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Lutz Mountains

All tunnels lead to the same place They all go down.

The Lutz Mountains are very high. The largest of mountains is called Frostfell. It stretches nearly a
mile vertically on its Festis side near the top, making it nearly impossible to cross over. Most of this
area is covered with ice and snow. There is also a tundra area of frozen lakes. Snow falls in abundance
most of the year. There are many caves, cracks and icy passages that lead deep inside the mountains
some going deep enough to meet with lava veins. The caves are filled with stalactites and stalagmites
of ice, frost covered exposed rock and frozen bodies of water. Traveling is hazardous because of the
intricate pattern of serpentine trails. There are many towering cliffs riddled with cracks and ledges
where predators nest. There are deadfalls of snow, ice collapses and slippery slopes. Other cracks in
the icy ground are vents for hot steam to shoot out of from the mountains hot core.
Just below the frost line is the Shiverpine Forest. A snow caped woodlands. In the darkest depths
beneath the Lutz Mountains is an ancient road leading from one end to the other. The road takes 6
weeks to follow in good conditions. There are hidden chambers along the road. Shiverpine has areas
of quickslush. That is also the location of the Village of Nisse. They are a large trading post and the
home of the House of 9 Tails, a famous brothel.
There is an ice field called Nightfalls bed. In Nightfalls there are bone-chilling temperatures and
super cold vapor storms. These storms can freeze a travelers lungs solid without protection. This area
also has many cracks and fissures. Nightfalls bed constantly shifts, buckles and reforms. In nightfalls
bed there is a trench. This vast crevasse is nearly 100 miles at its widest point. Howling winds racing
down the trench produce hypnotic music rushing past hanging icicles. At the center of the trench are
the ruins of the city of Dungar. Dungar is mostly covered by an icy water about three miles across.
However at its deepest point the lake is only 18 deep. The tops of the tallest building still poke from
the chilled water. Fiendish sharks swim in these waters among the small ice flows. Lightning storms
descend on Dungar sending bolts of white lightning rippling across the waters surface. This city is
home to the Drowning Temple where the priest went insane and murdered almost 50 people inside.
High in the mountains are the two major cities. Both are dwarven keeps. In one is hidden the
Tomb of Frozen Dreams. This is where people, spells, and moments in time are frozen. In the other
keep is the Great Forge holding the Hammer of Creation and the Anvil of Power. There is a large Elven
city that uses Ice Skiffs to cross the frozen waists.
At the foot of the Mountains are broken lands. Old volcanic lava beds with sharp rich soil. It is
home to the Issac Mer Academy. It is now abandoned sitting n a stretch of lonely road far from
anything else. Large stone walls covered in ivy. The roof collapsed long ago. The courtyard is
overgrown with a garden that has grown out of control. Strange sounds come from the boarded up
buildings day and night.
Inside the mountains is another elven city. This one of the fire elves. They mine the blue steel
for the dwarves and magic gems for the rock Gnomes. Somewhere between them is a good sized
Halfling city ,called Oakstaff, where the best ale in the realms is made.

Mountain:
(Hills) Trees are not out of place on a hill or mountain. You can also find streams 5 10 feet wde and about
5 feet deep. Some mountains have areas where caves can be found.
Cliff: Cliffs require a climb skill check to scale. Normally cliffs are 2D6 feet tall. Cliffs are not always
perfectly vertical. For every one turn climbing with a DEX check the person can travel their MV in feet. For
every climbing skill check made the person can climb their MVx2 in feet.
Avalanche/ Landslide: In the bury zone a person suffers 8D6 damage and becomes entangled. In the
outer slide zone a person suffers 3D6 damage.
Rubble: The ground is covered by rocks of all sizes. Tumble and move silent skills are at -20. Movement -5
per turn.
Hills: Hills are categorized with either a gradual slope or a steep slope. Gradual slopes incline does not
hinder movement. Steep Slopes are more inclined and players move at their normal movement rate.
Chasm: Chasms function like pits. Typically they are 2D4x10 feet deep, 20 feet long and 5 20 feet wide.

Falling Rocks: A DEX check is needed to avoid falling rocks. Falling rocks do 3D4 damage.
Mountain Pass: Typically mountain passes are 1 4 feet wide and D4x10 feet deep.
Volcanoes: Found in tropical areas. Lava damage is 2D6. Smoke damage is D6 per min. The fumes off the
lava are an inhaled poison D4 damage. Heat damage is D6 per hour exposed. If the volcano euripus it
covers an area in lava doing 20D6 damage to everything in the area.
Thin Air: A CON check is needed every hour. For each hour check failed the players get -1 to their skill
checks.
Deadfall: A huge pile of snow that falls onto the players. D4 damage plus it buries the players.

Tundra:
The tundra (Taiga) is a cold, treeless area; it is the coldest biome. The tundra is characterized by very low
temperatures. Taigas are a cold woodland that have a harsh climate.
Arctic tundras are frozen, windy, desert-like plains in the Arctic that are dotted with bogs and ponds.
Permafrost (a layer of frozen subsoil) covers the ground, so there is very little drainage of water. The short
growing season lasts for only 50 to 60 days.
Alpine tundra are located high in mountains worldwide, above the tree line. The growing season is about
180 days, and nighttime temperatures are usually below freezing.
Blizzard:
Strong winds with blowing snow. Visibility is down to 20 range. People suffer cold
damage D6 per hour exposed to harsh cold. Dropping D3 feet of snow per hour and lasting for D3 days.
Hail: Mild hail does D4 damage for every 6 turns exposed. Moderate hail does D4 for every 3 turns
exposed to the weather. Severe Hail does D4 for each turn exposed to the weather. Storms lasts D20 min.
Ice Sheets: Movement cut in . Cut only by with a DEX check to cross them.
Snowstorm: Visibility is cut to 20 feet. People suffer cold damage of D6 for each hour in the storm. Blue
lightning causes 3D6 damage if struck.
Frostbite: Exposure to freezing temperatures can lead to frostbite to exposed skin after 5 minutes. Frost
bite does 3D6 damage.
Chasm: Chasms function like pits. Typically they are 2D4x10 feet deep, 20 feet long and 5 20 feet wide.
Deep Snow: Movement is slowed to normal movement rate.
Snow Blindness: Use a CON check in very sunny weather. Blind for D4 hours once inside.

Precipitation:
Rain, purple:

Dark Black lightning causes 3D6 damage if struck.


While wet EP cannot be spent outside the users body. Magic items do not work.

Rain:

2D6 hours

Snow:

D6 hours (Heavy snow D4 feet of snow.) Sleet is wet snow -4MV.

Storm:

Sever winds and rain (Hail) and lightning.

Lightning bolt:

White in color. 3D6 damage.

Fog:

visibility 10, hide skills +20

Downpour:

Heavy rain 2D4 hours. Visibility 20 feet.

Heat Wave/ Cold Snap: +/- 10 degrees in one hour.


Winds, Calm:
Winds, Moderate:

0 10 MPH
11 20 MPH

Winds, Strong:

21 30 MPH. -6 to ranged attacks, -3 to DEX checks and balance based skills.

Winds, Severe:

31 50 MPH. -12 to ranged attacks, -6 to DEX checks and balance based skills.

Windstorm:

51 74 MPH. Range attacks are impossible, -9 to DEX checks and balance based skills.
Fly -5 MV. D4 damage to exposed players.

Race

ST
R

Dwarf Arctic
Dwarf Arctic
Elf, Fire
Elf, Golden
Elf, Ice
Gnome, Rock

+3

Halflings
Najas
Octons

-3

IN
T

WI
S

DE
X

CO
N

-3

+6
+3
+3

+5
+5
+5
-3

+
3
+3

-6

+1
0

Red Caps
Satyrs

Race
Dwarf
Arctic
Dwarf
Arctic
Elf, Fire
Elf, Golden
Elf, Ice
Gnome,
Rock
Halflings
Najas
Octons
Red Caps
Satyrs

CH
R

CO
M

Magic
Resistance

-3
+6

+3
-3
+6
+3
-3

+6
+3

+3

10%

-3
-3
-6
+3

20%

Low
Light
Vision
10
10
10
-

Night
Vision

15
30

20
20

40
20

15
-

60
10
-

Fai
th
X

Gho
st
-

Gho
ul
-

Ma
ge
X

Psion
ics
-

Twist
ed
X

Unho
ly
X

Vampi
re
X

Zomb
ie
X

X
X
X
-

X
X
-

X
X
X
X

X
X
X
-

X
X
X
-

X
X
X
-

X
X
-

X
X
X
-

X
X
X
X

X
X
X
X

X
X
X
X

X
X
-

X
X
X
X

X
X
X

X
X
X

Race

Skill Bonus

Abilities

Dwarf,
Arctic

Stonework +6
Appraise +6
Axe/Hammer +15

Dwarf,
Arctic

Hammer +10
Stonework +6

Elf, Fire

Bow +10
Listen +6
Spot+3

Poison Resistance 20%


Undercommon Language
Immunity to natural cold.
Breath weapon D4 frost
Beards on males
Olive skin
Shield as a weapon
They set their armor with magic gems and stones.
They live in the snowy Mountain tops.
Immune to cold.
Males have short beards.
They are not accepted by humans or Arctic Dwarves
They live in the snowy Mountain tops.
Immune to natural heat
Must live in 50 degrees or higher temperature.
Brown or tan skin with pointed ears. Often tattoo

Size
4+ D12
Tall

M
V
9

10

55 D6

10

Race

Skill Bonus

Abilities

Search +3
Stealth +3

themselves.
Wear bone masks and bone armor.
Black, red or blond hair
Their eyes flicker orange when excited.
They live deep in the warm mountains.
Golden elves are from one parent of Ice and fire
elves.
Golden skin with pointed ears. Very beautiful.
They live anywhere in the mountains.
Immune to natural Cold.
Must live in 60 degree weather or lower
temperature.
White or light blue skin with pointed ears.
They live in the snowy Mountain tops.

Elf, Golden

Bow +10
Listen +6
Spot +6

Elf, Ice

Bow +10
Listen +3
Spot+6
Search +3
Stealth +3

Gnome,
rock

Hide +10
Stonework +6
Spot +6

Halfling

Hide +15
Spot +6
Listen +10
Move Silent +12
Throw +3 (+1 To
damage)
Listen +6
Spot +10

Najas

Octons

Smash +8
ID Magic +3

Red Caps

Hide +13
Move Silent +17

Satyrs

Animal Empathy +6
Flirt +10
Play instrument +6

Pass without a trace in their natural surroundings.


Immune to fear
Light skin tones.
Dancing Attack D4
Have the ability to cast wild magic once a day.
They can create sparkle lotion to enchant gems.
They can cast spells using gemstones. Gem Foci.
They live anywhere in the mountains.
Small humans that are hairless other than the hair
on their heads.
They have big eyes.
Ruddy colored skin.
They live deep in the warm mountains.
Can change their tail into legs.
Poison bite D4+1 damage.
Strangle tail attack does D4+3 damage.
Can cast one 1 EP spell 3/Day.
They live in the broken lands.
Have D4 Psionic powers.
Eat Brains.
Do not talk out loud. Tentacle attack does D6
damage.
They have gray or ash colored skin.
They live in the broken lands.
Razor sharp teeth. Bad tempers.
Speak undercommon.
Bite D6
They have red skin tones.
They live in the broken lands.
Can speak with normal animals.
If they are mages, they may play music rather than
speak spells.
They live in the snowy Mountain tops.

Size

M
V

4-5

10

55 D6

10

3-4

14

10

2-3

11

5-6

11

Gem Foci
Type
Topaz

Effect

Notes

Control of Undead/ Ghosts


Stores one Healing spell
Cast light 1/day for 1 hour 15

Emerald
Ruby
Diamond

Elemental Spells of Earth


Elemental Spells of Fire
Elemental Spells of Air

WIS check to disobey any command


once in contact with the stone for 24
hours. The Healing spell must cost less
than 2 EP and is useable once per day.
Max of 3 EP cost to any spell cast
Max of 3 EP cost to any spell cast
Max of 3 EP cost to any spell cast

Gem Foci
Type
Moonston
e

Effect

Notes

Control of Lupines
Stores one War Spell
Damage Resistance of -5 once per day

Opal

Control of Vampires
Stores one Decay Spell
Curses target to miss a roll 1/day

Sapphire

Elemental Spells of Water

WIS check to disobey any command


once in contact with the stone for 24
hours. The War spell must cost less
than 2 EP and is useable once per day.
WIS check to disobey any command
once in contact with the stone for 24
hours. The Decay spell must cost less
than 2 EP and is useable once per day.
Max of 3 EP cost to any spell cast

Blood Rage- This condition boils the blood of creatures. Makes them very angry. This condition lasts for 4 hours.
Then the target makes a CON check. If successful they slowly return to normal. If they fail they continue to suffer
the effects for another 4 hours, then they can try to make a CON check again. Blood rage has the following effects.
o
+1 Attack each turn
o
No defenses can be used while under the effect of Blood Rage. You cannot attempt to hide or cast
spells. Thought processes become very primal and limited.
o
+2 to the damage done on each attack
o
Under the effect the creature will attack any creature standing in the area. A WIS check can be
made to ignore a target.
Blue Steel A material made in the mountains to craft weapon out of. Only very hot fires can forge it. All Weapons
made from this metal are lighter than normal and do +1 damage when used.
Quickslush Typically 30 across it appears to be normal snow. Under a 1 layer of snow is a wet soupy mixture of
slush. A DEX check is needed to keep standing once it is walked on. Players will find themselves standing in wet half
melted snow. It can be several feet deep and acts like quicksand. A swim check is needed to escape or swim
across.
Razor Sleet- Strong sharp snowflakes that last for D8 turns. They deal D4 damage to exposed players.

Power
Name
Block
Attack
Burrowing
Charge
Attack
Dance
Attack
Deep
Vision
Fling Ally
Goad
Enemy
Shield Axe
Shield
Throw
Silence
Strike

Description or power or ability


Combat Skill You step into another targets oncoming attack. You take it at damage.
Skill Dig tunnels at
Combat Skill you move your full MV. Anyone in that area takes your STR M in damage and it blocks
the attacks of anyone who takes damage.
Combat Skill Dancing to attack a target.
Combat Skill Spot a target using night vision at x2 the range.
Combat Skill Throw a target into a battle. Gives the target +2 to damage when entering the battle.
Skill Causes a target to make only physical attack on the user.
Combat Skill Shield can be used as an ax to cut D6 damage +STR M
Combat Skill shield can be thrown like a disk D4 damage + DEX M
Combat Skill The normal unarmed combat attack makes no sound.

Tattoo
Name
Bless
Hunting

Powers and effects

Useable by

+1 to Ability score checks


+1 to combat skills

Gnomes, Elf Ice


Gnomes, Elf Ice

Skill
Social

+1 to skills under one ability


score
+1 to reaction and reaction
related skills

Gnomes
Gnomes, Elf Ice or
Golden

The number of tattoos a person can have is based on their COM M. Players can have your CON M in tattoos.
Stones Powers
Roll
0103
0406
0711
12

Stone
Amber

Effect
Reduction Acid

Amethyst

Reduction
Electric
CON bonus

50

STR bonus

1314
1518
1921
2225
2627
2830
3135
36
37

Emerald

DEX bonus

100
0
100

Garnet

Reduction
Sonic
Fright check
bonus
Damage
reduction
Reduction
Disease
Reduction
Poison
MV bonus

Bloodsto
ne
Diamond

Jade
Onyx
Opal
Pearl
Rose
Quarts
Ruby
Sapphire

Reduction Fire
Reduction Cold

Cost
50

10

50

Bonus Range
1D4 x CON M
2D4 Damage
reduction
1
1
1

50

2D4 Damage
reduction
1D6 Or recheck

10

2D4 always

100
50
10
500
100
0

1D6 or immunity
2D4 Damage
reduction
1D4 3/Day
1D4 Or Immunity
1D4 Or Immunity

3800
Created by pouring a sparkle potion on a stone or gem.
Cold area traps:
Falling icicles
Ice collapse
Ice Slab
Ice Spikes

D4 damage
can be coated with poison
D6 damage
broken ice pieces
2D8 damage
large slab of ice
D4 damage
at the bottom of pits, can be coated by poison

Treasure:
Faerie Frost potion

Coats a 40 area with frost. Flat areas can be walked on with a DEX check. Otherwise
players slide out of control. Slopes are made into ice slides. (MV x2)

Ring of the white Wyrm Worn by the knights of Dungar. +1 to Damage with blades. 10 dam reduction to cold.
Light II spell 2/day. Frost Breath Weapon 1/Day 3D6 cold damage.
Staff of Winter
Staff of the Iceberg

10 EP/Day. Casts; Ice Ball, Snowball Storm and Control Weather.


6 EP/Day. Casts; Ice Web, Frost Wave II and Control Temp.

Instant Igloo

Snowball casts tiny igloo 5/week and Ice Castle 2/ Week

Pillow Book

+3 to seduction skills. Holds 4EP worth of spells each usable 2/Day

Soul Token

When worn it bestows +10HP

Keepsake

1/Day it protects the holder from fear.

Cloak of the Yeti

+2 AR, Immunity to natural cold damage.

Mammoth Lance

D6+ STR M (+Mounts STR M)

Knife, White

1/Day it will cast any ice mage spell for 1 EP. Mages only.

Runners of Speed

+10 to MV on snow/ice

Sailing Ship, Ice

MV20, Ram 6D10, Ballista 4D4, Holds 20 people

Frost Creatures

1 figure of carved gem stone:


Frog Giant White/ Clear HP 17, Swallow 4D8, MV 8
Cat, Silver Gray/ Silver HP 22, D4(x2), MV 14 Flies
Lion, Silvercoat Silver HP 88, D10 (x2), MV 14
Squirrel, Carnivorous Brown- HP 18, 2D4, MV 12
Worm, Blue BlueHP 74, 4D4, MV 11

Gloves, Frost

Covered in snow all the time. Casts Frost wave I or II for 2 EP

Sword, Ice
3/Day

Blue Steel D4+1+STR M(x2) +D4 Cold damage. Can detect warmth in 50

Equipment:
Crampons
Dog Sled
Ember pot
Frostbite salve
Fur Cloak
Fur clothing
Hut Portable
Ice Axe
Razor skip Disk
Shovel Folding
Skates
Skis and poles
Snow Goggles
Snowshoes
Whale oil
Winter blanket
Winter Rations

+3 to DEX checks on icy surfaces or climbing


MV 11
30 GC
Holds embers from last fire for two days
Heals D6 frostbite damage
50 GC
-1 cold damage on non-magical cold
-5 Cold damage reduction from normal cold
10 dome holds 2 people protects vs weather
D6 +STR M damage
D4 bounces doing D4+ DEX M damage each
12 GC
MV on ice w/ Skate skill
10 GC
MV on Snow w/ Ski Skill +2 MV
protects from snow blindness
MV on snow
5 GC
Used for lanterns does not freeze
4 SC
5 SC
Will not freeze- one weeks worth of food.

5 GC
1 GC
12 GC
8 GC
125 GC
6 GC
8 GC
15 GC
2 GC

1 GC

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