Not A Creature Was Stirring
Not A Creature Was Stirring
Not A Creature Was Stirring
NOT A CREATURE
WAS STIRRING
A D&D 5e introductory adventure made for two to five level one characters.
“Not a Creature Was Stirring” By John Witt (2018) Page | 1
Table of Contents
A LETTER TO THE DM .................................................................................................................................. 3
BACKGROUND.............................................................................................................................................. 3
BEFORE YOU START .................................................................................................................................... 4
YOUR PLAYER’S CHARACTERS................................................................................................................ 4
GETTING THE GROUP TOGETHER ........................................................................................................... 4
ACT 1: A BUMP IN THE NIGHT ..................................................................................................................... 5
INSIDE THEIR ROOM ................................................................................................................................ 5
Statblock – Flying Wooden Toy Sword ................................................................................................. 6
IN THE TOWN ........................................................................................................................................... 6
Item – Potion of Healing ........................................................................................................................ 7
Item –Boots of the Winterlands ............................................................................................................ 7
Item –Scroll of Revivify .......................................................................................................................... 7
Item –Thawing Blade ............................................................................................................................. 7
Item –Chime of Opening ........................................................................................................................ 7
Item –Hooded Lantern ........................................................................................................................... 7
NPC TRAITS............................................................................................................................................... 8
ACT 2: NICH’S PEAK .................................................................................................................................... 10
NICH’S PEAK MOUNTAINSIDE ............................................................................................................... 10
APPROACHING THE CABIN ..................................................................................................................... 10
Statblock – Snow Elemental ................................................................................................................. 11
RESTING ON THE MOUNTAIN ................................................................................................................ 11
Statblock – Polar Bear ........................................................................................................................... 11
ACT 3: MARK’S HOUSE ............................................................................................................................... 12
OUTSIDE THE CABIN ............................................................................................................................... 12
Figure 1 –Mark’s House Overhead ........................................................................................................ 13
AREA A: LIVING ROOM ........................................................................................................................... 13
Statblock – Awakened Fir ..................................................................................................................... 14
Statblock – Awakened Twigling ........................................................................................................... 14
AREA B: DINING ROOM AND KITCHEN .................................................................................................. 14
AREA C: BEDROOM AND CLOSET .......................................................................................................... 14
Figure 2: Mark’s Cellar ........................................................................................................................... 15
MARK’S CELLAR AREA A ........................................................................................................................ 15
MARK’S CELLAR AREA B ........................................................................................................................ 16
Figure 3: Totem of Frojack ................................................................................................................... 16
FIGHTING AS MARK ................................................................................................................................ 17
Statblock – Mark, Disciple of Frojack ................................................................................................... 17
RESTING IN MARK’S HOUSE BEFORE FIGHTING MARK ....................................................................... 18
THE FALL OF MARK ................................................................................................................................. 18
Item – The Totem of Frojack ................................................................................................................ 18
EXPERIENCE POINTS ............................................................................................................................... 19
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<><><> A LETTER TO THE DM <><><>
If you’re reading this then chances are you know at least a little bit about Dungeons and Dragons Fifth
Edition. This adventure was made to be as informational and easy to run as possible so that you, the
Dungeon Master (DM), can run this after one read‐through. When adapting this adventure to your settings
St. Nicholas can be replaced by any good deity of winter and Frojack can be replaced by any evil deity of
winter or be left as a nameless force of nature.
I used this adventure as a way to introduce a few of my family members to the game; however, this
adventure can also be used to begin a campaign in a cold northern land or as a one shot to get a feel for
the way to run a game. Whichever way you use this adventure I hope you have as much fun running it and
showing your friends the magic of D&D as I did with my family.
This adventure was intended to run easily without a battle grid so the provided maps and material will be
for DMs only. That said, it will not be difficult for you to convert the maps provided to hand drawn maps of
your own should you choose to do so. When referencing a map with a grid on it, ignore the blue paper grid
as the pencil‐line grid represents 5ft x 5ft squares.
For those of you who haven’t read the rules and don’t own any fifth edition books the SRD with all the basic
rules can be found here: http://media.wizards.com/2016/downloads/DND/SRD‐OGL_V5.1.pdf.
<><><> BACKGROUND <><><>
It is the night of the winter solstice. The small logging town Ambershandy begins putting its young to sleep
awaiting the festivities and celebration of ‘morrow. While the town’s glow begins to darken with the rising
of the moon a malevolent creature makes his way through the empty streets, cloven feet and cold hands
silently leave presents under evergreen trees nestled in the corners of rooms dimly lit with the glow of
burning fireplaces. Once a present rests under each tree in each home the creature, Superstitious Mark,
makes his way back to his cabin high in the mountains where he will gleefully await the screams that are
sure to come from the small town of Ambershandy.
The adventure begins with the characters asleep in their beds in the night where they will be awoken by a
knocking on their bedroom door. Once the door is opened a flying wooden sword will fight with each of
them individually until either the character falls unconscious or the sword is destroyed. From there the
players will do a bit of investigation which will grant them a present from St. Nicholas. Once the group is
together they will venture out to the mountain seeking the cabin of Superstitious Mark. Along the way they
will encounter difficult challenges and fight creatures made from snow. Once there they will explore mark’s
house and fight off an awakened tree and twiglings. Eventually they will make their way down to the cellar
and confront Mark in a secret room that overlooks Ambershandy.
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<><><> BEFORE YOU START <><><>
<><> YOUR PLAYER’S CHARACTERS <><>
In order to begin the adventure your players must first have a character. If your players are new to D&D
you should ask them to choose a character from the following list:
Once a character has been chosen you can print out a level 1 character sheet for that player by following
this link: http://dnd.wizards.com/articles/features/character_sheets, downloading, and printing from the
list of pre‐generated character sheets.
<><> GETTING THE GROUP TOGETHER <><>
How their characters know each other
The Adventuring Party
The characters are not from this town and are just passing through or staying here to avoid the harsh
winter. Each character stays in an adjacent room in the local inn called “The Hearth and Harp”.
Neighbors
The characters either grew up here or moved here and have lived here long enough to know the customs
and people in town. Each character lives in an individual house next door to one another.
Combination
The characters are a combination of people who have lived here in town and those that are passing
through. The characters have had some time to talk at the local inn “The Hearth and Harp” a day prior and
think of each other as good friends.
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<><><> ACT 1: A BUMP IN THE NIGHT <><><>
The player’s characters wake to a knocking on the door of their room.
Summary: The players fight off a flying wooden sword, find some clues as to who is behind this, and get a gift
from St. Nicholas.
You can read the following description, paraphrase or make your own to begin the session.
“~Bump, thump~
On the eve of winter solstice; night before Nicholas's Day.
Lay in their bed many sleeping; awaiting tomorrow's hurray.
~Bump, thump~
Goes the door/ and then on the floor; but with not a voice to be found.
You raise your head/ to get out of bed and give a good look around.
~Bump, thump~
At your door, you'd heard it before, a most sudden and awful fright.
You lay bundled and so then fumbled, to free yourself in the night.
~Bump, thump~
Goes your heart and then with a dart you gather your things that are strew
When door knocks once more just like before what do you think you will do?
…~Bump, thump~"
<><> INSIDE THEIR ROOM <><>
The general contents of the room should be fairly stark:
A bed.
A stool next to their bed that has a small unlit candelabra on it.
A trunk for their things.
A coat rack for their hanging clothes.
A window with a small latch. Both sides swing open but it is a tight fit.
It should be made clear to the players that their characters are alone in their room and that they are wearing
basic nightwear. If they wish to put on/grab their things then they must announce that they are and what
they choose to grab if they do not grab everything.
Try to encourage everyone to describe what they plan on doing. When a person gets to the point where
they open the door, even if it’s just a little bit stop them there and get everyone caught up to the point
where they also open the door.
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Once everyone is at the point where they are about to open the door reveal to them as a group what it is
they are fighting. Behind the door is a Flying Wooden Toy Sword wrapped in decorative paper and a bow
trying to get in. Once the door is opened, even a little bit, the Sword will fly in and combat will begin.
Have each player roll initiative and roll a single initiative for the Flying Wooden Toy Swords. Put the numbers
in order on a sheet of paper with the names of who rolled which number beside them and have them take
turns in order. The swords will go as one group. Each turn will play out the same for the swords: move to
the player’s character and then use its “Longsword.” Attack. This fight should be easy to run as a “Theatre
of the mind” encounter in which everyone just imagines the battlefield. Combat continues until each player
has defeated their wooden sword. In the off‐chance that the sword defeats a player have the sword move
on to a different room or house once they are knocked unconscious and have an NPC or other player go
find them and help them get back up.
|FLYING WOODEN TOY SWORD | SMALL CONSTRUCT, UNALIGNED|
Armor Class: 12 Hit Points: 10 Speed: 0 ft., fly 50 ft.
Str: 12 (+1) Dex: 15 (+2) Con: 11 (+0) Int: 1 (‐5) Wis: 5 (‐3) Cha: 1 (‐5)
Saving Throws: Dex +4
Damage Vulnerabilities: slashing, fire
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
Senses: blindsight 60 ft. (Blind beyond this radius), Passive Perception 7
Challenge: 1/4 (50 xp)
Antimagic Susceptibility. The sword is incapacitated while in the area of an antimagic field. If targeted by
dispel magic, the sword must succeed on a Constitution saving throw against the caster’s spell save DC or
fall unconscious for 1 minute.
False Appearance. While the sword remains motionless and isn’t flying, it is indistinguishable from a
normal wooden toy sword.
ACTIONS:
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d4+1) slashing damage.
The sword’s wrappings look like simple wrapping paper but the swords themselves have magic runes
etched onto them. With a successful DC 15 Intelligence (Arcana) check, the players recognize that they are
runes that cause the swords to come to life. The Swords also have a tag on them that was flapping around
while they fought. On the tag is the following: “To: The Ungrateful; From: Mark”
<><> IN THE TOWN <><>
Once the player’s characters (PCs) have defeated their sword they are free to wander about as they see fit.
If they are in their own house then they will find that the stocking hanging above their fireplace is bulging.
If they are in “The Hearth and Harp” when they get to the lobby area that leads out of the inn they find
stockings with their names on them also bulging. If the PCs go and look through their stocking roll once on
or choose an item from the following table for each person. Be sure to not repeat any gifts other than the
potions of healing. As always, you make the final call on things. If you want to give them more gifts or
specific gifts you are absolutely free to.
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Roll 1d6 Item
1‐2 1d4 Potion of Healing
A character who drinks the magical red fluid in this vial regains 2d4+2 hit points. Drinking or
administering a potion takes an action.
3‐5 Roll 1d4
1: Boots of the Winterlands (requires attunement)
These furred boots are snug and feel quite warm. While you wear them and are attuned,
you gain the following benefits:
>You have resistance to cold damage
> You ignore difficult terrain created by ice or snow.
>You can tolerate temperatures as low as ‐50 degrees Fahrenheit without any additional
protection. If you wear heavy clothes, you can tolerate temperatures as low as ‐100 degrees
Fahrenheit
2: Scroll of Revivify
>In order to use this scroll you must use your action to make a DC13 Intelligence (Religion)
check or the scroll turns to dust with no effect.
>You touch a creature that has died within the last minute. That creature returns to life with
1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore
any missing body parts.
3: Thawing Blade
Scimitar properties: 1d6 slashing damage; finesse, light
This Scimitar appears to be made of copper. It is warm to the touch and has the symbol of
St. Nicholas on it: the snowflake. While you wield it you gain the following benefits:
>While you hold the sword you have resistance to cold damage
>In the presence of elemental creatures, the blade sheds bright light in a 10‐foot radius and
dim light for an additional 10 feet.
>When you draw this weapon, you can melt any non‐magical ice within 30 feet of you. This
property can be used no more than once per hour.
4: Chime of Opening
This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as
an action, pointing it at an object within 120 feet of you that can be opened, such as a door,
lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless
the sound can’t reach the object. If no locks or latches remain, the object itself opens.
The chime can be used ten times. After the tenth time, it cracks and becomes useless.
6 Hooded Lantern
A hooded lantern casts bright light in a 30‐foot radius and dim light for an additional 30 feet.
Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood,
reducing the light to dim light in a 5‐foot radius.
These presents do not have a card or anything attached to them but appear in the stocking wrapped in thin
brown paper and tied with twine.
From here you should try to bring the PCs together either by having them investigate their friend’s houses
or help out other neighbors who are having the same issue. They may attempt to fight off a neighbor’s
wooden sword beginning another combat. If they do so play it out the same way as before and have the
people inside offer thanks and maybe a few gold pieces or an invitation to a meal in their home tomorrow.
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Once the players are together they may try to look for clues. This is a good time to enact some role‐play
from your players if they haven’t had any yet. If any of the PCs are from Ambershandy they may make an
Intelligence (History) check to recall information about “Mark”. Alternatively they may make an
Intelligence (Investigation) check to find someone who knows about “Mark”. Players may make other
kinds of checks depending on what they do or who/how they ask.
This information may come from the town sheriff Sir Carradin, a neighbor, or the innkeeper Magnus. Either
way give them the following information based on how well they rolled in addition to knowing how to get
there after they spend some time talking to an NPC.
DC Information
0 Mark? I don’t think anyone in town goes by that name. I’m not sure but I’ve heard stories about a
hermit that lives on Nich’s Peak.
10 That’s probably ol’ Superstitious Mark. He lives alone on Nich’s Peak
13 They say he’s a crazy man who doesn’t believe in St. Nicholas.
16 He drunkenly told me once that we should denounce St. Nicholas and worship something called
“Frojack”
19 I saw him a day ago on the mountain collecting wood. I think he was wearing a deer’s head. What a
crazy man.
Before the PCs begin their travel up the mountain have them encounter Sir Carradin hastily making his way
through town checking on the townsfolk. He should seem genuinely concerned for the PC’s well‐being as
well as the rest of the townspeople. He knows about as much as the players do from his own investigations
and should ask them to bring Mark in seeing as how they were able to handle his odd creations.
If they ask the sheriff, Sir Carradin, if he needs help in the village he tells them that he and the townsfolk
should be able to handle it just fine. If they ask him for a reward he says that if they can bring Mark back
alive that he’ll give them 10 gold apiece and the town’s thanks. Before they go, have someone mention that
they should bundle up before leaving. It gets cold on that mountain and it seems that a small snowstorm
will be picking up soon. If they choose to wear heavy cold weather gear and have a Strength score lower
than 15 then they are considered encumbered and have their speed reduced by 10.
<><> NPC TRAITS <><>
You are free to make or ad lib NPCs as you see fit however here are some good traits for playing Sir Carradin,
the innkeeper, Magnus and any villager.
Sir Carradin believes in duty. He will give his life to protect the people of Ambershandy and is grateful to
those who would do the same. When he speaks he tends to not waste words on flowery language and
instead gets to the point.
The Innkeeper, Magnus, is a large friendly man whose life as both innkeeper and bartender has made him
charismatic and talkative. He reads people very well and is likely to help those who have good intentions.
Any villager in this town can be expected to have a down to earth perspective. They think about their family
and friends first when not concerned with themselves and are helpful to those they know and suspicious
of those they don’t.
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<><><> ACT 2: Nich’s Peak <><><>
The player’s characters begin their trek up the mountain.
Summary: The players begin their journey to Mark’s cabin. Along the way they fight a snow elemental or two
and deal with the treacherous way up. They then make it to Mark’s Cabin.
You can read the following description, paraphrase or make your own to begin this section.
“Onwards and upwards you march towards the peak.
The town at your backs and the cold on your cheek.
Your torchlight flickers this cold gusty night.
With flurries of snow obscuring your sight.
The path ahead is bordered by fence.
You march along, following it thence.
The deeper snow slowing your tread.
Snowfall conceals your way ahead.
Fence is gone, you’re feeling lost.
Ahead you see only frost.”
<><> NICH’S PEAK MOUNTAINSIDE <><>
While traveling up the mountain it is ‐10 degrees Fahrenheit. Creatures traveling in this weather must
succeed on a DC10 Constitution saving throw at the end of each hour of travel or gain one level of
exhaustion. A creature with resistance to cold damage, immunity to cold damage, wearing cold weather
gear or naturally adapted to cold climates automatically succeed on this saving throw. A creature may
spend one hour out of the cold and near a fire to recover two levels of exhaustion gained in this way.
The total trek up the mountain is a DC10 skill challenge requiring 3 successes. A character may attempt a
skill if they are proficient with it and if they can come up with a way to find their way up using that skill.
Some examples are: Survival to keep on the correct path, Nature to maintain their bearings, and Athletics
to climb onto and help people up a ledge. If a player attempts to use a skill they cannot use it again. When
the pcs reach 3 successes they make it up the mountain to Mark’s cabin. Each skill check represents one
hour of travel up the mountain. For each failure after the third (i.e. the fourth, fifth, etc…) causes the PCs
to make a DC 10 Constitution saving throw or gain 1 level of exhaustion.
<><> APPROACHING THE CABIN <><>
When they approach Mark’s cabin they first find that it is completely shrouded in a cloud of fog. Forty feet
from the house is one Snow Elemental for every two PCs. The Snow Elemental is completely hidden while
motionless. When a player comes within 5 feet of a Snow Elemental roll and begin initiative. The PCs should
be “Surprised” because of being unaware of the creature’s presence. This means that they cannot take an
action, reaction or move until they complete their first turn. On round one the Snow Elementals should use
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their Frost Breath attack and then use it every time it recharges. After defeating the Snow Elementals the
fog around the cabin is dispersed.
|SNOW ELEMENTAL | SMALL ELEMENTAL, NEUTRAL EVIL|
Armor Class: 11 Hit Points: 21 Speed: 30 ft.
Str: 7 (‐2) Dex: 13 (+1) Con: 10 (+0) Int: 9 (‐1) Wis: 11 (+0) Cha: 12 (+1)
Skills: Perception +2, Stealth +3
Damage Vulnerabilities: Bludgeoning, fire
Damage Immunities: Cold, Poison
Condition Immunities: Poisoned
Senses: darkvision 60 ft., passive perception 12
Languages: Aquan, Auran
Challenge: 1/2 (100 xp)
Death Burst. When the snow elemental dies, it explodes in a burst of jagged ice and snow. Each creature
within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 or (1d8) cold damage on a failed
save, or half as much damage on a successful one.
False Appearance. While the snow elemental remains motionless, it is indistinguishable from an ordinary
lump of snow.
Innate Spellcasting (1/Day). The snow elemental can innately cast fog cloud, requiring no material
components. Its innate spellcasting ability is Charisma.
ACTIONS:
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) slashing damage plus 2 (1d4)
cold damage.
Frost Breath (Recharge 6). The Snow Elemental exhales a 15‐foot cone of cold air. Each creature in that
area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half
as much damage on a successful one.
<><> RESTING ON THE MOUNTAIN <><>
The mountain is not a friendly place for unprepared adventurers. Should your PCs decide to find some
shelter and take a long rest while traveling up the mountainside have them roll 1d10. On a 1 or 2 have them
encounter a Polar Bear. Keep in mind that this is definitely an encounter they should run from.
|POLAR BEAR | LARGE BEAST, UNALIGNED|
Armor Class: 12 Hit Points: 42 Speed: 40 ft., swim 30 ft.
Str: 20 (+5) Dex: 10 (+0) Con: 16 (+3) Int: 2 (‐4) Wis: 13 (+1) Cha: 7 (‐2)
Skills: Perception +3
Senses: passive perception 13
Languages: ‐‐‐
Challenge: 2 (450 xp)
Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.
ACTIONS:
Multiattack. The bear makes two attacks: one with its bite and one with its claws
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.
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<><><> ACT 3: Mark’s House <><><>
The player’s characters explore Mark’s house.
Summary: The players begin exploring Mark’s house. They find a journal entry dated 2 days ago, a key to the
basement, a few animated treelings, and finally confront Mark in the secret cellar room.
You can read the following description, paraphrase or make your own to begin the session. Unless
otherwise noted all of the ceilings in this house are about 10’ high.
“Twas the night before Nichmas, where ahead was a house
Maybe Mark’s cabbin sitting, with snow as its blouse
a light in the window below all porch and stair
Could be that ol’ Mark made his residence there
The other windows were icy; no light was shed
while the doors on the porch filled your heart with dread
lantern in your hand and weapon in your strap
you see on the side a cellar door in icy wrap
the frost in the air makes your teeth start to chatter
and the fear in your heart makes it go pitter‐patter”
“Mark’s house stands buried in the mountainside from the endless snowfall in the
mountains. Its walls and floors appear to be made from sturdy logs and boards
that all came from local trees. Lamplight can be seen in the basement’s frost
covered windows that lie under the house’s porch. A shadow moves past it. Above
you see the porch leads to double doors flanked by glass windows that have a
mirrored look to them from the darkness inside the rest of the home. Around the
right side of the house there appears to be large piles of wood and some sort of
cellar door. Black smoke billows from the chimney.”
<><> OUTSIDE THE CABIN <><>
Mark’s cabin sits on a shelf backed by the mountain and partially covered in snow leaving three walls
exposed (see Figure 1: Mark’s House Overhead). The cellar door is locked and also frozen over with a thick
sheet of ice. Try to get your players to come up with an interesting way of getting rid of the ice so that they
can unlock the door once they get the key from area C item 2 and then begin exploring the basement.
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Figure 1: Mark's House Overhead
<><> AREA A: LIVING ROOM<><>
Mark’s lifestyle is that of a woodworker, hunter, and survivalist hermit; his house should reflect that.
There is a trunk nearby the door that mostly has hunting supplies such as torches, a hunting knife,
flint, etc.
Next to a comfy leather chair is a small stand with a small intricately carved wooden box on it (3).
This small box (worth 25 gp) when opened plays a slow solemn tune while a thin girl in a stiff dress
spins. If the box is left to play all the way then a small key pops out of a hidden compartment. This
is the key to room C.
The tree that sits in the corner of the room is undecorated but of very nice quality. If the tree is
touched or interacted with, the encounter described in the next paragraph begins.
The rugs found throughout the house are all skins of different types of animals (worth 7 sp each).
A large elk head is mounted nearby the window (worth 5 gp).
The fireplace is not burning but smoke can be seen rising through it. Closer inspection of the
fireplace shows that the smokestack continues further down to a lower floor.
When the players enter area A for the second time or when the tree in the room is interacted with the tree
in the corner of the room animates and becomes an Awakened Fir and a number of Awakened Twiglings
equal to the number of party members ‐2. Roll initiative and begin combat. If the players seem to be doing
well and still have healing potions at this point go ahead and throw another Twigling or two at them. This
will be up to your judgment so only add the extra Twiglings if you really think they’re necessary. The fight
with Mark should be difficult.
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|AWAKENED FIR | MEDIUM PLANT, NEUTRAL EVIL|
Armor Class: 12 Hit Points: 11 Speed: 30 ft.
Str: 12 (+1) Dex: 12 (+1) Con: 13 (+1) Int: 4 (‐3) Wis: 8 (‐1) Cha: 3 (‐4)
Condition Immunities: blinded, deafened
Senses: blindsight 60 ft. (blind beyond this radius), passive perception 9
Languages: understands common but can’t speak
Challenge: 1/4 (50 xp)
False Appearance. While the awakened fir remains motionless, it is indistinguishable from a fir tree.
ACTIONS:
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) piercing damage.
Needles. Ranged Weapon Attack: +3 to hit, range (30/60 ft., one target. Hit: 8 (2d6+1) piercing damage.
|AWAKENED TWIGLING | SMALL PLANT, NEUTRAL EVIL|
Armor Class: 13 Hit Points: 4 Speed: 20 ft.
Str: 6 (‐2) Dex: 13 (+1) Con: 12 (+1) Int: 4 (‐3) Wis: 8 (‐1) Cha: 3 (‐4)
Skills: Stealth +3
Damage Vulnerabilities: fire
Condition Immunities: blinded, deafened
Senses: blindsight 60 ft. (blind beyond this radius), passive perception 9
Languages: understands common but can’t speak
Challenge: 1/8 (25 xp)
False Appearance. While the awakened twigling remains motionless, it is indistinguishable from a pile of
firewood.
ACTIONS:
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.
<><> AREA B: DINING ROOM AND KITCHEN <><>
This area of the house is fairly uninteresting. There are no plot specific items here but you can fill it as you
desire. There is a table with a chair as well as 2 chairs placed wherever you deem appropriate, a potbelly
oven in the corner of the kitchen room that is slightly warm, 7 cabinets and an icebox filled with enough
provisions for 1 person for 3 days.
<><> AREA C: BEDROOM AND CLOSET<><>
This area is blocked by a locked door (DC 15 thieves tools to pick) whose key is in item 3 in area A.
A large wooden bed sits in the corner of the room with the sheets and pillow laying messily on top
of it. The bed is cold.
The chest of drawers in the corner of the room has the key to the cellar door outside hidden in the
sock drawer.
Opposite the bed is a small desk with chair and a journal (1) with quill and ink on top of it. The
journal has record of the past 2 years and is written in with sloppy handwriting. The most recent
entry is dated 2 days ago and reads as follows:
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“The visions were not wrong. I had thought that my hike up the mountain would
be fruitless but it seems the signs were true: I’ve found Frojack’s totem! With this
I will begin his work by wiping out the non‐believers that I once gave gifts of
merriment to. This Nichmas when the sun rises it will rise up on blood‐stained
snow.”
Figure 2: Mark's Cellar
<><> MARK’S CELLAR AREA A <><>
Once the players enter this area from the locked cellar door outside Mark’s house begin using Figure 2:
Mark’s Cellar. Rustic wooden stairs lead down into a significantly warmer room than the rest of the house.
A fire roars in the fireplace on the eastern wall.
A set of fire‐pokers sits in a stand next to it.
Another chair much like the one in the floor above sits facing the fireplace with a fur rug in between
the two.
The western side of the room has a set of drawers and a large table that appears to be a
workstation.
A large amount of clutter sits on top of the desks and in the drawers including:
o A full set of woodcarver’s tools strewn about it and wood chippings
o 2d6 small wooden figurines worth 1 sp each
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o 2d4 wooden toys worth 5 sp each
o Various iterations of wooden swords with runes inscribed on them. These runes do not
function and when closely examined appear to have errors and be incomplete.
A pair of boots can be seen in‐between the fireplace and the cellar’s stairs. These are ordinary boots
but they seem as though they have not been worn in a while.
This room has no obvious exits although your players might think there is a way out based on the light
coming from a room beneath the stairs. A secret door on the south‐west corner of the room can be
found with a successful DC15 wisdom (perception) or intelligence (investigation) check. The way to
open the door is by taking a fire‐poker and place it in a slot in the fireplace and turning. The small slot
can be found with a DC15 wisdom (perception) or intelligence (investigation) check. The secret door
has no lock on it and so cannot be lock‐picked; however, the slot in the fire‐place can with a DC10 thieves
tools check.
<><> MARK’S CELLAR AREA B <><>
This room appears to be used for storage but has the
following items:
Stacks of wood
Branchless Tree/altar to Frojack
Desk and chair with paper, ink and quill. Many of
the pages have drawings of woodwork designs
It is unlikely that Mark does not know about the PCs
arrival. If he was not alerted by the fighting with the
awakened fir and twiglings in the house above or by the
PCs walking around, rummaging through things and
opening drawers and doors then he will definitely be
alerted by the opening of the secret door. When the
players enter he is sitting at his desk whispering a prayer
to a small totem (Figure 3: Totem of Frojack) in front of
him. He should be aware of the pcs unless their stealth
score is above his passive perception.
The players may talk with him instead of fighting him although he will not be swayed from his path and will
try to convert the players to followers or believers in Frojack. This can be in the form of promises of power
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(both leadership and magical), safety (from Frojack’s followers and their enemies), and wealth (taken from
those deemed “unconvertable”). When the first attack is declared then initiative will begin. Alternatively if
no attack is attempted but Mark realizes that he is in danger or that these invaders will not convert then he
will begin initiative.
When writing down initiative include a turn called “Lair Actions” on initiative count 20. Because mark is a
solo creature in this encounter it helps keep the battle interesting and give him a small edge by allowing
him to use one of these four “lair Actions” on initiative count 20. These can be chosen but work well when
rolled randomly.
1d4 Lair action
1 Ice slick: a 10ft x 10ft area becomes slick with ice. Characters who begin their turn on this ice or enter the ice for the first time in
the round turn must succeed on a Dc 12 dexterity saving throw or fall prone. This terrain is considered difficult terrain and
disperses if this action is used again.
2 Ice Wall: four 5ft x 5ft blocks of ice appear wherever you choose and may be stacked on top of eachother.
3 Frostblight: One character must succeed on a DC 12 constitution saving throw or have disadvantage on the next weapon attack
roll it makes before the end of its next turn.
4 Nothing happens
<><> FIGHTING AS MARK <><>
Mark begins the battle with his Frojack’s Frosty Aura ability already active. If Mark begins his turn without
any temporary hit points roll 1d6. On a 5 or 6 Frojack’s Frosty Aura is refreshed. Mark should try to focus
down the weakest party member without provoking an attack of opportunity. He should also utilize the
terrain to his advantage, especially the terrain created with his lair action. If a player goes unconscious he
should switch to another target so as to down as many people as possible. Mark is zealous in his thinking
and willing to die before surrendering to those who would denounce Frojack. While his transformation to
his current self is permanent his powers are tied to the totem he found. If it is taken from him he loses his
powers over 1d4 days.
|MARK, FROJACK’S CHOSEN | MEDIUM HUMANOID (HUMAN/SATYR), NEUTRAL EVIL|
Armor Class: 14 (Hide) Hit Points: 6+6 per PC Speed: 40 ft.
Str: 14 (+2) Dex: 14 (+2) Con: 12 (+1) Int: 10 (+0) Wis: 14 (+2) Cha: 8 (‐1)
Skills: Survival +4
Senses: Passive Perception 12
Languages: Common, Druidic
Challenge: ? (50 xp per player)
Frojack’s Frosty Aura (recharge 5‐6). At the beginning of Mark’s turn a magical frost surround’s mark
granting him 5 temporary hit points. If a creature hits Mark with a melee attack while he has these hit
points the creature takes 1d4 cold damage.
Magic Resistance. Mark has advantage on saving throws against spells and other magical effects.
ACTIONS:
Multiattack. Mark makes an attack with his Ram and a melee attack with his Hand‐Axe.
Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.
Hand‐Axe. Melee/Ranged Weapon Attack: +4 to hit, reach 5 ft. / range (20/60), one target. Hit: 6 (1d6+2)
slashing damage.
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<><> RESTING IN MARK’S HOUSE BEFORE FIGHTING MARK <><>
Should the PCs try to take a long rest in Mark’s house before fighting Mark he will interrupt their rest by
lowering the temperature to ‐100 degrees Fahrenheit. This cold causes all the floors in the main house and
basement to become difficult terrain except to Mark. Players in this kind of cold must pass a DC 10
constitution saving throw (with advantage if they have resistance to cold and are wearing heavy clothing).
On a failure the PC gains vulnerability to cold damage from being frostbitten or if the PC had resistance to
cold damage loses resistance to it until they complete a long rest. Mark will then attack the party to
interrupt their rest.
<><> THE FALL OF MARK <><>
Whether the PCs decide to spare or kill Mark, Sir Carradin is glad that he was put to justice. Sir Carradin is
an NPC that may continue to be useful to you as the DM or fall out of the spotlight and into obscurity.
Where you go from here is up to you but keep in mind that finding a buyer for the items they found in
mark’s house might be difficult in this town if they cost more than 5 gold. The Totem of Frojack is a powerful
magic item that slowly corrupts the user. Sir Carradin will suggest destroying it; however, if a PC would like
to keep it you can find its properties below. Destroying it can become an adventure in and of itself by
making the totem immune to destruction except by specific means (such as a phoenix’s ashes).
<> The Totem of Frojack <>
Totem, rare (requires attunement by a druid or cleric)
This small log has natural growths that form a branchless tree sitting upon a snowy hill with a full moon in the
background.
This totem has 7 charges for the following properties. It regains 1d6+1 expended charges daily at dawn. If
you expend the totem’s last charge, roll a d20. On a 1, the totem crumbles into ashes and is destroyed.
While holding the totem you can use an action to expend some of its charges to cast one of the following
spells (save DC 17): Ice Knife (1 charge; Elemental Evil Player’s Companion), Snilloc’s Snowball Swarm (2
charges; Elemental Evil Player’s Companion), or Sleet Storm (3 charges; SRD page 180).
Corrupting. Attuning to the Totem of Frojack makes it irresistible to you. Once attuned you are unwilling to
part with the totem, keeping it on your person at all times. The power then begins changing who you are.
In the night while you rest you begin having visions and hearing a voice speaking to you. This is Frojack
calling to you asking you to help him. During these times you must succeed on a DC 13 Charisma saving
throw or lose 1 feature (of the player’s choice) from your race and begin gaining physical features of a satyr.
Succeeding on this saving throw increases the DC on the following night by 1 cumulatively. Once the saving
throw is failed the DC returns to 13 and begins again.
Once you lose all the features of your previous race you now fully look like a mixture of a satyr and whatever
race you were previously and gain the following features: Your walking speed becomes 40 and you have
Magic Resistance granting you advantage on saving throws against spells and other magical effects. Your
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alignment also becomes Neutral Evil and you gain the following Bond: I will destroy all those that denounce
Frojack and seek to bring the glory of The Bitter Frost to the world.
<><> Experience Points <><>
The following list breaks down the total amount of experience gained per objective, creature and finding.
Flying Wooden Toy Sword <> 50 xp per sword fought.
Investigating in town <> 10 xp per player.
Journeying up the Mountain <> 10 xp per player.
Snow Elementals <> 100 xp per elemental fought.
Polar Bear <> 450 xp for defeating it. 50 xp for escaping it.
Finding Mark’s Journal <> 10 xp per player.
Awakened Fir <> 50 xp per fir fought.
Awakened Twigling <> 25 xp per twigling fought.
Opening The secret door in the Cellar <> 10 xp per player.
Defeating Mark <> 50 xp per player
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