A Song of Ice and Liars

by mcdoolz

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A Song of Ice and Liars

Warm hearts in a Cold winter

About the Adventure

This adventure places a party of level 5 characters at the center of a quarrel between two composers. It is located in Suzail but could as easily be placed in any major city.

Naturally, it should take place during a winter season or in a cold climate.

Precursor

A vengeful sylvan spirit has possessed a reputable maestro.

His goal is to play a piece of music at the upcoming charity gala where the nobles of the kingdom will be in attendance, it seeks to raise its army of snow borne abominations and launch its conquest upon the warm world.

Summary of Events

The city of Suzail is in celebration as the Noble Heart Winter Charity Gala is being built up with structures, merchants and performers stretching upon the promenade from the Royal Court Theatre in either direction for some distance.

The story begins with the players getting in touch with the director of the Royal Court Theater, Antonio Fellini and his assistant Nicolette Fiorelle.

In speaking to the director and his assistant, the players learn that a maestro named Giovanni has stolen the sheet music to be played at the gala by another maestro, Lucian.

Antonio suggests they check his residence and Nicolette takes the players there. Giovanni is not home. Nicolette suggests he may be at The Golden Dice, a gambling hall on the dockside.

Searching Giovannis residence, the players find a collection of cash-out receipts for The Golden Dice gambling hall and a collection of notes and drawings with a strange square signature in the corner of each. Anyone with the artisan background recognizes the signature of Hari Noshi, a tattooist on the dockside.

If the players go to The Golden Dice first, Giovanni is not there and soon after arrives a gang of thugs sent by Lucian who are also looking for Giovanni. After the thugs are dealt with, the owner of The Golden Dice informs the players that Giovanni is likely at his friend Hari Noshi's tattoo parlor down the way.

When the players arrive at the tattoo parlor, they find a robed ogre shaking down a grappled Giovanni. Archers watch close by and a scout sits hidden keeping watch on the alleyway.

If the gang from the gambling hall is still alive, they arrive to assist in any conflict. If the players manage to save Giovanni from the gang, he offers to give the players the sheet music back; he left it with a scribe named Peregrin to have a copy made, and proceeds to take them there.

When they arrive at the scribery they find the door locked but the scribe is visible through a window, hunched over his lectern. However they enter, the players and Giovanni find a dead scribe, his lips blue, a frozen quill in his grasp, frost formed on his fingers and a peaceful look on his face. Giovanni is in shock, and sees that Peregrin had copied across but a single bar of the music. Peregrin is an alchemist as well and maintains a small supply of potions for healing, cold resistance and poisons antidotes.

Giovanni lets the players have the sheet music, deciding that this has all cost him far more than he bargained. The players can decide what to do.

If they return the sheet music to Antonio, they meet Lucian, a lithe pale well dressed figure with white gray peppered hair. When he speaks, it's in a slow passionate tone. He is thankful for their work and offers a reward for the music before adjourning to rehearse. Antonio pays the players and they're free to do as they will until the gala begins.

If the players choose to investigate Lucian in any fashion, events can twist a bit. Ultimately the players should see the gala begin (unless they solve the puzzle before then) and eventually lead to Lucian's performance. As the music crescendos, Lucian's body is suddenly wracked by seizures leading to the release of a slyvan spirit and the sudden spawning of several abominable snow soldiers.

The players must defeat the sylvan creature amidst the army of Purple Dragons, the newly spawned army of snow beings, and the chaos of the galas patrons and the citizens running for their lives.

Adventure Hooks

The director of the Royal Court Theater needs help he can trust to get the sheet music back and not get Giovanni arrested. How the players meet with Antonio and Nicolette should relate to professions and backgrounds where applicable. Some of the following suggestions may work for you.

  • A noble background character is delivering a thank you or picking up tickets on behalf of their noble family.
  • A bard could come in contact through the local Bards College or by visiting the Royal Court Theater.
  • Rogues or streetwise characters could be contacted by Nicolette who needs someone discreet.
  • Fighters, Paladins, Clerics would be contacted by a guild or through a church or temple respectively by Nicolette's contacts.
  • The players could be visiting the Royal Court Theater as part of a tour of the promenade.

Royal Court Theater

The Royal Court Theater in Suzail is a grand theater located in the capital city of Cormyr. It is known for its opulent interiors, which include a gilded ceiling and ornate chandeliers. The theater is home to a variety of performances, including plays, operas, and concerts. It is a popular destination for tourists and locals alike, and is often considered one of the cultural gems of Cormyr. The theater is well-known for its excellent acoustics and has hosted some of the most famous performers in the realm. It is also a frequent venue for events hosted by the royal family of Cormyr.

Meeting Antonio & Nicolette

These two are a bit frantic and unsure of what to do. Antonio is stricken yet calm while Nicolette is beside herself, blaming herself for her irresponsibility.

When they greet they players, they are polite and willing to discuss what they know if it seems the players are to be helpful.

If they ask about Lucian, they state that he left on business of his own soon after he heard of the theft.

The Theft

Antonio & Nicolette explain that the maestro Giovanni had visited to discuss the upcoming gala and what he was expected to perform.

In discovering that another maestro named Lucian was to play, he became angered and although they had assumed he had left, they soon discovered he had stolen the sheet music that was to be played.

Giovanni left a note that stated Lucian did not deserve to play the music as Lucian was born with a silver spoon in his mouth and a silver bell to call his wet nurse.

Antonio suggests checking Giovanni's home and Nicolette agrees to take the players there. The residence is only a few blocks away down the promenade.

Finding Giovanni

The players arrive upon a street of several large buildings made of fine brick, marble, well polished and carved timber and eventually a 6 story, squat and fat structure of three opulent 2 story apartments stacked on one another, each featuring a 15 foot glass and iron archway patio window depicting the crest of the noble house that built it (DM's discretion) and a thick wrought iron railing encircling a stone balcony, each of which is supported at their by two thick round stone pillars.

A gate sits in the center of this building leading to a 10 foot wide polished marble hallway with waiting benches, next to a spiral staircase leading up at each end of the entry hall. The first two ground level apartment doorways are placed opposing each other at the center of the hall.

Giovanni lives in apartment 3 on the 2nd floor and has not returned home. The players can force entry on the door, gain access via the unlocked balcony door, or seek the landlord who lives in apartment 1 on the ground floor.

Each door is heavy oak with blackened iron bandings, a robust keyway Dexterity (Sleight of Hand) check (DC 16) overtop a large lever. The doors engravings are nature themed but not related to any deity.

The landlord is a friendly old caretaker who will provide the key or open the door with a successful Charisma (Persuasion or Deception) check (DC 14) and a plausible story, eg: locked out lover, sick family member, worried parents, surprise birthday, at the GM's discretion. Any Intimidation attempt will cause the old landlord to suffer from his war memories, scream battle field commands and faint (or die of heart failure, GM's discretion), which may cause escalations at the GM's discretion.

The Artists Heart

Giovannis apartment is disheveled at best. Old laundry, stacked dishes, parchment piles with ink scrawlings of sheet music, much of it crossed out and rewritten several times over. A large four post bed sits in disarray with wine stains upon the sheets, all in the shadow of a curved staircase and balconey 2nd floor

The players can Wisdom (Perception) check (DC 12) search the apartment they find a collection of vellum receipts for winnings from the Golden Dice, a dock side gambling hall.

With a successful Intelligence (Investigation) check (DC 15), or if anyone specifically states they check under the bed, they find a leather folio of drawings, sketches of a persons limbs with tattoos upon them, each with an odd looking signature. An Intelligence (History) check (DC 15) (or at GM's discretion, if a characters origin is Asiatic), allows a character to recognize the phonetics Hari Noshi.

If the players return to Nicolette, she can explain that is Giovannis tattooist. If the players did not successfully search the apartment they can return to Nicolette who suggests that he gambles and may be at The Golden Dice.

The Golden Dice

The Golden Dice is a well decorated and well protected dock side gambling hall known by the wealthy as a safe place in the care of Dargan Goldhand, the Golden Dice has 6 guards (Knight) and free ale for house regulars such as Giovanni. At GM discretion, if a character has the Gambler background, Dargan may know them, and they may also qualify for free drinks.

A passive perception check of 15, or an active Wisdom (Perception) check (DC 12) reveals that Giovanni is not here. The patrons are all too engrossed to care about any players' questions. Each time the players ask about Giovanni, tally their request, and roll 1d6.

If you roll above the number of times the players have asked about Giovanni, they offend the patron. A character can choose to apologize to avoid escalations with a Charisma (Persuasion) check (DC 12).

Failing to quell the offense, Dargan investigates and if he does not know the characters, asks that they leave. He summons the guards to peacefully (if possible) eject the characters from The Golden Dice.

If the players seek out the management (Dargan) to ask about Giovanni, he politely informs them that he covered his debts and he's not been seen at The Golden Dice for days.

20 minutes after the players arrive, so do three men dressed and well armed for conflict. Markus, Grimgore and Vaxin are also seeking Giovanni and consider themselves professionals. They seek Dargan to ask about Giovanni and if greeted by the players, tell them to stay out of their way or suffer consequences. They don't attack unless attacked directly, and will otherwise rush towards Hana To soon afterward.

If the players are being thrown out, they encounter the thugs outside who they overhear as one states in creole, "Iya 'opes Giovanni's 're, Ogrimm awt-be-at da'tooists now. Kik 'ook 'round, denwe met-da baws-aggin."

If the thugs escape, or are dispatched before the players have heard about Hana To, Dargan will thank the players and if told that they were also seeking Giovanni, will offers that Giovanni could be at the tattoo shop.

Hana To

When the players reach Hana To, they find the rest of the crew that is after Giovanni as well as Giovanni and his tatooist Hari Noshi.

The tattoo shop is a mess, Hari Noshi is visibly injured, and an ogre by the name of Ogrimm has Giovanni in his grasp.

Ogrimm & Company

If the players attempt to negotiate with Ogrimm he tells the players to mind their own business or be shot. If the players press attempts to negotiate he gives the word for his archers to loose upon the two closest players.

If they still do not engage but continue to try to negotiate, Ogrimm laughs at them and continues to rough up Giovanni.

If attacked, Ogrimm doesn't want to fight to the death and asks for quarter if one or more of his crew are killed.

If the players refuse quarter, he will attempt a tactical retreat, providing covering fire using magic missiles from his wand or while he can cast them and resorting to fire bolts if necessary. If possible, he will grapple and carry Giovanni.

If Ogrimm manages to knock out or kill any of the players, he offers quarter. If the players take it, Ogrimms tells them that they can wait until he is done with Giovanni and then go about their business.

If Ogrimm is afforded the time, he will roughly interrogate Giovanni about the location of the sheet music before finding a receipt for a scribe named Peregrin on Giovanni.

Ogrimm at this point will throw Giovanni aside and leave the scene to go retrieve the sheet music from the scribe.

At this point Giovanni is badly injured from the interrogation but tells the players to get to Peregrin before Ogrimm does.

If the players have dispatched or routed Ogrimm and his crew, or taken Giovanni from Hana To and escaped, Giovanni is thankful and tells them that he is regretful for what he's done and what it's cost his friend. He takes the players to the scribe.

Peregrin's Dead

Peregrins home is a small two story brick book store with a placard that reads his name in gold serif font.

Upon arriving at the scribes residence the players will find the scribe visibly hunched over his lectern, presumably sleeping.

His door is locked however and banging on the door doesn't raise him. Observant (Passive Perception 13 or better) players will note there is a bit of frost on the windows, inside the building.

The players can get in through:

  • an unlocked second floor window
  • by finding the spare front door key behind a loose brick of the door frame
  • breaking any of the locked first floor windows

However the players gain entry, they are confronted with a very dead Peregrin. His lips are blue his finger tips are frozen and his whole body is cold as ice.

Giovanni will be visibly saddened by this and will observe that Peregrin was working on the copy but only managed a few bars in before he died.

At this stage, Giovanni asks the players to see that the music is returned to Antonio, and states that this debacle has now truly cost him far more than he bargained.

Moonlighting

Peregrin kept a lab where he practiced alchemy on the second story of his shop.

Searching his lab will reveal 1d4 + 2 Potions of Healing, 1d4 Potions of Cold Resistance and 1d4 Potions of (Hill) Giant Strength.

In his living area he kept a modest wardrobe, a small savings of 300 gold pieces and receipts for shipments of alchemical goods and book binding equipment arriving.

Enroute

If Ogrimm and his crew are still alive, the players may have to deal with him in some fashion or get to Peregrins faster than them (eg: by horseback). It's up to the DM how long it takes Ogrimm and the crew to reach Peregrin. He is resourceful but he does not have transportation at the ready.

Meeting Lucian

Presuming that the players return to the Royal Court Theater with the sheet music, they will find Antonio, Nicolette and Lucian meeting in the main foyer.

Antonio is relieved to see the players arriving and asks for Giovannis condition. If Giovanni is dead or incapacitated, Antonio is greatly grieved by this and will lash out at Lucian for sending thugs. If Giovanni is alive, the director and Nicolette both breathe a sigh of relief and thank the players for their involvement, avoiding any mention of the thugs.

If the players provide any mention of the thugs, Lucian readily states that he hired and sent them to retrieve his property as was his prerogative. He apologizes coldly for any inconvenience upon the players and offers to pay them what he was to pay Ogrimm's crew.

If the players hand over the sheet music, Lucian thanks them and retreats from the meeting, stating that he must rehearse.

If the players ask about the sheet music before handing it over, Lucian is dismissive of their questions, stating he has no time for their petty, paltry prattlings and that he must get to rehearsals.

Antonio will parrot these statements in a more polite tone while Nicolette will stay quiet and stoic.

If the players accuse, or degrade Lucian in some way, the director, Nicolette and Lucian will all be visibly shocked while Antonio will demand that they hand over the sheet music, take their payment and leave. If pressed, he will threaten to summon the Purple Dragons justice upon the player.

If the players take payment and leave they receive a sum of 100 platinum pieces to be divided amongst them.

If they part on good terms the players are told they can expect special seating for the affairs to come.

At this point, the players are free to wander the promenade and take in the sights of the gala that is now coming under way.

The Noble Heart Winter Charity Gala

The Noble Heart Winter Charity Gala is an annual event held in the city of Suzail, Cormyr. It is a grand affair, attended by members of the royal court and the wealthy elite, as well as various nobles, politicians, and other influential figures. The gala is held in the Royal Court Theater, a magnificent venue known for its opulent decor and state-of-the-art stage and performance facilities.

The gala is held to raise funds for charitable cause, with a focus on helping those in need during the cold winter months. Organized by the Royal Court Theater and the Noble Heart Foundation the charity manages to raise a significant amount of coin each year by pitting the various noble houses against one another in a blind competition of wealth and giving.

At its core, the gala is a mix of high brow showmanship and grass roots fund raising. The various churches are well aware of the ego surrounding the noble houses and how to tread about those egos to maximize the return towards their efforts.

Those who organize the events are masters of negotiation and the effort and cunning they put into enticing the noble houses into providing as they do can not be understated.

In dealing with problems such as general toxicity, outbursts of tempers or outright violence that may surround the event, those who can will attempt to persuade and dissuade the aggressors to understand the core spirit of the event, agreeing and soothing the frustration that some may express.

The Director, Klaus Von Santos

Called a 'man of the people' by his peers, Klaus works tirelessly with a large and wide spread team of passionate people to make the gala a success each year. He can be found in any number of areas around the gala grounds. He is an aging elf of 600 years who emigrated to Cormyr some 60 years past. He has made Suzail his home and is an accomplished musician as well as event coordinator. He is a devout member of the Church of Tyr, swearing that he had his life saved once by the deity. He enjoys reading the daily news and gossip rags to 'keep up with the times' and is an accomplished Mage.

Event Organizers

The passionate people who make the gala possible run the gamut of individuals from laborers and architects to performers, organizers, and on and on. The gala and the construction thereby can be described as an organized chaos consuming the promenade surrounding the theater.

Honored Guests of the Gala

If you are placing this adventure in Suzail, in Cormyr, in the Forgotten Realms canon, then this list of noble houses should suffice as the high level roster of attendees.

Who's who

From the Obarskyrs who rule Cormyr to the Maelstroms from distant Waterdeep, every noble family worth their clout in coin can be seen at the affair. They tour about in carts, dressed to impress and to stay warm, in that order. Here are a few of the families that would attend:

House Obarskyr

The Obarskyr family has ruled Cormyr for centuries, and is the most powerful and influential noble house in the nation. The current ruling monarch of Cormyr, King Azoun V, is a member of this family.

House Barrowmaze

The Barrowmaze family is a powerful noble house in Suzail that is known for its wealth and influence. The family is involved in various businesses and industries, and is known for its charitable works and philanthropy.

House Dauntinghorn

The Dauntinghorn family is another powerful and influential noble house in Suzail. The family is known for its military prowess and its connections to the Purple Dragons, Cormyr's elite military corps.

House Bryne

The Bryne family is a wealthy and influential noble house in Suzail that is involved in various businesses and industries. The family is known for its support of the arts and its philanthropy.

House Maelstrom

The Maelstrom family is a powerful and influential noble house in the city of Waterdeep, one of the largest and most influential cities in the Forgotten Realms.

House Illance

The Illance family is a powerful noble house in the city of Baldur's Gate, another major city in the Forgotten Realms.

Sights & Sounds

There is quite a lot to see and do at the charity gala.

Decorations & Decorum

The entire promenade explodes in color and dress as tapestries, arrangements, lights and statuary are hung from buildings, or placed in the street.

Ice sculptures

The Noble Heart Winter Charity Gala features a stunning display of ice sculptures, showcasing the talents of the city's finest ice sculptors. These intricate works of art range from detailed, realistic pieces to whimsical, playful figures inspired by the winter season.

Ice skating

Guests can enjoy a bit of ice skating along the Promenades specially-made rink.

Sports

Professional athletes and local enthusiasts alike showcase their skills in a variety of winter sports, including ice climbing, ice skating, and skiing.

Fashion show

The Noble Heart Winter Charity Gala also includes a winter fashion show, featuring the latest in winter clothing and accessories.

Hot chocolate bar

From Waterdeep with love, Delphine comes to serve a variety of flavors and toppings for heated milk mixed with chocolate.

Craft brews & Fine wines

Hot mead, the finest spirits and the frothiest ales are served and on tap throughout the gala grounds as artisans local and not come to show their generosity.

Food

Culinary expertise is awash in the streets as various vendors come out to feed to destitute and any others who want a bite to eat.

Silent auction

Guests can bid on a variety of items and favors from the church and is the largest source of income for the gala.

Donations

While the focus of the Noble Heart Gala is the wealthy and the wealth they provide, there is no shortage of provisions provided by the general population.

  • Blankets: Piles of blankets can be seen on carts located along the Promenade, donated towards those who need them to stay warm.
  • Clothing: Warm, fuzzy coats, lined breeches, gloves, and dozens of pairs of new & old boots can be seen collected in crates and wagons.
  • Food: Non perishables such as jerky or salted, wrapped meats, assorted dry goods and even barrels of ale and mead are provided for those in need.
  • Heating: From old oil or wood stoves that are still serviceable to the fuels that provide their output, those who are fortunate to have a roof but no heat are thankful for this.
  • Medicine: Herbal remedies, alchemical draughts, bandages and other supplies can be found collected in a few locations along the promenade.

If players wish to donate they may although to purchase anything locally is virtually impossible as everything that can be purchased to donate already has been by all the noble houses.

Events

The following events assume that Suzail is your venue of choice and provide a few celebrities from other D&D canon that dungeon masters may or may not want to include.

d10 Loot
1-2 Protestors
3-4 Drunk Noble
5-6 Fire!
7-8 Chef who?
9-10 Thief!

Protestors

A group of protestors from the various churches gather outside the gala. They are angry at the flambouyence and excess demonstrated by the gala shouting slogans and carrying signs such as:

  • "Charity starts at home, not a gala!"
  • "The rich don't need another party!"
  • "Distraction is not a solution!"
  • "Spend the money on those who need it!"
  • "Showing off is not helping!"

They are peaceful but loud and disruptive.

A successful Charisma (Persuasion) check (DC 15) could convince them to take their grievances where it can be properly heard (a magister or event organizer), or a Charisma (Intimidation) check (DC 15) could scare them off.

Alternatively, a Charisma (Deception) check (DC 15) could convince them that their counter parts are else where and that they should seek them out.

If the players do not intervene, the authorities eventually show up and arrest the protesters to much maligned shouting and cursing from the protesters and any nearby gala attendees.

If the players successfully intervene, the protesters leave and the players are thanked cordially by the Purple Dragons.

Drunk Noble

A wealthy, intoxicated patron becomes aggressive towards some of the needy, calling them "riff raff" and "street rats".

A successful Charisma (Persuasion) check (DC 15) could convince them to calm down and behave, or a Charisma (Intimidation) check (DC 15) could intimidate them into behaving.

If the players do not intervene, the patron is eventually hit with a snow ball and falls over unconscious in the snow while the thrower is chased off by the authorities.

If the players successfully intervene the noble withdraws and the players are thanked cordially by the vendor.

Fire!

A fire breaks out in a greasy food stall, quickly engulfing the whole of the stall in a horrible blaze. Throwing snow upon the greasy fire causes it to spit and burst wildly. Throwing mud upon the fire wil slowly douse it away.

If the players do not intervene, the stall burns to the ground.

If the players successfully intervene, they are lauded loudly and the establishment owner offers them lodging at a local inn and meals anytime they wish.

Chef who?

A self proclaimed gourmand by the name of Gurney has lost their pass and is trying to enter the gala. He claims he's from Phandalin, come a long way to provide his services, and is visibly frustrated.

A successful Charisma (Persuasion) check (DC 15) could convince the gate guards to let them in, or a successful Intelligence (Investigation) or Wisdom (Perception) check (DC 15) can find their pass wedged in the floor boards of the drivers seating on their wagon.

If the players do not intervene, the chef is told he can purchase a vendors pass with the organizers to which he shrieks that he already has before turning around and leaving.

If the players successfully intervene, the chef thanks them cordially and tells them to visit him once he is set up. If they do, he gifts them with a Bowl of Endless Soup.

Thief!

A pickpocket is operating in the crowds at the gala.

A successful Perception check (DC 15) could notice them in the act, or a successful Charisma (Deception) check (DC 15) could pretend to be a wealthy patron and attract them. A successful Charisma (Persuasion or Intimidation) check (DC 13) can get them to leave under threat of the authorities.

If the players do not intervene, they may find themselves victims of the pickpocket. The pickpocket is sighted some time later and arrested soon after by the Purple Dragons.

Bad blood

If Ogrimm and his crew are still alive and were not routed, they will seek out revenge against the players for costing them the job with Lucian.

The crew will organize an ambush at the gala using whomever is still alive.

Ogrimm will look for an opportunity to take care of business off the beaten path and if no good opportunity presents itself he will patiently await his chance.

Bowl of Endless Soup

Wondrous item, rare (requires attunement)

This simple clay bowl appears to be unremarkable white clay, but upon closer inspection, it is adorned with a border of engraved sigils translating to 'soup' in various languages.

When an attuned user speaks the word 'soup' in their language, the bowl will produce a never-ending supply of steaming hot soup.

The soup constantly replenishes itself and never seems to grow cold or spoiled.

While attuned to the bowl, you gain the following benefits:

You are immune to the effects of extreme cold and starvation.

As an action, you can command the bowl to fill with soup of any flavor you desire. It does not produce stew.

Soup produced this way will satisfy any hunger and restore 1d6 + 4 hit points to any creature who consumes it while the soup is fresh from the bowl. Soup transferred to another vessel loses its effect after fifteen minutes and tastes as bland as water.

The effects of the soup last until the creature takes a short or long rest.

The bowl will remain filled with soup until commanded to empty, at which point it will become empty until commanded to fill again.

Investigating Lucian

If the players look into Lucian and his behaviors they may notice a few oddities.

Obelisks & Orichalcum

If the players look for Lucian prior to the gala with a successful Intelligence (Investigation) check (DC 15) they can find him doing a tour of the promenade, sternly observing the sights as he is touring the six obelisks encircling the stage and audience area of the promenade.

Following him unnoticed through the crowds requires a Dexterity (Stealth) check (DC13).

If they fail, Lucian notices he is being followed but will non-chalantly try to break line of sight then use his Ring of Invisibility to disappear altogether, skipping the current obelisk to return to it later.

Otherwise they watch as he approaches each of the obelisks mentioned above, placing a small pale gold snowflake upon each one; identified as Orichalcum with a successful Intelligence (Arcane, Artisan: Jeweler, Artisan: Alchemist, or Artisan: Blacksmith) check (DC 15).

If he is approached and asked about this, he states it's a surprise for the poor and down trodden of the city, supporting the cause and doing his part for the celebrations; and he demands that the characters cease following him.

If the players openly vandalize an obelisk the Purple Dragons will be summoned and the vandals arrested or driven off.

A keen eye and intuition

Characters with a passive Perception or Insight score of 15 or better note the following based on circumstances and GM discretion. Otherwise a character may succeed a Wisdom or Intelligence (Perception or Insight) DC 18.

Loosely dressed

While out upon the promenade, Lucian is dressed in a silk blazer, an open collar shirt, and silk black breeches stuffed into high boots. He's very under dressed for the cold weather

Cold atmosphere

Characters within 5 feet of Lucian will notice the air is noticeably colder near him.

Frosty breath

Characters who interact with Lucian in and outdoors notice that his voice steams or that when he speaks outdoors, it does not.

Crescendo

The central point of the gala is the unveiling of the honors that the noble houses will appreciate for their gifts to the those in need.

Laments of the Frost

The time comes eventually for Lucian to perform his music for an eager crowd.

The whole of the promenade gathers, encircling the stage with hundreds upon hundreds of commoners on bleacher seats and stilted platforms in a staggered line at each side of the stage, for attending noble families to gather upon.

A jester dances across the stage, introducing Lucian who arrives on stage to greet the orchestra in formal performance attire; a tophat, long black cloak, pure white high collared shirt and black pants hanging over black boots. Facing the crowd he announces he is honoured to perform for everyone in attendance, what he considers his magnum opus, "Laments of the Frost."

As Lucian's music fills the air, the temperature begins to drop rapidly.

A burst of icy wind comes with a fog that erupts and spreads outwards from each of the obelisks upon the promenade. A fog quickly rolls through and a howl is heard as 1d4 groups of 1d4+1 snow wolves materialize within the fog; an otherworldly war horn echoes in pursuit.

The obelisks frost over quickly, pulsing with a 10 feet cold aura causing 1d10 cold damage on a failed DC 15 Consitution saving throw. A shaft of frosty blue sparkling light pulses 120 feet into the air from each of the obelisks, providing a beacon that can be seen from any single story rooftop.

Of six obelisks, 2 provide the sylph with a cumulative 15hp regeneration, 2 provide it with 3 lair actions and 2 provide its casting abilities.

The players must destroy the obelisks if they hope to stop the spawning of the sylphs minions and weaken the spirit enough to defeat it.

If the players secretly destroyed all the obelisks, they are given the satisfaction of watching the confused sylph writhe in a moment of agony upon its arrival, realizing it has no obelisks upon which to anchor itself.

Final Movement

Regardless of remaining obelisks, the sylph will make the most of its abilities until vanquished, fighting fiercely for maximum damage, noting and targeting casters first.

The city guard leap into action, doing their best to corral the panicked population and defend them from the onslaught.

The Panicked Crowd is permanently Frightened of any and all enemy creatures. 3d6 + 6 Guards are present and encircle the stage area as a wall to prevent the wolves from reaching the Panicked Crowd.

1d6 additional guards arrive from the surrounding area for the first 1d4 + 1 rounds.

At GM discretion, groups of individuals may break from the crowd and attempt to run away from the staging area. Place 1d6 Commoners or 1d6 Nobles and their 1d4 Spy personal guard adjacent to the Panicked Crowd.

If less than 8 Guards remain upon Panicked Crowds' turn, Panicked Crowd will attempt to escape the immediate area using Stampede at GM discretion.

Snow Wolves will engage any creature preventing their reaching the crowd. If one of the snow wolves is in a disadvantageous position the first, nearest snow wolf not attacking the Panicked Crowd will move to assist the first.

Redemption

If the players dispatched Ogrimm, Giovanni appears amidst the crowd, ready to help the players. If the players let Ogrimm interrogate Giovanni, Ogrimm shows up with his people, regretful of what they unleashed upon the city


Winters Frost

Medium humanoid (elemental), neutral evil


  • Armor Class 16 (natural armor)
  • Hit Points 97 (13d8 + 39)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 16 (+3) 14 (+2) 16 (+3) 18 (+4)

  • Saving Throws Dex +7, Wis +6, Cha +7
  • Skills Deception +7, Perception +6, Stealth +7
  • Damage Immunities Cold, Fire
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
  • Senses Darkvision 60 ft., passive Perception 16
  • Languages Common, Giant, Infernal
  • Challenge 5 (1,800 XP)

Frost Aura. Winters Frost is surrounded by an aura of intense cold that extends 5 feet around him. Any creature that touches him or hits him with a melee attack while within 5 feet takes 5 (1d10) cold damage.

Magic Resistance. Winters Frost has advantage on saving throws against spells and other magical effects.

Magic Weapons. Winters Frost's weapon attacks are magical.

Innate Spellcasting. Winters Frost's spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

  • At will: frostbite (1d8 + 4 cold damage)
  • 3/day each: ice storm, wall of ice

Snowstorm (1/day). Winters Frost can use an action to create a storm of snow and ice that fills a 30-foot radius centered on him for 1 minute. While the storm persists, Winters Frost has advantage on Dexterity (Stealth) checks made to hide, and creatures other than Winters Frost have disadvantage on Wisdom (Perception) checks made to detect him. In addition, any creature that enters the storm or starts its turn there takes 5 (1d10) cold damage.


Actions

Multiattack. Winters Frost makes two attacks with his Silver Bell.

Silver Bell Strike. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 5 (1d10) cold damage. On a critical hit, the bell emits a deafening ring; the target must succeed on a DC 15 Constitution saving throw or be deafened for 1 minute.

Deafening Toll (Recharge 5-6). Winters Frost rings the Silver Bell, creating a powerful shockwave in a 30-foot radius. Each creature within range must make a DC 15 Constitution saving throw. On a failure, a creature takes 18 (4d8) thunder damage and is deafened for 1 minute. On a success, a creature takes half as much damage and isn't deafened. Creatures immune to thunder damage must still roll, as they may still be deafened on a failure.

Bonus Actions

Winter's Repose. Winters Frost teleports up to 30 feet to an unoccupied space he can see, leaving a shimmering trail of frost. Creatures adjacent to his departure location must make a DC 15 Constitution saving throw or take 5 (1d10) cold damage.

Legendary Actions

Winters Frost can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Winters Frost regains all spent legendary actions at the start of its turn.

  • Summon Snow Wolves (Recharge 5-6). Winters Frost summons 1d6 Snow Wolves (see stat block above) within 30 feet of him. The wolves act immediately after him in the initiative order and obey his commands.

  • Frosted Flurry. Winters Frost makes one Silver Bell Strike attack against any creature within range.

  • Chilling Mist. Winters Frost teleports up to 30 feet to a visible space within the lair, as per his Winter's Step ability. The area he teleports from is filled with a 15-foot radius of dense, freezing mist. Until the start of Winters Frost's next turn, this area is heavily obscured, and any creature that enters it or starts its turn there takes 5 (1d10) cold damage.

  • Icicle Barrage. Winters Frost causes icicles to rain down in a 20-foot radius area within 60 feet of him. Each creature in the area must make a DC 15 Dexterity saving throw, taking 14 (4d6) piercing damage on a failed save, or half as much on a successful one.


Snow Wolf

Medium beast, neutral


  • Armor Class 12
  • Hit Points 22 (4d8 + 4)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 3 (–4) 12 (+1) 6 (–2)

  • Skills Perception +3, Stealth +4
  • Damage Immunities cold
  • Senses passive Perception 13
  • Languages understands Common and Sylvan but can't speak
  • Challenge 1/2 (100 XP)

Keen Hearing and Smell. The snow wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The snow wolf has advantage on an attack roll against a creature if at least one of the snow wolf's allies is within 5 feet of the creature and isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.

Deafening Howl (Recharge 5–6). The snow wolf lets out a piercing howl. Each creature within 15 feet that can hear it must succeed on a DC 11 Constitution saving throw or be deafened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Panicked Crowd

Huge swarm of humanoids, unaligned


  • Armor Class 14
  • Hit Points 152 (16d12 + 48)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 16 (+3) 5 (–3) 8 (–1) 9 (–1)

  • Saving Throws Dex +7, Con +6
  • Damage Resistances bludgeoning, piercing, slashing
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses passive Perception 9
  • Languages understands Common but can't speak
  • Challenge 10 (5,900 XP)
  • Proficiency Bonus +4

Swarm. The panicked crowd can occupy another creature's space and vice versa, and the crowd can move through any opening large enough for a Medium creature. The crowd can't regain hit points or gain temporary hit points.

Trample. The panicked crowd can move through the space of any creature that is Large or smaller. When it does, the creature must succeed on a DC 18 Dexterity saving throw or take 22 (4d10) bludgeoning damage and be knocked prone. On a successful save, the creature takes half damage and isn't knocked prone.

Squeeze Through. The crowd can squeeze through spaces as if it were a Large creature.

Actions

Crushing Presence. Melee Weapon Attack: +9 to hit, reach 0 ft., one creature in the crowd's space. Hit: 36 (8d8) bludgeoning damage.

Stampede (Recharge 5–6). The crowd surges and crashes forward in a 30-foot line that is 10 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (10d8) bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures that fail the save are also pushed 10 feet in the crowd's direction of movement and are knocked prone.


Giovanni

Medium Humanoid (Bard/Monk), Chaotic Neutral


  • Armor Class 16 (studded leather armor, Dexterity)
  • Hit Points 138 (18d8 + 54)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 16 (+3) 14 (+2) 16 (+3) 20 (+5)

  • Saving Throws Dex +8, Wis +7, Cha +9
  • Skills Deception +9, Performance +12, Persuasion +12, Sleight of Hand +8
  • Senses Passive Perception 13
  • Languages Common, Elvish, Thieves' Cant
  • Challenge 8 (3,900 XP)
  • Proficiency Bonus +4

Traits

Unarmored Defense. While not wearing armor, Giovanni's AC equals 10 + his Dexterity modifier + his Wisdom modifier (AC 17).

Evasion. When Giovanni is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage on a success, and only half damage on a failure.

Actions

Multiattack. Giovanni makes two attacks with his Reinforced Lute, Playing Cards, or unarmed strikes.

Reinforced Lute. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) bludgeoning damage plus 10 (2d8) thunder damage.

Magical Playing Card. Ranged Spell Attack: +9 to hit, range 30 ft., one target. Hit: 15 (3d8) force damage. Giovanni draws a card from his enchanted deck and flicks it toward a target, which then magically returns to his deck.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.

Disorienting Words. Giovanni taunts up to three creatures he can see within 60 feet. Each target must succeed on a DC 17 Wisdom saving throw or take 14 (4d6) psychic damage and have disadvantage on its next attack roll before the start of Giovanni's next turn.


Bonus Actions

Step of the Wind. Giovanni can spend a ki point to take the Dash or Disengage action as a bonus action on his turn, and his jump distance is doubled.

Spellcasting

Giovanni is a 10th-level spellcaster. His spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He can cast the following spells:

  • At will: friends, message
  • 3/day each: charm person, disguise self
  • 1/day each: suggestion, fear

Reactions

Inspiring Words (3/Day). When a creature Giovanni can see within 60 feet fails an ability check, attack roll, or saving throw, Giovanni grants the creature magical encouragement. The creature can roll a d10 and add the result to the total, potentially turning failure into success.

Destiny calls.

Do you answer?

Every great cataclysm has brought great change to Faerûn. The strong adapt and rebuild themselves stronger.

Explore the fate of magic on Toril as destiny pulls the players in to become champions answering Mystras call to restore the weave.

This book sets the stage and conducts the first battle in a war between The Shar and the Chosen, with characters provided on both sides of the conflict.

This adventure is designed for four 10th level characters and involves a great deal of magic.

Characters should include the magically inclined.

A Dungeons and Dragons® adventure for characters of level 5.

For use with the fifth edition Players Handbook®, Monster Manual®, and Dungeon Masters Guide®

Written by Dooley P.

https://dungeonmaster.ca

 

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