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Once Upon a Winter's Eve

Once Upon a Winter's Eve


Contents
Credits
Story Creator: Aaryan Balu
Adventure Primer .................................. 3
Interior Art: Dean Spencer Chapter 1: Winter in Pinedale ............ 4
Layout: GMBinder
Special Thanks: Tyson VanOverhill and the entire
Chapter 2: The Snowy Drifts .............. 6
RPG Writer's Workshop for their aid in putting this The Lost Workshop .......................... 7
adventure together. Comet, The Last Reindeer .............. 8
About the Author The Lake of Frost .............................. 9
Aaryan Balu is an Indian-American DMsGuild-
Chapter 3: Flight of the Reindeer .... 10
bestselling writer based in Virginia. He's been playing Chapter 4: The Winter Waltz ........... 12
TTRPGs for two years and writing fantasy nonsense for Epilogue ................................................ 13
even longer. Find Aaryan on Twitter @aravar27, on his
website, or check out some of his other adventures and Appendix I: Magic Items ................... 14
supplements: Appendix II: Bestiary ......................... 15
Isle of the Dying Moon Appendix III: Maps ............................. 18
The Swamps of Blightmaw
The Tome of Arcane Philosophy

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand,
Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast
in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with
permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2020 by Aaryan Balu and published under the Community Content
Agreement for Dungeon Masters Guild.
Adventure Primer
Background Overview
It's a chilly Winter's Crest in the cozy village of Pinedale This adventure is designed for three to six 5th level
as loved ones gather tight, share cocoa, and tell stories characters and is optimized for four characters. The
of ages past. Like any other prosperous small town, story is spread over four parts and takes roughly four
Pinedale is a tight-knit community built on honesty and hours to play.
empathy. Reports of an incoming blizzard have put a Chapter 1: Winter in Pinedale. Characters enjoy a
stop to any possible travel on the nearby roads, but relaxing evening in the snow-blanketed village of
Pinedale's residents don't mind. That just means more Pinedale at the turn of the new year. Soon enough, the
time spent together by the fire. village is visited by a mysterious fey creature whose
Unbeknownst to the villagers, the blizzard heralds enchanted blizzard brings things to a halt.
the arrival of the capricious Khione, the Winter Chapter 2: The Snowy Drifts. Characters set out to
Queen, a silent fey creature who delights in dance and follow the Winter Queen, hoping to recover a lost child
trickery. When the blizzard hits, Pinedale is transported and save Pinedale. Along the way, they battle the forces
into Khione's domain, deep in the land of the Winter of Winter, discover the Toymaker's Elves, and save a
Fey. She freezes many of the townsfolk as she dances chained reindeer who can fly them to Khione's home.
gracefully around the town, finally selecting a young Chapter 3: Flight of the Reindeer. Having freed
child to whisk back to her domain. Comet the Reindeer, characters make a desperate flight
As characters battle the unfamiliar landscape of to the Crystal Palace--only to be assaulted by Khione's
Winter to save Pinedale, they'll need to make their way forces along the way.
to the Crystal Palace that the Winter Queen calls Chapter 4: The Winter Waltz. The characters arrive
home--likely encountering some wayward toymaker at the mountainside home of the Khione, where a snow-
gnomes and a frozen Reindeer in the process. covered gala is underway. There, they join the battle,
In the end, they'll need to fight the Khione on her save Pinedale, and put an end to the Waltz of the
home turf, breaking up the Winter Waltz and saving the Winter Queen.
children from the icy horror of Faerie.
Adventure Hook
DM Note: Harmonite Characters can find any reason to be in Pinedale on the
Certain objects and locations in this module are day of the blizzard, whether as locals, travelers, or a full-
made of a material known as Harmonite, a fledged adventuring party. Preferably, the characters
crystalline substance that glows when music is are inclined to help others in the holiday spirit.
played nearby and amplifies the sound.
Rather than specific adventure hooks, consider
Yes, this is a thinly-veiled attempt to get your asking your players about their characters' relationship
players to sing together. If they join in singing a to the holiday season. Do they enjoy the warmth and
Christmas song while wielding a Harmonite companionship of the winter? Do they assign religious
weapon against the Winter Queen, reward the hell
out of it.
significance to the shifting of the year? Or is this a time
of remembrance and solemnity as they remember those
who have been lost?
Answering these questions can help prime them for
DM Note: Is This only for Christmas? the opening of the story, setting the atmosphere of a
This module fits best during the holiday season for classic holiday tale before taking a dark twist.
obvious reasons: it contains elements such as a
flying reindeer and a mythical toymaker, themes of
love and community, and a magical item that On Challenge Level
encourages caroling together. This module provides a large number of
encounters that may well be too challenging for a
Still, at its core, the adventure takes place in a D&D party of 5th-level characters if run all at once. Many
world filled with deadly monsters, capricious fey, of these encounters can be skipped to save your
and a ruthless arctic environment. With slight players' time and resources. Don't be afraid to skip
modification, the adventure can be slotted into any an encounter if your players are having a rough go--
ongoing campaign or setting. or keep them in, if they're unusually well-equipped
or playing at 7th level or higher.

1
Chapter 1: Winter in Pinedale
Estimated Duration: 60 minutes Other NPCs in the tavern include:
The story begins like any classic holiday story; with a Dazin Aetoris, a young elven traveler, dazzles the
long, comforting monologue from a narrator. people of Pinedale with stories of distant lands. In
As the adventure begins, characters find themselves truth, he's a con artist making up tales.
in the Ciderwood Inn. Read or paraphrase the following Old Minerva, a wizened halfling woman, sits
to establish a festive feel: knitting in her rocking chair.
Ralph Parker, a crossbowman who reminisces
It's a chilly winter evening in the cozy village of about his Midwinters as a young boy.
Pinedale. A light snowfall blankets the town, small
smokestacks rising from the scattered chimneys.
These NPCs warn characters not to go outside--
there's a blizzard incoming, and they don't want
Children's laughter rings through the air as they play in
anybody getting caught out in the storm.
the snow, building snowmen and making forts.
A comfortable fire roars in the corner of the The Winter Wind
Ciderwood Inn, a small log-cabin inn decorated with
Abruptly, a hush falls over the room. A blast of cold
bells and twinkling lights. It's a time when loved ones wind extinguishes the fire in the hearth. Bells chime as
gather tight, share cocoa, and tell stories of ages past. a chill fills the room--and then, once it fades away:
The barkeep hands one of you a warm mug and silence. The windows of the inn are covered in heavy
smiles. "On the house," she says. "As long as you tell us snow, and no sound can be heard from outside. The
a bit about yourselves." townsfolk are stunned and terrified.
Old Minerva is the only person who has heard such a
As characters introduce themselves to one another, legend--of towns cursed to enter the deadly land of the
they're each handed a mug of steaming, delicious cocoa Feywild. As long as people do not go outside, they
by a rambunctious young boy. If a character's should be safe from the strange being. However, upon
introductory story is lively enough, consider awarding further inspection, they note a terrible fact: Pip is gone.
them a point of DM Inspiration. Before the blizzard struck, he slipped out into the town.
The Winter Wonderland
The Ciderwood Inn If characters try to leave through the door, it takes a
Carol Shimmerfeld (she/her) is the warm half-elven DC14 Strength check to muscle through; the sudden
bartender with a friendly smile and quick wit. Her son, snowfall has piled up around buildings, trapping people
Pip (he/him), dashes around the room, passing out inside.
mugs of cider and cocoa. When he's not busy helping As they step outside, characters come across a
his mother, Pip's rambunctious attitude makes him a bizarre sight. The picturesque Pinedale--complete with
favorite among other children and adults in the inn. townsfolk, singers, and decorative lights--has been
frozen in time. Heavy layers of snow drape across the
buildings, while townsfolk are frozen precisely where
DM Note: Playing Pip they stood. A milkmaid and her cow are both covered in
Make this kid as adorable as possible. He's about a layer of ice--as are pedestrians, shopkeepers, stray
to have a very bad day, motivating the player
characters to answer the call to adventure.
pets, and anybody standing around the town tree.
Pip stands frozen mid-jump, looking up in awe at
something no longer in front of him.
Looking past the small confines of Pinedale, the
landscape is entirely different. Rather than rolling fields
and a clear horizon, there are instead black-wooded
forests and mountains to the north. On the horizon, a
castle made entirely of glimmering crystal sits atop a
distant peak.

2
The Winter Queen To the Castle!
As characters adjust to the perplexing new setting, read When the snow settles, the party's goal is clear:
or paraphrase the following: whether they're paid by the townsfolk or acting in the
spirit of the holidays, characters must travel to the
A slender elven woman with porcelain skin and flowing Crystal Palace to save Pip and defeat the Winter
silver hair dances around the figures and the town, snow Queen.
The journey ahead of them seems long and painful,
forming under her every step as she moves through the
but they don't know how long they have before the child
air and on the ground to a silent waltz. is lost forever. Worse still, the snowfall seems to grow
heavier; if they don't act now, the entire town of
Khione, The Winter Queen (she/they) is a capricious Pinedale might end up buried by morning.
fey who delights in chaos and dance. She pays little
attention to characters unless they speak first to her-- Considering Time
but she makes no sound in response, only smiling The next portion of this adventure has a lot of room to
cryptically. shrink or grow as needed.
If characters bore her, attack, or try to reach Pip, the If you're short on time and want the adventure to be
Winter Queen dances away from their grasp. Read or finished within 2-3 hours, you can bring characters
paraphrase the following: directly to The Lost Workshop, which leads them to
The Lake of Frost. Once they've managed to free
She backflips onto a rooftop, pirouetting on the toes of Comet, the reindeer, they can fly directly to The Winter
one foot, suddenly glowing with a bright light. She Waltz with no encounters in between.
points to a frozen puppy standing beside its master. The If you want to challenge characters further and have
creature grows, fur turning white, snout elongating as it
time for another 3-4 hours, you can pepper in some
Encounters on the Path before the Workshop, and
takes the form of a large white wolf.
then the Griffon Attack once characters are in the air.
On her second spin, she slams her foot into the ground
and the snow around her explodes, taking the form of
three impish creatures.
On her third and final spin, her light becomes blinding--
until suddenly she and Pip become motes of color that
fly over toward the glimmering palace on the horizon.

The Winter Wolf and three ice mephits battle the


characters, delaying them long enough for the Khione
to escape.
When the battle is over, characters are left in an
empty, frozen Pinedale. Those outdoors are trapped in
ice, though still alive, while those indoors are stuck
behind layers of snow. The blizzard still reigns,
threatening to overwhelm the town if left unchecked.
If characters seem reluctant to pursue the Winter
Queen, Carol Shimmerfield begs them to save her son.
She offers all of her possessions--30 gold pieces in
coins, jewelry, and silverware.
If characters still refuse this call to action, then they
don't know the meaning of the holiday spirit and they
should be playing a different adventure.

3
Chapter 2: The Snowy Drifts
As characters trek into the forest of Winter, they face The Frozen Town
brutal cold. On the surface, the forest is a picturesque Breaking through the snowbanks and ice-covered
winter wonderland, complete with snow-covered trees treeline, characters stumble upon an axe buried within
and a sense of stillness. Rather than the calm and a tree stump. They soon come to the edge of the
safety of the holidays, these woods instill a sense of treeline and find a normal-looking town--still, unmoving,
emptiness and foreboding. but seemingly untouched by the heavy wind and snow.
The bitter cold is biting and painful, with each step As they approach, they notice more troubling signs.
through the snow serving as a reminder of the deadly Skeletons stand frozen in ice; a shepherd leaning on his
conditions. Snow-covered ground is considered difficult staff leads a bony herd of sheep, a pair of skeletons sit
terrain unless characters come up with a creative on a bench, hand-in-hand. Should characters open a
solution to overcome it. door, skeletal corpses clatter out as if stuffed inside.
Bitter Cold. For every hour spent in the biting cold, Characters who succeed on a DC13 Intelligence
characters must make a DC10 Constitution saving (History) check will recall legends of a lost town known
throw or gain 1 level of exhaustion. as Farenwood, which disappeared during Winter's
Bird Calls. Every so often, characters can hear bird Crest decades ago. A DC13 Intelligence (Investigation)
calls but see no actual birds. If they pay attention, they check will reveal two Potions of Healing and one
note a total of four distinct songs coming from the Potion of Fire Breath.
calling birds. Ice Sculptures. If characters prod around the frozen
corpses for very long, a few of them begin to animate.
Encounters On the Path Five ice sculptures animate and attack.
As your party travels across the snowy plains of Winter,
you may want to fill their journey with a few small Sleigh of Elves
encounters along the way. These optional encounters This encounter leads directly into The Lost Workshop;
aren't necessary; if you want a shorter session, just take it can be run directly in the woods, or immediately
them directly to The Lost Workshop described below. following The Frozen Town.
Characters hear a faint jingling sound from a few
hundred feet away. A DC10 Wisdom (Perception) check
reveals six Winter Elves ride an open sleigh pulled by a
single translucent horse (as if cast by the phantom
steed spell).
Though not directly hostile, the Winter Elves are
wary of travelers and will attack if provoked. If
negotiated with, they can lead characters to The Lost
Workshop.
4
The Lost Workshop

A
bout an hour into their travel, characters What the Elves Know
hear the sound of distant, almost childlike
voices. The Winter Elves are led by a wizened Winter Elf
Characters who succeed on a DC10 named Twinkle (he/she/they/any). Once the Toymaker's
Wisdom (Perception) check note a small right-hand elf, Twinkle has struggled to lead the Elves
stone building amid the blizzard. On a 15 as they live under the Winter Queen's thumb.
or higher, they also notice a few small- Twinkle can tell characters valuable information on
sized creatures walking around. Some travel in sleighs the mysterious fey creature.
pulled by packs of Blink Dogs; most simply walk.
Several diminutive creatures are in the process of "Her name is Khione, an outcast of the Winter Court. I
pushing around a number of Small-sized ice sculptures: don't know what trick she pulled to anger the Queen of
more frozen figures, just like those in Pinedale. Air and Darkness, but she was exiled and left to her own
These tinkerers are recognizable as gnomes, though
they adamantly refer to themselves as Winter Elves. If devices. So, naturally, she built herself a palace, crowned
any characters in the party have elven heritage, the herself Queen, and started to terrorize us. Each year at
Winter Elves are dismissive, if not openly hostile, midwinter, Khione brings a village from the Material
because the Winter Elves were recently attacked by a Plane into the domain of Winter, stealing its children
pale fey woman themselves, leaving many of them as and burying it in snow. If the night passes and she is not
sculptures. defeated, then your town will be trapped here forever."
Skilled Tinkerers. The Winter Elves were once led
by a fat, white-bearded archfey whom they refer to only
as the Toymaker. A few decades ago, the Toymaker How They Can Help
took most of his reindeer on a mission and disappeared, The Winter Elves are limited--decades after being
leaving the Winter Elves to continue his tradition, abandoned by the Toymaker, the best they can do is
though on a smaller scale. survive in the bitter cold of Winter.
Devoid of Cheer. Ever since the Toymaker left, the
Winter Elves have floundered in their purpose. Unable The Toymaker's Bag
to spread cheer, they've been placed under the thumb of The Winter Elves possess a powerful Bag of Holding
the Winter Queen, who terrorizes them year-round, that belonged to the Toymaker. This bag cannot be
occasionally forcing them to help renovate portions of broken and its internal dimensions are doubled. The
her palace. bag possesses the following magical items:
Today, many of the Winter Elves struggle to continue 3 Potions of Healing that taste like eggnog.
their work; their workshop is filled with toys for 2 Candy Canes, magical javelins with a +1 bonus to
children, but they lack ways to transport them across attack and damage rolls.
the world. 1 Ring of Spell Storing, containing either the spell
Lost Child. The Winter Elves have also lost one of Fly, Haste, or Freedom of Movement (DM's choice)
their children--a young girl named Holly, who was 1 Headpiece of the Winter Elf, a conical red hat
taken by Khione as well. Holly, the first born in decades, with a white ball of fleece on the end. This hat grants
was seen as the hope for a new generation of Winter the same benefits as Boots of the Winterlands.
Elves who could escape their dreary conditions. They
desperately want to see Holly returned safely. Transport to the Palace
The Winter Elves know that traveling on foot to the
Crystal Palace would take multiple days; the only way
to make it in time will be flight.
While the Toymaker took his enchanted sleigh and
most of his reindeer when he disappeared, one reindeer
was left--Comet, the Last Reindeer. Unfortunately, as
they explain to characters, there might be some trouble
getting him to fly.

5
Comet, the Last Reindeer

T
he Winter Elves guide characters to a Freeing Comet
nearby snowbank, where an enormous
stable lies buried in the snow. A few In order to travel to the Crystal Palace, characters will
Elves are hard at work, digging the need Comet to pull the Sleigh. To free Comet, they'll
stables free, but they will accept any help need to break him of his curse.
they can get. While you should reward your players if they come up
Inside the stables, characters find with clever solutions that free Comet, the Winter Elves
eight luxurious stalls, seven of which have not been can also direct them to The Lake of Frost, which holds
used in years. The eighth is filled with ice and holds a the Harmonite Blade. Using Harmonite, characters
single reindeer. will have an advantage against the magic of the Winter
Comet, the Last Reindeer sits trapped behind Queen--should they choose to use its merry, caroling
several feet of crystalline ice. Despite his moderate size, properties.
Comet insists that he can take characters to the Crystal The Winter Elves can guide characters to the blade,
Palace--if only they can get him to fly once more. but they aren't warriors themselves--and they don't want
to face the creature that lies beneath. This leads to The
Comet's History and the Winter Fey Lake of Frost, detailed below.
In actuality, Comet--like the other eight reindeer of When Comet is freed, run Flight of the Reindeer,
legend--is an Adult Silver Dragon bound in its also detailed below.
Changed Shape. Try not to reveal this until he starts
flying later in the adventure!
In agreeing to work for the Toymaker, Comet became
a subject of the Winter Fey. As a result, he cannot
directly harm a creature of Winter and is susceptible to
commands from powerful fey creatures such as Khione.
Comet lies under a Curse of the Winter Queen,
preventing him from flying (and, unbeknownst to
players, from transforming back into his dragon form).
This curse manifests as an icy wall that has frozen him
for generations. It can only be broken by a wish spell--or
by a special magical material called Harmonite.
The Toymaker
Comet relays that the Toymaker was a powerful archfey
of Winter--one of the few who truly delighted in
bringing joy to children. Decades ago while Comet was
injured, the Toymaker took his other eight reindeer and
went on a quest into the Astral Plane to save the world,
leaving only a cryptic message: "When Midwinter
comes, ring the Silver Bell."
In truth, each of the nine reindeer is an Adult Silver
Dragon--so whatever the Toymaker went off to fight
required some serious firepower.
Optional: Saving the Toymaker. This cryptic
message can be changed as needed and used as a plot
hook to save the Toymaker later in the campaign--or,
perhaps, during another holiday one-shot.

6
The Lake of Frost Freeing the Sword
A winter elf named Bauble (he/she/they/any) guides Once characters reach the Blade. whether by walking
characters through the blizzard to a nearby lake. As across the ice, flying, or teleporting, they can attempt to
they approach, read or paraphrase the following: remove it from the ice. The Blade can be removed with
a DC17 Strength check; on a success, it is pulled free of
the ice--cracking the square beneath it. Soon, hairline
Buried deep in the snow-covered forest lies a frozen fractures ripple across the entire lake.
lake; 90 feet across in diameter, this lake is covered in a At this point, roll initiative. On initiative count 10
thin layer of ice that makes it possible--if deadly--to walk each round, the cracking ice ripples outward at a speed
across. of 20 feet per round. If the Lake Guardian still lives, it
At the center of the lake, an enormous sword lies buried takes this opportunity to attack.
in the ice up to its hilt, glimmering faintly in the fading
Alternative Paths. Characters may also use spells to
get the Blade out of the ice. Cantrips such as Fire Bolt
light, eerily still.
will take hours to melt the ice, but using spell slots may
reduce the DC of pulling the sword out. Higher-level
Characters who succeed on a DC12 Wisdom fire spells can melt the ice entirely.
(Perception) check spot an enormous shadow moving If the Sword Falls. In the likely event that the Blade
beneath the ice. This Lake Guardian is a hunter drops into the lake, there are many ways to resolve this
trapped beneath the ice, waiting for prey to fall through. challenge. The Lake Guardian may swallow it whole,
forcing characters to kill it to retrieve the blade.
On Thin Ice Otherwise, the sword drops into the freezing water,
Characters can make a DC14 Dexterity (Acrobatics) falling 30 feet to the bottom of the lake.
check to walk on the icy surface without breaking it. Harmonite Blade
Creatures that take the Dash action make this check This elegant crystalline longsword is freezing cold to
with disadvantage, while creatures that move slowly the touch. You have a +1 bonus to attack and damage
(half speed) make it with advantage. Creatures that rolls with this weapon. It cannot be broken, but it will
weigh more than 250 pounds (including things they're melt outside the realm of Winter. It deals double
wearing or carrying) automatically fail this check. damage against structures and can melt magical ice.
On a failure, the ice in the creature's square cracks, As it swings through the air, it hums a pitch-perfect
along with any ice within 5 feet. If a character fails their note; it is said that truly gifted warriors could make the
check twice (or if a second character fails on ice that blade play an entire song with a skilled series of
was already cracked), the ice breaks. attacks.
If the ice beneath them breaks, a creature must make Secret: This magical weapon gains an additional +1
a DC 14 Dexterity saving throw to avoid falling into the bonus and deals an additional damage die for each
water. On a failure, a creature falls into the water and character within 60 feet that sings or plays music in
takes 1d6 cold damage for each turn it spends in the harmony.
water. If all player characters at the table sing a song, the
blade glows blinding white. Attack rolls made with the
What Lies Beneath blade have advantage, and the first time it hits is an
The Lake Guardian, an enormous worm-like creature, automatic critical hit. The blade then melts, becoming
lies in wait in the water beneath the ice. From above, non-magical water.
it's difficult to see anything more than a large blue-black
shadow that moves back and forth beneath the ice, Freeing Comet
apparently unaware of the characters' presence. When characters return to the workshop with the
If a character fails an Acrobatics check and the ice blade, they have the ability to destroy the frozen prison
cracks, the Guardian takes notice and begins moving that binds Comet. The character wielding Harmonite
toward the source of the disturbance. can easily crack the ice with a few hits of the blade, the
If a square of ice breaks completely, the lake guardian Harmonite humming as it swings through the air.
rushes toward the hole in the ice and attacks the Once freed, Comet thanks the characters for their
nearest available creature. If no target is available, it service and offers any information that he knows about
uses its action to smash against the ice surrounding the the Winter Queen or the Toymaker. He cannot harm a
hole. After the first hit, the ice cracks. On its second hit, creature of Winter, but he can transport the party to
it breaks through. the Crystal Palace to face off against Khione once and
for all.
7
Chapter 3: Flight of the Reindeer
Estimated Duration: 40 minutes The Environment
As characters step onto Comet's back, read or A hallmark of any chase is the option to use the
paraphrase the following: environment in clever ways to get rid of your enemies.
Characters might be able to avoid the griffons by
Comet takes a few steps backward, shakes the water
means of creative use of spells, skills, or the
from his head and neck, then bolts forward and takes an environment. This may require a skill challenge;
enormous leap. players have the freedom to describe the tactics they
He reaches the peak of the jump--and then continues use and the DM sets an appropriate skill check and DC.
to rise, and rise, and rise. His form flickers, growing The goal is to obtain more successes than failures
larger and shinier. A moment later, a huge Silver Dragon
(suggested: five successes before three failures).
flies through the air, whooping with excitement.
The wind and snow make visibility near-impossible, Skill Challenges
but as Comet rises, the forest beneath becomes visible-- Resolving this challenge requires creativity and
flexibility from both players and DMs as tactics,
then, behind you, the small, frozen town of Pinedale. DCs, and results are improvised. The key is to keep
Around that, empty plains of endless snow. things moving; each success results in the death of
one griffon, while each failure draws the griffons
closer. Either way, this is a hectic chase and should
Comet flies characters through the bitter Winter air, be described energetically.
delighting in the chance to soar once more. Characters If characters fail the skill challenge--or if they don't
may have an opportunity to take a short rest while on come up with any useful solutions--you can always
default to the Battle in the Air described below.
Comet's back, if they have not done so already.
Griffon Attack! There are several solutions characters might use to
Characters who succeed on a DC14 Wisdom avoid the griffons.
(Perception) check spot winged figures approaching, Targeting Griffons
approximately 1000 feet away. Three griffons appear, If characters decide they want to hit the griffons with
pursuing the characters on Comet's back. Each griffon attacks and spells, they'll likely need to wait for the
carries one ice sculpture rider. griffons to enter attack range. Longer-range attacks can
The griffons are vicious agents of Khione, sent to be made with impunity, but if the griffons get within
destroy anybody pursuing her to her castle. Comet 100 feet, then characters get one round of free attacks--
cannot directly attack them, but party members can; on the following round, the griffons catch up to Comet
this results in a difficult chase scene as characters can and begin their attack.
attempt to evade the griffons or battle them in the air.

8
Mountain Pass Heavy Blizzard
Comet's flight has been high in the air, but there is a While Comet has been flying through light snow, a
dangerous mountain pass directly below. Comet can blizzard rages nearby. Characters can maneuver Comet
change course and fly down into the mountains in into the blizzard in hopes of throwing off the griffons,
hopes of dashing pursuers on the rocks. though they risk facing the blizzard themselves.
Your players might come up with environmental While in the blizzard, movement speed is halved,
hazards of their own, but you can also choose from the ranged attacks have disadvantage, and everything
following prompts each round--giving your players a beyond 30 feet is heavily obscured.
chance to react and choose their tactics. Your players might come up with environmental
hazards of their own, but you can also choose from the
1d4 Mountain Challenge
following prompts each round.
Narrow Window. A narrow crack is visible in the rocks
ahead. Characters can try to push Comet through the 1d4 Blizzard Challenge
pass. Two characters must succeed on a Dexterity Heavy Wind. A heavy wind batters the characters,
1
(Acrobatics) or Strength (Athletics) check. On a threatening to drive them out of their sleigh or off
success, they make it through the pass while one Comet's back. Characters must succeed on a
griffon smashes into the rock. 1 Strength saving throw or be pushed 10 feet in a
Yetis. A tribe of yetis rests on a mountain slope. random direction. If a character is thrown off the
Comet can lead the griffons into range of the yetis, edge of their mount, they can make a Dexterity
who might attack or grab any passersby. A character saving throw to grab onto the edge.
2 must make a Dexterity (Acrobatics) or Strength Heavy Snow. A heavy burst of snowfall slams into the
(Athletics) check. On a success, a yeti leaps onto a party. Characters must succeed on a Dexterity saving
griffin and takes it to the ground, where the other 2
throw or take 2d6 cold damage and be knocked
yetis mob it. prone.
Avalanche. Characters pass an unstable mountainside Snow Blindness. A flash of light reflects off the heavy
with heavy snow, resulting in an avalanche. snow, threatening to blind characters. Characters
3
Characters must succeed on a Dexterity saving throw must succeed on a Constitution saving throw or be
or take 2d6 bludgeoning and 2d6 cold damage. 3
blinded for 1 minute. Characters can repeat the
Rocky Ridge. Comet swoops by a rocky mountain saving throw at the end of subsequent turns, ending
ridge, jarring the sleigh behind him. Characters must the effect on a success.
4
succeed on a Strength saving throw or take 2d6 Griffon Pursuer. A single mounted griffon appears,
bludgeoning damage and be knocked prone. having stumbled on characters in the blizzard. Roll
4
initiative as normal, keeping in mind the difficult
Comet's flight exits the rocky pass after three rounds. conditions of the battlefield.
If the party mostly succeeded, then the griffon numbers
have dwindled or they have been destroyed entirely. If The blizzard lasts for three rounds before Comet's
the party mostly failed, then the griffons find them in flight pushes them through it. If the party mostly
full force. succeeded, then the griffon numbers have dwindled or
they have been destroyed entirely. If the party mostly
failed, then the griffons find them in full force.
To the Palace!
Having battled the griffons and made it through the
deadly chase, the party can now freely travel to the
Crystal Palace, which lies on the horizon. If characters
are in need of a short rest, they can take one here.
As midnight draws near, characters find themselves
closing in on the Crystal Palace, where Khione the
Winter Queen is holding her twisted waltz--and where
they must defeat her if they want to save Pip and the
town of Pinedale.

9
Chapter 4: The Winter Waltz
As characters fly through the sky with Comet, they soon At the Gala
reach the heights of the Crystal Palace: an enormous,
exquisite castle made of ice and snow, with sky-high As characters drop onto the ballroom floor, the Winter
towers that reach up toward the clouds. Like everything Queen's waltz continues, unbroken.
else in the land of Winter, the castle is eerily still-- Khione quickly notices the intrusion; she dances
unmoving, with no signs of life anywhere except the toward the party and smiles, silently offering her hand
rooftop. to dance with any of the party members.
On the highest floor of the palace, the Winter Queen's If characters wish to talk, Khione waves over another
gala is in full swing. An elegant waltz echoes across the man at the gala; Avon is her Herald, a butler made
mountains, accompanied by flashing lights. As Comet entirely of ice. Avon explains in Common that Khione
flies above the castle, read or paraphrase the following: has claimed the child of Pinedale for her own,
alongside many others from the Material Plane. The
The bouncing tone of a waltz echoes across the party can choose to leave or to join her, but they cannot
mountains a crystalline ballroom appears on the edge of take the children back.
the icy cliff. Pipers and drummers made of ice perform
If characters attack or attempt to take the children
away, the Winter Queen attacks.
at the back of the room, their music reverberating along
the reflective walls that flash in time. On the open floor, Battling Khione
ten pairs of ice-covered humanoids dance in perfect The statblock for Khione, the Winter Queen can be
synchrony while other sculptures watch. All is silent save found in Appendix II: Bestiary.
for that haunting music. Khione begins her attack silently, hoping to strike
The familiar figure of the Winter Queen dances among characters before they can gather themselves. She
them, twirling between one partner and another, man waves her hands and four ice sculptures surround and
attack the party.
and woman alike.
Khione is a Winter Fey, unaccustomed to losing. She
battles with arrogance and delight, taking a raw--almost
Eagle-eyed characters will note twelve drummers sadistic pleasure in attacking her opponents. Her only
drumming, eleven pipers piping, ten lords a-leaping, fear lies in Harmonite--explained below.
and nine ladies dancing.
Using Harmonite
The Final Approach If characters use the Harmonite Blade, they find
themselves resistant to the Winter Queen's
As characters approach the Crystal Palace, more charms. Moreover, they might realize that singing
griffons appear. Comet yells that they will continue to or playing music activates Harmonite, allowing it to
swarm, but he can fight them himself. He can drop the glow and grow more powerful.
characters onto the ballroom floor and continue flying,
distracting the griffons himself. The Harmonite Blade can be wielded with small
benefits, but its true power is unleashed when
Alternatively, characters may come up with surrounded by music and good cheer. While the
interesting ways to sneak into the castle. The presence ultimate power of Harmonite can only be
of a White Dragon might make stealth difficult, unleashed by the entire party taking part in a song,
however. At the end of the day, the most important thing the chances of that happening are slim. As
is to get them onto that gala floor to finally fight Khione, Dungeon Master, you can hint at Harmonite's
properties by emphasizing the hum of the blade or
the Winter Queen. how it responds to the music of the waltz.

But don't force it! If your players don't pick up on


DM Tip: Music Choice Harmonite's strange property, that's totally fine. It's
If you opt to use music for your game, now would better to leave it as something for players to
be a good time for using Carol of the Bells. Start discover rather than something you railroad your
with a regular, light-hearted version before players into noticing.
swapping to an epic orchestral version.

10
Epilogue

W
ith the Winter Queen destroyed, The Winter Elves
characters have freed the realm from
her curse! When characters return to the Lost Workshop, they
The ice sculptures come to a halt and find the Winter Elves delighted by Holly's return.
melt, leaving the children confused and Moved by the show of heroism and the freedom from
terrified, but grateful to be released. Pip Khione, the Elves promise to begin making toys once
and Holly are safe, as are several other more--now with Comet's help.
children from different towns. The biting cold air
warms slightly, free from Khione's presence. Returning to Pinedale
As characters return to Pinedale, morning is beginning
Comet's Return to rise. The townsfolk--now freed from their frozen
In the distance, characters can see Comet facing off prisons--gather in awe as the majestic Silver Dragon
against the Winter Queen's minions; with her curse swoops into town. They cheer as the characters
broken, he is free to attack them mercilessly, ultimately disembark, with Pip rushing to reunite with his mother.
killing them before swooping by to greet the party. Carol Shimmerfield has tears in her eyes as she hugs
Comet is kind and welcoming to the children, who her son, thanking characters for returning him safely.
are awestruck by the giant dragon. He allows the Optional: The Toymaker's Silver Bell. As a special
children to climb on his head and onto his back, and reward, Carol Shimmerfeld insists on giving characters
tells characters that they ought to return to Pinedale a small, simple silver bell that has been in her family for
before the morning rises. decades. Characters may recognize that the bell fits the
With Khione destroyed, the Crystal Palace begins to description of the Toymaker's cryptic last words to his
shatter. Still, characters who are quick and lucky can Winter Elves--though they'll have to wait till next
investigate the ballroom, discovering a few magic item Winter's Crest to ring the bell and discover where he
rewards along the way (see Appendix I: Magic Items). went!
Magic Items in the Crystal Palace Comet's Departure
d6 Loot
Finally free from his captivity, Comet must go to find
1 Crystal ball out everything he can about the disappearance of his
2 Wand of winter fellow reindeer--but first, he wants to enjoy the open sky
3 Everburning Log
just a little bit more. As he departs and the adventure
wraps up, read or paraphrase the following:
4 Bells of Jingling
5 Icicle He batted his wings, sent the snowbanks adrift,
6 Nutcracker
As he took to the sky, so majestic and swift;

But you hear him exclaim, ere he flies out of sight--

"Happy Winter's Crest to all, and to all a good night!"

11
Appendix I: Magic Items
Crystal Ball Nutcracker
Wondrous Item, very rare (requires attunement) Wondrous Item, common (requires attunement)
The typical crystal ball, a very rare item, is about 6 This small, human-shaped nutcracker is excellent at
inches in diameter. While touching it, you can cast the cracking the shells of nuts or other tiny objects.
scrying spell (save DC 17) with it. You can mentally command the nutcracker to move
up to 10 feet and interact with an object. The
Wand of Winter nutcracker can attempt to perform simple tasks that a
Wand, rare (requires attunement) human servant could do, but is limited by the fact that it
This wand looks and feels like an icicle. You must be is tiny and made of wood. Once you give the command,
attuned to the wand to use it. the nutcracker performs the task to the best of its
The wand has 7 charges, which are used to fuel the ability until it completes the task, then waits for your
spells within it. With the wand in hand, you can use next command.
your action to cast one of the following spells from the If the nutcracker gets 60 feet away from you, it stops.
wand, even if you are incapable of casting spells: ray of
frost (no charges, or 1 charge to cast at 5th level; +5 to Harmonite Blade
hit with ranged spell attack), sleet storm (3 charges; This elegant crystalline longsword is freezing cold to
spell save DC 15), or ice storm (4 charges; spell save the touch. You have a +1 bonus to attack and damage
DC 15). No components are required. rolls with this weapon. It cannot be broken, but it will
The wand regains 1d6 + 1 expended charges each melt outside the realm of Winter. It deals double
day at dawn. If you expend the wand’s last charge, roll a damage against structures and can melt magical ice.
d20. On a 20, the wand melts away, forever destroyed. As it swings through the air, it hums a pitch-perfect
note; it is said that truly gifted warriors could make the
Everburning Log blade play an entire song with a skilled series of
Wondrous Item, common attacks.
When this log is lit aflame, the fire stays indefinitely Secret: This magical weapon gains an additional +1
without destroying the log. It gives off light and heat like bonus and deals an additional damage die for each
a normal log. character within 60 feet that sings or plays music in
Bells of Jingling harmony.
Wondrous Item, uncommon If all player characters at the table sing a song, the
This pair of small silver bells are held together by a blade glows blinding white. Attack rolls made with the
red bow. While holding these bells, you can cast blade have advantage, and the first time it hits is an
thunderclap at will. automatic critical hit. The blade then melts, becoming
Additionally, while holding these bells, you can use non-magical water.
your action cast the thunderwave spell once (spell save
DC 13). The bells regain the ability to cast this spell
each day at dawn.
Icicle
Wondrous Item, rare
A dagger fashioned from pure Winter ice.
You gain a +1 bonus to attack rolls and damage rolls
you make with this weapon. On a hit with this weapon,
the target takes an extra 1d4 cold damage.
Additionally, once when you take fire damage, you
can sacrifice this dagger to shield you. You take no fire
damage, and the dagger melts into non-magical water.

12
Appendix II: Bestiary
Khione, At will: gust of wind, hold person
1/day: ice storm
the Winter Queen
Medium fey, chaotic neutral Actions
Multiattack. Khione makes two Icicle attacks.
Armor Class 14
Hit Points 104 (16d8+32) Icicle. Melee or Ranged Weapon Attack: +7 to hit, reach
Speed 30 ft. 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4)
piercing damage plus 4 (1d6) cold damage.
Flash Freeze (Recharge 6). Khione sharply drops the
STR DEX CON INT WIS CHA temperature of all air in a 30-foot radius around her.
11 (+0) 19 (+4) 14 (+2) 13 (+1) 14 (+2) 18 (+4) Each creature in that area must make a DC 15
Constitution saving throw or take 14 (3d8) cold
damage and have its speed halved. On a success, the
Saving Throws DEX +7, CON +5 creature takes half as much damage and is not slowed.
Skills Perception +5, Performance +10 If the saving throw fails by 5 or more, the creature also
Damage Immunities Cold cannot take reactions.
Condition Immunities Charmed, Frightened, Exhausted
Senses Darkvision 60ft., passive Perception 15 A creature can repeat the saving throw at the end of
Languages Understands Common, Elvish, and Sylvan but each of its turns, ending the effect on itself on a
cannot speak success.
Challenge 6 (2,300 XP)
Legendary Actions
Ice Dancer. Khione can move across and climb icy Khione can take 3 legendary actions, choosing from the
surfaces without needing to make an ability check. options below. Only one legendary action option can
Additionally, difficult terrain composed of ice or snow be used at a time and only at the end of another
doesn't cost her extra movement. creature's turn. Khione regains spent legendary actions
at the start of her turn.
Light-Footed. Khione’s long jump is up to 20 feet and
her high jump is up to 10 feet, with or without a Icicle. Khione makes one icicle attack.
running start.
Dance. Khione can move up to her speed without
Innate Spellcasting. Khione's innate spellcasting ability is provoking attacks of opportunity.
Charisma (spell save DC 15). She can innately cast the
Freeze (Costs 2 Actions). Khione casts hold person.
following spells, requiring no material components:

Lair Actions. On initiative count 20 (losing initiative Khione creatures a blizzard in a 40-foot-high, 10-foot
ties), Khione can take a lair action to cause one of the radius cylinder centered on a point she can see. The
following effects; she can’t use the same effect two effect lasts until initiative count 20 on the next
rounds in a row: round. The blizzard lightly obscures every creature
The ground in the ballroom becomes slick ice. The and object in the area for the duration. A creature
effect lasts until initiative count 20 on the next that enters the blizzard for the first time on a turn or
round. When a creature starts its turn in the area, it starts its turn there must succeed on a DC 15
must make a DC 15 Dexterity saving throw, falling Constitution saving throw or be blinded until
prone on a failed save. On a successful save, a initiative count 20 on the next round.
creature does not fall prone. Any time a creature A gust of wind blows through the ballroom in a
other than Khione or her allies moves, it slides 60 direction of Khione's choice. All creatures other than
feet across the ice, and it can only move in one Khione must succeed on a DC 15 Strength saving
direction unless it succeeds on a DC 15 Acrobatics throw or be pushed 20 feet in that direction.
check to change direction.

13
Ice Mephit Winter Wolf
Small elemental, neutral evil Large monstrosity, neutral evil

Armor Class 11 Armor Class 13 (Natural Armor)


Hit Points 21 (6d6) Hit Points 75 (10d10+20)
Speed 30 ft., fly 30 ft. Speed 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 (-2) 13 (+1) 10 (+0) 9 (−1) 11 (+0) 12 (+1) 18 (+4) 13 (+1) 14 (+2) 7 (−2) 12 (+1) 8 (-1)

Skills Perception +2, Stealth +3 Skills Perception +5, Stealth +3


Damage Vulnerabilities bludgeoning, fire Damage Immunities cold
Damage Immunities cold, poison Senses passive Perception 15
Condition Immunities Poisoned Languages Common, Giant, Winter Wolf
Senses Darkvision 60 ft., passive Perception 12 Challenge 3 (700 XP)
Languages Aquan, Auran
Challenge 1/2 (100 XP) Keen Hearing and Smell. The wolf has advantage on
Wisdom (Perception) checks that rely on hearing or
Death Burst. When the mephit dies, it explodes in a smell.
burst of jagged ice. Each creature within 5 feet of it
must make a DC 10 Dexterity saving throw, taking 4 Pack Tactics. The wolf has advantage on an attack
(1d8) slashing damage on a failed save, or half as roll against a creature if at least one of the wolf's
much damage on a successful one. allies is within 5 feet of the creature and the ally
isn't incapacitated.
False Appearance. While the mephit remains
Snow Camouflage. The wolf has advantage on
motionless, it is indistinguishable from an ordinary
Dexterity (Stealth) checks made to hide in snowy
shard of ice.
terrain.
Innate Spellcasting (1/Day). The mephit can innately
cast fog cloud, requiring no material components. Actions
Its innate spellcasting ability is Charisma. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) piercing damage. If the
Actions target is a creature, it must succeed on a DC 14
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., Strength saving throw or be knocked prone.
one creature. Hit: 3 (1d4 + 1) slashing damage plus
2 (1d4) cold damage. Cold Breath (Recharge 5–6). The wolf exhales a blast
of freezing wind in a 15-foot cone. Each creature in
Frost Breath (Recharge 6). The mephit exhales a 15- that area must make a DC 12 Dexterity saving
foot cone of cold air. Each creature in that area must throw, taking 18 (4d8) cold damage on a failed
succeed on a DC 10 Dexterity saving throw, taking save, or half as much damage on a successful one.
5 (2d4) cold damage on a failed save, or half as
much damage on a successful one.

Ice Sculpture Languages the languages it knew in life


Medium construct, unaligned
Frozen Fortitude. If damage reduces the sculpture to 0
hit points, it must make a Constitution saving throw
Armor Class 8 with a DC of 5 + the damage taken, unless the damage
Hit Points 22 (3d8 + 9) is radiant or from a critical hit. On a success, the
Speed 20 ft. sculpture drops to 1 hit point instead.
False Appearance. While the ice sculpture remains
STR DEX CON INT WIS CHA motionless, it is indistinguishable from a normal
sculpture.
13 (+1) 6 (−2) 16 (+3) 3 (−4) 6 (−2) 5 (−3)
Actions
Damage Vulnerabilities bludgeoning, fire
Damage Immunities cold, poison Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Condition Immunities Charmed, Exhaustion, Frightened, target. Hit: 4 (1d6 + 1) bludgeoning damage.
Petrified, Poisoned

14
Lake Guardian Flail. Melee Weapon Attack: +7 to hit, reach 10 ft., one
creature. Hit: 9 (1d10 + 4) bludgeoning damage.
Huge monstrosity, unaligned
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
Armor Class 14 (natural armor) target. Hit: 21 (3d10 + 4) piercing damage. If the target
Hit Points 138 (12d12 + 60) is a creature, it is grappled (escape DC 14). Until this
Speed 10 ft., swim 40 ft. grapple ends, the target is restrained, and the lake
guardian can’t bite another target.
Swallow. The lake guardian makes one bite attack
STR DEX CON INT WIS CHA against a Medium or smaller creature it is grappling. If
19 (+4) 13 (+1) 21 (+5) 4 (−3) 10 (+0) 5 (−3) the attack hits, that creature takes the bite’s damage
and is swallowed, and the grapple ends. While
swallowed, the creature is blinded and restrained, it has
Damage Immunities cold total cover against attacks and other effects outside the
Senses darkvision 60 ft., tremorsense 60 ft., passive lake guardian, and it takes 10 (3d6) acid damage at the
Perception 10 start of each of the lake guardian’s turns.
Languages —
Challenge 6 (2,300 XP) If the lake guardian takes 20 damage or more on a
single turn from a creature inside it, the lake guardian
Amphibious. The lake guardian can breathe air and must succeed on a DC 20 Constitution saving throw at
water. the end of that turn or regurgitate all swallowed
creatures, which fall prone in a space within 10 feet of
the lake guardian. If the lake guardian dies, a swallowed
Actions creature is no longer restrained by it and can escape
Multiattack. The lake guardian makes two Flail attacks. from the corpse using 15 feet of movement, exiting
prone.

Griffon Challenge 2 (450 XP)


Large monstrosity, unaligned
Keen Sight. The griffon has advantage on Wisdom
(Perception) checks that rely on sight.
Armor Class 12
Hit Points 59 (7d10 + 21) Actions
Speed 30 ft., fly 80 ft.
Multiattack. The griffon makes two attacks: one with its
beak and one with its claws.
STR DEX CON INT WIS CHA
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one
18 (+4) 15 (+2) 16 (+3) 2 (−4) 13 (+1) 8 (−1) target. Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Skills Perception +5 target. Hit: 11 (2d6 + 4) slashing damage.
Senses darkvision 60 ft., passive Perception 15
Languages —

15
Appendix III: Maps

Pinedale (17 x 20)

16
The Lake of Frost (25 x 20)

17
The Winter Waltz (30 x 30)

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