TEXT: THE HEART OF 
  THE HEART OF 
  WINTER
  WINTER
  31043
  31043
  Paul ‘Wiggy’ Wade-Williams
  Paul ‘Wiggy’ Wade-Williams
  V1
  V1
  SAGA OF THE FROST GIANTS - PART 3
  
  BY PAUL “WIGGY” WADE-WILLIAMS 
  EDITING & PROOFREADING: SCOTT ALAN WOODARD
  COVER, GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  COVER & INTERIOR ART: CHRIS KUHLMANN 
  FIGURE FLATS: JORDAN PEACOCK
  WWW.TRIPLEACEGAMES.COM
  ©2009 Triple Ace Games. Hellfrost Player’s Guide and all related marks and logos are trademarks of 
  Triple Ace Games. All Rights Reserved.
  Permission is granted to print this ebook for personal use.
  THIS GAME REFERENCES THE SAVAGE WORLDS GAME SYSTEM, AVAILABLE FROM PINNACLE ENTERTAINMENT GROUP AT WWW.PEGINC.COM.  
  SAVAGE WORLDS AND ALL ASSOCIATED LOGOS AND TRADEMARKS ARE COPYRIGHTS OF PINNACLE ENTERTAINMENT GROUP. USED WITH PERMISSION. 
  PINNACLE MAKES NO REPRESENTATION OR WARRANTY AS TO THE QUALITY, VIABILITY, OR SUITABILITY FOR PURPOSE OF THIS PRODUCT.
  THE HEART OF WINTER
  ORIGINAL VILLAGE MAP DESIGN: CHRISTOPHER GOLDEN
  BY PAUL “WIGGY” WADE-WILLIAMS 
  EDITING & PROOFREADING: SCOTT ALAN WOODARD
  COVER, GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  COVER & INTERIOR ART: CHRIS KUHLMANN 
  FIGURE FLATS: JORDAN PEACOCK
  WWW.TRIPLEACEGAMES.COM
  ©2009 Triple Ace Games. Hellfrost Player’s Guide and all related marks and logos are trademarks of 
  Triple Ace Games. All Rights Reserved.
  Permission is granted to print this ebook for personal use.
  THIS GAME REFERENCES THE SAVAGE WORLDS GAME SYSTEM, AVAILABLE FROM PINNACLE ENTERTAINMENT GROUP AT WWW.PEGINC.COM.  
  SAVAGE WORLDS AND ALL ASSOCIATED LOGOS AND TRADEMARKS ARE COPYRIGHTS OF PINNACLE ENTERTAINMENT GROUP. USED WITH PERMISSION. 
  PINNACLE MAKES NO REPRESENTATION OR WARRANTY AS TO THE QUALITY, VIABILITY, OR SUITABILITY FOR PURPOSE OF THIS PRODUCT.
  THE HEART OF WINTER
  ORIGINAL VILLAGE MAP DESIGN: CHRISTOPHER GOLDEN
  
  INTRODUCTION
  This adventure is designed for a group of four Veteran 
  characters, but can be run with more advanced or larger 
  parties. It can be played as a standalone adventure, or as 
  the third part of a quartet which began with Shadow of 
  Darkness and The Siege of Watchgap Fort.
  Most encounters are based on a number of antago-
  nists per hero, and thus automatically allow for increased 
  party size. Scaling for higher Ranks is easily handled. For 
  each additional Rank the party is above Veteran, add one 
  additional Extra of the most common sort to an encoun-
  ter. For instance, if the text says the heroes face one cult-
  ist per hero, a Legendary party of four members would 
  face six cultists. You might also want to add a second 
  Wild Card frostborn priest of Thrym if the heroes are par-
  ticularly powerful. As always, an adventure is designed 
  to be fun for the players—it needs to be challenging for 
  their characters, not suicidal.
  The adventure takes place in mid Sowanmonan and 
  is set in the Hearthlands. As the adventure unfolds, so 
  the temperature will lower dramatically. As such, the GM 
  should pay attention to the characters’ winter clothing. 
  See the Savage Worlds rulebook for the effects of cold 
  weather and the Hellfrost Player’s Guide for how the 
  rules work in this setting.
  A selection of pre-generated Novice characters can be 
  found at our website, www.tripleacegames.com.
  Treasure: Each cultist has mundane treasure worth 
  2d6 gs. Ice goblins carry just 1d6 gs.
  PLOT BACKGROUND
  Five centuries ago a terrible host of ice trolls, frost 
  giants, ice goblins, Hellfrost dragons, and other foul 
  creatures swept out of the north, ravaging everything 
  in their path. Once through Hellfrost Pass, the northern 
  hoard divided its forces. One force punched due south, 
  into what is now Midmark. At the base of the Tower Hills 
  the Saxa drew up their battle lines, aided by their cousins 
  in Sutmark, Ostmark, and Veermark. Here they stood, 
  here they died, and here they won.
  The engagement did not mark the beginning of the 
  end of the Blizzard War, though it was a pivotal battle, 
  for it halted the Hellfrost army’s advance south and freed 
  the Saxa to march north and join up with their embattled 
  allies. Skalds sing of the mighty battle, of how the blood 
  of the Saxa melted the ice and snow, of how heroes were 
  made and broken. What they do not sing about is “The 
  Heart of Winter.”
  Before the Blizzard War began, Thrym gave each of his 
  generals a sliver of his frozen heart. Relics of truly awe-
  some power, these fell devices were intended to shroud 
  the Hearthlands in perpetual winter. Fortunately for the 
  civilized races, few were ever employed, and those that 
  saw use were quickly hunted down and smashed by the 
  clerics of Kenaz and Sigel.
  The army that strove to conquer Midmark carried a 
  sliver of Thrym’s heart, known as the Heart of Winter. 
  After capturing the Tower Hills they excavated a great 
  chamber far beneath the ground in which to house the 
  artifact. From here, they hoped, it would cast a white 
  shroud over the southern lands. Before it could be ac-
  tivated, the Saxa triumphed in battle. Unknown to the 
  Saxa and forgotten by the defeated Hellfrost army, the 
  Heart of Winter has lain undisturbed for almost ﬁ ve hun-
  dred years, dormant but still eager to fulﬁ ll its purpose.
  Cultists of Thrym uncovered ancient documents in 
  the far north referring to the Heart of Winter. Through 
  diligent research, torture, and fortune they identiﬁ ed its 
  location and secretly began digging. Less than twenty 
  miles from the nearest settlements, the enemies of civi-
  lization labored long and hard. After many long months, 
  they located their prize.
  With the artifact uncovered, they prayed to Thrym for 
  guidance. The winter god responded. Through visions, 
  he ordered a frost giant jarl to send a frost giant priest to 
  complete the activation ceremony. As the adventure be-
  THE HEART OF WINTER
  2
  INTRODUCTION
  This adventure is designed for a group of four Veteran 
  characters, but can be run with more advanced or larger 
  parties. It can be played as a standalone adventure, or as 
  the third part of a quartet which began with Shadow of 
  Darkness and The Siege of Watchgap Fort.
  Most encounters are based on a number of antago-
  nists per hero, and thus automatically allow for increased 
  party size. Scaling for higher Ranks is easily handled. For 
  each additional Rank the party is above Veteran, add one 
  additional Extra of the most common sort to an encoun-
  ter. For instance, if the text says the heroes face one cult-
  ist per hero, a Legendary party of four members would 
  face six cultists. You might also want to add a second 
  Wild Card frostborn priest of Thrym if the heroes are par-
  ticularly powerful. As always, an adventure is designed 
  to be fun for the players—it needs to be challenging for 
  their characters, not suicidal.
  The adventure takes place in mid Sowanmonan and 
  is set in the Hearthlands. As the adventure unfolds, so 
  the temperature will lower dramatically. As such, the GM 
  should pay attention to the characters’ winter clothing. 
  See the Savage Worlds rulebook for the effects of cold 
  weather and the Hellfrost Player’s Guide for how the 
  rules work in this setting.
  A selection of pre-generated Novice characters can be 
  found at our website, www.tripleacegames.com.
  Treasure: Each cultist has mundane treasure worth 
  2d6 gs. Ice goblins carry just 1d6 gs.
  PLOT BACKGROUND
  Five centuries ago a terrible host of ice trolls, frost 
  giants, ice goblins, Hellfrost dragons, and other foul 
  creatures swept out of the north, ravaging everything 
  in their path. Once through Hellfrost Pass, the northern 
  hoard divided its forces. One force punched due south, 
  into what is now Midmark. At the base of the Tower Hills 
  the Saxa drew up their battle lines, aided by their cousins 
  in Sutmark, Ostmark, and Veermark. Here they stood, 
  here they died, and here they won.
  The engagement did not mark the beginning of the 
  end of the Blizzard War, though it was a pivotal battle, 
  for it halted the Hellfrost army’s advance south and freed 
  the Saxa to march north and join up with their embattled 
  allies. Skalds sing of the mighty battle, of how the blood 
  of the Saxa melted the ice and snow, of how heroes were 
  made and broken. What they do not sing about is “The 
  Heart of Winter.”
  Before the Blizzard War began, Thrym gave each of his 
  generals a sliver of his frozen heart. Relics of truly awe-
  some power, these fell devices were intended to shroud 
  the Hearthlands in perpetual winter. Fortunately for the 
  civilized races, few were ever employed, and those that 
  saw use were quickly hunted down and smashed by the 
  clerics of Kenaz and Sigel.
  The army that strove to conquer Midmark carried a 
  sliver of Thrym’s heart, known as the Heart of Winter. 
  After capturing the Tower Hills they excavated a great 
  chamber far beneath the ground in which to house the 
  artifact. From here, they hoped, it would cast a white 
  shroud over the southern lands. Before it could be ac-
  tivated, the Saxa triumphed in battle. Unknown to the 
  Saxa and forgotten by the defeated Hellfrost army, the 
  Heart of Winter has lain undisturbed for almost ﬁ ve hun-
  dred years, dormant but still eager to fulﬁ ll its purpose.
  Cultists of Thrym uncovered ancient documents in 
  the far north referring to the Heart of Winter. Through 
  diligent research, torture, and fortune they identiﬁ ed its 
  location and secretly began digging. Less than twenty 
  miles from the nearest settlements, the enemies of civi-
  lization labored long and hard. After many long months, 
  they located their prize.
  With the artifact uncovered, they prayed to Thrym for 
  guidance. The winter god responded. Through visions, 
  he ordered a frost giant jarl to send a frost giant priest to 
  complete the activation ceremony. As the adventure be-
  THE HEART OF WINTER
  2
  
  gins, the terrible ritual is mere hours from completion. It 
  may be spring in the Hearthlands, but winter is coming.
  THE VILLAGE OF TORTON
  The village of Torton (“Thunor’s Enclosure”) sits on 
  the road between Hamna and the Crystalﬂ ow Confed-
  eracy town of Scathmoor. Before the Anari stamped their 
  dominance on what is now Midmark, Torton was known 
  as Aithton (“Aith’s Enclosure”), after the local jarl who 
  founded the site. It began as a small farming stead of 
  little importance.
  Although the citizens were farmers, they honored 
  Thunor over Eostre, praying to him for ample rain and 
  warm winds during the summer months, and beseeched 
  him to hold off the winter storms until after harvest. To 
  show their dedication, they carved a huge stylized storm 
  dragon into the chalk hill overlooking their village. Wor-
  ship at the dragon, which also served as Thunor’s temple, 
  attracted a powerful air spirit, which took up residence 
  within the carving. Offerings were made to appease it, 
  but the citizens did not treat it as a god. In their eyes, it 
  was simply a messenger of Thunor.
  After Midmark was conquered, the Anari developed 
  Scathmoor as a trading center. Under the rule of Anari 
  overlords, Aithton (the name was retained) grew in pros-
  perity thanks to its location along the new trade road.
  Then, during the Blizzard War, Aithton was leveled. 
  Time obliterated what little ruins remained. Grass 
  covered the chalk dragon, erasing it from the physical 
  landscape. The passage of years (and the Saxa’a burning 
  desire to overthrow the Anari) erased its existence from 
  memory. Scant folk tales spoke of a white dragon on a 
  hillside, but no one could tell of its exact location.
  The lands now known as Midmark ﬁ nally threw off 
  the yoke of Anari repression in 119 IR. The Saxa once 
  again began to reclaim the land. Around 135 IR, a priest 
  of Thunor (some legends say he was a paladin) travelling 
  from Hamna to Scathmoor witnessed lightning dancing 
  across the hillside. Oral traditions claim the lightning 
  took the form of a miniature storm dragon, though there 
  is no corroborating written testimony. Taking it as a sign 
  from his deity, the priest began scraping away the grass 
  and soil. Whether fate or divine intervention guided his 
  hands is not recorded, but the priest uncovered part of 
  the dragon’s wings—carved centuries ago in the shape 
  of lightning bolts.
  Within the month the priest had revealed the entire 
  dragon. He immediately declared it a miraculous sign 
  from Thunor and consecrated the site as a temple. Thu-
  nor’s pleasure at this act was quickly made evident, for 
  the valley beneath the hill enjoyed warm summers thanks 
  to the south wind and ample rainfall. The uncovering of 
  the dragon and consecration of the site also reawakened 
  the dormant air spirit, which once again became revered 
  by the valley’s inhabitants.
  Within a few years, a tiny farming community had 
  grown up around the dragon. Named Torton, in honor 
  of Thunor, the village slowly grew in size and prosper-
  ity as the years passed by and trade routes reopened. 
  The formation of the Crystalﬂ ow Confederacy, and the 
  increased trafﬁ c along the trade road linking distant 
  Ostmark to the rest of Rassilon, was a major boost to 
  Torton’s economy. And so, for the better part of four 
  centuries, the villagers have worshipped Thunor and 
  enjoyed favorable seasons.
  Torton is unusual in that it is not protected by a pali-
  sade or ditch. The air spirit watches over the valley and 
  its inhabitants, and Torton’s sizeable militia (and the fury 
  of its clerics) is an added deterrent to raiders. Torton is 
  currently home to 358 inhabitants (including those at 
  the outlying farms).
  ARRIVAL IN TORTON
  The adventure assumes the heroes are travelling 
  through Midmark, one of the major Saxa realms of Ras-
  THE CHALK DRAGON
  Known to the locals as Stormbrother, the air spirit 
  inhabiting the dragon is fully sentient. A devoted 
  minion of Thunor, it bestows certain beneﬁ ts upon 
  those who appease it and worship Thunor. Al-
  though it plays no signiﬁ cant part in this adventure, 
  its powers are detailed below for possible future 
  use and to give GMs an example for creating their 
  own guardian spirits.
  * Stormbrother hears every sound in the valley it 
  watches over (Notice d12 + Wild Die if listening for 
  speciﬁ c noises). This extends from hilltop to hilltop 
  across the valley (about half a mile), and a mile in 
  either direction along the valley ﬂ oor. It has no in-
  terest in the petty politics and intrigues of mortals, 
  though it is not beyond eavesdropping just to pass 
  the time.
  * Stormbrother alerts the villagers to impending 
  trouble by communicating with the village priest us-
  ing an innate power similar to voice on the wind.
  * Stormbrother can bestow ﬂ y on mortals. How-
  ever, it only does this on holy days to Thunor, thus 
  allowing the villagers to take to the air and worship 
  Thunor.
  * It can cast bolt (lightning), knockdown (strong 
  wind), and whirlwind when called upon by the 
  village’s priest of Thunor.
  These spells are cast with a d12 arcane die and Wild 
  Die, suffer no range modiﬁ ers, and can affect tar-
  gets anywhere within 500 yards and line of sight of 
  the chalk dragon’s eye. However, power comes at a 
  price. A terrible storm sweeps through the region 
  a few days after the spirit’s help is requested, a re-
  minder that Thunor is both benevolent and cruel, 
  and should never be taken for granted.
  THE HEART OF WINTER
  3
  gins, the terrible ritual is mere hours from completion. It 
  may be spring in the Hearthlands, but winter is coming.
  THE VILLAGE OF TORTON
  The village of Torton (“Thunor’s Enclosure”) sits on 
  the road between Hamna and the Crystalﬂ ow Confed-
  eracy town of Scathmoor. Before the Anari stamped their 
  dominance on what is now Midmark, Torton was known 
  as Aithton (“Aith’s Enclosure”), after the local jarl who 
  founded the site. It began as a small farming stead of 
  little importance.
  Although the citizens were farmers, they honored 
  Thunor over Eostre, praying to him for ample rain and 
  warm winds during the summer months, and beseeched 
  him to hold off the winter storms until after harvest. To 
  show their dedication, they carved a huge stylized storm 
  dragon into the chalk hill overlooking their village. Wor-
  ship at the dragon, which also served as Thunor’s temple, 
  attracted a powerful air spirit, which took up residence 
  within the carving. Offerings were made to appease it, 
  but the citizens did not treat it as a god. In their eyes, it 
  was simply a messenger of Thunor.
  After Midmark was conquered, the Anari developed 
  Scathmoor as a trading center. Under the rule of Anari 
  overlords, Aithton (the name was retained) grew in pros-
  perity thanks to its location along the new trade road.
  Then, during the Blizzard War, Aithton was leveled. 
  Time obliterated what little ruins remained. Grass 
  covered the chalk dragon, erasing it from the physical 
  landscape. The passage of years (and the Saxa’a burning 
  desire to overthrow the Anari) erased its existence from 
  memory. Scant folk tales spoke of a white dragon on a 
  hillside, but no one could tell of its exact location.
  The lands now known as Midmark ﬁ nally threw off 
  the yoke of Anari repression in 119 IR. The Saxa once 
  again began to reclaim the land. Around 135 IR, a priest 
  of Thunor (some legends say he was a paladin) travelling 
  from Hamna to Scathmoor witnessed lightning dancing 
  across the hillside. Oral traditions claim the lightning 
  took the form of a miniature storm dragon, though there 
  is no corroborating written testimony. Taking it as a sign 
  from his deity, the priest began scraping away the grass 
  and soil. Whether fate or divine intervention guided his 
  hands is not recorded, but the priest uncovered part of 
  the dragon’s wings—carved centuries ago in the shape 
  of lightning bolts.
  Within the month the priest had revealed the entire 
  dragon. He immediately declared it a miraculous sign 
  from Thunor and consecrated the site as a temple. Thu-
  nor’s pleasure at this act was quickly made evident, for 
  the valley beneath the hill enjoyed warm summers thanks 
  to the south wind and ample rainfall. The uncovering of 
  the dragon and consecration of the site also reawakened 
  the dormant air spirit, which once again became revered 
  by the valley’s inhabitants.
  Within a few years, a tiny farming community had 
  grown up around the dragon. Named Torton, in honor 
  of Thunor, the village slowly grew in size and prosper-
  ity as the years passed by and trade routes reopened. 
  The formation of the Crystalﬂ ow Confederacy, and the 
  increased trafﬁ c along the trade road linking distant 
  Ostmark to the rest of Rassilon, was a major boost to 
  Torton’s economy. And so, for the better part of four 
  centuries, the villagers have worshipped Thunor and 
  enjoyed favorable seasons.
  Torton is unusual in that it is not protected by a pali-
  sade or ditch. The air spirit watches over the valley and 
  its inhabitants, and Torton’s sizeable militia (and the fury 
  of its clerics) is an added deterrent to raiders. Torton is 
  currently home to 358 inhabitants (including those at 
  the outlying farms).
  ARRIVAL IN TORTON
  The adventure assumes the heroes are travelling 
  through Midmark, one of the major Saxa realms of Ras-
  THE CHALK DRAGON
  Known to the locals as Stormbrother, the air spirit 
  inhabiting the dragon is fully sentient. A devoted 
  minion of Thunor, it bestows certain beneﬁ ts upon 
  those who appease it and worship Thunor. Al-
  though it plays no signiﬁ cant part in this adventure, 
  its powers are detailed below for possible future 
  use and to give GMs an example for creating their 
  own guardian spirits.
  * Stormbrother hears every sound in the valley it 
  watches over (Notice d12 + Wild Die if listening for 
  speciﬁ c noises). This extends from hilltop to hilltop 
  across the valley (about half a mile), and a mile in 
  either direction along the valley ﬂ oor. It has no in-
  terest in the petty politics and intrigues of mortals, 
  though it is not beyond eavesdropping just to pass 
  the time.
  * Stormbrother alerts the villagers to impending 
  trouble by communicating with the village priest us-
  ing an innate power similar to voice on the wind.
  * Stormbrother can bestow ﬂ y on mortals. How-
  ever, it only does this on holy days to Thunor, thus 
  allowing the villagers to take to the air and worship 
  Thunor.
  * It can cast bolt (lightning), knockdown (strong 
  wind), and whirlwind when called upon by the 
  village’s priest of Thunor.
  These spells are cast with a d12 arcane die and Wild 
  Die, suffer no range modiﬁ ers, and can affect tar-
  gets anywhere within 500 yards and line of sight of 
  the chalk dragon’s eye. However, power comes at a 
  price. A terrible storm sweeps through the region 
  a few days after the spirit’s help is requested, a re-
  minder that Thunor is both benevolent and cruel, 
  and should never be taken for granted.
  DESCENT INTO MADNESS
  3
  
  silon. The GM is free to transpose the adventure to any 
  realm, altering names as necessary, but ideally the region 
  should have Thunor as one of its major deities. The 
  party’s reasons for being on the open road are left to the 
  GM to work into his current campaign.
  The endless rolling hills covered in heather and 
  gorse are becoming monotonous. For the last few 
  days, the only signs of life have been herds of goats 
  and sheep, evidence of steads somewhere in the 
  landscape, but now, something else has caught 
  your eye. Up ahead, above the Tower Hills, small, 
  dark objects are circling and wheeling in the sky.
  The objects are too distant to be discerned clearly 
  without the aid of magic. Use of farsight reveals the ob-
  jects are predominantly kites ﬂ uttering high in the wind. 
  However, darting among them are several ﬂ ying people. 
  Some wear robes of varying shades of blue, while others 
  appear dressed as peasants. All are smiling widely and 
  apparently shouting, though the spell does not allow the 
  caster to discern their words and the ﬂ yers constant mo-
  tion stymies attempts at lipreading. Without this spell, 
  the party must reach their own conclusions as to the 
  nature of the objects.
  Assuming the objects arouse the party’s interest 
  and they move toward them, they eventually get close 
  enough to identify the ﬂ ying objects for what they are. 
  A tall hill blocks the adventurers’ view of who is ﬂ ying 
  the kites, though, forcing them to venture onward to 
  discover their identity.
  As you near the brow of the hill you hear a series 
  of long whistles and musical notes drifting tune-
  lessly on the wind. Stepping onto the 
  crest, you cast your eyes down on a 
  large village of thatched and wood 
  buildings. Brightly colored banners 
  and wind socks attached to long 
  poles wave and dance in the steady 
  breeze, which, this time of year, blows 
  from the south, bringing warm air to 
  the Hearthlands and staving off the 
  frigid, northerly wind. A windmill 
  stands nearby, its vanes turning in 
  steady motion.
  Clustered in the center of the village 
  are more long poles. Attached to the 
  top are brass dragon heads with open 
  maws. Blue banners ﬂ utter behind the 
  heads, like the body of a great dragon 
  gliding through the sky. Young chil-
  dren are rotating the poles, ensuring 
  the dragon mouths are always facing 
  into the wind. As the wind rises and 
  falls, so the bronze heads produce 
  different musical tones.
  A large group of people are standing 
  at the base of a steep hill, away from 
  the houses. Many of them are control-
  ling the kites which swoop above the 
  village. Nearby, children are giggling 
  and laughing as an air elemental 
  lifts them up and down and spins 
  them around, though only a few feet 
  off the ground.
  Dominating the slope of the hill fac-
  ing the village is a colossal chalk ﬁ g-
  ure; a stylized dragon with lighting 
  bolts for wings.
  Elsewhere in the village there are 
  obvious signs a market is taking 
  HELLFROST ADVENTURE #08
  4
  silon. The GM is free to transpose the adventure to any 
  realm, altering names as necessary, but ideally the region 
  should have Thunor as one of its major deities. The 
  party’s reasons for being on the open road are left to the 
  GM to work into his current campaign.
  The endless rolling hills covered in heather and 
  gorse are becoming monotonous. For the last few 
  days, the only signs of life have been herds of goats 
  and sheep, evidence of steads somewhere in the 
  landscape, but now, something else has caught 
  your eye. Up ahead, above the Tower Hills, small, 
  dark objects are circling and wheeling in the sky.
  The objects are too distant to be discerned clearly 
  without the aid of magic. Use of farsight reveals the ob-
  jects are predominantly kites ﬂ uttering high in the wind. 
  However, darting among them are several ﬂ ying people. 
  Some wear robes of varying shades of blue, while others 
  appear dressed as peasants. All are smiling widely and 
  apparently shouting, though the spell does not allow the 
  caster to discern their words and the ﬂ yers constant mo-
  tion stymies attempts at lipreading. Without this spell, 
  the party must reach their own conclusions as to the 
  nature of the objects.
  Assuming the objects arouse the party’s interest 
  and they move toward them, they eventually get close 
  enough to identify the ﬂ ying objects for what they are. 
  A tall hill blocks the adventurers’ view of who is ﬂ ying 
  the kites, though, forcing them to venture onward to 
  discover their identity.
  As you near the brow of the hill you hear a series 
  of long whistles and musical notes drifting tune-
  lessly on the wind. Stepping onto the 
  crest, you cast your eyes down on a 
  large village of thatched and wood 
  buildings. Brightly colored banners 
  and wind socks attached to long 
  poles wave and dance in the steady 
  breeze, which, this time of year, blows 
  from the south, bringing warm air to 
  the Hearthlands and staving off the 
  frigid, northerly wind. A windmill 
  stands nearby, its vanes turning in 
  steady motion.
  Clustered in the center of the village 
  are more long poles. Attached to the 
  top are brass dragon heads with open 
  maws. Blue banners ﬂ utter behind the 
  heads, like the body of a great dragon 
  gliding through the sky. Young chil-
  dren are rotating the poles, ensuring 
  the dragon mouths are always facing 
  into the wind. As the wind rises and 
  falls, so the bronze heads produce 
  different musical tones.
  A large group of people are standing 
  at the base of a steep hill, away from 
  the houses. Many of them are control-
  ling the kites which swoop above the 
  village. Nearby, children are giggling 
  and laughing as an air elemental 
  lifts them up and down and spins 
  them around, though only a few feet 
  off the ground.
  Dominating the slope of the hill fac-
  ing the village is a colossal chalk ﬁ g-
  ure; a stylized dragon with lighting 
  bolts for wings.
  Elsewhere in the village there are 
  obvious signs a market is taking 
  HELLFROST ADVENTURE #08
  4
  
  place. Brightly colored stalls are arranged in lines 
  down the main street, villagers are roasting pigs 
  or boars over hot coals, and a skald can be seen 
  entertaining a small audience. By his sweeping 
  gestures, whatever tale he retells has to do with 
  the wind.
  Any followers of Thunor immediately recognize what 
  is taking place. Other heroes must make a Knowledge 
  (Religion) roll to understand the events they are witness-
  ing. The citizens are honoring Thunor, praying for warm 
  winds and plentiful rain to beneﬁ t their crops during 
  the short summer months. The kites are prayer kites, 
  carrying messages to the god. The chalk carving is likely 
  the local temple; the dragon a representation of a storm 
  dragon, one of Thunor’s major symbols.
  FLY A KITE
  Whether the party stands and watches or makes its 
  way down the slope toward the village, one of the ﬂ yers 
  swoops down. He comes to a halt a few yards ahead of 
  them, still hovering in the air.
  “Greetings, strangers,” he calls. “Welcome to 
  Torton. I am Unroch ap-Adalbert, Thunderson 
  of Thunor. If you come in friendship then pray, 
  join our celebrations. But be warned if deceit or 
  violence is in your heart, for great Thunor, lord 
  of the sky, watches down on our festivities.” With 
  that, he takes back to the sky, his blue robes ﬂ ut-
  tering loudly.
  All Saxa heroes know Torton literally means “Thunor’s 
  enclosure” in the local Saxa dialect. In this case, it relates 
  to the valley between the hill the heroes crossed and the 
  one bearing the dragon ﬁ gure.
  On nearing the village, a comely young maiden of 
  barely sixteen summers approaches the group, a cheer-
  ful grin on her freckled face. By her height she is Saxa, 
  but her dark hair points to Anari blood. Clutched in her 
  hands are a bundle of strings, to which are attached a 
  dozen or more kites.
  “Ignore Thunderson Unroch,” she sighs. “He gave 
  the caution about Thunor watching over us, 
  right? Here,” she says, pulling a kite string from 
  her hand and offering it to you, “have a kite. Just 
  write a prayer on it, come join the others, and 
  launch it into the air. The wind will carry your 
  words to Thunor.”
  The girl, Anbeth Wigmundsdohtor, refuses any offers 
  of money for the kites. She hands one to any character 
  who wants one. Then she leads them through the village 
  toward the kite ﬂ yers. During the short trip she is happy 
  to answer any questions the party may have. Likely ques-
  tions and Anbeth’s answers are detailed below.
  Q: What is going on in the village?
  A: “Summer is coming! Every year we honor Thunor 
  so he will send us warm winds and rain for the crops. 
  We hold a market and invite our neighbors to use our 
  temple.”
  Q: Shouldn’t there be a storm?
  A: “Usually, yes, but Unroch said the omens were 
  good for this day, storm or no storm.”
  Q: Where is the temple?
  A: “Over there—the chalk storm dragon. Thunor 
  hates being conﬁ ned, so we honor him outside.”
  Q: How long does the festival last?
  A: “Three days. One day for the south wind, one for 
  the east, and one for the west. We don’t honor the north 
  wind. Unroch says that empowers Thrym, not Thunor. 
  This is the ﬁ rst day, so you’ve arrived in time to see the 
  whole festival.”
  Q: What it is chalk dragon for?
  A: “That’s really old. The skalds say it was carved 
  before the Anari stole our lands and forced us into slav-
  ery. When our people returned to their ancestral lands, 
  the dragon was lost beneath the turf. A priest of Thunor 
  was walking through the valley when he saw lightning 
  dancing across the hill. He dug down and uncovered 
  part of the dragon’s wings. After he uncovered the whole 
  thing he had it consecrated as a temple and founded the 
  village. Thunderson Unroch claims the priest was one of 
  his ancestors, but no one takes that claim seriously.
  “But it’s not just a carving; a spirit lives in it. We 
  call it Stormbrother. That’s how we can ﬂ y.” She gestures 
  to the ﬂ yers high above. “We make offerings, and if the 
  spirit is pleased it uses its powerful magic to lift us up 
  on the winds. I’ve never done it, though. My father says I 
  should be married with babies before I risk my neck.”
  Q: Who are your parents?
  A: “Ah, you mean am I of mixed blood? Don’t worry, 
  I get that a lot from our rural neighbors. You’d think 
  we still hated the Anari or something. My father is a 
  Saxa farmer, Wigmund Aelfredsunu. My mother, Thunor 
  guard her soul, was the daughter of an Anari merchant 
  from Drakeport. Father met her at one of these festivals. 
  Eventually her father and my father’s father reached 
  an agreement and allowed them to marry. She died of 
  black lung when I was seven.”
  Q: Who runs the village?
  A: “That depends on who you ask. Technically, it’s 
  Ridder Coenmund, but Thunderson Unroch likes to 
  think he’s in charge because he can talk to Stormbrother 
  and he leads the militia. They get on well enough most 
  of the time.”
  Q: A cleric of Thunor leads the militia?
  A: “That’s what I said. It goes back to the village’s 
  founding. From what I know of Thunor, he doesn’t like 
  tyrants. Not that Ridder Coenmund is a tyrant, but his 
  not having control of the militia prevents him from be-
  ing able to unjustly enforce his will on us. My father says 
  it’s a political balancing act—Coenmund can never ob-
  tain full control, and Unroch cannot pass laws. I guess 
  they need each other for the village to run smoothly.”
  Q: Is there an inn?
  THE HEART OF WINTER
  5
  place. Brightly colored stalls are arranged in lines 
  down the main street, villagers are roasting pigs 
  or boars over hot coals, and a skald can be seen 
  entertaining a small audience. By his sweeping 
  gestures, whatever tale he retells has to do with 
  the wind.
  Any followers of Thunor immediately recognize what 
  is taking place. Other heroes must make a Knowledge 
  (Religion) roll to understand the events they are witness-
  ing. The citizens are honoring Thunor, praying for warm 
  winds and plentiful rain to beneﬁ t their crops during 
  the short summer months. The kites are prayer kites, 
  carrying messages to the god. The chalk carving is likely 
  the local temple; the dragon a representation of a storm 
  dragon, one of Thunor’s major symbols.
  FLY A KITE
  Whether the party stands and watches or makes its 
  way down the slope toward the village, one of the ﬂ yers 
  swoops down. He comes to a halt a few yards ahead of 
  them, still hovering in the air.
  “Greetings, strangers,” he calls. “Welcome to 
  Torton. I am Unroch ap-Adalbert, Thunderson 
  of Thunor. If you come in friendship then pray, 
  join our celebrations. But be warned if deceit or 
  violence is in your heart, for great Thunor, lord 
  of the sky, watches down on our festivities.” With 
  that, he takes back to the sky, his blue robes ﬂ ut-
  tering loudly.
  All Saxa heroes know Torton literally means “Thunor’s 
  enclosure” in the local Saxa dialect. In this case, it relates 
  to the valley between the hill the heroes crossed and the 
  one bearing the dragon ﬁ gure.
  On nearing the village, a comely young maiden of 
  barely sixteen summers approaches the group, a cheer-
  ful grin on her freckled face. By her height she is Saxa, 
  but her dark hair points to Anari blood. Clutched in her 
  hands are a bundle of strings, to which are attached a 
  dozen or more kites.
  “Ignore Thunderson Unroch,” she sighs. “He gave 
  the caution about Thunor watching over us, 
  right? Here,” she says, pulling a kite string from 
  her hand and offering it to you, “have a kite. Just 
  write a prayer on it, come join the others, and 
  launch it into the air. The wind will carry your 
  words to Thunor.”
  The girl, Anbeth Wigmundsdohtor, refuses any offers 
  of money for the kites. She hands one to any character 
  who wants one. Then she leads them through the village 
  toward the kite ﬂ yers. During the short trip she is happy 
  to answer any questions the party may have. Likely ques-
  tions and Anbeth’s answers are detailed below.
  Q: What is going on in the village?
  A: “Summer is coming! Every year we honor Thunor 
  so he will send us warm winds and rain for the crops. 
  We hold a market and invite our neighbors to use our 
  temple.”
  Q: Shouldn’t there be a storm?
  A: “Usually, yes, but Unroch said the omens were 
  good for this day, storm or no storm.”
  Q: Where is the temple?
  A: “Over there—the chalk storm dragon. Thunor 
  hates being conﬁ ned, so we honor him outside.”
  Q: How long does the festival last?
  A: “Three days. One day for the south wind, one for 
  the east, and one for the west. We don’t honor the north 
  wind. Unroch says that empowers Thrym, not Thunor. 
  This is the ﬁ rst day, so you’ve arrived in time to see the 
  whole festival.”
  Q: What it is chalk dragon for?
  A: “That’s really old. The skalds say it was carved 
  before the Anari stole our lands and forced us into slav-
  ery. When our people returned to their ancestral lands, 
  the dragon was lost beneath the turf. A priest of Thunor 
  was walking through the valley when he saw lightning 
  dancing across the hill. He dug down and uncovered 
  part of the dragon’s wings. After he uncovered the whole 
  thing he had it consecrated as a temple and founded the 
  village. Thunderson Unroch claims the priest was one of 
  his ancestors, but no one takes that claim seriously.
  “But it’s not just a carving; a spirit lives in it. We 
  call it Stormbrother. That’s how we can ﬂ y.” She gestures 
  to the ﬂ yers high above. “We make offerings, and if the 
  spirit is pleased it uses its powerful magic to lift us up 
  on the winds. I’ve never done it, though. My father says I 
  should be married with babies before I risk my neck.”
  Q: Who are your parents?
  A: “Ah, you mean am I of mixed blood? Don’t worry, 
  I get that a lot from our rural neighbors. You’d think 
  we still hated the Anari or something. My father is a 
  Saxa farmer, Wigmund Aelfredsunu. My mother, Thunor 
  guard her soul, was the daughter of an Anari merchant 
  from Drakeport. Father met her at one of these festivals. 
  Eventually her father and my father’s father reached 
  an agreement and allowed them to marry. She died of 
  black lung when I was seven.”
  Q: Who runs the village?
  A: “That depends on who you ask. Technically, it’s 
  Ridder Coenmund, but Thunderson Unroch likes to 
  think he’s in charge because he can talk to Stormbrother 
  and he leads the militia. They get on well enough most 
  of the time.”
  Q: A cleric of Thunor leads the militia?
  A: “That’s what I said. It goes back to the village’s 
  founding. From what I know of Thunor, he doesn’t like 
  tyrants. Not that Ridder Coenmund is a tyrant, but his 
  not having control of the militia prevents him from be-
  ing able to unjustly enforce his will on us. My father says 
  it’s a political balancing act—Coenmund can never ob-
  tain full control, and Unroch cannot pass laws. I guess 
  they need each other for the village to run smoothly.”
  Q: Is there an inn?
  THE HEART OF WINTER
  5
  
  A: “Aye, the Four Winds. People are always staying 
  there, so it must be nice.”
  AIR SPELLS
  All spells cast by clerics of Thunor, eir elementalists, 
  or those which use an air trapping are cast at +2. This 
  bonus won’t last much longer, though. Any hero who 
  wants to use ﬂ y to join the celebrations may do so. The 
  locals cheer and clap as he takes to the skies. The kites 
  are averaging forty feet above the ground, the ﬂ yers 
  between thirty and one hundred feet. Ask the character 
  how high he wants to ﬂ y in whole tens of feet.
  THE DEAD WIND
  Once the characters are ready they can release their 
  kites into the air. Letting go of the string or having the 
  kite fall to the ground is a bad omen. Having the strings 
  ripped from your hands by the power of the wind is 
  an especially good omen. Deal a card from the action 
  deck to each hero who ﬂ ies a prayer kite with a prayer 
  inscribed. Heroes whose patron is Thunor get an extra 
  card and pick the best, while Thundersons and Light-
  ningsons draw two extra cards and pick the best.
  A black deuce means the kite falls straight to the 
  ground or the hero lets it slip through his ﬁ ngers. The 
  unfortunate hero immediately loses a benny. A Joker 
  indicates the kite is whipped away by a sudden gust of 
  wind. That hero earns a bonus benny immediately. He 
  also gets an extra benny at the start of each session it 
  takes to play through the adventure. This is an omen 
  from Thunor, as the heroes soon learn.
  Whether or not the characters launched kites, read 
  the following text aloud:
  A startled cry from above causes everyone present 
  to look skyward. The ﬂ yers, every single one of 
  them, are plummeting to the ground like stones, 
  along with the kites and all the birds in the sky. 
  The air elemental lifting the children vanishes, 
  causing the youngsters to tumble to the ground. 
  The windmill stops, the ﬂ uttering banners drop, 
  and the dragon-head whistles cease. Even the 
  clouds are frozen in the sky.
  Important Note: From this point on, the follow-
  ing spells automatically fail when invoked: all spells 
  cast by clerics of Thunor or eir elementalists, all spells 
  which involve an air or wind trapping, and all spells 
  which somehow involve the air and creatures of the air, 
  regardless of trapping (such as ﬂ y and storm). Any spells 
  matching these that are currently being maintained are 
  automatically disrupted (no roll is allowed to avoid this 
  occurrence). Other spells function as normal. Devotees 
  of Thunor also lose the beneﬁ ts of the Edge.
  The caster doesn’t risk the Siphoning if he’s a mage—
  air-related spells have absolutely no magical power in 
  them. Similarly, clerics don’t risk offending their deity 
  because the prayers never reach them.
  SAVING THE FALLERS
  Excluding any heroes who took to the sky, there are 
  six villagers airborne. The falling citizens hit the ground 
  in three rounds. It’s up to the heroes if they want to try to 
  save them. Any character who used ﬂ y to join the aerial 
  celebrations takes damage at the end of the third round 
  based on how high they said they were ﬂ ying. 
  Any reasonable attempt to save a faller should have 
  a chance of working, but without time to prepare ad-
  equately and because the ﬂ yers are dropping in differ-
  ent places it is pretty much impossible for the heroes to 
  catch them all.
  Assuming none are saved, the injuries are two deaths, 
  three Incapacitated with multiple fractures and internal 
  bleeding (including Thunderson Unroch), and one with 
  a bad knock on the head and extensive bruising. Any 
  fallers the heroes stop from slamming into the ground 
  reduce fatalities ﬁ rst, then those Incapacitated. So, if two 
  are saved then no one dies. Healers and herbalists im-
  mediately tend to the injured. The characters may assist 
  as well. (Several of the children suffer bruises and cuts, 
  but nothing worse).
   Thunderson Unroch: See page 25.
   Falling Villagers (5): See page 26.
  THERE’S NO AIR
  Once the fallers are on the ground, safe or otherwise, 
  the heroes should realize that the wind dropping natu-
  rally might have affected the kites, but not the ﬂ yers, who 
  were all held aloft with divine magic, and certainly not 
  the birds. Eerily, there isn’t a breath of wind to be felt. 
  The effect covers a 100 mile radius, centered near the 
  village, though unless the heroes have some means of 
  rapid communication with folk in other parts of Rassilon 
  they won’t know this. Each day, the effect increases in 
  radius by ten miles.
  Heroes who succeed at a Vigor roll realize their 
  breathing is unduly labored, as if it is suddenly harder to 
  draw in air. Those who fail assume they are momentarily 
  out of breath following the panicked rescue of the ﬂ y-
  ers. Until the adventure concludes, any character dealt 
  a deuce in combat as his ﬁ rst action card in a round, 
  must make a Vigor roll or suffer a level of Fatigue from 
  shortness of breath. This can lead to Incapacitation, but 
  not Death. One level of Fatigue is recovered with ﬁ ve 
  minutes rest.
  A Healing roll at –2 or a Survival roll indicates most of 
  the birds escaped their ordeal without injury. However, 
  none of them can take to the air, despite furiously ﬂ ap-
  ping their wings. Any thrown skyward simply drop back 
  to the earth.
  On a successful Survival roll, the characters deduce 
  that the wind hasn’t simply dropped—it has completely 
  ceased to exist. The air is unnaturally still—fanning a 
  HELLFROST ADVENTURE #08
  6
  A: “Aye, the Four Winds. People are always staying 
  there, so it must be nice.”
  AIR SPELLS
  All spells cast by clerics of Thunor, eir elementalists, 
  or those which use an air trapping are cast at +2. This 
  bonus won’t last much longer, though. Any hero who 
  wants to use ﬂ y to join the celebrations may do so. The 
  locals cheer and clap as he takes to the skies. The kites 
  are averaging forty feet above the ground, the ﬂ yers 
  between thirty and one hundred feet. Ask the character 
  how high he wants to ﬂ y in whole tens of feet.
  THE DEAD WIND
  Once the characters are ready they can release their 
  kites into the air. Letting go of the string or having the 
  kite fall to the ground is a bad omen. Having the strings 
  ripped from your hands by the power of the wind is 
  an especially good omen. Deal a card from the action 
  deck to each hero who ﬂ ies a prayer kite with a prayer 
  inscribed. Heroes whose patron is Thunor get an extra 
  card and pick the best, while Thundersons and Light-
  ningsons draw two extra cards and pick the best.
  A black deuce means the kite falls straight to the 
  ground or the hero lets it slip through his ﬁ ngers. The 
  unfortunate hero immediately loses a benny. A Joker 
  indicates the kite is whipped away by a sudden gust of 
  wind. That hero earns a bonus benny immediately. He 
  also gets an extra benny at the start of each session it 
  takes to play through the adventure. This is an omen 
  from Thunor, as the heroes soon learn.
  Whether or not the characters launched kites, read 
  the following text aloud:
  A startled cry from above causes everyone present 
  to look skyward. The ﬂ yers, every single one of 
  them, are plummeting to the ground like stones, 
  along with the kites and all the birds in the sky. 
  The air elemental lifting the children vanishes, 
  causing the youngsters to tumble to the ground. 
  The windmill stops, the ﬂ uttering banners drop, 
  and the dragon-head whistles cease. Even the 
  clouds are frozen in the sky.
  Important Note: From this point on, the follow-
  ing spells automatically fail when invoked: all spells 
  cast by clerics of Thunor or eir elementalists, all spells 
  which involve an air or wind trapping, and all spells 
  which somehow involve the air and creatures of the air, 
  regardless of trapping (such as ﬂ y and storm). Any spells 
  matching these that are currently being maintained are 
  automatically disrupted (no roll is allowed to avoid this 
  occurrence). Other spells function as normal. Devotees 
  of Thunor also lose the beneﬁ ts of the Edge.
  The caster doesn’t risk the Siphoning if he’s a mage—
  air-related spells have absolutely no magical power in 
  them. Similarly, clerics don’t risk offending their deity 
  because the prayers never reach them.
  SAVING THE FALLERS
  Excluding any heroes who took to the sky, there are 
  six villagers airborne. The falling citizens hit the ground 
  in three rounds. It’s up to the heroes if they want to try to 
  save them. Any character who used ﬂ y to join the aerial 
  celebrations takes damage at the end of the third round 
  based on how high they said they were ﬂ ying. 
  Any reasonable attempt to save a faller should have 
  a chance of working, but without time to prepare ad-
  equately and because the ﬂ yers are dropping in differ-
  ent places it is pretty much impossible for the heroes to 
  catch them all.
  Assuming none are saved, the injuries are two deaths, 
  three Incapacitated with multiple fractures and internal 
  bleeding (including Thunderson Unroch), and one with 
  a bad knock on the head and extensive bruising. Any 
  fallers the heroes stop from slamming into the ground 
  reduce fatalities ﬁ rst, then those Incapacitated. So, if two 
  are saved then no one dies. Healers and herbalists im-
  mediately tend to the injured. The characters may assist 
  as well. (Several of the children suffer bruises and cuts, 
  but nothing worse).
   Thunderson Unroch: See page 25.
   Falling Villagers (5): See page 26.
  THERE’S NO AIR
  Once the fallers are on the ground, safe or otherwise, 
  the heroes should realize that the wind dropping natu-
  rally might have affected the kites, but not the ﬂ yers, who 
  were all held aloft with divine magic, and certainly not 
  the birds. Eerily, there isn’t a breath of wind to be felt. 
  The effect covers a 100 mile radius, centered near the 
  village, though unless the heroes have some means of 
  rapid communication with folk in other parts of Rassilon 
  they won’t know this. Each day, the effect increases in 
  radius by ten miles.
  Heroes who succeed at a Vigor roll realize their 
  breathing is unduly labored, as if it is suddenly harder to 
  draw in air. Those who fail assume they are momentarily 
  out of breath following the panicked rescue of the ﬂ y-
  ers. Until the adventure concludes, any character dealt 
  a deuce in combat as his ﬁ rst action card in a round, 
  must make a Vigor roll or suffer a level of Fatigue from 
  shortness of breath. This can lead to Incapacitation, but 
  not Death. One level of Fatigue is recovered with ﬁ ve 
  minutes rest.
  A Healing roll at –2 or a Survival roll indicates most of 
  the birds escaped their ordeal without injury. However, 
  none of them can take to the air, despite furiously ﬂ ap-
  ping their wings. Any thrown skyward simply drop back 
  to the earth.
  On a successful Survival roll, the characters deduce 
  that the wind hasn’t simply dropped—it has completely 
  ceased to exist. The air is unnaturally still—fanning a 
  HELLFROST ADVENTURE #08
  6
  
  cloak or similar object produces no breeze. Furthermore, 
  they know that without the warming southerly wind, the 
  temperature is likely to drop sharply over the next few 
  days. With the crops planted, too many frosts this early in 
  the year would lead to famine come fall and winter.
  Clerics of Thunor trying to invoke spells realize, to 
  their horror, that all access to their deity has been sev-
  ered. Likewise, eir elementalists cannot draw energy 
  from the elemental realm.
  A Knowledge (Arcana) roll allows the hero to know 
  these events are beyond any known magic. Dispel affects 
  but a single target, and neither that nor negate arcana
  would affect the birds, cause shortness of breath, or kill 
  the wind.
  Lanterns, candles, torches, campﬁ res, and so on burn 
  only languidly due to the lack of wind. Reduce the radius 
  of non-magical light sources by half. Bullseye lanterns il-
  luminate an area 1” wide and 5” long. Normal campﬁ res 
  raise the temperature by just one level in a Medium Burst 
  Template, instead of the usual two levels in a Large Burst 
  Template. Double the amount of ﬁ rewood is required to 
  reach the normal levels of heat.
  Absolutely no amount of die rolling reveals the nature 
  of the problems besetting the village—no event such as 
  this has ever been recorded and thus there is nothing to 
  compare it with. Don’t correct the heroes if they come 
  up with possible causes—supposition is all they have 
  right now.
  Hopefully the heroes are intrigued enough to stay 
  around and investigate the situation.
  COENMUND’S PLIGHT
  The furor quickly dies down, leaving the villagers to-
  tally stunned. None can truly comprehend what has just 
  happened and what it means for their village. Rumors 
  begin to spread like wildﬁ re. Thunderson Unroch, once 
  he regains consciousness, descends rapidly into morose 
  babbling—he is quickly led away to his house to recuper-
  ate.
  Ridder Coenmund, the secular leader of the village, 
  quickly orders the villagers back to work, promising 
  them the festival will continue as soon as the wind 
  rises again. Few look convinced that is going to be any 
  time soon. The noble then leads the heroes to one 
  side.
  “Strangers,” he says, “I am Ridder Coenmund Rag-
  narsunu, headman of the village. Strange things 
  are afoot in the valley, as I am sure you have no-
  ticed. The wind has not only dropped, but the air 
  is unearthly still. Even the birds cannot ﬂ y.
  “I am a leader of men and deal in earthly mat-
  ters. This is beyond my comprehension. Thun-
  derson Unroch’s physical wounds will soon be 
  healed, but I sense his mood will be ill and his 
  mind disturbed. Until such time as he comes to 
  terms with what happened, he is dangerous—the 
  villagers accept his every word as truth, and we 
  cannot afford hysteria or panic.
  “So, I need men of sound mind unconnected with 
  the village to help me discover what is happen-
  ing. 
  On acceptance, Coenmund promises the characters 
  5,000 gold scields, to be divided between them. As an 
  added incentive, if appropriate, he promises to put in a 
  good word with Anbeth’s father. Asked how he knows 
  about any romantic interest, he smiles coyly and says, 
  “Words carry on the wind in a village this size.”
  In addition, a successful end to the mission earns 
  the party a number of favors with the village as a whole 
  equal to the number of party members who began the 
  quest. See the free download entitled Favors at www.
  tripleacegames.com for more information. Failure to 
  save the crops, even if the giant was slain, earns the party 
  half the number of favors (rounded down)—they tried, 
  and that deserves some recognition.
  Should the heroes refuse to help, Coenmund plays 
  his trump card. It’s not something he wants to do, but 
  circumstances leave him little choice.
  “You are guests in our village, welcomed as 
  friends. Governed by the laws of hospitality, you 
  are honor-bound to aid your host in times of 
  crisis. That time has come, and I, as ruler of the 
  village, invoke the ancient law and hereby order 
  you to assist us!”
  A second refusal is a serious breech of hospitality. As 
  well as the usual penalties (see the Hellfrost Players’ 
  Guide), Coenmund spreads word of the adventurers’ 
  snub up and down the trade road. A –10 Glory penalty 
  is immediately applied to every hero. Should the heroes 
  see sense and accept, Coenmund offers no reward. The 
  laws of hospitality place the burden of unrewarded aid 
  on the guests.
  FARMING 101 
  Different crops are grown throughout the year in 
  Rassilon, though cereals, such as wheat and barley, 
  grow only through the short summer months. Oth-
  er crops are deﬁ ned as cool or warm.
  Cool crops require a soil temperature of 45º F to 
  germinate, and include beets, broccoli, cabbage, 
  carrots, cauliﬂ ower, onions, peas, potatoes, rad-
  ishes, spinach, sprouts, and turnips. Warm crops 
  germinate at 55º F. These crops consist of beans, 
  cantaloupe, cucumbers, eggplant, peppers, pump-
  kins, sweet potatoes, sweet corn, and squashes.
  Cool crops can thus be found in the Hearthlands 
  and Low Winterlands, while warm crops grow only 
  in the Hearthlands.
  THE HEART OF WINTER
  7
  cloak or similar object produces no breeze. Furthermore, 
  they know that without the warming southerly wind, the 
  temperature is likely to drop sharply over the next few 
  days. With the crops planted, too many frosts this early in 
  the year would lead to famine come fall and winter.
  Clerics of Thunor trying to invoke spells realize, to 
  their horror, that all access to their deity has been sev-
  ered. Likewise, eir elementalists cannot draw energy 
  from the elemental realm.
  A Knowledge (Arcana) roll allows the hero to know 
  these events are beyond any known magic. Dispel affects 
  but a single target, and neither that nor negate arcana
  would affect the birds, cause shortness of breath, or kill 
  the wind.
  Lanterns, candles, torches, campﬁ res, and so on burn 
  only languidly due to the lack of wind. Reduce the radius 
  of non-magical light sources by half. Bullseye lanterns il-
  luminate an area 1” wide and 5” long. Normal campﬁ res 
  raise the temperature by just one level in a Medium Burst 
  Template, instead of the usual two levels in a Large Burst 
  Template. Double the amount of ﬁ rewood is required to 
  reach the normal levels of heat.
  Absolutely no amount of die rolling reveals the nature 
  of the problems besetting the village—no event such as 
  this has ever been recorded and thus there is nothing to 
  compare it with. Don’t correct the heroes if they come 
  up with possible causes—supposition is all they have 
  right now.
  Hopefully the heroes are intrigued enough to stay 
  around and investigate the situation.
  COENMUND’S PLIGHT
  The furor quickly dies down, leaving the villagers to-
  tally stunned. None can truly comprehend what has just 
  happened and what it means for their village. Rumors 
  begin to spread like wildﬁ re. Thunderson Unroch, once 
  he regains consciousness, descends rapidly into morose 
  babbling—he is quickly led away to his house to recuper-
  ate.
  Ridder Coenmund, the secular leader of the village, 
  quickly orders the villagers back to work, promising 
  them the festival will continue as soon as the wind 
  rises again. Few look convinced that is going to be any 
  time soon. The noble then leads the heroes to one 
  side.
  “Strangers,” he says, “I am Ridder Coenmund Rag-
  narsunu, headman of the village. Strange things 
  are afoot in the valley, as I am sure you have no-
  ticed. The wind has not only dropped, but the air 
  is unearthly still. Even the birds cannot ﬂ y.
  “I am a leader of men and deal in earthly mat-
  ters. This is beyond my comprehension. Thun-
  derson Unroch’s physical wounds will soon be 
  healed, but I sense his mood will be ill and his 
  mind disturbed. Until such time as he comes to 
  terms with what happened, he is dangerous—the 
  villagers accept his every word as truth, and we 
  cannot afford hysteria or panic.
  “So, I need men of sound mind unconnected with 
  the village to help me discover what is happen-
  ing. 
  On acceptance, Coenmund promises the characters 
  5,000 gold scields, to be divided between them. As an 
  added incentive, if appropriate, he promises to put in a 
  good word with Anbeth’s father. Asked how he knows 
  about any romantic interest, he smiles coyly and says, 
  “Words carry on the wind in a village this size.”
  In addition, a successful end to the mission earns 
  the party a number of favors with the village as a whole 
  equal to the number of party members who began the 
  quest. See the free download entitled Favors at www.
  tripleacegames.com for more information. Failure to 
  save the crops, even if the giant was slain, earns the party 
  half the number of favors (rounded down)—they tried, 
  and that deserves some recognition.
  Should the heroes refuse to help, Coenmund plays 
  his trump card. It’s not something he wants to do, but 
  circumstances leave him little choice.
  “You are guests in our village, welcomed as 
  friends. Governed by the laws of hospitality, you 
  are honor-bound to aid your host in times of 
  crisis. That time has come, and I, as ruler of the 
  village, invoke the ancient law and hereby order 
  you to assist us!”
  A second refusal is a serious breech of hospitality. As 
  well as the usual penalties (see the Hellfrost Players’ 
  Guide), Coenmund spreads word of the adventurers’ 
  snub up and down the trade road. A –10 Glory penalty 
  is immediately applied to every hero. Should the heroes 
  see sense and accept, Coenmund offers no reward. The 
  laws of hospitality place the burden of unrewarded aid 
  on the guests.
  FARMING 101 
  Different crops are grown throughout the year in 
  Rassilon, though cereals, such as wheat and barley, 
  grow only through the short summer months. Oth-
  er crops are deﬁ ned as cool or warm.
  Cool crops require a soil temperature of 45º F to 
  germinate, and include beets, broccoli, cabbage, 
  carrots, cauliﬂ ower, onions, peas, potatoes, rad-
  ishes, spinach, sprouts, and turnips. Warm crops 
  germinate at 55º F. These crops consist of beans, 
  cantaloupe, cucumbers, eggplant, peppers, pump-
  kins, sweet potatoes, sweet corn, and squashes.
  Cool crops can thus be found in the Hearthlands 
  and Low Winterlands, while warm crops grow only 
  in the Hearthlands.
  THE HEART OF WINTER
  7
  
  INVESTIGATIONS
  The heroes are now free to wander around the vil-
  lage and talk to folk as they see ﬁ t. Unless they do so, 
  they won’t gather enough clues to solve the mystery and 
  deal with the perpetrators. Give the heroes a copy of the 
  village map—there are no secret places. Note that not 
  every location is important to the plot—the owner’s oc-
  cupation is listed for reference. The GM has free reign to 
  create names for incidental villagers. Although predomi-
  nantly Saxa, there are Anari in the village and a handful 
  of engros.
  Locales of speciﬁ c interest are detailed below. When 
  dealing with the general populace, the GM should draw 
  a card, consult the Rumors and Opinions table, and role-
  play the villager’s passing on of information.
  TIME CHECK
  By the time the heroes are invited to investigate the 
  mystery it is midday. Because the temperature drops 
  as the adventure progresses, the GM needs to keep a 
  rough track of time passing. Walking between locations 
  in the village takes only a few minutes and need not be 
  tallied. For ease, assume that talking to anyone takes an 
  hour. Citizens don’t just blurt out their rumor or opin-
  ion—there is the formality of having something to drink, 
  routine small talk, and lesser options and grumbles 
  before the actual information the person has to share is 
  made available.
  The sun sets at 8 o’clock in the evening and rises at 7 
  o’clock in the morning.
  TEMPERATURE DROP
  For the ﬁ rst day the temperature is normal for spring 
  in the Hearthlands. On the ﬁ rst night, the temperature 
  drops two levels. As day two dawns, frost covers the 
  ground. The temperature is now equivalent to a Hearth-
  land winter. It stays at this level until the heroes discover 
  the cause of the dead wind. On the fourth morning after 
  the adventure begins (day ﬁ ve) the frost has killed the 
  village’s hardy crops. While there is still time for some 
  planting, the harvest will be poor this year. No snow 
  falls within the affected area, as the clouds are stationary. 
  However, thick frost coats every exposed surface.
  Ideally, the party will spend one or two days in the 
  village questioning the locals. They will then venture 
  into the Tower Hills, taking an entire day to reach their 
  destination (this could take longer, based on the party’s 
  Overland Pace). The next day is spent continuing the 
  journey and defeating the villains. With any luck, they’ll 
  complete the adventure in time to save the crops.
  FOUR WINDS INN
  The area around the inn is dotted with tents. These 
  RUMORS AND OPINIONS
  None of the villagers know the truth behind recent 
  events, but they all have opinions. Draw a card from 
  the action deck and consult the chart below when-
  ever the heroes speak to a villager. Don’t show the 
  card to the players. The heroes may encounter key 
  villagers during their investigation. Most have spe-
  ciﬁ c information to pass on, but some also gossip.
  A (T) notation indicates the opinion or rumor is 
  true, whereas (F) means it is false. Note that many 
  rumors are part true and part false. In these instanc-
  es the (T) or (F) are shown after the relevant text.
  Duplicated rumors/opinions can be reused—just 
  change the wording but keep the intent. For in-
  stance, instead of the gods taking folk in rumor 7, 
  perhaps the villager blames orcs or wolves. True in-
  formation can also be reworded, but the basic facts 
  should still be presented to the characters.
  Naturally, the players should never be told which 
  rumors are true and which are false—they must sort 
  that out for themselves.
  Card 
  Rumor/Opinion
  2 
  “I blame Thunderson Unroch. He’s always 
  forbade us from honoring the north wind. 
  (T) I reckon Thunor has ﬁ nally taken of-
  fense and this is divine punishment.” (F)
  3 
  “My father always said we Saxa had gone 
  soft. We need to go back to the days of 
  human sacriﬁ ce. That always appeased the 
  gods when they were angry.” (F)
  4 
  “There’s a lot of strange folk in town, beg-
  ging your pardon. Sauson the innkeeper 
  said one of them keeps wandering off into 
  the Tower Hills for days on end.” (T)
  5 
  “I don’t know why everyone is so wor-
  ried. Why has no one spoken to the Norn 
  priestess about this?”
  6 
  “Bad shrooms! That herbalist has poi-
  soned us with some of those hallucino-
  genic mushrooms. None of this is real. You 
  mark my words.” (F)
  7 
  “I heard from a friend that folk from other 
  villages have gone missing. (T) He reck-
  oned they were all devout folk, taken by 
  the gods before the end of days comes.” (F)
  8 
  “Can’t say as I can harbor a guess at the 
  cause, but I know it means trouble. (T, but 
  irrelevant) If this keeps up, I reckon we’ll 
  all suffocate in a few more days.” (F)
  9 
  “I reckon Edwin had it right. He said he 
  felt something wrong in the Tower Hills 
  a few weeks back. And he should know, 
  man’s a ﬁ ne hunter. Great instincts he has, 
  great instincts.” (T)
  HELLFROST ADVENTURE #08
  8
  INVESTIGATIONS
  The heroes are now free to wander around the vil-
  lage and talk to folk as they see ﬁ t. Unless they do so, 
  they won’t gather enough clues to solve the mystery and 
  deal with the perpetrators. Give the heroes a copy of the 
  village map—there are no secret places. Note that not 
  every location is important to the plot—the owner’s oc-
  cupation is listed for reference. The GM has free reign to 
  create names for incidental villagers. Although predomi-
  nantly Saxa, there are Anari in the village and a handful 
  of engros.
  Locales of speciﬁ c interest are detailed below. When 
  dealing with the general populace, the GM should draw 
  a card, consult the Rumors and Opinions table, and role-
  play the villager’s passing on of information.
  TIME CHECK
  By the time the heroes are invited to investigate the 
  mystery it is midday. Because the temperature drops 
  as the adventure progresses, the GM needs to keep a 
  rough track of time passing. Walking between locations 
  in the village takes only a few minutes and need not be 
  tallied. For ease, assume that talking to anyone takes an 
  hour. Citizens don’t just blurt out their rumor or opin-
  ion—there is the formality of having something to drink, 
  routine small talk, and lesser options and grumbles 
  before the actual information the person has to share is 
  made available.
  The sun sets at 8 o’clock in the evening and rises at 7 
  o’clock in the morning.
  TEMPERATURE DROP
  For the ﬁ rst day the temperature is normal for spring 
  in the Hearthlands. On the ﬁ rst night, the temperature 
  drops two levels. As day two dawns, frost covers the 
  ground. The temperature is now equivalent to a Hearth-
  land winter. It stays at this level until the heroes discover 
  the cause of the dead wind. On the fourth morning after 
  the adventure begins (day ﬁ ve) the frost has killed the 
  village’s hardy crops. While there is still time for some 
  planting, the harvest will be poor this year. No snow 
  falls within the affected area, as the clouds are stationary. 
  However, thick frost coats every exposed surface.
  Ideally, the party will spend one or two days in the 
  village questioning the locals. They will then venture 
  into the Tower Hills, taking an entire day to reach their 
  destination (this could take longer, based on the party’s 
  Overland Pace). The next day is spent continuing the 
  journey and defeating the villains. With any luck, they’ll 
  complete the adventure in time to save the crops.
  FOUR WINDS INN
  The area around the inn is dotted with tents. These 
  RUMORS AND OPINIONS
  None of the villagers know the truth behind recent 
  events, but they all have opinions. Draw a card from 
  the action deck and consult the chart below when-
  ever the heroes speak to a villager. Don’t show the 
  card to the players. The heroes may encounter key 
  villagers during their investigation. Most have spe-
  ciﬁ c information to pass on, but some also gossip.
  A (T) notation indicates the opinion or rumor is 
  true, whereas (F) means it is false. Note that many 
  rumors are part true and part false. In these instanc-
  es the (T) or (F) are shown after the relevant text.
  Duplicated rumors/opinions can be reused—just 
  change the wording but keep the intent. For in-
  stance, instead of the gods taking folk in rumor 7, 
  perhaps the villager blames orcs or wolves. True in-
  formation can also be reworded, but the basic facts 
  should still be presented to the characters.
  Naturally, the players should never be told which 
  rumors are true and which are false—they must sort 
  that out for themselves.
  Card 
  Rumor/Opinion
  2 
  “I blame Thunderson Unroch. He’s always 
  forbade us from honoring the north wind. 
  (T) I reckon Thunor has ﬁ nally taken of-
  fense and this is divine punishment.” (F)
  3 
  “My father always said we Saxa had gone 
  soft. We need to go back to the days of 
  human sacriﬁ ce. That always appeased the 
  gods when they were angry.” (F)
  4 
  “There’s a lot of strange folk in town, beg-
  ging your pardon. Sauson the innkeeper 
  said one of them keeps wandering off into 
  the Tower Hills for days on end.” (T)
  5 
  “I don’t know why everyone is so wor-
  ried. Why has no one spoken to the Norn 
  priestess about this?”
  6 
  “Bad shrooms! That herbalist has poi-
  soned us with some of those hallucino-
  genic mushrooms. None of this is real. You 
  mark my words.” (F)
  7 
  “I heard from a friend that folk from other 
  villages have gone missing. (T) He reck-
  oned they were all devout folk, taken by 
  the gods before the end of days comes.” (F)
  8 
  “Can’t say as I can harbor a guess at the 
  cause, but I know it means trouble. (T, but 
  irrelevant) If this keeps up, I reckon we’ll 
  all suffocate in a few more days.” (F)
  9 
  “I reckon Edwin had it right. He said he 
  felt something wrong in the Tower Hills 
  a few weeks back. And he should know, 
  man’s a ﬁ ne hunter. Great instincts he has, 
  great instincts.” (T)
  HELLFROST ADVENTURE #08
  8
  
  belong to the visiting merchants. One tent contains a 
  shrine to Var, god of merchants, and is serving as a make-
  shift temple. No cleric is present—he left after blessing 
  the shrine.
  The Four Winds Inn is unusual in that it has four 
  doors leading into the establishment, one facing each 
  of the cardinal points. For reasons no one can fathom, 
  the owner, Sauson ap-Burcan, keeps the south and north 
  doors ﬁ rmly bolted. When questioned about this, his an-
  swer is always the same—“That’s how it’s always been 
  and how it always will be.”
  There’s no dark secret here. Sauson’s father inherited 
  the inn from his father, and he his father before him, 
  and so on back for nigh on seven generations. The origi-
  nal builder, who wasn’t actually a relative of the family, 
  constructed four doors, one for each of the four winds. 
  When Sauson’s family took over the running, they bolted 
  two of the doors simply because folk kept leaving them 
  open. Over time this has been forgotten, and now it’s 
  just a family tradition.
  Sauson lives with his wife, Irene, his son, Valeray, 
  who runs the kitchen, and his twin daughters, Carelia 
  and Edith, who help as serving maids. During busy times 
  (like the festival), Sauson hires two locals, Dragan and 
  Jules to help his daughters. Though all four are of simi-
  lar age, Dragan and Jules keep their eyes off Sauson’s 
  daughters—they’ve been belted several times in the past 
  for “--eying up what you can’t afford.”
  The innkeeper greets his patrons with a friendly smile, 
  but he’s always alert for troublemakers. He keeps a large 
  club (Str+d6) under the bar in case of emergencies. 
  Patrons who dally with his daughters are liable to ﬁ nd a 
  dose of purgative added to their beer or broth (he keeps 
  several doses just for this eventuality). Irene, a talented 
  singer, entertains guests with songs and poems, but 
  only after 7 p.m. Carelia and Edith both love their father 
  dearly, but they are now 16 years old, old enough in Saxa 
  culture to marry and start a family of their own. Carelia 
  is plain but outrageously ﬂ irtatious; whereas Edith is a 
  stunning beauty (Charisma +4) but extremely shy.
  During the day there are 4d6 patrons present. Men 
  represent three-quarters of the crowd. At night, the num-
  ber of patrons doubles, though the mix between sexes 
  falls to roughly equal.
  Characters looking for rooms can ﬁ nd space in the 
  communal bar or they can hire the last remaining double 
  room. Six guests are staying in the inn over the festival. 
  Sauson, a notorious gossip, is happy to reveal what 
  he knows about his guests, so long as the heroes are 
  drinking. In addition to these facts, he also knows two 
  rumors/opinions.
  * “There’s a skald staying in one of our private 
  rooms. Goes by the name Olvir. Likeable enough fel-
  low, and good at his job, but rather too fond of his own 
  voice. Arrived yesterday for the festival, but spent the 
  night entertaining Ridder Coenmund and Thunderson 
  Unroch up at the lord’s stead.”
  * “A couple from Hamna arrived early this morning. 
  They’re in one of the double rooms. I think their names 
  are Horsa and Liaze. Just married, they said, and visit-
  ing to get a blessing from Thunor. Strange, but I haven’t 
  seen them since the disturbance.” (Horsa, a Saxa, and 
  Liaze, an Anari, are indeed newly weds. That’s the rea-
  son they haven’t been seen. They are currently in their 
  room).
  * “There’s an engro trader by the name of Odbert. 
  He’s over in that corner, smoking some pipeleaf with 
  a few locals. Odbert comes by every few months, sells 
  silverware, no questions asked, and goes on his way.”
  (Odbert is a silversmith, but likes to maintain an air of 
  mystery. He travels between Drakeport and Hamna regu-
  larly.)
  * “A white-haired lassie booked a private room about 
  a month back, now. We hardly see her. Always out and 
  about in the Tower Hills she is, often for days at a 
  time. She’s one of them Lorekeepers, looking for hidden 
  knowledge. Speaks Trader ﬂ uently, but with a strange 
  accent. Says her name is Angarad. Very private, she is; 
  only comes down for meals when she’s in. Haven’t seen 
  her since breakfast this morning.” (Angarad is actually a 
  Hearth Knight on a mission. She is currently in her room. 
  See below for details. If asked, Sauson says she has a gray 
  and green cloak. He doesn’t volunteer this information 
  otherwise.)
  * “Last of all we have Aescric. Not sure what he does 
  for a living. He arrived this morning and said he was 
  RUMORS AND OPINIONS CONT.
  10 
  “Thrym has killed Thunor. There’ll be no 
  wind save for Thrym’s breath from now 
  until the end of time. We should switch 
  faiths, before it’s too late.” (F)
  Jack 
  “Those old towers out in the hills contain 
  more than just faded memories. (T) Some 
  idiot has probably awakened a barrow 
  dweller, and now it’s cursed us.” (F)
  Queen 
  “I was speaking to Sauson the innkeeper 
  this morning about nothing in particular. 
  He said he had someone arrive this morn-
  ing who’s planning on leaving tomorrow. 
  (T) I ﬁ nd that a bit of a coincidence, don’t 
  you?” (F)
  King 
  “Want to hear something funny, to lighten 
  the mood? Oeric, he runs the local store, 
  bought in a batch of potions to help folk 
  ﬂ y! Who needs them now, eh? He must be 
  spitting feathers, the old miser.” (T)
  Ace 
  “Skalds say this entire area is bathed in 
  the blood of Saxa who died in the Blizzard 
  War (T, but irrelevant). We haven’t hon-
  ored them properly. This trouble is being 
  caused by their angry ghosts.” (F)
  Joker 
  The GM may either draw two cards or 
  invent one completely ﬁ ctitious but plausi-
  ble rumor as a red herring.
  THE HEART OF WINTER
  9
  belong to the visiting merchants. One tent contains a 
  shrine to Var, god of merchants, and is serving as a make-
  shift temple. No cleric is present—he left after blessing 
  the shrine.
  The Four Winds Inn is unusual in that it has four 
  doors leading into the establishment, one facing each 
  of the cardinal points. For reasons no one can fathom, 
  the owner, Sauson ap-Burcan, keeps the south and north 
  doors ﬁ rmly bolted. When questioned about this, his an-
  swer is always the same—“That’s how it’s always been 
  and how it always will be.”
  There’s no dark secret here. Sauson’s father inherited 
  the inn from his father, and he his father before him, 
  and so on back for nigh on seven generations. The origi-
  nal builder, who wasn’t actually a relative of the family, 
  constructed four doors, one for each of the four winds. 
  When Sauson’s family took over the running, they bolted 
  two of the doors simply because folk kept leaving them 
  open. Over time this has been forgotten, and now it’s 
  just a family tradition.
  Sauson lives with his wife, Irene, his son, Valeray, 
  who runs the kitchen, and his twin daughters, Carelia 
  and Edith, who help as serving maids. During busy times 
  (like the festival), Sauson hires two locals, Dragan and 
  Jules to help his daughters. Though all four are of simi-
  lar age, Dragan and Jules keep their eyes off Sauson’s 
  daughters—they’ve been belted several times in the past 
  for “--eying up what you can’t afford.”
  The innkeeper greets his patrons with a friendly smile, 
  but he’s always alert for troublemakers. He keeps a large 
  club (Str+d6) under the bar in case of emergencies. 
  Patrons who dally with his daughters are liable to ﬁ nd a 
  dose of purgative added to their beer or broth (he keeps 
  several doses just for this eventuality). Irene, a talented 
  singer, entertains guests with songs and poems, but 
  only after 7 p.m. Carelia and Edith both love their father 
  dearly, but they are now 16 years old, old enough in Saxa 
  culture to marry and start a family of their own. Carelia 
  is plain but outrageously ﬂ irtatious; whereas Edith is a 
  stunning beauty (Charisma +4) but extremely shy.
  During the day there are 4d6 patrons present. Men 
  represent three-quarters of the crowd. At night, the num-
  ber of patrons doubles, though the mix between sexes 
  falls to roughly equal.
  Characters looking for rooms can ﬁ nd space in the 
  communal bar or they can hire the last remaining double 
  room. Six guests are staying in the inn over the festival. 
  Sauson, a notorious gossip, is happy to reveal what 
  he knows about his guests, so long as the heroes are 
  drinking. In addition to these facts, he also knows two 
  rumors/opinions.
  * “There’s a skald staying in one of our private 
  rooms. Goes by the name Olvir. Likeable enough fel-
  low, and good at his job, but rather too fond of his own 
  voice. Arrived yesterday for the festival, but spent the 
  night entertaining Ridder Coenmund and Thunderson 
  Unroch up at the lord’s stead.”
  * “A couple from Hamna arrived early this morning. 
  They’re in one of the double rooms. I think their names 
  are Horsa and Liaze. Just married, they said, and visit-
  ing to get a blessing from Thunor. Strange, but I haven’t 
  seen them since the disturbance.” (Horsa, a Saxa, and 
  Liaze, an Anari, are indeed newly weds. That’s the rea-
  son they haven’t been seen. They are currently in their 
  room).
  * “There’s an engro trader by the name of Odbert. 
  He’s over in that corner, smoking some pipeleaf with 
  a few locals. Odbert comes by every few months, sells 
  silverware, no questions asked, and goes on his way.”
  (Odbert is a silversmith, but likes to maintain an air of 
  mystery. He travels between Drakeport and Hamna regu-
  larly.)
  * “A white-haired lassie booked a private room about 
  a month back, now. We hardly see her. Always out and 
  about in the Tower Hills she is, often for days at a 
  time. She’s one of them Lorekeepers, looking for hidden 
  knowledge. Speaks Trader ﬂ uently, but with a strange 
  accent. Says her name is Angarad. Very private, she is; 
  only comes down for meals when she’s in. Haven’t seen 
  her since breakfast this morning.” (Angarad is actually a 
  Hearth Knight on a mission. She is currently in her room. 
  See below for details. If asked, Sauson says she has a gray 
  and green cloak. He doesn’t volunteer this information 
  otherwise.)
  * “Last of all we have Aescric. Not sure what he does 
  for a living. He arrived this morning and said he was 
  RUMORS AND OPINIONS CONT.
  10 
  “Thrym has killed Thunor. There’ll be no 
  wind save for Thrym’s breath from now 
  until the end of time. We should switch 
  faiths, before it’s too late.” (F)
  Jack 
  “Those old towers out in the hills contain 
  more than just faded memories. (T) Some 
  idiot has probably awakened a barrow 
  dweller, and now it’s cursed us.” (F)
  Queen 
  “I was speaking to Sauson the innkeeper 
  this morning about nothing in particular. 
  He said he had someone arrive this morn-
  ing who’s planning on leaving tomorrow. 
  (T) I ﬁ nd that a bit of a coincidence, don’t 
  you?” (F)
  King 
  “Want to hear something funny, to lighten 
  the mood? Oeric, he runs the local store, 
  bought in a batch of potions to help folk 
  ﬂ y! Who needs them now, eh? He must be 
  spitting feathers, the old miser.” (T)
  Ace 
  “Skalds say this entire area is bathed in 
  the blood of Saxa who died in the Blizzard 
  War (T, but irrelevant). We haven’t hon-
  ored them properly. This trouble is being 
  caused by their angry ghosts.” (F)
  Joker 
  The GM may either draw two cards or 
  invent one completely ﬁ ctitious but plausi-
  ble rumor as a red herring.
  THE HEART OF WINTER
  9
  
  heading out tomorrow. He hasn’t left his room since he 
  arrived.” (Aescric is a paladin of Freo. He carries an im-
  portant message for the queen of Midmark, and has royal 
  seals to prove it. He is headed for Nordmark.)
  Save for Angarad, none of the guests are of impor-
  tance to the adventure. As strangers, they haven’t been 
  here long enough to form an opinion or learn any ru-
  mors. They corroborate Sauson’s version of them or set 
  the record straight where the innkeeper erred, but have 
  little else to add.
   Olvir the Skald: See page 26.
   Angarad Deocilunon: See page 26.
   Aesric the Paladin: As villager (page 26) except he 
  has Faith d8, Arcane Background (Miracles), Fleet Footed, 
  and four spells of the GM’s choice from his god’s list.
   Other Guests (3): Use villager stats (page 26).
  THE WHITE LADY
  Angarad returned to her room after the debacle at the 
  festival to take notes and plot a course of action. She 
  comes down for meals at breakfast (8 am, but already 
  passed today), lunch (around noon), and dinner (6 pm). 
  If the heroes have left instructions for someone to tell 
  them when she enters the inn, Carelia ﬁ nds the heroes. 
  She demands a kiss from the hero with the highest Cha-
  risma or Glory before passing on the message. Her father 
  soon learns of this and takes “preventative action” with 
  the character’s next drink or meal.
  If the characters are present when she enters or leaves, 
  have them make Notice rolls at –2. Seasoned warriors 
  or clerics of Tiw receive a +2 bonus. With success, the 
  hero can tell she doesn’t walk like a scholar. It’s hard to 
  detect, but she keeps an eye on the patrons as she moves 
  between tables. A raise reveals she is someone who has 
  seen battle—her stance, her musculature, and her gaze 
  are all indicative of a warrior.
  Angarad is posing as a Lorekeeper. She has told the 
  story so many times in recent months she is starting 
  to believe it herself. Only magic, such as detect lie, can 
  reveal the falsehood, and even then a raise is required 
  (success reveals only that she may be lying). Questioned 
  about her reasons for being in Torton for an extended 
  period or her visits to the Tower Hills, she replies:
  “I’m a Lorekeeper. The Tower Hills are littered 
  with old ruins and very few have been thoroughly 
  explored. I’m slowly searching them in the hopes 
  of ﬁ nding hidden chambers that may contain lost 
  tomes. While I’m searching the local area it makes 
  more sense to stay at the inn than go camping. 
  Given the choice between a soft bed and hot food 
  and the damp grass and dried rations, which 
  would you take?”
  Questioned on her combat skills, Angarad says sim-
  ply that she was not always a Lorekeeper. She does not 
  elaborate (no one else has detected her warrior traits, so 
  she has no cover story planned).
  Angarad is actually a Hearth Knight on a secret mis-
  sion. If pressed further as to why she is in the village, 
  or if she comes to trust the heroes for aiding Torton, 
  she reveals her story. See The Hearth Knight below for 
  details. Otherwise, she sticks to her claim that she is a 
  Lorekeeper.
  If at any time the party announces its intentions to 
  go exploring in the Tower Hills, Angarad approaches the 
  heroes and volunteers to help. She tells her story about 
  being a Lorekeeper in search of potential caches of lost 
  knowledge, and claims there is safety in numbers. She 
  is happy to prove her combat abilities in a mock duel if 
  the heroes doubt her abilities. Parties who go without 
  Angarad soon ﬁ nd her tailing them through the Tower 
  Hills. With any luck, Angarad will end up accompanying 
  the party (she has many useful talents). Create an Ally 
  Sheet for her and give it to the players.
  THE HEARTH KNIGHT
   “All right, I’m not a Lorekeeper,” she admits. “I’m 
  a Sword Captain serving with the Hearth Knights 
  in Hellfrost Keep. I’ve been sent here on a secret 
  mission and I’ve been tracking a frost giant 
  through the Marklands. Seeing one this far south 
  is unheard of, even more so with the weather 
  warming, so I knew he had an agenda.
  “I’ve stayed one step behind him for several 
  months, watching to see where he ended up and 
  for what purpose. I lost him in the Tower Hills, but 
  I know he’s still there. And now the winds in this 
  valley suddenly die. I don’t know how, but I’m 
  sure his presence this close to Torton is connected 
  to recent events. If I can ﬁ nd him, I might be able 
  to put a stop to this and restore normality before 
  the freezing temperatures ruin the crops. So, since 
  our goals are likely connected, what say we join 
  forces and head into the Tower Hills and hunt the 
  giant down?”
  Angarad accepts any offers of help, but admits she has 
  no idea where to start looking. The Tower Hills contain 
  dozens of old ruins, caves, and hidden valleys. She’s 
  checked all the locales within ten miles of the village, 
  but hasn’t turned up anything useful.
  Previous Adventures: If any of the heroes fought in 
  The Siege of Watchgap Fort then Angarad knows of them 
  and can recount some of their deeds. She reveals the fol-
  lowing information.
  “There’s a very strong chance the frost giant I’ve 
  been trailing was sent here on the orders of the 
  same giant whose forces besieged Watchgap Fort, 
  and whose goblins and orcs were raiding the 
  steads in southeast Heligioland.”
   Sword Captain Angarad Deocilunon: See page 26.
  HELLFROST ADVENTURE #08
  10
  heading out tomorrow. He hasn’t left his room since he 
  arrived.” (Aescric is a paladin of Freo. He carries an im-
  portant message for the queen of Midmark, and has royal 
  seals to prove it. He is headed for Nordmark.)
  Save for Angarad, none of the guests are of impor-
  tance to the adventure. As strangers, they haven’t been 
  here long enough to form an opinion or learn any ru-
  mors. They corroborate Sauson’s version of them or set 
  the record straight where the innkeeper erred, but have 
  little else to add.
   Olvir the Skald: See page 26.
   Angarad Deocilunon: See page 26.
   Aesric the Paladin: As villager (page 26) except he 
  has Faith d8, Arcane Background (Miracles), Fleet Footed, 
  and four spells of the GM’s choice from his god’s list.
   Other Guests (3): Use villager stats (page 26).
  THE WHITE LADY
  Angarad returned to her room after the debacle at the 
  festival to take notes and plot a course of action. She 
  comes down for meals at breakfast (8 am, but already 
  passed today), lunch (around noon), and dinner (6 pm). 
  If the heroes have left instructions for someone to tell 
  them when she enters the inn, Carelia ﬁ nds the heroes. 
  She demands a kiss from the hero with the highest Cha-
  risma or Glory before passing on the message. Her father 
  soon learns of this and takes “preventative action” with 
  the character’s next drink or meal.
  If the characters are present when she enters or leaves, 
  have them make Notice rolls at –2. Seasoned warriors 
  or clerics of Tiw receive a +2 bonus. With success, the 
  hero can tell she doesn’t walk like a scholar. It’s hard to 
  detect, but she keeps an eye on the patrons as she moves 
  between tables. A raise reveals she is someone who has 
  seen battle—her stance, her musculature, and her gaze 
  are all indicative of a warrior.
  Angarad is posing as a Lorekeeper. She has told the 
  story so many times in recent months she is starting 
  to believe it herself. Only magic, such as detect lie, can 
  reveal the falsehood, and even then a raise is required 
  (success reveals only that she may be lying). Questioned 
  about her reasons for being in Torton for an extended 
  period or her visits to the Tower Hills, she replies:
  “I’m a Lorekeeper. The Tower Hills are littered 
  with old ruins and very few have been thoroughly 
  explored. I’m slowly searching them in the hopes 
  of ﬁ nding hidden chambers that may contain lost 
  tomes. While I’m searching the local area it makes 
  more sense to stay at the inn than go camping. 
  Given the choice between a soft bed and hot food 
  and the damp grass and dried rations, which 
  would you take?”
  Questioned on her combat skills, Angarad says sim-
  ply that she was not always a Lorekeeper. She does not 
  elaborate (no one else has detected her warrior traits, so 
  she has no cover story planned).
  Angarad is actually a Hearth Knight on a secret mis-
  sion. If pressed further as to why she is in the village, 
  or if she comes to trust the heroes for aiding Torton, 
  she reveals her story. See The Hearth Knight below for 
  details. Otherwise, she sticks to her claim that she is a 
  Lorekeeper.
  If at any time the party announces its intentions to 
  go exploring in the Tower Hills, Angarad approaches the 
  heroes and volunteers to help. She tells her story about 
  being a Lorekeeper in search of potential caches of lost 
  knowledge, and claims there is safety in numbers. She 
  is happy to prove her combat abilities in a mock duel if 
  the heroes doubt her abilities. Parties who go without 
  Angarad soon ﬁ nd her tailing them through the Tower 
  Hills. With any luck, Angarad will end up accompanying 
  the party (she has many useful talents). Create an Ally 
  Sheet for her and give it to the players.
  THE HEARTH KNIGHT
   “All right, I’m not a Lorekeeper,” she admits. “I’m 
  a Sword Captain serving with the Hearth Knights 
  in Hellfrost Keep. I’ve been sent here on a secret 
  mission and I’ve been tracking a frost giant 
  through the Marklands. Seeing one this far south 
  is unheard of, even more so with the weather 
  warming, so I knew he had an agenda.
  “I’ve stayed one step behind him for several 
  months, watching to see where he ended up and 
  for what purpose. I lost him in the Tower Hills, but 
  I know he’s still there. And now the winds in this 
  valley suddenly die. I don’t know how, but I’m 
  sure his presence this close to Torton is connected 
  to recent events. If I can ﬁ nd him, I might be able 
  to put a stop to this and restore normality before 
  the freezing temperatures ruin the crops. So, since 
  our goals are likely connected, what say we join 
  forces and head into the Tower Hills and hunt the 
  giant down?”
  Angarad accepts any offers of help, but admits she has 
  no idea where to start looking. The Tower Hills contain 
  dozens of old ruins, caves, and hidden valleys. She’s 
  checked all the locales within ten miles of the village, 
  but hasn’t turned up anything useful.
  Previous Adventures: If any of the heroes fought in 
  The Siege of Watchgap Fort then Angarad knows of them 
  and can recount some of their deeds. She reveals the fol-
  lowing information.
  “There’s a very strong chance the frost giant I’ve 
  been trailing was sent here on the orders of the 
  same giant whose forces besieged Watchgap Fort, 
  and whose goblins and orcs were raiding the 
  steads in southeast Heligioland.”
   Sword Captain Angarad Deocilunon: See page 26.
  HELLFROST ADVENTURE #08
  10
  
  GENERAL STORE
  Torton’s general store is run by Oeric Pandsunu and 
  his brawnier, mute assistant, Hlothere. A consummate 
  businessman, Oeric’s motto is, “You never know who’ll 
  come in next or what they’ll want.”
  To that end, he keeps his store well-stocked. The only 
  things he never sells are weapons (he has a deal with 
  the local smith), anything to do with herbalism (another 
  deal, this time with the herbalist), animals, and food 
  (except for rations). Any other item with a V (Village) 
  availability can be purchased (even pygmy mammoth 
  leather barding) at 10% above the usual rate. T (Town) 
  items with a value of 30 gs or less can be purchased at a 
  75% mark up (including the usual 50% increase detailed 
  in the Hellfrost Players’ Guide).
  He can order in C (City) availability items or buy them 
  from passing merchants, though customers have to wait 
  2d4+2 days and pay three times the usual cost (again, 
  including the standard markup).
  He keeps a small stock of alchemical devices. Only the 
  spell names are given here—the GM should add his own 
  descriptions as he feels. Prices are per potion.
  * 2 x aim (125 gs). He keeps these in stock for Edwin 
  the hunter (see page 11) who is slowly losing his eye-
  sight. He charges Edwin only his cost price and Edwin 
  gives him game in return.
  * 1 x confusion (250 gs): Oeric keeps this behind the 
  counter, hidden from view. It is part of his store security, 
  but he’s the sort of man who’d sell his mother.
  * 2 x healing (110 gs). Each cures a single wound 
  taken within the “golden hour.”
  * 4 x voice on the wind (150 gs). Always handy for 
  merchants who want to communicate with contacts in 
  Scathmoor and alert them to their imminent arrival.
  When the heroes enter the store, Oeric has a face 
  like a thundercloud, while Hlothere is silently chuckling 
  while stacking the shelves. Questioned on the reason for 
  his sour face, Oeric dumps a dozen bottles on the table.
  “I’m ruined!” he scowls, thumping the counter. 
  “Ruined! Look, look!” He waves a bottle in your 
  face, but his frantic motion makes it impossible 
  to read the label. “I bought in two dozen ﬂ ying 
  potions and now they’re totally useless! Var is go-
  ing to note this in his ledger for sure! Oh, what an 
  afterlife I’m doomed to endure!”
  Oeric planned to sell the potions for 500 gs apiece 
  to rich visitors. That’s the standard 300 gs for a Veteran 
  spell, plus a hefty increase because the items were go-
  ing to be hot sellers. Oeric bought them for 300 gs each 
  (his alchemist friend charged extra because he knew 
  why Oeric wanted them). Oeric accepts any offer over 
  300 gs initially, though he does so only after bitterly 
  complaining that he paid more for them. He will drop 
  as low as 200 gs, but only if the heroes buy the lot. 
  Oeric doesn’t accept promissory notes—it’s hard cash 
  or nothing.
  A lot of people pass through Oeric’s shop and he picks 
  up gossip. He knows two random rumors/opinions.
   Oeric: Use Villager stats.
   Hlothere: Use Villager stats, but add Brawny and 
  Strength d10.
  HUNTER
  Edwin Bjornsunu is a hunter by trade. He keeps the 
  village shop stocked with rabbit, game birds, venison, 
  and wild boar. The skins he usually sells on, via Oeric 
  the storekeeper (see page 11). Edwin had a strange en-
  counter in the Tower Hills a few weeks ago. While he’s 
  told some of the story, he has never revealed the whole 
  truth.
  Edwin is hospitable when the heroes call on him. 
  He offers them soup and bread, and a mug of weak ale. 
  Before they can ask about what he saw, Edwin starts talk-
  ing.
  “Save your breath; I know why you’re here.” Ed-
  win takes a seat by the ﬁ re, spreading the embers 
  with a poker before adding another log. “It was 
  a few weeks ago now, maybe a month. I was in 
  the Tower Hills hunting rabbits as normal when 
  a fog rose. Nothing unusual about that this time 
  of year, what with the warm wind hitting the cold 
  air.
  “Anyways, I got lost trying to ﬁ nd my way home. 
  First time ever, would you believe? Next things I 
  know is it’s cold, really cold. There was snow and 
  everything, but only in the air, not on the ground. 
  All costs are in silver scields.
  Food/Drink 
  Cost
  Breakfast (porridge, cheese, bread) 
  1
  Cheap meal (one course) 
  5
  Good meal (two courses) 
  10
  Excellent meal (three courses) 
  15
  Anari brandy, per mug 
  9
  Imported beer, 4-pint pitcher 
  6
  Local beer, 4-pint pitcher 
  2
  Mead, per mug 
  2
  Local wine, 1-pint pitcher* 
  3
  Accommodation/Extras 
  Cost
  Space in stables 
  1
  Bar common room 
  2
  Shared room (2-person) 
  4
  Private room 
  8
  Bath (no soap) 
  2
  Laundry service (per person) 
  1
  Stabling, with oats, per horse 
  5
  * Carrot, elderﬂ ower, nettle, potato,
   strawberry, or turnip
  INN PRICES
  THE HEART OF WINTER
  11
  GENERAL STORE
  Torton’s general store is run by Oeric Pandsunu and 
  his brawnier, mute assistant, Hlothere. A consummate 
  businessman, Oeric’s motto is, “You never know who’ll 
  come in next or what they’ll want.”
  To that end, he keeps his store well-stocked. The only 
  things he never sells are weapons (he has a deal with 
  the local smith), anything to do with herbalism (another 
  deal, this time with the herbalist), animals, and food 
  (except for rations). Any other item with a V (Village) 
  availability can be purchased (even pygmy mammoth 
  leather barding) at 10% above the usual rate. T (Town) 
  items with a value of 30 gs or less can be purchased at a 
  75% mark up (including the usual 50% increase detailed 
  in the Hellfrost Players’ Guide).
  He can order in C (City) availability items or buy them 
  from passing merchants, though customers have to wait 
  2d4+2 days and pay three times the usual cost (again, 
  including the standard markup).
  He keeps a small stock of alchemical devices. Only the 
  spell names are given here—the GM should add his own 
  descriptions as he feels. Prices are per potion.
  * 2 x aim (125 gs). He keeps these in stock for Edwin 
  the hunter (see page 11) who is slowly losing his eye-
  sight. He charges Edwin only his cost price and Edwin 
  gives him game in return.
  * 1 x confusion (250 gs): Oeric keeps this behind the 
  counter, hidden from view. It is part of his store security, 
  but he’s the sort of man who’d sell his mother.
  * 2 x healing (110 gs). Each cures a single wound 
  taken within the “golden hour.”
  * 4 x voice on the wind (150 gs). Always handy for 
  merchants who want to communicate with contacts in 
  Scathmoor and alert them to their imminent arrival.
  When the heroes enter the store, Oeric has a face 
  like a thundercloud, while Hlothere is silently chuckling 
  while stacking the shelves. Questioned on the reason for 
  his sour face, Oeric dumps a dozen bottles on the table.
  “I’m ruined!” he scowls, thumping the counter. 
  “Ruined! Look, look!” He waves a bottle in your 
  face, but his frantic motion makes it impossible 
  to read the label. “I bought in two dozen ﬂ ying 
  potions and now they’re totally useless! Var is go-
  ing to note this in his ledger for sure! Oh, what an 
  afterlife I’m doomed to endure!”
  Oeric planned to sell the potions for 500 gs apiece 
  to rich visitors. That’s the standard 300 gs for a Veteran 
  spell, plus a hefty increase because the items were go-
  ing to be hot sellers. Oeric bought them for 300 gs each 
  (his alchemist friend charged extra because he knew 
  why Oeric wanted them). Oeric accepts any offer over 
  300 gs initially, though he does so only after bitterly 
  complaining that he paid more for them. He will drop 
  as low as 200 gs, but only if the heroes buy the lot. 
  Oeric doesn’t accept promissory notes—it’s hard cash 
  or nothing.
  A lot of people pass through Oeric’s shop and he picks 
  up gossip. He knows two random rumors/opinions.
   Oeric: Use Villager stats.
   Hlothere: Use Villager stats, but add Brawny and 
  Strength d10.
  HUNTER
  Edwin Bjornsunu is a hunter by trade. He keeps the 
  village shop stocked with rabbit, game birds, venison, 
  and wild boar. The skins he usually sells on, via Oeric 
  the storekeeper (see page 11). Edwin had a strange en-
  counter in the Tower Hills a few weeks ago. While he’s 
  told some of the story, he has never revealed the whole 
  truth.
  Edwin is hospitable when the heroes call on him. 
  He offers them soup and bread, and a mug of weak ale. 
  Before they can ask about what he saw, Edwin starts talk-
  ing.
  “Save your breath; I know why you’re here.” Ed-
  win takes a seat by the ﬁ re, spreading the embers 
  with a poker before adding another log. “It was 
  a few weeks ago now, maybe a month. I was in 
  the Tower Hills hunting rabbits as normal when 
  a fog rose. Nothing unusual about that this time 
  of year, what with the warm wind hitting the cold 
  air.
  “Anyways, I got lost trying to ﬁ nd my way home. 
  First time ever, would you believe? Next things I 
  know is it’s cold, really cold. There was snow and 
  everything, but only in the air, not on the ground. 
  All costs are in silver scields.
  Food/Drink 
  Cost
  Breakfast (porridge, cheese, bread) 
  1
  Cheap meal (one course) 
  5
  Good meal (two courses) 
  10
  Excellent meal (three courses) 
  15
  Anari brandy, per mug 
  9
  Imported beer, 4-pint pitcher 
  6
  Local beer, 4-pint pitcher 
  2
  Mead, per mug 
  2
  Local wine, 1-pint pitcher* 
  3
  Accommodation/Extras 
  Cost
  Space in stables 
  1
  Bar common room 
  2
  Shared room (2-person) 
  4
  Private room 
  8
  Bath (no soap) 
  2
  Laundry service (per person) 
  1
  Stabling, with oats, per horse 
  5
  * Carrot, elderﬂ ower, nettle, potato,
   strawberry, or turnip
  INN PRICES
  THE HEART OF WINTER
  11
  
  I peered into the gloom and…and…look, I know 
  it sounds stupid, but I swear on Ullr’s bowstring 
  I saw a giant pair of legs walking past. Well, I 
  turned and ran as fast as these tired legs would 
  carry me. Fog lifted after a mile or so, and that 
  was the end of that day’s hunting.”
  Edwin can’t recall any details about the legs, except 
  he only came up to the knee. Edwin’s poor eyesight (see 
  below) combined with the fright of seeing the legs has 
  fogged his memory—the hunter was actually on his knees 
  at the time the legs passed by. The pair of enormous legs 
  belonged to the frost giant sent here to oversee the ﬁ nal 
  stages of the ritual. He used fog cloud to hide his passage 
  through the hills.
  A character who succeeds in a Notice roll at –2 real-
  izes Edwin is badly shortsighted. Questioned about this, 
  the hunter admits his eyesight isn’t what it used to be. He 
  claims to be taking special medicine, but is evasive as to its 
  nature. Only if the characters threaten to reveal his condi-
  tion to the village does he reveal the nature of his medi-
  cine—magic potions containing the aim spell. He buys 
  them from Oeric, the only man who knows the truth.
   Edwin Bjornsunu: Treat as a villager (page 26) but 
  add Shooting d6, Stealth d6, the Woodsman Edge, and 
  Bad Eyes Hindrance.
  HERBALIST
  The herbalist is an aged engro by the name of Elisa. 
  Widowed a decade ago, and her children long since left 
  home, she has devoted her remaining years to the study 
  and practice of herbalism. Outside her tiny cottage, which 
  is bedecked with ﬂ owers (until the ﬁ rst freeze comes), is 
  a small herb garden.
  Elisa invites the characters into her cramped home 
  and offers them freshly-baked chicken and mushroom 
  pies. If questioned about the mushrooms, she looks puz-
  zled, and says they are from her garden. If asked about 
  hallucinogenic mushrooms, she laughs and says:
  “Oh, I do pick them occasionally, but only for 
  personal use. I’d never poison a customer, either 
  deliberately or in error. Thunderson Unroch 
  sometimes buys a bag to help his meditations, 
  but I keep my source a closely guarded secret. I 
  thought someone had stumbled across them just 
  last week. Gave me the fright of my life, it did, 
  and that isn’t good at my age.
  “I was out...well, gathering mushrooms, when I 
  saw someone walking by. At ﬁ rst, I thought per-
  haps some village lad had followed me in order 
  to learn where they grow, but it wasn’t any local. 
  Not sure who it was, they were wearing a gray 
  and green cloak you see, due to the rain. Judging 
  by their direction, they were heading back to the 
  village, anyway. Likely a traveler passing through 
  on the scenic route.”
  She has the following herbal brews for sale: 2 x 
  anti-inﬂ ammatory, 4 x antihistamine, 10 x breakages 
  (blunt), 3 x numbing, 2 x restorative, 2 x soporiﬁ c, and 
  3 x stimulant I. These are available for sale for 35 gs 
  a dose. For ease, assume all are good for another four 
  days. She has dried herbs (not for sale) enough to brew 
  any herbal remedy. For those listed above, she has as 
  many doses as she has completed remedies. For other 
  herbs she has just a single dose.
   Elisa: Treat as a villager (page 26) but add Knowl-
  edge (Alchemy) d8 and the Hedge Magic Edge. Add the 
  engro racial abilities.
  MARKET
  Traders have come from far and wide for the three-day 
  festival. In order to accommodate them, Ridder Coen-
  mund has ordered stalls be erected along the length of 
  the main street. Brightly colored canvases cover wooden 
  tables stacked high with wares. The morning’s events 
  have placed a damper on the festive mood. Few citizens 
  are willing to spend money at the market with an uncer-
  tain future ahead. The main customers are inhabitants 
  of neighboring villages, who have yet to discover their 
  lands too have been affected.
  Any items with V availability can be found here. Goods 
  with a T availability have a 50% chance of being avail-
  able. Roll once per item—failure indicates no traders are 
  selling that particular piece of equipment. C availability 
  items have a 10% chance of being found. There are no 
  alchemical devices or Special availability items for sale. 
  Prices follow the rules in the Hellfrost Players’ Guide.
  Wandering around the market, the characters hear 
  two opinions/rumors.
  NORN PRIESTESS
  The Norn priestess, Sexburh Eadbaldsdohtor, lives in 
  a small cottage on the outskirts of town. She’s a construc-
  tive member of the local community, being responsible 
  for brewing most of the wine sold in the inn, but chooses 
  to live close to her orchards and small vegetable patch.
  Contrary to the stereotypical image of Norn priest-
  esses being aged crones, Sexburh is in her early thirties, 
  though neither attractive nor ugly. She’s also very wel-
  coming of strangers. Her favorite trick is to invite guests 
  into her modest cottage with the words, “I have soup 
  ready. I knew you were coming.” She actually keeps a pot 
  of soup on the simmer all day, but people seem to expect 
  mysterious things of those who honor the Norns.
  Sexburh does not listen to gossip and she refrains 
  from spreading rumors. However, she does offer a simple 
  reading of the rune stones, a popular divination method 
  among the Saxa. She consents to use her Disciple Edge, 
  but does not offer to read the party’s fortunes.
  Sexburh sits cross-legged on the ﬂ oor and pulls 
  a small leather pouch from her belt. She holds it 
  above her head, murmurs a prayer, shakes the 
  HELLFROST ADVENTURE #08
  12
  I peered into the gloom and…and…look, I know 
  it sounds stupid, but I swear on Ullr’s bowstring 
  I saw a giant pair of legs walking past. Well, I 
  turned and ran as fast as these tired legs would 
  carry me. Fog lifted after a mile or so, and that 
  was the end of that day’s hunting.”
  Edwin can’t recall any details about the legs, except 
  he only came up to the knee. Edwin’s poor eyesight (see 
  below) combined with the fright of seeing the legs has 
  fogged his memory—the hunter was actually on his knees 
  at the time the legs passed by. The pair of enormous legs 
  belonged to the frost giant sent here to oversee the ﬁ nal 
  stages of the ritual. He used fog cloud to hide his passage 
  through the hills.
  A character who succeeds in a Notice roll at –2 real-
  izes Edwin is badly shortsighted. Questioned about this, 
  the hunter admits his eyesight isn’t what it used to be. He 
  claims to be taking special medicine, but is evasive as to its 
  nature. Only if the characters threaten to reveal his condi-
  tion to the village does he reveal the nature of his medi-
  cine—magic potions containing the aim spell. He buys 
  them from Oeric, the only man who knows the truth.
   Edwin Bjornsunu: Treat as a villager (page 26) but 
  add Shooting d6, Stealth d6, the Woodsman Edge, and 
  Bad Eyes Hindrance.
  HERBALIST
  The herbalist is an aged engro by the name of Elisa. 
  Widowed a decade ago, and her children long since left 
  home, she has devoted her remaining years to the study 
  and practice of herbalism. Outside her tiny cottage, which 
  is bedecked with ﬂ owers (until the ﬁ rst freeze comes), is 
  a small herb garden.
  Elisa invites the characters into her cramped home 
  and offers them freshly-baked chicken and mushroom 
  pies. If questioned about the mushrooms, she looks puz-
  zled, and says they are from her garden. If asked about 
  hallucinogenic mushrooms, she laughs and says:
  “Oh, I do pick them occasionally, but only for 
  personal use. I’d never poison a customer, either 
  deliberately or in error. Thunderson Unroch 
  sometimes buys a bag to help his meditations, 
  but I keep my source a closely guarded secret. I 
  thought someone had stumbled across them just 
  last week. Gave me the fright of my life, it did, 
  and that isn’t good at my age.
  “I was out...well, gathering mushrooms, when I 
  saw someone walking by. At ﬁ rst, I thought per-
  haps some village lad had followed me in order 
  to learn where they grow, but it wasn’t any local. 
  Not sure who it was, they were wearing a gray 
  and green cloak you see, due to the rain. Judging 
  by their direction, they were heading back to the 
  village, anyway. Likely a traveler passing through 
  on the scenic route.”
  She has the following herbal brews for sale: 2 x 
  anti-inﬂ ammatory, 4 x antihistamine, 10 x breakages 
  (blunt), 3 x numbing, 2 x restorative, 2 x soporiﬁ c, and 
  3 x stimulant I. These are available for sale for 35 gs 
  a dose. For ease, assume all are good for another four 
  days. She has dried herbs (not for sale) enough to brew 
  any herbal remedy. For those listed above, she has as 
  many doses as she has completed remedies. For other 
  herbs she has just a single dose.
   Elisa: Treat as a villager (page 26) but add Knowl-
  edge (Alchemy) d8 and the Hedge Magic Edge. Add the 
  engro racial abilities.
  MARKET
  Traders have come from far and wide for the three-day 
  festival. In order to accommodate them, Ridder Coen-
  mund has ordered stalls be erected along the length of 
  the main street. Brightly colored canvases cover wooden 
  tables stacked high with wares. The morning’s events 
  have placed a damper on the festive mood. Few citizens 
  are willing to spend money at the market with an uncer-
  tain future ahead. The main customers are inhabitants 
  of neighboring villages, who have yet to discover their 
  lands too have been affected.
  Any items with V availability can be found here. Goods 
  with a T availability have a 50% chance of being avail-
  able. Roll once per item—failure indicates no traders are 
  selling that particular piece of equipment. C availability 
  items have a 10% chance of being found. There are no 
  alchemical devices or Special availability items for sale. 
  Prices follow the rules in the Hellfrost Players’ Guide.
  Wandering around the market, the characters hear 
  two opinions/rumors.
  NORN PRIESTESS
  The Norn priestess, Sexburh Eadbaldsdohtor, lives in 
  a small cottage on the outskirts of town. She’s a construc-
  tive member of the local community, being responsible 
  for brewing most of the wine sold in the inn, but chooses 
  to live close to her orchards and small vegetable patch.
  Contrary to the stereotypical image of Norn priest-
  esses being aged crones, Sexburh is in her early thirties, 
  though neither attractive nor ugly. She’s also very wel-
  coming of strangers. Her favorite trick is to invite guests 
  into her modest cottage with the words, “I have soup 
  ready. I knew you were coming.” She actually keeps a pot 
  of soup on the simmer all day, but people seem to expect 
  mysterious things of those who honor the Norns.
  Sexburh does not listen to gossip and she refrains 
  from spreading rumors. However, she does offer a simple 
  reading of the rune stones, a popular divination method 
  among the Saxa. She consents to use her Disciple Edge, 
  but does not offer to read the party’s fortunes.
  Sexburh sits cross-legged on the ﬂ oor and pulls 
  a small leather pouch from her belt. She holds it 
  above her head, murmurs a prayer, shakes the 
  HELLFROST ADVENTURE #08
  12
  
  pouch, and then tips the contents onto the ﬂ oor. 
  Slowly she leans forward, her eyes darting be-
  tween the rune-marked stones. “Find the child of 
  winter who is not,” she says quietly after minutes 
  of silence. “Then you will know the way.” She be-
  gins to gather up the stones, but stops. “Wait, there 
  is more. Winter must be slain from its summit.” 
  She pauses momentarily. “That is it. There is no 
  more to be seen.”
  Sexburh can reveal no more. She does not offer an in-
  terpretation of the reading—those who seek the Norns’ 
  wisdom must unravel their own threads in life.
   Sexburh Eadbaldsdohtor: Use the villager stats 
  (page 26), but add Arcane Background (Miracles), Faith 
  d8, Knowledge (Craft: Winemaking) d10, and the Dis-
  ciple of the Norns Edge. She knows four spells of the 
  GM’s choice off her god’s list.
  STORMBROTHER
  The air spirit does not respond to any offerings or 
  prayers, nor can Unroch communicate with it. If asked, 
  Unroch admits he can sense its presence, but it is greatly 
  diminished and languid. The magic affecting the region 
  has caused the spirit to enter a state of deep torpor. With-
  out the wind, it cannot use any of its powers.
  THUNDERSON UNROCH
  Unroch suffered several broken bones and a crisis of 
  faith when he fell. Healers (possibly the heroes) mended 
  most of his breakages, but his mind is still unhinged and 
  his ﬂ esh several shades of black and blue. In a state of 
  total despondency, Unroch answers questions, but has 
  absolutely no interest in helping to solve the mystery. 
  No die roll can snap him out of his despair (see Event 
  #1 below).
  Unroch does not answer any knocks at his door. How-
  ever, the door is not bolted and prevents no obstacle to 
  characters who want to step inside. The priest is lying on 
  his bed, staring at the ceiling. His holy symbol, a silver 
  storm dragon head, lies discarded on his bedroom ﬂ oor. 
  Because Unroch is sullen, he has no prepared narrative 
  for the heroes. Instead, they must delve for answers by 
  asking the right questions.
  The GM should ignore questions not covered below 
  or, at best, provide vague answers. Unroch is completely 
  uninterested in anything, and should be role-played in a 
  deadpan, monotonous voice.
  Q: Can you tell us what happened?
  A: “Thunor has deserted us. He has stripped me of my 
  powers and taken away our protection against the 
  north wind.”
  Q: Why don’t you allow the north wind to be honored?
  A: “No man of sense would ask that question. The north 
  wind is Thrym’s wind. It deserves no worship.”
  Q: We think we know what happened. Will you help us?
  A: “There is no point. Thunor is gone. We are doomed.”
  Q: Have you tried communicating with Stormbrother?
  A: “He still lives, but he does not answer me. He is Thu-
  nor’s, and Thunor has gone.”
  Q: There are other gods. Couldn’t you switch faiths? 
  (someone might ask)
  A: “Such heresy. Is it any wonder the world is imperiled 
  with such irreverence?”
  EVENTS
  The GM should use the following events during the 
  heroes’ investigations in the village. They can be run in 
  any order. Each has brief notes as to where the scene 
  occurs, but the when is left to the GM.
  #1: UNROCH’S MOMENT OF 
  MADNESS
  Thunderson Unroch’s despair at losing his connec-
  tion to his beloved god has driven him into a deep, black 
  pit of hopelessness. Feeling he has nothing left to lose, 
  Unroch climbs to the very top of the windmill. His boom-
  ing voice carries across the village.
  “Thunor!” Unroch roars, his deep voice echoing 
  off the hills. “Thunor! Hear me! I have served you 
  faithfully my whole life! Thunor, when I jump from 
  this lofty perch I shall die unless you catch me. Is 
  this what you want? Is this my life’s purpose? Send 
  me a sign, oh lord of thunder!”
  Within moments the villagers begin rushing to the 
  base of the windmill. Some citizens beseech Unroch to 
  come down and end his foolishness. Others encourage 
  him to jump, convinced the lack of wind is a test of their 
  faith. Most simply stand silent, gazing up at Unroch, their 
  thoughts private. Within a few minutes Coenmund ar-
  rives to investigate the disturbance.
  “That,” he says, lifting his chin to indicate Un-
  roch, “is a man suffering a deep crisis of faith. 
  All the signs indicate Thunor won’t catch him, not 
  today at least. What I do not know,” he frowns, 
  “is whether trying to save him is the right course 
  of action. Any man who challenges the gods to 
  answer his prayers is asking for trouble. Still, if he 
  jumps and dies, it will only add to the villagers’ 
  grief and sense of foreboding.”
  Talking Unroch down requires a Persuasion roll at 
  –4. Bonuses should be awarded for good role-playing, 
  such as cautioning Unroch against making demands of 
  Thunor, reminding him of his duty to the villagers, and 
  such like. This takes 1d2 hours of talking back and forth. 
  A success causes Unroch to see sense. He safely descends 
  the windmill, though remains sullen and withdrawn. On 
  a raise, Unroch turns his crisis into a positive, believing 
  THE HEART OF WINTER
  13
  pouch, and then tips the contents onto the ﬂ oor. 
  Slowly she leans forward, her eyes darting be-
  tween the rune-marked stones. “Find the child of 
  winter who is not,” she says quietly after minutes 
  of silence. “Then you will know the way.” She be-
  gins to gather up the stones, but stops. “Wait, there 
  is more. Winter must be slain from its summit.” 
  She pauses momentarily. “That is it. There is no 
  more to be seen.”
  Sexburh can reveal no more. She does not offer an in-
  terpretation of the reading—those who seek the Norns’ 
  wisdom must unravel their own threads in life.
   Sexburh Eadbaldsdohtor: Use the villager stats 
  (page 26), but add Arcane Background (Miracles), Faith 
  d8, Knowledge (Craft: Winemaking) d10, and the Dis-
  ciple of the Norns Edge. She knows four spells of the 
  GM’s choice off her god’s list.
  STORMBROTHER
  The air spirit does not respond to any offerings or 
  prayers, nor can Unroch communicate with it. If asked, 
  Unroch admits he can sense its presence, but it is greatly 
  diminished and languid. The magic affecting the region 
  has caused the spirit to enter a state of deep torpor. With-
  out the wind, it cannot use any of its powers.
  THUNDERSON UNROCH
  Unroch suffered several broken bones and a crisis of 
  faith when he fell. Healers (possibly the heroes) mended 
  most of his breakages, but his mind is still unhinged and 
  his ﬂ esh several shades of black and blue. In a state of 
  total despondency, Unroch answers questions, but has 
  absolutely no interest in helping to solve the mystery. 
  No die roll can snap him out of his despair (see Event 
  #1 below).
  Unroch does not answer any knocks at his door. How-
  ever, the door is not bolted and prevents no obstacle to 
  characters who want to step inside. The priest is lying on 
  his bed, staring at the ceiling. His holy symbol, a silver 
  storm dragon head, lies discarded on his bedroom ﬂ oor. 
  Because Unroch is sullen, he has no prepared narrative 
  for the heroes. Instead, they must delve for answers by 
  asking the right questions.
  The GM should ignore questions not covered below 
  or, at best, provide vague answers. Unroch is completely 
  uninterested in anything, and should be role-played in a 
  deadpan, monotonous voice.
  Q: Can you tell us what happened?
  A: “Thunor has deserted us. He has stripped me of my 
  powers and taken away our protection against the 
  north wind.”
  Q: Why don’t you allow the north wind to be honored?
  A: “No man of sense would ask that question. The north 
  wind is Thrym’s wind. It deserves no worship.”
  Q: We think we know what happened. Will you help us?
  A: “There is no point. Thunor is gone. We are doomed.”
  Q: Have you tried communicating with Stormbrother?
  A: “He still lives, but he does not answer me. He is Thu-
  nor’s, and Thunor has gone.”
  Q: There are other gods. Couldn’t you switch faiths? 
  (someone might ask)
  A: “Such heresy. Is it any wonder the world is imperiled 
  with such irreverence?”
  EVENTS
  The GM should use the following events during the 
  heroes’ investigations in the village. They can be run in 
  any order. Each has brief notes as to where the scene 
  occurs, but the when is left to the GM.
  #1: UNROCH’S MOMENT OF 
  MADNESS
  Thunderson Unroch’s despair at losing his connec-
  tion to his beloved god has driven him into a deep, black 
  pit of hopelessness. Feeling he has nothing left to lose, 
  Unroch climbs to the very top of the windmill. His boom-
  ing voice carries across the village.
  “Thunor!” Unroch roars, his deep voice echoing 
  off the hills. “Thunor! Hear me! I have served you 
  faithfully my whole life! Thunor, when I jump from 
  this lofty perch I shall die unless you catch me. Is 
  this what you want? Is this my life’s purpose? Send 
  me a sign, oh lord of thunder!”
  Within moments the villagers begin rushing to the 
  base of the windmill. Some citizens beseech Unroch to 
  come down and end his foolishness. Others encourage 
  him to jump, convinced the lack of wind is a test of their 
  faith. Most simply stand silent, gazing up at Unroch, their 
  thoughts private. Within a few minutes Coenmund ar-
  rives to investigate the disturbance.
  “That,” he says, lifting his chin to indicate Un-
  roch, “is a man suffering a deep crisis of faith. 
  All the signs indicate Thunor won’t catch him, not 
  today at least. What I do not know,” he frowns, 
  “is whether trying to save him is the right course 
  of action. Any man who challenges the gods to 
  answer his prayers is asking for trouble. Still, if he 
  jumps and dies, it will only add to the villagers’ 
  grief and sense of foreboding.”
  Talking Unroch down requires a Persuasion roll at 
  –4. Bonuses should be awarded for good role-playing, 
  such as cautioning Unroch against making demands of 
  Thunor, reminding him of his duty to the villagers, and 
  such like. This takes 1d2 hours of talking back and forth. 
  A success causes Unroch to see sense. He safely descends 
  the windmill, though remains sullen and withdrawn. On 
  a raise, Unroch turns his crisis into a positive, believing 
  THE HEART OF WINTER
  13
  
  Thunor is testing him and that, if he shows resilience and 
  keeps strong faith, all will be better soon. He goes from 
  depression into mania.
  Failure doesn’t mean Unroch jumps. Rather, he pre-
  varicates, glancing nervously skyward and then at the 
  ground. A second roll Persuasion is allowed, this time at 
  –2 (and another 1d2 hours). Unroch tests his god on a 
  critical failure of the ﬁ rst Persuasion roll or any failure on 
  the second attempt to talk him down.
  The roof of the windmill is 75 feet above the valley 
  ﬂ oor. Unroch suffers 8d6 damage for hitting the ground. 
  Remember, his Disciple of Thunor Edge is now function-
  ing, so he takes the rolled damage. Precautions such 
  as stretching out a large blanket or sheet can be used 
  to help break Unroch’s fall. Attempts to stand beneath 
  Unroch and catch him result in both Unroch and his 
  would-be savior suffering 6d6 damage.
  Once Unroch is down, the villagers trudge back to 
  work in silence, each wondering what the future holds.
   Thunderson Unroch: See page 25.
  #2: KILL THE SKALD
  Sooner or later, the characters will enter Torton’s 
  sole inn. They might be lodging there or searching for a 
  speciﬁ c individual. As they draw near, read the following 
  text aloud.
  The door to the inn crashes open with a loud 
  bang. A clay drinking mug sails through the air, 
  narrowly missing the lanky man ducking out 
  through the door. Without looking up he starts to 
  run. Moments later a large group of villagers, red-
  faced and murderous looks in their eyes, come 
  charging from the inn. Many are holding farming 
  implements in an aggressive manner.
  The tall man is Olvir the skald. Unless the heroes have 
  already encountered him they don’t know his identity. 
  He has no intention of stopping for a chat just now. As 
  the villagers pour out from the inn, one of them grabs 
  the nearest character by the arm. “He did it!” the man 
  shouts, pointing after the ﬂ eeing form. “He made the 
  winds die!”
  Olvir, a follower of the Unknowable One, had a little 
  too much to drink. Pestered by the locals to sing a heart-
  lifting song to ease their sullen mood, Olvir’s tongue 
  moved before his alcohol-sodden brain could engage. 
  Though not a cleric, he tries to obey the Unknowable 
  One’s tenets, and he taunted the villagers. “Wouldn’t 
  it be funny,” he slurred, “if all this was a trick by the 
  Unknowable One. I mean, you lot are constantly relying 
  on Thunor to survive. Maybe you need to learn to stand 
  on your own two feet and take responsibility for what 
  happens to your crops.”
  Drunk or not, Olvir crossed the line from a taunt into 
  what the similarly drunken villagers saw as an open ad-
  mission of guilt. Anger overrode common sense, for Olvir 
  is a skald and thus cannot also be a priest of the Trickster. 
  The bard might have been able to defuse the situation, 
  but before he could gather his thoughts someone threw 
  a mug of ale at him. The crowd turned ugly and reached 
  for their farming tools, intent on taking justice into their 
  own hands.
  Hopefully the characters realize the villagers intend to 
  skewer Olvir and decide to put a stop to it. Guilty or not, 
  the man is entitled to a trial. Assuming the heroes wish 
  to intervene, run this scene as a chase.
  The Range Increment is 5”. Olvir and the heroes act 
  independently and thus draw their own action cards. The 
  villagers act as a mob, sharing one action card and using 
  a Group Agility roll. Olvir starts three Range Increments 
  ahead of the mob, which starts two Range Increments 
  ahead of the heroes.
  In order to try and calm the mob, a hero must inter-
  pose himself between Olvir and the villagers and suc-
  ceed in a Persuasion roll at –4. A bonus may be applied 
  if a good speech is role-played. Only one Persuasion roll 
  may be made per round, though any adventurers in the 
  right place can assist through a Cooperative roll. With 
  success, the chase is put on hold and the mob becomes 
  Neutral—they don’t lower their weapons, but they aren’t 
  prepared to tackle the well-armed heroes just yet. A fail-
  ure means the mob turns on the heroes. The chase ends 
  and a regular melee begins.
  Should the mob and Olvir end up on the same Range 
  Increment, the skald suffers 2d6 damage per round from 
  a ﬂ urry of ﬁ sts and awkwardly aimed blows with farming 
  instruments. No Fighting roll is required.
  If the mob is calmed, Ridder Coenmund arrives on the 
  scene with his two huscarls. He immediately demands to 
  know what is going on. The villagers voice their griev-
  ance with Olvir. Coenmund then turns to the characters 
  and asks for their side of the story.
  Should a melee take place, run it as normal for three 
  rounds. The characters, while endangered by the peas-
  ants, should have the sense to avoid a blood bath—these 
  are angry, scared yokels, not bloodthirsty orcs or bandits. 
  Coenmund and his huscarls arrive at the end of round 
  three, after all other actions are taken. The nobleman 
  bellows for the villagers to lower their weapons, which 
  they do. Unless a hero takes a free swing, in which case he 
  is assaulted by the militia, the ﬁ ght is now over. Weregild 
  claims may be made by both sides if lethal injuries were 
  taken. Coenmund, once he assumes control of the situa-
  tion, mitigates losses by cancelling like for like claims.
  However the ﬁ ght ends, Olvir stops running. He slinks 
  back and uses the characters as a human shield.
  Panting for breath and ruddy-faced, Olvir tells his side 
  of the story. He swears he didn’t admit to being respon-
  sible for the wind dying, though he admits he made un-
  suitable comments given the circumstances. He further 
  swears he has nothing to do with what is happening and 
  has no information to share. Coenmund scratches his 
  beard for a moment.
  “This man,” Coenmund says, gesturing at Olvir, “is 
  a guest in our village. It seems he spoke unwisely. 
  HELLFROST ADVENTURE #08
  14
  Thunor is testing him and that, if he shows resilience and 
  keeps strong faith, all will be better soon. He goes from 
  depression into mania.
  Failure doesn’t mean Unroch jumps. Rather, he pre-
  varicates, glancing nervously skyward and then at the 
  ground. A second roll Persuasion is allowed, this time at 
  –2 (and another 1d2 hours). Unroch tests his god on a 
  critical failure of the ﬁ rst Persuasion roll or any failure on 
  the second attempt to talk him down.
  The roof of the windmill is 75 feet above the valley 
  ﬂ oor. Unroch suffers 8d6 damage for hitting the ground. 
  Remember, his Disciple of Thunor Edge is now function-
  ing, so he takes the rolled damage. Precautions such 
  as stretching out a large blanket or sheet can be used 
  to help break Unroch’s fall. Attempts to stand beneath 
  Unroch and catch him result in both Unroch and his 
  would-be savior suffering 6d6 damage.
  Once Unroch is down, the villagers trudge back to 
  work in silence, each wondering what the future holds.
   Thunderson Unroch: See page 25.
  #2: KILL THE SKALD
  Sooner or later, the characters will enter Torton’s 
  sole inn. They might be lodging there or searching for a 
  speciﬁ c individual. As they draw near, read the following 
  text aloud.
  The door to the inn crashes open with a loud 
  bang. A clay drinking mug sails through the air, 
  narrowly missing the lanky man ducking out 
  through the door. Without looking up he starts to 
  run. Moments later a large group of villagers, red-
  faced and murderous looks in their eyes, come 
  charging from the inn. Many are holding farming 
  implements in an aggressive manner.
  The tall man is Olvir the skald. Unless the heroes have 
  already encountered him they don’t know his identity. 
  He has no intention of stopping for a chat just now. As 
  the villagers pour out from the inn, one of them grabs 
  the nearest character by the arm. “He did it!” the man 
  shouts, pointing after the ﬂ eeing form. “He made the 
  winds die!”
  Olvir, a follower of the Unknowable One, had a little 
  too much to drink. Pestered by the locals to sing a heart-
  lifting song to ease their sullen mood, Olvir’s tongue 
  moved before his alcohol-sodden brain could engage. 
  Though not a cleric, he tries to obey the Unknowable 
  One’s tenets, and he taunted the villagers. “Wouldn’t 
  it be funny,” he slurred, “if all this was a trick by the 
  Unknowable One. I mean, you lot are constantly relying 
  on Thunor to survive. Maybe you need to learn to stand 
  on your own two feet and take responsibility for what 
  happens to your crops.”
  Drunk or not, Olvir crossed the line from a taunt into 
  what the similarly drunken villagers saw as an open ad-
  mission of guilt. Anger overrode common sense, for Olvir 
  is a skald and thus cannot also be a priest of the Trickster. 
  The bard might have been able to defuse the situation, 
  but before he could gather his thoughts someone threw 
  a mug of ale at him. The crowd turned ugly and reached 
  for their farming tools, intent on taking justice into their 
  own hands.
  Hopefully the characters realize the villagers intend to 
  skewer Olvir and decide to put a stop to it. Guilty or not, 
  the man is entitled to a trial. Assuming the heroes wish 
  to intervene, run this scene as a chase.
  The Range Increment is 5”. Olvir and the heroes act 
  independently and thus draw their own action cards. The 
  villagers act as a mob, sharing one action card and using 
  a Group Agility roll. Olvir starts three Range Increments 
  ahead of the mob, which starts two Range Increments 
  ahead of the heroes.
  In order to try and calm the mob, a hero must inter-
  pose himself between Olvir and the villagers and suc-
  ceed in a Persuasion roll at –4. A bonus may be applied 
  if a good speech is role-played. Only one Persuasion roll 
  may be made per round, though any adventurers in the 
  right place can assist through a Cooperative roll. With 
  success, the chase is put on hold and the mob becomes 
  Neutral—they don’t lower their weapons, but they aren’t 
  prepared to tackle the well-armed heroes just yet. A fail-
  ure means the mob turns on the heroes. The chase ends 
  and a regular melee begins.
  Should the mob and Olvir end up on the same Range 
  Increment, the skald suffers 2d6 damage per round from 
  a ﬂ urry of ﬁ sts and awkwardly aimed blows with farming 
  instruments. No Fighting roll is required.
  If the mob is calmed, Ridder Coenmund arrives on the 
  scene with his two huscarls. He immediately demands to 
  know what is going on. The villagers voice their griev-
  ance with Olvir. Coenmund then turns to the characters 
  and asks for their side of the story.
  Should a melee take place, run it as normal for three 
  rounds. The characters, while endangered by the peas-
  ants, should have the sense to avoid a blood bath—these 
  are angry, scared yokels, not bloodthirsty orcs or bandits. 
  Coenmund and his huscarls arrive at the end of round 
  three, after all other actions are taken. The nobleman 
  bellows for the villagers to lower their weapons, which 
  they do. Unless a hero takes a free swing, in which case he 
  is assaulted by the militia, the ﬁ ght is now over. Weregild 
  claims may be made by both sides if lethal injuries were 
  taken. Coenmund, once he assumes control of the situa-
  tion, mitigates losses by cancelling like for like claims.
  However the ﬁ ght ends, Olvir stops running. He slinks 
  back and uses the characters as a human shield.
  Panting for breath and ruddy-faced, Olvir tells his side 
  of the story. He swears he didn’t admit to being respon-
  sible for the wind dying, though he admits he made un-
  suitable comments given the circumstances. He further 
  swears he has nothing to do with what is happening and 
  has no information to share. Coenmund scratches his 
  beard for a moment.
  “This man,” Coenmund says, gesturing at Olvir, “is 
  a guest in our village. It seems he spoke unwisely. 
  HELLFROST ADVENTURE #08
  14
  
  Perhaps he did insult his hosts, but he meant no 
  malice. Whatever is happening is beyond the work 
  of one man. Shun him if you wish, but anyone 
  who lays a hand on him will be punished to the 
  fullest extent of the High King’s laws. Do I make 
  myself clear?” The villagers nod, but few look sat-
  isﬁ ed with how things have ended.
  Coenmund then turns to you. “Thank you,” he 
  says without a smile. “My people are rightfully 
  scared and angry. Dark times are upon us and 
  scapegoats are being sought. You,” he says to the 
  skald, “are to stay at my stead until this is sorted. 
  Do you hear me?” he calls to the villagers. “This 
  man is now under my personal protection. If it 
  is found he is involved somehow he will be pun-
  ished, but by the law, not a mob.
  “Go now,” he gestures to the crowd, “get back to 
  your jobs.” Olvir smiles his thanks to you and fol-
  lows Coenmund back to his stead.
   Ridder Coenmund: See page 25.
   Huscarls (2): See page 25.
   Olvir the Skald: See page 26.
   Villagers (20): See page 26.
  #3: IT’S NOT JUST TORTON
  Erland Kolsunu, a young lad from the neighboring 
  village of Erkel’s Stead, comes running into Torton. Ex-
  hausted, the red-faced youth collapses to his knees in 
  front of the heroes.
  “Sirs,” he pants, clutching his sides as he tries to 
  draw breath, “terrible news! The winds…have 
  stopped in our village. Birds have fallen…from 
  the sky, the clouds do not move, and people are 
  ﬁ nding it hard…hard to breathe. Please sirs, you 
  must inform the lord of this at once.”
  The youth’s face turns from red to white in an instant 
  when informed the dead winds also affect Torton. He 
  stares blankly for a few moments and then rises to his 
  feet.
  “Thunor’s hammer,” he mutters quietly. “It’s 
  everywhere. All of Rassilon must be affected.” He 
  glances skyward. “We’re all going to die, aren’t 
  we?” he asks. “Starvation and cold will kill us all 
  as surely as a giant’s axe. May the gods take pity 
  on us.”
  Erland’s village is one of those from where citizens 
  have gone missing. The lad only mentions this if speciﬁ -
  cally asked.
  “How did you know, sir? Yes, two men have van-
  ished in the last month. Old Egbert vanished while 
  off hunting in the Tower Hills. He was poor sight-
  ed, though, and the hills are treacherous. And last 
  week Ranulf disappeared. He wasn’t much older 
  than me. Said he was going to explore one of the 
  old towers. We all told him not to, what with the 
  ghosts and all, but he went all the same. The men 
  of our village looked for them both, but they never 
  found any bodies. Wolves probably took them.”
  THE TOWER HILLS
  Sooner or later the heroes are going to enter the Tow-
  er Hills. They might be following up Edwin the hunter’s 
  story of a giant pair of legs, searching there out of sheer 
  desperation, or seeking the frost giant with Angarad.
  Sandwiched by the Crystalﬂ ow and Lesser Crystalﬂ ow, 
  the Tower Hills are the most northerly point of Midmark. 
  The hills are named from the ancient watchtowers which 
  stand on the highest peaks, a legacy of older times, when 
  men were less trusting of their neighbors. Crumbling 
  through neglect and weathered by the wind and rain, 
  the towers are used today by hunters and trappers, not 
  to mention bandits and orcs. One of these towers is now 
  inhabited by the frost giant and the cult of Thrym.
  The Tower Hills cover thousands of square miles and 
  there are countless towers upon them in various states 
  of disrepair. Heroes who venture out on the ﬁ rst day are 
  not allowed to make any rolls to locate their tower—it is 
  miles away from Torton and there are no clues indicating 
  it is occupied.
  Starting on day two, when the frost ﬁ rst forms, the 
  presence of the frost giant and the magical artifact used 
  to kill the wind begin to have an effect on the surround-
  ing landscape. The party may make a Notice roll at –4 
  (only one roll is permitted, but it may be Cooperative). 
  With success, they spy a distant hill whose peak is ac-
  tually covered in thick ice. Strangely, higher peaks are 
  frost-covered, but not to the same extent. On day three 
  the Notice roll may be made with no penalty—the effect 
  has spread.
  REACHING THE TOWER
  The tower being used by Thrym’s cult lies 20 miles 
  north of Torton. Because time is a factor in this adven-
  ture, use the Overland Pace table from the Hellfrost 
  Players’ Guide. The rugged terrain counts as difﬁ cult 
  ground and there is no trail. Hence, the party moves a 
  number of miles every two hours equal to half the Pace 
  of the slowest party member. Due to the lack of wind 
  there is no weather.
  Assuming the slowest Pace is 5 (a dwarf or Obese 
  hero), it takes the party 16 hours with no rest breaks. 
  A lame hero (Pace 4) extends the journey to 20 hours. 
  A hero with Pace 3 would require a total of 27 hours to 
  make the journey. On the off chance every hero has Pace 
  6, the trip can be accomplished in a little over 13 hours.
  THE HEART OF WINTER
  15
  Perhaps he did insult his hosts, but he meant no 
  malice. Whatever is happening is beyond the work 
  of one man. Shun him if you wish, but anyone 
  who lays a hand on him will be punished to the 
  fullest extent of the High King’s laws. Do I make 
  myself clear?” The villagers nod, but few look sat-
  isﬁ ed with how things have ended.
  Coenmund then turns to you. “Thank you,” he 
  says without a smile. “My people are rightfully 
  scared and angry. Dark times are upon us and 
  scapegoats are being sought. You,” he says to the 
  skald, “are to stay at my stead until this is sorted. 
  Do you hear me?” he calls to the villagers. “This 
  man is now under my personal protection. If it 
  is found he is involved somehow he will be pun-
  ished, but by the law, not a mob.
  “Go now,” he gestures to the crowd, “get back to 
  your jobs.” Olvir smiles his thanks to you and fol-
  lows Coenmund back to his stead.
   Ridder Coenmund: See page 25.
   Huscarls (2): See page 25.
   Olvir the Skald: See page 26.
   Villagers (20): See page 26.
  #3: IT’S NOT JUST TORTON
  Erland Kolsunu, a young lad from the neighboring 
  village of Erkel’s Stead, comes running into Torton. Ex-
  hausted, the red-faced youth collapses to his knees in 
  front of the heroes.
  “Sirs,” he pants, clutching his sides as he tries to 
  draw breath, “terrible news! The winds…have 
  stopped in our village. Birds have fallen…from 
  the sky, the clouds do not move, and people are 
  ﬁ nding it hard…hard to breathe. Please sirs, you 
  must inform the lord of this at once.”
  The youth’s face turns from red to white in an instant 
  when informed the dead winds also affect Torton. He 
  stares blankly for a few moments and then rises to his 
  feet.
  “Thunor’s hammer,” he mutters quietly. “It’s 
  everywhere. All of Rassilon must be affected.” He 
  glances skyward. “We’re all going to die, aren’t 
  we?” he asks. “Starvation and cold will kill us all 
  as surely as a giant’s axe. May the gods take pity 
  on us.”
  Erland’s village is one of those from where citizens 
  have gone missing. The lad only mentions this if speciﬁ -
  cally asked.
  “How did you know, sir? Yes, two men have van-
  ished in the last month. Old Egbert vanished while 
  off hunting in the Tower Hills. He was poor sight-
  ed, though, and the hills are treacherous. And last 
  week Ranulf disappeared. He wasn’t much older 
  than me. Said he was going to explore one of the 
  old towers. We all told him not to, what with the 
  ghosts and all, but he went all the same. The men 
  of our village looked for them both, but they never 
  found any bodies. Wolves probably took them.”
  THE TOWER HILLS
  Sooner or later the heroes are going to enter the Tow-
  er Hills. They might be following up Edwin the hunter’s 
  story of a giant pair of legs, searching there out of sheer 
  desperation, or seeking the frost giant with Angarad.
  Sandwiched by the Crystalﬂ ow and Lesser Crystalﬂ ow, 
  the Tower Hills are the most northerly point of Midmark. 
  The hills are named from the ancient watchtowers which 
  stand on the highest peaks, a legacy of older times, when 
  men were less trusting of their neighbors. Crumbling 
  through neglect and weathered by the wind and rain, 
  the towers are used today by hunters and trappers, not 
  to mention bandits and orcs. One of these towers is now 
  inhabited by the frost giant and the cult of Thrym.
  The Tower Hills cover thousands of square miles and 
  there are countless towers upon them in various states 
  of disrepair. Heroes who venture out on the ﬁ rst day are 
  not allowed to make any rolls to locate their tower—it is 
  miles away from Torton and there are no clues indicating 
  it is occupied.
  Starting on day two, when the frost ﬁ rst forms, the 
  presence of the frost giant and the magical artifact used 
  to kill the wind begin to have an effect on the surround-
  ing landscape. The party may make a Notice roll at –4 
  (only one roll is permitted, but it may be Cooperative). 
  With success, they spy a distant hill whose peak is ac-
  tually covered in thick ice. Strangely, higher peaks are 
  frost-covered, but not to the same extent. On day three 
  the Notice roll may be made with no penalty—the effect 
  has spread.
  REACHING THE TOWER
  The tower being used by Thrym’s cult lies 20 miles 
  north of Torton. Because time is a factor in this adven-
  ture, use the Overland Pace table from the Hellfrost 
  Players’ Guide. The rugged terrain counts as difﬁ cult 
  ground and there is no trail. Hence, the party moves a 
  number of miles every two hours equal to half the Pace 
  of the slowest party member. Due to the lack of wind 
  there is no weather.
  Assuming the slowest Pace is 5 (a dwarf or Obese 
  hero), it takes the party 16 hours with no rest breaks. 
  A lame hero (Pace 4) extends the journey to 20 hours. 
  A hero with Pace 3 would require a total of 27 hours to 
  make the journey. On the off chance every hero has Pace 
  6, the trip can be accomplished in a little over 13 hours.
  THE HEART OF WINTER
  15
  
  However, these times assume the party is traveling 
  during daylight. At night the lighting is Dim (minimal 
  cloud cover and a bright moon), which slow the adven-
  turers further.
  THRYM’S TOWER
  The Tower Hills are dotted with numerous watchtow-
  ers and small outposts. Some were simple round towers 
  used as lookout posts or housing signal beacons. Oth-
  ers, like this one, were more fortiﬁ ed. Built to a standard 
  pattern, each had a square gatehouse tower protecting 
  a walled courtyard. Within the courtyard stood wooden 
  buildings—barracks for soldiers, workshops, and so on. 
  Many were later expanded with subterranean levels, 
  providing further protection for the occupants and ad-
  ditional storage space.
  Most of the tower-forts were actually places of refuge 
  rather than permanently garrisoned fortiﬁ cations. When 
  the surrounding lands were attacked, local citizens 
  would rush here with their ﬂ ocks.
  POLITICAL DIVISIONS
  Although the cult of Thrym found the Heart of Win-
  ter, their position has been superseded by Svadalfari, the 
  frost giant priest, and his ice goblin warriors. The cult’s 
  leader, a frostborn priest of Thrym, despises the giant, 
  but is currently helpless to do anything. The cultists and 
  ice goblins have a frosty relationship (pardon the pun) 
  and violence between the factions is only held at bay by 
  mutual fear of Svadalfari and his huscarls.
  Once the winter brought on by the relic begins to take 
  hold properly, Svadalfari intends to purge the complex 
  of the cultists. Although the frostborn priest doesn’t real-
  ize this, he has sent word to other cultists to come to 
  the tower. Once he has enough manpower, he intends 
  to murder Svadalfari, slaughter the goblins, and take 
  control of the relic.
  With both sides seeking to remove the other, coop-
  eration is virtually nonexistent beyond token gestures. 
  Should the cultists ever enter combat alongside the gob-
  lins, Gang Up bonuses generated by the different factions 
  should be avoided unless absolutely necessary. That is, if 
  there is a goblin attacking one hero and none attacking 
  another standing further away, the cultists always go for 
  the second adventurer ﬁ rst.
  The two factions wear different symbols as well, 
  further emphasizing their fractured nature. The cultists 
  wear the standard symbol of Thrym on their tunics and 
  shields. The goblins, frostborn huscarls, and Svadalfari 
  display the symbol of their frost giant jarl master—a 
  gauntlet-clad hand clutching a coldﬁ re rune of ice. 
  REORGANIZATION
  If the heroes launch an abortive raid on the cult’s 
  headquarters, Svadalfari, the frost giant priest, takes 
  steps to bolster the defenses. All the cultists in the lower 
  level (areas 1, 3, 4, and 5) are ordered to man the surface 
  level, while the goblins are put on high alert. The frost 
  giant hopes a second attack on the tower will cull some 
  of the cultists, thus saving him the effort.
  Parties which delay subsequent forays into the tower, 
  perhaps because they need natural healing, ﬁ nd the 
  defenders have been reinforced when they return. For 
  each whole week the party doesn’t make an attack on the 
  tower, one-quarter of the ice goblin casualties (rounded 
  down) are replenished. Cultist losses are not replen-
  ished. As an added “bonus,” the GM may wish to have a 
  few orcs or perhaps an ogre take up residence in their 
  place. Svadalfari, his huscarls, and his pet polar bears are 
  never replaced.
  COMMON FEATURES
  Doors, except where noted, are wooden and have 
  Toughness 10. Unless otherwise stated all doors are un-
  locked. Locked doors are barred, and thus Lockpicking 
  is of no use. Doors barred on the same side as the heroes 
  require two actions to open—one to remove the bar and 
  one to open the door.
  The aura of the Heart of Winter has coated the ﬂ oors 
  in a thick layer of ice. All the ﬂ oors in the old, Saxa sec-
  tion of the tower’s dungeon are paved with ﬂ agstones. 
  These count as smooth ice (see the Hellfrost Player’s 
  Guide). Floors in areas excavated by the cultists are less 
  worked—they are treated as rough ice. Ice also covers 
  the walls and ceilings.
  Ceilings are 12 feet high, except for those in the frost 
  giant’s lair and the Heart of Winter’s resting place. These 
  have been extended to 20 feet to accommodate the priest.
  Only chambers containing sentient beings are illu-
  minated. Hateful of ﬁ re, the cultists use torches made 
  of icewood. These provide illumination as per regular 
  torches, but burn cold rather than hot and with a blue-
  white ﬂ ame. Due to their construction, each is good for 
  four hours constant use.
  Obstacles that ﬁ ll part of a square, such as a table or 
  small piles of rubble, impede movement. Treat move-
  ment through these squares as difﬁ cult ground. Where 
  applicable, obstacles provide Cover.
  The temperature in the dungeon level is equal to that 
  in the outer Hellfrost (–4 Vigor penalty).
  UPPER LEVEL
  Read the following text when the party is an hour’s 
  walk from the tower.
  On the next hilltop stand the remains of a once-
  imposing gatehouse. Its walls remain erect after 
  centuries of exposure to the elements, a testament 
  to the builders’ skill. A tall wall, broken in places, 
  topped by battlements, extends from either side 
  of the tower.
  HELLFROST ADVENTURE #08
  16
  However, these times assume the party is traveling 
  during daylight. At night the lighting is Dim (minimal 
  cloud cover and a bright moon), which slow the adven-
  turers further.
  THRYM’S TOWER
  The Tower Hills are dotted with numerous watchtow-
  ers and small outposts. Some were simple round towers 
  used as lookout posts or housing signal beacons. Oth-
  ers, like this one, were more fortiﬁ ed. Built to a standard 
  pattern, each had a square gatehouse tower protecting 
  a walled courtyard. Within the courtyard stood wooden 
  buildings—barracks for soldiers, workshops, and so on. 
  Many were later expanded with subterranean levels, 
  providing further protection for the occupants and ad-
  ditional storage space.
  Most of the tower-forts were actually places of refuge 
  rather than permanently garrisoned fortiﬁ cations. When 
  the surrounding lands were attacked, local citizens 
  would rush here with their ﬂ ocks.
  POLITICAL DIVISIONS
  Although the cult of Thrym found the Heart of Win-
  ter, their position has been superseded by Svadalfari, the 
  frost giant priest, and his ice goblin warriors. The cult’s 
  leader, a frostborn priest of Thrym, despises the giant, 
  but is currently helpless to do anything. The cultists and 
  ice goblins have a frosty relationship (pardon the pun) 
  and violence between the factions is only held at bay by 
  mutual fear of Svadalfari and his huscarls.
  Once the winter brought on by the relic begins to take 
  hold properly, Svadalfari intends to purge the complex 
  of the cultists. Although the frostborn priest doesn’t real-
  ize this, he has sent word to other cultists to come to 
  the tower. Once he has enough manpower, he intends 
  to murder Svadalfari, slaughter the goblins, and take 
  control of the relic.
  With both sides seeking to remove the other, coop-
  eration is virtually nonexistent beyond token gestures. 
  Should the cultists ever enter combat alongside the gob-
  lins, Gang Up bonuses generated by the different factions 
  should be avoided unless absolutely necessary. That is, if 
  there is a goblin attacking one hero and none attacking 
  another standing further away, the cultists always go for 
  the second adventurer ﬁ rst.
  The two factions wear different symbols as well, 
  further emphasizing their fractured nature. The cultists 
  wear the standard symbol of Thrym on their tunics and 
  shields. The goblins, frostborn huscarls, and Svadalfari 
  display the symbol of their frost giant jarl master—a 
  gauntlet-clad hand clutching a coldﬁ re rune of ice. 
  REORGANIZATION
  If the heroes launch an abortive raid on the cult’s 
  headquarters, Svadalfari, the frost giant priest, takes 
  steps to bolster the defenses. All the cultists in the lower 
  level (areas 1, 3, 4, and 5) are ordered to man the surface 
  level, while the goblins are put on high alert. The frost 
  giant hopes a second attack on the tower will cull some 
  of the cultists, thus saving him the effort.
  Parties which delay subsequent forays into the tower, 
  perhaps because they need natural healing, ﬁ nd the 
  defenders have been reinforced when they return. For 
  each whole week the party doesn’t make an attack on the 
  tower, one-quarter of the ice goblin casualties (rounded 
  down) are replenished. Cultist losses are not replen-
  ished. As an added “bonus,” the GM may wish to have a 
  few orcs or perhaps an ogre take up residence in their 
  place. Svadalfari, his huscarls, and his pet polar bears are 
  never replaced.
  COMMON FEATURES
  Doors, except where noted, are wooden and have 
  Toughness 10. Unless otherwise stated all doors are un-
  locked. Locked doors are barred, and thus Lockpicking 
  is of no use. Doors barred on the same side as the heroes 
  require two actions to open—one to remove the bar and 
  one to open the door.
  The aura of the Heart of Winter has coated the ﬂ oors 
  in a thick layer of ice. All the ﬂ oors in the old, Saxa sec-
  tion of the tower’s dungeon are paved with ﬂ agstones. 
  These count as smooth ice (see the Hellfrost Player’s 
  Guide). Floors in areas excavated by the cultists are less 
  worked—they are treated as rough ice. Ice also covers 
  the walls and ceilings.
  Ceilings are 12 feet high, except for those in the frost 
  giant’s lair and the Heart of Winter’s resting place. These 
  have been extended to 20 feet to accommodate the priest.
  Only chambers containing sentient beings are illu-
  minated. Hateful of ﬁ re, the cultists use torches made 
  of icewood. These provide illumination as per regular 
  torches, but burn cold rather than hot and with a blue-
  white ﬂ ame. Due to their construction, each is good for 
  four hours constant use.
  Obstacles that ﬁ ll part of a square, such as a table or 
  small piles of rubble, impede movement. Treat move-
  ment through these squares as difﬁ cult ground. Where 
  applicable, obstacles provide Cover.
  The temperature in the dungeon level is equal to that 
  in the outer Hellfrost (–4 Vigor penalty).
  UPPER LEVEL
  Read the following text when the party is an hour’s 
  walk from the tower.
  On the next hilltop stand the remains of a once-
  imposing gatehouse. Its walls remain erect after 
  centuries of exposure to the elements, a testament 
  to the builders’ skill. A tall wall, broken in places, 
  topped by battlements, extends from either side 
  of the tower.
  HELLFROST ADVENTURE #08
  16
  
  The tower-fort is a crumbling ruin of a bygone age. 
  Old before the Blizzard War, it, like many others, was near 
  destroyed when the Saxa engaged the Hellfrost army in 
  battle. All that remains are partial walls, a section of the 
  gatehouse, and the remnants of stone buildings (erected 
  by the Hellfrost army) that once stood in the courtyard. 
  The ice goblins have performed some rudimentary re-
  pairs, but not enough to attract unwanted attention.
  The heroes do not have to approach from the front 
  of the gatehouse. A few minutes extra walking allows the 
  group to approach from any side they wish.
  If the party does not make any attempts at a stealthy 
  approach, the goblins on sentry duty automatically spot 
  the characters in time to prepare their defenses. All the 
  ice goblins crouch down behind the nearest wall, so as 
  not to be seen by any anyone peering into the fort. They 
  are counted as being on Hold.
  A stealthy approach requires a single Cooperative 
  Stealth roll from the party opposed by separate Notice 
  rolls from each of the two sentries. Success allows the 
  party to get within 10” of the walls unseen. Failure gives 
  the goblins a chance to prepare an ambush as above. 
  Depending on where the characters decide to enter the 
  fort, the sentries may be allowed another Notice roll to 
  detect them.
  Heroes looking for signs of activity from the front of 
  the fort must make a Notice roll at –6. Viewing from the 
  side gives a –4 penalty. Seen from the rear, the characters 
  can make Notice rolls with no modiﬁ er—the rear of the 
  gatehouse has collapsed, allowing a clear view inside. 
  Unless they are using farsight, Notice rolls to spot the 
  sentries can only be made once the party is within 100 
  yards. A second roll may be made only when the party 
  moves within 10 yards.
  Terrain: Movement over rubble and across the low 
  walls in the courtyard is treated as difﬁ cult ground. The 
  low walls stand only two to three feet high, and provide 
  just Light Cover (–1). The stairs in the gatehouse are very 
  steep and count as difﬁ cult ground. The arrow slits pro-
  vide Very Heavy Cover (–6).
  The trapdoor to the lower complex is covered with a 
  false layer of turf. Four man-hours of careful searching 
  automatically reveal its location. It is not locked. The 
  trapdoor opens upward, revealing a set of spiral stairs. 
  These lead to area 1.
  Monsters: Svadalfari has ordered a detachment of his 
  ice goblin warriors to man the fort day and night. During 
  the day, the goblins actually on watch duty count as ac-
  tive sentries. At night they are inactive.
  One goblin is stationed on the ﬁ rst ﬂ oor of the tower 
  and another on the second ﬂ oor. They divide their time 
  between scanning the main approach to the gatehouse 
  (by peering through the arrow slits) and standing at the 
  rear of the ﬂ oor and peering to the side and rear. The 
  others are spread out around the interior.
  (M) Cultists (2 per hero): See page 28.
  Tactics: If alerted, the goblins string their bows and 
  prepare to ambush the intruders. No attacks are made 
  until the party is within the courtyard. Those outside ﬁ re 
  from a crouching position behind the low walls. This 
  THRYM’S 
  TOWER 1
  THE HEART OF WINTER
  17
  The tower-fort is a crumbling ruin of a bygone age. 
  Old before the Blizzard War, it, like many others, was near 
  destroyed when the Saxa engaged the Hellfrost army in 
  battle. All that remains are partial walls, a section of the 
  gatehouse, and the remnants of stone buildings (erected 
  by the Hellfrost army) that once stood in the courtyard. 
  The ice goblins have performed some rudimentary re-
  pairs, but not enough to attract unwanted attention.
  The heroes do not have to approach from the front 
  of the gatehouse. A few minutes extra walking allows the 
  group to approach from any side they wish.
  If the party does not make any attempts at a stealthy 
  approach, the goblins on sentry duty automatically spot 
  the characters in time to prepare their defenses. All the 
  ice goblins crouch down behind the nearest wall, so as 
  not to be seen by any anyone peering into the fort. They 
  are counted as being on Hold.
  A stealthy approach requires a single Cooperative 
  Stealth roll from the party opposed by separate Notice 
  rolls from each of the two sentries. Success allows the 
  party to get within 10” of the walls unseen. Failure gives 
  the goblins a chance to prepare an ambush as above. 
  Depending on where the characters decide to enter the 
  fort, the sentries may be allowed another Notice roll to 
  detect them.
  Heroes looking for signs of activity from the front of 
  the fort must make a Notice roll at –6. Viewing from the 
  side gives a –4 penalty. Seen from the rear, the characters 
  can make Notice rolls with no modiﬁ er—the rear of the 
  gatehouse has collapsed, allowing a clear view inside. 
  Unless they are using farsight, Notice rolls to spot the 
  sentries can only be made once the party is within 100 
  yards. A second roll may be made only when the party 
  moves within 10 yards.
  Terrain: Movement over rubble and across the low 
  walls in the courtyard is treated as difﬁ cult ground. The 
  low walls stand only two to three feet high, and provide 
  just Light Cover (–1). The stairs in the gatehouse are very 
  steep and count as difﬁ cult ground. The arrow slits pro-
  vide Very Heavy Cover (–6).
  The trapdoor to the lower complex is covered with a 
  false layer of turf. Four man-hours of careful searching 
  automatically reveal its location. It is not locked. The 
  trapdoor opens upward, revealing a set of spiral stairs. 
  These lead to area 1.
  Monsters: Svadalfari has ordered a detachment of his 
  ice goblin warriors to man the fort day and night. During 
  the day, the goblins actually on watch duty count as ac-
  tive sentries. At night they are inactive.
  One goblin is stationed on the ﬁ rst ﬂ oor of the tower 
  and another on the second ﬂ oor. They divide their time 
  between scanning the main approach to the gatehouse 
  (by peering through the arrow slits) and standing at the 
  rear of the ﬂ oor and peering to the side and rear. The 
  others are spread out around the interior.
  (M) Cultists (2 per hero): See page 28.
  Tactics: If alerted, the goblins string their bows and 
  prepare to ambush the intruders. No attacks are made 
  until the party is within the courtyard. Those outside ﬁ re 
  from a crouching position behind the low walls. This 
  THRYM’S 
  TOWER 1
  THE HEART OF WINTER
  17
  
  gives them Medium Cover (–2). The sentries gain Light 
  Cover (–1) due to the height advantage and some bits of 
  rubble.
  Once the attackers begin to spread out and engage in 
  melee, those nearest drop their bows (free action), grab 
  their spears (an action), and attack. The sentries remain 
  in the tower and pepper the attackers with arrows. Only 
  when the heroes enter the tower do they reach for their 
  spears.
  Under no circumstances do the goblins ever try to re-
  treat through the trapdoor. Svadalfari made it very clear 
  to them that they are to act as a band of goblin raiders us-
  ing the fort as temporary refuge. In the event they must 
  retreat, the arrogant giant commanded they ﬂ ee into the 
  hills, then sneak back later to catch any intruders still 
  present, by surprise.
  LOWER LEVEL
  1) ENTRANCE
  The trapdoor lifts to reveal a set of ice-covered, 
  spiral, stone steps. From below, ﬂ ickering blue-
  white light can be seen.
  Remember, from this point on the ﬂ oors are covered 
  in ice, the temperature is far lower, and corridors and 
  unoccupied rooms are in total darkness.
  Unless the party makes a Stealth roll to descend the 
  stairs (don’t prompt them), the sentries on duty below 
  are alerted to the presence of someone entering the 
  lower complex. If the characters speak loudly, have the 
  guards make a Notice roll. With success, they know the 
  intruders aren’t ice goblins. One immediately rushes off 
  to alert his comrades in area 3. By the time the characters 
  enter the room he has already had one round of move-
  ment.
  Terrain: The ice-covered steps count as difﬁ cult 
  ground. A pair of coldﬁ re torches hangs from wall sconc-
  es, bathing the room in ﬂ ickering, blue-white light.
  Monsters: Even with the ice goblins stationed up-
  stairs, two cultists are on duty here at all times. They 
  don’t really need to be here—their priest ordered them 
  to perform watch duty only to remind the goblins that 
  they, the cult of Thrym, located the Heart of Winter.
   Cultists (1 per 2 heroes): See page 28.
  Tactics: Once the cultists realize the persons descend-
  ing the stairs aren’t their allies, one rushes off to alert his 
  comrades in area 3. His companion remains behind in 
  a desperate bid to delay the intruders’ advance into the 
  complex for as long as possible. Rather than attacking, 
  he moves to block the exit and uses the Defend maneu-
  ver to thwart his enemies.
  Continuation: The running sentry has boot spikes 
  and so treats the ﬂ oor as rough ice. Because he is run-
  ning, he still risks slipping and falling. Once he reaches 
  the cultists’ barracks (see page 18) he bangs on the door 
  and raises the alarm. This takes an action. The cultists in 
  the barracks require one complete round to grab their 
  weapons. See the notes on area 3 for more details.
  2) EMPTY ROOM
  The door to this chamber has not been opened since 
  the ritual was completed. Although unbarred, it has fro-
  zen over. Opening it requires a Strength roll at –2. 
  Glittering frost sparkles from every surface in this 
  empty chamber. Judging by the frozen door and 
  the lack of marks on the ﬂ oor, no one has entered 
  this room recently.
  The room has been set aside for barrack space for 
  expected orc reinforcements. No one inhabiting the 
  complex ever comes here. If the heroes ﬁ nd someway of 
  making the door look like it hasn’t been opened (the ice 
  cracks away when the door is opened) then no will en-
  ter, even if the complex is being searched for intruders. 
  It can thus serve as a temporary refuge, somewhere to 
  perform healing, warm up with a small ﬁ re, or cast spells. 
  Suitable spells for covering the door in ice could include 
  elemental manipulation (water), as well as pretty much 
  any spell with a cold or ice trapping. Don’t stymie the 
  heroes unnecessarily—reward imaginative ideas.
  3) CULTIST BARRACKS
  Four wooden cots covered in mangy, frost-coated 
  furs stand against each wall. A number of men, 
  some in armor, turn to stare as you enter.
  Originally barracked in the southern end of the com-
  plex, the cultists were forced to relocate by Svadalfari 
  once the goblins arrived. They have now taken up resi-
  dence as far away as possible from the ice goblins. With 
  space at a premium, the cultists operate a “hot bed” sys-
  tem—as one cultist wakes to go on duty, another coming 
  off watch takes his bed.
  Terrain: The wooden cots are only a foot off the 
  ground and thus provide no Cover. Tipping one onto its 
  side requires a Strength roll as an action. It then provides 
  Cover (Armor +2) to those behind it.
  Monsters: Half the cultists, rounded down, are re-
  laxing on their beds or sleeping. They are not wearing 
  armor. The remaining cultists are armored and alert.
   Cultists (2 + 1 per hero): See page 28.
  Tactics: Cultists not in armor don’t waste time don-
  ning it if the alarm is raised. Dozing cultists take no ac-
  tions on the ﬁ rst round of combat other than waking and 
  grabbing their weapons, which they keep close at hand.
  Attacked in their barracks, the cultists, having no 
  means of retreat, ﬁ ght to the bitter end.
  Should they come to the rescue of their comrades in 
  the guard room (area 1), they plan to hold the cross-
  road rather than ﬁ ght in the cramped guard chamber. 
  HELLFROST ADVENTURE #08
  18
  gives them Medium Cover (–2). The sentries gain Light 
  Cover (–1) due to the height advantage and some bits of 
  rubble.
  Once the attackers begin to spread out and engage in 
  melee, those nearest drop their bows (free action), grab 
  their spears (an action), and attack. The sentries remain 
  in the tower and pepper the attackers with arrows. Only 
  when the heroes enter the tower do they reach for their 
  spears.
  Under no circumstances do the goblins ever try to re-
  treat through the trapdoor. Svadalfari made it very clear 
  to them that they are to act as a band of goblin raiders us-
  ing the fort as temporary refuge. In the event they must 
  retreat, the arrogant giant commanded they ﬂ ee into the 
  hills, then sneak back later to catch any intruders still 
  present, by surprise.
  LOWER LEVEL
  1) ENTRANCE
  The trapdoor lifts to reveal a set of ice-covered, 
  spiral, stone steps. From below, ﬂ ickering blue-
  white light can be seen.
  Remember, from this point on the ﬂ oors are covered 
  in ice, the temperature is far lower, and corridors and 
  unoccupied rooms are in total darkness.
  Unless the party makes a Stealth roll to descend the 
  stairs (don’t prompt them), the sentries on duty below 
  are alerted to the presence of someone entering the 
  lower complex. If the characters speak loudly, have the 
  guards make a Notice roll. With success, they know the 
  intruders aren’t ice goblins. One immediately rushes off 
  to alert his comrades in area 3. By the time the characters 
  enter the room he has already had one round of move-
  ment.
  Terrain: The ice-covered steps count as difﬁ cult 
  ground. A pair of coldﬁ re torches hangs from wall sconc-
  es, bathing the room in ﬂ ickering, blue-white light.
  Monsters: Even with the ice goblins stationed up-
  stairs, two cultists are on duty here at all times. They 
  don’t really need to be here—their priest ordered them 
  to perform watch duty only to remind the goblins that 
  they, the cult of Thrym, located the Heart of Winter.
   Cultists (1 per 2 heroes): See page 28.
  Tactics: Once the cultists realize the persons descend-
  ing the stairs aren’t their allies, one rushes off to alert his 
  comrades in area 3. His companion remains behind in 
  a desperate bid to delay the intruders’ advance into the 
  complex for as long as possible. Rather than attacking, 
  he moves to block the exit and uses the Defend maneu-
  ver to thwart his enemies.
  Continuation: The running sentry has boot spikes 
  and so treats the ﬂ oor as rough ice. Because he is run-
  ning, he still risks slipping and falling. Once he reaches 
  the cultists’ barracks (see page 18) he bangs on the door 
  and raises the alarm. This takes an action. The cultists in 
  the barracks require one complete round to grab their 
  weapons. See the notes on area 3 for more details.
  2) EMPTY ROOM
  The door to this chamber has not been opened since 
  the ritual was completed. Although unbarred, it has fro-
  zen over. Opening it requires a Strength roll at –2. 
  Glittering frost sparkles from every surface in this 
  empty chamber. Judging by the frozen door and 
  the lack of marks on the ﬂ oor, no one has entered 
  this room recently.
  The room has been set aside for barrack space for 
  expected orc reinforcements. No one inhabiting the 
  complex ever comes here. If the heroes ﬁ nd someway of 
  making the door look like it hasn’t been opened (the ice 
  cracks away when the door is opened) then no will en-
  ter, even if the complex is being searched for intruders. 
  It can thus serve as a temporary refuge, somewhere to 
  perform healing, warm up with a small ﬁ re, or cast spells. 
  Suitable spells for covering the door in ice could include 
  elemental manipulation (water), as well as pretty much 
  any spell with a cold or ice trapping. Don’t stymie the 
  heroes unnecessarily—reward imaginative ideas.
  3) CULTIST BARRACKS
  Four wooden cots covered in mangy, frost-coated 
  furs stand against each wall. A number of men, 
  some in armor, turn to stare as you enter.
  Originally barracked in the southern end of the com-
  plex, the cultists were forced to relocate by Svadalfari 
  once the goblins arrived. They have now taken up resi-
  dence as far away as possible from the ice goblins. With 
  space at a premium, the cultists operate a “hot bed” sys-
  tem—as one cultist wakes to go on duty, another coming 
  off watch takes his bed.
  Terrain: The wooden cots are only a foot off the 
  ground and thus provide no Cover. Tipping one onto its 
  side requires a Strength roll as an action. It then provides 
  Cover (Armor +2) to those behind it.
  Monsters: Half the cultists, rounded down, are re-
  laxing on their beds or sleeping. They are not wearing 
  armor. The remaining cultists are armored and alert.
   Cultists (2 + 1 per hero): See page 28.
  Tactics: Cultists not in armor don’t waste time don-
  ning it if the alarm is raised. Dozing cultists take no ac-
  tions on the ﬁ rst round of combat other than waking and 
  grabbing their weapons, which they keep close at hand.
  Attacked in their barracks, the cultists, having no 
  means of retreat, ﬁ ght to the bitter end.
  Should they come to the rescue of their comrades in 
  the guard room (area 1), they plan to hold the cross-
  road rather than ﬁ ght in the cramped guard chamber. 
  HELLFROST ADVENTURE #08
  18
  
  Two cultists move 2” up the northern passage and two 
  2” down the southern one. The others wait 1” back 
  from the crossroad along the eastern corridor. Those in 
  the north and south should not be placed on the table-
  top—they cannot be seen as the heroes advance toward 
  the crossroad. Their plan is to lure the attackers down 
  the corridor toward the barracks, thus allowing those in 
  the north and south to ﬂ ank them (and gain a +2 Gang 
  Up bonus).
  4) KITCHEN
  A wall of heat slams into you as the door opens. 
  No frost coats the surfaces in here. Standing before 
  a roaring ﬁ re (above which hangs a blackened 
  cauldron) are two men in armor. Their weapons 
  hang from their belts.
  The ice goblins may be willing to eat raw, frozen ﬂ esh, 
  but the cultists require hot, cooked food to survive. Sva-
  dalfari considers this a sign of weakness and a lack of 
  devotion to Thrym, but he allows the cultists to use ﬁ re 
  to cook their meals. In his eyes, it is further proof the 
  cult is unworthy to survive for much longer. The goblins 
  mock the cultists for their “human” ways, but there is 
  little the cultists can do except taunt them back about 
  being the frost giant’s lapdogs.
  Terrain: The heat of the ﬁ re, which is constantly 
  stoked, combined with the door being kept closed, 
  prevents build up of frost. Away from the hearth, the 
  temperature is equivalent to spring in the Hearthlands. 
  There is no ice on the ﬂ oor.
  The space containing the ﬁ replace counts as difﬁ cult 
  ground. Any creature actually stepping into the ﬂ ames 
  takes 2d6 damage and has a chance of catching alight. 
  A bundle of ﬁ rewood is located next to the ﬁ re. There 
  is enough to keep the ﬁ re blazing for another eight 
  hours.
  Tipping over the cauldron hanging above the ﬁ re 
  requires a Strength roll as an action. With success the 
  contents (rabbit stew) spill in a direction chosen by the 
  character. The liquid ﬁ lls an area 1” wide and 2” long. 
  Treat squares covered by the stew as difﬁ cult ground.
  Toppling a table to use as a makeshift barricade re-
  quires a Strength roll as an action. The tables provide 
  +4 Armor when used in this manner. The cooks’ winter 
  clothing lies discarded on the table nearest the door.
  Monsters: Two cultists are assigned to the kitchen to 
  ensure a supply of cooked food is always available. The 
  roaring ﬁ re combined with the clatter of pans, not to 
  mention the closed door, blocks out all but the loudest 
  noises of combat.
   Cultists (2): See page 28.
  Tactics: The cultists have their weapons hanging from 
  their belts. It takes an action to ready them. They then at-
  tack with unbridled ferocity, knowing that it is very likely 
  their comrades in the barracks are already dead and they 
  are trapped in the kitchen.
  5) TEMPLE TO THRYM
  Your exposed skin begins to freeze as a blast of 
  unbelievably frigid air hits you like a solid wall. 
  Thick ice coats the surfaces of this large chamber. 
  Slim pillars rise to the roof, though their size 
  seems decorative rather than structural. Flicker-
  ing blue-white ﬂ ames crackle and hiss from three 
  rime-coated, iron braziers. A group of ﬁ gures 
  wrapped in heavy winter clothing stands before 
  an icy altar, atop which sits a statuette of a rear-
  ing Hellfrost dragon.
  Being loyal cultists, Thrym’s human followers have 
  erected a makeshift temple to their god in the largest 
  room. Svadalfari considers their attempts pathetic, for 
  in his eyes Thrym can be worshipped anywhere, but he 
  allows the cultists to maintain what he considers their 
  charade. He even gave them a stash of icewood to burn 
  in the braziers, though his motives were not entirely self-
  less—Svadalfari hopes that the lower temperature will 
  kill off a few of the more fanatical cultists, the ones who 
  like to “prove” their devotion through constant prayer.
  The priest of Thrym allows the ice goblins to use “his” 
  temple, but not when he is conducting ceremonies for 
  the cultists. Despite the bone-numbing cold, the priest 
  spends as much time in here as his body can handle.
  Terrain: The altar is a hastily constructed pile of 
  stones topped with a roughly hewn slab. Like everything 
  else in the room, it is covered in thick ice. The pillars 
  are slim, more decorative than structural. They do not 
  impede movement. Heroes gain Light Cover (–1) while 
  standing behind a pillar.
  The braziers contain burning icewood. The tempera-
  ture in here is equivalent to the Hellfrost core at night 
  (–6 Vigor modiﬁ er). The braziers can be tipped over 
  with a Strength roll (as an action) in a direction of the 
  character’s choice. The contents spill out to ﬁ ll at area 
  1” wide and 2” long. Any character standing in the path 
  must make an Agility roll at –2 or suffer 2d6 damage and 
  have a chance of catching ﬁ re. The damage is coldﬁ re 
  based.
  Detecting the secret door requires an active search 
  and a Notice roll at –2. Should the door be opened for 
  any reason, it becomes clearly visible.
  Monsters: Angered by Svadalfari’s recent actions, the 
  priest of Thrym and several cultists are in the temple 
  plotting the giant’s downfall. The priest stands before 
  the altar facing the main entrance, while the cultists are 
  arranged in a semi-circle before him.
   Frostborn Priest of Thrym (1): See page 27.
   Cultists (1 + 1 per hero): See page 28.
  Tactics: The priest’s ﬁ rst action is to cast deﬂ ection to 
  ward off ranged attacks. On the next round, he invokes 
  entangle in a Medium Burst Template, taking care not to 
  catch any cultists in the area of effect (if possible). While 
  the cultists hack at the intruders, the priest next invokes 
  smite (using his Faith) on the battleaxe in his right hand. 
  THE HEART OF WINTER
  19
  Two cultists move 2” up the northern passage and two 
  2” down the southern one. The others wait 1” back 
  from the crossroad along the eastern corridor. Those in 
  the north and south should not be placed on the table-
  top—they cannot be seen as the heroes advance toward 
  the crossroad. Their plan is to lure the attackers down 
  the corridor toward the barracks, thus allowing those in 
  the north and south to ﬂ ank them (and gain a +2 Gang 
  Up bonus).
  4) KITCHEN
  A wall of heat slams into you as the door opens. 
  No frost coats the surfaces in here. Standing before 
  a roaring ﬁ re (above which hangs a blackened 
  cauldron) are two men in armor. Their weapons 
  hang from their belts.
  The ice goblins may be willing to eat raw, frozen ﬂ esh, 
  but the cultists require hot, cooked food to survive. Sva-
  dalfari considers this a sign of weakness and a lack of 
  devotion to Thrym, but he allows the cultists to use ﬁ re 
  to cook their meals. In his eyes, it is further proof the 
  cult is unworthy to survive for much longer. The goblins 
  mock the cultists for their “human” ways, but there is 
  little the cultists can do except taunt them back about 
  being the frost giant’s lapdogs.
  Terrain: The heat of the ﬁ re, which is constantly 
  stoked, combined with the door being kept closed, 
  prevents build up of frost. Away from the hearth, the 
  temperature is equivalent to spring in the Hearthlands. 
  There is no ice on the ﬂ oor.
  The space containing the ﬁ replace counts as difﬁ cult 
  ground. Any creature actually stepping into the ﬂ ames 
  takes 2d6 damage and has a chance of catching alight. 
  A bundle of ﬁ rewood is located next to the ﬁ re. There 
  is enough to keep the ﬁ re blazing for another eight 
  hours.
  Tipping over the cauldron hanging above the ﬁ re 
  requires a Strength roll as an action. With success the 
  contents (rabbit stew) spill in a direction chosen by the 
  character. The liquid ﬁ lls an area 1” wide and 2” long. 
  Treat squares covered by the stew as difﬁ cult ground.
  Toppling a table to use as a makeshift barricade re-
  quires a Strength roll as an action. The tables provide 
  +4 Armor when used in this manner. The cooks’ winter 
  clothing lies discarded on the table nearest the door.
  Monsters: Two cultists are assigned to the kitchen to 
  ensure a supply of cooked food is always available. The 
  roaring ﬁ re combined with the clatter of pans, not to 
  mention the closed door, blocks out all but the loudest 
  noises of combat.
   Cultists (2): See page 28.
  Tactics: The cultists have their weapons hanging from 
  their belts. It takes an action to ready them. They then at-
  tack with unbridled ferocity, knowing that it is very likely 
  their comrades in the barracks are already dead and they 
  are trapped in the kitchen.
  5) TEMPLE TO THRYM
  Your exposed skin begins to freeze as a blast of 
  unbelievably frigid air hits you like a solid wall. 
  Thick ice coats the surfaces of this large chamber. 
  Slim pillars rise to the roof, though their size 
  seems decorative rather than structural. Flicker-
  ing blue-white ﬂ ames crackle and hiss from three 
  rime-coated, iron braziers. A group of ﬁ gures 
  wrapped in heavy winter clothing stands before 
  an icy altar, atop which sits a statuette of a rear-
  ing Hellfrost dragon.
  Being loyal cultists, Thrym’s human followers have 
  erected a makeshift temple to their god in the largest 
  room. Svadalfari considers their attempts pathetic, for 
  in his eyes Thrym can be worshipped anywhere, but he 
  allows the cultists to maintain what he considers their 
  charade. He even gave them a stash of icewood to burn 
  in the braziers, though his motives were not entirely self-
  less—Svadalfari hopes that the lower temperature will 
  kill off a few of the more fanatical cultists, the ones who 
  like to “prove” their devotion through constant prayer.
  The priest of Thrym allows the ice goblins to use “his” 
  temple, but not when he is conducting ceremonies for 
  the cultists. Despite the bone-numbing cold, the priest 
  spends as much time in here as his body can handle.
  Terrain: The altar is a hastily constructed pile of 
  stones topped with a roughly hewn slab. Like everything 
  else in the room, it is covered in thick ice. The pillars 
  are slim, more decorative than structural. They do not 
  impede movement. Heroes gain Light Cover (–1) while 
  standing behind a pillar.
  The braziers contain burning icewood. The tempera-
  ture in here is equivalent to the Hellfrost core at night 
  (–6 Vigor modiﬁ er). The braziers can be tipped over 
  with a Strength roll (as an action) in a direction of the 
  character’s choice. The contents spill out to ﬁ ll at area 
  1” wide and 2” long. Any character standing in the path 
  must make an Agility roll at –2 or suffer 2d6 damage and 
  have a chance of catching ﬁ re. The damage is coldﬁ re 
  based.
  Detecting the secret door requires an active search 
  and a Notice roll at –2. Should the door be opened for 
  any reason, it becomes clearly visible.
  Monsters: Angered by Svadalfari’s recent actions, the 
  priest of Thrym and several cultists are in the temple 
  plotting the giant’s downfall. The priest stands before 
  the altar facing the main entrance, while the cultists are 
  arranged in a semi-circle before him.
   Frostborn Priest of Thrym (1): See page 27.
   Cultists (1 + 1 per hero): See page 28.
  Tactics: The priest’s ﬁ rst action is to cast deﬂ ection to 
  ward off ranged attacks. On the next round, he invokes 
  entangle in a Medium Burst Template, taking care not to 
  catch any cultists in the area of effect (if possible). While 
  the cultists hack at the intruders, the priest next invokes 
  smite (using his Faith) on the battleaxe in his right hand. 
  THE HEART OF WINTER
  19
  
  If the party is in melee with him, he proceeds to use his 
  battle axes. Otherwise, he takes the opportunity to in-
  voke armor before engaging in melee. He’ll use dispel as 
  required against obvious spells, such as glowing armor 
  and the like.
  When he reaches two wounds, the priest switches to 
  the Defend maneuver and tries to reach the secret door. 
  He has used it several times, so knows where it is. Once 
  inside, he bars the door and rushes for the chest and its 
  healing potions.
  The cultists are loyal to the priest. They willingly lay 
  down their lives to defend him. If any get the chance to 
  tip a brazier onto the adventurers, they will do so.
  Treasure: Atop the altar is a quartz carving of a Hell-
  frost dragon. Although not especially valuable based on 
  its material, the workmanship is exquisite. It is worth 200 
  gold scields but weights 10 pounds. The priest carries a 
  small silver key (which opens the chest in area 7) and a 
  large iron key (which opens the door to area 8).
  6) CORRIDOR OF STATUES
  Deep alcoves line this short corridor. Before each 
  alcove is a short ﬂ ight of descending stairs. At the 
  far end of the passage is a door. Cracks in the ice 
  indicate it has been opened recently.
  The statues are covered in ice, preventing any detail 
  beyond their humanoid form from being discerned. 
  Chipping away the ice reveals stone images of ancient 
  Saxa chieftains and warriors. The cultists have defaced 
  each one by gouging crude images of Thyrm’s holy sym-
  bol into them. None of the statues is magical, though 
  experienced heroes may be expecting an ambush.
  Terrain: The cult has not discovered the secret door 
  hidden behind the statue, nor the one at the opposite 
  end. Due to the icy coating on the walls, detecting ei-
  ther door requires an active search and a Notice roll at 
  –2. The door behind the statue is activated by turning 
  the statue’s head to the right. The door at the far end is 
  opened by pressing one of the stones at the base of the 
  door. Both doors have handles on the inside, allowing 
  those in the secret passage to get out.
  Opening either door causes the ice coating the wall to 
  fall away. This leaves a very visible outline. However, the 
  door behind the statue is partially concealed. A passerby 
  is allowed a Notice roll at –2 as a free action to spot it. 
  The door opposite area 8 is automatically detected by 
  any creature happening by.
  7) PRIEST’S QUARTERS
  A small cot covered in furs, a rickety table and 
  a three-legged stool, and a small, wooden chest 
  adorn this otherwise uninteresting room.
  Terrain: The secret door is known to the priest. On 
  the temple side, the effect of the braziers quickly recoats 
  the walls in ice, concealing its presence. When the priest 
  has used the door, he casts entangle on it, covering it in 
  a layer of ice. Due to the sub-freezing temperature in the 
  complex, it quickly merges with the rest of the ice cov-
  ered walls. However, a faint outline is still visible. Each 
  hero entering the room is allowed a Notice roll at –2 as 
  a free action to detect it. A deliberate search requires an 
  unmodiﬁ ed Notice roll.
  Trap: The chest is both locked and trapped. Picking 
  the lock requires a Lockpicking roll at –1. It has Tough-
  ness 8. Most locks open counterclockwise. However, 
  this chest can be opened either direction. Opening it 
  clockwise disarms the trap inside, whereas turning the 
  key or lockpick clockwise, or smashing the lock, activates 
  a trap when the lid is lifted. Do not ask the characters 
  which way they are turning the key or picks—unless they 
  speciﬁ cally say they are going against the norm they use 
  the standard counterclockwise motion. Because the trap 
  is fully contained within the chest, no Notice roll can be 
  made to detect it.
  A glyph inside the lid activates, casting sphere of 
  might (coldﬁ re) on the chest. Damage from the spell 
  is d10+d8, and victims have a chance of catching ﬁ re. 
  The chest is not affected by the spell, as the sphere forms 
  around it.
  Treasure: The chest is a minor relic. Anything placed 
  inside is subjected to a permanent environmental pro-
  tection (cold) spell. A character does not have to attune 
  to this relic to use its power. The stout chest weighs 20 
  pounds and can hold 30 pounds worth of goods. Such 
  a device is easily worth 2,000 gold scields to the Hearth 
  Knights.
  The chest contains a number of alchemical devices: 
  three potions of healing (each cures one wound), a salve 
  of environmental protection (cold), two sling stones 
  (each a single 2d6 damage bolt), a scroll of sanctuary 
  (takes the reader to the nearest temple of Thrym, which 
  happens to be next door—the priest carries this with 
  him when forced to leave the tower), and a slim birch 
  wand containing banish. Also inside are 827 gold scields 
  worth of coins, gems, and jewelry.
  8) STOREROOM
  The door to this room is locked (with a key). The 
  frostborn priest (area 5) has the only key.
  Virtually every inch of this room is stacked ﬂ oor 
  to ceiling with tools, crates, barrels, haunches of 
  frozen meat, and other assorted goods.
  The cult stores its mundane equipment in here. In 
  theory, the cultists are meant to give the ice goblins free 
  access, but since Svadalfari activated the Heart of Winter, 
  the frostborn priest has kept the door locked. Now, if the 
  goblins want anything, including food, they must beg for 
  permission.
  Treasure: The storeroom is used to hold mundane 
  HELLFROST ADVENTURE #08
  20
  If the party is in melee with him, he proceeds to use his 
  battle axes. Otherwise, he takes the opportunity to in-
  voke armor before engaging in melee. He’ll use dispel as 
  required against obvious spells, such as glowing armor 
  and the like.
  When he reaches two wounds, the priest switches to 
  the Defend maneuver and tries to reach the secret door. 
  He has used it several times, so knows where it is. Once 
  inside, he bars the door and rushes for the chest and its 
  healing potions.
  The cultists are loyal to the priest. They willingly lay 
  down their lives to defend him. If any get the chance to 
  tip a brazier onto the adventurers, they will do so.
  Treasure: Atop the altar is a quartz carving of a Hell-
  frost dragon. Although not especially valuable based on 
  its material, the workmanship is exquisite. It is worth 200 
  gold scields but weights 10 pounds. The priest carries a 
  small silver key (which opens the chest in area 7) and a 
  large iron key (which opens the door to area 8).
  6) CORRIDOR OF STATUES
  Deep alcoves line this short corridor. Before each 
  alcove is a short ﬂ ight of descending stairs. At the 
  far end of the passage is a door. Cracks in the ice 
  indicate it has been opened recently.
  The statues are covered in ice, preventing any detail 
  beyond their humanoid form from being discerned. 
  Chipping away the ice reveals stone images of ancient 
  Saxa chieftains and warriors. The cultists have defaced 
  each one by gouging crude images of Thyrm’s holy sym-
  bol into them. None of the statues is magical, though 
  experienced heroes may be expecting an ambush.
  Terrain: The cult has not discovered the secret door 
  hidden behind the statue, nor the one at the opposite 
  end. Due to the icy coating on the walls, detecting ei-
  ther door requires an active search and a Notice roll at 
  –2. The door behind the statue is activated by turning 
  the statue’s head to the right. The door at the far end is 
  opened by pressing one of the stones at the base of the 
  door. Both doors have handles on the inside, allowing 
  those in the secret passage to get out.
  Opening either door causes the ice coating the wall to 
  fall away. This leaves a very visible outline. However, the 
  door behind the statue is partially concealed. A passerby 
  is allowed a Notice roll at –2 as a free action to spot it. 
  The door opposite area 8 is automatically detected by 
  any creature happening by.
  7) PRIEST’S QUARTERS
  A small cot covered in furs, a rickety table and 
  a three-legged stool, and a small, wooden chest 
  adorn this otherwise uninteresting room.
  Terrain: The secret door is known to the priest. On 
  the temple side, the effect of the braziers quickly recoats 
  the walls in ice, concealing its presence. When the priest 
  has used the door, he casts entangle on it, covering it in 
  a layer of ice. Due to the sub-freezing temperature in the 
  complex, it quickly merges with the rest of the ice cov-
  ered walls. However, a faint outline is still visible. Each 
  hero entering the room is allowed a Notice roll at –2 as 
  a free action to detect it. A deliberate search requires an 
  unmodiﬁ ed Notice roll.
  Trap: The chest is both locked and trapped. Picking 
  the lock requires a Lockpicking roll at –1. It has Tough-
  ness 8. Most locks open counterclockwise. However, 
  this chest can be opened either direction. Opening it 
  clockwise disarms the trap inside, whereas turning the 
  key or lockpick clockwise, or smashing the lock, activates 
  a trap when the lid is lifted. Do not ask the characters 
  which way they are turning the key or picks—unless they 
  speciﬁ cally say they are going against the norm they use 
  the standard counterclockwise motion. Because the trap 
  is fully contained within the chest, no Notice roll can be 
  made to detect it.
  A glyph inside the lid activates, casting sphere of 
  might (coldﬁ re) on the chest. Damage from the spell 
  is d10+d8, and victims have a chance of catching ﬁ re. 
  The chest is not affected by the spell, as the sphere forms 
  around it.
  Treasure: The chest is a minor relic. Anything placed 
  inside is subjected to a permanent environmental pro-
  tection (cold) spell. A character does not have to attune 
  to this relic to use its power. The stout chest weighs 20 
  pounds and can hold 30 pounds worth of goods. Such 
  a device is easily worth 2,000 gold scields to the Hearth 
  Knights.
  The chest contains a number of alchemical devices: 
  three potions of healing (each cures one wound), a salve 
  of environmental protection (cold), two sling stones 
  (each a single 2d6 damage bolt), a scroll of sanctuary 
  (takes the reader to the nearest temple of Thrym, which 
  happens to be next door—the priest carries this with 
  him when forced to leave the tower), and a slim birch 
  wand containing banish. Also inside are 827 gold scields 
  worth of coins, gems, and jewelry.
  8) STOREROOM
  The door to this room is locked (with a key). The 
  frostborn priest (area 5) has the only key.
  Virtually every inch of this room is stacked ﬂ oor 
  to ceiling with tools, crates, barrels, haunches of 
  frozen meat, and other assorted goods.
  The cult stores its mundane equipment in here. In 
  theory, the cultists are meant to give the ice goblins free 
  access, but since Svadalfari activated the Heart of Winter, 
  the frostborn priest has kept the door locked. Now, if the 
  goblins want anything, including food, they must beg for 
  permission.
  Treasure: The storeroom is used to hold mundane 
  HELLFROST ADVENTURE #08
  20
  
  goods as well as foodstuffs. All the food is frozen solid, 
  as are barrels of ale. There are enough provisions to last 
  300 man-days. The cult’s miscellaneous goods amount 
  to 60 icewood torches, 100 pounds of icewood, eight 
  crowbars, 15 shovels, ten pickaxes, ﬁ ve hammers, a set 
  of carpenter’s tools, and eight coils of rope. The ice-
  wood torches and logs ignite when the Heart of Winter 
  is destroyed (see page 23), destroying everything in the 
  room.
  Scattered among the provisions is the equipment 
  taken from the villagers the cult captured. There are two 
  long spears, three short spears, a bow with 20 arrows, 
  a short sword, four daggers, one suit of leather armor, 
  and two sets of furs. A leather pouch, discarded by the 
  captors, contains 37 gold scields.
  9) ICE GOBLIN BARRACKS
  A jumble of tattered blankets and furs, inter-
  spersed with small bones and scraps of frozen 
  meat, cover much of the ﬂ oor. Small blue-skinned 
  creatures lie or sit on the bedding.
  When Svadalfari arrived at the site, he immediately 
  took a dislike to the human cultists. He sent two of his 
  huscarls into the Thunor Range with orders to bring 
  back ice goblin warriors. Fearful of offending a frost gi-
  ant priest, the local tribes quickly mustered a small force. 
  At ﬁ rst, the goblins lorded it over the human cultists, for 
  Svadalfari treated them much better (not that he was 
  particularly kind to them).
  Recently though, the situation has changed— Sva-
  dalfari has sealed himself near the Heart of Winter with 
  a handful of goblins. The frost giant has begun feeding 
  goblins who offend him to his pets, and without his pres-
  ence the cultists are growing more belligerent in their 
  dealings with the goblins.
  The goblins have four key duties—watch over the 
  tower for signs of approaching trouble, patrol and forage 
  in the surrounding hills, watch over the Heart of Winter, 
  and keep an eye on the human cultists.
  Monsters: Half the goblins, rounded down, are 
  asleep. They require one complete round to awaken and 
  prepare for battle. The other half is already awake and 
  alert.
  (M) Ice Goblin Warrior (2 per hero): See page 28.
  Tactics: The goblins favor swarm tactics, surround-
  ing one foe and stabbing him repeatedly. They also try 
  to maneuver to garner Gang Up bonuses, though they 
  won’t endanger themselves in the process by running 
  past enemies in their path. Given half a chance they 
  break for the door in the vain hope of alerting the cultists 
  to their plight.
  10) CELLS
  This long, rectangular room has several doors 
  made of rusting iron bars along the walls. There 
  is a faint smell of bodily waste and a tangible air 
  of fear.
  Formerly used by the tower’s builders to hold cap-
  tives, the cells are now used by the cult. Only one cell is 
  occupied, though unless the characters call out friendly 
  greetings or poke around inside, the captive remains 
  hidden.
  Terrain: The locks are frozen solid. Unless heated 
  ﬁ rst, all Lockpicking attempts are made at –4. However, 
  the intense cold has made the metal brittle. The locks 
  have Toughness 6.
  The secret door at the back of the westernmost cell 
  was installed by the ice goblins. It opens into a short 
  tunnel, which eventually emerges close to Svadalfari’s 
  lair. The frost giant ordered this constructed as an escape 
  route. Heavy beams allow either door to be sealed from 
  the inside. The secret door in the cell is barred (Tough-
  ness 14), but the one at the other end is not. Detecting 
  the door requires only a glance into the cell and a Notice 
  roll—the goblins are not masterful engineers.
  Monsters: Huddled in the cell marked X on the map 
  is a lone engro by the name of Bert Pennywhistle. He lies 
  beneath a pile of blankets and furs. A tinkerer by trade, 
  he was taking a shortcut through the Tower Hills from 
  Yorvik to Scathmoor when he was captured. Svadalfari is 
  keeping him alive only so he can throw him to his polar 
  bears (area 11) when they tire of goblin ﬂ esh.
   Bert Pennydrake: Use the villager stats (page 
  ) 
  but add the engro racial traits.
  Continuation: Bert tells his rescuers there were four 
  other captives in the cells when he was dragged in. He 
  doesn’t know their names, but says there were three 
  Saxa and a hearth elf. They were taken away a day or 
  so ago (he’s losing track of time) and he hasn’t seen 
  them since. He refuses to get involved in any combat. 
  He promises to pay the heroes 100 gs if they free him. 
  Of course, he doesn’t have the money on him—but he 
  can raise it through family and friends within a month. 
  Despite the engros’ reputation for dishonesty, Bert is 
  good to his word.
  11) SLEEPING BEARS
  The door to this chamber has not been opened 
  since the ritual was completed. Although not barred, 
  it has frozen over. Opening it requires a Strength roll 
  at –2. Success or failure immediately alerts the polar 
  bears inside. A crude symbol has been carved onto the 
  door—a gauntlet-clad hand clutching a coldﬁ re rune of 
  ice. Heroes who have played through Shadow of Dark-
  ness and/or The Siege of Watchgap Fort recognize this 
  immediately.
  The door crashes inward revealing an ice-cov-
  ered, rectangular chamber. A crude hole has been 
  gouged in the opposite wall. Some sort of tunnel 
  leads away to the west. To your left is a low wall 
  THE HEART OF WINTER
  21
  26
  goods as well as foodstuffs. All the food is frozen solid, 
  as are barrels of ale. There are enough provisions to last 
  300 man-days. The cult’s miscellaneous goods amount 
  to 60 icewood torches, 100 pounds of icewood, eight 
  crowbars, 15 shovels, ten pickaxes, ﬁ ve hammers, a set 
  of carpenter’s tools, and eight coils of rope. The ice-
  wood torches and logs ignite when the Heart of Winter 
  is destroyed (see page 23), destroying everything in the 
  room.
  Scattered among the provisions is the equipment 
  taken from the villagers the cult captured. There are two 
  long spears, three short spears, a bow with 20 arrows, 
  a short sword, four daggers, one suit of leather armor, 
  and two sets of furs. A leather pouch, discarded by the 
  captors, contains 37 gold scields.
  9) ICE GOBLIN BARRACKS
  A jumble of tattered blankets and furs, inter-
  spersed with small bones and scraps of frozen 
  meat, cover much of the ﬂ oor. Small blue-skinned 
  creatures lie or sit on the bedding.
  When Svadalfari arrived at the site, he immediately 
  took a dislike to the human cultists. He sent two of his 
  huscarls into the Thunor Range with orders to bring 
  back ice goblin warriors. Fearful of offending a frost gi-
  ant priest, the local tribes quickly mustered a small force. 
  At ﬁ rst, the goblins lorded it over the human cultists, for 
  Svadalfari treated them much better (not that he was 
  particularly kind to them).
  Recently though, the situation has changed— Sva-
  dalfari has sealed himself near the Heart of Winter with 
  a handful of goblins. The frost giant has begun feeding 
  goblins who offend him to his pets, and without his pres-
  ence the cultists are growing more belligerent in their 
  dealings with the goblins.
  The goblins have four key duties—watch over the 
  tower for signs of approaching trouble, patrol and forage 
  in the surrounding hills, watch over the Heart of Winter, 
  and keep an eye on the human cultists.
  Monsters: Half the goblins, rounded down, are 
  asleep. They require one complete round to awaken and 
  prepare for battle. The other half is already awake and 
  alert.
  (M) Ice Goblin Warrior (2 per hero): See page 28.
  Tactics: The goblins favor swarm tactics, surround-
  ing one foe and stabbing him repeatedly. They also try 
  to maneuver to garner Gang Up bonuses, though they 
  won’t endanger themselves in the process by running 
  past enemies in their path. Given half a chance they 
  break for the door in the vain hope of alerting the cultists 
  to their plight.
  10) CELLS
  This long, rectangular room has several doors 
  made of rusting iron bars along the walls. There 
  is a faint smell of bodily waste and a tangible air 
  of fear.
  Formerly used by the tower’s builders to hold cap-
  tives, the cells are now used by the cult. Only one cell is 
  occupied, though unless the characters call out friendly 
  greetings or poke around inside, the captive remains 
  hidden.
  Terrain: The locks are frozen solid. Unless heated 
  ﬁ rst, all Lockpicking attempts are made at –4. However, 
  the intense cold has made the metal brittle. The locks 
  have Toughness 6.
  The secret door at the back of the westernmost cell 
  was installed by the ice goblins. It opens into a short 
  tunnel, which eventually emerges close to Svadalfari’s 
  lair. The frost giant ordered this constructed as an escape 
  route. Heavy beams allow either door to be sealed from 
  the inside. The secret door in the cell is barred (Tough-
  ness 14), but the one at the other end is not. Detecting 
  the door requires only a glance into the cell and a Notice 
  roll—the goblins are not masterful engineers.
  Monsters: Huddled in the cell marked X on the map 
  is a lone engro by the name of Bert Pennywhistle. He lies 
  beneath a pile of blankets and furs. A tinkerer by trade, 
  he was taking a shortcut through the Tower Hills from 
  Yorvik to Scathmoor when he was captured. Svadalfari is 
  keeping him alive only so he can throw him to his polar 
  bears (area 11) when they tire of goblin ﬂ esh.
   Bert Pennydrake: Use the villager stats (page 26) 
  but add the engro racial traits.
  Continuation: Bert tells his rescuers there were four 
  other captives in the cells when he was dragged in. He 
  doesn’t know their names, but says there were three 
  Saxa and a hearth elf. They were taken away a day or 
  so ago (he’s losing track of time) and he hasn’t seen 
  them since. He refuses to get involved in any combat. 
  He promises to pay the heroes 100 gs if they free him. 
  Of course, he doesn’t have the money on him—but he 
  can raise it through family and friends within a month. 
  Despite the engros’ reputation for dishonesty, Bert is 
  good to his word.
  11) SLEEPING BEARS
  The door to this chamber has not been opened 
  since the ritual was completed. Although not barred, 
  it has frozen over. Opening it requires a Strength roll 
  at –2. Success or failure immediately alerts the polar 
  bears inside. A crude symbol has been carved onto the 
  door—a gauntlet-clad hand clutching a coldﬁ re rune of 
  ice. Heroes who have played through Shadow of Dark-
  ness and/or The Siege of Watchgap Fort recognize this 
  immediately.
  The door crashes inward revealing an ice-cov-
  ered, rectangular chamber. A crude hole has been 
  gouged in the opposite wall. Some sort of tunnel 
  leads away to the west. To your left is a low wall 
  THE HEART OF WINTER
  21
  
  of stone blocks and rubble. In the center of the 
  room is a large circle of pink ice. ROAAAR!
  Locating the Heart of Winter required the cultists 
  to tunnel through part of the old Saxa complex. While 
  much of the rubble was removed, many large stones 
  were left behind. Svadalfari ordered the goblins to move 
  some of these into the newly hewn passage and to use 
  others to create a crude wall near the door—a “nest” for 
  his beloved pets (see Monsters and Tactics below).
  Terrain: The rubble piles in the east slope down from 
  the wall. The separate pile is stacked three feet high. 
  Crossing it counts as difﬁ cult ground. This provides 
  Cover.
  Stashed behind the rubble wall are the cracked bones 
  of three goblins. The bears eat their meal in the center 
  of the ﬂ oor, hence the pink ice. They have not been fed 
  today.
  Monsters: Now that the Heart of Winter is complete, 
  Svadalfari has forbidden the cultists from viewing it. His 
  huscarls are loyal unto death and the goblins live in ter-
  ror of him, but the cultists are an unknown element. The 
  frost giant knows the civilized races are manipulative and 
  power hungry and, despite his magic, any one of them 
  could slip a knife into his throat while he slept.
  To ensure the cultists stay where they belong, Sva-
  dalfari has ordered two polar bears, his companions 
  Gullintani (“Golden-teeth”) and Vindsvalr (“Wind-chill”), 
  to watch over this room. They have orders to attack any 
  non-goblins or huscarls (they know the latter by sight 
  and smell) on sight. Both are a little cranky at being kept 
  indoors, but Svadalfari ensures they receive a fresh gob-
  lin each day as a meal.
  Vindsvalr is resting partway down the corridor run-
  ning to the Heart of Winter. Gullintani is lightly dozing in 
  the southeast corner, behind the pile of rubble.
  Due to their loyalty to Svadalfari, beast friend spells 
  work slightly different on the polar bears. They are al-
  lowed a Spirit roll to resist. This is opposed by the 
  caster’s arcane skill roll.
   Polar Bears (2): See page 28.
  Tactics: Alerted to any intruders, Gullintani immedi-
  ately rears up and crashes through the low wall, while 
  Vindsvalr charges down the corridor toward the intrud-
  ers. Check for Surprise. Both bears attempt to swipe 
  at their foes and take advantage of any “bear hugs” by 
  savaging their captive mercilessly.
  12) HUSCARLS’ BARRACKS
  Blankets and furs lie scattered around the ﬂ oor. 
  Wooden bowls hold the frozen remnants of a re-
  cent meal.
  HELLFROST ADVENTURE #08
  22
  of stone blocks and rubble. In the center of the 
  room is a large circle of pink ice. ROAAAR!
  Locating the Heart of Winter required the cultists 
  to tunnel through part of the old Saxa complex. While 
  much of the rubble was removed, many large stones 
  were left behind. Svadalfari ordered the goblins to move 
  some of these into the newly hewn passage and to use 
  others to create a crude wall near the door—a “nest” for 
  his beloved pets (see Monsters and Tactics below).
  Terrain: The rubble piles in the east slope down from 
  the wall. The separate pile is stacked three feet high. 
  Crossing it counts as difﬁ cult ground. This provides 
  Cover.
  Stashed behind the rubble wall are the cracked bones 
  of three goblins. The bears eat their meal in the center 
  of the ﬂ oor, hence the pink ice. They have not been fed 
  today.
  Monsters: Now that the Heart of Winter is complete, 
  Svadalfari has forbidden the cultists from viewing it. His 
  huscarls are loyal unto death and the goblins live in ter-
  ror of him, but the cultists are an unknown element. The 
  frost giant knows the civilized races are manipulative and 
  power hungry and, despite his magic, any one of them 
  could slip a knife into his throat while he slept.
  To ensure the cultists stay where they belong, Sva-
  dalfari has ordered two polar bears, his companions 
  Gullintani (“Golden-teeth”) and Vindsvalr (“Wind-chill”), 
  to watch over this room. They have orders to attack any 
  non-goblins or huscarls (they know the latter by sight 
  and smell) on sight. Both are a little cranky at being kept 
  indoors, but Svadalfari ensures they receive a fresh gob-
  lin each day as a meal.
  Vindsvalr is resting partway down the corridor run-
  ning to the Heart of Winter. Gullintani is lightly dozing in 
  the southeast corner, behind the pile of rubble.
  Due to their loyalty to Svadalfari, beast friend spells 
  work slightly different on the polar bears. They are al-
  lowed a Spirit roll to resist. This is opposed by the 
  caster’s arcane skill roll.
   Polar Bears (2): See page 28.
  Tactics: Alerted to any intruders, Gullintani immedi-
  ately rears up and crashes through the low wall, while 
  Vindsvalr charges down the corridor toward the intrud-
  ers. Check for Surprise. Both bears attempt to swipe 
  at their foes and take advantage of any “bear hugs” by 
  savaging their captive mercilessly.
  12) HUSCARLS’ BARRACKS
  Blankets and furs lie scattered around the ﬂ oor. 
  Wooden bowls hold the frozen remnants of a re-
  cent meal.
  HELLFROST ADVENTURE #08
  22
  
  It is virtually impossible for the party to catch the 
  huscarls in this chamber by Surprise. If not alerted by 
  a disturbance in area 14, any attacks on their master in 
  area 13 quickly rouses them from their light sleep.
  Monsters: Svadalfari brought four huscarls with him 
  from the Giant’s Throne. Two are stationed outside the 
  tunnel leading to his lair, while two are in the barracks 
  in case their master has need of their services. After years 
  of service to the giant, the huscarls have learned to sleep 
  lightly.
   Frostborn Huscarls (2): See page 27.
  Tactics: Used to discomfort, the huscarls sleep in their 
  armor and keep their weapons close at hand. Being light 
  sleepers, they rouse, fully ready for battle, as an action.
  The huscarls have very clear tactics—slaughter 
  everyone who isn’t on their side. They work as a pair, 
  using Gang Up bonuses to gain advantage over foes. If 
  Svadalfari is in danger, they immediately target whoever 
  looks like the most serious threat. Spellcasters invoking 
  ﬁ re magic are always top of their list.
  13) SVADALFARI’S LAIR
  A large pile of furs and blankets has been arranged 
  near the western wall. A wooden chest stands at 
  the end of the bedding. Carved into the walls are 
  strange glyphs.
  On arriving at the cult’s headquarters, Svadalfari 
  ordered the goblins to create two additional chambers; 
  one for him and one for his huscarls. Except for his hus-
  carls, no one is permitted to enter without permission 
  on penalty of death. Until the Heart of Winter’s magic 
  has had time to take full effect (a few more days by the 
  giant’s reckoning) he remains in his chambers. He has 
  no idea what is happening elsewhere in the complex, 
  nor does he particularly care.
  Terrain: Covering the doorway are several heavy 
  blankets. They are attached to the ceiling by long nails. 
  Svadalfari has little need for creature comforts. His bed 
  is a jumble of furs and blankets—arranged for comfort 
  rather than warmth. The only other item of note is a 
  wooden chest banded with iron straps.
  The glyphs are Giant runes. Any one who can under-
  stand the language knows they are prayers to Thrym, 
  oaths of loyalty to the winter god, and threats against the 
  civilized races.
  The secret door in the passage outside leads to the 
  cells (area 10). Detecting the door, which is coated in ice, 
  requires a Notice roll as an action. The door opens with 
  little effort, though this does cause the ice to crack away 
  from the seams. See area 10 for more information.
  Monsters: This room is the private lair of Svadalfari. 
  Unless the characters have silenced the guards in area 14 
  or snuck quietly through the secret door leading from 
  area 10, it is very unlikely the party will catch the frost 
  giant at home.
   Svadalfari: See page 27.
  Tactics: Should Svadalfari be caught in his lair, he 
  begins by casting armor. He then tries to lure multiple 
  foes into surrounding him, allowing him to cast sphere 
  of might and catch his enemies in the spell’s area of ef-
  fect. Next he engages the nearest foes in melee, using 
  his Improved Sweep, while bellowing for his minions in 
  area 14 to come to his aid. Unless the characters have 
  managed to silence them already without alerting the 
  frost giant, the party is liable to ﬁ nd itself attacked on 
  two fronts and all escape routes cut off.
  Treasure: The chest is locked (Toughness 12, Lock-
  picking –2) but not trapped. Inside are 3,000 gold scields 
  worth of small diamonds, a star metal battle axe (little 
  more than a hatchet to the frost giant), and three potions 
  of healing (each curing one wound).
  14) THE HEART OF WINTER
  The tunnel opens into a large chamber bathed in 
  harsh, blue-white light. Standing in the center of 
  the room, its top some six feet above the surface 
  of the ﬂ oor on which you stand, is a gigantic col-
  umn of glowing white crystal, emblazoned with 
  fell runes of glacial blue. Between the entrance 
  and the crystal, the ﬂ oor slopes away steeply in 
  three tiers. Ice-covered steps descend the treacher-
  ous slopes to the lower levels. Stretching between 
  the upper tier and the top of the crystal is a thin, 
  ice-coated bridge, its span supported by wooden 
  beams. It slopes gently uphill as it stretches across 
  the chamber. At the very bottom, the crystal us 
  surrounded by a pool of blue-white ﬂ ame.
  The cultists quickly located the top of the Heart of 
  Winter. Through visions, Thrym ordered them to un-
  cover the entire object, for only when it was fully ex-
  posed could it be activated. Early attempts were made to 
  dig straight down, but the rock faces collapsed, burying 
  several cultists. Eventually, the decision was taken to 
  dig around the relic, creating a series of tiers to prevent 
  further accidents. Svadalfari personally oversaw the ﬁ nal 
  stages, including the construction of the bridge.
  Terrain: The stairs are covered in smooth ice. Rough 
  ice covers the rest of the three tiers. Downward move-
  ment between tiers except by the stairs counts as difﬁ cult 
  ground. In addition, the hero must make an Agility roll 
  (+2 for wearing boot spikes, –2 if he runs) or slip, fall, 
  and slide to the next lowest tier. Upward movement re-
  quires a Climbing roll. Only one tier per round may be 
  crossed unless the stairs are used.
  The lowest level has been transformed into coldﬁ re 
  slush by the power of the awakened relic. Any hero en-
  tering the slush suffers 2d10 coldﬁ re damage and has 
  a chance of catching ﬁ re. The slush is knee-deep and 
  counts as difﬁ cult ground.
  The bridge is only a few feet across and is covered 
  in thin ice. Any hero who falls or who is Shaken or 
  wounded by a physical attack while on the bridge must 
  THE HEART OF WINTER
  23
  It is virtually impossible for the party to catch the 
  huscarls in this chamber by Surprise. If not alerted by 
  a disturbance in area 14, any attacks on their master in 
  area 13 quickly rouses them from their light sleep.
  Monsters: Svadalfari brought four huscarls with him 
  from the Giant’s Throne. Two are stationed outside the 
  tunnel leading to his lair, while two are in the barracks 
  in case their master has need of their services. After years 
  of service to the giant, the huscarls have learned to sleep 
  lightly.
   Frostborn Huscarls (2): See page 27.
  Tactics: Used to discomfort, the huscarls sleep in their 
  armor and keep their weapons close at hand. Being light 
  sleepers, they rouse, fully ready for battle, as an action.
  The huscarls have very clear tactics—slaughter 
  everyone who isn’t on their side. They work as a pair, 
  using Gang Up bonuses to gain advantage over foes. If 
  Svadalfari is in danger, they immediately target whoever 
  looks like the most serious threat. Spellcasters invoking 
  ﬁ re magic are always top of their list.
  13) SVADALFARI’S LAIR
  A large pile of furs and blankets has been arranged 
  near the western wall. A wooden chest stands at 
  the end of the bedding. Carved into the walls are 
  strange glyphs.
  On arriving at the cult’s headquarters, Svadalfari 
  ordered the goblins to create two additional chambers; 
  one for him and one for his huscarls. Except for his hus-
  carls, no one is permitted to enter without permission 
  on penalty of death. Until the Heart of Winter’s magic 
  has had time to take full effect (a few more days by the 
  giant’s reckoning) he remains in his chambers. He has 
  no idea what is happening elsewhere in the complex, 
  nor does he particularly care.
  Terrain: Covering the doorway are several heavy 
  blankets. They are attached to the ceiling by long nails. 
  Svadalfari has little need for creature comforts. His bed 
  is a jumble of furs and blankets—arranged for comfort 
  rather than warmth. The only other item of note is a 
  wooden chest banded with iron straps.
  The glyphs are Giant runes. Any one who can under-
  stand the language knows they are prayers to Thrym, 
  oaths of loyalty to the winter god, and threats against the 
  civilized races.
  The secret door in the passage outside leads to the 
  cells (area 10). Detecting the door, which is coated in ice, 
  requires a Notice roll as an action. The door opens with 
  little effort, though this does cause the ice to crack away 
  from the seams. See area 10 for more information.
  Monsters: This room is the private lair of Svadalfari. 
  Unless the characters have silenced the guards in area 14 
  or snuck quietly through the secret door leading from 
  area 10, it is very unlikely the party will catch the frost 
  giant at home.
   Svadalfari: See page 27.
  Tactics: Should Svadalfari be caught in his lair, he 
  begins by casting armor. He then tries to lure multiple 
  foes into surrounding him, allowing him to cast sphere 
  of might and catch his enemies in the spell’s area of ef-
  fect. Next he engages the nearest foes in melee, using 
  his Improved Sweep, while bellowing for his minions in 
  area 14 to come to his aid. Unless the characters have 
  managed to silence them already without alerting the 
  frost giant, the party is liable to ﬁ nd itself attacked on 
  two fronts and all escape routes cut off.
  Treasure: The chest is locked (Toughness 12, Lock-
  picking –2) but not trapped. Inside are 3,000 gold scields 
  worth of small diamonds, a star metal battle axe (little 
  more than a hatchet to the frost giant), and three potions 
  of healing (each curing one wound).
  14) THE HEART OF WINTER
  The tunnel opens into a large chamber bathed in 
  harsh, blue-white light. Standing in the center of 
  the room, its top some six feet above the surface 
  of the ﬂ oor on which you stand, is a gigantic col-
  umn of glowing white crystal, emblazoned with 
  fell runes of glacial blue. Between the entrance 
  and the crystal, the ﬂ oor slopes away steeply in 
  three tiers. Ice-covered steps descend the treacher-
  ous slopes to the lower levels. Stretching between 
  the upper tier and the top of the crystal is a thin, 
  ice-coated bridge, its span supported by wooden 
  beams. It slopes gently uphill as it stretches across 
  the chamber. At the very bottom, the crystal us 
  surrounded by a pool of blue-white ﬂ ame.
  The cultists quickly located the top of the Heart of 
  Winter. Through visions, Thrym ordered them to un-
  cover the entire object, for only when it was fully ex-
  posed could it be activated. Early attempts were made to 
  dig straight down, but the rock faces collapsed, burying 
  several cultists. Eventually, the decision was taken to 
  dig around the relic, creating a series of tiers to prevent 
  further accidents. Svadalfari personally oversaw the ﬁ nal 
  stages, including the construction of the bridge.
  Terrain: The stairs are covered in smooth ice. Rough 
  ice covers the rest of the three tiers. Downward move-
  ment between tiers except by the stairs counts as difﬁ cult 
  ground. In addition, the hero must make an Agility roll 
  (+2 for wearing boot spikes, –2 if he runs) or slip, fall, 
  and slide to the next lowest tier. Upward movement re-
  quires a Climbing roll. Only one tier per round may be 
  crossed unless the stairs are used.
  The lowest level has been transformed into coldﬁ re 
  slush by the power of the awakened relic. Any hero en-
  tering the slush suffers 2d10 coldﬁ re damage and has 
  a chance of catching ﬁ re. The slush is knee-deep and 
  counts as difﬁ cult ground.
  The bridge is only a few feet across and is covered 
  in thin ice. Any hero who falls or who is Shaken or 
  wounded by a physical attack while on the bridge must 
  THE HEART OF WINTER
  23
  
  make an Agility roll (with the –4 penalty for smooth ice) 
  or tumble off the bridge to the ﬂ oor immediately below. 
  For ease, falling onto the second tier down inﬂ icts 2d6 
  damage and the third tier, 3d6 damage. Landing in the 
  slush at the bottom of the pit causes just 2d6 falling dam-
  age, but the victim then takes damage from the coldﬁ re. 
  Svadalfari cannot cross the bridge.
  Each 1” section of the bridge has Toughness 8. The 
  supporting beams are each Toughness 12. Destroying 
  a pair of beams automatically causes the bridge to col-
  lapse. The collapse extends halfway toward the next 
  pair of supports.
  The relic’s glow, combined with the coldﬁ re ﬂ icker-
  ing in the pool, provides normal lighting conditions.
  The Heart of Winter: The Heart of Winter is a 
  multi-faceted pillar of clear crystal. It stands 24 feet 
  high, measures 12 feet across, and blocks line of sight. 
  Its ﬂ at top counts as smooth ice. Attempts to climb the 
  sides require a Climbing roll at –4.
  Supernaturally tough, the relic has Toughness 14, 
  the Improved Arcane Resistance Edge, is immune to 
  cold, coldﬁ re, and ice attacks, and can sustain three 
  wounds. It takes double damage from heat or ﬁ re 
  attacks. However, magical glyphs protect it from all 
  harm delivered against its side facings. Only the top 
  of the column is unprotected. Because the pillar is 
  higher than the top tier, ranged attacks cannot target 
  the top.
  The instant it takes a fourth wound, it shatters, re-
  leasing a wave of brilliant white coldﬁ re, which roars 
  through the lower level. Every creature in the lower 
  level suffers 2d10 coldﬁ re damage and has a chance 
  of catching ﬁ re.
  Monsters: Two of the frost giant’s huscarls guard 
  the tunnel entrance leading to their master’s lair. A 
  number of ice goblins are patrolling the tiers. Space 
  these out around the circumference of the room and 
  across all three tiers. 
   Svadalfari: See page 27.
   Frostborn Huscarls (2): See page 27.
   Ice Goblin Warriors (3 per hero): See page 
  28.
  Tactics: Both the huscarls cast smite during the ﬁ rst 
  round of combat. They then move toward the heroes 
  at their Pace, bellowing at the top of their lungs to 
  alert Svadalfari. If time allows, they cast armor as well. 
  Otherwise, they engage the characters in melee.
  The goblins are initially carrying their spears, so it 
  takes an action to switch to their ranged weapons. Ice 
  goblins within 9” of the characters attack using their 
  thrusting spears, seeking Gang Up bonuses where pos-
  sible. Those further away ﬁ re their bows (don’t forget 
  the Innocent Bystander rule).
  Any disturbance alerts Svadalfari (assuming he is 
  still alive) and the huscarls from area 12 enter. While 
  the giant prepares for battle (see below), the huscarls 
  rush to aid their comrades.
  The frost giant spends the ﬁ rst round casting armor 
  and moving his Pace toward the chamber. Once he en-
  ters the cavern he casts prolonged blast (3d6 damage, 
  Medium Burst Template) on the top of the Heart of 
  Winter—he knows it won’t damage the relic. In doing 
  so, he inadvertently reveals the top surface must be 
  important in some way (let the players work this out 
  for themselves). Now Maintaining two spells, the frost 
  giant priest tries to cast entangle on the largest group 
  of heroes. He doesn’t care if any of his own troops 
  are caught in the spell. The giant then tries to enter 
  melee, using his great axe to sweep aside his foes.
  Should his Maintained spell be disrupted by any 
  means, Svadalfari casts prolonged burst atop the relic 
  again, and then casts sphere of might on himself. Again, 
  he then begins hacking the heroes to death.
  Svadalfari stops ﬁ ghting to activate his energy im-
  munity alchemical devices the round after he takes 
  damage from a heat or ﬁ re spell. When wounded, he 
  drinks a potion of healing.
  Once he has taken two wounds (after using both 
  potions), or if he sees player characters on the bridge, 
  the frost giant switches tactics. He begins attacking the 
  nearest bridge supports in an attempt to prevent the 
  characters from reaching the Heart of Winter’s unpro-
  tected top. The giant knows how important the Heart 
  of Winter is to Thrym’s plan for global conquest—he 
  ﬁ ghts to the death.
  Treasure: Atop the Heart of Winter are four skel-
  etons, sacriﬁ cial victims to Thrym. The bones are 
  those of the villagers who went missing. Their ﬂ esh 
  was devoured by coldﬁ re during the ritual to awaken 
  the relic. Among the bones is a permanent relic, a styl-
  ized ﬂ ame made of iron. This grants the wearer a +1 
  bonus to resist the effects of cold temperatures (but 
  does nothing against damaging attacks). The cultists 
  assumed this was a holy symbol of Kenaz, but never 
  touched it. They allowed the victim to carry it to his 
  death, seeing in his demise by coldﬁ re a cruel irony. 
  Svadalfari carries his magical great axe, Hearth-Killer.
  AFTERMATH
  Once the Heart of Winter is shattered, the winds be-
  gin to blow again. Magic is restored, the birds take to the 
  air, Stormbrother awakens, and everyone can breathe 
  normally. The temperature quickly rises back to normal 
  levels. The jubilant citizens of Torton praise the heroes 
  and hold a huge feast in their honor. Thunderson Un-
  roch undertakes a month of severe penance for doubting 
  Thunor, during which time he voluntarily refrains from 
  using magic.
  If the Heart of Winter hasn’t been destroyed then it 
  likely means the party is dead. Winter reigns over the 
  Tower Hills and the surrounding lands, growing steadily 
  worse each day. As the winter spreads so the winds die. 
  The cult of Thrym reinforces its headquarters with ren-
  egade hrimwisards and frostborn, orcs, and ice goblins 
  (and perhaps even ice trolls or frost giant warriors). 
  HELLFROST ADVENTURE #08
  24
  make an Agility roll (with the –4 penalty for smooth ice) 
  or tumble off the bridge to the ﬂ oor immediately below. 
  For ease, falling onto the second tier down inﬂ icts 2d6 
  damage and the third tier, 3d6 damage. Landing in the 
  slush at the bottom of the pit causes just 2d6 falling dam-
  age, but the victim then takes damage from the coldﬁ re. 
  Svadalfari cannot cross the bridge.
  Each 1” section of the bridge has Toughness 8. The 
  supporting beams are each Toughness 12. Destroying 
  a pair of beams automatically causes the bridge to col-
  lapse. The collapse extends halfway toward the next 
  pair of supports.
  The relic’s glow, combined with the coldﬁ re ﬂ icker-
  ing in the pool, provides normal lighting conditions.
  The Heart of Winter: The Heart of Winter is a 
  multi-faceted pillar of clear crystal. It stands 24 feet 
  high, measures 12 feet across, and blocks line of sight. 
  Its ﬂ at top counts as smooth ice. Attempts to climb the 
  sides require a Climbing roll at –4.
  Supernaturally tough, the relic has Toughness 14, 
  the Improved Arcane Resistance Edge, is immune to 
  cold, coldﬁ re, and ice attacks, and can sustain three 
  wounds. It takes double damage from heat or ﬁ re 
  attacks. However, magical glyphs protect it from all 
  harm delivered against its side facings. Only the top 
  of the column is unprotected. Because the pillar is 
  higher than the top tier, ranged attacks cannot target 
  the top.
  The instant it takes a fourth wound, it shatters, re-
  leasing a wave of brilliant white coldﬁ re, which roars 
  through the lower level. Every creature in the lower 
  level suffers 2d10 coldﬁ re damage and has a chance 
  of catching ﬁ re.
  Monsters: Two of the frost giant’s huscarls guard 
  the tunnel entrance leading to their master’s lair. A 
  number of ice goblins are patrolling the tiers. Space 
  these out around the circumference of the room and 
  across all three tiers. 
   Svadalfari: See page 27.
   Frostborn Huscarls (2): See page 27.
   Ice Goblin Warriors (3 per hero): See page 
  28.
  Tactics: Both the huscarls cast smite during the ﬁ rst 
  round of combat. They then move toward the heroes 
  at their Pace, bellowing at the top of their lungs to 
  alert Svadalfari. If time allows, they cast armor as well. 
  Otherwise, they engage the characters in melee.
  The goblins are initially carrying their spears, so it 
  takes an action to switch to their ranged weapons. Ice 
  goblins within 9” of the characters attack using their 
  thrusting spears, seeking Gang Up bonuses where pos-
  sible. Those further away ﬁ re their bows (don’t forget 
  the Innocent Bystander rule).
  Any disturbance alerts Svadalfari (assuming he is 
  still alive) and the huscarls from area 12 enter. While 
  the giant prepares for battle (see below), the huscarls 
  rush to aid their comrades.
  The frost giant spends the ﬁ rst round casting armor 
  and moving his Pace toward the chamber. Once he en-
  ters the cavern he casts prolonged blast (3d6 damage, 
  Medium Burst Template) on the top of the Heart of 
  Winter—he knows it won’t damage the relic. In doing 
  so, he inadvertently reveals the top surface must be 
  important in some way (let the players work this out 
  for themselves). Now Maintaining two spells, the frost 
  giant priest tries to cast entangle on the largest group 
  of heroes. He doesn’t care if any of his own troops 
  are caught in the spell. The giant then tries to enter 
  melee, using his great axe to sweep aside his foes.
  Should his Maintained spell be disrupted by any 
  means, Svadalfari casts prolonged burst atop the relic 
  again, and then casts sphere of might on himself. Again, 
  he then begins hacking the heroes to death.
  Svadalfari stops ﬁ ghting to activate his energy im-
  munity alchemical devices the round after he takes 
  damage from a heat or ﬁ re spell. When wounded, he 
  drinks a potion of healing.
  Once he has taken two wounds (after using both 
  potions), or if he sees player characters on the bridge, 
  the frost giant switches tactics. He begins attacking the 
  nearest bridge supports in an attempt to prevent the 
  characters from reaching the Heart of Winter’s unpro-
  tected top. The giant knows how important the Heart 
  of Winter is to Thrym’s plan for global conquest—he 
  ﬁ ghts to the death.
  Treasure: Atop the Heart of Winter are four skel-
  etons, sacriﬁ cial victims to Thrym. The bones are 
  those of the villagers who went missing. Their ﬂ esh 
  was devoured by coldﬁ re during the ritual to awaken 
  the relic. Among the bones is a permanent relic, a styl-
  ized ﬂ ame made of iron. This grants the wearer a +1 
  bonus to resist the effects of cold temperatures (but 
  does nothing against damaging attacks). The cultists 
  assumed this was a holy symbol of Kenaz, but never 
  touched it. They allowed the victim to carry it to his 
  death, seeing in his demise by coldﬁ re a cruel irony. 
  Svadalfari carries his magical great axe, Hearth-Killer.
  AFTERMATH
  Once the Heart of Winter is shattered, the winds be-
  gin to blow again. Magic is restored, the birds take to the 
  air, Stormbrother awakens, and everyone can breathe 
  normally. The temperature quickly rises back to normal 
  levels. The jubilant citizens of Torton praise the heroes 
  and hold a huge feast in their honor. Thunderson Un-
  roch undertakes a month of severe penance for doubting 
  Thunor, during which time he voluntarily refrains from 
  using magic.
  If the Heart of Winter hasn’t been destroyed then it 
  likely means the party is dead. Winter reigns over the 
  Tower Hills and the surrounding lands, growing steadily 
  worse each day. As the winter spreads so the winds die. 
  The cult of Thrym reinforces its headquarters with ren-
  egade hrimwisards and frostborn, orcs, and ice goblins 
  (and perhaps even ice trolls or frost giant warriors). 
  HELLFROST ADVENTURE #08
  24
  
  Invigorated, the cult begins raiding the surrounding 
  Hearthlands. Their activities threaten trade along the 
  Crystalﬂ ow, which in turn affects Ostmark and Veermark. 
  Ridding Midmark of the cult should be an adventure for 
  Heroic Rank parties.
  BESTIARY
  THUNDERSON UNROCH 
  AP-ADALBERT
  Unroch is an Anari, descended from the ancient 
  conquerors of Midmark. He openly claims his ances-
  tors were benevolent to the Saxa they lorded over and 
  insists several of his forefathers aided the Saxa in their 
  revolt after the Blizzard War. He was born in Tingwall 
  (in Vestmark), and came to Torton on pilgrimage as a 
  young cleric. According to the priest, he was invited to 
  stay by Stormbrother, who told him it was his destiny to 
  serve Thunor at this sacred site. Whether that is true or 
  not, Unroch has been here for over 20 years. He became 
  high priest six years ago, when his predecessor died of 
  old age.
  Unroch is also head of the militia, a tradition which 
  dates back to Torton’s founding. Except when leading 
  the militia, which is rarely, Unroch carries only his mace. 
  He always wears his robes. His helmet is typical of those 
  worn by Saxa warriors, having a detachable eyes and 
  nose protector.
  Unroch’s Noble Edge does not bestow a title. It repre-
  sents his position in the village as high priest of Thunor 
  and head of the militia, as well as his obligations to serve 
  the villagers.
  Note that none of Unroch’s spells function once the 
  adventure proper begins. They are included for com-
  pleteness.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Faith d10, Fighting d8, Healing d6, Intimidation 
  d8, Persuasion d6, Streetwise d6, Survival d6
  Charisma: +2; Pace: 6; Parry: 6; Toughness: 7 (1)
  Hindrances: Loyal, Overconﬁ dent
  Edges: Arcane Background (Miracles), Command, Devo-
  tee of Thunor, Fanaticism, Fervor, Focus, Noble, Quick, 
  Sweep
  Languages: Anari, Auld Saxa, Saxa
  Powers: Beast friend (whistles), bolt (lightning), becalm 
  (sings to the wind), deﬂ ection (swirling winds), ﬂ y (ac-
  companied by rustling robes), leaping (glides on wind), 
  summon elemental (whistles), voice on the wind (whis-
  pers into the wind)
  Gear: Blessed robes (+1), full helmet (+3), medium 
  shield (+1 Parry), mace (Str+d6)
  Alchemical Devices: Arcane resistance, gift of battle 
  (Hold the Line), and whirlwind (all worked into his holy 
  symbol)
  RIDDER COENMUND 
  RAGNARSUNU
  Ridder Coenmund, born the second son of the previous 
  ridder, was expected to join the priesthood. Instead, he 
  became a mercenary, honing his skills on the ﬁ eld of battle. 
  He was forced back to Torton twenty-ﬁ ve years ago, after his 
  father and older brother succumbed to plague that swept 
  the region. With some degree of reluctance, Coenmund ac-
  cepted his late father’s title and settled down.
  Now in his early ﬁ fties, Coenmund favors diplomacy 
  over violence (though violence remains a valid option 
  when words alone will not do). Married with two sons, 
  both of whom are serving as mercenaries in the war 
  against the orcs in Vestmark, Coenmund is beginning 
  to feel his age. Slightly portly, a combination of his ad-
  vancing years, lack of exercise, and a fondness for mead, 
  Coenmund is starting to wonder whether the Norns’ fate 
  for him is to die in bed, rather than on the ﬁ eld of battle 
  as he always hoped.
  Coenmund only wears his armor, helm, and shield 
  during times of attack.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Guts d8, Intimidation d8, Knowledge 
  (Battle) d6, Notice d8, Persuasion d8, Riding d8, Shoot-
  ing d4, Streetwise d6, Survival d6, Throwing d8
  Charisma: +2; Pace: 6; Parry: 6; Toughness: 6/8(2)
  Hindrances: Cautious, Loyal
  Languages: Anari, Saxa, Trader
  Edges: Combat Reﬂ exes, Command, First Strike, Noble, 
  Shieldwall, Sweep
  Gear: Chain hauberk (+2), full helm (+3), long sword 
  (Str+d8), dagger (Str+d4)
  Alchemical Devices: Silvered tooth (charismatic aura), 
  golden armlet (contains healing (cast with a raise) and 
  warrior’s gift (Improved Frenzy))
  HUSCARL
  Ridder Coenmund, as beﬁ ts his position, has two hus-
  carls in his employ—Aelfneth and Ulfnir. Both live in his 
  stead. In fact, they hardly ever leave his side. Protective 
  and obedient, the villagers jokingly refer to them collec-
  tively as “Coenmund’s hounds.”
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Guts d8, Intimidation d6, Notice d6, 
  Riding d8, Taunt d6, Throwing d8
  Charisma: 0; Pace: 6; Parry: 8; Toughness: 8 (2)
  Hindrances: Loyal, Orders
  Edges: Block, Shieldwall
  Languages: Saxa, Trader
  Gear: Chain shirt (+2), pot helm (+3), medium shield 
  (+1 Parry), long sword (Str+d8), three short spears 
  (Range: 3/6/12, Damage: Str+d6, Reach 1), two throw-
  ing axes (Range: 3/6/12, Damage: Str+d6).
  Alchemical Devices: Each owns one half of a gold scield 
  (boost Vigor; one die)
  THE HEART OF WINTER
  25
  Invigorated, the cult begins raiding the surrounding 
  Hearthlands. Their activities threaten trade along the 
  Crystalﬂ ow, which in turn affects Ostmark and Veermark. 
  Ridding Midmark of the cult should be an adventure for 
  Heroic Rank parties.
  BESTIARY
  THUNDERSON UNROCH 
  AP-ADALBERT
  Unroch is an Anari, descended from the ancient 
  conquerors of Midmark. He openly claims his ances-
  tors were benevolent to the Saxa they lorded over and 
  insists several of his forefathers aided the Saxa in their 
  revolt after the Blizzard War. He was born in Tingwall 
  (in Vestmark), and came to Torton on pilgrimage as a 
  young cleric. According to the priest, he was invited to 
  stay by Stormbrother, who told him it was his destiny to 
  serve Thunor at this sacred site. Whether that is true or 
  not, Unroch has been here for over 20 years. He became 
  high priest six years ago, when his predecessor died of 
  old age.
  Unroch is also head of the militia, a tradition which 
  dates back to Torton’s founding. Except when leading 
  the militia, which is rarely, Unroch carries only his mace. 
  He always wears his robes. His helmet is typical of those 
  worn by Saxa warriors, having a detachable eyes and 
  nose protector.
  Unroch’s Noble Edge does not bestow a title. It repre-
  sents his position in the village as high priest of Thunor 
  and head of the militia, as well as his obligations to serve 
  the villagers.
  Note that none of Unroch’s spells function once the 
  adventure proper begins. They are included for com-
  pleteness.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Faith d10, Fighting d8, Healing d6, Intimidation 
  d8, Persuasion d6, Streetwise d6, Survival d6
  Charisma: +2; Pace: 6; Parry: 6; Toughness: 7 (1)
  Hindrances: Loyal, Overconﬁ dent
  Edges: Arcane Background (Miracles), Command, Devo-
  tee of Thunor, Fanaticism, Fervor, Focus, Noble, Quick, 
  Sweep
  Languages: Anari, Auld Saxa, Saxa
  Powers: Beast friend (whistles), bolt (lightning), becalm 
  (sings to the wind), deﬂ ection (swirling winds), ﬂ y (ac-
  companied by rustling robes), leaping (glides on wind), 
  summon elemental (whistles), voice on the wind (whis-
  pers into the wind)
  Gear: Blessed robes (+1), full helmet (+3), medium 
  shield (+1 Parry), mace (Str+d6)
  Alchemical Devices: Arcane resistance, gift of battle 
  (Hold the Line), and whirlwind (all worked into his holy 
  symbol)
  RIDDER COENMUND 
  RAGNARSUNU
  Ridder Coenmund, born the second son of the previous 
  ridder, was expected to join the priesthood. Instead, he 
  became a mercenary, honing his skills on the ﬁ eld of battle. 
  He was forced back to Torton twenty-ﬁ ve years ago, after his 
  father and older brother succumbed to plague that swept 
  the region. With some degree of reluctance, Coenmund ac-
  cepted his late father’s title and settled down.
  Now in his early ﬁ fties, Coenmund favors diplomacy 
  over violence (though violence remains a valid option 
  when words alone will not do). Married with two sons, 
  both of whom are serving as mercenaries in the war 
  against the orcs in Vestmark, Coenmund is beginning 
  to feel his age. Slightly portly, a combination of his ad-
  vancing years, lack of exercise, and a fondness for mead, 
  Coenmund is starting to wonder whether the Norns’ fate 
  for him is to die in bed, rather than on the ﬁ eld of battle 
  as he always hoped.
  Coenmund only wears his armor, helm, and shield 
  during times of attack.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Guts d8, Intimidation d8, Knowledge 
  (Battle) d6, Notice d8, Persuasion d8, Riding d8, Shoot-
  ing d4, Streetwise d6, Survival d6, Throwing d8
  Charisma: +2; Pace: 6; Parry: 6; Toughness: 6/8(2)
  Hindrances: Cautious, Loyal
  Languages: Anari, Saxa, Trader
  Edges: Combat Reﬂ exes, Command, First Strike, Noble, 
  Shieldwall, Sweep
  Gear: Chain hauberk (+2), full helm (+3), long sword 
  (Str+d8), dagger (Str+d4)
  Alchemical Devices: Silvered tooth (charismatic aura), 
  golden armlet (contains healing (cast with a raise) and 
  warrior’s gift (Improved Frenzy))
  HUSCARL
  Ridder Coenmund, as beﬁ ts his position, has two hus-
  carls in his employ—Aelfneth and Ulfnir. Both live in his 
  stead. In fact, they hardly ever leave his side. Protective 
  and obedient, the villagers jokingly refer to them collec-
  tively as “Coenmund’s hounds.”
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Guts d8, Intimidation d6, Notice d6, 
  Riding d8, Taunt d6, Throwing d8
  Charisma: 0; Pace: 6; Parry: 8; Toughness: 8 (2)
  Hindrances: Loyal, Orders
  Edges: Block, Shieldwall
  Languages: Saxa, Trader
  Gear: Chain shirt (+2), pot helm (+3), medium shield 
  (+1 Parry), long sword (Str+d8), three short spears 
  (Range: 3/6/12, Damage: Str+d6, Reach 1), two throw-
  ing axes (Range: 3/6/12, Damage: Str+d6).
  Alchemical Devices: Each owns one half of a gold scield 
  (boost Vigor; one die)
  THE HEART OF WINTER
  25
  
       OLVIR THE SKALD
  Olvir is a practitioner of song magic, but he isn’t 
  an adventurer. He uses his talent to entertain people, 
  causing slight breezes, whispering words to an audience 
  member, creating ﬂ ickering shadows, and so on, to en-
  hance his tales. A native of Hamna, capital of Midmark, 
  Olvir is visiting Torton for the festival. Generally regarded 
  as someone easy to get along with, his mouth has a habit 
  of speaking before his brain engages. More than once 
  Olvir has had to talk his way out of a situation caused by 
  his big mouth.
  Olvir’s skaldic bonuses to Knowledge skills are in-
  cluded in the stats below for GM convenience.
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Guts d6, Knowledge (Folklore) 
  d8+1, Knowledge (History) d6+1, Knowledge (Riddles) 
  d8+1, Notice d6, Persuasion d8, Riding d6, Song Magic 
  d8, Streetwise d8, Survival d4
  Charisma: +1; Pace: 8; Parry: 5; Toughness: 5
  Hindrances: Big Mouth
  Edges: Arcane Background (Magic), Common Bond, 
  Dodge, Fleet Footed
  Languages: Anari, Auld Saxa, Saxa, Trader
  Powers: Beast friend, boost/lower trait, charismatic 
  aura, elemental manipulation (all), speak language, 
  summon beast, voice on the wind, wilderness step. All 
  his spells use song trappings.
  Gear: Short spear (Str+d6, Reach 1), dagger (Str+d4)
  SWORD CAPTAIN 
  ANGARAD DEOCILUNON
  Sword Captain Angarad Deocilunon is a Hearth 
  Knight out of Hellfrost Keep. Born to a Tuomi warlord 
  of the Battlelands, Angarad become enamored with the 
  ideals of the Hearth Knights, as told by the local bards. 
  As soon as she was old enough, she trekked west, cross-
  ing thousands of miles of monster-infested lands. After 
  checking her story, the Hearth Knights signed her up 
  at once. Since then she has risen through the ranks of 
  the Hearth Knights. She has entered the Hellfrost, but 
  refuses to speak of what she witnessed. All she ever says 
  is, “Sane men stay south of the Icewall.”
  Among her people she was known as Angarad the 
  White due to her naturally shock-white hair, blue eyes, 
  and pale skin, features often supposed by Tuomi to in-
  dicate frost giant blood somewhere in the ancestral line. 
  Indeed, she bears all the physical traits of a frostborn, 
  though she is of human stock. Still, her physical features 
  cause her to hide her hair whenever among strangers. 
  Among non-Hearth Knights she is distant and reclusive, 
  traits which have not endeared her to the citizens of 
  Torton.
  Attributes: Agility d8, Smarts d6, Spirit d10, Strength 
  d10, Vigor d10
  Skills: Fighting d10, Guts d10, Intimidation d8, Hrim-
  wisardry d6, Knowledge (Battle) d8, Notice d6, Riding 
  d10, Stealth d8, Survival d8, Taunt d8, Tracking d8
  Charisma: +3; Pace: 6; Parry: 9; Toughness: 9 (2)
  Hindrances: Code of Honor, Heroic, Loyal, Orders
  Edges: Attractive, Block, Combat Reﬂ exes, Command, 
  (Hearth Knights), Favored Foe (Frost Giants), Fervor, 
  Frenzy, Hearth Knight, Improved Snow Walker, Level 
  Headed, Nerves of Steel, Sweep, Woodsman
  Languages: Giant, Trader, Tuomi
  Gear: Chain hauberk (+2), closed helm (+3), long 
  sword (Str+d8), medium shield (+1 Parry), winter cloth-
  ing, furs, two Norn charms.
  Alchemical Devices: Scrap of fur (environmental pro-
  tection from cold), crystal Hellfrost dragon head (energy 
  immunity from coldﬁ re cast with a success), small ruby 
  (heat mask), two potions of healing (each cures one 
  wound), dried berry (feast—creates ﬁ ve pounds of food 
  when planted).
  VILLAGE MILITIA
  While every male between 15 and 50 is a member 
  of the militia and is called up in times of need, Torton 
  maintains a permanent twenty-man garrison. Generally, 
  ﬁ ve militiamen are on patrol in the village during the 
  day and ﬁ fteen at night. Unlike most militias, Torton’s 
  permanent warriors are well-versed in the Saxa shield 
  wall formation.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Guts d6, Intimidation d6, Knowl-
  edge (one Craft) d6, Notice d6, Shooting d6, Stealth d6, 
  Throwing d6
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 6 (1)
  Hindrances: Loyal
  Edges: Shieldwall
  Languages: Anari, Saxa, Trader
  Gear: Leather (+1), medium shield (+1 Parry), short 
  spear (Str+d6, Reach 1), axe (Str+d6). One-quarter carry 
  a single throwing axe (Range: 3/6/12, Damage: Str+d6) 
  and one-quarter use bows (Range: 12/24/48, Damage: 
  2d6).
  VILLAGER
  Torton’s inhabitants are mainly farmers, though there 
  are a small number of crafters and merchants. Unless a 
  citizen has a unique stat block, use this one. Individuals 
  the GM wants to expand into more ﬂ eshed-out charac-
  ters, such as Anbeth (if a hero decides for a romantic 
  liaison), can have higher Traits or a few Edges and Hin-
  drances. Anbeth, for example, might be Attractive. Don’t 
  forget to roll on the Ally Personalities table as well.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Climbing d6, Fighting d6, Guts d4, Knowledge 
  (one Craft) d6, Notice d6, Throwing d4
  Charisma: 0; Pace: 6; Parry: 5/6; Toughness: 5/6(1)
  Hindrances: —
  Edges: —
  HELLFROST ADVENTURE #08
  26
       OLVIR THE SKALD
  Olvir is a practitioner of song magic, but he isn’t 
  an adventurer. He uses his talent to entertain people, 
  causing slight breezes, whispering words to an audience 
  member, creating ﬂ ickering shadows, and so on, to en-
  hance his tales. A native of Hamna, capital of Midmark, 
  Olvir is visiting Torton for the festival. Generally regarded 
  as someone easy to get along with, his mouth has a habit 
  of speaking before his brain engages. More than once 
  Olvir has had to talk his way out of a situation caused by 
  his big mouth.
  Olvir’s skaldic bonuses to Knowledge skills are in-
  cluded in the stats below for GM convenience.
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Guts d6, Knowledge (Folklore) 
  d8+1, Knowledge (History) d6+1, Knowledge (Riddles) 
  d8+1, Notice d6, Persuasion d8, Riding d6, Song Magic 
  d8, Streetwise d8, Survival d4
  Charisma: +1; Pace: 8; Parry: 5; Toughness: 5
  Hindrances: Big Mouth
  Edges: Arcane Background (Magic), Common Bond, 
  Dodge, Fleet Footed
  Languages: Anari, Auld Saxa, Saxa, Trader
  Powers: Beast friend, boost/lower trait, charismatic 
  aura, elemental manipulation (all), speak language, 
  summon beast, voice on the wind, wilderness step. All 
  his spells use song trappings.
  Gear: Short spear (Str+d6, Reach 1), dagger (Str+d4)
  SWORD CAPTAIN 
  ANGARAD DEOCILUNON
  Sword Captain Angarad Deocilunon is a Hearth 
  Knight out of Hellfrost Keep. Born to a Tuomi warlord 
  of the Battlelands, Angarad become enamored with the 
  ideals of the Hearth Knights, as told by the local bards. 
  As soon as she was old enough, she trekked west, cross-
  ing thousands of miles of monster-infested lands. After 
  checking her story, the Hearth Knights signed her up 
  at once. Since then she has risen through the ranks of 
  the Hearth Knights. She has entered the Hellfrost, but 
  refuses to speak of what she witnessed. All she ever says 
  is, “Sane men stay south of the Icewall.”
  Among her people she was known as Angarad the 
  White due to her naturally shock-white hair, blue eyes, 
  and pale skin, features often supposed by Tuomi to in-
  dicate frost giant blood somewhere in the ancestral line. 
  Indeed, she bears all the physical traits of a frostborn, 
  though she is of human stock. Still, her physical features 
  cause her to hide her hair whenever among strangers. 
  Among non-Hearth Knights she is distant and reclusive, 
  traits which have not endeared her to the citizens of 
  Torton.
  Attributes: Agility d8, Smarts d6, Spirit d10, Strength 
  d10, Vigor d10
  Skills: Fighting d10, Guts d10, Intimidation d8, Hrim-
  wisardry d6, Knowledge (Battle) d8, Notice d6, Riding 
  d10, Stealth d8, Survival d8, Taunt d8, Tracking d8
  Charisma: +3; Pace: 6; Parry: 9; Toughness: 9 (2)
  Hindrances: Code of Honor, Heroic, Loyal, Orders
  Edges: Attractive, Block, Combat Reﬂ exes, Command, 
  (Hearth Knights), Favored Foe (Frost Giants), Fervor, 
  Frenzy, Hearth Knight, Improved Snow Walker, Level 
  Headed, Nerves of Steel, Sweep, Woodsman
  Languages: Giant, Trader, Tuomi
  Gear: Chain hauberk (+2), closed helm (+3), long 
  sword (Str+d8), medium shield (+1 Parry), winter cloth-
  ing, furs, two Norn charms.
  Alchemical Devices: Scrap of fur (environmental pro-
  tection from cold), crystal Hellfrost dragon head (energy 
  immunity from coldﬁ re cast with a success), small ruby 
  (heat mask), two potions of healing (each cures one 
  wound), dried berry (feast—creates ﬁ ve pounds of food 
  when planted).
  VILLAGE MILITIA
  While every male between 15 and 50 is a member 
  of the militia and is called up in times of need, Torton 
  maintains a permanent twenty-man garrison. Generally, 
  ﬁ ve militiamen are on patrol in the village during the 
  day and ﬁ fteen at night. Unlike most militias, Torton’s 
  permanent warriors are well-versed in the Saxa shield 
  wall formation.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Guts d6, Intimidation d6, Knowl-
  edge (one Craft) d6, Notice d6, Shooting d6, Stealth d6, 
  Throwing d6
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 6 (1)
  Hindrances: Loyal
  Edges: Shieldwall
  Languages: Anari, Saxa, Trader
  Gear: Leather (+1), medium shield (+1 Parry), short 
  spear (Str+d6, Reach 1), axe (Str+d6). One-quarter carry 
  a single throwing axe (Range: 3/6/12, Damage: Str+d6) 
  and one-quarter use bows (Range: 12/24/48, Damage: 
  2d6).
  VILLAGER
  Torton’s inhabitants are mainly farmers, though there 
  are a small number of crafters and merchants. Unless a 
  citizen has a unique stat block, use this one. Individuals 
  the GM wants to expand into more ﬂ eshed-out charac-
  ters, such as Anbeth (if a hero decides for a romantic 
  liaison), can have higher Traits or a few Edges and Hin-
  drances. Anbeth, for example, might be Attractive. Don’t 
  forget to roll on the Ally Personalities table as well.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Climbing d6, Fighting d6, Guts d4, Knowledge 
  (one Craft) d6, Notice d6, Throwing d4
  Charisma: 0; Pace: 6; Parry: 5/6; Toughness: 5/6(1)
  Hindrances: —
  Edges: —
  HELLFROST ADVENTURE #08
  26
  
  Languages: Anari, Saxa, Trader
  Gear: Farming implement (Str+d4 if one-handed or 
  Str+d6 if two-handed). Militia duty: leather (+1), me-
  dium shield (+1 Parry), short spear (Str+d6, Reach 1), 
  dagger (Str+d4)
  SVADALFARI, FROST 
  GIANT PRIEST
  Frost giants, also called hrimthursar (rime giants) or 
  frost lords, are the most common and most powerful 
  species of giant known. They live in high mountains, 
  always above the snow line, or in the frozen reaches of 
  the world. In these remote and frigid realms they con-
  struct vast stone forts, from where they rule over orcs 
  and goblins as veritable gods. Their skin is glacial blue, 
  their hair as white as snow, and their eyes as black as the 
  darkest night.
  A priest of Thrym, Svadalfari has journeyed from the 
  Giant’s Throne, a major frost giant domain, to oversee the 
  ﬁ nal stages of Thrym’s plans to freeze the Hearthlands. 
  Dour, violent, hard-hearted, and fanatical, Svadalfari in-
  tends to let nothing stand in the way of his god’s vision 
  of the future.
  Svadalfari lost his left eye a decade ago to a Hearth 
  Knight’s lance. The Knight paid the ultimate price, but 
  Svadalfari still hates their organization. In combat, he 
  singles out any Hearth Knights in the party for special 
  attention.
  Due to his size, the frost giant treats all 1” wide terrain 
  as difﬁ cult ground.
  Attributes: Agility d6, Smarts d8, Spirit d10, Strength 
  d12+3, Vigor d8
  Skills: Climbing d8, Faith d10, Fighting d8, Guts d8, In-
  timidation d10, Knowledge (Arcana) d8, Knowledge (Re-
  ligion) d6, Notice d6, Throwing d8
  Charisma: –4; Pace: 8; Parry: 5; Toughness: 14 (3)
  Hindrances: Habit (Minor; kills underlings who fail 
  him), Mean, One Eye, Vengeful (Major)
  Edges: Arcane Background (Miracles), Combat Reﬂ exes, 
  Concentration, Command, Devotee of Thrym, Improved 
  Sweep, Level Headed, Snow Walker
  Languages: Frosttongue, Giant, Orc, Trader
  Gear: Plate corselet (+3), chain limb (+3), full helm 
  (+3), magic great axe (Str+d10, –1 Parry, AP 1, carried 
  in one hand, +1 to Fighting and damage rolls against fyr 
  elementalists and clerics of Kenaz or Sigel).
  Alchemical Devices: Two potions of healing (each cures 
  one wound), charm of energy immunity from ﬁ re (cast 
  with a success).
  Special Abilities:
  * Devotee of Thrym: Frost giant devotees draw cold 
  from their own aura. They have a minimum bonus of 
  +2 to Faith rolls, but use a higher bonus only when 
  the ambient temperature permits. Frost giant priests 
  know the following spells: armor (icy skin), bolt 
  (coldﬁ re), entangle (freezes foe), prolonged blast 
  (coldﬁ re), sphere of might (coldﬁ re), storm (bliz-
  zard), stun (blast of frigid air).
  * Icy Aura: Frost giants radiate deadly cold. At the end 
  of movement, all adjacent foes suffer 2d6 damage.
  * Infravision: Halve darkness penalties against heat-
  producing targets.
  * Large: Attackers gain +2 to attack rolls against frost 
  giants, due to their size.
  * Resistance (Cold): Immune to background cold. 
  Half damage from cold, coldﬁ re, and ice attacks.
  * Sacriﬁ cial Lambs: Svadalfari doesn’t give a damn 
  about his lackeys. If an opponent strikes the giant 
  with a successful melee attack, the priest shoves one 
  of his adjacent Extras in the way to take the blow. This 
  is a free action. The damage is dealt against the min-
  ion, instead. He can do this once per round, and must 
  decide to use it before damage is rolled.
  * Size +5: Frost giants are over 18’ tall.
  * Susceptibility (Fire): Takes +4 damage from heat or 
  ﬁ re.
  FROSTBORN HUSCARL
  The frostborn huscarls are Svadalfari’s fanatical body-
  guards. 
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Guts d8, Intimidation d6, Hrim-
  wisardry d8, Notice d6, Riding d8, Taunt d6, Throwing 
  d8
  Charisma: –6; Pace: 6; Parry: 8; Toughness: 8 (2)
  Hindrances: Bloodthirsty, Heat Lethargy, Loyal, Orders, 
  Outsider
  Edges: Block, Frigid Form, Improved Snow Walker, Win-
  ter Soul
  Languages: Frosttongue, Giant, Trader
  Powers: armor (icy skin), environmental protection 
  (against cold only), smite (icicles grow from hands or a 
  held weapon), speed (ice-shod feet)
  Gear: Chain shirt (+2), pot helm (+3), medium shield 
  (+1 Parry), battle axe (Str+d8), two throwing axes 
  (Range: 3/6/12, Damage: Str+d6), winter clothing, furs.
  Special Abilities:
  * Fanatics: The huscarls automatically go berserk (as 
  the Edge) if they witness Svadalfari take a wound.
  FROSTBORN PRIEST 
  OF THRYM
  The priest was instrumental in discovering the Heart 
  of Winter. He truly believed he had been chosen by 
  Thrym to lead the Hearthlands into eternal winter, and 
  expected to conduct the ceremony to awaken the relic. 
  Much to his annoyance he found himself subservient to 
  Svadalfari. To add insult to injury, he is now barred from 
  seeing the Heart of Winter. Given time, the priest might 
  have staged a rebellion against the frost giant and his 
  minions.
  Attributes: Agility d6, Smarts d8, Spirit d10, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Faith d8, Guts d10, Intimidation d8, 
  THE HEART OF WINTER
  27
  Languages: Anari, Saxa, Trader
  Gear: Farming implement (Str+d4 if one-handed or 
  Str+d6 if two-handed). Militia duty: leather (+1), me-
  dium shield (+1 Parry), short spear (Str+d6, Reach 1), 
  dagger (Str+d4)
  SVADALFARI, FROST 
  GIANT PRIEST
  Frost giants, also called hrimthursar (rime giants) or 
  frost lords, are the most common and most powerful 
  species of giant known. They live in high mountains, 
  always above the snow line, or in the frozen reaches of 
  the world. In these remote and frigid realms they con-
  struct vast stone forts, from where they rule over orcs 
  and goblins as veritable gods. Their skin is glacial blue, 
  their hair as white as snow, and their eyes as black as the 
  darkest night.
  A priest of Thrym, Svadalfari has journeyed from the 
  Giant’s Throne, a major frost giant domain, to oversee the 
  ﬁ nal stages of Thrym’s plans to freeze the Hearthlands. 
  Dour, violent, hard-hearted, and fanatical, Svadalfari in-
  tends to let nothing stand in the way of his god’s vision 
  of the future.
  Svadalfari lost his left eye a decade ago to a Hearth 
  Knight’s lance. The Knight paid the ultimate price, but 
  Svadalfari still hates their organization. In combat, he 
  singles out any Hearth Knights in the party for special 
  attention.
  Due to his size, the frost giant treats all 1” wide terrain 
  as difﬁ cult ground.
  Attributes: Agility d6, Smarts d8, Spirit d10, Strength 
  d12+3, Vigor d8
  Skills: Climbing d8, Faith d10, Fighting d8, Guts d8, In-
  timidation d10, Knowledge (Arcana) d8, Knowledge (Re-
  ligion) d6, Notice d6, Throwing d8
  Charisma: –4; Pace: 8; Parry: 5; Toughness: 14 (3)
  Hindrances: Habit (Minor; kills underlings who fail 
  him), Mean, One Eye, Vengeful (Major)
  Edges: Arcane Background (Miracles), Combat Reﬂ exes, 
  Concentration, Command, Devotee of Thrym, Improved 
  Sweep, Level Headed, Snow Walker
  Languages: Frosttongue, Giant, Orc, Trader
  Gear: Plate corselet (+3), chain limb (+3), full helm 
  (+3), magic great axe (Str+d10, –1 Parry, AP 1, carried 
  in one hand, +1 to Fighting and damage rolls against fyr 
  elementalists and clerics of Kenaz or Sigel).
  Alchemical Devices: Two potions of healing (each cures 
  one wound), charm of energy immunity from ﬁ re (cast 
  with a success).
  Special Abilities:
  * Devotee of Thrym: Frost giant devotees draw cold 
  from their own aura. They have a minimum bonus of 
  +2 to Faith rolls, but use a higher bonus only when 
  the ambient temperature permits. Frost giant priests 
  know the following spells: armor (icy skin), bolt 
  (coldﬁ re), entangle (freezes foe), prolonged blast 
  (coldﬁ re), sphere of might (coldﬁ re), storm (bliz-
  zard), stun (blast of frigid air).
  * Icy Aura: Frost giants radiate deadly cold. At the end 
  of movement, all adjacent foes suffer 2d6 damage.
  * Infravision: Halve darkness penalties against heat-
  producing targets.
  * Large: Attackers gain +2 to attack rolls against frost 
  giants, due to their size.
  * Resistance (Cold): Immune to background cold. 
  Half damage from cold, coldﬁ re, and ice attacks.
  * Sacriﬁ cial Lambs: Svadalfari doesn’t give a damn 
  about his lackeys. If an opponent strikes the giant 
  with a successful melee attack, the priest shoves one 
  of his adjacent Extras in the way to take the blow. This 
  is a free action. The damage is dealt against the min-
  ion, instead. He can do this once per round, and must 
  decide to use it before damage is rolled.
  * Size +5: Frost giants are over 18’ tall.
  * Susceptibility (Fire): Takes +4 damage from heat or 
  ﬁ re.
  FROSTBORN HUSCARL
  The frostborn huscarls are Svadalfari’s fanatical body-
  guards. 
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Guts d8, Intimidation d6, Hrim-
  wisardry d8, Notice d6, Riding d8, Taunt d6, Throwing 
  d8
  Charisma: –6; Pace: 6; Parry: 8; Toughness: 8 (2)
  Hindrances: Bloodthirsty, Heat Lethargy, Loyal, Orders, 
  Outsider
  Edges: Block, Frigid Form, Improved Snow Walker, Win-
  ter Soul
  Languages: Frosttongue, Giant, Trader
  Powers: armor (icy skin), environmental protection 
  (against cold only), smite (icicles grow from hands or a 
  held weapon), speed (ice-shod feet)
  Gear: Chain shirt (+2), pot helm (+3), medium shield 
  (+1 Parry), battle axe (Str+d8), two throwing axes 
  (Range: 3/6/12, Damage: Str+d6), winter clothing, furs.
  Special Abilities:
  * Fanatics: The huscarls automatically go berserk (as 
  the Edge) if they witness Svadalfari take a wound.
  FROSTBORN PRIEST 
  OF THRYM
  The priest was instrumental in discovering the Heart 
  of Winter. He truly believed he had been chosen by 
  Thrym to lead the Hearthlands into eternal winter, and 
  expected to conduct the ceremony to awaken the relic. 
  Much to his annoyance he found himself subservient to 
  Svadalfari. To add insult to injury, he is now barred from 
  seeing the Heart of Winter. Given time, the priest might 
  have staged a rebellion against the frost giant and his 
  minions.
  Attributes: Agility d6, Smarts d8, Spirit d10, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Faith d8, Guts d10, Intimidation d8, 
  THE HEART OF WINTER
  27
  
  Hrimwisardry d6, Notice d6
  Charisma: –6; Pace: 6; Parry: 6; Toughness: 8 (2)
  Hindrances: Bloodthirsty, Heat Lethargy, Loyal, Outsid-
  er, Overconﬁ dent, Vengeful (Major)
  Edges: Arcane Background (Miracles), Command, Devo-
  tee of Thrym, Frenzy, Frigid Form, Improved Snow Walk-
  er, Two-Fisted, Winter Soul
  Languages: Frosttongue, Giant, Saxa, Trader
  Miraculous Powers: beast friend, bolt (coldﬁ re), de-
  ﬂ ection (snow ﬂ urry), dispel, entangle (victim freezes), 
  fear (vision of Hellfrost dragon), smite (coldﬁ re swathed 
  weapon)
  Hrimwisardry Powers: armor (icy skin), environmen-
  tal protection (against cold only), smite (icicles grow 
  from hands or a held weapon), speed (ice-shod feet)
  Gear: Chain shirt (+2), two battle axes (Str+d8).
  CULTIST
  Were Thrym ever get to get his way, the world would 
  be completely covered in ice and snow. Although this 
  would likely mean the end of the civilized races, Thrym 
  has cultists among these races. Most are insane, driven 
  mad by the Hellfrost wind or encounters with Hellfrost 
  beasts. A large number are frostborn. They have Hrim-
  wisardry d8 and the frostborn racial abilities.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Guts d6, Notice d6, Stealth d6, 
  Throwing d6
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 6 (1)
  Hindrances: Loyal
  Edges: Warm Blooded
  Languages: Anari or Saxa, Trader
  Gear: Leather armor (+1), medium shield (+1 Par-
  ry), mace, short sword, or axe (Str+d6), boot spikes 
  (Str+d4), winter clothing
  ICE GOBLIN WARRIOR
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Boating d6, Climbing d6, Fighting d6, Guts d4, 
  Notice d6, Shooting d6, Stealth d10, Taunt d6, Throw-
  ing d6
  Pace: 5; Parry: 5; Toughness: 4
  Gear: Short spear (Str+d6, Reach 1), bow (Range: 
  12/24/48, Damage: 2d6).
  Special Abilities:
  * Improved Snow Walker: Treat ice and snow as nor-
  mal terrain.
  * Infravision: Goblins halve penalties for dark lighting 
  against living targets (round down).
  * Size –1: Goblins stand 3–4’ tall.
  * Warm Blooded: +2 to Vigor rolls to resist the effect 
  of cold.
  POLAR BEAR
  Attributes: Agility d6, Smarts d6(A), Spirit d8, Strength 
  d12+2, Vigor d12
  Skills: Fighting d8, Guts d10, Notice d6, Stealth d8, 
  Swimming d8, Tracking d8
  Pace: 6; Parry: 6; Toughness: 11 (1)
  Special Abilities:
  * Armor +1: Thick fur and fat.
  * Bear Hug: Bears don’t actually “hug” their vic-
  tims, but they do attempt to use their weight to 
  pin their prey and rend it with their claws and 
  teeth. A bear that hits with a raise has pinned his 
  foe and attacks at +2 until the foe is freed. The op-
  ponent may only attempt to escape the “hug” on 
  his action, which requires a raise on an opposed 
  Strength roll.
  * Claws: Str+d6.
  * Resistance (Cold): Immune to background cold. 
  Half damage from cold and ice attacks.
  * Size +2: These creatures stand up to 9’ tall and weigh 
  over 1200 pounds each.
  * Snow Walker: Treats rough ice as normal terrain, 
  smooth ice as rough ice, and every inch of movement 
  in snow as 1.5” instead of 2”.
  HELLFROST ADVENTURE #08
  28
  Hrimwisardry d6, Notice d6
  Charisma: –6; Pace: 6; Parry: 6; Toughness: 8 (2)
  Hindrances: Bloodthirsty, Heat Lethargy, Loyal, Outsid-
  er, Overconﬁ dent, Vengeful (Major)
  Edges: Arcane Background (Miracles), Command, Devo-
  tee of Thrym, Frenzy, Frigid Form, Improved Snow Walk-
  er, Two-Fisted, Winter Soul
  Languages: Frosttongue, Giant, Saxa, Trader
  Miraculous Powers: beast friend, bolt (coldﬁ re), de-
  ﬂ ection (snow ﬂ urry), dispel, entangle (victim freezes), 
  fear (vision of Hellfrost dragon), smite (coldﬁ re swathed 
  weapon)
  Hrimwisardry Powers: armor (icy skin), environmen-
  tal protection (against cold only), smite (icicles grow 
  from hands or a held weapon), speed (ice-shod feet)
  Gear: Chain shirt (+2), two battle axes (Str+d8).
  CULTIST
  Were Thrym ever get to get his way, the world would 
  be completely covered in ice and snow. Although this 
  would likely mean the end of the civilized races, Thrym 
  has cultists among these races. Most are insane, driven 
  mad by the Hellfrost wind or encounters with Hellfrost 
  beasts. A large number are frostborn. They have Hrim-
  wisardry d8 and the frostborn racial abilities.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Guts d6, Notice d6, Stealth d6, 
  Throwing d6
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 6 (1)
  Hindrances: Loyal
  Edges: Warm Blooded
  Languages: Anari or Saxa, Trader
  Gear: Leather armor (+1), medium shield (+1 Par-
  ry), mace, short sword, or axe (Str+d6), boot spikes 
  (Str+d4), winter clothing
  ICE GOBLIN WARRIOR
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Boating d6, Climbing d6, Fighting d6, Guts d4, 
  Notice d6, Shooting d6, Stealth d10, Taunt d6, Throw-
  ing d6
  Pace: 5; Parry: 5; Toughness: 4
  Gear: Short spear (Str+d6, Reach 1), bow (Range: 
  12/24/48, Damage: 2d6).
  Special Abilities:
  * Improved Snow Walker: Treat ice and snow as nor-
  mal terrain.
  * Infravision: Goblins halve penalties for dark lighting 
  against living targets (round down).
  * Size –1: Goblins stand 3–4’ tall.
  * Warm Blooded: +2 to Vigor rolls to resist the effect 
  of cold.
  POLAR BEAR
  Attributes: Agility d6, Smarts d6(A), Spirit d8, Strength 
  d12+2, Vigor d12
  Skills: Fighting d8, Guts d10, Notice d6, Stealth d8, 
  Swimming d8, Tracking d8
  Pace: 6; Parry: 6; Toughness: 11 (1)
  Special Abilities:
  * Armor +1: Thick fur and fat.
  * Bear Hug: Bears don’t actually “hug” their vic-
  tims, but they do attempt to use their weight to 
  pin their prey and rend it with their claws and 
  teeth. A bear that hits with a raise has pinned his 
  foe and attacks at +2 until the foe is freed. The op-
  ponent may only attempt to escape the “hug” on 
  his action, which requires a raise on an opposed 
  Strength roll.
  * Claws: Str+d6.
  * Resistance (Cold): Immune to background cold. 
  Half damage from cold and ice attacks.
  * Size +2: These creatures stand up to 9’ tall and weigh 
  over 1200 pounds each.
  * Snow Walker: Treats rough ice as normal terrain, 
  smooth ice as rough ice, and every inch of movement 
  in snow as 1.5” instead of 2”.
  HELLFROST ADVENTURE #08
  28
  
  © 2009 Triple Ace Games. Hellfrost, Figure Factory and all related marks and logos are trademarks of  Triple Ace Games.  All rights reserved. 
  
  © 2009 Triple Ace Games. Hellfrost, Figure Factory and all related marks and logos are trademarks of  Triple Ace Games.  All rights reserved. 
  
  © 2009 Triple Ace Games. Hellfrost, Figure Factory and all related marks and logos are trademarks of  Triple Ace Games.  All rights reserved. 
  
  © 2009 Triple Ace Games. Hellfrost, Figure Factory and all related marks and logos are trademarks of  Triple Ace Games.  All rights reserved. 
  elemental air 01
  engro bertpennywhistle
  engro herbalist elisa
  engro merchant odbert
  frostborn huscarl 01
  frostborn huscarl 02
  frostborn priest thrym 01
  goblin warrior 01 spear
  goblin warrior 02 spear
  goblin warrior 03 spear
  goblin warrior 04 spear
  human citizen female 02
  human citizen male 01
  human hearthknight swordcaptain angaraddeocilunon
  human priest thunor unrochapadalbert
  human paladin freo aescric
  human ridder coenmundragnarsunu
  human hunter edwinbjornsunu
  
  © 2009 Triple Ace Games. Hellfrost, Hellfrost Player’s Guide, Hellfrost Bestiary & Hellfrost Gazetteer and all related marks and logos are trademarks of  Triple Ace Games. Savage Worlds, Smiling Jack
  © 2009 Triple Ace Games. Hellfrost, Hellfrost Player’s Guide, Hellfrost Bestiary & Hellfrost Gazetteer and all related marks and logos are trademarks of  Triple Ace Games. Savage Worlds, Smiling Jack
  and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Used with permission.  © 2009. All Rights Reserved.
  and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Used with permission.  © 2009. All Rights Reserved.
  www.tripleacegames.com
  www.tripleacegames.com
  31043
  31043
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  Summer draws near, and the village of Torton is preparing for 
  Summer draws near, and the village of Torton is preparing for 
  its annual festival in honor of Thunor. It is a time of celebration 
  its annual festival in honor of Thunor. It is a time of celebration 
  and happiness, and the heroes are welcome guests. But hidden 
  and happiness, and the heroes are welcome guests. But hidden 
  away from the warmth, a creature of terrible cold plots and 
  away from the warmth, a creature of terrible cold plots and 
  plans the destruction of the world. Through the awesome 
  plans the destruction of the world. Through the awesome 
  power of the winter god, Thrym, the servant of evil plans to 
  power of the winter god, Thrym, the servant of evil plans to 
  bring about the Fimbulvintr. Should it succeed, the Hearthlands 
  bring about the Fimbulvintr. Should it succeed, the Hearthlands 
  will be punged into perpetual winter.
  will be punged into perpetual winter.
  The cry goes out for heroes! Are the characters ready to face 
  The cry goes out for heroes! Are the characters ready to face 
  their greatest threat? Is their destiny to destroy the Heart of 
  their greatest threat? Is their destiny to destroy the Heart of 
  Winter or die trying?
  Winter or die trying?
  Containing a mix of social interaction and combat, this 
  Containing a mix of social interaction and combat, this 
  adventure can be run standalone or as the third part of the 
  adventure can be run standalone or as the third part of the 
  Saga of the Frost Giants.
  Saga of the Frost Giants.
  The Heart of Winter
  The Heart of Winter is a fantasy adventure for the unique 
   is a fantasy adventure for the unique 
  Hellfrost setting for the award-winning 
  Hellfrost setting for the award-winning Savage Worlds RPG
  Savage Worlds RPG 
  system.
  system.
  The Death of Summer Looms!
  The Death of Summer Looms!
  
SOURCE: textdata/thevault/Triple Ace Games/Hellfrost/Savage Worlds - Hellfrost - (V1) Saga of the Frost Giants 3 - The Heart of Winter.pdf