  blindness/deafness; 7th – quickened aligned weapon, 
  quickened dispel magic, ethereal jaunt, quickened 
  healing lorecall, quickened recitation; 8th – antimagic 
  field, quickened freedom of movement, unholy aura; 
  9th –miracle. 
   
  Power-Up Suite (air walk, death ward, 
  entropic shield, freedom of movement, hero’s 
  feast, invisibility purge, resist energy (20 pts, 
  fire), unholy aura) – hp 127; AC 25 (+4 deflection, 
  +1 Dex, +2 shield, +8 armor), touch 11, flat-footed 20; 
  Atk: +13 melee (1d8-1, morningstar) or +14 ranged 
  (1d8/19-20, light crossbow); Full Atk: +13/+8/+3 melee 
  (1d8-1, morningstar) or +14/+9 ranged (1d8/19-20, light 
  crossbow); SQ SR 25 vs. good; SV Fort +11, Ref +11, 
  Will +26. 
   
   
  Possessions: Masterwork morningstar, heavy 
  steel shield, full plate, light crossbow, 10 Masterwork 
  bolts, holy symbol (x2), spell component pouch (x2), 2 
  alchemist fire, sunrod, tanglefoot bag, cloak of 
  charisma +4, mantle of hidden faith, lesser rod of 
  piercing cold, periapt of wisdom +4, scroll of mass heal. 
   
  Physical Description: Tall and thin Suel man with 
  a patchy beard and bulging eyes. 
   
  d Vennekka Irkko: Female human (Suel) Druid 
  5/Wizard 2/Fleshwarper 4/Arcane Hierophant 5; CR 
  16; Medium humanoid (human); HD 5d8+2d4+9d6+34; 
  hp 102; Init +0; Spd 30 ft.; AC 16 (+2 natural, +2 armor, 
  +2 shield), touch 10, flat-footed 16; Base Atk/Grp: 
  +10/+11; Atk: +10 melee (1d6-1/18-20, scimitar) or +11 
  ranged (1d6-1/x3, shortspear); Full Atk: +10/+5 melee 
  (1d6-1/18-20, scimitar) or +11/+6 ranged (1d6-1/x3, 
  shortspear); SQ Aberrant familiar (x2), channel animal 
  2/day, companion familiar, elder secret, graft mastery, 
  ignore arcane spell failure, resist nature’s lure, trackless 
  step, wild empathy, wild shape large 4/day, woodland 
  stride; AL NE; SV Fort +11, Ref +3, Will +16; Str 8, Dex 
  10, Con 12 [14], Int 18 [22], Wis 18, Cha 12.  
   
  Skills and Feats: Concentration +19, Handle 
  Animal +9, Heal +19, Knowledge (arcana) +22, 
  Knowledge (nature) +26, Listen +18, Ride +10, 
  Spellcraft +25 (+27 w/scrolls), Spot +18, Survival +18, 
  Use Magic Device +18 (+20 w/scrolls); Aberration 
  Blood (flexible limbs), Aberration Wild Shape, Fast 
  Wild Shape, Graft Flesh, Leadership, Natural Bond, 
  Natural Spell 
   
  Channel Animal (Sp): Starting at 4th level, 
  you gain the ability twice per day to establish a magical 
  conduit between yourself and a single animal that you 
  touch (including your familiar companion). For each 
  use of this class feature, a spell you cast whose range is 
  touch or greater can originate from the animal instead 
  of from you, provided that you have line of sight and 
  line of effect to the animal, the spell's line of effect then 
  extends from the animal to the target based on the 
  senses of the animal, not you. 
   
  You can also use this power to deliver touch spells 
  through the animal. Once you cast the spell, the animal 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 57 
  is considered to be holding the charge for the spell (see 
  page 176 of the Player's Handbook). 
   
  Starting at 8th level, you gain two additional uses 
  of this ability each day. 
   
  Elder Secret (Su): Your continuous self-
  experimentation in grafting results in occasional 
  improvements to your form. At 2nd level and every 
  three levels thereafter, you make a powerful discovery 
  in your research and learn how to improve your body 
  in a subtle, minor way. Choose one elder secret from 
  those described below when you reach 2nd, 5th, and 
  8th level. 
   
  Secret of the Gibbering Mouther: Your form 
  becomes partially amorphous. You have a 25% chance 
  to ignore the extra damage dealt by a critical hit or a 
  sneak attack. 
   
  Graft Mastery (Ex): You learn how to create 
  and apply grafts normally not available to your race by 
  studying forbidden tomes and consulting ancient 
  nameless sources. When you first gain the Graft Flesh 
  feat, you choose a specific type of graft to associate with 
  the feat (most likely silthilar grafts, or beholder or 
  undead grafts from the Fiend Folio or Libris Mortis). At 
  3rd level, you can select a new type of graft to add to 
  the list. If you choose a graft type that normally 
  requires the creator to be a member of that race (such 
  as aboleth and illithid grafts, or fi endish or yuan-ti 
  grafts from the Fiend Folio), you ignore that restriction 
  completely. You can select a new graft type every time 
  you gain an odd-numbered fleshwarper level higher 
  than 3rd. 
   
  Languages: Cold Tongue, Common, Druidic, Orc, 
  Sylvan. 
   
  Druid Spells Prepared (5/4/4/4/4/2; base DC = 14 
  + spell level, 10th-level caster): 0th – cure minor wounds, 
  detect magic (x2), guidance, resistance; 1st – cure light 
  wounds, faerie fire, ice skate, magic fang, produce 
  flame; 2nd – barkskin (x2), listening lorecall, nature’s 
  favor, numbing sphere; 3rd – column of ice, cure 
  moderate wounds, greater magic fang (x2); 4th – dispel 
  magic, flamestrike, freedom of movement (x2); 5th – 
  animal growth, death ward. 
   
  Wizard Spells Prepared (4/6/6/3/3/3; base DC = 
  16 + spell level, 10th-level caster): 0th – acid splash, 
  detect magic, mage hand, touch of fatigue; 1st – mage 
  armor, magic missile (x2), protection from good, shield, 
  shocking grasp; 2nd – blur, false life, mirror image, 
  scorching ray, see invisibility, touch of idiocy; 3rd – 
  enhance familiar, heroism, vampiric touch; 4th – 
  dimension door, fortify familiar, stoneskin; 5th – greater 
  blink, mass fire shield, wall of force. 
   
  Power-Up 
  Suite 
  (blur** 
  (20% 
  miss 
  chance), death ward*, greater blink**, hero’s 
  feast*, listening lorecall** (30’ blindsight), 
  mage armor**, protection from good**, resist 
  energy (20 ots., fire)*, shield**, shield of 
  faith*, unholy aura*) – hp 122; AC 24 (+2 natural, 
  +4 deflection, +4 armor, +4 shield), touch 10, flat-footed 
  20; Atk: +11 melee (1d6-1/18-20, scimitar) or +12 
  ranged (1d6-1/x3, shortspear); Full Atk: +11/+6 melee 
  (1d6-1/18-20, scimitar) or +12/+7 ranged (1d6-1/x3, 
  shortspear); SQ SR 25 vs. good; SV Fort +15, Ref +7, 
  Will +21. 
  *Cast by Tarja 
   
  **Cast by Vennekka 
   
  Possessions: Masterwork scimitar, masterwork 
  shortspear, leather armor, large wooden shield, holly, 
  spell component pouch, headband of intellect +4, scroll 
  of disintegrate, amulet of health +2, chitin plating 
  (silthilar graft). 
   
  Physical Description: A pale Suel woman with 
  alabaster skin and very lanky limbs.  She has black 
  chitious plates from her neck down the rest of her 
  body. 
   
  d Vor Evar: Male human (Suel) Barbarian 2/Fighter 
  1/Ranger 3/Frostrager 5/Primeval 2; CR – (cohort); 
  Medium humanoid (human); HD 3d8+7d12+3d10+52; 
  hp 143; Init +2; Spd 40 ft.; AC 17 (+2 Dex, +5 armor), 
  touch 12, flat-footed 15; Base Atk/Grp: +13/+20; Atk: 
  +21 melee (1d3+7, unarmed strike) or +16 ranged 
  (1d6+7, javelin); Full Atk: +21/+16/+11 melee (1d3+7, 
  unarmed strike) or +19/+19/+14/+9 melee (1d3+7, 
  unarmed strike) or +17/+17/+17/+12/+7 melee (1d3+7, 
  unarmed strike) or +16/+11/+6 ranged (1d6+7, javelin); 
  SA Favored enemy +2 (human), freezing blood, 
  frostrage, improved frostrage, one-two punch, primeval 
  form 1/day, rage 1/day, rend (2d8+7 plus 1d6 cold); SQ 
  Absorb cold, animal empathy (lions), low-light vision, 
  uncanny dodge, wild empathy; AL CE; SV Fort +19, Ref 
  +6, Will +2; Str 20 [24], Dex 15, Con 17 [19], Int 7, Wis 
  11, Cha 7.  
   
  Skills and Feats: Handle Animal +3, Heal +2, Hide 
  +8, Intimidate +5, Knowledge (nature) +5, Listen +16, 
  Move Silently +7, Ride +4, Spot +10, Survival +16; 
  Endurance, Frozen Berserker, Improved Grapple, 
  Improved Toughness, Improved Unarmed Strike, 
  Power Attack, Self-Sufficient, Toughness, Track, Two 
  Weapon Fighting, Weapon Focus (Unarmed Strike). 
   
  Absorb Cold (Su): At 3rd level, while raging, 
  the frostrager not only gains immunity to cold, but it 
  heals him. For every 2 points of cold damage that 
  would have otherwise have been dealt by an attack, the 
  frostrager heals 1 point of damage. 
   
  Animal Empathy (Ex): In any form, the 
  primeval can communicate with animals of his chosen 
  primeval form (or related types). For example, a 
  primeval whose primeval form is a dire wolf may 
  communicate with wolves and dire wolves. He gains a 
  +4 bonus on Charisma-based checks against animals of 
  his chosen primeval form and related animals. 
   
  Freezing Blood (Su): At 1st level, a frostrager's 
  blood becomes freezing cold. His wounds instantly 
  freeze over and stop bleeding; he is immune to attacks 
  that cause wounding effects. If reduced to negative hit 
  points, he automatically stabilizes. He still takes 1 point 
  of damage if he takes any actions while at o or negative 
  hit points, however. 
   
  Frostrage (Su): While raging, the character 
  grows larger and more massive, and his freezing sweat 
  forms icicles as it streams out of his pores, coating his 
  body in a glittering crust of ice. The frostrager's actual 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 58 
  size category does not change (nor does his 
  space,/reach,), but he does gain a +4 natural armor 
  bonus to Armor Class from the sheets of ice that form 
  over his body. In addition, a frostrager's unarmed 
  attacks deal 1d6 points of damage plus 1d4 points of 
  cold damage on a successful hit. If the frostrager is 
  Small, his unarmed attack deals 1d4 points of damage, 
  and if the frostrager is Large, his unarmed attack deals 
  1d8 points of damage. 
   
  Improved Frostrage (Su): At 4th level while 
  raging, the frostrager's natural armor bonus increases 
  to +6. His unarmed attacks deal 1d8 points of damage 
  plus 1d6 points of cold damage on a successful hit. If 
  the frostrager is Small, his unarmed attack deals 1d6 
  points of damage, and if the frostrager is Large, his 
  unarmed attack deals 2d6 points of damage. 
   
  One-Two Punch (Ex): At 2nd level, while 
  making an unarmed attack, the frostrager may make 
  one extra attack in a round at his highest base attack 
  bonus, but each attack made in that round (the extra 
  one and the normal ones) take a -2 penalty. 
   
  Primeval Form (Su): The primary ability of the 
  primeval is the supernatural ability to assume an 
  alternate form. This functions similarly to the druid's 
  wild shape ability, except the alternate form chosen 
  must be selected when the character takes his first level 
  of primeval and cannot be changed after that. Each 
  time the character changes form with this ability, he 
  assumes the same form. At 1st level, he may change 
  shape into his primeval form once per day. He can use 
  this ability one additional time each day at 4th level, 
  7th level, and again at 10th level. 
   
  This ability functions like the polymorph spell, 
  except as noted here. It lasts for 1 minute per primeval 
  level, or until he changes back. Changing form (into 
  either form) is a standard action and doesn’t provoke 
  attacks of opportunity. 
   
  The primeval does not assume the animal's 
  physical ability scores. Instead, he adds the animal's 
  ability score -10 (for even scores) or-11 (for odd scores) 
  to his own ability scores. For example, a primeval with 
  a Strength score of 16 who assumes the form of a dire 
  lion (Strength 25) adds +14 to his normal Strength of 
  16 to determine his Strength score in his primeval 
  form. Remember, items that enhance the character's 
  ability scores may be rendered inoperative by his 
  change in form. 
   
  The primeval loses his ability to speak while in 
  primeval form because he is limited to the sounds that 
  the form can make naturally. 
   
  If the primeval has the wild shape ability from 
  other class levels, he may use wild shape to assume his 
  primeval form. He cannot use his primeval form ability 
  to wild shape, however. 
  Vor Evar (Dire Lion Form): hp 169; Init +4; 
  Spd 40 ft.; AC 17 (–1 size, +4 Dex, +4 natural), 
  touch 13, flat-footed 13; Base Atk/Grp: +13/+29; 
  Atk: +25 melee (1d6+12, claw); Full Atk: +25 melee 
  (1d6+12, 2 claws) and +20 melee (1d8+6, bite); 
  Space/Reach 10 ft./5 ft.; SA Improved grab, 
  pounce, rake 1d6+3; SQ Low-light vision, scent; SV 
  Fort +19, Ref +7, Will +1; Str 34, Dex 19, Con 23, 
  Int 7, Wis 11, Cha 7.  
   
  Improved Grab (Ex): To use this ability, a 
  dire lion must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can rake. 
   
  Pounce (Ex): If a dire lion charges, it can 
  make a full attack, including two rake attacks. 
   
  Rake (Ex): Attack bonus +25 melee, damage 
  1d6+6. 
   
  Rend (Ex): At 5th level, a frostrager gains the 
  ability to rend a target. In any round that the frostrager 
  hits the same foe with two or more unarmed attacks, he 
  immediately deals an additional 2d8 points of damage 
  (plus 1-1/2 times his Strength bonus), plus an 
  additional 1d6 points of cold damage. If he is Small, his 
  rend deals 2d6 points of damage; if he is Large, his rend 
  deals 3d8 points of damage. 
   
  Languages: Cold Tongue. 
   
  Power-Up 
  Suite 
  (barkskin**, 
  greater 
  magic fang**, freedom of movement**, hero’s 
  feast*, magic vestment*, shield of faith*, 
  unholy aura*) – AC 27 (+4 deflection, +4 natural, +2 
  Dex, +7 armor), touch 16, flat-footed 25; Atk: +23 melee 
  (1d3+8, unarmed strike) or +17 ranged (1d6+7, javelin); 
  Full Atk: +23/+18/+13 melee (1d3+8, unarmed strike) 
  or +21/+21/+16/+11 melee (1d3+8, unarmed strike) or 
  +19/+19/+19/+14/+9 melee (1d3+8, unarmed strike) or 
  +17/+12/+7 ranged (1d6+7, javelin); SV Fort +23, Ref 
  +10, Will +7. 
  *Cast by Tarja 
   
  **Cast by Vennekka 
   
  Power-Up Suite (raging, Dire Lion form, 
  barkskin**, greater magic fang**, freedom of 
  movement**, hero’s feast*, magic vestment*, 
  shield of faith*, unholy aura*) – hp 179; Init +4; 
  AC 23 (-2 raging, –1 size, +4 deflection, +4 Dex, +8 
  natural), touch 15, flat-footed 19; Base Atk/Grp: 
  +13/+31; Atk: +29 melee (1d8+15+1d6 cold, claw); Full 
  Atk: +29 melee (1d8+15+1d6 cold, 2 claws) and +24 
  melee 
  (1d8+9+1d6 
  cold, 
  bite) 
  or 
  +27 
  melee 
  (1d8+15+1d6 cold, 3 claws) and +22 melee (1d8+9+1d6 
  cold, bite); Space/Reach 10 ft./5 ft.; SA Improved grab, 
  pounce, rake 1d6+3; SQ Low-light vision, scent; SV 
  Fort +19, Ref +7, Will +1; Str 38, Dex 19, Con 27. 
  *Cast by Tarja 
   
  **Cast by Vennekka 
   
  Possessions: Masterwork mithral breastplate, 6 
  Masterwork javelins, belt of strength +4, amulet of 
  health +2, ring of major fire resistance, ring of 
  counterspells (greater dispel magic). 
   
  Physical Description: A feral looking man, 
  drooling on himself, which has frozen in his beard and 
  on his breastplate. 
   
  d 
  Balloff: 
  Brown 
  Bear; 
  CR 
  – 
  (animal 
  companion/familiar); Huge aberration (augmented 
  animal); HD 10d8+70; hp 113; Init +1; Spd 40 ft.; AC 30 
  (+4 armor, –2 size, +1 Dex, +17 natural), touch 9, flat-
  footed 25; Base Atk/Grp: +6/+23; Atk: +18 melee 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 59 
  (2d6+13, claw); Full Atk: +18 melee (2d6+13, 2 claws) 
  and +13 melee (3d6+11, bite); Space/Reach 15 ft./10 ft.; 
  SA Improved grab; SQ Darkvision 60 ft., devotion, 
  evasion, link, low-light vision, scent, share spells, speak 
  with bears, speak with master; AL N; SV Fort +13, Ref 
  +10, Will +4; Str 37, Dex 13, Con 24, Int 10, Wis 12, Cha 
  6.  
   
  Skills and Feats: Listen +11, Spot +14, Swim +17; 
  Endurance, Power Attack, Run, Track. 
   
  Improved Grab (Ex): To use this ability, a 
  brown bear must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. 
   
  Aberrant Familiar (Su): Size Increase – The 
  familiar’s size becomes larger by one category.  
  Amorphous Form: A familiar with this ability is 
  immune to extra damage from critical hits and sneak 
  attacks. 
   
  Power-Up 
  Suite 
  (animal 
  growth**, 
  barkskin**, death ward**, enhance familiar**, 
  false life, fortify familiar**, freedom of 
  movement**, greater magic fang**, hero’s 
  feast*, 
  heroism**, 
  ice 
  skate**, 
  magic 
  vestment*, nature’s favor**, protection from 
  good*, see invisibility**, stoneskin**, unholy 
  aura*) – Gargantuan aberration (augmented animal); 
  hp 168; Spd 100 ft.; AC 41 (+4 deflection, +2 dodge, +6 
  armor, –4 size, +23 natural), touch 12, flat-footed 29; 
  Grp: +6/+31; Atk: +31 melee (3d6+26, claw); Full Atk: 
  +31 melee (3d6+26, 2 claws) and +26 melee (4d6+19, 
  bite); Space/Reach 20 ft./15 ft.; SQ DR 10/magic, SR 25 
  vs. good; SV Fort +23, Ref +17, Will +12; Str 45, Dex 11, 
  Con 28. 
  *Cast by Tarja 
   
  **Cast by Vennekka 
   
  Possessions: Chain shirt barding, cape of the 
  mountebank, ring of counterspells (greater dispel 
  magic), hand of glory. 
   
  d Olgar: Male human (Suel) Barbarian 3/Fighter 
  2/Tactical Soldier 7; CR – (cohort); Medium humanoid 
  (human)]; HD 3d12+9d10+36; hp 122; Init +1; Spd 40 
  ft.; AC 24 (+2 natural, +1 Dex, +8 armor, +3 shield), 
  touch 11, flat-footed 23; Base Atk/Grp: +12/+16; Atk: 
  +18 melee (1d8+5/19-20, +1 longsword) or +15 ranged 
  (1d8+4/x3, composite longbow); Full Atk: +18/+13/+8 
  melee (1d8+5/19-20, +1 longsword) or +14/+9/+4 
  ranged (1d8+4/x3, composite longbow); SA Delayed 
  cleave, offensive strike, rage 1/day; SQ Defensive 
  shield, flanker, interpose, trap sense +1, uncanny 
  dodge; AL NE; SV Fort +14, Ref +4, Will +2; Str 19, Dex 
  13, Con 16, Int 13, Wis 8, Cha 8.  
   
  Skills and Feats: Climb +19, Diplomacy +1, 
  Intimidate +12, Jump +17, Listen +5, Sense Motive +14, 
  Survival +5; Cleave, Combat Expertise, Combat 
  Reflexes, Dodge, Improved disarm, Karmic Strike, 
  Power Attack, Sidestep, Weapon Focus (longsword). 
   
  Defensive Shield (Ex): Starting at 4th level, 
  whenever a tactical soldier fights defensively, she 
  provides up to two adjacent allies with a +2 dodge 
  bonus to Armor Class, though their attack rolls do not 
  take the normal -4 penalty (but her attack rolls still do). 
   
  Delayed Cleave (Ex): Starting at 7th level, if 
  the last creature a tactical soldier hit in melee is 
  dropped by someone other than her, and the tactical 
  soldier still threatens that creature’s square, she may 
  make a cleave attack as an attack of opportunity. All 
  normal restrictions on cleave attempts and attacks of 
  opportunity apply. 
   
  Flanker (Ex): A tactical soldier can flank 
  enemies from seemingly impossible angles. She can 
  designate any adjacent square as the square from which 
  flanking against an ally is determined (including the 
  square where she stands, as normal). She may designate 
  the square at the beginning of her turn or at any time 
  during her turn. The designated square remains her 
  effective square for flanking until she is no longer 
  adjacent to it or until she chooses a different square (at 
  the start of one of her turns). The character can even 
  choose a square that is impassable or occupied. 
   
  Interpose (Ex): A tactical soldier gains this 
  ability, usable three times per day, at 3rd level. When 
  an enemy threatens her in melee and makes a 
  successful attack against an adjacent ally of hers, the 
  tactical soldier may take the damage (and other effects) 
  of the blow as if she had been hit instead. 
   
  Offensive Strike (Ex): Starting at 5th level, in 
  times of urgency a tactical soldier can lower all her 
  defense to make a very aggressive attack. When 
  making an offensive strike, the tactical soldier gains a 
  +4 bonus on melee attack rolls and damage rolls for 1 
  round. Until her next turn, however, she is wide open 
  to physical and magical attacks. All successful attack 
  rolls made against the tactical soldier are automatic 
  threats, and all saving throws the tactical soldier makes 
  against spells automatically fail. 
   
  Languages: Cold Tongue, Common. 
   
  Power-Up Suite (greater magic weapon, 
  hero’s feast, magic vestment, unholy aura) – 
  hp 132; AC 30 (+2 natural, +4 deflection, +1 Dex, +10 
  armor, +3 shield), touch 15, flat-footed 28; Atk: +20 
  melee (1d8+6/19-20, +1 longsword) or +16 ranged 
  (1d8+4/x3, composite longbow); Full Atk: +20/+15/+10 
  melee (1d8+6/19-20, +1 longsword) or +15/+10/+5 
  ranged (1d8+4/x3, composite longbow); SV Fort +18, 
  Ref +8, Will +7. 
  *Cast by Tarja 
   
  **Cast by Vennekka 
   
  Power-Up Suite (raging, greater magic 
  weapon, hero’s feast, magic vestment, unholy 
  aura) – hp 156; AC 28 (-2 raging, +2 natural, +4 
  deflection, +1 Dex, +10 armor, +3 shield), touch 13, flat-
  footed 26; Atk: +22 melee (1d8+8/19-20, +1 longsword) 
  or +16 ranged (1d8+4/x3, composite longbow); Full 
  Atk: +22/+17/+12 melee (1d8+8/19-20, +1 longsword) 
  or +15/+10/+5 ranged (1d8+4/x3, composite longbow); 
  SV Fort +20, Will +9; Str 23, Con 20.  
  *Cast by Tarja 
   
  **Cast by Vennekka 
   
  Possessions: Full plate, +1 heavy steel shield of 
  moderate 
  fortification, 
  +1 
  longsword, 
  mighty 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 60 
  composite 
  longbow 
  [+4], 
  Masterwork 
  flail, 
  20 
  Masterwork arrows, 5 alchemist fire, 5 tanglefoot bags, 
  10 sunrods, chitin plating (silthilar graft). 
   
  Physical Description:  A lar ge Suel man with red 
  hair and fine furs with chitin plates under his clothes. 
   
   
   
   
  
  CORS6-01 The Hanging Glacier [High Level] 
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  APPENDIX 2: NEW RULES ITEMS
  FEATS 
  Aberration Blood [Aberrant]  
  Originally presented in the Lords of Madness.  
   
  One of your ancestors was an aberration and has passed 
  the taint of its aberrant physiology down through the 
  generations to you. This taint manifests physically in 
  your appearance in some noticeable way. 
   
  Prerequisites: Humanoid. 
   
  Benefits: You gain a physical feature that grants 
  you a racial bonus on one type of check; once you select 
  the check to which this bonus applies (as well as the 
  corresponding feature) you cannot change it later. The 
  bonus must be chosen from the following list: 
   
  Aberrant Feature 
  Benefit 
  Bulging eyes 
  +2 bonus on Spot checks 
  Flexible limbs 
  +2 bonus on Grapple checks 
  Segmented eyes 
  +3 bonus on Search checks 
  Slimy skin 
  +4 bonus on Escape Artist 
  checks 
  Sticky fingers 
  +3 bonus on Climb checks 
  Tail 
  +4 bonus on Balance checks 
  Webbed hands 
  +4 bonus on Swim checks 
   
   
  Special: You can select this feat more than once. 
  Each time you select this feat, choose a different 
  aberrant feature and gain the bonus associated with it. 
   
  Aberration Wild Shape [Aberrant] 
  Originally presented in the Lords of Madness. 
   
  Most druids detest aberrations and think of them as 
  outside nature, but some view them simply as examples 
  of nature from an extreme and alien world.  Thanks to 
  your heritage, you are one of the latter, and have 
  learned to channel your inhuman bloodline into your 
  shapeshifting power. 
   
  Prerequisites: Aberration Blood, wild shape 
  ability. 
   
  Benefits: You can use your wild shape ability to 
  assume the form of an aberration.  This otherwise 
  functions identically to your normal wild shape ability. 
   The size of the aberration is limited to the size of 
  animal you can normally assume the shape of with wild 
  shape. 
   
  Close-Quarters Fighting [General]  
  Originally presented in the Complete Warrior. 
   
  You are skill at fighting at close range, and resisting 
  grapple attempts. 
   
  Prerequisites: Base Attack +3. 
   
  Benefits: You gain an attack of opportunity 
  whenever an enemy attempts to grapple you, even if 
  the enemy has a feat or special ability that would 
  normally bypass the attack. If you deal damage with 
  this attack, the enemy fails to start the grapple, unless it 
  has the Improved Grapple feat or a special ability such 
  as improved grab. If the enemy has such an ability, you 
  may add the damage you deal as a bonus on your 
  opposed check to resist being grappled. This feat does 
  not give you an extra attack of opportunity during a 
  round or allow you to make an attack of opportunity 
  when you would be denied one for being surprised, 
  helpless, or in a similar situation. 
   
  For example, an ogre attempts to grapple Tordek. 
  Tordek gains an attack of opportunity, hits, and causes 
  damage. Since the ogre does not have any type of 
  grappling special ability or feat, it fails to start a grapple. 
  Then an ankheg – a creature with the improved grab 
  special ability – attempts to grapple Tordek. He takes 
  an attack of opportunity, hits, and deals 10 points of 
  damage to the creature. Tordek then adds a +10 to his 
  opposed check to resist being grappled. 
   
  Normal: Creatures with Improved Grapple, 
  improved grab, or similar feats or special abilities do 
  not provoke attacks of opportunity when attempting to 
  start a grapple. 
   
  Special: A fighter may select Close-Quarters 
  Fighting as one of his bonus fighter feats. 
   
  Cold Endurance 
  Originally presented in Frostburn. 
   
  Either because of growing up in a frostfell or training 
  your body and mind to ignore the biting effect of cold, 
  you 
  can 
  exits 
  with 
  ease 
  in 
  low-temperature 
  environments. 
   
  Prerequisites: Base Fortitude save bonus +2. 
   
  Benefits: 
  You 
  can 
  exist 
  comfortably 
  in 
  conditions between 0 �F and 90 �F without having to 
  make Fortitude saves (as described in Cold Dangers, 
  page 8).  You also gain a +2 bonus on saving throws 
  against cold effects. 
   
  Cold Endurance doesn’t provide any level of 
  resistance to cold damage. 
   
  Death Blow 
  Originally presented in Complete Adventurer. 
   
  You waste no time in dealing with a downed foe. 
   
  Prerequisites: Improved Initiative, base attack 
  bonus +2. 
   
  Benefits: You can perform a coup de grace attack 
  against a helpless defender as a standard action.  Doing 
  this still provokes attacks of opportunity as normal. 
   
  Normal: Performing a coup de grace is a full-
  round action. 
   
  Fast Wild Shape 
  Originally presented in the Complete Divine. 
   
  You assume your wild shape faster and more easily 
  than you otherwise could. 
   
  Prerequisites: Dex 13, ability to use wild shape. 
  
  CORS6-01 The Hanging Glacier [High Level] 
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  Benefits: You gain the ability to wild shape as a 
  move-equivolent action. 
   
  Normal: A druid uses wild shape as a standard 
  action. 
   
  Frozen Berserker [General] 
  Originally presented in Frostburn. 
   
  When you enter your barbarian rage, your body 
  becomes infused with cold energy. 
   
  Prerequisites: Ability to rage. 
   
  Benefits: As long as you are under the effects of a 
  barbarian rage, you gain the cold subtype.  You gain 
  immunity to cold, but have vulnerability to fire which 
  means you take half again as much (+50%) damage as 
  normal from fire, regardless of whether a saving throw 
  is allowed, or if a save is a success or failure. 
   
  Graft Flesh [Item Creation] 
  Originally presented in the Lords of Madness. 
   
  You can apply a certain type of graft to other living 
  creatures or to yourself. 
   
  Prerequisites: Heal 10 ranks. 
   
  Benefit: Choose a type of graft: aboleth, illithid, 
  or silthilar. You must be an aboleth to choose aboleth 
  grafts. You must be an illithid to choose illithid grafts. 
  There are no additional requirements for choosing 
  silthilar grafts. Other races aside from these three can 
  create grafts; see the Fiend Folio for beholder, fiendish, 
  undead, and yuan-ti grafts. 
   
  You can create grafts of your chosen type and 
  apply them to other creatures or to yourself. Creating a 
  graft takes one day for each 1,000 gp in its price. To 
  create a graft, you must spend 1/25 of the graft’s price 
  in XP and use up raw materials costing half this price. 
   
  Improved Toughness [General] 
  Originally presented in the Complete Warrior. 
   
  You are significantly tougher than normal. 
   
  Prerequisites: Base Fortitude save bonus +2. 
   
  Benefits: You gain a number of hit points equal 
  to your current Hit Dice. Each time you gain a HD 
  (such as by gaining a level) you gain 1 additional hit 
  point. If you lose a HD (such as by losing a level), you 
  lose 1 hit point permanently. 
   
  Special: 
  A 
  fighter 
  may 
  select 
  Improved 
  Toughness as one of his fighter bonus feats. 
   
  Karmic Strike 
  Originally presented in the Complete Warrior. 
   
  You have learned to strike when your opponent is most 
  vulnerable – the same instant your opponent strikes 
  you. 
   
  Prerequisites:  Dex 13, Combat Expertise, 
  Dodge. 
   
  Benefit:  You can make an attack of opportunity 
  against an opponent that hits you in melee.  On your 
  action, you choose to take a -4 penalty to your Armor 
  Class in exchange for the ability to make an attack of 
  opportunity against any creature that makes a 
  successful melee attack or melee touch attack against 
  you.  The opponent that hits you must be in your 
  threatened area, and this feat does not grant you more 
  attacks of opportunity than you are normally allowed 
  in a round.  You specify on your turn that you are 
  activating this feat, and the change to your Armor Class 
  and your ability to make these special attacks of 
  opportunity last until your next turn. 
   
  Maximize Breath [Metabreath]  
  Originally presented in the Draconomicon. 
   
  You can take a full-round action to use your breath 
  weapon to maximum effect. 
   
  Prerequisites: Con 17, breath weapon. 
   
  Benefits: If you use your breath weapon as a full-
  round action, all variable, numeric effects of the attack 
  are maximized. A maximized breath weapon deals 
  maximum damage, lasts for the maximum time, or the 
  like. For example, an old silver dragon using a 
  maximized cold breath weapon (damage 16d8) deals 
  128 points of damage. An old silver dragon using a 
  maximized paralysis gas breath weapon (duration 
  1d6+8 rounds) paralyzes creatures for 14 rounds if they 
  fail their saving throws. 
  The DCs for saving throws against your breath weapon 
  are not affected. 
   
  When you use this feat, add +3 to the number of 
  rounds you must wait before using your breath weapon 
  again. 
   
  This feat stacks with the effects of breath weapons 
  enhanced with other metabreath feats, but does not 
  maximize them. For example, a maximized breath 
  weapon further enhanced by the Tempest Breath feat 
  produces the type of wind effect noted in the feat 
  description, but the velocity of the wind is not also 
  maximized. 
   
  Special: You cannot use this feat and the 
  Quicken Breath feat on the same breath weapon at the 
  same time. 
   
  Mindsight 
  Originally presented in the Lords of Madness. 
   
  A creature that has this feat possesses innate telepathic 
  ability that allows it to precisely pinpoint other 
  thinking beings within range of its telepathy.  The 
  creature perceives where the others are and how 
  powerful heir intellects are. 
   
  Prerequisites: Telepathy special quality. 
   
  Benefits: A creature that has this feat can detect 
  and pinpoint beings that are not mindless (anything 
  with an Intelligence score of 1 or higher) within range 
  of its telepathy.  His works much like blindsense – the 
  creature knows what square each thinking being is in, 
  but it does not see the being, and the being still has 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 63 
  total concealment unless the creature can see it by 
  some other means.   
   
  The creature also perceives several observable 
  characteristics about each being detected with 
  mindsight, including the being’s type and Intelligence 
  score.  The creature need not take any additional or 
  special actions to gain this information; it is as obvious 
  to mindsight as the being’s race and clothing would be 
  to eyesight. 
   
  Normal: Telepathy offers no special ability to 
  sense other minds.  The creature has to know that a 
  being is there to communicate with it telepathically.   
   
  Natural Bond 
  Originally presented in the Complete Adventurer. 
   
  Your 
  bond 
  with 
  your 
  animal 
  companion 
  is 
  exceptionally strong. 
   
   
  Prerequisites: Animal companion. 
   
  Benefits: Add three to your effective druid level 
  for the purpose 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. 
   
  Overcome Weakness [Monstrous] 
  Originally presented in the Draconomicon. 
   
  You can overcome an innate vulnerability through 
  sheer willpower. 
   
  Prerequisites: Vulnerability to energy, Iron 
  Will, Suppress Weakness. 
   
  Benefits: You can completely suppress your 
  vulnerability to a type of energy.  When subjected to an 
  attack based on that type of energy, you take no extra 
  damage. 
   
  Normal: A creature vulnerable to a type of 
  energy takes half again as much (+50%) damage as 
  normal from that energy type, regardless of whether a 
  saving throw is allowed, or if a saving throw is a success 
  or failure. 
   
  Piercing Cold [Metamagic]  
  Originally presented in Frostburn. 
   
  Your cold spells are so cold that they can damage 
  creatures normally resistant or immune to cold. 
   
  Benefits: 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 possesses, bypassing this resistance 
  and dealing damage on the target as if it did not possess 
  any resistance to cold at all. They are still entitled to 
  any other defenses the attack allows (such as saving 
  throws and spell resistance). 
   
  Creatures not of the cold subtype normally 
  immune to cold can be damaged by Piercing Cold 
  spells as well. Piercing cold spells deal one-half damage 
  on 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 damaged by a 
  Piercing Cold spell take double normal damage. 
   
  A Piercing Cold spell uses up a spell slot one level 
  higher than the spell's actual level. 
   
  Power Critical [General]  
  Originally presented in the Complete Warrior. 
   
  Choose one weapon, such as a longsword or a greataxe. 
  With that weapon, you know how to hit where it hurts. 
   
  Prerequisites: Weapon focus with weapon, base 
  attack bonus +4. 
   
  Benefits: When using the weapon you selected, 
  you gain a +4 bonus on the roll to confirm a threat. 
   
  Special: A fighter may select Power Critical as 
  one of his fighter bonus feats. You can gain the Power 
  Critical multiple times. Each time you take the feat, it 
  may be with a different weapon or the same weapon. If 
  you take it with the same weapon, the effects of the 
  feats stack. 
   
  Practiced Spellcaster [General] 
  Originally presented in the Complete Arcane. 
   
  Choose a spellcasting class that you possess. Your spells 
  cast from that class are more powerful. 
   
  Prerequisites: Spellcraft 4 ranks 
   
  Benefits: Your caster level for the chosen 
  spellcasting class increases by 4. This benefit can’t 
  increase your caster level to higher than your Hit Dice. 
  However, even if you can’t gain from the full bonus 
  immediately, if you later gain Hit Dice in levels of 
  nonspellcasting classes, you might be able to apply the 
  rest of the bonus. 
   
  For example, a human 5th-level sorcerer/3rd-level 
  fighter who selects this feat would increase his sorcerer 
  caster level from 5th to 8th (since he has 8 Hit Dice). If 
  he later gained a fighter level he would gain the 
  remainder of the bonus and his sorcerer caster level 
  would become 9th (since he now has 9 Hit Dice). 
   
  A character with two or more spellcasting classes 
  (such as a bard/sorcerer or a ranger/druid) must choose 
  which class gains the feat’s effect. 
   
  This feat does not affect your spells per day or 
  spells known. It increases your caster level only, which 
  would help you penetrate spell resistance and increase 
  the duration and other effects of your spells. 
   
  Special: You may select this feat multiple times. 
  Each time you choose it, you must apply it to a 
  different spellcasting class. For instance, a 4th-level 
  cleric/5th-level wizard who had selected this feat twice 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 64 
  would cast cleric spells as an 8th-level caster and wizard 
  spells as a 9th-level caster. 
   
  Primeval Wild Shape 
  Originally presented in Frostburn. 
   
  Your wild shape forms are stronger than normal. 
   
  Prerequisites: Wild shape ability. 
   
  Benefits: When you assume a wild shape form, 
  you can opt to cause the shape assumed to be a 
  primeval form of the creature that existed in the 
  ancient past during the vast ice age.  Doing so grants 
  the new form a +2 racial bonus to Strength, a +2 bonus 
  to its natural armor, and resistance to cold 10.  A 
  primeval wild shape has a much shorter duration than 
  normal, since the enhanced qualities of the new shape 
  drain your supernatural energies much more quickly.  
  A primeval wild shape has a duration of 1 round per 
  druid level (or per level of the class that granted you 
  the wild shape ability) instead of the normal 1 hour per 
  druid level. 
   
  Recover Breath [Metabreath] 
  Originally presented in the Draconomicon. 
   
  You wait less time before being able to use your breath 
  weapon again. 
   
  Prerequisites: Con 17, breath weapon. 
   
  Benefit: You reduce the interval between uses of 
  your breath weapon. You wait 1 round less than usual 
  before breathing again, but always at least 1 round. The 
  feat stacks with the effects of metabreath feats, 
  reducing the total time you must wait to use your 
  breath weapon again by 1 round. 
   
  Special: If you have multiple heads with breath 
  weapons, all breath weapons use the reduced interval. 
   
  Sidestep [General]  
  Originally presented in the Miniatures Handbook. 
   
  You can move nimbly around the battlefield. 
   
  Prerequisites: Dex 15, Tumble 8 ranks, Dodge, 
  Mobility. 
   
  Benefits: Once per round, when you make an 
  attack of opportunity, you may take a 5-foot step after 
  you attack. This 5-foot step doesn’t count against your 
  limit of one 5-foot step per round, or against any 
  movement you take on your turn. 
   
  Sudden Empower [Metamagic] 
  Originally presented in the Complete Arcane. 
   
  You can cast a spell to greater effect without special 
  preparation. 
   
  Prerequisites: Any metamagic feat. 
   
  Benefits: Once per day, you can apply the effect 
  of the Empower Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Empower Spell 
  normally if you have it. 
   
  Sudden Silent [Metamagic]  
  Originally presented in the Complete Arcane. 
   
  Once per day you may cast a spell silently without 
  special preparation. 
   
  Prerequisites: Any metamagic feat. 
   
  Benefits: Once per day, you may apply the Silent 
  Spell feat to any spell you cast, without increasing the 
  level of the spell or specially preparing it ahead of time. 
  You may still use the Silent Spell feat normally, if you 
  have it. 
   
  Sudden Still [Metamagic]  
  Originally presented in the Complete Arcane. 
   
  Once per day you may cast a spell stilled without 
  special preparation. 
   
  Prerequisites: Any metamagic feat. 
   
  Benefits: Once per day, you may apply the Still 
  Spell feat to any spell you cast, without increasing the 
  level of the spell or specially preparing it ahead of time. 
  You may still use the Still Spell feat normally, if you 
  have it. 
   
  Sudden Widen [Metamagic]  
  Originally presented in the Complete Arcane. 
   
  You can increase a spell's area without special 
  preparation. 
   
  Benefit: Once per day, you can apply the effect of 
  the Widen Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Widen Spell normally if 
  you have it. 
   
  Suppress Weakness [Monstrous] 
  Originally presented in the Draconomicon. 
   
  You vulnerability to an energy type is reduced. 
   
  Prerequisites: Vulnerability to energy, Iron 
  Will. 
   
  Benefits: You can partially suppress your 
  vulnerability to a type of energy.  When subjected to an 
  attack based on that type of energy, you take one-
  quarter again as much (+25%) damage, regardless of 
  whether a saving throw is allowed, or if a saving throw 
  is a success or failure.  
   
  Normal: A creature vulnerable to a type of 
  energy takes half again as much (+50%) damage as 
  normal from that energy type, regardless of whether a 
  saving throw is allowed, or if a saving throw is a success 
  or failure. 
   
  Warped Mind [Aberrant] 
  Originally presented in the Lords of Madness. 
   
  Your tainted form has altered the physical nature of 
  your brain, making you resistant to mental effects and 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 65 
  more capable of unleashing the power of your mind on 
  others. 
   
  Prerequisites: Aberration Blood. 
   
  Benefits: You gain a racial bonus on Will saves 
  against mind-affecting spells and abilities equal to one 
  half the number of aberrant feats you possess.   
   
  You gain 1 psionic power point for each aberrant 
  feat you possess.  
   
  MUNDANE AND ALCHEMICAL 
  ITEMS 
  All mundane and alchemical items originally presented 
  in Frostburn. 
   
  Crampons: Crampons consist of a set of metal spikes 
  and hooks 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. 
   
  Fur Clothing: Fur clothing consists of thick 
  layers of animal furs 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 cumbersome to wear. Although the furs do 
  not provide an appreciable armor bonus, they do 
  increase your total armor check penalty for any armor 
  worn by 2 points. 
   
  Hut, Portable: A portable hut consists of a 
  wooden framework that can be quickly assembled into 
  a hut-shaped frame that covers a iQ-foot square. The 
  frame's base consists of several iron spikes that can be 
  driven through holes in the frame to affix the hut 
  frame to the ground; further stability is granted by 
  several rope supports that extend out 15 feet from the 
  hut's edge. Once the frame is in place, you simply 
  attach the leather and fur wrappings over the outside of 
  the wall and lash them directly to the frame to finish 
  building the hut. A portable hut provides excellent 
  shelter in the wilderness; assembling or disassembling 
  a portable hut only takes 15 minutes of work. A 
  portable hut serves as an improvised shelter. 
   
  Skates: Skates allow full movement across icy 
  surfaces for anyone with at least 5 ranks of Balance, but 
  cannot be used at all on any other terrain. 
   
  Skis and Poles: Skis allow full movement across 
  snowy and icy surfaces but cannot be used at all on any 
  other terrain. Downhill speed can be as a run (x4) on 
  slight grades 0 as a run (x5) on severe grades. It takes a 
  full-round action to don or to remove skis.  
   
  Snow Goggles: These wooden goggles have a 
  thin horizontal slit in the middle. They grant a +2 
  circumstance bonus on saving throws to resist blinding 
  effects, including sun 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. 
   
  Snowshoes: These allow the wearer to move 
  across snow and ice 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. 
   
  Winter Fullcloth: This is a heavily quilted 
  undergarment that is worn underneath regular 
  clothing to protect the wearer against cold. Winter 
  fullcloth is considered part of the cold weather outfit 
  described in the Player's Handbook. If worn by itself, 
  grants a +1 circumstance bonus on Fortitude saving 
  throws against exposure to cold weather. 
   
  Armor Insulation: This thick red syrupy 
  mixture applied with a brush to the inner surface of a 
  suit of arm When the mixture comes in contact with 
  body heat a sweat, it puffs up to trap body heat, 
  insulating the wearer against the effects of cold. For 24 
  hours after application, the wearer of a suit of armor 
  treated with armor insulation gains +5 circumstance 
  bonus on Fortitude saving throws against exposure to 
  cold weather. 
   
  Freeze Powder: Freeze powder looks like salt 
  but is much finer to touch. One vial of freeze powder 
  sprinkled into any liquid is enough to instantly freeze 
  solid 1 cubic foot of liquid. If introduced into a larger 
  body of water or liquid, the powder freezes into a 1-foot 
  diameter ball of ice. Sprinkled on a wet floor, a vial of 
  freeze powder can coat a 10-foot-square area with ice. 
  Freeze powder is dangerous to eat; anyone foolish 
  enough to swallow a vial of freeze powder takes 2d6 
  points of cold damage as the powder freeze-burns his 
  mouth and throat. A successful DC 15 Fortitude saving 
  throw halves the damage. 
   
  Frostbite Salve: This pale yellow cream 
  provides instant relief from frostbite damage. It does 
  not cure frostburn damage, but temporarily suppresses 
  up to 2 points of ability score damage caused by 
  frostbite. The salve's effectiveness lasts for just one 
  hour, after which point the ability score damage 
  suppressed by the salve returns. 
   
  Ice Chalk: Ice chalk comes in a variety of colors. 
  These 'waxy sticks can be used to make temporary 
  marks on any icy surface, similar to how chalk can be 
  used to mark slate or stone. 
   
  Melt Powder: Utilizing some of the same 
  principles as freeze powder, melt powder causes ice it is 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 66 
  sprinkled upon to instantly melt. One vial of melt 
  powder is enough to melt 1 cubic foot of ice. Sprinkled  
  on an icy surface of up to 10 square feet, a vial of melt 
  powder makes a 1-inch-deep pool of water that quickly 
  refreezes. Melt powder is bitter tasting, but only 
  harmful to creatures with the cold subtype if it is eaten. 
  Such creatures take 2d6 points of acid damage as the 
  powder desiccates and dissolves their tissues; a 
  successful DC 15 Fortitude save halves the damage. 
   
  Polar Skin: This dull white cream provides 
  limited protection assault cold-based damage. Polar 
  skin becomes ineffective once it has absorbed 5 points 
  of cold damage. Regardless of whether it absorbs any 
  damage, polar skin loses its effectiveness 1 hour after 
  application. Polar skin does not stack with magical 
  protection from cold. Magical effects such as resist 
  energy supersede the protection provided by polar 
  skin. Applying polar skin takes 1 minute. 
   
  Razor Ice Powder: This granular white powder 
  can be sprinkled over any icy surface; one vial is 
  enough to coat one 5-foot square. The area coated 
  immediately grows hundreds of tiny razor-sharp 
  crystals of ice; these crystals function as if the area had 
  been covered with razor ice (see page 16). Razor ice is 
  difficult to see; a successful DC 20 Survival check 
  reveals the danger, otherwise, a victim won't realize the 
  true nature of the painful ice until she treads upon it. A 
  creature with the cold subtype can use a standard 
  action to sprinkle a vial of razor ice powder on any 
  single natural weapon it possesses; it grants a +1 
  enhancement bonus on slashing damage for that 
  natural attack for one hour. 
   
  Whale Grease: Whale grease is a thick clear 
  grease fashioned from a combination of melted whale 
  blubber and various powdered minerals and waxy 
  plants. This foul smelling stuff must be applied directly 
  to the skin (taking 1 minute to do so) to be effective; 
  once applied, the grease insulates the user from 
  hypothermia, providing complete protection from 
  hypothermia effects for as long as it lasts. Whale grease 
  loses its effectiveness 1 hour after application. It is not 
  water soluble, but can be quickly removed with 
  alcohol. While worn, the pungent odor the grease gives 
  off allows creatures with the scent ability to detect you 
  at double normal range. 
   
  MAGIC ITEMS 
  Cerulean Sign 
  Originally presented in Lords of Madness. 
   
  The ancient cerulean sign is a potant symbol against 
  aberrations and their ilk.  Said to be an ancient glyph 
  that captures and focuses the power of the natural 
  world, an item of jewelry that bears a properly crafted 
  cerulean sign becomes a potent ward against creatures 
  from outside the natural order. 
   
  A cerulean sign is usually crafted as an amulet, but 
  it can sometimes be found in the form of a mantle, 
  medallion, periapt, or ring.  As long as a cerulean sign is 
  carried (either in the hand or in a pocket or container 
  you are wearing, excluding those that create 
  extradimensional spaces, such as bags of holding), it 
  grants the carrier a +1 resistance bonus on all Will 
  saving throws made against effects that originate from 
  aberrations. 
   
  If worn, a cerulean sign also grants a luck bonus to 
  your Armor Class and on all saving throws against 
  aattcks from aberrations, as well as a luck bonus on 
  level checks made to penetrate an aberration’s spell 
  resistance.  The magnitude of this luck bonus ranges 
  from +1 to +5. 
   
  Moderate abjuration; CL 7th; Craft Wondrous 
  Item, invoke the cerulean sign, Price 4,000 gp (+1), 
  16,000 gp (+2), 36,000 gp (+3), 60,000 gp (+4), 100,000 
  gp (+5). 
   
  Chitin Plating (Silthilar Graft) 
  Originally presented in Lords of Madness. 
   
  This graft consists of numerous interlocking chitin 
  plates grafted onto the creature’s skin.  These plates are 
  touch, yet flexible, and grant the recipient a natural 
  armor bonus ranging from +1 to +5.  The natural armor 
  bonus does not stack with any other natural armor 
  bonus the creature might possess as a virtue of his race, 
  but it does stack with enhancement bonuses to natural 
  armor granted by magic such as barkskin or an amulet 
  of natural armor. 
   
  Graft Flesh (silthilar); Price 4,000 gp (+1), 16,000 
  gp (+2), 36,000 gp (+3), 60,000 gp (+4), 100,000 gp (+5). 
   
  Mantle of Hidden Faith 
  Originally presented in Frostburn. 
   
  This plain gray mantle shields your faith, alignment, 
  and patron deity from magical detection as long as it is 
  worn.  It does not provide any bonuses to skill checks 
  used to disguise or lie about your faith and beliefs. 
   
  Faint abjuration; CL 3rd; Craft Wondrous Item, 
  undetectable alignment; Price 15,000 gp. 
   
  Ring of Floating 
  Originally presented in Frostburn. 
   
  This clear crystal ring seems slightly cold when worn. 
  As long as this ring is worn, you float upon any liquid 
  or similar surface, and cannot swim below the surface. 
  If you are underwater when you put this ring on, you 
  rise towards the surface at a speed of 30 feet. 
   
  Faint transmutation; CL 1st; Forge Ring, float; 
  Price 2,000 gp. 
   
  Rod of Piercing Cold 
  Originally presented in Frostburn. 
   
  This short rod appears to be made entirely out of ice, 
  and comes to a needle-sharp point at one end.  It can be 
  used as a +2 frost dagger in combat.  Up to three times 
  
  CORS6-01 The Hanging Glacier [High Level] 
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  per day, the owner of a rod of piercing cold can 
  enhance one spell cast with the Piercing Cold 
  metamagic feat, with no alteration to the spell’s 
  effective level.  This rod is a metamagic rod; a caster 
  may only use one metamagic rod at a time.  Normal 
  rods of piercing cold can be used with spells of 6th 
  level or lower.  Lesser rods of piercing cold can be used 
  with spells of 3rd level or lower, while greater rods of 
  piercing cold can be used with spells of 9th level or 
  lower. 
   
  Strong (no school); CL 17th; Craft Rod, Piercing 
  Cold; Price 21,430 gp (lesser), 29,300 gp (normal), 
  42,800 gp (greater). 
   
  Vail of Icy Sheets 
  Originally presented in Frostburn. 
   
  The vial of icy sheets contains a clear fluid that creates a 
  region of slippery ice when its contents are poured 
  upon the ground (a standard action). The fluid spreads 
  from the point of origin to a radius of 10 feet, coating 
  the ground with a thin sheet of slippery ice. All 
  creatures caught in this area must make a DC 11 Reflex 
  save or slip and fall. Those that successfully save can 
  move at half speed across the surface. Those that 
  remain in the area must make a new saving throw each 
  round to avoid falling and to be able to move. 
   
  Alternatively, the vial’s contents can be poured 
  upon an object. This encases the object with slippery 
  ice, and if the object is carried or wielded, its wielder 
  must make a DC 11 Reflex save to avoid dropping the 
  item. A new saving throw must be made each round 
  the item is grasped. 
   
  Icy sheets last for 5 rounds before they evaporate 
  away into nothingness. A vial of icy breath 
  automatically replenishes its supply of liquid once 
  every day. 
   
  If the contents of a vial of icy sheets are swallowed, 
  the ice coats the mouth, throat and stomach of the poor 
  fool who drank it. This causes 6d6 points of cold 
  damage (Fortitude DC 20 half). 
   
  Faint conjuration; CL 1st; Craft Wondrous Item, 
  ice slick; Price 2,000 gp; Weight 1 lb. 
   
  SPELLS 
  Arc of Lightning  
  Originally presented in Complete Arcane. 
   
  Conjuration (Creation) [Electricity] 
  Level: Druid 4, sorcerer/wizard 5, Warmage 5, wu jen 
  5 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./21evels) 
  Area: A line between two creatures 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: No 
   
   
  You create natural conductivity between two creatures, 
  and a bolt of electricity arcs between them. This bolt 
  deals ld6 points of electricity damage per caster level 
  (maximum 15d6) to both creatures and to anything in 
  the line between them. 
   
  Both creatures must be in range, and you must be 
  able to target them (as if this spell had them as its 
  targets). Draw the line from any corner in one 
  creature's space to any corner in the other's space. 
   
  Arcane Material Component: Two small iron rods. 
   
  Blink, Greater 
  Originally presented in Complete Arcane. 
   
  Transmutation 
  Level: Sorcerer/wizard 5 
  Components: V, S 
  Casting Time: 1 Standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
   
  This spell functions like blink, except you have control 
  over the timing of your “blinking” back and forth 
  between the Ethereal Plane and the Material Plane. 
  You can also ready an action to blink away from any 
  physical or magical attack, with the attack missing 
  automatically unless it also affects ethereal targets (as a 
  force effect does). While blinking, you have no chance 
  of interfering with your own attacks or your own 
  spells. When moving through solid objects, you do not 
  risk materializing inside one unless you actually end 
  your movement there, in which case you are shunted 
  off to the nearest open space, taking 1d6 points of 
  damage per 5 feet traveled in this manner. 
   
  Breath Flare 
  Originally presented in the Draconomicon. 
   
  Transmutation [Light] 
  Level: Sorcerer/wizard 1 
  Components: S, B 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: Your breath weapon 
  Duration: Instantaneous 
  If your breath weapon uses fire or electricity, it is 
  infused with bright light. In addition to taking the 
  normal fire or electricity damage, creatures that fail 
  their saving throws against the breath weapon are 
  dazzled for 1 minute per caster level. Sightless 
  creatures are not affected by breath flare. The 
  modification applies only to the breath produced as 
  part of casting. 
   
  Column of Ice 
  Originally presented in Frostburn. 
   
  Conjuration (Creation) [Cold] 
  Level: Druid 3, sorcerer/wizard 4 
  
  CORS6-01 The Hanging Glacier [High Level] 
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  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One column of ice, 10-ft. radius and 5 ft./level 
  in height 
  Duration: Permanent 
  Saving Throw: Reflex negates 
  Spell Resistance: No 
   
  A column of ice rises from the ground, lifting any 
  object or creature (including you) standing in the area 
  into the air. Creatures making a Reflex saving throw 
  can choose to avoid the column. Moving or fighting 
  atop the ice column requires a DC 10 Balance check. 
  Those who fail fall prone and must immediately 
  succeed on a DC 12 Reflex saving throw or slip off the 
  column, taking commensurate falling damage. 
   
  Creatures atop the column as it rises may be 
  smashed against the ceiling or other overhead 
  obstructions, which deals 4d6 points of damage. 
   
  Magical Ice Column: 10 feet thick; hardness 
  16; hp 160; break DC 90; Climb DC 30. 
   
  Arcane Material Component: A 2-inch rod of 
  ice. 
   
  Distract Assailant 
  Originally presented in Complete Adventurer. 
   
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Assassin 1, sorcerer/wizard 1 
  Components: V, S, M 
  Casting Time: 1 swift action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: 1 round 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  The subject of this spell is distracted, flinching at blows 
  that seem to come from the shadows. A creature 
  affected by this spell is flat-footed until the beginning 
  of its next turn. 
   
  Material Component: The dried wing of a fly. 
   
  Enhance Familiar  
  Originally presented in Complete Arcane. 
   
  Universal 
  Level: Sorcerer/wizard 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Targets: Familiar touched 
  Duration: 1 hour/level 
  Saving Throw: None 
  Spell Resistance: Yes (harmless) 
   
  You infuse your familiar with vigor, granting it a +2 
  competence bonus on saves, attack rolls, and melee 
  damage rolls, as well as a +2 dodge bonus on Armor 
  Class. 
   
  Fire Shield, Mass  
  Originally presented in Complete Arcane. 
   
  Evocation [Fire or Cold] 
  Level: Sorcerer/wizard 5, warmage 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./21evels) 
  Targets: One or more allied creatures, no two of 
  which can be more than 30 ft. apart 
  Duration: 1 round/level (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  This spell functions like fire shield (see page 230 of the 
  Player’s Handbook), except as noted above. 
   
  Fortify Familiar 
  Originally presented in Complete Arcane. 
   
  Universal 
  Level: Sorcerer/wizard 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Targets: Familiar touched 
  Duration: 1 hour/level 
  Saving Throw: None 
  Spell Resistance: Yes (harmless) 
   
  This spell makes your familiar tougher, granting it 2d8 
  temporary hit points and a +2 enhancement bonus to 
  its natural armor.  It also has a 25% chance to ignore 
  extra damage from sneak attacks or critical hits (though 
  such attacks still deal normal damage if successful).  
  Temporary hit points gained in this fashion last for up 
  to 1 hour. 
   
  Frostbite 
  Originally presented in Frostburn. 
   
  Conjuration (Creation) [Cold] 
  Level: Cleric 5 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft/2 levels) 
  Effect: One creature/2 levels; no two of which can be 
  more than 30 ft. apart 
  Duration: Instantaneous 
  Saving Throw: Fortitude half 
  Spell Resistance: Yes  
   
  You chill the air and create a layer of frost on the skin 
  of target creatures.  The targets are entitled to a 
  Fortitude save; those who fail take 6d8 points of cold 
  damage and 2d6 points of Dexterity damage.  Creatures 
  
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  dropping to 0 Dexterity are frozen in a layer of ice, 
  shivering and unable to attack, move, or defend. 
   
  Healing Lorecall 
  Originally presented in Complete Adventurer. 
   
  Divination 
  Level: Cleric 2, Druid 2, Ranger 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Personal 
  Targets: You 
  Duration: 1 minute/level 
   
  You tap into your healing acumen to make your 
  curative spells more potent.  A caster with 5 ranks or 
  more ranks in Heal can, when casting a conjuration 
  (healing) spell, choose to remove any one of the 
  following conditions affecting the target of the spell, in 
  addition to the spell’s normal effects: dazed, dazzled, or 
  fatigued.  A caster with 10 ranks or more ranks in Heal 
  can choose from the following conditions in addition 
  to those above: exhausted, nauseated, or sickened.  
   
  Also, when determining the amount of damage 
  healed by your conjuration (healing) spells, you can 
  substitute your total ranks in Heal for your caster level. 
   The normal caster level limit for 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 small mint leaf. 
   
  Ice Skate 
  Originally presented in Frostburn. 
   
  Transmutation 
  Level: Druid 1, Ranger 1 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Targets: Creature touched 
  Duration: 10 minutes/level (D) 
  Saving Throw: Fortitude Negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  You allow a creature to skate across any icy surface, 
  either level or inclined, increasing its base speed by 60 
  feet.  (This adjustment is treated as an enhancement 
  bonus.  No Balance checks are required for this 
  movement (even during combat on ice) unless the 
  recipient attempts exceptional maneuvers, such as 
  jumping a crevasse or gliding up a frozen waterfall, or 
  takes damage – even then, the recipient gains a +4 
  enhancement bonus on its Balance check. 
   
  Invoke the Cerulean Sign 
  Originally presented in Lords of Madness. 
   
  Evocation 
  Level: Bard 3, Cleric 3, Druid 2, Paladin 3, Ranger 2, 
  Sorcerer/Wizard 3 
  Components: S 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Area: Multiple aberrations whose combined total Hit 
  Dice do not exceed twice the caster level in a 
  spread emanating from the character to the 
  extreme of the range 
  Duration: Instantaneous 
  Saving Throw: Fortitude Negates 
  Spell Resistance: No 
   
  The cerulean sign is an ancient symbol said to embody 
  the purity of the natural world, and as such it is 
  anathema to aberrations.  While druids and rangers are 
  the classes most often known to cast this ancient spell, 
  its magic is nearly universal and can be mastered by all 
  spellcasting classes.   
   
  When you cast spell, you trace the cerulean sign in 
  the air with a hand, leaving a glowing blue rune in the 
  air for a brief moment before it flashes and fills the area 
  of effect with a pulse of cerulean light.  Any aberration 
  within the area must make a Fortitude saving throw or 
  suffer the following ill effects.  Closer aberrations are 
  affected first. 
   
  Aberration Hit Dice 
  Effect 
  Up to caster level +10 
  None 
  Up to caster level +5 
  Sickened 
  Up to caster level 
  Nauseated 
  Up to caster level –5 
  Dazed 
  Up to caster level –10 
  Stunned 
   
  Each effect lasts for 1 round. 
   
  None: The aberration suffers no ill effect, even if it 
  fails the saving throw. 
   
  Sickened: The aberration takes a –2 penalty on 
  attack rolls, saving throws, skill checks, and ability 
  checks for 1 round. 
   
  Nauseated: The aberration cannot attack, cast 
  spells, concentrate on spells, or do anything but a 
  single move action for 1 round. 
   
  Dazed: The aberration can take no actions, but has 
  no penalty to its Armor Class, for 1 round. 
   
  Stunned: The aberration drops everything held, 
  can’t take actions, takes a –2 penalty to AC, and loses its 
  Dexterity bonus to AC (if any) for 1 round. 
   
  Once a creature recovers from an effect, it moves 
  up one level on that table.  Thus a creature that is 
  stunned by this spell is dazed the round after that, 
  nauseated the round after that, sickened the round 
  after that, and then recovers fully the next round. 
   
  Lesser Shivering Touch 
  Originally presented in Frostburn. 
   
  Necromancy [Cold] 
  Level: Cleric 1, sorcerer/wizard 1 
  Components: V, S 
  
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  Casting Time: 1 standard action 
  Range: Touch 
  Effect: Creature touched 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes  
   
  Your successful melee touch attack delivers a bitter 
  chill to the target, causing it to shiver uncontrollably 
  for the duration of the spell.  Shivering characters take 
  1d6 points of Dexterity damage. 
   
  Creatures with the cold subtype are immune to 
  the effects of lesser shivering touch. 
   
  Listening Lorecall 
  Originally presented in Complete Adventurer. 
   
  Divination 
  Level: Druid 2, Ranger 2, Sorcerer/Wizard 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Personal 
  Targets: You 
  Duration: 10 minutes/level 
   
  You gain the ability to precisely and instantly identify 
  and locate the origins of even the most minute sounds 
  you detect.  You gain a +4 insight bonus on Listen 
  checks. 
   
  In addition, if you have 5 ranks or more ranks in 
  Listen, you gain blindsense out to 30 feet.  If you have 
  10 or more ranks in Listen, you gain blindsight out to 
  30 feet instead. 
   
  A silence spell or effect negates blindsense or 
  blindsight granted by a listening lorecall spell. 
   
  Nature’s Favor 
  Originally presented in Complete Adventurer. 
   
  Evocation 
  Level: Druid 2, Ranger 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Animal touched 
  Duration: 1 minute 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  By calling on the power of nature, you grant the target 
  animal a +1 luck bonus on attack and damage rolls for 
  every three caster levels you possess, to a maximum of 
  +5 at 15th level. 
   
  Numbing Sphere 
  Originally presented in Frostburn. 
   
  Evocation [Cold] 
  Level: Druid 2, sorcerer/wizard 2 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./2 levels) 
  Effect: 5-ft. diameter sphere 
  Duration: 1 round/level 
  Saving Throw: Reflex negates 
  Spell Resistance: Yes 
   
  A sphere of intense cold energy rolls in whichever 
  direction you point and damages those it strikes. It 
  moves 30 feet per round. As part of this movement, it 
  can ascend or jump up to 30 feet to strike a target. If it 
  enters a space with a creature, it stops moving for the 
  round and deals 1d6 points of cold damage as well as 
  1d4 points of Dexterity damage to that creature, though 
  a successful Reflex save negates both the cold damage 
  and Dexterity damage. A numbing sphere rolls over 
  barriers less than 4 feet tall, such as furniture and low 
  walls. It instantly freezes water in encounters in 5-foot-
  cube sections, creating chunks of ice in large bodies of 
  water. 
   
  The sphere moves as long as you actively direct it 
  (a move action for you); otherwise, it merely remains at 
  rest. The sphere can be destroyed by attacks directed 
  against it. It has 10 hit points and damage reduction 5/- 
   
  The surface of the sphere has a spongy, yielding 
  consistency and so does not cause damage except by 
  extreme cold. It cannot push aside unwilling creatures 
  or batter down large obstacles. A numbing sphere 
  winks out if it exceeds the spell’s range. 
   
  Arcane Material Component: A bit of sponge and a 
  drop of water. 
   
  Obscuring Snow 
  Originally presented in Frostburn. 
   
  Conjuration (Creation) [Air, Cold] 
  Level: Cleric 2, druid 2, sorcerer/wizard 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Effect: Cloud spreads in 30-ft. radius from you, 30 ft. 
  high 
  Duration: 1 hour/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  A swirling snow vapor arises around you, and follows 
  you from that point on.  The snow obscures all sight, 
  including darkvision, beyond 5 feet.  A creature 5 feet 
  away has concealment (attacks have a 20% miss 
  chance). 
   
  Creatures 
  further 
  away 
  have 
  total 
  concealment (50% miss chance, and the attacker cannot 
  use sight to locate the target). 
   
  A strong wind (21+ mph) disperses the snow in 4 
  rounds.  A very strong wind (31+ mph) disperses the 
  snow in 1 round.  A fireball, flame strike, or similar 
  spell burns away the snow in the explosive or fiery 
  spell’s area.  A wall of fire burns away the snow in the 
  area into which it deals damage. 
   
  
  CORS6-01 The Hanging Glacier [High Level] 
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  Recitation 
  Originally presented in Complete Divine. 
   
  Conjuration (Creation) 
  Level: Clr 4, Purification 3 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: All allies and foes within a 60-ft.-radius burst 
  centered on you 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  By reciting a sacred passage or declaration, you invoke 
  your deity's blessing upon yourself and your allies 
  while causing confusion and weakness among your 
  enemies. The spell affects all allies and foes within the 
  spell's area at the moment you cast it. Your allies gain a 
  +2 luck bonus on attack rolls and saving throws, or a +3 
  luck bonus if they worship the same patron deity as 
  you. Enemies suffer a -2 luck penalty on attack rolls 
  and saving throws. After casting the spell, you are free 
  to take further actions during the spell's duration as 
  you see fit. 
   
  Divine Focus: In addition to your holy symbol, 
  this spell requires a sacred text as a divine focus. 
   
  Snowsight 
  Originally presented in Frostburn. 
   
  Transmutation 
  Level: Druid 1, ranger 1, Winter 1 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Effect: Creature touched 
  Duration: 1 hour/level 
  Saving Throw: None 
  Spell Resistance: Yes (harmless) 
   
  The subject gains the ability to see to the normal limits 
  of its vision even in whiteout conditions, and ignores 
  all penalties due to snow glare and snow blindness. 
  Snowsight is no better than normal vision. During 
  daylight, this usually means the subject can see to the 
  horizon; at night vision is restricted to ambient light or 
  darkvision as appropriate for the subject creature. 
  Snowsight does not grant creatures the ability to see in 
  darkness. 
   
  Stalwart Pact 
  Originally presented in Complete Divine. 
   
  Conjuration (Healing) 
  Level: Cleric 5, pact 5 
  Components: V, S, DF, XP 
  Casting Time: 10 minutes 
  Range: Touch 
  Area: Willing living creature touched, then 1 
  round/level 
  Duration: Permanent until triggered 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  This allows the target to enter into a binding 
  agreement with a deity that provides a measure of 
  protection when the need is dire. 
   
  Once this spell is cast, the pact remains dormant 
  until the target is reduced to half or less of her full 
  normal hit points. The target immediately gains 5 
  temporary hit points per caster level, damage reduction 
  of 5/magic, and a +4 luck bonus on saving throws. The 
  hit points, damage reduction, and saving throw bonus 
  evaporate when the spell ends. 
   
  XP Cost: 250 XP 
   
  Whispercast 
  Originally presented in Lords of Madness. 
   
  Transmutation 
  Level: Sorcerer/Wizard 2 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
   
  The next spell you cast can be cast as a purely mental 
  action, provided that it is of 5th-level or lower and that 
  you can whisper.  It requires no somatic or material 
  components, unless the spell normally requires a focus 
  or expensive material component (any material 
  component worth more than 1 gp).  If the spell does 
  require a focus or expensive component, you can still 
  whispercast it as long as you have the focus or 
  expensive component on your person – the magic of 
  whispercast causes the focus to be used or the 
  expensive component to be consumed normally, 
  without you having to handle or manipulate it. 
   
  If you do not cast a second spell while whispercast 
  is in effect, you gain no benefit from casting 
  whispercast. 
   
  Casting this spell is a swift action.  It does not 
  require a move action or standard action, but you can 
  take only one swift, immediate, or quickened action 
  per turn. 
   
  Tsochari spellcasters use this spell to permit 
  spellcasting while they inhabit other creatures.  It is 
  also useful for grappled spellcasters. 
   
  Wrack  
  Originally presented in Complete Divine. 
   
  Necromancy [Evil] 
  Level: Cleric 3, sorcerer/wizard 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft/2 levels) 
  
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  Area: One humanoid 
  Duration: 1 round/level 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
   
  A humanoid subject of the spellcaster’s choosing is 
  wracked with such pain that he doubles over and 
  collapses. His face and hands blister and drip fluid, and 
  the eyes cloud with blood, rendering him blind. For 
  the duration of the spell, the subject is considered 
  helpless and cannot take actions. 
   
  Even when the spell ends, the subject is still 
  visibly shaken and suffers a –2 penalty to attack rolls, 
  saves, and checks for 3d10 minutes. The subject’s sight 
  returns at the end of the spell’s duration. 
   
  MONSTERS 
  Cold Element Creature Template 
  Originally presented in Manual of the Planes. 
  “Cold element” is a template that can be added to any 
  corporeal creature (referred to hereafter as the “base 
  creature”) of the following base types: aberration, 
  animal, magical beast, plant, or vermin. A cold element 
  creature uses all the base creature’s statistics and special 
  abilities except as noted here: 
   
  Size and Type: The creature’s type changes to 
  “elemental (cold)”. 
   
  Hit Dice: Change to d8. 
   
  Armor Class: Natural armor improves by +3. 
   
  Special Attacks: A cold element creature 
  retains all the special attacks of the base creature and 
  also gains the following: 
   
  Chill (Ex): In addition to the damage from their 
  attacks, cold element creatures deal additional cold 
  damage with their natural weapons (including claw, 
  bite, slam, or tail attack). The amount of damage 
  depends on the HD total of the creature (see the table 
  below). 
   
  Special Qualities: A cold element creature 
  retains all the special qualities of the base creature and 
  also gains the following ones: 
   
  Elemental: Immune to poison, sleep, paralysis, 
  and stunning. Not subject to critical hits. 
   
  Darkvision with a range of 60 ft. 
   
  Damage reduction (see the table below). If the 
  cold element creature has DR/magic, its natural 
  weapons count as magical weapons for bypassing DR. 
   
  HD  
  DR 
   Additional Cold Damage 
  1-3  
  – 
   
   
  – 
  4-7  
  – 
   
   
  1d4 
  8-11 5/magic 
   
   
  1d6 
  12+  
  10/magic 
   
  1d8 
   
   
  Cold Subtype: Creature has immunity to cold, 
  but vulnerability to fire, which means it takes half 
  again as much (+50%) damage as normal from fire, 
  regardless of whether a saving throw is allowed, or if 
  the save is a success or a failure. 
   
  Icewalking (Ex): As the spider climb spell, but 
  applies to all icy surfaces. 
   
  Base Saves: Same as the base creature 
   
  Abilities: Same as the base creature 
   
  Skills: Same as the base creature. If the base 
  creature has an Intelligence of 4 or greater, it speaks 
  either Aquan or Auran. 
   
  Feats: Same as the base creature. 
   
  Climate/Terrain: Any land and underground. 
   
  Organization: Same as the base creature. 
   
  Challenge Rating: Up to 3 HD, as base 
  creature, 4 HD to 7 HD, as base creature +1, 8+ HD, as 
  base creature +2. 
   
  Treasure: Same as the base creature. 
   
  Alignment: Usually neutral. 
   
  Advancement: Same as the base creature. 
   
  Pudding, White 
  Originally presented in Frostburn. 
   
  Large Ooze 
  Hit Dice: 9d10+45 (94 hp) 
  Initiative: -4 
  Movement: 20 ft. (4 squares), swim 20 ft. 
  Armor Class: 5 (-1 size, -4 Dex), touch 5, flat-footed 5  
  Base Attack/Grapple: +6/+12 
  Attack: Slam +7 melee (2d4+3 plus 2d4 acid) 
  Full Attack: Slam +7 melee (2d4+3 plus 2d4 acid)  
  Space/Reach: 10 ft./5 ft. 
  Special Attacks: Acid, constrict 2d4+3 plus 2d4 acid, 
  improved grab 
  Special Qualities: Blindsight 60 ft., resistance to 
  cold 10, ooze traits, split 
  Saves: Fort +8, Ref -1, Will -2 
  Abilities: Str 15, Dex 2, Con 20, Int -, Wis 1, Cha 1 
  Skills: Hide –8*, Swim +10 
  Feats: - 
  Environment: Cold aquatic 
  Organization: Solitary 
  Challenge Rating: 6 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 10-14 HD (large); 15-27 HD (Huge) 
  Level Adjustment: - 
   
  A large mass of damp white snow seethes and pours 
  itself toward you. 
   
  White puddings are smaller, cold-adapted relatives of 
  the black pudding, and one of the rare oozes that thrive 
  in winter conditions. They live amid ice floes and 
  coastal shelves, and hunt seals, penguins, and other 
  creatures that inhabit pack ice. Their kills are often 
  completely silent, since they smother and consume 
  small prey. 
   
  White puddings are voracious and do not sleep. 
  Their most active cycle is during the night (when their 
  lack of strong vision is less of a hindrance), but they 
  also stalk prey during daylight hours. When prey 
  eludes them they can survive by dissolving plant 
  
  CORS6-01 The Hanging Glacier [High Level] 
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  material, but this diet seems to eventually sap the 
  creature's reserves of some vital foodstuff. White 
  puddings fed nothing but wood and grasses eventually 
  sicken and die. 
   
  COMBAT 
  White puddings attack by grabbing and squeezing 
  their prey. They attack the closest prey, and can be 
  baited into pursuing whatever target offers itself as 
  closest from round to round. 
   
  Acid (Ex): A white pudding secretes a digestive 
  acid that dissolves organic material quickly, but does 
  not affect stone or metal. Any melee hit or constrict 
  attack deals acid damage, and the opponent's armor (if 
  not metal) and clothing dissolves and become 
  immediately useless unless it succeeds on a DC 19 
  Reflex saving throw. A wooden weapon that strikes a 
  white pudding also dissolves immediately unless it 
  succeeds on a DC 19 Reflex save. The save DCs are 
  Constitution-based. 
   
  The pudding's acidic touch deals 19 points of 
  damage per round to wooden, leather, or other organic 
  objects, but the ooze must remain in contact with the 
  object for 1 full round to dealt his damage. 
   
  Constrict 
  (Ex): A 
  white pudding deals 
  automatic slam and acid damage with a successful 
  grapple check. The opponent's clothing and armor take 
  a -4 penalty on Reflex saves against the acid. 
   
  Improved Grab (Ex): To use this ability, a 
  pudding must hit with its slam attack. It can’t hen 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the grapple 
  check, it establishes a hold and can constrict its prey. 
   
  Ooze Traits: An ooze is blind (blindsight 60 ft.) 
  and immune to gaze attacks, visual effects, illusions, 
  and of her attack forms that rely on sight. It is immune 
  to poison, sleep effects, paralysis, stunning, and 
  polymorphing. It is not subject to extra damage from 
  critical hits or flanking. 
   
  Split (Ex): Slashing and piercing weapons deal 
  no damage to a white pudding. Instead the creature 
  splits into two identical puddings, each with half the 
  original pudding's hit points (round down). A pudding 
  with lo hit points or less cannot be farther split and 
  dies if reduced to 0 hit points. 
   
  Skills: White puddings are difficult to spot 
  against snow and ice. They gain a +16 racial bonus on 
  Hide checks in snowy or icy environments. 
   
  Shaboath 
  Originally presented in Lords of Madness. 
   
  Large Construct (Cold) 
  Hit Dice: 11d10+30 (60 hp) 
  Initiative: -1 
  Speed: 20 ft. (4 squares, swim 30 ft. 
  Armor Class: 20 (-1 size, -1 Dex,+12 natural), touch 8, 
  flatfooted 20 
  Base Attack/ Grapple: +8/+19 
  Attack: Slam +14 melee (2d10+7) 
  Full Attack: 4 slams +14 melee (2d10+7)  
  Space/ Reach: 10 ft./10 ft. 
  Special Attacks: Engulf, improved grab, wall of ice 
  Special 
  Qualities: 
  Construct 
  traits, 
  damage 
  reduction 10/-, darkvision 60 ft., immunity to acid, 
  immunity to cold, low light vision, vulnerability to 
  fire, watery concealment 
  Saves: Fort +3, Ref +2, Will +3 
  Abilities: Str 25, Dex 9, Con -, Int -, Wis 11, Cha 1  
  Skills: - 
  Feats: - 
  Environment: Underground 
  Organization: Solitary or gang (2-4)  
  Challenge Rating: 10 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 12-22 HD (Large); 23-33 HD (Huge)  
  Level Adjustment: - 
   
  A pool of seething fluid piles up on itself forming an 
  undulant mass off our large tentacles joined to a central 
  mound of thick, syrupy liquid. 
   
  Shaboaths are constructs created by powerful aboleths 
  to guard their cities and perform various errands. They 
  have bodies made of thick, transparent fluid-water 
  tainted with the slime exuded by a savant aboleth. A 
  shaboath is a shapeless creature that resembles a sphere 
  or pool of water when at rest. When it attacks, it creates 
  four large pseudopods. 
   
  A shaboath is about 1o feet wide, with 10-foot-long 
  tentacles. It weighs about 12,000 pounds. 
   
  A shaboath cannot speak nor make any vocal 
  noise. The creature carries with it a distinctive musty 
  smell like that of mildew or swamp water. On land, it 
  moves with a sloshing, undulant coiling, and leaves a 
  trail of moisture in its wake. 
   
  COMBAT 
  Shaboaths are relentless combatants. They are difficult 
  to harm with weaponry and are immune to many spells 
  and energy types; only fire is guaranteed to be effective 
  against them. They attack by forming four large 
  tentacles, which they use to slam any targets in reach 
  (other than aboleths). 
   
  Engulf (Ex): A shaboath can attempt to engulf a 
  grabbed opponent that is equal to or smaller than its 
  size category by making a successful grapple check. 
  Once inside, the opponent takes 2d10+10 points of 
  crushing damage per round if the opponent cannot 
  breathe water, it must hold. Its breath or begin to 
  drown. An engulfed creature can escape by making a 
  successful grapple check or Escape Artist check. The 
  amount of time a creature can hold its breath if it takes 
  a standard action is reduced by 1 round. A shaboath can 
  engulf 1 Large creature, 2 Medium creatures, 4 Small 
  creatures, 8 Tiny creatures, 16 Diminutive creatures, or 
  32 Fine creatures at one time. 
   
  Improved Grab (Ex): To use this ability, a 
  shaboath must hit with a slam attack It can then 
  attempt to start a grapple as a free action without 
  
  CORS6-01 The Hanging Glacier [High Level] 
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  provoking attacks of opportunity. If it wins the grapple 
  check, it can attempt to engulf the target in the 
  following round 
   
  Wall of Ice (Su): A shaboath can generate a 
  wall of ice (as the spell, caster level 20th) once per 
  minute as a standard action that does not provoke 
  attacks of opportunity. 
   
  Construct Traits: A shaboath has immunity to 
  poison, sleep effects, paralysis, stunning, disease, death 
  effects, necromancy effects, mind-affecting spells and 
  abilities (charms, compulsions, phantasms, patterns, 
  and morale effects), and any effect that requires a 
  Fortitude save unless it also works on objects or is 
  harmless. It is not subject to extra damage from critical 
  hits, non-lethal damage, ability damage, ability drain, 
  fatigue, exhaustion, or energy drain. It cannot heal 
  damage, but it can be repaired. It has darkvision out to 
  60 feet and low-light vision. 
   
  Watery Concealment (Ex): A shaboath that is 
  completely underwater is difficult to see. Its form 
  constantly shifts and blends with the surrounding 
  water, granting the creature concealment. 
   
  Shadow Creature Template 
  Originally presented in Lords of Madness. 
   
  “Shadow” is a template that can be added to any 
  corporeal aberration, animal, dragon, fey, giant, 
  humanoid, magical beast, monstrous humanoid, plant, 
  undead, or vermin (referred to hereafter as the “base 
  creature”). A shadow creature uses all the base 
  creature’s statistics and abilities except as noted here. 
  Do not recalculate the creature’s Hit Dice, base attack 
  bonus, saves, or skill points if its type changes. 
   
  Size and Type: Animals or vermin with this 
  template become magical beasts, but otherwise the 
  creature type is unchanged. Shadow creatures 
  encountered on the Material Plane have the 
  extraplanar subtype and are native to the Plane of 
  Shadow. 
   
  Speed: As base creature × 1-½. 
   
  Special Qualities: A shadow creature retains all 
  the special qualities of the base creature and also gains 
  the following ones: 
  1 
  Resistance to cold equal to 5 + 1 per Hit Die, to a 
  maximum of 15. 
  2 
  Darkvision out to 60 feet. 
  3 
  Low-light vision. 
  4 
  Shadow Blend (Su): In any conditions other than 
  full daylight, a shadow creature can disappear into 
  the shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, 
  does not negate this ability, but daylight spell will. 
   
   
  Shadow creatures also have one additional 
  supernatural ability for every 4 Hit Dice they possess 
  (minimum of one additional ability) chosen from the 
  following list: 
  1 
  +2 luck bonus on all saving throws. 
  2 
  Cause Fear (Sp): 1/day. Caster level 5th. The save 
  DC is Charisma-based. 
  3 
  Damage reduction 5/magic. 
  4 
  Evasion, as the rogue class feature. 
  5 
  Fast healing 2. 
  6 
  Mirror Image (Sp): 1/day. Caster level 5th. 
  7 
  Plane Shift (Sp): 1/day, to or from the Plane of 
  Shadow only. Caster level 15th. 
   
  If the base creature already has one or more of 
  these special qualities, use the better value. 
   
  Skills: Same as the base creature. Shadow 
  creatures gain a +6 racial bonus on Move Silently 
  checks. 
   
  Feats: Same as the base creature. 
   
  Environment: Plane of Shadow. 
   
  Organization: Same as the base creature. 
   
  Challenge Rating: Same as the base creature 
  +1. 
   
  Treasure: Same as the base creature. 
   
  Alignment: Usually neutral evil. 
   
  Advancement: Same as the base creature. 
   
  Level Adjustment: Same as base creature +2. 
   
  TSOCHAR 
  Originally presented in Lords of Madness. 
   
  Small Aberration (Shapechanger)  
  Hit Dice: 4d8+12 (30 hp)  
  Initiative: +4 
  Speed: 20 ft. (4 squares), climb 20 ft.  
  Armor Class: 19 (+1 size,+4Dex,+4 natural), touch 15, 
  flat-footed is 
  Base Attack/Grapple: +3/+4  
  Attack: Tentacle +8 melee (1d4+1) 
  Full Attack: 4 tentacles +8 melee (1d4+1) 
  Space/Reach: 5 ft./10 ft. 
  Special Attacks: Constrict, improved grab, poison, 
  take spells, wear flesh 
  Special Qualities: Damage reduction 5/adamantine, 
  dark vision 60 ft., resistance to cold 5, spell 
  resistance 14, telepathy l00 ft. 
  Saves: Fort +4, Ref +5, Will+8 
  Abilities: Sir 13, Dex 18, Con 16, Int 15, Wis 14, Cha 
  13  
  Skills: Bluff +5, Climb +12, Hide +12, Knowledge 
  (dungeoneering) +6, Move Silently +8, Sense 
  Motive +6, Spot +6, Use Magic Device +9 
  Feats: Combat Reflexes, Iron Will, Weapon Finesse 
  Environment: Cold forests 
  Organization: Solitary, tangle (3-8), or infestation 
  (10-20)  
  Challenge Rating: 4 
  Treasure: Standard 
  Alignment: Usually chaotic evil 
  Advancement: 5 HD (Small); 6-12 HD (Medium); or 
  by character class 
   
  Before you, a slithering, tangled mess of ropelike 
  tendrils coils and pulsates. It is a glistening blue-black 
  in color, with small pink barbs studding its long 
  
  CORS6-01 The Hanging Glacier [High Level] 
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  tentacles. if the creature has a central body, it's hidden 
  deep in the rest of writhing tendrils. 
   
  Fearsome invaders from a distant realm, the tsochari 
  are a race of monstrous imposters, creatures that can 
  steal the bodies of their victims and pass unnoticed in 
  humanoid society. They lust after magic, especially 
  arcane magic, and eagerly seek out humanoid wizards 
  to replace so they can gain access to spells they 
  otherwise could not wield. 
   A tsochar resembles a tangled mess of knotted ropes or 
  a ball of barbed wire. It has dozens of thin but strong 
  tentacles, each studded with small, sharp, sickle-like 
  claws. Its body is little more than a thickening arid 
  joining of its multiple limbs. The creature's eyes are 
  small, dark orbs that rest at the end of smaller, thinner 
  tentacles, well hidden in the mass of its other limbs, 
  and its mouth is a round, lamprey-like orifice in the 
  middle of its underside. The tsochar is an indigo blue 
  in color, with a mottled pattern of lighter blue spots on 
  its tipper surface. 
   
  Tsochari speak their own language, but they can 
  use their telepathy to communicate with other 
  creatures. A typical tsochar is about 2 feet in diameter, 
  although some of its longer tentacles trail as much as 6 
  to 8 feet from its central mass, and weighs about 25 
  pounds. 
   
   
   
  COMBAT 
  A tsochar is not often found in its own body. Typically, 
  it hides in the body of a humanoid it is inhabiting or 
  replacing (see below), keeping its presence a secret. 
  Since the monster does not gain the memories of those 
  it replaces, it is not difficult to detect its masquerade 
  with some careful questioning-although a tsochar 
  rarely lingers long enough for its cover to be blown, 
   
  While inhabiting a humanoid, a tsochar has few 
  options in combat other than directing its host to fight 
  as it commands; it can take no other physical actions. A 
  tsochar replacing a humanoid might have access to 
  arcane spells previously known by its victim, but the 
  creature employs spells sparingly in combat, since it 
  cannot recover spells it expends. 
   
  A tsochar in its own form can easily rip unarmored 
  humans to shreds with a buzz saw of tentacle lashes 
  and rakes. However, the creature is much more 
  inclined to stalk and ambush solitary victims than to 
  attack a group. It seeks to grab and wrap itself around a 
  foe, squeezing and poisoning him or her into 
  helplessness with its iron-hard tentacles. Once the 
  victim is immobilized, the tsochar can wear the victims 
  flesh. 
   
  Constrict (Ex): A tsochar deals 2d4+2 points of 
  damage with a successful grapple check. When a 
  tsochar deals damage by means of its constrict attack, it 
  injects its victim with poison. 
   
  Improved Grab (Ex): To use this ability a 
  tsochar must hit with two tentacle attacks. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity.  If it wins the grapple 
  check, it establishes a hold and. can constrict. 
   
  Tsochari receive a +4 racial bonus on grapple 
  checks, which is already included in the statistics 
  above. 
   
  Poison (Ex): Injury, Fortitude DC 15, initial and 
  secondary damage 1d3 Dex. The save DC is 
  Constitution-based. A tsochar's poison is delivered by 
  dealing damage with its constrict attack 
   
  Take Spells (Su): A tsochar that replaces a 
  spellcaster (see below) retains any arcane spells 
  prepared by the dead character, and can cast them as if 
  it had prepared the spells itself. The tsochar must meet 
  the minimum ability score needed to cast the spell 
  based on the type of caster replaced (Intelligence for a 
  wizard, for example), or else the spell is unavailable to 
  it. If the tsochar replaces a spontaneous caster such as a 
  sorcerer, it retains the available spell slots of the dead 
  spellcaster, and can use any spells the dead host knew 
  In either case, the tsochar cannot regain spells or spell 
  slots it expends from the dead character's spellcasting 
  ability. 
   
  Wear Flesh (Su): A tsochar can bore its way 
  into a helpless living creature's body, slipping its ropy 
  tendrils into the spaces between organs and muscles 
  and disappearing into the victim-The victim must be 
  the same size as the tsochar or larger, and the process 
  requires 1 minute. The tsochar can choose to replace or 
  inhabit the victim (see below). Incorporeal creatures 
  and constructs, elementals, oozes, plants, and undead 
  are immune to this ability. 
   
  A tsochar can abandon a body it has inhabited or 
  replaced with a full-round action that deals 3d6 points 
  of damage to the host. A tsochar can be forced to 
  abandon the body by a remove disease or dispel evil 
  spell (the caster must succeed on a DC 20 caster level 
  check to expel the monster, which deals damage as 
  described above) or a heal or limited wish spell (which 
  automatically succeeds and causes no damage to the 
  host). 
   
  Inhabit: The tsochar leaves its victim alive and 
  aware. Any time it cares to, it can inflict indescribable 
  agony on its host as a standard action, dealing Ids to 
  6d6 points of damage and requiring the host to succeed 
  on a DC 15 Fortitude save or be nauseated by the pain 
  for 2d4 rounds. The tsochar chooses how much damage 
  it deals with this attack. 
   
  The tsochar can take no physical actions while 
  inhabiting a host, but it can use purely mental actions 
  (such as communicating with its host by means of its 
  telepathy power and threatening to injure or kill the 
  host unless the host does as the monster wishes). 
   
  When the host takes damage (other than damage 
  the tsochar inflicts on it), the inhabiting tsochar takes 
  half that damage. For example, if the host takes 28 
  points of cold damage from a cone of cold spell, the 
  tsochar takes 14 points of cold damage. 
   
  A tsochar inhabiting a humanoids body feeds on 
  the creature's blood and tissues, dealing 1d3 points of 
  Constitution damage per day A successful DC 15 
  Fortitude save reduces this damage by half. Over the 
  
  CORS6-01 The Hanging Glacier [High Level] 
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  course of days, frail humanoids carrying tsochari sicken 
  and die, although tsochari are clever enough to direct 
  their hosts to acquire curative magic to keep 
  themselves alive indefinitely, if the situation calls for it. 
   
  Replace: The tsochar bores out the victim's 
  nervous system, killing the victim. It then animates the 
  body, effectively acting as the nervous system of the 
  dead host. The body remains alive, hosting the tsochar. 
   
  This functions like a polymorph spell into the 
  victim's exact form, except that the tscochar can remain 
  in the victim's form for up to a year, and it leaves the 
  victim's corpse behind when it chooses to end the 
  effect. The tsochar uses the victim's physical ability 
  scores in place of its own, as described by polymorph. 
  The tsochar can remain in this form indefinitely, but 
  once it abandons the form, it cannot reanimate the 
  body. 
   
  Tsochari that have replaced a humanoid slowly 
  devour their new shell from the inside out. A replaced 
  body takes 1d4 points of Constitution drain per month, 
  which does not heal naturally and can be restored only 
  by magical means. A successful DC 15 Fortitude save 
  reduces this damage by half. Naturally tsochari 
  imposters choose to abandon bodies they have replaced 
  before they become too weak to be serviceable. 
   
  Telepathy (Su): A tsochar can communicate 
  telepathically with any creature within 100 feet that 
  has a language. 
   
  Skills: Tsochari have a +8 racial bonus on Climb 
  checks and. use their Dexterity modifier instead of 
  their Strength modifier for Climb checks. They can 
  always choose to take to on Climb checks, even if 
  rushed or threatened.  Tsochari have a+4 racial bonus 
  on Use Magic Device checks. 
   
  Wendigo [Template] 
  Originally presented in Fiend Folio. 
   
  "Wendigo" is an acquired template that can be added to 
  any animal, giant, humanoid, magical beast, or 
  monstrous humanoid (referred to hereafter as the base 
  creature), although the vast majority of wendigo were 
  once animals or humanoids. A wendigos type changes 
  to fey, and it gains the cold subtype. It otherwise uses 
  all of the base creature's statistics and special abilities 
  except as noted below. 
   
  Hit Dice: Change to d6. 
   
  Speed: A wendigo gains a fly speed of 120 feet 
  (perfect), unless its previous fly speed was better, in 
  which case the base creature's fly speed is retained. The 
  wendigo loses all other movement types, including its 
  base land speed. Wendigos do not travel on land. 
   
  AC: A wendigo gains a deflection bonus to AC 
  equal to its Charisma bonus (minimum of +1). 
   
  Attacks: A wendigos bite is its sole attack. if the 
  base creature does not have a bite attack, the wendigo 
  gains one. 
   
  Damage: A wendigo creature's bite attack deals 
  damage as shown on the table below, or as the base 
  creature, whichever is better. It adds 1½ times its 
  Strength bonus to the damage dealt. 
   
  Wendigo Size 
  Bite Damage 
  Fine  
  1 
  Diminutive 
  1d2 
  Tiny 
   
  1d3 
  Small 
   
  1d4 
  Medium-size 
  1d6 
  Large  
   
  2d4  
  Huge  
   
  2d6 
  Gargantuan  
  2d8  
  Colossal 4d6 
   
   
  Special Attacks: A wendigo retains all the 
  special attacks of the base creature and gains the 
  following special attacks. 
   
  Disease (Su): Any creature hit by a wendigo's 
  bite attack must succeed on a Fortitude save (DC 10 + 
  1/2 wendigo's HD + wendigo', Con modifier) or 
  become infected with the wendigo's hunger. The 
  incubation period is 1d3 days, and the disease deals 1d3 
  points of Wisdom damage. Additionally, each day that 
  a victim takes Wisdom damage from the disease, he 
  must succeed on a Will save (DC 10 + ½ wendigos HD 
  + wendigos Cha modifier) or become overwhelmed 
  with an insatiable hunger for the flesh of its own race. 
  The victim stalks and tries to kill the closest member of 
  its own race; if it does so, it feeds on the victim's body 
  and then returns home with no memory of the tragic 
  event. If a victim of this hunger is reduced to a 
  Wisdom score of 0, he transforms into a wendigo 
  immediately and races off into the night sky at such 
  speed that his feet burn away into bloody, charred 
  stumps. 
   
  Maddening Whispers (Su): A wendigo may 
  use its maddening whispers on any one target within 
  120 feet once per day. The wendigo may use this ability 
  while wind walking. Only the chosen victim can hear 
  the insane whispers and invitations of the wendigo. 
  The victim must make a successful Will save (DC 10 + 
  1/2 wendigo’s HD + wendigo's Cha modifier) or take 
  1d3 points of Wisdom damage. Typically, a wendigo 
  stalks a chosen victim for days, wearing down the 
  victim's Wisdom score until it attacks and attempts to 
  bring down its disease upon the poor soul. A wendigo 
  will stop stalking a target that resists the maddening 
  whispers for more than three days and fly off to seek 
  easier prey. 
   
  Ravenous Bite (Ex): A wendigo threatens a 
  critical hit on a natural roll of 18-20 when attacking 
  with its bite, and deals triple damage on a successful 
  critical hit. A wound resulting from a critical hit bleeds 
  for an additional 3 points of damage per round 
  thereafter. Multiple wounds from such attacks result in 
  cumulative bleeding loss (two wounds for 6 points of 
  damage per round, and so on). The bleeding can be 
  stopped only by a successful Heal check (DC 10) or the 
  application of any cure spell or other healing spell 
  (heal, healing circle, or the like). 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 77 
   
  Special Qualities: A wendigo retains all the 
  special qualities of the base creature and gains the 
  following special qualities as well. 
   
  Cold Subtype (Ex): A wendigo is immune to 
  cold damage. It takes half again as much (+50%) damage 
  as normal from fire, regardless of whether a saving 
  throw is allowed, or if the save is a success or a failure. 
   
  Corner of the Eye (Su): A wendigo that stalks 
  a victim while wind walking always seems to lurk just 
  at the corner of its chosen victim's field of vision. This 
  victim takes a -2 penalty on all Wisdom-based skill 
  checks as long as the wendigo stalks him. 
   
  Regeneration 5 (Ex): Fire deals normal 
  damage to a wendigo. 
   
  Wind Walk (Su): A wendigo can wind walk at 
  will, transforming from physical form to incorporeal 
  form or back again as a move action. 
   
  Abilities: Increase from base creature as follows: 
  Str +4, Dex +8, Con +4, Wis +2, Cha +4. 
   
  Skills: Same as the base creature, except that the 
  wendigo gains a +8 racial bonus on Hide, Move 
  Silently, and Survival checks. 
   
  Feats: Same as the base creature, except that the 
  wendigo gains Track. 
   
  Climate/Terrain: Cold forests. 
   
  Organization: Solitary. 
   
  Challenge Rating: Same as the base creature 
  +2. 
   
  Alignment: Always chaotic evil. 
   
  Wyste 
  Originally presented in Monster Manual II. 
   
  Huge Aberration 
  Hit Dice: 5d8+25 (47 hp) 
  Initiative: +1 
  Movement: 10 ft. (2 squares), swim 40 ft. 
  Armor Class: 18 (-2 size, +1 Dex, +9 natural), touch 9, 
  flat-footed 17  
  Base Attack/Grapple: +3/+17 
  Attack: Tentacle rake +7 melee (1d4+6) 
  Full Attack: 7 Tentacle rakes +7 melee (1d4+6) 
  Space/Reach: 15 ft./10 ft. 
  Special Attacks: Bite, improved grab 
  Special Qualities: Acid immunity, blindsight 120 ft. 
  Saves: Fort +6, Ref +2, Will +4 
  Abilities: Str 22, Dex 13, Con 20, Int 1, Wis 11, Cha 8 
  Skills: Listen +6, Spot +6, Swim +14 
  Feats: Alertness, Improved Critical (Bite) 
  Environment: Any underground 
  Organization: Solitary, pair, or school (3-8) 
  Challenge Rating: 5 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 6-15 HD (Huge) 
  Level Adjustment: - 
   
  The wyste (pronounced “wist”) is an alien creature 
  much like a giant worm that inhabits fetid pools of 
  alien slime. 
   
  A typical specimen is 2 feet in diameter and 25 feet 
  long.  A wyste’s skin is translucent, showing strange 
  twisted strands of pulsing organs underneath.  The 
  creature has no face, just a large sucker hole fringed by 
  long claw-tipped tentacles. The tentacles allow the 
  wyste to feed and defend itself, and they also serve as 
  sensory organs.  So far as is known, a wyste operates 
  only by instinct and lives to feed. 
   
  COMBAT 
  A wyste lunges up to 15 feet out of its slimy pools to 
  attack creatures that approach.  Wystes in an area often 
  attacks as a group; others nearby might attract be 
  attracted by the commotion, too.  When a wyste kills a 
  victim, it drags its pre away to be consumed at leisure.   
   
  Bite (Ex): When a wyste grapples an opponent, 
  its tentacles draw the victim to its toothed sucker hole. 
   On the round after the wyste grabs, it makes a regular 
  attack with its bite (in lieu of any claw attacks), gaining 
  a +4 bonus on the attack roll (+11 melee).  If the bite 
  attack misses, the wyste drops the character, who falls 
  prone in front of the creature.  If the bite attack is 
  successful, the victim takes 1d6+9 points of damage.  
  The wyste can deal bit damage automatically every 
  round.  The victim can escape by winning an opposed 
  grapple check against the wyste, making a successful 
  Escape Artist check against the wyste’s grapple check 
  result, or by killing the wyste. 
   
  Improved Grab (Ex): If a wyste hits a Large or 
  smaller opponent with one or more tentacle attacks, it 
  deals normal damage ad attempts to start a grapple as a 
  free action without provoking an attack of opportunity 
  (grapple bonus +17, +2 for each tentacle that hit beyond 
  the first).  The wyste can make only on grapple attempt 
  per round, no matter how many tentacles it devotes to 
  the effort.  If it gets a hold, it has the option to conduct 
  the grapple normally, or simply use its tentacles to hold 
  the opponent (-20 penalty on grapple check, but the 
  wyste is not considered grappled).  In either case, each 
  successful grapple check it makes during the 
  successive rounds automatically deals damage fir all 
  tentacles used to hold the opponent. 
   
  Blindsight (Ex): A wyst is blind, but its 
  tentacles are sensory organs that can be used to 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spellcasting 
  1st 
  +0 
  +0 
  +0 
  +2 
  Companion familiar, ignore 
  spell failure, wild shape 
  +1 level of existing arcane & divine class 
  2nd 
  +1 
  +0 
  +0 
  +3 
   
  +1 level of existing arcane & divine class 
  3rd 
  +2 
  +1 
  +1 
  +3 
   
  +1 level of existing arcane & divine class 
  4th 
  +3 
  +1 
  +1 
  +4 
  Channel animal 2/day 
  +1 level of existing arcane & divine class 
  5th 
  +3 
  +1 
  +1 
  +4 
   
  +1 level of existing arcane & divine class 
  6th 
  +4 
  +2 
  +2 
  +5 
  Channel plant 1/day 
  +1 level of existing arcane & divine class 
  7th 
  +5 
  +2 
  +2 
  +5 
   
  +1 level of existing arcane & divine class 
  8th 
  +6 
  +2 
  +2 
  +6 
  Channel animal 4/day 
  +1 level of existing arcane & divine class 
  9th 
  +6 
  +3 
  +3 
  +6 
   
  +1 level of existing arcane & divine class 
  10th +7 
  +3 
  +3 
  +7 
  Channel plant 2/day 
  +1 level of existing arcane & divine class 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 78 
  ascertain prey by scent and vibration.  This ability 
  enables it to discern object and creatures within 120 
  feet.  A wyste usually does not need to make Spot or 
  Listen checks to notice creatures within range of its 
  blindsight. 
   
  New Prestige Classes 
  Arcane Hierophant 
  Originally presented in Races of the Wild. 
   
  Arcane hierophants wield a blending of arcane magic 
  and divine magic with a heavy emphasis on nature and 
  the elements. Though they possess the learning and 
  discipline commonly associated with wizards, they also 
  have practical knowledge of the natural world 
  commonly associated with druids. Like druids, they 
  can change shape into animal and elemental forms, but 
  they also can wield powerful arcane spells. 
   
  BECOMING AN ARCANE HIEROPHANT 
   
  Multiclassing as a wizard/druid provides the 
  quickest path to becoming an arcane hierophant, 
  though you can meet the arcane spellcasting 
  requirements as a bard or sorcerer and the divine 
  spellcasting requirements as a relatively high-level 
  ranger. You'll need druid or ranger levels to meet the 
  class feature requirements. intelligence or Wisdom 
  (either one can govern your spellcasting) is a key ability 
  for you. A high Dexterity score can prove helpful to 
  you in combat, both to improve your Armor Class and 
  to help you beat the opposition to the punch with a 
  quick spell. 
   
   
  HIT DIE: D6 
   
  ENTRY REQUIREMENTS 
   
  Alignment: Any nonlawful. 
   
  Base Attack Bonus: +4. 
   
  Skills: Knowledge (arcana) 8 ranks, Knowledge 
  (nature) 8 ranks. 
   
  Spells: Ability to cast 2nd-level arcane spells and 
  2nd-level divine spells. 
   
  Special: Trackless step class feature. 
   
  Class Skills (4 + Int modifier per level): 
  Concentration, Craft, Diplomacy, Handle Animal, 
  Knowledge (arcana), Knowledge (nature), Listen, 
  Profession, Ride, Spellcraft, Spot, Survival, Swim. 
   
  CLASS FEATURES 
   
  As they advance in level, arcane hierophants 
  improve their spellcasting abilities. They also learn 
  how to change shape, and they develop powers that 
  allow them to use plants and animals as weapons and 
  tools. 
   
  Weapon and Armor Proficiency: You gain 
  no proficiency in any weapons or armor. You abide by 
  the same armor restrictions that druids do, and you lose 
  your divine spellcasting ability and supernatural or 
  spell-like class abilities if you wear prohibited armor or 
  carry a prohibited shield. 
   
  Spellcasting: At each level, you gain new spells 
  per day and an increase in caster level (and spells 
  known, if applicable) as if you had also gained a level in 
  an arcane spellcasting class and a level in a divine 
  spellcasting class to which you belonged before adding 
  the prestige class level. You do not, however, gain any 
  other class feature a character of that class would have 
  gained. if you had more than one arcane spellcasting 
  class or more than one divine spellcasting class before 
  becoming an arcane hierophant, you must decide to 
  which class to add each level for the purpose of 
  determining spells per day, caster level, and spells 
  known. 
   
  Ignore Arcane Spell Failure: When casting 
  an arcane spell, you ignore the arcane spell failure 
  chance for any nonmetallic light or medium armor 
  (padded. leather, or hide armor). You learn to cast 
  arcane spells while wearing the types of armor that 
  druids favor. 
   
  Wild Shape (Su): if you do not already possess 
  the ability, you gain no new ability to wild shape. 
  However, you add your arcane hierophant level to your 
  druid level and gain the wild shape ability of a druid of 
  the resulting level. For example, a character who is a 
  3rd-level 
  wizard/3rd-level 
  druid/4th-level 
  arcane 
  hierophant has the wild shape ability of a 7th-level 
  druid. if you are not a druid, (for example, if you 
  entered the class as a wizard/ranger), you do not gain 
  the ability to wild shape. 
   
  Companion Familiar: Upon becoming an 
  arcane hierophant, you must dismiss your familiar, if 
  you have one. (You do not risk losing XP for doing so.) 
  You may retain any one animal companion you already 
  possess. You add your arcane hierophant class level to 
  your druid or ranger level for purposes of determining 
  your animal companion's bonus Hit Dice, natural 
  armor adjustment, and Strength/Dexterity adjustment 
  (see the sidebar The Druid's Animal Companion, page 
  36 of the Player's Handbook). For example, a character 
  who is a 4th-level druid/3rd-level wizard/4th-level 
  arcane hierophant has the animal companion of an 8th-
  level druid (+4 bonus HD, +4 natural armor, and +2 
  Strength/Dexterity 
  adjustment, 
  or 
  an 
  animal 
  companion chosen from the 4thlevel or 7th-level lists). 
   
  In addition, your animal companion (if any) gains 
  many of the abilities that a familiar would normally 
  possess. You add your arcane hierophant class level to 
  your arcane spellcasting class level, and determine the 
  intelligence bonus and special abilities of your animal 
  companion accordingly (see the sidebar Familiars, page 
  53 of the Player's Handbook). For example, a 4th-level 
  druid/3rd-level wizard/4th-level arcane hierophant has 
  a familiar companion equal to that of a 7th-level wizard 
  and 8th-level druid (Intelligence 9, alertness, improved 
  evasion, share spells, empathic link, deliver touch 
  spells, speak with master, speak with animals of its 
  kind, devotion). 
   
  The Hit Dice, hit points, attack bonus, saving 
  throws, feats, and skills of the familiar companion are 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 79 
  determined as normal for an animal companion. Due to 
  the familiar companion's unusual intelligence score, it 
  may very well have more skill points than other 
  animals of its kind. The familiar companion is a 
  magical beast (augmented animal), but you can bestow 
  harmless spells on your familiar companion as if it 
  were an animal instead of a magical beast. 
   
  If your familiar companion is killed or dismissed, 
  you do not lose XP. You can summon a new familiar 
  companion by performing a ceremony requiring 24 
  hours of uninterrupted prayer. 
   
  Channel Animal (Sp): Starting at 4th level, 
  you gain the ability twice per day to establish a magical 
  conduit between yourself and a single animal that you 
  touch (including your familiar companion). For each 
  use of this class feature, a spell you cast whose range is 
  touch or greater can originate from the animal instead 
  of from you, provided that you have line of sight and 
  line of effect to the animal, the spell's line of effect then 
  extends from the animal to the target based on the 
  senses of the animal, not you. 
   
  You can also use this power to deliver touch spells 
  through the animal. Once you cast the spell, the animal 
  is considered to be holding the charge for the spell (see 
  page 176 of the Player's Handbook). 
   
  Starting at 8th level, you gain two additional uses 
  of this ability each day. 
   
  Channel Plant (Sp): Starting at 6th level, you 
  gain the ability to establish a magical conduit between 
  yourself and a natural, nonanimated plant (but not 
  creatures of the plant type) once per day. This ability 
  functions like the channel animal class feature, except 
  that the line of effect from the plant to the target is 
  based on your senses. 
   
  You can use this power to deliver touch spells 
  through the plant. Once you cast the spell, the plant is 
  considered to be holding the charge for the spell (see 
  page 176 of the Player's Handbook), except that the 
  spell is delivered to the first creature or object that can 
  receive the spell when the subject touches the plant. 
   
  At 10th level, you gain a second daily use of your 
  channel plant ability. 
   
  Fleshwarper 
  Originally presented in Lords of Madness. 
   
   
   
  Hit Die: 1d6. 
   
  Entry Requirements 
   
  Alignment: Any nonlawful. 
   
  Skills: Heal 4 ranks, Knowledge (arcana) 8 ranks. 
   
  Feat: Graft Flesh. 
   
  Special: Summon familiar class feature. 
   
  Class Skills 
  The fleshwarper’s class skills (and the key ability for 
  each skill) are Concentration (Con), Craft (Int), 
  Decipher Script (Int), Heal (Wis), Knowledge (all skills 
  taken individually) (Int), Search (Int), Speak Language 
  (N/A), Spellcraft (Int), and Use Magic Device (Cha). 
   
  Skill Points at Each Level: 4 + Int modifier. 
   
  Class Features 
  All of the following are class features of the fleshwarper 
  prestige class. 
   
  Spellcasting: At each level above 1st, you gain 
  new spells per day and an increase in caster level (and 
  spells known, if applicable) as if you had also gained a 
  level in a spellcasting class to which you belonged 
  before adding the prestige class level. You do not, 
  however, gain any other benefit a character of that class 
  would have gained. If you had more than one 
  spellcasting class before becoming a fleshwarper, you 
  must decide to which class to add each level for the 
  purpose of determining spells per day, caster level, and 
  spells known. 
   
  Aberrant Familiar (Su): Your familiar (if you 
  have one) becomes tainted by your magic. The 
  familiar’s type changes to aberration, it gains darkvision 
  out to 60 feet, and its form becomes warped. Your 
  aberrant familiar gains one of the abilities described 
  below, as chosen by you. At every third level you gain 
  above 1st, your aberrant familiar gains another ability 
  from those described below. You can’t choose the same 
  ability twice. If your familiar is killed and you obtain a 
  new one, you can choose new aberrant abilities for 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Graft 
  Reserve 
  Spells 
  per 
  Day/Spells 
  Known 
  1st 
  +0 
  +2 
  +0 
  +0 
  Aberrant familiar 
  500 
  – 
  2nd 
  +1 
  +3 
  +0 
  +0 
  Elder secret 
  700 
  +1 level of existing class 
  3rd 
  +1 
  +3 
  +1 
  +1 
  Graft mastery 
  900 
  +1 level of existing class 
  4th 
  +2 
  +4 
  +1 
  +1 
  Aberrant familiar 
  1,200 
  +1 level of existing class 
  5th 
  +2 
  +4 
  +1 
  +1 
  Elder secret, graft mastery 1,500 
  +1 level of existing class 
  6th 
  +3 
  +5 
  +2 
  +2 
  Rapid grafting 
  2,000 
  +1 level of existing class 
  7th 
  +3 
  +5 
  +2 
  +2 
  Aberrant 
  familiar, 
  graft 
  mastery 
  2,500 
  +1 level of existing class 
  8th 
  +4 
  +6 
  +2 
  +2 
  Elder secret 
  3,000 
  +1 level of existing class 
  9th 
  +4 
  +6 
  +3 
  +3 
  Graft mastery 
  4,000 
  +1 level of existing class 
  10th 
  +5 
  +7 
  +3 
  +3 
  Aberrant 
  apotheosis, 
  aberrant familiar 
  5,000 
  +1 level of existing class 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 80 
  your new familiar based on your current fleshwarper 
  level. Your aberrant familiar grants you a +2 bonus on 
  all saving throws against mind-affecting spells and 
  abilities as long as the familiar is within arm’s reach. 
  Your fleshwarper class levels stack with all other class 
  levels used to determine the familiar’s other attributes 
  (see page 53 of the Player’s Handbook). 
  The abilities your aberrant familiar can have are as 
  follows: 
   
  Amorphous Form: A familiar with this ability is 
  immune to extra damage from critical hits and sneak 
  attacks. 
   
  Scales: The familiar’s natural armor bonus 
  improves by 4. The familiar gains a +2 bonus on 
  Fortitude saves. 
   
  Size Increase: The familiar’s size becomes larger by 
  one category. Consult the Monster Manual for the 
  effects of this size increase on the familiar’s ability 
  scores and other statistics. 
   
  Tentacle: The familiar gains a tentacle attack with a 
  reach of 5 feet. The attack deals 1 point of damage 
  (assuming Tiny size). It cannot combine this attack 
  with its other natural attacks. 
   
  Wings: The familiar can fly at a speed of 40 feet 
  with good maneuverability. (If the familiar already has 
  a fly speed, use whichever speed is higher and 
  whichever maneuverability is better.) The familiar 
  gains a +2 bonus on Reflex saves. 
   
  Graft Reserve (Ex): You receive a pool of 
  points you can spend instead of experience points 
  when creating a new graft with your Graft Flesh feat. 
  Each time you gain a class level, you receive a new graft 
  reserve; leftover points from the previous level do not 
  carry over. If the points are not spent, they are lost. You 
  can also use your graft reserve to supplement the XP 
  cost of a graft you are creating, taking a portion of the 
  cost from your graft reserve and a portion from your 
  XP. 
   
  Elder Secret (Su): Your continuous self-
  experimentation in grafting results in occasional 
  improvements to your form. At 2nd level and every 
  three levels thereafter, you make a powerful discovery 
  in your research and learn how to improve your body 
  in a subtle, minor way. Choose one elder secret from 
  those described below when you reach 2nd, 5th, and 
  8th level. 
   
  Secret of the Aboleth: You gain a swim speed equal 
  to your base land speed. You also gain a +8 racial bonus 
  on Swim checks, and can always choose to take 10 on a 
  Swim check even when rushed or threatened. 
   
  Secret of the Beholder: Your eyes protrude 
  grotesquely from your head and move independently 
  of each other. You gain a +4 racial bonus on Search and 
  Spot checks, and you can’t be flanked. 
   
  Secret of the Choker: You become preternaturally 
  quick and alert to danger. You gain a +4 racial bonus on 
  initiative checks and a +1 racial bonus on Reflex saving 
  throws. 
   
  Secret of the Destrachan: You gain immunity to 
  damage from sonic energy. 
   
  Secret of the Ettercap: You gain a climb speed 
  equal to your base land speed and a +8 racial bonus on 
  Climb checks, and you can always choose to take 10 on 
  Climb checks even if rushed or threatened. 
   
  Secret of the Gibbering Mouther: Your form 
  becomes partially amorphous. You have a 25% chance 
  to ignore the extra damage dealt by a critical hit or a 
  sneak attack. 
   
  Secret of the Mind Flayer: You gain a +4 racial 
  bonus on saves against mind-affecting spells and 
  abilities. 
   
  Secret of the Otyugh: You gain immunity to 
  disease. 
   
  Secret of the Umber Hulk: You gain a +2 racial 
  bonus to your natural armor. 
   
  Graft Mastery (Ex): You learn how to create 
  and apply grafts normally not available to your race by 
  studying forbidden tomes and consulting ancient 
  nameless sources. When you first gain the Graft Flesh 
  feat, you choose a specific type of graft to associate with 
  the feat (most likely silthilar grafts, or beholder or 
  undead grafts from the Fiend Folio or Libris Mortis). At 
  3rd level, you can select a new type of graft to add to 
  the list. If you choose a graft type that normally 
  requires the creator to be a member of that race (such 
  as aboleth and illithid grafts, or fi endish or yuan-ti 
  grafts from the Fiend Folio), you ignore that restriction 
  completely. You can select a new graft type every time 
  you gain an odd-numbered fleshwarper level higher 
  than 3rd. 
   
  Rapid Grafting (Ex): Starting at 6th level, you 
  can create grafts with shocking speed. Creating a graft 
  with Graft Flesh now requires only 1 hour for each 
  1,000 gp. 
   
  Aberrant Apotheosis (Su): At 10th level, you 
  undergo a transformation into an aberration. Your type 
  changes to aberration, and you gain darkvision out to 
  60 feet. You also gain a +2 racial bonus to your 
  Constitution score. 
   
  Frostrager  
  Originally presented in Frostburn. 
   
  Many barbarian tribes have members whose ferocity 
  and rage impress and terrify even their fellow 
  barbarians, and the tribes of the frostfell are no 
  different. The frostragers are powerful and dangerous 
  warriors believed by some to be gifted from (and others 
  cursed by) the frost giant deity Thrym with an unstable 
  but powerful supernatural battle rage. This terrible fury 
  not only causes the frostrager to increase in size when 
  he enters his battle rage, but infuses his fists and 
  weapons with cold shards of ice. Those tribes that view 
  a frost rager's prowess as a gift point to the fact that 
  their skills in battle can be matched by few, while t 
  hose that view these abilities as a curse point to the fact 
  that while in a rage, frostragers tend to revel in 
  destruction and slaughter a little too much to make 
  them trustworthy. In truth, frostragers retain control of 
  their actions while in a frostrage, the simple fact is that 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 81 
  most 
  frostragers 
  enjoy 
  causing 
  mayhem 
  and 
  destruction. 
   
  All frostragers are barbarians to some degree, 
  although many are multiclass barbarian/druids. Stories 
  of such characters who activate their frostrage and wild 
  shape abilities in succession abound in the frostfell; a 
  frostraging character in the shape of a dire bear is a 
  terrible opponent indeed. Other barbarians pick up 
  some levels of fighter or ranger to further focus their 
  combat prowess before becoming frostragers, and a 
  rare few barbarian/sorcerer frostragers exist in some 
  tribes 
  that 
  embrace 
  arcane 
  magic, 
  but 
  other 
  combinations are virtually unknown. 
   
   
   
  Hit Die: d12. 
   
  REQUIREMENTS 
  To qualify to become a frostrager, a character must 
  fulfill all the following criteria. 
   
  Base Attack Bonus: +6. 
   
  Skills: Intimidate 4 ranks, Survival 4 ranks. 
   
  Feats: Frozen Berserker, Improved Unarmed 
  Strike, Power Attack. 
   
  Special: Rage as a class ability. 
   
  Special: The character must have been reduced 
  to fewer than 0 hit points by cold damage (either from 
  magical cold attacks or by taking enough damage from 
  exposure to extreme cold environments). Whether or 
  not this trauma is what allows the frostrage to take root 
  in the character's soul, or if the trauma merely 
  unhinges the character's mind enough that he decides 
  to become a frostrager, is unknown. 
   
  Class Skills 
  The frostrager's class skills (and the key ability for each 
  skill) are Climb (Str), Intimidate (Cha), Jump (Str), 
  Listen (Wis), Survival (Wis), and Swim (Str). See 
  Chapter 4 of the Player's Handbook for skill 
  descriptions. 
   
  Skill Points at Each Level: 2 + Int modifier. 
   
  CLASS FEATURES 
  All the following are class features of the frostrager 
  prestige class. 
   
  Weapon and Armor Proficiency: Frostragers 
  gain no proficiency with any weapon, armor, or shields. 
   
  Frostrage (Su): While raging, the character 
  grows larger and more massive, and his freezing sweat 
  forms icicles as it streams out of his pores, coating his 
  body in a glittering crust of ice. The frostrager's actual 
  size category does not change (nor does his 
  space,/reach,), but he does gain a +4 natural armor 
  bonus to Armor Class from the sheets of ice that form 
  over his body. In addition, a frostrager's unarmed 
  attacks deal 1d6 points of damage plus 1d4 points of 
  cold damage on a successful hit. If the frostrager is 
  Small, his unarmed attack deals 1d4 points of damage, 
  and if the frostrager is Large, his unarmed attack deals 
  1d8 points of damage. 
   
  Freezing Blood (Su): At 1st level, a frostrager's 
  blood becomes freezing cold. His wounds instantly 
  freeze over and stop bleeding; he is immune to attacks 
  that cause wounding effects. If reduced to negative hit 
  points, he automatically stabilizes. He still takes 1 point 
  of damage if he takes any actions while at o or negative 
  hit points, however. 
   
  One-Two Punch (Ex): At 2nd level, while 
  making an unarmed attack, the frostrager may make 
  one extra attack in a round at his highest base attack 
  bonus, but each attack made in that round (the extra 
  one and the normal ones) take a -2 penalty. 
   
  Absorb Cold (Su): At 3rd level, while raging, 
  the frostrager not only gains immunity to cold, but it 
  heals him. For every 2 points of cold damage that 
  would have otherwise have been dealt by an attack, the 
  frostrager heals 1 point of damage. 
   
  Improved Frostrage (Su): At 4th level while 
  raging, the frostrager's natural armor bonus increases 
  to +6. His unarmed attacks deal 1d8 points of damage 
  plus 1d6 points of cold damage on a successful hit. If 
  the frostrager is Small, his unarmed attack deals 1d6 
  points of damage, and if the frostrager is Large, his 
  unarmed attack deals 2d6 points of damage. 
   
  Rend (Ex): At 5th level, a frostrager gains the 
  ability to rend a target. In any round that the frostrager 
  hits the same foe with two or more unarmed attacks, he 
  immediately deals an additional 2d8 points of damage 
  (plus 1-1/2 times his Strength bonus), plus an 
  additional 1d6 points of cold damage. If he is Small, his 
  rend deals 2d6 points of damage; if he is Large, his rend 
  deals 3d8 points of damage. 
   
  Occult Slayer  
  Originally presented in Complete Warrior. 
   
   
  Hit Die: d10. 
   
  Requirements 
  To qualify to become an occult slayer, a character must 
  fulfill all of the following criteria. 
  Class 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +1 
  +2 
  +0 
  +0 
  Frostrage, freezing blood 
  2nd 
  +2 
  +3 
  +0 
  +0 
  One-two punch 
  3rd 
  +3 
  +3 
  +1 
  +1 
  Absorb cold 
  4th 
  +4 
  +4 
  +1 
  +1 
  Improved frostrage 
  5th 
  +5 
  +4 
  +1 
  +1 
  Rend 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 82 
  Base Attack Bonus: +5. 
  Skills: Knowledge (arcana) 4 ranks, Spellcraft 3 
  ranks. 
  Feats: Improved Initiative, Weapon Focus (any 
  weapon). 
   
  Class Skills 
  The occult slayer’s class skills (and the key ability for 
  each skill) are Bluff (Cha), Craft (Int), Gather 
  Information 
  (Cha), 
  Knowledge 
  (arcana) 
  (Int), 
  Profession (Wis), Sense Motive (Wis), and Spellcraft 
  (Int). 
   
  Skill Points at Each Level: 2 + Int modifier. 
   
  Class Features 
  All of the following are class features of the occult 
  slayer prestige class. 
   
  Weapon and Armor Proficiency: Occult 
  slayers are proficient with al simple and martial 
  weapons and all armor and shields. 
   
  Magical Defense (Ex): An occult slayer’s 
  constant training in countering magic of all types 
  manifests itself as a bonus on saving throws against 
  spells or spell like abilities. This bonus is +1 at 1st level 
  and it increase to +2 at 3rd level and to +3 at 5th level. 
   
  Weapon Bond (Su): An occult Slayer must 
  choose a particular weapon of at least masterwork 
  quality as the focus of her power. Upon making her 
  selection, she immediately forms a bond with her 
  chosen weapon that imbues it with the force of her 
  hatred for spellcasters. Thereafter, any successful attack 
  she makes with the chosen weapon against a spellcaster 
  or a creature with spell-like abilities deals extra 1d6 
  points of damage. If this particular weapon is lost or 
  destroyed, the occult slayer looses the ability to deal the 
  extra damage until she acquires and bonds with 
  another weapon of the same kind of at least 
  masterwork quality. The occult slayer must spend one 
  day per character level practicing with the replacement 
  weapon (and doing very little else – no adventuring) to 
  create a new weapon bond. 
   
  Mind over Magic (Su): Starting at 2nd level, 
  and occult slayer can cause a spell or spell-like ability 
  targeted against her to rebound onto the originator as a 
  free action. This ability otherwise functions as the spell 
  turning spell (caster level equals the character’s occult 
  slayer level +5). An occult slayer can use this ability 
  once per day at 2nd level and twice per day at 4th level. 
   
  Vicious Strike (Ex): At 2nd level and higher, 
  an occult slayer who readies an attack action to disrupt 
  a spellcaster deals double damage if the attack hits. 
   
  Auravision (Su): At 3rd level, and occult slayer 
  gains the ability to see magical auras at a range of up to 
  60 feet as a free action. This ability otherwise functions 
  as the detect magic spell. The character cannot use this 
  ability to determine anything but the number of 
  magical auras present. 
   
  Nondetection Cloak (Su): Upon reaching 4th 
  level, an occult slayer (and any gear she wears or 
  carries) becomes more difficult to locate through 
  divinations such as clairaudience/clairvoyance, locate 
  object, and other detection spells. The occult slayer 
  gains magical protection from divination equivalent to 
  a nondetection spell (caster level equals the character’s 
  occult slayer level), except that it affect only the occult 
  slayer and her possessions. 
   
  Blank Thoughts (Ex): At 5th level, an occult 
  slayer can induce within herself a state of mental 
  absence, thereby becoming immune to mind-affecting 
  effects (charms, compulsions, patterns, phantasms, and 
  morale effects). She can suppress or resume this ability 
  as a free action.  
   
  Primeval 
  Originally presented in Frostburn. 
   
  The primeval is a warrior who has tapped into his racial 
  memories to find and forge a bond with an ancient 
  creature. He draws incredible power and strength from 
  this bond, and finds that he can change his form into 
  this creature with increasing skill. Many neanderthal 
  tribes count primevals among their strongest warriors. 
   
  Primevals completely eschew spells and special 
  training, instead embracing the inherent strength and 
  quickness of their animal nature. They often find 
  themselves in conflict with civilization when it 
  encroaches into their territory; a fair number of rumors 
  about lycanthrope attacks on frontier towns are 
  probably based on the actions of a primeval. Just as 
  often, though, a primeval manages to control or hide 
  his alternate form and remain a helpful and valued 
  member of a society. In any case, he retains full 
  capacity of his actions and mental state in his alternate 
  form. 
   
   
   
  Hit Die: d10. 
   
  REQUIREMENTS 
  To qualify to become a primeval, a character must 
  fulfill all the following criteria. 
   
  Alignment: Any nonlawful. Base Attack Bonus: 
  +8. 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +1 
  +0 
  +0 
  +2 
  Magical defense +1, weapon bond 
  2nd 
  +2 
  +0 
  +0 
  +3 
  Vicious strike, mind over magic 1/day 
  3rd 
  +3 
  +1 
  +1 
  +3 
  Auravision, magical defense +2 
  4th 
  +4 
  +1 
  +1 
  +4 
  Mind over magic 2/day, nondetection cloak 
  5th 
  +5 
  +1 
  +1 
  +4 
  Blank thoughts, magical defense +3 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 83 
   
  Skills: Handle Animal 5 ranks, Knowledge 
  (nature) 5 ranks, Survival 5 ranks. 
   
  Feats: Endurance, Self-Sufficient, Toughness. 
   
  Class Skills 
  The primeval class skills (and the key ability for each 
  skill) are Climb (Str), Concentration (Con), Handle 
  Animal 
  (Cha), 
  Intimidate 
  (Cha), 
  Jump 
  (Str), 
  Knowledge (nature) (Int), Listen (Wis), Spot (Wis), 
  Survival (Wis), and Swim (Str). See Chapter 4 of the 
  Player's Handbook for skill descriptions. 
   
  Skill Points at Each Level: 2 + Int modifier. 
   
  Class Features 
  All the following are class features of the primeval 
  prestige class. 
   
  Weapon and Armor Proficiency: Primevals 
  gain no proficiency with weapons, armor, or shields. 
  (They are proficient with their natural weapons while 
  in primeval form, though.) 
   
  Primeval Form (Su): The primary ability of the 
  primeval is the supernatural ability to assume an 
  alternate form. This functions similarly to the druid's 
  wild shape ability, except the alternate form chosen 
  must be selected when the character takes his first level 
  of primeval and cannot be changed after that. Each 
  time the character changes form with this ability, he 
  assumes the same form. At 1st level, he may change 
  shape into his primeval form once per day. He can use 
  this ability one additional time each day at 4th level, 
  7th level, and again at 10th level. 
   
  This ability functions like the polymorph spell, 
  except as noted here. It lasts for 1 minute per primeval 
  level, or until he changes back. Changing form (into 
  either form) is a standard action and doesn’t provoke 
  attacks of opportunity. 
  The primeval does not assume the animal's physical 
  ability scores. Instead, he adds the animal's ability score 
  -10 (for even scores) or-11 (for odd scores) to his own 
  ability scores. For example, a primeval with a Strength 
  score of 16 who assumes the form of a dire lion 
  (Strength 25) adds +14 to his normal Strength of 16 to 
  determine his Strength score in his primeval form. 
  Remember, items that enhance the character's ability 
  scores may be rendered inoperative by his change in 
  form. 
   
  The primeval loses his ability to speak while in 
  primeval form because he is limited to the sounds that 
  the form can make naturally. 
   
  The primeval form chosen must be a prehistoric 
  animal of some sort (dinosaur, dire animal, or other 
  creature approved by the DM). The primeval form 
  chosen must have no more than 8 HD and cannot be 
  more than one size category larger than the primeval 
  (so a Small character is limited to Medium animals or 
  smaller, and a Medium character is limited to Large or 
  smaller animals). The primeval form can be from any 
  terrain familiar to the character. Appropriate primeval 
  forms for a frostfell environment from the Monster 
  Manual and this book include the dire lion, dire wolf, 
  dire wolverine, and megaloceros. 
   
  If the primeval has the wild shape ability from 
  other class levels, he may use wild shape to assume his 
  primeval form. He cannot use his primeval form ability 
  to wild shape, however. 
   
  Animal Empathy (Ex): In any form, the 
  primeval can communicate with animals of his chosen 
  primeval form (or related types). For example, a 
  primeval whose primeval form is a dire wolf may 
  communicate with wolves and dire wolves. He gains a 
  +4 bonus on Charisma-based checks against animals of 
  his chosen primeval form and related animals. 
   
  Regression (Su): As a primeval gains levels, he 
  begins to physically regress into a more primal, feral 
  version of himself. At 2nd level, the primeval reduces 
  his Intelligence and Charisma scores by 1 point (to a 
  minimum of 3) and gains 1 point of Strength, 
  Dexterity, Constitution, and Wisdom. 
   
  At 5th level, he repeats his regression, losing an 
  additional point of intelligence and Charisma, and 
  gaining an additional point to the rest of his ability 
  scores. 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +1 
  +2 
  +0 
  +0 
  Primeval form 1/day, animal empathy 
  2nd 
  +2 
  +3 
  +0 
  +0 
  Regression 1, low-light vision 
  3rd 
  +3 
  +3 
  +1 
  +1 
  Feral power 
  4th 
  +4 
  +4 
  +1 
  +1 
  Primeval form 2/day 
  5th 
  +5 
  +4 
  +1 
  +1 
  Regression 2, scent 
  6th 
  +6 
  +5 
  +2 
  +2 
  Feral power 2 
  7th 
  +7 
  +5 
  +2 
  +2 
  Primeval form 3/day 
  8th 
  +8 
  +6 
  +2 
  +2 
  Regression 3, fast movement 
  9th 
  +9 
  +6 
  +3 
  +3 
  Feral power 3 
  10th 
  +10 
  +7 
  +3 
  +3 
  Primeval form 4/day, primeval shapechanger 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +1 
  +2 
  +0 
  +0 
  Flanker 
  2nd 
  +2 
  +3 
  +0 
  +0 
  Sidestep 
  3rd 
  +3 
  +3 
  +1 
  +1 
  Interpose 
  4th 
  +4 
  +4 
  +1 
  +1 
  Defensive shield 
  5th 
  +5 
  +4 
  +1 
  +1 
  Offensive strike 
  6th 
  +6 
  +5 
  +2 
  +2 
  – 
  7th 
  +7 
  +5 
  +2 
  +2 
  Delayed Cleave 
  8th 
  +8 
  +6 
  +2 
  +2 
  Unbalancing blow 
  9th 
  +9 
  +6 
  +3 
  +3 
  – 
  10th 
  +10 
  +7 
  +3 
  +3 
  Reciprocal strike 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 84 
   
  At 8th level, the primeval regresses again, losing a 
  third point of Intelligence and Charisma but gaining a 
  third point to the rest of his ability scores. 
   
  Low-Light Vision (Ex): In any form, the 
  primeval gains low-light vision at 2nd level. He can see 
  twice as far as a human in starlight, moonlight, 
  torchlight, and similar conditions of poor illumination. 
  He retains the ability to distinguish color and detail 
  under these conditions. If the primeval already has 
  racial low-light vision, he can instead see four times as 
  far as a human. 
   
  Feral Power (Ex): As the primeval gains levels, 
  his primeval form grows stronger and tougher, as 
  shown below: 
   
   
   
  Primeval Class Level 
  Characteristic 
  3rd 
  6th 
  9th 
  Strength +2 
  +4 
  +6 
  Dexterity 
  +2 
  +2 
  +2 
  Constitution 
  +2 
  +4 
  +4 
  Natural armor 
  +2 
  +4 
  +8 
     
  These bonuses are not cumulative. For example, a 6th-
  level primeval whose primeval form is a dire lion has 
  Str 29, Dex 17, Con 21, and a natural armor bonus of +8, 
  instead of Str 25, Dex 15, Con 17, and natural armor +4-. 
   
   
  Scent (Ex): At 5th level, the primeval form gains 
  the scent special quality in any form. 
   
  Fast Movement (Ex): As he grows closer to his 
  animal spirit, the primeval becomes quicker in his 
  humanoid form. At 8th level, his base land speed 
  improves by 10 feet. This benefit does not apply if the 
  primeval is wearing heavy armor or carrying a heavy 
  load. 
   
  Primeval Shapechanger (Su): The primeval 
  unites with his animal spirit at 10th level. His type 
  changes to magical beast (shapechanger), which means 
  that he is no longer subject to spells that affect 
  humanoids. In addition, he gains damage reduction 
  10/magic in any form. His natural attacks (but not 
  weapon attacks) overcome damage reduction as if they 
  were magic weapons. 
   
  Tactical Soldier  
  Originally presented in Miniatures Handbook. 
   
  Hit Die: d10. 
   
  Requirements 
  To qualify to become a tactical soldier, a character must 
  fulfill all the following criteria. 
   
  Base Attack Bonus: +5. 
   
  Skills: Sense Motive 2 ranks. 
   
  Feats: Cleave, Combat Reflexes. 
   
  Class Skills 
  The tactical soldier’s class skills (and the key ability for 
  each skill) are Climb (Str), Handle Animal (Cha), 
  Intimidate (Cha), Jump (Str), Ride (Dex), Sense Motive 
  (Wis), and Swim (Str). 
   
  Skill Points at Each Level: 2 + Int modifier. 
   
  Class Features 
  All of the following are class features of the tactical 
  soldier prestige class. 
   
  Weapon and Armor Proficiency: Tactical 
  soldiers are proficient with all simple and martial 
  weapons, with all types of armor (heavy, medium, and 
  light), and with shields (except tower shields). 
   
  Flanker (Ex): A tactical soldier can flank 
  enemies from seemingly impossible angles. She can 
  designate any adjacent square as the square from which 
  flanking against an ally is determined (including the 
  square where she stands, as normal). She may designate 
  the square at the beginning of her turn or at any time 
  during her turn. The designated square remains her 
  effective square for flanking until she is no longer 
  adjacent to it or until she chooses a different square (at 
  the start of one of her turns). The character can even 
  choose a square that is impassable or occupied. 
   
  Sidestep (Ex): At 2nd level, a tactical soldier 
  gains Sidestep (described later in this chapter) as a 
  bonus feat. If she already has the feat, she can choose 
  another one. 
   
  Interpose (Ex): A tactical soldier gains this 
  ability, usable three times per day, at 3rd level. When 
  an enemy threatens her in melee and makes a 
  successful attack against an adjacent ally of hers, the 
  tactical soldier may take the damage (and other effects) 
  of the blow as if she had been hit instead. 
   
  Defensive Shield (Ex): Starting at 4th level, 
  whenever a tactical soldier fights defensively, she 
  provides up to two adjacent allies with a +2 dodge 
  bonus to Armor Class, though their attack rolls do not 
  take the normal -4 penalty (but her attack rolls still do). 
   
  Offensive Strike (Ex): Starting at 5th level, in 
  times of urgency a tactical soldier can lower all her 
  defense to make a very aggressive attack. When 
  making an offensive strike, the tactical soldier gains a 
  +4 bonus on melee attack rolls and damage rolls for 1 
  round. Until her next turn, however, she is wide open 
  to physical and magical attacks. All successful attack 
  rolls made against the tactical soldier are automatic 
  threats, and all saving throws the tactical soldier makes 
  against spells automatically fail. 
   
  Delayed Cleave (Ex): Starting at 7th level, if 
  the last creature a tactical soldier hit in melee is 
  dropped by someone other than her, and the tactical 
  soldier still threatens that creature’s square, she may 
  make a cleave attack as an attack of opportunity. All 
  normal restrictions on cleave attempts and attacks of 
  opportunity apply. 
   
  Unbalancing Blow (Ex): Starting at 8th level, a 
  tactical soldier can use a full-round action to make a 
  strategic melee attack against an enemy. If the attack 
  succeeds, in addition to dealing regular damage, the 
  blow unbalances the target so much that it provokes 
  attacks of opportunities from creatures threatening its 
  square. This ability works only on creatures up to one 
  size category larger than the tactical soldier. 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 85 
   
  Reciprocal Strike (Ex): A 10th-level tactical 
  soldier can make an attack of opportunity (subject to 
  normal restrictions) against a foe that successfully 
  attacks an ally of the soldier and deals damage. She can 
  use this ability three times per day. 
   
  Ur-Priest  
  Originally presented in Complete Divine. 
   
   Ur-priests despise gods. However, a small number of 
  them have learned to tap into divine power and use it 
  for their own needs without praying to or worshiping a 
  deity.  Instead, each day they go into a trance and 
  mentally steal the power that gods normally channel to 
  devout clerics. Ur-priests are canny and cunning, never 
  stealing too much power from any one deity, but 
  instead metaphysically slip in, draw out the power they 
  need for their spells, and slip out again. They learn to 
  be resilient toward divine power and creative with the 
  energies that they steal. The greatest ur-priest 
  commands the level of power of the most powerful 
  cleric, although she does not have the cleric's variety of 
  spellcasting options. 
   
  A member of any class can become an ur-priest, 
  even and in fact, especially-an ex-cleric. 
   
  Ur-priests frequently work alone, although they 
  occasionally find partnerships with members of other 
  classes useful. They do not congregate into anything 
  resembling temples, for they fear that too many of 
  them in one place might draw unwanted divine 
  attention. And of course they rarely associate with 
  clerics or any other divine spellcasters, whom they see 
  as lackeys and who view them as abominations. 
   
  Adaptation: This prestige class is written to 
  describe characters who steal divine power from the 
  gods and use it themselves. It's also a good choice, 
  however, for ex-clerics of gods who've somehow lost 
  their connection to their deity (because the deity died, 
  disappeared, or faded from existence because he had 
  too few worshipers). Secret societies of ur-priests could 
  exist for the express purpose of elevating (or re-
  elevating) someone or something to godhood. 
   
  Hit Die: d8. 
   
  REQUIREMENTS 
  To qualify to become an ur-priest, a character must 
  fulfill all the following criteria. 
   
  Alignment: Any evil. 
   
  Base Save Bonus: Fort +3, Will +3. 
  Skills: Bluff 6 ranks, Knowledge (arcana) 5 ranks, 
  Knowledge (the planes) 5 ranks, Knowledge 
  (religion) 8 ranks, Spellcraft 8 ranks. 
   
  Feats: Iron Will, Spell Focus (evil). 
  Special: The character must have no ability to 
  cast divine spells. If such spellcasting ability 
  was previously possessed Las with an ex-
  cleric), that ability is forever forsaken. 
   
   
  The character must be trained by another ur-
  priest. 
   
  CLASS SKILLS 
  The ur-priest's class skills (and the key ability for each 
  skill) are Bluff (Cha), Concentration (Con), Craft (Int). 
  Knowledge (arcana) (Int), Knowledge (the planes) 
  (Int), Knowledge (religion) (Int), Profession (Wis), and 
  Spellcraft (Int). See Chapter 4 of the Player's Hand hick 
  for skill descriptions. 
   
  Skill Points at Each Level: 2 + Int modifier. 
   
  CLASS FEATURES 
  All the following are class features of the ur-priest 
  prestige class. 
   
  Weapon and Armor Proficiency: Ur-priests 
  are proficient with simple weapons, but not with armor 
  or shields. 
   
  Spells per Day: An ur-priest gains the ability to 
  cast a number of divine spells. To cast a spell, an ur-
  priest must have a wisdom score of at least 10 + the 
  spell's level, so an ur-priest with a Wisdom of 10 or 
  Spells per Day 
  Level  
   
   
   
   
  0 
  1st 
  2 nd 
  3rd 
  4 th 
  5th 
  6 th 
  7th 
  8 th 
  9th 
  1st 
  +0 
  +0 
  +0 
  +2 
  – 
  4 
  2 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  2nd +1 
  +0 
  +0 
  +3 
  Rebuke 
  undead 
  5 
  3 
  0 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  3rd 
  +2 
  +1 
  +1 
  +3 
  – 
  5 
  3 
  1 
  0 
  – 
  – 
  – 
  – 
  – 
  – 
  4th 
  +3 
  +1 
  +1 
  +4 
  Divine 
  spell 
  resistance 15 
  6 
  3 
  2 
  1 
  0 
  – 
  – 
  – 
  – 
  – 
  5th 
  +3 
  +1 
  +1 
  +4 
  – 
  6 
  3 
  3 
  2 
  1 
  0 
  – 
  – 
  – 
  – 
  6th 
  +4 
  +2 
  +2 
  +5 
  Siphon 
  spell 
  power 
  6 
  3 
  3 
  3 
  2 
  1 
  0 
  – 
  – 
  – 
  7th 
  +5 
  +2 
  +2 
  +5 
  – 
  6 
  4 
  3 
  3 
  3 
  2 
  1 
  0 
  – 
  – 
  8th 
  +6 
  +2 
  +2 
  +6 
  Divine 
  spell 
  resistance 20 
  6 
  4 
  4 
  3 
  3 
  3 
  2 
  1 
  0 
  – 
  9th 
  +6 
  +3 
  +3 
  +6 
  – 
  6 
  5 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  0 
  10th +7 
  +3 
  +3 
  +7 
  Steal spell-like 
  ability 
  6 
  5 
  5 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 86 
  lower cannot cast these spells. Ur-priest bonus spells 
  are based on Wisdom, and saving throws against these 
  spells have a DC of 10 + spell level + Wisdom modifier. 
  When Table 2-23 indicates that the ur-priest gets 0 
  spells per day of a given spell level, such as 0 2nd-level 
  spells at 2nd level, the ur-priest gains only the bonus 
  spells he would he entitled to based on his wisdom 
  score for that spell level. 
   
  The ur-priest spell list is identical to the cleric spell 
  list. An ur-priest has access to any spell on the list and 
  prepares those spells as a cleric, except that he does not 
  pray for spells, he just takes them. An ur-priest casts 
  spells as a cleric does, except that unlike a cleric, he 
  does not have the ability to spontaneously cast cure or 
  inflict spells, nor does the have domain spells or 
  associated domain granted powers. He does not have 
  restrictions on spells with alignments. To determine 
  the caster level of an ur-priest, add the character's ur-
  priest levels to one-half of his levels in other 
  spellcasting classes. (Any levels gained in the cleric 
  class by an ex-cleric don't count.) 
   
  Rebuke Undead: Like an evil cleric, an ur-priest 
  of 2nd level or higher can rebuke undead. He uses his 
  ur-priest level as the cleric level for determining 
  success and damage (see Turn or Rebuke Undead, page 
  159 of the Player's Handbook). 
   
  Divine Spell Resistance (Su): At 4th level, an 
  ur-priest gains spell resistance 15, but only against 
  divine spells and the spell-like abilities of outsiders. At 
  8th level, the ur-priest's spell resistance increases to 20. 
   
  Siphon Spell Power (Ex): Because they steal 
  whatever power they can, ur-priests learn to 
  manipulate their energy in ways that con found other 
  casters. An ur-priest of 6th level or higher can 
  temporarily sacrifice two (or more) lower-level spell 
  slots and use those slots, to prepare a higher-level spell. 
   The higher-level spell must be of a level the ur-priest 
  can cast.  Only one exchange of this sort can be made 
  each day. The levels of the lower-level slots are totaled, 
  then reduced to three-quarters (round down) to 
  determine the level of the extra higher-level spell slot. 
  For example, an ur-priest who sacrifices a 3rd-level 
  spell and a 5th-level spell can use that spell slot to 
  prepare an additional 6th-level spell (3 + 5 = 8, and 8 x 
  3/4 = 6). 
   
  Steal Spell-Like Ability (Su): The most 
  powerful ur-priests can use the same techniques that 
  siphon off the gods’ spell power to steal the spell-like 
  abilities of another creature. Once each day, when a 
  creature with spell-like abilities is within 50 feet of a 
  10th- level ur-priest, the ur-priest can choose one of the 
  spell-like abilities of the creature to steal for himself 
  The ur-priest can use the spell-like ability as often as 
  the creature can, or three times per day, whichever is 
  less. The ur-priest uses the ability as the creature does 
  with regard to caster level and save DCs. This ability 
  only lasts 24 hours. The creature with the spell-like 
  ability does not lose the ability when the ur-priest steals 
  it.  If an ur-priest tries to steal a spell-like ability that 
  the creature doesn't have, or tries to steal an ability that 
  is supernatural rather than spell-like, the attempt 
  automatically fails. 
   
  For example, if an ur-priest is near a noble 
  salamander, he can steal fireball and use it three times 
  that day or steal dispel magic and use it once that day. If 
  he is near a pit fiend, he could steal teleport without 
  error (self plus 50 pounds of objects only) and use it 
  three times per day, because the pit fiend can do it at 
  will. He could even steal the pit fiend's wish ability, but 
  because a pit fiend can only use wish once per year, the 
  ur-priest would be similarly limited. He could not, steal 
  that power again from any creature for one year. 
   
     
   
     
   
   
   
   
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 87 
   
  Player’s Handout 1: The Thillonrian Peninsula  
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 88 
  Player’s Handout 2: The Hanging Glacier 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 89 
  PLAYER’S HANDOUT: FROSTFELL EQUIPMENT 
  MUNDANE AND ALCHEMICAL ITEMS 
  All mundane and alchemical items originally presented 
  in Frostburn. 
   
   
  Crampons: Crampons consist of a set of metal spikes 
  and hooks 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. 
   
  Fur Clothing: Fur clothing consists of thick 
  layers of animal furs 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 cumbersome to wear. Although the furs do 
  not provide an appreciable armor bonus, they do 
  increase your total armor check penalty for any armor 
  worn by 2 points. 
   
  Hut, Portable: A portable hut consists of a 
  wooden framework that can be quickly assembled into 
  a hut-shaped frame that covers a 10-foot square. The 
  frame's base consists of several iron spikes that can be 
  driven through holes in the frame to affix the hut 
  frame to the ground; further stability is granted by 
  several rope supports that extend out 15 feet from the 
  hut's edge. Once the frame is in place, you simply 
  attach the leather and fur wrappings over the outside of 
  the wall and lash them directly to the frame to finish 
  building the hut. A portable hut provides excellent 
  shelter in the wilderness; assembling or disassembling 
  a portable hut only takes 15 minutes of work. A 
  portable hut serves as an improvised shelter. 
   
  Skates: Skates allow full movement across icy 
  surfaces for anyone with at least 5 ranks of Balance, but 
  cannot be used at all on any other terrain. 
   
  Skis and Poles: Skis allow full movement across 
  snowy and icy surfaces but cannot be used at all on any 
  other terrain. Downhill speed can be as a run (x4) on 
  slight grades 0 as a run (x5) on severe grades. It takes a 
  full-round action to don or to remove skis.  
   
  Snow Goggles: These wooden goggles have a 
  thin horizontal slit in the middle. They grant a +2 
  circumstance bonus on saving throws to resist blinding 
  effects, including sun 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. 
   
  Snowshoes: These allow the wearer to move 
  across snow and ice 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. 
   
  Winter Fullcloth: This is a heavily quilted 
  undergarment that is worn underneath regular 
  clothing to protect the wearer against cold. Winter 
  fullcloth is considered part of the cold weather outfit 
  described in the Player's Handbook. If worn by 
  itself, grants a +1 circumstance bonus on Fortitude 
  saving throws against exposure to cold weather. 
   
  Armor Insulation: This thick red syrupy mixture 
  applied with a brush to the inner surface of a suit of 
  arm When the mixture comes in contact with body 
  heat a sweat, it puffs up to trap body heat, insulating 
  the wearer against the effects of cold. For 24 hours after 
  application, the wearer of a suit of armor treated with 
  armor insulation gains +5 circumstance bonus on 
  Fortitude saving throws against exposure to cold 
  weather. 
   
  Freeze Powder: Freeze powder looks like salt 
  but is much finer to touch. One vial of freeze powder 
  sprinkled into any liquid is enough to instantly freeze 
  solid 1 cubic foot of liquid. If introduced into a larger 
  body of water or liquid, the powder freezes into a 1-foot 
  diameter ball of ice. Sprinkled on a wet floor, a vial of 
  freeze powder can coat a 10-foot-square area with ice. 
  Freeze powder is dangerous to eat; anyone foolish 
  enough to swallow a vial of freeze powder takes 2d6 
  points of cold damage as the powder freeze-burns his 
  Frostfell Adventuring Gear 
  Adventuring Gear 
  Cost 
  Weight 
  Crampons 
  5 gp 
  1 lb. 
  Fur clothing 
  8 gp 
  10 lb. 
  Hut, portable 
  125 gp 75 lb. 
  Skates 
   10 gp 
  3 lb. 
  Skis and poles 
   15 gp 
  6 lb. 
  Snow goggles 
   2 gp 
  - 
  Snowshoes 
   15 gp 
  8 lb. 
  Winter fullcloth 
   4 gp 
  2 lb. 
  Frostfell Alchemical Items 
  Adventuring Gear 
  Cost 
  Weight 
  Armor insulation (flask) 
  50 gp 
  2 lb. 
  Freeze powder (vial) 
  100 gp 
  1 lb. 
  Frostbite salve (jar) 
  50 gp 
  1lb. 
  Ice chalk 
  20 gp 
  - 
  Melt powder (vial) 
  25 gp 
  1 lb. 
  Polar skin (flask) 
  25 gp 
  1 lb. 
  Razor ice powder (vial) 
  50 gp 
  1lb. 
  Whale grease (flask) 
  75 gp 
  2lb. 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 90 
  mouth and throat. A successful DC 15 Fortitude saving 
  throw halves the damage. 
   
  Frostbite Salve: This pale yellow cream 
  provides instant relief from frostbite damage. It does 
  not cure frostburn damage, but temporarily suppresses 
  up to 2 points of ability score damage caused by 
  frostbite. The salve's effectiveness lasts for just one 
  hour, after which point the ability score damage 
  suppressed by the salve returns. 
   
  Ice Chalk: Ice chalk comes in a variety of colors. 
  These 'waxy sticks can be used to make temporary 
  marks on any icy surface, similar to how chalk can be 
  used to mark slate or stone. 
   
  Melt Powder: Utilizing some of the same 
  principles as freeze powder, melt powder causes ice it is 
  sprinkled upon to instantly melt. One vial of melt 
  powder is enough to melt 1 cubic foot of ice. Sprinkled  
  on an icy surface of up to 10 square feet, a vial of melt 
  powder makes a 1-inch-deep pool of water that quickly 
  refreezes. Melt powder is bitter tasting, but only 
  harmful to creatures with the cold subtype if it is eaten. 
  Such creatures take 2d6 points of acid damage as the 
  powder desiccates and dissolves their tissues; a 
  successful DC 15 Fortitude save halves the damage. 
   
  Polar Skin: This dull white cream provides 
  limited protection assault cold-based damage. Polar 
  skin becomes ineffective once it has absorbed 5 points 
  of cold damage. Regardless of whether it absorbs any 
  damage, polar skin loses its effectiveness 1 hour after 
  application. Polar skin does not stack with magical 
  protection from cold. Magical effects such as resist 
  energy supersede the protection provided by polar 
  skin. Applying polar skin takes 1 minute. 
   
  Razor Ice Powder: This granular white powder 
  can be sprinkled over any icy surface; one vial is 
  enough to coat one 5-foot square. The area coated 
  immediately grows hundreds of tiny razor-sharp 
  crystals of ice; these crystals function as if the area had 
  been covered with razor ice (see page 16). Razor ice is 
  difficult to see; a successful DC 20 Survival check 
  reveals the danger, otherwise, a victim won't realize the 
  true nature of the painful ice until she treads upon it. A 
  creature with the cold subtype can use a standard 
  action to sprinkle a vial of razor ice powder on any 
  single natural weapon it possesses; it grants a +1 
  enhancement bonus on slashing damage for that 
  natural attack for one hour. 
   
  Whale Grease: Whale grease is a thick clear 
  grease fashioned from a combination of melted whale 
  blubber and various powdered minerals and waxy 
  plants. This foul smelling stuff must be applied directly 
  to the skin (taking 1 minute to do so) to be effective; 
  once applied, the grease insulates the user from 
  hypothermia, providing complete protection from 
  hypothermia effects for as long as it lasts. Whale grease 
  loses its effectiveness 1 hour after application. It is not 
  water soluble, but can be quickly removed with 
  alcohol. While worn, the pungent odor the grease gives 
  off allows creatures with the scent ability to detect you 
  at double normal range. 
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 91 
  DM Map 1: The Hanging Glacier 
   
   
   
   
   
   
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 92 
  DM MAP 2: THE ICE FALL 
   
  
  CORS6-01 The Hanging Glacier [High Level] 
  Page 93 
  DM MAP 3: THE FROZEN PLANE
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core Specials/596/CORS6-01 The Hanging Glacier/CORS6-01 The Hanging Glacier [High].pdf