Tier 2 – The Heart of Winter A Frosthaven Adventure
**Tier 2 play**
In the bustling underbelly of Frosthaven, a city where magic and vice intertwine like swirling smoke, a whisper of dread has begun to spread. A powerful figure known as the Ice Queen, a mysterious crime lord with a chilling reputation, has recently claimed dominion over the north side. This cold-hearted ruler sends a shiver down the spine of even the boldest adventurers, her icy gaze reputed to freeze the bravest hearts in their tracks.
The party finds themselves in a dimly lit tavern, The Frosty Flagon, where the air is thick with the scent of spiced ale and the stories of desperate souls. A hooded figure approaches them, sliding a heavy pouch across the table, along with a parchment bearing the sigil of a fractured icicle – a mark of the Ice Queen.
“Your task,” the figure murmurs, their voice barely above a whisper, “is to retrieve a stolen artifact known as the Heart of Winter. It is said to bestow unimaginable power upon its holder. The Queen desires its return, but her enemies will stop at nothing to keep it hidden.”
The party soon learns that the Heart of Winter is in the possession of the rival gang, The Flamewalkers, notorious for their fiery tactics and fiery personalities. An investigation leads them to the wastelands outside of the city, where fire and frost clash violently. Here, the party must gather information on the gang’s hideout, using their charms, stealth, or perhaps even some good old-fashioned intimidation.
As they delve deeper, they discover that the gang's hideout is a hidden cavern, warmed by enchanted flames, a stark contrast to the icy streets they came from. The flickering light reveals a multitude of traps and guards, all eager to protect what they believe to be theirs.
Amidst the chaos, the party encounters Vesper, a cunning Flamewalker who possesses knowledge about the artifact's true nature. She reveals that the Heart of Winter is not merely an item of power; it is a catalyst for a war between elements, a key that could unleash devastation upon Frosthaven. Persuading her to aid them could tilt the balance, but there’s a risk: her allegiance is as unpredictable as fire in the wind.
Once they infiltrate the gang's lair, the air crackles with tension. The party must battle fierce Flamewalker warriors, and at the heart of the cavern, they face the gang's charismatic leader, Blaze. With flames dancing in his eyes, he wields a fiery whip that sings through the air.
**Blaze Stats:**
– **Hit Points:** 180
– **Armor Class:** 15
– **Attack:** Fiery Whip (Melee attack, +8 to hit, Reach 10 ft, 2d10 fire damage)
– **Special Ability:** Flame Surge – Once per encounter, Blaze can unleash a wave of heat, forcing all party members within 30 feet to make a DC 15 Dexterity saving throw or take 4d6 fire damage.
The showdown is intense, with Blaze leveraging the environment, igniting pockets of flammable material around the cave. The players must strategize, using water spells, icy charms, or clever terrain manipulation to turn the tide in their favor.
Once the battle concludes, whether victorious or defeated, the players are left with weighty decisions. Do they return the Heart of Winter to the Ice Queen, sealing her grip upon Frosthaven? Or do they forge an alliance with Vesper and the Flamewalkers, risking the wrath of the Ice Queen in pursuit of a new path for the city?
This one-shot promises epic battles, moral dilemmas, and the ever-present question: how far are you willing to go in the name of power, loyalty, and the choices that define you? The icy grip of the Ice Queen awaits the party’s fate, and the secrets of Frosthaven beckon for uncovering.