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5th Edition Module Fire & Ice (5E)

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100% found this document useful (1 vote)
606 views

5th Edition Module Fire & Ice (5E)

shser

Uploaded by

hansenboe
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Claus Boe (order #9029584)

Rite Publishing Presents:

th

5 Edition Module:
Fire & Ice
Pashas of Frozen Ashes (Authors): Brett Boyd & Keith Byers
Sultans of Brass (Editors):
Robert N. Emerson & Steven D. Russell
Princess of Frost (Cover Artists): Ernanda Souza
Soldiers of Steam (Interior Artists): Ernanda Souza,
Marek Raku, Jason Rainville, Simon Buckroyd
Master of Mud (Cartographer): Tommi Salama
Puddle (Layout and Publisher): Steven D. Russell
"He is the prince that was promised, and his is the song of ice and fire."
Rhaegar Targaryen, A Clash of Kings

5th Edition Module: Fire & Ice 2016 Steven D. Russell, Open Gaming License Copyright 2000 Wizards of the Coast. All rights
reserved; Some rights reserved. Some images are licensed under a Creative Commons Attribution-No Derivative Works 3.0 License.
http://creativecommons.org/licenses/by-nd/3.0/

Claus Boe (order #9029584)

through the isle's monk contingent. The Order of the Silent Fist
first puts the PCs through a test to be allowed into their vault
and be given the medallions that allow safe access to the fiery
plane. The medallions allow the PCs to inhabit terra-cotta
bodies and so be protected from the lethal conditions on the
Plane of Fire. But as they do so, the Cabal launches a desperate
attack on the isle in a last attempt to stop the PCs. Once on the
Plane of Fire, the PCs must best two giant salamanders at the
azer tower (long-since abandoned by the dwarf-like fire race)
and fight the pursuing Malkin who has limited resistance to the
perilous conditions here. Finding a hammer in the tower's
remains is easy enough but getting past the assassin and back
home may prove much more difficult!

Introduction

Fire & Ice is an adventure for the 5th Edition of the


world's most popular fantasy roleplaying game that provides
level 8-10 characters an unexpected side-trek of excitement.
Tasked with destroying a minor artifact, can the PCs finish the
quest that another adventuring company all-but perished on?
An eternal nemesis is on the heels of the characters to make
certain they fail!

Adventure Background

The Westwood Company, a group of adventurers of


equal prominence to the PCs, encountered a plot to harvest
any magic items containing divine essences. The plot was
hatched by an evil organization known as the Godling
Cabal whose agents and influence stretch (albeit thinly)
across the campaign world. One such itema crystal
belonged to an extinct tribe of sorcerous humanoids in the
frigid northern wastes. The Cabal dispatched agents to
retrieve the crystal but the Westwood Company arrived to
procure the item first from an ancient holy site of the
humanoids. The crystal was confirmed by the Company's
cleric as being divinely infused but, before the group
could escape south, the Cabal struck. A vicious fight took
place aboard an underwater compound that the Company
deduced was some type of iceberg-shaped vehicle, capable
of moving about under the waves via magical propulsion.
The Cabal chased the adventurers from the site but did not
recover the crystal. However, all but one of the Company
died during the fight. The survivor, Phelemann the former
sea merchant, has acquired the means to destroy the crystal
and thus keep its powerful energies from the Cabal but he
knows his time is limited as pursuit is assured.

Adventure Hooks

The PCs need to travel a long distance in a shorter amount of


time. Instead of using expensive magics for teleportation or
flying, sailing presents a nice leisurely option. Honestly, the
need to travel adventure hook is really the best one here. It
encompasses any campaign that takes place on the surface
world and many GMs might simply hand waive such a journey
otherwise. Now, a one-sentence trip can instead be a highstakes adventure! If the PCs are not set to travel, perhaps
Phelemann knows of their reputation and invites them on a
pleasure cruise to cheer their accomplishments. For this
hook, he plans to reveal his dilemma to the group and his need
for aid when the ship is attacked as in Chapter One and the
adventure proceeds as written.

Chapter One: Passage to


Adventure

Adventure Synopsis

Booking passage on a vessel in this port is not an easy matter


until the PCs hit upon the longship Brightstar (for longship
statistics, see its entry in the 5th Edition Core Rulebook II).
Captain Phelemann is actively looking for adventurers and
knows them when he sees them. No one but the captain books
passage for visitors on this ship and he swoops down (almost
literally) to greet the party as they approach. Read of
paraphrase the following:

Phelemann used the last of his gold to purchase a ship


(the Brightstar) and crew that will take him to Mibre, the
Isle of Pleasures. Here, a portal can be accessed leading
to the Elemental Plane of Fire where an azer-inhabited
tower is supposed to be located on the other side. The
merchant-adventurer needs an azer's hammer to destroy the
crystal (as divined by a sage in the port city from which
the adventure begins). But Phelemann knows the Cabal is
hot on his heels and will likely need adventurers aboard
should the group catch him. The PCs begin the adventure
requiring transport to another port (whether during
another adventure or simply to find more adventure) and
can learn that Phelemann turned away others before they
inquired as to his destination and price. Once on their way,
the ship is attacked by the iceberg craft where
Phelemann's companions fought the Cabal. The evil group
somehow reactivated the ship and uses it to board the
Brightstar. The primary nemesis of Fire & Ice, an
undying assassin named Malkin, leads the evil troop to
reclaim the crystal. (Malkin possesses immortality from a
previous Cabal experiment involving divine energy.)
After repelling the boarders, Phelemann comes clean
about his mission and begs the PCs for aid in destroying the
crystal. Once on Mibre, the location and access logistics to
the Plane of Fire is learned

A man skips down the gangplank of a longship before you,


waving a hand for you to stop. My friends, fine day to you!
The human is donned in a plain breastplate with a short blade
scabborded on each hip. Curled dirty blond hair sits atop a
face weathered by more than the seacombat aging and the
weariness of the road are obvious as well. He continues by
saying, looking for a ship that's not only fast but comfortable?
The Brightstar specializes in accommodating the specific needs
of obvious adventurers such as yourselves. Wizard needs some
quiet place to study? Below deck is the perfect spot. Fighters
have plenty of practice space for sword swinging. And clerics,
let me tell you, have free reign to preach as they will. No
discrimination aboard the Brightstar. Name your destination
and myself, Captain Phelemann, will beat any ship's price!
The man flashes a practiced smile with ease and confidence.

Claus Boe (order #9029584)

In truth, Phelemann would take the PCs for free since he owns
the Brightstar as of yesterday and really only needs it for this
journey so raking in profits isn't a concern. He will randomly
name a fee of 10 gold per person for wherever their bound
(because he says he's heading to that port too). Depending on
how his mission goes, Phelemann will absolutely honor the
price and destination once his activity on Mibre is
accomplished. If, for some reason, the price is too high,
Phelemann tells the PCs they drive a hard bargain and will
agree to whatever they think is fair. He needs them on this
voyage and will bend over backward to get them aboard. A DC
15 Insight skill check tells a PC that Phelemann is being overly
generous but honest about his desire to have the party aboard.

Development

The Brightstar hosts a crew of only 30 souls (normally a


longship has 40 if just for the rowing). But these are all
Phelemann could find on short notice. The men and women are
loyal for the coin offered but are little more than Commoners
and Experts of levels 1-2 eager for some time on the sea and
easy gold (Phelemann is known even in this port as a fair and
even-tempered man from his family ties in the region). The PCs
have until the morning of the next day to bring their gear aboard
and settle in. It takes only three hours to reach Mibre during
which the PCs can do as they please. Phelemann is happy to
speak with them most of the time but does need to attend to his
shipboard duties. During any exchange, he is affable but avoids
speaking of his immediate past (i.e. his time with the
Westwood Company). If at all possible, he would like to finish
the mission himself and not involve or endanger others.
PCs with any kind of experience at sea (ie Background Sailor
related to navigation DC 15) can determine the Brightstar is
not headed in precisely the direction it should be. Phelemann
says, Ah, yes, slight detour. We have been contracted to pick
up a few passengers who have finished their stay on Mibre, the
Isle of Pleasures. Heard of it? Oh, yes, quite the delightful stop
for folk weary of...well, weary of life. Always nice to take a
break, no?

Malkin

Using Phelemann

Phelemann can become involved as a fighting NPC if the GM


wishes or if it becomes necessary should the battle turn horribly
wrong for the PCs. If the adventurers have things well in hand,
keep the captain off camera guarding the crystal in his
quarters and thus out of your hair while tracking the rest of the
combatants. It is not necessary that he live through this first
battle, however. So, if you want to bring home the lethalness of
the Cabal, have Malkin board the ship under the power of his
invisibility potion and slay Phelemann gruesomely at the wheel
before the captain moves to his quarters. The PCs can then
directly confront the rogue without him getting to the crystal.
In the event of Phelemann's demise, the plot can be handed to
the players in the form of a small journal the captain kept in his
cabin. It details exactly what the merchant verbally explains to
the PCs after the battle.

Sea Assault! (CR 11)

The voyage, much to Phelemann's chagrin, is not to pass


without incident. Read or paraphrase the following after the
crewman in the crow's nest spots Mibre in the distance by
yelling Land, ho!:
Without warning, the Brightstar lurches as if it hit solid land.
Crew and objects alike fly forward and land sprawled on the
deck. [Reflex DC 15 or fall to the deck; PCs with a Profession
involving sailing receive any bonuses as listed by their skill]
You hear Captain Phelemann yell from the starboard side of
the ship, Strike the sail! We've hit ice! She'll tear herself apart
in this wind! The crewmen still on their feet move to obey
when one suddenly drops over after two glowing missiles strike
her in the back. Within seconds, intruders begin to pour over
the ship's rail onto the deck!

the Cabal has somehow been activated by the evil group and
one of its great icy fingers is speared into the longship's side
about 10 feet above the water line. A staircase inside the finger

The Brightstar did not strike anything; rather, something struck


it! The magical iceberg craft where Phelemann's team fought

Claus Boe (order #9029584)

handsomely should you assist me. I guarantee it.

allowed Cabal agents to board the Brightstar easily. A total of


seven foes board the vessel but the PCs will only face 4 in this
battle. Three magelings and Malkin move toward the back of
the ship where Phelemann keeps a cabin. They know the crystal
is aboard and the undying rogue shouts for its retrieval when
he climbs onto the deck. The crew splits up, most trying to
secure the ship while some move to combat the intruders (the
3 magelings not fought by the PCs). Phelemann, if near to the
PCs, utters, By the gods, they got it working at the start of
combat, referring to the ice ship.

The PCs assuredly may have many questions but below are
some possible answers to the most likely ones:
Q: How can the crystal be destroyed?
A: I consulted a sage on the mainland who knows of this
artifact. His text on the item says the crystal can only be
destroyed by the hammer of an azera dwarf-like humanoid
who resides on the Fire Plane. Also according to the same
legend, the azer maintain a residence on the other side of the
portal found on Mibre.

Malkin HP 86 (See Appendix I)


Magelings (3) HP 27 each (See Appendix I)

Q: How do we find the portal and then survive on the other


side?
A: Knowledge of the planar gateway is said to reside only with
the Order of the Silent Fist. Their brotherhood will allow those
worthy of purpose and morality to access the gateway. As to
how one survives the other side, that, hopefully, the monks also
know and will share.

Development

Malkin has coated his weapons with blue whinnis poison and
PCs entering melee with him may note a blue sheen to his
weapons (Perception DC 20). The undying rogue enters
combat intent on making best use of his bleeding attack ability
should anyone stumble into his way as he moves toward the
cabin. His single goal is to strike down Phelemann (who he
fought previously) and retrieve the crystal. He is a demi-eternal
monster (see the specifics in his stats under Appendix One)
and so fights without concern for injury. The magelings release
their raven familiars on round one with the intent of bringing
blindness to their foes. They then fight at a distance if possible
with spell and wand to the death. When Malkin falls dead
onto the deck, Phelemann arrives on the scene (if not there
already; see the sidebar) and calls to the PCs, Push the body
overboard now! We only have a few minutes!

Q: What is Mibre?
A: The Isle of Pleasures is owned and managed by the Gyor
siblings, Aldiira and Almak. Because the portal to the Fire
Plane is said to be slightly open somewhere here, it provides
the location with abundant natural hot springs and baths for
travelers to enjoy. Other more exotic tastes are catered to with
the highest discretion but generally it is a resort spot for the
wealthy.
Q: What was that ice ship thing?
A: I'm not sure but it was a dormant subterranean complex
when my friends and I were there a couple weeks ago beneath
the ice temple. We found gemstones imbedded into a central
room's shelf that our wizard believed magical and could likely
control certain aspects of the complex if repaired or powered
by something. The Cabal must have discovered the problem
and fixed it in short order. The ice ship's capabilities are
unknown but that's the next problem I'll tackle once this crystal
is destroyed.

The Mission

After the battle, all of the other intruders are found slain but the
iceberg ship immediately retracted its icy boarding finger once
combat began, allowing the injured Brightstar to move again
and ensuring the PCs could not board the enemy vessel.
Phelemann (if alive) orders the crew to clean up, allows the PC
to take all the enemy loot, and continues on to Mibre (which is
visible a few miles ahead). He then escorts the PCs to his
quarters to lay out exactly why the attack occurred and what
may be to come. Read or paraphrase the following:

Chapter Two: Mibre, Isle of


Pleasures

Phelemann, shaken from the furious encounter, closes the door


to his spartan quarters. They're called the Godling Cabal,
he says as he pulls a thin bluish-white crystal from a velvet
pouch that was lying in a small chest. And they are after this
the relic of a long-dead cult of ice-god worshippers. A spark of
divinity remains inside this item. As if in response to his
words, the crystal pulses with a faint inner light. I am the last
of an adventuring company who procured the crystal before the
Cabal could get their hands on it. They want to harness its
power and implant it into their people to make enhanced killing
machines like the man you just faced. I had you throw the body
overboard because it will rise again and probably has by now.
That is the kind of unending brutal evil the Cabal wants to
control. We aren't stopping at Mibre to take on other
passengers. We're stopping because somewhere on the isle is a
gateway to the Plane of Fire where this thing can be destroyed.
I am sorry to have gotten you involved but now that the Cabal
is on us, I need help. My family is wealthy and will pay you

After the battle, the Brightstar makes it to Mibre without


further incident in about 15 minutes. The isle has a main port
community where the shops and general businesses conduct
their affairs. The pleasure centers (baths, massages, and more)
are located in thatched huts grouped according to service
scattered about the isle. The small monastery and its garden of
birds where the Silent Fist monks dwell sits near the isle's
center. Five other vessels are currently docked at the small port,
most obviously owned by wealthy men and women.
Phelemann sent word of his arrival as well as payment for a
day's leave for his crew and a day's docking fee. He also
requested to meet with a representative of the Silent Fist for
evening meal if possible (about two hours from now) for
himself and up to 4-5 possible other tourists who would like
to see the monastery's garden. An official accountant/secretary

Claus Boe (order #9029584)

of the Gyors' waits at the docks to welcome Phelemann and his


guests and show them around if they would like. If not, the
characters are more than free to roam about on their own.

Mibre (Mee-brah)

NG small town
A Lawful Society with very Low Crime
Qualities: superstitious, tourist attraction
DEMOGRAPHICS
Government overlords
Population (450 humans; 75 half-elves; 75 other)
Notable NPCs
Administrators Aldiira and Almek Gyor (NG male & female
human fighter champion 6)
First Brother Duran of the Silent Fist (LG male human monk
of the way of the open hand 12)
Mistress Felora Famm (N female gnome rogue thief 7)
MARKETPLACE
Base Value 1,200 gp; Purchase Limit 2,000 gp; Spellcasting
2nd

Mibre Overview

Human siblings Aldiira and Almek Gyor won the isle from a
wealthy mainland merchant in a game of dice. After cleaning
up the area (minor pirate and monster inhabitants), the Gyors
called in all of their favors to establish what is today the Isle of
Pleasures. The facilities here include several different lounges,
nightclubs, natural hot baths (secluded and not), horseback and
keelboat tours, legal (as well as discreet and safe) prostitution
overseen by Mistress Felora Famm, and instructors in certain
crafts such as jewelry making and basic ocean safety courses.
There's also an abundant variety of bird life here which can be
seen at the monastery of the Silent Fist, where the order
maintains an avian sanctuary. The monks who are paid
handsomely by the Gyors for their outstanding work oversee
security on the isle. The Silent Fist predates the isle's
revamping but saw the benefits of such a settlement in terms of
training for initiates in basic security tactics as well as a source
of gold to enhance their established activities.

splits off from the party, he tells them where the monastery is
and what time to meet there. While they explore, the PCs might
note the occasional appearance of a Silent Fist initiate. The
monks wear nondescript clothing while on patrol but are
discernible from normal folk by two things: 1) None of the
monks speak. They communicate with each other using hand
signals known only to the order. 2) All monks wear a wispy red
scarf tied about his or her throat.

Development

The characters are free to wander about the Isle of Pleasures


for the two hours between their landing and the time
Phelemann is to meet with Valtran, Second Brother of the
Silent Fist. They might wish to partake of the locale's pleasures
or do a bit of shopping. Phelemann will either accompany the
group or see to other affairs (as the GM wishes). If the captain

GM Note: If the PCs did not agree to aid Phelemann in his


quest, they will have little choice but to help in some way since
the Cabal attack described below occurs no matter what.

Claus Boe (order #9029584)

Monastery of the Silent Fist

As the PCs approach the building, read or paraphrase the


following:
A dirt road leads to the front steps of the monastery. The Silent
Fist's building is as quiet as the monks that inhabit it. The squat
one-story structure is made of stone with three steps leading up
to an arched entranceway. From that opening steps a short
bald man clothed in brown robes and the red neck scarf worn
by all monks here. The human...no, wait...dwarf. Yes, he
definitely bears distinctive dwarven facial features save one
no beard! The dwarf smiles broadly and gestures for you to
follow him inside.
Valtran leads the PCs down the main hallway (which runs from
the entrance to the bird sanctuary at the building's rear) and
turns left a quarter of the way down into a large square room
dominated by long tables and benches where several monks are
eating. The group is offered all manner of fruit and fish local to
the isle as well as water and wine. The PCs and free to speak
as they will but the monks can only smile, nod, and gesture.
Afterward, Valtran leads the group out of the dining hall,
turning right down a smaller hall from the main hallway, and
then finally left into a dome-shaped chamber (10' radius and 15
feet high) where the interior is covered completely by hardened
mud. Much to everyone's surprise, Valtran begins speaking
here despite the silence all monks have offered up to this point.
He begins by saying, Welcome, travelers. This is the Echo
Chamber, where I and my brothers and sisters may speak. Our
words bounce and fade to nothing like the echoes the room is
named for and thus out vow remains intact. What is it you seek
on Mibre? Below are possible questions the PCs might ask
and their appropriate responses. By the end of this
conversation, the PCs should know what needs to be done and
how to accomplish it.

Valtran

The Right Bird for the Right Job

The red scarf not only signifies a monk's vow of silence but
also honors the extinct crimson-throated thrush. The thrush has
been the mascot of the order ever since its founding three
centuries before on the mainland. The bird was native to Mibre
before being brought to the mainland by traders who admired
its blue coat and unique red throat. It is documented that the
founder of the Silent Fist order was forced to eat a thrush to
survive while trapped under a landslide. His own small order
was decimated in the disaster and so he decided to honor the
animal that sustained him by adopting its red throat for his new
order. When the monks determined where the bird originally
came from, they built a monastery on Mibre and further
honored the avian population by constructing an open air bird
sanctuary. The test to find the right bird needed to open the
vault becomes easy for those PCs who have repeatedly noticed
all the red scarves. A DC 20 History or Nature skill check
reveals this history and confirms the bird is extinct.

Q: Where is the entrance to the Plane of Fire?


A: The cave where the portal resides lies only a short hike to
the northwest of the monastery.
Q: How do we access the portal?
A: The gateway to the Plane of Fire is keyed to magical
medallions in the order's possession. Should you and your
cause prove worthy, they can be lent to you for a time.
Q: What do you mean, 'prove worthy?'
A: Anyone who wishes to use the portal must first prove their
cause is just by passing a test. If you can find the key to our
vault, you may borrow the medallions located inside. If not,
you will be escorted from the monastery. You have one chance
and one chance only. The key to the vault lies within our avian
sanctuary. One of the birds there opens the vault. You need but
choose the correct bird.

Q: What do you mean used on the statues?


A: You will see.

Q: How do we know which bird to catch?


A: The quiet mind already knows the appropriate avian.
Q: Do the medallions protect those wearing them from the
Plane of Fire's deadly environment?
A: In a sense, yes. Should you be granted the items, they must
be used on the statues outside the cave to survive the fire
plane.

Q: Why is there a portal to the Plane of Fire here?


A: A random planar rupture some centuries ago caused the
portal to open and all manner of fire beast emerged to wreak
havoc on the inhabitants here of that time. Locale wizards
worked to close the portal while the militia, ill-equipped as they
were, managed to stop the creatures from leaving the isle. The
portal was closed but not sealed. The mages could not figure

Claus Boe (order #9029584)

out how to permanently close the rupture but, in a sense, they


were able to spike the doorway, to borrow an adventuring
term. The portal would stay closed as long as the medallions
used as the foci for the sealing magics stayed within a few miles
of it. This is why they allow wearers to traverse the portal
safely. The medallions were given into our custody by the last
ancestor of one of the wizards who created them.
Q: Why are there statues outside the cave?
A: Those terra-cotta statues were erected to honor the heroic
sacrifice of the common folk who kept the fire creatures
occupied while the wizards worked to seal the portal.
Q: Is there an Azer's hammer somewhere near the other side
of the portal?
A: An Azer community was known to lair close to the other
side but confirmation of their presence is decades old now.

The Test

The bird sanctuary is a 200-ft. diameter area filled with trees,


chirping birds, and topped by a graceful stone latticework
dome. Valtran guides the PCs into the sanctuary's entrance and
reminds them to only choose one bird by holding up an index
finger, smiling, and raising knowing eyebrows. The correct
bird is not a live one, as the PCs may believe. Several fountains
dot the area, serving as bird baths and decoration. Each bears
the colored stone statue of a different bird at its center. One
such statue is of the crimson-throated thrush. This is the key to
the vault which, when turned 45 degrees clockwise, separates
from the fountain and then fits into the wall that acts as the
vault's door (inside the secret basement of the monastery). If
the PCs seem totally stumped by the test, allow a DC 15
Investigation skill check to determine that they are looking for
a crimson-throated thrush which confirms the words of Valtran
when he commented about a quiet mind already knowing
which one to choose. A DC 15 Perception check by a PC next
to the statue reveals that this particular one can be removed.

Krunk

An Icy Reception (CR 10)

Time is of the essence since the Cabal is still out there so the
PCs should next make their way to the cave wherein the portal
resides. Phelemann will accompany the group to the cave
mouth (see the map of Mibre) but stays outside unless there is
a spare medallion. Valtran must attend to monastery activities
and so remains there. A 20-minute hike in the northwest
direction as detailed by Valtran brings the party to a lightly
grassed clearing in front of a squat cave mouth as twilight falls
on the area. The passage inside the cave descends into darkness
below. In truth, the passage only extends 20 feet beyond what
can be seen and then ends in a gelatinous-looking wall (in
reality a wound in the very planar fabric of reality). Only a
creature bearing one of the medallions can pass through the
strange barrier (or, in the case of Malkin, possesses divine
power). Read of paraphrase the following as the PCs arrive on
the scene:

Development

Mibre is the home for 20 different avian species that all squawk
and carry on as the PCs move nearby. Some fly from the
sanctuary in annoyance while others sit and watch the PCs'
movements. If the group hasn't asked about the scarves worn
by the monks up till now, they may have a difficult time
deciding on a bird. It is possible to overcome this problem with
the proper skill check (see The Right Bird for the Right Job
sidebar). To further aid speculation, the statue is the only bird
here that possesses anything close to red throat coloring.

The mouth of the cave opens from the grassy earth like the
maw of a great toothless fish. Some thirty feet in front of it stand
a half dozen life-size clay figures. Each is finely detailed in the
garb of a commoner with patchwork armor. But one feature is
common to all statues and of special notenot one possesses
a head. The figures face the cave mouth in extremely silent
vigil.

There are 6 medallions in the vault, which unless the PCs


number more, should prove sufficient (If not, someone is
staying behind and fighting Cabal agents!). The items are thin
steel discs colored yellow on the back and inlaid with a green
arcane symbol on the front (a DC 15 Arcana skill check
reveals the symbol means step between. A permanent
dwoemer on the statue guarantees that only individuals of nonevil alignment can even see it (further ensuring those who state
they are worthy actually are).

Recalling Valtran's words, it should be easy to see that there


are circular depressions in the small of each statue's back (a DC

Claus Boe (order #9029584)

15 Perception skill check also reveals the unusual features to


even passing glances). When a medallion is placed within a
depression (fitting perfectly), the character magically becomes
one with the terra cotta figure. His or her head and body overlay
the clay body as an insubstantial illusion. Armor, weapons,
equipment, and everything else a PC is seen normally with are
now visible atop the statue's form. No statistics changes are
required but rather two boons are given to PCs inhabiting the
figures: construct traits and immunity to fire.
When the first PC inhabits a clay figure, read of paraphrase the
following:
You experience a fleeting moment of falling before your very
essence merges with that of the statue before you. Looking
down, you note that a translucent image of your body now lies
atop the clay statue's body. You can still feel, see, smell, and
move normally and yet the whole thing is quite disconcerting.
Suddenly, the air in front of the cave mouth shimmers with a
strange blue haze before half a dozen figures appear out of
nowhere! Three of the raven-carrying spellcasters you fought
aboard the Brightstar stand before a pair of humanoids
apparently made of solid ice. These featureless blue-white
figures themselves flank a dusk-skinned man with small tusks
protruding from his bottom lip. The humanoid of clear orcish
descent hefts high his greataxe and yells, 'Kill them all!'
K'runk: HP 71 (See Appendix I)
Frost Giant: HP 138, AC 15, CR 8, XP 3,900, remaining stats
are as in the 5th Edition Core Rulebook II
Cabal mageling (3): HP 27 each (See Appendix I)

Frost Giant

Development

K'runk and his company used a special teleportation nook


inside the ice ship to appear without warning here. The ice
golems also are on loan from the Cabal's new seafaring vessel.
These 7-foot-tall 500-lb. behemoths move to the closest PCs
and pummel them without mercy while the magelings use the
same tactics from the sea ambush (ravens deliver blindness
while magelings use spell and wand). K'runk has already
unleashed a Magic Weapon spell and unleashes a Spiritual
Weapon spell on round one while then employing a Shield of
Faith spell as his bonus action. He will wade into melee casting
a spell as his action and attacking with his greataxe as a bonus
action due to War Priest on rounds 2 and 3. From Round 4 on
he will just use his greataxe. Should combat last to 7 rounds,
PCs might notice (DC 20 Perception check) that another
person is about to enter the fray. The undying Malkin was on
the isle already while K'runk and others were figuring out how
to make the teleporter function. By round 7, he is one round
from reaching the battlefield (entering from due west) and
attacks Phelemann first if the captain is still alive and with the
group. If not, the rogue focuses his assault on the strongest PC
he recalls from the first battle. Ideally, the PCs will successfully
finish the battle just in time to see Malkin on approach. They
will likely flee the rogue (and possibly other foes yet to teleport
in) by entering the Plane of Fire.

Chapter Three: Into the Fire

Beyond the gelatinous barrier is what one might expect from a


place called the Elemental Plane of Firea lively wasteland or
flames, magma, and rippling air currents of extreme heat. The
land here is made of moving flames and lava while the portal
on this side is the same doorway-shaped gelatinous mass of
purple hue. A glossy tower of compressed lava sits but a few
minutes' walk ahead. The terra-cotta statues provide total
protection from these elements...except to the crystal
containing the demipower of ice! Whoever carries the crystal
empathically feels waves of pain coming from the item. If the
crystal is extracted from the bearer's possessions, it pulses with
angry flashes of blue light. Unfortunately, the flashes also
release a distinct aura of cold into the area that rouses the ire of
a hidden fire elemental! It rises silently but quickly directly to
the group's right and attacks after only two rounds of arrival.
Fire elemental, huge (CR 4): HP 85, XP 1,100, remaining stats
are as in the 5th Edition Core Rulebook III
*Note: For every round the fire elemental is within 10 feet of
the crystal, the cold aura inflicts 2d4 points of cold damage on
it (PCs are unharmed by the cold).

Claus Boe (order #9029584)

The Tower (CR 12)

Part of the tower's far side has completely collapsed and been
reabsorbed into the fiery plane. The bulk of the outside remains
intact but the inside has also collapsed, forming a nighimpenetrable bulk of half-liquid magma. One wall fragment
remains in the exposed section and contains a single azer's
hammer buried in the large chunks of hardened lava here (see
map). A search of that section must be done but even then a
DC 20 Perception skill check is required to spot the buried
item. The crystal continues to agonizingly pulse with cold
power and attracts the unwanted attention of two giant
salamanders beneath the still standing portion of the tower (see
map). They have been magically grown by some bit of errant
efreeti magic and have lived in the tower for some time. As
above, any round spent within 10 feet of the crystal inflicts 2d4
points of cold damage onto the creatures.
Large salamander (2) (CR 5): HP 90 each, XP 1,800, remaining
stats are as in 5th Edition Core Rulebook III
Malkin: HP 86

Development

Salamander

Ideally, the salamanders will be disturbed before the hammer


is recovered and used to destroy the crystal. While the PCs
battle these fire plane residents, Malkin arrives for one last
battle (even if slain in the Icy Reception above). The rogue's
enhancement of godly power allowed him able to pass through
the portal even without a medallion (although the effort
required two rounds to do so for him). He is temporarily
protected from the environment by a protection from energy

(fire) spell cast by the Cabal's mission commander (an as-yet


unseen 10th-level spellcaster still on the ice ship). Malkin still
has 88 points of fire damage that the spell can absorb before its
protection is lost (the Plane of Fire inflicts 3d10 fire damage
per round to him). The rogue will try to slay the person holding

Claus Boe (order #9029584)

the crystal (or lift it during combat from the bearer) and return
with it through the portal as soon as possible before his
protection fails. The salamanders fight until either they are
slain or the PCs move at least 60 feet away from the tower.

Maximizing Tension

The crystal's frigid outbursts do not harm the PCs directly but
the temperature difference is enough that it attracts more
creatures than those that simply happen to be nearby. If the GM
wishes, more fire elementals take notice of the artifact's
presence and begin to converge on the tower during the battle.
The GM can make mention of low primal moans in the distance
all around the tower. The PCs may catch glimpses of great fiery
beasts peering through whirling flames above to see what is
disturbing their heat. As the PCs are about to see victory in the
battle, note to the players that the elementals now begin to
move toward the tower in haste. This will amp up the fun in the
adventure's finale here but you needn't worry about running an
epic combat with ancient elementals (see Destroying the
Crystal below).

Destroying the Crystal

When the azer's hammer strikes the crystal even once, it


shatters with a most unexpected result. Read or paraphrase the
following:
(PCs will need each other's help obviously). Once removed, the
clay figures return to their places until needed once again.
Valtran will be on the lookout for the return of the medallions
and send initiates out to find the PCs if they do not arrive at the
monastery within 12 hours after they left. Phelemann thanks
the PCs with heartfelt gratitude for helping him finish his
mission and bringing peace to his companions' memories. He
will honor the original agreement to take the group wherever
they were bound (possibly needing to buy/rent another ship if
the Brightstar took more damage than expected). He also, after
returning to the mainland, contacts his family to pay his debt to
the PCs, which will be in the form of 4,000 gp each. Although
the former sea merchant was practically disowned by his father,
he still maintains a friendly relation with his wealthy aunt who
fronts the money here in exchange for unnamed services later
by the man. Beyond these bits of business, the immediate
concerns of Fire & Ice are now met. But the future of the
campaign may be influenced by this adventure in several
ways...

The hammer's impact shatters the flickering crystal into


countless pieces. A tiny spark of blue radiance immediately
explodes outward in all directions from the impact point. This
wave of divinely-charged cold energy instantly freezes every
flame it touches out to a good half-mile. Great fiery creatures
that were making their way toward the tower instead crystallize
into bluish statues. Flame and magma flash-freeze as well into
eerily beautiful glittering walls until you stand in the middle of
an icy wonderland. But outside the blast radius, the flames of
the elemental plane will not be stopped and the ice starts to
crack almost immediately. The creatures inside moan and shift
slightly, less than pleased at your actions!
If the PCs proceed with all due haste back to the portal, they
will safely make it back to Mibre without fighting dozens of
very angry elementals (and worse). Delaying for longer than 5
rounds brings down literal hell upon them, which even terra
cotta suits will not withstand.

*Malkin will escape the Plane of Fire soon enough and could
become a permanent foil for the party. A Terminator-style
villain is likely something the PCs haven't had to contend with
and could make for fun encounters for the GM to design later
on in the campaign. Or, if an adventure is flagging as the
players aren't sure where to go, an appearance by Malkin can
shake things to life. Perhaps finding a way to extinguish
Malkin's life for good would be a worthy adventure in itself.

Not long after the final combat, Malkin will, as always, rise
again. He will, however, have his hands full trying to withstand
the assault of all manner of fire creatures. Because of this, the
PCs and Mibre are safe for as long as the GM wishes from the
undying rogue.

Chapter Four: Epilogue &


Further Adventures

*The Godling Cabal never forgets who slighted it. The loss of
the ice crystal is a blow to the group that will demand eventual
retribution. If the GM had no long-term plans for the party, he

Once back on Mibre, the terra cotta statues are deactivated


simply by removing the medallions from the back of each one

Claus Boe (order #9029584)

may wish for the PCs to take over for Phelemann's Westwood
Company and fight against the evil Cabal. There are surely
many other divinely charged items in the world that must not
fall into evil clutches.

Archetype: Champion, Extra Attack, Improved Critical,


Remarkable Athlete
Feats: Dual Wielder, Observant, Linguistics
-------------------------------------------------------------------------Actions
-------------------------------------------------------------------------Init +4;
Extra Attacks: Two attacks per round
Short Sword, Melee Weapon Attack: +6 to hit, d6+6 piercing
damage, finesse, light
Whip, Melee Weapon Attack: +5 to hit, d4+5 slashing damage,
finesse, reach
Crossbow, Ranged Weapon Attack: +5 to hit, d10 piercing
damage, Range (100/400), heaving, loading, two-handed
--------------------------------------------------------------------------

*The PC who carried and/or smashed the crystal (GM's choice)


hasn't felt quite right since returning to Mibre. A strange
buzzing at the back of her head is a constant annoyance (no
mechanical penalties). What is happening to her? Well, it
seems as though not all of the divine spark was destroyed with
its crystal exterior. Designed to soak up the consciousness of
living beings, the terra cotta suit of this PC picked up an echo
of the evil ice deity when it was violently released. A brief
surge of blue electricity may have played about the PC's form
when she smashed the crystal. Now, she has a shadow of evil
inside her that could emerge as either a mere annoyance in the
future or grow into a long-term problem (causing the PC to
shift to evil unless the echo is exorcised somehow).

Combat Gear +1 breastplate, +1 short swords (2)


Other Gear feather tokens (anchor, fan), potion of water
breathing, 10 crossbow bolts, ring of swimming, musical
instrument (fife)

*How about that ice ship?! Did the vessel and its unseen
commander wait for Malkin's return (see map for its location
offshore)? What wonders does the inside hold? Are there more
vessels somewhere? What are its capabilities? Phelemann
would like to see the ship out of Cabal hands...are the PCs up
for a little more adventure? The powers and purpose of this
vessel are left to GM imaginings but could provide an awesome
mobile base of operations for the characters. See Appendix
Two for more details.

Until a few days prior to this adventure, Phelemann was the


youngest member of the Westwood Company; a group of five
adventurers so-named for the town of Westwood where they
formed their company. Now, the former second-son to a noble
fleet merchant, is the only surviving member of that group.
Phelemann grew into a sea merchant role easily enough but
yearned for more out of life than gold in his pouch and salt
water in his long brown hair. He wanted to help people and his
role in the family wouldn't accomplish that. He joined the
Westwood Company but the move left a bitterness with his
father that never healed, despite all the good which the group
accomplished. Still, the former noble had a sizable stash of gold
with which to fund many of the Company's adventures and he
has not regretted his shift from merchant to adventurer one bit.

Appendix One: NPCs &


Monsters

Presented below, in order of appearance, are the NPCs


encountered in this adventure.

Phelemann

Malkin (Cabal Avatar)

Medium Human Fighter (Champion) 7, true neutral


-------------------------------------------------------------------------AC 18 (magical breastplate+5, dexterity +2, dual wielder +1)
HP 63
Speed 30 ft.
-------------------------------------------------------------------------Str 14 (+2), Dex 18 (+4), Con 14 (+2), Int 10 (+0), Wis 12
(+1), Cha 10 (+0)
-------------------------------------------------------------------------Saving Throws: Str +5, Dex +4, Con +5, Int +0, Wis +1, Cha
+0
Skills: Acrobatics +7, Athletics +5, Persuasion +3, Intimidate
+5, Perception +5
Damage Resistance: Damage Immunities: Condition Immunities: Senses: Passive Perception 14
Languages: Common, Trade, Dwarven, Elven, Gnomish
Challenge: 4 (1,100 XP)
-------------------------------------------------------------------------Fighting Styles: Two Weapon Fighting
Abilities: Second Wind, Action Surge (1 use), Martial

Medium Elven Rogue (Assassin) 11, neutral evil


-------------------------------------------------------------------------AC 20 (studded leather armour +4, ring of protection +1,
dexterity +5)
HP 86
Speed 30 ft.
-------------------------------------------------------------------------Str 14 (+2), Dex 20 (+5), Con 12 (+1), Int 12 (+1), Wis 12
(+1), Cha 8 (-1)
-------------------------------------------------------------------------Saving Throws: Str +3, Dex +10, Con +2, Int +6, Wis +2, Cha
+0
Skills: Acrobatics +13, Stealth +13, Deception +3, Disguise
+3, Intimidate +3
Damage Resistance: Damage Immunities: Condition Immunities: Senses: Passive Perception 15, Darkvision
Languages: Common, Dwarven, Elven
Challenge: 9 (5,000 XP)
-------------------------------------------------------------------------Abilities: Expertise, Sneak Attack, Thieves Cant, Cunning

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Action, Archetype Assassin, Assassinate, Savage Attacker,


Uncanny Dodge, Expertise, Evasion, Martial Adept (Precision
Attack, Riposte), Infiltration Expertise, Tough, Reliable Talent
Feats: Dual Wielder, Observant, Linguistics
-------------------------------------------------------------------------Actions
-------------------------------------------------------------------------Init +9;
Sneak Attack: 6d6
Rapier, Melee Weapon Attack: +9 to hit, d8+2 piercing
damage, finesse
Dagger, Melee Weapon Attack: +9 to hit, d4+2 piercing
damage, finesse, light, thrown (20/60)
Crossbow, Ranged Weapon Attack: +5 to hit, d10 piercing
damage, Range (100/400), heaving, loading, two-handed
--------------------------------------------------------------------------

Cabal Mageling

Medium Human Warlock (Pact of the Fiend) 4, lawful evil


-------------------------------------------------------------------------AC 13 (leather armour, dexterity +1)
HP 27
Speed 30 ft.
-------------------------------------------------------------------------Str 10 (+0), Dex 13 (+1), Con 12 (+1), Int 16 (+3), Wis 14
(+2), Cha 12 (+1)
-------------------------------------------------------------------------Saving Throws: Str +0, Dex +1, Con +1, Int +5, Wis +2, Cha
+3
Skills: Arcana +5, History +5, Perception +3, Religion +4
Damage Resistance: Damage Immunities: Condition Immunities: Senses: Passive Perception 15, Devils Sight 120
Languages: Common
Challenge: 1 (200 XP)
-------------------------------------------------------------------------Abilities: Otherworldly Patron, Pact Magic, Eldritch
Invocations (Agonizing Blast, Devils Sight), Pact Boon (Pact
of the Chain Raven familiar), Dark Ones Blessing
Feats: Magic Initiate, Spell Sniper
Spells Cantrips (Warlock) Eldritch Blast, True Strike, Chill
Touch
Cantrips (Wizard) Fire Bolt, Ray of Frost
1st level (Warlock) Armour of Agathys, Witch Bolt
1st level (Wizard) Magic Missile
2rd level (Warlock) Cloud of Daggers, Shatter
-------------------------------------------------------------------------Actions
-------------------------------------------------------------------------Init +1;
Spell Save DC 11
Spell attack modifier +3
Sneak Attack: 6d6
Dagger, Melee Weapon Attack: +3 to hit, d4+0 piercing
damage, finesse, light, thrown (20/60)
-------------------------------------------------------------------------Combat Gear leather armour, dagger
Other Gear potion of healing, arcane focus - crystal, 617 gp
Bonus Gear raven (familiar)

Combat Gear +2 studded leather, +1 rapier, masterwork


dagger
Other Gear potion of healing, antitoxin, blue whinnis poison
(4), ring of protection +1, thieves' tools, 617 gp
Demi-eternal (Su) An eternal creature cannot be permanently
killed or destroyed. If killed, turned into an undead,
polymorphed, petrified, burned, or otherwise destroyed, it
returns to life and normal well-being 2d6 minutes later (even if
disintegrated), gaining benefits similar to a true resurrection
spell coupled with a heal spell. If the location of its body has
become hazardous enough to kill it instantly, when the demiimmortal creature returns to life it teleports to the closest safe
space. Demi-ternal creatures do not age, eat, sleep, or need to
breathe, and they are immune to magic versions of those
effects. The downside of being a demi-immortal is an inability
to grow and change. The demi-eternal creature never gains any
levels or Hit Dice. The effects of being demi-eternal cannot be
overcome with even a wish spell. Only the direct intervention
of a deity can overcome the eternal status.
Malkin was a long-time Cabal assassin who volunteered for
one of the first experiments to infuse divine power into a mortal
form. The elf was the first to successfully survive the procedure
and acquired two abilities. First, he feels no pain. Second, he
cannot truly die by less than immortal intervention. The former
proves quite the boon in combat where pain might otherwise
distract a combatant. The latter power, however, was a
hindrance at first when, after learning of his demi-immortality,
the rogue would brazenly enter into violent combat only to be
cut down by a superior foe who then escaped. Malkin has since
tempered his hubris but the infused divine power must have left
some of that ego behind for the elf still sometimes ignores basic
tactics that might otherwise prevent him some harm in favor of
intimidation. Despite this flaw in his upgrade, Malkin applies
blue whinnis poison to his rapier and dagger when possible
before combat.

The Godling Cabal fills its lower ranks with young men and
women who hunger for power. Taken from simple backwater
locales, these recruits are promised knowledge and magical
ability and do receive training to those ends quickly and
efficiently. Front-loaded with all the skills needed to locate and
retrieve divinely powered items, magelings scour histories of
lands wherever the gods may have touched things or people and
left some of their essence behind. The cabal then sends them in
teams led by more experienced officers to extract suspected
items/people and return them to the closest base of operations.
Magelings are subjected to brutal punishment during training
when they do not follow orders and, by the time they are ready
for field duty, obey their commanders to the death. These
minions train with ravens from day one as their familiars and
use the birds to deliver blindness to foes as soon as possible in
combat before following up with magic missile and other
magical attacks.

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Silent Fist Initiate

Valtran, Second Brother of the


Silent Fist

Medium Human Monk (Way of the Open Hand) 3, lawful


neutral
-------------------------------------------------------------------------AC 17 (Unarmoured Defence +4, dexterity +3)
HP 21
Speed 50 ft.
-------------------------------------------------------------------------Str 14 (+2), Dex 16 (+3), Con 12 (+1), Int 10 (+0), Wis 18
(+4), Cha 8 (-1)
-------------------------------------------------------------------------Saving Throws: Str +4, Dex +5, Con +1, Int +0, Wis +4, Cha
-1
Skills: Acrobatics +5, Stealth +5, Perception +6, Survival
+6
Damage Resistance: Damage Immunities: Condition Immunities: Senses: Passive Perception 17
Languages: Common
Challenge: 3 (700 XP)
-------------------------------------------------------------------------Abilities: Unarmoured Defence, Martial Arts, Ki (3 pts),
Unarmoured Movement, Deflect Missiles, Monastic Tradition
Way of the Open Hand, Monastic Tradition Feature Open
Hand Technique
Feats: Mobile
--------------------------------------------------------------------------

Medium Dwarven Monk (Way of the Open Hand) 9, lawful


neutral
-------------------------------------------------------------------------AC 15 (Unarmoured Defence, dexterity +1, wisdom +4)
HP 93
Speed 40 ft.
-------------------------------------------------------------------------Str 18 (+4), Dex 12 (+1), Con 20 (+5), Int 10 (+0), Wis 18
(+4), Cha 6 (-2)
-------------------------------------------------------------------------Saving Throws: Str +8, Dex +5, Con +5, Int +0, Wis +4, Cha
-2
Skills: Acrobatics +3, Stealth +3, Perception +6, Survival +6
Damage Resistance: Damage Immunities: Condition Immunities: Senses: Passive Perception 18, Darkvision
Languages: Common, Dwarven
Challenge: 5 (1,800 XP)
-------------------------------------------------------------------------Abilities: Dwarven Resilience, Dwarven Combat Training,
Tool Proficiency Smiths Tools, Stone Cunning, Unarmoured
Defence, Martial Arts, Ki (9 pts), Unarmoured Movement,
Deflect Missiles, Monastic Tradition Way of the Open Hand,
Slow Fall, Exra Attack, Stunning Strike, Ki-Empowered
Strike, Monastic Tradition Feature Open Hand Technique,
Evasion, Stillness of Mind, Unarmoured Body Improvement
Feats: Alert, Sentinel
-------------------------------------------------------------------------Actions
-------------------------------------------------------------------------Init +5;
Ki Save DC = 16
Martial Arts Attack, Melee Weapon Attack: +8 to hit, d6+4
bludgeoning damage
Quarterstaff, Melee Weapon Attack: +8 to hit, d6+4
bludgeoning damage, versatile (d8)
War Pick, Melee Weapon Attack: +8 to hit, d8+4 piercing
damage
Dagger, Melee Weapon Attack: +6 to hit, d4+2 piercing
damage, finesse, light, thrown (20/60)
-------------------------------------------------------------------------Combat Gear quarterstaff, dagger, war pick
Other Gear potions of healing (4), antitoxin, holy water (2),
141 gp
Valtran serves as second in command in the Silent Fist's
hierarchy of monks. After leaving his subterranean clan for a
life of more spiritual rewarding, the dwarf studied and
practiced with surface abbeys across the mainland before
finding the Silent Fist. Mibre, despite its obvious lewd
enjoyments, is quite a peaceful retreat from the noise of
mainland life. Too many voices want too many things whereas
the Isle of Pleasures hosts those who only want peace and
enjoyment. Valtran shows the calmness inherent to his order
and many visitors wonder if he actually is a dwarf given his
vocation and the fact that he is clean shaven (being beardless
was a conscious decision and not an order requirement but he
finds the lack of facial hair an additional lack of distraction)!

Actions
-------------------------------------------------------------------------Init +5;
Ki Save DC = 14
Martial Arts Attack, Melee Weapon Attack: +6 to hit, d4+4
bludgeoning damage
Quarterstaff, Melee Weapon Attack: +6 to hit, d6+4
bludgeoning damage, versatile (d8)
Dagger, Melee Weapon Attack: +6 to hit, d4+2 piercing
damage, finesse, light, thrown (20/60)
-------------------------------------------------------------------------Combat Gear quarterstaff, dagger
Other Gear potions of healing (3), 30 gp
Some initiates join the Silent Fist out of spiritual devotion to its
silent devotion to others while others join because they're
hiding from mainland concerns (this latter group is the
exception and not the rule). Comprising nine-tenths of the
order, initiates serve as guards that wander the isle in vigilant
watchfulness as well as performing mundane tasks such as
carrying luggage for visitors and undertaking sanitation duties
to keep the isle clean and attractive. The Order receives funds
from the Gyor siblings for its services and the initiates receive
a monthly allowance with which they may spend as they will.
All initiates dress in plain sandy-colored robes decorated by a
single red scarf tied firmly about the throat.

12

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assignments to him (which are really simple tasks that, while


the half-orc has complete autonomy over, he is still at the
mercy of another commander). K'runk delights in killing and
bringing misery to others and does not get to use his greataxe
enough for his tastes.

K'runk

Medium Half-Orc Cleric (War Domain) 8, chaotic evil


-------------------------------------------------------------------------AC 18 (Half-plate armour +5, proficiency+3, dexterity +0)
HP 71
Speed 30 ft.
-------------------------------------------------------------------------Str 18 (+4), Dex 10 (+0), Con 14 (+2), Int 8 (-1), Wis 14 (+2),
Cha 12 (+1)
-------------------------------------------------------------------------Saving Throws: Str +4, Dex +0, Con +2, Int -1, Wis +4, Cha
+3
Skills: Intimidate +7, Perception +2, Persuasion +4,
Religion +5
Damage Resistance: Damage Immunities: Condition Immunities: Senses: Passive Perception 15, Darkvision
Languages: Common, Orc
Challenge: 4 (1,100 XP)
-------------------------------------------------------------------------Abilities: Menacing, Relentless Endurance, Savage Attacks,
Spellcasting, Divine Domain War, Channel Divinity
(Guided Strike, War Gods Blessing) (2/Rest), Destroy Undead
(CR1), War Priest (2/Day), Divine Strike,
Feats: War Caster, Martial Adept (Precision Attack, Menacing
Attack)
Spells War Domain: Divine Favour, Shield of Faith, Magic
Weapon, Spiritual Weapon, Crusaders Mantle, Spirit
Guardians, Freedom of Movement, Stoneskin
Spells Cleric: Cantrips Guidance, Light, Resistance, Sacred
Flame
1st level Bane, Cure Wounds, Guiding Bolt, Inflict
Wounds
2nd level Blindness/Deafness, Hold Person, Silence
3rd level Bestow Curse, Dispel Magic, Projection
from Energy
4th level Banishment, Death Ward
--------------------------------------------------------------------------

Appendix Two: The Ice Ship

Should the PCs manage to somehow board the Cabal's ice ship,
here are some details on it so the GM is not flying totally blind.
As theorized by Phelemann, the ship is definitely powered by
magical means. The Cabal must toss magic items into a type of
furnace which allows the vessel to move and also allows use
of other abilities (like the teleporter and regenerating ice golem
guardians which regrow in their alcoves when destroyed within
24 hours). The ship is roughly shaped like a great crown of ice
with five finger-like extensions curving up from a central mass
(each housing ladders and a retractable cap to allow access off
the ship). A hallway runs about the outside of the base, linking
to several rooms. Accessible by two entrances, the large central
chamber divides into a bridge and engine room. The
former sports a great window on one wall where a spellcasting
pilot can use scrying abilities to see off the ship up to a mile
away. It also houses a master control of the vessel's doors and
other powers such as movement of the frozen boarding fingers.
The latter chamber holds the magical furnace and spare
gemstones (which act as activation points for everything
aboard the ship from bridge controls to individual doors; every
room bears at least one gemstone in its wall to at least control
interior magical lighting and door function). The general feel
of the ship, given its abilities, is that whoever built it did so
with the purpose of underwater exploration in mind. In case of
emergence, two escape ladders lead to a sub-level housing what
are referred to as slivers. These small one-man craft are
essentially escape pods. Each is controlled by gemstones for
navigation and the opening/closing of the hatch and is
independently powered (housing enough energy for 10-mile
trip beneath the water before burning out) and can only be
recharged when docked with the main vessel.

Actions
-------------------------------------------------------------------------Init +0;
Spell Save DC 13
Spell attack modifier +5
Greataxe, Melee Weapon Attack: +7 to hit, d12+4 slashing
damage, heavy, two handed
Javelin, Melee Weapon Attack: +7 to hit, d6+4 piercing
damage, thrown (30/120)
-------------------------------------------------------------------------Combat Gear Half-plate, greataxe, javelins (5)
Other Gear potion of healing, wooden unholy symbol, 184 gp
K'runk was saved by Cabal agents when the cleric was left for
dead at the hands of adventures who decimated his small cult
(dedicated mostly to K'runk). The half-orc was wise enough to
realize his good fortune and unfailingly serves the Cabal,
reveling in the resources his position brings him. The
organization knows the cleric's desire to keep himself in a role
of power and provides this easily by throwing important

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procedures, processes and routines to the extent such content does not embody
the Product Identity and is an enhancement over the prior art and any additional
content clearly identified as Open Game Content by the Contributor, and means
any work covered by this License, including translations and derivative works
under copyright law, but specifically excludes Product Identity. (e) "Product
Identity" means product and product line names, logos and identifying marks
including trade dress; artifacts; creatures characters; stories, storylines, plots,
thematic elements, dialogue, incidents, language, artwork, symbols, designs,
depictions, likenesses, formats, poses, concepts, themes and graphic,
photographic and other visual or audio representations; names and descriptions
of characters, spells, enchantments, personalities, teams, personas, likenesses
and special abilities; places, locations, environments, creatures, equipment,
magical or supernatural abilities or effects, logos, symbols, or graphic designs;
and any other trademark or registered trademark clearly identified as Product
identity by the owner of the Product Identity, and which specifically excludes the
Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto,
designs that are used by a Contributor to identify itself or its products or the
associated products contributed to the Open Game License by the Contributor
(g) "Use", "Used" or "Using"
means to use, Distribute, copy, edit, format, modify, translate and otherwise
create Derivative Material of Open Game Content. (h) "You" or "Your" means the
licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a
notice indicating that the Open Game Content may only be Used under and in
terms of this License. You must affix such a notice to any Open Game Content
that you Use. No terms may be added to or subtracted from this License except
as described by the License itself. No other terms or conditions may be applied
to any Open Game Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your
acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive
license with the exact terms of this License to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original
material as Open Game Content, You represent that Your Contributions are Your
original creation and/or You have sufficient rights to grant the rights conveyed
by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE
portion of this License to include the exact text of the COPYRIGHT NOTICE of
any Open Game Content You are copying, modifying or distributing, and You
must add the title, the copyright date, and the copyright holder's name to the
COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including
as an indication as to compatibility, except as expressly licensed in another,
independent Agreement with the owner of each element of that Product Identity.
You agree not to indicate compatibility or co-adaptability with any Trademark or
Registered Trademark in conjunction with a work containing Open Game
Content except as expressly licensed in another, independent Agreement with the
owner of such Trademark or Registered Trademark. The use of any Product
Identity in Open Game Content does not constitute a challenge to the ownership
of that Product Identity. The owner of any Product Identity used in Open
Game Content shall retain all rights, title and interest in and to that Product
Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate
which portions of the work that you are distributing are Open Game Content.
Product Identity: The following items are hereby identified as
Product Identity, as defined in the Open Game License 1.0a, Section
1(e), and are not Open Content: All trademarks, registered
trademarks, proper names (characters, deities, etc. excluding the
names of designed open content, see below, and other game
mechanics), dialogue, plots, storylines, locations, characters,
artworks, and trade dress. (Elements that have previously been

Claus Boe (order #9029584)

designated as Open Game Content are not included in this


declaration.)
Open Content: The follow are hereby identified as open content: all
statblocks, including their names.
9. Updating the License: Wizards or its designated Agents may publish updated
versions of this License. You may use any authorized version of this License to
copy, modify and distribute any Open Game Content originally distributed under
any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy
of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game
Content using the name of any Contributor unless You have written permission
from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms
of this License with respect to some or all of the Open Game Content due to
statute, judicial order, or governmental regulation then You may not Use any
Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply
with all terms herein and fail to cure such breach within 30 days of becoming
aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such
provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 20002005, Wizards of the Coast, Inc. d20
System Reference Document Copyright
2000-2005, Wizards of the Coast, Inc.; authors Jonathan Tweet, Monte Cook,
Skip Williams, Rich Baker, Andy Collins, David
Noonan, Rich Redman, and Bruce R. Cordell, based on original material by E.
Gary Gygax and Dave Arneson.
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author:
Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip
Williams.
The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights
reserved.
Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott
Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson,
Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based
on original content from TSR.
Pathfinder Roleplaying Game Advanced Player's Guide. Copyright 2010, Paizo
Publishing, LLC; Author: Jason Bulmahn.
Pathfinder Roleplaying Game Bestiary. Copyright 2009, Paizo Publishing, LLC;
Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and
Skip Williams.
Pathfinder Roleplaying Game Bestiary 2. Copyright 2010, Paizo Publishing, LLC;
Authors: Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal
Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve
Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson,
Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens,
James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by
Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo
Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason
Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin
McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ
Taylor.
Pathfinder Roleplaying Game Ultimate Equipment. Copyright 2012, Paizo
Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross
Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves,
Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean,
Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor.
Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing,
LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary,
Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C.
Stephens, and Russ Taylor.
Kobold Quarterly issue 21, Copyright 2012, Open Design LLC,
Adventure Quarterly #6 2014 Steven D. Russell; Authors: Bret Boyd,
Creighton Broadhurst, Danielle Doss, Alex Putnam, Michael Welham
System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.;
Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter
Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve
Townshend, based on original material by E. Gary Gygax and Dave Arneson.
5th Edition Module: Fire & Ice Copyright 2016 Steven D. Russell; Authors
Brett Boyd & Keith Byers.

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