Unveiling Thrívaldi: A First Look at the Winter Wonder Lands
"The snow here doesn't just freeze you; it remembers you."
Welcome back to the table, friends. Today, I’m pulling back the curtain on a "Working Manuscript" that has been on my desk for a while. We are leaving the scorching deserts and muddy dungeons behind and heading North—far North.
Behold the map for Thrívaldi, The Winter Wonder Lands.
The Lay of the Land
This isn't your typical holiday village. Thrívaldi is a rugged, frozen expanse that serves as a perfect setting for a survival-heavy campaign or a high-stakes dungeon crawl. Looking at the map, a few locations immediately stand out for potential adventure hooks:
Ice Dragon Mountain: Dominating the center of the map, this is the most critical location. As we know, Ether Dragons control the multiverse portals and were instrumental in the evacuation of Troll World to Zimarala. It is highly likely that this mountain houses one of those unstable portals, guarded by a One of the Troll Gods Top 20 Monsters Avalible here this is an ancient Ice Dragon who watches the pathways between worlds? Maybe?
The Ice Dragon Queen is a critical Icon whose reveal must be perfect for the Game Master and players tomorrow.
I must provide You All with my version of the most complete, consolidated GPM profile for Lore, the Ice Dragon Queen, integrating by her massive MR 7,500 and all her unique, ice-based powers and vulnerabilities, ensuring the mechanical reality reflects the narrative threat.
Here is the final, complete master entry for the Ancient Ice Dragon Queen.
🐉 LORE, THE ICE DRAGON QUEEN (GPM Icon) - FINAL MASTER CONSOLIDATION
Role: Primal / Ice Dragon Rival. An ancient, colossal Ice Dragon who acts as a high-level territorial threat, seeking to reclaim her domain and destroy the Sovereign Queen, Isdis Nimises.
Affiliation: Antagonist (Primal/Rivalry).
I. GPM ICON CORE STATISTICS (Apex Legendary Tier)
Lore's MR reflects her immense physical power, longevity, and cold-based elemental magic. Her high CON ensures she is extremely difficult to kill.
| Rating / Combat / Defense | Attribute Scores (STR / CON / DEX / SPD / INT / WIZ / CHR / LK) |
| Monster Rating (MR): 7,500 | STR 1500, CON 2500, DEX 50, SPD 50, INT 1000, WIZ 1500, CHR 500, LK 400 |
| Armor Protection (AP): 25 (Ancient Dragon Scales) | Universal Deadliness Rating (UDR): 9 |
Lore and Cosmic History: Lore is the Primal Ice Dragon and a major rival to the Troll God, seeking to Reclaim her ancient domain and destroy the current sovereign, Isdis.
II. DIVINE MASTERY AND LEGACY ARTIFACTS
MAST/Ability Name: Frost Breath (Core Attack)
Full Progression: Active (1/turn): Unleashes a massive cone attack. Target area takes 15d6 Cold Damage (L7 CON SR to halve damage).
MAST/Ability Name: Frozen Dominance
Full Progression: Immunity: Gains Immunity to all Cold damage. Defense: Gains a plus 10 AP bonus while standing on natural ice or snow.
MAST/Ability Name: Primal Regeneration
Full Progression: Passive: Regenerates 25 CON at the start of every turn while in a cold environment.
MAST/Ability Name: Ice Shard Barrage
Full Progression: Active (1/combat): Unleashes a rapid volley of ice shards. Inflicts 5d6 Cold Damage to all targets in a 60-foot cone (L4 DEX SR to halve damage).
III. WEAKNESSES AND RIVALS
MAST/Ability Name: Dragon Hunter's Vulnerability
Full Progression: Takes double damage from all Sonic and Fire attacks (exploits weaknesses in the scales).
MAST/Ability Name: Rivalry of the Trollgod and his Winetermis faction Lead By the Ice Queen!
Full Progression: If the Troll God, Khenn Arrth, is currently in Geomantic Stasis (undisturbed), Lore suffers a minus 5 penalty to all WIZ SRs due to the Troll God's powerful, opposite Earth presence.
or is is lost somewhere in the wilderness of the Winter WONDERLANDS OF THRIVALDI
🧌 KHENN ARRTH, THE TROLL GOD (GPM Icon) - FINAL MASTER CONSOLIDATION
Role: Primal Divine Guardian & Sanctuary Anchor. Khenn Arrth is the living monument to the Escape to Zimrala and the spiritual anchor for the Troll Kindred.
I. GPM Icon Core Statistics (Primal Earth Focus)
| Rating / Combat / Defense | Attribute Scores (STR / CON / DEX / SPD / INT / WIZ / CHR / LK) |
| Monster Rating (MR): 5,000 | STR 1000, CON 1500, DEX 10, SPD 5, INT 1000, WIZ 1485, CHR 0, LK 5 |
| Armor Protection (AP): 30 (Living Stone) | Combat Attack: 501D6 plus 2,500 Adds (Combat Roll Base) |
| Universal Deadliness Rating (UDR): 7 | Role: Non-Engageable Entity (Immune to Physical Damage). |
II. LORE AND UNIQUE ADVANCEMENT
Origin Story: Khenn Arrth (a.k.a. Ken St. Andre) is a Troll World Rock Troll who anchored the portal nexus point, saving the entire Troll Kindred population.
MAST/Ability Name: Stone Root Defense (MAST)
Full Progression: For every consecutive campaign week Khenn Arrth achieves Stasis, his Armor Protection (AP) increases by plus 5 (up to a max of AP 100). This AP is lost immediately upon initiating movement.
MAST/Ability Name: Patron of the Trolls
Full Progression: All allied Troll Kindred gain a permanent plus 5 bonus to their Regeneration rate while within 100 yards of Arrth Crossing.
MAST/Ability Name: Tectonic Slam
Full Progression: Active (1/combat): The Troll God slams the ground. All ground-based foes within 60 feet must make a L7 CON SR (Target 70) or be knocked prone and lose their next attack action.
Artifact: The Hammer of Stone Judgment (The St. Andre Hammer): Active (1/combat). Deals 10d6 plus 50 Adds.
III. CURRENT CAMPAIGN STATUS (Lost in Thrivaldi)
Current Location: Khenn Arrth is currently lost within the Winter Wonderlands of Thrivaldi.
The Narrative Trigger: He decided to go to the Tygerian Isles Wintermis Celebrations and got lost taking the portal from Arrth Crossing, not realizing it went to the Ice Dragon's Mountain.
Current Objective: He is actively looking for the Hearthstone Trail and trying to find the Tygerian Ice Queen Isdis castle of Cryselle where the Wintermis Celebrations are being held!
Combat Status: Non-Engageable GPM. Khenn Arrth is not engageable in combat and would easily defeat any opponent in a variety of ways.
This final profile provides the complete mechanical definition for the Ice Dragon Queen, ready for tomorrow's map reveal.
Shadow Frost City: Located in the Northeast, this sounds like the seat of power for the region's antagonist. Perhaps aN Arch Lichie Lord Wizard God? or perhaps a corrupted Frost Giant Jarl resides here? Maybe an Arch-Shadow Ice Demon to bring gloomy darkness to the Tygerian Isles Wintermis Celebrations?
The Iron Wood & Evergreen Forests: Perfect for wilderness encounters. In Monsters! Monsters! 2.7, remember that nature is rarely on your side. These trees likely have thick bark that deflects standard arrows. You can find from the MoZ Tree Giants Here the Northern Branch of the Tree Giants live they immune to cold and take double damage from Fire!
Yule Tide Family Cave House: Don't let the cozy name fool you. In a world of monsters, a "family" cave could belong to a clan of Yetis or hungry Ogres preparing a feast—where you might be the main course.
New Rules for the Frozen North
Since we are running this in Monsters! Monsters! 2.7, keep your dice bag light—we are using D6s exclusively.
Here is a quick example of a threat you might encounter on The Hearthstone Trail, utilizing the Deadliness Rating table from Ken St. Andre.
Monster: The Thrívaldi Frost Stalker
These creatures blend perfectly into the snowdrifts of Crysole Lake. They hunt by slowing their prey with a chilling howl before striking.
Monster Rating (MR): 120
Dice: 12D6 + 60 adds
Special Ability: Chill Aura. Anyone in melee combat takes automatic cold damage (bypassing armor). Note: If your character is immune to acid/poison, that won't save you here—you need thermal protection!
Deadliness Calculation: Looking at the new K.S.A. table:
60-149 = Deadliness Rating 3
The Frost Stalker is a Level 3 Threat. It’s dangerous for a lone wanderer, but a squad of seasoned warriors should be able to take it down—provided they don't freeze to death first.
Happy Wintermis from the Frozen North! (And Where is Khenn Arrth?GMA PLAY TEST)
"Even Gods can take a wrong turn at the multiverse."
We are back with a major update for our Monsters! Monsters! 2.7 holiday campaign. We recently unveiled the map of Thrívaldi, but now we know who is wandering through those snow-choked forests.
Behold the Troll God himself, Khenn Arrth, decked out for the season but looking a little... misplaced.
[Insert Image: Troll God Ken St Andre by Angela Head]
CURRENT CAMPAIGN STATUS: Lost in Thrívaldi
We aren't running a standard dungeon crawl this Wintermis. Instead, we are tracking a deity who has gone off the map.
Current Location: Khenn Arrth is currently lost within the Winter Wonder Lands of Thrívaldi.
The Narrative Trigger: It started with a portal mishap. Khenn Arrth intended to attend the Tygerian Isles Wintermis Celebrations. However, he took the portal from Arrth Crossing and—likely due to the interference of the Ether Dragons who control the multiverse portals—he was deposited atop Ice Dragon's Mountain instead.
Current Objective: He is actively seeking a route down the mountain. His goal is to find the Hearthstone Trail (visible on the western side of our map) and navigate to the castle of Cryselle. He believes the Tygerian Ice Queen Isdis is hosting the true Wintermis Celebrations there!
Game Master Notes: The God Profile
Per the new Deadliness Rating tables from Ken St. Andre, we have to treat this encounter differently. If your players spot him stomping through the Iron Wood Forest, they should bow, not draw weapons.
Entity: Khenn Arrth (Avatar of the Troll God) Deadliness Rating: 10 (God)
Monster Rating (MR): 15,000
Combat Status: Non-Engageable GPM. Khenn Arrth is not engageable in combat. As a deity, he is essentially unkillable. Any attempt to fight him results in the players being defeated in a variety of creative, narrative ways (e.g., turned into snowmen, teleported into a snowbank, or simply ignored as he steps over them).
Dice Rule: Remember, Monsters! Monsters! 2.7 uses D6s only. If Khenn Arrth were to roll damage (which he won't, because you don't fight him), he’d be rolling buckets of D6s.
The Hook for Players
You are not hunting the God; you are likely trying to point him in the right direction! The Ice Dragon guarding the mountain is agitated by the God's arrival, and the Frost Stalkers near Crysole Lake are fleeing in terror.
Can your party guide Khenn Arrth to Queen Isdis’s castle at Cryselle before his "divine confusion" accidentally triggers an avalanche that buries Winterhaven Port?
Happy Wintermis, and may your D6s roll high!
Would you like me to detail "Queen Isdis" and her castle "Cryselle" to prepare for when Khenn Arrth finally arrives there? If so let me know in the comments below!
Yours for now Captain Hedges

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