The Frigid Gallery: Echoes of the Crystal Veil
Setting: The Frigid Gallery
Hidden deep within the frost-covered peaks of the Crystalline Mountains lies an ancient cavern known as the Frigid Gallery. Once a thriving art estate of the long-forgotten Ice Mage Altharion, the Gallery has now been encased in layers of ice, forever preserving his failed masterpieces. Ethereal echoes resonate through the chamber, lingering remnants of the magic once used to bring his art to life.
The walls of the gallery are encrusted with crystals that shimmer in shades of blue and white, refracting light in dazzling patterns. However, there is a malevolent aura about this place; the deeper one delves, the colder it becomes, and it feels as though something watches from the shadows.
Goal: Retrieve the Heart of Winter
The party has been tasked by a local village facing an unending winter which they believe is linked to Altharion’s lost Heart of Winter—a powerful relic believed to control the climate. Legends state that whoever possesses it can manipulate ice and snow, but it is trapped at the heart of the Frigid Gallery, hidden amidst the remnants of Altharion's art. The players must retrieve the Heart of Winter to restore balance and warmth to the region.
The Entrance
As the party approaches the mouth of the cavern, a chilling wind whips around them, nearly knocking them off their feet. Upon entering the cavern, they are greeted by the haunting beauty of frozen sculptures: crystalline trees, animals frozen mid-leap, and portraits of the Ice Mage himself. Each piece seems eerily alive, as if captured in a moment of intense action.
Encounter Element: Ice Spikes Trap
As they venture deeper into the gallery, the ground suddenly shifts beneath them. Ice spikes burst from the walls, initiating a skill challenge to avoid them. Characters will need to make Dexterity saving throws (DC 15) as they navigate through the narrow passages to avoid taking 2d6 piercing damage. A character that succeeds on a DC 12 Intelligence (Investigation) check can spot the mechanism controlling the traps, allowing them to disarm it with a successful Dexterity check (DC 14) to loosen the trigger mechanism.
The Echoing Hall
Past the traps, the party finds themselves in a vast hall where the echoes of laughter and music can be heard, although no one is present. In the center of the room is a magical device, known as the Echo Conductor, designed to amplify the emotions of those within its radius.
If a character speaks or sings within range, the device reacts by summoning shadowy minions of Altharion—Mirror Wraiths. These spectral beings are remnants of his magical experiments, intent on defending the secrets of the gallery.
Mirror Wraith Encounter
- Mirror Wraiths (3-4): These wraiths can turn reflections into solid weapons, able to attack with magical blades crafted from frozen light. They have Resistances to non-magical attacks but are vulnerable to radiant damage. Their unsettling presence forces players to make a Wisdom saving throw (DC 14), or be afflicted with fear, making it advanced for players to engage or retreat.
To defeat the Wraiths, the players may use the Echo Conductor. By using an action to channel their energy into the device (a DC 15 Performance check), they can temporarily banish the Wraiths, causing them to dissolve into ice crystals for one minute. The Conductor can only be used once per encounter.
The Chamber of Artifice
The next chamber is lush with twisted ice sculptures and elaborate designs. Amidst them stands a massive crystalline throne upon which a puppet made of frost and shadow sits. This is Altharion’s Puppet Guardian, created to guard his Heart of Winter, moving fluidly as it casts a smirk at the adventurers.
Puppet Guardian Encounter
- Ice Elemental Guardian (1): Towering at 10 feet tall, it possesses frost breath and can create ice statues to assist in its defense OR summon a blizzard storm that deals cold damage. The players must stay alert, as it is agile and has a lair action to cause slippery patches on the floor, requiring players to make a Dexterity saving throw (DC 14) or fall prone.
The Puppet Guardian offers players a chance to negotiate, offering information in exchange for warmth—a fitting trade given the icy climate. If they acquire the information through effective roleplay or Persuasion checks (DC 16), the Guardian may reveal that the Heart is imbued with a part of Altharion’s essence; to retrieve it, they must summon forth and defeat his spirit.
The Heart of Winter
As the Guardian falls, it dissolves into icy mist revealing a frozen orb pulsating with a warm light—the Heart of Winter. However, to claim the Heart, they must now face the spirit of Altharion, which appears as a spectral figure clad in icy robes, wielding the power of winter itself.
Altharion’s Spirit Encounter
- Altharion (1): He possesses powerful cold-based spells—spells like Cone of Cold and Ice Storm. He can summon blizzards to obscure vision, making the battlefield hazardous. Altharion fights defensively, using ice walls to separate players and highlight their vulnerabilities.
Altharion speaks to the adventurers, testing their resolve with questions about their intentions. The players have the option to persuade him, give him a reason to relent in battle, or engage in combat. Successfully persuading him may lead to a pacified exchange where he offers advice on mastering the Heart’s powers or maybe even a chance to imbue it with their essence to balance its power.
Resolution: Claiming the Heart
Once Altharion’s spirit is defeated or calmed, the Heart of Winter will be freed, radiating warmth throughout the chamber. The once malignant aura subsides, and the room begins to melt with icicles dripping into rejuvenating pools.
With the Heart of Winter secured, the party can return to the village and restore warmth to their land, earning the gratitude of the townsfolk and possibly opening doors to new adventures or communities. They can choose to keep the Heart or decide that such power is too great for one individual—and thus may transfer control of it to the townsfolk, who agree to protect the magical core.
As they leave the Frigid Gallery behind, the echoes that once preyed upon them grow softer, heralding brighter days to come under the warm sun, now free from eternal winter.