Tsar Rising Credits Written by: Michael Tresca Editor: Kle Hall & David K. Hurd Cover Art: William O’Connor, Back Cover...
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Tsar Rising Credits Written by: Michael Tresca Editor: Kle Hall & David K. Hurd Cover Art: William O’Connor, Back Cover: Interior Art: Theodor Black (pg. 2–4, 7, 14, 17, 18, 22, 24, 26, 30, 33, 37, 38) John Moniz (pg. 8, 20, 36, 37, 50, 51, 52, 54, 56) William O’Connor (Inside Front Cover) Cartography: Lawrence Whalen Jr. Graphic Design: Lawrence Whalen Jr. Production: David K. Hurd & Lawrence Whalen Jr.
Table of Contents Introduction Preparation History Synopsis Torassian Wilds Chapter One: The Lost Caravan Player Introduction The Thorp of Volkov Peter and the Wolves All Fur Naught Mammoth Task Down Town Chapter Two: Road to Dolstev Drakino Welcome to Drakino Grandma Marfa Bear With Him
2 2 2 5 5 7 7 10 14 15 15 16 18 18 20 24 26
Bridge Over Choppy Waters Mammoth Proportions Chapter Three: Endgame Dolstev Epilogue Other Adventures Appendix NPCs Survivors of Volkov Creatures New Monsters Torassian Weapons and Armor Weapon & Armor Tables New Magic Items Licenses Ad Page
© 2001 MonkeyGod Enterprises LP. For information concerning what constitutes Product Identity and Open Gaming Content refer to the License page.
Contact Information 36 The Arcade 65 Weybosset Street Providence, RI 02903 WWW.MonkeyGodEnterprises.com
27 27 30 30 34 36 37 37 42 43 49 56 57 58 59 60
Tsar Rising
I ntroduction Preparation
in Torassia, a double-edged sword: he is a visionary capable of leading his people into a golden age, but he is also a violent man possessed of a hair-trigger temper. While the peasants speak of him in awe, the boyars who must answer to him live in fear.
Y
ou, as the Dungeon Master (DM), need a copy of the Dungeons and Dragons ® Player’s Handbook to run this adventure. Text found on gray parchment is player information that should be paraphrased or read aloud to the players. Text in the sidebars contains important DM notes. Before running Tsar Rising, you should read the entire module to get an idea of the overall plot. Just before play, you should also review the NPC and creature boyar: Member of the upper stratum statistics to refresh your memory of Torassian society and state admin- of their abilities. istration. “Tsar Rising” takes place in cossack: Member of a people Torassia, a setting inspired by dwelling in the northern hinterlands Russian folklore. The Russian of Torassia. They have a tradition of wilderness of myths and legends independence and receive privileges is an unfriendly, unforgiving from the Torassian government in place. And yet, if the adventurers return for military services. show mercy and kindness, their dziady: Ancestors of Torassians who, acts will be rewarded. Russian if not propitiated, rise up as undead in terms are used throughout the text. New words appear in bold vengeance upon the living. print the first time they are used. d'yavoli: Devils. psovyaslan: A wooly mammoth native to Torassia.
To reinforce his authority, the Tsar sought out a symbol of his power, and he found it in the psovyaslan, or mammoths. Although they live primarily in the deep north, the Tsar was able to capture an entire herd for his elite army. Boyars everywhere bow to the Tsar’s ruling because of these magnificent creatures. But the reality is that the mammoths are expensive beasts to maintain. They eat over 300 pounds of spruce and grass a day. Feeding just one is challenging enough. Feeding thirty is nearly impossible. To compensate for their upkeep, the Tsar increased taxation, knowing that the mammoths could do more damage to his enemies hidden away at a secret ranch than they could on the battlefield. With the fealty of the boyars firmly in place, Peter set about modernizing his country. He made great strides in engineering, warfare, and perhaps his greatest achievement: a national religion. The monotheistic conversion of Torassia was for practical, not religious, reasons. A patriarch was appointed, who reports to the Tsar. Immediately, the bishops sent forth their priests to convert the peasantry.
History
One unforeseen side effect of this new religious revolution was the failure of the peasantry to follow the old practices of sacrificing food to the dziady, or ancestral ghosts. The priests preached that such practices were actually only feeding d’yavoli, or devils in disguise, not their ancestors. Although many peasants only put on the pretense of conversion, the practice of sacrificing food to the devils stopped entirely.
T
orassia is a large, dangerous wilderness, sparsely populated by peasants and their wealthy landowners, the boyars. A few pockets of civilization dot the nation, the capital of which is Dolstev. At Dolstev, there is a stark contrast to the Cossacks of the less tamed lands: here, boyars drink away the days at the expense of the impoverished peasantry. It is said it is better to be a beggar in Dolstev than a peasant in winter.
And the devils got very, very angry. Winter, an enterprising osyluth devil, had enough. Devils, who often posed as nature spirits, were losing worshippers. Furious, Winter hatched a plan: the various ancestral spirits were already angered by the arrival
Presiding over such a disconnected civilization is challenging. At the top of the government rules the Tsar, Petrov Nayavovich, or simply known as “Peter the Great.” Peter’s appointment was, like so many things
2
Tsar Rising
Winter is not overtly concerned about Peter. Without his lackeys, the Tsar is considerably less powerful. Winter has lurked invisibly amongst the peasants and he knows how much they dislike their sovereign. The devil’s plans are much grander than petty assassination; he wants to create a civil war between the two brothers that will tear the Torassian nation apart!
of a new religion, so it was easy to animate their corpses. Soon, Winter had amassed a small army of undead, and sent them marching southwards toward Dolstev to teach the Tsar a lesson he would never forget. Torassians are notoriously unimpressed by the horrors of the supernatural. Their harsh lifestyle carries enough hardships to inure them to the walking dead. Gregor, the Tsar’s advisor, saw the undead force as a means of justifying the enormous costs of the The Royal Family mammoths as well as an opporPetrov (Peter) Nayavovich; Tsar tunity to demonstrate their Anastasia Nayavovich; Tsarista might on the battlefield. The Sophia Nayavovich; Peter's sister Ivan Nayavovich; Peter's youngest son Tsar’s twin sons, the tsareviches Alexi and Dmitri, had shown Gregor; Advisor to the Tsar Alexi Nayavovich; Twin son of the Tsar less and less interest in supportDmitri Nayavovich; Twin son of the Tsar ing their father, and their united front would make a powerful Normally the next successor would be statement to the people and to the Tsar's eldest son. Unfortunately, the the boyars about the solidarity tsarista had twins, putting in dispute of their sovereign. who is the eldest. Alexi claims the throne as tsesarevich because he was The Tsar selected his best mamborn seconds before his brother, but not moth, gathered the three druzhieveryone supports this belief. A conflict na and set out to defeat Winter’s undead army. between the two brothers is inevitable. druzhina: A prince's retinue, which The “massive undead army” helps him to administer his principality actually consisted of only 12, and constitute the area's military force. but despite the small numbers, The druzhina is composed of two the Tsar got more than he bargroups: the senior members (boyars) gained for. Through judicious and the junior members. The junior use of his charm person and members constitute the prince's person- suggestion abilities, Winter conal bodyguard and are common soldiers. vinced the princes that the battle was hopeless, despite the superitsar: Supreme ruler of all of Torassia, or size of the Torassian army. including both the secular and religious Even as the Tsar’s druzhina was institutions. surrounded, the two princes abandoned their father in his tsarevich: Son of the Tsar. time of need. tsesarevich: The Tsar's eldest son and Peter was a ferocious warrior as heir apparent. well as a charismatic leader, and voevodo: Tsar’s personal bodyguard. he managed to leap from his mammoth and flee into the wilderness. This is when the players stumble upon him.
But the Tsar is a wily character, and he is capable of a few surprises of his own. The last of his druzhina to fall was Sergei Zomarov, the Tsar’s voevodo. To foil their attackers, Sergei and Peter came up with a plan to switch identities so that the Tsar might escape. Until Peter can reassert his power, he masquerades as Sergei, sole surviving member of the Tsar’s druzhina. Sergei actually died dressed in the Tsar’s regalia and there are no survivors to prove otherwise.
4
Introduction
Synopsis
Torassian Wilds
O
nce the PCs decide to rescue the “commander”, they’re off on an adventure southwards to Dolstev. Many miles lie between Dolstev and the battlefield, and Peter is convinced that upon returning to the capital he will be able to rally the armies of his two sons to wipe out Winter’s forces.
T
o the north of Torassia lies the great white glacier. A nearly impassible obstacle, its great silver outline looms over the northern horizon. The tundra below the glacier is very fertile, but is ravaged by bitter winds and covered with grass, where it's not buried in several feet of snow. The coniferous taiga forest, south of the tundra, runs through most of Torassia. It is here where wildlife is thickest Hampered Movement: Obstructions, bad surface conditions, and most numerous. or poor visibility can hamper moveThe Torassian forest is not a place ment. The DM determines the categoany sane peasant wants to be at ry that a specific condition falls into nightfall. Torassia's wilderness is (see Table: Hampered Movement). filled with savage, prehistoric When movement is hampered, multianimals that are unafraid of man. ply the standard distance by the Perhaps the most fearsome is the movement penalty (a fraction) to short-faced bear, which the determine the distance covered. Torassians call kainkutho. The kainkutho feed on bison, deer, If more than one condition applies, horses, and slow peasants. multiply the normal distance covered Fortunately for Torassians, this by all movement penalty fractions massive creature is rarely inter- that apply. ested in feasting on people. Compared to the other potential game they're not worth the effort.
On the way, things do not go well for the party. Peter is universally hated by wilderness spirits, and despite his guise, they let him know it. They make every effort to harass and torment the Tsar. Because of the harsh climate brought about by Winter’s magical interference, large predators are starving and much more aggressive. Cryohydras, winter wolves, and worse see the PCs and Peter as a tasty snack. The supernatural creatures of the night are also angry, as Peter has deprived them of their sacrifices. Unlike the spirits, they are out for blood. Because of his ability to teleport, Winter is able to keep just ahead of Peter, allowing him to animate corpses to attack the party. On the way to Dolstev, Peter and the party stumble into a tense standoff between his two sons, who clearly recognize the Tsar but refuse to acknowledge his return. Demoralized, Peter realizes that only by returning to the throne will he be able to save Torassia from total anarchy. Once arriving in Dolstev, the party finds the city in the middle of a celebration: The celebration of the death of the hated Tsar! Horrified, Peter discovers that his closest advisor, a mystic by the name of Gregor, has vouched that he saw the Tsar die, and has decided to rule Torassia in his stead! This is too much for the hotheaded Peter, who insists on rushing the mystic to engage in mortal combat. Of course, Gregor is actually a major image, while Winter stands nearby, cloaked in invisibility.
At least partially effective in curbing the kainkutho population are the highly intelligent and more numerous zimá volk (winter wolf) packs that roam the forest. Torassian ruchnitsa: a pistol. lore is filled with legends of these zimá volk: Winter wolves. These beasts, and with good reason; winintelligent white wolves are the bane ter wolves systematically prey on of Torassian peasants everywhere. humans. They seem to be waging a personal war against the kainkutho: “god bear” a massive Torassian intrusion on their land bear native to Torassia. and plan their attacks with disturbing precision.
Should the heroes prevail, Peter sees the error of his ways and restores order to the capital. His sons, demoralized by their manipulation, blame their backstabbing on Winter and throw themselves upon their father’s mercy. Appreciative of the hardships he inflicted on his people, Peter ushers in a golden age of rule where he governs justly but fairly with the input of village representatives across Torassia.
While psovyaslan are not native to the Torassian forest, they are abundant in the northern tundra. Bringing a large group of mammoths southwards has lured a few larger predators out of their normal haunts, including a cryohydra.
5
Tsar Rising
The dangers of this hostile terrain have resulted in a strange imbalance in the technological advancement of Torassians. Farming techniques have not advanced appreciably in hundreds of years, but black powder weapons have been readily embraced. A ruchnitsa wielding peasant is very effective in slowing even the most ferocious bear in it’s tracks.
The Forecast Regardless of which route the adventurers take, after two days of travel snowfall hits. It lasts for three days. The snowstorms are due in part to Winter, who has been using his flight and wall of ice abilities to seed the clouds non-stop for a month. The resulting snow is extra heavy as a result. After the first five days, roll on the weather table.
Travel is slow in Torassia. The "roads" that lead to each village and town are little more than slushy trails (only single-file travel). Traveling in any other direction except straight towards a town is considered Trackless (x1/2). On days when there's no precipitation, PCs receive a further movement penalty of (x1/2) (due to the accumulated snow). When it's snowing, movement is reduced by yet another x1/2 due to poor visibility. When more than six inches of snow has accumulated, movement is halved again.
Random Encounters Travel in the forest is bad enough, and the snow just makes it worse. The Torassian wilderness is extremely unforgiving, which reinforces the dour outlook of its people. With the onset of a harsh winter, predators are on the hunt, increasing the likelihood of encountering them. When within five miles of a city or on a trail, there is a 10% chance per hour of an encounter. When off the road, there is an 8% chance per hour of an encounter.
PCs can avoid snow penalties (but not visibility penalties) by using snowshoes. Snowshoes cost 2 gp, weigh 1 lb., and any PC who is not accustomed to wearing them must make a Dex check (DC 15) at an increasing bonus of +1 each day to become accustomed to them. Until the PC succeeds, she is at half movement rate, but not penalized for any snow. Wagons can be fitted with skis. It costs 100 sps to make such an addition (Craft check, DC 15) and one week of work. As much as the PCs would like, horses cannot be fitted with skis.
Any creature with an Intelligence score of 8 or more can make a Sense Motive check (DC 10) to recognize the Tsar. Creatures who recognize him will attack him first. All other creatures are either too stupid to notice or too hungry to care.
Random Weather D%
Type
Effect
01-30
Cold, calm None
31- 40
Cold snap -10° F
41- 80
91- 90
91-100
Snow
%
2d4 hours, -4 ranged, Spot, and Search, 50% chance of extinguishing flames
Snowstorm Ranged impossible, -8 Spot, Search, Listen, extinguish torches, 50% extinguish lanterns, 1d6 inches of snow Blizzard
Lasts 1d3 days, -8 Spot, Search, Listen, extinguish torches, 1d3 feet of snow
6
%
Encounter
#
CR
EL
Day
Night
01-05
01-05
Air Elemental, Huge
1
7
7
06-15
06-10
Kainkutho
1
9
9
16-20
11-15
Dire Animal, Boars
3
4
7
21-25
16-20
Dire Animal, Lions
2
5
7
26-35
21-30
Dire Animal, Wolverines
2
4
6
36-40
31-35
Norka
1
7
7
41-50
36-40
Dvorlem
1
7
7
51-55
41-50
Giant Owls
4
3
7
56-60
51-55
Senmurvs
3
4
7
61-65
56-60
Orlekutho
1
7
7
65-70
61-65
Leshy
1
8
8
71-75
66-70
Werebears
2
5
7
75-80
71-80
Werewolves
4
3
7
81-85
81-90
Ruskaly
1
8
8
86-100
91-100
Winter Wolves
2
5
7
Chapter One: The Lost Caravan
Chapter One The Lost Caravan Player Introduction
The Black Arms doesn’t look like a particularly welcoming establishment, but the food is serviceable and the patrons, although unfriendly, are not hostile. At the far end of the inn is a particularly smoke-shrouded table. A fur-cloaked figure, flanked by two guards, waves you over.
T
here are two possible hooks to start the adventure. One begins in a generic town located on the trading routes outside Torassia, the other begins with the heroes resting in the isolated Torassian town of Volkov. In either case the PCs are hired to locate a missing caravan.
Role-playing Torassians The fur-cloaked figure is Boris Olgovich, a shady merchant who deals in goods and services no one else is willing to deal with. He is not dishonest, but merely a man who finds no shame in taking advantage of desperate situations.
Introduction #1: Strangers to Torassia The DM can set this inn in any city or town located on a northern trade route near the Torassian frontier. The Black Arms is run by Anatoly Vova. It has eight beds in single rooms at 27 cp a night. The rooms are outfitted with beds of straw and feathers, and there is plenty of room for three people with gear. Each room has two windows with shutters and the doors all have double locks. The single rooms have a table with some chairs.
The merchant who wanted to meet with you is a lean, hungry-looking type. He seems oddly out of place surrounded by the warmth and companionship of the inn. Just as the poster outside said, this must be the man who promised a high price for a dangerous mission. “So,” he says in a husky Torassian accent, “you are the only ones who showed up for the job?” His eyes glitter in the lamplight as he looks you up and down. “You don’t look like much.”
The taproom is on the ground floor. There are eight tables where patrons eat, drink, and warm themselves by the fireplace. A bartender, barmaid, and cook are in charge of service and maintenance of these areas. Light meals are served twice daily, and both the lounge and bar close down for the late evening and morning hours. The Black Arms sells ale (2 sp/mug), lamb (4 gp), boar (2 gp), and cheese (1 sp). For additional fees, guests may rent storage closets or stables for their horses (18 sp/night).
Torassians are an amazingly cheerful people despite the hardships they often endure. They have a jovially pessimistic view of the world because winter, predators, and the hardships of the peasantry are constant reminders of their own mortality. Highly superstitious, their culture reinforces hospitality - out of fear that a supernatural force will strike down the selfish. If you feel comfortable, you can role-play Torassians with "Russian" accents. Be sure that your players will not be offended by the accents. Even if you don't want to use an accent, you can sprinkle Torassian language with "da" (for yes) and "comrade" instead of "friend." These role-playing quirks will help remind PCs that they're in a foreign country and normal conventions need not apply.
Boris is a hardened man, a former boyar who has been displaced by the Tsar’s harsh policies. He finds it a bitter irony that he can now make a profit off of the same Tsar who brought him to his current sorry state. Boris
7
Tsar Rising
challenged the wrong Cossack leader and was punished. He carries that punishment as a reminder of his old life – Boris always keeps his left arm out of site beneath the table or in the folds of his cloak. His hand was chopped off at the wrist. Despite his shady background, Boris has a genuine proposition.
There’s just one catch: the party must do all this during the dead of winter in Torassia’s taiga, where snowfall averages 20 inches. Boris is no fool, he wants the characters to succeed, but he is getting desperate: no one else would dare brave the harsh winter in Torassia. A successful Appraisal (DC 15) reveals the opals are worth 100 gp each. If the party agrees, read the following:
“The winter will be harsh this year, the worst yet.” Boris shifts in his seat, turning his back to the fireplace. “There were furs due here last week that have not arrived. No messages have made it out of Torassia and no scouts have returned alive. That was a very large shipment.” His face crinkles in a sneer, “and I fear the worst. I will pay handsomely for the successful return of the furs.” He rolls four black opals onto the table. “There’s four more of these waiting for you upon your successful return with my goods.”
Boris rolls out a map and points at a Cossack settlement called Volkov that lies several miles north of the capital city, Dolstev. "Start your search here, the further away you are from Dolstev, the better off you are," he says with a sneer. If the adventurers ask what he means by that, he merely answers, "If you happen to bump into the Tsar, run the other way and forget the gems." His hatred of the man is extremely evident.
8
Chapter One: The Lost Caravan
Sen'ko shamelessly tugs on the PC's heartstrings and appeals to the kindest looking character in the group. He knows the winter is going to be particularly harsh this year, but does not mention it. Characters who make a Wilderness Lore check (DC 10) are able to confirm that a terrible snowstorm is coming, the worst yet.
Introduction #2: Familiar with Torassia This introduction is ideal for druids, rangers, or characters native to Torassia who are not from the civilized lands.
The forests are in trouble. Winters are always difficult, but this year, the animals seem to sense something far worse, almost sinister, in the coming frost. Wolves howl in constant mourning. Birds are found dead, frozen in their sleep. Trees die off without even shedding their leaves. The frightful cold makes sitting next to a roaring fireplace a very tempting proposition.
If the PCs are still reluctant to go out into the snow, he brings them to Machna, who casts endure elements on them free of charge. If they're still zimáei: Combination of the words unwilling, he makes a deal to sell for winter (zimá) and serpent (zmei), half his furs to Myslna if she "sets used to describe the cryohydra. her boys" on the PCs. Myslna's three children shamelessly beg the PCs for help lest they all starve, and then beg to come along for the adventure.
Your stay at the Dirty Monk Inn has been mostly uneventful. The tiny thorp of Volkov has little to offer adventurers. You're considering your next move when a fur-clad figure bursts into the room, bringing a chilling blast of wind that makes the fire flicker. The figure makes its way over to your table.
Ironically, accompanying the PCs may actually save their lives.
Regarding Disguises
The figure removes its hood to reveal a weathered young man with soft brown eyes. "I hear you're looking for work," he says in a thick Torassian accent. "I can use your help."
Tsar Rising contains a lot of references to characters in a different form. There are two disguises that the Dungeon Master should be familiar with: Peter/Sergei: Peter dresses like his military commander, who died in battle. The Dungeon Master should not let on who Peter really is directly. His true nature should be revealed by hints about his background (e.g. his reaction to the mammoth, his reaction to other peasants). Because the Tsar rarely made public appearances, most citizens do not know whom Sergei really is. Be sure to refer to Peter as Sergei in any of the read-aloud text until the PCs discover his identity!
This is Sen'ko (see Volkov, 8). The trade caravan that was traveling eastwards usually returns with Sen'ko's share after selling his furs in town. They have not returned and Sen'ko's beginning to fear the worst. He can't pay much, but he is willing to trade furs worth 100 gp per character for the caravan's whereabouts. PCs who make a successful Sense Motive check (DC 20) note that Sen'ko's hiding something. If pressed, he reveals that he founds tracks of several large predators and he is concerned that starving wolves attacked the caravan. The pelts Sen'ko wants so badly are zimá volk pelts—he stumbled upon one that bled to death from a musket wound.
Gregor/Winter: Using his minor image ability, Winter infiltrated the royal court as Gregor, a Torassian mystic who was able to heal the Tsar's youngest son Ivan. He has maneuvered his way into politics and yet managed to stay in the background. His alter ego only comes to the fore once all challenges to the throne are out of the way. Winter avoids exposing his minor image by emphasizing Gregor's eccentricities - he does not allow anyone to touch him or get closer than five feet when speaking to him. The nobility are used to such erratic behavior from their royalty
The truth is much worse: the caravan was beset by a starving zimáei. Sen'ko saw its tracks and blames the scarcity of game on its presence. He hopes, at the minimum, the PCs confirm his suspicions, or even better, slay the beast themselves. If he isn't able to get some valuable pelts soon, his family is in danger of starving to death.
9
Tsar Rising
The Thorp of Volkov
The thorp's alignment is lawful evil only because of the Tsar’s harsh taxations.
Rumors While in Volkov, the PCs may pick up a variety of useful information about what is really going on in Torassia. Below are sample rumors that can be gathered through role-playing and judicious use of the Gather Information skill. Each rumor, with its accompanying DC, is listed below. Any PC who makes a Gather Information check hears the rumor at or below the DC listed.
Volkov is a thorp on its last legs. Originally a Cossack village, the more ablebodied residents have moved on to greener pastures. With the Tsar's thorough tax collectors, life has become Volkov (Thorp): even harsher than is usually bearPower Center: Conventional able for Volkov's residents. The coming winter is a real danger Alignment: LE that's likely to leave the thorp Wealth: 16 gp limit; 48 gp Assets completely deserted. Population: 30 (100% human) There aren't enough people in the thorp to constitute any legal or religious systems. As a border town, survival is the primary concern for all.
. . .
DC (8): "The winter will be especially harsh this year. Anyone who would dare go out into the wilderness is a fool." DC (9): "Vendernik actually shot the zimá volk whose pelt Sen'ko claims." DC (10): "Son'gor and Yuchina really did attend the Tsar's ball, but everyone laughed at them."
4 9
1
12
5
Thorp of Vokov 11 19
10 13 15
14
20
2
16
3
6
18
17 7
8
10
Chapter One: The Lost Caravan
. . . . . . . . .
.
DC (11): "The nature spirits are angry at us because we stopped giving them sacrifices." DC (12): "The Tsar's army passed through here just recently. He was riding a psovyaslan." DC (13): "The psovyaslans will be the death of us. The Tsar taxes us to feed them." DC (14): "I felt the ground trembling a few days ago. Something massive is digging underground." DC (15): "A zimaei is on the loose, if you see large footprints, run the other way!" DC (16): "The twin princes are corrupt. If either rules they'll be worse than the Tsar." DC (17): "The Tsar isn't dead, he's just waiting for the right moment to return!" DC (18): "The other boyars fear the Tsar's psovyaslans. Whoever owns the psovyaslans rules Torassia." DC (20): "I saw a flying skeleton in the clouds, and then it snowed very heavily afterwards. It's a very bad omen."
4. Tanner Cazta lives by herself, and like Cepek, she fears she won't last through the winter. Her tanning skills are exceptional, and she does a brisk trade in leathers and skins. She sells leather and hide armor. Cazta does not survive Winter's attack.
.
This farm is deserted. The farmer got out early enough to avoid the coming winter.
6. Blacksmith Shop Men'shoi and his wife work diligently as blacksmiths, but the crushing taxes of the Tsar have made it very difficult for them. Bald, blustering, and hard working, Men'shoi is nearly blind. Eleska, his wife, really runs the business. Men'shoi sells small steel bucklers and shields and any Volkov’s Fate metal weapon or adventuring gear Although the PCs will leave Volkov less than 16 gp in value. Men'shoi in search of the missing caravan, has a 50% chance of surviving they are destined to return to this Winter's attack due to his armor small Thorp, only to find a very difand weapons. ferent Volkov.
Cepek isn't a particularly friendly fellow, but he's knowledgeable about magic, which puts him in a unique position amongst the villagers. He is aware that magical forces are at work, but is too old to travel in the winter. Cepek is sure he won't last through the season and he blames the Tsar for putting him in that position. PCs can buy common magical components from Cepek that are worth less than 16 gp. Cepek does not survive Winter's attack.
. .
Men'shoi, male human Exp1: Eleska, female human Com1
7. Cattle Farm
Cepek, male human Exp 3
While the PCs scour the wilderness for the caravan, Peter’s nemesis Winter pays a visit to Volkov. Few, if any, survive his murderous rampage.
Obakum and his son Rachsav are a The fate of each citizen has been couple of tough-talking, tobaccoprovided for your later use. smoking roughs who know how to survive. They are skeptical of the town's chances and are concerned about their cattle with the increase in predators. Obakum and Rachsav are very hardy and have a 75% chance of surviving Winter's attack on the thorp.
2. Abandoned House This house is deserted. The Cossack who lived here has since fled to warmer lands.
3. Weaver Merezhka and her son were one of the first residents of Volkov, and they have seen things go from bad to worse. Merezhka is one of the best weavers in all of Torassia, and they manage to make a very good living. Ortomon is very protective of her. When Winter attacks, Ortomon dies in vain, trying to defend Merezhka.
.
Cazta, female human Exp1
5. Farm
1. Apothecary
.
Ortomon, male human Exp1
. .
Merezhka, female human Exp7
11
Obakum, male human Com2 Rachsav, male human Com1
Tsar Rising
turnal predators. Machna charges 40 gp per spell level and is full of useful information about the current state of the forest. Her forecast is grim: the winter spirits have been disturbed because of the Tsar's repudiation of the old ways. Machna refuses to deal with any cleric or paladin of a faith that doesn't clearly worship nature. Machna knows the following spells (6/7/4): 0 lvl-detect magic, light, mending, read magic, resistance, virtue. 1st lvl - cure light wounds, endure elements, sleep. 2nd lvl - create food and water
8. Fur-Trader Sen'ko and his young wife, Jes, are new to the town. He does a brisk trade in furs, but he is a mediocre hunter at best. The dogs, which his wife Jes trains, are far more effective in catching game. Sen'ko is out hunting when Winter attacks the town (100% survival). Jes does not survive.
. .
Sen'ko, male human Rgr3 Jes, female human Com1
Machna is an easy target for Winter. She dies first.
.
Machna, 36 year-old female human Adept4
9. Horse Trader 12. The Dirty Monk Inn
Ceceradus and his family have established a profitable business as horse traders. They regularly swap fresh horses for explorers and hunters traveling northwards. Ceceradus hopes to one day start a mammoth ranch, but he is keenly aware of the dangers of having such large animals outside of their natural habitat. He frets constantly about the danger of "tha wurm" that he believes he's felt in his bones. He's terrified it will eat his horses. His children politely tolerate him.
Osip Polinavich runs the Dirty Monk. It has 11 beds in single rooms at 18 cp a night. Each room can comfortably accommodate up to two people, using floor mats for beds and leaving minimal space for gear. The rooms have shutters but no curtains or glass. The doors have a slide latch. The taproom is on the ground floor. There are five tables where patrons eat and drink. The Dirty Monk sells ale (1 sp/mug), dark ale (2 sp/mug), vodka (3 sp/mug), pork (12 sp), chicken (5 cp), and boar (1 gp).
Lanko and Lanka, twins, take care of the horses. Ceceradus conducts any negotiavedomye zheny: A wise woman who tions, while his eldest son and specializes in serving the community. wife fill in wherever help is needed. Ceceradus does not take gold, but is willing to trade. He has one heavy horse and three light horses for trade.
Osip and his wife keep a careful eye on the patrons. Osip cooks the food and Machekha serves the drinks. Macheka is an excellent source of information, but they haven't had much traffic due to the coming winter. All Gather Information checks receive a +5 bonus if Osip is present.
When Winter's attack comes, Ceceradus sends his children off on his three fastest horses. He and his wife do not survive.
. . . . .
Osip and his wife do not survive Winter's raid.
. .
Ceceradus, male human Exp2 Mylentei, female human Com1 Ywane, male human Com1 Lanka, male human Com1 Lanko, male human Com1
Osip, male human Exp3 Machekha, female human Exp1
13. Smithy Dalikon, new to town, provides serious competition to Men'shoi. Dalikon doesn't have as many contacts or as large a network with the Cossacks as his competitor, however. He can usually make anything Men'shoi can't or isn't willing to do.
10. Abandoned House This house has been boarded up and is empty of all contents. The roof has collapsed from the snow.
Dalikon has a set of armor and weapons, which means he can defend himself. This gives him a 50% chance of survival. Alla has no chance.
11. The Witch's Hut Machna, a vedomye zheny (wise woman) is a welcome presence in Volkov. Her magic is exceptionally effective in combating the cold weather as well as noc-
. . 12
Dalikon, male human Exp2: Alla, female human Com1
Chapter One: The Lost Caravan
14. The Tsarevich's Hat Tavern
18. Tailor's
Gadko Naburki runs the Tsarevich's Hat. The building is old but well kept. It has a warm, fresh atmosphere with modest furnishings. There are seven tables where patrons eat and drink. The Prince's Hat sells fine wine (10 sp/mug), kvass (1 sp/mug), salmon (6 sp), duck (3 sp).
Caslav and his young wife are the tailors of the small community. Winter clothes are at a premium, so Caslav has been very busy. He also doubles as a surgeon in times of need and can sew wounds as deftly as he sews cloth.
Gadko is paranoid about problems in his tavern, with good reason. There's usually a brawl every other night. He cooks and serves, but has an amazing ability to keep an ear on what's going on even when he's cooking or serving drinks.
Caslav and his wife don't stand a chance when Winter visits.
. .
Because Gadko's so paranoid, it serves him well when Winter attacks. He's 75% likely to survive by hiding under the bar.
.
19. Sheep Farm
Basically a sweet, weak beer. Vedernik speaks with a very thick accent and lives alone. Like so many of the residents of Volkov, he lost his wife to natural hazards. He is constantly on the look out for winter wolves, which have become much bolder with the coming winter storm. He owns a rusty musket that is never far from his side. It was Vendernik who shot a winter wolf harassing his sheep, which ultimately netted Sen'ko a valuable pelt.
Gadko, male human Exp3
15. Abandoned Farm This farm is surrounded by fallow ground, hardened with permafrost.
16. Abandoned House Icicles hang from this abandoned house.
17. House
Vendernik knows how to fire a musket, which gives him an edge, but it also makes him a target. He has a 50% chance of survival.
At the far end of town is Myslna's hut. Widowed earlier in the year, Myslna is a wild, independent woman who learned several tricks from her now deceased husband (an accomplished rogue). Unfortunately, all of those tricks are illegal. She is quite willing to play the poor widow if she feels the PCs are likely to give her money.
.
Son'gor and Yuchina are a rotund, messy couple who’s appearance is strangely reminiscent of the pigs they care for. They both possess a set of elegant clothes, and Son'gor is fond of telling anyone who will listen that he was once invited to the Tsar's ball in Dolstev. The Tsar, should he be asked, can confirm that he occasionally invited commoners to the balls for laughs. To Son'gor and Yuchina, it was an unforgettable moment in their lives - the simple couple was unaware that people were sniggering at them behind their backs.
Myslna, female human Com2
Her three boys (9, 8, and 6 years-old respectively) are hellions that roam the town in a pack. While not meanspirited, they are likely to harass PCs with questions, follow them everywhere, offer to hold their weapons, ask to be squires, etc. Myslna suspects that their best chance may be with hardened adventurers, so if any PC is willing to take on an apprentice, she's only too happy to place one of her children into the party's care.
. . .
Vedernik, male human Com5
20. Pig Farm
Myslna is far too wily to go down without a fight. She buys time by distracting Winter while her three boys flee to safety.
.
Caslav, male human Exp3 Cecislava, female human Com1
Kvass: An alcoholic drink made, by a simultaneous acid and alcoholic fermentation, of wheat, rye, barley and buckwheat meal, or of rye bread, with the addition of sugar or fruit.
Unfortunately, Son'gor and Yuchina die at Winter's hands.
. .
Volynets, male human Com1 Bloch, male human Com1 Casek, male human Com1
13
Son'gor, male human Com1 Yuchina, female human Com1
Tsar Rising
Peter and the Wolves
blood loss (3 hp remaining), it is all he can do to stand. The wolves fight to the death. Encounter Level 7 2 Zombie Winter Wolves (53, 62 hp)
.
T
he search for the caravan will take the PCs north of Volkov. After four days of battling an unusually fierce snowstorm the PCs finally encounter Peter.
The wolves defeated, the man struggles to regain his footing. Frost hangs from his beard and moustache, but his eyes shine brightly. "Thank you," he manages to cough out, "but we must move southwards before more come."
The snow has fallen relentlessly, coming down in a slow but steady stream of fluffy flakes that stick to your clothing and blanket everything in stark white. Your slow march is interrupted by a low, inhuman howl that tears across the forest landscape. The snarling and barking of feral beasts echoes all around you. A figure dressed in a torn fur cloak stumbles across your path as a pair of huge white wolves snap at his heels. It would be impossible to make out where the wolves begin and the snow ends were it not for the black tips on their tail and ears.
Peter is attempting to hide his true identity and thus introduces himself as commander Sergei Zomarov, the sole surviving member of the Tsar's druzhina. He re counts the following story:
"A force of dziady was advancing southwards towards Dolstev. The Tsar's advisor, Gregor, suggested an immediate counterattack, citing a great evil that, if not stopped, would bring about a horrible winter and destroy Torassia. The Tsar called upon his two sons, Alexi and Dmitri, to bring their druzhina to meet the undead foe. Sensing an opportunity to assert himself as a hero to the people, the Tsar brought his bodyguard with him to deal with the invaders personally. But they underestimated the enemy.
The figure is beset by two zombie winter wolves. The wolves slowly circle the party, taking their measure. Should the party initiate combat, they spread out to ensure their breath weapons hit as many people as possible and unleash their cones of cold. They attempt to bite and trip opponents, targeting weaker characters first. The stranger (Peter) is of no help - weak from
Some unseen force poisoned the souls of our dead soldiers, so that even as one skeleton fell, another dead soldier rose up to replace him. Our troops' morale broke, and the two tsareviches," Sergei pauses, biting his lip, "fled like cowards, abandoning their father to his fate. The Tsar was thrown off his psovyaslan in the confusion. We fled together, but I led the zima volk away from him. He gave me his signet ring, so that the people would know he will return to them." He displays a silver ring with the mark of a twoheaded eagle. Most of the above tale is true except for the ending. Winter, flying and invisible, used his animate dead ability to animated each defeated soldier. This shook
14
Chapter One: The Lost Caravan
the morale of the Tzar’s troops, who were already demoralized by an early and harsh winter. The tide was turned when both princes (swayed by Winter's charm person and suggestion powers), abandoned their father to his fate. Upon seeing his children abandon the cause, the Tsar, with his loyal bodyguard still surrounding him, retreated. The skeletons withdrew, only to be replaced by two wolves - wolves that were resistant to his bodyguards' weapons. With the increased cold weather, his men slowly succumbed to their wounds, frostbite, and the wolves. Every time they killed one, another showed up only hours later. He was in dire straits until the party finally stumbled upon him.
Sergei's gaze scans the countryside. "What manner of beast could…" his voice trails off as he looks down at the foot-long track of a gigantic claw in the snow. "A zimáei, here?" he whispers in awe. Zimáei is the Torassian word for cryohydra, native to the Torrasian taiga, but rare. This six-headed beast has been starved out of its slumber. It attacked the caravan and ate everything - the horses, the men, and the furs. The cryohydra's tracks are recent. Due to the snow, it can be tracked southwestwards (Wilderness Lore DC 15) and then south to Volkov.
Peter is convinced that something more sinister is at work, but he doesn't know enough about the situation to determine its source. He urges the players to help him reach the Tsar in Dolstev, whom he is convinced is alive, and will make things right by bringing the full military might of Torassia to bear. On a successful Sense Motive check (DC 20) the PC gets the feeling that Sergei (Peter), although trustworthy, is hiding something.
Having held up his end of the bargain, the Tsar expects he party to immediately travel southwards. Considering that this is a more financially rewarding possibility, it shouldn't take much convincing. This brings the party back to Volkov.
If the simple morality of the situation is not enough, Peter is not above bribery. He promises the gratitude of the Tsar (7,000 gp). If they are still reluctant and are searching for the lost fur traders, he offers to assist in finding them if they help him in return.
Mammoth Task
W
hether the party chooses to backtrack or decides to track the zimáei, all roads lead to Volkov. About halfway back to the thorp the silence of the winter day is broken.
All Fur Naught
You hear a loud trumpeting in the distance, and moments later a huge shaggy beast comes crashing into the clearing. The mammoth wails again in agony, and you get a glimpse of its beady eyes, wide in terror. Its huge tusks whistle through the wind as it shakes its great head at the white wolves snapping at its heels. The many red slashes that mark the mammoth's flanks indicate the success of the wolves' efforts.
T
he search for the caravan takes the party another two days west. To track the whereabouts of the lost traders in the snow requires a Wilderness Lore Check (DC 18). Peter easily finds it if the characters cannot.
"There!" shouts Sergei, pointing at a tree that has been smashed inward at an unnatural angle. "The fur traders were traveling in this direction." In moments the true whereabouts of the fur traders is apparent: smashed wood and bits of metal are all that remains of the original traders.
This is the Tsar's mammoth, which he immediately recognizes. Peter fell off of it after a blast of a winter wolf's breath weapon. He attempts to calm it down, shouting that it is the Tsar's mammoth and that it is worth a handsome sum if they are able to bring it back
15
Tsar Rising
alive. On closer inspection, shreds of a harness hang loosely about its waist. Calming the mammoth requires shifting the mammoth's attitude from Hostile to at least Indifferent. An attitude of Unfriendly causes the mammoth to run in the other direction. An Animal Empathy check (see sidebar), calm animal or charm animal may come in handy. Failure causes the mammoth to resume its attacks. If successful, Animal Empathy Peter will be extremely happy to Check: The character can improve have his mount back. the attitude of an animal with a successful check. To use the skill, the The wolves retreat at the sight of character and the animal must be the party, preferring instead to able to study each other, noting each stalk the PCs from a distance. The other's body language, vocalizations, mammoth, crazed from its and general demeanor. This means wounds, attacks anyone in range, that the character must be within 30 including the PCs. (See the feet under normal conditions. psovyaslan entry under New Generally, influencing an animal in Monsters.) this way takes 1 minute, but, as with Encounter Level 7 influencing people, it might take more Psovyaslan (Mammoth) or less time. (52 hp) Roll the check and consult the appropriate initial attitude line on Table: Should the party kill the mamInfluencing Attitude to see what the moth, the wolves wait patiently until the party leaves to eat the result of the roll is. corpse. This pack of five winter Table: Influencing Attitude wolves is smart and hungry. They Initially Hostile stalk the party for the rest of the adventure, avoiding towns. Any Roll New Attitude corpse left by an encounter DC 20 Unfriendly (including people) is ravaged by DC 25 Indifferent these animals, as they see the party DC 35 Friendly as a means of acquiring free meals. DC 50 Helpful They're smart enough not to eat the cryohydra's corpse however.
If the mammoth dies, read the following: Sergei kneels beside the mammoth's great head and strokes its fur, whispering, "Goodbye, my friend." After all, this is one of the riding mammoths he taxed Torassia so heavily for. PCs may make a Sense Motive check (DC 20) to realize that Sergei is acting inappropriately. If questioned, he mentions that he too, had a mammoth mount, and knows what it's like to lose such a good companion. PCs who heard the rumors may note that only one mammoth was ever mentioned in the Tsar's entourage.
Down Town
T
he party returns to Volkov with the bad news about the caravan only to learn of a greater tragedy.
.
Sergei has mentioned Volkov several times, and he seems excited at the thought of being reunited with other Torassians. "It's just over that hill!" he shouts as he stumbles up over a snow-covered mound. But what he sees there stops him in his tracks. As the town comes into view, you see why. Volkov is simply no more. The main street through the tiny thorp is strewn with corpses. Some are flash-frozen, others are purplish and bloated. There are pieces of more bodies, torn apart by scavengers desperate for a meal. Sergei falls to his knees in horror. "They got here first," he whispers.
Encounter Level 10 5 Winter Wolves (47, 53, 51, 33, 29 hp)
.
Winter did get to Volkov first. Using his considerable abilities, Winter either trapped the hapless Cossacks in walls of ice or poisoned them. A successful Heal check (DC 15) determines that the poison is not found in nature. The small town fought valiantly, but the ensuing chaos was too much for them. All that remains of the original structures is charred wood.
16
Chapter One: The Lost Caravan
stay behind in town, so it's up to the PCs to help them find shelter or drag the NPCs along. For each villager who survives the adventure, the PCs should receive full experience points as if they defeated the NPC in combat.
In the center of town is a cryohydra, which is using its multiple heads to snake through buildings and huts to find corpses. The cryohydra is far too hungry to distinguish between frozen meat and poisoned meat, and it has consumed a few corpses poisoned by Winter. This reduces its strength by 6. Unlike other creatures that are hell-bent on destroying Peter, the cryohydra is simply hungry. It attacks mounts first. Throwing it any sizable food (a large hunk of meat or a backpack full of rations) keeps one head preoccupied long enough for the party to escape. Anyone who uses fire causes the cryohydra to bring all of its breath weapons to bear on the source.
Peter becomes very angry if anybody should decide to do something so crass as search the corpses of his countrymen. He insists on burying the bodies and, if there is a religious personage (cleric, druid, or even a paladin) in the party, ask for last rites to be said over them. Peter takes note of the religious persuasion of the PC performing the rites.
Encounter Level 5 Cryohydra (63 hp)
.
Parting Shot Winter suspected Volkov would have visitors. He left seven zombies for just such an occasion. They only rise up when three or more of them are in close proximity to each other (for example, when they're being buried). Because they are all frozen solid, they crackle when they move and their AC is higher.
Each of the buildings can be searched and success turns up a number of random mundane items. If the PCs were staying at the thorp, they should recognize some of the corpses. If the PCs kill or drive off the cryohydra, those who survived the attack crawl out of their hiding places to greet the PCs (see appendix for statistics). Without shelter, the survivors will surely starve to death. No one in their right mind wants to
Encounter Level 4 6 Frozen Zombies (9 hp ea.)
.
17
Tsar Rising
Chapter Two Road to Dolstev Drakino
A
ssuming they live up to their word, the PCs will begin the journey across the Torassian Taiga as Peter’s escort (see Overland Map inside cover).
Drakino (Small Town): Power Center: Conventional Alignment: LE Wealth: 460 gp limit; 45,770 gp Assets Population: 1,995 (100% human).
D
rakino is a cozy little town comprised primarily of small buildings called izbas, simple one-room buildings, made of logs. The floors are a blanket of pine boughs and forest moss while the walls are lined with shelves for storage. At one corner of the room, opposite the door, is a huge wood stove.
If there were any surviving townsfolk, it will be up to the PCs to safeguard them to the closest town enroute (Drakino). Refer back to the section titled Torassian Wilderness for random encounters and weather.
Agricultural fields surround this small town, but they are buried under the snow. As it is wintertime, work has stopped and peasants stay inside for warmth.
The trip will take the party approximately ten days.
Authority Figures: Posadnik Derben Andronovich Economy; Agriculture is the base of the economy in Drakino. The peasants pay a soul tax to the state and are subject to military conscription.
18
Chapter Two: Road to Dolstev
Rakirov Keep
Trouble in Drakino
The posadnik lives on the edge of town. His fortress is a small keep with four towers. The walls are made of wood. 19 soldiers are needed to fully man the walls of Rakirov Keep.
The town’s garrison, stationed at the keep, is led by Captain Aleksandr and his junior officer Sergeant Strelets. The force is comprised of two dozen low level warriors.
The posadnik Derben, and his equally frosty wife, Nadezhda, care little for the peasants they so heavily tax. They use the shifting political winds as an excuse to abuse their power—no order was actually given to increase the taxes.
. .
Whenever trouble erupts in town a small patrol made up of Sergeant Strelets and 5 warriors is dispatched to investigate, arriving 1d6 turns later. Unless the disturbance is truly severe, Captain Aleksandr generally remains at the keep to safeguard the Andronoviches.
Posadnik Derben Andronovich, male human Ari6: Lady Nadezhda Andronovich, female human Ari5:
Encounter Level 4 (6 with captain) Captain Aleksandr (28 hp) Sergeant Strelets (15 hp) izba: Peasant's dwelling. 5 Guards (6 hp ea.) posadnik: Governor, appointed by a prince or Tsar. The title is equivalent to a baron.
. . .
A
C B
E D
Drakino Key A) Rakirov Keep B) Broken Sword Inn C) Fedor’s Home D) Weaponsmith E) Town Square F) Khrestianin Church
F
19
Tsar Rising
Welcome to Drakino
Rumors While in Drakino, the PCs may pick up a variety of useful information about what is really going on in Torassia. Below are sample rumors that can be gathered through role-playing and judicious use of the Gather Information skill. Each rumor, with its accompanying DC, is listed below. Any PC who makes a Gather Information check hears the rumor at or below the DC listed.
. . . . . . . . . . . .
H
aving left the horrors of Volkov behind, the PCs have faced a long and arduous trek through the Torassian Taiga. Thanks to the harsh conditions, their spirits rise when the town of Drakino comes into view. Although it’s not their goal, the capitol city of Dolstev, it will make a wonderful place to rest and recuperate.
DC (8): "The winter wolves have gotten bolder. " DC (9): "The new religion isn't embraced by everybody. Some townsfolk only pay it lip service." DC (10): "Grandmother Marfa is a horrible hag that eats children." DC (11): "Grandmother Marfa is kind to those who show her kindness, lethal to those who show her disrespect." DC (12): "Grandmother Marfa was driven out of the village by Father Obal for her pagan beliefs." DC (13): "The skomorokh are infuriated by the new Khrestianin religion and will go to any lengths to stop its spread, including murder." DC (14): "Since Gregor has come to power, he has instituted even more taxes as temporary regent. Such taxation will surely starve some of the peasants to death during the coming winter." DC (15): "Gregor has created a new police force called the oprichniki. They enforce the advisor's will in the name of the Tsar." DC (16): "The boyars are celebrating the Tsar's death in the capital." DC (17): "I don't trust the Tsar's advisor, Gregor. I think he deals with the devil." DC (18): "The only reason the Tsar trusted Gregor as advisor is because he healed the Tsar's youngest son, Ivan." DC (20): "There's a devil behind the bad weather, and his name is Winter."
Note: The following encounters are provided in chronological order.
1. A Warm Welcome It is late afternoon and a light snow has just started falling as the PCs enter the town of Drakino.
A great wooly head sticks out from a nearby door and startled green eyes stare back at you. The door closes again, to the muffled cry of, "Hema, we have visitors, get the children off the stove!" When the door opens again, the rough peasant is grinning broadly, arms open wide. "Welcome, strangers!" he roars. "Come in, we have a spot for you on the stove!" If there are any survivors from Volkov they will thank the PCs and continue on hurriedly in the hopes of finding shelter before nightfall. If Peter and the PCs choose to enter, read the following:
Inside, you can see a rotund woman frowning over at you with several children peering out from behind her skirts. The small hut is filled with steam, smoke, and soot. Fedor is a very friendly fellow and is thrilled that he has visitors. He shares the typical Torassian peasant hospitality and offers food, drink, salt, and a warm place on the stove to his new friends. He has no idea what the Tsar looks like and does not recognize him. Sergei appears nervous at first, but once he realizes Fedor does not know who he is, he relaxes somewhat.
20
Chapter Two: Road to Dolstev
PCs may make a Sense Motive check (DC 20) to notice Sergei's peculiar behavior.
true nature from Father Obal after watching the priest drive the hag out of town.
Fedor doesn't know much beyond the village, but he has heard that the Tsar is dead. He knows this because he heard it from a few fleeing soldiers whom he also gave hospitality to. Fedor does not know who will collect taxes next, but he fears being doubly taxed. His family is on the verge of starvation, their crops are depleted, and Fedor does not think all the children will survive if another hardship hits them.
Ulian is one of the few individuals who recognizes the Tsar immediately. He has traveled much and been to Dolstev. When the PCs enter the inn, a look of shock passes over Ulian's face - PCs can make a Sense Motive litchina: A movable, grotesque check (DC 20) to notice his reac- metal facemask. It is attached to the tion. Ulian immediately regains helmet with a hinge. his composure and then begins investigating just who Sergei oprichniki: Gregor's secret police, gated in from hell itself. really is. skomorokh: Torassian bard/rangers Kartavoi, male human Exp3 who wander from village to village. Gruba, female human Com2 They sing, perform skits, and play Ulian, male human Bard6 the gusli for the villagers. To members of the Khrestianin faith, it 3. A Little Shopping appears to be simple amusements, Peter insists on visiting Riablo the but pagans know better. Their enterweaponsmith, to have a litchina tainment contains important elements made for his helmet. PCs who of pagan traditions that they pass on witness Peter's purchase can to the peasantry. Skomorokh are spemake a Sense Motive check (DC cialists in training dancing bears, and 20) to notice that the Tsar is intenalso perform ursomancy (divination tionally covering his face. Riablo by listening to a bear's growls). knows how to make swords as well as guns and he has experi- gusli: A gusli is a trapezoidal harp mented with blackpowder with with 15 steel strings. The steel strings limited success. Simple weapons are secured over the short end on are available at normal cost while hooks and spread as they cross the martial weapons are available at soundboard. The gusli is played four times the cost. The only upright, with the edge of the long exotic weapons he has for sale are end down on the knees; the left hand ruchnitsa (pistol) and pishchals damps the strings not in the melody, (musket). He currently has one while the right hand plucks them.
Hema, Fedor's wife, does not approve of taking in visitors when times are difficult, but she is too polite to say otherwise. On a Sense Motive check (DC10) the PC’s can get a feel for this. Hema is a doughty woman who knows how to handle oxen and a plough.
. .
. . .
Fedor, male human Com3 Hema, female human Com1
They have seven children: five girls (Elizabeth, Chemi, Nastasia, Talia, and Vlada), and three boys (Riab, Ser, and Modi). If the party chooses to spend the night it will be crowded and uncomfortable (skip entry 2). Otherwise, after a pleasant meal and much gossip, the PC’s and Peter move on to find an inn for the night.
2. The Broken Sword Inn The Broken Sword is run by Kartavoi Ripetavich. The taproom has six tables where patrons eat and drink and warm themselves by the fireplace. Stairs lead to rooms on the second floor. The Broken Sword has 8 beds in single rooms at 27 cp a night. The Broken Sword serves goat (2 sp), boar (1 gp), cheese (8 cp), and ale (1 sp/mug). All Gather Information checks are at +3 at this inn. Kartavoi is a shrewd innkeeper with an eye for profit. He also is a devout member of the Khrestianin faith. He knows much, but does not reveal all he knows if the PCs do not spend some money first.
pistol and two muskets in stock. After a short period of haggling the weaponsmith advises Peter to return tomorrow afternoon to retrieve his helmet. The PCs now have some time to further explore the town.
Gruba, Kartavoi's wife, is a loud, rude turnip-shaped woman who has birthed many children. She serves, Kartavoi cooks.
.
There is one particularly noteworthy guest, Ulian the skomorokh. He keeps the pagan traditions alive through his song and skits, which he plays off as mere entertainment. Pagan peasants know better and seek him out for spiritual advice. Ulian has had to hide his
21
Riablo, male human Exp2: CR 1
Tsar Rising
Two soldiers drag Fedor out into the street. "You there," the captain says, pointing at [strongest PC]. A guard hands [strongest PC] a knout (whip). "Give this dolt 20 lashes!"
4. Where There’s a Whip There’s a Way! As the PCs are returning from their shopping excursion they come across a disturbance in the town square.
Aleksandr waits patiently for the PC to inflict the punishment (a decidedly evil act). The tax is pathetically small: the equivalent of two silver pieces, which is what makes the whole thing so ridiculous. If the PCs pay the tax rather than fight, Aleksandr is suspicious but says nothing. He sends a messenger to Dolstev reporting of their presence.
As you enter the town square, you see a larger man dragging Fedor into the street, surrounded by several guards. A crowd has gathered. Sergei shouts to the leader, "You there, what is going on?"
Any signs of resistance are met with violence. Should weapons be drawn, Aleksandr orders the guards to kill them all. Should the PCs be slow to respond, Peter interferes personally, dragging the PCs into battle with him.
The man sneers back beneath his nose guard, "He has not paid his taxes." Sergei looks surprised. "Taxes? Whom is charging taxes when there is no Tsar?"
After the first few deaths, the guards organize a slow retreat, firing their pistols and walking backwards. Aleksandr immediately mounts up on a horse, retreats to Rakirov Keep, and dispatches a messenger southwards to Dolstev to file a report and request reinforcements.
"The advisor, in the name of the Tsar, until the princes resolve their dispute." He steps back so that the guards who accompany him are visible. They bear black powder weapons and sabers.
Encounter Level 6 Captain Aleksandr (28 hp) 5 Guards (6 hp ea.)
. .
"I cannot afford to pay!" Fedor cries out. "Let this be a lesson to all of you," shouts the guard captain, "those who do not pay will be given 20 lashes."
22
Chapter Two: Road to Dolstev
As the PCs pass by the Khrestianin church they encounter Obal the priest.
If the PCs drive off the guards, read the following. Fedor, despite being rescued, looks glum. "Now the village will suffer a much worse fate," he says sadly. Nevertheless, he insists that you stay at his humble home for the night.
A rotund man dressed in clerical vestments stomps towards you, his holy symbol outthrust before him. "There!" he shouts over his shoulder to the slowly growing crowd of Religion: Khrestianin villagers. "These sinful people are bringing the wrath of Alignment: Lawful Neutral hell down upon us!" Red- Domains: Healing, Law, Knowledge, faced, he points an accusing Protection finger at [name of spell castTypical Worshippers: Aristocrats, mering PC]. "Their pagan beliefs chants, government agents have endangered us all!"
5. The Oprichniki Sometime during the second night in Drakino, the town receives some unwanted guests.
Off in the distance, you hear the sound of thunderous hooves and a strange hissing that punctuates each hoof beat. Outside, you can see a series of five bolts of flame, rising rhythmically then plunging back into the steam. The smell of brimstone assaults your nose. Into the village burst several blackclad riders and their flaming onyx steeds!
Favored Weapons: Quarterstaff
Most of the villagers, with the exception of any villager they have helped, agree with Obal and begin to gather into an angry mob. They want the PCs out of town and they want them out immediately.
The oprichniki are the elite enforcers of Gregor/Winter's new regime (the populace and PCs are unaware that Winter is actually in control of things and Gregor is but a puppet). Gated in from hell itself, they seek all traitors to the state (i.e., anybody whom Winter deems a threat) and ride on their nightmares with brooms and dog's heads in tow. The brooms represent the "sweeping away" of traitors and the dog heads represent the oprichniki "snapping at the heels" of their enemies.
The Khrestianin religion is a philosophy instituted by the Tsar. The belief of the people in the Tsar's edicts is so powerful that priests are capable of miracles cast in the name of the new faith. It is highly intolerant of pagan cultures. The main beliefs of the culture involve devotion and allegiance to the Torassian governing body. The Tsar is seen as its spiritual leader, although priests do not properly worship him.
A ball of ice cracks near your feet. "Go home!" shouts someone from the back of the mob. Women, children, and even the elderly begin picking up balls of ice and snow. All the while, the priest stands with arms crossed, frowning at you.
Villagers stay hidden, but if the PCs won't come out into melee, the oprichniki set huts alight with their nightmare's flaming hooves. Their goal is to flush Peter and the PCs out and destroy them.
The mob can be fought, but not without many innocent casualties. Women, children, and the infirm are all part of the mob, which should give some PCs pause.
Encounter Level 10 5 Oprichniki (13 hp ea.) 5 Nightmares (45 hp ea.)
. .
There are several ways to stop the mob, not the least of which is fast-talking. PCs who can come up with a plausible reason for why they aren't related to the forces of hell manage to stop the mob from breaking into a frenzy, at least for the moment. Peter does not harm the villagers, but does defend himself.
6. He Who Cast the First Stone! You have finally picked up Sergei’s helmet and are just setting out. At the center of town is the village church, a stone structure that is clearly more magnificent than all the little houses around it.
PCs who try to plead that they are not allied with the oprichniki are called upon by Obal to prove their faith. If one of the characters is obviously a member of anoth-
23
Tsar Rising
Grandma Marfa
er faith (be it a druid or cleric of another religion), Obal challenges him to a battle of miracles. For truly, the forces of good will prevail over the pagan religion.
A hunched old woman leans heavily on a cane at the edge of town. She has a kindly, craggy face, and gray bushy eyebrows that peek out from the voluminous brown robes she wears. "I was hoping you would come," she says, smiling a toothless grin.
Obal engages in spell combat only with a spell-casting PC, be it a mage, sorcerer, cleric, or druid. The rules are only that neither opponent can engage in melee. Any magical combat is allowed. If Obal sees that he is facing a clearly superior opponent, he uses his wand of magic missile until it runs out of charges, hiding it in the folds of his robe.
This is Grandmother Marfa, a horrible annis. She has used her change self ability to appear as an old woman and is very interested in the PCs because they are fighting the same forces she battles. Grandmother Marfa happens to enjoy a steady diet of human flesh, and what's bad for the peasants is bad for her. She knows about Winter's plans (she traffics with hell on occasion), and is not happy about the changes in status quo. She just wants things returned to the way they were.
If the PC loses or blatantly cheats, the mob attacks en masse, hurling ice and epithets at the PCs until they leave town. Obal uses whatever remaining spells he has to assist them. If the PCs retaliate, the peasants scatter when Obal falls. If Obal is defeated, the villagers flee in terror. No shopkeeper sells to them for fear of being persecuted later. Despite the lateness of the hour, Peter suggests the PCs move on.
Grandmother Marfa was already run out of the area by Obal, who defeated her soundly. She sees the PCs as potential allies, but she wants to be sure of their intentions.
Encounter Level 9 Father Obal (47 hp) 30 Typical Peasants (4 hp ea.)
. .
Grandmother Marfa plays on the party's revulsion of authority figures (if any). She attempts to engage them in conversation and discover what it is they're all about— most specifically, how powerful they are, their motives, and if they believe in the "old ways." After she introduces herself, read the following:
Grandmother Marfa nods over in the direction of where Obal once stood. "I took up his challenge once, because he accused me of being a witch. A witch! Can you imagine? So I tried a few hexes my grandmother taught me, but they were no good. They nearly stoned me to death." She coughs violently for a moment. "And now this cold will be the death of me. I don't live here anymore and I don't think you're welcome here either." She waves off in the direction of the woods. "I've a small hut, if you'd like to keep an old woman company. It's not much, but it's warm."
24
Chapter Two: Road to Dolstev
ing their intent, she casts sleep to keep party members who are sleeping unconscious. Then using her fog cloud ability she comes calling. She casts in order ventriloquism, dancing lights, whispering wind, and ghost sound to further misdirect any guards, harassing them with promises that she will eat them, suck the marrow from their bones, boil their skulls, and worse. Then she casts cause fear and scare, to separate the guards from the sleeping PCs. She attacks those who flee, casting doom and daze in quick succession, until (finally) falling upon them with her horrible claws.
The old ways are what Grandmother Marfa cares about most. Depending on how the party interacts with her, she can be a powerful ally or a horrible enemy. If the PCs are polite, respectful, and show concern for health, she takes a liking to the party. If the PCs are disrespectful, show disdain for the old ways, or are otherwise rude to her, Grandmother Marfa is not so forgiving. Marfa’s hut is about an hour’s journey from the town. If the party accompanies her they will be treated to a nice hot meal and some pleasant company. PCs she favors are also given a seed of tree growth, one for each PC. A PC she especially favors (druids, rangers, PCs who are especially kind to her) will be granted herbs of sleep. It's possible for Grandmother Marfa to like some PCs more than others (rangers and druids will likely get preference), in which case she won't give the other PCs anything, but she won't harm them either.
Grandmother Marfa is meant to be either a benign old woman or a horrifying experience, depending on the party's reaction to her. In either case, have fun roleplaying the fear factor - especially when she uses her ventriloquism/whispering wind/ghost sound spells in reaction to what the PCs were thinking!
She gives her favored PC one other very important riddle: a note that reads, "When times are tough, remember to keep your chin up!" The PCs should receive experience points equivalent to defeating Grandmother Marfa in combat if they resolve the encounter peacefully.
Encounter Level 11 Grandmother Marfa (94 hp)
.
PCs who anger her are in trouble. If they are foolish enough to go back to her hut after clearly insulting her, she lets them sleep in there. She then attempts to cast two sleep spells in quick succession on the sleeping characters. Since she's a sorcerer, she can sacrifice as many spells as necessary to ensure everyone is under her sleep spell. If she succeeds, she then, while invisible, removes the entire hut. PCs suffer exposure damage and finally wake up when the first snowflakes fall on their heads.
Bear With Him
A
few days after leaving Drakino behind, the PCs see a familiar face, Ulian from the tavern. Ulian, an expert in bear training, has trained a kainkutho as a companion which he uses for divination (ursomancy).
When they do finally awake, her whispering wind whispers, "The slow ones taste best."
Your slow trek southwards is interrupted by the sound of a low, guttural growl. A massive bear, ten feet at the shoulder, pads out onto the path before you. It woofs and sniffs in your direction. As the bear shuffles to the side, it reveals a man sitting on a snowdrift. He is playing a harp of sorts, with the edge of the long end down on the knees; his left hand damps the strings, while his right hand strums them.
Grandmother Marfa discovers Sergei/Peter's secret through her detect thoughts spell. This leads her to torment the Tsar by dropping hints in her messages (e.g., "Royalty tastes better" and "What would the Tsar think?"). She doesn't want to just give away his secret so easily, and enjoys his torment. This kind of behavior continues for as long as Grandmother Marfa feels she's been slighted. She follows the party invisibly and out of sight, and waits until they make camp. She approaches invisible and casts detect thoughts to see if the time is right to strike. After scanning the party for six rounds and determin-
25
Tsar Rising
"Well," the man says, looking up at you as he strums a chord, "I see the Tsar seeks to reclaim his throne so he can subject us all to further persecution." He plays another chord, and the bear takes a menacing step forward. "I wouldn't make any sudden moves if I were you, Ursul's bite is far worse than his bark.
Sergei sighs, steps forward, and lifts his metal mask so that his face is visible. "Yes, I am the Tsar," he says softly. He turns back to you. "I apologize for the deception, but I had to be sure you were trustworthy. It is a testament to my foolishness that my own people do not recognize their Tsar on sight." He looks back at Ulian, "but of course, a skomorokh would know me. Your wrath is justly earned, I'm afraid. I have been unkind to the common people, but I have learned my lesson."
The PCs, to keep the bear from attacking, have to do some fast-talking with Ulian. Through careful roleplaying, they may be able to convince him that Peter is not the Tsar, but Ulian is skeptical. If Drowning the PCs saved Fedor and were polite PCs can hold their breath for to Grandmother Marfa, Ulian is cona number of rounds equal to fused - such generous actions do not their current con score. After fit his assumptions about the Tsar's this time, con checks (DC10) personality.
Ulian looks surprised to hear this. "Indeed, your past behavior in Drakino has shown you to be a man of compassion. It is the only reason Ursul is not eating your head right now." He strums his harp again. "But I fear that if I let you go forward, you will reclaim the throne and continue to force your monotheistic ways upon us. The peasants do not follow your religion, Tsar. You tax them, you starve them, and you punish them for giving you their loyalty. I should do them a favor by killing you now. Tell me why I shouldn't?"
are required each round to If it seems like the PCs are about to continue holding their breath. come to blows, Peter reveals who he Every round you should is. Read the following: increase the DC by 1. Once the con check is failed the PC begins to drown. On the first round of drowning, you go unconscious. On the second round of drowning your hit points drop to -1. On the third round of drowning you expire.
26
Chapter Two: Road to Dolstev
edge of the bridge or holes made by the giant octopus must make Reflex checks (DC 15) to remain on the bridge. Failure results in the PC falling off the bridge, through the ice, and into the freezing water. PCs must then make a Swim or Strength check (DC 15) or take 1d3 points of subdual damage each round. On a failed check, the character must make another check that round or slip under the ice sheet. The cold water deals an additional 1d6 points of subdual damage from hypothermia per minute of exposure. The ice is 4 inches thick and once under the ice (Hardness 0, 12 hp, break DC 17), the PC must break free or risk drowning.
Ulian is not an unkind man, but people like Father Obal anger him. If the PCs suggest that the Tsar release the mammoths, and by doing so remove the need for such harsh taxation, he will agree to do so. This is acceptable to Ulian, who departs peacefully, with a warning that he is watching. If the PCs are obviously underpowered Ulian will accompany them southward. If the PCs are not in the mood to discuss politics, Ulian commands Ursul to attack. He leads off with two sleep spells and then three flare spells. He then engages in melee with his palka. Encounter Level 10 Ulian, male human Brd3/Rgr3 (40 hp) Kainkutho (Ursul) (80 hp)
. .
In order to attack the party, the octopus must first penetrate the ice. To do so, the octopus must make a Strength check (DC 17) with each of its eight tentacles. Success means the tentacle smashes through the ice on the first round. It then attempts to break through the bridge ahead of the PCs on the second round with a Strength check for each tentacle that broke through the ice (DC 13). If the octopus succeeds on smashing four tentacles through the bridge, the rickety wooden structure collapses onto the ice and the octopus, inflicting 1d6 points of subdual damage to PCs and 5d6 points of damage to the octopus. If it suffers more than 22 points of damage, it flees in a cloud of ink.
Bridge Over Choppy Waters
P
eter’s chosen route to Dolstev takes the party off the beaten path to a dangerous river crossing. The river, is sixty feet wide at this point and is crossed by a narrow icy bridge.
Encounter Level 9 Giant Octopus (44 hp)
.
A bridge spans the frozen river before you. Snow covers the entire structure, so that you cannot make out the material it is made of. Rushing water flows beneath the sheet of ice that was once a flowing river. Icicles hang like ornaments from the bottom of the bridge.
Mammoth Proportions
The bridge crossing can be a hazardous undertaking thanks to the slippery surface and weakly constructed railings. PCs who walk too close to the edges run the risk of slipping and falling. Compounding the danger of the situation is a giant freshwater octopus that lives beneath the bridge. It lurks silently under the ice sheet, waiting for movement along the bridge or ice. It has camouflaged itself white, making it particularly difficult to spot (DC 33).
H
aving successfully navigated the icy crossing the party continues along the road to Dolstev.
As the forest thins, a massive palisade made of twenty-foot high sharpened logs stops you short. Someone wants to keep something very big in…or out.
PCs who move at greater than half speed must make a Balance check (DC 15) or slip. PCs who slip near the
27
Tsar Rising
This is a mammoth ranch, where the Tsar's mammoths are kept for his army. Unfortunately, the Tsar did not see fit to take his army with him in his war against Winter. The mere threat of the mammoths is enough. There are 30 in total, currently chewing on crops taken from the peasants. They can be heard trumpeting and shuffling on the other side.
have fiercely dogged each other's trails, beset by food shortages, predators, and the weather. Alexi is ecstatic that he has arrived before Dmitri, but he knows he doesn't have much time. Impatient and imperious, Alexi wants to claim the mammoths immediately, and begins shouting to the guards that he is the rightful heir. He travels with his druzina, a princely entourage of 25 men.
Alexi bellows, red-faced, at the noncompliant guards in the watchtower who respond with only stony-faced silence to his commands to open the gates. The sound of horses approaching from a different direction reaches your ears. A similarly dressed man leads another group of armed men, dressed in a blue cape and cap.
This power, or the potential threat it represents, is highly coveted by the warring brothers, who both realize that to control the mammoths is to symbolically control Torassia. As animals of war, they are difficult to handle, expensive to care for, and generally too much of a hassle to truly raise as steeds. But as a symbol of warrior prowess, mammoths earn the respect of Torassians everywhere.
As he rears his horse, the men behind him raise their rifles. Alexi's men raise theirs in retaliation. "Stand down, brother!" snarls the other man, "These psovyaslans do not belong to you!"
Four watchtowers guard the ranch, with members of the Tsar's personal guard in each tower. They have heard of the Tsar's death but don't really believe it. They're not sure what to do, but don't trust anybody, and are waiting to find out who will rule in his stead. Nazar, captain of the ranch, finds it puzzling that they haven't heard from Gregor, who has shown no interest in the mammoths despite ruling "until a suitable heir is found." This problem is about to be solved for them.
Watchtowers If the PCs bother to look up at the watchtowers, they'll find that the guards have their weapons drawn and are pointing them down at the clearing in front of the gate. Unlike the other two groups, they do not fire unless someone storms the gates. The captain decides it's better to see which ruler survives rather than pick the wrong side. Encounter Level 10 Nazar (32 hp) 8 Ranch Guards (13 hp ea.)
. .
Alexi sneers back at his brother. "I am the tsesarevich, Dmitri. The throne is mine." Sergei steps forward, lifting his mask to face the two men. "Impossible! A Tsar would never behave this way. You are brothers twins - and you should act like princes, not petty children squabbling over toys. You are a disgrace to your father.”
As you approach the massive front gates, the thunder of hoof beats echo all around you. Leading the forefront of the band of mounted warriors is a man dressed in a flowing red cloak and furred cap edged with gold. His black pointed beard and glittering eyes speak of his noble rearing. He rears his horse to a halt and gestures for his men to do likewise. "Out of my way, peasants. I am Alexi Nayavovich, and these psovyaslans are mine!"
Peter has thrown down the gauntlet in an effort to appeal to both brothers by revealing his true identity.
This behavior elicits gasps of surprise at such insolence. Dmitri leans forward to peer into Sergei's eyes. "My father is dead." The princes are so competitive and so covetous of their power that neither wants to recognize their father's return to the throne. PCs may make a Sense Motive check (DC 20) to realize that Dmitri clearly meant something else when he spoke to Sergei. PCs and mammoths can make a Listen check (DC 25) to detect a low thrumming in the distance. If even one mammoth succeeds, it begins trumpeting in agitation.
Alexi and Dmitri realized what Winter did not—that the mammoths are critical in their claim to the throne. They
28
Chapter Two: Road to Dolstev
effort to escape the worm. Once the worm gets through the gate, it attacks the closest stunned mammoth. Note a stunned creature gets a second saving throw when attacked. A mammoth that recovers will defend itself against the worm.
Alexi nudges his horse closer across the clearing in front of the ranch. "This is the last time I am going to tell you. Stand down, or my men will fire!" Dmitri practically hisses out, "You stand down, or I will show you no mercy!"
Druid and ranger PCs may want to help the mammoths escape or attack the frost worm. Attacking it is tantamount to suicide unless the PCs have protection against cold, and could likely cause a lot of innocent deaths as the paralyzed armies are frozen to death by the frost worm's breath weapon.
The PCs can interfere at any time, but Peter is paralyzed at the reaction. It is proof that his children's treachery was not merely magically induced, but at least in part, a rational choice. Play up the tension. Alexi and Dmitri don’t want their men to open fire (for they are both likely to die in the ensuing firefight), but scream and posture for the other to stand down. If the PCs are foolish enough to make a rapid movement (cast a spell, make a threatening gesture, etc.), both sides open fire on the PCs and one another (remember the two brothers are rivals). PCs and mammoths can make another Listen check (DC 10) to notice the thrumming over the two princes' shouts.
The one action PCs can use to get the frost worm's attention is fire. If any large fire is displayed near the worm, it instinctively uses its breath weapon on the source. Setting the ranch on fire keeps it busy long enough for the mammoths to escape (as long as one of the walls have been broken down). A PC waving a torch will make a very realistic ice sculpture. Peter is paralyzed by the frost worm's trill, but Alexi and Dmitri are not. They immediately flee with their remaining men into the wilderness to regroup, realizing the mammoths are a lost cause. Good-aligned PCs may begin violently shaking the men (including Peter), one each round, lest the worm's thrashing kill them. Keep in mind that if the PCs actually manage to kill the beast, it will turn to ice and shatter (see death throes in creature description). Since they cannot make Reflex saves, the ensuing explosion will likely decimate everyone who was paralyzed by the worm's trilling.
Encounter Level 10 Alexi Nayavovich (41 hp) Dmitri Nayavovich (34 hp) 50 Druzhina Warriors (26 hp ea.)
. . .
Just when it becomes clear that the two groups are about to slaughter each other (or shortly after they begin), a low thrumming drowns them out. It seems to be coming from everywhere! The Tsar's decision to corral the mammoths has caused the megafauna of the mountains to come looking for their favorite prey. A frost worm, lured out by the abnormally cold temperatures, has decided to make a snack of the 30 mammoths. It explodes out of the ground in the middle of the two small armies and unleashes its trill. Then, excited by the scent of so many mammoths, it crashes its way through the front gate (Hardness 5, 20 HP, DC 23). The worm is not interested in the people present, it is looking for larger prey. Nevertheless, its trill probably stuns the majority of the people present (Will Save DC 17).
Encounter Level 12 Frost Worm (147 hp)
.
If any mammoths survive, Peter suggests they ride the remaining creatures southwards to Dolstev for maximum effect. He has no intention of keeping them after that point. Meanwhile, the two princes are only fleeing into more trouble. Once Winter finds out about what happened at the ranch, he sends more oprichniki to find and destroy them.
Nine of the 30 mammoths resist the frost worm's trill effect and begin ramming the walls in a concerted
29
Tsar Rising
Chapter Three Endgame Dolstev
All the shops are closed. No merchant in his right mind would remain open during such a chaotic time. Roving gangs wander the streets at night, killing and stealing at whim.
T
he magnificent city of Dolstev has fallen into complete anarchy with the absence of the Tsar. Gregor, the advisor, has called for a week-long holiday, and dismissed all guards. With no military authority in control, people run wild in the streets, stealing, pillaging, and murdering each other. Hysteria over the coming storm plagues some of the citizens, while others lock themselves in their homes and celebrate in great orgies of drunkenness and gluttony.
The party enters from the east and has to cross a bridge to get to the palace. The city is left wide open, defenseless against invaders, which is just how Winter wants it. For the most part, the town is deserted. All encounters are considered Hostile. Every hour, there is a 12% chance of running into one of the following:
3b
Dolstev Key 1) St. Iurii Cathedral 2) Merchant Palace
3
6 5 4
3 Malkava River
3a
3a) Chudo Bridge 3b) Beggar’s Way
2
4) The Fortress 5) Tsar’s Way 6) The Palace
1
30
Chapter Three: Endgame
shippers gathered together in the public cathedral to wait for the apocalypse. They were not disappointed.
Dolstev Random Encounter Table %
Encounter
#
CR
EL
01-15
Beggars
3
4
7
16-35
Dogs
7
1
7
36-50
Drunken Soldiers
7
1
7
51-70
Gang
7
1
7
71-75
Merchant Party
4
7
7
76-85
Oprichniki
2
6
8
5
2
7
86-100 Dire Rats
2. Merchant Palace This extravagant palace has more in common with a castle than a home for the affluent. All the doors and windows are closed with iron shutters, and armed guards patrol the walls, several stories up. A few corpses lie where they died near the front gate, presumably in an Dolstev Power Center: monarchy attempt to gain entrance.
Before entering the city, Peter snaps his mask shut over his face. If the party is riding mammoths, all encounters end peacefully. Drunken mobs bow down in awe, welcoming the Tsar's return. Bandits scatter, merchants cheer, and patrols salute. Only the oprichniki attack despite presence of the mammoths.
The merchant palace is locked tightly. Guards man the parapets with ruchnitsas and they are not afraid to use them. They do not interfere with any PCs who only pass by.
The city is split by the shallow Malkava River. On the west is the upper class side, on the east is the lower class side. There are five districts in the city: Military, Builders, Royalty, Smiths, and Dirt (the poorest) district. Within the stone walls are the Tsar's and Archbishop's palaces.
Several corpses of rogues and fools who didn't know any better are piled up at the gate. Once every few hours (1d6), a merchant under heavily armed guard leaves or arrives from the palace. Attempts to interfere are met with brutal force.
The Tsar wishes to head immediately for the palace, which is unguarded. If the PCs tarry, this gives Winter time to prepare. He does not want to keep the Tsar out. Winter is having difficulty convincing the people that the Tsar is truly dead. Even the boyars alternately fear and welcome his return. Winter keeps the palace doors wide open in hope that the Tsar will enter.
3. Malkava River
1. The St. Iurii Cathedral
(conventional), ecclesiastical (magical) Dolstev is ruled by the Tsar, who meets regularly with the boyar duma, an assemblage of nobles from Torassia. The Khrestianin church is headed by the Patriarch, who reports in turn to the Tsar. In essence, the Tsar has combined both power centers under his command. Alignment: Lawful Evil. The Tsar's rule is harsh. Taxation is a regular burden that fails to account for the hardships of weather, bad crops, or war. The Tsar often sacrifices the welfare of his citizens in the name of progress, be it a new road, a new weapon, or a new town. Wealth: 20,974 g.p. limit; assets: 15 million g.p. Town Size: Large City : resident/ year-round population 14,383 inhabitants: human 90%, half-orcs 8%, orcs 1%, other races 1%. The half-orc population is due to the long-standing presence of orcs in the wild lands of Torassia.
The top of the river is covered with an icy mist, due to the difference in temperature between the heat of the city and the icycold water. This makes it impossible to see what's lurking in the water. There are two bridges that cross this river in Dolstev, the Chudo Bridge and Beggar’s Way.
This once magnificent cathedral is a shattered wreck. Graffiti has been spread over its walls, the doors are ripped off of their hinges, and signs of violence are everywhere. Through the entryway, you can see corpses in a pile, sprawled over broken pews.
3a. Chudo Bridge This cathedral, normally open to the public, has been ransacked. Looters broke down the doors and attacked the priests within, stealing the valuable artifacts and even the silver candlesticks. All that remains are corpses of several worshippers. All the corpses huddled together in the center of the building. These wor-
An imposing bridge spans the river here, with several watchtowers along its length. A thin mist of icy white covers the water.
31
Tsar Rising
Royalty and merchants use this magnificent bridge to cross the river. Chudo Bridge earned its name from the Torassian octopi that haunt it. This is not usually the case, but the steady stream of bodies has lured quite a few of the tentacled monstrosities to the corpse-filled river. Roll twice for encounters on the bridge. If any combat result in corpses, one of the disgusting things snakes out a tentacle and drags the body back into the mists.
5. Tsar's Way You stand on a painstakingly designed brick road. Banners of the Tsar that once flapped proudly in the wind now hang limply, some torn to shreds, others burned. To your right, the grand majesty that is the palace itself looms over you. To your left lies the living quarters of the nobility and the holy seat of the Khrestianin religion.
3b. Beggar’s Way
6. The Palace Once the PCs enter the palace, read the following:
This rickety bridge looks like it's about to fall apart. It spans the length of the river, but it sways dangerously with the wind. A thin mist of icy white covers the ominously churning water.
The awesome architecture of the royal palace is nothing short of breathtaking. Huge pointed domes spiral upwards towards the heavens, proclaiming the majesty of the rulers of Torassia. As you pass beneath their shadows through the huge palace gates, you cannot help but wonder where everyone is.
Beggar's Way is the bridge that the "other half" takes in Dolstev. Roll three times for encounters on the bridge. Unlike Chudo Bridge, this bridge is made of thin wood and covered in frost. Characters who aren't careful (Balance check, DC 8) may slip into the icy river (refer to Bridge Over Icy Water) and serve as a tasty meal for Torassian octopi.
The sounds of revelry reach your ears as you make your way through the grand hallway. Above you, flaking cherubs dance across an equally cracked sky painted on the vaulted ceiling. A large, plush red carpet beckons you onward.
4. The Fortress
You finally enter the grand hall, and much to your surprise, find an assortment of nobles seated at a massive feasting table that stretches for several hundred feet. Some are sprawled on the floor, others are slumped over the table in a drunken stupor. The few conscious nobles stare at you in confusion.
Two massive towers flank the entrance to the walled city-within-a-city. Even the imposing walls, several stories high, cannot conceal the majesty of the pointed domes that stretch above them. The gigantic portcullis is open, and no guards man the gate.
A magnificent gilded throne, over thirty feet in height, holds a tiny figure upon its seat. A wild-haired man, dressed in peasant's robes, sits impassively upon it. His crystal blue gaze fixes upon you, and a hint of a smirk passes his lips beneath his long, unkempt beard.
This is the city-within-the-city, a walled fortress that encompasses Peter's center of power and also serves as a sharp reminder that he is completely out of touch with the citizens of Dolstev. When the PCs finally reach the palace, all mounts stop, skittish due to the demonic presence within. While they do not run away, the mounts refuse to enter without magical coercion.
"So," he shouts, rising from the throne, "You have come on behalf of the Tsar to reclaim the throne?"
32
33
Tsar Rising
Intoxication
Shouts of incredulity echo from the confused nobles, some stumbling to their feet to bow, some reaching for weapons, others blinking in disbelief. Sergei [or Peter, if his identity has already been revealed] steps forward. "I do not come on behalf of the Tsar," he snaps his visor open, revealing his face for all to see. "I AM the Tsar! Get off of my throne!"
Alcohol should be treated like a poison. The kind of alcohol varies depending on the strength of the drink. For each drink consumed beyond the first increase the DC by one. Vodka Ingested DC 16 1d6 Int + 1d6 Wis (Initial) 1d6 Dex + 1d4 Cha (Secondary) Beer Ingested DC 8 1d3 Int + 1d3 Wis (Initial) 2 Dex + 2 Cha (Secondary) Kvass Ingested DC 6 1 Int + 1 Wis (Initial) 1 Dex + 1 Cha (Secondary) PCs only receive secondary damage if they drink more than one alcoholic beverage. As soon as a PC fails a Fortitude save he is considered intoxicated. Intoxicated PCs receive a penalty to attack and a bonus to their hit points dependent upon how much they fail their Fortitude save. Any PC who loses all of his Intelligence, Wisdom, or Charisma is unconscious and will not wake until he sleeps it off (recovering 2 points.
. . .
The guards rush to engage the PCs, but not fast enough to stop the Tsar from rushing the throne. The guards are all moderately intoxicated, which seriously impairs their combat abilities; altered statistics are in parenthesis.
. .
Winter is actually invisible and flying off to the right of the Gregor major image. He is hiding while flying up against the vaulted ceiling, which happens to have a mosaic on it of death being conquered by the nobility. Winter finds this incredibly ironic and poses as one of the skeletons (Hide check, -1 due to size). PCs probably won't realize they should look up unless they remember Grandmother Marfa's riddle.
. . .
Encounter Level 9 Winter (32 hp) 9 Lemures (9 hp ea.) 4 Palace Guards (22 hp ea.)
. . .
.
Winter’s Tactics 1st Round. Winter creates a wall of ice (ice plane) before the Tsar, and makes it look as if the major image of Gregor cast it. The wall stretches across the entire room (which is 50 feet across), is 14 feet high, and seven inches thick. Each 10-foot square of wall has 21 hit points. A Strength check (DC 22) can break through the wall with one blow. Frustrated, the Tsar attempts to break through each
.
.
34
round. Any creature stepping through a hole in the wall takes 1d6+7 points of cold damage. 2nd Round. Winter creates a ten-foot radius wall of ice hemisphere around the Gregor major image. It has 21 hit points, and a Strength check (DC 22) can break through it with one blow. 3rd Round. Winter summons nine lemures to assist him between the two ice walls. They wait patiently until something comes through the wall, then they swarm it. 4th Round. Winter casts doom on whoever looks most likely to enter the wall. This temporarily renders him visible. 5th Round. Winter casts charm person on the guards outside of the hallway, ordering them to bar the doors so that the nobles can watch the slaughter of their Tsar. He is still visible. 6th Round. Winter casts charm person on a warrior other than the Tsar (Winter knows enough not to bother trying to use charm person or suggestion on the Tsar when he is so single-mindedly determined to kill Gregor). He begins telepathically lecturing the PC on how there are innocents in the room and they should be protected from the horrible Gregor. If the PC fails a Will save (at a bonus of +5 due to the obvious combat situation), he ceases attacking the ice walls and attempt to usher the nobles out of the room. 7th Round. Winter casts suggestion at a spell caster, suggesting he "take a drink". There is plenty of alcohol. 8th Round. Winter resumes invisibility. 9th Round. Winter lands behind the Tsar and, while invisible, attempts a surprise attack with his poison stinger, sapping the Tsar completely of his Strength. The Tsar falls to the ground, helpless. 10th Round. Winter, now visible in all his awful glory, attempts to animate any corpses in the room. "I am legion!" he screams in his true voice, a clattering hiss. "The forces of the damned are at my disposal! I am your punishment for rejecting the old ways!" 11th Round. Winter radiates his fear aura while engaging any PCs in melee. "Now I will destroy your precious Tsar. Look and remember, nobles your new religion brought this upon you!" He engages in melee with his tarch and kisten, attempting to poison and bite every foe within reach.
Chapter Three: Endgame
Epilogue
The crowd goes wild as the Tsar places an amulet over each of your heads, one at a time. [The Tsar announces each PC's name in full, to the adulation of the crowds.] "Each of these heroes has been granted land at the outermost reaches of Torassia, where they will continue their roles as defenders of the land." The Tsar winks at you.
Saving the Tsar in front of his assembled boyars is quite an achievement. Read the following after the Tsar recovers from Winter's poison. A week has passed. Slowly, life in Dolstev returns to normal. But this time there is a renewed sense of hope. The Tsar has called you, in your finest garb, to assemble with him in the central square in front of the walled fortress surrounding the palace. When you arrive, you can see hundreds of people standing in the streets, watching the Tsar intently. Also assembled to one side are the boyars, who look on nervously, unaccustomed to meeting in the street.
"And as further evidence of my promise, I will repeal the mammoth tax. Torassia will not use psovyaslans any longer - our strength is in our people." He rewards PCs who are not obviously tied to an external religion with the rank of collegiate, major assessor, or lieutenant captain (depending on their interest in civil service, the army, or the navy). These titles come with land, which is in the northernmost and most dangerous part of Torassia. This rank, the eighth, confers a hereditary title which the PCs’ children can inherit.
Fedor, of Drakino, waves to you excitedly, along with Sen'ko, of Volkov. Guards guide you to where they are standing. "Isn't it exciting!" Fedor whispers, blowing on his hands in the cold winter air. Before you can ask what he is talking about, the Tsar begins to speak.
Having seen the impact of his own aloofness, the Tsar repeals many of the taxes he imposed on the peasantry. He institutes a council representative of the people, known as the Zemsky Sobor, and puts all the PCs (unless they are obviously opposed or druids) on it. The council is consulted on all future enterprises affecting the people and all of Torassia.
"My people!" he says, raising his arms up. A roar explodes from the crowd as they cheer wildly at the return of the Tsar. After a moment, he manages to silence them. "My people," he begins again, "as the d'yavol traveled amongst you, and learned your secrets, I too, have lived amongst you. I have slept on your stoves, eaten your food, and seen your hardships. I now understand the consequences of my actions, and for that, I am repentant."
Peter does not, however, repeal the Khrestianin religion. He couldn't if he wanted to. The religion now exists independent of any government authority despite its original roots. Druid and even ranger PCs may find themselves in an awkward predicament. PCs are given the opportunity to convert. Should they convert, they are given the full support of the Khrestianin Church. It is up to the Dungeon Master to decide what these perks entail.
Mutters echo through the crowd at such unprecedented behavior from the Tsar. He continues. "I promise you I will never abuse your trust again. And to ensure that I hear the voice of the people, we shall form the Zemsky Sobor, the 'assembly of the land'. It will consist of the boyar duma," he gestures at the boyars, who are already muttering blackly at their loss of power, "and freemen, like Fedor of Drakino, and Sen'ko of Volkov. And the bogatyrs who saved my life! To these heroes, I give the symbols of Torassia!"
Regardless of their religious choices, the PCs receive large silver eight pointed stars bearing the motto "For Faith and Loyalty" on a background in the shape of the Torassian double-headed eagle made in black enamel. These amulets are worth 5,000 gp. If the PCs accept the land grant, he also awards the three most favored PCs with a gold, silver, or bronze castle casket. If they do not accept the land grant, he gives each PC a choice
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Tsar Rising
from the following items: wings of flying, boots of the winterland, boots of speed, hydrabane saber, claws of climbing, whistle of dancing.
That thought alone should give PCs enough incentive to run screaming from Torassia!
Other Adventures
The land the PCs are granted is largely untamed. The PCs can pick which land they wish to own. Gigantic prehistoric mammals threaten the northern lands. The Red Hordes of the Blood Plateau to the east are a constant threat. And the frost giant Vikings to the northwest are perhaps the most terrible of all. Building a stronghold in any of those locations are a challenge.
.
.
PCs may simply choose to take their goods and run. The Tsar takes no offense at that choice and intimates that he'd do the same if he weren't saddled with the burden of rulership. Nevertheless, the Tsar sees every meeting as an opportunity, and assures the PCs that he will come looking for them one day so that he can visit their home towns.
. .
Torassian Ranks Civil Service
Army
Navy
1.
Chancellor
Field Marshall
General- Admiral
2.
Active Privy Counselor
General
Admiral
3.
Privy Counselor
Lieutenant General
Vice- Admiral
4.
Active State Councilor
Major General
Rear Admiral
5.
State Counselor
Brigadier
CaptainCommander
6.
Collegiate Counselor
Colonel
First Captain
7.
Court Counselor
Lieutenant Colonel
Second Captain
8.
Collegiate
Major Assessor
Lieutenant Captain
9.
Titular Councilor
Captain
Staff Captain
10.
Collegiate Secretary
Staff Captain
11.
Naval Secretary
12.
District Secretary
Lieutenant
Midshipman
13.
Provincial Secretary
Sublieutenant
Constable
14.
Collegiate Registrar
Guidon Bearer
#
.
.
. .
36
Upon discovering that Gregor was actually a devil, this brings into question the guilt of the boyars the Tsar executed. He is forced to compensate the families. Rumors spring up that the youngest son, Ivan, is not dead. PCs could journey on a quest to find him, and enlist the help of Grandmother Marfa The mammoths must be returned to the wild. The ones that fled the ranch are tearing up farms, eating supplies, and are making a nuisance of themselves. With the mammoths on the loose, larger predators are lured south of the taiga, which only increases the danger to the peasants. The boyars are resentful of the new PC nobility. If the PCs choose to stay in Torassia, they need to deal with a whole new level of backstabbing and intrigue. Spurred on by rumors of a civil war, the Orcs of the Blood Plateau have assembled an army of horsemen to destroy Torassia. The Tsar needs trusted generals to turn back the barbarian hordes. Peter now sees how backwards his country really is. He is determined to advance his nation by mimicking other countries. Peter travels in disguise to other cities beyond Torassia with the PCs as his advisors and guard. In the mean time, someone, perhaps a trusted PC, must govern Torassia in the Tsar’s stead without letting the citizens know. The Tsar is obsessed with expanding trade, and a path through the northern wastes would be very lucrative. It is also extremely dangerous, as the land and its natives are not friendly to Torassians. The PCs may be called upon as explorers and envoys. The skomorokh are unhappy with the Khrestianin religion and a revolt spreads all across Torassia. The PCs must pick sides in joining or oppressing the pagan revolutionaries. The pagans to the north aren't human pagans, they are frost giant Vikings who are truly a force to be dealt with. They raid Torassia frequently for food and booty. The Tsar has had enough and sends the PCs to deal with the Vikings.
Appendix
Appendix NPCs
Boris Male Human Exp7; CR 6; Medium Humanoid (6 ft., 1 in. tall); HD 7d6+14; hp 44; Init +3 (+3 Dex); Spd 30 ft.; AC 15 (+3 Dex, +2 parka); Atk knosh +7 melee (1d4+1, 19-20/x2), or knosh +9 ranged (1d4+1, 19-20/x2); AL N; SV Fort +4, Ref +5, Will +6. Str 12, Dex 17, Con 14, Int 15, Wis 13, Cha 13.
Alexi Nayavovich Male Human Ari6; CR 5; Medium Humanoid (5 ft., 5 in. tall); HD 6d8+18; hp 41; Init +4 (+4 Improved initiative); Spd 20 ft.; AC 18 (+8 armor); Atk sabel +6 melee (1d6+2, 18-20/x2) , or ruchnitsa +7 ranged (1d10, x3); AL N; SV Fort +5, Ref +4, Will +9; Str 12, Dex 15, Con 17, Int 12, Wis 18, Cha 19.
Skills: Diplomacy +12, Sense Motive +12, Appraise +10, Knowledge (nobility and royalty) +5, Gather Information +9, Bluff +14, Spot +4; Feats: Alertness, Point Blank Shot, Skill Focus (Concentration), Skill Focus (Ride).
Skills: Bluff +12, Escape Artist +3, Forgery +12, Gather Information +14, Handle Animal +12, Hide +2, Knowledge +8 (Nobility), Knowledge (Nature) +10, Listen +4, Move Silently +2, Spot +4, Wilderness Lore +10; Feats: Exotic Weapon Profiency (Renaissance), Improved Initiative, Leadership, Skill Focus (Gather Information).
Equipment: masterwork knosh, parka; potion of glibness; potion of darkvision, pouch containing 16 pp, 73 gp, 8 gems worth 250 gp each.
Captain Aleksandr
Equipment: masterwork sabel, masterwork ruchnitsa, pistol bullets (30), masterwork kalantar, royal outfit, 562 pp, 59 gp, and 6 gems worth 6 gp each.
Male Human War6; CR 5; Medium Humanoid (5 ft., 8 in. tall); HD 6d8; hp 28; Init +1 (+1 Dex); Spd 20 ft.; AC 17 (+1 Dex, +6 armor); Atk sabel +7/+2 melee (1d6 +1, 18-20/x2), or ruchnitsa +8/+3 ranged (1d10, x3); SV Fort +5, Ref +3, Will +2; AL LN; Str 11, Dex 12, Con 11, Int 11, Wis 10, Cha 10. Skills: Hide +2, Intimidate +9, Move Silently +1, Ride +8, Swim +6, Use Rope +3; Feats: Blind-Fight, Feats: Exotic Weapon Proficiency (Renaissance), Leadership, Point Blank Shot, Weapon Focus (knout). Equipment: masterwork ruchnitsa, pistol bullets (x29), masterwork sabel, masterwork bakhterets, potion of cat's grace, potion of aid, noble's outfit, pouch containing 28 pp, 30 gp, 9 cp, 7 gems worth 40 gp each.
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Tsar Rising
Equipment: wool clothing, potion of cure light wounds, potion of aid, potion of blur (x2), scroll [divine, caster level 1, inflict light wounds], scroll [divine, caster level 3, undetectable alignment, summon monster I], scroll [divine, caster level 1, calm animals, calm animals, sanctuary], scroll [divine, caster level 3, undetectable alignment, charm person or animal], candle of truth, wand of magic missile (1st) [25 charges], cleric's vestments, pouch containing 8 pp, 29 gp, gem encrusted holy symbol (worth 380 gp). Cleric Domains: Healing, Law. Spells (5/5/5/4): 0 lvl-cure minor wounds*2, detect magic, mending, purify food and drink; 1st lvl-command*3, protection from chaos, sanctuary; 2nd lvlenthrall, hold person, spiritual weapon, zone of truth, cure moderate wounds; 3rd lvl-dispel magic, searing light*2, cure serious wounds.
Grandmother Marfa Dmitri Nayavovich
Female Hag, annis Sor5; CR 11; Large Humanoid (8 ft., 1 in. tall); HD 7d8+28 + 5d4+20; hp 94; Init +3 (+3 Dex); Spd 40 ft.; AC 22 (+3 Dex, -1 Size, +10 Natural); Atk 2 claws +16 melee (1d6+8, x2), bite +11 melee (1d6+3, x2); AL N; SV Fort +7, Ref +9, Will +11; Str 26, Dex 17, Con 19, Int 20, Wis 14, Cha 19.
Male Human Ari6; CR 5; Medium Humanoid (5 ft., 5 in. tall); HD 6d8+6; hp 34; Init +1 (+1 Dex); Spd 20 ft.; AC 18 (+8 armor); Atk sabel +9 melee (1d6+5, 1820/x2), or ruchnista +6 ranged (1d10, x3); AL N; SV Fort +3, Ref +3, Will +7; Str 18, Dex 13, Con 12, Int 14, Wis 14, Cha 18. Skills: Bluff +13, Gather Information +10, Hide +1, Intimidate +12, Knowledge (Arcana) +9, Knowledge (Nature) +11, Listen +4, Move Silently +1, Read Lips +11, Ride +10, Spot +12; Feats: Alertness, Leadership, Mounted Combat, Skill Focus (Intimidate).
Skills: Alchemy +12, Balance +7, Climb +9, Concentration +21, Forgery +8, Heal +3, Hide +5, Knowledge (Arcana) +13, Listen +12, Move Silently +3, Scry +13, Spellcraft +13, Spot +13; Feats: Alertness, Blind-Fight, Combat Casting, Spell Focus (Abjuration), Spell Penetration.
Equipment: masterwork sabel, masterwork ruchnitsa, pistol bullets (30), masterwork kalantar, royal outfit, and a pouch containing 7 pp, 476 gp, and 5 gems worth 30 gp each.
Spells (6/7/5): 0 lvl-cure minor wounds, dancing lights, daze*2, ghost sound*2; 1st lvl-cause fear, doom, sleep*4, ventriloquism; 2nd lvl-detect thoughts, invisibility*2, scare, whispering wind. SA: Improved Grab-Must hit a Large or smaller creature with a claw attack. Rend-Hits with both claw attacks automatically deals an additional 2d6+14 points of damage. Tear-Automatically hits a held opponent with all its melee attacks each round it maintains the hold.
Father Obal Male Human Clr6; CR 6; Medium Humanoid (5 ft., 1 in. tall); HD 6d8+12; hp 47; Init +1 (+1 Dex); Spd 30 ft.; AC 12 (+1 Dex, +1 armor); Atk +6 melee, or +5 ranged; AL LN; SV Fort +7, Ref +3, Will +9; Str 14, Dex 12, Con 14, Int 13, Wis 19, Cha 18.
SQ: Spell-Like Abilities-3/day-change self and fog cloud. These abilities are as the spells cast by an 8thlevel sorcerer. Steely Skin-Reduces damage dealt by slashing and piercing weapons by 1 point of damage per hit. Brittle bones increase damage dealt by bludgeoning weapons by 1 point per hit.
Skills: Heal +13, Intimidate +6, Knowledge (Religion) +10, Listen +6, Spellcraft +13, Scry +3, Spot +6; Feats: Alertness, Brew Potion, Extra Turning, Heighten Spell.
38
Appendix
Equipment: herbs of sleep, 5 seeds of tree growth, and a pouch containing 133 pp, 132 gp, 6 sp, 69 cp, and 6 gems worth 50 gp each.
despite her gender. Eventually, the military turned to Peter, the patriarch himself. Defeated, Sophia was banished to a monastery.
Nazar Male Human Rgr5; CR 5; Medium Humanoid (5 ft., 8 in. tall); HD 5d10+10; hp 32; Init +4 (+4 Dex); Spd 20 ft.; AC 18 (+3 Dex, +4 armor, +1 cloak); Atk sabel +10 melee (1d6+5, 18-20/x2), or samostrel +10 ranged (1d8+1, 19-20/x2); SV Fort +6, Ref +7, Will +2; AL LN; Str 18, Dex 18, Con 15, Int 13, Wis 13, Cha 12.
Towering above his comrades at nearly seven feet tall, Peter is a man of superhuman energy. He dresses frugally for a monarch and is often strangely unaware of his own poor manners. His personality ranges from jovial to willful, determined to murderous. He is just as likely to laugh at a grand joke as he is to strike an advisor for insolence.
Skills: Animal Empathy +8, Climb +10, Handle Animal +8, Hide +4, Jump +12, Listen +1, Move Silently +4, Ride +6, Search +8, Spot +1, Swim +10, Wilderness Lore +7; Feats: Endurance, Lightning Reflexes, Run, Track.
Peter is also a man of direct action. He reacts to what he sees and experiences and his journey with the PCs will ultimately shape his opinions about the future of Torassia. Although the PCs may not realize it at first, they are helping to change the course of history.
Equipment: +1 samostrel, masterwork sabel, bolts (x19), masterwork tarch, doshchatimi, cloak of resistance +1, and a pouch containing 1 pp, 38 gp, 9 cp, 4 gems worth 60 gp each.
A man of sensibility, Peter understands basic morality, even if his laws do not encourage it in the long term. He will help an old woman, feed a starving peasant, and take up a weapon for a just cause. As a new Tsar, he is only beginning to comprehend the world around him, and the people he governs. He has not suffered the burdens Torassian peasants suffer, but Peter is a quick learner.
Spells: 1st lvl-resist elements.
Petrov Nayavovich Male Human Ari7; Medium Humanoid (6 ft., 10 in. tall); CR 6; HD 7d8+28; hp 52; Init +1 (+1 Dex); Spd 20 ft.; AC 22 (+10 kalantar, +1 cloak, +2 shield); Atk kládyenets +11 melee (1d8+6, 19-20/behead); AL N; SV Fort +3, Ref +3, Will +8; Str 16, Dex 12, Con 18, Int 18, Wis 13, Cha 19.
Predictably, Peter's common-sense approach to life leaves little room for religious contemplation. To Peter, religion is a practicality that reinforces his own political aims. He politely tolerates the patriarch and the myriad of rules the Khrestianin religion bestows, but he does not follow them himself. Ironically, the Tsar is the cornerstone of this belief system.
Skills: Bluff +13, Climb +3, Craft (carpentry) +7, Diplomacy +9, Disguise +10, Gather Information +14, Hide +1, Intimidate +14, Knowledge (history) +7, Knowledge (nobility and royalty) +13, Listen +3, Move Silently +1, Profession (sailor), +7, Ride+11, Spot +6, Wilderness Lore +14; Feats: Alertness, Iron Will, Leadership, Track.
It is questionable if the Tsar's death would stop the miracles bestowed upon the clerics of the Khrestianin faith. But the amassed belief of the worshippers across Torassia has created its own deity-force, with the Tsar as its representative figurehead. Peter's actual existence isn't so important as the belief in his legend, a fact which slowly dawns on Winter.
Equipment: Kládyenets (see new magic items), +1 kalantar, +1 cloak of resistance, boots of the winterlands, masterwork large steel shield, cloak pin (worth 110 gp), cold weather outfit, pouch containing 82 pp, 62 gp.
The future of Torassia weighs heavily upon the Tsar. Peter knows, from the few visits and interactions with foreigners at court, that other countries view Torassia as backward and barbaric. To make up for it, he overcompensates in both edict and action. He is determined to modernize Torassia and lead by example. Unfortunately, his overzealous plans often have unforeseen consequences.
Description Petrov, or Peter, is a towering giant of a man with a huge heart and a quick temper. An athlete and a scholar, Peter grew up with a surprising amount of freedom as future Tsar. His inquisitive mind was given free rein, and Peter dabbled in sailing, woodworking, and military tactics. His older sister, Sophia, attempted to rule the throne
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Tsar Rising
The Tsar sees the massive beasts that wander the taiga to the north as potential resources. Peter hasn't figured out how to utilize them to their fullest, but he is determined to harness their power. The mammoths were his first attempt, but they won't be his last.
Skills: Alchemy +8, Climb +2, Craft (sculpture) +6, Escape artist +9, Hide +5, Knowledge (religion) +2, Listen +7, Perform (gusli) +12, Move silently +9, Handle Animal +11, Profession (guide) +8, Spot +1, Wilderness lore +3; Feats: Craft wondrous item, Scribe scroll, Skill focus (handle animal), Track, Weapon finesse (sickle).
If the Tsar fears anything, it is treachery, which he is not particularly adept at. Peter distrusts the established nobility, who are most impacted by his changes and most against his reforms. He is always concerned that the boyar duma will eventually overthrow him, and this taints some of his policies.
Equipment: +1 illuminating palka, +1 wool clothing, masterwork gusli worth 300 gp, and a pouch containing 23 pp, 936 gp, 7 sp, and 75 cp.
There is hope for Peter, but he will need a sharp dose of humility and a reality check to readjust his perspective. There are great things ahead for the Tsar, if he can survive the future.
For Ursul's statistics, see the kainkutho entry.
Spells (3/2): 0th - daze, detect magic, flare, ghost sound, mage hand, prestidigitation. 1st - charm person, identify, sleep.
Winter Male Devil, osyluth (1); CR 6; Large Outsider (Evil, Lawful); HD 5d8+10; hp 32; Init +4 (Improved Initiative); Spd 40 ft.; AC 19 (-1 size, +8 natural, +2 armor); Atk Bite +9 melee (1d8+5), 2 claws +6 melee (1d8+6), sting +4 melee (3d4+2 and poison); SA Spelllike abilities, fear aura, poison, summon baatezu; SQ Damage reduction 10/+1, SR 22, baatezu qualities, know alignment; AL LE; SV Fort +6, Ref +4, Will +6; Str 21, Dex 10, Con 15, Int 18, Wis 14, Cha 14.
Riablo Male Human Exp2; CR 1; Size M (6 ft., 2 in. tall); HD 2d6; hp 12; Init +0; Spd 30 ft.; AC 10; Atk +1 melee, or +1 ranged; SV Fort +0, Ref +0, Will +3; AL LN; Str 10, Dex 11, Con 11, Int 11, Wis 11, Cha 10. Skills: Alchemy +5, Craft (weaponsmithing) +2, Knowledge (nature) +5; Feats: Exotic Weapon Proficiency ( Renaissance).
Skills: Concentration +8, Hide +3, Listen +11, Move Silently +8, Search +8, Sense Motive +10, Spot +12; Feats: Alertness, Improved Initiative.
Sergeant Strelets Male Human War2 (8); CR 1; Size M (6 ft., 3 in. tall); HD 2d8; hp 15; Init +0; Spd 30 ft.; AC 10; Atk sabel +2 melee (1d6+1, 18-20/x2), or pishchal +2 ranged (1d12, x3); SV Fort +3, Ref +2, Will +0; AL LN; Str 11, Dex 11, Con 11, Int 10, Wis 11, Cha 10.
SA: Fear Aura-Can radiate a 5-foot-radius fear aura as a free action. Affected creatures must succeed at a Will save (DC 14) or be affected as though by a fear spell cast by a 7th-level sorcerer. A creature that successfully saves cannot be affected again by Winter's aura for one day. Other baatezu are immune to the aura. Spell-Like Abilities-At will-animate dead, charm person, dimensional anchor, doom, fly, invisibility (self only), major image, suggestion, and wall of ice. These abilities are as the spells cast by a 7th-level sorcerer (save DC 12 + spell level). Can also teleport without error (self plus 50 pounds of objects only) at will as the spell cast by a 12th-level sorcerer. Poison-Sting, Fortitude save (DC 14); initial damage 1d6 temporary Strength, secondary damage 2d6 temporary Strength. Summon BaatezuOnce per day, can attempt to summon 2d10 lemures with a 50% chance of success, or another osyluth with a 35% chance of success. Summoned creatures auto-
Skills: Jump +2, Intimidate +3, Ride +2, Spot +2; Feats: Lightning Reflexes, Exotic Weapon Proficiency (Renaissance). Equipment: Sabel, pishchal, rifle bullets (x26), and a pouch containing 46 pp, 52 gp, 3 sp, 39 cp, and 3 gems worth 10 gp each.
Ulian Male Human Brd3/Rgr3; CR 6; Size M (5 ft., 8 in. tall); HD 3d6+3 + 3d10+3; hp 40; Init +4 (+4 Dex); Spd 30 ft.; AC 16 (+4 Dex, +2 armor); Atk +6 melee, or +9 ranged; SV Fort +5, Ref +8, Will +5; AL CN; Str 13, Dex 19, Con 12, Int 12, Wis 12, Cha 18.
40
Appendix
and demanded that he not be touched. When the Tsar's youngest son, Ivan, fell under a mysterious malaise, Gregor was able to remove it. In reality, Winter simply removed his bane from the child.
matically return whence they came after 1 hour. A baatezu that has just been summoned cannot use its own summon ability for 1 hour. SQ: Immunities-Immune to fire and poison. ResistancesCold and acid resistance 20. See in Darkness-Can see perfectly in darkness of any kind, even that created by deeper darkness spells. Telepathy-Can communicate telepathically with any creature within 100 feet that has a language. Know Alignment-Always know the alignment of any creature he looks upon.
This miracle cemented Gregor's relationship with the royal family, especially with the Tsarista, who was grateful to Gregor for her child's life. Once Winter felt he was in the Tsar's good graces, he did away with the Tsarista and her young son by making it look like they had been murdered by one of the boyars. Outraged, the Tsar slowly removed all of the established nobility from his inner circle, until only Gregor remained. Gregor also played on the rivalry of the Tsar's two eldest sons, plying them with suggestions and charm person. Torassia was on the verge of a civil war.
Equipment: +1 icy burst kisten, +1 tarch of cold resistance. Description Winter is a remarkably intelligent osyluth who rose quickly in the ranks of Hell. Obsessed with an overbearing sense of self-righteousness, Winter sought to lead when he was in no position to do so. He gathered together several loyal tieflings and nightmares and sought to rebel against his master. The revolt failed and Winter's forces fled to Torassia.
The Tsar compensated by capturing mammoths to ensure his military superiority. His hopes of a civil war dashed, Winter took a more direct approach. He spent weeks seeding the clouds with walls of ice, to increase the precipitation and starve the peasantry. Then he animated some undead and attacked the Volkov populace. Gregor whispered in the Tsar's ear that a united effort from the royalty would help unify the people.
There, Winter found the worship and respect he craved. Through use of his major image and animate dead abilities, the devil was able to convince the superstitious peasantry that their ancestors demanded sacrifices. In Volkov, he terrorized those peasants who refused to pay their respects, but left alone anyone who made the appropriate sacrifices. No one ever investigated the dead peasants, because they believed any peasant who died deserved it.
When the princes fled and the Tsar leapt from his mount, Winter wanted him to suffer. In his arrogance, he did not finish the job himself. Instead, he left the Tsar to slowly freeze to death, alone. He wanted Peter to feel the humiliation that Winter felt.
For a while, life was good. Then the Tsar decreed a new national religion, and Winter’s plans all fell apart. The devil became increasingly frustrated with the peasantry. After awhile, he began to realize some other force was behind the peasant's disrespectful behavior. Lurking invisibly, Winter began to comprehend what had happened.
But he underestimated the Tsar. When he discovers that the Tsar is still alive, Winter isn't too concerned. Without his followers, alone in the wilderness, the Tsar isn't much of a threat. The likelihood of him surviving the travel southwards from Volkov is slim. As the PCs journey closer to the capital, Winter realizes that he took the wrong approach. As long as the Tsar was missing, rumors of his return ran rampant. Despite the abuse heaped upon them, the peasants and even the boyars eagerly awaited someone to retake the throne. The princes were too involved in their own petty squabbles to provide any strong leadership, so Winter keeps the status quo, hoping it crumbles apart. But the process of killing an idea is a slow one, and the
Once he understood who was at fault, Winter hatched a new plan: he would destroy Torassia from the inside out and return the peasantry to the old ways, when devils were feared and given proper respect. Since the Khrestianin philosophy was based around the worship of the government as a spiritual entity, nothing but its complete destruction would bring about the old ways. Winter created a mysterious persona with his major image ability, named Gregor. Gregor touched no one
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Tsar Rising
belief in the Tsar's return only grew stronger.
Gadko Male Human Exp3; CR 2; Size M (6 ft., 1 in. tall); HD 3d6; hp 13; Init +4 (+4 Improved initiative); Spd 30 ft.; AC 10; Atk +2 melee, or +2 ranged; SV Fort +1, Ref +1, Will +3; AL LN; Str 10, Dex 11, Con 10, Int 11, Wis 11, Cha 10.
Winter is determined to do things the old-fashioned way. He intends to kill the Tsar in front of the boyars, terrifying them and convincing them that there is no hope of the Tsar's return to power. Then he will hunt down the remaining two princes, plunging Torassia into chaos. When the old ways are restored, Winter can once again rule over "his peasants."
Skills: Concentration +3, Diplomacy +1, Knowledge +6, Listen +2, Profession (innkeeper) +6, Ride +1, Spot +2; Feats: Alertness.
Lanka Male Human Com1; CR 1; Size M (5 ft., 2 in. tall); HD 1d4; hp 4; Init +0; Spd 30 ft.; AC 10; Atk +0 melee, or +0 ranged; SV Fort +0, Ref +0, Will +0; AL N; Str 11, Dex 11, Con 11, Int 10, Wis 11, Cha 10.
Survivors of Volkov
Skills: Ride +4.
Bloch
Lanko
Male Human Com1; CR 1; Size M (5 ft., 8 in. tall); HD 1d4; hp 4; Init +0; Spd 30 ft.; AC 10; Atk +0 melee, or sling +0 ranged (1d4); SV Fort +0, Ref +0, Will +2; AL N; Str 11, Dex 10, Con 10, Int 10, Wis 10, Cha 11.
Male Human Com1; CR 1; Size M (6 ft., 0 in. tall); HD 1d4; hp 4; Init +0; Spd 30 ft.; AC 14 (+4 armor); Atk warhammer +0 melee (1d8, x3), or +0 ranged; SV Fort +0, Ref +0, Will +0; AL N; Str 11, Dex 11, Con 10, Int 10, Wis 11, Cha 10.
Skills: Climb +6, Intuit direction +2, Use Rope +4; Feats: Iron Will, Skill Focus (climb).
Skills: Handle Animal +4.
Equipment: sling.
Men'shoi
Casek
MaleHuman Exp1; CR 1; Size M (5 ft., 9 in. tall); HD 1d6; hp 6; Init +0; Spd 20 ft.; AC 10; Atk warhammer +0 melee (??), or +0 ranged; SV Fort +0, Ref +0, Will +2; AL N; Str 11, Dex 11, Con 10, Int 11, Wis 9, Cha 8.
Male Human Com1; CR 1; Size M (5 ft., 10 in. tall); HD 1d4; hp 4; Init +0; Spd 30 ft.; AC 10; Atk +0 melee, or sling +0 ranged (1d4); SV Fort +0, Ref +0, Will +0; AL CN; Str 10, Dex 11, Con 10, Int 10, Wis 10, Cha 10.
Skills: Alchemy +4, Craft (blacksmithing) +4.
Skills and feats: Climb +4, Handle Animal +2, Listen +2, Profession (stable hand) +2, Spot +2, Use Rope +6; Feats: Alertness, Skill Focus (Use Rope).
Equipment: artisan's tools, scale mail, warhammer.
Obakum
Equipment: sling.
Male Human Com2; CR 1; Size M (5 ft., 9 in. tall); HD 2d4; hp 6; Init +0; Spd 30 ft.; AC 12 (+2 armor); Atk short sword +1 melee (1d6, 19-20/x2), +1 ranged; SV Fort +0, Ref +0, Will +0; AL N; Str 11, Dex 11, Con 10, Int 10, Wis 11, Cha 10;
Dalikon Male Human Exp2; CR 1; Size M (5 ft., 4 in. tall); HD 2d6; hp 9; Init +0; Spd 20 ft.; AC 14 (+4 armor); Atk warhammer +1 melee (1d8, x3), +1 ranged; SV Fort +0, Ref +0, Will +3; AL N; Str 10, Dex 10, Con 10, Int 11, Wis 10, Cha 10.
Skills: Profession (farmer) +2. Equipment: cold weather outfit, leather armor, short sword.
Skills: Bluff +5, Craft (blacksmithing) +3, Ride +5; Feats: Skill Focus (craft); artisan's tools, scale mail, warhammer.
Rachsav Male Human Com1; CR 1; Size M (5 ft., 2 in. tall); HD 1d4; hp 4; Init +0; Spd 30 ft.; AC 12 (+2 armor); Atk
42
Appendix
Creatures
short sword +0 melee (1d6, 19-20/x2), or +0 ranged; SV Fort +0, Ref +0, Will +0; AL N; Str 11, Dex 10, Con 10, Int 11, Wis 11, Cha 10.
Air Elemental
Skills: Use Rope +4.
Huge: CR 7; Huge Elemental (Air); HD 16d8+64; hp 136; Init +13 (+9 Dex, +4 Improved Initiative); Spd Fly 100 ft. (perfect); AC 21 (-2 size, +9 Dex, +4 natural); Atk Slam +19 /+14/+9 melee (2d8+6); Face/Reach 10 ft. x 5 ft./15 ft.; SA Air mastery, whirlwind; SQ Elemental, damage reduction 10/+2; AL N; SV Fort +9, Ref +19, Will +5; Str 18, Dex 29, Con 18, Int 6, Wis 11, Cha 11.
Equipment: cold weather outfit, leather armor, short sword.
Sen'ko Male human Rgr3: CR 3; Size M (5 ft., 9 in. tall); HD 3d10-3; hp 18; Init +0; Spd 30 ft.; AC AC 12 (+2 armor); Atk +3 melee, or longbow +3 ranged (1d8, x3); SV Fort +2, Ref +1, Will +2; AL NG; Str 11, Dex 10, Con 8, Int 11, Wis 12, Cha 7.
Skills: Listen +18, Spot +18; Feats: Dodge, Flyby Attack, Improved Initiative, Weapon Finesse (slam).
Skills: Craft (bowmaking) +2, Intuit direction +6, Jump +5, Listen +1, Profession (furrier) +7, Ride +6, Spot +1, Use Rope +6, Wilderness Lore +3; Feats: Combat reflexes, Point Blank Shot, Skill Focus (ride), Track.
SA: Air Mastery-Airborne creatures suffer a -1 penalty to attack and damage rolls against an air elemental. Whirlwind-The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 32 feet tall. The elemental controls the exact height, but it must be at least 10 feet. Creatures one or more sizes smaller than the elemental might take damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed at a Reflex save (DC 22) when it comes into contact with the whirlwind or take 2d8 points of damage. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the listed damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind's height (10 to 50 feet). The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check to cast a spell (DC 22).
Equipment: arrows (20), cold weather outfit, leather armor, longbow.
Vedernik Male Human Com5; CR 4; Size M (5 ft., 6 in. tall); HD 5d4; hp 12; Init +0; Spd 30 ft.; AC 10; Atk +2 melee, or pishchal +2 ranged (1d12, x3); SV Fort +1, Ref +1, Will +3; AL NG; Str 11, Dex 11, Con 10, Int 10, Wis 10, Cha 10. Skills: Profession (herder) +7; Feats: Exotic Weapon Proficiency ( Renaissance). Equipment: pishchal.
Volynets Male human Com1; CR 1; Size M (6 ft., 0 in. tall); HD 1d4; hp 4; Init +0; Spd 30 ft.; AC 10; Atk +0 melee, or +0 ranged; SV Fort +0, Ref +0, Will +0; AL CN; Str 10, Dex 10, Con 10, Int 11, Wis 10, Cha 10; Skills: Balance +4, Innuendo +2, Listen +2, Spot +2; Feats: Alertness, Skill Focus (balance). Equipment: sling.
Ywane Male Human Com1; CR 1; Size M (5 ft., 4 in. tall); HD 1d4; hp 4; Init +0; Spd 30 ft.; AC 10; Atk +0 melee, or +0 ranged; SV Fort +0, Ref +0, Will +0; AL N; Str 11, Dex 10, Con 10, Int 11, Wis 11, Cha 10.
SQ: Elemental-Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
Skills: Profession (horse trader) +6; Feats: Skill Focus (profession).
43
Tsar Rising
SQ: Scent-Detect opponents within 30 feet by sense of smell (60 feet if upwind, 15 if downwind). Strong scents can be detected at twice the range, overpowering scents at triple range. Can pinpoint source within 5 feet. Track by scent with a Wisdom check (DC 10).
Beggars Male Human Rog4; CR 4; Size M; HD 4d6+4; hp 27; Init +3 (+3 Dex); Spd 30 ft.; AC 14 (+3 Dex, +1 armor); Atk knosh +2 melee (1d4-1, 19-20/x2), or knosh +6 ranged (1d4-1, 1920/x2); SV Fort +2, Ref +9, Will +2; AL NE; Str 8, Dex 16, Con 13, Int 11, Wis 12, Cha 6.
Dire Lion CR 4; Large Animal; HD 8d8+24; hp 60; Init +2 (Dex); Spd 40 ft.; 15 (-1 size, +2 Dex, +4 natural); Atk 2 claws +8 melee (1d6+6), bite +3 melee (1d8+3); Face/Reach 5 ft. x 10 ft./5 ft.; SA Pounce, improved grab, rake 1d6+3; SQ Scent; Fort +9, Ref +8, Will +7; AL N; Str 22, Dex 17, Con 19, Int 2, Wis 12, Cha 10.
Skills: Bluff +6, Disguise +4, Gather Information +6, Hide +3, Intuit Direction +3, Listen +6, Move silently +10, Open lock +10, Pick pocket +10, Sense Motive +7, Spot +1, Tumble +8, Use Magic Device +6; Feats: Combat Reflexes, Lightning Reflexes, Track.
Skills: Hide +5*, Jump +10, Listen +4, Move Silently +9, Spot +4.
Possessions: knosh, wool clothing.
SA: Pounce-If a dire lion leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action. Improved Grab-To use this ability, the dire lion must hit with its bite attack. If it gets a hold, it can rake. Rake-A dire lion can make two rake attacks (+12 melee) against a held creature with its hind legs for 1d6+3 damage each. If the dire lion pounces on an opponent, it can also rake.
Cryohydra: CR 6; Huge Beast; HD 6d10+30; hp 63; Init +1 (Dex); Spd 20 ft., swim 10 ft.; AC 15 (-2 size, +1 Dex, +6 natural); Atk 6 bites +5 melee (1d10); Face/Reach 20 ft. x 20 ft./10 ft.; SA Breath weapon; SQ Cold subtype; AL N; SV Fort +10, Ref +6, Will +2; Str 17 (11 due to poison), Dex 12, Con 20, Int 3, Wis 10, Cha 9. Skills: Listen +6 (+8), Spot +6 (+8); Feats: Combat Reflexes.
SQ: Scent-Detect opponents within 30 feet by sense of smell (60 feet if upwind, 15 if downwind). Strong scents can be detected at twice the range, overpowering scents at triple range. Can pinpoint source within 5 feet. Track by scent with a Wisdom check (DC 10). Skills-Dire lions receive a +4 racial bonus to Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.
SA: Breath Weapon-breathe jets of frost 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 damage per head. A successful Reflex save halves the damage (DC 18). Because the cryohydra is suffering from Osyluth poison, its breath weapon contains trace elements of it. PCs hit by the breath weapon must save vs. large scorpion venom (DC 18, 1d6 Str initial damage, 1d6 Str secondary damage).
Dire Rat
SQ: Cold Subtype-Cold immunity; double damage from fire except on a successful save.
CR 2; Small Animal; HD 1d8+1; hp 5; Init +3 (Dex); Spd 40 ft., climb 20 ft.; AC 15 (+1 size, +3 Dex, +1 natural); Atk Bite +4 melee (1d4); SA Disease; SQ Scent; Fort +3, Ref +5, Will +3; AL N; Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4.
Dire Boar CR 4; Large Animal; HD 7d8+21; hp 52; Init +0; Spd 40 ft.; AC 15 (-1 size, +6 natural); Atk 2 claws +8 melee (1d6+6), bite +3 melee (1d8+3); Face/Reach 5 ft. x 10 ft./5 ft.; SA Ferocity; SQ Scent; Fort +8, Ref +5, Will +6; AL N; Str 22, Dex 17, Con 19, Int 2, Wis 12, Cha 10.
Skills: Climb +11, Hide +11, Hide +9, Move Silently +6. Feats: Weapon Finesse (bite). SA: Disease-Filth fever-bite, Fortitude save (DC 12), incubation period 1d3 days; damage 1d3 temporary Dexterity and 1d3 temporary Constitution.
Skills: Listen +9, Spot +8. SA: Ferocity-A dire boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
SQ: Scent-Detect opponents within 30 feet by sense of smell (60 feet if upwind, 15 if downwind). Strong scents can be detected at twice the range, overpowering scents
44
Appendix
Skills: Intimidate +2, Spot +3, Listen +1; Feats: Power attack, Toughness.
at triple range. Can pinpoint source within 5 feet. Track by scent with a Wisdom check (DC 10).
Dire Wolverine
Equipment: doshchatimi, sabel. * Parenthetical stats are adjusted for drunkenness.
CR 4; Large Animal; HD 5d8+20; hp 42; Init +3 (Dex); Spd 30 ft., climb 10 ft.; AC 16 (-1 size, +3 Dex, +4 natural); Atk 2 claws +8 melee (1d6+6), bite +3 melee (1d8+3); Face/Reach 5 ft. x 10 ft./5 ft.; SA Rage; SQ Scent; Fort +8, Ref +7, Will +5; AL N; Str 22, Dex 17, Con 19, Int 2, Wis 12, Cha 10.
Druzhina Warriors Male Human Ftr3: CR 3; Medium Humanoid; HD 3d10+3; hp 26; Init +6 (+2 Dex, +4 Improved initiative); Spd 20 ft.; AC 17 (+2 Dex, +5 armor); Atk bulava +6 melee (1d6+2), or pishchal +6 ranged (1d12, x3); AL LN; SV Fort +4, Ref +3, Will +3; Str 15, Dex 14, Con 13, Int 14, Wis 10, Cha 12.
Skills: Climb +14, Listen +9, Spot +8 SA: Rage-A dire wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. An enraged dire wolverine gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily.
Skills: Balance +3, Climb +7, Hide +2, Move Silently +4, Open Lock +2, Sense Motive +1, Spot +2, Swim +8, Use Rope +5, Wilderness Lore +1; Feats: Combat Reflexes, Feats: Exotic Weapon Proficiency (Pishchal), Improved Initiative, Iron Will, Point Blank Shot.
SQ: Scent-Detect opponents within 30 feet by sense of smell (60 feet if upwind, 15 if downwind). Strong scents can be detected at twice the range, overpowering scents at triple range. Can pinpoint source within 5 feet. Track by scent with a Wisdom check (DC 10).
Equipment: silver-plated iron helmet (worth 60 gp), masterwork bulava (worth 50 gp), masterwork sabel, masterwork baidana, silver-mounted scabbard (worth 50 gp), masterwork pishchal, rifle bullets (20), pouch containing 15pp, 18gp.
Dog CR 1; Medium-Size Animal; HD 2d8+4; hp 13; Init +2 (Dex); Spd 40 ft.; AC 16 (+2 Dex, +4 natural); Atk Bite +3 melee (1d6+3); SA Trip; SQ Scent; Fort +5, Ref +5, Will+1; AL N; Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6.
Frost Worm CR 12; Huge Magical Beast (Cold); HD 14d10+70; hp147; Init +4 (Improved Initiative); Spd 30 ft., burrow 10 ft.; AC 18 (-2 size, +10 natural); Atk Bite +20 melee (2d6+12 and 1d8 cold); Face/Reach 5 ft. x 40 ft./10 ft.; SA Trill, cold, breath weapon; SQ Cold subtype, death throes; AL N; SV Fort +14, Ref +9, Will +6; Str 26, Dex 10, Con 20, Int 3, Wis 11, Cha 5.
Skills: Listen +5, Spot +5, Swim +5. SA: Trip--A riding dog that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the winter wolf.
Skills: Hide +3 (+13 in snow), Listen +5, Spot +4. Feats: Alertness, Improved Initiative, Iron Will. SA: Trill-This sonic, mind affecting compulsion affects all creatures other than frost worms within a 100-foot spread. Creatures must succeed at a Will save (DC 17) or be stunned for as long as the worm trills, even if they are attacked. However, if attacked or violently shaken (a fullround action), a victim is allowed another saving throw. Once a creature has resisted or broken the effect, that frost worm cannot affect it again for one day. The effect's caster level is 14. Cold-1d8 points of damage to creatures attacking unarmed or with natural weapons each time their attacks hit. Breath Weapon-Cone of cold, 30 feet
SQ: Skills: *Riding dogs receive a +4 racial bonus to Wilderness Lore checks when tracking by scent.
Drunken Soldiers Male Human War2*; CR 1; Size M; HD 2d8+4; hp 19 (22); Init -2 (-2 Dex); Spd 20 ft.; AC 12 (-2 Dex, +4 armor); Atk sabel -1 melee (1d6+3, 18-20/x2), or -2 ranged; SV Fort +5, Ref +1, Will -1; AL LE; Str 14, Dex 12 (7), Con 15, Int 11 (5), Wis 8 (1), Cha 10 (6).
45
Tsar Rising
SQ: Immunities-Immune to fire and poison. Resistances-Cold and acid resistance 20. See in Darkness-Can see perfectly in darkness of any kind, even that created by deeper darkness spells. TelepathyCan communicate telepathically with any creature within 100 feet that has a language. Mindless-Lemures are immune to all mind-influencing effects.
long, once per hour; damage 15d6, Reflex half DC 22. Opponents held motionless by the frost worm's trill get no saving throw. SQ: Cold Subtype-Cold immunity; double damage from fire except on a successful save. Death Throes-When killed, a frost worm turns to ice and shatters in an explosion that deals 12d6 points of cold damage and 8d6 points of piercing damage to everything within 100 feet (Reflex half DC 22).
Merchant Male Human Exp5: CR 4; Size M; HD 5d6; hp 19; Init +0; Spd 30 ft.; AC 10; Atk +3 melee, or samostrel +3 ranged (1d8, 19-20/x2); SV Fort +1, Ref +1, Will +5; AL N; Str 11, Dex 11, Con 11, Int 11, Wis 10, Cha 12.
Gang Member Male Human Rog1; CR 1; Size M; HD 1d6; hp 6; Init +1 (+1 Dex); Spd 30 ft.; AC 12 (+1 Dex, +1 armor); Atk knosh +0 melee (1d4, 19-20/x2), or +1 ranged; SV Fort +0, Ref +3, Will +1; AL NE; Str 11, Dex 12, Con 10, Int 12, Wis 12, Cha 7.
Skills: Bluff +6, Disguise +8, Escape artist +8, Heal +9, Knowledge (nobility) +8, Listen +1, Read lips +4, Speak language +2, Spot +3, Tumble +8; Feats: Far Shot, Point Blank Shot, Skill Focus: Knowledge (nobility). Equipment: samostrel, 30 bolts.
Skills: Escape Artist +5, Hide +3, Innuendo +3, Intimidate +5, Intuit Direction +5, Listen +5, Move silently +7, Open lock +5, Pick pocket +3, Spot +1; Feats: Skill focus (move silently), Two-weapon fighting.
Merchant Guards Male Human War2; CR 1; Size M; HD 2d8+4; hp 19; Init +1 (+1 Dex); Spd 20 ft.; AC 15 (+1 Dex, +4 armor); Atk sabel +4 melee (1d6+3, 18-20/x2), or +3 ranged; SV Fort +5, Ref +1, Will -1; AL LE; Str 14, Dex 12, Con 15, Int 11, Wis 8, Cha 10.
Equipment: 2 knosh, wool clothing.
Giant Owl CR 3; Large Magical Beast; HD 4d10+4; hp 26; Init +3 (Dex); Spd 10 ft., fly 70 ft. (average); AC 15 (-1 size, +3 Dex, +3 natural); Atk 2 claws +7 melee (1d6+4), bite +2 melee (1d8+2); SQ Evasion; Fort +5, Ref +7, Will +3; AL NG; Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10; Skills: Knowledge (nature) +6, Listen +16, Move Silently +9*, Spot +10*; Feats: Alertness.
Skills: Intimidate +2, Spot +3, Listen +1; Feats: Power Attack, Toughness. Equipment: doshchatimi, sabel.
Nightmare CR 5; Large Outsider (Evil); HD 6d8+18; hp 45; Init +6 (+2 Dex, +4 Improved Initiative); Spd 40 ft., fly 90 ft. (good); AC 24 (-1 size, +2 Dex, +13 natural); Atk 2 hooves +9 melee (1d8+4, 1d4 fire), bite +4 melee (1d8+2); Face/Reach 5 ft. x 10 ft./5 ft.; SA Flaming hooves, smoke; SQ Astral projection, etherealness; AL NE; SV Fort +8, Ref +7, Will +6; Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12.
SQ: Superior Low-Light Vision-A giant owl can see five times as far as a human can in dim light; Skills-Giant owls receive a +8 racial bonus to Listen checks. *They also receive a +4 racial bonus to Spot checks in dusk and darkness; when in flight, they gain a +8 bonus to Move Silently checks.
Skills: Intuit Direction +10, Listen +12, Move Silently +11, Search +10, Sense Motive +10, Spot +12; Feats: Alertness, Improved Initiative.
Lemures CR 1; Medium-Size Outsider (Evil, Lawful); HD 2d8; hp 9; Init +0; Spd 20 ft.; AC 13 (+3 natural); Atk 2 claws +2 melee (1d3); SQ Damage reduction 5/silver, SR 5, baatezu qualities, mindless; AL LE; Fort +3, Ref +3, Will +3; Str 10, Dex 10, Con 10, Int -, Wis 11, Cha 5.
SA: Flaming Hooves-Blow sets combustible materials alight. Smoke-Fills a 15-foot cone. Anyone in the cone must succeed at a Fortitude save (DC 16) or suffer a -2 morale penalty to all attack and damage rolls until 1d6 minutes after they leave the cone. The nightmare gains
46
Appendix
one-half concealment against creatures 5 feet away and total concealment against creatures 10 feet away.
Equipment: broom of sweeping (+1 staff gives the Improved Trip feat automatically), dogheaded whip (inflicts 1d6+3 non-subdual points of damage on a hit).
SQ: Astral Projection and Etherealness- As cast by a 20th-level sorcerer.
Octopus, Giant
All oprichniki use whips unless they are forced to dismount, in which case they resort to their staves.
CR 8; Large Animal (Aquatic); HD 8d8+8; hp 44; Init +2 (Dex); Spd 20 ft., swim 30 ft.; AC 18 (-1 size, +2 Dex, +7 natural); Atk 8 tentacle rakes +10 melee (1d4+5), bite +5 melee (1d8+2); Face/Reach 5 ft. x 5 ft./10 ft.; SA Improved grab, constrict; SQ Ink cloud, jet; AL N; SV Fort +7, Ref +8, Will +3; Str 20, Dex 15, Con 13, Int 2, Wis 12, Cha 3.
Palace Guard Male Human War3; CR 2; Size M; HD 3d8+6; hp 21 (22); Init +1 (+1 Dex); Spd 20 ft.; AC 17 (+1 Dex, +6 armor); Atk topor +6 melee (1d8 +4, x3); SV Fort +5, Ref +3, Will +2; AL LN; Str 18, Dex 14 (12), Con 14, Int 18 (15), Wis 13 (9), Cha 13 (12).
Skills: Hide +11 (+15), Listen +4, Spot +4; Feats: Weapon Finesse (arms, bite). SA: Improved Grab-To use this ability, the giant octopus must hit a Medium-size or smaller opponent with a tentacle rake attack. If it gets a hold, it can constrict. ConstrictDeals 2d8+6 points of damage with a successful grapple check against Medium-size or smaller creatures.
Skills: Balance +4, Intimidate +7, Knowledge (nobility) +5, Listen +3, Spot +7; Feats: Endurance, Toughness, Two-Weapon Fighting. Equipment: bakhterets, masterwork topor.
SQ: Ink Cloud-Emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 feet long once a minute as a free action. Creatures within the cloud suffer the effects of total darkness. Jet-Jet backward once a round as a double move action, at a speed of 200 feet.
Ranch Guard Male Human Rgr3; CR 3; Medium Humanoid (5 ft., 9 in. tall); HD 3d10-6; hp 13; Init +5 (+1 Dex, +4 Improved initiative); Spd 30 ft.; AC 14 (+1 Dex, +2 armor, +1 shield); Atk sabel +5 melee (1d6+2, 18-20/x2) or longbow +5 ranged (1d8, x3); AL LN; SV Fort +1, Ref +2, Will +2; Str 13, Dex 13, Con 7, Int 8, Wis 13, Cha 8.
Oprichniki Male Tiefling (Outsider); Ftr2; CR 2; Size Medium Humanoid (6 ft., 0 in. tall); HD 2d10+2; hp 13; Init +3 (+3 Dex); Spd 30 ft.; AC 13 (+3 Dex); Atk broom of sweeping +7 melee (1d6+5), or dog headed whip +5 ranged (1d6+7, 15 ft. range); SV Fort +4, Ref +3, Will +3; AL LE; Str 18, Dex 16, Con 13, Int 20, Wis 12, Cha 10.
Skills: Climb +7, Handle Animal +5, Heal +5, Hide +1, Listen +1, Move Silently +1, Search +5, Spot +1, Swim +7; Feats: Improved Initiative, Skill Focus (Climb), Skill Focus (Search), Track. Equipment: parka, masterwork sabel, masterwork longbow, silver longbow arrows (x17), masterwork small steel shield, and a pouch containing 3 pp, 54 gp, 4 sp, 41 cp, and 3 gems worth 60 gp each.
Skills: Climb +6, Sense Motive +4, Gather Information +2, Handle Animal +5, Hide +7, Ride +9, Intimidate +6, Listen +1, Move Silently +3, Search +3, Spot +7; Feats: Exotic Weapon Proficiency (whip), Ride-By Attack, Improved Trip, Mounted Combat.
Typical Peasant Human Com1; CR 1/2; Size M; HD 1d4; hp 4; Init +0; Spd 30 ft.; AC 10; Atk +0 melee, or +0 ranged; SV Fort +0, Ref +0, Will +2; AL N; Str 11, Dex 11, Con 10, Int 11, Wis 11, Cha 11.
SQ: Darkness-Tieflings can use darkness once per day as cast by a sorcerer of 1st level or their character level, whichever is higher. Tieflings receive a +2 racial bonus to Bluff and Hide checks.
Skills: Handle Animal +4, Ride +2, Craft +6; Feats: Skill Focus (craft).
Resistance-Fire, cold, and electricity resistance 5.
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Tsar Rising
Lore +0 as wolf or hybrid; Feats: Skill Focus (craft)/Blind-fight, Improved Initiative, Weapon Finesse as wolf or hybrid.
Werebear CR 5; Medium-Size/Large Shapechanger; HD 6d8+24; hp 51; Init +0/+2 (Dex) as bear; Spd 30 ft./30 ft. as bear; AC 12 (+2 natural)/17 (-1 size, +1 Dex, +7 natural) as bear; Atk Unarmed strike +0 melee (1d3)/2 claws +11 melee (1d8+8), bite +9 melee as bear (2d8+4); Face/Reach 5 ft. x 10 ft./5 ft.; SA Improved grab, curse of lycanthropy as bear; SQ Bear empathy/scent, damage reduction 15/silver as bear; Fort +11, Ref +6, Will+4; AL LG; Str 11/27, Dex 11/13, Con 11/19, Int 10/10, Wis 10/10, Cha 10/10.
SA: Curse of Lycanthropy-Any humanoid hit by a werebear's bite attack in animal form must succeed at a Fortitude save (DC 15) or contract lycanthropy. Bludgeoning or nonpenetrating attacks do not transmit the condition. SQ: Lycanthropic Empathy-Werewolves can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus to checks when influencing the animal's attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack." Scent-Detect opponents within 30 feet by sense of smell (60 feet if upwind, 15 if downwind). Strong scents can be detected at twice the range, overpowering scents at triple range. Can pinpoint source within 5 feet. Track by scent with a Wisdom check (DC 10). Alternate Form-A werewolf can assume a bipedal hybrid form or the form of a wolf. The bipedal form is about 6 feet tall, with a short tail, and covered in fur. The legs are like those of a wolf, and the head combines humanoid and lupine features in degrees that vary from one werewolf to the next. The animal form is that of a fully grown wolf without any trace of human features. Trip-A werewolf that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the werewolf. Skills-A werewolf in hybrid or wolf form gains a +4 racial bonus to Wilderness Lore checks when tracking by scent.
Skills: Craft +6, Knowledge +4, Listen +11, Search +8, Spot +14 as bear. Feats: Skill Focus (craft)/Blind-fight, Multiattack, Power Attack as bear. SA: Improved Grab-To use this ability, the werebear must hit with a claw attack. Curse of Lycanthropy-Any humanoid hit by a werebear's bite attack in animal form must succeed at a Fortitude save (DC 15) or contract lycanthropy. Bludgeoning or nonpenetrating attacks do not transmit the condition. SQ: Lycanthropic Empathy-Wereboars can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus to checks when influencing the animal's attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack." Scent-Detect opponents within 30 feet by sense of smell (60 feet if upwind, 15 if downwind). Strong scents can be detected at twice the range, overpowering scents at triple range. Can pinpoint source within 5 feet. Track by scent with a Wisdom check (DC 10).
Winter Wolf CR 5; Large Magical Beast (Cold); HD 6d10+18; hp 51; Init +5 (+1 Dex, +4 Improved Initiative); Spd 50 ft.; AC 15 (-1 size, +1 Dex, +5 natural); Atk Bite +9 melee (1d8+6); Face/Reach 5 ft. x 10 ft./5 ft.; SA Breath weapon, trip; SQ Scent, cold subtype; Fort +8, Ref +6, Will+3; AL NE; Str 18, Dex 13, Con 16, Int 9, Wis 13, Cha 10.
Werewolf CR 3; Medium-Size Shapechanger; HD 2d8+4; hp 13; Init +0/+6 (+2 Dex, +4 Improved Initiative) as wolf or hybrid; Spd 30 ft./50 ft. as wolf or hybrid; AC 12 (+2 natural)/16 (+2 Dex, +4 natural) as wolf or hybrid; Atk Unarmed strike +0 melee (1d3)bite +3 melee as worlf or hybrid (1d6+1); SA Trip, curse of lycanthropy as wolf or hybrid; SQ Wolf empathy/scent, damage reduction 15/silver as bear; Fort +7, Ref +5, Will+2; AL CE; Str 11/13, Dex 11/15, Con 11/15, Int 10/10, Wis 10/10, Cha 10/10.
Skills: Hide +6*, Listen +9, Move Silently +7, Spot +9, Wilderness Lore +1*; Feats: Alertness, Improved Initiative. SA: Breath Weapon-Cone of cold, 15 ft., every 1d4 rounds; damage 4d6, Reflex half DC 16. Winter wolves can use their breath weapon while biting. Trip-A winter
Skills: Craft +6, Knowledge +4/Hide +3, Listen +14, Move Silently +4, Search +8, Spot +14, Wilderness
48
Appendix
wolf that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the winter wolf.
immunities; AL N; SV Fort +0, Ref +1, Will +2; Str 13, Dex 10, Con -, Int -, Wis 10, Cha 11.
SQ: Cold Subtype-Cold immunity; double damage from fire except on a successful save. Skills-Winter wolves receive a +1 racial bonus to Listen, Move Silently, and Spot checks, and a +2 racial bonus to Hide checks. *Their natural coloration grants winter wolves a +7 racial bonus to Hide checks in areas of snow and ice. A winter wolf has a +4 racial bonus to Wilderness Lore checks when tracking by scent.
SQ: Undead Immunities-Immune to mind-influencing effects, poison, sleep, paralyzation, stunning, disease, and necromantic effects. Not subject to critical hits, sneak attacks, ability damage, ability drain, or energy drain. Immune to anything requiring a Fort save.
Feats: Toughness.
New Monsters
Zombie, Winter Wolf CR 5; Large Undead; HD 6d12+18; hp 57 (each); Init 2 (Dex); Spd 30 ft.; AC 14 (+ 1 Dex, +3 natural); Atk +10 melee (1d8+7); Face/Reach 5 ft. x 10 ft./5 ft.; SA Breath weapon, trip; SQ May only take Partial Actions in any given round, undead immunities; AL NE; SV Fort +2, Ref +2, Will +5; Str 20, Dex 11, Con -, Int -, Wis 10, Cha 1.
Dvorlem CR 7; Large Magical Beast; HD 8d10+8; (48 hp); Init +3 (Dex); Spd: 10 ft., fly 160 ft. (good); AC 15 (-1 size, +3 Dex, +3 natural); Atk: 2 claws +12 melee (1d6+4), 2 bites +7 melee (1d8+2); Face/Reach: 5 ft. by 5 ft./5 ft.; SQ Evasion; Al: Usually LN; SV Fort +5, Ref +7, Will +3; Abilities Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10.
Skills: Hide +6 (+15 in snow), Listen +9 (+10), Move Silently +7 (+8), Spot +9 (+10), Wilderness Lore +1 (+4 if tracking by scent); Feats: Toughness. SA: Breath Weapon-Cone of cold, 15 ft., every 1d4 rounds; damage 4d6, Reflex half DC 16. Winter wolves can use their breath weapon while biting. TripSuccessful bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the winter wolf.
Skills: Knowledge (nature) +4, Listen +5, Sense Motive +8, Spot +11*, Wilderness Lore +10; Feats: Alertness, Flyby Attack.
SQ: Undead Immunities-Immune to mind-influencing effects, poison, sleep, paralyzation, stunning, disease, cold, and necromantic effects. Not subject to critical hits, sneak attacks, ability damage, ability drain, or energy drain. Immune to anything requiring a Fort save (see Monster Manual for more info). Cold Subtype-Cold immunity; double damage from fire except on a successful save. Scent-Detect opponents within 30 feet by sense of smell (60 feet if upwind, 15 if downwind). Strong scents can be detected at twice the range, overpowering scents at triple range. Can pinpoint source within 5 feet. Track by scent with a Wisdom check (DC 10).
Advancement: (Gargantuan)
Climate/Terrain: Cold forest or mountains Organization: Solitary or pair Treasure: None 9-12
HD
(Huge);
13-16
HD
Description: A dvorlem is a gigantic, two-headed eagle that patrols Torassia's skies, seeking to learn what it can about the nation that has adopted it as an emblem. Dvorlems are not aggressive by nature but abhor random violence and chaos. They enjoy the smooth lines of roads, the carefully plotted grids of cities, and the symmetry of a snowflake. They have but one law: only the winged shall fly. Any creature that takes to the skies that is not feathered is to be grounded, by force if necessary. This includes gliders, dragons, creatures who fly without wings, and spellcasters who fly by magical means.
Zombie, Frozen (6): CR 1/2; Medium Undead (6 ft. tall); HD 2d12; hp 9 (each); Init -2 (Dex); Spd 30 ft.; AC 15 (+ 1 Dex, +4 natural); Atk +2 melee (1d6+1, buffet); SQ May only take Partial Actions in any given round, undead
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Tsar Rising
In the past, a dvorlem flew over cities to investigate these strange new structures that were suddenly on their land. Peasants ran, terrified, but the Tsar was fascinated by such a noble beast. In his eyes, they represent the expansion of Torassia to the East and West.
racial bonus to Listen, Spot, and Search checks due to their multiple heads.
Kainkutho CR 9; Huge Animal; HD 10d8+40; (80 hp); Init +3 (Dex); Spd 90 ft.; AC 17 (-2 size, +3 Dex, +6 natural); Atk 2 claws +14 melee (2d4+8), 1 bite +9 melee (2d8+4); Face/Reach: 10 ft. by 20 ft./10 ft.; SA Improved grab, tenacity; SQ Scent; Al Always N; SV: Fort +7, Ref +13, Will +4; Abilities: Str 26, Dex 16, Con 19, Int 2, Wis 12, Cha 10.
Dvorlems are mortal enemies of kainkutho, when they encounter them in their mountain lairs. When the Tsar witnessed a dvorlem battle a kainkutho and win, he knew it was a good omen. From that point on the dvorlem became the symbol of the Tsar's new rule.
Skills: Listen +6, Spot +8, Swim +11. Climate/Terrain: Cold forest or mountains
And what do the dvorlems think? They simple nod both of their sagely heads, for dvorlems have seen kingdoms come and go.
Organization: Solitary or pair Treasure: None Advancement: 11-14 HD (Gargantuan)
Combat Dvorlem rarely stoop to petty combat with earthbound beings, but they are ferocious warriors if pressed. They will immediately attack any non-feathered flying creature, and even non-living things like kites.
Description The kainkutho, or "god bear" is a massive creature, weighing over 5,000 lbs and growing up to 20 feet in length. Taller than a brown bear, the kainkutho is not as heavily built, with limbs, particularly the hind legs, that are longer and more slender. Possesing a relative-
Skills: *Dvorlem receive a +4 racial bonus to Spot checks during daylight hours. *They also receive a +2
50
Appendix
Description A leshy is a guardian of the forest, an ancient faerie, and a tricky shape shifter. Its true form has cloven-hoofed feet, a tail, and small horns.
ly short face and lacking a well-marked forehead, the kainkutho has a short, broad muzzle resembling a lion. Unlike other bears, it is does not have a waddling gait. The kainkutho has toes extending straight forward, which enable it to generate bursts of speed when necessary and to range over large areas for prey or carcasses.
It sometimes appears as a tall man covered from head to foot with black hair, worn uncombed and wild. Female leshii, called lesovikha, appear as ugly women with large breasts, young naked girls, or giant-sized women dressed in white.
The kainkutho is a rather solitary predator except for mothers with cubs and during the mating period. The kainkutho preys on large herbivores, such as bison, muskoxen, caribou, deer, horses, and ground sloths.
Leshii are mischievous to outsiders and dangerous to foresters, woodsmen, and anyone who would intentionally damage their forest. They feel the pain of the forest around them, weeping at the loss of a single tree.
Combat The kainkutho's canine teeth allow a more secure grip on prey and its giant razor sharp claws easily shred hair, hide, flesh and muscle tissue.
When they seek to mislead someone, Leshii enjoy confusing and separating a party. Once they have separated a group, they will impersonate the missing companions with polymorph self. When leshii fail their Disguise checks, their shoes are always on the wrong feet and their eyes glow.
Improved Grab: To use this ability, the kainkutho must hit with a bite attack. Scent (Ex): The kainkutho's wide snout provides a keenly developed sense of smell It can detect opponents within 30 feet by sense of smell (60 feet if upwind, 15 if downwind). Strong scents can be detected at twice the range, overpowering scents at triple range. It can pinpoint source within 5 feet and Track by scent with a Wisdom check (DC 10).
Leshii like offerings of kasha, suet, blini, bread and salt. They also enjoy cookies or candy.
Ferocity (Ex): A kainkutho is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
Leshy CR 8; Large Fey; HD 9d6+54; (81 hp); Init +5 (Dex); Spd 40 ft.; AC 18 (+5 Dex, +4 natural, -1 size); Atk Gore +11 melee (1d6+6), club +6 melee (1d6+6); or whip +10 ranged (1d6); Face/Reach: 5 ft. by 5 ft./5 ft.; SA Spell-like abilities, fire vulnerability, religious aversion; SQ Low-light vision; Al usually CN; SV: Fort +9, Ref +11, Will +7; Abilities: Str 23, Dex 20, Con 23, Int 12, Wis 13, Cha 13. Skills: Animal Empathy +6, Hide +10*, Wilderness Lore +16, Move Silently +10, Bluff +6, Disguise +16; Feats: Dodge, Mobility. Climate/Terrain: Cold forest Organization: Solitary Treasure: Standard Advancement: By character class
51
Tsar Rising
Combat Leshii wield clubs or whips in combat. When in defense of their forest, a leshy increases its size through polymorph self to Huge. Leshii are fond of "tickling" their victims to death through repeated application of tasha's uncontrollable hideous laughter.
heads, which provides a sort of rank amongst them. The norka with the most heads are the leaders, and they are usually seen in groups of three, each brother with more heads than the next. Norka females are known to attack human males and keep them as slaves. These giants lived in burrows in forested areas and seek to divine the secrets of nature, especially those of herbal medicine.
Spell-Like Abilities: 1/day-confusion, contagion, feeblemind, hallucinatory terrain, pass without trace, polymorph self (hare, wolf, bear, raven, pig, horse, rooster, fir tree, mushroom); at will-invisibility, speak with plants, tasha's hideous laughter, ventriloquism. These abilities are as the spells cast by a 9th-level sorcerer (save DC 13 + spell level).
Norka speak Giant and Common. Combat Norka are arrogant beings that laugh at the smaller races who would challenge them. They do not take kindly to organized religion and react violently to clerics and paladins. If shown the proper respect, they are less likely to attack. A hungry norka is not easily reasoned with however. They can detect Torassians by smell alone and enjoy killing them.
Fire Vulnerability: A leshy takes double damage from fire attacks unless the attack allows a save, in which case it takes double damage on a failure and no damage on a success.
Earth Mastery (Ex): A norka gains a +1 attack and damage bonus if both it and its foe touch the ground. If an opponent is airborne or waterborne, the norka suffers a -4 penalty to attack and damage. (These modifiers are not included in the statistics block.)
Religious Aversion: Leshii fear religious icons and can be turned as undead of 9 HD. Skills: Leshii receive a +2 racial bonus to Listen and Spot checks. *They also receive a +5 racial bonus to Hide checks in forest settings. Leshy Characters; A leshy's favored class is druid.
Norka CR 7; Large Giant (Earth); HD 12d8+48; (96 hp); Init -1 (Dex); Spd 40 ft.; AC 18 (-1 size, -1 Dex, +7 natural, +3 hide); Atk 2 greatclubs +15/+10 melee (1d10+7); Face/Reach: 5 ft. by 5 ft./10 ft.; SA Superior twoweapon fighting, earth mastery, scent, damage reduction 10/+1, turnable; SQ Darkvision 90 ft.; Al usually CE; SV: Fort +12, Ref +3, Will +4; Abilities: Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 11. Skills: Listen +5, Search +2, Spot +5; Feats: Alertness, Power Attack. Climate/Terrain: Cold forest Organization: Solitary or gang (3) Treasure: Standard Advancement: 6-headed 15 HD, 9-headed 18 HD Description Norka are a race of large giants with squarish heads and red skin covered by thick hair. They have multiple
52
Appendix
Scent (Ex): Norka can detect opponents within 30 feet by sense of smell (60 feet if upwind, 15 if downwind). Strong scents can be detected at twice the range, overpowering scents at triple range. Can pinpoint source within 5 feet. Track by scent with a Wisdom check (DC 10). Norka who make a Wisdom check (DC 10) can identify an opponent's nationality.
feathers instead of fur. It has two giant eagle heads that are constantly on the look out for more prey. Old Believers spread rumors that the orlekutho are carnivorous monstrosities determined to consume any non-pagans. As any pagan who has encountered such a tortured beast can attest, this is patently untrue: the orlekutho will eat any beast large enough to catch its attention.
Superior Two-Weapon Fighting (Ex): A norka fights with a club or spear in each hand. Because each of its heads controls an arm, the norka does not suffer an attack or damage penalty for attacking with two weapons.
When an orlekutho is in the area, kainkutho howl and wail. They give it a wide birth. Some Old Believers theorize that oralkuiem is a fused spirit of the old and new lands, and that they are only formed when Torassia is in flux. Whatever the truth may be, the sight of an orlekutho is considered a bad omen.
Skills: A norka's three heads give it a +3 racial bonus to Listen, Spot, and Search checks. Norka with six and nine heads gain a +6 and +9 bonus to those checks, respectively. Religious Aversion: Norka fear religious icons and can be turned as undead of 12 HD.
Despite their erratic nature, orlekutho have incredibly precise senses and can both track and spot a target from miles away. Once an orlekutho is onto a trail, its prey doesn't stand a chance.
Orlekutho CR 7; Large Aberration; HD 8d8+24; (56 hp); Init +2 (Dex); Spd 30 ft.; AC 18 (-1 size, +2 Dex, +7 natural); Atk 2 claws +13 melee (2d4+7), 2 bites +11 melee (1d8+4); Face/Reach: 10 ft. by 20 ft./10 ft.; SA Improved grab; SQ Scent; Al Always CN; SV: Fort +5, Ref +4, Will +7; Abilities: Str 25, Dex 15, Con 16, Int 6, Wis 13, Cha 10.
Combat Orlekutho wade into combat with paws flailing, snapping their sharp beaks at whatever is in reach. They are not particularly elegant combatants and tend to charge their potential prey, relying on brute force alone. Improved Grab (Ex): To use this ability, the orlekutho must hit with a claw attack.
Skills: Knowledge (nature) +1, Listen +4, Sense Motive +4, Wilderness Lore +6, Spot +11*; Feats: Multiattack, Alertness.
Scent (Ex): Detect opponents within 30 feet by sense of smell (60 feet if upwind, 15 if downwind). Strong scents can be detected at twice the range, overpowering scents at triple range. Can pinpoint source within 5 feet. Track by scent with a Wisdom check (DC 10).
Climate/Terrain: Cold forest Organization: Solitary Treasure: None Advancement: (Gargantuan)
9-12
HD
(Huge);
13-15
Skills: *Orlekutho receive a +8 racial bonus to Spot checks during daylight hours. *They also receive a +2 racial bonus to Listen, Spot, and Search checks due to their multiple heads.
HD
Description This beast is what many pagans speak of in hushed whispers when they rail against the oppression of their religion by the Tsar. The double-headed eagle, representative of the new ways, and the bear, representative of the old religion, have fused together into a bizarre, twisted beast that reaches a hulking 20 feet long and can weigh over 6,000 pounds. It has the physical structure of a giant bear but is covered in a thick coat of
Psovyaslan CR 8; Huge Animal (cold); HD 11d8+55; (104 hp); Init +0 (Dex); Spd 40 ft.; AC 15 (-2 size, +7 natural); Atk Slam +16 melee (2d6+10), 2 stamps +11 melee (2d6+5), or gore +16 melee (3d6+15); Face/Reach: 10 ft. by 20 ft./10 ft.; SA Constrict 2d6+10, improved grab, trample 2d8+15; SQ Scent, cold subtype; Al Always N;
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Tsar Rising
SV: Fort +12, Ref +7, Will +4; Abilities: Str 30, Dex 10, Con 21, Int 2, Wis 13, Cha 7.
Opponents who do not make attacks of opportunity against the psovyaslan can attempt a Reflex save (DC 20) to halve the damage.
Skills: Listen +6, Spot +6
Cold Subtype: Cold immunity; double damage from fire except on a successful save.
Climate/Terrain: Cold plains
Scent (Ex): Psovyaslan can detect opponents within 30 feet by sense of smell (60 feet if upwind, 15 if downwind). Strong scents can be detected at twice the range, overpowering scents at triple range. Can pinpoint source within 5 feet. Track by scent with a Wisdom check (DC 10).
Organization: Solitary or herd (6-30 Treasure: 2 tusks worth (1d6+3*100) gp each Advancement: 12-22 HD (Gargantuan) Description Psovyaslan weigh up to seven tons and are about 10 to 12 feet high at the shoulder, with a domed head, a hump of fat on their backs to weather severe winters, a short tail, small ears to conserve body heat, and a shorter trunk with two finger-like ends that can be used to manipulate grasses. They are covered in long dark hair up to three feet long with four inches of insulating fat underneath the skin.
Carrying Capacity: A light load for a psovyaslan is up to 400 pounds; a medium load, 401-700 pounds; a heavy load, 700-1000 pounds. A psovyaslan can drag 5,000 pounds.
Ruskaly CR 8; Small Undead (Fire); HD 9d12; (54 hp); Init +13 (+9 Dex, +4 Improved Initiative); Spd Fly 50 ft. (perfect); AC 21 (+1 size, +9 Dex, +1 deflection); Atk Slam +5 melee (1d4 and 1d4 fire); Face/Reach: 5 ft. by 5 ft./5 ft.; SA Burn; SQ Spell immunity, natural invisibility, vulnerable to atonement, undead, incorporeal, natural invisibility, fire subtype; Al Always CN; SV: Fort +3, Ref +12, Will +4; Abilities: Str -, Dex 29, Con -, Int 15, Wis 7, Cha 12.
Psovyaslan are impressive mounts, but they drink over 40 gallons of water and eat 600 pounds of vegetation a day. A psovyaslan mount can forage for itself as it moves, but it moves a third of its movement rate. Combat By far the most impressive feature of a psovyaslan's is its curving tusks, ranging from nine to 15 feet long. They use these tusks for plowing through snow to get to grasses and tundra plants, and even to break ice to get to water.
Skills: Bluff +11, Hide +14, Listen +8, Search +12, Sense Motive +8, Spot +8, Wilderness Lore +4; Feats: Dodge, Improved Initiative. Climate/Terrain: Cold forest
Constrict (Ex): After a successful improved grab, a psovyaslan can inflict 2d6+10 points of constriction damage each round.
Organization: Solitary or string (2-4) Treasure: None
Improved Grab (Ex): The trunk of the psovyaslan's mouth is actually the upper lip and nose that have been fused together. It is made up of thousands of small muscles that allow it to be flexible but strong without any bone support. Also, there are two finger-like projections on the end of the psovyaslan's trunk. These are very flexible and allow a psovyaslan to perform delicate tasks. If a psovyaslan hits with its slam attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. It only works against creatures of Large size or smaller.
Advancement: 10-18 HD (Small) Description Ruskaly are believed to be the unborn souls of children who were not baptized by a religion. Lost and without guidance, their souls roam the cold forests of Torassia. Ruskaly appear as small flickering balls of flame that dart in and out of dark woods. They sometimes play and dance with each other, as children do, and at these times childlike laughter can be heard.
Trample (Ex): A psovyaslan can trample Medium-size or smaller creatures for automatic gore damage.
54
Appendix
Combat For the most part, Ruskaly are harmless. Should someone physically attack or shout at them, or should a holy symbol be presented (even on a shield, on a church, etc.), ruskaly react with extreme violence. Crying and wailing like children throwing a tantrum, their full wrath is horrible to behold. They will set every living thing within reach on fire, burning churches and holy places until nothing living is left in the area.
Treasure: None
Burn (Ex): Those hit by a ruskaly's slam attack must succeed at a Reflex save (DC 11) or catch fire. The flame burns for 1d4 rounds. Creatures hitting a ruskaly with natural weapons or unarmed attacks take fire damage as though hit by the rusakaly's attack, and also catch fire unless they succeed at a Reflex save (DC 11).
Senmurv are benevolent beings, and they have an innate sense about whom they should help and who wishes them ill. They understand Common, but do not speak it. They can communicate amongst each other with yips and howls.
Advancement: 8-10 HD (Large); 11-21 HD (Huge) Description Senmurv are curious creatures covered in scales, with the forepaws and head of a dog, an eagle's wings, and the hindquarters consisting only of a peacock's tail.
Combat Senmurv prefer to pounce on their prey, leaping from a tree branch.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save. Incorporeal: Can be harmed only by other incorporeal beings, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.
Pounce (Ex): If a senmurv dives or leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action. Scent (Ex): It can detect opponents within 30 feet by sense of smell (60 feet if upwind, 15 if downwind). Strong scents can be detected at twice the range, overpowering scents at triple range. Can pinpoint source within 5 feet. Track by scent with a Wisdom check (DC 10).
Natural Invisibility (Ex): Ruskaly can extinguish their glow, effectively becoming invisible as the spell. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Skills: Senmurvs receive a +4 racial bonus to Jump checks. *They also receive a +8 racial bonus to Wilderness Lore checks when tracking by scent.
Vulnerable to Atonement (Ex): Ruskaly are misguided souls who want to be saved, they just haven't been claimed by any religion. It costs 500 experience points to redeem ruskaly, which slays them instantly.
Senmurv CR 4; Large Beast; HD 7d10+21; (59 hp); Init +2 (Dex); Spd 30 ft., fly 80 ft. (average); AC 17 (-1 size, +2 Dex, +6 -natural); Atk Bite +8 melee (1d6+4), 2 claws +3 melee (1d4+2); Face/Reach: 5 ft. by 10 ft./5 ft.; SA Pounce; SQ Scent, spell-like abilities; Al Always NG; SV: Fort +8, Ref +7, Will +3; Abilities: Str 18, Dex 15, Con 16, Int 5, Wis 13, Cha 8. Skills: Jump +3*, Knowledge (arcane) +3, Listen +3, Spot +3, Wilderness Lore +3* Climate/Terrain: Cold forest Organization: Solitary, pair, or pack (6-10)
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Tsar Rising
Torassian Weapons and Armor Weapon Descriptions
Armor Descriptions
Axe, Topor: A topor is a military axe generally used as a ceremonial weapon. The ceremonial topor is made from ordinary and steel decorated with silver and gold. The handle of the topor is covered with jewels, or it is sometimes plated with copper.
Baidana: The baidana is a form of armor made of metal rings that are large, flat-forged, and fitted over each other. Some versions are split in front at the neck so they can be pulled on and others are split at the hem for horsemen. It hangs down to the knees.
Crossbow, Samostrel: Samostrels consist of a wooden stock, which usually ends in a butt. There is a longitudinal groove along the stock, and the bolt is inserted into it. On the opposite end of the stock, a short, and extremely powerful bow is attached, made of steel. To reload the crossbow, the crossbowman sets his leg against a stirrup and draws the bowstring back, fastening it with a hook.
Bakhterets: Bakhterets consist of narrow oblong horizontal and slightly curved iron plates arranged in vertical rows. The short lateral sides of these plates are fastened together with rings. This provides exceptional flexibility with powerful protection.
Dagger, Nosh: A Torassian knife.
Kalantar: Kalantar is made in two halves, front and rear, like a vest without sleeves, which are clasped together on the warrior's shoulders and sides. Each half, from the neck to the waist, consists of a number of metallic plates arranged horizontally and fastened together by a ringed mesh. Decorated with gold inlay, decorative patterns, and engravings, the kalantar is reserved for nobility.
Doshchatimi: Armor made of scales. The plates of this armor are fastened with a fabric or leather straps on one side and secured in the center.
Firearm, Pishchal: A heavy firearm. Firearm, Ruchnitsa: This firearm has an iron barrel strapped to a carved wooden stick that also serves as the handle. Flail, Kisten: A kisteni is made of various metal weights attached to a handle by a long chain of up to one and a half feet long.
Tarch: A shield whose upper part consists of a metallic sleeve with a blade; the warrior put his arm into this sleeve. It is designed for fortress defense. It deals 1d8 points of Slashing damage (19-20/X2 crit). Attacking with a tarch is a shield bash attack.
Whip, Knout: A whip consisting of a number of dried and hardened thongs of rawhide interwoven with wire. The wires are hooked and sharpened so that they tear the flesh. It does not inflict subdual damage. Mace, Bulava: A mace carried as a mark of rank by officers.
Teghily: The teghily is a kind of kaftan with short sleeves and a high collar. Due to its protective characteristics this garmet is used by poor warriors in lieu of armor. Teghily is made of thick cotton fabric with metallic rings or plates sewn on the breast. Sometimes parts of animals are used by being boiled and painted into a mesh of animal tissue. A paper cap, made in a similar fashion, usually accompanies teghily armor.
Sword, Myech: A long, two-edged, straight sword. Sword, Sabel: A curved single edged sword. Quarterstaff, Palka: A staff made from Torassian wood.
56
Appendix
Weapon & Armor Tables Weapon Cost Damage Critical Range Increment Weight Type Simple Weapons-Melee Tiny Dagger, knosh 2 gp 1d4 19-20/X2 10 ft. 1 lb. Piercing Small Mace, bulava 5 gp 1d6 X2 6 lb. Bludgeoning Large Quarterstaff, palka 2 gp 1d6/1d6 X2 4 lb. Bludgeoning Simple Weapons-Ranged Small Crossbow, samostrel 35 gp 1d8 19-20/X2 80 ft. 6 lb. Piercing Bolts, crossbow (10) 1 gp 1 lb. Martial Weapons-Melee Medium Axe, topor 310 gp 1d8 X3 7 lb. Slashing Flail, kisten 8 gp 1d8 X2 5 lb. Bludgeoning Sword, myech 15 gp 1d8 19-20/X2 4 lb. Slashing Sword, sabel 17 gp 1d6+1 18-20/X2 5 lb. Slashing Exotic Weapons-Ranged* Small Firearm, ruchnitsa 250 gp 1d10 X3 50 ft. 3 lb. Piercing Bullets, pistol (10) 3 gp 2 lb. Whip, knout 1 gp 1d2 X2 10 ft. 2 lb. Slashing Medium Firearm, pishchal 500 gp 1d12 X3 150 ft. 10 lb. Piercing Bullets, musket (10) 3 gp 2 lb. Powder Horn 35 gp 2 lb. *Exotic Weapon Proficiency (Renaissance) gains a creature proficiency with all Renaissance weapons; otherwise, a –4 penalty is assessed against all attack rolls. Pistol and muskets hold a single shot and require a standard action to reload. One ounce of gunpowder is needed to propel a bullet, if the gunpowder gets wet it cannot be used to fire a bullet.
Armor
Cost Armor Bonus
Light armor Padded, teghily Padded, wool clothing Padded, parka Medium armor Scale mail, doshchatimi Chain mail, baidana Heavy armor Banded mail, bakhterets Half-plate, kalantar Extras Shield, tarch
Maximum Armor Dex Check Bonus Penalty
Arcane Spell Failure
Speed (30 ft.)
Speed (20 ft.)
Weight
5 gp 7 gp 15 gp
+1 +1 +2
+8 +8 +6
0 0 -1
5% 10% 10%
30 ft. 30 ft. 30 ft.
20 ft. 20 ft. 20 ft.
10 lb. 10 lb. 17 lb.
50 gp 150 gp
+4 +5
+3 +2
-5 -5
25% 20%
20 ft. 20 ft.
15 ft. 15 ft.
30 lb. 40 lb.
250 gp 1,000 gp
+6 +8
+1 +0
-6 -7
35% 40%
20 ft. 20 ft.
15 ft. 15 ft.
35 lb. 50 lb.
20 gp
+1
-
-1
5%
-
-
10 lb.
57
Tsar Rising
New Magic Items
strength fortress with two towers, and the gold version creates a triple strength fortress with three towers. Claws of Climbing: These +1 climbing claws and cleats will magically fasten themselves onto a nearby humanoid that wishes to climb any surface. On very smooth surfaces where there are no hand- or footholds, the claws provide no bonus but allow it to be climbable (DC 15). For all other surfaces, the claws bestow a +8 bonus to Climb checks (each claw bestows a +2 bonus). The use of these claws reduces Move Silently checks by -8 (each claw bestows a -2 penalty). The claws can be used in melee with openhanded slaps and kicks if the wielder has the Exotic Weapon Proficiency feat. Otherwise, she suffers a -4 penalty to attack rolls. Strikes with the claws (slap or kick) are at +1 to attack, inflict 1d4+1 Piercing damage and have a Critical of X2. The claws never wear down. It is considered a special monk weapon.
Weapons Broom of Sweeping These +1 black staves have brooms on one end. Created by infernal forces to symbolically represent "sweeping away the opposition", a quarterstaff of sweeping automatically bestows the Improved Trip skill on anyone who uses the broom-end in combat. Torassians recognize and fear these weapons and automatically have an attitude of Hostile to its owner. Dog-Headed Whip These +1 weapons are actually severed dog heads connected to chains. The end of the chain fastens into the lower spinal cord of the dog head. Created by infernal forces to symbolically represent "nipping at the heels of foes", the dog head barks, snarls, and howls when wielded. The whips are as intelligent as normal dogs (Int 2, Wis 12, Cha 6) and are lawful evil in alignment. When the whip hits, it inflicts 1d6+3 damage with a successful bite. Torassians recognize and fear these weapons and automatically have an attitude of Hostile to their owners.
Herbs of Sleep These herbs, when burned, create a smoke cloud as per the fog cloud spell. Creatures in the cloud are affected by a sleep spell except it affects 2d4+8 HD of creatures. Seeds of Tree Growth These seeds cause a tree to instantly spring up wherever they are planted. On the tree are precious fruits and songbirds. The fruit can be eaten and 2d4 will provide the effects of a goodberry spell.
Hydrabane Saber This saber is a +1 weapon until its wielder faces a hydra. When fighting a hydra, the saber bestows a +2 bonus to attack and +2d6 points of damage against a hydra. Additionally, it acts as a vorpal weapon, except that a successful critical hit cuts off 1d4 heads.
Whistle of Dancing This whistle causes all who hear it, except the whistler, to be affected by an Otto's irresistible dance spell. It can be used three times a day. Wings of Flying:
Kládyenets: Kládyenets is a +3 vorpal giantbane sword. It is 35 inches long, with an elaborate gold filigree handle that features the Torassian double-eagle emblem engraved in the ivory grip. Against giants, it receives a +5 bonus to attack and inflicts an additional 2d6 points of bonus damage against the foe. It weighs 5 lbs.
These wings are typically worn by maidens and come in gold, silver, and multicolored versions.
Wondrous Items Castle Casket This magical casket comes in three versions: bronze, silver, and gold. The bronze version acts as a Daern's instant fortress. The silver version creates a double-
58
Licenses
Licenses
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
This printing of Tsar Rising is done under version 1.0a of the Open Game License, the D20 System Trademark License, D20 System Trademark Logo Guide, and System Reference Document by permission from Wizards of the Coast. Subsequent printings of this book will incorporate final versions of the license. Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License version 1.0a. Any and all MonkeyGod Enterprises logos and identifying marks; all text under the Description header of any new creature, spell, ritual, magic item, artifact, or NPC’s listing; any elements of the Torassian settings, including but not limited to capitalized names, names of artifacts, characters, countries, creatures, geographic locations, gods, historic events, magic items, organizations, spells, or titans; and any and all stories, storylines, plots, thematic elements, and dialogue; and all artwork, symbols, designs, depictions, illustrations, maps and cartography, likenesses, poses, logos, symbols, or graphic design, except such elements that already appear in the D20 System Reference Document and are already OGC by virtue of appearing there. The above Product Identity is not Open Game Content.
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Designation of Open Game Content: Subject to the Product Identity designation above, the following portions of Tsar Rising are designated as Open Game Content: all creature, and NPC statistics templates (i.e. from Challenge Rating (e.g. CR 2) down to Advancement Range); all skills, feats, special attacks (SA) and special Qualities (SQ); prestige classes; all text under the Combat section of a creature’s listing; all Weapons; all Armor; all town or city statistics, anything else contained herein which is already Open Game Content by virtue of appearing in the System Reference Document or some other OGC source; and all text contained herein written in italics or bold italics.
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All contents of this book, regardless of designation, are copyrighted year 2001 by MonkeyGod Enterprises LP. OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
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9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 'd20 System' and the 'd20 System' logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License version 1.0. A copy of this License can be found at www.wizards.com.
59
Available Now Caravan of Hope
Treasures of Elbard
MKY 1101 SRP $8.95 By David K. Hurd Cover by David Rourke For 4 - 6 characters of 3rd or 4th level.
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Coming Soon Scourge of Raftport MKY 1108 Peace has reigned in Raftport for generations. Life was dictated by the flow of the river and the turn of the seasons. Now the once thriving river town lives in the shadow of a rash of disappearances, sometimes from within town limits. All those sent to discover the truth have also vanished. Peace no longer reigns in Raftport. Fear now holds sway. Only a brave and powerful party of adventurers can possibly stop. . . . . .The Scourge of Raftport. An adventure for characters of 9th level. By C.A. Johnson
60
Torassia Sunless Sea Tundra Volkov
Drakino
Glacier
Taiga Dolstev
Malkava River Steppes
Scale in Miles 0
250
500
C
Scale in Miles 0
100
D
200
B A
E F
G
J
I H
Overland Key A. Volkov B. Peter & the Wolves C. All Fur Naught D. Mammoth Task E. Drakino F. Grandma Marfa G. Bear With Him H. Bridge over Choppy Waters I. Mammoth Proportions J. Dolstev