Frostbitten To Death
Frostbitten To Death
Frostbitten To Death
Adventure Introduction
We hold high respect for all those of our kin that were left behind. Those that
sleep under the snow shall be our guides in the storms to come..
Frostpeak Old Saying
t times, nature is merciless. People who have
2
Level 6 Adventure
Adventure Introduction 3
A Royal Apparition
“I’l be damned.. This is the first time in my life that we have gotten lost. I know
these lands like the palm of my hand. Something unnatural is going on.”
Delanir, leader of the merchant group
However, if the characters are hostile, the three veter-
Traveling the Tundra ans defend their masters with their lives. Delanir and the
The characters continue their journey in the White rest of the merchants beg for their lives if it comes to it.
Horizon’s northern territories. They ignore that the un-
dead prince is aware of their presence; each snow-
flake that falls on them or touches them lets him know. Features of the Camp
Rivnar’s new abilities make him capable of pinpointing Weather. For four hours, the prince’s magic makes the
the characters’ location with the snow storms he creates. area unnaturally colder (DC 14 Constitution). Failure in-
curs one level of Exhaustion. Repeat this save hourly if
The undead prince manipulates the weather of the tun- the characters dare cross the storm. Resistance to cold
dra. With clever positioning of walls of mist, cold cur- damage gives immunity to this effect.
rents of air, and a snowstorm, he influences the charac-
ters’ movements and brings them closer to his reach. At Mules. The easternmost tent houses three mules from
last, just when the characters consider the possibility of the cold. They belong to Delanir and the merchants.
seeking refuge, they reach a side-road encampment cov-
ered from three sides. A fire and pot in the middle.
4
1. Reaching the Camp 3. West Roads
Mist and cold winds permeate the White Horizon’s As if someone controlled them, the mist and the fall-
tundra. Two inches of snow cover everything. ing snow divide and make way, forming a path.
Delanir and his group’s disposition depend on the char- Regardless of how the characters handle Delanir’s meet-
acters’ approach (see The Lost Merchants’ Camp). The ing, they are susceptible to the prince’s magic if they do
three veterans are jumpy but not unwilling to talk. not stop to brave the storm (see Features of the Camp).
2. Tents
The fire won’t survive another hour. By the looks of it,
The Prince Apparition
the people of this camp decided to endure the storm An avatar specter sent by the prince emerges to at-
here. The armored men are aware of newcomers. tack the characters during the storm’s last hour. This
same encounter occurs if the characters decide not to
The banners and crest visible on the sides of the tents make camp and continue traveling east. A hulking, fro-
pertain to the Merchants’ Guild (DC 13 History). They zen skeleton with bloody limbs (see image above) floats
transport several spices and fabric crates. 60 feet above the characters. A moment later, a pack of
ravenous undead emerges from the thick mist behind.
The undead abominations fight to the death.
Encounter. The characters must defeat the float-
This adventure belongs to a series of collaborative ing skeleton (wraith), four zombies, three ghouls, two
projects that involve other Patreon creators. This ghasts, and four shadows. If present, the veterans from
one-shot adventure features work by Elven Tower Delanir’s camp fight alongside the characters to defend
and cartographer Tom Cartos. Check out his website their masters. The wraith vanishes after being hit three
for great cartography pieces and inspiration! times. A booming, evil laugh echoes through the tundra.
Tough Choices
“I could not become the hero I wanted to be.. Well, now I have enough power
to become the villain of the story. All shall remember my deeds forever”.
The Frozen Prince
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Level 6 Adventure
3. Duergar Guardians
The ancient dwarven inscriptions on the walls reveal
The Prince’s Wrath
Consider the following options for the characters’ con-
that duergar war leaders rest in the sarcophagi by the frontation with Rivnar, the Frozen Prince.
walls. Each of them features a different war crest.
There is a wight in each of the sarcophagi. They do not
The Prince’s Side of the Story
Rivnar claims that his father, blinded by rage, forced him
wake unless disturbed. If the characters start a fight be-
to go into the tundra with just a dozen men. He says the
fore reaching area 4, they face all five wights under the
king wanted nothing but revenge from the orcs and sent
conditions described in Features of the Crypt. Destroy-
him on a suicide mission. The prince asks them to mur-
ing the prince is the only way to bypass these conditions.
der the king so his spirit can rest in peace. If the charac-
4. Confronting the Prince ters refuse, the prince threatens to kill them on the spot
unless they obey. The characters must decide whether
The westernmost end of the crypt is a scene from
a nightmare. The eyes of every stone skeleton and to fight or to follow the deranged plan (see Conclusion).
ghoul glow with crimson red. Each evil face, a vessel, Dealing with the Prince
and their bodies fused in twisted, deformed ways. The characters do not negotiate with a murderer and at-
Thick mist pours from the statues’ mouths and coalesces tack the prince at once. The five wights (if present), eight
into a humanoid shape floating 20 feet in the air. Rivnar, zombies, six ghouls, five ghasts, and six shadows pro-
the Frozen Prince (wraith with max hit points). He wish- tect the prince and attack the characters. If the charac-
es to parley and negotiate. Otherwise, the frozen prince ters succeed, all the undead vanish as well as the oppres-
is ready to fight as well (see The Prince’s Wrath). sive conditions in the Features of the Crypt.
Tough Choices 7
Conclusion
The characters reach the end of this adventure. They
must face the consequences of their deeds.
A Royal Coup
The characters accept the prince’s terms and embark on
the regicide mission. One of them must stay at the crypt
until the job is done, as a warranty. The characters must
fight if they refuse. In the rare case that they agree to
murder King Jundar, that is an adventure for another day.
Tough Choices 8