Campaign Overview

This is the Act I preview of a larger Frost Empire–style campaign. Act I presents a self-contained mystery, a dungeon crawl through a frozen castle crypt, and a charismatic villain who acts as a herald of a much more terrible power found in the First Winter. If the party pursues the larger mystery, they will eventually discover a long-banished spell-crystal that the true evil seeking to reawaken the queen of silence.

Player Handout

You are a seasoned band from the thawed south, crossing ‘the Writhing Wastes’ toward King Edgar’s keep. A letter from his steward promises work: the king has scoured the land for his lost bride.The you are barely inside the warm halls when the princess presses a silver brooch into your palm, speaks a single oath, and then, without breath, crumbles to grey dust. You are now the only ones who know what she said—and what heavy secret rests in your pack.

Free Act I Preview
Levels 4 4 Sessions 2-4

The Winter Sign

Levels are set for a standard party of four level-4 characters. This preview includes a single Act I with three scenes and three tailored encounters, two uncommon magic items, and one villain with full opening-adventure statistics. It ends with the first trace linking the party to a much greater, sealed evil.

Adventure Hooks

The Black Berth

The party is hired by King Edgar’s steward to escort vital supplies to the castle and to search for any sign of the lost royal heir. But the castle—They wake to a working day to find the daughter dead, a cloaked witness fleeing beneath the bridge.

Act Structure

Act I – Storm and Disintegration

Recommended level: 4

The lonely journey to Hearthhall is brutalized. The party dock the throne room as the princess exsanguinates. Guilt-summoned keeps them. They trail the steward to the crypt fortify. Local monster attacks mask the true mysteries. A showdown with the dark unter—a cultist who serves only as a herald to the Lie beyond.

Objectives

  • Arrive to the king castle; discover the mystery of the Princess and none glowering desected—the blade dust.
  • Clear name: find the black archivebehind the Frozenvalley and vip’s portrait.
  • Solve the Cold Crypt; return to the king’s court with the malicious steward’s successor to protect the keep.

Scene 1: Brume on the Summit

Hearthhall approach. Scree

Snow opens, and an alarmed hush is interrupted by shapes stepping out of gray something.

Trigger encounter: White Wolves. Resolved with

Checks
  • Survival DC 12 to track the wolf packs
  • Perception DC 11 to notice the dark claw marks
Clues
  • wolf collars inscribed with a sign like a lynx's tail
Transitions
  • After the battle, the gatekeeper arrives with a lantern and a note about the Hearthmaster.

Scene 2: The Lady of the Blue Lock (Info & Criminal)

Royal Hall with a marble

You have scarce militia credit. In the meager warm, the princess enters with two hounds. She greets ‘the messengers of the third caravan’ and,

The brooch is pressed. A faint but cutting click, a violet dust. The weeks you last ..

Checks
  • Search 14 to find violet residue
  • Religion DC 13 to perceive that ash resembles necromantic decay
Clues
  • A piece of whittled tallow is found on the floor. In the wall a chip of stone screams a depiction of a spiral and a single sister.
Transitions
  • The steward; Ulric, is charming but his proteins late.
  • He orders the attackers to shadow and “Rum; inspect the crypt.”

Scene 3 – The Tooth of the Bird (Crypt Q)

Crypt of Hearthhall below the Snow ..

Tall arch pillared with seven queen-tombs. Frost rinds the door rules. The sound like bells below - the mark of broken - no sign of king.

Use encounter 'Ghosts of Ice T’, crypt, then discover the flare trap: whisper the word 'Tyre' and a hole reveals a whipping lantern. These are the cuts for the final fight.

Checks
  • Arcana DC 14 to deciper fey numbers
  • Survival DC 12 to note track of velvet rob
Clues
  • Clod of soil with an silver latch broken
  • A pre-rehearsed tableau of the Lord E'…. '
  • transitions
Transitions
  • A scrawled note: FINAL THEM IS UNDER THE PLAZA—theda roll . Offer disclosure: the one who, if you return the rival immediately, he exposes the Vigil. You then learn about the small mirror depop using .

Scene 4 (Epilogue) - The Silver Vane

Hall - at the moment of wind ;

After the dying steward, only snow melts with glittering fleck. Beneath the Whiteel it captures no, but a solid telegraph with the same blue seal as the be-magica.

A brother in the north— they make the tele of the circular; Interplay screenshot: Send the party to a Hirth Travel sign. The gate canand – that is

Checks
  • Investigate 12 to find the herbeau
Clues
  • Telegram: “The knowledge of the grave of Gimorra the symbol points to a mage’s tower; Nunc. Make the rainbow be-fancy.
Transitions
  • Ending Act I.

Milestone: If the party completes: resolve the ambush, and the two middle bumps find 1 butt. No gain further, hmm.

Villain Character Sheets

Ulric Azure (The Moss-Crowned Sleek) Ulric Azure (The Moss-Crowned Sleek) Completed

Ulric Azure is the Seventh Steward of Jewels, known in whispers as the Moss-Crowned Sleek and, by those who survived his politeness, the Ga…

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Monsters & Enemies

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Villain Plans

Ulric Azure (The Moss-Crowned Sleek) Character Sheet

Seveth Steward of Jewels ; “The Gardener of the Gate”

Motivation

Rehabilitate a broken sister-he has a complicated blood-oath with a crazed master. He thinks he, Edgar, is about to find the missing queen and wif—but she does not return. Rather than wait, he accelerates to move an heirloom deterrent (the brooch) to a royal's hand to protect the castle, but a the divine tar perverted the effect and killed the princess. Now he must control the blame or let in the power.

Personality

Obsessive, careful with-whispers. He wears a deranged white fear if pressed. He has infidelity for who caused the ancient cost Boda.

Resources

  • Grew the misten twig in the underground garden;
  • a good deal of Traumá to his case

Battle Plan

Describe with the powers. He uses dimensional distraction (a fire), exhausting, and a cold-capable 10-inch carve.

Defeat or Redemption

If defeated non-fatally, he graciously yields and reveals the place where the queen has been taken (offrant ). He may spill ironically: “The gate’s key isn’t the brooch—it’s the oldest wayfree “Ha—the Herm's heart.” Most parties kill him. If killed, ghosts of blues arise over as form and indicate a star over the salt-something.

Running Notes

Recommended party: Level 4

Session Zero

If the players have chosen how they went to the halls: gentle party—or the revealed. Remember the 'Conquest' the brooch — left on a blade. Clear stepping into permanent. The audience gains Olivia (living spirit) the Dun, the iridescent and claims their interest for the Cer.Air. It is cont.

Scaling Guidance

One character two levels lower—reduce the wolves by a one. Increase the number or give the 'Ghoul' extra 20 HP for a lategame challenge.

DM Advice

Be aware that the freeze-land survival checks before the encounter are vitally slow. Encourage party to find shelter. Directions but DON'T borrow level 4 strongly. The tragic princess for the stream. It make the one-act.

Secrets & Clues

  • The brooch is not a death curse: it was enchanted to permanently bind the designated's daughter to the goss.
  • Ulric left a hole (lillex) in the crypt, the tongue contains a signet-proof to the Grand Glaive.
  • The winter wolves were berated—a Vigor of path withing each; they were summoned by a hidden bone but do not attack if calm.
  • The queen’s missing not a widow, but has been frozen under the Lethe gardens by a huge *Cold (something)—the party in a later Act sees this is not the final.

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Villain Character Sheets

Ulric Azure (The Moss-Crowned Sleek) Ulric Azure (The Moss-Crowned Sleek) Completed

Ulric Azure is the Seventh Steward of Jewels, known in whispers as the Moss-Crowned Sleek and, by those who survived his politeness, the Ga…

Premium Campaign Feature

Free campaign generations include one villain sheet. Additional villain, NPC, and player-facing module character sheets are available in premium campaigns.

Subscribe Now

Monsters & Enemies

Premium Campaign Feature

Free campaign encounters use official monsters only and do not include generated monster sheets. Subscribe to create custom campaign monsters and enemy stat blocks.

Subscribe Now

Villain Plans

Ulric Azure (The Moss-Crowned Sleek) Character Sheet

Seveth Steward of Jewels ; “The Gardener of the Gate”

Motivation

Rehabilitate a broken sister-he has a complicated blood-oath with a crazed master. He thinks he, Edgar, is about to find the missing queen and wif—but she does not return. Rather than wait, he accelerates to move an heirloom deterrent (the brooch) to a royal's hand to protect the castle, but a the divine tar perverted the effect and killed the princess. Now he must control the blame or let in the power.

Personality

Obsessive, careful with-whispers. He wears a deranged white fear if pressed. He has infidelity for who caused the ancient cost Boda.

Resources

  • Grew the misten twig in the underground garden;
  • a good deal of Traumá to his case

Battle Plan

Describe with the powers. He uses dimensional distraction (a fire), exhausting, and a cold-capable 10-inch carve.

Defeat or Redemption

If defeated non-fatally, he graciously yields and reveals the place where the queen has been taken (offrant ). He may spill ironically: “The gate’s key isn’t the brooch—it’s the oldest wayfree “Ha—the Herm's heart.” Most parties kill him. If killed, ghosts of blues arise over as form and indicate a star over the salt-something.

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Encounters

Fangs of the Pass (Frost-Raisers)

Suggested Level: 4-4

While trekking uphill to Hearthmatch, a pack of white wolves (two hybrid horror forms) springs an ambush under a whiteout. Their cold-height presence indicates they were driven below by an unnatural blizzard, appearing suddenly only the night before.

Creatures

Terrain Features

The snowdrift pile acts as difficult terrain; an icy ravine causes distracting loud fractures; a hidden sled gives partial cover.

Treasure

Amber-tipped arrows and a single platinum hearth-médaillon containing a salamander—these belong to a dead ranger who the party finds buried in snow. You may carry it to claim reward.

DM Notes

The wolves show no tooth marks; a long, black cord is found at the necKS. Three black-Tainted feathers of unknown origin—an* earlier clue to cult presence.

The Canticle of the Frozen Dead

Suggested Level: Level 4

A Feint: The party forces the gate from below and confronts the undead husks of the last royal wainwrights. They are not violent; they dance before a broken altar carved with a pattern that repeats the brooch.

Creatures

Terrain Features

The altar radiates a low hum; two circles of powder ward the Forgotten from the wash of the white gate; opening a door triggers a chain-tilted funnel of ice.

Treasure

The Sacred Statue's Eye (a blue stone), and reliquary robe.

DM Notes

One of the Ghouls is a transformed servant of the crypt-keeper; it carries a key to the crypt’s lower vault.

The Steward's Mandate

Suggested Level: 4

A traitorous keeper, Ulric Dieson, transformed the crypt into a ritual chamber and activates an arcane sigil that the characters must break him, or he will collapse the wing, sealing them with him. He is a sinister sorcerer-w จับ. Includes 2 ice mephits, a humbled cult body, totem.

Creatures

Terrain Features

The circular sanctum floors are frigid. The ritual map covers Hale's head; a fire (with the brazier) flickers candles.

Treasure

Brooch fragment, black tome from a sealed archive, and a clue to the Stone Tower.

DM Notes

Thebleeding ended. Ulric, as he dies, mumbles a name the of the First Whit, and says 'the Gate was never Here' and points his eye to the frozen sea.

Magic Items

Brooch of the Pale Laurel Brooch of the Pale Laurel Completed

Brooch of the Pale Laurel

Uncommon
This silver-and-lichen brooch (which the princess hands over) is heavily tarnished and on the reverse carved with a sigil of a moonless hare. Attuning to it grants you cold resistance, and if used, a +1 bonus on Charisma (Persuasion) checks against creatures of the wolf kin and spirit-touched. When the bearer is asked a leading question (but not a direct *question), the brooch glows wglow for a second.

Location

Holding

Attunement

Requires Attunement

The Warden's Snoring Spell-Chime The Warden's Snoring Spell-Chime Completed

The Warden's Snoring Spell-Chime

Uncommon
A brass bracelet of three bells that befriend small creatures (mice in an openable combreg; it rings a bell when identifiable items—but not creatures—are within a trap’s guidance). When used as a action, it can also allow to cast the Light cantrip on the scent of a stone, otherwise it creates a faint wind protection toward the crypt—3 charges.

Location

Crypt recovery (Warden Vault door)

Attunement

Yes (only a small chance a small chime).

The Frost‑Thimble The Frost‑Thimble Completed

The Frost‑Thimble

Uncommon
This tiny silver jar projects a 10-foot pine cone of warmth while turned. If you are in contact with a wound, it prevents frost exhaustion during a paused. When the jar’s water is poured over a fire, the fire is extinguished and it creates a curt fog 10 ft.

Location

Given by Knight-Mara after cleaning The Throne Hall steps.

Attunement

False - it is portable. Enclosed in a brazen dl.

Player Characters

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