Campaign Overview

Heart of the Everfrost

An eternal blizzard has succored the world in endless ice, imprisoning entire kingdoms in a frozen tomb. As the cold deepens, ancient horrors—frost wraiths, ice trolls, and primordial coldborn—stir from their slumber, ravaging the few pockets of warmth that remain. The party emerges in Frostvale Pass, a once-bustling corridor now beset by howling winds and perilous ice chasms. Each whispered rumor hints at a deeper cause: Nivanta, a winter goddess once revered for guiding the seasons, now betrayed by her own priests and sealed away in torment. In vengeance, she unleashed a storm to bind the world in frost, demanding sacrifices to fuel her frozen heart.

To bring back the sun’s warmth, adventurers must gather the legendary Shards of Flame scattered across the icy wastes. These luminous crystals, relics of a vanished elemental fire, are the only means to forge the Eternal Ember—an artifact capable of piercing the Heart of the Everfrost. Their quest leads them through the treacherous Frostvale Ruins, the shifting halls of the Crystal Labyrinth, and the perilous peaks of the Frost Wilds. Along the way, they clash with the Cult of the Frozen Thorn, a fanatical sect devoted to Nivanta’s wrath, and forge uneasy alliances with the Frostguard Rangers and the flame-worshipping Emberkindred sisterhood.

As they piece together the deity’s betrayal through cryptic runes and the haunted memories of a spectral guide, the lines between savior and destroyer blur. In the glacier-carved cathedral at the storm’s heart, they confront the cult’s High Priestess and the goddess herself. Will they slay Nivanta to break her curse, or seek to redeem her wounded spirit, risking new bargains with divine power?

The Heart of the Everfrost is a campaign of moral quandaries and harsh survival. Players face relentless weather hazards, dynamic dungeon puzzles, and multi-phase battles against elemental horrors. Along the way, they unearth lost dwarven forges, traverse illusions in ice mazes, and navigate faction politics teetering on the edge of war. Ultimately, their choices—sacrifice, mercy, or force—determine whether the world thaws into spring once more or becomes an eternal realm of ice and shadow. Prepare for chilling mysteries, titanic confrontations, and the chance to reshape a world on the verge of being frozen forever.

Starting Location

Frostvale Pass

Frostvale Pass is the party’s entry to the frozen world. Once a thriving trade route through craggy mountains, it now writhes under an unending blizzard. Permanent ice drapes every surface, and battered signposts beneath swirling snow hint at villages long buried. Jagged peaks loom overhead, their sheer faces slick with frost. Sporadic geysers of steam pierce the white wasteland, evidence of underground warmth. The wind carries faint echoes: distant howls of creatures long dormant, and whispers of wanderers lost to the storm. Along the pass are remnants of ancient watchtowers: their broken walls encrusted with crystal ice, reluctant testimonies of a civilization undone by the coming cold. Travelers huddle around makeshift fires in half-collapsed stone shelters, trading rumors of monsters stirring in the glacier caves below. The party will find both danger and fragile allies here, poised between the crushing cold and the storm’s unanswered fury.

Secrets

  • A hidden shrine to the Firewalker beneath the chapel floor.
  • An abandoned ranger’s post conceals a map to an underground ice cavern.
  • Silverglow Stream’s luminescent fish scales can be refined into potent spell components.

Key Locations

Icebound Ruins of Nalthor

These sprawling stone foundations peek through a thick sheet of ice, the remains of Nalthor’s ancient fortress. Walls coated in crystal ice refract pale light, turning chambers into ghostly grottos. Skeletons in rusted armor lie half-exposed, their weapons frozen in place. Dark corridors slope into deeper caverns, where periodic tremors hint at shifting glaciers overhead. Strange blue fungi cling to walls, feeding on residual heat, and faint rune inscriptions warn of an ancient seal beneath the site. Occasionally, shards of frozen flame—bright embers trapped in ice—line the floor, pulsing with magic. Rumor holds that Nalthor’s king bound an elemental here, and that its spirit still laments in the drifting wind.

Additional Notes

This location can be a recurring dungeon: cracks in the ice serve as dynamic hazards, and trapped elemental energy can empower spells or unleash sudden bursts of flame. Prepare cold-based traps and echoing wind effects.

The Frostbitten Chapel

A once-holy sanctuary, now transformed by the storm’s wrath. Its steeple, half-collapsed, supports a thick mantle of snow. Inside, pews are shattered, and stained-glass windows are frozen solid, their images obscured by frost patterns. At the far end stands an icy altar cracked with veins of glowing blue light. Frozen offerings—a crown, a goblet, a violin—rest by its base. Faint hymns echo in whispers when the wind howls through broken walls. Beneath the floor lies a sunken crypt, door sealed by ornate runes partially obscured by frost. Local superstitions speak of a hidden relic once venerated here, essential to thawing the everlasting ice.

Additional Notes

This chapel serves as both safe haven and puzzle site. Runes can be translated with Arcana, revealing steps to open the crypt. Consider environmental obstacles: collapsing ceiling tiles and icy floors that require Dexterity saves.

Silverglow Stream

Once a gentle mountain brook, the Silverglow Stream now flows under a thick plate of silver ice. Soft luminescence emanates from cracks along its length. The ice shifts in places, revealing steaming water swirling below. Strange ice fish dart through the currents, their scales reflecting light like flickering lanterns. Geyser vents bubble along the banks, sending warm mist into the air. The riverbank is scattered with bioluminescent moss and shards of iridescent crystal. The stream’s runoff once nourished a grove of pines; now, skeletal trees stand by its edge, their bark shattered and brittle.

Additional Notes

Water beneath the ice can be accessed by breaking through thinner patches, revealing aquatic creatures or hidden items. Surehanded characters can retrieve submerged artifacts.

Winter’s Rest Encampment

A hardy hamlet carved from the rock at the edge of the pass, Winter’s Rest clings to the slope on wooden stilts and raised stone platforms. Smoke spirals from chimneys, and lanterns glow behind frosted windows. Palisades of sharpened ice surround the settlement, and watchmen in fur-lined cloaks patrol frozen walkways. Tents and supply stores crowd around the central fire pit, where villagers share news and barter. A shrine to a forgotten fire god stands in the square, now repurposed to pray for warmth. The encampment’s well is partially frozen, forcing daily rituals to melt water from heated stones.

Additional Notes

This settlement can be a social hub: days of negotiation, resource management, and rumors. Weather checks (DC 12 Constitution) can slow travel or force roleplay challenges.

Glimmering Spire

A towering pillar of luminescent ice rises abruptly from the plain. Embedded within are clusters of bright blue crystals that glow like stars. At its summit is a crystalline chamber with shuttered windows, visible only at dawn when faint light refracts through the spire. Ancient glyphs circle its circumference, hinting at an origin tied to a bygone deity. A narrow spiral path winds around the spire’s exterior, dangerous in high winds. Local legend claims the spire channels elemental energy, and that climbing it during the storm’s peak can reveal visions of events to come.

Additional Notes

Use the spire as a vision quest site: climbing requires Athletics checks, and reaching the top triggers a flash of insight—a preview of the winter deity’s betrayal.

Shattered Frost Wilds

Beyond Frostvale Pass lies the Shattered Frost Wilds, a fractured highland of ice chasms, collapsed glaciers, and crystal forests. Tremors have split the land, forming yawning fissures filled with azure water or endless darkness. Pillars of pure ice sprout like petrified trees, their luminescence revealing paths through the gloom. Hot springs bubble beneath hardened crusts, offering rare warmth and glimpses of steam. Here, ice trolls roam in small tribes, and frost drakes nest on rocky spires. Ancient dwarven forges lie half-buried beneath moraine fields, their runic furnaces still smoldering faintly. The weather is more volatile than Frostvale: freezing rain can turn to hail in moments, and sudden avalanches block or reveal hidden tunnels. Legends say this region was shattered when the winter deity’s heart turned cold, fracturing reality itself.

Secrets

  • A hidden passage under Bonepale Grove leads to a dwarven vault.
  • Heat vents beneath the Crystal Labyrinth can melt certain walls, revealing shortcuts.
  • A frost drake’s lair holds an ancient letter pointing to the deity’s betrayal.

Key Locations

The Crystal Labyrinth

An underground maze of mirrored ice walls, each facet reflecting infinite corridors. The air is frigid but oddly still, and wisps of azure fog drift along the floor. Magic pulses from the center, where a frozen fountain spills water that instantly crystallizes. Statues of dwarven heroes line dead ends, some shattered by time. Strange glyphs glow at intersections, indicating false paths designed to trap intruders. At the maze’s heart lies a chamber containing the Ember Shard, an artifact vital to the main quest. Crossing the labyrinth requires intelligence checks to note repeating patterns and evade hidden glacial constructs.

Additional Notes

Introduce time pressure: the labyrinth shifts periodically, forcing players to adapt or find side passages. Use Arcana checks to read glyphs.

Bonepale Grove

A grove of frost-coated trees whose skeletal branches resemble bleached bones. The ground is littered with white shards—fragments of ancient giants fallen to the winter curse. In the center stands a colossal rib-like arch, marking a sacred site once dedicated to a summer goddess. Now, a corpse-bound frostmite queen reigns here, draped in moss and frozen petals. Tiny, deadly insects swarm beneath the leaves, their bites causing temporary paralysis in the cold. Hidden among fallen logs is a chest containing half of a celestial map piece.

Additional Notes

Frostmites use swarm tactics; the queen can summon them. The celestial map piece is crucial for one main quest step.

Frostback Ridge

A steep ridge overlooking a sprawling glacier field. High winds carve patterns into the ice, while dark caverns puncture the cliffside. Ice trolls use these caves as lairs, and glittering ore veins protrude from the walls—froststeel known for its cold-infused properties. A narrow, slippery path hugs the ridge’s edge, demanding careful navigation. Near the summit, a circle of standing stones hums with latent magic. Rituals performed here can temporarily calm the storm, granting safe passage through nearby areas.

Additional Notes

Skill checks for safe climbing (DC 14 Athletics). Rituals require Knowledge (Religion) to properly interpret standing stones.

Heart of the Everfrost

Deep within the eye of the perpetual storm lies the Heart of the Everfrost: a colossal glacier cavern carved into the shape of a cathedral, its icicles forming ribbed arches overhead. The air hums with divine cold, and crystals of purest ice sprout from every surface. At the center stands the Frozen Throne, upon which sits Nivanta, the betrayed winter deity, her once-majestic form encased in frost and bitterness. Surrounding her are loyal cultists of the Frozen Thorn who offer living sacrifices to sustain the storm’s power. Blood-red runes trail across the cavern floor, feeding energy into a central ice obelisk that channels the deity’s wrath outward. Echoes of past worship fill the halls, and the party can feel the storm’s heartbeat pulsing through the crystal veins. This is the final confrontation: shatter the obelisk, appease or overthrow Nivanta, and restore balance—or risk becoming eternal prisoners of ice.

Secrets

  • The heart crystal can be used to freeze or thaw large areas at will.
  • A secret back tunnel bypasses the main cultist hall but floods with ice shards.
  • The Betrayer’s Codex reveals a ritual to restore Nivanta’s trust rather than slay her.

Key Locations

Frozen Throne of Nivanta

A carved seat of ice crystalline perfection, etched with celestial patterns now tarnished by betrayal. Nivanta’s silhouette sits rigid upon it, draped in frost-laced robes. Beneath the throne lies a hidden panel revealing her true form—a wounded goddess longing for empathy. The throne room trembles when she stirs, sending shards of ice crashing down.

Additional Notes

Use this location for the final boss arena: shifting platforms of ice, falling stalactites, and magical zones that empower the deity.

The Icy Altar

A dais ringed by pillars of frozen blood. Cultists march here to present sacrifices, dropping offerings into a boiling cauldron of frostfire. Runes carved into the altar siphon life force and channel it toward the obelisk. A hidden compartment beneath holds Nivanta’s lost heart crystal, crucial for either redeeming or destroying her.

Additional Notes

A successful Thieves’ Tools check (DC 16) reveals the compartment. Tampering with the altar can disrupt the power flow and weaken the final fight.

Cavern of Whispering Winds

A swirling gallery of natural ice arches where winds carry disembodied voices—memories of worshippers and past horrors. Paths here loop unnaturally, creating a magical maze. Travelers risk losing their senses; voices attempt to seduce or terrify. A secret alcove holds the Betrayer’s Codex, detailing how Nivanta was deceived by her own priests.

Additional Notes

Use layered sound effects and illusion spells. Intelligence (Investigation) DC 14 can map real pathways.

NPCs in Frostvale Pass

Brynhild Frostbane

An elderly village elder with braided white hair and steel-blue eyes, Brynhild is resolute despite the unending storm.

Role: Quest giver

Other Details: Knows local legends of the winter deity and can guide the party to hidden sites.

Arik Iceheart

Leader of the Frostguard Rangers, Arik wears wolf pelts and carries a longbow carved with frost runes.

Role: Protector and warrior ally

Other Details: Seeks help in sealing a frost gate that unleashes ice horrors.

Myra Snowmantle

A reclusive ice mage draped in enchanted furs, Myra studies frozen runes by lantern light.

Role: Magic tutor and quest giver

Other Details: Hides a secret link to the Cult of the Frozen Thorn.

NPCs in Shattered Frost Wilds

Sister Ysolde

A traveling cleric of the Emberkindred, clothed in crimson furs and bearing a sacred brazier.

Role: Healer and lorekeeper

Other Details: Can perform minor rituals to thaw sections of ice.

Hanrik the Bold

An exiled knight wearing frost-damaged plate, seeking redemption by confronting ice horrors.

Role: Combat ally and trainer

Other Details: Holds knowledge of knightly orders tied to the winter deity.

Scholar Liora

A studious halfling scribe collecting glyphs from standing stones.

Role: Quest giver

Other Details: Offers translation services for ancient runes in exchange for findings.

Torgar Ironfist

A grizzled dwarf who once mined froststeel, now leading a small band of prospectors.

Role: Merchant and guide

Other Details: Favors parties who aid in reclaiming his forges.

Eyrin Frostwhisper

A spectral elf bound to the Crystal Labyrinth, guiding mortals through illusions.

Role: Guide and enigma

Other Details: Can vanish at will and demand tasks in return for passage.

NPCs in Heart of the Everfrost

Evina Coldvein

A former frost drake rider turned cultist enforcer, wielding glaive and frost breath.

Role: Elite guard

Other Details: Underneath her loyalty lies doubt about the deity’s cruelty.

High Priestess Saryth

Leader of the Cult of the Frozen Thorn, draped in thorn-laced robes and carrying a staff of black ice.

Role: Primary antagonist’s lieutenant

Other Details: Knows the ritual that bound Nivanta’s heart.

Gorrim Stoneshield

An ice giant exiled for questioning the cult, now hiding among caves.

Role: Reluctant informant

Other Details: Can guide the party past giant sentries if convinced.

Varek the Unfrozen

A half-frozen hermit who survived the Heart’s aura, living in a subchamber.

Role: Quest giver for final choice

Other Details: Offers a path to redeem Nivanta instead of killing her.

Factions

Frostguard Rangers

The Frostguard Rangers are stalwart defenders of the frozen highlands. Clad in layered pelts and expert marksmen with runebows, they patrol passes and protect settlements. Their intimate knowledge of ice paths and survival skills make them invaluable allies.

Goals

- Seal frost gates unleashing elementals
- Safeguard travelers and maintain trade routes
- Gather intelligence on cult activity

Relationships

With Other Factions
They distrust the Cult of the Frozen Thorn as heretics but hold cautious respect for Emberkindred’s artisanal crafts.
With Players
Initially cordial, they may become loyal allies if the party assists in key tasks and demonstrates resourcefulness.

Cult of the Frozen Thorn

A fanatical sect that worships Nivanta’s wrath. They believe perpetual winter is purification, demanding sacrifices to uphold the storm. Cloaked in thorned ice armor, they seek to thwart any attempt to warm the world and will kidnap innocents for rituals.

Goals

- Maintain the unending blizzard
- Prevent mortals from gathering Shards of Flame
- Strengthen Nivanta’s hold by blood offerings

Relationships

With Other Factions
At open war with Frostguard; fragile alliances with rogue Emberkindred members who crave power.
With Players
They serve as primary antagonists—hunting the party for disrupting their rites and stealing artifacts.

Emberkindred

A wandering order devoted to preserving flame and life’s warmth, composed of dwarves, halflings, and humans. They carry sacred embers from a vanished volcano, forging warm lanterns and weapons that resist cold. Their lore hints at old pacts with Nivanta before her betrayal.

Goals

- Rekindle world’s warmth with ancient flame
- Recover sacred embers and artifact shards
- Broker peace between mortals and the winter deity

Relationships

With Other Factions
They cautiously trade with Frostguard but view the Cult as abominations. Some among them are tempted by the Cult’s promises of power.
With Players
They offer magical support and guidance, requesting the party’s help to restore balance without extreme sacrifices.

Main Questline

Gathering the Shards of Flame

Given by:

Brynhild Frostbane

With the land encased in ice, only the legendary Shards of Flame can rekindle the world’s warmth. Brynhild directs the party to recover three shards hidden in Frostvale Pass’s key locations—the chapel crypt, the icebound ruins, and the Glimmering Spire’s summit—before the unending blizzard strengthens further.

Goals

• Retrieve three Shards of Flame.
• Return them to Brynhild.

Reward

• Shard of Flame x3 (quest items)
• 500 xp each
• Frostguard ally support

Secrets

  • The shards resonate with Nivanta’s heart and will be key in the final ritual.
  • Cultists of the Frozen Thorn may try to steal a shard for darker purposes.

DM Notes

Each shard is protected by a unique guardian: ice wraith in ruins, frost priest in chapel, and wind elemental on the spire.

The Fractured Frostwilds

Given by:

Scholar Liora

Scholar Liora uses the shards to locate the Crystal Labyrinth in the Shattered Frost Wilds, where the Ember Shard lies. The party must solve the ever-shifting maze, defeat its ancient constructs, and combine the Ember Shard with the Shards of Flame to forge the Eternal Ember—capable of piercing even the Heart of the Everfrost.

Goals

• Enter the Crystal Labyrinth.
• Recover the Ember Shard.
• Forge the Eternal Ember.

Reward

• Eternal Ember (quest item)
• 1,000 xp each
• Insight into winter deity’s betrayal

Secrets

  • The labyrinth’s heart holds a map fragment needed to approach Nivanta’s throne.
  • Eyrin Frostwhisper knows a shortcut if befriended.

DM Notes

Forge requires a heated forge and a ritual focal point. Interrupting the process summons constructs.

Into the Heart of the Storm

Given by:

Arik Iceheart

Armed with the Eternal Ember, the party journeys to the glacier cathedral housing the Heart of the Everfrost. Along the way, they must pass Frostback Ridge and deactivate standing stones to calm the storm long enough to enter the cavern without being frozen solid.

Goals

• Deactivate three standing stones.
• Navigate to the cavern entrance.

Reward

• Access to the Heart’s inner sanctum
• 1,500 xp each

Secrets

  • Avalanche traps can block or open alternate routes.
  • Evina Coldvein can alter the inner wards if trusted.

DM Notes

Use weather and terrain checks to simulate storm intensity and travel hazards.

A Bargain with Winter’s Bane

Given by:

Varek the Unfrozen

Inside the glacier cathedral, the party confronts Nivanta’s lieutenant, High Priestess Saryth, to glean the deity’s demands. Varek offers a chance to restore Nivanta’s compassion through a redemption ritual requiring sacrifices of guilt rather than blood. The party must choose whether to confront Saryth directly or attempt the ritual beneath the Frozen Throne.

Goals

• Engage Saryth to learn the ritual.
• Collect sacrifices of guilt (party confessions).
• Prepare beneath the Frozen Throne.

Reward

• Varek’s guidance
• 2,000 xp each
• Choice outcome: ally or enemy deity

Secrets

  • The Betrayer’s Codex reveals the precise words of reconciliation.
  • Destroying the Hallowed Obelisk grants a temporary power ward against Nivanta’s cold.

DM Notes

Encourage roleplay during sacrifice of guilt. Success diminishes final battle difficulty.

The Final Sacrifice

Given by:

Self-assigned

In the climactic confrontation, the party faces Nivanta on her Frozen Throne. With the Eternal Ember and chosen ritual completed or not, they must disrupt the ice obelisk, overcome cultist defenders, and decide the deity’s fate—redeem her to thaw the world or slay her to end the storm by force.

Goals

• Defeat or redeem Nivanta.
• Shatter or stabilize the obelisk.
• Escape the collapsing cathedral.

Reward

• World Thaws (epilogue)
• 3,000 xp each
• Legendary boons based on choices

Secrets

  • If Nivanta is redeemed, she gifts the party a fragment of divine frostfire.
  • If slain, the obelisk shatters into shards that must be collected to prevent a new storm.

DM Notes

Design multi-phase boss fight: throne gives defensive zones; obelisk channels global damage.

Side Quests in Frostvale Pass

Rescue the Trapped Hunters

Given by:

Arik Iceheart

A group of Frostguard hunters ventured into a cavern east of Winter’s Rest and never returned. Arik fears they’re caught in an ice collapse or hunted by white wolves. The party is tasked with navigating twisting tunnels, avoiding deadly frostfalls, and confronting savage beasts to bring them home.

Goals

1. Locate the collapsed entrance.
2. Free or slay threats to the hunters.
3. Escort them back safely.

Reward

• 150 gp in supplies
• Hunter’s Frost Cloak (Uncommon)
• +1 to Wisdom saving throws against cold

Secrets

  • The hunters discovered an ancient gate before disappearing.
  • One of the hunters carries a map fragment leading to the Shattered Frost Wilds.

DM Notes

Include environmental hazards: falling icicles (Dex save DC 13) and cramped spaces causing exhaustion.

Seal the Frost Gate

Given by:

Myra Snowmantle

Myra uncovered runic patterns marking a frost gate—an otherworldly portal that spews ice elementals into Frostvale. She needs rare amberstone dust from a nearby geyser field to power her sealing ritual. The players must harvest the dust and defend Myra during the ritual as elementals attempt to disrupt her work.

Goals

1. Collect three vials of amberstone dust.
2. Protect Myra for one hour of ritual.
3. Witness the gate’s sealing.

Reward

• Amberstone Dust (x3)
• Magic scroll: Control Flames
• Reputation boost with Frostguard

Secrets

  • The gate’s true power source is a relic hidden in the Crystal Labyrinth.
  • Myra’s ritual attracts the attention of the Cult of the Frozen Thorn.

DM Notes

Use waves of small elementals as combat, escalating over time. Allow party tactics around the ritual circle.

Hunt the Fen Wolf Pack

Given by:

Brynhild Frostbane

Feral wolves, mutated by the storm, have been preying on caravans. Brynhild wants the largest alpha taken down before trade collapses entirely. The pack moves through ice fields near Silverglow Stream; tracking them demands survival checks amid drifting snow. The alpha’s pelt can be fashioned into armor, giving resistance to cold.

Goals

1. Track the wolf pack.
2. Defeat the alpha.
3. Recover any crystal shards.

Reward

• Fen Wolf Pelt Armor (Rare)
• 200 gp

Secrets

  • The alpha wolf is possessed by an imprisoned ice wraith.
  • Beasts carry shards of blue crystal in their lairs.

DM Notes

Fen wolves use pack tactics. The environment can provide cover but also risk of collapse.

Deliver Supplies to Frostguard Outpost

Given by:

Arik Iceheart

Supplies vital for Frostguard survival must reach an outpost north of the pass. Blizzard conditions and roaming ice trolls threaten the caravan. The party can choose stealthy routes or a direct escort. Successful delivery bolsters morale and unlocks ranger support later.

Goals

1. Load supplies onto sleds.
2. Navigate or fight past threats.
3. Reach the outpost with minimal losses.

Reward

• 100 gp
• Free ranger guides for next quest

Secrets

  • Trolls guard a stash of ancient coins in a ruined tower.
  • One crate contains a magical beacon of lesser light.

DM Notes

Offer skill-based solutions: stealth or diplomacy with trolls, not just combat.

Investigate the Strange Lights

Given by:

Myra Snowmantle

At night, strange blue lights dance atop the Glimmering Spire. Myra suspects a projection of the winter deity’s will—or a hidden ritual by his followers. The party must ascend, decipher runes, and interrupt any ceremony. The lights create illusions that test vision and resolve.

Goals

1. Climb the spire at night.
2. Dispel illusions.
3. Uncover cultist plans.

Reward

• 250 xp each
• Insight into winter deity’s motives
• Spell scroll of Detect Thoughts

Secrets

  • A cultist is marking runes to summon a minor frost elemental.
  • Illusions hint at betrayals within the Frostguard ranks.

DM Notes

Use illusion spells to challenge perception; reward creative dispelling.

Side Quests in Shattered Frost Wilds

Recover the Vault’s Legacy

Given by:

Torgar Ironfist

Torgar’s ancestral vault lies beneath Bonepale Grove, sealed after a frost giant siege. He needs help breaking ancient runes and battling lingering guardians to reclaim froststeel ingots and dwarven blueprints.

Goals

1. Break rune seals (Arcana DC 15).
2. Defeat stone guardians.
3. Retrieve blueprints and ingots.

Reward

• 300 gp worth of froststeel ingots
• Dwarven blueprints (grant advantage on crafting cold weapons)

Secrets

  • One blueprint reveals a method to forge a weapon that can slay frost elementals.
  • Vault corridors hide a secret passage to the Crystal Labyrinth.

DM Notes

Stone guardians are immune to cold damage. Emphasize puzzle over brute force.

Calm the Standing Stones

Given by:

Scholar Liora

The standing stones on Frostback Ridge radiate chaotic magic, fueling local storms. Liora needs components to perform a harmony ritual: amberstone, froststeel powder, and sacred embers. Collect materials while braving trolls and avalanches, then assist in the ritual to temporarily clear weather.

Goals

1. Gather components.
2. Defend Liora during the ritual (3 rounds).
3. Witness the storm’s temporary abatement.

Reward

• Cold weather advantage for next region
• Spell scroll: Lesser Restoration

Secrets

  • One stone harbors a trapped elemental spirit craving release.
  • Interrupting the ritual early can anger the storms further.

DM Notes

Allow players to choose which threat to address first: trolls or avalanches.

Side Quests in Heart of the Everfrost

Free the Enslaved Devotees

Given by:

Gorrim Stoneshield

Several devotees chained in side chambers feed the obelisk’s power. Gorrim asks the party to break their bonds and guide them to safety. They carry knowledge of a side exit that avoids most cultist patrols.

Goals

1. Infiltrate side chambers.
2. Bypass traps (Perception DC 14).
3. Free and escort devotees out.

Reward

• Potion of Storm Immunity (Very Rare)
• Gratitude of freed devotees

Secrets

  • Some devotees are dying from ritual scars and need healing magic.
  • One captive holds the final rune key to deactivate the obelisk.

DM Notes

Combine stealth and combat. Cultist patrols use flares of cold to detect intruders.

Shatter the Blood Runes

Given by:

Evina Coldvein

Evina regrets her actions and offers to help destroy the blood runes powering the altar if the party spares her. She provides knowledge of weak points and can distract priestesses while the runes are smashed.

Goals

1. Escort Evina safely.
2. Locate three blood runes.
3. Destroy them simultaneously.

Reward

• Evina as temporary ally
• Blessing of the Drake (Wings of flying for 1 minute)

Secrets

  • Damaging multiple runes at once triggers an avalanche of razor ice.
  • One rune’s destruction triggers a hidden Frost Wraith ambush.

DM Notes

Use timed events: runes must fall in under ten seconds of each other or reset.

Encounters

Frost Wraith Ambush

Hard

Suggested Level: 5–7

A trio of Frost Wraiths materialize from drifting snow, targeting spellcasters first.

Creatures

  • Frost Wraith x3

Terrain Features

- Open glade with light snowfall
- Patches of slick ice (Dex save DC 12 or prone)

Treasure

Frozen Wraith Shard (component for magic item)

DM Notes

Wraiths use Incorporeal Movement; consider adding ranged fog to hinder visibility.

Ice Troll on Frozen Bridge

Medium

Suggested Level: 3–5

A lone Ice Troll blocks a narrow ice bridge, growling and swiping at anyone who crosses.

Creatures

  • Ice Troll

Terrain Features

- Narrow 5-foot-wide bridge over crevasse
- Brittle ice panels (Str save DC 13 to avoid falling)

Treasure

Troll’s Tooth Necklace (resistance to cold once attuned)

DM Notes

Allow creative solutions like shattering ice on troll to drop it into chasm.

Fen Wolf Pack

Medium

Suggested Level: 2–4

Six feral Fen Wolves hunt as a coordinated pack through drifting snow.

Creatures

  • Fen Wolf x6

Terrain Features

- Snowdrifts provide half cover
- Bonepale Grove trees (Climb DC 12)

Treasure

Alpha Wolf Pelt (resistance to cold when fashioned)

DM Notes

Use pack tactics rules; alpha howl grants wolves advantage for one round.

Heart Ice Elemental

Deadly

Suggested Level: 7–9

A rare elemental spawned by the obelisk’s energy wanders near the shrine.

Creatures

  • Ice Elemental

Terrain Features

- Jagged ice stalagmites
- Cold mist (reduce visibility to 10 feet)

Treasure

Elemental Core (crafting component for Frostbane Amulet)

DM Notes

Elemental immune to cold; weak to fire—emphasize Ember items.

Avalanche Surprise

Hard

Suggested Level: 4–6

A sudden avalanching slope sends ice tumbling toward the party.

Creatures

  • None

Terrain Features

- Steep slope
- Trigger zones (Perception DC 15 to notice)

Treasure

Buried supply chest containing healing potions

DM Notes

Use group Dexterity save DC 14; failure knocks prone and deals 4d6 bludgeoning.

Magic Items

Emberforged Blade

Rare
A longsword with a blade of ever-burning ember, dealing extra fire damage to ice creatures.

Location

Forged in the Crystal Labyrinth

Attunement

Yes, by a constructive soul

Frostbane Amulet

Very Rare
This amulet grants resistance to cold and advantage on fire attacks.

Location

Dropped by Heart Ice Elemental

Attunement

Yes, by one who has faced ice elementals

Shard of Everburning Flame

Uncommon
A small crystal that emits warm light and can ignite flammable objects.

Location

Reward for side quest in the Frostbitten Chapel

Attunement

No

Cloak of Winter’s Respite

Uncommon
A fur-lined cloak that grants advantage on Constitution saves against cold effects.

Location

Market stock in Winter’s Rest Encampment

Attunement

Yes, irrespective of class

Glacial Gauntlets

Rare
Gauntlets that deal cold damage on unarmed strikes and allow climbing on ice.

Location

Sealed vault in Bonepale Grove

Attunement

Yes, by a dexterous wearer

Horn of the Icebreaker

Rare
When blown, it emits a thunderous blast that shatters ice within 30 feet.

Location

Inside Nivanta’s altar chamber

Attunement

No

Crystal of the Heart

Legendary
Part of the divine puzzle; connects to Nivanta’s heart, enabling empathy or destruction.

Location

Hidden under the Frozen Throne

Attunement

Yes, by one chosen by the goddess

Scrying Prism of the Old Flame

Very Rare
Allows scrying on areas touched by the Eternal Ember.

Location

Bargain with Scholar Liora

Attunement

Yes, arcane focus

Lantern of Thawing

Rare
This lantern emits gentle heat, melting nonmagical ice in a 10-foot radius.

Location

Gift from Emberkindred faction

Attunement

No

Chalice of the Frozen Deed

Legendary
Fill with blood or tears to either freeze or thaw a 20-foot sphere.

Location

Cultist lair beneath the Icy Altar

Attunement

Yes, by one who sacrifices for balance

Player Characters

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