Tier 2 – The Secrets of the Cairngorms
**Tier 2 play**
In the enchanting realm of Eldoria, where the mountains kiss the sky and the air is thick with the scent of magic, an urgent call has echoed through the quaint village of Frosthaven. The townsfolk are gripped by fear and sorrow, for a beloved local skier, Sam Burns, has gone missing in the treacherous Cairngorms. This once-peaceful village is now fraught with whispers of dark omens and strange occurrences.
Your adventure begins in the heart of Frosthaven, where the frostbitten wind howls through the narrow streets. The villagers gather around a flickering bonfire, their faces illuminated by the warm glow, sharing tales of Sam's last known whereabouts. As the players approach, they can hear snippets of conversation about mysterious footprints in the snow, leading deeper into the mountains, and an eerie figure seen lurking near the ski trails.
The party is tasked with uncovering the truth behind Sam's disappearance, and they must venture into the icy wilderness. As they prepare, the village elder, a wise old woman named Maelis, approaches them with a heavy heart. "The mountains have secrets, brave adventurers," she warns, her voice trembling. "But beware, for they are not the only ones who roam the snow-covered peaks."
As the players ascend the rugged slopes, they encounter a variety of challenges that test their skills and ingenuity. The air grows colder, and a thick fog rolls in, obscuring their vision and disorienting them. They must navigate treacherous ice patches and avoid hidden crevices, all while keeping an eye out for clues about Sam's fate.
In their exploration, the party discovers a hidden cave adorned with ancient runes that glow faintly in the darkness. Inside, they find remnants of Sam's belongings—a broken ski pole, a torn scarf, and a journal filled with cryptic entries about an elusive snow spirit rumored to guard a hidden treasure within the mountains. The air in the cave crackles with magic, hinting at the presence of something powerful.
However, the deeper they venture, the more they realize they are not alone. From the shadows emerges a Frost Wraith, a spectral guardian bound to protect the secrets of the mountain. Its icy breath chills the very air, and it seeks to drive the intruders away.
**Frost Wraith Stats:**
– **Armor Class:** 14
– **Hit Points:** 45 (6d10 + 12)
– **Speed:** 0 ft., fly 60 ft. (hover)
– **Abilities:**
– **Cold Aura:** Creatures within 10 feet must succeed on a DC 12 Constitution saving throw or take 10 (3d6) cold damage.
– **Chilling Touch:** Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (6d6) necrotic damage.
As the players face the Frost Wraith, they must use their abilities and teamwork to overcome this formidable foe. Once defeated, the Wraith dissipates into a flurry of snowflakes, revealing a hidden passage that leads to the heart of the mountain.
Inside, they find Sam, unconscious but alive, trapped in a magical ice cocoon. The players must work quickly to free him, using their skills and spells to melt the ice and revive him before the magic of the mountain reclaims him.
With Sam rescued, the party learns of the treasure he sought—a powerful artifact said to control the winter storms. This revelation opens new paths for adventure, as they must decide whether to keep the artifact for themselves or return it to the villagers of Frosthaven.
As the session concludes, the players emerge from the snowy peaks, their hearts filled with triumph and the promise of new quests ahead, forever changed by their encounter with the mysteries of the Cairngorms.