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The Frostborn Incursion 1.0

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0% found this document useful (0 votes)
31 views

The Frostborn Incursion 1.0

Uploaded by

fahow67550
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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THE FROSTBORN ground at their feet, spreading outward like a

creeping plague.
INCURSION
The scout collapses, gasping for air, as the
By: Sean Erik A. Pepito monstrosities draw closer. Their soulless,
glowing eyes fix on you. The air grows
colder still, and the road ahead suddenly
CHAPTER 1: A Frostborn Foe feels much, much farther away.
Narration: The Frosted Road
The dirt road stretches ahead, its winding
path flanked by tall oaks and patches of Frostborn Skeleton
wilted grass. A chill breeze nips at your skin, Medium Undead, Neutral Evil
strange for this time of year, as the late
afternoon sun hangs lazily in the sky. Your Armor Class: 13 (natural armor)
steps crunch on gravel, but the weight of Hit Points: 13 (2d8 + 4)
your previous adventure seems heavier than Speed: 30 ft.
your gear. The promise of a warm inn and a STR 12 (+1) | DEX 14 (+2) | CON 14 (+2) |
fresh start in the distant town feels like the INT 6 (-2) | WIS 8 (-1) | CHA 5 (-3)
only consolation.
Then, it begins. The warmth of the sun dims,
obscured by an unnatural veil of icy mist Saving Throws
creeping through the trees. Each breath Dex +4
clouds before your lips, and the air grows
sharper, biting through your layers like the Damage Vulnerabilities
edge of a dagger. Bludgeoning (non-magical weapons)
Suddenly, the muffled quiet is broken by the Damage Resistances
frantic rustling of underbrush and the snap
of branches. From the mist emerges a figure Cold
—a young scout or messenger, clad in a
Damage Immunities
muddied cloak and clutching a tattered
satchel. Their wide, terrified eyes lock onto Poison
yours as they stumble toward you.
Condition Immunities
"Run!" they gasp, their voice hoarse with
Exhaustion, Poisoned
panic. "They're coming! Frostborn—they're
coming!"
Behind them, the mist thickens and swirls Abilities
unnaturally, shapes twisting within it. Dark,
Undead Fortitude.
skeletal forms of ice and bone shuffle
If damage reduces the Frostborn Skeleton to
forward, their jagged limbs creaking with
0 hit points, it must make a Constitution
the sound of cracking ice. Frost clings to the
saving throw with a DC of 5 + the damage
taken, unless the damage is radiant or from a from nearby settlements. When rumors of an
critical hit. On a success, the Frostborn unnatural frost spreading through the forest
Skeleton drops to 1 hit point instead of reached Frosthaven, Elric volunteered to
dying. investigate, hoping to prove himself and
protect his people.
Icy Aura.
The area within 10 feet of the Frostborn Unfortunately, his bravery outpaced his
Skeleton is unnaturally cold. A creature that caution. While scouting the forest's edge, he
starts its turn in the aura must succeed on a encountered the Frostborn—undead
DC 10 Constitution saving throw or take 2 creatures corrupted by ancient magic. Barely
cold damage. Creatures resistant to cold escaping with his life, Elric fled down the
damage are immune to this effect. road, desperate to warn others. He fears he
has led these monstrosities straight toward
innocent travelers.
Actions
Chilling Claw. Melee Weapon Attack: +3 to
Guide for DM Roleplaying Elric
hit, reach 5 ft., one target.
Hit: 6 (1d8 + 1) slashing damage, plus 3 Tone and Emotion:
(1d6) cold damage.
 Elric is frantic and breathless, his
Frozen Hurl. (Recharge 5–6) voice strained from running and
The Frostborn Skeleton launches a shard of shouting. He speaks in a mix of
ice at a creature it can see within 30 feet. urgency and guilt, driven by his fear
The target must make a DC 12 Dexterity of the Frostborn and his worry for
saving throw. On a failed save, the target those he might endanger.
takes 7 (2d6) cold damage and its speed is
 His voice is slightly higher-pitched
reduced by 10 feet until the end of its next
when panicked but softens when
turn. On a success, the target takes half
reassured or given aid.
damage and no speed reduction.
Speaking Style:
 Short, clipped sentences due to
Scout Name and Backstory
exhaustion.
Name: Elric Thistlebranch
 Occasionally stammers or repeats
Race: Half-Elf
himself when recounting what he
Background: Folk Hero
saw.
Age: 23
 Uses casual, rural slang, reflecting
Backstory: Elric grew up in the small
his humble upbringing.
village of Frosthaven, nestled on the edge of
the Frostthorn Forest. Known for his sharp
eyes and fleet feet, he was chosen as one of
the village's scouts, often tasked with
delivering messages or gathering supplies
Example Dialogue comes out in thick clouds, the chill
biting with a sharper edge. The frost
Upon meeting the adventurers: creeping along the ground spreads like a
"Run! Please, you have to run! They're right living thing, tendrils of ice tracing cracks
behind me—monsters made of ice and bone! in the dirt and curling around the bases
I... I thought I could outrun them, but they're of nearby trees.
—by the four, they're fast!"
Above, the sky darkens unnaturally fast.
If asked what happened: The fading orange of the sun is
"I—I was in the woods, scouting. The swallowed by heavy, gray-black clouds
forest... it just started freezing over, like the rolling in like a tide. A biting wind stirs,
frost was alive. Then I saw them... dead carrying with it the first flakes of snow.
things, walking things, but covered in ice! I They fall lazily at first, melting upon
barely made it out!" contact with your armor and skin—but
the chill intensifies, and soon the flakes
When reassured or calmed down: grow thicker, sticking to your cloak and
"Thank you... I—I don't know how to repay hair.
you. But Frosthaven... my village is in
danger. I need to warn them. Please, if you The snowstorm begins to take shape,
can, help me stop those things." swirling and gusting with icy ferocity.
The path ahead is obscured, the edges of
the road vanishing into the rising fog of
DM Tips: frost. (IF STILL FIGHTING) Through
the whirling snow, the Frostborn seem
 Begin Elric's interaction with heavy unfazed, their glowing eyes fixed and
breathing and quick glances over his unrelenting, their icy forms cutting
shoulder, like he’s constantly through the storm like wraiths born of
expecting to be chased. winter itself.

 Build tension by describing his Elric shivers violently, his teeth


physical state: disheveled hair, dirt- chattering as he stumbles to his feet.
streaked face, frostbitten fingertips. "This... this isn’t just weather," he
stammers, his voice trembling. "It's
 If the players try to interrogate or them. They bring this with them.
calm him, slowly shift his tone from They're... they're tainting everything!"
frantic to cooperative. Elric should
be grateful for their help and willing The storm howls louder, drowning out
to share what little he knows. some of his words, and it feels as though
the cold is drawing the strength from
your limbs. (IF STILL FIGHTING)
The weight of the encroaching frost
Narration: The Encroaching Frost demands urgency—this fight cannot
(After the Fight or 6th Turn) drag on.
The air grows heavier with every passing
moment, the unnatural cold seeping
deeper into your bones. Your breath now
CHAPTER 2: A Warm Reception They won’t stand a chance if those things
reach here.”
Narration: Approaching Rivertown
Who’s in charge?
The snowstorm begins to ease as you “The mayor’s a human named Andrik
press on, its howling winds giving way Valeson. He’s fair, but cautious. He doesn’t
to a cold, eerie stillness. The road ahead like to stir up trouble unless he has to. If
gradually slopes downward, revealing you’re looking for someone who’ll listen
the silhouette of a small town nestled quickly, though, talk to Captain Elira of the
alongside a winding river. A scattering town guard. She’s tough and won’t hesitate
of wooden buildings and stone cottages to act if there’s a threat.”
comes into view, their chimneys puffing
thin trails of smoke into the now-clouded Are there any defenses?
sky. The river glimmers faintly in the “We’ve got a wooden palisade and a small
fading light, its surface frosted at the volunteer militia. They’re enough to handle
edges where it meets the banks. the occasional wild animal or a bandit, but
nothing like this. There’s no formal standing
As you draw closer, the faint sounds of guard or trained soldiers. Rivertown’s
life reach your ears: the distant clatter of strength lies in its trade connections, not its
boots, the low hum of voices, and the
swords.”
rhythmic creak of ships rocking in the
docks. Despite the signs of life, a strange What about supplies or help?
quiet hangs over the town, the usual “The tavern’s run by a dwarf named Orlan
bustle of a trading hub subdued beneath Stonebrew. He’s got warm food, rooms, and
the weight of the unnatural cold. The maybe even some gear he’d be willing to
wooden palisade that surrounds the town
sell or trade. The general store’s run by Lysa
stands sturdy, but the gates are open, and
Fenn, and she’s got a sharp eye for deals but
no guards seem to greet you.
might be willing to spare some supplies if
Elric gestures weakly toward the town. you explain the situation. If you’re looking
“That’s Rivertown. It’s small, but… it for aid, though, I’d go straight to Elira or
should be safe. For now. They’ll have Lord-Mayor Andrik.”
fires, supplies. We just… we need to get
everyone warned before this cold
spreads here, too.” Narration: Arrival at Rivertown
As you cross the threshold of Rivertown, the
wooden gates creak softly in the cold breeze,
What is Rivertown like? and the muffled sounds of life echo faintly
“It’s a trading town, small but busy most from within. The streets are quiet but not
days. The river brings in ships from the deserted—villagers move briskly between
south, carrying goods, and the docks are buildings, bundled in heavy cloaks and
usually bustling. You’ll find a tavern, a scarves, their breath rising in frosty plumes.
general store, and maybe a few craftsmen— The chill seems to cling to the air, more
blacksmith, leatherworker, that sort. The oppressive here than on the road.
townsfolk are hardy, but they’re not fighters.
To your left, a few dockworkers secure strong sense of duty and justice, inspired by
ropes on a small trading vessel, their tales of her celestial ancestors. Despite her
movements sluggish from the cold. To your divine heritage, Elira never sought glory or
right, a group of children play halfheartedly adventure. Instead, she chose to serve her
in the snow, their laughter subdued. The hometown, rising to the position of captain
buildings, though sturdy, seem weathered, as of the town guard through sheer dedication
if the frost itself has taken a toll on the town. and tactical brilliance.
From the center of the street, a tall figure While Rivertown has never been a hotbed of
approaches, her presence commanding but danger, Elira’s leadership has kept the town
not threatening. She is an Aasimar, her safe from roaming bandits and the
golden eyes gleaming softly even in the dim occasional wild beast. However, the
light. A faint shimmer clings to her armor, creeping frost and tales of the undead are
and her polished blade rests easily at her unlike anything she has faced before.
side. Her cloak flutters in the wind, the dark Beneath her calm and composed exterior,
fabric lined with white fur. she feels the weight of responsibility for the
lives under her care.
She raises a hand in greeting as she nears,
her steps confident and purposeful.
"Welcome to Rivertown," she says, her
Guide for DM Roleplaying Elira
voice firm yet warm. Her eyes sweep across
your group, pausing briefly on your Tone and Emotion:
weapons and armor. "You look like you’ve
 Elira speaks with a measured,
seen trouble—or perhaps you’ve come to
authoritative tone. She is confident
stop it. Either way, I think you’ll find
but not arrogant, and her voice
Rivertown in need of adventurers like
carries the weight of someone used
yourselves."
to giving commands.
She stands straight, her posture precise, and
 She is warm and polite when
offers a respectful nod. "I’m Captain Elira of
speaking to potential allies but
the town militia. The mayor would like to
remains direct and professional,
speak with you. If you’re willing, I’ll escort
never wasting words.
you to him now."
 When discussing threats, her voice
drops slightly, conveying her
Captain’s Name and Backstory concern without slipping into panic.
Name: Captain Elira Dawnwatch Speaking Style:
Race: Aasimar
Age: 36  Short, precise sentences. She avoids
unnecessary elaboration.
Backstory: Elira was born under a celestial
omen, her golden eyes and faintly glowing  Occasionally uses formal language,
skin marking her as touched by the divine. reflecting her military background.
Raised in Rivertown, she grew up with a
 Displays a calm and steady quiet murmur of townsfolk fills the gaps
demeanor, even in tense situations, to between Elira’s brief words, the cold having
reassure those around her. dulled even the liveliest chatter.
Your eyes drift to the buildings around you,
each one a glimpse into the heart of this
Example Dialogue
small trading town.
When meeting the adventurers:
The General Store
"Greetings, travelers. I’m Captain Elira of
To your left stands a squat wooden building
the Rivertown Militia. You don’t see gear
with a sturdy sign hanging from a wrought
like that on the average merchant or
iron pole. The painted letters read “Fenn’s
farmhand—am I correct in assuming you’re
Provisions,” though the edges of the sign
adventurers?"
are weathered, and a corner is chipped.
If confirmed: Through the frost-clouded windows, you can
"Good. Rivertown could use your help. The see shelves lined with goods—sacks of
mayor, Andrik Valeson, has asked to meet grain, barrels of salted meat, and an
with anyone who might be capable of assortment of tools and trinkets. A sharp-
dealing with... unusual threats. I’ll escort eyed woman watches from behind the
you to him, if you’re willing." counter, her gaze flicking toward you as you
pass.
If asked about the town’s situation:
"We’ve seen signs of something unnatural The Tavern
spreading from the north. The frost, the dark Further down, the enticing smell of roasting
clouds—it’s not just weather. People are meat wafts from a large, two-story building
frightened, but they’re trying to go about adorned with a simple wooden sign carved
their lives for now. We’ve prepared as best into the shape of a frothy mug. “The
we can, but I’m not blind to our limits. Frosted Stein,” it reads, though the warmth
Rivertown isn’t a fortress. If this escalates, promised within doesn’t quite reach the
we’ll need help." street. The sound of low conversation and
the clink of mugs drifts through the half-
If reassured by the adventurers:
open door, accompanied by faint strains of a
"Your presence alone is a comfort. Let’s
lute. A burly dwarf with a ruddy face leans
hope your skills are just as sharp. I’ll take
against the doorway, eyeing your group with
you to the mayor—he’ll want to hear what
idle curiosity before taking a long swig from
you’ve seen."
his tankard.
The Barracks
Narration: Rivertown’s Key Landmarks Near the center of town, a small stone
building looms with an air of discipline and
As Captain Elira guides you through the practicality. The barracks, with its clean
streets of Rivertown, her steady footsteps lines and sturdy construction, seems
crunch softly against the frosted ground. The untouched by the frost that clings to
air is brisk and biting, carrying the faint tang everything else. A banner bearing
of smoke from the chimneys overhead. The Rivertown’s emblem—a simple depiction of
a river winding between two hills—hangs has come the added responsibilities of
above the entrance. A pair of militia leadership.
members stand near the doorway, their
Over the years, Andrik has become a shrewd
breath misting in the cold as they nod
administrator, focused on maintaining
respectfully to Elira as you pass.
Rivertown’s peace and prosperity. However,
The Mayor’s Hut he’s not without his worries. The recent
At the end of the street, Elira stops in front unseasonal frost, combined with the rumors
of a modest but well-kept structure. Unlike of undead and unnatural creatures in the
the other buildings, this one is built from north, have unsettled him deeply. Andrik
polished timber and adorned with decorative knows that Rivertown lacks the military
carvings, showing scenes of Rivertown’s strength to deal with such threats alone.
history. Smoke rises steadily from the Desperate, he has sent for adventurers to aid
chimney, and warm light spills from the in protecting the town and uncovering the
windows, offering a stark contrast to the source of the malevolent frost.
chill outside. A wooden plaque beside the
Personality:
door reads simply: “Lord-Mayor Andrik
Andrik is a pragmatic leader who speaks
Valeson.”
plainly but with authority. He’s not given to
Elira gestures toward the door. “The mayor unnecessary niceties, preferring directness
is expecting you. He’ll want to hear what and efficiency in his dealings. Despite his
you’ve seen and any insight you can offer age, his eyes still hold the sharpness of a
about what’s happening beyond our gates. man who has spent a lifetime navigating
Please—follow me inside.” both politics and warfare. He’s deeply
protective of his town and its people, which
often manifests in a firm, no-nonsense
Mayor's Name and Backstory approach to problems. Beneath his exterior,
however, Andrik has a deep concern for the
Name: Andrik Valeson
well-being of his people and will go to great
Race: Human
lengths to ensure their safety—even if it
Age: 52
means reaching out to outsiders for help.
Backstory: Andrik Valeson was born and
raised in Rivertown, and from an early age,
he displayed a natural talent for leadership. Guide for DM Roleplaying Andrik
He joined the town guard in his youth,
Tone and Emotion:
serving with distinction before eventually
becoming the town’s mayor after the sudden  Andrik speaks with a firm, calm
death of his predecessor. Though not a voice, often making quick, efficient
flashy politician, Andrik is well-liked by the points when he talks. He is a man of
townsfolk for his calm demeanor and action, not words.
unwavering sense of duty. He’s seen
 While he is generally composed, you
Rivertown grow from a sleepy trading post
should note a slight undercurrent of
to a bustling settlement, but with that growth
concern when he discusses the frost "I need you to find out where this frost is
and the threat to Rivertown. coming from. Investigate the northern
forests, the hills, whatever you must. If it’s a
 He avoids showing panic, though his
threat we can face, I want to know. If it’s
eyes may occasionally betray his
something more... we need to prepare.
worry about the town's future.
Rivertown can’t stand alone against such a
Speaking Style: force."

 Direct and authoritative. He values If they agree to help:


practicality and expects the same "Thank you. I know this is asking much, but
from those around him. you’re the only hope we have right now.
Elira will provide you with supplies and any
 Occasionally uses old-fashioned other assistance you need. I’ll not forget
phrases or terminology, reflecting his this."
experience and status as a lifelong
resident.
 Rarely uses flowery language but has Narration for Meeting the Mayor
a commanding presence that makes
You enter the mayor’s hut, stepping from the
people listen when he speaks.
biting cold into a warmth that feels almost
like a haven. The space inside is modest but
well-kept. Wooden shelves line the walls,
Example Dialogue filled with scrolls, books, and old maps,
When meeting the adventurers: their edges worn from use. A large, sturdy
"Ah, good. I trust Elira has explained why desk sits in the center of the room, behind
I’ve sent for you." His voice is calm but which stands a man in his early fifties. His
there’s a sharpness to his words. "Rivertown weathered face is set in a firm expression,
is a peaceful place, but these last few weeks his salt-and-pepper hair combed neatly,
have seen things grow... unnatural. There is though the lines of age and worry are etched
a frost creeping down from the northern deeply around his eyes.
hills, and with it, rumors of strange He rises from his desk as you enter, his
creatures, undead, and other horrors. We are movements deliberate and unhurried, yet
not prepared for this. I need your help." there’s a certain weight to his presence that
If asked about the frost: commands respect. His gaze shifts from
"Yes, the frost... it began about a month ago. Elira to you, and he nods once, his voice
At first, we thought it was just the tail end of steady as he speaks.
a harsh winter, but it hasn’t stopped. The "Welcome to my home, travelers. I am
cold is unnatural. It’s spreading, and it's Andrik Valeson, mayor of Rivertown." He
unlike anything I’ve ever seen. Crops are gestures to the chairs around the desk.
withering, and people are growing ill. It’s "Please, sit. Elira has already explained your
not just the weather—it’s something more." arrival, and I understand you may be the aid
If asked what he wants the adventurers to we’ve been hoping for."
do:
He motions to the window, where the pale Narration for this Lead: “The remnants of
light of the stormed sky creeps through the the camp are fresh, the snow around it only
frost-covered panes. "You’ve seen it, I’m slightly settled, but something feels off.
sure. The frost is spreading, and with it... Broken tents lay half-dismantled, a fire pit
rumors of creatures and curses from the that hasn’t fully died down smolders in the
north. I would not ask this of you if center. Scraps of equipment and provisions
Rivertown had the means to protect itself, are scattered across the ground, as though
but we do not." the inhabitants fled in haste. A trail of large
footprints leads deeper into the forest.
He leans forward slightly, his hands clasped
Something—or someone—definitely passed
tightly on the desk. "I need your help.
through here... but there’s no one in sight.”
Investigate the source of this curse, these
creatures, and put an end to it before it “Among the mess, you find a torn scrap of
consumes us all. If you agree to help, green cloth, and upon closer inspection, it
Rivertown will offer what we can—supplies, bears a symbol—an intricately stitched
shelter, and any other aid you require." crescent moon with a jagged line cutting
through it. It’s unmistakable, marking the
kind of rangers that are hired as mercenaries
LEADS by townsfolk or adventurers seeking their
skills. Could this be a clue?”
1. Mysterious Footprints and Abandoned
Camp
Lead: While exploring near the northern 2. A Witness’s Testimony
edge of Rivertown, the players find an
Lead: As the players speak with townsfolk
abandoned camp in the woods. It has
or Elira, a local farmer might mention an
recently been disturbed—torn tents, a
odd occurrence they witnessed. They
smoldering fire pit, and scattered supplies,
describe a lone elf (Lorelei) who was seen
but no sign of life. However, the players find
passing through the area a few nights ago,
strange, cold footprints in the snow that
moving with unusual urgency and carrying
seem to lead off deeper into the woods,
what appeared to be a long, ornate staff with
larger than a normal person’s stride, with an
a dark crystalline ornament on top. The
unusual twisting pattern, as though someone
farmer mentions that the elf seemed to be in
wearing boots that didn't fit properly had
a hurry, almost as if she was trying to avoid
been dragging their feet.
being seen.
Clue: Upon investigating the remnants of
Clue: The farmer recalls that the elf spoke in
the camp, they can find a torn piece of green
a strangely calm, but almost too measured
fabric with a strange symbol sewn into it—a
voice, as though she was trying to stay
crescent moon with a jagged line through it.
composed. She was heading toward the
The symbol is recognizable as a mark of a
forest to the north, and mentioned something
group of elven rangers who occasionally
about preparing for a “necessary
serve as mercenaries in the area.
confrontation.”
Narration for this Lead: “As you speak to —faint and almost too quiet to catch. They
one of the local farmers, he leans in with a speak in a voice that is unmistakably female:
cautious whisper. ‘I seen an elf a few nights ‘The one who waits… a promise made…
back. Dark hair, pale skin, and eyes like ice come forth.’ The voice seems to stretch the
—she had this staff, you know, with a dark air with a sharp coldness, almost as if the
crystal on top. I don’t know what kind of wind itself is alive and calling you. You
magic it is, but it gave me the creeps. She follow the direction of the whispers, and it’s
seemed like she was in a hurry, like she was clear now: they are leading you toward the
trying to avoid being spotted, but I swear woods to the north, just beyond the town’s
she looked like she was... waiting for limits.”
something. She was headed north, into the
woods. Said something about a
‘confrontation,’ but I didn’t ask no 4. The Strange Behavior of the Local Elf
questions.’” Mercenary Group
Lead: If the players talk to Captain Elira or
any of the local guards, they might mention
3. A Cold, Fractured Voice
that one of the elf mercenaries, who had
Lead: While in Rivertown or when been hired to patrol the area, has recently
investigating locations close to the frost’s acted strangely. The elf, an experienced
origin, the players can hear distant, eerie tracker named Arannis, was last seen
whispers carried by the wind, particularly heading toward the forest with an urgency
near the outskirts of the town or on the that struck his comrades as odd. Elira will
northern roads. These whispers seem to remark that he was acting as though he was
speak of “the one who waits,” and a under some kind of external influence—an
“promise made.” The voice is chilling, unusual coldness in his demeanor, as though
unnatural, and unmistakably female, but the something was pulling at him.
source can’t be located.
Clue: A nearby village has had its own share
Clue: The voice seems to draw the players of troubles, with bandits in the area, and
toward a specific area in the woods, Arannis was supposed to help them. But,
suggesting a camp of some sort, and the after returning from a mission, he was found
whispers intensify as they get closer to to be muttering in an unfamiliar language,
Lorelei’s location. They might be able to before disappearing into the northern forests.
gather information from animals or nearby Lorelei's name could be mentioned in
plants if they have spellcasters who can connection with the elf’s behavior, though
commune with nature, revealing that “a dark it’s unclear how the two are linked.
power lingers ahead, and the elf’s camp lies
Narration for this Lead: “Elira pauses for a
there.”
moment, her brow furrowed in thought.
Narration for this Lead: “As you move ‘You’re not the first to ask about the elf
through the frosted landscape, an eerie chill mercenaries. One of them, Arannis, has been
settles deeper into your bones. The wind acting... strangely. He was supposed to help
picks up, carrying whispers through the trees with some patrols, but something about his
demeanor was off when he returned. Cold, moonlight. Her eyes are sharp, scanning the
distant, muttering things no one could make surroundings with a mixture of suspicion
sense of. He vanished into the woods to the and control. Her hands rest on the ornate
north a few days ago, and no one’s seen him staff beside her, the crystal at its top glowing
since.’ She sighs, shaking her head. ‘We all faintly with a cold, malevolent light. Despite
know he had a... connection with Lorelei, an the growing sense of dread, the camp
elf from the mercenary group. If she’s still remains eerily quiet.
around, perhaps she knows something.’”
You take careful steps, moving silently
between the trees and boulders, your breath
coming in quiet puffs of mist. The camp is
CHAPTER 3: Cold Heartedness too preoccupied with its own strange chill to
notice you. You can see Lorelei whispering
something under her breath, but you are too
1. Narration: Approaching the Camp far to make out the words. The Frostborn
Undetected creatures seem unnaturally still, like statues
The cold air bites sharply as you make your standing guard, while the banshee's hollow
way deeper into the forest, the light of the gaze never strays too far from the fire.
full moon casting long shadows between the If you’re careful, you might be able to get
twisted trees. The snow crunches beneath closer without being noticed.
your boots, the only sound in the otherwise
still night. The frost seems thicker here, a
constant chill seeping into your bones. As 2. Narration: The Camp Becomes Aware
you approach a clearing, the air grows of the Adventurer’s Presence
colder still, a faint hum of unnatural energy
hanging in the night air. The stillness of the night is shattered by the
faintest crack of snow underfoot, your
You spot the camp in the distance, a movement alerting something—perhaps a
flickering fire struggling to stay alight breeze carrying your scent or a shift in the
against the freezing wind. The flames camp’s strange, oppressive chill. The
illuminate the figures around it: a handful of moonlight casts sharp shadows across the
Frostborn Skeletons, their bones gleaming clearing, and in that moment, you catch the
unnaturally white in the moonlight, stand faintest glint of eyes—dozens of them. The
guard, their movements stiff and slow. By Frostborn Skeletons stand rigid, their heads
the fire sits an eerie figure—a Frostborn turning in unison as they detect the change
Banshee, her face gaunt and her eyes in the air, the unnatural stillness broken.
hollow, gazing into the flickering flames. They begin to stir with slow, deliberate
She is draped in tattered, frozen rags, and movements, their weapons creaking as they
the cold seems to cling to her, emanating prepare to defend their master.
from her as much as the frost that surrounds
the camp. Suddenly, the low, mournful wail of the
Frostborn Banshee rises from the camp, a
In the center of it all stands Lorelei—her sound like the wind itself howling through
dark elven features pale under the the trees. Her hollow gaze locks onto you,
her lips pulling into a twisted grin as her  Damage Resistances: Cold,
form shimmers with an ethereal glow, as Necrotic, Poison
though she’s preparing to strike with a force
 Damage Immunities: Magic, Fire,
you cannot see. The fire flickers violently, as
Silver
though caught in a struggle to keep its flame
alight against the supernatural chill.  Condition Immunities: Charmed,
Exhaustion, Frightened, Paralyzed,
At the heart of the camp, Lorelei stands up
Petrified, Poisoned
from where she was seated, her sharp eyes
narrowing with realization. Her hand  Senses: Darkvision 60 ft., Passive
clenches around the dark staff she carries, Perception 11
the crystal at its top glowing with a faint
blue light, almost as if responding to your  Languages: Common, Elvish,
intrusion. Her expression is one of fierce Infernal (can speak through
control, a calculated calm in the face of telepathy)
danger. She gives a subtle motion with her  Challenge: 1 (200 XP)
hand, and the Frostborn Skeletons begin to
encircle the camp. The Banshee’s wail
grows louder, now filled with malice as she Actions:
steps forward, her form wisping with cold
energy. Ethereal Movement (Recharge 5-6).
The Frostborn Banshee can shift in and out
“You should not have come,” Lorelei’s voice of the Ethereal Plane, moving through
is cold but oddly calm, her eyes flashing objects and creatures. It can use this ability
with a sharpness that seems almost to avoid melee combat and phase through
predatory. “The Frozen Soul is not meant to the battlefield to reposition.
be disturbed. Now you will understand
why.” Chill Touch (Melee Weapon Attack):
 Attack Bonus: +4 to hit, reach 5 ft.,
one target.
Frostborn Banshee
 Hit: 8 (2d6 + 2) cold damage, and
 Medium Undead (Frostborn), the target must succeed on a DC 12
Chaotic Evil Constitution saving throw or have
 Armor Class: 12 (natural armor) disadvantage on its next attack roll
before the end of its next turn.
 Hit Points: 27 (6d8)
Howl of the Frozen Wraith (Recharge 6):
 Speed: 0 ft., fly 40 ft. (hover) The banshee lets out a bone-chilling wail.
STR: 6 (-2) | DEX: 15 (+2) | CON: 10 (+0) | Each creature within 30 feet that can hear it
INT: 12 (+1) | WIS: 13 (+1) | CHA: 16 (+3) must make a DC 13 Wisdom saving throw
or take 7 (2d6) psychic damage and be
 Saving Throws: None frightened for 1 minute. A creature that
succeeds on the saving throw takes half
damage and is not frightened. A frightened
target can repeat the saving throw at the end  Saving Throws: Int +5, Wis +3
of each of its turns, ending the effect on
 Skills: Arcana +5, Insight +3,
itself on a success.
Perception +3, Persuasion +4
Frost Aura (Passive):
 Damage Resistances: Cold
The Banshee is surrounded by a 5-foot aura
of biting cold. Creatures that start their turn  Senses: Darkvision 60 ft., Passive
within 5 feet of the Banshee take 3 (1d6) Perception 13
cold damage. This damage is halved if the
creature is immune to cold.  Languages: Common, Elvish,
Infernal, Draconic
 Challenge: 3 (700 XP)
Legendary Actions (Optional - to increase
difficulty):
The Frostborn Banshee can take 2 legendary Actions:
actions, choosing from the options below.
Only one legendary action can be used at a Spellcasting. Lorelei is a 5th-level
time, and only at the end of another spellcaster. Her spellcasting ability is
creature’s turn. The Banshee regains spent Intelligence (spell save DC 13, +5 to hit
legendary actions at the start of its turn. with spell attacks). She has the following
spells prepared:
 Chilling Touch (Costs 1 Action):
The Banshee makes a Chill Touch  Cantrips (at will): Fire Bolt,
attack against one creature within 5 Frostbite, Prestidigitation, Mage
feet. Hand

 Haunting Wail (Costs 2 Actions):  1st level (4 slots): Mage Armor,


The Banshee can use its Howl of the Burning Hands, Shield, Magic
Frozen Wraith ability. Missile
 2nd level (3 slots): Misty Step,
Scorching Ray, Hold Person
 3rd level (2 slots): Counterspell,
Lorelei, Elf Mage of the Frost Fireball
 Medium Humanoid (Elf), Neutral Frost Lance (Melee Weapon Attack):
Evil
 Attack Bonus: +4 to hit, reach 5 ft.,
 Armor Class: 14 (mage armor) one target.
 Hit Points: 40 (8d8 + 8)  Hit: 10 (2d6 + 3) cold damage.
 Speed: 30 ft. Chilling Touch:
STR: 10 (+0) | DEX: 14 (+2) | CON: 12  Range: 30 ft.
(+1) | INT: 16 (+3) | WIS: 13 (+1) | CHA:
14 (+2)
 Hit: 14 (4d6) cold damage. to become slick with ice. Creatures
The target must succeed on a DC 13 within this area must succeed on a
Constitution saving throw or be DC 13 Dexterity saving throw or fall
slowed until the end of its next turn prone.
(Speed is halved, and it can't take
 Glacial Mist: Lorelei summons a
reactions).
10-foot radius of mist that heavily
Frostborn Servant (Summon Undead) obscures the area for 1 round.
(Recharge 5-6): Creatures within the mist have
Lorelei can cast Animate Dead to summon disadvantage on Perception checks,
1d4 Frostborn Skeletons, which appear and attacks against creatures within
frozen and crystalized in nature. the mist are made with disadvantage.
 Frost Surge: Lorelei channels a
surge of cold energy, dealing 10
Legendary Actions
(3d6) cold damage to all creatures
Lorelei can take 2 legendary actions, within 30 feet. This damage ignores
choosing from the options below. Only one cold resistance.
legendary action can be used at a time, and
Frostborn Skeleton
only at the end of another creature’s turn.
Lorelei regains spent legendary actions at Medium Undead, Neutral Evil
the start of her turn.
Armor Class: 13 (natural armor)
 Froststrike (Costs 1 Action): Lorelei Hit Points: 13 (2d8 + 4)
makes a Frost Lance attack. Speed: 30 ft.
 Arcane Shield (Costs 1 Action): STR 12 (+1) | DEX 14 (+2) | CON 14
Lorelei casts Shield, adding +5 to her (+2) | INT 6 (-2) | WIS 8 (-1) | CHA 5 (-
AC until the start of her next turn. 3)
 Summon Frostborn (Costs 2
Actions): Lorelei summons 1d4
Saving Throws
Frostborn Skeletons, placing them
within 30 feet of her. Dex +4
Damage Vulnerabilities
Lorelei's Lair Actions (Optional for a Bludgeoning (non-magical weapons)
Boss Fight)
Damage Resistances
If the players have entered Lorelei's camp
and are facing her in a more climactic battle, Cold
you could use these additional lair actions to Damage Immunities
increase the difficulty:
Poison
 Frozen Ground: Lorelei causes the
ground within a 20-foot radius of her Condition Immunities
Exhaustion, Poisoned If the players manage to interrogate Lorelei
after she's rendered helpless, the answers
they receive from her should be cryptic but
Abilities revealing enough to give them clues about
her motives, the staff, and the growing
Undead Fortitude.
danger of the Frozen Soul. Lorelei is proud
If damage reduces the Frostborn
and defiant, even in defeat, so she will not
Skeleton to 0 hit points, it must make a
give up all her secrets easily. She may try to
Constitution saving throw with a DC of
manipulate the players or offer half-truths,
5 + the damage taken, unless the damage
hoping to sway them to her side or make
is radiant or from a critical hit. On a
them doubt their actions.
success, the Frostborn Skeleton drops to
1 hit point instead of dying. Below are the possible responses and a
guide on how the DM can roleplay as
Icy Aura.
Lorelei during the interrogation:
The area within 10 feet of the Frostborn
Skeleton is unnaturally cold. A creature
that starts its turn in the aura must
Possible Answers During Interrogation:
succeed on a DC 10 Constitution saving
throw or take 2 cold damage. Creatures 1. On Daeren Atrius and the Frozen
resistant to cold damage are immune to Soul:
this effect.
o Lorelei's Answer:
"Daeren... he is beyond
saving now, but he doesn't
Actions
yet realize it. The Frozen
Chilling Claw. Melee Weapon Attack: Soul will consume him, as it
+3 to hit, reach 5 ft., one target. was meant to. And once it
Hit: 6 (1d8 + 1) slashing damage, plus 3 does, the power of the frost
(1d6) cold damage. will spread beyond this small
town, beyond the forest. You
Frozen Hurl. (Recharge 5–6)
cannot stop it, even if you kill
The Frostborn Skeleton launches a shard
me."
of ice at a creature it can see within 30
feet. The target must make a DC 12 o Insight: Lorelei speaks of
Dexterity saving throw. On a failed save, Daeren as though he's already
the target takes 7 (2d6) cold damage and lost to the demon's influence,
its speed is reduced by 10 feet until the hinting at a much darker fate
end of its next turn. On a success, the for him but with an air of
target takes half damage and no speed tragic inevitability.
reduction.
2. On Why She Follows Daeren:
o Lorelei's Answer:
"Do you think I am blind to
the danger of the Frozen
Soul? I loved Daeren before Daeren is already beyond
the staff took him. I stayed saving.
with him, even as I saw the
4. On the Frostborn Minions and
change. I could not leave
Their Role:
him, not then. The bond we
share is beyond anything you o Lorelei's Answer:
could understand. He needs "The Frostborn are nothing
me, and I will stay by his more than instruments of the
side... even if it means all of staff’s will. The Frozen Soul
Rivertown must freeze." calls to them, raising them
from the dead as servants.
o Insight: Lorelei’s answer
The skeletons, the banshees...
reveals her deep emotional
they are echoes of the past,
connection to Daeren. While
but they are necessary. They
she recognizes the danger of
help preserve the cold that
the staff, her love for him
Daeren now commands."
blinds her to the harm it
causes. She may feel trapped o Insight: Lorelei sees the
by her feelings. Frostborn as nothing more
than tools, and while she uses
3. On the Relic and Its Powers:
them, there’s a distinct lack
o Lorelei's Answer: of empathy in her voice when
"The Frozen Soul... it is more discussing them.
than a mere relic. It holds the
5. On Her Plans Moving Forward:
very essence of a frost
demon, bound to a staff that o Lorelei's Answer:
corrupts anyone who wields "You are too late. The ritual
it. But its true power lies not is already underway. The
in the cold, but in the control storm that rages outside? It’s
it offers. Only those who are the beginning of something
strong enough can wield it much worse. The Frozen Soul
without falling to its will break free of Daeren,
whispers." and with its power, we will
"Daeren may be its current reshape this land into a
bearer, but soon... soon he frozen kingdom, one where
will be no more than a vessel, none can oppose us."
a puppet to the will of the "There is no stopping it now.
demon." Even if you kill me, the ice
has already begun to
o Insight: Lorelei offers hints
spread."
about the staff's origins and
its corruptive influence. She o Insight: Lorelei believes her
is resigned to the fact that plan is unstoppable,
displaying a dangerous
confidence that the worst is How to Roleplay Lorelei:
yet to come. She may be
1. Tone: Lorelei should sound calm,
trying to break the players'
but there is a coldness to her voice.
resolve.
She is not panicked; rather, she is
6. On Her Fate: resigned, as though she knows the
inevitable outcome. When speaking
o Lorelei's Answer:
of Daeren, there may be traces of
"I don't expect you to
sorrow or longing, but it's a sorrow
understand my choices.
rooted in a sense of duty and love
Perhaps I’ve made a grave
rather than regret.
mistake... but if I must die to
see this through, so be it. I do 2. Body Language: Even if she is
not fear death. What I fear is physically bound or incapacitated,
failing him." Lorelei maintains a sense of control.
She will look at the players with
o Insight: Lorelei’s willingness
calculating eyes, constantly
to die for Daeren shows her
measuring their reactions. When
commitment, and there’s an
answering questions, she may pause
underlying sense of guilt that
before responding, as if choosing her
may suggest she knows the
words carefully to either mislead or
consequences of her actions
manipulate the players.
but feels unable to stop.
3. Defiance: Lorelei is proud, and
7. On The Players’ Future and Their
while she may not be able to
Role:
physically resist, she will mentally
o Lorelei's Answer: resist any attempts to break her
"You think you can stop this? resolve. She may scoff or give a
The Frozen Soul has already dismissive wave when questioned
begun its work. Even if you about the staff or Daeren, revealing
slay me, you will find nothing her belief in the inevitability of her
but death and cold in your and Daeren's cause.
path. If you are wise, you will 4. Emotional Undertones: Despite her
leave this place before it is cold demeanor, her answers may
too late." have moments of warmth when
o Insight: Lorelei sees the discussing Daeren. When speaking
players as insignificant in the of him, her tone may soften, showing
grand scheme of things. She a vulnerability that contrasts with her
may be trying to intimidate usual harshness. She may
them into abandoning their occasionally be more open or even
quest, but there is a sense of apologetic about the situation, but
desperation in her words. she’ll quickly reassert her belief that
it is all for a greater purpose.
5. Desperation vs. Pride: If the players the camp, possibly hidden within a
press her too much or make her feel satchel):
cornered, she may become defensive
o The letter is sealed with wax
or even mocking. However, if they
and bears the faint emblem of
mention the staff’s curse, the Frozen
Daeren’s house. It’s written
Soul, or Daeren’s deteriorating
in elegant but frantic
condition, she might let slip a
handwriting, showing signs
moment of hesitation or doubt,
of wear and smudging.
revealing her internal struggle.
o Text: "My love, I’ve taken
the staff with me. The storm
Answer by Lorelei Regarding Daeren's will soon be upon Rivertown.
Attack on Rivertown: Once the river is frozen, I
will bring the demon's full
When questioned about Daeren's intentions
power to the town. You must
after the battle, Lorelei's defiance breaks
trust me, Lorelei, the demon
slightly as she realizes the players are
is strong, but together we
closing in on the truth. She may try to
will rule this land. I only
downplay the danger but can no longer deny
wish you could see it too."
the impending attack.
o Clue: This letter reveals
Lorelei's Answer:
Daeren’s intention to freeze
“So, you’ve figured it out. Yes, Daeren is on
Rivertown and his belief that
his way to Rivertown. The storm is no
Lorelei is still loyal to him.
accident—he’s using it to hide his
The reference to the "storm"
movements. He believes that the town is
and freezing the river
weak, a perfect target to spread the demon’s
confirms that Daeren is
power. He’ll stop at nothing to bring the full
indeed on his way to attack
force of the Frozen Soul to life."
the town.
“It’s already too late for Rivertown. Once
Daeren reaches the river, his magic will 2. Map of Rivertown (A map of
freeze the town solid. You won’t stop him— Rivertown is found on a nearby
no one can." table, covered in frost and snow, with
“I wanted to stop him, I tried to stop him, markings that seem to indicate
but the demon inside him... it's already too Daeren’s intended path):
powerful. He won’t listen to me anymore.”
“Now, you have a choice—fight him and o The map is marked with a
die, or flee and let him carry out his will. route leading directly to
You will never win against the power of the Rivertown, with several
Frozen Soul.” crosses marking key
locations around the town,
Clues Found in the Camp: such as the mayor’s hut and
the riverbank.
1. Daeren’s Personal Letter (Found in
Lorelei’s tent or a personal area of
o Clue: The route is clear—the snow around the camp, and a
camp is not far from small frozen gemstone.
Rivertown, and the markings
o Clue: The ritual setup
suggest Daeren plans to
indicates that the camp was
arrive via the river, which ties
used for preparing Daeren’s
into his plan to freeze it. The
full transformation, with
map is a clear indication that
Lorelei possibly trying to
Daeren’s assault is imminent.
stop it or assist in its
3. Frozen Crystal Shards (Scattered completion. The missing
around Lorelei’s camp, pieces of Frozen Soul crystal implies
frost-covered shards seem to radiate Daeren is actively using it for
dark energy): his dark rituals.
o Among the camp, particularly 5. The Sound of Whispers in the
around the larger fire or a Wind (A low, eerie whisper is
ritual circle, there are shards carried on the wind around the
of crystalline frost that seem camp):
to pulse with an unnatural
o As the players search, they
cold. They appear to be
may hear whispers that seem
remnants of the Frozen Soul
to come from all directions,
or magical ritual remnants.
but when they try to focus,
o Clue: The crystal shards are they realize the sound is
the same color and energy as emanating from the staff
the Frozen Soul, hinting that Daeren carries (or from
Daeren and Lorelei were Lorelei’s journal). The
preparing some form of whispers speak of "frost,
magic that links back to his death, and dominion over
possession by the frost all."
demon. It’s clear that
o Clue: These whispers
Daeren’s magic has grown
indicate that Daeren is
stronger.
becoming increasingly
4. Frost-Covered Ritual Items (A consumed by the demon
collection of items arranged in a within the Frozen Soul, and
ritualistic fashion near the fire pit or its power is drawing nearer to
altar in the center of the camp): full control. This supernatural
phenomenon is a direct result
o These items include a staff
of Daeren’s plan coming to
(obviously magical, but
fruition.
missing the Frozen Soul
crystal) with faint frost magic 6. Frozen Tracks Leading South (In
still emanating from it, a the surrounding area, the players
strange set of sigils written in may notice large, freezing footprints
in the snow leading south, toward there is a palpable heaviness in the air, a
Rivertown): strange, oppressive force that gnaws at the
edges of their consciousness.
o The tracks are large and
unnatural, as if something The road ahead becomes hazy, the outlines
heavy is dragging along the of trees and distant hills swallowed whole
ground, causing the snow to by the thick mist. The faintest sounds are
freeze in its wake. The prints muffled, as if the fog absorbs every noise,
seem to lead directly from the leaving only the sound of the wind—a
camp, heading in the hollow, eerie whistle. The landscape is
direction of Rivertown. distorted, shapes seeming to warp and
flicker in the shifting fog, and the players’
o Clue: The tracks suggest
steps seem slower, more labored as they
Daeren is not far off, and he
trudge forward.
is using the magic of the
Frozen Soul to freeze the Narration for the Fog’s Arrival:
ground in his path. The tracks
As you press on toward Rivertown, the wind
are heading toward
shifts abruptly, and the air grows colder
Rivertown, confirming that
still. The faint rustle of leaves and distant
an attack is imminent.
howls grow distant as a heavy mist begins to
creep over the ground, swirling like smoke
in the still night air. What was once a clear
Getting Back to Town
path now seems cloaked in an unnatural
Rest Delays: gloom, the fog rising thicker with each
passing moment. You can feel it—something
Short Rest +2 Time about the air is wrong. The chill cuts deeper,
Long Rest +6 Time but it’s not just cold—it’s as though the fog
itself is alive, aware, watching. The road
As the players begin their hurried journey ahead seems to disappear into nothingness,
back to Rivertown, the air grows swallowed by the thick mist, and every step
inexplicably colder with each step, their feels like it’s dragging you into the
breath misting in front of their faces. The unknown.
wind carries a biting chill, but something far
worse is beginning to manifest—a dense, The fog presses in, filling the air with a
eerie fog begins to creep along the ground, heavy silence. The moon, once clear and
rolling in like a living thing. bright, is now but a faint, ghostly shape
behind a veil of icy vapors. It’s almost as if
At first, it’s just a thin veil, almost the very essence of winter itself is
imperceptible, but within moments, it descending upon the land, and you’re
thickens, coiling and swirling as though it caught in its grasp.
has a mind of its own. The fog doesn’t just
obscure vision—it feels unnatural, its weight Skill Checks to Determine Progress
pressing against the players, tugging at their Toward Rivertown
senses. The fog is not just cold, but wrong—
1. Survival Check (DC 12) – outline, or tracks leading in
Navigating Through the Fog the right direction). -1 Time
This check allows the players to
o Failure: They see nothing
track their progress through the fog
but the endless fog, making it
and maintain a sense of direction. If
difficult to gauge their
successful, they can move at normal
distance or progress. If they
speed, keeping their bearings and
fail badly, they might not
making steady progress toward
even be able to discern
Rivertown. Failure would mean they
whether they’re heading
lose their sense of direction,
toward Rivertown at all.
potentially adding extra time to the
journey or leading them astray. 3. Arcana or Nature Check (DC 15) –
Understanding the Fog's Nature
o Success: The players make
If the players try to discern the
steady progress and estimate
magical nature of the fog, either
they will reach Rivertown in
through an Arcana or Nature check,
1 hour (if traveling on foot)
they can learn more about how it’s
or 30 minutes (if mounted or
affecting them and possibly find a
traveling with faster
way to mitigate its effects (e.g.,
movement). -1 Time
moving faster, finding shelter, or
o Failure: The players lose using magic to protect themselves).
their bearings, and it takes 1
o Success: The players
extra hour to find the correct
understand the mystical
path or they veer off track
origin of the fog (i.e., it’s tied
and head in the wrong
to Daeren’s magic or the
direction. +2 Time
Frozen Soul) and gain insight
2. Perception Check (DC 13) – into how to avoid being
Spotting Landmarks or Traps overwhelmed by it. They can
Players may use Perception to try to act with more confidence and
spot any recognizable landmarks, navigate more quickly. -1
signs, or dangers that would help Time
them identify how far they are from
o Failure: They don’t learn
Rivertown. This check helps them
anything useful and may
spot clues in the fog that might
become more frustrated or
indicate they’re getting closer or that
confused, adding to their
they're near hidden dangers.
overall delay. If they fail
o Success: The players see critically, they might even
signs that suggest they are misinterpret the fog’s nature
making progress (i.e., a and make mistakes that cost
distant shape or figure that them time. +2 Time
could be part of Rivertown’s
4. Constitution Saving Throw (DC Narration:
10-15) – Withstanding the Cold You finally break through the fog, your
As the cold fog saps their strength, breath still visible in the cold air, but now,
the players might need to make the town of Rivertown is before you. The
Constitution saving throws to avoid streets are eerily still, with only the
the physical and mental exhaustion occasional clink of armor as militia
of the freezing conditions. This members stand watch, seemingly unaware of
check can be made once every hour the danger approaching. A heavy silence
of travel. hangs in the air as you pass the town’s
gates, the chill lessening but not entirely
o Success: They continue to
gone. You realize that for now, at least,
move at a normal pace
you’ve made it in time. There’s no sign of
without issue. +0 Time per
Daeren or his forces yet, and the town still
Player
stands, though you know that peace may
o Failure: The players are only last for as long as you can hold it.
exhausted by the cold. +0.5 The militia captain, now visibly relieved,
Time per Player approaches you, her face tense. “We feared
the worst. You made it in time. Daeren’s
o Critical Failure: They army hasn’t arrived yet, but we’ve been
become nearly incapacitated preparing, just in case. We’ll need to act
by the cold. +1 Time per quickly. The town must be defended.”
Player It’s clear that the town still needs your help,
but you’ve bought Rivertown a little time to
prepare for what is to come.
CHAPTER 4: The Frostborn
Incursion
Scenario 2: The Players Reach Rivertown
at a Critical Moment (Time = 5 to 12)
Scenario 1: The Players Reach Rivertown
As the players approach Rivertown, the
Before Daeren Arrives (Time = 4 or less)
sound of distant battle reaches their ears.
As the players burst through the outskirts of The once-quiet town is now alive with the
Rivertown, the sun begins to rise in the clang of steel and the desperate shouts of the
distance, casting a pale light over the town. militia. The walls of the town are under
The once-threatening fog lifts with their siege, and a thick layer of snow and frost
arrival, revealing the town still in a state of blankets the streets, the chilling presence of
uneasy peace. The streets are quiet, with the Daeren’s forces creeping closer. The militia,
militia members looking cautiously at the though valiantly defending, is struggling to
players as they approach. There’s no sign of hold back the onslaught. Daeren’s small
Daeren’s army yet, and the heavy, unnatural army of Frostborn Skeletons and Banshees
cold that once clung to the air begins to ease is slowly pushing the defenders back.
as the frost seems to lose its grip on the land.
Narration:
You crest the final hill before Rivertown, and
the first thing you hear is the clash of steel damage is done. The captain’s body is found
and the cries of battle. Your pace quickens, nearby, her lifeless form a grim reminder of
adrenaline surging through you as the the town’s defeat.
town’s defensive walls come into view.
Narration:
Smoke rises in the distance, and the icy air
As you draw near the town, the first thing
carries the scent of blood and frost.
that strikes you is the silence. The distant
As you approach, the town seems to be on
hum of battle is gone, replaced by an eerie
the brink of falling. The militia is fighting
stillness. You race through the streets, your
valiantly, but it’s clear they’re being pushed
heart pounding, but the sight before you
back. Frostborn Skeletons charge through
stops you dead in your tracks.
the streets, their skeletal forms moving with
The gates of Rivertown lie shattered, and
eerie precision. Frostborn Banshees hover
frost covers every surface like a deathly
in the air, their mournful wails piercing the
blanket. Buildings smolder in the cold, their
night. In the distance, you see Daeren
frames broken and ruined. The militia,
himself leading his forces, his staff crackling
what’s left of them, cowers in a corner of the
with power, a dark energy radiating from it
square, but their numbers are thin—too thin
as the Frozen Soul’s magic fills the air.
to have mounted any real defense.
The militia captain, bloodied but
And then you see her—Captain Aelina. Her
determined, spots you and calls out, her
body is slumped near the center of the
voice strained. “You’re here! Quickly, help
square, her once-proud armor stained with
us! Daeren’s forces are almost too much for
blood, her wings now still. It’s clear she
us to handle. We can’t hold out much
fought to the end, but it wasn’t enough. The
longer.”
town has fallen.
It’s a critical moment—the town hangs on
One of the militia survivors stumbles toward
the edge of collapse, and you must act fast
you, his face pale with exhaustion and fear.
to turn the tide before Rivertown falls to
“You’re too late. Daeren... he’s already
Daeren’s wrath.
inside. The town... it’s over.”
The air is thick with the remnants of
Daeren’s magic, the frozen remnants of his
Scenario 3: The Players Arrive Too Late,
army lingering as if still feeding on the life
The Captain Dead, and the Militia
force of the fallen. The players feel the
Routed (Time = 13 or More)
weight of failure upon them—the town is
When the players arrive in Rivertown, it’s lost, and only Daeren remains to be stopped.
clear they’ve arrived far too late. The gates In the distance, Daeren can be seen, his
of the town are broken open, and the streets figure now fully enveloped in the icy power
are eerily quiet, save for the sounds of of the Frozen Soul, moving toward the
distant, ragged breathing and the soft crunch center of Rivertown, where the heart of the
of footsteps in the snow. The town is in town lies cold and lifeless.
ruins. Frost and blood coat the streets, and
many of the buildings are either damaged or
burning. A small group of militia survivors Meeting the Tavernmaster – Scenario 1 or
huddles in the center of the town, but the 2:
As the players arrive in Rivertown, either in they'll keep you standing long enough to
time to prepare or at a critical moment, they finish the job. Take what you need, and I’ll
find themselves facing the chaos of the make sure you’re ready for what's coming."
ongoing battle or the town's near-collapse.
How the DM Can Roleplay Garin
Amidst the noise and disarray, one figure
Stonebrew:
stands out: a tall, burly man with a thick,
well-kept beard, wearing an apron over his  Tone: Garin is gruff and
armor, a warm yet weary expression on his straightforward, but there’s warmth
face. He steps forward from the tavern, behind his stern demeanor. He’s not
which sits at the center of the town square, one to mince words, but he deeply
near the heart of the fighting. cares about the town and its people.
The tavern door swings open, and you see  Body Language: He gestures
the Tavernmaster, known as Garin broadly and confidently, standing tall
Stonebrew, a sturdy and seasoned man with the pride of a man who’s fought
who’s seen his share of conflicts. His tavern many battles. His hands are often on
has always been a haven for weary travelers, his hips or reaching for the healing
but now, the place serves as a temporary potions to hand out to the players.
sanctuary for those preparing for the final
fight. Garin’s broad frame and firm gaze  Voice: His voice is low and steady,
show that he won’t let Rivertown fall with a slight rumble in his chest—
without a fight. someone who’s seen the worst of life
but doesn’t let it break him. When
Narration: offering help, his tone softens just
As the dust and ice settle around you, the slightly, showing a rare moment of
sounds of the ongoing battle fade into the kindness.
background, replaced by the familiar scent
of ale and roasting meat. From the doorway Suggested Lines for Garin:
of the tavern, a burly figure emerges—Garin  “Take a sip of these, and it’ll set you
Stonebrew, the Tavernmaster. His face is right. I’ve seen how you fight, and if
lined with exhaustion, but his eyes burn with you’re going up against Daeren,
a quiet determination. He claps his large you’ll need every bit of strength
hands together as he sees you, his voice you’ve got.”
booming over the din of the town's
preparations.  “I’ve lost too many good folk in this
"Ah, the adventurers have arrived. I knew town. I’m not about to lose it all
you'd come through. We could use your now. You’ve got the fight in you, but
strength. But before you rush off to fight don’t go in unprepared.”
Daeren, let me help you out."  “The town’s ready to defend itself,
He gestures to a table nearby, where several but you might be the last line
vials of brightly glowing potions are laid between us and the madness
out, their colors shimmering with potent Daeren’s bringing. Don’t let up, no
magic. "Got a few healing draughts here. matter what.”
Won’t do much for your broken heart, but
Potion Mechanics for the Tavernmaster: SCENARIO 1 ONLY
 Healing Potions: Ideas for Player Preparations in Scenario
Each potion grants 2d4 + 2 healing. 1:
Players can each take one potion
1. Fortify the Town’s Defenses:
before heading into battle (this can
be adjusted for the party's size). o The players can help
Garin can offer more potions, but reinforce the town’s gates,
they are limited in number and boarding up windows and
should be distributed based on the reinforcing barricades to
party’s needs. make it harder for Daeren’s
forces to break through.
 Elixir of Strength:
Garin also offers a single Elixir of o They could direct the militia
Strength that grants advantage on to place oil barrels or other
Strength-based checks and saving flammable materials near key
throws for 1 hour. This can be a areas to create traps or
strategic choice for a player who obstacles, especially for the
will be in the front lines of the battle Frostborn Banshees.
with Daeren.
2. Positioning Defenders:
Tavernmaster's Narration in Critical
Moment (Scenario 2): o The players can assign
As the sounds of Daeren’s assault grow strategic positions for the
louder in the distance, Garin steps forward militia, placing archers or
again, his eyes gleaming with resolve. He ranged defenders atop
sees the militia faltering, the fight hanging buildings or along the walls
in the balance. to take advantage of higher
"There’s not much time left. But if you want ground.
to make sure you’ve got what it takes to stop o Setting up chokepoints in the
that monster, I’ll give you what I’ve got. The streets, funneling enemies
rest is up to you.” into narrow areas where they
He pushes a potion into your hand. “Good can be overwhelmed more
luck. You’ll need it.” easily.
This encounter with the Tavernmaster serves 3. Gathering Magical Resources:
as a moment of reprieve, a brief respite
before the final battle. Garin’s potions give o The players could head to the
the players the chance to heal, and his General Store to buy any
presence reminds them of the stakes—the additional magical items or
survival of Rivertown. His aid can make the components that could help
difference between victory and defeat when in the battle (e.g., potions,
they face Daeren and his army. scrolls, or magic items).
o They could also help Garin
prepare more healing potions
or provide any arcane clinking of armor, but despite the quick
assistance (e.g., enchanted preparations, the tension is palpable. Every
weapons or protective spells). eye is on the horizon, waiting for the enemy
to arrive.
4. Planning Defensive Tactics:
Then, a lone figure appears on the road
o The players could organize
leading into town, silhouetted against the
the militia into different
pale light of the fading fog. The town’s
groups (e.g., one to defend
defenders pause, their weapons ready, but
the gates, another to hold the
soon the figure is recognized—a scout,
central square, etc.), focusing
breathing heavily and carrying a message.
on maximizing their strengths
and ensuring communication Narration:
during the battle. You’re busy overseeing the preparations
when a sudden hush falls over the gathered
o They may also attempt to
defenders. From the misted road, a solitary
scout the area themselves,
figure comes into view—barely more than a
determining if there are any
shadow against the early morning light. The
hidden paths Daeren’s forces
man stumbles forward, sweat and snow
might use to sneak into the
clinging to his face as he approaches the
town.
gate. His armor is marred from travel, and
5. Creating Fire Hazards: his eyes are wide with urgency. He steps
forward, barely able to catch his breath
o Setting large bonfires in before he speaks.
strategic locations can slow "They're coming... Daeren’s army... it’s
Daeren’s army and disrupt moving fast. They're less than an hour away,
the Frostborn’s advance, marching straight toward us."
especially with their The scout's voice is strained, and his eyes
vulnerability to fire. dart nervously, as if he’s expecting Daeren’s
o The players might find forces to appear at any moment.
barrels of oil and set traps "We couldn’t get ahead of them. The
along the streets to create a Frostborn are close, and they have the
wall of fire if Daeren’s forces upper hand. We need to be ready. Now."
start pushing forward. He collapses to his knees, exhausted from
the journey, and the gravity of his words
hangs in the air.
Narration of the Scout's Arrival "They’re almost here..."

The preparations are underway. The town As the preparations near completion, the air
hums with activity as the militia and grows colder still, a palpable sense of dread
townsfolk follow the players’ orders, turning hanging in the air. The sun, obscured by
Rivertown into a fortress against Daeren’s thick, unnatural clouds, casts a pale, eerie
coming assault. The streets are filled with light over Rivertown. The faint sound of
the sounds of hurried footsteps and the movement reaches the defenders’ ears, like
the scraping of bone against stone, the moving with slow, deliberate steps. Its icy
shuffling of feet through snow, and the fists crackle with the power of frozen storms,
chilling wails that seem to echo from and each step it takes leaves behind a trail
nowhere. The town’s militia holds their of frost and snow. The ground seems to
positions, eyes straining toward the distance, crack under its weight as it lumbers
where the first signs of Daeren’s army begin forward, its eyes glowing like frozen orbs,
to emerge from the fog. searching for any target to crush beneath its
frozen might.
Narration:
Finally, at the head of the march, stepping
The quiet is broken by the eerie, bone-
through the fog with an air of cold, unholy
chilling sound of howling wind and scraping
command, Daeren himself appears. His tall,
ice. At first, it’s faint—just a whisper on the
imposing form is draped in dark, tattered
wind—but soon, it grows louder, closer, until
robes that shimmer with the same icy aura
the ground beneath your feet seems to
that surrounds the Frostborn. He holds his
tremble with every footstep. Then, from the
staff high, the Frozen Soul pulsing with
mist, they appear.
dark, swirling energy. His eyes are no
First come the Frostborn Skeletons—
longer entirely his own—shadowed by the
hunched figures draped in tattered remnants
demon within him, they gleam with an
of ancient armor, their bony hands gripping
unnatural light, and his expression is one of
rusted swords and jagged spears. Their
cold resolve, as though he has already won
empty eye sockets glow with a sickly, blue
the battle in his mind. The storm seems to
light, and their movements are unnatural,
gather around him, snow swirling fiercely at
mechanical, as if they’ve been drawn from
his command as his army advances under
the grave by the sheer will of something far
his chilling leadership.
darker. They march in tight formation, an
“Rivertown will fall today,” Daeren’s voice
army of death with no breath to steal.
carries across the distance, icy and smooth,
Following behind them, drifting on the wind
laced with the promise of destruction. “The
like the chill of death itself, come the
soul of the Frost Demon shall rise again,
Frostborn Banshees. Their forms are
and your world shall feel its cold embrace.”
ghostly, ethereal—whirling figures in
tattered robes of ice and snow, their wails
freezing the very air around them. Each cry
Daeren Atrius – Stats for Boss Encounter
echoes with sorrow and pain, but their
(Level 2 Players)
power is undeniable. Their eyes burn with a
malevolent, icy glow, and the mist around Medium humanoid (Tiefling), Lawful Evil
them thickens with an unnatural frost. They Armor Class: 14 (Natural Armor)
glide effortlessly through the air, their forms Hit Points: 45 (6d8 + 18)
flickering in and out of existence, seeking to Speed: 30 ft.
drain life and warmth from all that remains.
And then, emerging from the deeper mist,
comes something far more imposing—a STR: 10 (+0)
massive Frostborn Snow Golem. Towering
above the other undead, its body is a DEX: 14 (+2)
massive construct of jagged ice and snow,
CON: 16 (+3) end of each of its turns, ending the
effect on a success.
INT: 15 (+2)
 Demonic Influence: Daeren’s mind
WIS: 12 (+1)
is influenced by the demon trapped
CHA: 18 (+4) within the Frozen Soul. He has
advantage on saving throws against
being charmed or frightened, but if
Saving Throws: Charisma +6, Wisdom +3 he fails a saving throw against being
Skills: Arcana +4, Persuasion +6, frightened, he can take an action to
Intimidation +6 use his reaction to become immune
Damage Resistances: Cold to fear effects for 1 minute.
Senses: Darkvision 60 ft., Passive
Perception 11
Languages: Common, Infernal Actions
Challenge: 3 (700 XP)
 Multiattack: Daeren makes two
attacks, either with his Staff of the
Frozen Soul or with a spell.
Traits
 Staff of the Frozen Soul (Melee
 Hellish Resistance: Daeren has
Weapon Attack): +5 to hit, reach 5
resistance to fire damage.
ft., one target.
 Innate Magic: Daeren can cast the Hit: 8 (1d8 + 4) cold damage, and
following spells, using Charisma as the target must succeed on a DC 14
his spellcasting ability (spell save Constitution saving throw or have
DC 14, +6 to hit with spell attacks): their movement speed reduced by 10
feet until the end of their next turn.
o At Will: Chill Touch
(cantrip), Thaumaturgy  Frostbite (Recharge 5–6): Daeren
(cantrip) releases a burst of freezing energy in
a 15-foot cone. Each creature in the
o 1/day each: Ray of Frost cone must make a DC 14
(cantrip), Misty Step, Hold Constitution saving throw or take 12
Person (3d6) cold damage and be stunned
 Frozen Soul (Recharges after a until the end of Daeren's next turn.
Short or Long Rest): When Daeren On a successful save, the creature
hits a creature with a melee attack or takes half damage and is not stunned.
casts a damaging spell, he can
channel the power of the Frozen Soul
to freeze the target. The target must Legendary Actions (2/turn)
make a DC 14 Constitution saving  Frost Step: Daeren teleports up to
throw or be frozen in place, 15 feet and leaves a trail of ice in his
paralyzed, for 1 minute. The target wake. Any creature that starts its turn
can make a new saving throw at the
in the area must make a DC 14 Golem takes 5 (1d10) cold damage,
Dexterity saving throw or take 5 unless it is immune to cold damage.
(1d10) cold damage and have their
 Immutable Form: The Snow Golem
speed reduced by 10 feet until the
is immune to any spell or effect that
end of their next turn.
would alter its form.
 Magic Resistance: The Snow Golem
has advantage on saving throws
against spells and other magical
Frostborn Snow Golem – Stats for Boss
effects.
Encounter (Level 2 Players)
Large Construct, Unaligned
Armor Class: 16 (Natural Armor) Actions
Hit Points: 60 (8d10 + 16)
 Multiattack: The Snow Golem
Speed: 30 ft.
makes two Slam attacks.
 Slam (Melee Weapon Attack): +6
STR: 18 (+4) to hit, reach 5 ft., one target.
Hit: 15 (2d8 + 4) bludgeoning
DEX: 10 (+0)
damage plus 7 (2d6) cold damage.
CON: 15 (+2)
 Frozen Fist (Recharge 5–6): The
INT: 3 (-4) Snow Golem smashes the ground
with its fists, creating a shockwave
WIS: 10 (+0)
of ice in a 15-foot radius around it.
CHA: 5 (-3) Each creature within range must
make a DC 14 Strength saving throw
or be knocked prone and take 10
Damage Immunities: Poison, Psychic (3d6) cold damage. On a successful
Condition Immunities: Blinded, Charmed, save, the creature takes half damage
Deafened, Frightened, Paralyzed, Petrified, and is not knocked prone.
Poisoned
Senses: Blindsight 30 ft. (blind beyond this
radius), Passive Perception 10 Legendary Actions (1/turn)
Languages: Understands Common but
The Snow Golem can take 1 legendary
cannot speak
action, choosing from the options below.
Challenge: 4 (1,100 XP)
Only one legendary action option can be
used at a time and only at the end of another
creature’s turn. The Snow Golem regains
Traits spent legendary actions at the start of its
 Frost Aura: Any creature that starts turn.
its turn within 5 feet of the Snow
 Frost Step: The Snow Golem moves  Medium Undead (Frostborn),
up to half its movement speed Chaotic Evil
without provoking opportunity
 Armor Class: 12 (natural armor)
attacks, leaving a trail of frost in its
wake. Any creature within 5 feet of  Hit Points: 27 (6d8)
the Snow Golem when it moves must
make a DC 14 Dexterity saving  Speed: 0 ft., fly 40 ft. (hover)
throw or take 7 (2d6) cold damage. STR: 6 (-2) | DEX: 15 (+2) | CON: 10 (+0) |
INT: 12 (+1) | WIS: 13 (+1) | CHA: 16 (+3)

Encounter Notes:  Saving Throws: None

 Daeren will primarily focus on using  Damage Resistances: Cold,


his Frostbite ability and Staff of the Necrotic, Poison
Frozen Soul to weaken and slow  Damage Immunities: Magic, Fire,
down the players. He will also rely Silver
on his Frozen Soul ability to freeze
and paralyze them when possible.  Condition Immunities: Charmed,
His Frost Step allows him to avoid Exhaustion, Frightened, Paralyzed,
melee combat while still dealing Petrified, Poisoned
damage with his spells.  Senses: Darkvision 60 ft., Passive
 The Snow Golem acts as a tank, Perception 11
soaking up damage with its high hit  Languages: Common, Elvish,
points and powerful physical attacks. Infernal (can speak through
It will use its Frozen Fist to control telepathy)
the battlefield, knocking players
prone and adding additional cold  Challenge: 1 (200 XP)
damage.
 The Frostborn Skeletons and Actions:
Banshees provide support, focusing
on causing distractions and limiting Ethereal Movement (Recharge 5-6).
the players' movements, while the The Frostborn Banshee can shift in and out
Snow Golem and Daeren focus on of the Ethereal Plane, moving through
delivering the killing blows. objects and creatures. It can use this ability
to avoid melee combat and phase through
This fight is designed to be challenging for a the battlefield to reposition.
party of level 2 adventurers, with the
combination of Daeren’s magical abilities Chill Touch (Melee Weapon Attack):
and the raw power of the Snow Golem  Attack Bonus: +4 to hit, reach 5 ft.,
creating a deadly encounter. one target.
Frostborn Banshee  Hit: 8 (2d6 + 2) cold damage, and
the target must succeed on a DC 12
Constitution saving throw or have Medium Undead, Neutral Evil
disadvantage on its next attack roll
Armor Class: 13 (natural armor)
before the end of its next turn.
Hit Points: 13 (2d8 + 4)
Howl of the Frozen Wraith (Recharge 6): Speed: 30 ft.
The banshee lets out a bone-chilling wail.
STR 12 (+1) | DEX 14 (+2) | CON 14
Each creature within 30 feet that can hear it
(+2) | INT 6 (-2) | WIS 8 (-1) | CHA 5 (-
must make a DC 13 Wisdom saving throw
3)
or take 7 (2d6) psychic damage and be
frightened for 1 minute. A creature that
succeeds on the saving throw takes half
Saving Throws
damage and is not frightened. A frightened
target can repeat the saving throw at the end Dex +4
of each of its turns, ending the effect on
itself on a success. Damage Vulnerabilities

Frost Aura (Passive): Bludgeoning (non-magical weapons)


The Banshee is surrounded by a 5-foot aura Damage Resistances
of biting cold. Creatures that start their turn
within 5 feet of the Banshee take 3 (1d6) Cold
cold damage. This damage is halved if the Damage Immunities
creature is immune to cold.
Poison
Condition Immunities
Legendary Actions (Optional - to increase
difficulty): Exhaustion, Poisoned
The Frostborn Banshee can take 2 legendary
actions, choosing from the options below.
Only one legendary action can be used at a Abilities
time, and only at the end of another
Undead Fortitude.
creature’s turn. The Banshee regains spent
If damage reduces the Frostborn
legendary actions at the start of its turn.
Skeleton to 0 hit points, it must make a
 Chilling Touch (Costs 1 Action): Constitution saving throw with a DC of
The Banshee makes a Chill Touch 5 + the damage taken, unless the damage
attack against one creature within 5 is radiant or from a critical hit. On a
feet. success, the Frostborn Skeleton drops to
1 hit point instead of dying.
 Haunting Wail (Costs 2 Actions):
The Banshee can use its Howl of the Icy Aura.
Frozen Wraith ability. The area within 10 feet of the Frostborn
Skeleton is unnaturally cold. A creature
that starts its turn in the aura must
Frostborn Skeleton succeed on a DC 10 Constitution saving
throw or take 2 cold damage. Creatures
resistant to cold damage are immune to clutches the staff, his body wracked with
this effect. uncontrollable shivers. His other hand
reaches for his chest, where the Frost
Demon’s soul burns coldly within him,
Actions attempting to hold onto the last vestiges of
control. But the demon is too strong now. He
Chilling Claw. Melee Weapon Attack:
has lost himself to the ancient evil.
+3 to hit, reach 5 ft., one target.
With a final, agonized scream, Daeren drops
Hit: 6 (1d8 + 1) slashing damage, plus 3
to his knees, his body convulsing as the
(1d6) cold damage.
Frozen Soul shatters in a burst of unholy
Frozen Hurl. (Recharge 5–6) light and power.
The Frostborn Skeleton launches a shard For a moment, time itself seems to freeze. A
of ice at a creature it can see within 30 deafening silence envelops the battlefield,
feet. The target must make a DC 12 the ground shuddering beneath your feet as
Dexterity saving throw. On a failed save, the immense power trapped within the
the target takes 7 (2d6) cold damage and crystal is unleashed.
its speed is reduced by 10 feet until the Then, in an explosion of cold, the crystal
end of its next turn. On a success, the shatters. Jagged shards of ice fly in all
target takes half damage and no speed directions, and a massive, twisting vortex of
reduction. frost erupts from the center, sucking the last
vestiges of Daeren’s life force and the magic
of the Frostborn into it. Their cold, lifeless
Narration of Daeren’s Fall and the forms crumble to the ground, disintegrating
Shattering of the Frozen Soul into powder as the magic that sustained
them dissipates.
As the last of Daeren’s dark magic falters, As the ice and snow spiral violently around
his once-confident form crumbles beneath the ruined battlefield, a massive, horrific
the onslaught of the adventurers' strikes. The figure begins to materialize from the
icy winds that had surrounded him grow swirling vortex. The air grows even colder,
frenzied, a furious storm of snow and bitter the frost sinking deep into your bones. The
cold lashing out in all directions, but it is very world around you seems to freeze in
clear that the demon’s grip on him is place as the weakened Frost Demon
slipping. appears, an ethereal, towering figure of
Narration: pure, frozen malice.
Daeren stumbles, his breath coming in Its skin is like ice, its eyes glowing with an
ragged gasps, his staff trembling in his eerie, unnatural blue light. Its form is
hands. His eyes—now wild with desperation partially translucent, an apparition bound
—flicker with a dark, unnatural light. The to this plane by the shattered Frozen Soul,
staff, once a tool of power, begins to glow but still it radiates an overwhelming
with a dim, cold radiance. The Frozen Soul presence of ancient, terrifying power.
embedded within pulses erratically, as if The demon’s hollow, otherworldly voice
fighting against the inevitable. echoes in your mind.
“No… no!” Daeren’s voice cracks as he "You are foolish to think you could destroy
me… The ice that binds my soul is merely a The frost that spreads across the ground
cage, and it will break. I will return— doesn’t have the same biting cold that it
stronger than before.” once did, and the icy claws that reach for
But as its form wavers and flickers, it you are slow, almost labored. The creature’s
becomes clear that this version of the Frost voice, though powerful, echoes with cracks,
Demon is far weaker than it had once been. like ice splitting apart.
It staggers, barely able to maintain its form. In this fleeting moment of clarity, you realize
The energies that sustained it have been that while the demon is still dangerous, it is
drained by the cataclysmic release, leaving not as powerful as it once was—its form is
it vulnerable but still dangerous. unstable, its energy drained by the chaos
With a screeching wail, the demon lurches that erupted when the Frozen Soul
toward the adventurers, its icy claws shattered. This is a creature teetering on the
reaching out to claim them. But its brink of its power being lost forever.
movements are slow, its body flickering in
and out of existence as the forces of the
material plane begin to break down its Weakened Frost Demon – Stats for
fragile form. Encounter (Level 2 Players)
Large Fiend (Demon), Chaotic Evil
Armor Class: 15 (Natural Armor)
Perception Check Difficulty: DC 13
Hit Points: 70 (10d10 + 20)
If the players pass a DC 13 Perception Speed: 40 ft.
check, they notice subtle clues that indicate
the Frost Demon is in a weakened state.
STR: 18 (+4)
DEX: 14 (+2)
Narration for Perception Check Success:
CON: 16 (+3)
As the Frost Demon looms before you, its
form flickering in and out of existence, you INT: 10 (+0)
can feel the overwhelming aura of power
radiating from it. The air is frigid, and the WIS: 12 (+1)
ground beneath your feet seems to crack CHA: 16 (+3)
and freeze under its presence. But amidst
the terrifying display, something feels… off.
Through the chaotic whirlwind of snow and Saving Throws: Dexterity +5, Wisdom +4
ice, your eyes catch the subtle flicker of the Damage Immunities: Cold, Poison
demon’s form—its icy body shimmering Damage Resistances: Bludgeoning,
unnaturally, like an image in a broken Piercing, and Slashing from Nonmagical
mirror. The presence of the demon is Attacks
intense, but it isn’t as solid as it should be. Condition Immunities: Blinded, Charmed,
You notice how its massive form seems to Frightened, Paralyzed, Petrified, Poisoned
sway and distort, almost as though it’s Senses: Darkvision 120 ft., Passive
struggling to hold itself together. Perception 11
Languages: Infernal, Abyssal their movement speed reduced by 10
Challenge: 4 (1,100 XP) feet until the end of their next turn.
 Frost Bolt (Ranged Spell Attack):
+5 to hit, range 60 ft., one target.
Traits
Hit: 10 (2d6 + 3) cold damage. On a
 Frost Aura: Any creature that starts hit, the target must succeed on a DC
its turn within 10 feet of the Frost 13 Constitution saving throw or
Demon must make a DC 13 become slowed (speed reduced to 10
Constitution saving throw or take 5 feet) until the end of the demon's
(1d10) cold damage. On a successful next turn.
save, the creature takes half damage.
 Frozen Soul Blast (Recharge 5–6):
 Ethereal Form: The demon’s body The Frost Demon releases a massive
flickers in and out of existence. It has wave of freezing energy in a 15-foot
disadvantage on attack rolls against cone. Each creature in the area must
creatures that have magical weapons make a DC 13 Constitution saving
or that are in the area of magical throw or take 20 (4d6 + 3) cold
effects. The demon can only stay in damage, or half as much on a
its solid form for 1 minute at a time, successful save. The affected
at which point it must spend 1 turn in creatures are also knocked prone.
its ethereal state (where it can’t take
 Chill of the Abyss (1/day): The
damage but also cannot deal
Frost Demon targets one creature it
damage).
can see within 60 feet. The target
 Weakened Magic: The Frost must make a DC 15 Wisdom saving
Demon’s magical abilities are throw or become frightened for 1
impaired. Its spellcasting abilities are minute. The target can repeat the
halved (rounded down), and it can saving throw at the end of each of its
only use spells of 1st or 2nd level. It turns, ending the effect on a success.
may only cast one spell per turn. If the target fails by 5 or more, it also
takes 12 (2d6 + 3) psychic damage.

Actions
Legendary Actions (1/turn)
 Multiattack: The Frost Demon
makes two attacks, either with its The Frost Demon can take 1 legendary
Claws of Ice or Frost Bolt. action, choosing from the options below.
Only one legendary action option can be
 Claws of Ice (Melee Weapon
used at a time and only at the end of another
Attack): +7 to hit, reach 5 ft., one
creature’s turn. The Frost Demon regains
target.
spent legendary actions at the start of its
Hit: 14 (2d8 + 4) cold damage, and
turn.
the target must succeed on a DC 15
Constitution saving throw or have
 Ice Step: The Frost Demon moves Demon, once a towering force of ice and
up to 20 feet without provoking malevolent power, has staggered on, its form
opportunity attacks. During this flickering between ethereal and solid,
movement, the demon leaves behind unstable and weak. But now, it can stand no
a trail of ice that lasts until the end of longer.
its next turn. Any creature that starts
With a final, anguished roar, the demon’s
its turn within 5 feet of this trail must
form falters. Its ice-covered body shatters
make a DC 14 Dexterity saving
like glass, the frost splintering into millions
throw or take 5 (1d10) cold damage.
of shards that scatter through the air. The
cold that it wielded, the endless winter that
it summoned, begins to recede as if the
Key Features of Weakened Frost Demon:
demon’s very essence is being unraveled.
 Ethereal Form and Weakened
The ground trembles, and the frost-covered
Magic indicate that the demon is
trees around you groan as the freezing grip
struggling to maintain its full power,
of the demon’s magic begins to fade. Its icy
making it less consistent in its
claws stretch one last time toward the
attacks and abilities.
adventurers, but they fall short,
 Cold Damage is its primary source disintegrating into dust in the wind.
of attack, and its abilities revolve
For a moment, there is stillness—a hollow
around slowing down, damaging, or
silence that fills the air, as though the world
impairing the movement of the
itself holds its breath. Then, with a
players.
thunderous crack, the final remnants of the
 Legendary Actions provide the Frost Demon’s body implode, and a massive
demon with some flexibility to shockwave of icy energy bursts outward,
maintain battlefield control and knocking anyone nearby to the ground. The
movement. snow settles quickly, and the storm that had
raged so violently is no more. Where the
Despite being weakened, the Frost Demon
demon stood is now only the remnants of
still remains a formidable foe, capable of
shattered ice and cold dust, slowly fading
inflicting significant damage. However, its
away into nothingness.
limited ability to stay solid and its reliance
on fewer magical attacks gives the players The air warms, the cold chill that had
an advantage, especially if they exploit its gripped the land lifting as the last vestiges
instability. of the demon’s dark magic dissolve. A sense
of peace slowly spreads over the battlefield,
the ice melting away to reveal the earth
Narration for the Death of the Frost once more, free of the demon’s terrible
Demon influence.

The battle has raged on for what feels like The world around you is quiet—still—
an eternity, the frigid winds howling and almost as if it’s waiting for the victory to
snow swirling in chaotic gusts. The Frost
fully sink in. And with that, the terror of the o Benefit: If successful, the
Frost Demon is finally over. players can direct the militia
to exploit this weakness,
Yet, as the last echoes of its cry fade, the
giving them advantage on
players know that this victory came at a
their next attack or defense
great cost. The land is still recovering from
rolls during the first round of
the demon's reign, and the future remains
combat.
uncertain—but for now, the frost has lifted,
and the world is free once again. 2. Insight (DC 15):
Purpose: Anticipate Daeran's Tactics
or Leadership
SCENARIO 2 ONLY
o Description: The players
Scenario 2: Arriving at a Critical Moment study the enemy leader,
– Turning the Tide of Battle Daeran, or his forces to
understand his tactics. A
As the players arrive at Rivertown just as
successful check might reveal
Daeran's forces begin their assault, the
the demon's weakened state
players have a crucial opportunity to help
or predict his actions during
the militia prepare for the coming onslaught.
the battle (such as where he
With the help of the Tavernmaster’s healing
might strike first or which
potions, they can make a difference before
units he would prioritize).
combat starts, giving them a strategic edge.
o Benefit: If successful, the
Here are some skill checks the players can
players gain insight into
attempt to help turn the tide before the fight
Daeran’s next move, allowing
begins:
them to prepare a counter-
strategy (for example, they
may deduce that Daeran will
Skill Checks to Turn the Tide of Battle:
target the militia’s weakest
1. Perception (DC 12): area, allowing them to
Purpose: Spot Weaknesses in the reinforce it).
Enemy's Army
3. Medicine (DC 13):
o Description: The players take Purpose: Stabilize Wounded Militia
a moment to survey Daeran’s or Treat Injuries
army as it advances on the
o Description: Some of the
town. They might notice a
militia members are injured
weak point in the formation,
or fatigued from the initial
an area of the enemy's ranks
wave of fighting. Players can
that’s not as well-defended or
use Medicine to stabilize
areas where the Frostborn
them or tend to their wounds,
and other creatures seem less
ensuring they are at full
cohesive.
fighting capacity when the or symbols Daeran has put in
battle starts in earnest. place, or by finding ways to
counteract the cold magic.
o Benefit: If successful, the
players can heal a number of o Benefit: If successful, the
militia members (equal to the players can reduce the
number of successes on the damage dealt by Frostborn
check), restoring them to full creatures and weaken the
health and allowing them to demon’s power for the first
fight at their best. part of the battle, making the
combat easier for the militia.
4. Athletics (DC 14):
Purpose: Fortify or Barricade 6. Persuasion (DC 14):
Strategic Positions Purpose: Rally the Militia
o Description: The players o Description: The players can
have a chance to help fortify speak to the militia and
the town’s defenses. They inspire them, reminding them
can assist in building of what’s at stake or giving
barricades, reinforcing gates, them a rallying cry to bolster
or shoring up walls to make it their spirits. This could be
harder for the Frostborn and particularly useful if morale
Daeran’s forces to breach the is low.
town.
o Benefit: If successful, the
o Benefit: If successful, the militia becomes more
town's defenses are organized and coordinated,
strengthened, which grants gaining a temporary boost to
the militia advantage on their their attack rolls or ability to
defense rolls during the first defend key positions during
few rounds of the battle. the first few rounds of the
battle.
5. Arcana (DC 16):
Purpose: Disrupt the Frost Demon’s 7. Stealth (DC 15):
Magic Purpose: Position for Surprise
Attack
o Description: The players
recognize that the Frost o Description: If the players are
Demon’s magic might be quick enough, they can sneak
enhancing Daeran’s army or behind enemy lines to set up
empowering the frostborn an ambush or disrupt enemy
creatures. Using their archers, spellcasters, or
knowledge of magic, they weaker forces that might be
may be able to disrupt or wreaking havoc on the
weaken this influence, either militia. A successful Stealth
by neutralizing magical sigils check allows them to get the
drop on the enemy when weapons glisten in the cold night air,
combat begins. prepared for the fight ahead. The militia,
emboldened by their arrival, quickly takes
o Benefit: If successful, the
their cues, falling into formation, ready to
players can initiate the battle
hold their ground.
with a surprise round, giving
them a chance to take out key Daeran’s eyes flash with irritation, his lips
targets or make significant curling into a sneer as he stares down the
damage before Daeran's adventurers, but the confusion in his army is
forces can react. palpable. The Frostborn, who had been
advancing in unison, falter as they see the
unexpected resistance. The snow golem
The eerie stillness of the cold night is rumbles with frustration, its massive arms
suddenly broken by the distant sound of swinging as it prepares for battle, but the
boots pounding the snow-covered earth and surprise has already unsettled its slow,
the clang of metal on metal. The Frostborn deliberate march.
forces, having advanced swiftly toward the
Daeran’s voice cuts through the cold air,
town’s gates, are momentarily halted. The
like the crack of ice underfoot, but even he
leader of the army, Daeran, stands tall, his
seems uncertain for a moment.
eyes narrowed as he surveys the scene
before him, frost and ice swirling around Daeran: "So, the rats come out of the
him in the air. His forces, a mix of skeletal shadows. You think you can save this town?
warriors, ghostly banshees, and a massive It’s too late for that. The cold will consume
snow golem, are arranged in tight all!"
formation, ready for the final push into
Despite the demon's bluster, it’s clear that
Rivertown.
the arrival of the players has thrown his
Then, from the shadows of the town’s walls forces off balance. The Frostborn Skeletons’
and streets, the adventurers emerge, a steps are staggered, the Banshees hover
glimmer of hope in the eyes of the militia uncertainly in the air, and even the looming
and the town’s defenders. The Frostborn Snow Golem seems momentarily hesitant.
pause, some of the skeletal warriors turning
The players stand firm, their presence
their heads as they hear the approaching
shifting the tide. The town’s defenders,
footsteps of those who had rallied to the
spurred by the sight of these brave warriors,
town’s defense.
rally behind them, weapons in hand and
The ground beneath Daeran’s feet quivers, ready to fight.
and for a moment, the swirling snow falls
This is the moment. The battle for Rivertown
silent as if the land itself is holding its
is about to begin.
breath.
From the far end of the town, the players
step into the moonlight—fresh from their Daeren Atrius – Stats for Boss Encounter
strategic position. The tavernmaster’s (Level 2 Players)
potions still linger in their veins, and their
Medium humanoid (Tiefling), Lawful Evil  Frozen Soul (Recharges after a
Armor Class: 14 (Natural Armor) Short or Long Rest): When Daeren
Hit Points: 45 (6d8 + 18) hits a creature with a melee attack or
Speed: 30 ft. casts a damaging spell, he can
channel the power of the Frozen Soul
to freeze the target. The target must
STR: 10 (+0) make a DC 14 Constitution saving
throw or be frozen in place,
DEX: 14 (+2)
paralyzed, for 1 minute. The target
CON: 16 (+3) can make a new saving throw at the
end of each of its turns, ending the
INT: 15 (+2) effect on a success.
WIS: 12 (+1)  Demonic Influence: Daeren’s mind
CHA: 18 (+4) is influenced by the demon trapped
within the Frozen Soul. He has
advantage on saving throws against
Saving Throws: Charisma +6, Wisdom +3 being charmed or frightened, but if
Skills: Arcana +4, Persuasion +6, he fails a saving throw against being
Intimidation +6 frightened, he can take an action to
Damage Resistances: Cold use his reaction to become immune
Senses: Darkvision 60 ft., Passive to fear effects for 1 minute.
Perception 11
Languages: Common, Infernal
Challenge: 3 (700 XP) Actions
 Multiattack: Daeren makes two
attacks, either with his Staff of the
Traits Frozen Soul or with a spell.
 Hellish Resistance: Daeren has  Staff of the Frozen Soul (Melee
resistance to fire damage. Weapon Attack): +5 to hit, reach 5
 Innate Magic: Daeren can cast the ft., one target.
following spells, using Charisma as Hit: 8 (1d8 + 4) cold damage, and
his spellcasting ability (spell save the target must succeed on a DC 14
DC 14, +6 to hit with spell attacks): Constitution saving throw or have
their movement speed reduced by 10
o At Will: Chill Touch feet until the end of their next turn.
(cantrip), Thaumaturgy
(cantrip)  Frostbite (Recharge 5–6): Daeren
releases a burst of freezing energy in
o 1/day each: Ray of Frost a 15-foot cone. Each creature in the
(cantrip), Misty Step, Hold cone must make a DC 14
Person Constitution saving throw or take 12
(3d6) cold damage and be stunned
until the end of Daeren's next turn. Languages: Understands Common but
On a successful save, the creature cannot speak
takes half damage and is not stunned. Challenge: 4 (1,100 XP)

Legendary Actions (2/turn) Traits


 Frost Step: Daeren teleports up to  Frost Aura: Any creature that starts
15 feet and leaves a trail of ice in his its turn within 5 feet of the Snow
wake. Any creature that starts its turn Golem takes 5 (1d10) cold damage,
in the area must make a DC 14 unless it is immune to cold damage.
Dexterity saving throw or take 5
 Immutable Form: The Snow Golem
(1d10) cold damage and have their
is immune to any spell or effect that
speed reduced by 10 feet until the
would alter its form.
end of their next turn.
 Magic Resistance: The Snow Golem
has advantage on saving throws
against spells and other magical
effects.
Frostborn Snow Golem – Stats for Boss
Encounter (Level 2 Players)
Large Construct, Unaligned Actions
Armor Class: 16 (Natural Armor)
 Multiattack: The Snow Golem
Hit Points: 60 (8d10 + 16)
makes two Slam attacks.
Speed: 30 ft.
 Slam (Melee Weapon Attack): +6
to hit, reach 5 ft., one target.
STR: 18 (+4) Hit: 15 (2d8 + 4) bludgeoning
damage plus 7 (2d6) cold damage.
DEX: 10 (+0)
 Frozen Fist (Recharge 5–6): The
CON: 15 (+2)
Snow Golem smashes the ground
INT: 3 (-4) with its fists, creating a shockwave
of ice in a 15-foot radius around it.
WIS: 10 (+0)
Each creature within range must
CHA: 5 (-3) make a DC 14 Strength saving throw
or be knocked prone and take 10
(3d6) cold damage. On a successful
Damage Immunities: Poison, Psychic save, the creature takes half damage
Condition Immunities: Blinded, Charmed, and is not knocked prone.
Deafened, Frightened, Paralyzed, Petrified,
Poisoned
Senses: Blindsight 30 ft. (blind beyond this Legendary Actions (1/turn)
radius), Passive Perception 10
The Snow Golem can take 1 legendary This fight is designed to be challenging for a
action, choosing from the options below. party of level 2 adventurers, with the
Only one legendary action option can be combination of Daeren’s magical abilities
used at a time and only at the end of another and the raw power of the Snow Golem
creature’s turn. The Snow Golem regains creating a deadly encounter.
spent legendary actions at the start of its
Frostborn Banshee
turn.
 Medium Undead (Frostborn),
 Frost Step: The Snow Golem moves
Chaotic Evil
up to half its movement speed
without provoking opportunity  Armor Class: 12 (natural armor)
attacks, leaving a trail of frost in its
wake. Any creature within 5 feet of  Hit Points: 27 (6d8)
the Snow Golem when it moves must  Speed: 0 ft., fly 40 ft. (hover)
make a DC 14 Dexterity saving
throw or take 7 (2d6) cold damage. STR: 6 (-2) | DEX: 15 (+2) | CON: 10 (+0) |
INT: 12 (+1) | WIS: 13 (+1) | CHA: 16 (+3)
 Saving Throws: None
Encounter Notes:
 Damage Resistances: Cold,
 Daeren will primarily focus on using Necrotic, Poison
his Frostbite ability and Staff of the
Frozen Soul to weaken and slow  Damage Immunities: Magic, Fire,
down the players. He will also rely Silver
on his Frozen Soul ability to freeze  Condition Immunities: Charmed,
and paralyze them when possible. Exhaustion, Frightened, Paralyzed,
His Frost Step allows him to avoid Petrified, Poisoned
melee combat while still dealing
damage with his spells.  Senses: Darkvision 60 ft., Passive
Perception 11
 The Snow Golem acts as a tank,
soaking up damage with its high hit  Languages: Common, Elvish,
points and powerful physical attacks. Infernal (can speak through
It will use its Frozen Fist to control telepathy)
the battlefield, knocking players  Challenge: 1 (200 XP)
prone and adding additional cold
damage.
 The Frostborn Skeletons and Actions:
Banshees provide support, focusing Ethereal Movement (Recharge 5-6).
on causing distractions and limiting The Frostborn Banshee can shift in and out
the players' movements, while the of the Ethereal Plane, moving through
Snow Golem and Daeren focus on objects and creatures. It can use this ability
delivering the killing blows. to avoid melee combat and phase through
the battlefield to reposition.
Chill Touch (Melee Weapon Attack):  Haunting Wail (Costs 2 Actions):
The Banshee can use its Howl of the
 Attack Bonus: +4 to hit, reach 5 ft.,
Frozen Wraith ability.
one target.
 Hit: 8 (2d6 + 2) cold damage, and
the target must succeed on a DC 12 Frostborn Skeleton
Constitution saving throw or have
Medium Undead, Neutral Evil
disadvantage on its next attack roll
before the end of its next turn. Armor Class: 13 (natural armor)
Hit Points: 13 (2d8 + 4)
Howl of the Frozen Wraith (Recharge 6):
Speed: 30 ft.
The banshee lets out a bone-chilling wail.
Each creature within 30 feet that can hear it STR 12 (+1) | DEX 14 (+2) | CON 14
must make a DC 13 Wisdom saving throw (+2) | INT 6 (-2) | WIS 8 (-1) | CHA 5 (-
or take 7 (2d6) psychic damage and be 3)
frightened for 1 minute. A creature that
succeeds on the saving throw takes half
damage and is not frightened. A frightened Saving Throws
target can repeat the saving throw at the end
of each of its turns, ending the effect on Dex +4
itself on a success. Damage Vulnerabilities
Frost Aura (Passive): Bludgeoning (non-magical weapons)
The Banshee is surrounded by a 5-foot aura
of biting cold. Creatures that start their turn Damage Resistances
within 5 feet of the Banshee take 3 (1d6) Cold
cold damage. This damage is halved if the
creature is immune to cold. Damage Immunities
Poison

Legendary Actions (Optional - to increase Condition Immunities


difficulty): Exhaustion, Poisoned
The Frostborn Banshee can take 2 legendary
actions, choosing from the options below.
Only one legendary action can be used at a Abilities
time, and only at the end of another
creature’s turn. The Banshee regains spent Undead Fortitude.
legendary actions at the start of its turn. If damage reduces the Frostborn
Skeleton to 0 hit points, it must make a
 Chilling Touch (Costs 1 Action): Constitution saving throw with a DC of
The Banshee makes a Chill Touch 5 + the damage taken, unless the damage
attack against one creature within 5 is radiant or from a critical hit. On a
feet. success, the Frostborn Skeleton drops to
1 hit point instead of dying.
Icy Aura. —flicker with a dark, unnatural light. The
The area within 10 feet of the Frostborn staff, once a tool of power, begins to glow
Skeleton is unnaturally cold. A creature with a dim, cold radiance. The Frozen Soul
that starts its turn in the aura must embedded within pulses erratically, as if
succeed on a DC 10 Constitution saving fighting against the inevitable.
throw or take 2 cold damage. Creatures “No… no!” Daeren’s voice cracks as he
resistant to cold damage are immune to clutches the staff, his body wracked with
this effect. uncontrollable shivers. His other hand
reaches for his chest, where the Frost
Demon’s soul burns coldly within him,
Actions attempting to hold onto the last vestiges of
control. But the demon is too strong now. He
Chilling Claw. Melee Weapon Attack:
has lost himself to the ancient evil.
+3 to hit, reach 5 ft., one target.
With a final, agonized scream, Daeren drops
Hit: 6 (1d8 + 1) slashing damage, plus 3
to his knees, his body convulsing as the
(1d6) cold damage.
Frozen Soul shatters in a burst of unholy
Frozen Hurl. (Recharge 5–6) light and power.
The Frostborn Skeleton launches a shard For a moment, time itself seems to freeze. A
of ice at a creature it can see within 30 deafening silence envelops the battlefield,
feet. The target must make a DC 12 the ground shuddering beneath your feet as
Dexterity saving throw. On a failed save, the immense power trapped within the
the target takes 7 (2d6) cold damage and crystal is unleashed.
its speed is reduced by 10 feet until the Then, in an explosion of cold, the crystal
end of its next turn. On a success, the shatters. Jagged shards of ice fly in all
target takes half damage and no speed directions, and a massive, twisting vortex of
reduction. frost erupts from the center, sucking the last
vestiges of Daeren’s life force and the magic
of the Frostborn into it. Their cold, lifeless
Narration of Daeren’s Fall and the forms crumble to the ground, disintegrating
Shattering of the Frozen Soul into powder as the magic that sustained
them dissipates.
As the last of Daeren’s dark magic falters, As the ice and snow spiral violently around
his once-confident form crumbles beneath the ruined battlefield, a massive, horrific
the onslaught of the adventurers' strikes. The figure begins to materialize from the
icy winds that had surrounded him grow swirling vortex. The air grows even colder,
frenzied, a furious storm of snow and bitter the frost sinking deep into your bones. The
cold lashing out in all directions, but it is very world around you seems to freeze in
clear that the demon’s grip on him is place as the weakened Frost Demon
slipping. appears, an ethereal, towering figure of
Narration: pure, frozen malice.
Daeren stumbles, his breath coming in Its skin is like ice, its eyes glowing with an
ragged gasps, his staff trembling in his eerie, unnatural blue light. Its form is
hands. His eyes—now wild with desperation partially translucent, an apparition bound
to this plane by the shattered Frozen Soul, unnaturally, like an image in a broken
but still it radiates an overwhelming mirror. The presence of the demon is
presence of ancient, terrifying power. intense, but it isn’t as solid as it should be.
The demon’s hollow, otherworldly voice You notice how its massive form seems to
echoes in your mind. sway and distort, almost as though it’s
"You are foolish to think you could destroy struggling to hold itself together.
me… The ice that binds my soul is merely a The frost that spreads across the ground
cage, and it will break. I will return— doesn’t have the same biting cold that it
stronger than before.” once did, and the icy claws that reach for
But as its form wavers and flickers, it you are slow, almost labored. The creature’s
becomes clear that this version of the Frost voice, though powerful, echoes with cracks,
Demon is far weaker than it had once been. like ice splitting apart.
It staggers, barely able to maintain its form. In this fleeting moment of clarity, you realize
The energies that sustained it have been that while the demon is still dangerous, it is
drained by the cataclysmic release, leaving not as powerful as it once was—its form is
it vulnerable but still dangerous. unstable, its energy drained by the chaos
With a screeching wail, the demon lurches that erupted when the Frozen Soul
toward the adventurers, its icy claws shattered. This is a creature teetering on the
reaching out to claim them. But its brink of its power being lost forever.
movements are slow, its body flickering in
and out of existence as the forces of the
material plane begin to break down its Weakened Frost Demon – Stats for
fragile form. Encounter (Level 2 Players)
Large Fiend (Demon), Chaotic Evil
Armor Class: 15 (Natural Armor)
Perception Check Difficulty: DC 13
Hit Points: 70 (10d10 + 20)
If the players pass a DC 13 Perception Speed: 40 ft.
check, they notice subtle clues that indicate
the Frost Demon is in a weakened state.
STR: 18 (+4)
DEX: 14 (+2)
Narration for Perception Check Success:
CON: 16 (+3)
As the Frost Demon looms before you, its
form flickering in and out of existence, you INT: 10 (+0)
can feel the overwhelming aura of power
radiating from it. The air is frigid, and the WIS: 12 (+1)
ground beneath your feet seems to crack CHA: 16 (+3)
and freeze under its presence. But amidst
the terrifying display, something feels… off.
Through the chaotic whirlwind of snow and Saving Throws: Dexterity +5, Wisdom +4
ice, your eyes catch the subtle flicker of the Damage Immunities: Cold, Poison
demon’s form—its icy body shimmering Damage Resistances: Bludgeoning,
Piercing, and Slashing from Nonmagical  Claws of Ice (Melee Weapon
Attacks Attack): +7 to hit, reach 5 ft., one
Condition Immunities: Blinded, Charmed, target.
Frightened, Paralyzed, Petrified, Poisoned Hit: 14 (2d8 + 4) cold damage, and
Senses: Darkvision 120 ft., Passive the target must succeed on a DC 15
Perception 11 Constitution saving throw or have
Languages: Infernal, Abyssal their movement speed reduced by 10
Challenge: 4 (1,100 XP) feet until the end of their next turn.
 Frost Bolt (Ranged Spell Attack):
+5 to hit, range 60 ft., one target.
Traits
Hit: 10 (2d6 + 3) cold damage. On a
 Frost Aura: Any creature that starts hit, the target must succeed on a DC
its turn within 10 feet of the Frost 13 Constitution saving throw or
Demon must make a DC 13 become slowed (speed reduced to 10
Constitution saving throw or take 5 feet) until the end of the demon's
(1d10) cold damage. On a successful next turn.
save, the creature takes half damage.
 Frozen Soul Blast (Recharge 5–6):
 Ethereal Form: The demon’s body The Frost Demon releases a massive
flickers in and out of existence. It has wave of freezing energy in a 15-foot
disadvantage on attack rolls against cone. Each creature in the area must
creatures that have magical weapons make a DC 13 Constitution saving
or that are in the area of magical throw or take 20 (4d6 + 3) cold
effects. The demon can only stay in damage, or half as much on a
its solid form for 1 minute at a time, successful save. The affected
at which point it must spend 1 turn in creatures are also knocked prone.
its ethereal state (where it can’t take
 Chill of the Abyss (1/day): The
damage but also cannot deal
Frost Demon targets one creature it
damage).
can see within 60 feet. The target
 Weakened Magic: The Frost must make a DC 15 Wisdom saving
Demon’s magical abilities are throw or become frightened for 1
impaired. Its spellcasting abilities are minute. The target can repeat the
halved (rounded down), and it can saving throw at the end of each of its
only use spells of 1st or 2nd level. It turns, ending the effect on a success.
may only cast one spell per turn. If the target fails by 5 or more, it also
takes 12 (2d6 + 3) psychic damage.

Actions
Legendary Actions (1/turn)
 Multiattack: The Frost Demon
makes two attacks, either with its The Frost Demon can take 1 legendary
Claws of Ice or Frost Bolt. action, choosing from the options below.
Only one legendary action option can be
used at a time and only at the end of another Narration for the Death of the Frost
creature’s turn. The Frost Demon regains Demon
spent legendary actions at the start of its
The battle has raged on for what feels like
turn.
an eternity, the frigid winds howling and
 Ice Step: The Frost Demon moves snow swirling in chaotic gusts. The Frost
up to 20 feet without provoking Demon, once a towering force of ice and
opportunity attacks. During this malevolent power, has staggered on, its form
movement, the demon leaves behind flickering between ethereal and solid,
a trail of ice that lasts until the end of unstable and weak. But now, it can stand no
its next turn. Any creature that starts longer.
its turn within 5 feet of this trail must
With a final, anguished roar, the demon’s
make a DC 14 Dexterity saving
form falters. Its ice-covered body shatters
throw or take 5 (1d10) cold damage.
like glass, the frost splintering into millions
of shards that scatter through the air. The
cold that it wielded, the endless winter that
Key Features of Weakened Frost Demon:
it summoned, begins to recede as if the
 Ethereal Form and Weakened demon’s very essence is being unraveled.
Magic indicate that the demon is
The ground trembles, and the frost-covered
struggling to maintain its full power,
trees around you groan as the freezing grip
making it less consistent in its
of the demon’s magic begins to fade. Its icy
attacks and abilities.
claws stretch one last time toward the
 Cold Damage is its primary source adventurers, but they fall short,
of attack, and its abilities revolve disintegrating into dust in the wind.
around slowing down, damaging, or
For a moment, there is stillness—a hollow
impairing the movement of the
silence that fills the air, as though the world
players.
itself holds its breath. Then, with a
 Legendary Actions provide the thunderous crack, the final remnants of the
demon with some flexibility to Frost Demon’s body implode, and a massive
maintain battlefield control and shockwave of icy energy bursts outward,
movement. knocking anyone nearby to the ground. The
snow settles quickly, and the storm that had
Despite being weakened, the Frost Demon
raged so violently is no more. Where the
still remains a formidable foe, capable of
demon stood is now only the remnants of
inflicting significant damage. However, its
shattered ice and cold dust, slowly fading
limited ability to stay solid and its reliance
away into nothingness.
on fewer magical attacks gives the players
an advantage, especially if they exploit its The air warms, the cold chill that had
instability. gripped the land lifting as the last vestiges
of the demon’s dark magic dissolve. A sense
of peace slowly spreads over the battlefield,
the ice melting away to reveal the earth
once more, free of the demon’s terrible twisted and contorted in unnatural
influence. positions.
The world around you is quiet—still— As you move through the carnage, the
almost as if it’s waiting for the victory to coldness in the air is more oppressive than
fully sink in. And with that, the terror of the ever, but it isn’t just the temperature—it’s the
Frost Demon is finally over. dark, oppressive energy in the air, an almost
palpable presence that seems to suffocate
Yet, as the last echoes of its cry fade, the
everything it touches.
players know that this victory came at a
great cost. The land is still recovering from And then, you see him—Daeran, standing at
the demon's reign, and the future remains the heart of the town, his form illuminated
uncertain—but for now, the frost has lifted, by the eerie, dim glow of a crystalline staff
and the world is free once again. embedded in the earth before him. His eyes
are closed, his hands raised to the sky, as a
swirl of dark magic emanates from the staff,
Scenario 3: Too Late – Daeran's Ritual crackling with frost and malice. A pale blue
light pulses from within the crystal, the
The snowstorm thickens as you rush toward
Frozen Soul, as Daeran begins the final
Rivertown, your hearts pounding in your
phase of his ritual, his lips moving in a
chests, the sense of urgency driving you
chant that chills your very soul.
forward. But as you crest the final hill and
catch sight of the town, the full scope of the The town, its once-thriving life now drained
disaster becomes clear. Rivertown, once a away, is suspended in an unnatural silence.
bustling, warm community, now lies in ruin. Only the wind and the faint, eerie hum of
The streets are eerily quiet, save for the Daeran’s ritual fill the void.
muffled crunch of snow beneath your feet
Then, Daeran’s eyes snap open, and a
and the occasional moan of the dying wind.
malicious grin spreads across his face as he
The walls, which once offered some sees you approach, too late to stop him.
semblance of protection, have been
Daeran: "Ah, so you’ve arrived… just in
breached. The gate hangs loosely on its
time to witness your town's demise. You
hinges, shattered by the relentless onslaught
really thought you could stop me? Your
of Daeran’s forces. The town square is a
resistance is… laughable."
battlefield—bodies of townsfolk and
He steps away from the staff, his voice a
Frostborn alike litter the ground, scattered
venomous hiss that cuts through the silence.
across the frozen cobblestones in pools of
Daeran: "It’s too late now. The ritual is
blood and frost.
nearly complete. With the Frost Demon’s
The ground is slick with the remnants of the power coursing through me, this town—
fight, where the last of the town’s militia your people—will be no more. And you…
fought valiantly but were overwhelmed by you will be nothing but memories."
the sheer might of Daeran's army. The
As Daeran speaks, the air around him grows
Frostborn skeletons, now lifeless husks, are
colder, and the light from the staff grows
scattered across the field, their frozen forms
blinding. The ground beneath your feet
seems to tremble as dark magic radiates Damage Immunities: Poison, Psychic
outward in waves. The last remnants of his Condition Immunities: Blinded, Charmed,
army—Frostborn Skeletons, and a few Deafened, Frightened, Paralyzed, Petrified,
Banshees—stand around him, waiting for Poisoned
his command to finish what was started. Senses: Blindsight 30 ft. (blind beyond this
radius), Passive Perception 10
With a wave of his hand, Daeran directs his
Languages: Understands Common but
remaining forces toward you, but his eyes
cannot speak
remain focused on the ritual, his mind lost
Challenge: 4 (1,100 XP)
in the power of the Frost Demon’s soul. It’s
clear he’s not paying full attention,
distracted by the immense power he’s
Traits
wielding as the ritual nears its completion.
 Frost Aura: Any creature that starts
The Frostborn skeletons, though battered
its turn within 5 feet of the Snow
from earlier battles, are still formidable.
Golem takes 5 (1d10) cold damage,
The Banshees float silently nearby, their
unless it is immune to cold damage.
wails freezing the very air around them,
ready to strike. But Daeran’s forces seem  Immutable Form: The Snow Golem
less organized now, as if even they are is immune to any spell or effect that
aware that something terrible is unfolding would alter its form.
and that the ritual itself is beginning to take
 Magic Resistance: The Snow Golem
its toll on their master’s concentration.
has advantage on saving throws
against spells and other magical
effects.
Frostborn Snow Golem – Stats for Boss
Encounter (Level 2 Players)
Large Construct, Unaligned Actions
Armor Class: 16 (Natural Armor)
 Multiattack: The Snow Golem
Hit Points: 60 (8d10 + 16)
makes two Slam attacks.
Speed: 30 ft.
 Slam (Melee Weapon Attack): +6
to hit, reach 5 ft., one target.
STR: 18 (+4) Hit: 15 (2d8 + 4) bludgeoning
damage plus 7 (2d6) cold damage.
DEX: 10 (+0)
 Frozen Fist (Recharge 5–6): The
CON: 15 (+2)
Snow Golem smashes the ground
INT: 3 (-4) with its fists, creating a shockwave
of ice in a 15-foot radius around it.
WIS: 10 (+0)
Each creature within range must
CHA: 5 (-3) make a DC 14 Strength saving throw
or be knocked prone and take 10
(3d6) cold damage. On a successful
save, the creature takes half damage  The Frostborn Skeletons and
and is not knocked prone. Banshees provide support, focusing
on causing distractions and limiting
the players' movements, while the
Legendary Actions (1/turn) Snow Golem and Daeren focus on
delivering the killing blows.
The Snow Golem can take 1 legendary
action, choosing from the options below. This fight is designed to be challenging for a
Only one legendary action option can be party of level 2 adventurers, with the
used at a time and only at the end of another combination of Daeren’s magical abilities
creature’s turn. The Snow Golem regains and the raw power of the Snow Golem
spent legendary actions at the start of its creating a deadly encounter.
turn.
Frostborn Banshee
 Frost Step: The Snow Golem moves
 Medium Undead (Frostborn),
up to half its movement speed
Chaotic Evil
without provoking opportunity
attacks, leaving a trail of frost in its  Armor Class: 12 (natural armor)
wake. Any creature within 5 feet of
 Hit Points: 27 (6d8)
the Snow Golem when it moves must
make a DC 14 Dexterity saving  Speed: 0 ft., fly 40 ft. (hover)
throw or take 7 (2d6) cold damage.
STR: 6 (-2) | DEX: 15 (+2) | CON: 10 (+0) |
INT: 12 (+1) | WIS: 13 (+1) | CHA: 16 (+3)
Encounter Notes:  Saving Throws: None
 Daeren will primarily focus on using  Damage Resistances: Cold,
his Frostbite ability and Staff of the Necrotic, Poison
Frozen Soul to weaken and slow
down the players. He will also rely  Damage Immunities: Magic, Fire,
on his Frozen Soul ability to freeze Silver
and paralyze them when possible.  Condition Immunities: Charmed,
His Frost Step allows him to avoid Exhaustion, Frightened, Paralyzed,
melee combat while still dealing Petrified, Poisoned
damage with his spells.
 Senses: Darkvision 60 ft., Passive
 The Snow Golem acts as a tank, Perception 11
soaking up damage with its high hit
points and powerful physical attacks.  Languages: Common, Elvish,
It will use its Frozen Fist to control Infernal (can speak through
the battlefield, knocking players telepathy)
prone and adding additional cold  Challenge: 1 (200 XP)
damage.

Actions:
Ethereal Movement (Recharge 5-6). creature’s turn. The Banshee regains spent
The Frostborn Banshee can shift in and out legendary actions at the start of its turn.
of the Ethereal Plane, moving through
 Chilling Touch (Costs 1 Action):
objects and creatures. It can use this ability
The Banshee makes a Chill Touch
to avoid melee combat and phase through
attack against one creature within 5
the battlefield to reposition.
feet.
Chill Touch (Melee Weapon Attack):
 Haunting Wail (Costs 2 Actions):
 Attack Bonus: +4 to hit, reach 5 ft., The Banshee can use its Howl of the
one target. Frozen Wraith ability.
 Hit: 8 (2d6 + 2) cold damage, and
the target must succeed on a DC 12
Frostborn Skeleton
Constitution saving throw or have
disadvantage on its next attack roll Medium Undead, Neutral Evil
before the end of its next turn.
Armor Class: 13 (natural armor)
Howl of the Frozen Wraith (Recharge 6): Hit Points: 13 (2d8 + 4)
The banshee lets out a bone-chilling wail. Speed: 30 ft.
Each creature within 30 feet that can hear it
STR 12 (+1) | DEX 14 (+2) | CON 14
must make a DC 13 Wisdom saving throw
(+2) | INT 6 (-2) | WIS 8 (-1) | CHA 5 (-
or take 7 (2d6) psychic damage and be
3)
frightened for 1 minute. A creature that
succeeds on the saving throw takes half
damage and is not frightened. A frightened
target can repeat the saving throw at the end Saving Throws
of each of its turns, ending the effect on Dex +4
itself on a success.
Damage Vulnerabilities
Frost Aura (Passive):
The Banshee is surrounded by a 5-foot aura Bludgeoning (non-magical weapons)
of biting cold. Creatures that start their turn Damage Resistances
within 5 feet of the Banshee take 3 (1d6)
cold damage. This damage is halved if the Cold
creature is immune to cold. Damage Immunities
Poison
Legendary Actions (Optional - to increase Condition Immunities
difficulty):
The Frostborn Banshee can take 2 legendary Exhaustion, Poisoned
actions, choosing from the options below.
Only one legendary action can be used at a
time, and only at the end of another Abilities
Undead Fortitude. battle is over—but the war is far from
If damage reduces the Frostborn won. As the last Frostborn Skeleton
Skeleton to 0 hit points, it must make a crumbles and the chilling wails of the
Constitution saving throw with a DC of Banshees fade into the night, the ground
5 + the damage taken, unless the damage beneath you rumbles violently. The air
is radiant or from a critical hit. On a grows even colder, an unnatural,
success, the Frostborn Skeleton drops to suffocating frost creeping through every
1 hit point instead of dying. crack and crevice of the town.
Icy Aura. You look toward the center of the square,
The area within 10 feet of the Frostborn where the crystalline staff still pulses
Skeleton is unnaturally cold. A creature with an ominous blue glow, its energy
that starts its turn in the aura must spiraling faster and faster, pulling the
succeed on a DC 10 Constitution saving very life force from the town and
throw or take 2 cold damage. Creatures everything around it. Daeran, once so
resistant to cold damage are immune to full of malicious confidence, now lies
this effect. motionless in the snow, his body
contorted as if something—or someone
—has torn his life away. His eyes, wide
Actions and frozen in terror, stare blankly into
the void.
Chilling Claw. Melee Weapon Attack:
+3 to hit, reach 5 ft., one target. But it’s too late for him now.
Hit: 6 (1d8 + 1) slashing damage, plus 3
With a violent, earth-shaking tremor, the
(1d6) cold damage.
Frozen Soul, the crystal embedded in the
Frozen Hurl. (Recharge 5–6) staff, erupts with a blinding flash of
The Frostborn Skeleton launches a shard light. A deafening roar of ice and storm
of ice at a creature it can see within 30 fills the air, and the ground cracks open
feet. The target must make a DC 12 as though the very earth itself is
Dexterity saving throw. On a failed save, breaking apart to release the terrible
the target takes 7 (2d6) cold damage and power held within.
its speed is reduced by 10 feet until the
From the center of the square, where the
end of its next turn. On a success, the
ritual had begun, a towering form
target takes half damage and no speed
slowly rises—slow at first, as if
reduction.
struggling to escape the confines of the
staff’s power. The wind picks up,
howling like a thousand wails of the
Narration: The Release of the Frost
dead, as an immense creature of frost
Demon
and shadow begins to take shape. Its
The last of Daeran’s minions fall, their eyes glow with a fierce, malevolent light,
frozen bodies shattering or dissipating burning through the ice that coats its
into the frigid winds that howl through massive, demonically twisted form. The
the ruined streets of Rivertown. The Frost Demon stands—its body a vast,
terrifying mass of jagged ice, living Frost Demon (Unweakened)
frost, and writhing darkness.
Medium Fiend (Demon), Chaotic Evil
The demon's voice, like a thousand
storms colliding, echoes through the
ruined town. Armor Class: 15 (Natural Armor)
Frost Demon: "At last, I am free... And Hit Points: 85 (10d8 + 40)
all shall feel the bite of eternal winter."
Speed: 30 ft., fly 60 ft. (hover)
The demon’s breath is a blast of frigid
air that sweeps over the battlefield,
turning what little warmth remains into STR: 18 (+4)
biting cold. The air crackles with magic DEX: 14 (+2)
as the demon raises its hands to the sky, CON: 18 (+4)
summoning waves of ice and snow that INT: 14 (+2)
begin to whirl around it, cascading like WIS: 12 (+1)
a blizzard in all directions. CHA: 16 (+3)
The sky above darkens, the full moon
obscured by the swirling vortex of frost
and wind. It is as though the very world Saving Throws: DEX +4, CON +6,
is bowing to the demon’s presence, WIS +3, CHA +5
frozen in terror as it prepares to unleash Damage Resistances: Cold,
its full power. The entire town is plunged Bludgeoning, Piercing, and Slashing
into an endless, swirling winter, and the from Nonmagical Attacks
remnants of Rivertown feel the
oppressive weight of the demon’s fury. Damage Immunities: Necrotic, Poison

Daeran’s body is now nothing more than Condition Immunities: Charmed,


a frozen corpse, his life force consumed Frightened, Paralyzed, Poisoned
by the ritual he had begun. His dreams Senses: Darkvision 120 ft., Passive
of power—his ambition—are snuffed out Perception 11
with his death. But in his place stands
something far worse. Languages: Infernal, Common, Abyssal

The Frost Demon, in all its terrifying Challenge Rating: 3 (700 XP)
might, towers over the remnants of the
town, its fury palpable in the air. It does
not speak again—there is no need. The Traits
power of the Frozen Soul is now fully its  Legendary Resistance (1/Day): If
own, and the demon’s wrath is ready to the Frost Demon fails a saving
be unleashed upon the world. throw, it can choose to succeed
The battle is not over. It has just begun. instead.
 Iceborn Aura: Any creature that plus 5 (1d10) cold damage. The
starts its turn within 10 feet of the target must succeed on a DC 14
Frost Demon takes 5 (1d10) cold Constitution saving throw or have
damage. disadvantage on the next attack roll it
makes before the end of its next turn.
 Frost Fury (Recharge 5-6): Once
per day, the Frost Demon can release  Chilling Wind (Recharge 5-6):
a blast of ice and wind. Each creature The Frost Demon summons a blast
in a 20-foot cone must make a DC 14 of icy wind. Each creature in a 15-
Dexterity saving throw, taking 14 foot cone must make a DC 14
(4d6) cold damage on a failed save, Constitution saving throw, taking 15
or half as much on a successful one. (3d6 + 2) cold damage on a failed
save, or half as much on a successful
 Frozen Soul (Recharge 6): The
one. Creatures that fail the saving
Frost Demon can target one creature
throw are also knocked prone.
within 60 feet that it can see. The
creature must make a DC 14
Constitution saving throw or be
Legendary Actions
paralyzed for 1 minute as frost takes
over their body. The creature can The Frost Demon can take 3 legendary
repeat the saving throw at the end of actions, choosing from the options
each of its turns, ending the effect on below. Only one legendary action option
a success. can be used at a time and only at the end
of another creature’s turn. The Frost
 Cold Absorption: The Frost Demon
Demon regains spent legendary actions
heals for half the cold damage it
at the start of its turn.
deals.
 Frost Step: The Frost Demon
teleports up to 30 feet to an
Actions unoccupied space it can see.
Afterward, it leaves a 5-foot square
 Multiattack: The Frost Demon
of difficult terrain filled with ice
makes two attacks: one with its
until the start of its next turn.
Frozen Claw and one with its Ice
Spear.  Frozen Blast (Costs 2 Actions): The
Frost Demon exhales a blast of
 Frozen Claw:
freezing wind. Each creature in a 10-
Melee Weapon Attack: +6 to hit,
foot line must make a DC 14
reach 5 ft., one target.
Dexterity saving throw, taking 9
Hit: 12 (2d6 + 4) slashing damage
(2d6) cold damage on a failed save,
plus 5 (1d10) cold damage.
or half as much on a successful one.
 Ice Spear:
 Frost Slam (Costs 3 Actions): The
Ranged Weapon Attack: +5 to hit,
Frost Demon slams the ground with
range 30 ft./60 ft., one target.
its frozen fists, creating a shockwave
Hit: 9 (1d10 + 4) piercing damage
of ice. Each creature within 15 feet The captain of the militia, her face still
of the Frost Demon must make a DC stained with the remnants of blood and
14 Strength saving throw or be ash but her posture proud and unbroken,
knocked prone and take 10 (2d6 + 3) strides forward to meet the party. She
cold damage. bows her head in respect, her voice thick
with gratitude.
Captain Selene: "You’ve done what no
Environment and Additional Notes
one thought possible. Rivertown owes
 Cold Terrain: The battlefield should you its life. If not for your courage and
be covered in thick snow and ice, skill, we would have all been swept
limiting movement and adding to the away by Daeran’s madness... and the
cold thematic. Consider adding Frost Demon’s wrath. You are true
difficult terrain for parts of the heroes."
battlefield to reflect this.
Behind her, the mayor of Rivertown
 Ice Flakes (Optional stands, a glimmer of hope in his eyes.
Environmental Hazard): His relief is palpable, and he offers a
Occasionally, as the Frost Demon warm smile to the party.
moves or uses its abilities, small
Mayor Lorian: "I cannot express my
shards of ice can fall from the sky,
thanks enough. What you have done is
striking random areas. You can use
beyond any reward we could ever offer,
random rolls to place these on the
but we will do our best to show our
battlefield, causing damage (e.g., 3
gratitude." He raises a hand, and from
(1d6) cold damage to any creature
his side, a small chest is brought
within 5 feet of the falling shards).
forward, containing the rewards for the
adventurers.

EPILOGUE Magic Items and Gold Reward:

Happy Epilogue for Scenario 1 and 2  Ring of Protection: This simple


silver ring grants the wearer a +1
The cold, biting winds of the battle have bonus to AC and saving throws.
subsided. The once-scorched ground of
Rivertown now lies in the quiet  Potion of Greater Healing (2): Each
aftermath of the fierce conflict. Snow potion restores 4d4 + 4 hit points
still gently falls, as if the town itself is when consumed.
recovering from the horrors it endured.  100 Gold Pieces: Rivertown's town
The streets are lined with the survivors coffers have been drained, but they
of the militia and townsfolk, who have scrape together what they can to
come together to honor the brave reward the heroes.
adventurers who saved them from
certain doom. As the chest is opened, the party is
presented with their rewards, the weight
of their triumph settling in as they take
possession of the items. The mayor remaining gear or supplies they may
gestures to the militia, who raise their need.
voices in cheer and applause.
As the night progresses and the revelry
The town erupts into celebration. The continues, the door to the tavern swings
tavern, bustling with activity after the open. A cold gust of wind sweeps in,
dark days of Daeran’s assault, is now momentarily cutting through the warmth
filled with laughter and song. A feast is of the room. The crowd falls silent for a
prepared in the heroes' honor. Warm moment as a figure in shining armor
fires crackle in the hearths, and the enters. The figure is tall, regal, and
smells of roasted meats and fresh bread exudes a palpable sense of authority.
fill the air. The tavernmaster has The paladin’s emblem gleams brightly
outdone himself, and the people of on his chest, and he steps forward
Rivertown raise their mugs in cheer to confidently, his gaze scanning the room
their new champions. before landing on the adventurers.
Before the players can react, a scout (or,
should they have perished, a nameless
Things Players Can Do During the
villager) steps forward, recognition in
Feast:
their eyes.
1. Mingle with the Townsfolk: Players
Scout/Villager: "That’s him—the
can talk to the surviving militia,
paladin from the Order of the Dawn.
grateful villagers, and other
He’s been tracking the reports of the
townspeople, hearing tales of their
Frost Demon’s rise. I think... he’s come
courage and the impact of their
to thank you for your part in stopping
actions.
it."
2. Gather Information: The
The paladin pauses before speaking, his
townspeople might have news of
voice rich and commanding.
other nearby towns or threats that
could be of interest to adventurers. Paladin Aric: "I have heard of your
deeds. Word has spread of Rivertown's
3. Train or Practice: If the players
fall to Daeran's twisted magic, and the
have downtime during the feast, they
demon he sought to control. You have
may seek out trainers or specialists to
done a service to the realm by stopping
practice their skills.
this threat. I am Aric, of the Order of the
4. Take Part in the Celebration: The Dawn. And it is thanks to your actions
players could participate in local that many more lives were spared."
games or competitions, such as arm-
He bows his head in respect and
wrestling or other feats of strength,
gestures toward the adventurers.
to show off their abilities.
Paladin Aric: "The Order extends its
5. Gather Supplies: The mayor and
gratitude to you. If you ever require our
townsfolk might offer to trade or
aid or guidance, you need only send
provide the adventurers with any
word. Together, we can prevent such Paladin Aric: "The world faces an even
horrors from happening again." darker threat. The von Stygia family,
rulers of the Stygian Islands, have long
The tavern erupts into applause again, a
kept to their lands, shrouded in secrecy
new wave of relief sweeping over the
and bound by dark magic. Their
townsfolk as the weight of their peril is
experiments, their forbidden rituals,
finally lifted. The heroes' actions have
their blasphemous use of necromancy
not only saved Rivertown but perhaps
and other wicked arts, have slowly
the region itself.
begun to spread beyond their shores.
Announcement of the 4th Stygian These foul powers are threatening to
Crusade corrupt the very fabric of our world."

As the feast continues, the air is filled The tavern goes still, the only sounds the
with laughter, song, and the clinking of crackling of the fire and the distant
tankards. The players are basking in the howling of the wind outside.
warmth of their victory, surrounded by
Paladin Aric: "And so, it is with heavy
grateful townsfolk. However, just as the
heart that I announce the 4th Stygian
revelry reaches its peak, a shift in
Crusade. Nations from across the realm
atmosphere occurs. The doors to the
—every kingdom, every alliance—will
tavern swing open once more, and the
unite to face this growing darkness. The
figure of Paladin Aric rises from his
Order of the Dawn will lead the charge,
seat, commanding the attention of the
but we will need the strength of all who
room. His presence, already formidable,
are willing to fight."
becomes more solemn as he stands to
address the gathered crowd. He looks directly at the players, his eyes
filled with a sense of urgency.
The room falls into a hushed silence.
The people of Rivertown, still reeling Paladin Aric: "You have already proven
from the recent horrors, turn their focus yourselves in battle. I do not doubt that
to the paladin. you will rise to the challenge once
again. This war will not be fought with
Paladin Aric: "People of Rivertown,
armies alone, but with those who
and to the heroes among us..." He
possess the courage and the strength to
pauses, his gaze sweeping across the
face evil in its most grotesque form."
adventurers, then the townsfolk. He lets
the gravity of his words settle before The paladin’s voice softens just slightly,
continuing. as he surveys the room, noting the quiet
"Though you have saved this town from reverence from the crowd.
the horrors of Daeran and the Frost
Paladin Aric: "I urge you to consider
Demon, I bring you news of an even
joining us in this crusade. The von
greater storm on the horizon."
Stygia family’s reach is vast, and their
He inhales deeply, as if preparing for the influence has only grown stronger. We
weight of the announcement. will need every hand, every blade, every
spell, to stop the curse of their power faded, leaving an eerie silence in their
from consuming our lands." wake. Despite their victory, the weight of
the loss is crushing.
He raises his hand in a final gesture of
resolve. As the party collects themselves, tending
to their wounds and taking stock of their
Paladin Aric: "But for now, tonight is
surroundings, the distant sound of
yours. Let us honor those we have lost
hooves and marching boots grows
and the victory we’ve earned, for
louder. From beyond the ruined walls of
tomorrow brings a new war. May the
Rivertown, a squad of paladins emerges,
light guide us all."
their armor gleaming even in the dim
With those final words, the paladin sits light of the waning day. They carry the
back down, his solemnity a stark emblem of the Order of the Dawn, a
contrast to the earlier celebration. The symbol of righteousness and valor.
room is filled with murmurs of surprise,
The paladins halt as they reach the
fear, and curiosity. The adventurers now
town's outskirts, eyes scanning the
know their deeds have earned them a
destruction before falling upon the
place in a greater war—one that will
adventurers. They dismount swiftly and
take them far beyond Rivertown.
approach the players, their faces stern
END but not unfriendly. A tall paladin,
adorned with golden armor and a blue
cloak, steps forward. He speaks with a
Bittersweet Epilogue for Scenario 3 voice that holds authority and respect.

The battle has come to an end, but the Paladin Captain Jorin: "We have heard
cost is palpable. The Frost Demon, once rumors of a demon incursion in these
a nearly insurmountable foe, lies parts... A creature of frost and shadow. It
shattered in the snow. Its body—now seems our fears were not unfounded. But
nothing more than a mass of frost and tell me, heroes, how did this town fare?"
decay—begins to melt, its presence
The adventurers can see the captain's
gradually fading from the world. The
eyes narrow as he surveys the damage—
wind howls mournfully, carrying the
the town is clearly in no condition to
scent of blood, smoke, and the remnants
answer his question. His tone softens as
of battle.
he turns his gaze upon them.
The players stand amidst the wreckage
Paladin Captain Jorin: "You... You
of the town, their breaths heavy with
fought this creature, didn't you? You
exhaustion, their bodies sore from the
faced the Frost Demon alone?"
battle. The streets of Rivertown are
littered with bodies—both townsfolk and The paladins, who have been silently
frostborn alike. The militia who had observing, exchange glances. The
fought bravely are either dead or tension in the air is palpable as they
gravely injured, and the town itself lies await the adventurers' response. After a
in ruins. The sounds of battle have moment, the paladin captain speaks
again, this time with a hint of The paladin captain nods solemnly as
understanding in his voice. the adventurers take the items, his
expression filled with both respect and
Paladin Captain Jorin: "I see. You
sorrow.
were the ones who stopped it. Word will
spread of your bravery, of your triumph Paladin Captain Jorin: "It is a small
over this threat. But Rivertown... It has reward for such a great sacrifice, but it
paid a heavy price for it." is all we can offer in this moment. Your
names will be spoken of in reverence by
He takes a long look around the town,
those who hear of your deeds."
noting the bodies of fallen soldiers, the
wounded survivors, and the desolate
landscape.
The Ominous Warning
Paladin Captain Jorin: "The gods have
Just as the adventurers begin to process
certainly looked favorably upon you, for
the magnitude of what they have done—
no small group could have done what
saving the town, but at great personal
you have. But the cost... The cost is
loss—a chilling shift in the air occurs.
great."
The paladin captain’s gaze grows
serious again, and his voice lowers as
he delivers a final, ominous message.
The Reward and Acknowledgment
Paladin Captain Jorin: "You have
Despite the grim nature of the scene, the
fought well, but I must warn you. This is
paladins present the adventurers with
not the end. The 4th Stygian Crusade is
gold and magic items as a reward for
upon us."
their bravery and success in
vanquishing the demon. The gold and He pauses, allowing the weight of his
items are the same as those the mayor words to sink in before continuing.
would have presented in a happier
Paladin Captain Jorin: "The von Stygia
ending—tokens of gratitude for their
family, a curse upon our world, grows
courage.
stronger. Their dark magics and
Magic Items and Gold Reward: forbidden experiments threaten the very
fabric of the realms. This crusade will
 Ring of Protection: This simple
see all the nations of the world unite, but
silver ring grants the wearer a +1
it will be no simple conflict. The
bonus to AC and saving throws.
darkness we face is unlike any we have
 Potion of Greater Healing (2): Each seen before. You, who have already
potion restores 4d4 + 4 hit points faced down such a terror, must now
when consumed. decide where your path leads. Will you
join us in the fight to rid the world of the
 100 Gold Pieces: These gold coins von Stygia family and their vile magic?"
are offered with heavy hearts, a
symbol of the town’s gratitude His eyes meet the adventurers' with a
despite the devastation. mixture of respect and resolve.
Paladin Captain Jorin: "It is a war road ahead will be long and fraught
unlike any other. You have already with peril.
proven yourselves, but the true test is yet
END
to come. The Order of the Dawn will
lead the charge, but we will need every
able hand."
The paladin captain lets his words
linger in the air, his gaze unwavering.
Then, with a slow nod, he steps back,
signaling the other paladins to prepare
for departure.
Paladin Captain Jorin: "Whatever
choice you make, know this—the battle
against the Stygian darkness will test
even the bravest. But you are not alone
in this. We will fight together."
With those final words, the paladins
turn, ready to continue their journey.
The adventurers are left with a sense of
both accomplishment and foreboding,
knowing that while they have won this
battle, the war is far from over.

End of Scenario 3: The Bittersweet


Victory
As the paladins depart, the survivors of
Rivertown gather what remains of their
lives, starting the slow process of
rebuilding. The adventurers stand on the
precipice of a new chapter, one where
the shadow of the 4th Stygian Crusade
looms large. The town will recover, but
the scars of their victory will remain.
And while the Frost Demon is no more,
a far greater threat awaits.
In the distance, the howling winds seem
to carry a foreboding message—there is
always more darkness to fight, and the

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