The Frost-Wraith of Frostglen Rest: Difference between revisions

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Adventurers are needed to uncover what stalks the storm. The path is not fixed. Players choose how to investigate and which clues to follow as they explore Frostglen Rest, the Shrine of Fu Lan Chi, and the Old Gravenreach Timberway. Each location holds fragments of truth hidden in wind patterns, old machinery, and forgotten symbols. The storm worsens and the ridge grows restless. In time, the choices players make will draw them to the heart of the winter mystery and into a final battle against a force older than the Vigil itself.
Adventurers are needed to uncover what stalks the storm. The path is not fixed. Players choose how to investigate and which clues to follow as they explore Frostglen Rest, the Shrine of Fu Lan Chi, and the Old Gravenreach Timberway. Each location holds fragments of truth hidden in wind patterns, old machinery, and forgotten symbols. The storm worsens and the ridge grows restless. In time, the choices players make will draw them to the heart of the winter mystery and into a final battle against a force older than the Vigil itself.
|toneandfeel=<p></p>- Atmospheric
|toneandfeel=<p></p>* Atmospheric
* Tense
* Tense
* Mysterious
* Mysterious
* Wintry
* Wintry
|themes=<p></p>- The land remembers more than people realize
|themes=<p></p>* The land remembers more than people realize
* Ancient traditions and misunderstood spirits
* Ancient traditions and misunderstood spirits
* Survival against cold and isolation
* Survival against cold and isolation

Revision as of 00:44, 5 January 2026


The Frost-Wraith of Frostglen Rest

During the Snow Quiet Vigil, Thirasil enters a period of ritual stillness when old stories claim the boundary between living travelers and winter spirits grows thin. This year, something answers the Vigil with violence. Travelers vanish near Frostglen Rest, strange prints appear on the ridges, and a massive silhouette has been seen during the raging blizzards. The ancient legends of the Snow Wraith were once dismissed as superstition, but now its presence feels undeniable.

By: Joe McMahon
System: System: Daggerheart
Complexity: ⏺⏺
Setting: Thirasil

The Pitch

Each winter, Thirasil observes the Snow Quiet Vigil, a sacred time of stillness when the people honor winter spirits and ancestors. This year, something responds to the Vigil with violence. Travelers vanish along the ridge, the wind carries sounds that are not its own, and Frostglen Rest becomes a place of unease rather than refuge. Rumors speak of a Snow Wraith, an old legend connected to deep places and ancient rites.

Adventurers are needed to uncover what stalks the storm. The path is not fixed. Players choose how to investigate and which clues to follow as they explore Frostglen Rest, the Shrine of Fu Lan Chi, and the Old Gravenreach Timberway. Each location holds fragments of truth hidden in wind patterns, old machinery, and forgotten symbols. The storm worsens and the ridge grows restless. In time, the choices players make will draw them to the heart of the winter mystery and into a final battle against a force older than the Vigil itself.

Tone & Feel

* Atmospheric
  • Tense
  • Mysterious
  • Wintry
Themes

* The land remembers more than people realize
  • Ancient traditions and misunderstood spirits
  • Survival against cold and isolation
  • Truth hidden beneath superstition and fear
Touchstones
*The Terror, The Thing (1982), Brotherhood of the Wolf, Princess Mononoke, Scooby Doo, Where Are You? (That's A Snow Ghost S1E17)*

Overview

If your group decides to play this campaign, give your players the following information before character creation.
Thirasil is a state defined by ridges, deep forests, and long winters that shape the lives of its people. As the Snow Quiet Vigil begins, a hush settles across the land. Fires burn through the nights and stories of winter spirits rise in whispered conversations. Frostglen Rest sits at the edge of the tundra, welcoming travelers who seek shelter from the first storms of the season. The lodge walls hold warmth, but tension hangs in the air as rumors spread of strange sightings beyond the firelight.

Players step into a world where nature feels alive and responsive. Winds shift unexpectedly, frost spirals form in perfect patterns, and even distant ridgelines seem to move in the corner of vision. The Shrine of Fu Lan Chi offers ancient perspective from a mystic who has lived long enough to recognize old threats returning. Nearby, the ruined Gravenreach Timberway looms as a reminder of earlier eras when the frontier was more actively patrolled. These three sites anchor the mystery and provide multiple paths of discovery.

This campaign gives players freedom to investigate in any order while the storm intensifies around them. Each location reveals clues that connect past and present, myth and truth. Encounters challenge perception, teamwork, and survival in harsh conditions. The deeper the party ventures into the tundra, the more they sense a presence moving through the storm, watching from the ridges, waiting for the Vigil to reach its peak.

As the truth becomes clearer, the players confront the force behind the winter terror. The final battle takes place in a frozen chasm where cold pulses rise from the depths and the Snow Wraith reveals its true form. Victory or defeat will decide whether the Vigil remains a night of fear or a night of restored peace.




Player Principles

Respect the Winter

Your characters face a land that responds to sound, movement, and carelessness. Pay attention to the wind, the snow, and the reactions of animals. Survival often begins with caution.

Follow the Clues Your Way

There is no single correct path. Let curiosity guide you and pursue the leads that interest you most. Every location contains pieces of the truth. Investigate! Use your instincts, knowledge, and perception to figure it out.

Prepare for a Monumental Threat

The final confrontation is large scale and dangerous. Work together and trust your allies when the Frost-Wraith reveals its true form.

GM Principles

Build Tension through Atmosphere

Snow, wind, silence, and strange echoes should frame every scene. The environment is an active presence.

Offer Clues, Never Paths

Present information but never demand a sequence. Let players decide where to go next.

Use the Vigil as a Living Force

Cold pulses, shifting winds, and spiritual stillness allow subtle foreshadowing and worldbuilding. Use them to escalate pressure.

Reward Teamwork in the Finale

The Frost-Wraith is a colossus. Highlight the importance of movement, timing, and cooperation as players dismantle or outmaneuver it.

The Inciting Incident

A violent winter storm descends upon Thirasil as the Snow Quiet Vigil begins. Travelers arriving at Frostglen Rest find the lodge tense with fear after a local scout disappears on the ridge. Strange footsteps appear outside the windows even as the wind erases all other tracks. The lodge keeper begs for help, explaining that the ridge has been restless for days and something enormous has been seen moving through the storm. When the next cold pulse rolls through the timber walls, the PCs realize this Vigil will not pass quietly.

Session Zero Questions

  • What personal connection or duty brings you to Thirasil during the Snow Quiet Vigil?

Consider whether this is a choice, an obligation, or a coincidence. Is your character honoring someone, seeking refuge, escorting another traveler, or answering a call for help? This answer should explain why your character would remain involved even as danger grows.

  • How has winter shaped your character’s past or beliefs?

Think about a formative experience involving cold, isolation, or survival. Winter might represent hardship, peace, reverence, or fear for your character. This belief can influence how they react to the Vigil and the Frost-Wraith legends.

  • Why would you choose to investigate a dangerous mystery rather than stay inside until the storm passes?

Decide what pushes your character beyond caution. This could be curiosity, responsibility, distrust of rumors, or a refusal to leave others at risk. Your answer helps explain proactive choices during the investigation.

  • What is one rumor you have heard about the Frost-Wraith or the tundra beyond Frostglen Rest?

This rumor does not need to be true. It can be exaggerated, fearful, or oddly specific. Think about how this rumor colors your expectations and whether you initially believe it or doubt it.

  • Which location feels most significant to your character: Frostglen Rest, the Shrine of Fu Lan Chi, or the Old Gravenreach Timberway, and why?

Choose a location that resonates emotionally or historically with your character. This helps the GM spotlight your character when the party visits that place and gives you a personal stake in what is discovered there.

Campaign Frame