Menu Close

The Frozen Star Treasure by Chapter.

Here is the list of all the treasures the party should gain during the Frozen Star module, which is part of the Reign of Winter Adventure path.  As I am converting the adventure for Pathfinder 2e, and I have moved the location to Barsoom (Mars) from Tlexia, the list of items is quite alien.  Sprinkle these items throughout the adventure.  Anything missed can be dumped into Yrax’s treasure hoard at the end of the adventure. When I ran the adventure, I just replaced items on the fly as the PCs moved through the adventure.  I wasn’t pedantic about it, knowing that assuming they defeat Yrax, they will get all the loot at some point.

Note, this is for my group of 5 PCs. I also have a house rule that any technological weapon (like the long-blaster) stops working on a natural 1.  This represents the ancient technology running out of ammo, energy, or just breaking.  So these items have a time limit.


Part 1: The Dancing Hut – Level 10

The total value of the magic items is 4,710 gp, and the total value of the currency (including gems and art objects) is 3,650 gp, which is 360 gp over the target.

Level 10 Treasure Hoard (Alien Themed)

Magic Items

  • +2 Martian Breastplate: A lightweight, flexible breastplate forged from rare Martian alloy, granting +2 AC and +2 saves against heat-based effects. (Level 9, 650 gp)
  • Laser Long-Blaster (Greater Striking): A sleek, crystalline rifle designed to emit concentrated energy beams. (Level 10, 900 gp)*
  • Mindstone Amulet: Grants telepathic abilities. Cast mind reading 1/day. +1 bonus to saves against mental effects. (Level 8, 500 gp)
  • Ring of Desert Survival: Provides protection from desert climates and resistance 5 to fire. (Level 9, 650 gp)
  • Void Crystal Rod: Empowers a weapon with +2 potency for 1 minute, 1/day. (Level 9, 650 gp)
  • Eye of the Void: <link> (level 8, 500gp) found on the Moon-Beast.
  • 4 Martian Healing Pods: Each pod heals 4d8+10 HP. (Level 9, 100 gp each)
  • 2 Vials of Red Sand Essence: +2 circumstance bonus to Reflex saves and immunity to heat-based damage for 1 hour. (Level 8, 80 gp each)
  • 2 Bombs of Martian Plasma (Lesser): Deals 3d6 fire damage and 2d6 electricity damage in a 10-foot radius. (Level 9, 150 gp each)

Alien Art Objects

  • Martian Ruby Carving: A large ruby depicting an ancient Martian deity. (Worth 350 gp)
  • Crystal Chalice of Helium: A transparent chalice from the city of Helium, adorned with Martian crystals. (Worth 500 gp)
  • Barsoomian Astronomer’s Telescope: A copper and strange metal telescope, portable and ancient. (Worth 600 gp)

Alien Currency & Gems

  • 1,200 gp worth of Martian coins: Hexagonal coins made from unknown Martian metal.
  • 10 large green Martian gems: Each gem is worth 100 gp and sparkles with internal light.

Part 2: The Siege of Spurhorn – Level 11

According to the Treasure by Level guidelines for a level 11 group, the target GP value for magic items is 5,800 gp. Currently, the total value of the magic items is 5,400 gp, which is 400 gp below the target.

Level 11 Treasure Hoard (Alien Themed)

Magic Items

  • Plasma Shield (Greater)*: A Martian arm-shield that provides +2 shield AC and resistance 5 to energy damage. Hardness 6, HP 24 (Break Threshold 12), regenerates 1 HP per hour, too advanced for Earthlings to repair. (Level 11, 1,200 gp)
  • Void Pulse Gun (Greater Striking): A sleek Martian firearm dealing 3d6 force damage, with a critical effect that knocks enemies prone. (Level 11, 1,200 gp)
  • Martian Cloak of Teleportation: Casts dimension door 1/day as a 4th-level spell, teleporting the wearer 120 feet to any visible location. (Level 11, 1,200 gp)
  • Ring of Mind Shielding: +2 bonus to saves against mental effects and the ability to cast mind reading 1/day. (Level 10, 900 gp)
  • Barsoomian Kinetic Rod (Greater Magic Weapon): Empowers a weapon with greater magic weapon (+2 potency) for 1 minute, 1/day. (Level 10, 900 gp)

Consumables

  • 2 Etheric Fire Grenades: Deal 4d6 fire damage and 2d6 force damage in a 20-foot radius. (Level 11, 300 gp each)
  • 2 Martian Healing Pods (Greater): Heal 6d8+20 HP when consumed. (Level 11, 300 gp each)
  • 2 Red Sand Extracts: Grant a +10-foot status bonus to speed for 1 hour. (Level 10, 160 gp each)
  • 2 Stun Orbs (Lesser): Release a shockwave that stuns enemies in a 10-foot radius for 1 round. DC 24 Fortitude save. (Level 9, 120 gp each)

Alien Art Objects

  • Heliumite Crystal Sculpture: A sculpture of a Barsoomian landscape made of radiant heliumite crystals. (Worth 600 gp)
  • Ancient Martian Codex: A collection of knowledge from an ancient Barsoomian civilization. (Worth 800 gp)
  • Tharkian Crown: A ceremonial crown from the Thark tribe, adorned with polished stones and metals. (Worth 1,200 gp)

Alien Coins & Gems

  • 2,500 gp worth of Martian coins: Strange hexagonal coins made of unknown Martian metal.

Part 3: Ivoryglass – Level 12 

According to the Treasure by Level guidelines for a level 12 group, the target GP value for magic items is 8,600 gp. Currently, the total value of the magic items is 8,400 gp, which is 200 gp below the target.

Level 12 Treasure Hoard (Alien Themed)

Magic Items

  • Martian Crystal Armor (Greater Resilient): A shimmering suit of alien armor made from interlocking crystal plates, granting +2 AC and +2 saves against mental effects. (Level 12, 2,000 gp)
  • Disintegrator Rifle (Greater Striking): This advanced Martian rifle discharges beams of energy that disintegrate matter on contact. Deals 3d10 force damage, with disintegration on a critical hit. (Level 12, 2,000 gp)
  • Psionic Crown of Barsoom: Amplifies psychic abilities, granting a +2 bonus to Occultism checks and the ability to cast telekinetic haul 1/day. (Level 12, 2,000 gp)
  • Void Blade (Greater Striking): A Martian sword made from an unknown metal that absorbs light, dealing 2d8 slashing damage and 1d6 void energy damage. (Level 11, 1,200 gp)
  • Teleportation Ring: Allows the wearer to cast dimension door 1/day as a 5th-level spell, teleporting up to 500 feet. (Level 11, 1,200 gp)

Consumables

  • 2 Etheric Grenades (Greater): Explode in a burst of ethereal fire, dealing 6d6 fire damage and 3d6 force damage in a 20-foot radius. (Level 12, 400 gp each)
  • 2 Martian Healing Pods (Greater): Heal 6d8+20 HP when consumed. (Level 12, 400 gp each)
  • 2 Stasis Orbs: Create a stasis field that causes creatures within a 10-foot radius to be slowed 2 for 1 minute. DC 26 Reflex save. (Level 11, 300 gp each)
  • 2 Martian Essence Vials: Grant a +2 circumstance bonus to saves against fire and heat-based effects for 1 hour. (Level 10, 160 gp each)

Alien Art Objects

  • Tharkian Battle Standard: A large banner woven from Thark warrior hide, adorned with alien war symbols. (Worth 1,000 gp)
  • Heliumite Gemstone Necklace: A necklace with a large heliumite gemstone, glowing faintly in a Martian metal frame. (Worth 1,500 gp)
  • Ancient Martian Globe: A rare globe representing Barsoom before the Great Collapse, made from rare metals. (Worth 1,200 gp)

Alien Coins & Gems

  • 2,500 gp worth of Martian coins: Hexagonal coins made from an unknown Martian alloy, used in Barsoomian trade.

Total Value

  • Magic Items Value: 8,400 gp
  • Consumable Items Value: 2,520 gp
  • Currency: 2,500 gp

Note: The total value of magic items is 8,400 gp, which is 200 gp below the target of 8,600 gp.

Part 3: Ivoryglass – Level 13 

According to the Treasure by Level guidelines, the target GP value for a level 13 treasure hoard is 22,600 gp. The hoard generated meets this target exactly, with no shortfall.

Level 13 Treasure Hoard (Alien Themed)

Magic Items

  • Voidblade of Barsoom (Major Striking): A sleek black blade that absorbs light, crafted from a Martian alloy. Deals 3d10 slashing damage and 1d6 void energy damage. On a critical hit, it tears a rift in space, dealing an additional 2d6 force damage. (Level 13, 3,000 gp)
  • Aether Rifle (Major Striking): This Martian rifle fires bolts of compressed aether, dealing 3d12 fire and force damage. Critical hits cause an explosion that deals 1d6 splash damage to nearby targets. (Level 13, 3,000 gp)
  • Psionic Robes of Helium (Greater Resilient): Flowing robes shimmering with psychic energy, providing +2 AC and +2 bonus to saves against mental effects. The wearer can cast telekinetic haul once per day. (Level 13, 3,000 gp)
  • Gravity Well Bracers: These alien bracers allow the wearer to control gravitational fields. Once per day, the wearer can cast control gravity as a 5th-level spell. (Level 12, 2,000 gp)
  • Ring of Dimensional Shifting: This Martian ring allows the wearer to cast blink once per day as a 4th-level spell. (Level 12, 2,000 gp)

Consumables

  • 2 Plasma Grenades (Greater): Explosive devices that unleash plasma energy, dealing 5d6 fire damage and 2d6 electricity damage in a 20-foot radius. (Level 13, 500 gp each)
  • 2 Greater Martian Healing Pods: These pods restore 8d8+30 HP. (Level 13, 500 gp each)
  • 2 Etheric Fire Vials: These vials explode on impact, dealing 6d6 fire damage and 3d6 force damage. (Level 12, 400 gp each)
  • 2 Stun Orbs (Greater): These orbs stun enemies in a 10-foot radius for 2 rounds. Targets can make a DC 30 Fortitude save to avoid the effect. (Level 11, 300 gp each)

Alien Art Objects

  • Barsoomian Orb of Wisdom: A glowing orb of alien origin, pulsing with psychic energy, used in Martian rituals. (Worth 1,500 gp)
  • Ancient Heliumite Bust: A rare bust of a Barsoomian ruler, intricately crafted from heliumite stone. (Worth 1,200 gp)
  • Red Sand Jewel Necklace: A necklace with three large red jewels, each sparkling with internal light, made from a rare Barsoomian stone. (Worth 1,000 gp)

Alien Coins & Gems

  • 2,500 gp worth of Martian coins: Strange hexagonal coins made from an unknown Martian metal.

Total Value

  • Magic Items Value: 13,000 gp
  • Consumables Value: 3,400 gp
  • Currency (including art objects): 6,200 gp
  • Grand Total: 22,600 gp

Note: The total hoard value meets the target of 22,600 gp with no shortfall.

Special Items

The items with an * need a bit more detail.

Laser Long-Blaster (Greater Striking)

Level 10

Price: 900 gp

Usage: Held in 2 hands

Bulk: 1

Traits: Martial, Firearm, Laser, Energy, Reload 1, Greater Striking, Uncommon

Statistics

  • Damage: 2d8 fire damage (base)
  • Critical Hit: The target takes an additional 1d6 persistent fire damage and is dazzled for 1 round.
  • Range: 120 feet
  • Reload: 1 Action
  • Bulk: 1

Traits

  • Martial: Requires proficiency with martial weapons.
  • Firearm: Uses energy rather than physical ammunition.
  • Laser: The laser beam deals fire damage and is a precise, concentrated beam of light.
  • Energy: The weapon uses internal energy cells, which need to be recharged after extended use.

Special Abilities

  • Greater Striking Rune: The Laser Long-Blaster comes with a greater striking rune, meaning it deals an additional weapon damage die (included in the base damage above).
  • Energy Overload (Recharge 1/day): You can fire an overloaded blast that deals 4d8 fire damage and increases the critical hit effect to 2d6 persistent fire damage. After using this ability, the blaster cannot be fired again for 1d4 rounds as it recharges.

Plasma Shield (Greater)

Level 11

Price: 1,200 gp

Usage: Held in 1 hand

Bulk: 1

This Martian arm-shield is crafted from an alloy that produces an energy field, offering powerful protection. The shield has the following properties:

  • +2 Shield AC Bonus
  • Resistance: Grants resistance 5 to energy damage (electricity, fire, or force).

Statistics

  • Hardness: 6
  • HP: 24 (Break Threshold: 12)
  • Regeneration: Automatically regenerates 1 HP per hour, regardless of damage.
  • Special: The shield is too advanced to be repaired by Earthlings.

Unique Items in the Advednture

Though I didn’t use these, they are converted here for other GMs.

Alpine Ice Axe

Item 3

Price: 50 gp

Usage: Held in 1 hand

Bulk: 1

This sturdy tool features a wooden haft, a curved pick head on one end, and a sharp adze blade backed by an iron spike on the other. It’s commonly used for climbing in icy or rocky terrain but can serve as an improvised weapon in desperate situations.

Climbing Aid

While using the alpine ice axe, you gain a +2 circumstance bonus to Athletics checks to Climb when scaling rock or ice walls. Additionally, it ignores any penalties for climbing slippery surfaces.

Handholds Creation (3/day)

Three times per day, you can strike an area of ice or snow as an Interact action, instantly creating sturdy handholds covering up to 40 feet. An ice wall with these handholds has a Climb DC of 15.

Improvised Weapon

Although primarily a tool, the alpine ice axe can be used as an improvised weapon. It functions as a +1 striking light pick when using the pick spike or as a +1 striking handaxe when using the adze blade. The item uses the standard critical specialization effects of those weapons.

Ice and Snow Bypass

The alpine ice axe deals double damage against inanimate ice or snow, and if used against a creature made mostly of ice (such as an ice golem or ice elemental), it bypasses the creature’s damage reduction.


Amulet of Dragon’s Breath

Item 8

Price: 475 gp

Usage: Worn necklace

Bulk:

This amulet is crafted from a dragon scale hung on a thin wire of twisted mithral. There are different variations of the amulet, each corresponding to one of the ten types of chromatic or metallic dragons. The wearer of the amulet can unleash a blast of draconic energy, similar to a dragon’s breath weapon.

Activate

Two Actions (concentrate, manipulate)

The wearer exhales a blast of energy, dealing 8d6 points of energy damage in a cone or line, depending on the type of dragon scale. The breath weapon’s damage type (fire, cold, acid, etc.) and the shape of the breath weapon (30-foot cone or 60-foot line) depend on the dragon type used to craft the amulet.

The target must make a Reflex save against DC 24:

  • Critical Success: The target takes no damage.
  • Success: The target takes half damage.
  • Failure: The target takes full damage.
  • Critical Failure: The target takes double damage.

Charges

The amulet can be used up to 3 times before the dragon scale cracks and the amulet becomes useless. After three uses, it loses its magic.

Dragon Types and Damage

  • Red Dragon: Fire (30-foot cone)
  • Blue Dragon: Electricity (60-foot line)
  • Green Dragon: Acid (30-foot cone)
  • White Dragon: Cold (30-foot cone)
  • Black Dragon: Acid (60-foot line)
  • Gold Dragon: Fire (30-foot cone)
  • Silver Dragon: Cold (30-foot cone)
  • Bronze Dragon: Electricity (60-foot line)
  • Brass Dragon: Fire (60-foot line)
  • Copper Dragon: Acid (60-foot line)

Habit of the Winter Explorer

Item 3

Price: 50 gp

Usage: Worn outfit (all parts must be worn)

Bulk: L

This warm outfit consists of a woolen coat, pants, boots, gloves, and a heavy fur cloak with a leather hood. Designed for survival in frigid conditions, the habit of the winter explorer provides protection against the harshest cold climates.

Cold Protection

While wearing the habit, you gain resistance 5 to cold damage and are immune to environmental cold effects such as frostbite and hypothermia.

Cold Resistance

The wearer gains a +2 item bonus on saving throws against cold magic effects and spells with the cold trait.

Piercing Vision

When the hood is drawn up, the wearer’s eyes turn a piercing sky blue, granting the ability to ignore visual penalties from natural or magical fog, sleet, snow, and similar weather conditions within a range of 60 feet. Additionally, the wearer becomes immune to snow blindness.

Stealth in Cold Weather

The habit grants a +2 item bonus to Stealth checks in cold environments (temperatures below 40°F).

Vanish (1/day)

Once per day, while in cold weather, the wearer can turn invisible for 3 rounds as the invisibility spell. This effect ends if the wearer makes a hostile action.

Requirements

All pieces of the habit must be worn for it to function.


Hide of the Dragonrider

Item 8

Price: 475 gp

Usage: Worn armor (black dragonhide armor)

Bulk: 2

Armor Category: Medium Armor

Armor Class: +1 item bonus (+5 armor)

Dex Cap: +2

Check Penalty: -2

Speed Penalty: -5 feet

This suit of black dragonhide armor is crafted from the hide of a black dragon and lined with wolliped fur for warmth. It was designed to protect and aid the dragonriders of the Dragon Legion in their battles against evil dragons. The armor provides additional benefits to riders and their mounts.

Bolstering Armor

The armor is enchanted with a +1 bolstering rune, which grants the wearer a +1 bonus to saves against fear effects.

Mounted Assistance

If the wearer has the Ride feat, he gains a +1 item bonus to Athletics checks made to Ride or control a mount, and the armor’s check penalty does not apply to these checks. If he does not have the Ride feat, he gains the Ride feat for free while wearing this armor.

Armor Transfer

While mounted, the wearer can transfer some or all of the armor’s item bonus to AC (including its enhancement bonus) to his mount as a free action at the start of his turn. This allocation lasts until the start of the wearer’s next turn. The transferred bonus stacks with any other armor bonus the mount may have.

Energy Resistance (1/day)

Once per day, the wearer can imbue the armor with resistance to one type of energy (acid, cold, electricity, fire, or sonic), granting resistance 10 to that energy type for 10 minutes.

Cold Weather Protection

The armor functions as a cold weather outfit, granting the wearer a +2 item bonus to Fortitude saves against cold weather.

Item 11

Price: 1,200 gp

Usage: Held (figurine)

Bulk: L

This figurine of wondrous power is similar to a silver raven, but it possesses the ability to send messages across planes. When activated, the figurine transforms into a stone-like raven, retaining its hardness and following the commands of its owner.

Activate

Two Actions (command, manipulate)

The figurine transforms into a raven, retaining its stone-like consistency (hardness 8, HP 32). The raven can be commanded to deliver a message, acting like the sending spell, but with no chance of failure. The raven flies off and delivers the message regardless of distance or planar boundaries.

Plane Shift (1/day)

After delivering the message, the recipient can use the obsidian raven to cast plane shift (self only), traveling to the plane from which the message was sent. This effect can be used once per day.

Command Mode

When not delivering a message, the raven can obey simple commands from its owner. It can maintain its raven form for up to 24 hours per week (this duration does not need to be continuous). The raven has no special abilities beyond being able to fly and follow simple commands.

Statistics

  • Hardness: 8
  • HP: 32

Rimeblade

Item 9

Price: 700 gp

Usage: Held (one hand)

Bulk: 1

Weapon Type: Scimitar (Martial)

Damage: 1d6 slashing

Traits: Cold, magical, versatile P

This +1 frost scimitar has been forged from a single piece of razor-sharp, superhardened ice. The blade automatically resizes to match the size of its wielder, and if the weapon is damaged but not destroyed, the wielder can cause the blade to melt and reform at full hit points by spending 3 actions (this ability cannot be used if the weapon is destroyed).

Cold Damage

The Rimeblade has the frost rune, dealing an additional 1d6 cold damage on a successful hit.

Rimefire Beam (1/day)

Once per day, the wielder can transform the Rimeblade into a beam of ice-cold flame called rimefire for 1 minute. This transformation costs 1 action. The weapon gains the agile trait and deals an additional 1d6 cold damage. Additionally, any creature that takes cold damage from this beam becomes Immobilized 1 as clinging frost surrounds them.

Rimeblade’s Strike (1/day)

Once per day, as a free action before an attack, the wielder can cause the blade to glow with pale blue light. This transformation costs 1 action. On a successful hit, the attack deals an additional 4d6 cold damage, and the target is Slowed 1. This effect lasts for one attack, whether the attack hits or misses.

Self-Repair

If damaged, the Rimeblade can be melted and reformed, fully restoring its hit points. This requires the wielder to spend 3 actions.


Truefrost Elixir

Item 15

Price: 1,500 gp

Usage: Held (consumable)

Activate: One Action (Interact)

Bulk: L

This glowing violet liquid is ice-cold regardless of the surrounding temperature. Upon drinking this elixir, the cold energy of the imbiber’s magic is amplified to supernatural levels, bypassing cold resistance and cold immunity.

Effect

For 6 rounds after consuming the Truefrost Elixir, the drinker’s spells, spell-like abilities, and supernatural abilities that deal cold damage bypass cold resistance entirely. Creatures with cold immunity instead take half damage from these cold-based attacks.

Limitations

Truefrost Elixir only affects abilities that deal cold damage from spells or supernatural effects. It does not apply to cold damage from weapons or non-cold-based effects. It also has no effect on creatures without cold resistance or cold immunity.

 

 

Posted in Frozen Star, Pathfinder 2e, Reign of Winer

Leave a Reply