TEXT: WRATH OF THE 
  FROST QUEEN
  WORDS AND ART BY
  ELIAS SCORSONE
  FQ1
  FIREINTHEDUST PRODUCTIONS PRESENTS
  A DUNGEON CRAWL CLASSICS-COMPATIBLE MODULE 
  FOR 5TH LEVEL ADVENTURERS
  
   
  Wrath of the Frost Queen is a fully-detailed adventure for 4-6 heroes of 
  5th level or higher, involving exploration of a haunted frontier town, and an 
  icy dungeon delve. It is fully compatible with the DCC RPG, and written in 
  the spirit of old school fantasy roleplaying adventures!
  Behold ye the features lurking beneath these covers:
  • An epic adventure piled high with hand-drawn illustrations!
  • Hand-drawn maps of numbered locations!
  • 10 All-New Monsters to harrow your heroes and haunt those who survive!
  • A new Patron for player characters, including New Patron spells, Spellburn, 
  and icy Patron-specific Corruption!
  • Fully-described magical items!
  • Madness-based Corruption charts when heroes trespass where magic drives 
  men mad!
   Powerful blizzards are overwhelming logging and mining camps, 
  with attacks by strange, six-limbed snow-beasts threatening life on the 
  frontier.  Tales of a beautiful woman luring men to their deaths in the 
  storms are proving themselves to be true, as more and more frontiers-
  men are having strange dreams.  Now Irondelve has gone silent, and 
  those the Merchants’ Consortium sent to investigate the town did not 
  return.  It is up to you to investigate Irondelve, find the lost miners, 
  and discover the source of these strange storms.  Will you uncover the 
  mystery, or fall to the Wrath of the Frost Queen?
  
  WRATH OF THE 
  FROST QUEEN
  Written and Illustrated by
  Elias Scorsone
  This product is based on the Dungeon Crawl Classics Role Playing Game, published by Goodman Games. This 
  product is published under license. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman Games. 
  All rights reserved. For additional information, visit www.goodman-games.com 
  or contact info@goodman-games.com.
  Wrath of the Frost Queen is copyright 2015, Fireinthedust Productions, Toronto.
    Wrath of the Frost Queen is published under the Open Game License.  
  Refer to the OGL in this work for additional information.  1st printing.
  Special Thanks to my wife, Anna Scorsone, and my family and friends, who made this 
  journey with me.   To Daniel Bishop, Corey Evans, Joseph Goodman, and Laura Whelan, 
  for their advice and support in my first adventure in publishing. 
  And to you, gentle reader, for letting Fireinthedust Production entertain you.
  
  4
  ADVENTURE HISTORY
  THE OLD ONES are ancient magical entities of incred-
  ible power, yet of alien mind and horrific appearance 
  such that to know them is to be driven mad.  Legends 
  say they first gave humanity the known spells, when 
  one mage contacted the slumbering mind of one such 
  eldritch horror.  One creature such as this found a 
  place to sleep in a valley between mountains of black 
  stone.  So powerful was the effect of its presence that 
  it altered the nature of magic: those who used it within 
  this territory absorbed its madness and eventually were 
  themselves transformed into creatures of the Old Ones.
   
  The ANCIENT CITY was founded by priests 
  of this horrific Old One many centuries ago, humans 
  long warped by the madness of the beast.  Sorcerers 
  among them who wished to ascend to the level of gods 
  themselves contacted the sleeping mind of this entity, 
  known only as THE DREAMING ONE.  Upon reach-
  ing it, they were transformed into alien horrors and 
  given the mission to construct a city far from civiliza-
  tion, above the Dreaming One’s resting place.  There 
  they would go about plotting the destruction of the 
  world, sacrificing it to the appetites of the Old One in 
  exchange for their own godhood.  For what was a sin-
  gle world to one such as this, who could simply dream 
  whole worlds into reality?
   
  The FROST QUEEN is an eldritch entity of 
  Balance or cosmic neutrality, a fey queen and elemental 
  so ancient that even the elves do not know her true 
  name.  She discovered the ANCIENT CITY and cov-
  ered it with ice, containing the cult of the Old Ones 
  deep below, before they could destroy the world.  The 
  area around it she covered in blizzards, and watched 
  over it with her ice beasts.  Over many centuries the 
  storms lessened, but sentient races were never permit-
  ted to settle in the region: such intelligent life would 
  eventually succumb to the DREAMING ONE’S mad-
  ness, and she would not risk it going free.  The FROST 
  QUEEN has guarded the region ever since, claiming it 
  as her own.  Over time it was named “Brumeria” by 
  human tribes, or land of slumbering serpents, for no 
  sentient races lived there.
   
  AZALIN was an adventurer who retired to 
  become a powerful member of the Merchant Consor-
  tium.  Azalin found that mining was good in the Brumerian 
  frontier region, and built mines and towns like Irondelve and 
  Wagon Town.  While prospecting in the region, he found a 
  magical amulet and a number of wands and other trinkets 
  that empowered his spell casting, but in exchange warped 
  his mind to the evil will of the Old Ones.  While other mer-
  chants in the consortium built up the region he discovered, 
  Azalin secretly became the leader of a modern-day cult of 
  the Old Ones.  Drawing other cultists to his cause through 
  dream visions, he met members of a cult that had long been 
  searching for the ANCIENT CITY.  Finding it recently in a 
  dream, Azalin, his loyal sage Vogol and a band of the cult’s 
  members captured the workers in the mining town of Iron-
  delve, and force-marched them to the Watchtower in the 
  middle of the lake to dig out the city.  AZALIN’s amulet is 
  an artifact that rebuffs the power of the Frost Queen, mean-
  ing that she could not detect them at first, and if she did, she 
  would not be able to affect them directly with her magic.
   
  When the FROST QUEEN finally sensed that hu-
  mans were in the region, she began to send her beast ser-
  vants to harass the miners, and in winter time lured some 
  away into the storm through dreams.  When she sensed the 
  magic of Azalin and the Cultists at Irondelve, she descended 
  upon the town directly.  Azalin’s magic warded her away, 
  and she cannot attack personally.  She sent one of her most 
  powerful servants to stop them, an elf named WINTER 
  BLADE.  He never returned, so his Patron is looking for 
  other champions to send against the Cult of Azalin.  Howev-
  er, the Frost Queen does not initially differentiate between 
  groups of mortals travelling to the site of the ANCIENT 
  CITY, and will ally only with those who prove themselves 
  worthy of her patronage.
   
  THE ANCIENT CITY IN ICE’s slumbering inhab-
  itants are stirring now, and heroes who make it to the city 
  will discover that they were close to completing their ritual 
  and destroying the world.  
  ADVENTURE SYNOPSIS
  The heroes are hired by Dondo, a member of the mer-
  chant’s guild, to find Azalin and Vogol, and find out what’s 
  happened at Irondelve.  When they arrive, however, the 
  heroes discover the town abandoned and covered in ice.  
  Ghosts that killed the previous messengers haunt the heroes.  
  They find a path has been worn through the woods by the 
  missing miners, leading them up the side of the mountain, 
  across a frozen lake, to the excavation site of the Ancient 
  City of Ice.  The heroes are contacted by the Frost Queen 
  and asked to go into the caverns, fight the cultists, and stop 
  them from ending the world.  Descending into the ice, they 
  discover the strange city below, and fight cultists and other 
  minions of the horrors from beyond time and space.  
  Wrath of the Frost Queen is an adventure for 4-6 
  characters of approximately 5th level. A Wizard, a 
  cleric, or an Elf would be helpful for understanding 
  magic, a wilderness guide for directions, and it will 
  require that all characters have extreme cold weather 
  gear or magic to prevent exposure death. 
  
  5
  POSSIBLE REASONS FOR GOING 
  TO WAGON TOWN
  STARTING THE ADVENTURE
  You and your companions have travelled to the Brumeria 
  Frontier, a wild borderland without any local sentient rac-
  es, which the Merchants’ Consortium has been developing 
  for two decades now.  Villages of settlers have sprung up 
  over the years, employed to develop the land and work the 
  mines in the hills of the region.  All the villages connect 
  to the main town, a large collection of wood houses with 
  shingled roofs collected behind a thick palisade, called Wag-
  on Town for the wagons that bring shipments of iron ore 
  down south to be sold in cities.  Many taverns and Inns fill 
  the town, as none but the local craftsmen and others who 
  service the miners and wood-cutters live here year round, 
  and many of them simply reside in the rooms of Inns.  It 
  is a bleak town, a place where miners come to fritter their 
  wages away on hard drink, gambling and carousing before 
  going back to the mountains.  The buildings are uniformly 
  made of wood that has been blackened by exposure to the 
  elements.  Roofs made of wooden slats or tile, streets paved 
  with wood, and what animals aren’t mules pulling wagons 
  are stray dogs and cats running loose in the dirt roads.
  At this point you may wish to run encounters in town, 
  such as the adventure hooks with Shonda or Borok Brit-
  tlebones. When the players are ready to move on, go to 
  the next section.
  The heroes are contacted by Dondo Millwright, the Fore-
  man of Wagontown for the consortium of merchants that 
  run the frontier (essentially the mayor).  Dondo invites 
  them to a meeting, in a private room at the saloon, to 
  discuss a job. If they agree to the meeting, read the fol-
  lowing: 
  MEETING DONDO
  Dondo Millwright is a sandy-haired man with a fine coat 
  worn over worker’s clothes, and gold rings worn on thick, 
  calloused fingers that look like they’ve done their share of 
  hard labour.  He invites you into the private dining room, 
  to sit around sturdy chairs at a table covered in salted meats, 
  bottles of wine and jugs of ale.  Without much chitchat, Don-
  do hands you a letter on fine paper with the mark of the 
  Merchants Consortium embossed in gold at the bottom of 
  the page.
  1)  One of the heroes is related to one of the miners 
  who has gone missing.  No word for several months, 
  so they have travelled to the frontier to find out what’s 
  gone wrong.
  2)  The heroes came up north for the opportunities in 
  the frontier, possibly as labourers looking to retire from 
  the adventuring life but wanting to work for a living.
  3)  Wealthy heroes or those connected to wealth, have 
  investments in the Merchant Consortium.  Troubles in 
  Irondelve and the region are bad for business, and they 
  or their patrons need to investigate.
  4)   One or more player characters have been having 
  strange dreams about a woman in a snow storm, and 
  of people frozen in the ice.  An oracle has sent them 
  to Wagon Town as the key to finding out what destiny 
  awaits them.
  5)   The characters have heard that adventurers were 
  needed, so trekked to Wagon Town for the pay.
  THE MERCHANTS’ 
  CONSORTIUM LETTER
  “From the desk of the Merchants’ Consortium: We have re-
  quested Dondo, foreman of Wagon Town, to hire able-bod-
  ied heroes to travel to our mining town of Irondelve in the 
  Brumerian Frontier.  Recent reports of attacks by monstrous 
  wolves prompted the area’s founder, a retired adventurer 
  named Azalin, to go north with a band of armsmen.  He 
  has not returned, and immediately after this Irondelve went 
  silent.  We sent a band of our own emissaries to investigate, 
  and they did not return.  We are sending you now, seasoned 
  heroes, to do the following: find Azalin and his retinue, find 
  our emissaries, and discover what has become of the min-
  ers of Irondelve.  For this you will be rewarded as discussed 
  by Dondo, and will have additional considerations from our 
  Consortium for future transactions.  Should there be oth-
  er complications beyond merely bad weather, your reward 
  will be adjusted accordingly.  Aside from Consortium prop-
  erty, which will remain ours, you can likewise have salvage 
  rights to found wealth, including gear from bandits, monster 
  treasures, and the like.  However, we will need to have full 
  information on the source of our problems, and a solution 
  and rescue must be accomplished immediately.  Signed - The 
  Merchants’ Consortium Board of Directors”
  Dondo gives the heroes time to read the letter, then speaks: 
  “I’m just the Foreman of Wagontown, but I can tell you the 
  Consortium doesn’t like what’s happening.  I don’t like it 
  either.  I can answer any questions you might have, if I can.  
  Long and short of it is, if we don’t get to the bottom of this 
  business soon, we’re all out of work.  Will you take the job?”
  ACT ONE: MYSTERY IN IRONDELVE
  
  6
  RUMOURS IN TOWN
  If the heroes look for rumors or information, select or 
  roll randomly from the following:
  1)  Azalin brought a Sage named Vogol with him 
  and his warriors, one who studies ancient runes 
  of power; Vogol has been Azalin’s right hand 
  man for years, acting as a prospector, but he did 
  study Wizardry, and boasted when drunk that he 
  knew all about runes of power.  (true: Vogol was 
  secretly searching for the Ancient City, when he pre-
  tended he was a prospector)
  2)  The heroes hear that an Elven Hero named 
  Winter Blade had already gone north, and not 
  returned.  He had arrived in town, heard about 
  the creature attacks, and went north.  This was 
  after Azalin set out.  (True: he never said he was a 
  servant of Frost Queen, his patron)
  3)  Local legend has it that men have disappeared 
  after having dreams of a beautiful maiden made of 
  frost.  After several nights dreaming about her, these 
  men simply wander off into the wilderness and never 
  return.  (true: visions of Frost Queen)
  4)  Local legend is that the lands were cursed, and 
  whoever lived here before was turned into the white-
  furred monsters.  (false:  they’re merely servants of Frost 
  Queen)
  5)  Local legend has it that a dragon must live in the 
  mountains, and that it likely ate the villages and is 
  turning the weather cold.  (false)
  6)  Local legend has it that frost giants live in the 
  mountains, and have enslaved the workers, before 
  they descend on the humans in a coming attack.  
  (false)
  7)  Magic in the region is especially dire: madness 
  follows those who tamper with the forces of nature 
  and darkness, and even curses those nearby them!!!  
  (true!  See madness rules)
  8)  Folks about town are always going missing, some-
  times just from a knife to the gut for welching on a 
  gambling debt.  (True, as it’s a rough-and-tumble town 
  with lots of alcohol and not much else to occupy miners)
  9)  A number of Wagontown locals and Irondelve 
  miners have gone missing shortly before turning 
  up dead this year, including: Lafawnda the tavern 
  wench; the miners Gob-spitter Jobe, Mug, and Ulga 
  Fiordsdottar; Percy the dancing orphan, the travel-
  ling fortune-teller Madam Zinobia, and Amalthea the 
  merchant’s daughter.  All were found stabbed in the 
  Dondo can answer with various rumors (see below), 
  but most of his business is in Wagontown.  Dondo has 
  no idea Azalin is secretly an evil sorcerer, only that the 
  business needs to know if one of their big investors is 
  alive or dead.  He wants a clear explanation and solid 
  proof, and to bring back bodies for burial if possible.  
  Dondo offers the party 100gp each for proof of what 
  happened to the towns, plus 100gp each if they bring 
  back Azalin, and 10gp each if they bring back Vogol.  
  He’ll give them each 20gp to start them off.  “Future 
  Considerations” means 20% discount on all Consor-
  tium transactions if they show an appropriate signet 
  ring, given only if they accomplish their quest.
  Dondo also offers them a last hot meal at the local tav-
  ern and whatever supplies they need before they head 
  out.
  
  7
  heart and dumped in the wilds, and not a one had 
  debts with anyone.  (True!  All sacrificed by Azalin, 
  and players with high Madness scores could gain their 
  ghosts as alter egos (see Appendix 2: Madness))
  ADDITIONAL ADVENTURE 
  HOOKS
   
  The heroes may or may not work for Dondo, 
  but there are other side goals that could help them keep 
  going on the quest.  The quest-givers will come find 
  them, typically in a tavern but they could walk up to 
  them while buying armor or other supplies.
  ALTERNATE HOOK 1:
  SHONDA THE SERVING WENCH
   
  A young woman comes to you, wrapped in a grey 
  cloak against the cold.  She is garbed in the clothes of a 
  tavern wench, including the apron she yet wears covered 
  in spots here and there from drinks spilled.  Her eyes have 
  a worry in them, and when she speaks to you there is the 
  quiver of anxiety in her voice.
   
  “My name is Shonda, traveller, and I’ve heard 
  that you’re an adventurer.  No doubt you’ve heard about 
  Irondelve, the town that’s gone quiet?  Likely no one told 
  you of the last traveller who went there, an elf by the name 
  of Winter Blade?  He left weeks ago and did not return.  I 
  knew him... and you make think me a fool, but I loved him.  
  He gave me this love token and said that he would return 
  for me.  If you could find him and bring him back... I cannot 
  pay much, but I could earn gold for you.  He told me he is 
  an elven prince, and I’m certain he would pay you a reward 
  as well.”
   
  Shonda is a serving wench at one of the taverns 
  and, as silly as it seems, Winter Blade did indeed fall in 
  love with her before going into danger.  If the heroes at-
  tempt to sense her emotions (DC15) they can tell some-
  thing more is on her mind: Shonda recently discovered 
  she is carrying Winter Blade’s child (she has loved only 
  him in her short life), and is alone in the world.  Finding 
  the elf would be a good deed, as he actually is fairly 
  wealthy and would marry her.  She can do little to pay 
  them herself, but Winter Blade can and will reward them.   
  An honorable elf, he will support her and their child.
  ALTERNATE HOOK 2: 
  BOROK BRITTLEBONES
   
  You are approached by an old dwarf in miner’s 
  clothes.  He looks careworn, and has clearly seen better days.   
  “My name is Borok Brittlebones, and I’m one of the last 
  people out of Irondelve before it went quiet.  I rode down 
  with a load of Ingots, and we didn’t go back.  Thing is, my 
  son Borun is still up there.  Our family has suffered greatly 
  over the last few decades, and he’s all I have left.  I have no 
  gold to give past these coppers, but I offer my service for 
  one year if you’ll bring him back to me.  You have the word 
  of a dwarf and a father.”
   
  Borok can do smith work, though he can’t 
  travel on adventures, due to health.  he can fol-
  low them to a town and stay at a camp, But won’t 
  go into dungeons.  he can perform repairs and craft 
  Basic items for free, so long as they provide the ma-
  terials he needs.  this is approximately a 10-20% dis-
  count on metal goods and repairs for one year.
  **Roleplay as you like around the tavern.  Forvar and 
  other citizens are great sources when it comes to rumours 
  about the area.  In even as wild a frontier as Wagon 
  Town, gossip and rumours are treasured as one of the 
  few joys to be had.
  
  8
   
  While you prepare for their journey, the taverns 
  of Wagon Town are open to you.  Haggard labourers drink 
  their flagons of hot spiced wine to keep back the cold, and 
  gather around the fire to tell stories and rumours from 
  around the region.  As you settle down to your meal and 
  hot drinks, the voice of a grizzled man directs itself to-
  wards you. 
   
  “Aye, the Frost Maiden haunts us,” grumbles 
  one old man sitting near you.  “I’ve heard that you’re 
  heading up to Irondelve.  Bet Dondo didn’t tell you the 
  tale of the Frost Maiden, did he?”  Others at the tavern 
  groan, but the old man continues.  A few of the tavern pa-
  trons who are listening look as serious as he does, despite 
  the skeptics, as if they know the truth of his words.     My 
  name is Forvar, and I’ve been at this frontier over fifteen 
  winters.  I tell the truth.  I’ve seen her: a beautiful elven 
  maiden pale as frost, with hair that blows like snow in the 
  wind.  She comes to men in their dreams, calls them to her 
  in the wilderness.  I watched a friend of mine staying up 
  past midnight, night after night, looking out into the snow 
  storms.  Then one night he wandered away from camp.  
  Everyone thought he was just drunk, but I knew better.   
   
  I followed after him, watched him walk out into 
  the storm that popped up out of nowhere... and there she 
  was!  Beautiful woman, wearing nothing but a dress made 
  of snow-flurries, calling to him, an’ him going to her!  I 
  tried t’stop him, but fer nothing.  Soon as he got to her, 
  she holds him tight, an’ a great blizzard whips up and hides 
  them both from view.  Since then, I seen the look in a few 
  men right afore they wander out just like my friend.  We 
  find em, days later, layin in the snow frozen solid.  Some 
  still smell like the rum they was drinking, like we all do.  
  Everyone thinks I’m lyin’, especially the big man Dondo. 
  Think I’m crazy!  You just mind yerselves... mind the Frost 
  Queen herself!”  Forvar settles back into his drinks, and 
  the others around the tavern seem to go back to their tales 
  and cups.
  THE FRONTIER TOWN 
  OF IRONDELVE
  APPROACHING IRONDELVE
  ditions.  Ask them if they’re doing anything specific on the 
  journey over.  Wandering off the path is a bad idea unless 
  they’re familiar with the area.  There are no encounters 
  along the way.
  A wooden plank on a post greets you on the edge of town, 
  clearly the signpost for the mining village of Irondelve, but its 
  letters cannot be seen beneath a layer of thick white frost coat-
  ing it.  The entire area is covered in this “frosting”, from the 
  branches of the trees to every inch of the palisade and the log 
  houses beyond.  What should be a collection of wood cabins 
  with the smell of hearth fires or smithies, the sound of bustling 
  activity, is instead silent but for the howl of the wind, and cov-
  ered in a layer of frost.
   
  The frost layer is due to the Frost Queen blasting 
  everything in this town with her cold, in an effort to slay the 
  humans that were trying to wake the City in Ice.  Azalin’s 
  cult wizards used magic to block her direct attack, so when 
  they left she blasted the town.  This means white frost is on 
  every outside surface, coating everything for about an inch.  
  Doors will have to be pulled harder to break the seal, not 
  requiring a check, but some jostling to pull them open. 
  1-1)  THE BROKEN GATES:  The entrance to Irondelve 
  was a gate made of logs bound together, but now the gates are 
  blasted into many pieces and spread about the ground inside 
  the gate.  The layer of frost covers the pieces as it does every-
  thing else.  A Guardhouse beside the gates was blasted apart as 
  well, but no bodies can be seen lying in the wreckage.
   
  The gate was shattered when the Frost Queen 
  blasted it open during her attack on the villagers here.
  1-2)  THE EMPTY SQUARE:  The streets of the work 
  camp are wide and empty.  Your footsteps crunch as you walk 
  over the frost on the ground.  The walls of the buildings here 
  are frosted over, the thin windows empty and dark, glass and 
  shutters gone, so that the long houses look like ghosts frozen in 
  place.  There are patches of red on some of the walls, lightened 
  to bright pink by the layer of snow.
   
  The patches of red are from the struggle between 
  the workers and the cultists, when the miners were forced to 
  the middle of the square and branded with the Obedience 
  brand.  However, those killed in the struggle were simply an-
  imated as zombies, and made to walk alongside the workers.  
  Only their blood remains, spattered about the area.
  Spot DC15: the heroes see a flickering light in the top 
  window of the Foreman’s House.
  Spot DC20:  one of the workers dropped their right mitten 
  on the way out of town, and its shape can be seen through 
  the frost layer.  It is a plain brown wool mitten, for a man 
  with wide hands.  (see Hendrik’s Body, area (2-1) below)
  1-3)  THE FROZEN WELL:  A wide stone well sits in the 
  middle of town, with a wooden roof over it that supports a 
  now-frosted rope-and-bucket, one end of which is looped on a 
  hook on the side of the well.  The bucket is still tied to the rope, 
  but tossed by the wind until it is released to smack the side of 
  the well, over and over.  There was a wooden covering over the 
  JOURNEY DESCRIPTION:  As you leave Wagon Town, 
  you head north through hilly countryside covered in a 
  thick forest of pine trees.  Each time you crest the top of 
  a hill, you can see the black mountains rising up to claw 
  at the heavens, the black stone tips vanishing in a layer of 
  thick snow clouds.  The winds from the mountains roar 
  down between the hills, bringing snow with them.  At first 
  this is only a few flecks of snow, but as you near the loca-
  tion of the village of Irondelve you find the snow has come 
  up to your ankles.  This is clearly unnatural weather for 
  summertime, even this far north!
  This is the effect of the Frost Queen’s perpetual storm 
  over the frozen vale beyond the mountains.  The heroes 
  will need cold weather gear or they will begin to suffer 
  environmental cold damage due to exposure.  This is 
  winter, constantly -10 C and below, not to mention 
  wind chill.  At this point it is still natural winter con-
  TALK AT THE TAVERN
  
  9
  is very hard and the body is likewise frozen.  The body 
  has no other treasure on it (alas).  
  1-4)  SIGHT OF THE GHOST:  Walking through the 
  empty streets, you see a barrel-chested man standing facing 
  you down one of the side streets here.  He is dressed as 
  a worker, but wears against the cold only a thick woolen 
  sweater, rolled sleeves to show his burly forearms, and torn 
  down the neck.  His skin is ice white, save for a wild black 
  beard and close-cropped hair that frame a face filled with 
  rage.  His eyes are completely black, like two onyx orbs, and 
  his snarling mouth is filled with jagged teeth.  In one hand 
  you can see he holds a hatchet that is covered in blood.  The 
  man suddenly opens his mouth in a silent howl before he 
  breaks into a run, raising his axe and charging at you.  
   
  At this point, roll initiative.  Jondah will attack, 
  cleaving with his axe to try and kill a PC.  If he is hit by 
  the heroes, he will vanish in a blast of wind and snow 
  that blows over them with a howl that sounds... human.  
  Jondah will reform 1d4 rounds later, in a random lo-
  cation near exploring PCs, and attack at an appropriate 
  time.
  DC15 Spot:  There is a symbol burned into this foe’s 
  chest.  
  DC20 Arcane lore: The symbol is necromantic, appear-
  ing on a ghost where its heart was torn out, and forcing it to 
  guard a location for all eternity.  
  DC25Arcana: Finding the heart and destroying it will re-
  lease the spirit.
   
  This is Jondah, the Foreman of the mine, or 
  his ghost.  Jondah resisted Azalin and his cultists when 
  they ordered the workers to march to the mountains. 
  Azalin tore out Jondah’s heart in the Foreman’s House, 
  trapping him as a ghost that kills messengers going to the 
  town so that the cultists can work without interruption 
  on the excavation of the City in the Ice.  Now a ghost, 
  Jondah howls of rage and despair sound like the wind so 
  that he cannot communicate with PCs when he is close to 
  them.  Any he slays become murder-haunts like himself.  
  See area (1-8) for more information on how he became 
  this way.
  well, but it now has a large hole where something smashed 
  down and into the well.
   
  If the characters look into the well it is dark, 
  but some illumination will reveal a glint at the bottom 
  of the well, some thirty feet down.  There is no snow in 
  the well, or sound of splashing water, and rocks tossed in 
  will clatter against a hard surface.   If a character climbs 
  down, or is lowered on the rope read (1-3a)
  1-3a)  THE FACE IN THE WELL:  The well water has 
  frozen here, and is now a flat black disc at the bottom of 
  the shaft.  There is a shape in the ice, a white form looking 
  up at you with two black eyes on a blue-white face, a hand 
  stretched up with a shining metal ring on one finger, likely 
  the source of the glinting you saw when the light was shone 
  down.  It is a human form, frozen in ice as if the water flash 
  froze as he was swimming up.  You can make out some red 
  shape on the body’s forehead, and it is wearing the thick 
  woolen coat of a miner.  
   
  This is one of the workers who was overcome 
  by the cult, branded with their Mark of Obedience on 
  his forehead.  He was thrown into the well by the Frost 
  Queen when she attacked, and then stuck in the ice 
  when her cold froze the town.
  Sense Motive DC10: The expression on the face is 
  blank, void of emotions like fear.  
  Arcane lore DC15:  The brand on the forehead is a mark 
  of obedience, evil magic that dominates the target so they 
  are enslaved and obey their master’s every command, like 
  zombies but living.  
  DC20: The mark of obedience is used only by fiendish cults 
  from far to the south to command their victims during sac-
  rifices.  
  DC25: This symbol in particular is shaped like the sign of 
  the Dreaming One, one of the more obscure of the known 
  Old Ones.
   
  Breaking the Ice to free the hand and take the 
  ring off the body requires 10 points of damage to the 
  ice.  The ring is gold, worth 3gp, and has only senti-
  mental value.  To get the entire body out requires 100 
  points of damage and possibly hours of work, as the ice 
  
  10
  1-5) MAIN BARRACKS: This large building is almost 
  half the length of the town, and is made in a large L-shape, 
  out of wood planks.  There are large doors on either end 
  of the building, and a large one in the middle, and win-
  dows along the entire length.  The roof of the building 
  has several chimneys on its length.  The entire building 
  is covered in the same surface of frost as the rest of the 
  buildings in the village, covering the windows and walls 
  with opaque white frost.  One of the doors on the end is 
  open, swinging on the wind and banging open and closed. 
   
  This building is the Barracks and Mess Hall, 
  all in one large structure.  The Barracks is on one end, 
  the Kitchen in the corner of the L, and the Mess Hall 
  on the other end.  The Mess Hall door is opened, as 
  several messengers from the merchant consortium fled 
  inside from Jondah the Ghost.  The Ghost appeared in 
  here, however, and one by one slew them.
  1-5a) THE MESS HALL: The double doors here swing 
  open and shut with the wind, banging open and closed.  
  Snow has only just started to cover the floors here, blow-
  ing in from outside.  The room beyond is narrow and fol-
  lows most of the length of thisside of the building.  It has 
  several long tables with benches, and an open doorway in 
  the back wall leading to another room.  The back of the 
  room is dark, being so far enough from the light from 
  the open doors.  The windows on the inside are darkened 
  by the layer of frost that coats every outside surface, but 
  there is a light patch on the corner of one of the windows 
  near the back of the room.
   
  The back wall has a door that leads to the 
  kitchen.  The opening is to allow miners to take their 
  food from a cook in the kitchen.  Beside the door to 
  the kitchen is another door with a sign that says “Bar-
  racks”.  This door opens to a hallway to the Barracks. 
  The middle aisle of the Mess Hall has dishes and cutlery 
  knocked onto the floor, where the messengers were sit-
  ting when Jondah appeared in the room and attacked.  
  Derwin’s Body:  On the floor near the back corner is 
  a body wearing thick furs, covered in hatchet marks, its 
  head hacked off and rolled into the far corner. 
   
  Those walking along that wall will come across 
  it, all others must roll DC15Spot check.  This is Der-
  win, another of the messengers, killed by Jondah.  He 
  has only his cold weather gear (crusted with frozen 
  blood), a longsword, and an amulet that marks him a 
  messenger of the Merchant Consortium.  The body is 
  right near the light patch on the window at the back of 
  the room, as Derwin was peering out to see if he could 
  spot Jondah, when the ghost appeared next to him and 
  killed him.  Now that the heroes have found his body, 
  Derwin’s Murderhaunt can manifest near the corpse 
  and head towards them (read the description below 
  when they see him).
  Derwin the Murderhaunt:  You see a headless corpse 
  dressed in furs, wielding a bloody longsword in one hand 
  and holding its severed head by the hair in the other.  The 
  eyes of the head stare at you and the mouth opens with a 
  scream, one that sounds around you like a howling wind.
    
  1-5b) THE KITCHEN: The door to this room is unlocked, 
  swinging back and forth on a well-oiled hinge.  Tall windows 
  allow more light from outside to fill the room, which has a 
  high ceiling.  There is a massive black iron stove that runs the 
  entire length of the room, with several chimneys running up to 
  the roof.  There is along sink on one side of the room, filled 
  with plates and cups covered in ice. Near the sink is a heavy 
  wooden door with a sign saying “Larder”. On the wall next to 
  the sink are shelves with piles of plates and dishes, and cooking 
  equipment, like knives. The floor is covered in broken dishes, 
  most of the shards scattered near the wall that has above it a 
  sign that reads “Mess”.  In the pile of debris is a broken long-
  sword, its blade broken in half as if it had been used to hack 
  into a wall.   In the middle of the room is a great long counter 
  covered in vegetables, like carrots that have dried in the cold 
  air, where the cooks prepared the food to be cooked in the 
  ovens. On the counter is a body, a human dressed in furs with 
  a golden pendant hanging from its neck on a chain.  The body 
  has been hacked, with long gashes on the corpse.  The body 
  holds a kitchen knife locked in its fist, and its face is frozen in 
  a look of terror.
   
  This is Meldor, another messenger from the Mer-
  chant Consortium.  His sword broke on the wall when he 
  struck Jondah, breaking in half.  He then tried to hold 
  Jondah off with a kitchen knife while the other messengers 
  threw dishes and ran into the next room.  He has only win-
  ter gear, his pendant, a scabbard for a longsword, the knife 
  in his hand, and a pouch with 10sp in it.  
  Meldor the Murderhaunt:  A tall human dressed in furs 
  walks towards you, his skin deathly pale with angry, staring 
  eyes.  Around its neck is a golden pendant similar to the one 
  you found on the bodies earlier, and in one bloody hand is a 
  long kitchen knife.  Great axe-hacks appear in its chest, which 
  is drenched in red blood. 
  There is a door to the outside here, but it is sealed up with 
  the layer of frost that coats the building (DC15 to push 
  open).  
  1-5b.1) THE LARDER:  This door leads down a narrow 
  flight of stairs, turning a tight corner, and leading to the earth-
  en-floored cellar beneath the kitchen.  This is a long room, and 
  covered in shelves, but most of the contents have been emp-
  tied, with some stacks of supplies left untouched.  A number of 
  barrels marked with the stamps of well-known hard alcohols are 
  stacked against one wall, while many boxes on shelves marked 
  with the names of spices have been left in place.  
   
  This area is clearly where the food supply was 
  kept.  Everything that could be carried was taken away, 
  leaving things like giant barrels of ale, or cooking supplies 
  that only add flavour, like spices.  The magically-enslaved 
  workforce won’t complain about what food they eat, after 
  all, they just need to work until the cultists reanimate them 
  as zombies.  Among the spices that have been left, there is 
  a conspicuous hole where the entire supply of salt has been 
  removed (the names for things have been written on the 
  shelves they go onto throughout the Larder).  There are 
  some supplies left behind, enough for 2d10 days rations if 
  
  11
  USING JONDAH AND THE MURDER 
  HAUNTS
  Jondah and the Murderhaunts are the main com-
  bat encounters for area 1.  They are deadly due to 
  their ability to be struck down and return over and 
  over again.  They can attack the heroes with small 
  damage, vanish and reappear elsewhere, weakening 
  the heroes of their resources before they get to the 
  dungeoncrawl of the Ancient City in Ice.  Whenever 
  they kill someone, that person’s spirit animates as a 
  murderhaunt, joining in as howling, bloody spirits of 
  vengeance.  They can remain vanished for as long as 
  they need to, then attack from surprise, or appear 
  anywhere in the village they want. The Murderhaunts 
  only start to appear after the heroes find the bodies of 
  the messengers Jondah killed, scattered around town.  
  Once the body is found, the Murderhaunt of that 
  corpse can appear and start to attack.  From then on, 
  the heroes will find more clues to what is happening, 
  but also find more foes hounding them.  The excep-
  tion is the cultist in the outhouse (who was killed by 
  the Ice Queen and not Jondah), and the Snow-beast 
  (who isn’t human). Use these attacks to frighten the 
  PCs, and lead them to investigate the town, and cre-
  ate atmosphere; do not just attack the heroes with a 
  foe that basically can’t be killed until they find the 
  CRYSTAL HEART in (area 1-8c), as that isn’t fair or 
  fun, and doesn’t help create the atmosphere of being 
  “haunted”.
  WHERE WILL THEY ATTACK?  
  You should really play it by ear for where and when 
  to haunt the heroes, such as:
  1)  Whenever a hero has gone off alone;   2) When-
  ever the group leaves a member behind;  3) When-
  ever the group is paying attention to something else 
  and seems to be weak;  4) Appearing anywhere in the 
  village, Jondah could appear adjacent to party spell-
  casters or those hanging back to avoid combat, or in 
  a doorway;  5) Jondah could also scrape his axe on 
  the outside of a room, or on a window, then vanish 
  as the heroes investigate;  6) Chasing the heroes from 
  one end of the Barracks (area 1-5) to the other.  7)  
  Block them if they try to flee, especially if they try to 
  exit Irondelve to go back to Wagon Town.
  8)  Jondah should not appear when you want the he-
  roes to focus on finding something important, like the 
  body in the well, or the one in the Outhouse.  
  However, if each time he appears there’s a gust of 
  snowy wind even if they’re inside, you could say a 
  gust of wind blows by just when they’re heading down 
  the rope inside the well, or making a loud noise to 
  break open a closed door, etc.  Taunt them, let them 
  get a shot in, then have him re-form and strike at 
  them.
  the heroes take the time to look.
  1-5c) THE BARRACKS:  This long dark room is lined 
  on either wall with wood-framed bunk beds, each cot cov-
  ered in a thick pile of blankets.  Between each of the beds 
  is a pair of wooden chests against the wall, iron locks on 
  each of the lids.  Clearly this is the sleeping quarters of 
  the miners of Iron Delve, as easily many beds are in this 
  room.  Several iron stoves are built into the middle of the 
  room, next to the wooden beams that hold up the roof.  A 
  small basket of coals sits next to each one, but the room 
  is cold enough that clearly none of them has been lit in a 
  long, long time.     Immediately in front of the door to the 
  Kitchen is a body, lying face down, head towards the kitcht-
  en.  The back of the head has a massive wound in it, as if 
  someone hacked it with one chop.  The body is wrapped in 
  cold weather fur clothes, with the pendant of the Merchant 
  Consortium on a chain around his neck.  The body holds 
  a longsword in one hand. The sound of the wind howling 
  outside the building can be heard in the silence of the room 
  as you enter.
   
  The exterior door to the Barracks is sealed 
  closed by the frost, so would need to be pushed open 
  with a solid shove to get through.  As well, there is a 
  difficult-to-turn metal handle that is frozen in place.  All 
  strength-related checks to force the door open from the 
  outside are DC20.  Picking the locks isn’t the issue, as 
  they’re all frozen solid.    
  The chests here have the 
  personal effects of the various miners in them.  Most 
  
  12
  contain changes of clothing, sweaters, decks of cards, 
  bottles of rum and spirits, and other basic goods of 
  limited monetary value.  Roll 2d20 for the value in 
  copper for each chest opened.  Each chest has either 
  one potion of healing (1d10hp) or one potion of True 
  Warmth (ignore weather penalties for cold, resist cold 
  5, for one hour); there are a total of 20 of each po-
  tion, which the miners would have needed to pay for 
  out of their earnings, which is why the peasant miners 
  kept them packed in their chests instead of selling them 
  in Wagon Town to buy ale.    
  The first body 
  found is Udo, another guard for the merchants consor-
  tium.  He was facing the door waiting for Jondah, when 
  the ghost appeared behind him and struck him down 
  with a blow to the back of the head.  He has the same 
  gear as Meldor (above) plus his longsword.  Now that 
  he has been found, his Murderhaunt can appear and 
  harry the heroes.
  Udo the Murderhaunt:  Prowling towards you is a 
  large-bodied man dressed in furs, holding a bloody long-
  sword in one hand.  Around his neck is a gold chain with a 
  Merchant’s Consortium pendant on it.  His head is shaved, 
  but a massive, gory axe-blow has apparently cleaved open 
  the back of its head.  As it stomps towards you it screams 
  with a rage-filled howl that sounds like the blowing winds 
  of a blizzard.
  (1-5c.1)  At the back of the room, nearest the exterior 
  door, you see that one of the bunk beds has been over-
  turned.  The legs of a man wearing cold weather fur boots 
  sticks out from beneath the frame.  On the other side you 
  see that this is another corpse, as a chopping blow to the 
  head was clearly fatal.
   
  The second body is at the back of the room, 
  pinned beneath the overturned bed by the door.  This 
  is Hilma, a much smaller man who was the leader of 
  the expedition.  Hilma is not a warrior, being clear-
  ly a bureaucrat-type sent out with guards to get an-
  swers.  When Jondah started killing his guards, they fled 
  through the building until he and the last guard ended 
  up here.  Hilma tried the back door, then when that 
  failed he hid under the bed until Jondah found him.  
  He has a rapier, cold weather furs, the pendant of the 
  Merchant Consortium, and 30gp in his purse.  He has 
  a magical necklace that gives him Cold Resistance 5.
     
  Now that his corpse has been found, his Mur-
  derhaunt can likewise manifest and harass the heroes:
  Hilma the Murderhaunt:  A small, wiry man dressed 
  in winter furs rushes towards you with a blood-soaked ra-
  pier.  His face has been hacked in, as if by an axe, and its 
  one remaining feature, its eye, glares at you with hate.  A 
  scream wells up from the throat, but sounds like roaring 
  winter winds rather than a human screech.
  1-6) STORE HOUSE:  This solid, long building is built 
  with thick double doors large enough that a loaded wagon 
  could certainly pull into them.  The read of the building 
  has a number of wooden shutters pinned down, and a 
  large chimney on one side similar to those used in a smithy.  
  Next to the building is a second, smaller building that has the 
  look of a stable, not far from the smithy.  The doors of all the 
  buildings hang open, and are frozen in place by the same layer 
  of white frost that covers the outside of the building.
   
  This large building is where the tools, smithy, and 
  storage of goods are done.  Horses bring wagons in, they 
  get loaded or unloaded, then drive off.  There is a nearby 
  stable for storage of horses, but it isn’t intended to be more 
  than a quick, overnight shelter.  The frost layer has not been 
  disturbed since the cultists left, so the doors are frozen in 
  place.
  1-6a) STABLES:  The door of the stables is frozen open, and 
  from the outside you can see that the inside has been frosted 
  over.  Every straw, every wall covered over in the same frost 
  that covers the buildings of the town.  The interior of the sta-
  bles are ice cold, and a chill gust of wind blows inside and out.  
  There are several stalls, a ladder leading up to a hayloft, and a 
  large door at the back of the stables.
   
  The stables here are empty, the horses having been 
  taken by the miners to carry equipment up to the excava-
  tion site.  All the feed is gone, all the harnesses, but nothing 
  used to yoke a horse to a wagon (they’re going over rough 
  terrain, and don’t have sleds).  The hayloft is empty, but a 
  great place for Jondah to attack lone heroes if he hasn’t al-
  ready; judge the mood at the table.  Feet on the straw floor 
  will crunch in the frost.  The door leads to the Warehouse, 
  and is frozen slightly-open so they’ll have to either break the 
  frost layer (DC15 Strength) or squeeze in one at a time.
  1-6b) WAREHOUSE: This large area is big enough that an 
  entire wagon could roll in and be loaded up.  It is cold here, 
  but not frosted over.  There are double doors leading to the 
  stables, and many shelves on the walls marked with various 
  supplies.  Large labels are above some of these shelves, words 
  like “picks”, “shovels”, “chains”, and other names of tools and 
  gear.  Most of the shelves have been stripped bare.  Others are 
  untouched, filled with wagon wheels, and some with clay pots 
  marked with strange words in paint.
   
  The warehouse has been stripped of anything 
  useful for mining that can be carried across country or on 
  horseback, over rough terrain.  This includes oil/lanterns, 
  digging gear, rope, torches, and other gear that can be car-
  ried (sorry heroes, there isn’t much here worth taking for 
  adventurers); and they brought all the rock salt (melting 
  ice).  The workers left things they wouldn’t need, such as 
  wagon wheels, but also supplies for the mines having to do 
  with things like leeching ore from rock: as the Ancient City 
  is in Ice, not Rock, they don’t need to bring chemicals or 
  other such gear.  To sum this up for players who don’t 
  have experience as miners or engineers, roll DC10:  the 
  miners didn’t bring anything related to wagons; and they 
  took all the mining gear to dig with, but they don’t seem to 
  be digging in rock/stone.All the mining equipment in this 
  building that can be carried or strapped to a horse has been 
  removed.  Anything that needs a wagon or isn’t useful to 
  digging through hard ice, has been left on its shelf.  The 
  ingots of iron are very valuable, but they’re just here in a 
  pile for anyone to take; that’s very strange to anyone who’s 
  
  13
  a trained miner, and suspicious (for dwarves, etc.).
  1-6c) SMITHY:  This is a smithy, and it has clearly been 
  stripped bare.  The forge is in place, as are the heavy anvils, 
  but all the coal and firewood has been taken from the supply 
  here, and all hammers, tongs, and tools.
   
  All the coal and firewood have been taken, and 
  the mining tools, and two anvils that can be carried, and 
  other such equipment.  Things that can’t be strapped 
  to a horse or carried overland are left behind.  Anyone 
  who knows about mining immediately knows this means 
  they’re grabbing all the digging equipment, and things 
  that burn easily.  Others may be able to guess based on 
  experience as labourers or craftsmen (blacksmiths, etc.).
  1-7) LONE CORPSES:  Two human bodies have been 
  left around the town for the heroes to find.  One of them 
  is the body of a messenger who came to investigate Iron 
  Delve after the Frost Queen attacked (1-7a).  The other 
  is one of the cultists (1-7b), who was caught alone when 
  the Frost Queen attacked, and hid in the Outhouse, 
  which is why he is totally frozen over.  One of the Frost 
  Queen’s creatures has also been left in the snow (1-7c), 
  something for the heroes to puzzle over.
  1-7a) THE BODY IN THE SNOW:  You see a form ly-
  ing in the snow behind the buildings here.  It is covered only 
  in snow and not the frost layer that covered all the buildings 
  in town.  A human male dressed in cold weather gear, wear-
  ing a pendant symbol of the Merchant Consortium, you can 
  see a large gash in its back where a single chopping wound 
  killed him.  The wind blows strands of his long blond hair 
  about in the cold, where the hair is not covered in snow.  
  The frost here is covered in blood that has been snowed over 
  somewhat.
   
  This is Merkin, a messenger sent by the guild to 
  find out what happened to Azalin and the others.  He was 
  killed by Jondah the Ghost while he was looking around 
  the town.  Jondah chopped him once with his axe.   The 
  other messengers saw this and ran, to be killed elsewhere 
  in town by Jondah.
  Merkin the Murderhaunt:  A human male with long 
  blond hair, dressed in winter furs, lumbers towards you.  It 
  has a golden chain and Merchant Consortium pendant hang-
  ing from its neck.  It carries no weapons, but both its hands 
  are covered in dripping blood, and it holds them like claws. 
  Its eyes glare at you with rage and hate, and its mouth is open 
  with a howl that sounds like roaring winds.
  1-7b) THE OUTHOUSE:  This square structure seems 
  like three sheds side by side, but the doors have crescent 
  moons carved into their doors.  The entire structure is frost-
  ed over.  On the side of the Outhouse is a small table with a 
  bowl of ice, a metal ladle hanging from the side of the table.  
  Two of the three doors are frosted slightly open.  One of 
  them is sealed by the frost.
  Opening the door is a DC15 strength check.
  1-7b.1) A man in black robes is standing in the sealed Out-
  house.  On the front of his robes is embroidered a shape like 
  a face with two tentacles ending in humanoid hands.  The 
  man is frozen in place, a look of terror on his face, his entire 
  body twisted as if he was frozen instantly, suddenly, as if by 
  magic.  In his hands is a thick stone rod, and he holds it in 
  front of him as if to ward off some magical force.  
   
  This is Urog, formerly a wizard in Azalin’s cult, 
  one of the mages from the south who came up with the 
  other mercenaries Azalin summoned.  He was caught out-
  side when the Frost Queen arrived in Irondelve, and since 
  he was separated from the others in his group he attempt-
  ed to take cover in the Outhouse.  This didn’t save him, 
  as the wave of cold flash-froze him in place.  As he was 
  not slain by Jondah or the other Murderhaunts, he does 
  not rise as one of them. Urog carries his Wand, his robes, 
  a purse with 10gp in it, a pouch with a scrap of paper 
  (see below) and beneath his robes he wears cold weather 
  furs and boots.  Taking the Wand from Urog’s hand likely 
  means breaking his frozen fingers, but the wand radiates a 
  very strong magical aura, and has runes on it that appear 
  to say it augments spellcasting.  
  Urog’s pouch:  This pouch has in it a paper with the words 
  “Jana-fourth”, “Pyton-fifth”, “Zobek-second”, “Karak-
  third”, “Zadrage-sixth” and “Vandomir-first” scribed on it in 
  cursive.  There is a note in the same handwriting that reads 
  “A: This is all I have so far, but it looks like an ancient se-
  quence of passwords.  The ordinal or numeral is the only 
  question I have now –V”.  There is also a second page, this 
  one a scrap of cloth that has a circle pattern drawn on it, with 
  runes in words around the pattern.
   
  This is Vogol’s note to Azalin, his translation of 
  a piece of cloth they found with the Wands and Amulet.  
  The cloth has six patches of runes on it in a circle around 
  the pattern of circles, clockwise from the top in the order 
  
  14
  of the words on the paper.  For more information, see 
  area (2-5) in Act Three.
  Urog’s Wand: This is a thick stone rod made of smooth 
  black onyx, with a thick inset of green semi-precious stone 
  in geometric shapes and lines along its length.  One end 
  is shaped like a humanoid hand with an eye-like gem in its 
  palm.  The other end is shaped like a bizarre cross between 
  a cephalopod and a human head, the face melting around 
  the mouth to become tentacles and then the shaft of the 
  wand.  In the wand near the face is a spherical gemstone 
  set into it the size of an eye, which is either made of a solid 
  blood red or, at times, filled with cloudy colors that change 
  as it moves.  Which it contains changes from moment to 
  moment, in a way that is faster than you can see.  The rod 
  is off balance, lighter on the end with the gemstone, but it 
  hums to the touch with a strange sensation that is similar 
  to warmth, that makes the rod comforting to hold.        
   
  This is one of the Cult’s artfacts.  It grants a 
  +3 bonus to all d20 rolls with spells (spellcaster checks, 
  attack rolls) and increases all saving throw DCs to resist 
  the holder’s spells by 3.  However, using this wand to 
  cast spells causes the user to instantly roll a Madness 
  check (see the table in Appendix 2: Madness), and gain 
  3 points of Madness rating automatically in addition to 
  any other effects of the check.
  (1-7c) THE THING IN THE SNOW:  A great bulk 
  of what looks at first like a mound of snow is lying in the 
  middle of the street here.  A gust of wind moves a tuft of 
  hair on the carcass of what on closer inspection looks like a 
  giant wolf with perfectly white fur... and six long legs that 
  end in clawed hands.  The creature is dead, a large hatch-
  et-wound having split open its head to spill black blood 
  over the snow.  On its legs are other slash wounds, and 
  beneath the snow there is a trail of black blood behind it.
   
  This is one of the snow-beasts of the Frost 
  Queen who came into the town but was slain by 
  Jondah.  Irondelve is no longer a priority for the Frost 
  Queen, so the other beasts are in the mountains.  It has 
  wounds on its body where Jondah hacked at its hind 
  legs, slowing it down; if it struck him, he would reform 
  and try again.  If there heroes look, they can find a 
  trail of black blood where the snow-beast was bleeding 
  out as Jondah harried him.  When it was weak enough, 
  Jondah went for the kill.
  1-8) FORMAN’S HOME:  This two-storey building 
  is the tallest in Irondelve.  The second floor window has a 
  flickering light flashing against the frosted glass, but other-
  wise the house is dark and silent.  The front door is up a 
  flight of wooden steps, with a glass lamp on a hook beside 
  it.  The windows of the house are small portholes and 
  frosted over.  
  1-8a) DOOR TRAP:  This door is flat-surfaced rather 
  than made of rounded pine logs, unlike the rest of the 
  building, but is otherwise the same: frosted surface like the 
  rest of the town.  An iron knocker is fixed to the middle, 
  and an iron doorknob to one side.  Both are frosted over, 
  and look more like ice than metal.
  Spot DC20:  There is a string attached to the back of the 
  door, clearly part of a trap. The door is not locked and will 
  swing open easily. This is because some of the Cultists set up 
  a crossbow trap that is aimed directly at the belly of anyone 
  who opens the door (3ft height).  The double-crossbow is 
  nailed to the floor, with string linking the trigger to the door 
  so it fires two long iron bolts when the door is opened.  Dis-
  arming the trap is as simple as cutting the rope, or pushing 
  the door open while lying down or off to the side and out 
  of the path of the bolts. Iron Crossbow Trap:  2 bolts: 
  Attack +8, 1d16 damage each. 
  1-8b) FRONT HALL:  The living quarters of someone of 
  importance, this house has a large fireplace with a comfortable 
  chair, an iron pot, and a number of chopped logs for the fire 
  set aside.  There is a table against a wall, with a number of used 
  tin cups next to a number of pages of maps and other papers.  
  There is a doorway off to one side near a table, and beneath 
  the table is a large barrel with a spigot.  On the wall by the door 
  is a very heavy winter coat of animal skins and a pair of thick 
  work boots.  There is a staircase leading up to a second storey.  
  Other than the crossbow trap nailed to the floor of the room, 
  it seems to be an otherwise ordinary dwelling room.
   
  The house of the Foreman has creature comforts, 
  despite being cold.  No one has been here for over a month, 
  so the fire is long dead.  There is a closet with tools, includ-
  ing a shovel, some tools (hammer, nails, a saw), and a large 
  quart jug filled with lamp oil for the lamp outside.  The 
  barrel is filled with rum.  
  THE MAPS:  The maps are of the mountains and areas where 
  mining is profitable.  One map has a dagger shoved into a point 
  that has been circled in red ink.  The words “Ebon Stair” are 
  scrawled next to the circle.  There is a large spill of rum from 
  one of the tin cups onto the map, which has frozen in the cold. 
   
  This was scrawled by Vogol, the prospector and 
  cult wizard, after they had killed the Forman upstairs.  This 
  is where the workers are heading right now.  The Cultists 
  had gathered to look at the map and drink rum after killing 
  Jondah.
  1-8c) UPSTAIRS DESECRATION: The entire upper floor of 
  the house smells of ashes and blood, though due to the cold 
  the smell has not travelled beyond this room. As you get to the 
  top of the narrow stairs, you see a large room that takes up the 
  entire floor of the house. There is an iron stove to one side, 
  and there is a bed that has been thrown to one side and against 
  the wall, but that is not the sight that demands your attention. 
  The middle of the room here is taken up with a large circle 
  drawn on the floor in blood and ashes with many runes around 
  the circumference, black globs of wax melted onto irregular 
  points on the circle or at the edges of runes where candles had 
  burned.  In the middle of the circle is the corpse of a large man 
  with a black beard and cropped hair, its arms and legs are tied 
  to wooden poles lashed together in the shape of an X beneath 
  it. The corpse is wearing a sweater that is torn open at the front 
  to reveal a large hole in its chest where its heart should be. 
  The walls and floor of the room are covered in blood. On the 
  table by the window sits a crystal cylinder the size of a helm. 
  In its center is a human heart that beats as if it were alive, even 
  
  15
  though the cylinder is solid crystal. The heart is surrounded 
  by a cold white light that flickers like a torch flame in a wind 
  that none of you can feel.
   
  This is the body of Jondah the Forman.  He 
  was killed by the Cultists in a magical ritual that bound 
  his spirit to haunt the town and kill any who entered or 
  tried to leave.  The body looks exactly like the ghost, 
  which the character of any player who asks the question 
  will immediately realize.  Anyone else must roll a DC10 
  Awareness check.  
   
  DC15 Arcana:  The heart is the key to stop-
  ping the ghost: destroying the heart will immediately 
  stop the ghost from coming back.  The room radiates 
  powerful necromantic magical energy if detected for. 
   
  All of the Murderhaunts appear somewhere in 
  the room when people in the party are in the room for 
  more than a minute.  Jondah will appear at the head of 
  the stairs, all of a sudden, cutting them off from instant 
  fleeing.  If one of the heroes is holding the Heart, he 
  will charge them and try to kill everyone.  If he dissi-
  pates now, however, he will reform the next round on 
  his turn and attack again, and again, until the heart is 
  destroyed.  If the other Murderhaunts appear, and are 
  slain, they will reform 1d4 rounds later.      Destroy-
  ing the Heart:  15hp.  Attacks with metal hammers or 
  two-handed swords do +5 damage.  Feel free to draw 
  attention to it as the source of Jondah’s attacks, adding 
  details like it flashing when Jondah attacks, or it going 
  out for a moment when he vanishes: whatever it takes 
  so they decide to destroy it is fair game during this fight.  
  When the heart is destroyed, read (1-8d) to everyone in 
  the room when this happens.
  1-8d) VISION OF THE SACRIFICE: The moment 
  the Cylinder holding the Heart is smashed, the white light 
  it radiates explodes to fill the whole room.  An image of 
  the man on the floor, from before he died, overwhelms 
  your senses.  It is as if you are watching the moment of 
  his death, smelling the sulphurous smoke of the burning 
  black candles, tasting the blood on the floor and walls of 
  the room.  Surrounding him are a dozen masked figures in 
  scale armor, broad-shouldered figures with black silk hoods 
  or black masks over their faces.  On the masks and on their 
  armor is the same angry-looking rune as branded onto the 
  heart in the glass cylinder.  One of the hooded figures bends 
  down with a curved knife and whispers something in the 
  ear of the man on the floor, then lifts his knife above the 
  bound man’s chest.    The man on the floor screams defiant-
  ly:  “You murderers!  Demon-worshippers!  You may have 
  enslaved my men, but I will never bow to you!  You hear 
  me?!  Never!!!”     As the hooded figure slams their blade 
  down, the image goes dark before vanishing.  Once more 
  you are in the real world, and the cold wind blows about the 
  empty town.  The bloody-handed ghost is nowhere to be 
  seen, now, and the remains of the heart have turned to grey 
  ash.  There is a smell like fresh flowers in the air around the 
  ashes.     All Murderhaunts are instantly destroyed with 
  the heart gone, their souls at rest.
  1-9) ROAD TO THE MINES:  At the far end of town 
  from the front gate, this road is wide enough for two wagon 
  trains to go side by side along it.  The gate here has simply 
  been left standing open.  The ground at the gate would have 
  been muddy, but shortly beyond it the road leads up and 
  up, presumably towards the iron mines that give this town 
  its name.  There are a great many footprints in the ground 
  here, as if a large crowd walked through the mud before 
  whatever force of magic covered the town in ice, and locked 
  their footprints in frost.  The road that rises up is more solid, 
  clearly paved to allow wagons easier travel up and down the 
  mountain to the mines.   The tracks in the mud at the gate 
  were left by the large group of enslaved miners led by the 
  Cultists.  This is a very obvious road.
  1-10) PATH TO THE MOUNTAINS:  A wide path 
  has been broken through the brush here, leaving the road 
  and heading into the wilderness.  Branches and foliage have 
  been hacked away here, clearly marking where a large group 
  of people have moved en masse through the woods.   
   
  The workers set to the woods here, hacking at 
  the trees to create a path towards the Ebor Stair.  This 
  is a month old, so few details can be seen due to the 
  snow, but this created a path that pretty much anyone can 
  follow through the brush.  Trackers can tell the people 
  walking here were carrying a great deal of equipment with 
  them, on foot and strapped to horses.
  
  16
  ACT TWO: PATH OF WILD FROST
  2-1) FINDING THE EBON STAIRCASE:  For hours you follow 
  the trail left by the miners of Irondelve as they tramped across country.  
  It is an easy trail to follow, as those who made it were hacking down 
  branches and crushing brush in their path, dragging work horses and 
  heavy equipment along with them.  The cold wind blows constantly, 
  reminding you how deadly winter is in the frontier wilds.  The path hugs 
  the mountain chain, and brings you to a sheer wall going up as far as you 
  can see.  Where the path ends is the foot of a massive stair carved out 
  of the stone.  The stair is wide, with steps large enough for giant-sized 
  men to move up and down them.  The stairs wind back and forth in 
  many hundreds of landings, like a zig-zag in the rock.  One wall is always 
  open to the view while the path leads up flight after flight apparently all 
  the way to the top.  Sheets of shining ice pour down off the mountains, 
  and some of this ice covers over some parts of the stair.  You can see no 
  other obvious carved features in the mountain wall, only more frontier 
  wilds.
   
  The Ebon Stair was carved by magic for the guards of the 
  Ancient City, who would send their giant-sized raiders into less-civ-
  ilized lands and capture slaves, then flee back of the steps with their 
  cargo in hand.  This is why the stairs are so massive, as the guards 
  were so huge. The Ice Queen herself covered the Ancient City with 
  ice, but this area has seen less solid ice falling down the mountain-
  side.  Here it only really gets in the way of the stair, which wasn’t 
  as important to the Ice Queen as the ancient city itself. The Cultists 
  arrived here a month ago, carved through any ice blocking them, 
  and moved across the ice towards the Watchtower. With a DC10 
  perception check, they see Balan in his place.  If they do, read the 
  following:  A figure sits on the side of the stair about a quarter of 
  the way up, unmoving but clearly human.  It is too far to make out 
  details, and due to the structure of the staircase it will only be closer 
  in view if someone climbs to it.
  (2-2)  CLIMBING THE EBON STAIR:  The Ebon Stair has 
  patches where the ice makes the ground slippery, and where the gla-
  cier presses in on the stair so that travellers have to squeeze through 
  to go up further.  The path up the cultists carved has been re-
  grown, so while the heroes can obviously see places where the ice 
  has been cut away, another obviously newer layer has grown near 
  to it.  Fighting on slippery patches requires a DC13 check to avoid 
  falling prone; DC10 check to avoid sliding off the side and taking 
  falling damage (5d6-20d6). Squeezing through the ice is easy even 
  during combat (DC10 dexterity) but failing to pass through quickly 
  leaves one pinned for the attacks of Snow-beasts. Climbing the ice of 
  the glacier is difficult (DC18 strength) and runs the risk of significant 
  falling damage (5d6 to 20d6 damage) the higher up the heroes trav-
  el.  The ice has numerous climbable edges, but the surface is slippery 
  and uncomfortably cold.  Using climbing gear for ice reduces the 
  difficulty to DC10 (gloves, pics, steel spikes on boots, etc.).  Right 
  before the Snow-beast attack, the heroes can see that, up ahead, 
  there is a human sitting on the steps (Balan, see below).
  (2-3) SNOW BEAST ATTACK:  The ice from the mountainside 
  creeps near and sometimes into the stairs as you climb them, forcing 
  you to either squeeze through gaps or break your own path through 
  them.  At one such point where ice blocks your path you hear the howl 
  of a wolf, loud and furious, and seeming to come from the wall of the 
  cliff outside the stair.  Other howls join it, and a moment later several 
  giant wolves run across the ice and into the stairs before and behind 
  you.  They have six legs and black claws and fangs, and seem hungry 
  for flesh. 
  1d4+2 Snow-beasts attack the heroes.  Place most of them be-
  hind the group, or between members.The Snow-beasts are simply 
  following their orders, to slay humans in the area (in their minds, 
  protecting the world from being devoured by “great evil in the 
  ice”). The Snow-beasts can climb the glacier at full speed, like in-
  sects on a wall, with their ice-walking ability.  They will use it to 
  full advantage, positioning themselves above or below the heroes 
  on the stairs and attacking, as well as snapping at climbers or those 
  pinned behind the ice.  The Snow-beasts cannot get near the frozen 
  worker on the next flight of stairs up (see below) due to magic.
  (2-4) FROZEN WORKER:  At the top of the next flight of stairs 
  you see a young man in furs sitting and leaning against the wall, appar-
  ently sleeping.  His hands on his lap have a large golden coin in them, 
  and on his forehead is burned an angry-looking rune.  Otherwise, he 
  seems to be sleeping peacefully, though his skin is blue and frosted.  In 
  one look you can tell he died of exposure in his sleep.     
   
   This is Balan, a young miner who died of exhaustion 
  during the hike across the wilderness.  The cultists rested their 
  still-living slaves while marching up the Ebon Stair, and Balan sim-
  ply never got back up (due to an undiagnosed heart condition, and 
  perhaps the wiles of fate).  Due to snow storms at the time, the 
  cultists didn’t notice one missing worker at the back.Clutched in his 
  hand is a gold coin of the Ancient City, the focus used by Azalin to 
  control him, as they controlled the other workers.  It can be tested 
  for magic, and enchantments can still be seen, but taking the coin 
  from Balan will break the spells upon it.  Abjurations against spells 
  and creatures of ice are also on the coin, and will also be broken if 
  the coin is removed from Balan’s person. While the coin is in Bal-
  an’s hand, the Snow-beasts cannot go near the body or be affected 
  by the Ice Queen’s magic.  This radius of forbiddance is about 50 
  feet, and such spells or creatures will not enter it though they may 
  still prowl around outside it.  When the coin is removed, however, 
  any refuge the heroes had from the Snow Beasts in the area is done.  
  If the heroes look at the coin with magic, they can see that this will 
  happen.  Some players may think to allow their characters to rest 
  near the body while it still holds the coin (this author would reward 
  them with XP).   Attacking the Snow-beasts at range while within 
  the aura of protection will not break the spell.  The snow-beasts will 
  flee... for now.
  (2-5)  AT THE TOP OF THE STAIR:  You reach the top of this 
  massive stair, at the very top of the mountain.  The view looks out 
  onto the flat surface of a massive frozen lake.  The only shape you can 
  see is the top of a tower in the middle of the ice, like the upper storey 
  of a watch tower risen above the surface of the ice from below.  All 
  else is the endless cold sky and blizzards blowing over the surface of 
  this ice lake. 
  The view over the ice should direct the heroes 
  towards the Watchtower (the only real feature they can see) and 
  give a sense of the route to it across the ice.  Feel free to skip to the 
  meeting with the Ice Queen (below) if the heroes move on, but if 
  they wait they may be attacked by a pack of Snow-Beasts.
  
  17
  SUMMONS OF 
  THE FROST QUEEN
  The following encounter can happen whenever you feel 
  the player heroes have earned the Frost Queen’s respect, 
  but right before they go into the Tower of Onyx is prob-
  ably the best time.  The Frost Queen has been watching 
  the heroes, and while they fought her Snow-Beasts, they 
  also fought the guardians left behind by the cultists: they 
  are not followers of Azalin, and so would make good 
  allies.
  As you wander across the ice, a great storm forms above 
  the frozen lake.  The cloud is massive, taking up the entire 
  surface of the frozen lake, rising from the ground to the 
  sky... and swiftly moves over you, engulfing you in the swirl-
  ing winds.  The blizzard howls around you, the temperature 
  drops severely, and you can hear the sound of a feminine 
  voice laughing.  You can see shapes form in the blizzard, 
  more of the wolf-like snow-beasts that you encountered on 
  the ebon stair up the mountainside.  The snow-beasts prowl 
  around you but do not approach, instead coming to stop 
  and stand at perfect intervals in a circle around your group.  
  At the northern tip of the circle another shape forms, but 
  this one is a very tall, slender woman of incredible beauty 
  beyond that of any human or elven maid.  Her skin is pale 
  white-blue, while her hair is like blowing snow.  Her eyes 
  flash with rings of gold around glowing-white pupils, eyes 
  that seem both wild and ancient beyond imagining.  Her 
  skin is bare save a silken garment that flows over her body 
  wind that howls through forests and shatters trees for the 
  cold.  My embrace covers the lands in the long sleep of win-
  ter, my kindness holds back the flood that would drown a 
  world of eternal summer. I cull the weak from the herd, that 
  all that lives may prosper. I am the end of seasons and years, 
  that all living may have fear of death and time, so that they 
  may rightly value life. Mine is the wrath of ice that crushes 
  mountains in its path and shatters the sap of trees with cold.  
  If that be goodness in your mind, mortal, then know that I 
  am good.”
  So... yes?  But this is Appendix N cosmic forces of Bal-
  ance-type goodness, not the happy-puppy kind. Alas.
  WHAT ARE YOU TRYING TO PROTECT?
  “This vale was once home to a city of foul sorcerers from 
  an aeon long past.  They threatened to unwind the fabric 
  of reality.  I flooded the valley and froze the waters, locking 
  them in ice and protecting this world from destruction.  Yet 
  the power locked away even now reaches into the minds of 
  mortals and transforms them into servants of this evil.  I have 
  forbidden any mortals from remaining here for all this time, 
  in case they should be transformed into servants of this evil.”  
  The Ice Queen will lay out her perspective on the basic 
  history of the area, as a cosmic entity of Balance.
  WHAT IS THE EVIL BELOW THE ICE?  “A creature 
  known only as The Dreaming One, a power so vast and an-
  cient it is beyond even me and my kind.  Long ages it existed 
  before the world formed, and before men, elves or those 
  that came before arose, it nestled in this vale and slept.  It 
  slumbers even now beneath the City in Ice, in a pocket world 
  created by its own powerful magic.”  The Dreaming One 
  is one of the Old Ones, resting beneath the City in Ice.
  in a way that is not entirely solid, very much like 
  whisps of cloud. Her voice is ethereal, cold, and 
  sharp, a voice like the distant ringing of crystal 
  shards of ice.  “Who are you to walk across my 
  realm?  Do you not know that the queen of frost 
  has forbidden this land to mortals?  Yet you follow 
  the path of mine enemies across the ice to that 
  ancient city of evil, they whom I sealed away long 
  ago.  Who can you be but enemies of my realm, 
  you who seek the city in ice below?”
  This meeting is meant to do three things:  (1) 
  reveal the actual hidden plot to the players, 
  whether they had no idea that the cultists were 
  to blame or simply to confirm their suspicions; 
  (2) align the heroes with the Ice Queen, if pos-
  sible; and, whether or not that happens (3) aim 
  the heroes to go into the dungeon and fight 
  the cultists. Below are basic answers to player 
  questions:
  ARE YOU EVIL OR GOOD?  “I am a servant 
  of the Cosmic Balance, and I am the Queen of Ice 
  and Frost.  I command the winter winds and send 
  snows to cover the world when the day grows 
  short and the summers sleep beneath the earth.  
  My order is that of the cold and ice, that of the 
  blizzard and rime, of hoar frost and storm and the 
  
  18
  this point may have seen them destroy the Heart of Jondah 
  in Act One: Irondelve.  This feat alone shows her that 
  they’re not part of the cult.  Granted, if one of them has 
  been using the wand found on the cultist in the outhouse, 
  they may have the wrong reaction from her.  This conversa-
  tion, then, is to learn their true intentions: are they for the 
  cultists, or against them?  Base her answer on the actions of 
  the group, keeping in mind that she’s an entity of cosmic 
  Balance whose focus is stopping the cultists of the Dreaming 
  One; their alignment with the powers of chaos isn’t a great 
  feature, but she’s running out of resources, so only align-
  ment with the cultists matters.
  WHAT DO YOU WANT?  “I would send you into the 
  tunnels the servants of this evil have carved through the ice.  
  Pass through the Ancient City, defeat the terrors they have 
  released, slay the offenders, and stop the Dreaming One from 
  awakening.”
  The Frost Queen wants them to go into the city and slay 
  the cultists, and anything else they need to do to stop the 
  Dreaming One from awakening. 
  WHY NOT SLAY THEM YOURSELF?
  “Their leader, a foul sorcerer, wields an artifact called the Am-
  ulet of the Dreaming One.  It is ancient, and protects him and 
  those that follow him from my magic.  His thralls bear small 
  coins that have tiny enchantments like this, while his Amulet 
  extends the area of protection a great deal.  Destroy it and I 
  and my power will not be impeded.”
  The Frost Queen cannot act directly until the Amulet of 
  Azalin is destroyed: that’s what is blocking her from doing 
  this herself.  The Ice Queen calls it “The Amulet of the 
  Dreaming One”, as she doesn’t know any of their names.  If 
  the heroes can destroy it, she and her Snow Beasts will arrive 
  in the tunnels and slay all their enemies.
  WHAT WILL YOU GIVE US?  If they do this task, she’ll 
  give them the enchanted sword of Winter Blade even if they 
  don’t want her as their patron, provided they agree to re-
  spect “the forces of winter”.  As well, she will grant them all 
  her Patronage or accept their fealty to the court of Ice and 
  Winter, with all the benefits that come with her friendship 
  and boons from aligned factions (favourable winds, etc.).  
  She has mineral wealth unearthed when her glaciers crush 
  mountains she can give them.  As well, she has knowledge of 
  wonders across the planes, access to immortal lands, and re-
  members buried treasures from civilizations that are forgot-
  ten even by the elves.  This is potentially a great deal of loot.
  WHY DON’T YOU JUST REMOVE THE ICE AND 
  FLOOD THE TUNNELS?
  “Melting the ice would immediately awaken the Dreaming 
  One.  Would you wake a wolf just to step on a few fleas?  Or 
  would you carefully kill the fleas before their biting wakes the 
  wolf?”  
  She can’t just melt the ice and drown the cultists, as the 
  Dreaming One would then be released.
  DON’T YOU KNOW OTHER LORDS OF BALANCE/
  THE GODS/SERVANTS WHO CAN DO THIS GIG?  
  WHAT IS THE ANCIENT CITY IN ICE, AND WHO 
  BUILT IT?  “A race of mortals that lived in the first age 
  built their home atop the realm of The Dreaming One, to 
  learn its magic and live off its power.  The Sorcerers of the 
  Ancient City would put sacrifices through the opening to 
  its world, and listen for the secrets it would whisper in its 
  sleep.  They existed through many ages, making slaves of 
  the younger races and extending their lives with evil mag-
  ic.  Despite their luxury and power they wished for more, 
  to become gods themselves.  They offered the Dreaming 
  One the world as a sacrifice if it would do this, and began a 
  ritual to awaken it.  When I learned of this, I covered their 
  city in ice, and have guarded this land all the ages since.”  
  WHO ARE THE CULTISTS?  “Servants of the Dream-
  ing One and others like it, they came to this region with 
  magic that prevented me from acting.  They have brought 
  slaves here to dig through the ice, and seek to complete 
  the ritual of the old race: to feed the world to the Dream-
  ing One in exchange for godhood and ultimate power.”
  HAVE YOU BEEN LURING MEN INTO THE WILDS 
  AND FREEZING THEM TO DEATH, AND IF SO, 
  WHY?  “I draw to me men who would know me and 
  serve me.  I call to them, and if they come to me I grant 
  them immortality as one of my Snow Beasts.  They leave 
  their bodies behind and become immortal creatures of 
  frost.  They are but some of my servants, and are happy 
  to leave their old lives behind. The choice is theirs, and 
  only those who would so choose answer my call.”
  WHAT HAPPENED TO THE WORKERS IN IRON-
  DELVE? “The Cultists of the Dreaming One used evil 
  magic to enslave their minds and bring them here to dig 
  the tunnels below.  If they complete the ritual, the mortals 
  shall be used as blood sacrifices to waken the Dreaming 
  One, killed to end the world.”
  IS (NAME OF PERSON) ALIVE?  “I know not the 
  names mortals give one another.  If their body lies not in 
  your path, like as not they live or else have perished in the 
  tunnels below.”
  She knows things like “slave”, “Cultist” and “Leader”, 
  but wouldn’t know specific names.
  WHY DID YOU TRY TO KILL US?  “Long have I for-
  bidden any mortals coming into these lands, especially 
  now that the servants of the Dreaming One attempt to 
  wake their foul master.  At first I thought to slay you as 
  I would any intruder to my territory.  Yet then I saw that 
  you fought the undead the Cultists had left in their vil-
  lage, and that their magic did not block me from you as it 
  did them.  Perhaps you would serve my purpose and fight 
  the sorcerers of the Dreaming one, if you were strong 
  enough.  Yet I could not risk it, I had to be sure, and my 
  servants would take a better look.  On the Ebon Stair I 
  tested you, and you survived.  You are strong enough to 
  fight the evil ones, and perhaps will save the world.  Will 
  you accept this challenge?”
  The Ice Queen has watched them in her land, and at 
  
  19
  “The magic that those like myself can use in this task are 
  bound by mystical concords and magical confines you could 
  not comprehend.  Mortals are the cause, and so it seems that 
  mortals must be the solution.”
  Sorry, no deus ex machina for you!  The Cultists are 
  mortals, so mortals must slay them.
  IF THE HEROES SAY THEY WANT TO HELP THE 
  CULTISTS, OR ARE OTHERWISE HOSTILE  The Ice 
  Queen will explain carefully that the Dreaming One will 
  awaken if they do not help her; and is very clear that this 
  means the end of the world. The Ice Queen says nothing 
  but vanishes into the swirling blizzard around them.  The 
  intensity of the storm increases exponentially, making it 
  difficult to aim at targets (-2 to ranged attacks).  The ice 
  beneath their feet becomes smooth so that they could fall 
  with every step (DC10 Dexterity check each round to not 
  fall prone, or to get back up), the cold becomes deadly 
  to living flesh (extreme cold, 1 damage each round), and 
  the pack of Snow Beasts that is unaffected by the blizzard 
  closes in for the kill.  The Ice Queen assumes they are 
  servants of the Dreaming One and merely goes back to 
  her (by now very clear) policy of annihilating all mortals 
  in the region. This is not to bully the heroes or players, 
  as the Ice Queen is desperate for help in this, and will 
  reward them handsomely for the task; even rude heroes 
  will be tolerated, though minor chills may be used to re-
  mind them she’s a Lord of Balance.  The above is only for 
  flat-out refusal to help, such as attacking the Ice Queen. 
  Survival at this point can be done by (1) Yelling loudly 
  that they accept her offer and will go to fight the cult, at 
  which point she will open a hole in the blizzard towards 
  the Watchtower; or (2) serious help from their other Pa-
  trons or deities, who will also insist that they do what she 
  says and stop the Cultists, as it is in their interest, too.
  
  20
  ACT THREE: 
  THE ANCIENT CITY IN ICE
  This is the final stage of the adventure, the dungeon crawl through 
  the Ancient City.  The area is one small part of the metropolis, spe-
  cifically around the Ziggurat where the ancient sorcerers had their 
  temples and made sacrifices to the Dreaming One.  In theory the 
  entire ice lake area covers many palaces and other facilities, should 
  you wish to expand the exploration of this area.  The areas described 
  below include the hilltops of the city, one with palaces on it, and 
  another with the ziggurat of the Dreaming One on it.  The space 
  between them has areas where ice covers more of the city, below.  
  The cultists only dug a few tunnels to get to locations they needed, 
  so adding your own areas is simply a matter of writing additional 
  locations, shafts or slopes heading downward, and so forth.The An-
  cient Sorcerers were from an ancient race of humans that changed 
  themselves with magic, making themselves unnaturally tall and ex-
  tending their lives.  Having given up their humanity to the Dreaming 
  One, their minds were warped rather than their bodies as player 
  hero wizards can be.  Their magical power and wealth were so vast 
  that they became bored after countless centuries of perfection.  This 
  may be why destroying the world to become as gods themselves was 
  appealing: there was nothing left for them in the world, so they all 
  wished to move on.   
  3-1)   ALL AROUND THE WATCHTOWER: The top part of a 
  tower sticks out of the ice here, a tall stone shaft with three sides and a 
  wide balcony ringing it where the tower meets the surface of the frozen 
  lake.  A great mound of chipped ice and ice blocks is piled to one side of 
  the tower, and a well-walked path leads back and forth from it.  There 
  is a large doorway here, and inside the tower a spiraling staircase leading 
  down into the ice.
   
  Surrounding the Watchtower is a mountain of chipped ice 
  from below, the leftovers from the tunnels dug out below.  The 
  heroes may find plenty of dirt, ice, and some fragments of stone 
  and such.  Anything here was checked by cultists as unimportant, 
  so no accidentally disposed of artifacts, etc.
  It is clear that the miners were used for digging out tunnels, and 
  that a massive complex of tunnels below has been excavated.
  There is no way to simply fill in the tunnels from here, as it would 
  only seal the cultists in with the relics of the ancient city, and would 
  not stop them in time.
  3-2) PEOPLE IN ICE:  Throughout the Ancient City are views 
  of the people who lived there when the Frost Queen locked them 
  in ice.  In different rooms or hallways, the heroes can look in the 
  walls and see them as they were the moment the ice froze them 
  in place.  
  3-2.1) A tall figure in long silver-and-gold robes stands in the midst of 
  humans dressed in sheer silks, holding brass horns and trays of fruit.  
  The tall one has grey-blue skin and eyes that look like gemstones, and 
  a topknot of silver hair flowing behind it.  The humans are cowering in 
  fear as if caught in a great wind, but the tall figure stands calmly with 
  a serene look on its face.   This is one of the Ancient Sorcerers with 
  its leisure slaves at the moment the frost covered them.
  3-2.2)  A circle of beautiful women wearing silks and holding golden 
  musical instruments stand in what looks like a small garden.  In the mid-
  dle of them sits an incredibly tall figure wearing gold and azure robes.  
  The slave-girls have turned in the same direction at the same moment. 
  The tall figure has blue-grey skin and a silver top-knot, and the look in 
  its gemstone-eyes seems disinterested, even frozen in ice, as if it simply 
  does not care about the luxury around it.
  A garden the moment the ice hit.
  3-2.3)   A massive figure towers above you in the ice, huge despite 
  
  21
  1d20
  Encounter
  1-8
  No Encounter
  9-11
  1d4 Devourer Slaves
  12
  1 Madness Wraith
  13
  1 Madness Wraith plus 
  1d6+1 Devourer Slaves
  14-16
  2d8 Worker Zombies
  17
  1 Flesh-Melting Ghost
  18
  Cultist Warrior plus 1d6 
  Worker Zombies
  19
  Cultist Mage plus 1d6 Worker 
  Zombies
  20
  3 cultist Warriors plus 1 Cult-
  ist Mage
  This environment is just as cold as the previous areas, so 
  winter gear will be needed.  The tunnels are smooth, thanks 
  to the Fire Picks the cultists found, so not only can heroes 
  see a short distance into the icy walls, they could slip and 
  fall on a critical fumble during combat.  Useful illumination 
  is whatever the characters have with them, but the stones 
  of the ancient city have a faint blue or green glow so the 
  tunnels always have very dim light in the ice, and it can 
  look like opaque green-blue glass. 
  WANDERING MONSTERS At certain points throughout 
  the dungeon marked “W”, or whenever the heroes make 
  enough noise to draw attention to themselves, roll on the 
  following table to see if they encounter wandering mon-
  sters.
  RUNNING THE ICE DUNGEON
  being hunched forward.  It is human-like, with thick arms and 
  legs and a head, and bulging muscles under blue-white.  Its 
  head is covered with a thick helm, and its eyes reflect light, 
  but it has a mindless expression even frozen in place.  Several 
  similar outlines can be seen further back in the ice.     Ice 
  Ogres the cultists didn’t bother excavating.
  3-2.4) Three human-sized figures wearing black robes hov-
  er above the ground in the ice, holding large diamonds that 
  blaze even now with a flashing magical light.  The robed fig-
  ures seem to be sitting cross-legged in the air, their too-long 
  robes frozen in time but blowing in the wind around their 
  bodies.    Lesser human wizards:  these human minions 
  of the sorcerers performed the day-to-day upkeep of the 
  city’s magic.
  3-2.5)  This garden area has a wide variety of strange animals 
  in it, including what looks like a white-furred snake with a 
  long nose, a six-legged bird with chameleon eyes, and more 
  farther back in the ice.  A group of inhumanly tall men in 
  robes stand looking apathetically at a pair of humans in sheer 
  clothes lying on the ground as two exotic beasts claw or bite 
  at them.  One of the beasts is some kind of purple lion, the 
  other a red-furred tiger.  The horror frozen on the faces of 
  the slaves seems to neither amuse nor trouble the robed fig-
  ures.   The exotic pets of the ancient sorcerers, failing to 
  amuse their masters with either pleasure or cruelty.
  of the Dreaming One, even the newcomers.
  The Ice Ogres will attack any non-cultists entering the 
  Antechamber.  Ice Ogres cannot fit in the tunnels sized 
  only for humans, but only the giant-sized areas cleared 
  out for them.  This means finding smaller tunnels is a 
  great way to avoid them, though some important ar-
  eas include these brutes.Ice Ogres are the raiders the 
  Ancient City used as guardsmen.  They were slaves 
  from lowland tribes, but altered by evil magic into behe-
  moths, brutes that crushed the enemies of the Ancient 
  City.  Now they serve Azalin and the Cultists.  Their 
  sheer brute strength and magical augmentation allowed 
  them to survive frozen in the ice.
   
  3-4.1)  CORRIDOR OF NECRODOOM:  This cor-
  ridor slopes downwards, its shining walls and floor cloaked 
  in shadow.  The walls are filled with the dark forms of bod-
  ies in the ice, frozen in place as they were eons before.  At 
  the bottom of the slope you can see a chamber, in which a 
  group of three forms are slumped together.
  Any in the tunnel automatically take 2d6 damage every 
  round from the frozen-dead in the walls. Any who die 
  here are animated as zombies 1d2 rounds later.  This 
  sloping tunnel is smooth, meaning those in it will find 
  it easier to move further in than to move up.  Moving 
  up is a DC10 Strength or Dexterity check to move half 
  their speed, while sliding down is automatic.  The tunnel 
  is exactly 90 feet long, meaning a human will need three 
  move actions to move up it (30 feet +30 feet +30 
  feet), taking a minimum of 2 damage every round (see 
  below), possibly more.   Sliding down takes two move 
  actions (60+30 feet), or one on a running start (mo-
  mentum takes them down).  
  3-4.2) FROZEN WORKER ZOMBIE CHAMBER:  
  At the bottom of the slope is a large chamber with a trio 
  of bodies lying on the floor in the middle.  They wear thick 
  coats of furs, and have crowbars in their hands that seem 
  to have been burned by some intense heat.  To one side is 
  an alcove carved from the ice.
  3-3) THE ANTECHAMBER:  This area is massive in size, 
  carved out of the ice.  The room is 40x90 feet, the ceilings 
  30 feet high.  Throughout the area a number of stone objects 
  have been excavated out of the ice, black stone monoliths 
  carved in the shapes of cyclopean creatures unfamiliar to you 
  in form.  There are three exits from the room, one on the far 
  wall and two on the right wall at the end.  A pair of massive 
  humans with blue-grey skin and metallic helms covering their 
  faces, stand to either side of the far doorway.  
  These are the Ice Ogres the Ancient City Sorcerers used 
  as soldiers and guards of their lands.  Morphed human 
  slaves, they are now creatures of sorcery loyal to the cult 
  
  22
  The bodies at the bottom are three (3) zombie workers 
  who died during the dig, but the evil of the area then 
  animated them, and they continued their work to this 
  point.  They are trapped in the room at the bottom, 
  and lay down in a pile, but will rise and attack any who 
  disturb them. The burned crowbars are FIRE PICKS, 
  enchanted rods that super-heat at the will of the bearer 
  to burn through the ice, without harming the bearer.  
  The spell that enchanted them is still active.  The Fire 
  Picks will do 1d8 fire damage on a hit, and ignore all 
  hardness from Ice.
  3-4.3)  WAYGATE DAIS: The alcove is taken up by a 
  large stone dais, a perfect circle of stone covered in runes 
  and glyphs.    This is one of the Waygates  whose pass-
  word is “Jana”.
  3-5) CULTIST SAGE VOGOL: This chamber is very 
  long and wide, though the ceiling is lower than the first 
  chamber.  Throughout the room are more of the stone 
  monoliths from the first room, their surfaces covered in 
  lines of ancient writing.  More such monoliths can be seen 
  in the smooth ice walls, as if this is some kind of library 
  used by the ancients.  The floor has been excavated, and 
  tiles of magnificent stonework covered in swirls of pre-
  cious metal inlay cover it.  At the far end you can see an 
  old man sitting on a box next to a large stone dais.  The 
  old man is contentedly puffing on a pipe while a kettle 
  boils on a small brazier of coals.  As you enter he waves to 
  you and smiles.  “Hello!  You’ve come a long way, friends!  
  A bit cold in here, too cold for me I’m finding.  Pull up a 
  crate and let’s have some tea in this ice box, shall we?  I 
  could use a good conversation.”   
   
  This is Vogol, assistant to Azalin, scholar, 
  mad cultist, and tea afficianado. Vogol is a great source 
  of exposition, and can fill in blanks in the schemes of 
  the cultists: that he and Azalin founded the region, dis-
  covered the wands, and became cultists; the plan to 
  awaken the Old One and become like unto the gods; 
  etc. Vogol is insane but coherent, eerily able to speak 
  conversationally about destroying the world like it’s a 
  tea party: aristocratic business, a walk in the park.  The 
  following are answers to some questions they may have:
  WHO ARE YOU: Me?  I’m Vogol, a sage and prospec-
  tor, and occasional mad sorcerer, but that part’s fairly 
  new.  I did all the translation work on the glyphs around 
  here, which was my hobby as a sage.  Technically now 
  I’m one of the grand high blasphemers of the Dreaming 
  One, which is some kind of title for an arch-priest devoted 
  to all that is unholy.  I suppose in ancient times here it 
  would have been a big deal, but I’m really not the kind 
  who needs fancy titles.  I’m happy being me!
  WHAT IS THIS PLACE? This is the Ancient City, found-
  ed by a race so ancient they predate the elves.  The powers 
  of our time feared them, and locked them away in ice.  
  You look through the walls, you can see some of them, 
  just as they were in ancient times.  They’re human-like, 
  maybe the first men that lived, but with magic they be-
  came so much more.  It’s really quite fascinating!  They were 
  so darned tall, for one thing, with long limbs and that grey-
  blue skin.  That’s not the ice, either, it’s them: their slaves are 
  flesh-colored humans, mostly.    
  WHERE’S AZALIN:  Azalin?  He’d be in the central chamber, 
  preparing the ritual.  Or didn’t you know he was an evil wizard?  
  This was all his idea, though I helped him when he ‘changed my 
  mind’, so to speak.  Follow the tunnels towards the sounds of 
  drums and screaming, you’ll get there.
  WHEN DID YOU TURN EVIL? :  Evil is a strange way of 
  looking at it, but for you I suppose that fits.  To us it seems... 
  logical isn’t the right word, and I guess ‘natural’ kind of flew 
  out the window a while back.  This is pretty new, though, right 
  around when Azalin found the wands and that amulet of his 
  while we were looking for places to mine.  We thought it was 
  making us better wizards, and without the mutations, until sud-
  denly... clarity!  All this just came to us, to find the Ancient City 
  beyond the mountains, how to translate the Runes on some 
  cloth scraps we found, the rituals to wake the Dreaming One, 
  all of it just there, like a dream.  I wouldn’t say evil, just... unfet-
  tered by what you might call good.
  WHAT ARE YOU TRYING TO DO? : You mean the ritual?  
  Same thing every wizard thinks about: becoming gods!  The 
  sorcerers who lived here ages ago started it, but the powers that 
  be froze that idea in its tracks, so to speak.  Now we’re starting 
  up what they couldn’t finish, and when it’s all over: we will be 
  as gods!  Of course, the Dreaming One will be hungry, so we’re 
  feeding it the world in exchange for the power of gods.  Seems 
  fair, really, I mean it’s not like we’ll need it after we’re done.
  WHAT IS THIS SCRAP OF PAPER FOR? Or ARE YOU 
  THE “V” IN THIS NOTE? : Oh, you found him!  Back in 
  Irondelve, wizardly fellow with black robes?  I’m afraid he got 
  caught in that ice-woman’s attack, and we couldn’t find him.  I 
  only thought after we’d left he must have been stuck in that 
  frozen outhouse.  Trouble always hits just as you sit down, 
  eh?  Looks like I was right, again.  I gave him a note to give 
  to Azalin with some translated runes on it, looking for that list 
  everywhere.  The circle is a teleportation circle, and the runes 
  correspond to trigger words for each of the circles of this city, I 
  think.  The idea is you say one of those words to get from one 
  teleport circle to the next.  So if I’m standing on one and I want 
  to teleport to the one marked “Zobek”, I say that and poof, I’m 
  there.  The theory I had was that there’s some kind of pattern 
  to them, you know, teleport from one to the next to get some-
  thing special to happen, but we couldn’t decide if it was in the 
  order they came in or by the numbers attached to the runes on 
  the scrap of cloth.  And who wants to fiddle with magic?  Any-
  way, this Dais here is one of them.  Says “Zobek” right there.   
  WHERE IS WINTER BLADE?: Who, the Elf?  He’s in the back 
  room, there.  Neat little fellow, came in here killing our workers 
  with that sword of his.  The ogres of the ancient sorcerers we 
  thawed out got him, though, so we tied him up for a bit of 
  questioning.  Nothing helpful to us, just kept saying we were 
  trespassing in lands forbidden by the queen of blah-blah-blah, so 
  we stopped bothering a while back.  Sword won’t let us touch it, 
  
  23
  so it’s back there too.  I tried eating him, but he’s so cold... 
  I could have just ended it, but I just don’t have the heart to 
  kill him out of spite.  My plan was to let him watch the end 
  of the world, sit it out while we finish up.  Seemed like the 
  nice thing to do.
  COMBAT:  Whenever you’re ready to move on:  “Well, 
  this has been fun, and you all seem so interesting I could 
  keep talking for days.  Sadly I have to get back to work, ‘the 
  work’, which is after all why we’re all the way out here in this 
  horrible weather.  I’d ask you all to sit this one out, but it’s 
  suddenly occurred to me that the taste of hot blood would 
  really hit the spot nicely.  One’s last tea and all...” As Vogol 
  says this last part he doubles over in excruciating pain... and 
  expands!  His body inflates, and under the skin you can see 
  writing white worms with pink-or-red fanged mouths.  The 
  skin around his mouth bursts, and the pile of leech-worms 
  grows bigger and bigger, until it seems to fill the room... and 
  attacks!
   
  After talking to them for what he deems to be 
  “long enough” Vogol with start to expand like a balloon 
  before exploding into a giant pile of worm-like things with 
  fanged leech-mouths, and attacking the heroes.  Use the 
  stats for Vogol in the Creatures Appendix.  Vogol, being 
  an insane creature of evil, has no regard for his continued 
  existence, but would love to feast on hot blood before 
  he was bit by hundreds of tiny mouths and then left for 
  dead.  Elsewhere, to the right wall, there is a pile of goods 
  including a blue cloak, a shirt of shining silver chainmail, 
  and other goods surrounding the bottom of a block of ice 
  that has a sword shoved into it.  The entire blade is silver in 
  color with blue gem highlights, and on the blade you can 
  see white patterns like snowflakes or frost across the metal.
   
  Winter Blade is a 5th level Elf, with the Ice 
  Queen as his Patron.  His real name is Alantii, but when 
  he took on the role of the Ice Queen’s champion she in-
  sisted he take the name of the sword as his own (possibly 
  because she goes through so many champions over the 
  millennia).  He has been tortured by the Cultists, and 
  Vogol tried eating him with his worms, but the magic 
  that infuses the elf stopped the process.  He is incredibly 
  weak (1hp, stable), and even magical healing may not 
  bring him back to full health (if you want to keep him as 
  an NPC); if needed he can replace slain party members 
  (Str 13, Dex 15, Int 15, Stamina 10, Personality 12).    
  TREASURE: Masterwork Mithril Chainmail +1; a blue 
  cloak that grants the wearer +10 feet movement in ar-
  eas of frost and snow (like these tunnels); a silver ring 
  that lets the wearer whisper and receive 10-word mes-
  sages to the Queen of Ice once per day; and magic boots 
  that let the wearer walk on icy surfaces the way the 
  the end of the world.  He will 
  fight to the death.
  **Vogol’s area has the fol-
  lowing 
  Treasure: 
  2000gp 
  in Ancient City ceremonial 
  robes, a book of notes on the 
  language of the Ancient City 
  worth 100gp to scholars, plus 
  a Key with the words “Kobok 
  Bokob” in the strange lan-
  guage used by cults of the Old 
  Ones that opens the doors 
  to the Resurrection Chamber 
  (area 3-10).  Vogol does not 
  know what it relates to, and 
  has been working on other 
  translations in his last hours. 
  (3-6) PRISON OF WIN-
  TER BLADE  This room is 
  chiselled out of the ice, though 
  a section of it was left on the 
  back wall.  At the back wall is 
  a tall elf with pale white skin 
  and long blue hair that hangs 
  disheveled over his face.  He is 
  shirtless and barefoot, wearing 
  only a pair of slim-fitting black 
  trousers, though he seems un-
  affected by the cold.  All the 
  skin you can see is covered in 
  cuts and bruises, some from 
  beatings, some looking like 
  shallow cuts, while many round 
  wounds cover much of him, like 
  
  24
  Snow Beasts of the Queen of Frost do. 
  The Sword Winter Blade:  Winter Blade is a +1 
  Longsword.  Its intelligence is empathic, like a force 
  of nature that “feels” like a gust of wind and snow.  
  It was tasked with slaying the foes of the Ice Queen, 
  specifically the creatures of the Dreaming One: ten-
  tacle horrors from beyond time and space.  The 
  wielder becomes immune to environmental cold 
  (though not magical cold damage), and their skin, 
  hair and eyes take on a frost-like appearance (white, 
  blue, silver, etc.).  Spellburn from the Frost Queen, 
  and lost hit points are both recovered twice as fast 
  when the wielder is carrying the sword and in an 
  arctic or icy place.  Winter Blade communicates with 
  emotional impressions to its bearer.
  (3-7)   ROAMING ANCIENT ONES  The shad-
  ows deepen ahead of you, at the coming of a group 
  of creatures that ooze a sense of evil.  Four human-
  oids in ragged silks prowl ahead of an exceptionally tall 
  hooded humanoid in ancient-looking robes.  The four 
  humanoids look like men and women but their skin 
  is dark grey and wet like rotted flesh, their nails and 
  teeth are long and black, and both their eyes and the 
  palms of their hands and up along the insides of their 
  arms are round, fanged mouths.  The tall robed one is 
  unnaturally lanky and seems to float as it walks.  You 
  cannot see inside its robes, but sense fear and hatred 
  emanating from the opening of its hood.  They sense 
  you, and the four humanoids charge at you on all fours 
  like a pack of wolves. 
   
  Flesh-warped slaves: two claw attacks plus 
  grapple attempt; drink blood 5/round. (DEVOUR-
  ER SLAVES)  Ancient Madness Wraith:  fear beam 
  attack does 2d10 Madness.  This group of undead 
  were once an ancient city sorcerer and his slaves.  
  Now released by the cultists, they roam the halls 
  looking for flesh to feast on.  The slaves will drain liv-
  ing blood, while the master will fire Madness Beams 
  and drain their sanity.
  3-8) THE CHAMBER OF TEN THOUSAND 
  DESIRES   You find yourself outside, in sunlight, on a 
  luxurious balcony overlooking the sea.  The balcony has 
  been covered in soft rugs and silken pillows.  There is a 
  single stone pedestal in the middle of the area, and atop 
  it is a collection of exotic fruits in glass bowls, trays of 
  grapes and cheeses, tall carafs of wine, and a crystal 
  orb with a softly glowing purple eye floating within it.  
  Trees surround the balcony, and exotic creatures climb 
  among their purple-leafed branches: six-limbed mon-
  keys, rainbow-hued parrots, and other strange crea-
  tures.  The air is warm, and you feel that your clothes 
  are too hot to continue to comfortably bear.  Standing 
  as they see you are several incredibly beautiful young 
  women and men dressed in sheer silks, with golden 
  rings around their necks.  One is a fair-skinned woman, 
  another a man whose skin is a light blue hue, and still others of races 
  and hues unfamiliar to you.  One, a dark-skinned beauty with large 
  doe eyes, holds a golden bowl of wine towards you with both hands.  
  “What is your wish, master?” she asks, and awaits your answer.  
   
  This chamber creates an illusion of luxury in any place 
  the user wishes.  Any touch will seem intensely pleasurable, no 
  matter how foul the contact; anything brought inside will seem 
  beautiful, no matter how ragged; and any food eaten will seem 
  made of the finest ingredients, no matter how decomposed.  This 
  is the magic of the “overmind eye” in the center of the room.
  Slaves are normally kept here to cater to the desires of the user, 
  but the dark aura of the Ancient City has turned them into un-
  dead.  As they approach the heroes, the illusion will seem to be 
  attempting seduction.  In truth, the undead are closing in for the 
  kill, draining their lives away.     If the heroes entered via the 
  Waygate, the instant they arrive in the room they lose sight of 
  the dais due to the Illusion, unless they overcome the effect (see 
  below).  This wasn’t an issue for the Ancient Sorcerers.
   
  The Overmind Eye is an artifact shaped like a glowing 
  purple eye floating in a crystal sphere filled with warm fluid.  It 
  appears in the illusion as it truly is, not usually disguised.  It has 
  10hp, and automatically affects any creature who willingly steps 
  within ten feet of it.  If placed in a dimensional pocket (like a 
  magical bag), the effect is contained. The hero must conscious-
  
  25
  ly attempt to disbelieve this illusion, a Willpower Saving 
  Throw DC15.  They can do this once after entering, but 
  each time they are harmed they may attempt another sav-
  ing throw.  Once they save they are free for one minute 
  before the illusion covers them once more.  The slaves that 
  appear to be in the room are truly DEVOURER SLAVES 
  attempting to embrace (ie: grapple) the heroes and drink 
  their blood.  If the illusion is disbelieved or the Overmind 
  Eye is destroyed, read the following:  You fi nd yourself in 
  a cold stone room devoid of the luxuries surrounding you 
  a moment before.  There is a single pedestal in the middle 
  of the room, upon which is a large purple eye fl oating in a 
  crystal sphere seemingly fi lled with fl uid.  An archway to 
  one side of the room shows the long halls carved through 
  the ice, and opposite it on the other side of the room is an 
  alcove with a stone dais covered in runes.  The stone dais 
  is a WAYGATE with the runes saying “Karak” on it.  
  (3-9) THE FOREST OF SPELL STONES  The tunnel 
  opens up into a vast area, with a ceiling 20’ high and walls 
  60’ apart that disappear into darkness.  A forest of stone 
  obelisks, squat and thick, rises out of a low, frosty mist.  
  The surface of these stones is covered in raised glyphs, the 
  letters in perfect condition.   
   
  This area outside the Ziggurat of the Dreaming 
  One, is fi lled with magical utterings of the Old One.  The 
  glyphs are written in an alphabet similar to those used by 
  modern-day cults and clerics of the Old Ones, and can 
  be understood by any Wizard with a DC13 intelligence 
  check due to their familiarity with spell symbols.  Study 
  of the Spell stones will aide anyone in learning arcane 
  magic, including how to make magical items or spells, 
  and more.  It is an amazing resource, and naturally the 
  ancient sorcerers kept it to themselves.      A trio of 
  MADNESS WRAITHS wander the area, released by the 
  Cultists and intent upon guarding their wealth of knowl-
  edge.   Off to the side is the Waygate marked “Pyton”
  
  26
  (3-10.1) RESURRECTION CHAMBER DOOR 
  A door has been excavated out of the ice tunnel wall here.  
  Its surface is smooth, made of some kind of red material 
  that is either metal or stone, or both, and has only a large 
  lock in the middle.  Warmth radiates from the door, and 
  the surface of the ice tunnel around it is more shiny and 
  slick than usual.  
   
  The lock on this door is DC15 to unlock, DC 
  20 to break open; the Cultists did not bother forcing it 
  open, as they were intent upon the ritual room.  The 
  ice is slippery around the door, meaning any kind of 
  combat or fast action will require a DC15 saving throw 
  to avoid falling prone.
  (3-10.2) RESURRECTION CHAMBER  You enter 
  a massive chamber with curved walls and ceiling made of 
  hexagonal panels of strange red metal or stone.  The entire 
  floor of the room is covered in dozens of short pedestals 
  made of stone that have massive crystal spheres on top of 
  them.  The spheres are made of dark blue glass or stone.  
  The pedestals they sit upon are six-sided, and on three of 
  these sides are stone handles in the side and three more 
  on the base below them.  The base of each pedestal is a 
  six-sided panel, like the ones on the walls and ceiling save 
  for the pedestal and handles set into them.  The entire 
  room radiates warmth to the point where it is humid, and 
  there is a pleasantly sweet smell like fresh beeswax in the 
  air.  One of the walls has a large door with a single handle 
  set into a circular panel in the center of it.
   
  The Orbs are soul-jars which pull souls from 
  any who touch them and shoot them down into bodies 
  in the cells below.  The soul is transferred instantly into 
  the body of an ancient sorcerer waiting below.
  The handles surrounding a given pillar can easily slide 
  up even after all this time, though the weight is 150lbs.  
  Immediately below the pedestal with the soul-jar is a 
  sack of goo that holds a naked, unused body.  These 
  are the tall (7 ft.) blue-skinned bodies the heroes may 
  have seen in the ice.  If not animated, a dead body 
  tumbles out of a sack of slime, ruined for use.  If a soul 
  animates it, the hero lives again and can push their way 
  out of the sack in their new body.
   
  New bodies use the previous character’s abili-
  ty scores, except as modified: +3 Int, +3 Personality; 
  -1 Strength, -1 Stamina; Speed 40’.  New bodies are 
  androgenous, but can morph whatever gender-organs 
  they want at will in one round.  They do not sleep but 
  instead enter a meditative state where they can “see the 
  cosmos” where their consciousness hovers above their 
  body, aware of their surroundings as well as the planes, 
  magical phenomenon, and so forth, making them im-
  mune to sleep or dream-related effects.  The character 
  is considered an aberration of nature rather than what-
  ever their previous race was.  Humans retain their class 
  and levels.  Non-humans are changed to the closest 
  approximation of their racial class: Dwarf = Fighting 
  Man; Halfling = Rogue; Elf = Fighting Man or Wizard 
  (player’s choice), or GM’s choice.  The change au-
  tomatically gives the character +2d10 Madness, but 
  reduce all other Madness earned by 1d4.  They lose all 
  age-related disabilities, becoming “youthful” once more, and 
  having 200 years before this body begins to age.
  (3-10.3) WAYGATE VANDOMIR  You appear in a small 
  room with six walls made of a reddish material that is either 
  some kind of metallic marble or some kind of stone-like metal.  
  The room is well-lit but you cannot see where the illumination 
  comes from.  Unlike the tunnels you were in previously, it is 
  comfortably warm here.  The Waygate beneath you is perfectly 
  smooth and red-colored like the rest of this room.  The ceiling 
  is twenty feet from the floor, and at the top you can see a large 
  glass sphere with a smaller glass sphere inside it, giving it the 
  appearance of an eye.  The smaller glass sphere is filled with 
  a purple mist that roils like a storm cloud, sparks of electricity 
  here and there in its mass.  A voice booms at you an an alien 
  language with what sounds like a question: “Vodosk?”
   
  This is the Waygate marked “Vandomir”.
  This Waygate is sealed behind a locked door metal and stone 
  door, DC15 to pick the lock, DC20 to break it open (Hard-
  ness 5, 50hp).  A security measure in case of a slave revolt, 
  the Ancient Sorcerers didn’t want any chance of their meth-
  od of physical immortality being destroyed.  However, the 
  Key can be found with Vogol in (area 3-5), so if the heroes 
  have it, they can say the phrase or open the door without 
  issue.      The Eidolon Orb floating above them is looking for 
  a password: “Kobok Bokob”.  If not given immediately, after 
  one full Round the Eidolon Orb will begin roasting tresspass-
  ers with magical lightning that fills the entire room.  Each 
  round anyone in the room will take automatic electricity 
  damage (see Eidolon Orb). Eidolon Orb:  See Appendix 
  One (New Monsters).  
  THE WAYGATES  The Waygates are stone Dais’ that tele-
  port anyone standing on them to another Waygate associ-
  ated with it, when they say the name of their destination 
  Waygate.There are a number of Waygates in the Ancient 
  City, but only a few have been excavated by the Cultists.  
  Unless the heroes got the list from the Cultist body in Iron-
  delve (see Act 1), or they got the information from Vogol 
  Waygate 
  Location
  Waygate 
  Password
  Notes
  3-5
  Zobek
  3-8
  Karak
  3-9
  Pyton
  3-10
  Vandomir Key to door is in 3-5
  4-1
  Jana
  4-2.3
  Zadage
  Must go through 
  the others in order 
  to access this gate: 
  Vandomir, Zobek, 
  Karak, Jana, Pyton, 
  then Zadage
  3-11
  Anorev
  Secret Waygate
  
  27
  gol doesn’t suspect, one that leads to the Sword of Light 
  and Hope!  In Vogol’s note, if read top to bottom, the 
  number written next to the Waygate Name is the letter 
  from the name.  Take the letters in order from the list 
  (clockwise from the top) and that’s the name of the last 
  Waygate.  Only the highest-level Ancient Sorcerers would 
  know of this one, where they held various powerful Out-
  siders in magic circles, thus writing the message in code 
  within the names of other Waygates.  Getting to it without 
  hints provides a powerful magical weapon, one gained not 
  through hack n slash alone but player smarts. 
  (3-11) THE SECRET WAYGATE: THE SWORD OF 
  LIGHT AND HOPE  You find yourself on a stone dais off 
  to one side in a chamber of stone with six walls that meet in 
  an arch, about 15’ radius from the center.  The middle of the 
  room is taken up by a circle of ruby-colored powder, in the 
  middle of which a two-handed sword stands point-down in 
  the floor.  The blade seems to be made of glass that contains 
  a prismatic explosion of colorful light.  Somehow the light is 
  contained by the blade, rather than illuminating the entire 
  room like a torch.  The handle of the great sword seems 
  to be made from a golden alloy of adamantine, with a large 
  swirling stone in the crosspiece, while the glass-like blade has 
  runes of power etched in white along its length.  Warmth, not 
  heat, seems to radiate from the sword, and a sense of safety.  
  There is no other entrance to this room save the Waygate 
  through which you came.       
   
  This chamber was built as a prison to hold a 
  powerful outsider of Law named Anorev.  Captured from 
  its home realm, Anorev’s energy was being drained in an-
  before combat, they must learn the 
  names of each of the Waygates by 
  physically travelling to it and reading 
  it from the surface of the Waygate.  
  If they did, however, they can skip 
  to different places in the city.  While 
  this could save time, keep in mind that 
  the players and their characters don’t 
  have a map of the tunnels (so could 
  get lost), and the Waygates tend to be 
  in dangerous locations.      
     Waygate Location 6 cannot be 
  reached instantly by Waygate, but 
  instead can only be reached if one 
  teleports from Waygate to Waygate in 
  order as listed on Vogol’s Note. Vo-
  gol believes that if someone were to 
  teleport from one Waygate to the next 
  in order (Waygates 1 to 5) they would 
  then be able to reach location 6: the 
  platform in the Dreaming One’s Well.  
  This is a jump to the end of the adven-
  ture, and into a dangerous location, 
  but could allow the heroes to skip var-
  ious dangers and save the world... or 
  die horribly right away.  
  THE SECRET WAYGATE: there is a 
  second secret Waygate that even Vo-
  cient times to power the rituals in the main building.  
  There were other such rooms likewise locked in the ice, 
  but they have long since destroyed the outsider spirits 
  imprisoned within.  The Sword of Light and Hope was a 
  physical object bonded with Anorev, which is the main 
  reason Anorev survived.   If someone takes the sword, it 
  will make contact with their mind instantly and without 
  harm, asking if they are servants of the Dreaming One.  
  If not, it will tell them its name and ask if they would 
  bear it from this place; it will gladly fall fighting the cult-
  ists of the Dreaming One, which it likewise hates.  
  The Sword of Light and Hope:  +1 Great Sword. 
  Special Powers: 1) By the Power of Hope:  The bear-
  er automatically gains 4 luck permanently upon claim-
  ing the sword, and all allies around them gain 2 luck; 
  multiple party members cannot likewise claim the sword 
  to gain this bonus multiple times.  Rogues or Halflings 
  within twenty feet of the wielder regain luck at double 
  the normal rate.  2) By the Power of Light:  The 
  sword can glow with prismatic light like a torch or dim 
  that glow (though not its own swirling colours). 
  3)  By the Power of Honor:  +2 Cleric Spell checks 
  for Lawful Clerics.  Healing magic cast by the bearer is 
  always maximized, regardless of alignment. Clerics may 
  instantly restore their standing with their god a total of 
  three times ever by calling upon the sword.  This effec-
  tively atones for any deity displeasure they may have 
  incurred during adventuring.  The bearer is also immune 
  to Madness and fear so long as they act honorably.  This 
  does not remove Madness Conditions already received, 
  only mutes them for as long as the Sword is held.
  
  28
   This area is where the Ancient Sorcerers built their temple to the 
  Dreaming One, and where the Cultists are sacrificing the workers. 
  If you plan to add any more areas below the ice, make sure to do 
  it before this area.  The Ritual Room (4-2.1) and the Well of the 
  Dreaming One (4-2.2) are linked and next to one another by the 
  massive hole in the floor of the Ritual Room. Make sure to keep 
  track of how many characters fall into the Well or reach the end and 
  are devoured by the Dreaming One.  If it reaches ten (10) then the 
  ritual has succeeded and the Dreaming One awakens and sends its 
  Avatar.  At that point, the heroes have but five (5) rounds to kill 
  the Avatar or the world automatically ends.
  (4-1) THE COURTYARD  The tunnel opens onto a truly massive 
  ice cavern surrounding a giant ziggurat of green stone.  Giant pillars 
  support the roof of the cavern, which is cracked and rocky, in many 
  places supported by wooden planks lashed together.  The ziggurat itself 
  is squat with every level covered in bizarre creatures: hulking forms with 
  blank cube heads, giant faces with hundreds of tiny legs, and others 
  of more surreal description, all made of what looks like green glass. 
  There is one apparent opening to the structure, a great circular opening 
  carved to look like an octopus with human hands on the ends of its 
  tentacles.  The sound of drumming and screams comes from it.
   
  The workers circled around the building to find the en-
  trance, and excavated a number of the Ice Ogres surrounding the 
  entrance.  Heroes can see them with a DC12 perception check, as 
  they blend in with the darkness and the color of the ice here.4 Ice 
  Ogres fight to the death to defend the area, swinging wildly and 
  smashing a pillar one a roll of 1 or 20. The Dais here is one of the 
  Waygates (“Jana”). The roof of this chamber is less-well-carved 
  than the other areas, and if the support pillars are smashed the area 
  around them will immediately crumble to drop a ton of ice on the 
  area 20 feet around the pillar.  Any creatures within twenty feet 
  (20’) of a pillar when it collapses is automatically crushed.  If four 
  pillars are smashed, the entire Courtyard will cave in.  This collapses 
  the area, and only a Waygate dais could be used to enter the area 
  where Azalin and the other cultists are bringing about the doom of 
  the world. 
  (4-2.1) RITUAL ROOM  The inside of the Ziggurat is a large 
  room surrounding a great triangular pit with a stair descending into its 
  depths.  Strange light pours up from the pit, flashing colors you cannot 
  quite describe.  A large crowd of people stands in this room.  A line of 
  what look like common labourers stands in a line leading to the stair in 
  the pit.  They have blank expressions on their faces, standing slumped 
  in line holding large golden coins in their hands.  Near them are several 
  large hooded men wearing chainmail and tabards with the symbol of 
  an octopus with human hands on its tentacles emblazoned on their 
  chests.  Above the line hover several humanoid forms in hooded robes, 
  an identical symbol emblazoned on their chests as well.  Standing apart 
  from them across the pit is a single figure wearing fine robes made of 
  silver and gold thread, with a large glowing amulet on his chest, itself 
  formed like an octopus with human hands on the ends of its tentacles. 
  This man’s face is incredibly handsome, even supernaturally so, and as 
  ACT FOUR: TEMPLE OF THE 
  DREAMING ONE
  he speaks you feel yourself comforted by his words even as the sound 
  of them feels unnatural and wrong.  “Now the ritual is almost com-
  plete.  With the sacrifice of but ten more souls, the Dreaming One 
  shall awaken and send his Avatar!  We shall ask for our reward before 
  it devours the world, and so be transformed.  We shall be as gods!”  
  He is watching the door as you enter, and looks at you as he speaks.  
  “Yes, even you shall serve this purpose: for the Dreaming One cares 
  not which souls we feed it!”
   
  Azalin is busy force-marching workers into the Dreaming 
  One’s stomach.  If attacked, he will start launching deadly spells 
  at the heroes, but initially he will let his Cultists do his fighting for 
  him for 1d4 rounds.  The Cultist Warriors will attack with their 
  weapons, and their proboscis tongues will slither out to touch the 
  hero’s skin to poison them. Cult Wizards will fire their spells each 
  round, especially Magic Missile.  Remember they are using the 
  Wands, meaning fumbles with magic will merely cause Madness, 
  to which they are immune.   Workers walk slowly down the steps, 
  and after five rounds 1d4 of them will fall into the Old One each 
  round.  Once a total of ten (10) of them (or a mix of workers, 
  cultists, and even heroes) have fallen into the pit or reached the 
  final landing, the Dreaming One will awaken and send its Avatar.  
  Borun is always the last worker in line, if the heroes are trying 
  to free the dwarf.  Freeing a Worker from control is as simple as 
  taking the Coin from their hands as an action.  The worker will 
  immediately flee back up the steps and away from the fighting.  
  If the way is clear, they will run up and out of the tunnels, re-
  membering the way out from digging the tunnels.  Surrounding 
  the edge of the room are large stone urns filled with treasures 
  unearthed along the tunnels to this area.  Each holds necklaces, 
  rings, belts, torcs, amulets, bowls, masterwork swords, helmets, 
  and other strangely-decorated objects made of gold and platinum, 
  covered in gems, and more.  If a player takes an entire urn, it’s 
  worth 1000gp if they can find buyers for  such valuable objects.  
  If they only make a quick grab off the top, they find an object 
  worth (1d6x100gp).
  (4-2.2) THE WELL OF THE DREAMING ONE  This 
  three-sided pit is incredibly deep, seeming to extend down into the 
  center of the world and even beyond.  Space, dimension, even time 
  seems warped the further into the pit you look.  The surreal spray of 
  light from the depths of the pit warp your perceptions further.  A sin-
  gle stone stairwell descends into the depths, stopping at wide landings 
  at each of the pit’s corners.  While you are certain the length of each 
  flight of steps is roughly the same, they seem to get longer as the pit 
  descends.  One of the landings here holds a large stone dais covered 
  in magical runes and symbols.
   
  This pit is the shaft leading into a pocket dimension 
  where the Dreaming One itself slumbers.  Reality has been warped 
  by its very presence, creating this pocket dimension that obeys 
  utterly different “rules” than the real world.  The steps here go 
  down four levels.  Anyone who reaches the fourth level is in-
  stantly absorbed into the Old One.  They’re dead, devoured, 
  transformed, exploded, kicked the bucket, no longer alive, dead.  
  
  29
  This includes unlucky heroes or cultists who fall into the 
  pit, bypassing the stairs.  Each level is about twenty feet, 
  or one move action’s worth of steps.  Put simply, it should 
  take about four rounds for 1d4 of the Workers to get to 
  the bottom.  When the last of the workers goes through, 
  if the amulet has not been shattered, the Avatar of the 
  Dreaming One arrives (see below).  Each round add 1d4 
  Madness to anyone in this area.
  (4-2.3): WAYGATE ZADAGE: This level has a large 
  stone circle in the floor, built so that it is like a platform over-
  looking the shaft of the well.  The stone circle is some kind of 
  raised Dais covered in runes and sigils.
   
  This Dais is WAYGATE LOCATION 6 (“Zad-
  age”).  It is located in the Well, meaning the heroes can 
  get into the area if they use all the other Waygates on the 
  list in the order of their numbers. This secret allows the 
  characters to use any Waygate to skip to the end of the 
  adventure, to the mouth of the Old One itself.    Only 
  the highest-ranking Ancient Sorcerers would have known 
  about this Waygate, and used it either for rituals or to end 
  their lives by leaping into the Dreaming One’s tunnel.  If 
  the heroes only find it near the adventure’s end, the name 
  is clearly written upon the surface; this is an excellent 
  method of escaping the area.
  THE KEYS TO VICTORY: The keys to victory here 
  are to (1) Smash the Amulet of Azalin, and/or (2) Slay 
  the Cultists and release all the Workers by taking the 
  coins from them.  Smashing the Amulet allows the Ice 
  Queen to swoop in and stop Azalin.  Releasing all the 
  workers stops the sacrifice, while slaying the Cultists 
  stops the ritual.  If even ten (10) living souls are de-
  voured by the Old One, whether workers, cultists, or 
  falling heroes, then the Avatar of the Dreaming One 
  arrives (see below).  
  THE DREAMING ONE WAKES  As the last creature 
  dissolves in the depths of the pit, there is an incredible surge 
  of power from deep below.  A hole opens up in space, and 
  four giant hands reach through and grasp the top of the pit.  
  Each hand attaches to a long tentacle, and a moment later 
  you see a massive body pull itself through: a giant head with 
  features like both a cephalopod and a man, tentacles with 
  finger-digits on the ends holding up its mass.  Its eyes are 
  like fractal crystals, and as it looks at those assembled here 
  a wave of power blasts the minds of everyone yet living.  
  Words boom from it, smashing into your thoughts with 
  pain at every syllable.
  “WHO CALLS TO THE DREAMING 
  ONE?  WHO SUMMONS THE AVA-
  TAR OF MADNESS?”
   
  This is merely the avatar of 
  the Dreaming One, created by the 
  cosmic equivalent of the Old One’s 
  eyelid fluttering before it goes back to 
  sleep.  Due to the rituals used by the 
  Cultists, and the eons of effort by the 
  Ancient Sorcerers before they were 
  frozen, it can be asked one request 
  that it will accomplish with the power 
  of the subconscious of a slumbering 
  Old One.  All sentient creatures must 
  make a DC15 Will save to act while 
  the Avatar “speaks”, or be cowed by 
  its presence.  This functions like a sur-
  prise round, where those who make 
  the saving throw can act on their turn, 
  and others must wait until the next 
  round to act normally.  Azalin auto-
  matically makes his saving throw, part-
  ly because of the Amulet, and partly 
  because of his role in the ritual and the 
  warping he’s undergone.
   
  If Azalin yet lives, he will im-
  mediately advise the Dreaming One’s 
  Avatar that “We humble servants of-
  fer this world, that the Dreaming One 
  may reform us as gods.”  The other 
  remaining Cultists are so warped that 
  they don’t care if they die, and are 
  happy to be devoured along with the 
  world (see below).  They will wait 
  until the Dreaming One’s Avatar be-
  
  30
  gins to devour the world, then will 
  attack the heroes.  When the Avatar 
  of the Dreaming One arrives, heroes 
  fighting it must defeat it in five (5) 
  rounds.  If they don’t slay it in that 
  time, the world automatically ends 
  (read Failure (below)).  While this 
  may seem harsh, this is something of 
  a last chance after they failed to slay 
  the Cultists before it showed up.
  FAILURE  A sense of doom comes 
  over you, and futility: the Old One 
  has awoken!  You are overwhelmed 
  by the sensation of a vast and insane 
  mind. A moment before the power of 
  this entity devours it, your conscious-
  ness is aware of the entire world: every 
  particle of sand on its continents, every 
  drop of water in its oceans, and every 
  living thing that crawls or walks or 
  swims across its surface.  In a moment 
  they are consumed, vanished, and you 
  with them.  Only the fading memory 
  remains, that once the world was dif-
  ferent... 
   
  At this point the world has 
  ended, so you have the option of 
  simply(?!) creating a new campaign 
  setting; if this is a one-shot, that’s 
  easy enough. If that is not your cup 
  of tea, this author suggests having the 
  characters who survived to the end of 
  the final encounter wake up in a tav-
  ern, somewhere else in the campaign 
  setting feeling as if it was all a dream, 
  but wearing and carrying only what they had on them 
  at the end of this adventure. Looking outside, there are 
  clerics with the symbol of Azalin on banners: an Octo-
  pus with hands on the ends of its tentacles; these evil 
  clerics of an ancient cult are politically powerful in the 
  world, and up to no good, but otherwise all is normal 
  if perhaps a bit more grim. Everyone but the heroes 
  believes this is real world history, and records agree 
  with them. How much this alters the game world, and 
  quests to undo the damage, are up to you.
  VICTORY!  With the last strike against the forces of the 
  cultists and the Old One landing, there is a shudder in the 
  air: you’ve won!  A rumble overcomes the Ziggurat, and 
  the ice tunnels beyond.  A great rock falls from the roof of 
  the chamber and crashes into the mouth of the pit with an 
  explosive power that seems to shatter whatever link this 
  room had to the warped realm beyond.  There is a wave of 
  power from this explosion, as if the source of the strange 
  flood of magic in this area has been severed.    A cold wind 
  whips around you, freezing over the bodies of your ene-
  mies and pushing you from the chamber.  Wind and snow 
  surrounds you, and the horrific chamber of the Old Ones 
  vanishes.  You see yourself flying through the tunnels, which are 
  filing with ice, and then across the surface of the frozen lake and 
  over the countryside.  Beside you run the great wolfish Snow 
  Beasts, and above you flies the Queen of Ice and Frost herself.  
  You land at the crest of a hilltop overlooking Wagontown, and 
  the storm carrying you fades away with the immortals who had 
  carried you here.  With them, the cold upon the region seems 
  to lift and the rays of the sun peek through the clouds.  Summer 
  has come to the region once more, and saved from the hands of 
  your foes, the world lives on.    
    
  If you wish to make the heroes race out of the 
  tunnels, then roll to avoid hazards as they race across the 
  ice before it caves in dramatically, that’s fine.  However, 
  the Snow-beasts will leap to gather up any who fall into the 
  chasm, and carry them to safety.  This includes any workers 
  who were meant to be saved, such as Borun the dwarf or 
  Winter Blade.  The players find an Urn from the Ziggurat 
  chamber with 1000gp in art objects from the Ancient City, 
  if they can find buyers.  Other treasures could have been 
  brought with the Urn, especially scrolls or maps, or even 
  magical swords.  Winter Blade, the sword, will be offered to 
  one hero, with opportunities for more adventure awaiting 
  them, after a well-deserved rest.
  
  31
  MURDER HAUNT:  Init +1, Atk strike +5 melee (1d8+4), 
  HD2d10; MV30’, or teleport to any point within 1 mile; SP: 
  Immunities: all biological functions, death magic, mind control. 
  Special Quality:  When struck, vanish in gust of icy wind, and 
  reform at full health anywhere within range after 1d4+1 rounds; 
  +5 Fortitude, +3 Reflex, +5 Willpower.  AL: C.  
  Destroying the Murder Haunts requires one to destroy the focus of 
  the original Murder Haunt (ie: the Crystal Heart), which is a glow-
  ing object usually placed somewhere with a view of the Murder 
  Haunt’s Territory.
   
  Murder Haunts are spirits of the slain forced to haunt an 
  area by sorcery.  One murder haunt is initially created by tearing 
  out a creature’s heart in a foul ritual.  The heart is kept in a crystal 
  container, which then blazes with magical light.  The fire must be 
  placed somewhere it can survey the area to be haunted, and the 
  murder haunt can claim up to a mile radius from it.  From then on 
  a bloody-handed apparition goes into the world and kills any in its 
  territory.  Any mortals killed by the Murder Haunt return from the 
  dead as Murder Haunts themselves, hungry only to kill intruders.  
  Murder Haunts are special in that they cannot be slain or turned by 
  magic.  When struck down, they simply vanish from sight in a gust 
  of wind and snow, or in deserts a blast of sand, or in a forest a swirl 
  of leaves; then, a few minutes later, they reappear anywhere within 
  their realm and continue their murder spree.  One alone is a minor 
  threat, but after several hirelings are slain, a pack of Murder Haunts 
  can be deadly for even mighty heroes.  Smashing the crystal that 
  holds the heart of the first Murder Haunt slays all related spirits, 
  and frees them to rest.
  SNOW BEAST: Init +2, Atk: bite +8 melee (1d8+3), 
  HD2d10+6; MV60’ or 30’ Ice-Walking; SP: Immunity: Cold; 
  AC 16, Fort +6, Ref +6, Will +2; AL N. 
  Snow Beasts are the elemental spirits of mortals transformed by the 
  Ice Queen into her servants, drawn to her by dream visions.  They 
  leave their bodies behind when they accept her offer, and their 
  spirits become her warriors for all time.  They appear as six-legged 
  wolves the size of horses, with thick white pelts and black eyes, fangs 
  and claws.  Snow Beasts can walk across any icy surface easily, even 
  vertically or across ceilings.  They have the cunning of mortals, but 
  are now elemental creatures.
  ICE OGRE:  Init +0, Atk: great club +10 melee (1d12+8), 
  HD3d8+6; MV40’; SP: Immunity: Cold; AC 20, Fort +10, Ref 
  +5, Will +2; AL C. 
  The so-called “Ice Ogres” are actually giants forged by the sorcery 
  of the Ancient City.  They were human slaves, but were trans-
  formed into giants by magic.  Ice Ogres stand 12 feet tall, and 
  have muscled bodies and thick limbs.  Their skin is pale grey, and 
  thick like that of an elephant or rhino.  Their human-like faces are 
  protected by masks that cover all features save their orange-ember 
  eyes.  Massive cudgels allow them to smash their enemies to death.
  FLESH-MELTING GHOST:  Init -2, Atk: touch +5 melee 
  (1d12+10), HD1d8+3; MV25’; Immunity: Cold, all biological 
  functions, death magic.    Incorporeal (only harmed by magic or 
  fire); AC 15, Fort +5, Ref +2, Will +2; AL C.  
  A lone figure hovers above the ground, translucent body wearing tat-
  tered robes that seem to sway in stygian winds.  The spirit hovers along 
  its path through the ice, pausing only at the passage to look this way 
  and that for any to hear its sorrowful song.  Then, once more, it hovers 
  along its way.
  The ghosts that haunt the Ancient City were once slaves of the 
  sorcerers that died in the frost magic of the Ice Queen before they 
  could see their loved ones again.  Now filled with sorrow, they seek 
  the comfort of soft skin on their hands.  Yet their merest touch lit-
  erally melts the flesh of mortals, and the unlucky can be reduced in 
  a single instant to a puddle of mush falling from bloody bones and 
  armor.  These ghosts will follow a path, returning to the same spot 
  eventually, possibly minutes, hours, or weeks later.  The Cultists 
  can ignore them, as the spirits fear the powers of the Ancient City. 
  Player heroes, on the other hand...
  APPENDIX 1:  NEW 
  MONSTERS
  
  32
  MADNESS WRAITH:  Init +0, Atk: Horrific Scream 
  +8 ranged (1d4+4 damage plus 1d12+3 Madness); 
  HD3d10+6; MV30’ Hovering; SP: Immunities: Cold, 
  all biological functions, death magic, mind control, can-
  not be destroyed by Turn Undead; AC 20, Fort +6, 
  Ref +6, Will +15; AL C.  
  A tall figure entirely covered in robes hovers off the 
  ground, its features hidden in the depths of its hood and 
  by the ragged edges of the robes trailing its body.  While 
  its face is unseen, the sensation of its gaze is palpable as 
  it sears into the spirits of its target, stirring up fears and 
  frenzy with supernatural madness.
  Unnaturally tall as they were in life, the Madness Wraith 
  is all that remains of the Ancient Sorcerers who were 
  frozen place eons ago.  Their bodies and souls were cor-
  rupted by the nearness of the Old One, so that when 
  the Cultists excavated them they were creatures of pure 
  madness.  Madness Wraiths hover above the ground, 
  ignoring hazards like slippery ice or traps.  Their gaze 
  targets foes more to corrupt them than slay, for this will 
  eventually create more servants for the Dreaming One.  
  They move alone or guiding packs of Devourer Slaves, 
  formerly mortal slaves excavated with them.
  DEVOURER SLAVE:  Init +3, Atk: claws +5 me-
  lee (1d4+1 plus Grab plus Blood Drinking), HD2d8; 
  MV30’; SP: Undead Immunities: Cold, all biological 
  functions, death magic; Blood Drinking Grab: on a 
  hit, Devourer Slave automatically grabs its target and 
  drains 1d6 hit points, which it heals (DC13 strength 
  or dexterity to break out of the hold). AC15, Fort+6, 
  Ref+6, Will+4; AL C.  
  This creature crawls along on its hands and feet like some 
  primate beast, yet it retains the semblance of human form.  
  Its flesh is wet and sickly grey, its hair covering its face 
  save the milk-white eyes and hissing mouth.  The palms of 
  its hands and along the insides of its arms are covered in 
  fanged mouths, and without heed for danger it attempts 
  to lock them onto foes in a deadly embrace.
  Devourer Slaves are those pathetic early humans tak-
  en from their tribes by the Ancient Sorcerers to serve 
  as pleasure slaves, guards or servants.  Frozen in ice, 
  their bodies were warped by proximity to the Dream-
  ing One, transforming them into undead horrors.  The 
  Cultists excavated them to serve them, and they remain 
  under the command of the Dreaming One’s cultists.  
  Now they crawl or hobble along the tunnels, guided by 
  Madness Wraiths or on their own.  
  WORKER ZOMBIES:  Init -2, Atk: Grab then bite 
  +6 melee (grab then bite 1d6+6; grab lasts until hold 
  is broken DC13 strength or dexterity), HD2d8; MV 
  20’; SP: Immunities: Cold, all biological functions, 
  death magic, mind control.  Grab Bonus: Worker Zom-
  bies gain a +2 bonus to attacks against Grabbed tar-
  gets.  AC16, Fort+8, Ref +0, Will +2; AL N.    
  Though dressed in the winter gear of a miner, the face of 
  this creature is clearly that of a corpse slain by cold.  Black-
  ened lips and gums are open in frost-bitten hunger, and 
  with clumsy steps this corpse shuffles forward seeking to 
  grab and bite its foes.  As the cold and evil magic of the Ancient 
  City took their toll on the workers of Irondelve, the dead began 
  to rise when their bodies fell to exhaustion.
  VOGOL WORM SWARM:  Init +8, Atk: Slam +10 me-
  lee (1d12+3); HD8d10+10 (50hp); MV40’; Sp: Engulf-
  ing Movement: Vogol automatically Engulfs targets that are 
  in his area when he moves over them.  His body is massive, 
  taking up 15x15 feet (on a grid map 3x3 spaces, or up to 
  9 spaces if he follows targets into a tunnel).  Targets are 
  allowed a Reflex save (DC14) to leap out of the way if they 
  are on the edge of his space when he moves in.  Engulfed 
  targets take 5 damage each round, but can still act on their 
  turn.  Engulfed spell casters and those who speak must beat 
  DC15 Reflex save or have their mouths filled with Vogol 
  Worms, unless they move out of the space he occupies on 
  their turn.  Immunity: Cold, Madness, Fear. AC20, Fort 22, 
  Ref 14, Will 22; AL C.  
  Vogol Worm Swarm is a unique creature made from the 
  body of Vogol, one of the cultists transformed by the rituals 
  and proximity to the Dreaming One.  Vogol is heedless of 
  damage, and will simply attempt to devour living creatures 
  when he attacks them.
  Vogol:  This short, portly man seems utterly harmless, with 
  thinning golden curls on a pumpkin-like head and tiny round 
  glasses on the end of his nose.  With a generous smile he 
  waves to you, offering you a seat and a spot of conversation 
  with a cup of tea.  The rich robes he wears are emblazoned 
  on his chest with a large octopus symbol whose tentacles end 
  in human-like hands.  
  Worm Swarm:  A massive pile of maggot-like worms with 
  fanged mouths surge towards you in a massive wave, flowing 
  over or around anything in its path.
  Vogol was a scholar and prospector working with Azalin on 
  the frontier mining until his employer transformed him with 
  powerful magic.  Now able to explode into a giant pile of 
  flesh-devouring worms, Vogol is utterly insane and devoted 
  to the end of the world.    
  EIDOLON ORB:  Init +5, Atk: Lightning Blast +2 ranged 
  (1d6 electricity); HD4d10 (20hp); MV0’; Sp: All targets in 
  the room automatically take 3d8 damage each round on the 
  Eidolon’s turn, until they leave or say the correct Password.  
  Immunities:  Electricity, Biological Functions, Mind-Control, 
  any magic requiring a soul.  Resist Spell Damage: reduce all 
  damage from Spells by 10.  Special Weakness: Sonic and 
  glass-shattering effects, or those causing damage to items, do 
  Double damage automatically on a hit.  AC20, Fort +10, 
  Ref +0, Will +10; AL N.    
  Eidolon Orbs are construct guards that watch over Waygates 
  and other entrances with locks that can be picked by thieves.  
  Regardless of what other defences are in place, Eidolon Orbs 
  will strike with blasts of lightning affecting any in a given 
  space so long as they remain there.  Other Orbs have been 
  crafted that use other elements, such as fire, frost, or more 
  exotic magical effects. 
  CULTIST WARRIOR:  Init, Atk: Great Axe +8 melee 
  (1d12+6 plus Cultist Warrior heals half that damage) or 
  Atk: Tongue +8 Melee (Poison DC15 Fort or Paralysis for 
  
  33
  1d3 rounds), HD3d10; MV30’; SP: Axe of Undeath: 
  Cultist Warriors can command mindless undead (ie: work-
  er zombies) within 40’; any slain by their Axe attack rises 
  as a Worker Zombie in 1d4 rounds.  Any using their Axe 
  as a weapon is healed half of all damage they deal with 
  it, but gain an equal amount of Madness (ie: if you do 8 
  damage you heal 4hp and gain 4 Madness); AC 20, Fort 
  +10, Ref +6, Will +6; AL C.  
  Cultist Warrior are heavily muscled warriors wearing 
  heavy scale mail and bearing axes with the symbol of an 
  octopus with human hands on the ends of its tentacles.  
  Their faces are hidden, but long tongues reach out and 
  poison any they can touch.  The heads and bodies of these 
  warriors have been transformed into warped wads of flesh 
  filled with holes.  Their “tongues” are worm-like and slith-
  er about their bodies, lunging at foes.  Seeing the face of 
  one uncovered immediately adds 2d10 Madness and all 
  viewing it make a Madness Roll.
  CULTIST MAGE:  Init +2, Atk: Fiery Ray +8 ranged 
  (1d12+4), HD2d8+4; MV30’ Hovering; SP: Horrific 
  Appearance:  Seeing a Cultist Mage unveiled immediately 
  adds 3d8 Madness and a Madness Roll by all viewing it.  
  Fiery Ray: Cultist Mages can blast a single fiery ray from 
  any eye upon their body each round, but only one ray at 
  a time.  AC18, Fort +6, Ref +6, Will +8; AL:C.  
  This robed figure hovers above the ground cross-legged, its 
  features covered by red silken robes that hang down from its 
  legs.  It holds its hands out before it, which can be seen to 
  have been warped by evil magic: each hand has two thumbs, 
  and in the palms are slitted yellow eyes that glow red when 
  fiery rays shoot from them towards enemies.  Their bodies 
  revealed, their feet have likewise become double-thumbed 
  hands, and their twisted torsos have many inhuman eyes 
  pushing through their skin. Their faces have vanished, 
  becoming lamprey-like mouths. Cultist Mages were hu-
  man mages, but have been transformed by the magic of 
  the Dreaming One into arcane nightmares. All humanity 
  forgotten, they live only to discharge the wrath of their 
  eldritch masters.
  AZALIN (CULTIST LEADER): Init +2, Atk: Corrupt-
  ing Ray +10 Ranged (1d8+8 damage plus 2d8 Mad-
  ness), HD8d8+12 (36hp); MV30’ Hovering; SP: Spells, 
  Amulet Powers; AC20, Fort +6, Ref +10, Will +15; 
  AL:C.  
  Special Item: Amulet of the Dreaming One: Creates a 
  field of up to one mile around the wearer that the Ice 
  Queen and other powerful outsiders and their servants 
  cannot enter or affect directly with magic.  Wearer re-
  duces damage from spells by 10, and can command all 
  creatures loyal to the Dreaming One within one mile.  
  All spells cast by the wearer cause 2d8 Madness in ad-
  dition to their normal effects.  All creatures slain by 
  the wearer rise as Worker Zombies, Cultist Warriors or 
  Cultist Mages (wearer’s choice).  
  Spells known:  1 – Force Manipulation, Magic Missile, 
  Magic Shield, Patron Bond, Invoke Patron; 2 – Detect 
  Invisible, ESP, Levitate, Locate Object, Spider Web; 3 – 
  Dispel Magic, Fireball, Gust of Wind, Paralysis.  Caster 
  check +20 due to proximity of Patron (the Dreaming 
  One).  
  Treasure: Ring of hardening (+6 armor), 2000gp 
  worth of Ancient City jewelry and ceremonial robes, 
  Amulet of the Dreaming One.
  Azalin was once a human mage of some note, but hoped 
  to retire so he would not die in some demon-infested 
  hole in the ground.  Investing his treasure, he was told 
  of the frontier area by a mysterious fortune-teller, that 
  it was an area free of evil humanoids and had wealth 
  beneath the surface untouched by living men.  Prospect-
  ing, he found the Amulet of the Dreaming One, and 
  was transformed into a pet of that alien power.  In a 
  few weeks he was surrounded by loyal followers from 
  southern climbs sent to him by dream visions.  Soon 
  enough he was kidnapping peasants and sacrificing them 
  to eldritch powers, on the trail of the Ancient City in 
  Ice.  Now, as the Ancient Sorcerers before him, he seeks 
  nothing but to undo the world and ascend to godhood.
  AVATAR OF THE DREAMING ONE:  Init +10, 
  Atk: Four Hand-Tentacle Attacks (reach anywhere with-
  in 15 feet) +12 melee (Grab plus Crush 1d12+4; 
  DC15 Strength to break free on target’s turn, or be Swal-
  lowed the next round on Avatar’s turn); HD12d10+10 
  (100hp); SP: Aura of Insanity 20’: All targets in range 
  must make a DC16 Will save or be caught in a dream 
  world of pleasures or nightmares (50% chance of 
  
  34
  either) until they can save on their turn; targets caught 
  by this effects cannot attack the Avatar or move until 
  they save.  Once a target saves, they cannot be affect-
  ed again for 24 hours.  Swallow: Targets still in the 
  Avatar’s Grab on its next turn are Swallowed into its 
  Gullet.  That Hand-tentacle is not able to attack that 
  round.  Targets pushed up into the Avatar’s Gullet take 
  1d20+5 damage automatically.  They can attempt to 
  escape (DC20 Strength or Dexterity to wriggle free), 
  but if they fail they automatically are consumed by the 
  Avatar and die permanently.  Special Qualities:  De-
  vour the World:  if the Avatar of the Dreaming One 
  is not slain in five rounds, the world is consumed.  Im-
  munities: Mind-affecting effects, death-effects, massive 
  damage, poison, disease.,  AC25, Fort+15, Ref +8, 
  Will +16; MV60’; AL C.         
    The Avatar of the Dreaming One is but the merest 
  fragment of the Old One’s subconscious, summoned to 
  the world by the sacrifice of at least ten mortals.  It can 
  be asked one boon, which it will grant instantly at the 
  cost of the world, even if this is godhood.  Once in the 
  world, it will devour it in a few short moments unless it 
  is slain, even if it has not been asked for its one boon.    
  APPENDIX 2: MADNESS
  This Madness rating itself is permanent:  Even powerful mag-
  ic cannot completely remove a character’s Madness Rating 
  below 1, as that minor taint always remains with them, like 
  a scar.  The specific symptom can be cured, but the faintest 
  trace will remain in the form of at least one point of mad-
  ness.  Madness ratings can only be reduced with powerful 
  magic, such as a Patron boon for a quest service from the 
  player character.  Results of Madness checks are themselves 
  permanent unless removed with magic, and will remain even 
  if the character’s Madness Rating itself is reduced.  For ex-
  ample, if a character gains an Alter Ego, this remains with 
  them even if their Madness Rating is reduced below what 
  they had before gaining this result.  Such conditions can be 
  removed, even if the character still has a Madness rating.
  MADNESS CHECK RESULT
  (1d20+Madness)
  1-3  Madness:  Increase Madness Score by 1.  This stacks 
  with the usual +1 Madness each time you roll a Madness 
  check.
  4-6  Madness: Increase Madness Score by 1d6.  This stacks 
  with the usual +1 Madness each time you roll a Madness 
  check.
  7-10  Madness: Increase Madness Score by 2d4.  This 
  stacks with the usual +1 Madness each time you roll a Mad-
  ness check.
  11-12 Madness: Increase Madness Score by 2d6.  This 
  stacks with the usual +1 Madness each time you roll a Mad-
  ness check.
  13-15  Madness: Increase Madness Score by 2d8.  This 
  stacks with the usual +1 Madness each time you roll a Mad-
  ness check.
  16-18 Madness: Increase Madness Score by 4d6.  This 
  stacks with the usual +1 Madness each time you roll a Mad-
  ness check.
  19-21  Vulnerability to Charm:  You gain a -1d6 penalty 
  to saves to avoid charm attacks.  Each time you gain this 
  vulnerability, add an additional 1d6 penalty.
  22-25  Vulnerability to Mind Blasts:  You take an ad-
  ditional 4 damage from mental blasts, on top of any bonus 
  damage from Mind Blasts you are subject to.  If you get this a 
  second time, you take +8 damage; a third time, +12, etc.
  26-29  Vulnerability to Fear: You gain a -1d6 penalty to 
  saves to avoid fear effects.  Each time you gain this vulnera-
  bility, add an additional 1d6 penalty.
  30-32  Vulnerability to Domination:  You gain a -1d6 
  penalty to saves to avoid mental domination. Each time you 
  gain this vulnerability, add an additional 1d6 penalty.
  “Magic drives you mad” is the warning of many folk 
  tales, and is a danger even experienced Wizards well 
  know.  Yet the eldritch horrors that await delvers in the 
  darkest dungeons, that lurk in the minds of spell casters 
  and watch from beyond the stars, have a way of taint-
  ing the mind itself.  Reality is slowly warped in the mind 
  of the affected, and as it unravels they find themselves 
  warped as well in mind, spirit, and even body.  
  “Madness” is how “far gone” you are to this process, 
  first mentally and then physically.  Eventually the Mad 
  gain physiological changes of an aberrant sort, becom-
  ing a mind-warping creature of magic and horror and 
  lost for all eternity.  For this adventure MADNESS RE-
  PLACES CORRUPTION for Spell Casters: instead of 
  rolling the specific corruption (minor, major, Greater) 
  of a spell, or Patron Taint, or even Generic Spell Mis-
  fire, roll on the Madness Table (below).  The reason 
  is that the Dreaming One’s presence in the area is so 
  powerful that it affects ALL magic in the region.  Mad-
  ness Rating is a character’s bonus on this table to a d20 
  roll.  All characters begin the adventure with a Madness 
  rating of 0.  Each time a Madness check is rolled on the 
  table (for corruption, spell misfire, or Patron Taint), 
  the character gains +1 Madness. Madness can also be 
  gained from certain magical effects and supernatural 
  attacks by monsters during this adventure, such as the 
  Horrific Scream of the Madness Wraith, or seeing the 
  face of a Cultist Warrior or Mage without their hoods.
  
  35
  33-35 Berserker Fury:  When damaged you have a 1% 
  per point of damage chance of flying into a rage for 1d6 
  rounds, attacking any creatures around you, friend or foe.  
  You will cast the deadliest spells you can, wield weapons 
  you carry, or claw and bite if unarmed, attacking whatever 
  creature is closest to you until they are dead, then the 
  next.  The % chance is cumulative for wounds you’ve 
  suffered that day, even if the wounds have been healed.  
  For example, if a Warrior takes 5 damage, he has a 5% 
  chance to go Berserk.  The next time he’s hit he takes 18 
  damage, he now has a 23% chance to go berserk.  The 
  Cleric heals him for 20 damage, meaning he has 3 damage 
  in wounds left.  He is then hit for 12 damage, but that 
  means he now has a 35% chance (12 + 18 + 5 =35), 
  has he has taken a total of 35 points of damage that day.  
  If you take an extended break, resting for the night as you 
  would to heal or regain spells, you reset your chance to 
  go berserk.
  36-38  Terror Fugue:  When damaged, you have a 1% 
  chance per point of damage you’ve taken that day to be 
  overcome by terror and flee at your maximum speed for 
  2d6 rounds.  You will leave cover, charge down halls at 
  great personal risk, and if you encounter another creature 
  or something else that is dangerous (ie: set off a trap, pass 
  by a frightening statue, etc.) you will scream at the top of 
  your lungs.  If you take an extended break, resting for the 
  night as you would to heal or regain spells, you reset your 
  chance to enter a Terror Fugue.
  39-41  Phobia:  You gain a randomly-selected phobia 
  that causes you extreme anxiety in the presence of the 
  object of your fear.  You must act to protect yourself 
  from this “danger” or flee from it at all costs.  (Verti-
  go, claustrophobia, agoraphobia, arachnophobia, fear of 
  magic, and others at the GM’s discretion)
  42-44 Painful Love:  When damaged you have a 1% 
  chance per point of damage taken that day to be over-
  come by sudden romantic love of whatever creature 
  damaged you.  You cannot harm them, and will attempt 
  to stop others from doing so.  You will not hurt allies 
  if you can help it, even if you have to leap in front of 
  their attacks.  Otherwise, you will do whatever it takes 
  t romantically engage the source of your obsession: give 
  them flowers, wealth, recite poetry, and shamelessly ex-
  press your love and desire for them.  If they cause you 
  injury or pain, you experience it as the most profound 
  pleasure, relishing it as the affections of “your love”.  
   
  Being separated from your love is emotionally 
  very painful, and you will gain a -2 morale penalty to all 
  attacks, spellcasting checks, and skill checks due to sor-
  row.  If your sweetheart is killed, the penalty increases 
  to -6, and your speed is reduced by half.  The exception 
  is in attempts to rejoin your loved one if alive, gaining a 
  +2 bonus, or taking revenge upon their killers if slain, 
  gaining a +4 bonus.  If you take an extended break, 
  resting for the night as you would to heal or regain 
  spells, you reset your chance to be overcome by Painful 
  Love: you are no longer in love with that creature, but 
  can be overcome by love for another.
  
  36
  45-47  Obsession:  You gain an obsession, over an 
  object or person, that you must possess at all costs.  If 
  it is a person, you must gain their love or gain control 
  over them.  If it is a thing, you must own and possess 
  it at all times.
  48-50  Amnesia:  You forget your past completely, 
  though you still remember all your skills.  You can-
  not recall your own name, nor the identities of anyone 
  you know.  If you encounter a custom from your past, 
  you will know all about it (for example, religious rites), 
  but you won’t remember the time you went through 
  them.  This is permanent until you gain some form of 
  supernatural help: a boon from a patron or deity, cu-
  rative magic, or some kind of memory-enhancing spell 
  or magical item.
  51-53  Object Read:  By touching an item you 
  can now attempt to “read” it.  For magical items this 
  means knowing what its powers are.  For books, while 
  you touch them you gain the benefit of reading them.  
  For creatures you can tell what their physical condi-
  tion is (hit points, race, gender, age, diseases, poisons, 
  etc.).  You can tell that something is a secret door by 
  touching it, or sensing compartments in objects, but 
  not necessarily how to access them (+2 to checks to 
  discern this).  If you touch a trapped item, you set it 
  off automatically.  If an item is cursed, you automat-
  ically incur and trigger its curse.  If you touch one of 
  the Madness-inducing objects or creatures in this ad-
  venture, you automatically gain Madness and roll on 
  the Madness chart for additional effects.  This includes 
  being injured by their natural weapons (claws, bite, 
  etc.).  This ability does not function through gloves or 
  clothing, only skin-to-object touch.
  54-56  CORPSE VISION: you gain the ability to 
  touch a corpse see its last moments through its own 
  eyes.
  57-59  Historical Hallucinations:  You “see” events 
  that are not there now, scenes from the past.  This is 
  not under your control, but overwhelms you when they 
  do come.  These visions can be the GM feeding you 
  specific information, or just scenes of people using a 
  particular place ages ago.  In this case, they will relate 
  to the Ice Caverns, the Cultists, the captured workers, 
  and the Ancient City.  However, you can also see other 
  things that happened, in your own past or those of oth-
  ers, even after you leave this place.  You stand dazed 
  when this happens, or else you see the world around 
  you as if you were in the vision: you can “follow” the 
  vision from one room to the next, to see the “scene” 
  as it unfolds (example: follow people in the scene up 
  the stairs to see what they saw when they got there).
  60-62  Hideous Laughter:  When damaged you have 
  a 1% chance per point of damage taken that day to be 
  overcome by a fit of shrieking, hideous laughter for 1d8 
  rounds.  You immediately drop items in your hands, 
  and fall to the floor laughing horrifically for no apparent 
  reason.  You lose your Agility bonus to armor class and Re-
  flex saving throws, and can take no actions while the Laugh-
  ter persists unless you make a Will Save (DC10+rounds of 
  laughing left).  Even then you can only make a limited num-
  ber of actions:  crawl half your speed in one direction, drink 
  a potion (Willpower save DC10+rounds left to not spit it 
  out laughing), or other simple act.  You cannot speak or 
  make complicated gestures.  If the laughter persists for more 
  than five (5) rounds, you take 1d3 damage each round.  If 
  you take an extended break, resting for the night as you 
  would to heal or regain spells, you reset your chance to be 
  overcome by Hideous Laughter.
  63-65  Baneful Telekinesis:  Your mind now moves 
  things for you, but your body withers as a result.  You hover 
  telekinetically an inch from the ground, and when you reach 
  for things they float an inch away from your hand.  If holding 
  items, you can wield a weapon or other object by making 
  them float around you.  You can still trigger traps, as your 
  telekinesis “pushes” against the ground, and you do not fly.  
  Your body withers from lack of use, as you no longer move 
  it.  Your Stamina, Strength and Agility scores wither as a 
  result: you lose one point from one of them (roll 1d3 to 
  determine which) each day so long as this Madness persists.  
  If your Stamina is reduced to 0, you die from heart failure.  
  Loss of Stamina still affects your Fortitude saves and your 
  Hit Points.
  66-68  You see Dead People:  You can see and com-
  municate with ghosts nearby.  You can see them even when 
  they aren’t visibly manifesting to others, and hear and speak 
  with them.  They will speak to you at all hours if they realize 
  you are aware of them (bluff check to avoid eye contact), 
  and that can cost you a restful sleep (regained spells, ability 
  burn, etc.).  Ghosts tend to ask questions about loved ones, 
  messages, or simply yelling at you to leave them alone, leave 
  their tombs, etc.  As appropriate, this could cause you to 
  gain even more madness.
  69-71  Alter Ego:  You gain a second personality that 
  can manifest in times of stress, taking over the character 
  for 1d10 minutes (game time).  The Alter Ego is in fact 
  the personality of someone who once lived in the Frontier 
  area, either recently or in Ancient Times.  They may or may 
  not remember class abilities until other characters “prove” 
  it to them (ie: “look, you have a sword!”), GM’s discretion.  
  Even if this is the case, the player character’s abilities will re-
  main unchanged (Saving throws, attacks, etc.), they should 
  just role-play discovering what they can do as the Alter Ego 
  accesses the hero’s abilities.  Likewise, the Alter Ego will 
  not know the other party members, and so may need to 
  be “befriended” before they will adventure with the others.  
  Those sacrificed by the cultists are from Wagon Town, and 
  all remember seeing Azalin, the head of the frontier town, 
  dressed in strange robes before they were stabbed in the 
  heart; this is consistent among all of them.  The GM can feel 
  free to give them other such “memories” to feed the party 
  information about the adventure.  Individual Alter Egos can 
  stay with a character as long as they have this Madness, and 
  
  37
  no other character can gain this same Alter Ego.
  When damaged you have a 1% chance per point of 
  damage taken that day to be overcome by your Alter 
  Ego.  Horrific events, such as near death or encountering 
  horrifying monster powers can also trigger the Alter Ego 
  taking over.  If a character gains multiple Alter Egos, roll 
  randomly to determine which takes over at a given time.  
  Roll to select which personality you manifest when you 
  gain this Madness.  The GM can feed information to the 
  character, or role-play the alter ego for the Ancient Sor-
  cerer or others (but only briefly, so the player doesn’t get 
  side-lined, which is boring.
  Alter Ego 1) Flighty merchant’s daughter Amalthea, sac-
  rificed by Azalin’s cult
  Alter Ego 2) a miner named “gob-spitter Jobe” who has 
  “the black lung”, killed by cultists in Wagon Town
  Alter Ego 3) a wanton tavern Wench named Lafonda, 
  sacrificed by Azalin’s cult
  Alter Ego 4) a human slave of the Ancient Sorcerers 
  named Conan
  Alter Ego 5) a primitive elven hunter slave of the ancient 
  sorcerers named Silverleaf
  Alter Ego 6) a Cultist of the Dreaming One, loyal to 
  Azalin, who lost their name, calling themselves “the hood-
  ed one”
  Alter Ego 7) an Ancient Sorcerer named Lutuk, who 
  wishes to know why his paradise city was frozen in Ice, 
  and wants only to return to his slaves
  Alter Ego 8) a human slave-driver named Thunt, willing 
  servant of the Ancient Sorcerers
  Alter Ego 9) a Dwarf miner named Ulga Fiordsdottar, 
  mother of six, sacrificed by Azalin’s cult
  Alter Ego 10) an old Potato farmer named Mug who came 
  to the Frontier to dig for gold, sacrificed by Azalin’s cult
  Alter Ego 11) a Fortune Teller Madam Zinobia, sacrificed 
  months ago by Azalin’s cult
  Alter Ego 12) a singing peasant orphan named Percy, sac-
  rificed by Azalin’s cult
  72-74 Tactile Telepathy:  Whenever you make skin-to-
  skin contact with another person, you project your most 
  personal thoughts and secrets to them.  Roll 1d6 to see 
  what kinds of secrets you divulge:  1) Personal secrets 
  (feelings about subject, that you’re really a double agent, 
  etc.), 2) Dark secret from your past;  3) Magical secret 
  (your true name, the name of your patron, another true 
  name you know, the location of your spell book, etc.; 
  4) the memory of something horrible you encountered 
  (vision of your patron, vision of some horrific monster 
  you encountered, etc.); 5) A valuable memory (where 
  you hide your magic items and gold between adventures, 
  etc.); 6) Total awareness of yourself, that the other per-
  son can “remember” things that you’ve experienced with 
  an Intelligence check, as if it was a subject they know trivia 
  about.  The secrets you divulge should be uncomfortable 
  for you, things you don’t want revealed, or things that are 
  intensely personal.  Those touched see a rush of images 
  and suddenly have your memories as if they were their 
  own.
  75-77  Baneful Telepathy:  you cannot speak ver-
  bally (does not hinder spell casting) but project your 
  thoughts mentally instead in a 100ft radius.  Only sur-
  face thoughts you wish to share are heard, being those 
  you would speak physically, but if there is something 
  you are thinking about strongly you must make a Will 
  save (DC15) to avoid “blurting” the thought out.  You 
  cannot “whisper” your thoughts, and all creatures in 
  range hear them and know exactly where you are in rela-
  tion to themselves whenever you “speak”.  You can still 
  cast spells, but all creatures in range “hear” the words 
  mentally.
  78-80  Double-Bodied:  You suddenly have two bod-
  ies, though a single mind inhabits them.  You share the 
  same hit points, spell effects that target one affect both, 
  as do saving throws.  Both bodies can stand in the same 
  space during combat without penalty.  Both bodies share 
  the same number of actions in a round, and for higher 
  level characters this means that one can cast a spell while 
  the other makes an attack.  The only exception is that 
  both can move the same distance as a move action, so 
  if one moves  If one casts a spell it is aimed from that 
  body, for things like range of the spell, line of sight, etc.  
  81-83  Mind Over Body:  You no longer need to 
  eat, so long as you spend at least an hour within five feet 
  of a sentient being.  That being does not recover ability 
  score burn, nor heal 1 damage, as they would if they 
  got a full rest.  If you eat normally, they do not suffer 
  the penalty.  However, if you spend more than one day 
  alone, without a sentient being nearby to sustain you, 
  you will suffer starvation penalties even if you eat food.
  84-86 Replaced:  you are replaced by an alien horror 
  that looks just like you, but inside has an alien anato-
  my and mind.  Instant death/NPC status, now you are 
  an agent of the Dreaming One.  Your goal now is to 
  assist them in converting or slaying the player heroes, 
  and waking the Dreaming One and bringing them to the 
  material world.  You are immune to Madness, for what 
  it’s worth, as you are utterly insane and now an alien 
  horror.  Any who read your mind immediately gain 2d6 
  Madness.
  
  38
  
  39
  APPENDIX 3:
  NEW PATRON: 
  THE QUEEN OF ICE 
  AND FROST
  The Queen of Ice and Frost is a powerful elemental and 
  fey spirit with command over cold and winter.  She is so 
  ancient even the elves do not remember her name, but 
  she has spent this time monitoring the balance between 
  Law and Chaos, protecting the universe from destruction.  
  She appears as a beautiful human or elven noblewoman 
  with skin like snow and hair like the frost, though she can 
  appear as a swirling blizzard or as a massive six-legged 
  wolf-like Snow Beast.  She selects mortals to join her as 
  Snow-Beast servants, though they lose their humanity and 
  all memories when they become her creatures.  She pre-
  fers attractive elves and humans for her patronage, as they 
  sometimes serve as her consorts, but some dwarves and 
  other creatures serve her as emissaries and wardens of arc-
  tic areas under her protection.  These can be anywhere, 
  even in naturally tropical regions, as she can change the 
  weather and create her own arctic zones, but created 
  zones are normally only to guard dangerous locations, like 
  the Ancient City in Ice.  Her preferred tactic is to use 
  extreme cold to force foes from territories she claims, and 
  failing that harry them into leaving through Snow-Beast 
  attacks.  More powerful foes she will simply seal up in a 
  prison of ice.  The Queen is extremely patient, and can 
  win by breaking down foes 
  INVOKE PATRON
  12-13 The Queen of Ice and Frost is occupied or un-
  interested.  The temperature merely drops ten degrees 
  for a few minutes, and a howling gust of wind surrounds 
  the caster ominously during this time, but aside from this 
  display there is no other effect.
  14-17 Chill aura:  A haze of blue and white surrounds 
  the caster out to 1d4x10 feet for one minute, causing 
  the temperature to drop severely.  Any creatures not in 
  winter gear suffer the effects of exposure after several min-
  utes.  Creatures vulnerable to cold, or made of fire, suffer 
  1d6 damage each round.
   18-19 Slippery Surroundings:  The area around the cast-
  er is coverd in a thin layer of slick frost, making it difficult 
  for foes to stand near them: creatures attacking the caster 
  must immediately make a DC12 dexterity check or fall to 
  the ground before their attack hits.
  20-23 Pillar of Ice:  The caster’s body is covered in a layer 
  of ice, giving them +2 AC and +4 strength for 1d10 
  rounds.  Additionally, the ice on their legs can root to the 
  ground, making them immune to being pushed, pulled, 
  swallowed or otherwise moved against their will.
  24-27  Body of Frost:  The caster’s body become solid 
  ice, like a mobile ice sculpture.  The caster can move up 
  icy surfaces as easily as walking on smooth stone, is im-
  mune to cold and magical cold, as well as all biological 
  functions like poison or disease.  The caster emits an 
  aura of frost that damages all creatures within 20ft for 
  1d12 damage, and heals the caster for half that damage 
  (rounded up).  Body of Ice lasts for 1d10+CL rounds.
  28-29 Summoned Snow-Beasts:  1d4+1 Snow Beasts 
  appear under the command of the caster for 1d10+5 
  minutes, acting as directed.  If slain or when dismissed, 
  they vanish is a wild burst of snow and wind.  
  30-31 Summon Abominations of Frost:  A giant made 
  of snow and ice appears next to the caster, acting un-
  der their command for 1d6+3 rounds before vanishing 
  back into the ground.  Use the stats for the Ice Ogre 
  presented in this book.
  32+ Locked in Ice:  1d4 foes of the caster are immedi-
  ately encased in a thick layer of ice, as the ancient sor-
  cerers of old, frozen in a deep slumber.  Targets immune 
  to cold remain conscious for 1d4 rounds and may at-
  tempt a strength check (DC18) to break free of the ice.  
  Otherwise, targets locked in ice remain so for one hour.
  PATRON TAINT
  1)Casting a spell causes the area around you to be cov-
  ered in a layer of frost.  Every surface out to twenty feet 
  is covered in a light dusting of frost, tiny crystals over 
  surfaces like frozen dew drops.  If you get this result a 
  second time, a layer of ice covers everything around 
  the caster instead, making surfaces slick and weapons in 
  sheaths or other objects in containers harder to open.  If 
  this result is gained a third time, the caster is surrounded 
  by a cloud of perpetual cold, a blowing wind that ruffles 
  papers about the caster, and causes anyone within the 
  radius to need winter gear or suffer exposure to cold, 
  including the caster; if the caster casts a spell, they are 
  surrounded by a sudden swirling blizzard that covers ev-
  erything around them in frost, as above.
  2) Caster’s skin become cool to the touch, and their 
  skin becomes pale.  If this is gained a second time, the 
  caster’s skin is so cold that it freezes all substances that 
  come into contact with it: liquids that are at room tem-
  perature freeze solid, while boiling liquids like tea are 
  suddenly cooled when they touch the caster’s lips.  This 
  can cause problems for eating and drinking of substances 
  cooler than boiling, which freeze while being consumed.  
  If the result is gained a third time, the caster becomes so 
  cold that, should they stay still for any length of time, 
  ice slowly forms on their body so that they must take an 
  action to break free from the ice.  This is never hard, but 
  takes a moment and some effort on their part.
  3)The Caster’s fingertips and toes appear to blacken as if 
  exposed to frostbite, but are otherwise fully functional.  
  If gained a second time, the caster’s fingertips and toes 
  take on the appearance of ice, and sections of their arms 
  and legs blacken as if exposed, and eventually the skin 
  falls away and appears likewise like ice.  If this result is 
  gained a third time, the caster’s entire body becomes 
  living ice, like an ice statue.  They do not melt except 
  when exposed to magical fire or extreme heat (example: 
  lava, fire elementals), but they do take 50% more dam-
  
  40
  age from fire and heat sources.  They reduce all normal 
  magical healing by 50%, but are healed instead by cold 
  damage, 1:1.  They no longer need to eat or drink, but 
  they do not benefit from drinking potions if they freeze 
  on contact (ie: no non-boiling potions).
  4) Caster’s eyes and teeth become black, and the teeth 
  become long and sharp.  If this result is gained a second 
  time, the caster gains a pair of tiny arms below their 
  original arms.  These new hands cannot wield weapons, 
  but they can hold small items and each can wear a ring.  
  If this result is gained a third time, the caster’s body is 
  covered in a thick layer of fur, the vestigial arms grow 
  to full sized arms, and the caster grows a wolf tail and 
  gains a wolf-like head, like one of the Queen’s Snow-
  beasts .  
  5) The caster becomes lighter of step whenever they 
  cast spells, as a chill wind whips up, tossing their robes 
  about, increasing any distances jumped or moved by 
  five feet for 1d4 rounds.  If gained a second time, the 
  caster becomes like a snowflake on the wind, and per-
  manently counts as being only half their normal weight, 
  and if shoved or thrown they not only suffer a -4 pen-
  alty to fortitude saves to avoid such effects, they are 
  moved double the intended distance.  If gained a third 
  time, the caster counts as only 25% of their original 
  body weight, they lose a significant amount of body 
  girth, but they can leap +thirty feet on any jump, and 
  gains an overall increase in speed of plus five feet, so 
  long as they are unencumbered.  In areas of intense 
  wind or arctic cold, this increases to +forty foot jumps, 
  and plus ten feet of speed.  Also, their hair grows long 
  and white, and constantly whips in a wind affecting 
  only them, as do their clothes, making it much harder 
  to remain concealed due to motion (-5 penalty).
  6) The caster’s hair becomes winter-colored, such as 
  white like snow or blue like the cold.    If gotten again, 
  the caster’s eyes and skin likewise become winter-hued, 
  such as white skin and ice-blue eyes.  If gotten a third 
  time, the caster’s hair appears made of ice or snow, 
  rather than just the color, though to the touch it is still 
  effectively hair and can still be shorn.
  SPELLBURN 
  1)The caster must exhale warmth from their body, 
  which appears as a long breath of fog as if the caster 
  was breathing in winter.  This gives them extreme chills 
  and a reaction like hypothermia no matter the weather, 
  weakening them as much as they spent in Spellburn.
  2) The caster must find an enemy of the Ice Queen, 
  such as a cultist of the Old Ones or one of the foul 
  creatures that serve them, and slay them or freeze them 
  solid with magic somehow.  This must be done within 
  one week, or the Spellburn loss returns (if healed) until 
  this task is done.
  3) The caster is whisked away by the Queen of Ice and 
  Frost, and brought to her palace of crystal-snow in a 
  magical realm of perpetual winter.  There the caster 
  must amuse her, and teach her of the ways of mortal 
  creatures.  The experience is harrowing, resulting in 
  Spellburn loss, due to the extreme cold, the demands 
  of the Queen, and the rigorous tasks requested.  After a 
  week’s time in her realm, the caster is returned to the mo-
  ment they were taken from the mortal world, as if no time 
  had passed.
  4) The caster’s blood runs cold and slow like ice, and their 
  limbs feel brittle.  The caster’s body becomes ice-like, re-
  ducing their physical strength, stamina and dexterity by the 
  amount of Spellburn as their body is covered in crystals of 
  ice, their blood grows cold and sluggish, and their limbs 
  numb from cold. 
  BODY OF WIND
  LEVEL 1 (Queen of Frost and Ice)  
  Range:  Self
  Duration: Varies
  Casting Time: 1 round
  Save: none
  General:  The Queen of Frost and Ice is not merely in com-
  mand of the winter winds: she is the wind and snow.  By 
  embracing this, the caster is transformed into a gust of wind 
  that moves unfettered through the world.
  Manifestation:  Varies
  1  Lost, Failure, and Patron Taint 
  2-11  Lost, Failure
  12-13  The caster transforms into a gust of wind for one 
  round and can move their speed, chilling any in their path 
  but doing no damage.  The wind cannot move through any 
  spaces the caster could not while solid, such as barred win-
  dows, but can pass over creatures and through spaces they 
  would normally need to squeeze through (ie: crawl spaces), 
  without reducing speed.  The gust of wind does not have 
  enough mass to trigger traps like pressure plates or trip wires, 
  but it will move things like curtains and hair in an obvious 
  way.  The caster does not fly, but only moves over ground 
  they could walk on.  The caster cannot interact with the 
  physical world in any way a gust of wind could not, such as 
  turning door knobs or pulling levers.  They cannot attack or 
  cast spells while in this form, becoming solid instantly if they 
  do so.  Any attack against them penetrates the magic of this 
  spell as if they were corporeal, so long as the attacker is a 
  sentient being.
  14-17  The caster transforms into a gust of wind for 1d4+1 
  rounds, and can move as if their speed was 100’.
  18-19  The caster transforms into a gust of wind for 
  CL+1d4 rounds, and can move through any open space, at 
  a soaring speed of 200’.  The caster can move vertically up 
  to their speed, and fly through the air, but if the spell ends 
  while aloft they will take falling damage.  As well, creatures 
  in their path are chilled by intense cold if the caster passes 
  over them, and if the caster wishes they can take 1d6+int 
  Cold damage (DC12 Will Save to ignore).    
  20-23  The caster transforms for up to one hour, and gains 
  PATRON SPELLS
  
  41
  General:  The Snow-Beasts of the Queen of Ice and Frost 
  are the spirits of mortals become immortal creatures of 
  winter.  The caster calls upon them to sweep down upon 
  their foes, in the name of the Queen of Winter.
  Manifestation:  Varies
  1  Lost, Failure, Patron Taint
  2-11  Lost, Failure
  12-13  Failure, but not Lost.
  14-15  The caster summons an apparition that appears 
  like the head of a white wolf made of frost.  The wolf’s 
  head flies at a foe within 20 feet and bites them, doing 
  1d6+int cold damage, then vanishes.
  16-19  3d6+int damage single target, or up to three 
  targets doing 1d6+int each, then vanishes.
  20-21  A roaring wind vortex pours out from the cast-
  er, chilling all creatures in a 100 foot cone (Fort save 
  DC15 or take 1d8 cold damage) and subjecting them 
  to the bites of giant wolf-heads made of frost and snow.  
  The giant wolf heads attack every foe in the cone (bite 
  +12 melee (1d10+6 damage)) before vanishing.
  22-25 3d4 giant wolf heads burst from the caster’s 
  outstretched hand, each making a single attack before 
  vanishing.  Each head will make an attack, even if a tar-
  get has been attacked previously by this spell (bite +12 
  melee (1d10+6 damage)), then vanish.
  26-29   1d20 giant wolf heads burst from the caster’s 
  outstretched hand, each making a single attack before 
  vanishing.  Each head will make an attack, even if a tar-
  get has been attacked previously by this spell (bite +12 
  melee (1d10+6 damage)) , then vanish.
  30-31   1d6 Snow Beasts appear near the caster, and 
  serve them for 1d6 minutes before vanishing in a gust 
  of snowy wind.
  32-33 
  2d8 Snow Beasts appear near the caster, and 
  serve them for one hour.
  34+ 
  100 Snow Beasts appear near the caster, and 
  serve them for one day.
  TOMB OF ICE
  LEVEL 3 (Queen of Frost and Ice)  
  Range: varies
  Duration:  Instantaneous
  Casting Time:  One round
  Save:  Will
  General:  The creeping cold of winter has crushed the 
  spirits of armies more completely than battle, for nature 
  cannot be reasoned with, only endured.  Those that can-
  not flee lay beneath the frost, in hibernation as long as 
  the cold persists, or in death’s eternal slumber.  Thus 
  does the Queen of Winter contain her foes, and to her 
  followers the loan of her frost. 
  the ability to control the winds around them up to twenty 
  feet distant, even up to blasting foes back as an attack 
  (Fort Save or be pushed back five feet per Caster Level, 
  and take 1d6+int cold damage) in addition to being able 
  to move as above.  The chilling effect they have over 
  those they pass over is now more intense (DC16 Will save 
  to ignore, 3d6 cold damage).  Also, an area up to 100’ 
  per caster level from the caster’s position is suddenly in-
  credibly cold, as if the arctic had suddenly sprung into 
  place, chilling anyone not in proper winter clothes or near 
  a significant heat source.  Liquids begin to freeze, and rain 
  becomes snow within range.
  24-27  The caster transforms into wind as above, and 
  also transforms up to 10 allies transform for one hour 
  into icy gusts of wind.  Allies cannot control the winds 
  around them, and if any attempt to attack or cast a spell, 
  all characters under the effect of this spell immediately 
  return to solid form.  Caster and allies can fly at a speed 
  of 100ft per round.  
  28-29  The caster and up to CL+20 of their allies be-
  comes the wind for CL+5 hours, and gain the ability to 
  control the winds around them (DC12 fort save, 1d6+Int 
  cold damage).  All affected by this spell are considered 
  fully made of wind, and so can pass through barriers like 
  iron bars, and fly through the air at a speed of 300’ per 
  round.  Only magic can harm them while the spell per-
  sists, but they cannot attack or use any special abilities or 
  equipment without immediately becoming solid.  Those in 
  spaces they could not survive while solid, such as in pipes, 
  are instantly slain.
  30-31  The caster and up to CL+100 allies become gusts 
  of wind for one hour, as above, flying at a speed of 100 
  miles per hour.  If used merely to travel, the caster and 
  their allies arrive anywhere in their world that has wind in 
  exactly one minute, but this immediately ends the spell.  
  A region up to one mile around the point of casting is 
  suddenly cold weather during the spell’s duration.
  32+  The caster and any number of allies are transformed 
  into pure wind, and can travel anywhere in their own 
  world instantly, or between planes where there is wind in 
  one minute.  Doing so instantly ends the spell.  Wherever 
  the spell is cast is suddenly chilled as if the weather had 
  become deepest winter, lasting one hour, out to one mile 
  from the point of casting.  
  WOLVES OF WINTER
  LEVEL 2 (Queen of Frost and Ice)  
  Range:  varies
  Duration:  Varies
  Casting Time:  One Round
  Save:  None
  
  42
  22-23  The caster completely encases a single target 
  in ice so that they cannot move or act.  Any creatures 
  within twenty feet of the target are covered in a light 
  layer of ice up to their knees, which they can easily 
  break with a moment’s effort.
  24-26  Up to 1d8+CL targets are covered in ice up to 
  their hips, thick ice that lasts for one minute.  Targets 
  cannot move during this time, or reach items stored 
  below their waist.  All surfaces up to fifty feet from 
  each target is covered in a foot of thick ice and frost, 
  covering doors so they cannot be opened without first 
  breaking off the ice.
  27-31  1d4 targets are completely locked in ice, fro-
  zen unable to move.  They are still conscious, and can 
  attempt to break free (DC18 strength check).    All 
  surfaces up to fifty feet from each target is covered in 
  a foot of thick ice and frost, covering doors so they 
  cannot be opened without first breaking off the ice.    
  32-33  Up to 1d10 targets are locked in ice, uncon-
  scious (DC15 Will save to regain consciousness) but 
  asleep and in perfect stasis.  They can break free once 
  they are conscious, after a full round of attempting to 
  burst from the ice.    All surfaces up to fifty feet from 
  Manifestation:  (1) blow a puff of 
  snowflakes that grow to encase your 
  target; (2) an icy ray fires from the tips 
  of your fingers or wizard’s staff, grow-
  ing into ice where it strikes; (3) you 
  touch the ground and a trail of frost 
  crawls from your hand to your targets, 
  covering them.
  1    Lost, Failure, and Patron Taint
  2-11   Lost, Failure
  12-15  Failure, but the spell is not lost  
  16-17  The caster encases a single 
  foe’s legs in ice.  They cannot move 
  from that spot until they take a mo-
  ment (move action sufficient) to break 
  free of the ice, but this is not difficult. 
  The target can still cast spells or drink 
  potions, for example, but the layer of 
  frost covering their legs holds them in 
  place until they break free.
  18-21  The caster encases up to 3d4 
  foes’ legs in ice, halting their movement 
  until they take a moment to free them-
  selves from this light layer of ice.  An 
  area around the spell’s effect, between 
  the targets, is covered in a slick sheet of 
  ice that any moving across will fall from 
  (Reflex save or fall prone).
  each target is covered in a foot of thick ice and frost, cov-
  ering doors so they cannot be opened without first breaking 
  off the ice.
  32-33  Up to 2d20 targets are locked in ice, unconscious 
  (DC15 Will save to remain conscious), but asleep and in 
  perfect stasis.  They can break free once they are conscious, 
  after a full round of attempting to burst from the ice.    All 
  surfaces up to fifty feet from each target is covered in a 
  foot of thick ice and frost, covering doors so they cannot be 
  opened without first breaking off the ice.
  34-35  1d6 targets are encased in ice for all time, effectively 
  slaying mortals and subduing most supernatural creatures.  
  They can be freed by others breaking through the ice, which 
  wakes them automatically after 1d4 rounds.  All surfaces up 
  to one hundred feet from each target is covered in a foot of 
  thick ice and frost, covering doors so they cannot be opened 
  without first breaking off the ice.
  36+  An area up to one mile is entirely covered in deep ice, 
  like the Ancient City of old.  The caster and their allies are 
  transported away from this area, but all others are locked in 
  the ice for all time unless they are individually freed. 
  
  43
  AREA 1-6 STOREHOUSE
  MAP OF ACT 1: IRONDELVE
  
  44
  AREA 1-8:  JONDAH’S HOUSE 
  AND UPSTAIRS DESECRATION
  ONE SPACE = 5 FEET
  
  45
  ACT TWO: THE EBON STAIR
  
  46
  MAP OF ACT THREE:
  THE ANCIENT CITY IN ICE
  ONE SQUARE = 10ft.
  
  47
  ACT 4: TEMPLE OF THE DREAMING ONE
  ONE SQUARE = 10 ft.
  
  48
  “From the desk of the Merchants’ Consortium,
   We have requested Dondo, foreman of Wagon Town, to hire able-bodied heroes to travel to our mining 
  town of Irondelve in the Brumerian Frontier.  Recent reports of attacks by monstrous wolves prompted the 
  area’s founder, a retired adventurer named Azalin, to go north with a band of armsmen.  He has not re-
  turned, and immediately after this Irondelve went silent.  We sent a band of our own emissaries to inves-
  tigate, and they did not return.  We are sending you now, seasoned heroes, to do the following: find Azalin 
  and his retinue, find our emissaries, and discover what has become of the miners of Irondelve.  For this 
  you will be rewarded as discussed by Dondo, and will have additional considerations from our Consortium 
  for future transactions.  Should there be other complications beyond merely bad weather, your reward will 
  be adjusted accordingly.  Aside from Consortium property, which will remain ours, you can likewise have 
  salvage rights to found wealth, including gear from bandits, monster treasures, and the like.  However, 
  we will need to have full information on the source of our problems, and a solution and rescue must be 
  accomplished immediately.
  Signed - The Merchants’ Consortium Board of Directors”
  PLAYER HANDOUT 1: LETTER FROM THE MERCHANTS’ CONSORTIUM
  Jana-fourth
  Pyton-fyfth
  Zobek-second
  Karak-third
  Zadrage-sixth
  Vandomir-fyrst
  A - This is all I have so far, but it looks like 
  an ancient sequence of passwords.  The or-
  dinal or numeral is the only question I have 
  now 
  -V
  PLAYER HANDOUT 2: LETTER IN THE CULTIST’S POCKET
  
  49
  This printing of WRATH OF THE FROST QUEEN is done under version 1.0 of the Open Gaming License, and the System Reference Document by per-
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SOURCE: textdata/thevault/Dungeon Crawl Classics RPG (osr)/Adventures/DCC - FQ1 Wrath of the Frost Queen.pdf