TEXT: Plight of the Winter Winds
  an Adventureaweek.com mini-dungeon by Michael O. Holland
  E
  ach summer the people of the Sempir Vale 
  send tribute to the archmage, Gonran. The 
  wizard was once a hero who drove frost giant 
  raiders from the region but over time, he proved to be 
  as unscrupulous as the giants before him. This past 
  season was a lean one and there was no surplus to 
  support the tribute. Soon after, the wizard’s wintery 
  minions began to terrorize the vale. His lair, formerly 
  the lair of the frost giant jarl, is situated high in the 
  snow-covered mountain peaks north of the vale. The 
  vale has no militia and the call for adventurers has 
  gone out.
  Gonran protects his lair with a guards and wards spell. 
  See each area for their special magical properties. The 
  lair was carved from an icy block which covered a 
  frigid river. The flowing water can be seen below the 
  lair’s floors.
  1. Frozen entrance
  Etched in the floor is the glowing rune of the guards 
  and wards spell (see above). When the first character 
  enters the room a magic mouth appears and welcomes 
  them. It asks if the adventurers have an invitation and 
  when they cannot produce one, it disappears. Three air 
  elementals appear and attack.
  2. central corridor
  The central corridor has several twists and turns. 
  Goran’s magical fog fills this area, and everything 
  is heavily obscured. There is a 50% chance when 
  a character turns a corner, they will go a different 
  direction than they intended.
  Three invisible stalkers hover against the ceiling and 
  follow the adventurers using their faultless tracker 
  ability. They attack once the characters fall out of 
  marching order or attempt to open one of the doors.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 
  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously 
  been designated as Open Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this AAW 
  Games, LLC game product are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). 
  No portion of this work other than the material designated as Open Game Content may be reproduced in any form 
  without written permission. 
  ©2018 AAW Games, LLC. 
  Author: Michael O. Holland
  Artist: Storn Cook
  Cartography: Justin Andrew Mason
   #120 Plight of the Winter Winds
  For 6 Characters Level 8
  
  The door to area 4 is obfuscated by a minor illusion. This 
  illusion makes the location of the door look as if it were a 
  solid wall of ice.
  3. Gonran’s Grimoire
  The room is protected by a stinking cloud but the effect 
  is suppressed until most of the adventurers have entered 
  the room. 
  An ornate obsidian altar stands in the center of this 
  chamber and is surrounded by an arcane field of 
  magic. This field of magic is impervious to damage 
  and prevents anyone but Gonran from touching the 
  altar. It can be dispersed with dispel magic or does so 
  automatically when Gonran is defeated.
  Sitting atop the altar is a blackened leather grimoire. 
  This is Gonran’s Grimoire which is famous for being one 
  of the most exhaustive tomes of magic in existence. The 
  grimoire is sentient and can communicate telepathically 
  with any creature in line of sight. Unfortunately, the 
  tome is very rude and does not like to share its secrets 
  willingly. It will only cooperate if Gonran has been 
  defeated and if an important task has been completed 
  for it. It has grown tired of the cold and wishes to go 
  somewhere warm. Once in a warm climate, it will 
  reluctantly begin to share its magical knowledge.
  4. Planar Portal
  The swirling vortex of cold air is a portal to the 
  elemental plane of air. Any creature which passes 
  through the center of the vortex is transported to that 
  plane. A creature forced into the vortex must make 
  a successful DC 15 Dexterity saving throw to avoid 
  being transported.
  One minute after the characters enter this chamber, a 
  pair of air elementals emerge from the portal. They 
  immediately attack the adventurers and try to force 
  them into the portal with their whirlwind ability.
  5. the Frost Giant Jarl’s Grave
  An emaciated frost giant corpse is suspended 
  just under the surface of the ice, his weapon 
  frozen just a few feet away from where the 
  warrior fell in battle. Lying upon a heap 
  of coins carved from ice is a young white 
  dragon named Rindu the Voiceless. Gonran 
  has enslaved the dragon and does not allow it to 
  collect a hoard so that the young dragon has taken 
  to carving its own hoard of coins from the ice of its 
  chamber. Despite the worthless value of the hoard, 
  Rindu will protect it at all costs.
  The minor illusion of a wall of ice separates area 5 from 
  area 6. Gonran can see through the illusion and will 
  study the adventurers to learn their strengths and 
  weaknesses.
  6. Gonran’s Chamber
  This large chamber is filled with furniture constructed 
  from pure air. Sitting atop a throne of air is the wizard 
  Gonran (elven archmage), an ice mephit rests upon his 
  shoulders and a shield guardian stands nearby. The 
  archmage has round, gray eyes like silver coins and fine, 
  straight brown hair; his build is slender, and wardrobe 
  attractive and risqué with a completely blue and purple 
  color scheme. Nothing covers the bare skin of his chest 
  and arms and he appears unaffected by the cold.
  Gonran has been watching the characters for quite 
  some time and is very interested in them. He prefers to 
  avoid a fight if at all possible. Gonran is arrogant and 
  narcissistic but is not above taking a bribe (in the form 
  of the tribute). If a truce cannot be reached or if it is 
  obvious the characters intend to be aggressive, he orders 
  his minions to attack and unleashes his magic upon 
  them. When he reaches 15 hit points, he casts teleport on 
  his turn to escape. Perhaps the characters may encounter 
  Gonran again in the future.
  The OGL for this product is available here: http://adventureaweek.com/ogl/ 
   #120 Plight of the Winter Winds
  For 6 Characters Level 8
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/AAW Games/AAW - 5E Mini-Dungeon 120 - Plight of the Winter Winds.pdf