Merry Wintermis (Christmas) Eve to all my Fellow Monsters!
DATE: December 24th, Year of the Dragon’s Dance
TOPIC: The Eve Before the Storm: Legends Arrive!
AUTHOR: The Chronicler of Cryselle a Wintermis Winterman Skald of the Winter Wonderlands of Thivaldi
Profile: The Chronicler of Cryselle
Name: Kaelen Frost-Weaver Title: The Chronicler, Keeper of the Wintermis Watch, First Skald of Thrivaldi Race: Wintermis Winterman (Unique Elemental construct of snow, ice, and holiday spirit) Role: Historian, Herald, and Warrior-Poet!
Description & Persona
Kaelen is a striking figure, towering over most humans. He appears to be sculpted from hard-packed, glittering blue-white snow that never melts, held together by an internal, magical cold. His "beard" and "hair" are cascades of icicles that chime softly like windchimes when he moves. His eyes, however, do not shine with cold light; they glow with the warm, inviting amber light of a tavern hearth on a snowy night.
He wears heavy, ancient Tygerian furs woven with glowing blue runes that chronicle the history of the north. He carries a massive staff carved from the heart-wood of an ancient frozen pine, topped with a glowing crystal lantern, and a satchel overflowing with scrolls made of treated vellum that resists the cold.
As a Skald, his voice is deep and resonant, capable of carrying over howling blizzard winds. He doesn't just record history; he weaponizes memory. He reminds the defenders of Cryselle who they are and why they fight, turning despair into iron resolve. He has lived through a dozen "Long Nights," and he intends to write the ending of this one himself.
History in Thrivaldi
Kaelen was not born; he was made during the First Great Wintermiss ages ago, crafted by the ancients to preserve the traditions when the world first grew cold. He wanders the Winter Wonderlands of Thrivaldi, usually dwelling in the high archives of Ice Wyrm Mountain, but always returning to the city of Cryselle when threatened. He has chronicled the rise of the Tygerians, the pacts with the Dragons, and now, the encroaching darkness of the Shadowfrost.
OSR / Old-School D&D Stats
Kaelen Frost-Weaver (Unique NPC: Level 12 Rime-Skald)
A warrior-poet made of living winter, whose songs enhance allies and whose staff freezes foes.
Hit Dice: 12d8 (75 HP)
Armor Class: 4 [15] (Natural icy skin and rune-furs)
Move: 12 (Snow-walker: suffers no terrain penalties in snow/ice)
Attacks: 1 Staff of the Chronicler (+2 frost staff, 1d8+2 dmg + save vs. paralysis or be slowed by ice for 1 round)
Saving Throw: As 12th-level Fighter (+2 vs. Magic)
Alignment: Lawful Good
Special Abilities:
Winterman Traits: Kaelen is immune to all Cold damage, magical or natural. However, he takes double damage from all Fire-based attacks.
Skaldic Voice (Bardic Ability): Kaelen can sing/chant during combat. As long as he sings, all allies within 60' gain a +2 bonus to Hit rolls, Damage rolls, and Saving Throws against Fear. If he sings for 3 full rounds, he can produce a Horn of Valhalla effect (summoning 2d4 ghostly winter berserkers to fight for 1 turn).
Loremaster: He has a 90% chance to know relevant legends or lore about northern creatures, items, or locations.
Rime-Magic: He can cast spells as a 6th-level Magic-User and 6th-level Druid, favoring spells of cold, detection, protection, and weather control (e.g., Cone of Cold, Ice Storm, Protection from Evil 10' radius, Detect Magic, Control Weather).
Tunnels & Trolls / Monsters! Monsters! Stats
Kaelen Frost-Weaver, The Winterman Skald
An elemental being of snow and memory, whose voice turns the tide of battle.
MR: 120 (Century Monster) Combat Dice: 12d6 + 60 Adds
Special Abilities:
Rune-Ice Skin (Armor): His body is hard-packed magical ice. He has 15 points of Armor naturally.
Song of Thrivaldi (Mass Buff): Kaelen does not need to attack physically. Instead, he can spend his turn chanting the ancient victories of the north. If he does this, ALL friendly units involved in the same battle gain +20 Combat Adds to their totals for that turn. He can do this every turn as long as he is not silenced or engaged in melee alone.
Staff of frozen Memory (Magic Attack): If forced into melee, his staff hits with freezing power. If he rolls triples on his combat dice, his opponent is frozen solid (as per the Freeze spell) for one turn, regardless of MR comparison.
Elemental Nature: He is completely immune to Cold attacks. He takes Double Damage from any Fire attack that bypasses his armor.
The Chronicler’s Call: Look to the Skies, Monsters of Zimrala!
I have chronicled a dozen Long Nights in the history of Thrivaldi. I have etched the tales of freezing woe and hard-won victories into the ice-archives of Wyrm Mountain. But never, in all my centuries of snow and song, have I felt an eve like this.
The air is heavy with impending war. To the East, the Shadowfrost Arch Demon masses his silent, deadly host. To the North, the ground trembles under the iron-shod feet of Gralga’s ogre matriarchy. The Aetherial Corona above our beloved Cryselle flickers, straining under the pressure of the encroaching dark. We all know that tomorrow, the great "War Rise n' Shine" will begin in earnest. We sharpen our claws, we polish our runes, and we prepare to defend our hearths.
But tonight... tonight is Wintermiss Eve.
And even the darkest magic cannot stop the oldest traditions. My own icy form resonates with the shift in magic. The aurora borealis above us is not just shimmering; it has fractured into a scintillating slipstream of celestial energy.
Something magnificent has broken through the multiverse barrier, riding ahead of the coming conflict to bring us one last night of blinding joy and unbreakable strength.
The Jolly Red Wizard—that ancient Saint, that Angel of Wintermiss made flesh—is coming. He is not waiting for the war to end; he is arriving to inspire us before it begins. He rides Jökull, the magnificent Glacier Dragon, whose mighty wings are at this very moment scattering the advance scouts of the Shadowfrost.
And he brings the future with him!
Riding in a specially crafted saddle-basket, bundled in red furs against the high-altitude chill, is the symbol of our newfound unity: Baby Tyger Clause. The little cub is traveling the world tonight, a reminder of the innocence we are fighting to protect.
Hear my song, monsters of Zimrala! Tonight, we do not fight. Tonight, we look up. Stoke the hearths high! Let the arrival of these heroes fill your hearts with the spiritual fuel we will need for the battles ahead.
Merry Wintermiss to all, and to all a brave—and watchful—night.
The Wizard, The Wyrm, and The Cub: Hope Rides the North Wind Tonight
(A new chant by Kaelen Frost-Weaver, to be sung loudly in the barracks and halls to build courage for the coming dawn!)
(Verse 1) The shadows lengthen near Ice Wyrm peak, The wind blows cold, the future’s bleak. Before the battle, before the fright, Something mighty rides the night! Hold the line and steady your spear, Wintermiss magic is finally here!
(Chorus) Ho! Ho! Roar! The sky does glow! Jökull the Dragon brings the snow! With scales of diamond and breath of ice, He carries the Wizard who’s checked his list twice! Rise n’ Shine, you monsters tall, Stand ready for the Wintermiss call!
(Verse 2) The Jolly Red Wizard in robes of flame, He knows your courage, he knows your name! His sack is endless, deep and wide, With hope to turn the coming tide. And who is that in the tiny hood? The Tyger Cub, so brave and good!
(Chorus) Ho! Ho! Roar! The sky does glow! Jökull the Dragon brings the snow! With scales of diamond and breath of ice, He carries the Wizard who’s checked his list twice! Rise n’ Shine, you monsters tall, Stand ready for the Wintermiss call!
(Verse 3) So whether you’ve scales, or fur, or skin, Steel your hearts for the war to begin! From northern wastes to southern shore, Tonight we gather strength for war! Raise a glass of spiced winter-wine, Tomorrow we fight, but tonight we shine!
The Gathering Dark and the Blinding Light
Monsters of Zimrala, hold fast tonight.
The air is heavy. On the horizon, the Shadow frost Arch Demon masses his forces. Gralga’s ogres seek to outflank us from the north. The Aetherial Corona above Cryselle flickers, straining under the pressure of the encroaching Long Night. We all know that tomorrow, or perhaps the day after, the great "War Rise n' Shine" will begin in earnest. We sharpen our claws, we ready our spells, and we prepare to defend our homes.
But tonight... tonight is Wintermiss Eve.
And even the darkest magic cannot stop the oldest traditions. We have received word from the watchers on Ice Wyrm Mountain. The aurora is not just shimmering; it is parting. Something magnificent is breaking through the multiverse barrier, riding ahead of the coming conflict to bring us one last night of joy and strength.
The Jolly Red Wizard—the legendary Saint, the Angel of Wintermiss—is coming. He is not waiting for the war to end; he is coming to inspire us before it begins. He rides Jökull, the mighty Glacier Dragon, whose wings will scatter the advance scouts of the Shadowfrost.
And he brings the future with him!
Riding in a specially crafted saddle-basket, bundled in red furs against the high-altitude chill, is the symbol of our newfound unity: Baby Tyger Clause. The little cub is traveling the world tonight, a reminder of the innocence we are fighting to protect.
Tonight, we do not fight. Tonight, we watch the skies. Leave out the offerings, stoke the hearths. Let the arrival of these heroes fill your hearts with the fire we will need for the battles ahead.
Merry Wintermiss to all, and to all a good—and watchful—night.
The Song of the Wintermiss Watch
(To be sung quietly in the barracks and loudly in the halls, building courage for the coming days!)
(Verse 1) The shadows lengthen near Ice Wyrm peak, The wind blows cold, the future’s bleak. Before the battle, before the fright, Something mighty rides the night! Hold the line and steady your spear, Wintermiss magic is finally here!
(Chorus) Ho! Ho! Roar! The sky does glow! Jökull the Dragon brings the snow! With scales of diamond and breath of ice, He carries the Wizard who’s checked his list twice! Rise n’ Shine, you monsters tall, Stand ready for the Wintermiss call!
(Verse 2) The Jolly Red Wizard in robes of flame, He knows your courage, he knows your name! His sack is endless, deep and wide, With hope to turn the coming tide. And who is that in the tiny hood? The Tyger Cub, so brave and good!
(Chorus) Ho! Ho! Roar! The sky does glow! Jökull the Dragon brings the snow! With scales of diamond and breath of ice, He carries the Wizard who’s checked his list twice! Rise n’ Shine, you monsters tall, Stand ready for the Wintermiss call!
(Verse 3) So whether you’ve scales, or fur, or skin, Steel your hearts for the war to begin! From northern wastes to southern shore, Tonight we gather strength for war! Raise a glass of spiced winter-wine, Tomorrow we fight, but tonight we shine!
From the Archives: Wintermis Spotlight: The Heralds of Hope
As Chronicler, it is my duty to record the known capabilities of the legends flying above us tonight. For those scholars and war-leaders among us, here are their statistics reckoned by both major historical methods. Before the chaos of battle begins, know the legends flying above us tonight. We have compiled their known capabilities for those scholars using either the "Old School Realms" (OSR D&D) or "Monsters Monsters (MM) methods of reckoning.
The Heralds of Hope
The Jolly Red Wizard (Saint Nick, The Wintermis Angel)
He is the physical embodiment of the season's spirit: an ancient gift-giver, a holy saint, and a divine celestial protector rolled into one. He is a beacon of blinding hope arriving before the storm.
[OSR / Old-School D&D Stats]
Hit Dice: 20 HD****** (130 HP) (Celestial/Solar level)
Armor Class: -5 [24] (Divine Aura and Robes)
Move: 15 / 36 (Fly with divine speed)
Attacks: 1 Staff of the Saint (+4 Holy Staff, 2d8+4 damage)
Saving Throw: As 20th-level Cleric (+4 bonus vs. Magic)
Special:
Divine Dual-Caster: Casts as both a 16th-Lvl Cleric and Magic-User.
Aura of Saintly Joy: 50' radius; allies get +3 Hit/Saves and immunity to Fear/Charm.
The Yuletide Sack: Can produce infinite mundane items or 3/day Miracle/Heal gifts.
Immunities: Cold, Electricity, Poison, Death Magic.
[MM Stats]
MR: 300 (Legendary)
Combat Dice: 30d6 + 150 Adds
Special Abilities:
Divine Armor: 30 points of Armor.
Master of Winter's Magic: Casts any Light, Cold, Protection, or Healing spell instantly once per turn in addition to attacking.
Aura of Joy: Allies within 100' never check morale and gain +20 Combat Adds.
The Sack: Once per turn, fully restore an ally's MR or provide a needed item.
Jökull, The Glacier Dragon
The loyal mount of the Wizard. His scales are diamond-hard ice, and he flies tonight to clear the skies of Shadowfrost scouts.
[OSR / Old-School D&D Stats]
Hit Dice: 10d8** (55 HP)
Armor Class: 2 [17] (Diamond-hard ice scales)
Move: 9 / 24 (Fly with incredible speed)
Attacks: 2 Claws (1d8), 1 Bite (3d6)
Saving Throw: As Dragon
Special:
Breath Weapon: 80' Cone of intense cold (55 damage, Save for half). Tonight, he uses it to create glittering pathways in the sky.
Immunity: Completely immune to cold.
[MM Stats]
MR: 250 (Adult Dragon)
Combat Dice: 25d6 + 125 Adds
Special Abilities:
Glacier Scales: 25 points of Armor.
Ice Breath: 12d6 damage to a wide area. Armor protects. Usable every 3rd round.
Vulnerability: Takes double damage from fire.
Baby Tyger Clause
The toddler-sized Tygerian cub in Wintermiss robes. He is the innocent spark that will ignite the resistance tomorrow.
[OSR / Old-School D&D Stats]
Hit Dice: 1d4 (3 HP)
Armor Class: 8 [11] (Natural tough hide and woolens)
Move: 6 (Toddling)
Attacks: Tiny Claws (1 dmg) or Toy Toss (1-2 dmg)
Saving Throw: Normal Man (+1 vs. Cold)
Special:
Innocence of Wintermiss: Friendly creatures within 20' gain +1 to Morale checks and will not flee while he is visible.
[MM Stats]
MR: 5 (Toddler)
Combat Dice: 1d6 + 2 Adds
Special Abilities:
Baby Hide & Furs: 3 points of Armor.
Innocent Courage: Friendly units near him will never fail a morale check.
Toy Toss: Does 1d6 damage at range (throwing a rattle or block).
LEGAL NOTICE & OPEN GAME LICENSE
1. Declaration of Product Identity (Your Intellectual Property)
The following items are hereby identified as "Product Identity," as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Game Content. These elements are the exclusive intellectual property of the creator of this work and may not be used or reproduced without express written permission, except for the purposes of review or reasonable fan use.
Product Identity includes, but is not limited to:
The World & Lore: The setting of Zimrala, the city of Cryselle, Ice Wyrm Mountain, the concept of the "Long Night," the "War Rise n' Shine," and the specific interpretation of the "Wintermiss" festival presented herein.
Original Characters & Entities: The Shadowfrost Arch Demon; The Ice Queen (Tygerian leader); Lorea the Great Dragon; Fylgja the Ether Dragon; The Jolly Red Wizard (Saint Nick/Wintermiss Angel incarnation); Jökull the Glacier Dragon; Baby Tyger Clause; Gralga the Matriarch; The Tygerian race; and the specific characteristics of the Yule Tide Army. The Chronicler of Cryselle a Wintermis Winterman Skald of the Winter Wonderlands of Thivaldi
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Statistics presented under the header "[Tunnels & Trolls Stats]" or referring to "MR" (Monster Rating), "Combat Dice," and "Combat Adds" are compatible with the Monsters! Monsters! roleplaying game system.
Monsters! Monsters! is a roleplaying game created by Ken St. Andre, designed to allow players to take on the roles of monsters rather than heroes. All mechanics, concepts, and intellectual property associated with the Monsters! Monsters! game system belong to Ken St. Andre. These statistics are provided for use with that system and do not constitute a challenge to his ownership.
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Wintermis: The War Rise n' Shine Blog Posts and Stat Blocks. Copyright 2023-2024 Yours Captain Hedges as the Bardic Skald of The Winter Wonderlands of Thrivaldi
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