LKOK - 45
Famine
Scourge of Winter
A 1-Round D&D Living Kingdoms of Kalamar® Adventure
by Clifford Caldwell
Editor – Troy E. Daniels and Alana Abbott
An unexpected turn in the weather has caused a food shortage in Baneta. Ice has blocked in the
fishing fleet, but driven off the Kalamaran fleet. Can you help end this drastic change in the
weather before hunger breaks the siege of Baneta? For ATLs 1-9.
The title, series name if there is one, ImageQuest, the ImageQuest logo, the Kenzer and Company logo, Living
Kingdoms of Kalamar, the Living Kingdoms of Kalamar logo and Pekal Gazetteer are trademarks of Kenzer and
Company. Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer and
Company. © Copyright 2004, Kenzer and Company, Inc. All rights reserved. Dungeons & Dragons, Dungeon Master,
D&D, RPGA, Living, the d20 system logo and the Wizards of the Coast logo are all trademarks owned by Wizards of
the Coast, Inc., a subsidiary of Hasbro, Inc. and are used by Kenzer & Company under license. © 2004 Wizards of
the Coast, Inc.
LKoK 45 Famine – Scourge of Winter Living Kingdoms of Kalamar 1
This is an RPGA® Network scenario for the Specific statistics for key Non-Player Characters
Dungeons & Dragons® game. A four-hour time (NPCs) and other materials are included in the
block has been allocated for each round of this appendix at the back of this adventure, as well
scenario. The following guidelines are here to as throughout the adventure text itself.
help you with both the preparation and voting Certificates that may be photocopied are also
segment of the game. Read this page carefully included. The Judge should read this adventure
so that you know and can communicate to your entirely no less than once before playing in order
players the special aspects of playing an RPGA to ensure a precise flow of events, as there are
scenario. many aspects relating to the flavor and culture
that are important to the Living™ Kingdoms of
Calculating Average Table Level (ATL) Kalamar campaign and to this adventure.
LKoK uses Average Table Level (ATL) rather CALENDAR AND CLIMATE
than Average Party Level (APL) in an effort to It is late summer in the fair city of Baneta, yet
offer challenging adventures without massacring there seems to be a problem with the
smaller or imbalanced tables. In order to weather. Deep snow drifts cover every
calculate the ATL for a table, the levels of all the available flat space and brisk winds whistle
player-characters are added together. That through corners darkened by wintry clouds.
number is divided by six regardless of how many
player-characters there actually are. This MODULE NOTES
number constitutes the party’s ATL (rounded to One of the biggest things to note for this
the closest integer). If that number is not offered scenario is the conditions. With ice and snow
in the adventure, the players may choose if they being a constant problem you have to remember
play up (a higher ATL) or down (a lower ATL). It the terrain rules in order to truly bring the event
is against the spirit of the campaign to deny a to life. Remember that in snowy conditions
player an open spot at a table in an effort to characters encounter hazards. See Appendix II
maximize the treasure for the other players at for a compiled listing of what types of hazards
the table. Twelve players should play in 2 tables can occur in winter conditions. This is important
of 6 not 3 tables of four. as keywords in the text enable you to
understand what type of terrain hazard is being
Once you calculate the ATL write it down here used and what rules are in effect.
as you will need it later for setting the DC of
certain skill checks. BACKGROUND
Balan Kasar, an ambassador of Kalamar,
ATL_____ recently acquired a relic of the Flaymaster.
Balan has made many deals with demi-humans
ADVENTURE NOTES for the empire of Kalamar. His latest contacts
This module is an official supplement to the were blue skinned goblins living in the
Living Kingdoms of Kalamar campaign. It is mountains near Dorndern, Cosdol. They
designed for 4 to 6 characters ranging from 1st possessed a Seed of the Flaymaster, an ice
to 13th level. It is advised that PCs go through crystal with the ability to convert sunlight into a 5
this adventure with a full party, as the challenges mile radius of frost covered ground. The goblins
presented may overwhelm a small party of had frozen the crystal to a staff for the chief to
adventurers. make a spear.
You, the Judge (the authority figure at the table Balan had assumed the role of leader of the
and the administrator of the adventure), need a goblin tribe to gain the artifact, but his recall to
copy of the Dungeons & Dragons® 3rd Edition Kalamar angered the goblins against him. Balan
revised Player's Handbook and Dungeon slew them all to bring his prize to the emperor.
Master's Guide (v.3.5) for this event. The
adventure takes place in the Kingdoms of As he quietly traveled through Pekal on his way
Kalamar setting in the Principality of Pekal. back to the Kalamaran Empire he encountered a
Therefore, the Judge should also have the small pocket of Tokite forces doing sabotage
Kingdoms of Kalamar® Campaign Sourcebook missions on roads and bridges in the area. A
and the Kingdoms of Kalamar Player’s Guide. series of unfortunate events occurred and the
Tokite commander found out about the artifact in
LKoK 45 Famine – Scourge of Winter Living Kingdoms of Kalamar 2
Balan’s possession. Seeing a chance to do Encounter 4
serious damage to the Pekalese forces, the The Seed of the Flaymaster has acquired
Tokite commander “removed” the item from mobility and need to be dealt with by the heroes.
Balan and placed him under arrest for “treason”. They also find the relic is regenerating in
The Tokite Commander set the Seed to work sunlight.
and soon the countryside was covered in ice
and snow. All was going according to his plan Encounter 5
when disaster struck. The heroes are welcomed back to Baneta.
Conclusions hinge on the ambassador’s
Hoardreth, a half orc cleric of the Flaymaster, treatment and what happened to the Seed of the
was given visions of the Seed and a means of Flaymaster.
increasing its power, a scroll of flame strike.
The Seed retaliates against fire magic (which Introduction
the Seed is immune towards) with a cold
retaliation. The Player Characters are exposed to the
situation in Baneta and given the option of a
Hoardreth attacks the Tokites the night the brief freeform role playing experience. They are
heroes are sent out to find out what is going on. to go “out into the streets” to help those in need.
Hoardreth has been completely consumed by Suggestions are offered.
the Seed and now serves as its guardian. Balan
escaped in the chaos, hoping to get back to Your breath blows out in steamy puffs as
Kalamar so he can report the Tokite commander you hurry across the snow piled streets of
for his insolence and illuminate the current Baneta on this early Siege-hold morning.
failings of the Tokite forces to Kabori.
Siege-hold morning? If this is one of the late
weeks of summer then there is definitely
ADVENTURE SYNOPSIS something wrong in Baneta. Sighing
wistfully to yourself you duck into an alley to
Introduction escape the whistling wind as it rushes
The Player Characters are exposed to the through the streets sending snow blowing
situation in Baneta and given the option of a and passersby scrambling for cover from the
brief freeform role playing experience. They are blistering cold. As you hunker down you see
to go “out into the streets” to help those in need. that you are not the only one that has found
Suggestions are offered. refuge in this dismal alley. A single strand of
ivy struggles to survive in the frigid cold,
Encounter 1 slowly stretching its way out of the snow
The characters meet The Honorable Michnal bank that it is in and reaching up the side of
Rul, Commander of the Legion of Thunder, to the building. As you look at the ivy and
discuss recent developments during the "siege" marvel at its tenacity, you ponder the events
of Baneta. that have brought Baneta so low.
Encounter 2 The Tokite army has remained a primary
The College of Magic provides a way out of threat to Baneta and the Pekalese forces for
Baneta. Several dimension door spells allow the some time after the battles two summers
heroes to leave the city unobserved. The heroes ago. Through the efforts of adventurers and
then encounter pit traps left by the Kalamaran the Naval Irregulars, trade has almost
army to guard trails to their camp. The recent resumed its normal pace as the Tokite
snowfall has covered them and several of the blockades have been pushed further back in
ice zombies. the bay, but not before Baneta's economy
felt the pressure. Some few fields were
Encounter 3 razed and granaries stripped bare by the
The heroes meet the fleeing Balan Kasar as he invading forces, but the greater pull has
falls through a frozen stream. After the combat, been from the increased Pekalese forces.
the heroes are faced with what to do about a There were hopes that the harvest from this
Kalamaran Ambassador. year would bring Baneta's economy back to
normal.
LKoK 45 Famine – Scourge of Winter Living Kingdoms of Kalamar 3
• Bards can help in local bakeries and
Then three days ago, the winter came. It grocers by inspiring confidence using
came four months early and it arrived with a their bardic skills.
vengeance all its own. • Warriors and other burly types find
through some investigation that there
Temperatures dropped rapidly and then a are small stores of grain that need to be
new "siege" started. With roads covered ground down to flour. A few hours in the
with nigh unbreakable snow and the lake local mills turning the stone would be of
itself a sheet of ice, no food could be great assistance.
brought into the city. The crops are frozen in • Anything that seems reasonable let
the fields, damaged beyond recovery, even if them do it. They are trying to help
the weather should return to normal. Things people that need fed and anything they
seemed dark indeed. do can be helpful.
They still do as you push your way out of the Notes on Free Form Encounters –
alley and once more begin tromping through A free form encounter like this gives you, the
the snow. Late last night you and some GM room to stretch your wings and really wing
friends decided to help the food effort out it. You get to make up the DC’s and you get to
somehow here in Baneta. As you slough off figure out what skills are needed in order for the
through the snow you take a look back at players to succeed or fail in then endeavors.
your temporary refuge. Some notes to help you along might help so…
Your struggling companion, the ivy, lies 1 – Skill DC’s – Make them reasonable. If the
withered and dead atop a snowdrift. players are trying something truly outlandish
then sock up the DC’s accordingly.
So, what would you like to do to help the
food situation here in Baneta? 2 – Combat – Nothing in free form should ever
devolve into combat. This is a time for them to
UNPREPARED DMs – If you have not had a get out into the city and help the hungry.
chance to read and prepare for the adventure Beating up the hungry does not do anyone any
then this will be text that you look for throughout good. Now if there was someone hoarding food
the document. Hopefully it will help you get and they can liberate it in about fifteen minutes
through some sticky points and still get the story then…..
across to the players.
3 – HAVE FUN – This is absolutely a role-
PREPARED DM’s - If you are good at “winging playing experience and each and every table will
it” then you will be okay with this encounter. If be different. When the players are talking to
free form role playing is not your forte then as others about “What they did to help feed the
the player character moves off to search for hungry” every story will be different. And that is
something to do, you can slide them right into part of the fun of Free-Form.
the INTRODUCTION without further ado.
4 – TIMING – Don’t let free form take longer
There are actually quite a few ways to help the than fifteen minutes of real time. Remember
food situation. A few suggestions include: that there are another 15 or so pages of
• Clerics with Create Food and Water can scenario to get through!
start local food pantries or offer food
through their churches. The concept of When you and the players are done with your
food pantries may sound strange in Free-Form, continue to the introduction.
medieval culture but there has actually
been a rather successful one built and Encounter 1
run by PCs in the city of Bet Rogala.
PCs that come up with this idea are met The characters meet The Honorable Michnal
with funny looks until they describe what Rul, Commander of the Legion of Thunder, to
they are doing, then NPCs that they talk discuss recent developments during the "siege"
to remember hearing about this “odd but of Baneta.
useful” enterprise.
LKoK 45 Famine – Scourge of Winter Living Kingdoms of Kalamar 4
“Hello! Hello! HEY YOU!” o Cold Weather Gear - Snowshoes,
heavy coats and the like offer some
You turn to see a young boy dressed in protection from the cold.
clothing that is several sizes to big for him. o College of Magic - Potions and
Apparently a poor attempt at layering his scrolls that may be available from
clothing has left him somewhat disheveled. the College of Magic for some
Waving to get your attention he moves characters are not be available here
through other people and shortly stands as the CoM is quite a few miles
before you. Composing himself he reaches away to the north, and completely
into the folds of his clothing and produces a inaccessible in this adventure.
plain, unmarked scroll. A puff of winter cold o Temples – The Halls of the Valiant,
escapes his lips and he says “For you.” and the Assembly of Light, and the
hands you the parchment. Parish of Love are represented by
strong stone buildings in Baneta.
The boy, Nivin, stands there quietly while the Priests and allied faiths may
PCs read the scroll. If the heroes offer him purchase potions here if they have
money, he requests food instead. He claims he the proper rank and favors. No
is “Far down on the food chain.” The message potions over 100 GP can be
is an invitation to meet with Commander Michnal purchased and the maximum that
Rul at 8 bells tomorrow morning at army HQ. any individual can purchase is two
potions, regardless of how many
The actual text of the document is (Player favors they have available.
Handout 1):
Arriving at the barracks of Pekal’s army, the
Greetings! guards welcome you inside once they see
your invitations. After several minutes other
If you wish to snap this cold in the bud and people join you in waiting for the Michnal.
break this wintry woe to our city, then meet me (You may choose to do character introductions
at 8 bells tomorrow morning for breakfast. I will at this point.) Finally a young man enters the
explain the details then but if you accept you room. He wears a golden breastplate over a
must be ready to travel immediately. muscular chest and bears the scars of
someone that has seen many battles. It is
Yours in Service hard to believe that the sparkling blue eyes
Michnal Rul barely covered by a shock of deep red hair
have probably not even seen thirty winters.
Bardic Knowledge, Knowledge: Nobility, or
Knowledge: Local: Bet Rogala or Pekal DC 10 The young man looks up from a sheaf of
reveals that Michnal is one of the Honorable and paper that he is rifling through and gives
the commander for the Legion of Thunder. Few each of you a grim smile. “Glad you could
people have met him but they can find out that make it,” he says in a smooth baritone. “I
he is a Kalamaran. am Michnal, Commander of the Legion of
Thunder and I need your help.”
The PCs have a single night to rest, relax and:
• Prepare Spells for the coming day – A slight He lays a map out on the table that you are
hint that it is very cold out and any spell that familiar with. It shows Baneta and the
would negate the cold may be a good idea. outlying regions. He points to an area just
• Shopping – Some PCs may have a bright south of the snowbound city that you are
idea that if they are going to be traveling currently in.
then they may wish to pick up cold weather
gear. Anything from the KPG, PHB, or “The College of Magic has sent us several
Goods and Gear that is reasonable can be wizards to research this cold snap. They
purchased in Baneta, but the price is 1.5 have informed us that this is no natural
times more than normal because of the lack change in the weather.” His smirks briefly as
of recent trade. he continues. “Although we did not actually
need help in determining THAT particular
fact, they did provide one useful piece of
LKoK 45 Famine – Scourge of Winter Living Kingdoms of Kalamar 5
information. The source of the problem is mages cast another spell which seems to
magical in nature, and in this region.” He form a rope in the air. Their leader tells you
places his finger on the map and you they will remain in this area until you return.
recognize the location as along the Banadar
River on the edge of the Kalokopeli forest. The immediate area that the PCs arrive in
provides clues as to what is going on and which
“We would like to send you into this area to direction they should travel. If there are any
find out what the actual problem is. Once trackers in the group, allow them to roll a
you have figured out this damnable cold’s Survival check before reading the following box
source, I would personally appreciate it if text. If no one has Survival, read the text without
you would eliminate the threat to our great allowing a roll.
city. If you cannot, then return and we will
decide what to do from there.” An obvious trail leads off to the north, the
snow along the sides of the trail pushed
He looks up from the map. “Questions?” down as though trampled.
Although Michnal is an Honorable of Pekal, he These are the tracks of the ice zombies. A
pretty much ignores the title unless it can do character might be able to identify what these
something to help his men. He is very loyal to tracks are using Knowledge: Religion DC 15 +
the crown, and does whatever it takes to Zombie HD (dependant on the players' ATL), or
complete a mission. He is just as loyal to his Knowledge: Monster DC 20 if either they or a
soldiers though, and takes great pride in their member of their party succeeds at a DC 15
accomplishments. track/survival check or higher. Additional
information is listed below, and each
z How the heck are we going to get out of the track/survival check's success at 20 and higher
city? Several students from the College of adds a +2 synergy bonus to the Knowledge:
Magic are providing transportation magic to Monster or Knowledge: Religion check.
leave the City.
z So what does this pay? Military personnel • Track/Survival check DC 15 reveals that
receive no pay however this mission DOES the snow was pushed aside before it
count as a tour of duty. Anyone else can froze hard, and the tracks were created
receive 10 times ATL Victories. by something that shuffled rather than
z Supplies? Rations provided include a large walked.
amount of smoked fish. Enjoy. • Track/Survival check DC 20 reveals
z Magic? He currently couldn’t arrange for solitary humanoid tracks that may be
any divinations, but he has arranged for a followed. These are ice zombies that
single days worth of endure elements spell strayed too close to Baneta. If the
to be cast on the group. heroes track them, they find a corpse at
the end of their search. If the heroes
Encounter 2 choose to track where the humanoid
tracks came from, go to encounter 2.
As the heroes trek through the wilds, they • Survival check DC 25 finds chunks of
encounter Tokite traps and cold warped “ice flesh shattered off by sling stones.
zombies.” • Spellcraft DC 30 allows the hero to
estimate a general center for the
One bell after nightfall, you meet three men weather disturbance.
in the robes of the College of Magic on the
Eastern wall of Baneta. From the top of the Cold weather conditions: Foot travel speed is
wall, you can see the damage this early frost halved and charging in combat is impossible.
is doing to the crops. You watch as stalks of Characters without proper clothing must make a
grain fall in the steady breeze from the sea. DC 15 Fort Save or take D6 subdual damage.
Every hour that clothing is insufficient ups the
The wizards quickly proceed with their DC by 1. If the subdual damage drops the hero,
arcane spells to move you out of the city. additional damage is lethal.
With a simple touch, you and your friends The zombies are quite a way off, so the PCs
find yourselves in the Eastern woods. The should be made aware that time is passing, and
LKoK 45 Famine – Scourge of Winter Living Kingdoms of Kalamar 6
that the weather conditions are not comfortable second Ice Zombie moves forward and tries to
if they haven't adequately prepared. When they jump into the pit with them as in lower ATL’s.
are ready to move on, have them announce their
marching order. ATL 7 (EL 8)
Ice Zombie
Map: randomly place a path and trees and
zombies. One trap is on the path close to the Same strategy as ATL 1
heroes. Any other traps are 15 ft south east of a
tree. There are ATL x 1 of traps with a depth of ATL 9 (EL 10)
ATL X 5 ft. Pit traps are Search DC 20 with a 2 Ice Zombies
reflex save of DC 20.
Same strategy as ATL 5
A trail stands before you, winding into the
woods. Snow crusts the edges of the trail, The heroes have 2 hours between this fight the
otherwise it is an icy, foot trodden mess. next. There is a path for them to continue to
Snow slips off a tree ahead of you and follow, possibly created by the same zombies,
makes a solid thump in the ground. and following it is as good an idea as any other.
Regardless of what direction they choose to
Ahead on the trail, you see shambling travel, they reach the riverbank in Encounter 3.
movement. The creature(s) appear to be
humanoid and wearing the garb of Tokite Encounter 3
soldiers. Something is odd though about
they walk though… The heroes meet the fleeing Balan Kasar as he
falls through a frozen stream. After the combat,
Ahead on the trail the PCs can see the Ice the heroes are faced with what to do about a
Zombies. The creatures have very specific Kalamaran Ambassador.
instructions about what they are supposed to do.
Read through each ATL’s instructions carefully A partially frozen stream burbles two
to see how crafty these little undead minions hundred feet ahead of you as you try to
are. shake off the bitter cold. The makings of a
small bridge appear to lie broken where the
ATL 1 (EL 2) road meets the creek-edge, latest victim of
Ice Zombie x1 the icy cold.
At this ATL, the one and only Zombie stands at
the near end of the trail and does not advance As you wonder how you are going to cross
until someone falls into a pit. At that time he the twenty or so foot span of the creek you
moves forward, defending himself as required spy a man break through the trees on the
but not attacking. His goal is to jump into the pit other side of the creek and begin running
where someone has fallen. Once he is in the pit toward the bridge. He skids to a stop at the
he continues to attack and prevent the person sight of the broken bridge and flashes a
from leaving it. fearful glance behind him. Heedless of the
danger he throws himself in to the water and
ATL 3 (EL 4) begins to cross. He spies you as he
Ice Zombie splashes through and waves frantically
behind him.
Same strategy as ATL 1
The PCs have one free round to do whatever
ATL 5 (EL 6) they wish. Most may begin moving forward,
2 Ice Zombies however, even at a full run there are very few
PCs that can make it to the creek edge before
At this ATL, one of the Ice Zombies moves the winter wolf arrives….
forward at best speed (40 feet) and advance on
the party. He moves around certain areas and if A burst of snow and pine needles erupts
PCs are smart they can get a DC 20 Spot check from the woods behind the splashing man as
to see that there is a disturbance in the snow (a an overly large, white coated wolf runs into
pit). Once someone has fallen into a pit, the the clearing on the other side of the creek.
LKoK 45 Famine – Scourge of Winter Living Kingdoms of Kalamar 7
Quickly spying its prey it rushes to the side • Various druidic tricks such as Wild
of the creek and breathes a misty frost upon Empathy may be effective if they are
the water. Within seconds the man is coupled with food.
trapped halfway in and out of a sheet of ice. • Handle Animal won’t work. The Winter
With a growl of triumph the beast advances Wolf is a magical beats who can speak
up to the edge of the iced stream. common. It is insulted if treated as such
and there is a -2 penalty to the
The Winter Wolf has used its icy breath to freeze Diplomacy check.
the creek and now advances upon the man. It is • Diplomacy – The Winter Wolf begins as
up to the PCs to stop it. HOSTILE (DC 20). If the PCs want to
make a rushed diplomacy check then
• The PCs may notice that the Winter there is a -10 penalty to the check.
Wolf’s coat is spotty, and that you can Review the diplomacy rules for further
actually see it’s ribs if you are within 30 details but remember that it is a smart
feet. They have to make a DC 15 Spot creature and it does not want to die. It
check to do so though. simply wants to survive.
• (DC 15 Knowledge Nobility and Royalty • Intimidate – it is a smart animal with an
shows he is wearing the colors of the above average intelligence score. If
empire of Kalamar.) enough firepower and weaponry are
shown to it, it may flee.
Tactics: At all ATLs, if the PCs attack the Winter • DCs for the various things mentioned
Wolf (which has a neutral alignment, rather than above? Your call. You are the judge. If
neutral evil as according to the Monster's the PCs are sincere in wanting to help
Manual), it will try to explain that it is hunting the man AND not hurt the wolf, then
Tokites and Kalamarans who have been take it easy on them.
invading its forest. Even if the PCs do not notice
that the Winter Wolf is starving, they should be Balan Kasar can last 15 minus ATL rounds in
made aware that this is a creature they can the river. Using a rope to save Balan requires a
bargain with, not a mindless monster. It will not Rope use check DC 15. Going out on the
fight to the death, preferring to lose its meal over broken ice requires a balance check DC 15. If
losing its life. the PCs win over the Winter Wolf, it can use its
breath weapon to solidify the ice and avoid the
ATL 1 (EL 2) balance check. A strength check of DC 12 (18 if
Young Winter Wolf Pup the water is frozen by the wolf) removes Balan
from the water. In any event Balan is
ATL 3 (EL 4) unconscious when he is pulled from the water
Young Winter Wolf and will remain so until the end of the winter wolf
encounter.
ATL 5 (EL 5)
Winter Wolf ONLY USE ENCOUNTER 3A — NORALA IF
THE PCS DON’T KILL THE CUB AND FIND A
ATL 7 (EL 7) PEACEFUL WAY TO RESOLVE THE
Winter Wolf SITUATION! IF THEY KILL THE CUB THEN
MOVE ON TO ENCOUNTER 3B – BALAN
ATL (EL 9) KASAR.
Huge Winter Wolf
Encounter 3A - Norala
There are ways around this encounter if the PCs
are smart, resourceful, and not ready to kill Norala, Packmother of these parts has watched
anything that crosses their path. If they have the PCs deal with her daughter, the winter wolf
noticed the clues then they realize that the that attacked Balan Kasar. She knows of the
Winter Wolf is starving. Seed of the Flaymaster, yet resists its call as
• If they throw food, it has to be meat. she tries to raise an overlarge litter of young.
Fish (even the smoked fish they were Perhaps the PCs may be able to assist her in
given by Nolan) works. this matter…
LKoK 45 Famine – Scourge of Winter Living Kingdoms of Kalamar 8
Note to the DM – This should NOT be a combat What do you know of what is going on? – I hear
encounter. You should do everything in your the call of a thousand voices, tied into one clear
power to play Norala from a position of strength. voice. It whispers promises of glory, of power,
She IS the Packmother of this region and one of of food. I resist it now, but for how long, I cannot
the strongest magical beasts in the area. The tell ye.
PCs have a chance to pick up a very cool
cohort/animal companion and a possible ally in What is it? – I know not what it is but I know that
the war against Tokis. There is also a chance it is ageless. I know that it has lived a thousand
that they may turn stupid, try and attack her and years and wishes to continue. It has called
her cubs, and be turned into popsicles that someone to its aid, yet it wishes more.
adorn her den for weeks to come.
Why are you talking to us? – Understand this. In
You stop to draw in a breath of bitterly cold order to survive in these woods, ye must be
air, relieved that the action is over. That is strong. Yet this spring I bore a litter of nine into
when you realize that you are not alone. this forest and with the early onset of this
unnatural winter they are ill prepared to fend for
Glistening snow glitters along the winter themselves. The Den of Fenkeris must survive
white coat of the creature that steps through in some form and so I ask you this. Take
the trees into the clearing with you. She, and Rhime, the smallest of my children from this
you know it is a she without even looking, place and treat him as your own. Tell him of his
stands at least as high as the largest war mother and father and remind him that he is a
horse that you have ever seen. An aura of prince of these woods. Do this and I grant thee
cold slips around her as her crystal blue safe passage through my woods.
eyes gaze quickly, yet regally into each of
the people looking at her. Glancing at the If the PCs agree they can pick up Loam, the
winter wolf that you just dealt with, she then Winter Wolf pup upon leaving the forest.
turns back to you.
As they depart, carrying Balan Kasar with him
"You have entered my forest and disrupted she gives them one final word of caution.
my daughter's hunt," she begins in a
whispering voice that carries an almost royal Beware the man you carry for he is not what
tone of authority. She sounds thoughtful he seems. Fire flies from his fingertips and
rather than judgmental, and does not seem he smells of the Cassia tree, which is not
upset by your actions. “What am I to do with native to these lands.
you?”
Continue to Encounter 3B - Balan Kasar
Norala is not exactly displeased that the PCs are
in her forest. As a matter of fact, she sees this BAD TIMES
as an opportunity for her to take care of a
problem. Normally a Winter Wolf has a litter of Norala backs away from you and places her
two or three cubs. She had a litter of nine. rump against a snowy pine. “You dare
affront me in mine own forest? I seek parley
How this encounter SHOULD play out is that the and ye seek only bloodshed? Tis you who
PCs talk with her and she gives them are the beast in these woods I say. And
information if they are willing take a cub off of beasts? Thou art nothing more than prey.
her hands. The PCs MUST be respectful Children!”
though. She is a powerful force in these woods
and to disrespect her is to invite a quick and At this more rustling is heard from the
frigid death. If the discussion devolves into woods and eight more winter wolves of
combat see BAD TIMES at the end of this various sizes and ages step into the clearing.
encounter for an explanation on how to resolve
this. Otherwise, continue. “Your choice fools," she snarls through
bared teeth. “I give thee this one last
Who are you? – I am Norala, queen of this forest chance. Fight… or flee.” Hackles rise on her
and Packmother to the Den of Fenkeris. neck as she inhales and waits for your
response…
LKoK 45 Famine – Scourge of Winter Living Kingdoms of Kalamar 9
z A legend says that the relic regenerates in
At this point, it is up to the PCs. If they choose sunlight.
to fight this is an UNTIERED COMBAT. Use the
following for creatures for this fight. Balan is not telling the whole truth, of course. He
stole the Seed from goblins and then had the
1 ATL 9 Winter Wolf item stolen from him by the Tokite Commander.
2 ATL 7 Winter Wolves When he was declared a traitor by the Tokite
2 ATL 5 Winter Wolves Commander, he fled, and has been trying to
4 ATL 1 Winter Wolves work his way back to Kalamar to explain the
situation to Kabori (who will not be pleased with
Encounter 3B - Balan Kasar the Tokites at all). All in all it has NOT been a
good month or so for him.
In this encounter the person that they have
rescued finally awakens, and the PCs find out If Balan were being honest with himself, he
about the threat before them. would recognize that he is frankly tired of
dealing with goblins and other evil races on
About twenty minutes after the conversation with behalf of Kalamar, effectively being abandoned
Norala or after the PCs kill the wolf pup, Balan by his own people to the wilderness. If the PCs
wakes up. Groggy at first he quickly warms up begin to ask him probing questions about where
with a fire and possibly something hot to drink. he has been, what he knows about the war, and
what he has to say about the Tokite forces, they
“My name is Balan Kasar. I have recently begin to wheedle some of this information out of
journeyed from the northern lands where I him. His reaction toward the Tokite army is a
discovered a religious relic in the hands of a hostile one, and his loyalty to Kabori is not as
blue skinned goblin tribe. I managed to steal firm as he believes it is.
the relic only to have it stolen by another just • A DC 15+ATL Diplomacy check
last night. I have been fleeing ever since.” convinces him to accompany the group
to Baneta in hopes of getting re-
Balan is grateful to the heroes for rescuing him. provisioned, and possibly being sent
He does not reveal that he is a Kalamaran home to Kalamar in exchange for
ambassador to demi-human tribes in Brandobia. information about the Tokite forces on
Knowledge (nobility) or bardic knowledge DC 20 the Western Front.
allows the PCs to connect the name to the • A DC 20+ATL Diplomacy check
position, however. convinces the ambassador to be
sympathetic towards Pekal. He agrees
Balan readily reveal the following information to give what information he has to the
about relic he was carrying. Gray Legion in order to stay in Pekal.
z The relic produces a radius of cold during • A DC 25+ATL Diplomacy check along
the day. It seemed to grow heavier during with a role play suggestion that Balan
the day. could work for Pekal inside of Kalamar
z The relic retaliates to fire magic with an convinces the ambassador to act as a
equal amount of cold magic. double agent for Pekal. (+1 Fame is
z Those who touch the spear head of the relic awarded to a hero who does this. This
receive a severe case of frost bite. should be tracked on that character's
z A wild man approached his entourage and event sheet.)
cast a flame strike upon the relic. The relic
retaliated with a blast of unholy and cold Whether or not the PCs try to convince him to
magic that mutated his men and the wild aid them, Balan happily gives them information
man. about where they can find the Seed of the
z The wild man seemed to become a being of Flaymaster. Unless they have swayed him,
pure ice. however, he will be gone by the time they return
z The Cassia tree’s bark is ground up to to where they have left him.
make Cinnamon. Cinnamon is a very
common spice in only one city in the world. The heroes may rest before Encounter 4.
Bet Kalamar.
Encounter 4
LKoK 45 Famine – Scourge of Winter Living Kingdoms of Kalamar 10
quickly either back to Baneta or some other
The Seed of the Flaymaster has acquired walled city.
mobility and need to be dealt with by the heroes.
They also find the relic is regenerating in Encounter 5
sunlight.
The heroes are welcomed back to Baneta.
Following the creature’s trail, you come Conclusions hinge on the ambassador’s
across a scene of bizarre carnage. The treatment and what happened to the Seed of the
shattered remains of several Kalamaran Flaymaster.
soldiers are half buried in the snow covered
campsite. A humanoid figure composed of It almost seems as if spring has come to
ice shards appears to have a small spear Baneta twice this year. The snow and ice
sticking out of its back. It approaches you have melted. Farmers hope there will be
malevolently. time to replant their crops, but this sort of
event has never happened before.
Knowledge: Planes DC is 10 + the creature's HD Fishermen quickly proceed with repairs to
or Knowledge: Monster DC 20 can be used to their boats, hoping that if their catch is good,
determine the weaknesses of the Seed. The they will be able to provide food where
rapier “Winter’s Bite” and the dagger “Winter’s neighboring farms cannot.
Fang” deal full damage to the seed ignoring
damage reduction. Cold damage deals full If PCs ask, the roads to Bet Rogala have
damage to this creature. opened back up, meaning that shipments of
grain from the northern areas of the country will
ATL 1 (EL 2) soon be arriving.
Seed of the Flaymaster
If the heroes still have the Seed of the
ATL 3 (EL 4) Flaymaster.
Seed of the Flaymaster
A representative of the College of Magic in
ATL 5 (EL 6) Baneta offers to purchase the spear you
Seed of the Flaymaster found for 1300 victories and thanks you for
your work.
ATL 7 (EL 8)
Seed of the Flaymaster The representative is working on behalf of the
College of Magic, and is interested in purchasing
ATL 9 (EL 10) the spear to study. He assures the PCs that the
Seed of the Flaymaster College of Magic is interested only in the
knowledge they can gain from such a thing.
As the last blow hits the creature, it shatters
leaving behind a small spear with an ice chip If the heroes have Balan Kasar in their group,
as a spear point. Even in this harmless continue with the following.
state, the spear seems to radiate
malevolence. Ambassador Balan Kasar of the Empire of
Kalamar announces his presence in Baneta,
The Seed can regenerate 1 hp per hour in and after a short arrest, is introduced to local
sunlight. You merely have to keep sunlight from members of the Gray Legion and
reaching the spear tip. Burial would be one representatives of the Crown. Though he has
simple solution. Pine tar or paint could be little power over the local Tokite forces, he
applied to the tip. It could also be wrapped in has offered to be what help he can in
clothing. After this happens the heroes notice a exchange for diplomatic immunity. The
rapid warming and loss of ground snow. results of that negotiation, however, are
rumored to be known only to a small group
You take several hours to loot the remains of of adventurers who managed to save Kasar's
the Tokite camp. As the morning sun rises, life…
you get the distinct feeling you need to move
LKoK 45 Famine – Scourge of Winter Living Kingdoms of Kalamar 11
Awards
Treasure Summary –
Encounter 1 – 50 Victories each for completion of the mission. Members of the Military Meta-Orgs do this
mission for free, so are in-eligible for this reward.
Encounter 4 – 200 Victories each if the PCs loot the remains of the Tokite camp and sell any equipment
that they find. This is a generic reward and there is no need to detail that the PCs found 11 tent stakes
worth 9 copper coins each, ect…
Certificate Rewards
Ice Seed Enchantment– (One ) This small shard of crystal radiates a powerful aura of cold that can be
felt up to 2 feet away when exposed to the air. It may be used in one of the following ways. Check the
way that you are using it. Once “used” it cannot be re-assigned.
• Short Spear/Long Spear/Javelin – When mounted on any masterwork version of the
aforementioned weapons, the item gains a +1 enhancement bonus to attack and damage.
• Winter’s Weapons – When mounted in the pommel of either Winter’s Fang or Winter’s Bite, the
item gains the frost property without the need for the mated blade. If you should have both
blades, the shard confers the Icy Burst property on the weapon it is merged with when the
weapon is activated in tandem with its mate for the Frost ability.
The spearhead is tradable so long as it has not been used as outlined above. Once it has been used, it
can only be traded with the weapon it is merged with and you cannot trade one or the other individually.
Recognition and Thanks – (6 each, one for each PC) Thanks to your efforts the College of Magic and
the Pekalese Military have managed to avert disaster at Baneta. For this you gain 1 favor with either the
College of Magic or the Military. This also counts as one tour of duty if you are in any of the military
branches..
Favor of Balan Kasar – (Six each, only given if the PCs save Balan and get a favorable result during
conversations) You have saved the life of a Kalamaran ambassador. Although no material benefit is
currently present, the political advantages are obvious. If for some reason you are imprisoned by Tokite
or Kalamaran forces this certificate is equal to a “Get out of Jail Free” card. If the certificate is not used
for that purpose perhaps some day you might encounter Balan again…
Winter wolf goods – (Six each, only given if the PCs kill the Winter Wolf cub) You now possess a
souvenir from a winter wolf: a fang, a claw, or a pelt. No matter what part of the wolf you have, you can
sell it for up to 200 Victories to the right person.
Winter Wolf Cub – See certificate for details.….
LKoK 45 Famine – Scourge of Winter Living Kingdoms of Kalamar 12
Experience Points
Experience is awarded to PCs based on the number of adventures the PC has played. Tier 1 is awarded
to PCs who have played up to 25 adventures. Tier 2 is awarded to PCs who have played between 26 and
74 adventures. Tier 3 is for PCs who have played 75+ adventures.
The Campaign Staff recommends that Discretionary Experience for Role Playing be rewarded in full to all
players who engage in appropriate and game enhancing role play over the course of the module.
Judge Reward – We value our judges highly and wish to reward them when they have to run a scenario
rather than play it. As such, if you have to “eat” this scenario, please accept the Ice Shard certificate and
full experience for your character for this event.
Experience Tier 1 Tier 2 Tier 3
Introduction – Working to help the food situation in Baneta 25 50 75
Encounter 1 – Accept the assignment and get information 50 100 150
Encounter 2 – Defeat the Ice Zombies 50 100 150
Encounter 3 – Defeating the Winter Wolf Pup 50 100 150
Encounter 3a – Taking on the Winter Wolf Cohort and working with Norala 50 100 150
Encounter 3b – Working with Balan Kasar and NOT killing him. 50 100 150
Encounter 4 – Defeating the Seed of the Flaymaster 200 300 500
Optional Roleplaying Experience 25 150 175
Total Experience 500 1000 1500
LKoK 45 Famine – Scourge of Winter Living Kingdoms of Kalamar 13
Appendix I: NPCs and Monsters
Note that since this adventure will last for two years in the RPGA Database, there may be a need for
higher ATL group such as ATL 11 and ATL 13. At the time of this publication those ATLs were not
available. If you find yourself needing higher ATL’s, see the Yahoo Group at
http://games.groups.yahoo.com/group/Living_Kalamar/ in the files section for an errata to this adventure.
Appendix 1: NPCS and Monsters
Balan Kasar, War Mage 7, 7D6 +35 (20/68); Init +8, Sdp 30, AC 16, Touch 12, Flat 14, Bab +3, melee +4
(D6 +1) sickle; +5 ranged spells, SA Armored mage (light) advanced learning (Tenser’s floating disk,
continual flame), Sudden Empower; AL LN; Fort +7, Ref +4, Will +5, Str 12, Dex 14, Con 20, Int 20, Wis
10, Cha 16; Feats; Skill Prodigy, Point Blank Shot, Precise Shot, Improved Initiative, Skills; Concentration
+15, Diplomacy +13, Knowledge (Arcana) +15, Knowledge (History) +15, Knowledge (Geography) +15,
Knowledge (Nature) +15, Survival +10, Spellcraft +15 Speak High Kalamaran, Low Kalamaran, Low
Elven, Goblin, Halfling, Orc, Merchant’s tongue; Spells 6,7,7,5 (0)-Ray of Frost, Acid Splash (1) – Magic
Missile, Orb of Acid, True Strike (2) – Acid Arrow, Scorching Ray (3) – Fireball, Ice Storm, Lightning,
Poison.
ATL 1 Creatures
Ice Zombie, Medium Undead (Cold), HD 4D12+3 (29), Init -2, Spd 30 ft, can’t run, AC 16(-2 Dex,
+8Natural), Bab +2, Grapple +3; Greatclub +3 melee (1d10+1) SQ Single actions only, damage reduction
5/bludgeoning, darkvision 60 ft, undead traits; Fort +1, Ref -1, Will +4; Str 12, Dex 7, Con -,Int -, Wis 10,
Cha 1; Feats Toughness, AL NE.
Winter Wolf Pup, Medium Magical Beast (Cold), HD 2D10+6 (22), Init +1, Spd 50 ft, AC 14(+2 Dex,
+2Natural), Bab +2, Grapple +5; Bite +5 melee (1d6+3) SA Breath Weapon, Freezing Bite, trip; SQ
Darkvision 60 ft, immunity to cold, low-light vision, scent, vulnerability to fire; Fort +6, Ref +4, Will +1; Str
14, Dex 12, Con16, Int 10, Wis 13, Cha 10; Feats Track, Alertness, AL NE; Breath weapon 15 ft cone
once every 1d4 rounds, damage 2d6 cold (Ref DC 14), A winter wolf deals an extra d6 cold damage
every time it bites an opponent.
Seed of the Flaymaster, Small Elemental (Cold), HD 2D8+2 (11), Init -1, Spd 20 ft, AC 17(+1 size, -1
Dex, +7Natural), Bab +1, Grapple +0; Slam +5 melee (1d6+4) SQ Fire immunity, vulnerability to cold,
backlash to fire magic, elemental traits, DR 5; Fort +4, Ref -1, Will +0; Str 17, Dex 8, Con 13, Int 10, Wis
11, Cha 11; Feats Power Attack, AL NE. Backlash deals cold damage equal to fire damage the Seed
ignores.
ATL 3 Creatures
Ice Zombie, Large Undead (Cold), HD 8D12+3 (55), Init -2, Spd 40 ft, can’t run, AC 15(-1 size, -2 Dex,
+8Natural), Bab +4, Grapple +14; Greatclub +9 melee (2d8+9) SQ Single actions only, damage reduction
5/bludgeoning, darkvision 60 ft, undead traits; Fort +2, Ref -0, Will +6; Str 23, Dex 6, Con -,Int -, Wis 10,
Cha 1; Feats Toughness, AL NE.
Young Winter Wolf, Medium Magical Beast (Cold), HD 4D10+12 (40), Init +1, Spd 50 ft, AC 14(+2 Dex,
+2Natural), Bab +4, Grapple +7; Bite +5 melee (1d6+4) SA Breath Weapon, Freezing Bite, trip; SQ
Darkvision 60 ft, immunity to cold, low-light vision, scent, vulnerability to fire; Fort +7, Ref +5, Will +2; Str
17, Dex 12, Con16, Int 9, Wis 13, Cha 10; Feats Track, Alertness, AL NE; Breath weapon 15 ft cone once
every 1d4 rounds, damage 3d6 cold (Ref DC 15), A winter wolf deals an extra d6 cold damage every time
it bites an opponent.
Seed of the Flaymaster, Medium Elemental (Cold), HD 4D8+12 (30), Init -1, Spd 20 ft, AC 18(-1 Dex,
+9Natural), Bab +3, Grapple +8; Slam +8 melee (1d8+7) SQ Fire immunity, vulnerability to cold, backlash
to fire magic, elemental traits, DR 5; Fort +7, Ref 0, Will +1; Str 21, Dex 8, Con 17, Int 4, Wis 11, Cha 11;
LKoK 45 Famine – Scourge of Winter Living Kingdoms of Kalamar 14
Feats Power Attack, Cleave, AL NE. Backlash deals cold damage equal to fire damage the Seed
ignores.
ATL 5 Creatures
2 Ice Zombies, Large Undead (Cold), HD 8D12+3 (55), Init -2, Spd 40 ft, can’t run, AC 15(-1 size, -2
Dex, +8Natural), Bab +4, Grapple +14; Greatclub +9 melee (2d8+9) SQ Single actions only, damage
reduction 5/bludgeoning, darkvision 60 ft, undead traits; Fort +2, Ref -0, Will +6; Str 23, Dex 6, Con -,Int -,
Wis 10, Cha 1; Feats Toughness, AL NE.
Winter Wolf, Large Magical Beast (Cold), HD 6D10+18 (51), Init +5, Spd 50 ft, AC 15(-1 size, +1 Dex,
+5Natural), Bab +6, Grapple +14; Bite +9 melee (1d8+6) SA Breath Weapon, Freezing Bite, trip; SQ
Darkvision 60 ft, immunity to cold, low-light vision, scent, vulnerability to fire; Fort +8, Ref +6, Will +3; Str
18, Dex 13, Con16, Int 9, Wis 13, Cha 10; Feats Track, Alertness, AL NE; Breath weapon 15 ft cone once
every 1d4 rounds, damage 4d6 cold (Ref DC 16), A winter wolf deals an extra d6 cold damage every time
it bites an opponent.
Seed of the Flaymaster, Large Elemental (Cold), HD 8D8+32 (68), Init -1, Spd 20 ft, AC 18(-1 Size, -1
Dex, +10 Natural), Bab +6, Grapple +17; Slam +12 melee (2d8+7); Full Attack 2 Slams +12 (2D8+7); SQ
Fire immunity, vulnerability to cold, backlash to fire magic, elemental traits, DR 10; Fort +7, Ref 0, Will +1;
Str 21, Dex 8, Con 17, Int 4, Wis 11, Cha 11; Feats Power Attack, Cleave, AL NE. Backlash deals cold
damage equal to fire damage the Seed ignores.
ATL 7 Creatures
Ice Zombie, Large Undead (Cold), HD 12D12+3 (81), Init -1, Spd 30 ft, can’t run, AC 16(-1 size, -1 Dex,
+8Natural), Bab +6, Grapple +15; Greataxe +10 melee (3D6+7) SQ Single actions only, damage
reduction 5/bludgeoning, darkvision 60 ft, undead traits; Fort +4, Ref +3, Will +8; Str 21, Dex 8, Con -,Int -
, Wis 10, Cha 1; Feats Toughness, AL NE.
Winter Wolf, Large Magical Beast (Cold), HD8D10+24 (76), Init +5, Spd 50 ft, AC 16(-1 size, +2 Dex,
+5Natural), Bab +6, Grapple +14; Bite +15 melee (1d8+6) SA Breath Weapon, Freezing Bite, trip; SQ
Darkvision 60 ft, immunity to cold, low-light vision, scent, vulnerability to fire; Fort +9, Ref +8, Will +3; Str
18, Dex 14, Con16, Int 9, Wis 13, Cha 10; Feats Track, Alertness, AL NE; Breath weapon 15 ft cone once
every 1d4 rounds, damage 4d6 cold (Ref DC 17), A winter wolf deals an extra d6 cold damage every time
it bites an opponent.
Seed of the Flaymaster, Large Elemental (Cold), HD 10D8+30 (95), Init -1, Spd 20 ft, AC 18(-1 Size, -1
Dex, +10 Natural), Bab +8, Grapple +19; Slam +14 melee (2d8+7); Full Attack 2 Slams +14 (2D8+7); SQ
Fire immunity, vulnerability to cold, backlash to fire magic, elemental traits, DR 10; Fort +10, Ref +2, Will
+3; Str 21, Dex 8, Con 17, Int 4, Wis 11, Cha 11; Feats Power Attack, Cleave, AL NE. Backlash deals
cold damage equal to fire damage the Seed ignores.
ATL 9 Creatures
2 Ice Zombies, Large Undead (Cold), HD 12D12+3 (81), Init -1, Spd 30 ft, can’t run, AC 16(-1 size, -1
Dex, +8Natural), Bab +6, Grapple +15; Greataxe +10 melee (3D6+7) SQ Single actions only, damage
reduction 5/bludgeoning, darkvision 60 ft, undead traits; Fort +4, Ref +3, Will +8; Str 21, Dex 8, Con -,Int -
, Wis 10, Cha 1; Feats Toughness, AL NE.
Winter Wolf, Huge Magical Beast (Cold), HD10D10+50 (104), Init +5, Spd 50 ft, AC 17 (-2 size, +1 Dex,
+8 Natural), Bab +7, Grapple +23; Bite +13 melee (2D6+12) SA Breath Weapon, Freezing Bite, trip; SQ
Darkvision 60 ft, immunity to cold, low-light vision, scent, vulnerability to fire; Fort +12, Ref +8, Will +4; Str
26, Dex 12, Con 20, Int 9, Wis 13, Cha 10; Feats Track, Alertness, AL NE; Breath weapon 15 ft cone
once every 1d4 rounds, damage 4d6 cold (Ref DC 20), A winter wolf deals an extra d6 cold damage
every time it bites an opponent.
LKoK 45 Famine – Scourge of Winter Living Kingdoms of Kalamar 15
Seed of the Flaymaster, Large Elemental (Cold), HD 12D8+36 (121), Init -1, Spd 20 ft, AC 18(-1 Size, -1
Dex, +10 Natural), Bab +9, Grapple +20; Slam +14 melee (2d8+6); Full Attack 2 Slams +14 (2D8+6); SQ
Fire immunity, vulnerability to cold, backlash to fire magic, elemental traits, DR 10; Fort +10, Ref +2, Will
+3; Str 22, Dex 8, Con 17, Int 4, Wis 11, Cha 11; Feats Power Attack, Cleave, Supreme Cleave, AL NE.
Backlash deals cold damage equal to fire damage the Seed ignores.
LKoK 45 Famine – Scourge of Winter Living Kingdoms of Kalamar 16
Appendix II: Additional Rules
Additional Rules for Weather – From the SRD
Rain, Snow, Sleet, and Hail
Bad weather frequently slows or halts travel and makes it virtually impossible to navigate from one spot to
another. Torrential downpours and blizzards obscure vision as effectively as a dense fog.
Most precipitation is rain, but in cold conditions it can manifest as snow, sleet, or hail. Precipitation of any
kind followed by a cold snap in which the temperature dips from above freezing to 30° F or below may
produce ice. Rain: Rain reduces visibility ranges by half, resulting in a –4 penalty on Spot and Search
checks. It has the same effect on flames, ranged weapon attacks, and Listen checks as severe wind.
Snow: Falling snow has the same effects on visibility, ranged weapon attacks, and skill checks as rain,
and it costs 2 squares of movement to enter a snow-covered square. A day of snowfall leaves 1d6 inches
of snow on the ground.
Heavy Snow: Heavy snow has the same effects as normal snowfall, but also restricts visibility as fog does
(see Fog, below). A day of heavy snow leaves 1d4 feet of snow on the ground, and it costs 4 squares of
movement to enter a square covered with heavy snow. Heavy snow accompanied by strong or severe
winds may result in snowdrifts 1d4×5 feet deep, especially in and around objects big enough to deflect
the wind—a cabin or a large tent, for instance. There is a 10% chance that a heavy snowfall is
accompanied by lightning (see Thunderstorm, below). Snow has the same effect on flames as moderate
wind.
Sleet: Essentially frozen rain, sleet has the same effect as rain while falling (except that its chance to
extinguish protected flames is 75%) and the same effect as snow once on the ground.
Hail: Hail does not reduce visibility, but the sound of falling hail makes Listen checks more difficult (–4
penalty). Sometimes (5% chance) hail can become large enough to deal 1 point of lethal damage (per
storm) to anything in the open. Once on the ground, hail has the same effect on movement as snow.
COLD DANGERS
Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until
the character gets out of the cold and warms up again. Once a character is rendered unconscious
through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at
the same rate.
An unprotected character in cold weather (below 40° F) must make a Fortitude save each hour (DC 15, +
1 per previous check) or take 1d6 points of nonlethal damage. A character who has the Survival skill may
receive a bonus on this saving throw and may be able to apply this bonus to other characters as well (see
the skill Description).
In conditions of severe cold or exposure (below 0° F), an unprotected character must make a Fortitude
save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on
each failed save. A character who has the Survival skill may receive a bonus on this saving throw and
may be able to apply this bonus to other characters as well (see the skill description). Characters wearing
winter clothing only need check once per hour for cold and exposure damage.
A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia
(treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took
from the cold and exposure.
Extreme cold (below –20° F) deals 1d6 points of lethal damage per minute (no save). In addition, a
character must make a Fortitude save (DC 15, +1 per previous check) or take 1d4 points of nonlethal
damage. Those wearing metal armor or coming into contact with very cold metal are affected as if by a
chill metal spell.
LKoK 45 Famine – Scourge of Winter Living Kingdoms of Kalamar 17
Ice Effects
Characters walking on ice must spend 2 squares of movement to enter a square covered by ice, and the
DC for Balance and Tumble checks increases by +5. Characters in prolonged contact with ice may run
the risk of taking damage from severe cold (see above).
LKoK 45 Famine – Scourge of Winter Living Kingdoms of Kalamar 18
APPENDIX III: Player Handouts
Greetings!
If you wish to snap this cold in the bud and break this wintry woe
to our city, then meet me at 8 bells tomorrow morning for
breakfast. I will explain the details then but if you accept you
must be ready to travel immediately.
Yours in Service,
Michnal Rul
LKoK 45 Famine – Scourge of Winter Living Kingdoms of Kalamar 19