Wednesday, December 24, 2025

WINTER WONDERLANDS OF THRIVALDI THE FIRST MEGA ADVENTURE PLAY TEST

WINTER WONDERLANDS OF THRIVALDI THE FIRST MEGA ADVENTURE PLAY TEST Mega Adventure Path #1: The Journey to Crezelle

GMA 1: The Nightmare Before Wintermas

Written by: Earl C. Hedges Jr. Story Line and Artistry by: Angela Head Lore Compilation: Eldrin, the Calor Bard System: Monsters! Monsters! 2.7 (AND MM Zero Edition Rules - D6 Only)




PREFACE: EARL'S GM NOTES

Writing Adventures That Players Actually Play A Personal Look at Campaign Design for Monsters! Monsters! 2.7 AND THE ZERO EDTION FOR THOSE THAT LIKE CASTING SPELL WITH STRENGTH IN STEAD OF WIZ!

Welcome, Game Masters! This isn't just a guide on generic adventure writing; this is how I write adventures for the Tygerian Isles on the World of Zimarala. Writing a great GM adventure is less about writing a novel and more about designing a sandbox full of high-stakes problems.

Here are the guiding principles for running this module:

  1. Always Lead with Conflict: Every scene should present a problem the players have to actively solve. In Wintermas, do not let them shop; make them fight for survival from minute one.

  2. The "Session Zero" Mindset: Get player buy-in. Do they want a grimdark story about kidnapped children, or a slapstick holiday romp where they smash ogres? Adjust the tone of the Yule Tide Family based on their answer.

  3. A Personal Touch (Zimarala): Emphasize the tension between cosmic authority and local chaos. The Ether Dragons control the multiverse portals, and their absence is why the Yule Tide Family is so bold. The Ogres are empowered by the chaos left in the wake of the cosmic evacuation.

  4. NPCs Lie (Even the Friendly Ones): Give every NPC a hidden agenda. Miko the Monkey might be helpful, but maybe he’s only helping because he wants a promotion. The Jolly Red Wizard might be hiding why his tower fell so easily. This adds depth.

  5. Prioritize Fun Over Rules: If a ruling is slowing down the game, make a quick judgment and move on. One thing about playing with the Troll God, Ken St. Andre himself, is that you just say "I want to do this," and he makes you roll a Saving Roll to beat a number. So, new GMs, that's all you have to do here! If a player wants to ride a shield down the Ice Dragon Mountain, let them roll Luck and do it!


SECTION I: THE FROZEN PROLOGUE

A Game Master’s Compendium

The Call of the Ice Hear this prophecy, travelers, for the Winter is not natural. The frost that grips Thrívaldi now is not the simple, honest cold of a high-latitude land. It is a terrifying, unnatural winter, an icy contagion spreading outwards from the terrifying core of this world. This plague of cold has been unleashed by the Ice Demon Tyrant, Shadow Frost, who seeks to lock the entire region into a state of perpetual, soul-freezing shadow.

The very reason this unnatural winter now reigns is the absence of a critical stabilizer. The ancient, colossal entity that once ensured the stability of this realm—a powerful, primordial being—has gone missing, or worse, has been trapped by the malevolent forces of chaos. Her daughter—a being of immense and brutal power—is now using the ensuing chaos to solidify her hold on the frozen nexus, threatening to plunge Zimarala itself into a destructive eternal ice age.

This is the true starting point of your Saga. Your quest is a true Nine-Phase Saga; your path is to discover what became of the trapped entity, a mission that will demand you traverse the various critical regions of the Tygerian Isles and Zimarala tied to the cosmic apocalypse. Your survival of Thrívaldi is merely the first, necessary step to save the entire world.



SECTION II: THE SETTING



Winterhaven: The Staging Ground You stand upon Thrívaldi, the northern sentinel of the Tygerian Isles on Zimarala, World of Monsters. This rugged land is perpetually warped by the chilling influence of the central Ice Dragon Ancient One. Your first goal is to survive, and your staging ground is the settlement of Winterhaven.

  • Economy: The primary source of gold for the region is fishing the Deadly Pike—a vital but aggressive food source in these wastes.

  • Winterhaven Port: The lifeline of the south. Heavy ice-breaker ships dock here, bringing supplies from the mainland. It is rough, smelly, and full of sailors who don't ask questions.

  • Whiskers, Paws and Pints: The hub is owned and run by Kaelen Whiskers, the Trade Sheriff. He is the chief armorer and outfitter; he reliably stocks all Standard General Supplies needed for the brutal winter and carries any type of Egyptos weapons available. Be warned: his stock and prices depend entirely on his last successful trade run.

  • Winterhaven Inn: Seek this out if your caravan holds a mage, as it is the best place to recover exhausted spells.

  • The Mayor’s House: The largest stone structure in town, acting as the administrative center and a temporary bunker during heavy raids.

  • The Scriptoriums: In the northwestern section, the Master Sage of the North watches over fragmented lore from the Wizards Guilds of the Lost Realms.

  • The Jolly Red Wizard’s Candy Cane Lighthouse: Located on the southwestern tip, this magical beacon cuts through the magical fogs of the coast. It is currently the site of the siege.

  • Law: Show no steel in town unless provoked, or else your journey will come to an end quicker than you can use it.

The Wilderness: Forests & Trails Beyond the safety of Winterhaven lies the untamed white.

  • The Hearthstone Trail: The primary road connecting Winterhaven to the western forests. It is lined with magical hearth-stones that provide small radii of warmth, though many have failed.

  • The Evergreen Forest: A dense thicket of pines that refuse to die. This is the hunting ground for Winter Wolves and where the Dwelves gather lumber.

  • The Iron Wood Forest: Further west, these trees are grey, petrified, and hard as steel. Ghostly spirits from the "Old World" are rumored to haunt the treeline.

The Frozen North: Domains of Power

  • Crysole Lake: A vast, frozen body of water in the center of the island. The ice is thick enough to walk on, but the Deadly Pikes beneath are always hungry.

  • Cryzelle, The Ice Queen Glacir Palace: The glittering capital of Thrívaldi. Built of diamond-ice, it houses Queen Isdis and the Massive Dead Wintermas Evergreen Tree. This is the destination for the rescued children.

  • Isdark Port: A small, shadowy harbor on the western coast. It is often used by smugglers and those wishing to avoid the Queen's taxes.

  • Snowpoint: An isolated outpost on the eastern coast. The residents here are hardy survivalists who worship the ancient storms.

The Peaks of Terror

  • Ice Dragon Mountain: The highest peak, dominated by the frozen, slumbering form of the Ice Dragon Ancient One. Its breath creates the storms that plague the island.

  • Jokelheim: The mountainous region home to the Yule Tide Family. It is treacherous, steep, and riddled with The Yule Die Yeti's and their festive kitties within these tunnels.

  • Yule Tide Family Cave House: The lair of the Ogre clan, nestled deep within the crags of Jokelheim.

  • Shadow Frost City: A dark, spiked fortress in the far northeast. It is the seat of the Ice Demon Tyrant, a place of absolute cold where no living heart beats. THIS WILL BE FUTHER DEATILED AS WE GET THIER!


SECTION III: THE ADVENTURE

Scenario: The Nightmare Before Wintermas

Part 1: The Siege of Winterhaven

Location: The Jolly Red Wizard's Candy Cane Lighthouse & Tower Map Reference: The Candy Cane Lighthouse & Tower





GM Introduction It is Wintermas Eve. The players are standing inside the warm, wood-paneled workshop of the Candy Cane Lighthouse. Tonight, the workshop has been converted into a classroom. The Jolly Red Wizard stands before a gathering of all the village children, telling them stories of ancient magic while Baby Tiger Claws sits in the front row, dressed in a tiny festive suit. The air is filled with laughter and the smell of sawdust.


1. The Infiltration (The Calm Before) GM Note: Before the attack starts, give the players a chance to spot the hidden Lads.

Read Aloud: The Wizard’s voice is soothing, but something feels wrong. You hear a faint clink from the kitchen area, like a pot scraping against stone. You catch a glimpse of a dangerously thin shadow slipping behind the heavy velvet curtains near the back wall. Before you can investigate, the lamps on the wall flicker. Someone—or something—is already inside.

(Hidden in the room are Þvörusleikir (Spoon-Licker) behind the curtains, Pottaskefill (Pot-Scraper) in the kitchenette, and Askasleikir (Bowl-Licker) hiding directly under the children's benches.)



2. The Classroom of Joy (The Scene Before the Attack) GM Note: Set this scene first. Let the players soak in the warmth and safety so the attack feels more violating.

Read Aloud: It is Wintermas Eve, and the ground floor of the Candy Cane Lighthouse has been transformed. The usual clutter of magical experiments has been pushed aside to make room for long wooden tables.

The Jolly Red Wizard stands before a chalkboard covered in glowing runes, teaching a special holiday lesson to all the village children. The fire roars in the stone hearth, casting a cozy orange glow over the room.

"Now," the Wizard smiles, adjusting his red hat, "Magic isn't just about sparks. It's about memory."

Sitting in the front row, dressed in a tiny, fur-lined festive suit, is Baby Tiger Claws. He is batting playfully at a wooden train set while the Dwelves move through the room, handing out hot cocoa and cookies. The air smells of pine needles, sawdust, and peace.

For a moment, everything is perfect. The storm outside feels a world away

 


3. The Breach (Read Aloud)

Suddenly, the entire tower groans! BOOM. A deafening slam echoes as the massive double doors are knocked off their hinges. Standing in the snow is a massive Ogre with a cruel grin—Hurðaskellir (Door-Slammer). Beside him, a creeping figure, Kertasníkir (Candle-Beggar), snaps his fingers. Zap. Every magical light in the tower goes out. The room plunges into darkness.

"NOW, BROTHERS!" a voice screams from the ceiling.

Chaos erupts. The hiding Lads spring their trap! Bowl-Licker reaches out from under the benches, grabbing ankles and tripping the children. Spoon-Licker and Pot-Scraper burst from the shadows with burlap sacks, snatching the fallen children before they can scream. The Jolly Red Wizard spins around, his wand blazing to light the room. "Dwelves! Protect the Prince!" But the entire Yule Tide Family pours through the broken door. Leading them is Grilga the Ogress and her massive Husband, flanking the gluttonous Gruss.

 


4. Combat Encounter: The Inside Job While the main force (Gruss, Grilga, Husband) secures the Prince and storms the stairs to the roof, the players are trapped on the ground floor with the Infiltrators and Breachers.

  • Enemies:

    • Hurðaskellir (Door-Slammer): (MR 66). Uses Thunderclap to stun players.

    • Askasleikir (Bowl-Licker): (MR 66). Attacks from the floor (Prone).

    • 5 x Yule Goblins (MR 20). Minions throwing debris.

  • Allies:

    • 3 x Dwelves (MR 25). These stout helpers fight bravely. If protected, add +2D6 to the players' attack roll each turn.

  • Objective: Defeat the Lads. You cannot stop the mass kidnapping happening in the dark, but you must survive the ambush.

  • Hazard: Total Darkness. Until a player lights a torch or casts a spell (L1 SR WIZ), all combat adds are halved due to Candle-Beggar's magic.



5. The Festive Departure (Read Aloud)

Stepping out into the crisp evening air of the village square, you are greeted by a heartwarming scene of community celebration. Twilight has settled over the town, and warm yellow light spills from the windows of the snow-dusted timber-frame houses.

In the center of the square, a large, sturdy wooden sleigh, beautifully decorated with thick evergreen garlands, is the center of attention. Two massive green orcs, clad in thick fur vests and wearing gentle expressions, laugh as they carefully lift bundles of smiling, eager children into the sleigh. Villagers of all ages are gathered around, watching with delighted faces as the little ones settle in for their festive ride. The air is filled not with cries of fear, but with the sounds of laughter and anticipation.



6. The Mission Begins The Jolly Red Wizard grabs your arm, tears freezing in his beard.

"My magic is spent holding this tower together. I cannot pursue them. You are the only hope this village has.

"Follow their trail. Storm their cave at Jokelheim. You must bring the children back before the Midnight Feast begins, or a generation is lost forever."

(He hands the party a Flask of Reindeer Vitality—fully heals 1 Monster—and collapses).


Part 2: The Race to Jokelheim



Location: The Wilderness between Winterhaven and the Mountains. Map Reference: TYIS Thrivaldi Realm Map

1. The Pursuit The players leave the burning Lighthouse. The tracks are visible in the snow—but the villains are airborne.

  • Tracking Challenge: Players follow debris dropped by the careless Lads—shingles knocked off the Winterhaven Inn and a baby rattle dropped near Cryzelle Palace.

2. The Obstacle: The River of Shivers The Yule Tide Family smashed the stone bridge as they passed. The river below is raging with ice floes.

  • Action: The players must cross.

    • Athletics: Leap across ice chunks (L2 SR on Dexterity).

    • Magic: Create an ice bridge.

    • Failure: Fall in. Take 2D6 Damage and check for Hypothermia (See Appendix).






3. The Yeti Ambush (Random Encounter) As the party climbs higher toward the peaks, the air grows thin. This is the territory of the Yule Tide Yetis.



  • The Mechanic: If the players stray too close to the high peaks or leave the main path, roll 1D6.

    • 1-3: Safe. The wind howls, but nothing attacks.

    • 4-6: Ambush! 1D6 Yule Tide Yetis (See Appendix A) leap from the snowdrifts to attack the party with magic wands and massive fists.

4. The Shadow of the Ice Dragon The path winds dangerously close to Ice Dragon Mountain

.


Wilderness Encounter: The Wyrm's Watch

Read Aloud: "The path narrows. To your right looms the massive, frozen form of the Ice Dragon, coiled around the mountain peak like a crown of blue diamond. It appears asleep, but its breath creates a fog that chills your bones. Suddenly, the snowbanks ahead explode! Gáttaþefur (Door-Sniffer) has smelled you coming!"

  • Enemies:

    • Gáttaþefur (Door-Sniffer): (MR 66). Cannot be stealthed against.

    • 3 x Goblin Skiers (MR 20).

  • Hazard: Don't Wake the Dragon. Any loud noise (Explosions, Thunder spells) requires a Group Luck Roll. If failed, the Dragon shifts, causing an avalanche (3D6 Damage to everyone).


Part 3: The Lair of the Yule Tide Family

Location: The Cave House at Jokelheim Map Reference: The Lair of the Yule Tide Family



1. The Entrance (The Maw) The cave mouth looks like a screaming mouth of sharp ice teeth. Two green-fire torches burn here. Players can sneak (L2 SR Stealth) or fight the 2 Guard Ogres (MR 60).

2. The Kitchens (Miko's Prison) The players enter the Kitchens first.



  • Scene: A massive boiling cauldron dominates the room. Pottaskefill (Pot-Scraper) is here, licking the ladle.

  • Enemies: Pot-Scraper (MR 66) and 10 Kitchen Goblins THE COOKS HELPERS (MR 20).

  • The Prisoner: Hanging in a birdcage is Miko, the Royal Mail Monkey.

    • Interaction: If rescued and fed, Miko joins the party. He has IQ x3 (Awakened) and acts as a Guide/Lockpicker.

3. The Hall of "Cheer" A long corridor lined with cages decorated with twisted holiday ribbons. The stolen village children are packed into these cages.



  • Guard: Giljagaur (Gully Gawk) is hiding in the shadows above the cages (MR 66, Double damage on ambush).

  • Action: Players must use Stealth (L2 SR Luck) or Miko's lockpicking to free the children quietly without alerting the Feast Hall.


Part 4: The Feast of Fear & The Great Escape

Location: The Great Feast Hall & The Slopes of Jokelheim Map Reference: The Lair of the Yule Tide Family



1. The Boss Fight The players burst into the main hall.

Read Aloud: "At the head of a long table sits the terrifying power couple: Grilga the Ogress and her massive Husband. Between them, Gruss the Glut is preparing the table. Baby Tiger Claws is in a 'Playpen' surrounded by spikes. Grilga stands, her wand crackling. 'You survived the tower? Impressive. Uncles! Dinner has delivered itself!'"

  • Objective: You cannot defeat Grilga and her Husband head-on (they are MR 200+). You must create a distraction to grab the Prince and the children and RUN.

  • Tactics: Focus fire on Gruss (MR 500) to knock him into the table, creating chaos.



2. The Great Sled Escape (Chase Sequence) You free the children and Baby Tiger Claws. You load them onto the stolen Black Sleigh and burst out of "The Maw."

  • The Chase: The entire family chases you down the mountain!

    • Round 1 (The Slopes): Bjúgnakrækir (Sausage-Swiper) drops from trees to try and snatch children back.

    • Round 2 (The Ice Dragon’s Shadow): The Husband hurls massive boulders from the ridge. Pilot must roll L2 SR on Speed/Dexterity.

    • Round 3 (The Forest Line): Stekkjarstaur (Sheep-Cote Clod) tries to kick the sleigh runners.





3. The Gates of Cryzelle (Conclusion) Just as the Ogres are about to overrun you, the crystal spires of Cryzelle loom ahead.

Read Aloud: "The Ogres roar behind you. Suddenly, a horn blasts. The gates of Cryzelle Palace swing open. A volley of ice-blue arrows arcs over your heads, striking the snow. The Queen’s Frost Maidens have arrived. Grilga halts her family, snarling, but retreats into the blizzard."


SECTION IV: EPILOGUE

Heroes of the Realm

The Audience with Isdis Queen Isdis sits upon her throne of diamond-ice. She holds Baby Tiger Claws on her lap.

"You have returned my son, and the children of my people. For this, you are named Heroes of the Realm. You shall always have a warm hearth in Cryzelle." (Reward: The Shard of Thrivaldi - Immune to Cold + 1 Re-roll per year for the entire year). Example the shard holds enough magic to give you resistance to cold at a +1 SR for the rest of the Year or per game year gamemasters choice.


 

The Hook for Module 2: The Seedling The Queen’s expression darkens as she points to the Massive Dead Wintermas Evergreen Tree.

"But the victory is hollow if the spirit of the realm dies. The Unnatural Winter has killed the Great Tree. Without it, the magic of Wintermas is dead. "I have one final task. Find the Seedling—the last spawn of the Great Tree—in the Verdant Vaults of the Lost South. Bring it back."


SECTION V: APPENDICES

Appendix A: The Yule Tide Family & Monsters



1. Grilga the Ogress (The Witch-Queen) A monstrous fusion of Ogre strength and Wizarding intellect.

  • Multipliers: STR x7.0, CON x7.0, WIZ x4.5, INT x4.25, DEX x4.25, SPD x3.5, LK x3.0, CHR x5.0.

  • Average Stats (Based on 11 roll): STR 77, CON 77, WIZ 50, INT 47, DEX 47, SPD 39, LK 33, CHR 55.

  • Monster Rating (MR): ~200.

  • Weapons: Two Whammy'd Kukris (6D6 + 15 Adds, magically accelerated) OR Vorpal Ogre Club (9D6, ignores armor first round).

  • Armor: Coarse Skin + Leather + Zaparmour + Shield = 34 Hits protection.

  • Magic: All L1-L2 spells. Uses Wand to reduce cost by 2.

2. The Husband (The Warlord) A towering engine of destruction combining Ogre power with Barbarian rage.

  • Multipliers: STR x7.0, CON x7.0, WIZ x2.0, INT x1.75, DEX x2.25, SPD x2.25, LK x2.5, CHR x3.5.

  • Average Stats (Based on 11 roll): STR 77, CON 77, WIZ 22, INT 19, DEX 25, SPD 25, LK 28, CHR 39.

  • Monster Rating (MR): ~180.

  • Weapons: Titan's Blade (7D6) + Shield Spike (1D6) + Ogre Club (9D6).

  • Special Ability: Barbarian Rage. Once per battle, Strength doubles to 154 for 3 turns.

3. Gruss "The Glut" (The Glutton)

  • MR: 500 (DR 5). Weapon: Meat Mallet (6D6).

  • Special: Belly Bounce (Knockback/Stun).

4. The 13 Yule Lads (The Uncles) Standard Profile: STR 66, CON 66, DEX 30, SPD 28, INT 25, WIZ 22, LK 33, CHR 33 (MR 66, Combat Dice 15D6+75).

  • 1. Stekkjarstaur (Sheep-Cote Clod): SPD 11. Crippling Kick (Hobbles enemies).

  • 2. Giljagaur (Gully Gawk): LK 44. Ambush (Double dice on first turn).

  • 3. Stúfur (Stubby): STR 44, CON 88. Low Center of Gravity (Immune to knockdown).

  • 4. Þvörusleikir (Spoon-Licker): DEX 44. Disarm (Steals weapons).

  • 5. Pottaskefill (Pot-Scraper): Iron Stomach (Bites through metal shields).

  • 6. Askasleikir (Bowl-Licker): Ankle Biter (Attacks from Prone).

  • 7. Hurðaskellir (Door-Slammer): STR 77. Thunderclap (Stuns area).

  • 8. Skyrgámur (Skyr-Gobbler): CON 88. Regeneration (Heals 1D6 per round eating).

  • 9. Bjúgnakrækir (Sausage-Swiper): DEX 44. Death from Above (Climbs ceilings).

  • 10. Gluggagægir (Window-Peeper): INT 44. Spotter (Adds +2D6 to allies).

  • 11. Gáttaþefur (Door-Sniffer): SPD 33. No Escape (Smells invisible foes).

  • 12. Ketkrókur (Meat-Hook): Wields Meat Hook (6D6, grapples target).

  • 13. Kertasníkir (Candle-Beggar): Snuff Out (Extinguishes all light).

5. The Yule Tide Yeti

  • Modifiers: STR x6, WIZ x1, INT x0.5, LK x1, CON x10, DEX x0.75, CHR x2, SPD x1.5.

  • Average Combat Total: 73.

  • Weapons: Magic Wand (1 Charge Take That You Fiend dealing WIZ damage, requires L1 SR on INT to aim), Natural Strength (6D6).

  • Armor: Thick Pelt (6 Points).

6. Bigfoot (Sasquatch)

  • MR: 42 (Level 1 Dungeon equivalent).

  • Combat Dice: 5D6 + 21.

  • Special: Tough Hide (Takes 6 hits to damage).

  • Lore: Omnivorous human eater, but prefers the delicate flesh of Elves.

Appendix B: NPC Stats

Miko, The Royal Mail Monkey

  • Stats: STR x0.5 (Starved), IQ x3 (Awakened), LK x2.

  • Role: Guide, Cartographer.

Appendix C: The Yule Tide Scavenge Loot Table

Instructions: Once the battle is over, or if players search the "Hall of Cheer" and "Feast Hall," have them roll 3D6 and consult the table below.

Roll (3D6)Item NameDescription & Game Effect
3GM’s Choice1-3 is always GM's Choice. (The GM picks a specific item the player needs, or absolute trash like a dead rat).
4Charcoal Drawings

Crude drawings on hide displaying the ogre’s victims, accentuated with actual blood.


Effect: Useless to sell, but grants +2 Adds on Intimidation rolls if shown to villagers.

5Costume Jewelry Rings

A matching set of five brass rings found on the Ogre's left hand.


Effect: Worthless as treasure. If worn on one hand, counts as Brass Knuckles (+2 Damage Adds to punches).

6Camouflage Mud

A pot of dried mud and live sprigs from pine trees.


Effect: If applied to skin/armor, grants +1D6 to Stealth/Hiding rolls in the forest for 2 hours.

7The "Maybe" MapA crude map drawn on skin. Roll 1D6 on the Map Sub-Table below to see what it shows.
8Lump of Eternal Coal

A black rock that burns forever but never turns to ash.


Effect: Provides warmth/light. Can be thrown as a weapon (3D6 Fire Damage).

9Ogre Holiday Snacks

A tin of pickled frogs’ legs mixed with Reindeer Jerky.


Effect: Tastes horrible but heals 2D6 Hits (Monsters only). Humans must save on Constitution or vomit.

10Potion of "Egg-Nog"

Thick, yellow sludge in a fancy bottle.


Effect: Drinker makes L1 SR on Constitution. Success: +5 Strength for 1 hour. Failure: Lose next turn vomiting.

11Exploding Stocking

A red sock filled with gunpowder and coal.


Effect: One-use grenade. Deals 5D6 Damage to everyone in a 10-foot radius.

12Sleigh Bell Choker

A leather collar with silver bells.


Effect: +2 Charisma. However, the wearer cannot use Stealth (the bells always jingle).

13The Tarnished Amulet

A gold amulet with a tiny ruby, found under lice-ridden bedding.


Effect: Worth 300 GP. However, it is cursed: the wearer smells permanently of wet dog (-1 Charisma).

14Gruss’s "Tenderizer"

The Boss’s massive iron meat mallet.


Effect: Heavy Weapon (4D6 Damage). If the wielder rolls doubles, the target is stunned for 1 turn.

15The Red Coat

A magical, velvet red coat (fits Ogres/Trolls).


Effect: Armor (6 Hits protection). The wearer feels an urge to be generous.

16The Frustrating Chest

An iron-bound chest. The ogre failed to open it (scratch marks on lock).


Effect: Requires L2 SR (Int) or L3 SR (Str) to open. Contents: 100 GP and a Deed to "Swamp-side Manor."

17Toy Soldier Army

A box of magical tin soldiers.


Effect: Once per day, pour them out to create a distraction. They march and attack ankles (MR 20 Pack) for 3 turns.

18Isdis’s Snowflake

A rare jewel stolen from the Ice Queen.


Effect: Worth 1,000 GP. Can be crushed to instantly freeze a body of water or extinguish a massive fire.


Sub-Table: The "Maybe" Map Locations

If the players rolled a 7 above, roll 1D6 here to see where the map leads.

Roll (1D6)Map Destination & Details
1The Deep North: The map shows a connection to the Underealms of Achrox, specifically the vast cave systems beneath the Northlands. It is marked with a skull (Danger).
2Land of the Little People: The map reveals the hidden territory of the Glacial Rime Kin. It marks their village, which is usually invisible to big folk.
3

The Monkey's Secret: Shows the Cave System below Cresslle.


Bonus: The "Monkey Messenger" (Miko) who drew this map is currently in the cage nearby.

4The Ether Dragon's Spire: A scribbled path up the highest peak, marked with a swirl. This is where the Ether Dragons (who control the multiverse portals) are rumored to dock.
5The Smuggler's Slide: A dangerous, icy chute that bypasses the mountains and leads directly to the frozen coast of the Tygerian Isles. A fast, but deadly, way to travel.
6Krumpuss's Prison: A dark, jagged route leading to a sealed cave where the ancient holiday demon Krumpuss is imprisoned. The map is actually a key to finding him.

Appendix D: The Fail-Safe (TPK Rule)

GM Note: This adventure is dangerous. If the party is defeated by Gruss or overwhelmed during the chase, do not end the game. Use this narrative to bridge into the next module.

1. The Rescue

Read Aloud: Just as the darkness takes you, the ground shakes with the thunder of hooves. Queen Isdis arrives with her army! She does not just save the children; she saves you as well.

With a wave of her hand, she freezes the Yule Tide Family in place. Her Frost Maidens bind the Ogres in heavy ice-chains to be dragged back to the dungeons of Cryzelle. You are lifted onto stretchers, battered but alive.

2. The Consequence The players wake up in the Infirmary of Cryzelle Palace 1D6 days later.

  • The Bad News: You are not hailed as "Heroes." You failed to defeat the Ogres on your own. You do not receive the Shard of Thrivaldi or the title "Heroes of the Realm."

  • The Debt: You now owe the Queen a life debt. She demands you undertake Module 2: The Hunt for the Seedling not as a favor, but as payment for your lives.

3. The Fail-Safe Rewards Even in failure, you survived the Nightmare.

  • Experience: 500 Adventure Points (Survival Bonus).

  • Loot: You keep any items you successfully rolled for on the Scavenge Loot Table (Appendix C) during the adventure.

  • Reputation: "Debt to the Crown" (-1 Charisma with Nobility, but you have the Queen's attention).

Appendix E: Origins, Ancient Lore & Ice Giants



The Ice Giants The source of the Giants and the Norse-flavored elements is the legendary realm of Jotunheim, the primordial, ice-bound domain where Throm the first giant holds dominion. This ancient connection serves as the original font of power and bloodline for the massive Giant-kin who now patrol the island.

Ice Giant Stat Block Modifiers (3d6) – STR: 4, WIZ: 3, INT: 1, LK: 2, CON: 6, DEX: 2, CHR: 4, SPD: 1.

  • Level: Varies.

  • Average Combat Total: 86.

  • Weapon Dice: Ice Lance (10D6).

  • Armor Protection: Ice Shield (20 hits); impervious to cold.

Appendix F: Rewards & Experience

1. Adventure Points (AP)

  • Mission Success: Award each player 1,000 AP for successfully rescuing the children and Baby Tiger Claws and escaping to Cryzelle.

  • Mission Failure (The Fail-Safe): If the players had to be rescued by the Army (TPK), award only 500 AP.

  • Bonus Points:

    • +100 AP for keeping Miko the Monkey alive.

    • +50 AP for every Dwelve that survived the Siege.

    • +200 AP for defeating Gruss without the Queen's help (reducing his MR to 0).

2. Treasure & Loot

  • Isdis's Snowflake: If found (Loot Table result 18), this jewel is worth 1,000 Gold Pieces to any merchant in Thrivaldi.

  • Scavenged Goods: Players keep any items rolled on the Scavenge Loot Table (Appendix C), including The Tenderizer or the Exploding Stocking.

3. Unique Magic Item: The Shard of Thrivaldi Given by Queen Isdis only upon a successful mission.

  • Effect 1 (Warmth): The bearer is immune to environmental cold damage (Psychic Snows, Hypothermia).

  • Effect 2 (Fate): Once per game year, the bearer may re-roll any single failed Saving Roll.

4. Titles & Reputation

  • "Heroes of the Realm": Players gain a permanent +2 Charisma bonus when interacting with residents of Winterhaven, Cryzelle, or the Tygerian Isles. Inn stays and food are free in the capital.

  • "Debt to the Crown": (If TPK occurred). Players gain -1 Charisma due to their failure, and owe the Queen a life debt, forcing them to accept the quest in Module 2.




YOURS FOR NOW CAPTAIN HEDGES

No comments:

Post a Comment