Opening Tagline
Can you brave the icy tundra, unravel a sinister plot, and bring warmth back to a frozen village?
An adventure for 4–5 characters levels 11–16.
Background & Synopsis
The party finds themselves in a remote arctic village, where a blizzard sets the stage for a harrowing adventure. The initial encounter challenges the party to navigate the blizzard’s fury, after which they discover the disappearance of Ava, a blind baker from the village. As they track her, they uncover her transformation into a remorhaz and a sinister plot orchestrated by the blacksmith, Kaldur. The adventure includes encounters with frostbite spiders, rescuing wolves from an icy ooze, and the choice to assist or hinder ice trolls pursuing the remorhaz. Along the way, a dwarf barbarian and a dragonborn ranger offer unexpected aid. In the climactic showdown, the party faces the remorhaz controlled by Kaldur and his ice devil patron. The adventure concludes with a heartwarming homecoming in the village, offering closure and rewards for the party’s heroic efforts.
Content Trigger Warning
This adventure contains themes of sudden natural disasters, perilous weather conditions, missing persons, forced transformation, mind control, and combat encounters.
Adventure Hooks
This adventure works as a side quest for larger adventures set in cold climates such as Rime of the Frostmaiden from Wizards of the Coast or chapter three of Empire of the Ghouls by Kobold Press. If you’re using the Andovir campaign setting from Wyrmworks Publishing, this adventure fits well in LOCATION PENDING. This may also serve as a catalyst to launch an arctic campaign or story arc. If not native to the region, adventurers may be present for many reasons, including:
The party may be traveling through the tundra on the way to another mission.
Someone has hired the party to rescue, escort, find, or deliver a person or object in the region.
The party has heard rumors of a powerful magic item’s location.
A caster’s spell misfires and accidentally teleports the party to the village, so they need to find their way home.
Where are we?
This adventure takes place in a frozen region and can be adapted for arctic, tundra, or mountains.
Dramatis Personae
Ava the Baker
Medium humanoid (gnome), neutral good
Armor Class 11
Hit Points 9 (2d8)
Speed 25 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
8 (-1) |
12 (+1) |
10 (+0) |
14 (+2) |
12 (+1) |
16 (+3) |
Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages Common, Gnomish
Challenge 1/8 (25 XP)
Baker’s Tools. Ava is proficient with baker’s tools and can use them to prepare delicious pastries and baked goods.
Blindness [IE 4]. Ava’s vision is absent completely, and she has learned to navigate the world with no reliance on her eyes, depending on other senses instead. Because she has grown accustomed to this condition a long time, she has a −4 on sight-related attack rolls, ability checks, and saving throws including ranged combat beyond 10 ft. but a +4 bonus when using other senses to compensate, not because they’ve become stronger, but because she’s learned to use them more effectively.
Actions
Baking Tools. Ava can spend 1 hour and use her baker’s tools to create a batch of pastries or baked goods. Consuming these treats grants temporary hit points equal to her proficiency bonus. These temporary hit points last for 1 hour.
Distract (Recharge 5-6). Ava can use a bonus action to throw flour into the air, creating a blinding cloud in a 10-foot radius centered on herself. Creatures within the area must succeed on a DC 12 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Frostbite Spider
Large monstrosity, unaligned
Armor Class 15 (natural armor)
Hit Points 26 (4d10 + 4)
Speed 30 ft., climb 30 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
16 (+3) |
16 (+3) |
12 (+1) |
2 (-4) |
11 (+0) |
4 (-3) |
Skills Stealth +7
Damage Immunities cold
Senses darkvision 60 ft., tremorsense 10 ft., passive Perception 10
Languages —
Challenge 2 (450 XP)
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking an extra 7 (2d6) cold damage on a failed save, or half as much damage on a successful one. A target that fails its save becomes slowed (as per the slow spell) until the end of its next turn. Targets with resistance to cold damage have advantage on the saving throw.
Frigid Fiber (Recharge 6). The spider weaves a web of icy strands in a 20-foot radius sphere around itself. Creatures within the area must make a DC 11 Dexterity saving throw. On a failed save, a creature is restrained by the icy web and takes 3 (1d6) cold damage at the beginning of its turn until freed. As an action, a creature restrained by the web can make a DC 11 Strength check to break free. The webbing can also be attacked and destroyed (AC 10; hp 10; vulnerability to fire damage; immunity to bludgeoning, cold, piercing, poison, and psychic damage).
Glacial Sludge
Large ooze, unaligned
Armor Class 17 (natural armor)
Hit Points 85 (10d10 + 30)
Speed 20 ft., climb 20 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
16 (+3) |
12 (+1) |
16 (+3) |
1 (-5) |
6 (-2) |
1 (-5) |
Skills Stealth +7
Damage Vulnerabilities thunder
Damage Immunities cold, lightning, piercing, poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
Languages —
Challenge 8 (3,900 XP)
Amorphous. The sludge can move through a space as narrow as 1 inch wide without squeezing.
False Appearance. While the sludge remains motionless, it is indistinguishable from an icy field.
Shattering Shards. When the sludge takes bludgeoning or thunder damage, the damaged area explodes in a burst of crystalline shards. Each creature within 10 ft. of it must make a DC 12 Dexterity saving throw, taking 7 (2d6) piercing damage on a failed save, or half as much damage on a successful one.
Spider Climb. The sludge can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Multiattack. The sludge makes two attacks.
Icy Tendril. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 18 (4d8) cold damage and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the sludge can’t constrict another target.
[Add Ice Devil stat block before publication]
Ice Troll
Large giant, chaotic evil
Armor Class 15 (natural armor)
Hit Points 105 (10d10 + 50)
Speed 40 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
19 (+4) |
12 (+1) |
20 (+5) |
7 (-2) |
8 (-1) |
7 (-2) |
Skills Perception +2
Damage Resistances fire
Damage Immunities cold
Senses darkvision 60 ft., passive Perception 12
Languages Giant
Challenge 8 (3,900 XP)
Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Variant: Loathsome Limbs. Whenever the troll takes at least 15 slashing damage at one time, roll a d20 to determine what else happens to it:
1-10: Nothing else happens.
11-14: One leg is severed from the troll if it has any legs left.
15- 18: One arm is severed from the troll if it has any arms left.
19-20: The troll is decapitated, but the troll dies only if it can’t regenerate. If it dies, so does the severed head.
If the troll finishes a short or long rest without reattaching a severed limb or head, the part regrows. At that point, the severed part dies. Until then, a severed part acts on the troll’s initiative and has its own action and movement. A severed part has AC 13, 10 hit points, and the troll’s Regeneration trait.
A severed leg is unable to attack and has a speed of 5 feet.
A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll unless the troll can see the arm and its target. Each time the troll loses an arm, it loses a claw attack.
If its head is severed, the troll loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet and the troll’s Keen Smell trait. It can make a bite attack but only against a target in its space.
The troll’s speed is halved if it’s missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can’t benefit from bonuses to speed.
Actions
Multiattack. The troll makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Bonus Actions
Snowstorm Aura (1/day). The troll can unleash a burst of frigid energy in a 15-foot radius around itself. Creatures within the aura must make a DC 14 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.
Kaldur Ironfist
Medium humanoid (dwarf), neutral
Armor Class 16 (chain mail)
Hit Points 65 (10d8 + 20)
Speed 25 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
16 (+3) |
10 (+0) |
14 (+2) |
12 (+1) |
10 (+0) |
8 (-1) |
Skills Athletics +5, Insight +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Dwarvish, Infernal
Challenge 4 (1,100 XP)
Dwarven Resilience. The dwarf has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Innate Spellcasting. Kaldur’s innate spellcasting ability is Charisma (spell save DC 9, +1 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: Ray of Frost
3/day each: Fog Cloud, Gust of Wind
Actions
Multiattack. Kaldur makes two attacks with his warhammer.
Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands.
Icy Blast (Recharge 5-6). Kaldur can strike the ground with his hammer and release an icy blast in a 15-foot cone. Each creature in that area must make a DC 9 Constitution saving throw, taking 18 (4d8) cold damage on a failed save or half as much damage on a successful one.
Kaldur Ironfist, a talented dwarf blacksmith, harbored a deep desire to craft a weapon of unparalleled power. Having spent too many days helping rebuild after white dragon and frost giant attacks, he was determined to protect his village from any threat. Fueled by this ambition, Kaldur made a pact with an ice devil. The devil's influence pushed Kaldur to seek a legendary forge hidden within the icy wilderness, where he believed he could create the ultimate weapon. Now, Kaldur's journey is marked by his relentless pursuit of power and the moral challenges he faces along the way. Though well-intentioned, his pact has changed him, and he must grapple with the consequences of his choices as he seeks to fulfill his destiny.
[Add Remorhaz stat block before publication]
The Rising Storm
[SIDEBAR: The Frostfang Inn
Gertrude "Gertie" Frostfang is a tough and resourceful halfling with a no-nonsense attitude and a heart of gold. She runs the Frostfang Inn, providing a warm and welcoming home for her family and a gathering place for the village. The inn is a sturdy wooden building with a cozy common room, where Gertie serves hearty meals and ale and other spirits. Gertie's family includes her two adolescent children, Willem and Selma, who help her run the inn.
Gertie is a beloved member of the village, known for her generosity and her determination to keep the community together. Her inn is known for its delicious food and in-house brewery.
The Frostfang Inn is an important hub of activity in the village, serving as a place for travelers to rest and for the villagers to gather and socialize. It is a warm and welcoming place, and Gertie is always happy to make new friends and share her stories with visitors.]
As the party arrives at the village of Frosthold and finds the inn, a sudden storm whips up, turning the air nearly opaque and biting into any exposed skin. The wooden building shakes, and the atmosphere seems to pull the inhabitants toward the roof. Gertie the innkeeper watches the window, pacing, and after a huge gust, says, “The walls won’t hold. We need to get out.”
Gertie tells the party to follow her. Through the gale, they hear something cracking and snapping. A nearby hut looks like it’s about to fly away. A child’s scream barely breaks through the howling wind. Gertie points into the darkness and yells that a stone building ahead will offer safety and continues toward the building regardless of what the party decides.
If the party investigates, the hut flies away shortly after they arrive. A young-looking half-elf father is trying to protect his children, an infant and a toddler. He shouts a plea for help to the party. (If the party doesn’t investigate, they will find the family frozen to death after the storm.)
Finding the shelter requires a DC 10 Wisdom (Survival) check, but everyone who leaves the innkeeper for the hut must succeed on a DC 10 Constitution saving throw or acquire hypothermia unless using protection from the elements beyond standard cold weather gear, acting as if affected by the Confusion spell. If the party doesn’t provide additional protection to the father and children, the father experiences the Confusion effects, and the children become incapacitated with hypothermia.
Treat movement through the village as rough terrain. Every round in the storm after the second, everyone takes 1 cold damage.
Once arriving at the shelter, Brace, the village cleric, immediately attempts to treat those suffering from hypothermia with healing spells and wool blankets that have been warmed near a central fire. The party may attempt to help Brace or treat others at the same time.
The Tumult after the Storm
The storm ends as abruptly as it began. The residents gradually step outside to survey the damage. Some buildings, including the inn, remain standing with some broken windows, while others are replaced with collapsed timber or just a stone floor.
A voice shouts over the chatter of residents, “Ava! Where’s Ava?”
Ava, the village baker, is missing. Her home still stands with relatively little damage, but nobody can find her in the village. The villagers describe her as a gnome with brown skin, black hair, and a tattoo on her neck depicting the faces of her husband and son, who died in a hunting trip many years ago. The ground near her home is icier than elsewhere in the village, and an investigation reveals a path of ice leading to the edge of the village.
Unknown to anyone, Kaldur Ironfist, the dwarven blacksmith, made a deal with an ice devil to improve his craft. The devil told him that the heat of a remorhaz is needed to forge the ultimate weapon in a mystical forge in a cave a day’s travel from the village. The fiend gave him an amulet to summon the storm and an armlet that transformed Ava into a remorhaz and allowed Kaldur to command her to go to the cave.
The ice near her house is the result of the remorhaz’s heat melting the snow and freezing after she left.
Kaldur, who claims to have remained in his stone house during the storm, offers to join the party to look for Ava. He knows the area, as he often travels to nearby caves to mine iron and other ore.
As much as everyone wants Ava back, the villagers suggest that the search party should set out in the morning.
Optional Travel Encounters
D6 |
Encounter |
1 |
Frozen Stream Crossing: The party comes across a frozen stream. Each must make a DC 12 Dexterity check to safely cross it. On a failure, they slip and fall, taking 1d4 cold damage. |
2 |
Lost Supplies: The party discovers a partially buried dogsled with supplies. They can choose to investigate it and find a crate of preserved food and a bottle of warming brandy. |
3 |
Frozen Carcass: The party stumbles upon a partially frozen carcass of a mammoth. They can choose to investigate or ignore it. If they investigate, they find nothing of value but notice that it has a large bite out of its side. The snow has no tracks around it. |
4 |
Ava's Cane: The party discovers Ava's cane, which had caught on her during her transformation. |
5 |
Frozen Pond: The party encounters a small frozen pond. They can choose to investigate or skate on it for fun. If they investigate, they find the frozen remains of a few fish. |
6 |
Impish Spy: The party notices movement in the distance, something peeking over a snowbank. Anyone succeeding on a DC 12 Wisdom (Perception) check, either by sight or the faint smell of brimstone, recognizes a fiendish connection, and characters who can see it and know the Infernal language or succeed on a DC 12 Intelligence (Arcana) check recognize it as an imp. It disappears as soon as the party discovers or moves toward it. |
Cold Feet
Around noon, the party arrives at a treacherous ice field and notices the ice cracking under their feet in some places. Six frostbite spiders emerge from the snow to attack them.
The fresh powder over hard ice conceals hidden thin patches of ice, which collapse into twenty-foot pits. Creatures who enter a space with thin ice must succeed on a DC 15 Dexterity (Acrobatics) check or fall into the pit, landing prone and taking 2d6 damage. The frostbite spiders can move over the spaces without collapsing them, using their tremorsense to navigate around the thinnest parts.
Anyone who falls into or examines the pits will notice that they are not individual pits, but an irregular icy tunnel that has collapsed in some parts. The tunnel follows roughly the same course that the party is going. It’s the path of the remorhaz, although it has collapsed in many parts, so the party can’t follow it underground.
A Pack of Trouble
The party sees a pack of eight wolves crossing the tundra one hundred feet ahead of them. As the wolves pass just beyond a hill between them and the party, sudden barking reverberates across the landscape. When the party reaches the crest of the hill, they see the ground below the wolves splashing with icy sludge as one of the wolves goes under, and ice and water erupt from the large puddle. A successful DC 15 Wisdom (Perception) check reveals the icy puddle itself is attacking the wolves.
The puddle is a glacial sludge intent on consuming the wolves and kills one per round unless the party intervenes.
At the end of the first round, more barking emerges from another hill, and a dog sled speeds over the crest and banks hard as a dwarven barbarian in a wheelchair, Donna Nason (she/her), launches from the sled, chains flinging a ram to the front of the chair, crashing into the sludge with a Wheelchair Ram attack. Donna is raging and will continue to attack with her ax in subsequent rounds as her partner, Michael (he/him, veteran), a tall light-skinned human with brown hair and gray insulated clothing, moves the sled out of the way to keep the dogs safe. Michael will only join in the fight if he believes Donna is in danger, as he’d rather let her have all the fun.
As the battle finishes, Michael brings the dogsled down the hill to Donna. Michael adjusts Donna’s legs and helps her detach the ax from her gauntlets. Donna amorously thanks Michael as he wipes the remnants of the sludge from her wheelchair and gear. In an affectionate tone that contrasts the rage the party just witnessed from her, Donna introduces herself and Michael to the party and asks what brings them out to the snowy wilderness.
GM Note: Depending on the strength of the party, Donna and Michael may join them in their quest if they need an extra blade, but otherwise, they will continue on their way, as they’re tracking frost giant marauders. If they part ways and the party gets into trouble, they can return to help, saying they noticed the remorhaz trail and were wondering whether that was a clue to find the giants.
Run with the Remorhaz and Hunt with the Trolls
Mid-afternoon, the party encounters two ice trolls, who have been tracking the remorhaz and are eager to capture it for its valuable hide and quantity of meat. One holds and sniffs Ava’s cane, which caught in the remorhaz’s carapace and fell off nearby. The trolls sniff it and notice an overlap with the smell of the remorhaz, which they find curious enough to discuss with each other, but it’s nothing more than a curiosity to them.
The trolls’ reaction to the party depends on the party’s behavior. They flash their claws and fangs but don’t immediately attack unless they feel threatened or see the party as an easy snack, instead pointing and ignoring the party while still aware of their location by smell. If the party demonstrates power without hostility, the trolls try to ignore the party, focusing on tracking the remorhaz. If the party attacks or interferes, the trolls attack.
Shortly after the party decides their course of action, they hear the sound of a sled approaching from the top of a nearby hill. A blue dragonborn ranger, Rivaan Linxakasendalor, comes into view, using javelins to propel herself down the slope on a sled. If the party is fighting the trolls, she joins in against the trolls. Rivaan is determined to find the remorhaz, as she believes it to be the one that killed her father years ago, and she will ally herself with anyone she believes will help her destroy the monster, which may include siding with the trolls if necessary.
Since the trolls and party are both heading in the same direction, confrontation is nearly inevitable, either by the party or the trolls’ annoyance, although the trolls may decide to let the party kill the remorhaz and then take advantage of the weakened party.
Getting Warmer…
Late in the evening, the party arrives at the cave. The floor is glare ice and slightly wet in spots. Rivaan has no problem navigating it on her sled, but anyone walking must succeed on a DC 10 Dexterity (Acrobatics) saving throw at the beginning of their turn to avoid falling prone during any combat within the cave unless taking measures to stabilize themselves.
Once within the cave, Kaldur attempts to slip away from the party. He points them to a path that he claims he doesn’t recognize and asks them to explore it. If caught, he tells them that he’s too “rusty” to fight a remorhaz and only wants to find Ava, so he’ll wait for them at the entrance to the cave.
Frozen Forge
The party comes to a large chamber with a table, anvil, hammers, tongs, and other forge implements but no bellows, only a fifteen-foot cube cage and a large pile of chains.
The tools lie on a page of scorched and blood-stained parchment inscribed with a poem written in Infernal:
Through ice and fire, power shall rise,
A pact of darkness, a deadly prize.
To wield the forge, no flame's embrace,
The chosen one shall claim their place.
Let molten cold consume your will,
And frozen flames your soul distill,
Till power binds your blood with ore,
Inseparable forevermore.
With passion’s fire and heart of ice,
Invoke the frost's infernal price,
Fulfill the pact, your power seize,
Ignite the world, and let it freeze.
In the corner of the room, a wooden wardrobe holds two pickaxes, two sets of crampons, and Braces of Frigid Flight.
Braces of Frigid Flight
Wondrous Item, uncommon (requires attunement)
The crystalline leg braces have icy wings extending from the sides and reduce leg-related mobility penalties by 1 while worn.
While you wear these braces, you have a flying speed equal to your walking speed. You can use the braces to fly for up to 1 hour, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. When the duration expires, the braces melt and cannot be used again and are rendered non-magical.
A Hot Mess
Warm fog fills the final chamber, and the remorhaz senses anyone walking on the floor while waiting in a hot pool in the back of the chamber, springing out once anyone walking approaches within thirty feet of the pool and attacking.
The remorhaz wears a black iron cuff on one of its legs, noticeable with a DC 10 Wisdom (Perception) check. A successful DC 12 Wisdom (Perception) check reveals an inscription in the neck of its carapace depicting two remorhaz heads, one larger than the other. If the party doesn’t notice the inscription, Rivaan notices after a round of combat.
Remorhaz Subjugator
Tiny construct, unaligned
Armor Class 15 (natural armor)
Hit Points 10 (4d4)
Speed 20 ft., climb 20 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
12 (+1) |
16 (+3) |
10 (+0) |
3 (-4) |
10 (+0) |
1 (-5) |
Skills Stealth +5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Damage Immunities cold, fire, poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
Languages understands the languages of its creator but can’t speak
Challenge 1/2 (100 XP)
Immutable Form. The Subjugator is immune to any spell or effect that would alter its form.
Magic Resistance. The Subjugator has advantage on saving throws against spells and other magical effects.
Spider Climb. The Subjugator can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Anklet Attachment. Melee Weapon Attack: +5 to hit, reach 0 ft., one target. Hit: 0 damage, and the Subjugator attaches to the target. While attached, the target cannot remove the Subjugator. Anyone else besides the wearer of the Shackler’s Restraint attempting to remove the Subjugator must successfully grapple the remorhaz’s leg (as attempting to grapple, but regardless of size differences). On a successful grapple, the grappler must succeed on a contested Strength check against the Subjugator removes it.
Dominated Remorhaz. When attached to a target, the Subjugator can use its action to polymorph the target into a remorhaz. The target must succeed on a DC 16 Wisdom saving throw to avoid the effect. Once polymorphed, the target is charmed by the wearer of the Shackler’s Restraint as a Dominate Monster spell. The effect lasts as long as the Subjugator remains attached to the target.
The remorhaz subjugator is a tiny construct designed to resemble a remorhaz wrapped around a creature's leg, specifically crafted to be stealthy and discreet. Its primary purpose is to aid in the subjugation and control of creatures targeted by the corresponding Shackler's Restraint armband or anklet. The remorhaz subjugator can turn invisible to avoid detection until it's ready to use its Domination ability on a target, compelling them to follow the wielder's commands. However, with each use, it weakens the Shackler's Restraint wielder, eventually leading to exhaustion and rendering the Shackler's Restraint non-magical.
Shackler's Restraint
Wondrous Item (armband), rare (requires attunement)
This black iron armband allows you to telepathically control a single remorhaz subjugator and thus the subjugator’s dominated remorhaz. You can mentally command the figurine to crawl onto a target creature whose location is known to the wielder or subjugator. The dominated creature retains awareness but is compelled to obey the wielder's commands. You can command the dominated creature as the Dominate Monster spell, but with unlimited duration, no concentration required.
Removing either your armband or the subjugator ends the domination effect.
Each time the remorhaz subjugator attaches to a new target, you must make a DC 8 Wisdom saving throw, the DC increasing by 1 with each new target. On a failure, you are permanently polymorphed into a remorhaz.
If the subjugator is destroyed, you must succeed on an additional Wisdom saving throw with a DC as if it attached to a new target or 16, whichever is greater, or be permanently polymorphed into a remorhaz. On success, you instead take 4d6 psychic damage.
Kaldur hides in a corner of the chamber behind a boulder, watching the events unfold. If the remorhaz is killed or the subjugator removed from it, he controls it to climb onto another target. He intends to use it on another target as he needs the heat from a remorhaz to forge his weapon. If noticed, he claims to have come in looking for the remorhaz. He denies any connection unless a Detect Magic spell reveals the enchantment aura of the shackle under his coat.
The remorhaz is blind and can’t detect anyone moving silently along the walls or ceiling or flying, but if it hears them, it can attack them with a −4 penalty to hit, attempting to knock them to the floor where its tremorsense can pinpoint their location.
If events turn against Kaldur, he shouts, “Unqon!” and an ice devil appears and attacks the party.
If the combat goes against the party, depending how they handled previous encounters, the ice trolls, Donna Nason, or even the wolves may appear and aid the party.
A Warm Welcome
Night has fallen, and the cave offers shelter for a long rest. The next morning, Rivaan makes sure that the subjugator is destroyed and leaves in search of the remorhaz that killed her parents.
The GM may choose a random encounter from above or skip to the party’s arrival back at the village. As they travel, they hear the howls of wolves in the distance.
The party arrives in the evening. Most of the village sit around a central bonfire, resting after a hard day’s work repairing storm damage. Their weary faces gain new energy as they see the party return with Ava, but they ask about Kaldur and respond to news of his betrayal with shock and sadness.
Brace eagerly offers the party mugs of hot mulled wine and bowls heaping with venison stew in a savory cheese sauce with berry cobbler for dessert, asking them how they’re coping with the stresses of the adventure. “That must have been scary. I bet you’re feeling a tangle of feelings right now.” “Were there times you wondered how you’d succeed? How did you overcome?” “What’s going through your mind now that it’s all done?” He offers no advice, only empathy and appreciation.
Gertie offers her best bedding at the inn and asks whether they need anything else. The smell of roasted nuts fills the warm air, and the beds feel soft and welcoming.
The next morning, the aroma of Ava’s bakery wafts through the village. She’s been up all night baking, and she brings a cart full of sweet rolls and mincemeat pastries to the inn to greet the party. The flavors attract the rest of the village, and soon, the inn is bustling with joyful conversations and expressions of gratitude.
Brace reaches into his pocket and pulls out a package wrapped in string and brown paper and hands it to the party as an expression of the village’s appreciation. The box, padded with cedar shavings, contains an Aurora Breeze Chime.
Aurora Breeze Chime
Wondrous Item (windchime), common
The Aurora Breeze Chime is a beautiful windchime crafted from pure gold with intricately designed antler-shaped chimes. It has one charge. When hung up in an area where even a slight breeze blows consistently for the duration of a short rest, it creates a magical resonance within a 30-foot radius. This resonance affects anyone using hit dice for healing during the short rest, granting them an additional hit point of healing. The chime regains its expended charge daily at dawn.
The tundra is cold and hard, but the warmth of hearth and joy of the community provide a welcome contrast.