Kaidan - Frozen Wind

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KD10

FROZEN WIND
An adventure recommended for 5 characters at 5th level

Jonathan McAnulty

K A I D A N
FROZEN WIND
a KAIDAN adventure by Jonathan McAnulty

Designer/Author: Jonathan McAnulty


Cover Artist: Michael K. Tumey
Cartographer: Michael K. Tumey
Illustrator: Michael K. Tumey
Page Layout: Michael K. Tumey
Publisher: Steven D. Russell
Compatibility with the Pathfinder Roleplaying Game, requires Pathfinder Roleplaying Game from Paizo Publishing LLC
See http://paizo.com//pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not
guarantee compatibility, and does not endorse this product.

Kaidan: a Japanese Ghost Story Copyright C 2010, Steven D. Russel, Open Gaming License Copyright C 2007
Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo Publishing LLC, and the Pathfinder
Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing LLC and are
used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/PathfinderRPG/compatiblity for more
information about compatibility license.

This edition is printed and distributed, under license, by Cubicle 7 Entertainment Limited of Riverside House, Osney Mead,
Oxford, OX2 OES, UK. For further information about other Cubicle 7 Entertainment games please check out our website and
forums at http://www.cubicle7.co.uk

Page 1
Table of Contents
Adventure Background Page 2
Adventure Synopsis Page 3
The Introduction Page 4
Beginning the Adventure Page 5
Map of the Monastery Page 7
Miyamakoori Monastery Page 8
Appendix One: New Monsters Page 16
Appendix Two: Pre-generated Characters Page 21
Appendix Three: Gamemaster Aids Page 27

Page 2
Frozen Wind
a Kaidan Scenario for
5th level characters

erection of a shrine and monastery on Mount


Adventure Background Kochiyama. Built in the same crevice in which Ito had
When Koyamata Ito was a young man, in response to awaken, all those years before, the Miyamakoori
a vision of a woman of surpassing beauty, he Monastery now provides spiritual training for over
attempted to scale the peak of Kochiyama-san. As he forty individuals and offers shelter to travelers caught
climbed the mountain, he was caught in an in the frequent mountain storms.
unseasonably fierce snow storm and nearly died. He
remembers little of what transpired that night, but he But the woman of Ito’s vision was not a celestial. She
awoke in a large crevice in the rocks, with a vague is a foul witch, in league with demons, and, though he
memory of being saved by the woman of his vision. does not remember it, Ito struck a deal with this entity
Driven by this sequence of events, and deciding that in exchange for his life. He promised his own life and
the woman was surely one of the celestial kami, Ito the lives of those sworn to him. It has been fifty years
became a yamabushi and dedicated his life to the since that bargain was made, and the yuki-onna’s
night for reaping is at hand.
Page 3
Adventure Synopsis bodies of the monks. If she is not driven away, the
The player characters, driven by personal agendas, monastery which once offered safety to travelers is
take refuge in the Miyamakoori monastery, as a destined to be a place of frozen terror. As the
fierce, unseasonal snowstorm begins. Fed by the characters confront her, she flees to the
yamabushi monks, and given a place to rest, the monastery’s shrine where she begins the process
characters are awakened by screams. They observe of binding the kami shard within to her will.
the death of one of the monks and realize the fires
are dead and that an unnatural cold has invaded all The rooms of the monastery, are presented
the rooms. As the temperature begins to drop, it is individually and fully described, but this
clear that they must relight the fires if they are to adventure is not meant to be run as a dungeon
survive the night. Subsequent investigation reveals crawl. The manner in which the PCs interact with
all the yamabushi monks are dead, and, as the characters a given room depends on the events which have
find the wood for the fires, they are attacked by ice transpired up to that point. The adventure is
demons and then by frozen-zombie monks. The designed to be run as a Three-Act Scenario, with
monastery has been overtaken by an evil snow
certain triggers leading from one Act to the next.
woman, named Rimiko, who years earlier struck a
While you should familiarize yourself with each
pact with Koymata Ito, the head of the monastery.
She is served by the ice demons and the animated room, it is important for you to know which Act

Page 4
you are in as you describe the monastery, and the Encourage the players to familiarize themselves with
events therein, to the players. their characters and their character’s true mission.
Connected with each secret is an in-game goal. If you
The Introduction are using the optional Scoring rules (see Scoring
The scenario begins with the arrival of the PCs to the the Adventure hereafter) completion of a goal is
monastery during the storm. This part of the worth 2 points. Relevant areas in the monastery
adventure (described in Beginning the Adventure) contain a note reminding you of how specific PCs
is merely an introduction and should not be overly might be able to interact with the room.
long. It allows the players to introduce their
characters, meet some of the yamabushi monks, Yamabushi
including Ito, and hear the story of the monastery’s Yamabushi, are holy men, dedicated to the
founding. It ends with the PCs being assigned to study of nature and the reverence of the kami
rooms in the shrine complex. which inhabit the world. In Kaidan, yamabushi
are an archetype of the paladin class. Though
Act One: Death and the Quest for Fire this module refers yamabushi as monks, the
Act One begins with the PCs being awoken by the word monk should, in this context, be
screams of a young man, Shikigawa-san, who is understood as a religious term, not as a
sharing the cell with one of the PCs. He writhes and reference to the RPG class.
twists and then dies, frost forming on his lips.
Meanwhile, all the fires in the complex have gone
out. The temperature begins falling. The PCs should Scoring the Adventure
be compelled to investigate or find firewood. Either If you are using this adventure as a one-shot
way, their wanderings lead them into a confrontation scenario, the acquisition of XP by the PCs is not a
with ice demons (koori no oni) in the middle of the viable reward for success. Though the adventure
complex. The defeat of the koori no oni signals the itself offers the thrill of survival and the
beginning of the second act. exhilaration which comes from facing unknown
dangers in a rapidly freezing oriental monastery;
Act Two: The Frozen Dead if you wish to offer your players a further reward,
Act Two begins with the PCs having defeated the ice consider keeping a score of how well each
demons in Areas 9 and 12. When these creatures character does in a variety of areas. At the end of
are defeated, the dead yamabushi rise as mukuro- the game, the player with the highest score is
koori, animated frozen corpses similar to zombies. deemed the “winner.” This is an especially useful
The western wing of the monastery, in particular, is thing if you are playing at a convention in which
overrun with these corpses. Meanwhile, the PCs are one person gain prizes by “winning” the game.
made aware of Rimiko as she flies inot Ito’s room,
laughing with delight. This particular act can last as Award points as follows:
long or as short as need be. Surviving the Adventure (any PC) +3 points
Accomplishing the PC’s IC goal (any PC) +2 points
Engaged in “In Character” banter (any PC) +1 point
Act Three: The Snow Woman’s Wrath Zombie Killer Award (1 PC) +2 points
Act Three begins when the characters enter Area Die-Hard Award (1 PC)` +2 points
23. After a confrontation with the PCs, the yuki- Critical Award (1 PC) +1 point
onna from Area 23 to Area 10, moving from there
to Area 15, where she begins a ritual to bind the The Zombie Killer award goes to the Character
kami-shard contained in the shrine. As the PCs rush who kills the most mukurokoori. The Die-Hard
to stop her, they are slowed by the snow woman’s award is given to the character who takes the
servants: Ito, who rises as a Frost Wight, an ice most amount of damage in the adventure without
demon and the mukurokoori. The third act ends actually dying. The Critical award is given to the
when the yuki-onna is either destroyed or chased off. character who achieves the most critical hits
during the game.
The Player Characters
Eight pregenerated PCs are included with this So that keeping score does not detract from the actual
scenario. While it is not strictly necessary to use game experience, a score sheet has been provided at
these characters, you are encouraged to do so, as the end of this module in GM Aids to facilitate easily
they reflect character options available to Kaidanese keeping track of necessary information.
PCs. Each Pregenerated character also has a personal
mission which might affect how the scenario unfolds.

Page 5
Running the Adventure in Three Acts Act One: Death and the Quest for Fire
As Act One beings, all the fires in the monastery go
Beginning the Adventure out and there is a sudden drop in the temperature
Choose one of the players to use as a foil for the throughout the monastery. As the temperature
beginning of the adventure. This character is the last hovers just above freezing, all the yamabushi
of the PCs to arrive at the monastery. The others are oathsworn to Koyamata Ito, have their bodies
already inside Area 5, the dining hall. There they claimed by the forces of Jigoku (hell). As their souls
are seated with the other visitors to the monastery. are ripped from their bodies and sent into Yomi (the
Read or paraphrase the following. land of the dead), their bodies begin to freeze.

The heavy snow continues to fall as the gates of the Shikigawa-san, who is sharing the cell with one of
Miyamakoori Monastery swing open for you. the PCs, yells in pain as he writhes and and twists
Already, over half a foot of snow has accumulated and then dies, frost forming on his lips. He is not
on the mountain trail and it looks to only get worse alone. All throughout the monastery, the monks
as night deepens. Beyond the gates, warm fire light are supernaturally slain and, for a few minutes,
floods out of the complex. Two of the yamabushi
their screams echo though the halls and corridors.
monks who inhabit the monastery stand by the
gate. Though they grip naginata and are armored
in dark blue armor, they seem pleased enough to see Meanwhile the temperature in the complex
a guest and they welcome you in. continue to fall unnaturally fast. The temperature,
when events begin, has already fallen to 42 degres
One of the young monks, introduces himself as F. It continues to lose a degree a minute, for forty
Shikigawa, offers to lead you to the dining room, five minutes, until the temperature inside matches
where dinner is being served, and where you the temperature outside - a chilling -2 degrees F.
petition the head of the monastery, Koyamata Ito, As soon as the temperature drops below 40 degrees,
for a room for the night and shelter from the storm. the unprotected characters must make a DC
He confides that he dubts this will be a problem, as Fortitude save or take 1d6 points of nonlethal cold
there are already several other guests here. You damage. Characters with the Survival skill may
pass quickly by what appears to be a small but well make a DC 15 Survival check to add +2 to their
tended meditation garden. A turn to the left and you Fortitude save. They may add this bonus to one
pass through a large hall and then through a door other character for every point by which their
and into the western wall of the crevice. Woodwork Survival check exceeded the DC. So long as the
gives way to grey cut stone walls and blue stone temperature hovers between 0 and 40 degrees F,
floors. such a saving throw must be made every hour,
with the DC increasing by +1 for every previous
The dining hall is a fairly noisy place, with
save. As soon as the temperature reaches -1 degree,
something near to fifty individuals talking and
the save frequency increases to once every ten
eating within. Shikigawa shows you to a place on
minutes. Those wearing cold weather outfits need
one of the benches and then excuses himself to
return to his guard duties. check only once every hour, even when the
temperature reaches such depths. Those who take
Seated on the same bench are the remaining cold damage from the temperature are considered
characters. Allow a moment for the players to fatigued until they recover, representing frostbite
introduce their PCs to one another. Following this, and hypothermia. Outside, the snow continues to
Koyamata Ito arrives and introduces himself. He fall heavily and visibility, when not under a roof is
welcomes each of them and inquires as to the reason limited to 10 feet.
for their visit. If the PCs have any questions, allow
them to ask them. Likewise, Ito is always happy to It should be clear to the characters that something
tell the story behind his founding of the monastery. unnatural is underway and that, unless they can
Telling the story now helps set the scene for the find heat, they are to slowly succumb to the
Third Act. growing cold. As they search the complex, they
should eventurally see the demons in the midst of
Following dinner, the characters are shown to their the monastery. If they refuse to move, you should
rooms (Areas 1a). Shortly therafter, Shikigawa-san feel free to have the oni find them. Regardless, the
enters one of the cells, lays down and Act One begins. defeat of the koori no oni in Areas 10 and 13
signals the beginning of Act Two. The introduction
and the Act One should take between 1 and 2 hours.

Page 6
Act Two: The Frozen Dead need to keep track of how many minutes it takes
As Act Two begins, the forces of Jigoku act once for the PCs to reach the shrine.
more, this time raising the bodies sworn to them and
animating them as mukurokoori. Initially, these If the PCs defeat the oni in the main hall, Rimiko
corpses only move when warm, living creatures ceases her ritual and turns her attentions to
approach. The exact way in which Act Two plays defeating the characters.
out is largely dependant on the PCs and how
diligently the characters attempt to pursue their
private goals. If the PCs make their way to Area 24,
on their own, there is no need to prod them there.
However, if they need to made aware of the need,
they should either see Rimiko or hear her as she flies
to Ito’s room. You should not allow Act Two to last
longer than about an hour and if it does so, you
should take steps to move the PCs into a
confrontation with the yuki-onna.

Act Three: The Snow Woman’s Wrath


As soon as the characters enter Area 24, Act Three
begins. The yuki-onna puts up a brief fight and then
flees through the balcony and down to the garden,
entering thereafter into the shrine. Using her Jigoku
granted control of the mukurokoori, she calls her
undead to begin moving towards the characters. She
causes Ito to rise as a frost wight and stations a
powerful koori no oni outside the shrine in order to
grant her more time. Her goal is to perform a dark
ritual to bind the kami-shard in the shrine to her will.

If she completes her ritual, the PCs will have a much


harder time surviving, as the kami manifests as a
bear-shaped ice elemental.

If the PCs move quickly to defeat Ito, they can


possibly reach the shrine before the slow moving
mukurokoori arrive. If they are too slow, they find
themselves having to fight or avoid any of the undead
they have not already dispatched. You should not
hesitate after a minute or two of time has passed, to
have the undead pouring out of the western quarters
into the center of the monastery. The ritual takes 10
minutes for Rimiko to complete and you will need to

Weapons of Kaidan
Cost Dmg (s) Dmg (m) Critical Weight
Naginata 15 gp 1d8 1d10 x3 10 lbs.
Katana 80 gp 1d8 1d10 18-20/x2 7 lbs.
Wakizashi 55 gp 1d4 1d6 18-20/x2 3 lbs.

Naginata The naginata is a two handed martial weapon similar to a glaive and can be used as a weapon
granting reach by anyone proficient with martial weapons. Those proficient with the naginata as an exotic
weapon can use it against adjacent foes, but enjoy an increased threat range of 19-20/x3 against non-
adjacent foes.
Katana The katana functions in all ways as an Elven Curved Blade.
Wakizashi The wakizashi does slashing damage., but is otherwise mechanically identical to rapier.

Page 7
Page 8
The Miyamakoori Monastery Act One Overview
The six bodies of the monks lay here. Each corpse is
marked on the map here and throughout the complex.
The Western Quarters
The rooms and corridors built into the crevice are Act Two and Three Overview
fashioned of carved stone. Doors are of sturdy wood, The yamabushi in this area have risen as mukuro-
but have no locks. The floors are all of inlaid stone koori. If the PCs are present, they animate and attack.
polished blue stones, which contrast nicely with the
grey stone walls. Heat is uniformly provided by wood Creatures
fires, as noted in individual rooms.
There are, after Act One, six mukurokoori. They do not
animate all at once, if the PCs are in the area., but
Area 1: Cells (CR 5, XP 2400) awaken one or two a round as they register the heat of
Each cell is a five foot wide, seven foot long room of the PCs.
stone. Heat comes from the firepit at the end of the
central hall between the cells. Behind the firepit is a Mukurokoori (12) CR 2 (XP 600)
statue of a beautiful woman, her hands folded in
AC 15
prayer and a kindly smile on her face. This statue or
ones like it are found throughout the monastery. hp 16
Smoke from the fire is drawn up into a chimney pipe.
Treasure
Act One: Overview Each yamabushi initiate keeps his personal gear in his
The characters are given rooms for the night in this cell. Each man has a masterwork sword, a masterwork
area (1a and 1b). The other cells are occupied by naginata, a suit of banded armor and a sack containing
yamabushi initiates. One of the initiates, a jovial personal belongings and 1d10 gold coins.
young man nichnamed Shikagawa-san (his real
name is Shikato) is forced to sleep in one of the same Area 3 - Waste Pit
rooms as the PCs. His death begins the first act. Steps lead down to a well like opening in the earth. The
stench from the hole makes it clear fresh water is not
Act Two and Three: Overview to be found down this pit. Rather, offal, waste and trash
The four yamabushi initiates in this area have risen are tossed down into the depths. The pit is 50 feet deep,
as mukurokoori. If the PCs are present, they animate with a large cavernous chamber at the bottom, but it is
and attack. otherwise harmless.
Creatures
There are, after Act One, four mukurokoori in this Area 4 - Bath (CR 4 XP 1200)
area. They do not all animate at once, if the PCs are The waters in this bath are normally kept perpetually
in the area, but awaken one or two a round as they warm by arcanely heated rocks on the bottom of the
register the heat of the PCs. pool. Area 4a is the monastery’s toilet.

Mukurokoori (4) CR 2 (XP 600) Act One Overview


AC 15 The forces which extinguish the monastery’s fires and
hp 16 lower the heat throughout the complex also extinguish
the rocks heating the pool. A single corpse floats in the
Treasure water as the freezing water begins to form ice. Any
Each yamabushi initiate keeps his personal gear in character who falls into the water must make a DC 15
his cell. Each man has a sword, a naginata, a suit of Fortitude save or take 1d6 points of non-lethal cold
studded leather armor and a sack containing damage. Characters remaining in the water for longer
personal belongings and 1d10 silver coins.
than a minute must make another save each minute,
with the DC increasing by +1 per previous save.
Area 2 - Cells (CR 7+, XP 3600)
These areas are structurally identical to each other Act Two and Three Overview
and to Area 1. The monks in this area are more The two bodies in this area are animated as mukuro-
senior than those in Area 1. Each cell houses a koori. If the PCs are in the area, they both awaken and
single monk, though they are not all present.
attack them.

Page 9
Creatures Creatures
There are, after Act One, two mukurokoori in this There are, during Act Two, two mukurokoori in this area.
area. The frozen corpse from the toilet will attempt Mukurokoori (2) CR 2 (XP 600)
to bullrush a PC into the freezing waters if possible.
AC 15
Mukurokoori CR 2 (XP 600) hp 16
AC 15
hp 16 The mukurokoori are joined, in Act Three by a koori
no oni.
Area 5 - Dining Lecture Hall
(CR 2 XP 600) Koori no oni CR 5 (XP 1600)
This area serves a dual purpose in the monastery. The AC 20
monks take their meals here. They also gather in this hall hp 47
to listen to spiritual lectures delivered by the monastery
officers. This is the room in which the PCs first meet. Treasure
There are 50 gp worth of spices in the kitchen and the
Act One Overview pantry, though it takes a successful DC 15 Appraise or
A single monk is animated as a mukurokoori and Profession (cooking) check to determine which spices
attacks the PCs as they come near. actually have value. There is enough food in the bottom to
feed 40 people for 30 days.
Act Two and Three Overviews
A single lone monk lies dead on the floor. The food
frozen in his hand indicates he was having a late- Scaling the Adventure
night snack
As written, this scenario is well suited to a
Creatures party of five 5th level characters. A smaller
The single mukurokoori is the lone danger in this room. group is likely to find the adventure deadlier. If
you have only four PCs, consider giving each
Mukurokoori (4) CR 2 (XP 600) character an extra potion of cure moderate
AC 15 wounds. For groups containing only two or
hp 16 three characters, eliminate the cold aura from
each monster and add the young simple
Area 6 - Kitchen template instead.
(CR 4, XP 1200; CR 5 XP 1600)
This is the monastery’s kitchen. A counter against
the far wall holds knives, pans, clay bowls, and small The Central Halls
spice containers. There are two cooking ovens The rooms and corridors which comprise the central halls
against the east wall, both cold. Area 6a is the food are all of wood, with sliding doors and windows in most of
pantry, designed in such a way as to remain cold. It the enclosed rooms. Some of the areas, such as the
contains a frigid spring, barrels of foodstuff, dried walkway around the Garden of Meditation and the
haunches of meat, salt, spices, and a multitude of Entrance Walkway, are roofed areas open to the elements.
sealed clay vessels, each containing perserved food. All the wooden pillars in the area are painted blue, and the
ceramic tiles of the roofs are likewise blue in color. The
Act One Overview rooms, unless otherwise noted, are heated with oil brazers.
Two monks lie dead in the kitchen. They were in the
middle of preparing for the morrow’s meal when
they were struck dead. There is enough wood Area 7 - Large Training Hall (CR 2 XP 600)
between the two stoves for an hours worth of fire. This hall is used for large group exercises which do not
involve weapons. The hall is devoid of furnishings, though
Act Two Overview the walls are all hung with silk tapestries featuring the
The two monks animate as mukurokoori and attack stylized image of a beautiful woman, dressed in whihte,
anyone entering the area. standing before a snowy backdrop. Though mostly empty,
the immaculately clean hall’s wooden floors have a warm
Act Three Overview luster indicative of many hour of polishing and waxing.
A koori no oni has entered the kitchen and is rooting The southern door, and all the windows, have been flung
around, looking for food, making quite a bit of noise wide open so that the room is frigidly cold. Some snow
as it does so. If it sees the PCs, it assumes they are falls though the window. If the windows are closed, the
suitable for a snack. If the mukurokoori have not room can be heated using the oil braziers at the corners.
been dispatched they animate and assist the oni. There is enough oil for half an hour in the braziers.

Page 10
Act One Overview Area 9 - Stable and Woodshed
A single yamabushi monk lies dead on the floor, This simple building is less ornate than the rest of the
having died while practicing martial moves after monastery. There are three horses in Area 9. Like
others have gone to sleep. the PCs, the forces which brought about the death of
the monks did not affect them, though the growing
Acts Two and Three Overview cold, or the oni, might eventually. The skittish horses
The monk is animated as a mukurokoori neigh loudly, for they smell the ice demon in the
Garden of Meditation. Calming the horses requiers a
Creatures DC 18 Handle Animal check. Area 9a is the
In act two, the dead monk is animated as a mukuro- woodshed and has enough wood to last the full
koori. monastery several days. It also has ten 10 gallon clay
vessels full of tar-oil for burning in the braziers in the
Mukurokoori CR 2 (XP 600) central halls.
AC 15
hp 16 Development
IF it has not already been dealt with, a successful DC
Development 14 Perception check allows the PCs to notice
From this room, the PCs can easily see the heavy movement of the ice oni in the Garden of Meditation,
snow falling outside. Despite the snowfall, the Area 10.
woodshed (Area 9a) is visible twenty five feet to the
south. Once entering this area, the cold is more Area 10 - Garden of Meditation
noticeable and the characters likely have to make
their Fortitutde saves against the cold. The horses in CR 5, XP 1600; CR 4, XP 1200)
the stable can be heard neighing liudly. A stone path encircles a pool of water in the small, but
serene garden. Four identical statues, carved in the
Area 8 - Small Training Hall familiar beautiful woman look on from the four
corners of the garden. The garden is open to the frozen
This hall is used for smaller group exercises or
air and unprotected characters must make Fortitude
private, one on one training sessions. The hall is
saves against the cold while in the garden. Snow, a foot
furnished identically to Area 7 and also oil braziers
deep, covers the ground, affecting movement.
for heat. The windows and doors of this room are not
currently open.

Page 11
Act One Overview yard blows across the walk, making the stones slick.
It is likely that the first opponent encountered by the Moving full speed on the walk requires a DC 10
characters met here; a koori no oni examining the Acrobatics check to prevent falling.
bodies of two dead monks and enjoying the cold air.
Act One Overview
Acts Two and Three Overview Two monks, having been on guard duty, lie here dead.
The two dead monks animate as mukurokoori.
Acts Two and Three Overview
Creatures The two dead monks animate, attacking any living
The koori no oni is nine feet tall, with a single pale horn creatures which approach the walk. Outside the gate,
in the midst of his forehead. His light blue skin contrasts the snow has blown hard and deep against the gate,
with his dark blue armor, which is enchanted. making it practically impossible to open.

Koori no Oni CR 5 (XP 1600) Creatures


AC 21 9 (+5 armor) The two mukurokoori are armored, increasing their
hp 47 AC. Their masterwork halberds remain on the ground
Gear +1 studded leather armor when the undead attack.

The two mukurokoori are also armored, increasing Mukurokoori (2) CR 2 (XP 600)
AC. While they were armed with masterwork AC 20
naginata in life, in undeath they neglect these, hp 47
leaving them on the snow covered ground.
Treasure
Mukurokoori CR 2 (XP 600) The two monks having been on guard duty wore
AC 21 (+4 armor) masterwork banded mail and carried masterwork
hp 16 naginata.

Treasure Area 13 - Grand Hall (CR 7 XP 3200; CR 2


The two monks, having been on guard duty, wore
masterwork bonded mail and carried masterwork
XP 600; CR 6 XP 2400)
naginata. The koori no oni possesses large sized +1 This ornate hall features wooden pillars the length of
studded leather. the hall, a lavishly carved wooden throne upon a dais
and balconies which run the length of the east and
Development west walls. The grand hall is used to entertain
In Act One if they have not been dealt with, a DC 14 important visitors and to conduct official monastic
Perception check alerts the characters to the ceremonies. Each pillar bears a different golden
presence of ice oni in the Grand Hall (Area 13). If weapon upon its surface, though these weapons are
the two ice demons in the hall have already been purely ceremonial and scarcely meant to be used in
dealt with, killing the one in the garden causes Act battle. Lamps hang near each pillar, their fires
Two to begin. currently out, and a series of oil braziers beneath each
balcony, when lit, provide heat for the room.
Area 11 - Entrance Hall Act One Overview
This enclosed room has no windows. Benches rest Two ice demons finger the golden weapons. They
against both the east and west walls. Folding screens on contemplate removing them, but are fearful their
either side of the southern door display mountain scenes mistress would be upset if they marred the pillars.
and a beautiful, white-haired woman striding through They attack the characters on sight. A dead monk,
the snow, beautific light behind her. Two oil braziers on struck dead while trying to extinguish lamps, lies on
either side of the northern doors provide heat for the the floor.
room, though both are currently empty of oil.
Act Two
Area 12 - Entrance Walk (CR 4 XP 1200) The dead monk animates as a mukurokoori
Though massive, the heavy carved gates of the
monastery swing easily opened when not barred. The Act Three
entrance walk is an open-air structure, a peaked roof Following the first confrontation with the yuki-onna, a
supported by wooden pillars. Just outside the walk, powerful koori no oni (advanced simple template)
four statues, each an identical carving of a beautiful moves into this area to guard the entrance of the shrine.
woman, stand, facing out. The snow in the monastery

Page 12
Creatures Act Three
The two oni in this room in the first Act are a Following her confrontation with the PCs in Area 24,
mismatched pair. The first is shorter and broader the yuki-onna flees into this room to corrupt and
and the second is taller and leaner. They are each awaken the shard of the kami contained in the mirror.
armed with an enchanted weapon. The ritual takes her ten minutes. If she is not
interrupted before the end of it, a great ice elemental is
Koori no Oni (2) CR 5 (XP 1600) awoken and bound to the service of the yuki-onna. If
AC 20 (+5 armor) interrupted, the yuki-onna makes one last stand, helped
hp 47 by any mukurokoori she can yet summon to the room.
Melee +1 glaive +11 (2d8+8 plus 1d6 cold)
Creatures
Mukurokoori CR 2 (XP 600) See Area 24 for a complete description of the Yuki-
AC 20 (+5 armor) Onna.
hp 16
Rimiko, Yuki-Onna CR 7 (XP 3200)
Advanced Koori no Oni CR 6 (XP 2400) AC 25
AC 24 hp 58
hp 57 Morale Rimiko fights until reduced to less than
Melee +2 glaive +14 (2d8+12 plus 1d6 cold) 10 hp, at which point, she attempts to flee in her
Combat Gear potion of cure moderate wounds. elemental form. If forced to flee, she does not
Gear +2 glaive return (for another 50 years anyway.)

Treasures If awakened, the kami shard of the shrine manifests as


The dead monk is wearing masterwork scale mail, and a huge ice elemental in the shape of a great bear.
has a masterwork katana attached to his belt. The
instrument with which he extinguishes the lamps is Kami Avatar, Huge Ice Elemental CR 7 (XP 3200)
solid gold and worth 100 gp. The first koori no oni carry NE Huge outsider (air, cold, elemental, extraplanar,
+1 glaives. The advanced koori no oni has a potion of water), (Bestiary 2)
cure moderate wounds and a +2 glaive. The golden Init +7; Senses darkvision 60 ft., snow-vision;
weapons are each worth 200 gp, though removing them Perception +13
form the pillars takes 1d4 minutes each.
Defense
Development AC 20, touch 12, flat-footed 16 (+3 Dex, +1 dodge, +8
If the oni in Area 10, in Act One, has already been natural, -2 size)
defeated, killing these two oni begins Act Two and the hp 95 (10d10 +40)
dead monk is animated as an undead mukurokoori. Fort +11, Ref +10, Will +3
DR 5/-; Immune cold, elemental traits
Area 14 - Outer Shrine Weaknesses vulnerable to fire
For most of the year, nobody actually enters the
inner shrine, Area 15, and most religious functions Offense
are performed in this chamber. The room contains Spd 20 ft., burrow (ice and snow only) 20., swim 60 ft.
two wooden pillars, a stone bowl of wash-water Melee 2 slams +15 (2d6+7 plus 1d8 cold)
(currently frozen solid), two braziers (unlit), a small Space 15 ft.; Reach 15 ft.
altar shrine, and two wooden stands upon which Special Attacks numbing cold DC 15
religious texts can be placed.
Tactics
Area 15 - Inner Shrine During Combat Angered at being bound, the kami
avatar fights unthinking, smashing into any foe it is
(CR 7 or 9; XP 3200 or 6400) directed at.
This large room is mostly empty and rarely entered. Morale The elemental will not retreat nor surrender,
A large concave mirror rests on an altar near the and fights until destroyed.
north wall. The room is never heated and there is not
means for doing so. Oil lamps hang near each of the Statistics
four pillars. They are full of oil, but unlit. Str 24, Dex 16, Con 19, Int 6, Wis 11, Cha 11
Base Atk +10; CMB +19; CMD 33 (can’t be tripped)
Act One and Two Feats Cleave, Dodge, Great Cleave, Improved Initiative,
The doors to this room are locked (Disable Device Power Attack.
DC 20; hardness 5; 20 hp; DC 25)

Page 13
Skills Intimidate +13, Knowledge (planes) +11, Area 16 - Hall of Warriors
Perception +13, Stealth +8, Swim +13 This hall is much like Area 7, except that the hangings
SQ ice-glide (moves through ice), icewalking (spider on the wall each bear the image of a renowned warrior.
climb on ice) This hall is used for weapon training.

Special Abilities Area 17 - Armory


Numbing Cold (Su) When the avatar deals cold This room contains racks of weapons and armor,
damage to a creature, that creature must succeed on enough to equip a hundred men. While most of the
a DC 15 Fortitude or be staggered for 1 round. weapons are swords, bows, spears and halberds, there
is at least one example of every kind of simple and
Treasure martial weapon in the room and a variety of exotic
See Area 24 for the treasure carried by Rimiko. weapons as well. You should allow characters looking
for a particular kind of weapon to find it somewhere in
Development the room if they look hard enough.
Defeating the yuki-onna in this room completes the
adventure. The Eastern Quarters
The room and corridors built into the eastern wall of
the crevice are all of carved stone. Doors are sturdy
wood and unlike the doors of the Western Quarters, all
possess locks (Disable Device DC 18; Hardness 5; hp
20; Break DC 25). The floors are all of inlaid polished
blue stones, which contrast nicely with the grey stone
walls. Heat is uniformly provided by wood fires and
each room has its own fireplace.

Area 18 - Hall of Statues


Beyond the door into the Eastern Quarters, a series of
alcoves, four to the north, and four to the south, contain
statues standing guard. The four statues on the
northern wall are of the beautiful woman featured
thoughout the monastery. The four statures on the
southern wall are carved in the likeness of four
yamabushi warriors, each holding a different weapon.

Area 19 - Empty Rooms


Both of these bedrooms are similarly furnished. The
first belongs to the monastery’s librarian and the
second to it’s chief historian. These two good friends lie
dead in Area 22. Each contains a futon mattress, a
mannequin holding banded armor, a weapon rack, and
a chest containing clothes and personal effects.

Treasure
The armor in each room is +2 banded armor. Among
the weapons in the northernmost room is a +1 flaming
katana and the weapon rack in the southernmost room
holds a +1 longbow and 20 arrows. Each chest has,
besides clothing, 2d20 gp.

Area 20 - Toyama Dishuko’s Room


Dishuko is the monastery’s master at arms. His room is
spartan except for a single grass mat besides his futon.
He keeps belongings in a sack in the corner. His swords
hang above his bed from a hook.

Act One Overview


Dishuko lies dead in his bed.

Page 14
Acts Two and Three Overview Act One Overview
Dishuko, like his subordinates, animates as a mukuro- Two older monks lie dead and frozen next to a small
koori, but his body is so strong, he is stronger as an table atop which a game of soldiers has been set up.
undead being.
Acts Two and Three Overview
Creatures The two monks animate as mukurokoori.
Apply the advanced simple template to this
Mukurokoori. Creatures
Though older than any of the other inhabitants, the
Mukurokoori CR 5 (XP 800) undead forms of the two gentleman are no different in
AC 19 abilities than any of the other mukurokoori.
hp 22
Mukurokoori (2) CR 2 (XP 600)
Treasure AC 15
Among Dishuko’s clothes is a wooden box covered in hp 16
silk cloth. Within the box is a pearl necklace worth
2000 gp. While his swords radiate magic, they are Treasure
ancestral relics belonging to the Doniya clan and will There are a multitude of valuable books in this room,
not function for anyone not of that clan. A potion of with a combined value of 2500 gp. But cataloging them
cure moderate wounds is found in the clothes. and hauling them is the work of many long hours.

Development Development
The character Tumko’s mission is to kill Dishuko and The book containing the record of births and deaths in
take back the swords he stole years before. Tumko’s the monastery is in this room. Chiyoko’s mission
benefits from his enemy clan bonus when fighting requires her to find this book. If she does so, she finds
Dishuko. Yumishiko’s special modifier is to obtain the name of the priest who brought her to the monastery.
the pearl necklace in the Dishuko room. Finding the book requires 10 minutes and a successful
DC 15 Perception check. Also in the room are the
Area 21 - Sagaki’s Room religious relics, and some are merely valuable items.
Sagaki is Koymata Ito’s second in command. His Though the room is well kept, there is little order to the
room contains his mattress, a desk, and a straw mat placement of items. Antique armors stand next to
on the floor. valuable vases, religious statues hover near a rackof
worn weapons from the first oni war and a painting of
Act One Overview the Imperial family rest in a corner behind a small
Sagaki lies dead in front of his cold fire place, a look kappa built shrine. All told the contents of the room are
of terror on his frozen bearded face. worth 10,000 gp.

Act Two and Three Overview


Sagaki animates as a mukurokoori.

Creatures

Mukurokoori CR 2 (XP 600)


AC 15
hp 16

Development
Sagaki has been in contact with anti-imperial factions,
serving as a middleman. In his room is a letter he is
writing to a group of rebels. Though it is incomplete,
enough has been written to make it clear that the
name of the leader of this group is Himosa Katachi
and that the group operates out of Tsue-jo, on
Yonshu Island. Discovering this letter completes the
missions of both Kazuhiro and Fumio.

Area 22 - Library
This room is full of shelves of scrolls and thick tomes.
Page 15
Area 24 - Koyamata Ito’s Room Koyamata Ito, the Frost Wight CR 4 (XP 1200)
(CR 7 XP 3200; CR 4 XP 1200) Male frost wight
LE Medium Undead (cold)
Koyamata Ito, the founder and head of the Myama-
Init +2; Senses darkvision 60 ft., snow vision;
koori Monastery, dwells in the largest room in the
Perception +8
monastery. The furnishings in the room are expensive,
but tasteful. Ito lives well, but not extravagantly so.
Defense
Like the other monks, he keeps a straw mat on the floor
AC 16, touch 11, flat-footed 14 (+2 Dex, +4 natural)
next to his futon. A dresser, with a small mirror sits
hp 26 (4d8+8)
near to the fireplace. A single wall hanging, besides the
Fort +3, Ref +3, Will +5
stairs, is similar to those in Area 7, though the one in
Defensive Abilities undead traits; Immune cold
Ito’s room shows a young man kneeling before the
Weaknesses resurrection vulnerability, vulnerable to fire.
image of the woman. A shuttered balcony off of the
room overlooks the monastery, allowing a view of most
Offense
of the grounds, including the front gate. The balcony
Spd 30 ft,
sits 25 feet above the floor of the monastery grounds.
Melee slam +5 (1d4 plus 1d6 cold plus energy drain)
Special Attacks create spawn, energy drain (1 level,
Act One Overview
DC 14)
Ito lies dead near to his bed
Tactics
Act Two Overview During Combat Twisted and Insane, Ito tears into
Rimiko, the yuki-onna, flies into this room through the the creature closest to him, fighting until that
balcony and begins to take it for her own. individual is destroyed and then moving on to the
next target.
Act Three Overview Morale Ito fights until destroyed.
When confronted, seriously, by the characters,
Rimiko flees to the Garden and then makes her way Statistics
into the Inner Shrine to awaken the kami. Str 10, Dex 14, Con -, Int 11, Wis 13, Chr 15
Meanwhile Ito animates as a frost wight. Base Atk +3; CMB +3; CMD 15
Feats Dodge, Weapon Finesse
Creatures Skills Intimidate +9, Knowledge (religion) +7,
Those who have seen the statues, tapestries and Perception +8, Stealth +16; Racial Modifiers +8 stealth
screens around the monastery, each feature the Languages Kaidanese
image of a beautiful woman, have seen Rimiko, or a SQ Create Spawn
close approximation thereof. Her fair skin and white
hair create a stunning portrait of beauty, and her Treasure
flowing white robes give her an air of elegance. She is Besides Rimiko’s headband of alluring charsima +2, the
quite evil, however, and very desirous of making the furnishings in this room are worth 500 gp. Koyamata’s
monastery her own habitation. masterwork katana hangs on one wall along with an
efficient quiver full of 20 +1 arrows. A chest containing the
Rimiko, Yuki-Onna CR 7 (XP 3200) monastery’s treasury of 500 gp, and two potions of cure
AC 25 moderate wounds, rests at the foot of the futon. It is locked
hp 58 (Disable Device DC 20) but Ito has the key on him.
Morale If she takes more than 30 points of
damage, Rimiko flees the room in her Development
elemental form, using Acrobatics to move If she manages to flee, Rimiko commands her frozen minions
through the PCs without provoking an attack to arise and move to dealy any following her to the Shrine. On
of opportunity and making her way to the the desk is a book of poetry entitled “The Cranes of the Green
shrine. Cliffs.” Finding and claiming this book completes Suzume’s
Gear Headband of Alluring Charisma +2 (+1 mission. Also on the desk is a diary. The last entry, made
to all DCs) before Ito died noted how much Shika looks like her mother.
Also on the desk is a drawing of Shika’s mother, who
In life, Koyamata Ito was a tall man, unbowed by his reminded the monk of the woman of his vision.
years. His greying hair was cut close to his scalp and
he seldom wore armor, preferring the white and blue Concluding the adventure
robes of the monastic order. In undeath, his Once the yuki-onna is slain or flees, the storm stops
handsome features become twisted and malevolent, and the temperature rises. If there is still time the PCs
his eyes burn with a cold blue flame, and his teeth should finish their quests. Then calculate the Scores.
and nails become sharp, like pieces of glass or ice.
Page 16
Appendix 1: New Monsters

Koori no Oni (Ice Oni) Special Abilities


Frost Aura (Su) A koori no oni radiates an aura of
With a look of manic glee, the blue skinned, rime-
cold. All creatures within 5 feet of the oni take 1d6
covered giant, charges, glaive hled high and surrounded
points of cold damage. Additionally , any melee
by a whirlwind of snow and freezing rain.
weapons used by the koori no oni function as if they
were frost weapons. The koori no oni can suppress this
Ice oni are violent and cruel, though they lack
ability at will.
personal initiative and are seldom a serious threat on
Ice Walk (Ex) The koori no oni can move across icy
their own. Like their cousins the oni brute, koori no
surfaces without penalty and does not need to make
oni are most dangerous when in the service to other,
Acrobatics checks to run or charge on ice or snow.
more capable leaders. Koori no oni will work for any
Icy Sphere (Su) As a standard action, a koori no oni
number of masters, including frost giants, yuki-onna,
can form and throw a sphere of icy force as a touch
and white dragons.
attack with a rang of 35 feet, (25 ft + 5 ft/2 HD), Those
struck by this sphere take 2d6 points of cold damage
Koori no Oni CR 5 (XP 1600)
(DC 13 Fortitude halves). The save is Charisma based
CE Large Outsider (cold, giant, native, oni, shape- Snow Vision (Ex) Koori no oni can see perfectly well
changer) in snowy conditions and does not suffer any penalties
Init +4; Senses darkvision 60 ft.; snow vision; to perception while in snow.
Perception +8
Aura Frost

Defense
AC 20, touch 9, flat-footed 20 (+3 armor, +8
natural, -1 size)
hp 47 (5d10+20); regeneration 3 (fire)
Fort +7, Ref +1, Will +4
Resist Electricity 10; Immune cold, poison
Weaknesses vulnerable to fire.

Offense
Spd 40 ft., fly 30 ft., Ice-walk
Melee masterwork naginata +11 (2d8+7 plus 1d6 cold)
Range icy sphere +5 touch (2d6 cold)
Space 10 ft.; Reach 10 ft.
Special Attacks frost aura, icy sphere (DC 13)
Spell-Like Abilities (CL 15) 3/day - invisibility (DC 13)

Statistics
Str 21, Dex 10, Con 17, Int 8, Wis 11, Chr 12
Base Atk +5, CMB +11; CMD 21
Feats Improved Initiative, Toughness, Weapon
Focus (glaive)
Skills Bluff +9, Climb +13 (+23 on ice covered
surfaces), +4 Stealth
Languages Abyssal (Jigoku dialect), Giant, Kaidanese,
SQ change shape (medium or large humanoid, large
ice elemental; alter self, elemental body II, giant form I)
Gear standard (studded leather armor, masterwork
glaive)

Ecology
Environment cold mountains
Organization solitary, pair, gang (3-4 assorted oni)
Treasure standard

Page 17
Mukurokoori (Frozen Corpse)
The corpse shambling towards you is blue from the
cold and ice is caked on its dead skin. Similar to
zombies, mukurokoori are animated corpses brought
to life in order to serve evil powers of cold and ice.
These icy corpses typically do as they are bid by their
creators. When not given a task, they cease to move,
resting, frozen in postion, until living creatures
approach. Then they begin to move in order to slay
those whose still-living warmth so offends them.

Mukurokoori CR 2 (XP 600)


NE Medium undead (cold)
Init +0; Senses darkvision 60 ft.; Perception +0,
Aura cold

Defense
AC 15, touch 10, flat-footed 15 (+5 natural)
hp 16 (3d8+3)
Fort +3, Ref +1, Will +3
DR 5/bludgeoning; Immune cold, undead traits.
Weaknesses vulnerable to fire

Offense
Spd 20 ft; Ice-walk
Melee slam +6 (1d6+4)
Special Attacks freezing touch

Statistics
Str 19, Dex 10, Con -, Int -, Wis 10, Chr 10
Base Atk +2; CMB +6; CMD 16
Feats great fortitude, toughness

Ecology
Environment any cold
Organization any
Treasure incidental

Special Abilities
Freezing touch (Su) Those struck by the mukuro-
koori slam attack must succeed at a DC 11 Fortitude
save or take 1d6 points of cold damage and 2 points
of Dexterity damage for 1d4 minutes.
Cold Aura (Su) A mukurokoori radiates an aura of
intense cold. All creatures within 5 feet of the
undead monster take 1d6 points of cold damage.
Ice-walk (Ex) The mukurokoori can move across
icy surfaces without penalty and does not need to
make Acrobatics checks to run or charge on ice or
snow.

Page 18
Rimiko (Yuki-Onna)
Page 20
Yuki-Onna (Snow Woman) Orisons (at will) - create snow, crystal symbol, detect
magic, know direction, light, read
Dressed all in white, with pale skin and hair of
magic, resistance
white, this enchantingly beautiful woman smiles
wickedly into the snowy night.
Statistics
Str 13, Dex 17, Con 13, Int 19, Wis 12, Cha 24
The yuki-onna are ancient spirits of the snow and ice.
Base Atk +9; CMB +10; CMD 23 (can’t be tripped)
Typically evil and cruel, these creatures wear the form
Feats Alertness, Dodge, Improved Initiative, Skill Focus
of a beautiful woman. Most yuki-onna are tied to a
[Knowledge (nature)] Weapon Finesse
single geographic area, such as a forest or mountain.
Skills Acrobatics +15, Bluff +19, Diplomacy +19, Fly
Some of these, in areas of lasting cold, employ lesser
+23, Knowledge (nature) +19, Knowledge (planes)
oni as minions and maintain small mountain estates,
+16, Perception +15, Perform (sing) +19, Sense
in imitation of human nobles. Others merely haunt
Motive +15, Stealth +15 (+23 snow); Racial +8 stealth
their territories, working mischief as it suits them.
(in snow)
While popular romances tell of yuki-onna who fall in
Languages Abyssal (Jigoku dialect), Draconic, Giant,
love with mortal men, such occurences are rare.
Kaidanese, Sylvan
More often, a yuki-onna spares a man only when she
SQ change shape (medium or large air, ice, or snow
perceives she might gain some advantage.
elemental, elemental body I and II), trackless
While the majority of yuki-onna are now evil, they
Ecology
were not always so. Some speculate they came under
Environment cold mountains and forests
the power of yama-uba, mountain hags in league with
Organization solitary
the oni. Regardless of how it happened, the yuki-
Treasure standard
onna are allies of the oni and have, as a race, rejected
their celestial roots. They actively work to torment
Special Abilities
their kami kin; at least until it is clear the oni truly
Breath of Frost (Su) Once every 1d4 rounds, the
have the upper hand in their war against humanity.
yuki-onna can unleash a freezing breath attack (20 ft.
cone, 9d6 cold damage, DC 15 Reflex save for half,
Yuki-Onna CR 7 (XP 3200)
usable every 1d4 rounds)
NE Medium outsider (cold, evil, extraplanar) Chilling Kiss (Su) As a standard action, a yuki-
Init +3; Senses darkvision 60 ft., snow-vision; onna can kiss a willing or helpless character, inflicting
Perception +15 9d6 points of cold damage (no save) and 3d6 points
Aura Cold of Dexterity damage (DC 15 Fortitude for half)
Cold Aura (Su) A yuki-onna radiates an aura of
Defense intense cold. All creatures within 5 feet of her take 1d6
AC 25, touch 18, flat-footed 21 (+4 armor, +4 points of cold damage.
deflection, +3 Dex, +1 dodge, +3 natural) Meld into Ice (Sp) Meld into ice functions as meld
hp 58 (9d10 +9) with stone, but all references to stone in the text of
Fort +4, Ref +9, Will +7 the spell are replaced with the word ice
DR 5/+1; Immune cold, poison; Resist electricity 10; Snow Vision (Ex) Yuki-onna can see perfectly well
SR 18 in snowy conditions and does not suffer any penalties
Weaknesses vulnerable to fire to perception while in snow.
Spells A yuki-onna cast spells as a 7th level sorcerer, but
Offense she draws her spells from the druid list. She gains no other
Spd 30 ft., fly 60 ft. (perfect) class features from either the druid or sorcerer classes
Melee unarmed attack +12 (1d4+1 plus 1d6 cold) Trackless A yuki-onna leaves no tracks or footprints of
Special Attacks Chilling Kiss, Breath of Frost any kind and can never be tracked using the Survival skill
Spell-Like Abilities (CL 13)
At will - meld into ice* invisibility, control New Spell Explanations
weather. Animate element: range 40 ft.; duration 7 rounds;
Spells Known (CL 7th) effect creates a small ice elemental under the control
3rd (6/day) - cure moderate wounds, wind wall, of the yuki-onna
2nd (8/day) - chill metal (DC 19), fog cloud, Create Snow: range 40 ft.; effect 14 gallons of snow,
resist energy spaced as desired.
1st (8/day) - animate element (snow or ice), Crystal Symbol: range 40 ft.; effect ranged attack
charm animal (DC 18), endure deals 1d3 points of damage; special The symbol is a
elements, obscuring mist, speak snow-flake.
with animals

Page 19
Appendix 2: Pregenerated Player Characters
The following pages contain Pregenerated Characters suitable for
use with The Frozen Wind. Each sheet can be printed and
handed to players.

Page 21
Chiyoko
Chaotic Good Human (female) Sorcerer (fire) 5 Saving Throw
Fortitude: +1 (+2) (+2) (+2) [+7]
HP 40 HD: 5d6+20 Reflex: +1 (+2) (+2) [+5]
AC 14 (18) Flatfooted 14 (18) Touch 14 (18) Will: +4 (+1) (+2) [+7]
(+4 armor, +4 shield)
BAB/CMB/CMD +2 / +2 / 12
Strength 10 (-)
Dexterity 11 (-) Senses: perception +1
Constitution 14 (+2)
Intelligence 12 (+1) Speed: 30 ft.
Wisdom 12 (+1)
Charisma 18 (+4)

Initiative: +0

Melee: +1 quarterstaff +3 touch (1d6+2 fire; 20/x2)

Ranged: elemental ray +3 tocuh (1d6+2 fire; 20/x2)

Special Qualities: Spells Spells


Cantrips
Bloodline Arcana (fire element) Cantrips (at will) acid splash (or fire),
Elemental Ray (7/day; 30 ft.)
Resist Fire 10 dancing lights, detect magic, light, read
magic, prestidigitation
Favored Class: Sorceress +5 hp
1st (8/day) burning hands, grease,
Feats: Eschew Materials, Great Fortitude, mage armor, magic weapon, shield
Lightening Reflexes, Point Blank Shot, Toughness

Trained Skills 2nd (5/day) flaming sphere, scorching


Diplomacy +8 ray, see invisibility
Knowledge (arcana) +9
Knowledge (planes) +9
Spellcraft +9

Languages: Kaidanese, Sylvan Special Mission


Possessions:
Ring of Feather falling Chiyoko is seeking for information
Cloak of Resistance +2 regarding her parentage. Her earliest
+1 Quarterstaff
Potion Cure Moderate Wounds
memories are of the Miyamakoori
Backpack Monastery, but when she awoke to her
Alchemist Fire (4) powers, she was given into the care of a
Bedroll hengeyokai wiseman. Now that she is old
6 torches enough to do so, she wishes to discover
4 days Rations
Winter Clothes
who her mother and father might be.
Thus she has returned to the mountain
upon which she was born to see if the
monastery has a record of her birth.

Page 22
Doniya Tsuyoshi
Neutral Good human (male) ranger (yojimbo) 5 Saving Throw
Fortitude: +4 (+1) [+7]
HP 47 HD: 5d10+15 Reflex: +4 (+1) [+5]
AC 20 Flatfooted 18 Touch 12 Will: +1 (+1) (+2) [+4]
(+8 armor, +1 Dexterity; +1 Dodge)
BAB/CMB/CMD +5 / +9 / 20
Strength 20 (+5)
Dexterity 12 (+1) Senses: perception +12
Constitution 13 (+1)
Intelligence 10 (-) Speed: 20 ft.
Wisdom 12 (+1)
Charisma 11 (-) Honor: 2

Initiative: +7

Melee: bonded +1 Katana +13 (1d10+9; 18-20/2)


Special Actions
Special Qualities: Favored Enemy Power Attack: -1 Hit, +3 Damage with Katana
(Undead +2, Human +4)
Favored Enemy Clan Ancestral Discourse: Spend 10 minutes in
(Toyama +2)
meditation to gain one of the following.
Honor Bound
+1 to Attacks, Damage and Saves for 1 hour
Swift to Act
+2 Bonus to 1 Skill for 1 hour
Ancestral Discourse (2/day)
+2 Ability increase for 1 hour
+2 Dodge bonus to AC for 1 hour
Favored Class: Ranger (yojimbo) +5 hp
1 yes/no answer to a single question (not in
the future)
Feats: Die Hard, Dodge, Endurance, Improved
Initiative, Iron Will, Power Attack,
Honor Bound: (2 Honor) Add +2 to Charisma
Skill Focus (Perception), Toughness,
skills versus characters with less honor. Detect
Weapon Focus (Katana)
Honor at Will.
Trained Skills
Climb +12
Diplomacy +8
Handle Animal +8
Perception +12 Special Mission
Survival +9
Tsuyoshi, working for his clan elders, is looking
Languages: Kaidanese for Toyama Dishuko, an enemy of the clan who is
reputed to have, years earlier, killed teh son of
Possessions: one of the leading clansman. Tsuyoshi is to, if
+1 Katana (bonded) possible, bring Dishuko to justice and retrieve the
+2 Breastplate sword set Dishuko took. Dishuko is a deadly
Belt of Mighty Strength +2 fighter and is rumored to be serving as the
Potion Cure Moderate Wounds (1) master-of-arms in the Miyamakoori Monastery.
Pack
Manacles
Flint and Steel
Lamp Oil (2)
Bedroll
Small Steel Mirror
Silk Rope (50 ft.)
Hooded Lantern
Winter Clothes

Page 23
Hayashi Kazushiro
Lawful Neutral human (male) fighter 5 Saving Throw
Fortitude: +4 (+3) [+7]
HP 57 HD: 5d10+25 Reflex: +1 (+2) [+3]
AC 22 Flatfooted 20 Touch 12 Will: +1 [+1]
(+10 armor, +2 Dexterity)
BAB/CMB/CMD +5 / +7 / 19
Strength 16 (+3)
Dexterity 14 (+2) Senses: perception +10
Constitution 16 (+3)
Intelligence 10 (-) Speed: 20 ft.
Wisdom 10 (-)
Charisma 8 (-1) Honor: 2

Initiative: +2

Favored Class: Fighter +5 hp


Special Actions
Melee: +1 Katana +11 (1d10+7; 18-20/2) Power Attack: -1 Hit, +3 Damage with Katana
Ranged: Longbow +9 (1d8+3; 20/x3)
Favored Class: Ranger (yojimbo) +5 hp

Feats: Cleave, Exotic Weapon Proficiency (Katana),


Power Attack, Toughness, Weapon Focus (Longbow),
Weapon Focus (Katana), Weapon Specialization (Katana) Special Mission
Trained Skills A samurai in service to the Emperor, Kazuhiro is
Climb +10 on a mission to discover whether the yamabushi
Ride +10 of the Miyamakoori Monastery are loyal to their
Survival +8 country and it’s government. Rumors of subver-
sive elements have reached the capital. Though
Languages: Kaidanese subtlety and diplomacy are not his strong suits,
Kazuhiro is determined to ferret out any rebels
Possessions: and make a full report to his superiors.
+1 Katana (bonded)
+1 Fullplate
Potion Cure Moderate Wounds (1)
Masterwork Composite Longbow [+3 Strength]
(20 arrows)
Pack
Bedroll
6 days Rations
Flint and Steel
Winter Clothes
4 vials of oil
Hooded lantern
Tent
Whetstone

Page 24
Maeda Tatsuo
Lawful Good Human (male) paladin (yamabushi) 5 Saving Throw
Fortitude: +4 (+1) (+2) [+5]
HP 42 HD: 5d10+10 Reflex: +1 (+2) [+6]
AC 10 Flatfooted 16 Touch 10 Will: +4 (+2) (+2) [+2]
(+6 armor)
BAB/CMB/CMD +5 / +7 / 17
Strength 14 (+2)
Dexterity 10 (-) Senses: perception +2
Constitution 13 (+1)
Intelligence 12 (-) Speed: 20 ft.
Wisdom 14 (+2)
Charisma 14 (+2)

Initiative: +5
Special Actions
Melee: bonded +2 Katana +10 (1d10+5; 18-20/x2) Smite Evil: Up to twice per day, select an evil
target. All attacks are at +2 to hit and you gain +5
Special Qualities: Aura of Good to damage until they are defeated
Detect Evil (at will)
Smite Evil 2/day Lay on Hands: You may heal 2d6 points of
(+2 attack/+5 damage) damage up to 4 times per day by touching a target.
Wild Empathy (+5) Healing others is a standard action, but healing
Lay on Hands (4/day) self is a swift action.
(heals 2d6 + fatigue)
Sword Bond (+1 for 5 minutes) Sword Bond: You may awaken the kami shard
Spells within your sword, increasing its bonus by +1 for 5
minutes. You may, instead of the +1 bonus, choose
Favored Class: Paladin (yamabushi) +5 hp to add one of the following properties: defending,
keen, shocking, thundering.
Feats: Exotic Weapon Proficiency (Katana),
Skill Focus (acrobatics), Weapon Focus (Katana)

Trained Skills
Acrobatics +11 (+16 jumping)
Diplomacy +10 Special Mission
Handle Animal +7 Tatsuo was raised by tengu yamabushi and
Knowledge (nature) +11 trained in their way. He has decided to attempt a
Knowledge (religion) +9 unification of the tengu traditions and the human
Stealth +8 traditions. To facilitate this, he wishes to study
Survival +10 the religious texts of the Miyamakoori Monastery.

Languages: Kaidanese

Possessions:
+2 Katana (bonded)
Ring of Jumping (+5)
Potion Cure Moderate Wounds
Masterwork Breastplate
Dagger
Pack
Flint and Steel
Bedroll
Small Bronze Mirror
Silver scissors

Page 25
Miyamoto Fumio
Chaotic Good Human (male) rogue 5 Saving Throw
Fortitude: +1 (+1) [+2]
HP 36 HD: 5d8+10 Reflex: +4 (+3) [+7]
AC 16 Flatfooted 12 Touch 16 Will: +1 [+1]
(+2 armor; +3 Dexterity; +1 Dodge)
BAB/CMB/CMD +3 / +4 / 17
Strength 12 (+1)
Dexterity 16 (+3) Senses: perception +8
Constitution 12 (+1)
Intelligence 14 (+2) Speed: 20 ft.
Wisdom 10 (-)
Charisma 11 (-)

Initiative: +3
Special Actions
Melee: Masterwork +2 Katana +10 (1d10+1; 18-20/x2) Sneak Attack: If target is denied Dexterity or
flanked add +3d6 to damage.
Special Qualities: Sneak Attack
Trap Finding Mobile: Fumio has a +19 to Acrobatics checks
Evasion made to move through threatened spaces and if he
Trap Sense +1 does provoke an attack, he gains a +4 to AC
Lay on Hands (4/day)
Uncanny Dodge

Favored Class: Rogue +5 hp

Feats: Dodge, Exotic Weapon Proficiency (Katana), Special Mission


Skill Focus (Acrobatics), Mobility, Weapon Finesse,
Weapon Focus (Katana) Fumio poses as a scribe, but his real job is the
facilitation of contacts between subversive groups.
Trained Skills He has traveled to Miyamakoori Monastery to
Acrobatics +14 (+19 to move through contact a man named Sagaki about the name of a
threatened spaces) rebel leader on Yonshu Island.
Climb +8
Diplomacy +9
Disable Device +8
Escape Artist +11
Knowledge (local) +11
Perception +8
Profession (scribe) +10
Stealth +16
Use Magic Device +8

Languages: Infernal, Kaidanese

Possessions:
Bracers of Shadow Armor +2
Ring of Mobile Warrior (+5)
Potion Cure Moderate Wounds
Masterwork Katana
Backpack
Thieves Tools
Scribes Tools
Bedroll
Flint and Steel
Candles (10)

Page 26
Yumishiko
Chaotic Good Human (female) Fighter 5 Rogue 3 Saving Throw
Fortitude: +4 (+1) [+5]
HP 36 HD: 2d10 + 3d8 + 8 Reflex: +3 (+3) [+6]
AC 17 Flatfooted 13 Touch 14 Will: +1 (+2) [+3]
(+3 armor; +3 Dexterity; +1 Dodge)
BAB/CMB/CMD +4 / +5 / 18
Strength 12 (+2)
Dexterity 17 (+3) Senses: perception +8
Constitution 12 (+1)
Intelligence 14 (+2) Speed: 30 ft.
Wisdom 10 (-)
Charisma 11 (-)

Initiative: +7

Melee: Masterwork Katana +9 (1d10+1; 18-20/x2)

Range: +1 Longbow +9 (1d8+1; 20/x3) Special Actions


Special Qualities: Bravery +1 Sneak Attack: If target is denied Dexterity or
Evasion flanked add +2d6 to damage.
Trapfinding
Trap Sense Smoky Form Tattoo: Once per day Yumishiko
Sneak Attack +2d6 can assume a gaseous form (CL 5) for 5 minutes.

Favored Class: Rogue +3 hp

Feats: Dodge, Improved Initiative, Iron Will,


Skill Focus [Profession (gambler)], Weapon Finesse,
Weapon Focus (Katana), Weapon Focus (Longbow) Special Mission
Trained Skills Yumishiko is currently on the run from her old
Acrobatics +9 yakuza companions over a minor understanding
Appraise +6 concerning some loaded dice. Having witnessed
Climb +9 an expensive pearl necklace illicitly change hands
Disable Device +11 some weeks prior, she has followed the trail of the
Escape Artist +9 necklace to Miyamakoori Monastery, where it is
Perception +8 currently on the possession of the monastery’s
Profession (gambler) +11 master-at-arms, an unsavory map named Dishuko.
Ride +9 If she can steal the necklace, she will be
Sense Motive +6 comfortably set for years.
Sleight of Hand +9
Stealth +11

Languages: Goblin (kappa), Kaidanese, Sylvan

Possessions:
+1 Longbow (20 arrows)
+1 Leather Armor
Smoky Form Tattoo, minor
Potion Cure Moderate Wounds
Masterwork Katana
Backpack
Thieves Tools
Loaded Dice and Normal Dice
Bedroll
4 days Rations
Page 26
Appendix 3: Gamemaster Aids
The following pages contain Combat Cards, a Temperature Chart, a Countdown Track,
and a Score Chart. After cutting these Aids out and Laminating them, you can mark on
them with eraseable markers, as needed, from game to game.

Temperature Chart: This simple chart allows you to keep track of the temperature as it
drops and contains reminders concering Saving Throws.

Countdown Track: This track is for keeping track of the 10 minutes need for Rimiko to
bind the kami avatar to herself.

Score Chart: This chart contains the names of the PCs and information on scoring the
adventure. Fill it in as the adventure progresses to aid in determining the best PC/Player.

Page 27
Temperature Chart
50 Degrees
-
-
-
- 42 degrees (starting temperature; -1 degree per minute)
40 Degrees DC 15 Fortitude save 1/hour; 1d6 cold; +1 DC for each additional save
- DC 15 Survival check adds +2 to Fortitude save
-
-
-
30 Degrees
-
-
-
-
20 Degrees
-
-
-
-
10 Degrees
-
-
-
-
0 Degrees DC 15 Fortitude save 1 per 10 minutes at -1 degree; as above
- -2 degrees (final temperature)
-
-
-
-10 Degrees

Those wearing cold weather outfits need check only once every hour, even when the temperature reaches
-1 degree. Those who take cold damage from the temperature are considered fatigued until they recover,
representing frostbite and hypothermia.

Countdown Track
minutes - rounds
1 2 3 4 5

6 7 8 9 10!
Page 28
Score Sheet
Player Character Mukurokoori Slain Criticals Damage Taken

Chiyoko

Doniya Tsuyoshi

Hayashi Kazuhiro

Kojima Suzume

Maeda Tatsuo

Miyamoto Fumio

Yamamoto Shika

Yumishiko

Award points as follows:


Surviving the Adventure (any PC) +3 points
Accomplishing the PC’s missions (any PC) +2 points
Engaged in “In Character” banter (any PC) +1 point
Zombie Killer Award (1 PC) +2 points
Die-Hard Award (1 PC) +2 points
Critical Award (1 PC) +1 point

Points Total
Chiyoko

Doniya Tsuyoshi

Hayashi Kazuhiro

Maeda Tatsuo

Miyamoto Fumio

Yamamoto Shika

Yumishiko

Page 29
KD10

K A I D A N
FROZEN WIND
Trekking along the high mountain trail five
lonely travelers find themselves in grave
danger. Caught in a fierce and unseasonal
snowstorm, they must take shelter in
Miyamakoori Monastery, a shrine of the
yamabushi, located within a crevice near the
summit of a mountain. The yamabushi shrine
offers the only refuge for travelers along the
highland trail. On this night, however, a
powerful spirit of Jigoku, and her demonic
entourage, has come to settle an old agree-
ment between the abbot and herself. As a
cold and unspeakable darkness falls upon
the monastery, the travelers must use all the
resources at their disposal to survive...
A One-Shot Adventure for
five characters at 5th level
designed for use with the
Pathfinder Roleplaying Game

Jonathan McAnulty

Rite Publishing

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