Tier 2 – The Frost Wraith’s Curse A Festival of Lights Adventure
**Tier 2 play**
In the vibrant realm of Eldoria, where magic flows like the rivers and the skies shimmer with the hues of enchantment, a peculiar event has stirred the hearts of its inhabitants. Every year, on the eve of the Winter Solstice, the town of Frosthaven celebrates the Festival of Lights, a time when the townsfolk gather to honor the ancient spirits of winter. However, this year, a dark shadow looms over the festivities.
As the sun sets, casting a golden glow over the snow-laden streets, the townsfolk whisper of a mysterious figure known only as the Frost Wraith. This malevolent spirit has been stealing the warmth of the season, leaving the town in a perpetual chill. The once-vibrant lights of the festival flicker dimly, and the laughter of children has been replaced by hushed tones of fear.
Your party finds themselves in Frosthaven, drawn by the promise of adventure and the allure of magic. As you arrive, the air is thick with the scent of spiced cider and roasted chestnuts, but the joy of the festival is overshadowed by the townsfolk's despair. The mayor, a stout dwarf named Thrain, approaches you with urgency in his eyes.
"Adventurers! We need your help!" he implores. "The Frost Wraith has taken residence in the Crystal Caverns to the north. If we do not stop it, our festival will be lost, and the warmth of the season will fade forever!"
### Adventure Hook:
Your party must venture into the Crystal Caverns, a labyrinthine network of ice and crystal formations, to confront the Frost Wraith. Along the way, you will encounter enchanted creatures, treacherous terrain, and the remnants of ancient magic that once protected the town.
### Exploration Component:
As you navigate the caverns, the air grows colder, and the walls glisten with frost. You may discover hidden alcoves containing magical artifacts, such as the **Crystal of Warmth**, which can temporarily shield you from the Wraith's icy touch. Be wary of the **Frost Elementals** that guard these treasures, animated by the Wraith's dark magic.
### Investigation Component:
To weaken the Frost Wraith, your party must uncover the source of its power. Scattered throughout the caverns are **Frostbound Relics**, remnants of an ancient ritual that once bound the Wraith to its icy prison. By piecing together the clues left behind—ancient runes and echoes of the past—you can learn how to break the Wraith's hold over the town.
### Enemy Encounter:
As you delve deeper into the caverns, the Frost Wraith reveals itself, a swirling mass of ice and shadow, its voice a chilling whisper that echoes through the caverns.
**Frost Wraith Stats:**
– **HP:** 70
– **AC:** 15
– **Attack:** Icy Grasp (Melee Attack, +6 to hit, 2d8 cold damage)
– **Special Ability:** Frost Aura (All creatures within 10 feet take 1d4 cold damage at the start of their turn)
### Conclusion:
Once you defeat the Frost Wraith, the warmth of the season begins to return to Frosthaven. The townsfolk rejoice, and the Festival of Lights can continue. As a token of gratitude, the mayor presents your party with the **Amulet of Eternal Warmth**, a magical item that grants resistance to cold damage.
As you leave Frosthaven, the sounds of laughter and celebration fill the air, and the spirit of the season is restored, thanks to your bravery and cunning. The adventure may have ended, but the tales of your heroism will echo through the ages, a reminder that even in the darkest of times, hope can shine brightly.