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Winter’s Daughter: Cairn Notes Winter’s Daughter: Cairn Notes

Outside the Mound The Burial Mound Outside the Mound The Burial Mound
Random Events 5. Hall of Guardians Random Events 5. Hall of Guardians
• Gazing at the violet-eyed owl: save WIL Religious Objects • Gazing at the violet-eyed owl: save WIL Religious Objects
to avoid fainting. 4 HP, 1 Armor, bash (1d4) to avoid fainting. 4 HP, 1 Armor, bash (1d4)
• Gust of wind: DEX save to avoid taking 1 • Any PC with obvious ill-intent is • Gust of wind: DEX save to avoid taking 1 • Any PC with obvious ill-intent is
STR damage. immediately attacked. STR damage. immediately attacked.
• On death, a cloud of mould spores erupt. • On death, a cloud of mould spores erupt.
1. Approaching the Burial Mound Anyone nearby must make a STR save or 1. Approaching the Burial Mound Anyone nearby must make a STR save or
• Run as written. suffer 1 STR damage and become • Run as written. suffer 1 STR damage and become
paralyzed by choking for one round. paralyzed by choking for one round.
2. Sacrifice at the Whything Stones 2. Sacrifice at the Whything Stones
• Run as written except for the Drunes 6. Blindfolded Statue • Run as written except for the Drunes 6. Blindfolded Statue
here. Their possessions are the same; • Run as written. here. Their possessions are the same; • Run as written.
see below on staves and Spellbooks. see below on staves and Spellbooks.
• Briar-Anne: 4HP, 15 WIL 7. Freezing Mirror • Briar-Anne: 4HP, 15 WIL 7. Freezing Mirror
Full-Length Mirror Full-Length Mirror
Hooded Men (aka Drunes) • WIL save to pass in front without Hooded Men (aka Drunes) • WIL save to pass in front without
12 HP, 9 STR, 12 DEX, 14 WIL, staff becoming paralyzed. 12 HP, 9 STR, 12 DEX, 14 WIL, staff becoming paralyzed.
wreathed in green flame (d8), Spellbooks: wreathed in green flame (d8), Spellbooks:
• Unfreezing people can include Cure • Unfreezing people can include Cure
• Charm Person: Target sees caster as a Wounds (restore 1d4 STR per day to a • Charm Person: Target sees caster as a Wounds (restore 1d4 STR per day to a
friend until they succeed a WIL save. creature you can touch). friend until they succeed a WIL save. creature you can touch).
• Hold Person: Target is paralyzed until • Hold Person: Target is paralyzed until
they succeed a WIL save. Undead are 8. Family Crypt they succeed a WIL save. Undead are 8. Family Crypt
not affected. Floating Skeletons not affected. Floating Skeletons
• Magic Missile: A bolt of arcane green 10 HP, 5 WIL, 8 STR, 13 DEX, claws (1d4) • Magic Missile: A bolt of arcane green 10 HP, 5 WIL, 8 STR, 13 DEX, claws (1d4)
energy that causes d6 damage, ignoring • Can fly and are unaffected by charms or energy that causes d6 damage, ignoring • Can fly and are unaffected by charms or
mundane armor. mind control. mundane armor. mind control.
• Topple Dolmen: A dolmen begins to glow • Any melee weapon that makes contact • Topple Dolmen: A dolmen begins to glow • Any melee weapon that makes contact
eerily, then levitates from the circle and with the Skeleton becomes momentarily eerily, then levitates from the circle and with the Skeleton becomes momentarily
topples onto a spot within 30', doing 4d6 weightless (next attack is impaired). topples onto a spot within 30', doing 4d6 weightless (next attack is impaired).
Blast damage on a failed DEX save (they Blast damage on a failed DEX save (they
move quite slowly). 9. Chapel of St. Sedge move quite slowly). 9. Chapel of St. Sedge
On Death • Run as written. On Death • Run as written.
• On death their bodies turn to ash, • On death their bodies turn to ash,
leaving only a cloak and staff which reek leaving only a cloak and staff which reek
of arcane energies. 10. Abandoned Priest's Quarters of arcane energies. 10. Abandoned Priest's Quarters
• 1d4 Spellbooks can be recovered from 3 Wormtongues • 1d4 Spellbooks can be recovered from 3 Wormtongues
the ashes of one of their corpses. 4 HP, 1 Armor, acid bite (1d4) the ashes of one of their corpses. 4 HP, 1 Armor, acid bite (1d4)
• Touching the staff for the first time • Critical damage: acid eats at flesh and • Touching the staff for the first time • Critical damage: acid eats at flesh and
causes 1d4 WIL damage. Survivors have clothing. Lose 1 STR per round until causes 1d4 WIL damage. Survivors have clothing. Lose 1 STR per round until
power over the staff, which allows the washed off. power over the staff, which allows the washed off.
bearer to hear the thoughts of others. A Loose Flagstone bearer to hear the thoughts of others. A Loose Flagstone
• Any thorough search will discover the • Any thorough search will discover the
3. Tomb Entrance loose flagstone. 3. Tomb Entrance loose flagstone.
Door • Poison needle trap: suffer 1d4 STR Door • Poison needle trap: suffer 1d4 STR
• Two normal PCs must make a successful damage and fall unconscious for 1d12 • Two normal PCs must make a successful damage and fall unconscious for 1d12
STR save per attempt to move the slab. minutes. STR save per attempt to move the slab. minutes.
• Breaking the slab is easier provided the • Hold Person: Target is paralyzed until they • Breaking the slab is easier provided the • Hold Person: Target is paralyzed until they
PCs have the equipment and time (see succeed a WIL save. Undead are not PCs have the equipment and time (see succeed a WIL save. Undead are not
notes about the noise). affected. See rules for Scrolls in the SRD. notes about the noise). affected. See rules for Scrolls in the SRD.
• Holy wafers: Anyone eating a single wafer • Holy wafers: Anyone eating a single wafer
4. A Hole in the Earth provides an immense sense of well- 4. A Hole in the Earth provides an immense sense of well-
• DEX save to avoid being heard by the being and peace. Eating three or more • DEX save to avoid being heard by the being and peace. Eating three or more
worms. causes the person to fall into a deep sleep worms. causes the person to fall into a deep sleep
for 1d4 hours. for 1d4 hours.
11. Statues With Weapons Dolmenwood Goblin 11. Statues With Weapons Dolmenwood Goblin
7 Statues of Footmen 4 HP, 1 Armor 8 STR, 11 DEX, 8 WIL, spear 7 Statues of Footmen 4 HP, 1 Armor, 8 STR, 11 DEX, 8 WIL, spear
• The longsword is two-handed and does (d6), Spells (once per day): • The longsword is two-handed and does (d6), Spells (once per day):
d8+d8 damage. • Charm Person: Target sees caster as a friend d8+d8 damage. • Charm Person: Target sees caster as a friend
• Mace/spear: d8 damage; the rest do d10. until they succeed a WIL save. • Mace/spear: d8 damage; the rest do d10. until they succeed a WIL save.
Mould-Patched Walls • Darkness: Creates a shroud of magical Mould-Patched Walls • Darkness: Creates a shroud of magical
• Raises a cloud of spores. Everyone within darkness in a 15' radius. • Raises a cloud of spores. Everyone within darkness in a 15' radius.
10' makes a WIL save or suffer 1d4 STR • Sleep: A creature you can see falls into a 10' makes a WIL save or suffer 1d4 STR • Sleep: A creature you can see falls into a
damage and be stricken with violent light sleep. damage and be stricken with violent light sleep.
coughing and choking for 1 turn. • Phantasmal Force: You create a convincing coughing and choking for 1 turn. • Phantasmal Force: You create a convincing
illusion in the mind of a living creature, illusion in the mind of a living creature,
12. Hall of Hounds stimulating sound, touch, and 12. Hall of Hounds stimulating sound, touch, and
Stone Hounds temperature as if it were real. A WIL save Stone Hounds temperature as if it were real. A WIL save
16 HP, 3 Armor, 16 STR, 12 DEX, 1 WIL, bite is required to break the vision. 16 HP, 3 Armor, 16 STR, 12 DEX, 1 WIL, bite is required to break the vision.
(1d8) • Pouch of Limitless Fungi: as written. (1d8) • Pouch of Limitless Fungi: as written.
• Chained (can't leave the room). • Chained (can't leave the room).
17. Fairy Kitchen 17. Fairy Kitchen
• Only harmed by magic. Unaffected by • Only harmed by magic. Unaffected by
charms or mind control. Frost Elf Cooks charms or mind control. Frost Elf Cooks
8 HP, 9 STR, 13 DEX, 12 WIL, knife (d6), 8 HP, 9 STR, 13 DEX, 12 WIL, knife (d6),
13. The Knight's Tomb rolling pin (d4) 13. The Knight's Tomb rolling pin (d4)
The Ghost of Sir Chyde 18. Wedding Feast The Ghost of Sir Chyde 18. Wedding Feast
26 HP, 3 Armor, 14 STR, 16 DEX, 18 WIL, 16 HP, 3 Armor, 14 STR, 16 DEX, 18 WIL,
aging touch (1d6) Frost Elf Guards and Knights aging touch (1d6) Frost Elf Guards and Knights
• Abilities as written. 11 HP, 2 Armor, 8 STR, 13 DEX, 14 WIL, spear • Abilities as written. 11 HP, 2 Armor, 8 STR, 13 DEX, 14 WIL, spear
or lance (d8) or lance (d8)
Stone Coffer Stone Coffer
Ring of Soul-Binding: as written; unwilling Frost Elf Nobles Ring of Soul-Binding: as written; unwilling Frost Elf Nobles
must make a WIL save 11 HP, 1 Armor, 8 STR, 13 DEX, 14 WIL, icicle must make a WIL save 11 HP, 1 Armor, 8 STR, 13 DEX, 14 WIL, icicle
dagger (d6), a Spellbook (see below): dagger (d6), a Spellbook (see below):
14. Warded Pool. • Sleep: A creature you can see falls into a 14. Warded Pool. • Sleep: A creature you can see falls into a
• Run as written. light sleep. • Run as written. light sleep.
• Hold Person: Target is paralyzed until they • Hold Person: Target is paralyzed until they
The Fairy Prison succeed a WIL save. Undead are not The Fairy Prison succeed a WIL save. Undead are not
affected. affected.
Random Events 19. The Princess's Bedchamber Random Events 19. The Princess's Bedchamber
Frost Elf Knights Princess Snowfall-at-Dusk Frost Elf Knights Princess Snowfall-at-Dusk
• See Frost Elf Knights. 16 HP, 1 Armor, 8 STR, 15 DEX, 16 WIL, icicle • See Frost Elf Knights. 16 HP, 1 Armor, 8 STR, 15 DEX, 16 WIL, icicle
Goblin Sleigh-rider dagger (d6), Spellbooks : Goblin Sleigh-rider dagger (d6), Spellbooks :
• See Dolmenwood Goblin. • Charm Person: Target sees caster as a friend • See Dolmenwood Goblin. • Charm Person: Target sees caster as a friend
until they succeed a WIL save. until they succeed a WIL save.
Winter wolves Winter wolves
5 HP, 14 STR, 12 DEX, bite (d8) • Sleep: A creature you can see falls into a 5 HP, 14 STR, 12 DEX, bite (d8) • Sleep: A creature you can see falls into a
light sleep. light sleep.
15. Tower on a Frozen Lake • Hold Person: Target is paralyzed until they 15. Tower on a Frozen Lake • Hold Person: Target is paralyzed until they
• Run as written succeed a WIL save. Undead are not • Run as written succeed a WIL save. Undead are not
affected. affected.
16. Entrance Hall • Invisibility: Target is completely invisible to 16. Entrance Hall • Invisibility: Target is completely invisible to
Dolmenwood Troll non-magical creatures until they attack. Dolmenwood Troll non-magical creatures until they attack.
24 HP, 2 Armor, 17 STR, 9 DEX, 12 WIL, 14 HP, 2 Armor, 17 STR, 9 DEX, 12 WIL,
moss fists (d10) moss fists (d10)
• Moss growth: as written. • Moss growth: as written.
• Regeneration: regains 3hp per round, and • Regeneration: regains 3hp per round, and
even severed limbs are reattached. If even severed limbs are reattached. If
killed, will regenerate and fight again in killed, will regenerate and fight again in
2d6 minutes. 2d6 minutes.

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