Lost Lands - The Northlands Series 4 - Oath of The Predator

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NLS4: Oath of the Predator

NLS4: Oath of the Predator


Author: James M. Spahn Front Cover Art: Artem Shukaev
Developer: Greg A. Vaughan Interior Art: Colin Chan, Felipe Gaona, Chris McFann, MKUltra
Producer: Bill Webb Studios
Editors: Jeff Harkness and Greg A. Vaughan Cartography: Robert Altbauer
Layout and Graphic Design: Charles A. Wright

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1
The Northlands Series: The Long Night of Winter

Table of Contents
The Northland Series: The Long Night of Winter....................................... p. 4
Oath of the Predator............................................................................. p. 5
Part One: Thorvald’s Gift................................................................. p. 5
Part Two: Deep Trouble in the Deep Woods......................................... p. 10
Part Three: Returning to Thorvald’s Gift............................................. p. 20
Appendix: New Monster — Golem, Black Oak....................................... p. 21
Legal Appendix ................................................................................... p. 25

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Bill Webb’s Book of Dirty Tricks
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The Black Monastery PF, S&W
Cyclopean Deeps Vol. I PF, S&W
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Razor Coast: Heart of the Razor PF, S&W Dead Man’s Chest (pdf only) PF
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LL2: The Lost City of Barakus PF, S&W

* (forthcoming from Frog God Games)

2
NLS4: Oath of the Predator

The Long Night of Winter


NLS4: Oath of the Predator
By James M. Spahn

Oath of the Predator is a Pathfinder Roleplaying Game adventure


for the Northlands Saga setting and is the fourth adventure in
The Long Night of Winter adventure anthology. Like the other
adventures in the anthology, Oath of the Predator is intended
to be dropped into a Northlands Saga campaign by the GM at any
time or place that is convenient. It is not tied to any particular
location other than taking place amid a dense, primal forest.
It is designed for a party of characters of levels 6–8.

3
The Northlands Series: The Long Night of Winter

The Northlands Series:


The Long Night of Winter

“Gather round, lads and lasses, and draw close to the hearth fire. Let The Northlands Series (NLS) are standalone adventures set in the
the glowing coals warm your hands and a horn of mead warm your heart Northlands that allow the GM to drop a one-shot game into that setting
while the old men tell tales and sing songs of days long gone. Each winter or as a short interlude into The Northlands Saga Adventure Path
the storms howl down from the Far North and bury our fields and halls in with minimal effort. They are not tied to a particular locale within the
a thick blanket of white. They bring nights cold enough to shatter a man’s Northlands, though they may require a certain general type of terrain (e.g.
bones or freeze an aurochs’ blood in its veins, and all men huddle close mountains, forest, etc.), and they are not tied to a specific chronology.
to their fires in the darkness and wonder if this is finally the Fimbulwinter They can be played in any order, and all or none of them can be used as the
that will bring about the great battle of Ragnarök. Some say these harsh GM sees fit. They are presented from the standpoint of a fireside tale being
winters are the work of demons of the Ginnungagap sent to break the will told by an old skald to pass the long hours of a winter night, allowing the
of men in preparation for the coming End Days. Others say they are the GM to use them as short breaks from normal campaign play with different
gift of the Æsir to mold men and hone their strength as the fire tempers PCs and without any long-term consequences, or they can be inserted into
good steel in anticipation of those dark times. a normal campaign. The idea is to provide the GM with the maximum
“Me? This old skald thinks it is a time to gather close to comrades flexibility for their use with a minimum of fuss.
and loved ones and tell stories and lies, to swap boasts and jests, and So take them. Use them. Make them your own. The winter night is cold,
to celebrate that the All—Father has given us one more night for the and there are many hours to pass before the dawn …
heartsblood to run hot. The morrow’s dawn is never promised us, and
there are things other than the cold that stalk the long night of winter and
can kill a strong man just as surely. So tilt the flagon to fill an old man’s
drinking horn once again, for talk can be dry work, and lean in close to
listen. I have a tale to tell you …”

4
NLS4: Oath of the Predator

Oath of the Predator


Oath of the Predator is a short Pathfinder Roleplaying Game adventure through his own hall and nearly killing his son, Ivar fled into the deep
for character levels 6–8. It takes place in a remote forested area where a woods where he now remains. But in the shedding of innocent blood, he
hero was lost a generation ago and a tiny logging town built in his honor has disturbed the spirit of his murdered friend, and with it, corruption has
continues to eke out an existence on the very edge of the deep woods. returned to the deep woods. Only by setting right the sins of Ivar can peace
return to Thorvald’s Gift.

Adventure Background Adventure Summary


Thorvald the Wanderer has been dead for a generation, though in his
time he came out of the wild places of the world to bring protection and The PCs arrive in Thorvald’s Gift to find the town beset by bestial
justice to those who lived on the edge of untamed lands. As his reputation predators that attack in the dark of night. In the first attack, the local jarl
grew, he drew the service of several loyal retainers, none more loyal was dragged away into the forest by the beast and has not been seen since.
than Ivar the Stout. Ivar became his closest friend and loyal shieldbearer. Working on behalf of the jarl’s son, the PCs trace the abnormal beasts into
Together they drove back the fell things of the deep forests, including the deepest parts of the forest where they find the vile, unnatural Black
a great many predators who had been corrupted into sceadugenga — Oak, a great tree corrupting the heart of the forest. Ascending within its
otherworldly shadow walkers of the night — by some terrible malady hollow trunk, they discover many secrets of that fateful trip years ago
whose source went undiscovered by Thorvald and Ivar for decades. These when the hero Thorvald the Wanderer fell, and learn that it was at the
twisted sceadugenga of all types seemed to crawl from the shadows of the hands of his most-trusted comrade, the missing jarl Ivar the Stout. Only
dark wood with a taste for the flesh of Northlander, Alfar, and Dvergar by destroying a dark idol at the heart of the tree and laying the vengeful
alike — any beings they could get hold of it seemed. They were keen and soul of Thorvald to rest do the PCs have the chance to release Ivar from
cunning beyond the intelligence of normal animals. Finally, Thorvald took his own curse and finally bring justice for his betrayal decades ago.
a company of men loyal to him into the heart of the deep woods and swore

Beginning the Adventure


that he would destroy the source of this terrible evil or die trying. Deep
in the heart of the forest, Thorvald’s company found a great black oak
that was both living and dead. It was untouched by the seasons, yet cast
a terrible shadow over all other living things in the deep woods. From its
The PCs can be drawn to the tragedy of Thorvald’s Gift in several
roots bubbled a great spring of murky water that offered no life but only
ways. A ranger or druid might know the legends surrounding Thorvald
festered and polluted the soil.
and travel to Thorvald’s Gift to pay homage to the lost hero — only to
No skalds’ tales recall what happened in the deep woods, save that
stumble upon the troubles currently plaguing the village. For a more direct
Thorvald was slain. Only Ivar and a handful of survivors emerged from
draw to Thorvald’s Gift, rangers, druids, or others attuned to the cycles of
that terrible place, paying their respects to their fallen leader before
the natural world might feel the dark energy suddenly flowing from the
scattering to the four corners of the world. Only Ivar remained behind.
deep woods and travel there on their own to investigate. Another option
Proclaiming the land clean, Ivar planted his great spear in the ground and
could be that the party receives word from Bóthvarr seeking their aid. He
founded the village of Thorvald’s Gift on the edge of the deep woods.
is still recovering from the wounds he received during the attack by the
With his great strength he helped establish the logging trade that would
terrible beast that he believes took his father. Whatever draws the player
be the cornerstone of this village. All who came to the Gift found fortune
characters to Thorvald’s Gift, they find it in dire straits and in desperate
and prosperity.
need of help.
But darkness has risen again from the deep woods, and an ill wind blows
in the village of Thorvald’s Gift. Jarl Ivar, now old and gray, though still

Part One: Thorvald’s Gift


hail and strong by all accounts, has gone missing — vanished under the
light of the full moon. Huscarls and woodsmen who venture into the forest
are disappearing, and strange, predatory sounds — the snarls of beasts and
other inhuman creatures —are heard drawing closer to the village. Ivar’s Thorvald’s Gift is barely a village, and more a collection of households
badly injured son and chief huscarl, Bóthvarr, has put out a call for aid. He clustered around the modest hall of Jarl Ivar the Stout under the very eaves
offers payment and gratitude to any who can discover the fate of his father of the deep woods. The hall serves as the home of the jarl and also the
and set Thorvald’s Gift at peace once more. local gathering place and drinking hall. In good weather, locals gather
The truth is far more terrible than Bóthvarr knows: His father, Ivar, is under a large pavilion outside the hall to drink to one another’s health
a monstrous lycanthrope — a were-vlkodlak who can take the form of a and the prosperity of the local timber trade. Other than the jarl’s hall, the
great, grizzled bear-like beast capable of unimaginable destruction. Ivar’s largest building in the village is a shop that sells saws, axes and other tools
condition has long been a point of shame for him and, unknown to his necessary for logging. This small settlement has seen prosperity following
son, the accursed lycanthrope took up service with Thorvald years earlier Jarl Ivar for more than 20 years before the “attack” and his subsequent
in hopes of somehow finding a cure for his affliction. When Thorvald disappearance.
and Ivar discovered the terrible Black Oak that was corrupting the deep
woods, its evil took hold of Ivar and he slew his boon companion. Fearing THORVALD’S GIFT
that he had finally given in completely to the great evil within himself, N hamlet
Ivar swore an oath to any god that would listen that night that the blood Corruption –2; Crime –3; Economy –6; Law –5; Lore +0;
of his battle-brother would cleanse the deep woods until the full moons Society –6
vanished from the sky. Ivar knew his oath was fulfilled, but knew not Qualities insular
which god had accepted his promise. Disadvantages hunted
Much to his woe, it was the trickster god Loptr who heard the cries Danger +15
of the werebeast, and a few weeks ago the full moons of both the Pale
Sister and the Dark Sister were eclipsed in the night sky. After tearing Government autocracy

5
The Northlands Series: The Long Night of Winter
Population 53 (humans [Northlanders]) The man approaching is a huscarl named Thrasi who oversees the
Notable NPCs lumberyard. He greets the PCs in a brusque, almost rude manner. He has
Ivar the Stout, Jarl of Thorvald’s Gift (CN male afflicted little time to explain the situation to them. If they successfully move his
were-vlkodlak human fighter 9) unfriendly attitude to friendly through Diplomacy or tell him they received
Bóthvarr, Chief Huscarl (N male human fighter word that Thorvald’s Gift was seeking aid for an evil plaguing the village, he
[huscarl*] 6) softens somewhat and directs them to Jarl Ivar’s hall (area A1). If his attitude
Thrasi, Lumber Overseer (N male human ranger 4) remains unfriendly or indifferent, he brushes them off with an admonishment
*See The Northlands Saga Complete 51 to not disturb his work or that of the other loggers and provides no further
information. In either case, a successful DC 18 Sense Motive is able to discern
Base Value 160 gp; Purchase Limit 1,000 gp that he’s not unsympathetic to the village’s plight — quite the contrary. He
just doesn’t trust strangers and is worried that the PCs will bring more troubles
down on an already troubled village. If the PCs wish to locate Thrasi later, he
A. The Village of Thorvald’s Gift can usually be found in the lumberyard (area A3) or his house (A6a).

When the PCs first approach the village, read the following. THRASI CR 3
XP 800
hp 30 (Pathfinder Roleplaying Game GameMastery Guide
The rutted road cuts a thin path through a thick, almost “Trapper”*)
oppressive woodland that reluctantly opens up to a large *Replace masterwork battleaxe and masterwork buckler
clearing that appears to be little more than a loggers’ with masterwork greataxe
camp. A broad stream flows through the clearing next to

A1. Jarl Ivar’s Hall


the lumberyard set on its banks with a flotilla of logs being
prepared to float downstream. A few large carts for dragging
logs rest nearby. A single longhouse showing significant
recent damage stands in the center of the settlement with a
large pavilion tent erected just outside. Within this pavilion Clearly the hall of a person of importance in this small
can be seen a long bar and large tables that serve as a watering settlement, it is nevertheless rather small and unassuming
hole for the loggers who work the nearby yard. Small log as most longhouses go. Added to this humble appearance is
cabins are clustered around these structures as if huddling the fact that its thatch roof and parts of its log and earthen
for safety away from the dark depths of the surrounding walls have been nearly torn to splinters. Heavy tarps secured
forest eaves. A burly Northlander with a thick red beard and by nails cover the gaping holes. A heavy oak door marks the
a prominent scar on his cheek approaches, a heavy logging entrance to this damaged hall and stands open, revealing
axe in one meaty hand. flickering firelight within.

6
NLS4: Oath of the Predator

7
The Northlands Series: The Long Night of Winter
The home of Jarl Ivar, his son Bóthvarr, and a pair of elderly household
thralls is as simple as a longhouse can be, with a modest hall and small
hearth for cooking and warmth in the colder months, and two small
bedrooms and an attached dairy for making goat cheese adjoining it.
Thorvald’s Gift Rumor Table
The main hall once held a pair of tables with benches but is wrecked,
While in Thorvald’s Gift, the PCs have multiple opportunities
with blood spatters on the floor and walls where a terrible fight recently
to obtain rumors about current events through contact with the
occurred. Likewise, one of the bedrooms — the one belonging to Jarl
locals. Anytime the PCs are successful in obtaining information
Ivar — has had its wooden door torn from its hinges. The bed within
from a local as described in the description, roll 1d12 and consult
is destroyed and soaked in old blood. The door to the other bedroom is
the table below to determine what rumor they hear. Unless
closed and bolted from within (hardness 5, hp 15, Break DC 23).
otherwise noted, each interaction with a local yields only one
A single young huscarl stands guard in the main hall, but gestures
rumor. A rumor can be heard more than once, but if the PCs are
toward the closed door and lets them pass if they come in peace and are
unlucky and keep hearing the same rumor over again feel free to
clearly not sceadugenga. Bóthvarr (N male human fighter [huscarl*] 6;
reroll or choose another rumor as necessary.
hp 45, currently 7) is resting in the second bedroom but comes to the door
leaning on a stout cudgel if the PCs knock. He is a young man in the prime
of his life with wild hair the color of amber and a short-cropped beard. 1d12 Rumor
Heavy bandages soaked with fresh blood bind his left leg as he hobbles There is an evil tree at the heart of the wood
forth. He offers a pained smile as he offers them the hospitality of his that is the lair of a powerful wight returned
father’s ruined hall and dismisses Mitvald the huscarl so he can talk with 1
from the grave for his vengeance. (Partially
the PCs in private. true)
*See The Northlands Saga Complete, page 51 for details of the huscarl
archetype. Ivar’s story about his past adventures with
Thorvald are lies. There were other survivors
HUSCARL CR 1 on that last fateful journey, and I have heard
2
XP 400 it said that they tell things differently about
hp 16 (Pathfinder Roleplaying Game GameMastery Guide what occurred in the deep woods. (Partially
“Caravan Guard”*) true)
*Replace banded mail, buckler, lance, kukri, and heavy Merada brews a special drink that could fell
crossbow with chainmail, light wooden shield, handaxe, and 3
even one of the Jötnar with one swig. (False)
shortbow.
If you sleep under the full moon at the shrine
Development: Bóthvarr explains that more than a week ago a terrible 4 of the Vanir, when you awake you’ll be in
beast tore the very wall from this hall, killed the house thralls, and mauled the land of the sceadugenga. (False)
his father before dragging him off into the deep woods. Bóthvarr awoke A great linnorm that lives deep in the forest is
and tried to battle the beast but could not overcome its fury, nearly losing 5 the source of the evils that trouble Thorvald’s
his left leg in the attempt. Four of the jarl’s huscarls pursued the beast Gift. (False)
into the forest but have not been seen since. Since then, beasts have been
seen prowling the edge of the woods near the village, and a few of the Bóthvarr and Merada are having a secret
6
locals were attacked when leaving the lumberyard for their homes in the love affair. (False)
late hours of the night. In spite of his wounds, the town looks to him for The overseer of the lumberyard is stealing
leadership as the jarl’s son and chief huscarl. 7
from the jarl. (False)
Bóthvarr relates to the PCs his father’s adventures with Thorvald (the
Thorvald’s spirit still lingers in the deep woods
first two paragraphs under Adventure Background above). He says his 8
where he fell. (True)
father never spoke much of what transpired in the shadows of the deep
woods that day, but Bóthvarr believes these attacks are somehow related An evil god of the Ginnvaettir has cursed the
9
to the old stories. He is desperate for aid and fears that these attacks deep woods. (Partially true)
will only get worse as the nights pass. All the attacks have been in the The noises of beasts heard at night are the
evening, and the locals all get a sense that the deep woods has somehow 10 wights of loggers who died felling trees.
grown fouler — nothing overt, just a sense of ill omen and the sounds of (False)
sceadugenga in the night. The beast that attacked his father and the few
locals seems to be acting randomly, though Bóthvarr and the two thralls Bóthvarr made a deal with the beasts of the
11
are the only victims who were not carried off into the deep woods. Thus woodland to murder his father. (False)
far, including the original rampage in the jarl’s hall, there have been three Ivar murdered his wife soon after Bóthvarr
such attacks. 12
was born. (False)
In return for their aid, Bóthvarr is willing to pay the party a portion of
his father’s own treasures which he gained in his days of high adventure
with Thorvald the Wanderer. Beyond that, he has little to offer, but he
reveals them. Other than minor bruises and cuts, the wounds are clearly
makes every attempt to play to their better nature and mind’s-worth as
those of someone who has been attacked by a large predatory beast, with
Northlander heroes.
claw marks raking his side and several obviously cracked ribs. His left
Once his offer is accepted, Bóthvarr asks the PCs to retrieve a long
leg has been badly mauled by the toothed maw of said beast, and he is
wooden footlocker bound in iron from under his bed. It is fairly heavy,
lucky to not have lost it. The two thralls were both buried behind the hall,
and when they bring it to him, he tells them to open it and take whatever
and if dug up, show the same kind of mauling wounds. The superstitious
they like. Inside it they find Ivar’s old adventuring kit and a small nest egg
Northlanders will be aghast at risking the wrath of the wights by disturbing
of valuables that include gold and silver arm-rings, torcs, and hacksilver
their graves, and thereafter the PCs receive a –4 penalty on all skill checks
(see “Treasure” below). A DC 19 Perception check locates a previously
and ability checks involving Charisma when dealing with the folk of
undiscovered false bottom in the chest that hides a small traveler’s journal.
Thorvald’s Gift.
Bóthvarr is as surprised as the PCs at its discovery. See the adjacent player
Treasure: The total value of the gold and silver in Ivar’s chest is 2,900
handout for relevant entries from the journal.
hs plus 2 amethysts (150 hs each). In addition, there are a potion of cure
If the PCs ask to see Bóthvarr’s wounds, he tells them not to concern
serious wounds, potion of cure light wounds, potion of heroism, +2 chain
themselves with his minor injuries. However, if they press the matter, he
shirt, +3 handaxe, and +1 dagger.

8
NLS4: Oath of the Predator
LOGGER CR 2
A2. The White Hart XP 600
hp 26 (See Area A6)

This open-sided tent has been set up outside the jarl’s


damaged hall to offer more room and protection from sun and
A4. Shop
rain. The canvas roof of the tent is painted with the simple but
distinct image of a white stag. Beneath its canopy are half-a- Other than the jarl’s hall, this is the largest building in
dozen long wooden tables flanked by benches. These surround Thorvald’s Gift. A simple cottage, it has large, hide-covered
a round wooden bar upon which are set large casks of bitters, windows set into its front face, flanking a heavy wooden door
port, and ale. Wooden tankards and horn steins cover one side standing open. A sign hangs over the door with the simple
of the bar, and a large roasting pit ringed with stones serves as image of various hand tools burnt into the wood. A thatched
a cook fire beyond its boundaries. Near this fire pit, an oven of roof protects it from the elements, and through the open
stacked stone has been built. Smoke rises from its tall chimney, doorway you can see all manner of wares associated with the
and the smell of baking bread is mouthwatering. lumber trade sitting on display on shelves and tables.
A matronly woman with formerly fiery hair — now more
ashes than flame — is filling mugs and calling names. She
occasionally wanders out to the fire to pull roasted meat Torfi the Shrewd owns and operates the general store, and lives here
from long skewers and sets them on wooden trenchers. In with his wife Geirhildr. He also keeps a trained guard dog on a leash
spite of her age, she is still spry and moves with strength behind his establishment during the day, though the beast sleeps inside at
and purpose. The handful of somber patrons who sit at the night. He keeps a well-stocked shop that contains all manner of supplies
tables or linger at the bar take their food and drinks from her, needed to manage the lumberyard and maintain a household. This includes
leaving hacksilver for her to collect. axes, saws, rope, knives, hooks and other tools of the trade and many
assorted mundane household goods. He does not keep a large stock of
weapons beyond those used by hunters, such as shortbows, spears, and
The owner of The White Hart as the locals have come to call the arrows. He does not stock martial weapons or heavy armor. If the PCs
summer pavilion is Merada Whitehair, the widow of a once-prominent seek some particular mundane item not mentioned above, there is a flat
shipbuilder of Halfstead. She came to Thorvald’s Gift soon after its 65% chance he has it. A ladder leads to a small loft bedroom above the
founding when her husband was killed in a construction accident. She main floor. Torfi keeps his earnings hidden in a large sack that is under
was put in charge of Jarl Ivar’s kitchens and was eventually able to create his large straw mattress (DC 17 Perception check to locate). The sack
this pavilion to better serve food and drink to the hard-working locals in contains his savings of 327 hs.
the warmer months. She is tough, no-nonsense, and is not afraid to settle
disputes with a cudgel. She’s firm, fair, and enjoys a good conversation TORFI and GEIRHILDR CR 1
with any patron who spends time in her establishment. During the day, the XP 400
White Hart isn’t very busy, with only 1d4 loggers. During the evenings, hp 13 (Pathfinder Roleplaying Game GameMastery Guide
it springs to life with 4d6 loggers present for food and drink in spite of “Shopkeep”)
the recent troubles. The villagers are gruff and reserved, but open up for
anyone who succeeds on a DC 15 Diplomacy check. Buying them a drink GUARD DOG CR 1
or a meal provides a +2 bonus to this check. No check is necessary to XP 400
obtain information from Merada. If the PCs inquire with Merada or any hp 13 (Pathfinder Roleplaying Game Bestiary “Dog, Riding”)
of the patrons about the recent troubles, consult Thorvald’s Gift Rumor
Table. Talking to Merada yields two rumors rather than just one. Development: If questioned about current events, Torfi has little
interest in the beasts that have been attacking Thorvald’s Gift, save for as
MERADA WHITEHAIR CR 3 it pertains to the protection of his wife and his business. However, he will
XP 800 play up the threat if he thinks he can make a few extra sales to gullible
hp 23 (Pathfinder Roleplaying Game GameMastery Guide would-be heroes.
“Barkeep”*)
*Replace masterwork heavy crossbow, +1 human bane
bolt, and sap with +1 merciful club and frying pan (treat as A5. Shrine to the Vanir
improvised weapon).

LOGGER CR 2 This large tree casts a shadow over many of the surrounding
XP 600 cottages. A hollow has been cut into its base, and the
hp 26 (See Area A6) heartwood beneath is carved to depict the image of a man
with a beard of leaves and a woman holding a bow. Small
A3. Lumberyard alcoves cut into the wood can be used for small candles or to
leave offerings.

Felled trees cut at various lengths rest here in piles. Men This small shrine is the closest thing that Thorvald’s Gift has to
work with axes and saws trimming, stripping, and sectioning a godshouse. It is a simple shrine devoted to the Vanir gods of nature
trees in preparation for transport downstream. — primarily Freyja and Freyr. There is no full-time godi to tend to the
small shrine, though locals occasionally come here to offer up a small
prayer or gift. Lately, villagers have begun leaving a garland of flowers
The lumberyard is the heart of Thorvald’s Gift. During the day, 2d8+4 in a plea for protection from the predators of the deep woods. Druids or
loggers can be found here working the timber. They are gruff and more divine spellcasters dedicated to one of the Vanir who spend an hour in
concerned with their work than dealing with curious travelers. If the PCs prayerful vigil at this shrine can prepare one additional 1st-level spell
ask about the recent troubles in Thorvald’s Gift, they are directed to speak for the day. The locals are unaware of this shrine’s secret blessing, but
with Bóthvarr (area A1) or Merada (area A2). Characters who become a divine spellcaster can realize its significance with a DC 15 Knowledge
violent or aggressive find themselves facing several angry Northlanders (religion) check. If PCs take the offerings left by the villagers or the shrine
armed with wood axes.

9
The Northlands Series: The Long Night of Winter
is otherwise despoiled, the perpetrator receives the effects of a bane spell
for 24 hours (no save). Night Watch (CR 7)
A6. Loggers’ Homes As a means of ending the predation, the PCs are likely to take guard
duty in or around the village and perhaps even set a trap. Regardless of
the preparations that they make, shortly after the sun sets the sounds of
vicious wild beasts begin to be heard intermittently under the eaves of the
About a dozen small cabins are scattered about the village
surrounding trees and steadily grow closer to the settlement. Whether the
of Thorvald’s Gift. They are simple thatch-roofed affairs,
PCs choose to plunge into the forest to confront the creatures, wait for
with stone chimneys. Goodwives can be seen bustling about,
them to emerge, or set up some sort of trap, their efforts are soon rewarded
tending to small gardens or washing clothes on the nearby
as a number of large wolves attack. They are unprepared for the presence
riverbanks. A few children are present, gathered in a small
of the PCs, and it is possible that they are surprised by the party and put at
group to play with a large mongrel dog.
a considerable disadvantage from the outset. Feel free to allow the party’s
plans to come off without a hitch for this encounter, as it is meant to
be revelatory as opposed to a serious challenge. If the PCs choose to set
The residents found here during the day are primarily the wives and off into the woods immediately rather than guard the village, then this
children of the loggers who work the forest. They have little interest encounter occurs during their first night of travel.
in strangers, whom they fear are likely to bring more trouble down on The attack consists of 5 worgs and a werewolf in wolf form (and
Thorvald’s Gift. Most adults who are approached are likely to ask the player largely indistinguishable from the worgs themselves). Though normally
characters to go on about their business and leave them be. The children, intelligent beasts, these creatures fight with a savage fury with little regard
on the other hand, are quite curious, though their information is likely to be for tactics and refuse to surrender.
embellished and full of fanciful tales. Use Thorvald’s Gift Rumor Table
for any news obtained from these locals, though feel free to expand upon WORGS (5) CR 2
them in fanciful ways to reflect the children’s imaginations. The mongrel XP 600
dog who plays with the children is a surprisingly stout mutt who follows hp 26 (Pathfinder Roleplaying Game Bestiary “Worg”)
any PC who feeds it, serving loyally as long as it is shown kindness.
After nightfall, the loggers begin to return to their homes. They are WEREWOLF CR 2
generally taciturn and tightlipped toward strangers, though a DC 20 XP 600
Diplomacy check turns their attitude to friendly. If the PCs mention they hp 21 (Pathfinder Roleplaying Game Bestiary “Lycanthrope,
are working on behalf of young Bóthvarr, they receive a +4 bonus to this Werewolf”)
check. If a logger is made friendly, refer to Thorvald’s Gift Rumor Table
for information that can be gleaned from the encounter. Note: This is an afflicted werewolf rather than a natural one, so its bite
does not transmit the curse of lycanthropy to its victims, though PCs need
MONGREL DOG CR 1 not know that immediately.
XP 400 Development: The werewolf remains in wolf form until he falls in
hp 13 (Pathfinder Roleplaying Game Bestiary “Dog, Riding”) battle, at which point he transforms back into the form of one of the human
villagers, a logger named Fenrir who disappeared in one of the attacks a
LOGGER CR 2 week ago and has been presumed dead. If the PCs attempt to communicate
XP 600 with him, then with his dying breaths he mumbles, “The corrupted heart
Male or female expert 4 … at the Black Oak,” before expiring. If his death does not allow such an
N Medium humanoid (human) opportunity, then it is one of the worgs who utters this cryptic statement
Init +0; Perception +8 before it dies (the worgs speak Nørsk and Giant).
If the party does not take the hint to investigate the heart of the wood
AC 13, touch 10, flat-footed 13 (+3 armor) from this encounter, then attacks continue nightly (consult the Deep
hp 26 (4d8+8) Woods Encounter Table below). There are no more lycanthropic
Fort +3; Ref +1; Will +5 villagers involved, but the participants of each attack is far more savage
and bestial than a normal member of its species might otherwise be, once
Speed 30 ft. again pointing to something that is inherently wrong occurring deep in
Melee greataxe +5 (1d12+3/x3) or dagger +5 (1d4+2/19–20) the forest.
Ranged longbow +3 (1d8/x3)

Str 14, Dex 10, Con 15, Int 10, Wis 12, Cha 10
Base Atk +3; CMB +5; CMD 15 Part Two: Deep Trouble
in the Deep Woods
Feats DiehardB, Endurance, Martial Weapon Proficiency
(greataxe)
Skills Craft (carpentry) +7, Climb +11, Knowledge
(engineering) +7, Knowledge (local) +7, Perception +8, After the PCs have the opportunity to speak with Bóthvarr, Merada,
Profession (logger) +8, Survival +8, Swim +9 and others to learn of the recent troubles in Thorvald’s Gift, they should
Languages Nørsk concern themselves with protecting the villagers from the nightly attacks,
Gear masterwork, studded leather armor, greataxe, dagger, perhaps with a sojourn into the ominous depths of the forest where it
climber’s kit, pouch with 5d10 hs seems the troubles may have started. After the events of Night Watch
above, such a journey should seem inevitable.
A6a Thrasi’s House No known tracks cut through the forest, and it is little explored beyond
This cottage, much like the others, is the home of the foreman Thrasi its eaves where the loggers ply their trade. If the PCs recovered Ivar’s
(see area A above). It is empty when he is gone, with no wife or children journal from area A1, then they can piece together a course leading to the
to occupy it. Searching within its cluttered and unkempt interior (DC 19 strange black oak at the heart of the forest from his writings. Otherwise,
Perception) can locate his personal stash of 167 hs. simply by traveling through the forest and always walking in the
direction that the trees seem to grow taller and darker, the undergrowth
thicker will more or less guide the PCs in the right direction as well.
This latter information is well known among the loggers of Thorvald’s

10
NLS4: Oath of the Predator
Gift and is used as local wisdom in order to not accidentally stumble Feats Skill Focus (Stealth), Weapon Focus (thorns)
into the deep woods. Any local who is asked readily provides this bit Skills Stealth +13
of guidance.
There is no map of the forest depths themselves; instead, the journey Thorns (Ex) An archer bush can loose a cluster of needle-
is presented as taking a certain length of time that is punctuated by sharp thorns at a single target within 20 feet as a standard
escalating random encounters before the PCs reach the source of the action. An opponent hit by the thorns takes 1d8 points
darkness at its center: the Black Oak. It ordinarily takes 5 days of of piercing damage. Further, the target takes a –1
travel for the party to walk to the Black Oak (mounted travel or flight circumstance penalty on attack rolls, saves, and checks
are not options due to the thickness of the forest). If the PCs have until the thorns are removed (full-round action to remove
Ivar’s journal, then they are able to set a more direct course, reducing the thorns).
the time of travel to 4 days. Along the way, they will encounter many
dangers of the woodlands. Play up the oppressive nature of the deep ASSASSIN VINES (1d4+2) CR 3
woods and the sense that the player characters are being watched and XP 800
even hunted. hp 30 (Pathfinder Roleplaying Game Bestiary “Assassin
The forest is dense, trackless and difficult to traverse. Little direct Vine”)
sunlight reaches the woodland floor through its thick canopy, and travel
is slow. Overland travel is at one-half speed, and unless otherwise noted, Beasts of Chaos: When this result comes up on the random encounter
each encounter occurs in light undergrowth with a 25% chance of being table, roll 1d4 and consult the following tables to determine the type of
in heavy undergrowth (see “Wilderness” in Chapter 13 of the Pathfinder animal that has been warped by the influence of the Black Oak. Stats for
Roleplaying Game Core Rulebook). Each day of travel requires a DC 15 these beasts of chaos are at the end of this section.
Survival check to remain on course. A failed check means that the PCs
have gotten turned around and must spend much of the day backtracking, Beasts of Chaos
adding 1 day to the length of time needed to reach the Black Oak.
Each day of travel after the first (see The Return of Ivar below) brings d4 Beast of Chaos Types CR
the chance of a random encounter. This begins as a base 50% chance the 1 Wolf 3
first night. Each cumulative day of travel increases this chance by 5%.
2 Dire boar 6
Each night spent camped in the woods increases this chance by 10%. If
the PCs opt to light a campfire at night, the chance increases by 20% rather 3 Grizzly bear 6
than 10%. However, if a night encounter occurs and the PCs do not have a 4 Smilodon 7
campfire or other light source, then they will be fighting in total darkness
unless they have low-light vision or darkvision. So they must deal with
GIANT SKUNKS (1d3) CR 3
certain risks either way.
XP 800
Once an encounter occurs, the base chance resets to 50% and increases
hp 27 (Pathfinder Roleplaying Game Bestiary 3 “Skunk, Giant”)
cumulatively again as described above. A check for encounters should be
rolled once during the day after the first day and once during each night,
HANGMAN TREE CR 7
starting with the first night. If an encounter is called for, roll 1d10 and
XP 3,200
consult the Deep Woods Encounter Table below.
hp 84 (Pathfinder Roleplaying Game Bestiary 2 “Hangman
Tree”)
Deep Woods Encounter Table
d10 Encounter Average CR LIGHTNING TREANT CR 8
XP 4,800
1 1d3 giant skunks 5
The Tome of Horrors Complete 607
2 1d4+3 archer bushes 6 NE Huge plant
3 Hangman tree 7 Init +3; Senses low-light vision; Perception +3

4 3d4 worgs 7 AC 22, touch 7, flat-footed 22 (–1 Dex, +15 natural, –2 size)
5 1d4+2 assassin vines 8 hp 138 (12d8+84); fast healing 10
Fort +15; Ref +3; Will +7
6 Lightning treant 8 Defensive Abilities electric healing; DR 10/slashing; Immune
7 4d4 troblins 8 electricity, plant traits; Resist fire 10
8 Ivar the Stout 9
Speed 40 ft.
9–10 1d2 beasts of chaos varies (see below) Melee 2 slam +16 (2d8+9)
Space 15 ft.; Reach 15 ft.
ARCHER BUSHES (1d4+3) CR 2 Special Attacks double damage against objects
XP 600 Druid Spell-like Abilities (CL 12th):
The Tome of Horrors Complete 36 At will—enlarge, faerie fire, greater magic fang (self only)
N Small plant 3/day—call lightning storm (DC 18), lightning bolt (DC 16),
Init +0; Senses tremorsense 60 ft.; Perception +0 protection from energy
1/day—chain lightning (DC 19)
AC 14, touch 11, flat-footed 14 (+3 natural, +1 size)
hp 21 (3d8+9) Str 28, Dex 9, Con 24, Int 11, Wis 17, Cha 11
Fort +6; Ref +1; Will +1 Base Atk +9; CMB +20; CMD 29
Immune plant traits Feats Cleave, Greater Sunder, Improved Initiative, Improved
Sunder, Power Attack, Skill Focus (Survival)
Speed 10 ft. Skills Knowledge (nature) +4, Stealth –2 (+14 in forests),
Ranged thorns +4 (1d8) Survival +7; Racial Modifiers +16 Stealth in forests
Languages Aklo
Str 11, Dex 10, Con 16, Int 2, Wis 11, Cha 9
Base Atk +2; CMB +1; CMD 11 (can’t be tripped) Double Damage Against Objects (Ex) A lightning treant

11
The Northlands Series: The Long Night of Winter
that makes a full attack against an object or structure deals
double damage.
Troblin Mutations Electric Healing (Ex) Electricity damage heals a lightning treant
1 point of damage for every 3 points it would otherwise deal. If
Each troblin has the potential to possess 1d2 random mutations the amount would cause the lightning treant to exceed its full
brought about by its bizarre regeneration. Roll on the table below normal hit points, it gains any excess as temporary hit points —
for each mutation. these temporary hit points last for 2 hours.

TROBLINS (4d4) CR 2
d20 Mutation XP 600
Dual forearm; claw damage increased The Tome of Horrors Complete 609
by one die type (claw damage 1d6+3) CE Medium humanoid (goblinoid)
1–2 Init +1; Senses darkvision 60 ft.; Perception +2
and it gains the benefits of wielding a two-
handed weapon with that arm.
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
Dual foreleg; +2 racial bonus to Acrobatics hp 22 (3d8+6 plus 3); regeneration 2 (acid or fire)
checks, +2 racial bonus on CMD to resist Fort +5; Ref +4; Will +1
3–4
being bull rushed or tripped when standing
on solid ground. Speed 30 ft.
Massive scarring; natural armor bonus Melee greatclub +5 (1d10+4), bite +0 (1d6+1) or 2 claws +5
5–6 (1d4+3), bite +5 (1d6+3)
increases by +1.
7 Multiple muscles; +2 Strength. Str 16, Dex 12, Con 15, Int 8, Wis 11, Cha 7
8 Shortened tendons; +2 Dexterity. Base Atk +2; CMB +5; CMD 16
Feats Great Fortitude, Toughness
9 Redundant vital organs; +2 Constitution. Skills Perception +2, Stealth +5
Third leg; +4 racial bonus to Acrobatics Languages Giant
checks, +4 racial bonus on CMD to resist SQ mutation
10
being bull rushed or tripped when standing Gear greatclub
on solid ground, +10 to Speed.
Mutation (Ex) The regenerative ability of a troblin does not
Two arms on one side; gains an additional
function as well as those of its trollish parent. Sometimes
claw attack when making a full attack
11 when an injured troblin regenerates, its body warps in an
and gains the benefits of wielding a two-
inexplicable fashion. A severed arm may regrow as two
handed weapon with that arm.
arms, or a scar may grow to cover the troblin’s entire body
Two heads; Gains Superior Two-Weapon in thick skin. Further, if a troblin suffers a critical hit in melee,
12 Fighting ability (see below) and a +2 racial it has a 25% chance of gaining a mutation once it is fully
bonus on Perception checks. healed. See the sidebar for random mutations.
13–20 No mutation.
WORGS (3d4) CR 2
Superior Two-Weapon Fighting (Ex) Troblins with two heads XP 600
automatically gain this ability. Because each of its two heads hp 26 (Pathfinder Roleplaying Game Bestiary “Worg”)
controls an arm, a troblin does not take a penalty on attack or
damage rolls for attacking with two weapons. Beasts of Chaos
DIRE BOAR BEAST OF CHAOS CR 6
XP 2,400
Pathfinder Roleplaying Game Bestiary “Boar, Dire’; The Tome
of Horrors Complete 702
CN Large magical beast (augmented animal)
Init +4; Senses darkvision 60 ft., low-light vision, scent;
Perception +20
Aura frightful presence (30 ft., DC 13)

AC 19, touch 9, flat-footed 19 (+10 natural, –1 size)


hp 47 (5d10+15 plus 5)
Fort +7; Ref +4; Will +2
Immune confusion, fear, hold animal, hold monster, slow,
haste; SR 17

Speed 40 ft.
Melee gore +9 (2d6+10)
Space/Reach 10 ft./5 ft.
Special Attacks rage

Str 25, Dex 10, Con 17, Int 2, Wis 13, Cha 12
Base Atk +3; CMB +11; CMD 21 (25 vs. trip)
Feats Improved Initiative, Skill Focus (Perception), Toughness
Skills Perception +20; Racial Modifiers +20 Perception

Rage (Ex) In the presence of bright light (a daylight spell,

12
NLS4: Oath of the Predator
continual flame, but not actual sunlight), a beast of chaos flies undergrowth or tall grass), +8 Perception
into a berserk rage, attacking until either it or its opponent is
dead. It gains +4 Strength and –4 AC while enraged. It cannot Rage (Ex) In the presence of bright light (a daylight spell,
end its rage voluntarily. If the source of light is removed, the continual flame, but not actual sunlight), a beast of
creature’s rage ends 1d4 rounds later. The beast is fatigued (–2 chaos flies into a berserk rage, attacking until either it or
to Strength and Dexterity) for the remainder of the encounter. its opponent is dead. It gains +4 Strength and –4 AC while
enraged. It cannot end its rage voluntarily. If the source of
GRIZZLY BEAR BEAST OF CHAOS CR 6 light is removed, the creature’s rage ends 1d4 rounds later.
XP 2,400 The beast is fatigued (–2 to Strength and Dexterity) for the
Pathfinder Roleplaying Game Bestiary “Bear, Grizzly’; The remainder of the encounter.
Tome of Horrors Complete 702
CN Large magical beast (augmented animal) WOLF BEAST OF CHAOS CR 3
Init +1; Senses darkvision 60 ft., low-light vision, scent; XP 800
Perception +14 Pathfinder Roleplaying Game Bestiary “Wolf’; The Tome of
Horrors Complete 702
Aura frightful presence (30 ft., DC 12)
CN Medium magical beast (augmented animal)
Init +2; Senses darkvision 60 ft., low-light vision, scent;
AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size) Perception +16
hp 47 (5d10+20) Aura frightful presence (30 ft., DC 11)
Fort +8; Ref +5; Will +2
Immune confusion, fear, hold animal, hold monster, slow, AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
haste; SR 17 hp 15 (2d10+4)
Fort +5; Ref +5; Will +1
Speed 40 ft. Immune confusion, fear, hold animal, hold monster, slow,
Melee 2 claws +7 (1d6+5 plus grab), bite +7 (1d6+5) haste; SR 14
Space/Reach 10 ft./5 ft.
Special Attacks rage Speed 50 ft.
Melee bite +3 (1d6+2 plus trip)
Str 23, Dex 13, Con 19, Int 2, Wis 12, Cha 10 Special Attacks rage
Base Atk +3; CMB +10 (+14 grapple); CMD 21 (25 vs. trip)
Feats Endurance, Run, Skill Focus (Survival) Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 10
Skills Perception +14, Survival +5, Swim +15; Racial Modifiers Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
+8 Perception, +4 Swim
Skills Perception +16, Stealth +6, Survival +1 (+5 tracking by
scent); Racial Modifiers +4 Survival when tracking by scent,
Rage (Ex) In the presence of bright light (a daylight spell, +8 Perception
continual flame, but not actual sunlight), a beast of
chaos flies into a berserk rage, attacking until either it or Rage (Ex) In the presence of bright light (a daylight spell,
its opponent is dead. It gains +4 Strength and –4 AC while continual flame, but not actual sunlight), a beast of
enraged. It cannot end its rage voluntarily. If the source of chaos flies into a berserk rage, attacking until either it or
light is removed, the creature’s rage ends 1d4 rounds later. its opponent is dead. It gains +4 Strength and –4 AC while
The beast is fatigued (–2 to Strength and Dexterity) for the enraged. It cannot end its rage voluntarily. If the source of
remainder of the encounter. light is removed, the creature’s rage ends 1d4 rounds later.
The beast is fatigued (–2 to Strength and Dexterity) for the
SMILODON BEAST OF CHAOS CR 7 remainder of the encounter.
XP 3,200
The Tome of Horrors Complete 692, 702
CN Medium magical beast (augmented animal) The Return of Ivar (CR 9)
Init +2; Senses darkvision 60 ft., low-light vision; Perception
+17 The first day of the party’s travel in the deep woods brings them face
Aura frightful presence (30 ft., DC 13) to face with the man they are seeking. Ivar the Stout, as the powerful
werebeast that he has become, stalks the woods and comes across the
AC 19, touch 12, flat-footed 17 (+2 Dex, +7 natural) party’s trail.
hp 57 (6d10+24)
Fort +9; Ref +7; Will +3 IVAR THE STOUT (VLKODLAK FORM, RAGING) CR 9
Immune confusion, fear, hold animal, hold monster, slow, XP 6,400
haste; SR 18 Male old afflicted were-vlkodlak human fighter 9 (The
Northlands Saga Complete 78, Advanced Bestiary 205)
Speed 40 ft. CE Large monstrous humanoid (human, sceadugengan,
Melee bite +11 (1d8+7 plus grab plus bleed), 2 claws +11 shapechanger)
(1d4+7 plus grab) Init +6; Senses darkvision 60 ft., low-light vision, scent;
Special Attacks bleed (1d3), pounce, rage, rake (2 claws Perception +13
+10, 1d4+6)
AC 18, touch 11, flat-footed 15 (+1 deflection, +2 Dex, +1
Str 25, Dex 15, Con 19, Int 2, Wis 12, Cha 10 dodge, +7 natural, –2 raging, –1 size)
Base Atk +4; CMB +11 (+15 grapple); CMD 23 (27 vs. trip) hp 117 (9d10+54 plus 9)
Feats Power Attack, Run, Skill Focus (Perception) Fort +12; Ref +5; Will +6 (+8 vs. fear)
Skills Acrobatics +10 (+14 jump), Perception +17, Stealth Defensive Abilities bravery +2; DR 5/good and silver; SR 15
+11 (+15 in heavy undergrowth or tall grass), Swim +11;
Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in heavy Speed 40 ft.

13
Northlands Saga: The Long Night of Winter
Melee bite +17 (2d6+8), 2 claws +16 (1d8+8) the land is further enhanced by the presence of several former adventuring
Space 10 ft.; Reach 10 ft. compatriots of Thorvald, now bound to the Black Oak under the same curse.
Special Attacks rage 24 rounds/day, rage powers (powerful They are corrupted and monstrous, fed and groomed by its all-pervasive evil.
blow +3, quick reflexes, terrifying howl DC 19, unexpected The waters in which the Black Oak takes root are also corrupted. Anyone
strike), weapon training (axes +2, natural +1) foolish enough to drink of this fell brew finds that it does not quench thirst. In
fact, it causes greater thirst and weakness in the drinker as if he has gone for
Str 24, Dex 14, Con 23, Int 8, Wis 12, Cha 12 days without water or sustenance. Each time a drink is taken, the individual
Base Atk +9; CMB +17; CMD 31 must make a DC 15 Fortitude save or suffer 1 point of Constitution drain.
Feats Blind-Fight, CleaveB, DodgeB, Improved Initiative, Furthermore, those who disturb the water or drink from it awaken the
Power AttackB, Skill Focus (Stealth), Step Up, Vital Strike, lingering undead spirit of Velana, Thorvald’s former lover and adventuring
Weapon Focus (bite)B, Weapon Focus (greataxe)B, Weapon companion. She is now bound to the pool of the Black Oak as a graveborne
Specialization (greataxe)B fen witch with gray, sloughing leathery skin over a skeletal frame, webbed
Skills Perception +13, Stealth +13 hands and feet, fiery red points of light in hollow eye sockets, and a single
Languages Nørsk nostril in the center of her face, all shrouded in the tatters of a rotten robe.
SQ armor training 2, change shape (human, hybrid,
vlkodlak; polymorph), lycanthropic empathy (vlkodlaks), VELANA CR 7
monstrous blood XP 3,200
Gear (melded into body while in vlkodlak form) +1 chain Female advanced graveborne fen witch (The Tome of
shirt, ring of protection +1, belt of mighty constitution +2 Horrors 278; The Ossuarite “Graveborne” template)
CE Medium undead
Monstrous Blood (Ex) In all forms, Ivar is considered both a Init +7; Senses darkvision 60 ft.; Perception +13
humanoid and a monstrous humanoid for purposes of spells Aura horrific appearance (60 ft., DC 17, 1d8 Str)
and effects that affect a specific monster type.
Rage (Ex) Vlkodlak can rage as a barbarian whose class AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural)
level is equal to its Hit Dice. It gains powerful blow and hp 51 (6d10+18)
terrifying howl as rage powers. Additional rage powers can Fort +7; Ref +8; Will +9
be gained if the vlkodlak increases in Hit Dice. Defensive Abilities channel resistance +2; DR 5/bludgeoning;
Immune undead traits; Resist cold 10; SR 17
Tactics: Ivar follows the party’s trail and attempts to catch them by
surprise (Stealth opposed to their Perception). He remains in his bear-like Speed 30 ft.
vlkodlak form throughout the battle, so it is unlikely that the PCs realize Melee 2 claws +11 (1d4+5)
who he is during this encounter. Special Attacks death speak (DC 17), mind probe (Will DC 17)
Development: Ivar attacks and fights for 1d4 rounds or until he loses
a quarter of his hit points. He then flees back into the woods, though a Str 21, Dex 17, Con 17, Int 18, Wis 18, Cha 19
ranger PC could attempt to track him and bring him to bay. If the PCs Base Atk +6; CMB +11; CMD 24
actually manage to slay Ivar in this encounter, after 1 round his body sinks Feats Alertness, Blind-Fight, Great Fortitude, Improved
into the ground where it is claimed by the forest and can no longer be InitiativeB
found. This act regenerates him — the oath he swore to Loptr will not Skills Climb +14, Disguise +13, Intimidate +13, Knowledge
allow him to end his suffering until the Black Oak has been destroyed (religion) +13, Perception +13, Stealth +12, Survival +13,
and Thorvald’s spirit laid to rest. He regains full hit points and emerges Swim +14
from the forest floor again in some random location near where he fell at Languages Aklo, Nørsk; telepathy 100 ft.
moonrise of the next night, allowing him to continue to plague the PCs. SQ hag, swamp stride

Death Speak (Su): A fen witch who knows an individual’s


B. The Black Oak Grove (CR 7) true name can speak that name as a swift action. If the
individual hears the fen witch speak its name, that creature
must succeed on a DC 17 Will save or perish. If the save
The great canopy of the deep woods opens, only to be succeeds, that creature cannot be affected again by the
consumed by an even greater shadow. Amid a pool of festering, same fen witch’s death speak for 24 hours. Note that the
putrid water there rises a gnarled oak of unimaginable size. fen witch does not need to speak a language the creature
Its long branches are covered with gray, dead leaves that understands in order to affect it; she only needs to speak
somehow seem to block out even more light than the other its true name. Other fen witches or creatures who hear the
oppressive vegetation of this accursed forest as they droop target’s true name cannot use this ability; it only functions for
in the mist-laden air of this clearing. Its thick roots plunge the fen witch after she has used her mind probe ability on
into the pool, burying themselves deep in the sleeping earth the target. The save DC is Charisma-based.
— it is vast, unyielding and vile. If ever there was a heart of Whether the fen witch’s death speak ability is successful or
corruption in the forest depths, it is this infernal oak. not, the target’s name remains fresh in her mind for 24 hours.
After that, she must use her mind probe ability again to
retrieve a creature’s true name.
The terrible Black Oak is, in fact, the source of evil in the deep woods. Hag (Ex) A fen witch counts as a hag for the purpose of
Its mere presence has a corrupting influence. Characters who are good and joining a hag’s coven.
noble (of lawful or good alignment) will find themselves uncomfortable Horrific Appearance (Su) The sight of a fen witch is so
and downtrodden in its presence, suffering a –1 penalty on all saving revolting that anyone within 60 feet (other than another fen
throws as long as they remain within sight of the tree. In addition, the witch or hag) who sets eyes upon one must succeed on a
tree weakens the effects of healing magic, drawing the positive energy DC 17 Fortitude save or instantly be weakened, taking 1d8
from such spells as they are cast. All curative spells that restore hit points points of Strength damage. Creatures that are affected
are only 50% as effective as normal. Inflict spells (such as inflict light by this power or that successfully save against it cannot be
wounds) meanwhile deal 150% normal damage as if a recipient of the affected again by the same fen witch’s horrific appearance
Empower Spell feat. for 24 hours. This is a mind-affecting effect. The save DC is
In addition to the dark pact made by Ivar long ago, the tree’s blight over Charisma-based.

14
NLS4: Oath of the Predator
Mind Probe (Su) As a full-round action, a fen witch can peer reach forth and drag her under screaming as the tree reclaims its prize.
into the mind of a living creature within 60 feet in an attempt Development: Observant PCs may have noticed that Velana made
to extract the creature’s true name. The target can resist mention of passing “between the roots.” This is the key to entering the
the mental trespassing by succeeding on a DC 17 Will save. hollow of the Black Oak, which can be done only by actually wading
If the save fails, the fen witch has learned the creature’s into the waist-deep pool among the roots. A PC need only feel about in
true name and can use her death speak ability. Creatures the murky waters near the roots (DC 12 Perception check) to discover
with an Intelligence score of 2 or less and creatures with a hollow that leads them into the depths below (area B1). Of course,
no Intelligence score are immune to this ability. Psionic characters may be reluctant to do so given the dangers of the water, but if
creatures can use defense modes or other psionic abilities they are careful not to swallow the water and have dealt with Velana, they
to counter this probe. A creature that successfully saves can find a short, muddy, and water-filled tunnel that leads under the pool
cannot be affected again by the same fen witch’s mind and up into the hollow at the base of the tree.
probe for one day. The save DC is Wisdom-based. Treasure: A few remnants of Velana’s days as a thief still linger in
Swamp Stride (Ex) A fen witch can move through any sort the putrid waters, though they are difficult to find. Searching through the
of natural difficult terrain at its normal speed while within a waters is time consuming and allows a single DC 27 Perception check
swamp. Magically altered terrain affects a fen witch normally. per searcher per hour to discover a small waterlogged and rotten bag
containing a +2 dagger and 2 rubies worth 300 hs each.
Tactics: Velana does not attack right away, preferring instead to remain
hidden in the mists shrouding the surrounding trees with total concealment.
When the PCs enter the clearing, read the following: Inside the Black Oak
The Black Oak is alive (such as it is), but its heartwood is corrupted and
Gentle laughter echoes through the misty clearing, but in many places has completely rotted away, creating huge hollows in its
quickly turns predatory. “Come for Thorvald, have you? You’ll interior. There hollows are so large as to be cavernous. Its interior is humid
not have him. He belonged first to me, then to the tree. None and oppressive, with no internal light. The walls are wood, though it is far
shall pass between the roots to claim him while the blood of the too wet to burn, even with magical fire. In truth, it is protected by evil
vine still flows. ... Who are you, and why do you seek Thorvald?” magic that prevents its destruction unless the great altar at its uppermost
reaches is destroyed. The only hope is that would-be heroes ascend from
its nested roots and destroy the black heart at its apex.
While the PCs search for the source of the voice (opposed Perception
and Stealth checks with a +4 Stealth bonus due to the mist), the fen witch
uses her mind probe ability to try to learn the true names of some of the B1. The Roots (CR 7)
PCs or confirm any names that the PCs gave her if they responded to her
questions. Once she is discovered, she unleashes her horrific appearance
and attempts to use death speak against any PCs whose names she knows. The murky waters surrounding the great tree are pooled
Velana fights until reduced to 0 hp, at which point the roots of the tree here in a large cavern of roots and thick, brown mud fed by

15
The Northlands Series: The Long Night of Winter

a constant trickle from the water above. This hidden pool is


chest deep, and the mud sucks at your feet as you struggle
toward what passes for a shore, where the tangle of winding
New Magic Item
roots has formed what could serve as a crude ladder to ascend FLICKER
into the dark interior of the tree itself. Aura moderate transmutation; CL 7th
Slot —; Price 142,210 gp; Weight 2 lb.
AL N; Senses 30 ft., darkvision
The mud here is thick and deep, equal to a deep bog (see “Environment” Int 12, Wis 10, Cha 14, Ego 14
in Chapter 13 of the Pathfinder Roleplaying Game Core Rulebook). A Language telepathy, speech (Common, Halfling,
strangle weed dwells at the bottom of this pool and attempts to coil around Nørsk, Thieves’ Cant)
the first PC to cross toward the root ladder. Moreover, this pool is the final
resting place of one of Thorvald’s companions. This druid’s bones have long DESCRIPTION
since sunk into the deep muck, but his elemental companion remains and Recovered during a raid in the Southlands long
now guards his bones as the Keeper of the Pool. It sees anyone attempting ago, Flicker is an intelligent +2 speed short sword
to cross the pool as desecrating its master’s grave and immediately attacks, containing the personality of a halfling thief of Bard’s
though it has been slumbering for long years and will not awake to attack Gate. It adapted to life in the Northlands, and even
until 1 round after the strangle weed does so. The Keeper and the strangle learned Nørsk before being lost in the Black Oak.
weed ignore each other, but tend to complement each other quite well in It is able to cast blink and invisibility 1/day each. Its
battle as they gang up on victims rendered nearly helpless in the mud. The purpose is to defeat the rivals of the Gray Deacons
strangle weed will not leave the pool, but the Keeper pursues until destroyed. thieves’ guild (see Bard’s Gate by Necromancer
Games), but is unaware that the guild is no longer
STRANGLE WEED CR 4 extant. As a result, it sees any rogue who does not
XP 800 identify himself with the Gray Deacons as a rival
The Tome of Horrors Complete 574 and makes use of its special purpose power to
N Large plant (aquatic) give its wielder a +2 luck bonus on attacks, saves,
Init +2; Senses blindsight 30 ft., low-light vision; Perception +8 and checks against that foe. If Flicker is told of the
destruction of the Gray Deacons, it goes into a deep
AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, –1 size) depression and loses its special purpose power. At the
hp 38 (4d8+20) GM’s discretion, it can associate itself with another
Fort +9; Ref +3; Will +4 organization to renew its special purpose.
Defensive Abilities camouflage; Immune plant traits; Resist
fire 10 CONSTRUCTION
Requirements Craft Magic Arms and Armor, haste;
Speed swim 5 ft. Cost 71,260 gp
Melee slam +9 (1d6+9 plus grab)
Space 10 ft.; Reach 20 ft.
Special Attacks constrict (1d6+9), fronds (5) Treasure: Anyone taking the time to dig in the muck at the bottom of
the pool for at least 15 minutes (DC 19 Perception check) can locate the
Str 22, Dex 14, Con 20, Int 2, Wis 16, Cha 10 deceased druid’s mortal remains — or at least the few stained bones and
Base Atk +3; CMB +10 (+14 grapple); CMD 22 (can’t be teeth that make up what is left of them. Pulling out the remains exposes
tripped) what’s left of his gear lying beneath him (DC 23 Perception check to notice
Feats Power Attack, Weapon Focus (slam) these in the murky water). The remains consist of a rotten knapsack and
Skills Perception +8, Stealth +3, Swim +17 a short sword in an equally rotten scabbard. The blade is the intelligent
short sword Flicker (see sidebox), while the knapsack still holds a potion
Camouflage (Ex) Since a strangle weed looks like normal of water breathing, 502 hs, 2 pearls (75 hs each), and an emerald (300 hs).
seaweed when at rest, it takes a DC 20 Perception check
to notice it before it attacks. Anyone with ranks in Survival
or Knowledge (nature) can use one of those skills instead of B2. Sleeping Squirrels (CR 8)
Perception to notice the plant.
Fronds (Ex) Strangle weed attacks with fronds that can
extend up to 20 feet from its central mass. Each strangle This large chamber is framed by both a floor and ceiling
weed has 3–12 fronds. A strangle weed attacks with these of thickly interwoven roots and leaves. It is dark, musty and
fronds as a slam attack; although it can make only one moist. A low rustling in the darkness seems to be coming
attack per round, if it grapples a foe it is not denied its from the shadowed vines far above your head. A pungent
Dexterity bonus against non-grappled foes and can still odor lingers in the room.
make attacks of opportunity if it has any free fronds. Once
a foe is grappled, the strangle weed can attempt to latch
on 1–4 additional fronds each round as a standard action This level is home to 2 mutated squirrel swarms who slip in and out
by means of a separate grapple check. Additional fronds of the tree through tiny knotholes and glide with their rudimentary wing-
attached to a foe do not do increased damage, but they like membranes that extend between their hind legs and forelegs. They
do add a cumulative +2 bonus to the strangle weed’s CMB are particularly aggressive and are awakened the first time any loud noise
on subsequent grapple checks against that foe. To free is made in the chamber. They swarm the chamber, attacking en masse,
itself, the foe must succeed on a grapple check against hoping to devour their targets’ brains with the tiny tentacles that extend
every frond grappling it. from their open maws. Once the swarms have been dealt with, the PCs
have to find their own way to continue their ascent in the tree, as the root
KEEPER OF THE POOL CR 7 ladder ends here. This can be anything from flying to cutting footholds
XP 3,200 in the inner walls of the tree, to using hooks to pull down the ceiling of
hp 95 (Pathfinder Roleplaying Game Bestiary 2 “Elemental, tangled branches. The tangle is too dense for anything larger than Tiny
Mud, Huge”) size to pass through, though it can be cut with a determined effort (2-ft.
thick, hardness 5, hp 90, Break DC 32, Resist fire 10).

16
NLS4: Oath of the Predator
MUTATED SQUIRREL SWARMS (2) CR 6 Treasure: If the party manages to defeat the spiders without burning
XP 2,400 their webs, they can discover the remains of past victims encased within
Sword of Air 326 them. These desiccated, skeletal husks include not only forest animals but
N Tiny animal (swarm) loggers and travelers that have gone missing over the years. One corpse
Init +8; Senses low-light vision; Perception +11 wears 2 gold arm-rings (250 hs each), and clutches a wash-leather in one
hand. Within the pouch are 22 hs, a small jade statuette of a Dvergar (500
AC 19, touch 17, flat-footed 14 (+4 Dex, +1 dodge, +2 hs), and a sapphire (650 hs). A different corpse still wears a dusty cloak
natural, +2 size) of resistance +2. If the webs are burned, the arm-rings and statuette can
hp 50 (10d8+10) still be recovered with a DC 25 Perception check, but the other items will
Fort +6; Ref +13; Will +8 be lost or destroyed.
Immune swarm traits
Weaknesses swarm traits
B4. The Wailing Heart (CR varies)
Speed 20 ft., climb 20 ft., fly 40 ft. (poor)
Melee swarm (2d6 plus 1 Int)
Space 10 ft.; Reach 0 ft. A surprising sense of serenity pervades this chamber.
Special Attacks distraction (DC 16), extract brain A solid stairwell carved from the chamber’s walls wraps
around the room and up into the darkness above. The floor
Str 5, Dex 18, Con 13, Int 2, Wis 13, Cha 10 of polished heartwood is blackening around the edges as if
Base Atk +7; CMB —; CMD — slowly giving way to the corruption that infects the great tree,
Feats Great Fortitude, Improved Initiative, Lightning Reflexes, though this corruption does not reach the center. A circle of
Skill Focus (Perception), Weapon Finesse graceful luminous sigils has been inscribed into the wood.
Skills Acrobatics +8 (+16 jumping), Climb +12, Fly +9, Within the confines of this circle, you see that the floor is
Perception +11, Stealth +18 (+23 in trees); Racial Modifiers +8 pristine and the wood still fresh and vibrant. More shocking
Acrobatics when jumping, +5 Stealth in trees is the beautiful Alfar maiden who stands within the circle.
She is clearly a Nûklander, her glossy black hair is vibrant
Extract Brain (Ex) The mutated squirrels use their tentacles and lush, and her deep brown eyes are dimmed with sadness.
to attempt to drill into the skulls of their victims and extract She gasps in surprise upon seeing you and reaches a hand
their brains as they swarm over them. This deals 1 point of tentatively in your direction. A shock of green energy lances
Intelligence damage each time they deal swarm damage to from the runes at the extended hand, and she cries out in
a creature. Any creature within the swarm that has a condition pain, quickly drawing it back.
that causes it to lose its Dexterity bonus (if any) or lose an
action (such as nauseated from the effects of distraction)
takes 1d4 Intelligence damage instead. A helpless creature This Nûk woman is Elk-Running, another druid who was a member of
takes 2d6 Intelligence damage per round. If a creature is Thorvald’s company that came to the tree. She was exploring its interior
reduced to 0 Intelligence by the extract brain attack, the when she sensed a coming darkness as Ivar slew his friend and swore his
creature is killed and its brain consumed by the swarm. oath of evil. She quickly wove a powerful enchantment in the form of a
unique protective circle to protect herself, but the magic from an ancient
Development: Unless the PCs are particularly quiet or ingenious in scroll she had found in the Far North
dealing with the squirrel swarms, they are likely to alert the spiders on was more powerful than she knew, and she has been imprisoned within
the level above to their presence. Cutting through the tangle of branches it ever since. She has lingered here for decades, her life-force extended by
certainly does so. If such is the case, the spiders are waiting in ambush for her own imprisoning magic.
their arrival, though they do not descend from their webs to engage the
player characters. ELK-RUNNING CR 6
XP 2,400
hp 47 (Pathfinder Roleplaying Game NPC Codex “Island
B3. Ravenous Spiders (CR 7) Defender”*)
Languages Draconic, Druidic, Giant, Nørsk, Nûklander,
Sylvan
There is a palpable sense of danger in this chamber. *Elk-Running is a Nûklander, so replace the Elven Magic
Movement through the area is hindered by thick, sticky racial trait with the Silent Hunter racial trait and the Elven
webbing that coats the walls and floor in sheets. Countless Immunities racial trait with the Elemental Resistance (cold)
pairs of red eyes suddenly flash to life in the heart this racial trait as described in the Pathfinder Roleplaying Game
massive nest of enormous spiders. Advanced Race Guide.

Development: Elk-Running is pleased to see the PCs and is willing to


A colony of 8 giant spiders resides in this nest. They immediately tell them what she knows if they will help release her. She sensed the evil
attack, eager for a new meal beyond the squirrels upon which they are of Ivar’s actions and knew that he betrayed and murdered Thorvald before
accustomed to feeding. If they were aware of the party’s presence, then making some powerful oath, but she does not know any details beyond
they attack with surprise in the first round after PCs begin to ascend into that. She says that she always found something odd about Ivar, as if the
the room and attempt to entangle as many PCs as possible with their webs. primal violence of nature was somehow contained within his body. But
More than one spider focuses its attacks on a PC until that individual is Thorvald’s trust in him was sufficient for her, and she had never pursued
entangled. After the spiders are defeated, anyone clearing the webbing the matter further — much to her regret. She tells the PCs that she cannot
near the top of the chamber finds a ceiling of solid heartwood. Set near undo her own enchantment, but if they will free her she will aid them in
one edge is a small manmade trapdoor that provides access above and has their quest to destroy the corrupting influence of the Black Oak.
obviously not been opened in many years (it is stuck and requires a DC 18 Elk-Running has tried to cast dispel magic on the circle, but it never
Strength check to force it open). seems to be strong enough. If any living thing attempts to cross the plane
of the circle, it immediately takes 3d6 points of nonlethal damage and is
GIANT SPIDERS (8) CR 1 pushed back out the way it came in (no save). The truth of the matter is
XP 400 that two successful castings of dispel magic/break enchantment or some
hp 16 (Pathfinder Roleplaying Game Bestiary “Spider, Giant”) combination thereof against a DC 18 must be done simultaneously to

17
The Northlands Series: The Long Night of Winter
break the circle’s power. Elk-Running can provide one of the castings, but she survives, Elk-Running joins the PCs and aids them against the Black
will have to rely on the PCs to perform the other if they are able. Oak to the best of her ability. Whether she is willing to remain after and
Unfortunately, Elk-Running has been exposed to the powerful corruption continue as a member of the party is up the GM.
of the Black Oak for many long years, and its effects have been held at Ad Hoc Xp Award: If Elk-Running is freed by the PCs and survives it,
bay only by the magic of the circle. If the PCs are successful in breaking award the PCs 4,800 XP for their efforts.
the circle’s enchantment, the years of dark magic it has contained suddenly
floods in upon the Nûk woman, and she falls to the ground, writhing in
pain as evil energy visibly devours her. If quick-thinking PCs immediately B5. Last of the Old Guard (CR 8)
begin to channel positive energy at Elk-Running to preserve her from the
negative effects of the tree’s corruption, they can save her if they give her
The stairs wind upward into a room that offers a vision of
the equivalent of 20 hp of healing with the channeled energy within 3
horror entombed in nature. The blackened vines that have
rounds. Otherwise, at the end of the third round she is fully consumed by the
frequently served as what passes for arras in this terrible oak
long-denied dark forces of the tree, leaving only her equipment and empty
clutch the corpses of long-slain armored warriors now rotted
clothing behind. Worse than even this fate, Elk-Running rises in 1d6 rounds
to rust and bone. Their faces are twisted in terrible grimaces,
as a groaning spirit and pursues the PCs for vengeance until destroyed.
and weapons are still clutched in skeletal hands. Another
winding stair of carven oak rises out of the tangled vines of
GROANING SPIRIT CR 7
the floor into the darkness above.
XP 3,200
The Tome of Horrors Complete 357
CE Medium undead (incorporeal)
These poor souls are the last wretches who died in the service of Thorvald’s
Init +7; Senses darkvision 60 ft., lifesense; Perception +20
ill-fated quest into the deep woods. The life-sapping energy of the Black Oak,
Aura fear (30 ft., DC 19), unnatural aura (30 ft.)
combined with Ivar’s oath, have bent them to the service of the evil power
whose temple lies at the farthest height of the tree. If the PCs set foot upon the
AC 17, touch 17, flat-footed 14 (+4 deflection, +3 Dex) far stairwell ascending into the tree above, the vines of the room immediately
hp 85 (10d8+40) spring to life as an entangle spell (caster level 12th, DC 17). At the same
Fort +7; Ref +6; Will +10 time, a chorus of rasping voices fills the room, appearing to emanate from the
Defensive Abilities channel resistance +4, incorporeal; corpses, and call out, “Do you swear as Thorvald’s Betrayer did? Do you offer
Immune cold, electricity, undead traits; SR 20 your promise?” The voices give no more explanation than this. If the PCs do
Weaknesses vulnerability to dispel evil not all answer in the affirmative within 3 rounds, or if they refuse, the undead
tear free from the walls and attack as 5 cairn wights. If they do answer in the
Spd fly 30 ft. (perfect) affirmative, then each PC is given the opportunity to shift his alignment to
Melee incorporeal touch +11 (1d8 plus chill touch) evil. If they do not take the opportunity to do so, then the wights react as if a
Special Attacks keening negative answer was given; any PC that chooses the alignment shift (or who is
already evil) is thereafter ignored by the wights and the entangling vines and
Str —, Dex 17, Con —, Int 16, Wis 16, Cha 18 allowed to proceed unimpeded.
Base Atk +7; CMB +7; CMD 24 These wights are the last comrades of Thorvald who are “protecting
Feats Ability Focus (keening), Alertness, Blind-Fight, Improved him” even in their state of corrupted undeath. They are armed with the
Initiative, Weapon Focus (incorporeal touch) weapons they once wielded in life, and one of them is even wearing a ring
Skills Bluff +14, Fly +24, Intimidate +17, Knowledge (religion) of spell turning, which it activates on its first action. These creatures fight
+16, Perception +20, Sense Motive +20, Stealth +16 until destroyed and are unaffected by the entangle effects of the vines.
Languages Giant, Nørsk, Nûklander, Sylvan Once all five have been dealt with, the vines return to their quiescent state.
Chill Touch (Su) Damage caused by the groaning spirit’s CAIRN WIGHTS (5) CR 4
touch attack is considered negative energy and sends a XP 1,200
chilling cold through an opponent’s body. Any creature Male advanced wight (Pathfinder Roleplaying Game
touched must succeed on a DC 19 Fortitude save or suffer Bestiary “Wight”)
1 point of Strength drain. Groaning spirits are the bane of LE Medium undead
other undead, and any undead they touch (except other Init +3; Senses darkvision 60 ft.; Perception +13
groaning spirits) must succeed on a DC 19 Will save or flee in
fear for 2d6 rounds. The save DCs are Charisma-based. AC 21, touch 12, flat-footed 19 (+3 armor, +2 Dex, +6
Keening (Su) Once per day, at night only, a groaning spirit natural)
can release a death wail audible to a range of 1 mile. hp 34 (4d8+16)
All creatures within 30 feet that hear this must make a Fort +5; Ref +4; Will +7
successful DC 21 Will save or be affected as per the wail of Immune undead traits
the banshee spell. Those that make their save still take 3d6+7 Weaknesses resurrection vulnerability
points of damage. The save DC is Charisma-based and
includes a +2 bonus from the groaning spirit’s Ability Focus Speed 20 ft.
feat. Melee slam +6 (1d4+3 plus energy drain) or each one
Lifesense (Su) A groaning spirit can sense all living creatures possesses one of the following attacks:
up to 5 miles away. +2 longsword +8 (1d8+5/19–20 plus energy drain) or
Vulnerability to Dispel Evil (Ex) If a dispel evil spell (the mwk longsword +7 (1d8+3/19–20 plus energy drain) or
second effect requiring a touch attack) is used against a +1 returning spear +7 (1d8+5/x3 plus energy drain) or
groaning spirit, the creature must succeed on a Will save +3 heavy mace +9 (1d8+6 plus energy drain) or
(DC 15 + caster’s relevant ability score modifier) or be +1 adamantine short sword +7 (1d6+4/19–20 plus energy
destroyed immediately. drain)
Ranged one has the following ranged attack:
If the PCs decide to wait until after they have destroyed the evil of the +1 returning spear +7 (1d8+4/x3 plus energy drain)
Black Oak before freeing Elk-Running, they find that the task is much Special Attacks create spawn, energy drain (1 level, DC 16)
easier. Once the idol at area B6 is destroyed, the circle collapses and Elk-
Running is free to seek out the PCs on her own. If freed from the circle and Str 16, Dex 16, Con —, Int 15, Wis 17, Cha 19

18
NLS4: Oath of the Predator
Base Atk +3; CMB +6; CMD 19
Feats Blind-Fight, Skill Focus (Perception)
Skills Climb +0, Intimidate +11, Knowledge (arcane) +9,
Knowledge (religion) +9, Perception +13, Stealth +8; Racial
Damaging the Dark Idol
Modifiers +8 Stealth The dark idol is composed of the living wood of the Black Oak
Languages Giant, Infernal, Nørsk and is permanently attached to its wooden altar. The dark idol is
Gear chainmail (has broken condition), each is armed with immune to nonmagical attacks, has hardness 5, and 50 hit points.
one of the following weapons: +2 longsword, masterwork Furthermore, it has a 50% chance to resist the effects of any spell
longsword, +1 returning spear, +3 heavy mace, +1 cast against it. In addition to its passive qualities, the dark idol has
adamantine short sword; one also wears a ring of spell turning an active defense as well. Anyone who makes a melee attack against
the idol (whether successful or not) must make a DC 18 Fortitude
B6. Guardian of the Black Oak (CR 10) save or take 1 negative level. Each time the idol inflicts a negative
level on someone, it mends 5 point of damage that it has suffered. It
cannot mend damage to more hit points than its maximum.
You ascend the stairs and come to a room unlike any you
have seen thus far, a chamber of rich, polished black oak. To
your surprise, daylight actually streams through an opening still inside the tree or within 100 feet when this occurs takes 10d6 damage
high above at the top of the tree, sending a bright shaft onto from the falling debris and crushing force of the massive tree.
a large wooden altar that is carved as one contiguous piece Treasure: Anyone taking the time to search the altar can locate a hidden
from the floor itself. This shrine is covered in foul carven compartment (DC 20 Perception check). It is protected by a circle of death
runes smeared with blood and powdered bone. An idol of trap if the compartment is opened without first disarming it. Within are stored
terrible magnificence carved from polished black wood sits some of the treasures of Thorvald and his old adventuring companions. These
upon it, and behind the altar stands a colossus of the same include a bag holding 1,520 hs, a potion of cure moderate wounds (CL 6), a
construction. A voice booms across the chamber. potion of levitate, a suit of +1 chainmail, 20 +2 arrows, a +2 light wooden
“Ivar could not come himself, I see! He sent lackeys — shield, a stone of good luck, and a wand of magic missiles (CL 9: 8 charges).
mere sellswords?” You realize the voice is coming from a
figure clad in shadow who is looking down from the opening CIRCLE OF DEATH TRAP CR 7
above. His features are hard to distinguish, little more than a XP 3,200
silhouette against the light. Type magical; Perception DC 25; Disable Device DC 20
“Thorvald will not be betrayed again. I will not be twice-
damned! I now serve forces greater than that oath-breaker Trigger magic (alarm); Reset none
knows. See for yourself the terrors that my new master has Effect spell effect (circle of death, slays 15d4 HD of living
given me. From the deep woods, his power shall spread until creatures, lowest-HD creatures affected first [creatures of
all the natural world is bent to his will and under my command. 9 or more HD unaffected], DC 20 Fort negates); multiple
Rise, Heart of the Black Oak, and lay waste to my foes!” targets (living creatures in a 40-ft. burst)

At the shadowy figure’s command, the colossus of wood lumbers to life


B7. Lower Canopy (CR 9)
and attacks the party. It is a black oak golem powered by the will of the
vile tree from which it was made and exists only to destroy the enemies
of the Black Oak. It is simpleminded, concentrating on the first person to The warmth of the sun greets you as you step out into the
damage it until that target is slain before moving on to a new opponent. great canopy of the Black Oak. Branches reach in all directions,
The black oak golem fights until destroyed, though clever PCs might be most large and strong enough to support your weight. Thick
able to exploit its weakness (see “Development” below). The figure above leaves prevent you from seeing clearly beyond a few feet,
disappears from sight as soon as the golem attacks. though many are smeared with fresh drips of blood and the
branches in the area show many bloody footprints. However,
BLACK OAK GOLEM CR 10 even as you watch, these bloody patches are absorbed into
XP 9,600 the dark bark of the tree.
hp 101 (see Appendix) Maniacal laughter can be heard from among the concealing
foliage. “Come for me, will you? Think you I am but another
Development: The black oak golem is intrinsically tied to the dark pawn of this darkling sprout? Even were you to fell the Black
idol upon the altar. If a PC appears to be threatening to damage the Oak itself would I remain and rule from the forest depths!”
idol (the golem is unintelligent, so even a PC that is within the threat
range of the idol could be considered to be threatening it), the golem
immediately switches its attacks to that individual until it is no longer When Ivar betrayed and murdered his friend and mentor in the name of
threatened. If the idol is actually damaged by someone, the golem dark powers, he cut the hero’s throat and drained his blood into the pool
attacks that individual until he is dead or someone else damages the at the roots of the Black Oak. From this morass of blood and vile mud,
idol, causing it to change its attacks to that target. See the sidebox for Thorvald’s spirit rose again as a vengeful blood wight. He now climbs
details of attacking the idol. among the branches of the tree shouting his barely remembered rage and
In addition to destroying the black oak golem, if the dark idol is sense of injustice to the silent forest, though there is little of Thorvald left
destroyed, the heart of the Black Oak itself is killed and begins a process in the creature. His massive oozing form leaves fresh bloody footprints
of withering that starts at the altar and extends outward through the entire drippings throughout the foliage, but the leaves and bark of the tree absorb
tree. After 5 rounds, cracks and rot are noticeable in the wood of the tree, this vital fluid after only a few seconds so he cannot be tracked in this way.
and its leaves begin to fall off. After 5d6 rounds, sections of the tree’s The omnipresent foliage provides concealment to anyone among these
trunk and branches begin to collapse and fall away. None of these directly branches at a distance of greater than 10 feet and total concealment at
affect the PCs, though they clearly see that the tree is crumbling and a distance greater than 50 feet. The branches twist and run about in all
becoming unstable. After this point, the instability of the tree causes the directions, but no one can move more than 5 feet in any given direction
DC of any Acrobatics or Climb checks to increase by 2, and running or without having to make an Acrobatics check to jump to another branch.
charging are impossible while inside the tree. After another 5d6 rounds, The DC of the check is determined by how many squares beyond the first
the entire tree collapses in a thunderous roar of splintered wood. Anyone 5 feet the individual wants to leap. There is no room for a running start, so

19
The Northlands Series: The Long Night of Winter
the DCs are always double the distance of the jump. A jumper can move
only in a straight line on a leap and can make only one leap per move
action. On a failed jump check, the leaper must make a DC 15 Reflex save
to catch smaller branches and foliage beneath to prevent a long fall. He
Part Three: Returning to
must then spend his next move action to climb up to the point that he was
trying to leap to. On a failed save, the leaper falls 1d6 x 10 feet and can Thorvald’s Gift
then make another DC 15 Reflex save to catch another branch (though he
will have to climb the full distance to reach where he first came from with If the idol of the Black Oak was destroyed and Thorvald was slain,
a Climb DC of 15). After falling a total 100 ft. + 1d6 x 5 ft., an individual the PCs have no monstrous random encounters on their return journey.
has reached the pool at the base of the tree. Successful bull rush attempts Instead, they see harts and hinds, birds and beasts — natural creatures
allow these same Reflex saves to avoid falling. who belong in a verdant forest. It seems as though corruption is already
fading from the deep woods. If the Black Oak still stands and Thorvald
THORVALD THE BETRAYED CR 9 still lives, however, the forest plagues them with random encounters as
XP 6,400 described in Part 2.
Male blood wight (The Tome of Horrors Complete 641)
N Large undead
Init +6; Senses darkvision 60 ft.; Perception +20 Contrition (CR 9)
AC 21, touch 11, flat-footed 19 (+2 Dex, +10 natural, -1 size) If the Black Oak is destroyed, the party has one specific set encounter
hp 90 (12d8+36); fast healing 5 the day after they leave the Black Oak behind.
Fort +7; Ref +6; Will +9
Defensive Abilities channel resistance +5; DR 10/bludgeoning
and magic; Immune undead traits; Resist fire 10 The burly, aged man standing before you is wearing the
tattered, bloodstained remains of what were once workman’s
Speed 40 ft. clothing. He clutches a logger’s axe and his black hair is
Melee 2 claws +14 (1d8+5 plus grab plus 1 bleed) streaked with gray and silver. His pale blue eyes are weary
Ranged +1 longbow +11/+6 (2d6+1/x3) and filled with guilt. He looks to you and your companions
Space 10 ft.; Reach 10 ft. with almost pleading eyes.
“There is one corruption that yet lingers in the forest. There
Str 21, Dex 15, Con —, Int 13, Wis 13, Cha 16 is one remnant of that evil oath which fouled these lands. I
Base Atk +9; CMB +15 (+19 grapple); CMD 27 am Ivar, and I would ask on behalf of Thorvald’s Gift that you
Feats Alertness, Improved Initiative, Point-Blank Shot, Power carry out one last act of heroism.”
Attack, Rapid Shot, Weapon Focus (claws)
Skills Acrobatics +10 (+19 jumping), Climb +20, Escape Artist
+18, Perception +20, Sense Motive +3, Stealth +16, Survival Ivar explains all that has transpired in the past, from his dark oath, his
+11; Racial Modifiers +8 Escape Artist true nature and the corruption of the deep woods. He leaves nothing out
Languages Nørsk (see the last 2 paragraphs of the Adventure Background). At the end of
Gear +1 longbow, efficient quiver with 50 arrows, cloak of his story, he asks that the PCs release him from his curse by taking his life
elvenkind, boots of striding and springing so that there is no lingering taint on the forest. This is an opportunity for
roleplaying and discussion of what is the right choice to make between the
Engulf (Ex): A blood wight can try to wrap a Medium or player characters. In the end, if they refuse, Ivar transforms into his hybrid
smaller creature in its body as a standard action. The blood form and attacks the party in an effort to force their hand. Once he is slain,
wight attempts a grapple check that does not provoke he thanks the party and dies in peace. In his pocket is a strip of bark carved
an attack of opportunity. If it wins the grapple check, it in Runic by his own hand admitting to his condition and the wrongdoings
establishes a hold and claws its opponent with a +4 bonus — a final confession to unburden his soul of guilt.
on the attack roll.
Attacks that hit an engulfing blood wight deal half their IVAR THE STOUT (HUMAN FORM) CR 9
damage to the monster and half to the trapped victim. XP 6,400
An engulfed victim must holds its breath as long as it Male old afflicted were-vlkodlak human fighter 9 (The
remains trapped or begin to drown. Northlands Saga Complete 78, Advanced Bestiary 205)
A trapped victim can break free with a successful grapple CN Medium humanoid (human, sceadugengan,
check. A Large blood wight’s body can engulf 1 Medium, 2 shapechanger)
Small, 4 Tiny, 16 Diminutive, or 32 Fine or smaller opponents. Init +6; Senses low-light vision, scent; Perception +13

Tactics: Thorvald makes use of his boots and camouflaging cloak AC 19, touch 14, flat-footed 16 (+5 armor, +1 deflection, +2
to move among the branches and snipe vulnerable PCs, especially Dex, +1 dodge)
spellcasters and archers. He does this at around a range of 40 feet or hp 90 (9d10+27 plus 9)
so to keep the target in sight, but he attempts Stealth checks and moves Fort +9; Ref +5; Will +4 (+6 vs. fear)
between his sniping attacks to keep his opponents guessing. If a single Defensive Abilities bravery +2
opponent manages to close in on Thorvald’s position, he attempts to
engulf that individual and drown him before his companions can reach Speed 30 ft.
him to give aid. Melee +1 giant-bane greataxe +17/+12 (1d12+11/x3)
Development: If the idol at area B6 is destroyed or Thorvald travels Special Attacks weapon training (axes +2, natural +1)
more than 100 yards from the Black Oak, he loses his fast healing,
channel resistance, and DR as the dark power fueling his existence Str 18, Dex 14, Con 17, Int 8, Wis 12, Cha 12
begins to fade. Base Atk +9; CMB +13; CMD 27
Feats Blind-Fight, CleaveB, DodgeB, Improved Initiative,
Power AttackB, Skill Focus (Stealth), Step Up, Vital Strike,
Weapon Focus (bite)B, Weapon Focus (greataxe)B, Weapon
Specialization (greataxe)B
Skills Perception +13, Stealth +17

20
NLS4: Oath of the Predator
Languages Nørsk Each PC receives a reward of 2,500 XP for destroying the Black Oak
SQ armor training 2, change shape (human, hybrid, and slaying Thorvald. This is in addition to any experience points they
vlkodlak; polymorph), lycanthropic empathy (vlkodlaks), earned during the adventure itself. In addition, if the players roleplayed
monstrous blood the final encounter with Ivar well and in a true Northlander manner, the
Gear +1 chain shirt, ring of protection +1, +1 giant-bane GM can award an additional 500 XP in reward.
greataxe, belt of mighty constitution +2 In the event that the characters did not defeat Thorvald and lay Ivar to
rest, the village suffers a terrible tragedy. Ivar’s attacks become bolder,
Monstrous Blood (Ex) In all forms, Ivar is considered both a and he begins dragging villagers out of their homes at night accompanied
humanoid and a monstrous humanoid for purposes of spells by packs of the fell creatures of the forest. Eventually, the few remaining
and effects that affect a specific monster type. survivors flee their homes to find a new life elsewhere, and the darkness
of the deep woods grows, the forest becoming a blight upon the land for
IVAR THE STOUT (HYBRID FORM, RAGING) CR 9 generations to come and a constant reminder of the failure of heroes.
XP 6,400
Male old afflicted were-vlkodlak old human fighter 9 (The
Northlands Saga Complete 78, Advanced Bestiary 205)
CE Large humanoid (human, sceadugengan, Appendix: New Monster
shapechanger)

Golem, Black Oak


Init +6; Senses darkvision 60 ft., low-light vision, scent;
Perception +13

AC 18, touch 11, flat-footed 15 (+1 deflection, +2 Dex, +1 This construct stands nearly 9 feet tall and is a lumbering hulk of
dodge, +7 natural, –2 raging, –1 size) vaguely humanoid shape, though without any discernable head. Its arms
hp 117 (9d10+54 plus 9) swing wide above bowed legs, and nearly reach the ground as it plods
Fort +12; Ref +5; Will +6 (+8 vs. fear) forward. It appears to be carved from a single massive piece of black,
Defensive Abilities bravery +2; DR 5/good and silver; SR 15 coarsely grained wood that is pocked with knots and festooned with many
splits and splinters. Yet despite its seemingly fragile composition, it moves
Speed 30 ft. with a solid, indomitable will that belies any apparent weakness.
Melee +1 giant-bane greataxe +17/+12 (1d12+15/x3) or bite
+17 (2d6+8), 2 claws +16 (1d8+8)
Space 10 ft.; Reach 10 ft.
Special Attacks rage 24 rounds/day, rage powers (powerful
blow +3, quick reflexes, terrifying howl DC 19, unexpected
strike), weapon training (axes +2, natural +1)

Str 24, Dex 14, Con 23, Int 8, Wis 12, Cha 12
Base Atk +9; CMB +17; CMD 31
Feats Blind-Fight, CleaveB, DodgeB, Improved Initiative,
Power AttackB, Skill Focus (Stealth), Step Up, Vital Strike,
Weapon Focus (bite)B, Weapon Focus (greataxe)B,
Weapon Specialization (greataxe)B
Skills Perception +13, Stealth +13
Languages Nørsk
SQ armor training 2, change shape (human,
hybrid, vlkodlak; polymorph), lycanthropic
empathy (vlkodlaks), monstrous blood
Gear +1 chain shirt, ring of protection +1,
Medium +1 giant-bane greataxe, belt of mighty
constitution +2

Monstrous Blood (Ex) In all forms, Ivar is


considered both a humanoid and a monstrous
humanoid for purposes of spells and effects
that affect a specific monster type.
Rage (Ex) Vlkodlak can rage as a barbarian
whose class level is equal to its Hit Dice. It gains
powerful blow and terrifying howl as rage powers.
Additional rage powers can be gained if the
vlkodlak increases in Hit Dice.

Concluding the Adventure


After hearing the news of Thorvald’s fell spirit, the curse of the
maligned god, and the ultimate fate of his father (including his confession),
Bóthvarr is of a mixed heart. He is saddened at the loss of his father,
but recognizes that it was the only way for the village to remain safe.
He assumes the position of jarl and invites the PCs to stay in his hall as
his honored huscarls. Regardless of whether they accept his offer or not,
he also allows them to keep his father’s adventuring gear as well as any
treasures they may have recovered in their adventure.

21
Northlands Saga: The Long Night of Winter
BLACK OAK GOLEM CR 10 allowed a Fortitude save each round to try to resist its
XP 9,600 effects.
N Large construct Rejuvenation (Su) As long as the Black Oak lives, the black
Init +0; Senses darkvision 60 ft., low-light vision; Perception +0 oak golem cannot be permanently destroyed. If reduced
Aura corrupting aura (10 ft., DC 16) to 0 hit points, the golem crumbles to splinters, but the Black
Oak grows a new burl somewhere on its trunk that splits
AC 24, touch 9, flat-footed 24 (+15 natural, –1 size) open 1d3 days later to release a new black oak golem at
hp 101 (13d10+30); fast healing 2 full hit points.
Fort +4; Ref +4; Will +4 Treebound (Su) A black oak golem is inextricably bound to
Defensive Abilities rejuvenation; DR 15/magic and slashing; the Black Oak. If the Black Oak is killed by destroying the
Immune bludgeoning weapons, construct traits, fire magic idol at its heart, a black oak golem immediately loses its
Weaknesses treebound immunity to magic, immunity to fire, damage reduction,
fast healing, rejuvenation, corrupting aura, and withering
Speed 20 ft. (can’t run) abilities. In addition, the golem gains the shaken condition
Melee 2 slams +19 (2d8+7 plus withering) for 1d4 rounds as it adjusts to the loss of its vital force.
Space 10 ft.; Reach 10 ft. Withering (Su) When a black oak golem makes a successful
slam attack against a living creature, the dark splinters that
Str 25, Dex 11, Con —, Int —, Wis 11, Cha 1 embed themselves in the wound carry the taint of the Black
Base Atk +13; CMB +21; CMD 31 Oak and require the target to make a DC 16 Fortitude save or
take 1d2 points of Strength damage as the creature’s muscles
Environment forest (with Black Oak) wither and vitality is sapped by the corruption of the tree.
Organization solitary
Treasure none A black oak golem is grown in a burl that grows on the trunk of the
Black Oak and serves as the special guardian of the shrine at the heart of
Corrupting Aura (Su) A black oak golem is surrounded by the great tree. It is a solid piece of black wood that is unusually grainy and
an aura of corruption spawned by the foul influence of the splintered, yet resilient and nearly indestructible while powered by the
Black Oak itself. Any living creature within 10 feet takes 1d6 malevolence of the creator tree. The Black Oak can create only one black
points of nonlethal damage per round and must make a oak golem guardian at a time, though as long as the Black Oak lives, if the
DC 16 Fortitude save or be sickened. A new save is required golem is destroyed the tree can spawn a new one.
each round a creature is within the aura to avoid the A black golem’s first priority is always to defend the idol at the heart
sickening effect. In addition, any living creature within the of the Black Oak. Because it is unintelligent, this propensity can be used
aura attempting to cast a divine spell must succeed at a against it as it constantly redirects its attacks to whoever damaged the
concentration check (DC 15 + double the level of the spell) idol most recently, potentially allowing attackers to keep it off balance
or lose the spell. The save DC is Constitution-based. as it moves back and forth between multiple opponents. If the idol is
Immunity to Magic (Ex) A black oak golem is immune to destroyed, the Black Oak begins to die, and many of the golem’s most-
any spell or spell-like ability that allows spell resistance. potent defenses are lost, weakening it considerably.
In addition, certain spells and effects function differently
against the creature, as noted below. Construction
A warp wood spell slows a black oak golem (as the slow A black oak golem is constructed of a single piece of wood weighing
spell) for 3 rounds, with no saving throw. 3,000 pounds. It is specially grown by the Black Oak itself from its own
A repel wood spell affects a black oak golem, but it is substance and cannot be created by other means.

22
Thorvald's Gift - Player's Map

23
The Black Oak - Player's Map

24
Legal Appendix
Designation of Product Identity: The following items are hereby designated any Open Game Content distributed using this License.
as Product Identity as provided in section 1(e) of the Open Game License: Any 3. Offer and Acceptance: By Using the Open Game Content You indicate Your
and all material or content that could be claimed as Product Identity pursuant acceptance of the terms of this License.
to section 1(e), below, is hereby claimed as product identity, including but not 4. Grant and Consideration: In consideration for agreeing to use this License,
limited to: 1. The name “Frog God Games” as well as all logos and identifying the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive
marks of Frog God Games, LLC, including but not limited to the Frog God logo license with the exact terms of this License to Use, the Open Game Content.
and the phrase “Adventures worth winning,” as well as the trade dress of Frog 5. Representation of Authority to Contribute: If You are contributing original
God Games products; 2. The product name “The Northlands Series,” “The Long material as Open Game Content, You represent that Your Contributions are Your
Night of Winter,”, “Winter’s Teeth”, “The Raid”, “The Drowned Maiden”, “Oath original creation and/or You have sufficient rights to grant the rights conveyed by
of the Predator”, “The Hidden Huscarl”, “One Night in Valhalla”, “Bard’s Gate this License.
Complete”, as well as any and all Frog God Games product names referenced 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE
in the work; 3. All artwork, illustration, graphic design, maps, and cartography, portion of this License to include the exact text of the COPYRIGHT NOTICE
including any text contained within such artwork, illustration, maps or cartog- of any Open Game Content You are copying, modifying or distributing, and You
raphy; 4. The proper names, personality, descriptions and/or motivations of all must add the title, the copyright date, and the copyright holder’s name to the
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existence, gods, deities, events, magic items, organizations and/or groups unique 7. Use of Product Identity: You agree not to Use any Product Identity, including
to this book, but not their stat blocks or other game mechanic descriptions (if as an indication as to compatibility, except as expressly licensed in another,
any), and also excluding any such names when they are included in monster, spell independent Agreement with the owner of each element of that Product Identity.
or feat names. 5. Any other content previously designated as Product Identity is You agree not to indicate compatibility or co-adaptability with any Trademark or
hereby designated as Product Identity and is used with permission and/or pursuant Registered Trademark in conjunction with a work containing Open Game Content
to license. except as expressly licensed in another, independent Agreement with the owner
This printing is done under version 1.0a of the Open Game License, below. of such Trademark or Registered Trademark. The use of any Product Identity
Notice of Open Game Content: This product contains Open Game Content, as in Open Game Content does not constitute a challenge to the ownership of that
defined in the Open Game License, below. Open Game Content may only be Used Product Identity. The owner of any Product Identity used in Open Game Content
under and in terms of the Open Game License. shall retain all rights, title and interest in and to that Product Identity.
Designation of Open Game Content: Subject to the Product Identity Desig- 8. Identification: If you distribute Open Game Content You must clearly indicate
nation herein, the following material is designated as Open Game Content. (1) which portions of the work that you are distributing are Open Game Content.
all monster statistics, descriptions of special abilities, and sentences including 9. Updating the License: Wizards or its designated Agents may publish updated
game mechanics such as die rolls, probabilities, and/or other material required to versions of this License. You may use any authorized version of this License to
be open game content as part of the game rules, or previously released as Open copy, modify and distribute any Open Game Content originally distributed under
Game Content, (2) all portions of spell descriptions that include rules-specific any version of this License.
definitions of the effect of the spells, and all material previously released as Open 10. Copy of this License: You MUST include a copy of this License with every
Game Content, (3) all other descriptions of game-rule effects specifying die rolls copy of the Open Game Content You Distribute.
or other mechanic features of the game, whether in traps, magic items, hazards, or 11. Use of Contributor Credits: You may not market or advertise the Open
anywhere else in the text, (4) all previously released Open Game Content, materi- Game Content using the name of any Contributor unless You have written permis-
al required to be Open Game Content under the terms of the Open Game License, sion from the Contributor to do so.
and public domain material anywhere in the text. 12. Inability to Comply: If it is impossible for You to comply with any of the
Use of Content from The Tome of Horrors Complete: This product contains terms of this License with respect to some or all of the Open Game Content due
or references content from The Tome of Horrors Complete and/or other monster to statute, judicial order, or governmental regulation then You may not Use any
Tomes by Frog God Games. Such content is used by permission and an abbre- Open Game Material so affected.
viated Section 15 entry has been approved. Citation to monsters from The Tome 13. Termination: This License will terminate automatically if You fail to comply
of Horrors Complete or other monster Tomes must be done by citation to that with all terms herein and fail to cure such breach within 30 days of becoming
original work. aware of the breach. All sublicenses shall survive the termination of this License.
OPEN GAME LICENSE Version 1.0a The following text is the property of 14. Reformation: If any provision of this License is held to be unenforceable,
Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc. such provision shall be reformed only to the extent necessary to make it enforce-
(“Wizards”). All Rights Reserved. able.
1. Definitions: (a) “Contributors” means the copyright and/or trademark owners 15. COPYRIGHT NOTICE
who have contributed Open Game Content; (b) “Derivative Material” means Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
copyrighted material including derivative works and translations (including into System Reference Document Copyright 2000. Wizards of the Coast, Inc; Authors
other computer languages), potation, modification, correction, addition, extension, Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax
upgrade, improvement, compilation, abridgment or other form in which an and Dave Arneson.
existing work may be recast, transformed or adapted; (c) “Distribute” means to Pathfinder RPG Core Rulebook Copyright 2009, Paizo Publishing, LLC; Author:
reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or other- Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip
wise distribute; (d) “Open Game Content” means the game mechanic and includes Williams.
the methods, procedures, processes and routines to the extent such content does The Book of Experimental Might Copyright 2008, Monte J. Cook. All rights
not embody the Product Identity and is an enhancement over the prior art and any reserved.
additional content clearly identified as Open Game Content by the Contributor, Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn,
and means any work covered by this License, including translations and deriv- based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
ative works under copyright law, but specifically excludes Product Identity; (e) Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors
“Product Identity” means product and product line names, logos and identifying Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier,
marks including trade dress; artifacts; creatures; characters; stories, storylines, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal
plots, thematic elements, dialogue, incidents, language, artwork, symbols, MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie,
designs, depictions, likenesses, formats, poses, concepts, themes and graphic, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ
photographic and other visual or audio representations; names and descriptions Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook,
of characters, spells, enchantments, personalities, teams, personas, likenesses and and Skip Williams.
special abilities; places, locations, environments, creatures, equipment, magical Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Au-
or supernatural abilities or effects, logos, symbols, or graphic designs; and any thors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Ken-
other trademark or registered trademark clearly identified as Product identity by way, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L.
the owner of the Product Identity, and which specifically excludes the Open Game Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and
Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs Skip Williams.
that are used by a Contributor to identify itself or its products or the associated Pathfinder Roleplaying Game Bestiary 4, © 2013, Paizo Publishing, LLC;
products contributed to the Open Game License by the Contributor; (g) “Use”, Authors Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam
“Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary,
and otherwise create Derivative Material of Open Game Content; (h) “You” or Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F.
“Your” means the licensee in terms of this agreement. Wesley Schneider, Tork Shaw, and Russ Taylor.
2. The License: This License applies to any Open Game Content that contains Pathfinder Roleplaying Game Bestiary 5, © 2015, Paizo Inc.; Authors: Dennis
a notice indicating that the Open Game Content may only be Used under and in Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert
terms of this License. You must affix such a notice to any Open Game Content Brookes, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman,
that you Use. No terms may be added to or subtracted from this License except Eric Hindley, Joe Homes, James Jacobs, Amanda Harmon Kunz, Ben McFarland,
as described by the License itself. No other terms or conditions may be applied to Jason Nelson, Thom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex

25
Legal Appendix
Riggs, David N. Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike Shel, The Ossuarite, © 2014, Forest Guardian Press. Authors: Morgan Boehringer and
James L. Sutter, and Linda Zayas-Palmer. Jim Wetstein.
Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Bard’s Gate Copyright 2006 Necromancer Games, Inc.; Authors Clark Peterson,
Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Casey Christofferson and Shane Glodoski based on original material created by
Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, Clark Peterson and Bill Webb.
and Russ Taylor. NS1: Vengeance of the Long Serpent, Copyright 2010, Frog God Games, Author:
Pathfinder Roleplaying Game Ultimate Equipment © 2012, Paizo Publishing, Kenneth Spencer.
LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian NS2: Beyond the Wailing Mountains, Copyright 2011, Frog God Games, Author:
J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Kenneth Spencer.
Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, NS3: The Death Curse of Sven Oakenfist, Copyright 2011, Frog God Games,
Tork Shaw, Owen KC Stephens, and Russ Taylor. Author: Kenneth Spencer.
Pathfinder Roleplaying Game Advanced Player’s Guide. Copyright 2010, Paizo NS4: Blood on the Snow, Copyright 2011, Frog God Games, Author: Kenneth
Publishing, LLC; Author: Jason Bulmahn. Spencer.
Pathfinder Roleplaying Game Advanced Class Guide. Copyright 2014, Paizo Tome of Horrors Copyright 2002, Necromancer Games, Inc.; Authors: Scott
Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson,
Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based
Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, on original content from TSR.
Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ The Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc.,
Taylor. published and distributed by Frog God Games; Author Scott Green.
Pathfinder Roleplaying Game GameMastery Guide, © 2010 Paizo Publishing, Tome of Horrors 4, Copyright 2013, Frog God Games, LLC; Authors: Erica
LLC; Authors Cam Banks, Wolfgang Baur, Jason Buhlman, Jim Butler, Eric Cagle, Balsley, Casey Christofferson, Jim Collura, Lance Hawvermale, Patrick Lawinger,
Graeme Davis, Adam Daigle, Jashua J. Frost, James Jacobs, Kenneth Hite, Steven Phillip Larwood, Greg A. Vaughan, and Bill Webb, based on material by Jonathan
Kenson, Robin Laws, Tito Leati, Rob McCreart, Hal Maclean, Colin McComb, Tweet, Monte Cook, and Skip Williams.
Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, The Lost Lands: The Northlands Saga Complete © 2015, Frog God Games,
F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, LLC; Authors: Kenneth Spencer, Greg A. Vaughan, and Kevin Wright.
James L Sutter, Russ Taylor, Penny Williams, Teeuwynn Woodruff. Pathfi nder Sword of Air, © 2014, Frog God Games, LLC; Authors: Bill Webb, Casey Christ-
Chronicles: Classic Treasures Revisited. Copyright 2010, Paizo Publishing, LLC; offerson, Greg Ragland, and Vicki Potter.
Authors: Jacob Burgess, Brian Cortijo, Jonathan H. Keith, Michael Kortes, Jeff NLS1: Winter’s Teeth, © 2015, Frog God Games, LLC; Author: Kenneth Spen-
Quick, Amber Scott, Todd Stewart, and Russ Taylor. cer.
Pathfinder Roleplaying Game NPC Codex © 2012, Paizo Publishing, LLC; NLS2: The Raid, © 2016, Frog God Games, LLC; Author: Jeff Provine.
Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob NLS3: The Drowned Maiden, © 2016, Frog God Games, LLC; Author: Kevin
McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Wright.
Renie, Sean K Reynolds, and Russ Taylor. NLS4: Oath of the Predator, © 2016, Frog God Games, LLC; Author: James M.
Pathfinder Campaign Setting: Inner Sea Combat © 2014, Paizo Inc.; Authors: Spahn.
Dennis Baker, Jesse Benner, John Compton, and Thurston Hillman. NLS5: The Hidden Huscarl, © 2016, Frog God Games, LLC; Author: Casey
Pathfinder Adventure Path #75: Demon’s Heresy © 2013, Paizo Publishing, Christofferson.
LLC; Author: Jim Groves. NLS6: One Night in Valhalla, © 2016, Frog God Games, LLC; Author: Ed
Advanced Bestiary Copyright 2014, Green Ronin Publishing, LLC; Author Jeff Greenwood.
Hersh, Developer Owen K.C. Stephens.

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