[Lvl 22] - Winter of the Witch.pdf
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untitled
of the
Witch
Witch
by Stephen Radney-MacFarland
A cold winter wind blows from the
Scourge Mountains, but its origins are
not of this world. And with it come
horrifying stories of a fey who walks
the land. Cold, beautiful, and deadly,
she turns every mortal she touches into
a statue of ice, and she seems deter-
mined to blanket the entire north in a
blanket of frost.
It is the Winter of the Witch … and if
the archfey Koliada is not stopped it
could be the world’s last.
illustrations by Dave Allsop, Eric Deschamps, Izzy,
William O'Connor, Wayne Reynolds, Amelia
Stoner, Sam Wood
✦
cartography by Jason A. Engle,
Sean Macdonald
TM & © 2009 Wizards of the Coast LLC All rights reserved.
January 2009
|
D U N G E O N 16 2
DUNGEON 162
2
2
27
2
of the
Winter
J a n u a r y 2 0 0 9
Winter of the Witch
“Winter of the Witch” is an epic-tier DUNGEONS &
DRAGONS
®
adventure for 22nd-level PCs. By the end
of the adventure, the character will have reached
23rd level and be well on their way to reaching 24th.
Koliada within her fortress of Winter’s Heart.
Sun’s
Sliver
in hand, they battled the archfey, but before
they could use the artifact to destroy her, Koliada f led
the field, and while the knights won the day, they
knew someone would have to confront the Winter
Witch again. In preparation for that day, they hid the
Sun’s Sliver
, sealing it in an isolated monastery where
a member of their order could retrieve it again the
next time Koliada walked the world. But then proud
Nerath fell, and with it went almost all knowledge of
the
Sun’s Sliver
and how to defeat Koliada.
Now the Winter Witch walks the world again. As
cold spreads southward, an undead and disgraced
knight tries to assemble a group of heroes that can
retrieve
Sun’s Sliver
and defeat the Winter Witch once
and for all, but other foul powers work against the
plan. The demon lord Orcus has become interested in
Koliada’s march, not for any love of the fey and their
motivations (though the chaos they sow is useful).
Rather he has set his agents to work behind the scenes
to retrieve the
Sun’s Sliver
. Not only does the Demon
Lord of Undead wish to corrupt such a powerful arti-
fact of radiant energy, he also wants Koliada’s march
to reach farther south than it ever has before, hoping
that it will freeze over a volcano to the south and free
a primordial trapped within—for what purpose only
the demon knows.
One thing is clear; heroes are needed to end the
Winter of the Witch.
meet him in his tomb under the ruins of the Keep on
the Shadowfell.
Making it back to Winterhaven, the PCs find that
in their absence the settlement has taken a turn for
the worse. An unnatural cold snap has destroyed
the local crops, villagers from the town and the sur-
rounding countryside have gone missing, and stories
of the return of the infamous Winter Witch—a cruel
and hateful hag of legend—abound. But as terrible
as things appear to be on the surface, they’re shown
to be much worse when the PCs visit Sir Keegan.
They find the skeletal knight a helpless victim of an
aggressive interrogation by a f lameskull and a pair
of demons. The undead minion of Orcus and his
demonic thugs are attempting to extract the location
of something called the
Sun’s Sliver
from the stubborn
knight. If rescued, Sir Keegan explains to the PCs the
nature of the blight on the surrounding countryside,
and the reasons why the minions of Orcus are inter-
ested in the return of the Winter Witch. (The PCs
might end up visiting Gloomwrought if they don’t suc-
ceed in discovering the minion’s deception.)
Armed with this knowledge, the PCs’ next task is
to find and uncover the
Sun’s Sliver
before the forces of
Orcus can. The
Sun’s Sliver
lies under the remote ruins
of the Monastery of St. Alabat, and it was bound there
for hundreds of years by a powerful seal and ward
placed by Sir Keegan’s long-extinct order. By the time
the PCs reach the place, Orcus’s minions are already
there, and they have enacted a complicated ritual that
will unbind the wards of the seal. Fortunately for the
PCs, their task is not yet complete. The PCs can fight
their way into the deeper ruins, defeat the demon
lord’s toadies, and retrieve the
Sun’s Sliver
, but not
before having to deal with the artifact’s guardian: a
powerful angel of prophecy named Remliel.
BACKGROUND
The ways of the fey can be mysterious and deadly.
This is especially true for the cold-hearted and cruel
fey that constitute the Winter Court. Overseen by
Prince of Frost, the various fey that make up the court
are often left to their own devices and the pursuit of
their own capricious whims.
While it is known that the Prince of Frost holds
mortals in utter contempt, he also rarely acts against
them directly, but such constraint is not known by
another member of his court. One being in particular,
a somewhat minor archfey named Koliada the Winter
Witch, makes deadly forays into the world regularly.
Every century or so, the Winter Witch launches a
campaign of frozen despair upon the mortal world.
When she comes, snows fail to recede in springtime,
and winter’s chill starts to spread southward, expand-
ing with each of her victories. Along with the chill
comes strange armies of fey and the wicked mortals
that have kneeled before the Winter Witch. As her
winter spreads, the Winter Witch freezes mortals into
statues of ice, which somehow act as grim conduits of
Koliada’s power.
The last time the Winter Witch walked upon the
world, a group of knights from the Empire of Nerath
halted her advance. These heroes procured Koliada’s
nemesis—a powerful artifact of pure sunlight called
the
Sun’s Sliver
—the only item in the known universe
that can destroy Koliada. The knights entered the
frozen far reaches of the Feywild and confronted
ADVENTURE SYNOPSIS
“Winter of the Witch” starts with the PCs receiving
an urgent but somewhat cryptic message from the
skeletal knight, Sir Keegan. In that missive, he asks
them to return to the village of Winterhaven and
January 2009
|
DUNGEON 162
28
Winter of the Witch
Once the PCs have recovered the
Sun’s Sliver
, the
next step is to find and confront the Winter Witch.
The search leads them to a cold mountain glacier in
the Scourge Mountains. From this place, the Winter
Witch has been launching her chilly assaults into the
Nentir Vale and beyond, entering the world through
a fey passage that takes the shape of a menhir circle
made out of strange blue ice. Guarded by a cadre of
icy minions and an ancient white dragon bound into
the Winter Witch’s service, the portal leads to Win-
ter’s Heart, the domain of the witch.
Once the PCs win their way past the portal’s
guardians, they have to traverse the icy terrain of
the Feywild’s snowy reaches on the way to Winter’s
Heart. Only there can they confront the cold-hearted
archfey and save a section of the world from a wintery
doom.
CUSTOMIZING THIS
ADVENTURE
A good chunk of this adventure’s background deals
with and uses the town of Winterhaven and charac-
ters that appeared in the adventure
H1:
Keep on the
Shadowfell.
Winterhaven is really just a placeholder
for a settlement and characters that hold emotional
resonance with your players and their characters. I
chose it because I assumed that a good number of your
epic-level characters got their start in that village, but
if they didn’t, you should tailor the starting encounters
to your own PCs by re-skinning them with a village and
NPCs they care about. This is as simple as changing the
details, but while keeping the encounter structure rela-
tively intact. The only place where this might get tricky
is having a death knight masquerade as someone who
isn’t an undead knight, but using a well-placed illusion
or making Dzrak a doppelganger in the service of Orcus
should do the trick.
Parcel 4:
Magic item, level 25
Parcel
5:
Magic item, level 24
Parcel 6:
Magic item, level 24
Parcel
7:
Magic item, level 23
Parcel
8:
1,500 pp + six 5,000 gp gems.
Parcel
9:
1,000 pp + 2 scrolls of Endure Elements, and
2 scrolls of Fey Passage, a scroll of Consult Oracle,
and 4,200 gp worth of
residuum
.
Parcel
10:
600 pp + two
potions of recovery
Parcel
11:
600 pp + ten 5,000 gp gems
Parcel
12:
350 pp
Parcel
13:
Seven 5,000 gp gems
STARTING
THE ADVENTURE
THE ADVENTURE
The adventure starts simply, when the PCs receive
the following note:
Heroes of Winterhaven,
I beseech you to travel back to my tomb under the Keep
on the Shadowfell. Winter is without end here, and I know
its secret. I am hoping that once again, where I failed, you
can succeed. Please make haste.
Distributing the Loot
Consult your player’s magic item wish lists, then
apportion the following parcels into the following
sections of the adventure. It’s possible that the monster
make use of the magic items in their sections. Decide
that ahead of time.
Sir Keegan,
Doomed Knight of the Keep on the Shadowfell
SIR KEEGAN?
DIDN’T WE KILL THAT GUY?
There is a good chance that the PCs killed Sir Keegan
when they played H1:
Keep on the Shadowfell.
Because
of his curse, Keegan suffers on, even after vanquished.
He rises again a month after his defeat. How he
learned of the heroic nature of the group that van-
quished him the first time is up to you, but given
Sir Keegan’s shame, he does not begrudge the PCs’
actions the first time they met in his tomb.
Treasure
"Winter of the Witch" uses the “parcel” technique of
treasure distribution detailed in the
Dungeon Master’s
Guide.
Use these “13” treasure parcels.
K1:
Two parcels in the possession of Sir Drzak
M2:
Three parcels in with the
Sun’s Sliver
hidden
beneath the seal of Remliel.
S1:
Two parcels hidden in the troll cave.
S2:
Four parcels in the white dragon’s lair.
W3:
Two parcels and the
sword of black ice
in Winter’s
Parcel
1:
Magic item, level 26
Parcel
2:
Magic item, level 26
Parcel
3:
Magic item, level 25
Heart.
January 2009
|
DUNGEON 162
29
STARTING
Winter of the Witch
PART ONE:
WINTERHAVEN ON ICE
It’s obvious that that the strange weather is having its
effect on the people of Winterhaven, but something
worse is going on here. As the PCs enter the village,
everyone has a look of fatigue brought on by hunger
and misery, but also a small spark of hope caused by
the PCs’ arrival. News spreads quickly of the PCs’
return to the village, and it’s not long before Lord Pad-
raig comes to greet the “Saviors of Winterhaven.”
She was cold, dangerous, and beautiful beyond
imagination. She was the most perfect and most terrible
woman I have ever laid my eyes upon. My terror
overwhelmed me, and I hid among the stones as she waded
through my regulars. Though they fought bravely, engaging
the woman at every turn, she sidestepped their blows
as if they were child’s play. Then came her touch, which
transformed them into rime-crusted statues. A few, she cut
down with her black blade, and laughed. I only watched,
shivering in cold and terror.
I’m deeply ashamed of my actions. But I know in my
heart that what stalks the frozen land is a being beyond the
pale. And that is why I called upon your aid. This is a threat
that requires true heroes.
WINTERHAVEN ON ICE
While Winterhaven is not large enough to have a
permanent teleportation circle, the nearby town of
Fallcrest has one within the Septarch’s Tower (see
Dungeon Master’s Guide,
page 204) and it’s relatively
easy to gain that circle’s sigil sequence, if the PCs
haven’t obtained it already in their previous adven-
tures. From Fallcrest, it takes only a couple of days of
travel at most to reach Winterhaven.
Padraig looks far older than the last time you saw him, and
he seems very haggard.
Padraig’s Story
Once Lord Padraig invites the PCs to join him by the
fire and offers them heated brandywine, he nervously
tells them his tale.
When the PCs approach the town read the following:
While the Nentir Vale is a northern region and used to
the icy chill of hard winters, that weather rarely lingers
this late into the spring. Where you were expecting to see
the verdant greens of spring on the tree limbs, all you see
is the twisted dark talons of wintershorn branches. Snow
still drapes the Gardbury Downs. The air is cold, the sky is
overcast, and every so often f lurries still drift down from
the chilly white skies.
My land is cursed by a creature called the Winter Witch.
Honestly, when I first heard the tales of the Winter
Witch, I thought it was just a long-lived superstition—a story
to explain long winters. But that’s before I saw her myself.
In the dead of winter, the refugees started pouring into
Winterhaven. According to them, the Winter Witch was on
the march, along with her armies of ice imps, frozen trolls,
and other outlandish creatures. I assumed it was a tribe of
orcs or giants from the Stonemarch, or maybe just a band of
hungry and ferocious wolves or worgs scaring the populace.
I rallied the Winterhaven Regulars to reconnoiter the threat
to the northern settlements of my dominions.
We were near the Vesk holdings, in the northern
highlands of the Cairngorm Peaks, not far from the shores
of Wintermist. The settlement was in ruins, but it was
bashed rather than burned. As the regulars explored the
ruins, I took shelter from the biting winds among the
nearby rocks. And that’s when she appeared among the
regulars, seemingly out of nowhere.
At this point the PCs might be a little puzzled. Their
missive was from Sir Keegan, not Lord Padraig. If they
bring this up to Lord Winterhaven, he is also puzzled by
the revelation. He sent a message out at great personal
expense, and he has not spoken to or conferred with
Sir Keegan about the local problems. As far as Padraig
knows, the strange skeletal knight is forever confined to
his tomb under the Keep on the Shadowfell and has no
knowledge of Winterhaven’s current problems.
Winterhaven
Village, Population 942
Ice still lingers in the ruts that dot the King’s Road that
winds its way to the broad hill crowned by the walled village
of Winterhaven. The alabaster fangs of Cairngorm tower
appear behind the snow-draped village. The settlement’s
walls and palisades are slick with clinging ice.
As you pass by the thatched homes surrounding
the village, they seem abandoned. When you enter
Winterhaven’s gates, you see that a shanty town of
makeshift huts clutters the inner courtyard. The local
populace is gathering within the walled town for shelter
from the cold.
WHAT HAPPENED TO LORD
PADRAIG’S LETTER?
It was intercepted by the Death Knight Sir Dzrak, and
the death knight still carries it. It’s just a simple plea
for summons, similar to Sir Keegan’s letter, but goes
into more detail on the nature of the threat.
January 2009
|
DUNGEON 162
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PART ONE:
Winter of the Witch
Lord Padraig is not above begging and using guilt
to gain PC aid against the Winter Witch. He’s down-
right scared for his own life and his people’s very
existence. If nothing else persuades the PCs to help,
he’ll even go so far as to bequeath Winterhaven to the
PCs—he’ll abdicate his title and proclaim the PCs the
lords of Winterhaven if that is what it takes to save it!
Other Stories
Lord Padraig isn’t the only person in Winterhaven
with knowledge about the Winter Witch. PCs can
gain more knowledge by visiting old acquaintances
Valthrun the Prescient and Eilian the Old, as well as
the only survivor from the initial assault on the Vesk
settlement: Lauran Vesk.
I remember my grandfather used to tell stories about the
Winter Witch. Her last cold march was when he was just
a lad. He told me that the last knights of Nerath, armed
with a sliver of the sun, pushed her back to her domain of
Winter Heart. Now that I think about it, I think he said that
Sir Keegan, when he was a page, accompanied one of those
knights.
PC Knowledge
of the Winter Witch
While the tales of the Winter Witch are obscure and
somewhat regional in nature, as epic-level characters,
the PCs might have knowledge of her and her nature.
Have the PCs make an Arcana check.
DC 25:
The Winter Witch is a particularly mali-
cious and terrible archfey also called Koliada. One of
the Winter Fey (see
Manual of the Planes,
page 37), she
pursues a crusade into the mortal world every century
or so and that starts with a long and enduring winter.
Some say her ultimate goal is to freeze the world, or
to carve off frozen parts that she conquers into the
Feywild.
DC 30:
Conjecture abounds on the true nature
of Koliada the Winter Witch. Some claim that she’s
merely one of many forms taken by the Prince of
Frost; other stories tout her as his queen, his daughter,
his sister. Some of the stranger tales claim more than
one of these relations or even all them. Such are the
way of the fey.
DC 35:
As an archfey, Koliada can be destroyed
only by her nemesis. Each nemesis is particular to
the archfey. Often it is an item, and sometimes it is
another kind of agent of doom.
Valthrun the Prescient
Winterhaven’s local sage and practitioner of rituals
and other arcana knows a good deal about the Winter
Witch, including what he believes is her true name.
Lauran Vesk
The only survivor of the Winter Witch’s assault on her
family’s settlement, this teenage girl can tell the PCs
the following about the archfey.
The Winter Witch is a fey, part of the court of the Winter
Fey, and the mistress of the Prince of Frost. Called Koliada
by her people, she is cold and deadly, and she wishes to
cover the world in ice. If she is not stopped, this strange
winter will expand farther south and east. Soon it will affect
Fallcrest and the lands beyond.
She is a cruel and malicious hag who laughed as she sealed
my kin in their frozen tombs. She commands icy imps and
trolls, and she rode a white dragon.
Development
After gaining whatever information they can within
Winterhaven, the PCs have only a few real options.
They could check out the Vesk settlement, but little
is there except the ruins and frozen remains of the
Vesk family and the Winterhaven Regulars. More
likely, they might want to talk to Sir Keegan. In that
case, continue on to “Part Two: Return to the Keep on
the Shadowfell.”
Eilian the Old
Winterhaven’s resident amateur historian has not
fared well during the long and cold winter brought
on by the Winter Witch’s onslaught. Suffering coughs
and fevers, the old man is on death’s door. A success-
ful use of a Remove Aff liction ritual eases Eilian’s
suffering and helps ensure that he survives the cur-
rent cold snap. It also also makes him lucid enough to
give the PCs the following information.
January 2009
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DUNGEON 162
31
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