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3 Whitespawn Berserkers MM4 CR 6<br />
hp 93 (8 HD)<br />
Whitespawn hunter barbarian 2<br />
CE Medium monstrous humanoid (cold, dragonblood)<br />
Init +6; Senses darkvision 60 ft., low-light vision; Listen +8,<br />
Spot +6<br />
Languages Common, Draconic<br />
AC 17, touch 10, flat-footed 17; uncanny dodge<br />
Immune cold, paralysis, magic sleep effects<br />
Fort +12, Ref +8, Will +9<br />
Weakness vulnerability to fire<br />
Speed 30 ft. (6 squares) in breastplate; base speed 40 ft.<br />
Melee mwk spiked chain +16/+11 (2d4+10/×3) or<br />
Melee handaxe +15/+10 (1d6+7/×3)<br />
Ranged mwk composite shortbow +11/+6 (1d6+5/×3)<br />
Space 5 ft.; Reach 5 ft. (10 ft. with spiked chain)<br />
Base Atk +8; Grp +15<br />
Atk Options rage 1/day (9 rounds)<br />
Combat Gear oil of magic weapon, 3 potions of bull’s strength,<br />
3 potions of cure light wounds, potion of resist fire<br />
Abilities Str 24, Dex 14, Con 22, Int 6, Wis 12, Cha 13<br />
SQ fast movement, ice step<br />
Feats Alertness, Improved Initiative, Track<br />
Skills Listen +8, Ride +4, Spot +6, Survival+8<br />
Possessions combat gear plus +1 breastplate, masterwork<br />
spiked chain, handaxe, masterwork composite shortbow<br />
(+5 Str bonus) with 20 arrows, 5 adamantine arrows, 10<br />
cold iron arrows, cloak of resistance +1, hemp rope (50<br />
feet), 10 pitons, ivory token of Tiamat worth 200 gp<br />
Ice Step (Ex) Whitespawn berserkers ignore all movement<br />
penalties associated with snow or ice on the ground. They<br />
always succeed on Balance checks against effects caused<br />
by ice or by spells or special abilities that have the cold<br />
descriptor.<br />
FEATURES OF THE AREA<br />
Ice Slick: A flat patch of very slick ice lies in front of the<br />
entrance, extending outward 10 feet from the northern snow<br />
pile. All movement costs are doubled while traversing the ice<br />
slick, and crossing requires a DC 25 Balance check to keep<br />
from falling prone, once every 10 feet.<br />
Snow Piles: Steep slopes of packed snow lead up to the<br />
entrance. The slope and the unsure footing of the deep snow<br />
make movement very slow over the snow piles (movement<br />
costs are tripled). In addition, a creature attacking a target<br />
on an ice slope from a higher tier gets a +1 bonus for being<br />
on higher ground.<br />
Icicles: As well as providing cover for the trolls, the icicles<br />
at the tunnel mouth act as a barricade against intruders. A DC<br />
20 Spot check reveals an easy path through the hanging icicles,<br />
along the eastern side of the entrance. Any Medium or Large<br />
creature trying to take any other path must take a full-round<br />
action to do so and loses any Dexterity bonus to AC during<br />
this round.<br />
ENCOUNTER 4-1<br />
When not raging, a whitespawn berserker has the following<br />
changed statistics:<br />
hp decrease by 16<br />
AC 19, touch 12, flat-footed 19<br />
Fort +10, Will +7<br />
Melee mwk spiked chain +14/+9 (2d4+7) or<br />
Melee handaxe +13/+8 (1d6+5/×3)<br />
Grp +13<br />
Abilities Str 20, Con 18<br />
TACTICS<br />
In the first round, the guards at the gate sound the alarm to<br />
the rest of the temple, then do their best to pick off the PCs<br />
with ranged attacks while they retain their cover behind<br />
the snow and icicles. They will not be drawn out of their<br />
tunnel. The creatures outside the tunnel keep the PCs from<br />
advancing quickly to allow their allies to fire.<br />
Since the guards sounded the alarm during the first<br />
rounds, the longer this fight takes, the better prepared the<br />
cultists are when the PCs finally enter the main cavern.<br />
After the fifth round, consider one main cavern cultist per<br />
round to have taken 20 on Hide and Move Silently checks<br />
to ambush the PCs.<br />
CONCLUSION<br />
The last guards fall back into the main cavern rather than<br />
die where they stand. These guards run through the cavern,<br />
hoping the PCs will follow and be surrounded on all sides<br />
by the community.<br />
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