TEXT: 1
  Haunting
  Lodge
  A short adventure for four 
  17th-level player characters
  CREDITS
  Design: 
  Owen K.C. Stephens
  Editing and Typesetting: 
  Sue Weinlein Cook 
  Editorial Assistance: 
  Penny Williams 
  Cartography: 
  Rob Lazzaretti
  Web Production: 
  Julia Martin
  Web Development:
  Mark A. Jindra
  Graphic Design: 
  Sean Glenn, Cynthia Fliege
  Based on the original DUNGEONS & DRAGONS® game by E.
  Gary Gygax and Dave Arneson and on the new edition of the
  DUNGEONS & DRAGONS game designed by Jonathan Tweet,
  Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
  D&D, DUNGEONS & DRAGONS, MONSTER MANUAL, DRAGON, and
  DUNGEON MASTER are registered trademarks owned by
  Wizards of the Coast, Inc. The d20 logo is a trademark
  owned by Wizards of the Coast, Inc. All Wizards characters,
  character names, and the distinctive likenesses thereof are trademarks
  owned by Wizards of the Coast, Inc.
  This material is protected under the copyright laws of the United States
  of America. Any reproduction or unauthorized use of the material or art-
  work contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc.
  ©2002 Wizards of the Coast, Inc. All rights reserved. Made in the U.S.A.
  This product is a work of fiction. Any similarity to actual people, 
  organizations, places, or events is purely coincidental.
  This Wizards of the Coast game product contains no Open Game
  Content. No portion of this work may be reproduced in any form
  without written permission. To learn more about the Open Gaming
  License and the d20 System License, please visit
  www.wizards.com/d20. 
  Set high in a mountain range on the edge of civi-
  lization is the Green Lodge, once headquarters for one
  of the most famous hunting clubs in the world. Its
  members were not satisfied with mere animals and
  beasts—they hunted aberrations, magic beasts, oozes,
  undead, and even young dragons. The members gath-
  ered once a year to boast of their exploits and show off
  their latest trophies. Ten years ago, bragging rights
  went to Lord Rowan Fane, who brought in the twelve
  stuffed heads of a runt Lernaean cryohydra.
  Unfortunately for the members of the lodge, the
  spirits of the creatures they killed for sport did not rest
  easy. In particular, the runt cryohydra became a ghost,
  angered at its death and the display of its heads as orna-
  mentation for its killers. After brooding in anger for a
  year, the spirit manifested as a ghost called the cold
  spirit when the hunters returned. Sealing the Green
  Lodge with a terrible snowstorm, the cold spirit killed
  all the hunters and awoke more of their victims as
  ghosts.
  The lodge now sits frozen in a perpetual blanket of
  winter. No one has entered it for nine years, and the ice
  field around it has grown. Though no one knows what
  happened within the lodge, it is clear that anything
  that could kill the powerful hunters, who themselves
  had slain a menagerie of magic creatures, is too power-
  ful for average heroes to contend with. Soon, however,
  the ice from the never-ending blizzard will encroach
  on local towns and mountain passes, making it impos-
  sible to live in nearby communities. If civilization is to
  survive near the mountains, someone must end the
  curse of the Green Lodge.
  PREPARATION
  You, the Dungeon Master (DM), need a copy of the
  Player’s Handbook, the DUNGEON MASTER’s Guide, and the
  MONSTER MANUAL® to use this adventure. Text that
  appears in shaded boxes you should read aloud or para-
  phrase for players. Monster statistics are provided in
  abbreviated form.
  To get started, print out this module (including the
  map). Haunting Lodge uses the 10/31/00 Haunted
  House map from the Map-a-Week feature on the D&D®
  website. The original is available for download at
  <http://www.wizards.com/dnd/images/mapofweek
  /HauntedHouse.jpg>. The map is reprinted in this
  adventure for your convenience (see page 4). Use a
  scale of one square = 5 feet.
  
  2
  CHARACTER HOOKS
  Haunting Lodge is designed to be a site-based adven-
  ture the characters seek out of their own volition.
  Though the heroes might simply stumble across the
  Green Lodge as they seek shelter from the snowstorm,
  the scenario becomes much more satisfying if they
  seek out the building with the express intent of putting
  an end to the eternal ice that now surrounds it. Since
  the adventure is designed for high-level characters, the
  most likely way to get them involved is for someone
  familiar with their exploits request their help.
  The location of the Green Lodge is unimportant,
  since the characters are unlikely to leave once the
  adventure begins. It could easily be moved to almost
  any location in your campaign world.
  Several possible ways to hook the player characters
  (PCs) are presented below.
  • The characters are approached by the noble whose
  domain includes the mountains where the Green
  Lodge is located. He offers to give them the Green
  Lodge as a base of operations if they take care of
  whatever killed the hunters a decade ago.
  • The characters are passing through the mountains
  in summertime, and spot the area around the lodge
  is choked in ice. They may investigate on their own
  or ask about the phenomenon at a local village,
  where they learn of the lodge’s history and the
  problems its ice is causing to local passes.
  • One of the hunters left an heir, who contacts the
  PCs and asks them to recover the bodies of the
  dead lodge members (all of which are long gone;
  the ghost dragged them away to the Ethereal Plane,
  where the bodies drifted off before the ice barrier
  formed).
  • The PCs are invited to join another hunting lodge
  located in a different section of wilderness.
  Membership grants access to sages, warriors, and
  prestige. To prove their worth, the PCs must return
  with all the trophies located in the Green Lodge.
  • A master druid who long opposed the hunters’
  “sport kills” contacts the PCs and asks them to end
  the group’s evil. She fears it has spread to the very
  forces of nature near the lodge, resulting in the
  long winter there.
  REACHING THE LODGE
  When the PCs come within sight of the Green Lodge,
  read or paraphrase this text.
  THE ETHEREAL PLANE
  The cold spirit now spends its time on the Ethereal
  Plane, creating massive walls of ice with its breath
  weapons. Over the years, this ice has built up into huge
  barriers on the Ethereal Plane, completely cutting off
  the area around the Green Lodge. A character entering
  the Ethereal Plane from the Green Lodge (or anywhere
  within 30 feet of it) is trapped within this giant cavern
  of ice, while anyone entering the ethereal from
  beyond this is kept out by the walls of ice. The walls
  are 200 feet thick, with hardness 5 (0 against fire) and 1
  hp per 12 cubic inches (resulting in 144 hit points per
  cubic foot).
  The cold spirit sits within the cavern of ice, keeping
  an occasional eye on the events within the Green
  Lodge. If any creature materializes within the cavern of
  ice on the Ethereal Plane the cold spirit attacks imme-
  diately (see “The Cold Spirit,” below).
  ROOM DESCRIPTIONS
  The Green Lodge holds 20 rooms, marked 1 to 20 on
  the map. Each room has a quick description below,
  along with a list of important items within it. The
  rooms themselves are not dangerous, but any of them
  could become the site of an encounter between the PCs
  and one of the ghosts of the hunting lodge. 
  See “The Cold Spirit” and “The Fire Pack,” below, for
  details on these ghosts.
  Heavy snow falls all around you, cutting visibility
  down to just a few yards. The normal scents of the
  wilderness are all replaced with the cold, wet
  smell of ice. The wind is slow, creating lazy swirls
  and drifts both in the falling snow and along the
  ground. The only sounds are the crunch of your
  feet breaking through the layers of ice and snow
  beneath you. 
  As you move forward, a building looms out of
  the storm suddenly. It is two or three stories tall
  and quite large, but it’s impossible to see the
  details of the structure under the thick layer of
  ice. Snowdrifts cover most of the lower floor, but
  the top of the door shows through in the middle
  of the front wall.
  
  3
  1. Entry
  The heads are #1 and #2 of the cold spirit’s heads.
  2. Lounge
  In this lounge, Rowan Fane prepared the plaques for
  his trophy heads. The cold spirit’s #3 head is here.
  3. Dining Hall
  This is the dining hall, where the cold spirit killed the
  hunters. Their blood froze long before it had time to
  spoil. Though there are no bodies, PCs hunting for
  some evidence of a particular hunter can find scraps of
  clothing, weapons, and personal items here. Heads #4
  and 5 remain in this room as well.
  4. Serving Hall
  This was the serving hall, with brass kick-plates on the
  doors. There is nothing of importance here.
  5. Sitting Room
  This was a sitting room. There is nothing of importance
  here.
  6. Taxidermy Chamber
  This was a room for taxidermy of large trophy kills. The
  cold spirit’s #6 head sits under the yellowed cloth,
  inside the table.
  7. Kitchen
  There is nothing of importance in the kitchen.
  8. Pantry
  The pantry—again, nothing important here. The bar-
  rels are full of mold, though it’s frozen.
  This pitch-black room does not feel as cold as the
  others. It exudes heavy, rotting scents and musk.
  Two large sets of shelves in the center of the room
  hold piles of moldering foodstuffs and fungus, all
  frozen. Two barrels sit in a corner, their seams
  swelling from within.
  A fireplace sits in the corner of the room, ice
  bursting out from within it and cracking the
  stone. A wooden staircase covered in frost leads
  upward. Tables lining the room hold bowls and
  boxes of frozen ingredients and dough. There is
  no light, and no sign of decay.
  A few chaise lounges and benches sit around the
  walls of this room, which is illuminated by light
  pouring in from windows only half covered in
  ice. A yellowed, stained cloth covers a table in the
  far corner. A collection of oddly shaped knives,
  hooks, and needles lies in the center of the room,
  as do several bolts of raw cotton.
  Comfortable padded leather chairs and footstools
  fill this room. Ice covers the one window, but
  some light trickles in. The leather of the furniture
  has cracked and split, but the woodwork looks
  pristine.
  Two long wooden tables are covered in frozen
  foods. Breads, soups, and meats sit encased in ice
  crystals, showing no sign of decay or rot. Three
  doors exit the room, each with a scuffed brass
  plate bolted to the bottom
  A broken table and cracked wooden chairs take
  up the center of this room. Smears of red are
  everywhere—the floor, walls, and ceiling are
  bright with the frozen liquid. Small red crystals,
  like crimson ice, are piled in small heaps across
  the floor.
  At each end of the room hang blue lizard heads
  mounted on the walls. Only these are free of the
  red material found everywhere else.
  A sofa and two chairs sit in this well-appointed
  room, looking as though they were used just yes-
  terday. A small window to the outside cuts into
  one wall, but no light comes through the thick
  ice outside. A blue lizard head lies on the floor,
  near the sofa.
  The door opens without difficulty, revealing a
  long hallway. A stairway rises off to the right, and
  doors line both sides of the hall. Faded colors
  cover the walls in blurred patterns, and scraps of
  bright red cloth lie scattered across the floor. The
  walls themselves are dark wood, and surprisingly
  well preserved. Two large blue lizard heads hang
  on plaques mounted halfway down the hall, one
  on each side.
  
  4
  
  5
  9. Hall
  The wall hangings show maps of the areas the hunters
  have visited to make their kills in past years.
  10. Fane’s Chamber
  This is Rowan Fane’s room. All the chests are locked
  (Pick Lock, DC 45), but none are trapped. Mostly they
  contain Fane’s personal possessions (1,000 gp, gems
  worth 2,000 gp, 10 potions of cure serious wounds, plus five
  finely cut sets of clothing and four empty journals), but
  one has the cold spirit’s #7 head, which was too man-
  gled to mount as a trophy.
  11. Guest Room
  Members of the hunting club used this guest room if
  they stayed overnight. The chest is unlocked and
  empty.
  12. Library
  The fire pack torched this library in a fit of anger
  months ago. There is nothing of importance here.
  13. Closet
  This is an empty closet.
  14. Closet
  This closet holds the cold spirit’s #8, #9 and #10 heads
  in a pile, each mounted on a plain wooden plaque.
  15. Caretaker’s Chamber
  This room was used by the lodge’s caretaker. A trapdoor
  on the ceiling leads to Room 18 in the attic, but it is
  concealed by frost. A Spot check (DC 25) might allow a
  character to notice it, and a Search of the area (DC 15)
  almost certainly does.
  16. Study
  The cold spirit’s #11 head sits under the desk, concealed
  by the thick coating of ice. The ice has hardness 3 (0
  against fire) and 100 hp. Hammering at the ice attracts
  the cold spirit’s attention.
  17. Bathing Room
  There is nothing important in this bathing room.
  18. Records Room
  This chest holds the records of the Green Lodge hunt-
  ing club. The DM should make up names as necessary
  to fulfill the players’ curiosity about the members. The
  ledgers indicate the names of each hunter, as well as
  the trophies taken by each one. Among the entries are
  notations that Rowan Fane killed both the cryohydra
  and four half-dragon dire tigers.
  This attic room stands empty save for a chest on
  the center of the floor. The a solid oak container
  bears a brass latch, but no sign of a lock.
  Stone tiles cover the entire room. A large brass
  tub sits against the far wall, filled to the brim with
  clear, smooth ice. Icicles hang from the ceiling,
  and frost coats everything.
  A lone desk sits in the corner, with a chair beside
  it. Both are covered in a thick casing of ice,
  making it impossible to glean any details.
  A large room contains fine furnishings, including
  a massive bed, a finely carved chest of drawers,
  and a ebon rocking chair. Thick frost covers
  everything, but there is no ice or snow. Light
  seeps in from the room’s cold window.
  Books line the shelves on the left- and right-hand
  walls, their leather spines scorched and pages
  burned, then frozen. A table and two chairs sit in
  the center of the room, also blacked and covered
  by frost. A thin sheet of smooth ice covers the
  floor. There is the slight scent of ash, but it is not
  fresh.
  A large wooden chest sits to the left, and a set of
  short, ice-coated bunk beds sits on the right. The
  cold room otherwise remains barren, with no
  wall hangings and only bare wooden floors.
  Several large chests sit around this chill room,
  each with a large brass lock holding it fast. A
  single bed rests in the far corner, its icy sheets
  neatly made and tucked.
  On the second floor, a long hall runs from the
  stairwell. Doors made of firm lumber line the
  right-hand side. On the left wall hang numerous
  framed pictures and tapestries, though frost
  makes it impossible to determine what they
  depict.
  
  6
  19. Attic
  These bodies are the stuffed, trophy remains of the fire
  pack. See below for more details on the fire pack. The
  door leads to Room 18.
  20. Storeroom
  This is the storage room of the lodge. The three goblins
  were half-fiends that won the lodge’s top honors the
  year before Rowan Fane brought in the cryohydra.
  Buried in the ice in the corner is a wooden chest with
  the cold spirit’s #12 head. The ice has hardness 5 (0
  against fire) and 150 hit points.
  THE GHOSTS 
  OF THE LODGE
  Haunting the lodge are five vengeful ghosts: those of
  four dire tiger half-dragons (called “the fire pack”) and
  that of the cryohydra.
  The Fire Pack
  The four dire tiger half-dragons of the fire pack were
  impressive creatures in life, with flame-red stripes in
  their fur, huge draconic wings, and a ridge of horns
  traveling from their eye ridges along their spines to the
  tips of their tails. In death they have much the same
  appearance, save they keep their heads hung low in
  sorrow.
  Rowan Fane slew the members of the fire pack in an
  effort to produce even more impressive trophies than
  those he gathered from the Lernaean cryohydra. When
  the ghost of the cryohydra became a vengeful spirit and
  slew all the hunters within the lodge, the violence
  awoke the spirits of the fire pack. They have prowled
  the empty house ever since, seeking vengeance for
  their pointless deaths.
  The Fire Pack’s Tactics
  Angered by the uselessness of their deaths, the mem-
  bers of the fire pack prowl the lodge in an endless,
  futile effort to find the hunters who killed them so dis-
  respectfully. The members of the fire pack often break
  into two pairs and patrol the lodge separately, but if
  they hear the sound of their mates in combat they
  always move toward it.
  The creatures of the fire pack are always manifest—
  they never completely leave the Material Plane
  (because of the cold spirit’s presence on the Ethereal
  Plane). If attacked from the Ethereal they defend them-
  selves, but their full attention remains on the Material
  Plane and the lodge. Due to their great size they often
  fill rooms entirely, and walk through walls on their way
  to the next chamber. They often pace like caged ani-
  mals, for they are unwilling to leave the site of their
  bodies (stuffed in Room 19) and thus never go beyond
  the lodge.
  Roll randomly to see which of the 20 rooms the
  members of the fire pack occupy when the PCs arrive
  at the lodge. The pack members then randomly relocate
  every hour to a new room, walking immaterially
  through any intervening rooms. If they encounter the
  PCs, the fire pack’s reaction depends on the characters’
  appearance. Anyone with a ranged weapon out is seen
  as a hunter and attacked immediately. They ignore
  other PCs unless they attack a member of the pack.
  d The Fire Pack (4; against Material Plane oppo-
  nents): Male and female ghost half-red dragon half-
  dire tiger; CR 12; Huge undead (incorporeal);
  HD 16d8; hp 72; Init +2; Spd fly 30 ft. (perfect); AC 13,
  touch 13, flat-footed 11; Atk +12 melee touch (1d4,
  incorporeal touch); Face/Reach 10 ft. by 30 ft./10 ft.;
  SA Breath weapon (30-foot cone of fire), corrupting
  touch 1d4; SQ Darkvision 60 ft., immunities , incorpo-
  real subtype, low-light vision, manifestation, rejuvena-
  tion, scent, turn resistance +4, undead traits; AL CE;
  SV Fort +10, Ref +12, Will +11; Str –, Dex 15, Con –,
  Int 4, Wis 12, Cha 16.
  Skills and Feats: Hide +20, Jump +4, Listen +23, Move
  Silently +9, Search +5, Spot +23, Swim +3; Alertness,
  Two oak tables, a bookcase, and a footstool take
  up the center of the floor, all layered with many
  inches of ice. The room is much colder than the
  others, and mist pours out of it through the door-
  way. Three goblins stand motionless in the
  corner, their still features clearly visible beneath
  the ice. A solid block of ice covers the right-hand
  corner, a dark shape visible within it.
  Little light enters this attic from ice-covered tears
  in the roof. A thick musty smell fills the cold air,
  and refuse lies scattered across the floor. The
  majority of the room is taken up by four huge
  bodies, each appearing to be a red and black
  winged tiger no less than 30 feet long, stacked on
  their sides in the middle of the floor. There is
  little room to get around the bodies. A door can
  be seen at the far end of the room.
  
  7
  Flyby Attack, Multiattack, Power Attack*, Wingover. 
  *
  Power Attack cannot be used while the creature is incorpo-
  real.
  Breath Weapon (Su): Once every 1d4 rounds, a
  member of the fire pack can breathe a 30-foot cone of
  fire that deals 6d10 points of fire damage. Each creature
  in the area can attempt a Reflex save (DC 19) for half
  damage.
  Corrupting Touch (Su): A member of the fire pack
  that hits a living, material target with its incorporeal
  touch attack deals 1d4 points of damage.
  Immunities: Each member of the fire pack is
  immune to fire, paralysis, and sleep.
  Incorporeal Subtype: When manifested, a
  member of the fire pack can be harmed only by other
  incorporeal creatures, +1 or better magic weapons,
  spells, spell-like abilities, or supernatural abilities. It is
  immune to all nonmagical attack forms and has a 50%
  chance to ignore any damage from a corporeal source
  (except for force effects, such as magic missiles, and
  attacks made with ghost touch weapons). It can pass
  through solid objects (but not force effects) at will. Its
  attacks ignore natural armor, armor, and shields
  (though deflection bonuses and force effects work nor-
  mally). The creature moves silently (cannot be heard
  with Listen checks unless desired).
  Manifestation (Su): When manifested, members
  of the fire pack become visible but remain incorporeal.
  However, a manifested member of the fire pack can
  strike with its incorporeal touch attack. When mani-
  fested, it remains on the Ethereal Plane but can be
  attacked by opponents on both the Material and Ethe-
  real Planes. 
  Rejuvenation (Su): It is impossible to permanently
  destroy the fire pack members through combat alone.
  Even if overcome, killed, or destroyed, the ghosts return
  to the Green Lodge within 2d4 days. Similarly if their
  stuffed bodies are destroyed, they return in 2d4 hours.
  The only way to destroy the creatures is to placate their
  spirits, which are angered over their deaths serving no
  natural purpose. If their trophy bodies are used for any
  real function (turned into clothing, made into magic
  items, etc) and the crafter who does so apologizes to the
  spirits, they leave the Material Plane, placated. If these
  items ever fall out of use for more than 30 days, the
  ghosts once again grow angered and return to haunt the
  crafter who made them (or the crafter’s heirs).
  Scent (Ex): The fire pack can detect approaching ene-
  mies, sniff out hidden foes, and track by sense of smell. 
  Turn Resistance (Ex): A member of the fire pack is
  treated as an undead with 20 Hit Dice for the purpose
  of turn, rebuke, command, and bolster attempts.
  Undead Traits: Each member of the fire pack is
  immune to poison, sleep, paralysis, stunning, disease,
  death, effects, necromantic effects, mind-influencing
  effects, and any effect requiring a Fortitude save unless
  it also works on objects. It is not subject to critical hits,
  subdual damage, ability damage, ability drain, or energy
  drain. Negative energy heals it, and it is not at risk of
  death from massive damage but is destroyed at 0 hit
  points or less. It cannot be raised, and resurrection
  works only if it is willing.
  d The Fire Pack (4; against ethereal opponents):
  Male and female ghost half-red dragon half-dire tiger;
  CR 12; Huge undead; HD 16d8; hp 72;
  Init +2; Spd 40 ft., fly 30 ft. (average); AC 20, touch 10,
  flat-footed 18; Atk +22 melee (2d8+12, 2 claws) and +20
  melee (2d6+6, bite), or +22 melee touch (1d4+18, incor-
  poreal touch); Face/Reach 10 ft. by 30 ft./10 ft.;
  SA Breath weapon (30-foot cone of fire), corrupting
  touch 1d4+12, improved grab, pounce, rake 2d4+6;
  SQ Darkvision 60 ft., immunities , low-light vision,
  manifestation, rejuvenation, scent, turn resistance +4,
  undead traits; AL CE; SV Fort +6, Ref +12, Will +11;
  Str 35, Dex 15, Con 2, Int 4, Wis 12, Cha 16.
  Skills and Feats: Hide +20, Jump +16, Listen +23,
  Move Silently +9, Search +5, Spot +23, Swim +15; Alert-
  ness, Flyby Attack, Multiattack, Power Attack,
  Wingover.
  Breath Weapon (Su): Once every 1d4 rounds, a
  member of the fire pack can breathe a 30-foot cone of
  fire that deals 6d10 points of fire damage. Each creature
  in the area can attempt a Reflex save (DC 19) for half
  damage.
  Corrupting Touch (Su): A member of the fire pack
  that hits a living, ethereal target with its incorporeal
  touch attack deals 1d4+18 points of damage.
  Improved Grab (Ex): If a member of the fire pack
  hits a Large or smaller opponent with a bite attack, it
  deals normal damage and attempts to start a grapple as
  a free action without provoking an attack of opportu-
  nity (grapple bonus +32). If it gets a hold, it can attempt
  to rake in the same round. Thereafter, it has the option
  to conduct the grapple normally, or simply use its jaws
  to hold the opponent (-20 penalty to the grapple check,
  but the fire pack member is not considered grappled).
  In either case, each successful grapple check it makes
  
  8
  during successive rounds automatically deals bite
  damage and allows another rake attempt.
  Pounce (Ex): If a member of the fire pack charges, it
  can make a full attack (including a rake attempt, see
  below) even though it has moved.
  Rake (Ex): On any round that a member of the fire
  pack has a hold on an opponent (see Improved Grab,
  above), it can make two rake attacks (+22 melee) with
  its hind legs for 2d4+6 points of damage each. It can
  also attempt to rake when it pounces on an opponent.
  Immunities: Each member of the fire pack is
  immune to fire, paralysis, and sleep.
  Manifestation (Su): When manifested, members
  of the fire pack become visible but remain incorporeal.
  However, a manifested member of the fire pack can
  strike with its incorporeal touch attack. When mani-
  fested, it remains on the Ethereal Plane but can be
  attacked by opponents on both the Material and Ethe-
  real Planes. 
  Rejuvenation (Su): It is impossible to permanently
  destroy the fire pack members through combat alone.
  Even if overcome, killed, or destroyed, the ghosts return
  to the Green Lodge within 2d4 days. Similarly if their
  stuffed bodies are destroyed, they return in 2d4 hours.
  The only way to destroy the creatures is to placate their
  spirits, which are angered over their deaths serving no
  natural purpose. If their trophy bodies are used for any
  real function (turned into clothing, made into magic
  items, etc) and the crafter who does so apologizes to the
  spirits, they leave the Material Plane, placated. If these
  items ever fall out of use for more than 30 days, the
  ghosts once again grow angered and return to haunt the
  crafter who made them (or the crafter’s heirs).
  Scent (Ex): The fire pack can detect approaching
  enemies, sniff out hidden foes, and track by sense of
  smell. 
  Turn Resistance (Ex): A member of the fire pack is
  treated as an undead with 20 Hit Dice for the purpose
  of turn, rebuke, command, and bolster attempts.
  Undead Traits: Each member of the fire pack is
  immune to poison, sleep, paralysis, stunning, disease,
  death, effects, necromantic effects, mind-influencing
  effects, and any effect requiring a Fortitude save unless
  it also works on objects. It is not subject to critical hits,
  subdual damage, ability damage, ability drain, or energy
  drain. Negative energy heals it, and it is not at risk of
  death from massive damage but is destroyed at 0 hit
  points or less. It cannot be raised, and resurrection
  works only if it is willing.
  The Cold Spirit
  The cold spirit, the master ghost within the lodge, is
  responsible for the blizzard that surrounds the building.
  The Cold Spirit’s Tactics
  The cold spirit isn’t smart enough to have any carefully
  planned tactics, but it doesn’t just sit in the Ethereal
  Plane and wait for the PCs to come to it. In any given
  hour, the cold spirit is watching one to four rooms of
  the Green Lodge. Roll a d20 to determine which rooms
  the ghost is paying attention to. If anyone does any-
  thing within those rooms, allow the cold spirit a Spot
  check to notice. If the spirit sees a target, it manifests
  and makes a single breath weapon attack. The spirit
  doesn’t stay anywhere for long, so after a single attack it
  retreats back to the Ethereal Plane.
  If the PCs start moving around the cold spirit’s
  trophy heads in a room it’s watching, the ghost mani-
  fests for 1d4 rounds and attacks whoever has its heads
  with bite/corrupting touch attacks. It uses breath
  weapon attacks only if it stays for 4 rounds. After 1d4
  rounds, the ghost again retreats to the Ethereal Plane.
  The cold spirit immediately notices anyone who
  moves onto the Ethereal Plane, and attacks that char-
  acter(s).
  d The Cold Spirit (against Material Plane oppo-
  nents): Male ghost 12-headed runt lernaean cryohydra;
  CR 17; Large undead (incorporeal); HD 12d12; hp 78;
  Init +1; Spd fly 30 ft. (perfect); AC 11, touch 11, flat-
  footed 10; Atk +9 melee touch (1d10, incorporeal
  touch); Face/Reach 20 ft. by 20 ft./10 ft.; SA Breath
  weapon (12 frost jets), corrupting gaze, corrupting
  touch, frightful moan; SQ Blizzard, cold subtype, dark-
  vision 60 ft., head regeneration, incorporeal subtype,
  low-light vision, manifestation, possession, rejuvena-
  tion, scent, turn resistance +4, undead traits; AL N;
  SV Fort +8, Ref +9, Will +4; Str –, Dex 12, Con –, Int 3,
  Wis 10, Cha 13.
  Skills and Feats: Hide +5, Listen +17, Search +4, Spot
  +17; Combat Reflexes.
  Breath Weapon (Su): Once every 1d4 rounds, each
  of the cold spirit’s heads breathes a jet of frost 10 feet
  wide, 10 feet high, and 20 feet long. Each jet deals 3d6
  points of damage per head. A successful Reflex save
  (DC 16) halves the damage.
  Corrupting Gaze (Su): Each of the cold spirit’s
  heads can blast living beings with a glance. Each of its
  twelve gaze attacks has a range of 30 feet. Every crea-
  
  9
  ture that meets the cold spirit’s gaze must succeed at a
  Fortitude save (DC 17) or suffer 2d10 points of damage
  and 1d4 points of Charisma drain.
  Corrupting Touch (Su): When the cold spirit hits a
  living, material target with its incorporeal touch, the
  attack deals 1d4 points of damage.
  Frightful Moan (Su): The cold spirit can moan as a
  standard action. Each living creature within a 30-foot
  spread must succeed at a Will save (DC 17) or become
  panicked for 2d4 rounds. This is a sonic, necromantic,
  mind-affecting fear effect. A creature that successfully
  saves against the moan cannot be affected by the cold
  spirit’s moan for one day.
  Blizzard (Su): Wherever the cold spirit stays in one
  place for more than a few hours, a heavy snowfall
  begins. Outdoors, this effect reduces visibility to no
  more than 15 feet.
  Cold Subtype: The cold spirit is immune to cold
  damage, but it takes double damage from fire unless a
  saving throw for half damage is allowed, in which case
  it takes half damage on a success and double damage on
  a failure.
  Head Regeneration (Ex): The cold spirit’s body
  is immune to all attacks (but see below). The only
  way to slay it without magic is to sever all its heads.
  However, each time a head is severed, two new heads
  spring from the stump in 1d4 rounds. The cold spirit
  can never have more than twice its original number
  of heads at any one time, and any extra heads it gains
  beyond its original number wither and die within a
  day. To prevent a severed head from growing back
  into two, at least 5 points of fire or acid damage must
  be dealt to the stump (AC 21) before the new heads
  appear. Spells such as disintegrate, finger of death, and
  slay living kill the cold spirit outright if they succeed.
  If the spell deals damage on a successful save, that
  damage is directed against one of the creature’s
  heads.
  Incorporeal Subtype: The cold spirit can be
  harmed only by other incorporeal creatures, +1 or
  better magic weapons, spells, spell-like abilities, or
  supernatural abilities. It is immune to all nonmagical
  attack forms and has a 50% chance to ignore any
  damage from a corporeal source (except for force
  effects, such as magic missiles, and attacks made with
  ghost touch weapons). The cold spirit can pass through
  solid objects (but not force effects) at will. Its attacks
  ignore natural armor, armor, and shields (though
  deflection bonuses and force effects work
  normally).The cold spirit moves silently (cannot be
  heard with Listen checks unless desired).
  Manifestation (Su): When manifested, the cold
  spirit becomes visible but remains incorporeal. How-
  ever, it can strike with its incorporeal touch attack.
  When manifested, it remains on the Ethereal Plane but
  can be attacked by opponents on both the Material and
  Ethereal Planes.
  Possession (Su): The cold spirit can possess its
  former heads if they all are brought into a single room
  of the Green Lodge. It must manifest to do this, and it
  does so regardless of the forces arrayed against it, nor
  does it cease to manifest once it has possessed its heads.
  While possessing the heads, the cold spirit makes bite
  attacks against material opponents normally (using the
  teeth of the possessed heads rather than its spiritual
  teeth), using the same Strength bonus for attacks and
  damage that it would against ethereal opponents.
  Rejuvenation (Su): It is impossible to permanently
  destroy the cold spirit through combat alone. Even if
  overcome, killed, or destroyed, the cold spirit returns to
  the Green Lodge within 2d4 days. The only way to
  destroy the cold spirit permanently is to reunite all
  twelve of its heads (currently hung as trophies through-
  out the lodge) in one room. When this happens, the
  cold spirit possesses the trophy heads and attacks. If it
  is killed in this form, its spirit leaves the Material Plane
  forever.
  Scent (Ex): The cold spirit can detect approaching
  enemies, sniff out hidden foes, and track by sense of
  smell. 
  Turn Resistance (Ex): A the cold spirit is treated as
  an undead with 16 Hit Dice for the purpose of turn,
  rebuke, command, and bolster attempts.
  Undead Traits: The cold spirit is immune to poison,
  sleep, paralysis, stunning, disease, death, effects, necro-
  mantic effects, mind-influencing effects, and any effect
  requiring a Fortitude save unless it also works on
  objects. It is not subject to critical hits, subdual damage,
  ability damage, ability drain, or energy drain. Negative
  energy heals the cold spirit, and it is not at risk of death
  from massive damage but is destroyed at 0 hit points or
  less. It cannot be raised, and resurrection works only if
  it is willing.
  d The Cold Spirit (against ethereal opponents):
  Male ghost 12-headed runt lernaean cryohydra; CR 17;
  Large undead; HD 12d12; hp 78; Init +1; Spd 20 ft.,
  swim 20 ft., fly 30 ft. (perfect); AC 16, touch 10, flat-
  
  10
  footed 15; Atk +14 melee (1d10+6, 12 bites), or +14
  melee (1d4+6, incorporeal touch); Face/Reach 20 ft. by
  20 ft./10 ft.; SA Breath weapon (12 frost jets), corrupt-
  ing gaze, corrupting touch, frightful moan;
  SQ Blizzard, cold subtype, darkvision 60 ft., head regen-
  eration, low-light vision, manifestation, possession,
  rejuvenation, scent, turn resistance +4, undead traits;
  AL N; SV Fort +8, Ref +9, Will +4; Str 23, Dex 12, Con –,
  Int 3, Wis 10, Cha 13.
  Skills and Feats: Hide +5, Listen +17, Search +4, Spot
  +17, Swim +14; Combat Reflexes.
  Breath Weapon (Su): Once every 1d4 rounds, each
  of the cold spirit’s heads breathes a jet of frost 10 feet
  wide, 10 feet high, and 20 feet long. Each jet deals 3d6
  points of damage per head. A successful Reflex save
  (DC 16) halves the damage.
  Corrupting Gaze (Su): Each of the cold spirit’s
  heads can blast living beings with a glance. Each of its
  twelve gaze attacks has a range of 30 feet. Every crea-
  ture that meets the cold spirit’s gaze must succeed at a
  Fortitude save (DC 17) or suffer 2d10 points of damage
  and 1d4 points of Charisma drain.
  Corrupting Touch (Su): When the cold spirit hits a
  living, ethereal target with its incorporeal touch, the
  attack deals 1d4+6 points of damage.
  Frightful Moan (Su): The cold spirit can moan as a
  standard action. Each living creature within a 30-foot
  spread must succeed at a Will save (DC 17) or become
  panicked for 2d4 rounds. This is a sonic, necromantic,
  mind-affecting fear effect. A creature that successfully
  saves against the moan cannot be affected by the cold
  spirit’s moan for one day.
  Blizzard (Su): Wherever the cold spirit stays in one
  place for more than a few hours, a heavy snowfall
  begins. Outdoors, this effect reduces visibility to no
  more than 15 feet.
  Cold Subtype: The cold spirit is immune to cold
  damage, but it takes double damage from fire unless a
  saving throw for half damage is allowed, in which case
  it takes half damage on a success and double damage on
  a failure.
  Head Regeneration (Ex): The cold spirit’s body is
  immune to all attacks (but see below). The only way to
  slay it without magic is to sever all its heads. However,
  each time a head is severed, two new heads spring from
  the stump in 1d4 rounds. The cold spirit can never have
  more than twice its original number of heads at any
  one time, and any extra heads it gains beyond its origi-
  nal number wither and die within a day. To prevent a
  severed head from growing back into two, at least 5
  points of fire or acid damage must be dealt to the stump
  (AC 20) before the new heads appear. Spells such as dis-
  integrate, finger of death, and slay living kill the cold spirit
  outright if they succeed. If the spell deals damage on a
  successful save, that damage is directed against one of
  the creature’s heads.
  Manifestation (Su): When manifested, the cold
  spirit becomes visible but remains incorporeal. How-
  ever, it can strike with its incorporeal touch attack.
  When manifested, it remains on the Ethereal Plane but
  can be attacked by opponents on both the Material and
  Ethereal Planes.
  Possession (Su): The cold spirit can possess its
  former heads if they all are brought into a single room
  of the Green Lodge. It must manifest to do this, and it
  does so regardless of the forces arrayed against it, nor
  does it cease to manifest once it has possessed its
  heads. While possessing the heads, the cold spirit
  makes bite attacks against material opponents nor-
  mally (using the teeth of the possessed heads rather
  than its spiritual teeth), using the same Strength bonus
  for attacks and damage that it would against ethereal
  opponents.
  Rejuvenation (Su): It is impossible to permanently
  destroy the cold spirit through combat alone. Even if
  overcome, killed, or destroyed, the cold spirit returns to
  the Green Lodge within 2d4 days. The only way to
  destroy the cold spirit permanently is to reunite all
  twelve of its heads (currently hung as trophies through-
  out the lodge) in one room. When this happens, the
  cold spirit possesses the trophy heads and attacks. If it
  is killed in this form, its spirit leaves the Material Plane
  forever.
  Scent (Ex): The creature can detect approaching ene-
  mies, sniff out hidden foes, and track by sense of smell. 
  Turn Resistance (Ex): A the cold spirit is treated as
  an undead with 16 Hit Dice for the purpose of turn,
  rebuke, command, and bolster attempts.
  Undead Traits: The cold spirit is immune to poison,
  sleep, paralysis, stunning, disease, death, effects, necro-
  mantic effects, mind-influencing effects, and any effect
  requiring a Fortitude save unless it also works on
  objects. It is not subject to critical hits, subdual damage,
  ability damage, ability drain, or energy drain. Negative
  energy heals the cold spirit, and it is not at risk of death
  from massive damage but is destroyed at 0 hit points or
  less. It cannot be raised, and resurrection works only if
  it is willing.
  
  11
  ABOUT THE AUTHOR
  Owen Kirker Clifford Stephens was born in 1970 in
  Norman, Okla. He attended the TSR Writer’s Workshop
  held at the Wizards of the Coast Game Center in 1997,
  and his first professional work to actually see the light
  of day (an article on elven names) was published
  shortly afterward in issue 250 of DRAGON® magazine.
  Owen moved with his wife and three cats to the Seat-
  tle area in 2000 after accepting a job as a game designer
  at Wizards of the Coast. While there he worked on
  numerous Star Wars RPG projects and the Wheel of Time
  Roleplaying Game. Fourteen months later he returned to
  Oklahoma and picked up his freelance career. He has
  written several d20 freelance projects since, including
  the EverQuest Role-Playing Game from White Wolf.
  Owen now works out of an office converted from a
  garage—surrounded by books, computers, and cats.
  Owen loves hearing from other gamers. You can
  reach him at <OStephens@aol.com>.
  
  12
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/Mega book pack adventures/Level 16-20/Haunting Lodge.pdf