Introduction

Dwarven explorer Alberich Frostbeard has relied entirely too much on a gnomish invention called “unbreakable rope” and died as a result. His Boots of the Winterlands are up for grabs, provided the characters can reach them!

Background

Several years ago, a dwarven explorer named Alberich Frostbeard attempted to reach a cave partway up a cliff face in the frozen wastes. He brought with him two magical items; an unbreakable rope and warm winter boots.

Unfortunately only the boots turned out be a real magical item. His rope snapped and left him stranded on a narrow ledge at the mouth of the cave he wanted to explore. The cave itself turned out to be empty. More recently, a snow harpy has started using the cave as a lair and a flock of ravens has moved into a tree above the cave to scavenge any scraps she leaves.

Adventure hook

This adventure works well as a random encounter in a colder region (arctic, tundra, etc.). A more directed approach could be a quest to find and kill the snow harpy.

Harpy harassment. The characters have picked up a bounty for a snow harpy and received directions to this cave. They will be paid 10 GP if they return the harpy’s head to whoever gave them the bounty.

A Cold Case

The adventure begins as the characters approach the dead tree.

A cold wind blows over the cliff edge in the distance. You can see a dead tree standing near the cliff and hear distorted singing coming from that direction. It’s not the greatest song you’ve ever heard but still somewhat comforting.

1. The ravens

Four ravens have taken up residency in this tree and are hiding between the branches to stay out of the wind. They are mimicking the song of the snow harpy who resides in area 5, but without its magical capabilities.

A character who succeeds on a DC 10 Wisdom (Insight) check will realize they are hearing a raven imitating some other creature. Characters who succeed on a DC 15 Intelligence (Nature) check will recognize the singing as a poor rendition of a harpy’s song. The ravens are not hostile to the characters and will flee if attacked.

Exploration experience

Award the characters 25 XP if the realize the sound is made by ravens. Award 50 XP if they realize this imitates a harpy’s song.

2. The descent

Assume that the characters approach the cliff edge and read the following to make clear to the players that there is a location of interest some way down the cliff.

You step between some tree stumps and stand at the cliff edge. The wind makes more noise here and the view is breathtaking. It’s not easy to look down past the icicles that cling to the rock face but you can glimpse a humanoid skeleton on a platform some 40 feet below. The skeleton’s clothing has mostly disintegrated but its boots seem in surprisingly good condition.

It is up to the players to find a way down. Normal fall damage rules apply. If the characters attempt to climb down the rock a DC 15 Strength (Athletics) might be appropriate to reflect the windy and icy conditions. If a character attempts to fly down, a DC 10 Strength (Athletics) check might be appropriate to avoid being smashed into the rock by the wind.

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Using rope. Most of the tree stumps at the edge are rotten and will only hold the weight of tiny or small creatures. Characters who succeed on a DC 10 Wisdom (Survival) check can identify a tree stump that can be used to anchor a rope. Characters with proficiency in carpenter’s tools will be able to distinguish healthy from rotten wood and therefore make this check with advantage. If a medium or larger character attempts to climb down a rope attached to a rotten tree, the rope will come loose once the character puts their full weight on the rope. They can manage to grab hold of the edge if they succeed on a DC 10 Dexterity (Athletics) check. On a failed check they fall 40 feet to the platform at area 4 and take appropriate fall damage.

3. The mephits

Three ice mephits are hiding 20 feet below the edge using their false appearance to look like icicles. They attack anyone who comes close. The mephits have no sense of self preservation and will fight the characters until death, flying around them all the time. If the characters are using a rope and not tied in, they must succeed on a DC 10 Strength (Athletics) check whenever they take damage to hold on to the rope. On a failed check they fall to the platform at area 4 and take appropriate fall damage.

4. Alberich’s remains

This is where the dwarf Alberich Frostbeard got stuck after his rope broke.

The skeleton is one of a dwarf. Whatever happened to him seems to have been several years ago. Most of his possessions are too far gone to be of any use but his boots are in pristine condition and untouched by the elements. Faded runes are scratched into the rock wall.

Last words. The runes scratched in the wall are dwarvish and contain Alberich’s final words. Characters who are proficient in dwarvish and succeed on a DC 15 Intelligence (Investigation) check can decipher the runes. Characters with proficiency in calligrapher’s tools will have experience deciphering illegible words and therefore make this check with advantage. If deciphered, the runes read:

I was Alberich Frostbeard. A curse on Frederic Twirlstache and his so-called unbreakable rope! May he never swindle another explorer as he did me!

Exploration experience

Award the characters with 75 XP if they decipher Alberich’s final words and learn what happened to him.

Treasure

Alberich’s footwear are Boots of the Winterlands (DMG p.156).


5. The harpy’s lair

The cave is dim light. A snow harpy makes her lair in the top part that is difficult to reach without flying. Her actions depend on the amount of noise the characters make coming down and on how many characters the harpy is aware of.

Use the harpy statblock with AC 12 (natural armor), Stealth +3, Damage resistance to cold, and no Club attack but a multiattack that allows two attacks with the harpy's Claws. The snow harpy also has the Luring Song ability.

Development

The harpy is asleep when the adventure begins. The wind drowns out most sounds and she will be unaware of the characters’ descent unless they make noise (such as casting Thunderclap when fighting the mephits, or shouting to their comrades when the reach the platform at area 4). If she is still asleep, the characters might be able to stealthily enter the cave. If she is awake, she will be hiding in the dim light of the cave and trying to gauge how many creatures are outside. If she is aware of a single character, she will see them as prey and try to use her Luring Song to lure the character into the cave where she will attack. If she is aware of more than one character she will try to remain hidden in the cave. She will fight back if attacked, using her Luring Song as a distraction and try to escape when reduced to half health. Due to the ongoing wind, the snow harpy’s Luring Song will only affect characters in areas 3, 4 and 5.

What’s next?

Frederic Twirlstache is still out there, selling goods of doubtful quality to gullible adventurers! The characters might encounter this sleazy salesgnome on the road somewhere. If they successfully identified Alberich’s final words they will know to be wary of his merchandise. If they didn't, who knows what alluring items he might have for sale?

Snow harpies

Snow harpies are similar to their lowland cousins but better adapted to life in colder climates. Their bodies are covered in thick feathers reminiscent of a snow owl’s. This provides them with a measure of defense against attacks and some much needed insulation against the cold. They are fierce fighters who rely on their claws alone, forgoing the use of crude weapons. They are not above using the terrain to their advantage and will often try to use their luring song to trick stronger prey into jumping into ice cold water or ravines.

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