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Winter’s Daughter

  • Converted from the original work by Gavin Norman.
  • In general, very little changes are necessary to run the adventure as written.
  • Note that there are two versions of this adventure (not including the 5e/OSE versions).
  • This conversion was written for the original edition, published with permission.
  • A PDF-friendly version of this conversion is available here](https://drive.google.com/drive/folders/13gkybUAkRJAXSErB3rDXpclLOmpXLtOB).

Outside the Mound

Random Events

  • Gazing at the violet-eyed owl: save WIL to avoid fainting.
  • Gust of wind: DEX save to avoid taking 1 STR damage.

1. Approaching the Burial Mound

  • Run as written.

2. Sacrifice at the Whything Stones

  • Run as written except for the Drunes here. Their possessions are the same, but see notes below on staves and Spellbooks.
  • The “young woman” (Briar-Anne) is standard NPC but with relatively high WIL (4HP, 10/10/15).

Hooded Men (aka Drunes)

12 HP, 9 STR, 12 DEX, 14 WIL, staff wreathed in green flame (d8), Spellbooks (Charm Person, Magic Missile, Hold Person, Topple Dolmen)

  • Charm Person: Target sees caster as a friend until they succeed a WIL save.
  • Hold Person: Target is paralyzed until they succeed a WIL save. Undead are not affected.
  • Magic Missile: A bolt of arcane green energy that causes d6 damage, ignoring mundane armor.
  • Topple Dolmen: One of the dolmens begins to glow eerily, then levitates from the circle and topples onto a spot within 30’, doing 4d6 Blast damage on a failed DEX save (the stones move quite slowly).
  • On death their bodies turn to ash, leaving only a cloak and staff which reek of arcane energies.
  • 1d4 Spellbooks can be recovered from the ashes of one of their corpses.
  • Touching the staff for the first time causes 1d4 WIL damage. Survivors have power over the staff, which allows the bearer to hear the thoughts of others.

3. Tomb Entrance

Door

  • Two normal PCs must make a successful STR save per attempt to move the slab.
  • Breaking the slab is easier provided the PCs have the equipment and time (see notes about the noise).

4. A Hole in the Earth

  • DEX save to avoid being heard by the worms.

The Burial Mound

5. Hall of Guardians

Religious Objects

4 HP, 1 Armor, bash (1d4)

  • Can fly.
  • Any PC with obvious ill-intent is immediately attacked.
  • On death, a cloud of mould spores erupt. Anyone nearby must make a STR save or suffer 1 STR damage and become paralyzed by choking for one round.

6. Blindfolded Statue

  • Run as written.

7. Freezing Mirror

Full-Length Mirror

  • WIL save to pass in front without becoming paralyzed.
  • Unfreezing people can include Cure Wounds (restore 1d4 STR per day to a creature you can touch).

8. Family Crypt

Floating Skeletons

10 HP, 5 WIL, 8 STR, 13 DEX, claws (1d4)

  • Can fly and are unaffected by charms or mind control.
  • Any melee weapon that makes contact with the Skeleton becomes momentarily weightless (next attack is impaired).

9. Chapel of St. Sedge

  • Run as written.

10. Abandoned Priest’s Quarters

3 Wormtongues

4 HP, 1 Armor, acid bite (1d4)

  • Critical damage: acid eats at flesh and clothing. Lose 1 STR per round until washed off.

A Loose Flagstone

  • Any thorough search will discover the loose flagstone.
  • Poison needle trap: suffer 1d4 STR damage and fall unconscious for 1d12 minutes.
  • Hold Person: Target is paralyzed until they succeed a WIL save. Undead are not affected. See rules for Scrolls in the SRD.
  • Holy wafers: Anyone eating a single wafer provides an immense sense of well-being and peace. Eating three or more causes the person to fall into a deep sleep for 1d4 hours.

11. Statues With Weapons

7 Statues of Footmen

  • The longsword is two-handed and does d8+d8 damage.
  • Mace & spear do d8 damage, the Morningstar, Battle Axe, Halberd and Warhammer do d10.

Mould-Patched Walls

  • Raises a cloud of spores. Everyone within 10’ makes a WIL save or suffer 1d4 STR damage and be stricken with violent coughing and choking for 1 turn.

12. Hall of Hounds

Stone Hounds

16 HP, 3 Armor, 16 STR, 12 DEX, 1 WIL, bite (1d8)

  • Chained (can’t leave the room).
  • Only harmed by magic. Unaffected by charms or mind control.

13. The Knight’s Tomb

The Ghost of Sir Chyde

  • 26 HP, 3 Armor, 14 STR, 16 DEX, 18 WIL, aging touch (1d6)
  • Abilities as written.

Stone Coffer

14. Warded Pool.

  • Run as written.

The Fairy Prison

Random Events

Frost Elf Knights

Goblin Sleigh-rider

Winter wolves

5 HP, 14 STR, 12 DEX, bite (d8)

15. Tower on a Frozen Lake

  • Run as written.

16. Entrance Hall

Dolmenwood Troll

24 HP, 2 Armor, 17 STR, 9 DEX, 12 WIL, moss fists (d10)

  • Moss growth: as written.
  • Regeneration: regains 3hp per round, and even severed limbs are reattached. If killed, will regenerate and fight again in 2d6 minutes.
  • Lore: as written.

Dolmenwood Goblin

4 HP, 1 Armor 8 STR, 11 DEX, 8 WIL, spear (d6), Spells (once per day: Charm person, Darkness, Sleep, Phantasmal Force)

  • Charm Person: Target sees caster as a friend until they succeed a WIL save.
  • Darkness: Creates a shroud of magical darkness in a 15’ radius.
  • Sleep: A creature you can see falls into a light sleep.
  • Phantasmal Force: You create a convincing illusion in the mind of a living creature, stimulating sound, touch, and temperature as if it were real. A WIL save is required to break the vision.

17. Fairy Kitchen

Frost Elf Cooks

8 HP, 9 STR, 13 DEX, 12 WIL, knife (d6), rolling pin (d4)

18. Wedding Feast

Frost Elf Guards and Knights

11 HP, 2 Armor, 8 STR, 13 DEX, 14 WIL, spear or lance (d8)

Frost Elf Nobles

11 HP, 1 Armor, 8 STR, 13 DEX, 14 WIL, icicle dagger (d6), a Spellbook (Sleep or Hold Person)

  • Sleep: A creature you can see falls into a light sleep.
  • Hold Person: Target is paralyzed until they succeed a WIL save. Undead are not affected.

19. The Princess’s Bedchamber

Princess Snowfall-at-Dusk

16 HP, 1 Armor, 8 STR, 15 DEX, 16 WIL, icicle dagger (d6), Spellbooks (Charm Person, Sleep, Hold Person, Invisibility)

  • Charm Person: Target sees caster as a friend until they succeed a WIL save.
  • Sleep: A creature you can see falls into a light sleep.
  • Hold Person: Target is paralyzed until they succeed a WIL save. Undead are not affected.
  • Invisibility: Target is completely invisible to non-magical creatures until they attack.

Magic Items

Ring of Soul-Binding

  • As written; the unwilling should make a WIL save.

Pouch of Limitless Fungi

  • As written.