The Frostborn Incursion 1.0
The Frostborn Incursion 1.0
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.
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)
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)
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
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.
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.