Campaign 1 // Act 1 – 2 // SNOWFELL / PASS


The Town >> The Pass

Setup


You are in the town of Snowfell, a village nested in in the shadow of The Two Orphans, mountain peaks that many songs have been written about, looking at them you understand why the towering monoliths have lived through the ages in songs and poems. They seem to cut into the sky, reaching for the heavens just short of touching the celestials realms. 

The snow is coming down lightly, dampening the sounds of village people walking on the streets. Some turn their heads to look at you but most seem preoccupied.

Snowfell // Open in new tab for full resolution

Interest Points.


Tavern – The slope.

You come up to The Slope, a well worn establishment that shows the seasons. The steps are a little tilted, with every wind gust the whole building creeks a little. The sign swings in the wind, with half th embossed letters have worn smooth with time. 
You step in you are met with a homely warmth that seeps into your bones. 

Bartender

Treewell /// Human – Beard. his face is etched with a life in the mountains but plenty of smiles. His eyes are crystal blue. A little gruff but honest.

Treewell looks the party up and down.

“Not the normal folk i see day to day. what is your profession?”

If they ask treewell the lore of the area he will tell them that the bar is not usually this full.

There has been a bit more folk coming through from the area of Lakeshore, some talking of a stirring of creatures they have only heard about in children's tales. Those folk down there have it easy and have way too much time on their hands. They see their shadow and are afraid. Fart, they jump. I can not affirm any of these tales but there has been a call for anyone who can help with the problem should make their way to Lakeshore and they are offering a hefty bounty.  

There is also a white dragon that settles in during the winter that adds an additional danger to the pass crossing. She has plagued the already treacherous pass for years and we would love nothing better than to see her go. Many a party has tried to thwart the beast but none have come back. We can not offer a reward as we have convinced her to not attack the settlement by bribing her every winter. Payment of 1000gp, 

Rumors / What has been happening
There have been rumblings of odd activity in a small town over Sharkstooth pass. Rumors of monsters and monstrosities that seem far fetched. Trade has just closed as the pass is very hard to get over once the snows have set in. The Krag, run by a Dwarf of the same name, is a good place to check in to find information and equipment.


IF they do not get outfitted: 6 checks for exhaustion.
If they do: 3


General store.

Krag – Dwarf
You see a stocky dwarf organizing gear into heaps, piles that kind of mesh and some that overlap. Some system that you can not surmise but he seems to know exactly what he is doing.

As you enter he turns to look at the party, his braided grey hair swings to rest on broad shoulders. His eyes are etched with the chasms of a long life.  

"OY!!!!!! Knock why don't ya!!!!!! I was getting this place fit for a customer or three!!!!!!!"

If they ask Krag he sais that he has seen more folks coming from Lakeshore lately, but not may can go because the pass has gotten a little rough.

Items to buy for traversing the pass. Characters gain advantage.
-Crampons – 1gp
-Rope – Tie to one another. -5sp
-Pick – 5 sp
-snowshoes -1gp


THE PASS -3 day journey.


You have bee climbing uphill in the snow, dredging your way up a road that has now become a true war of attrition. You come to the last push, the saddle of sawtooth mountain looms up above you. As you come past the last switch backs you notice that there is no sound of birds and the air seems deathly still.

DC15. – 3 checks. Advantage with gear.


White dragon – NURI


As you near the layer that krag has depicted on the map you notice that the temp has dropped and there is a fog that has encompassed sharks tooth peak. 

Nature check - 
Magic in nature. 

When the party enters the cave
The cavern walls glistened with a spectacular sheen and the coins scattered over the ice glittering like stars. The ice walls distort what your think you should be seeing, distorting reflections along its icy surfaces. The walls silently standing watch over the vast cavern.

Nuri is an old dragon that has made its home on the back of sharkstooth mountain. The villagers of snowfell have been paying Nuri a tithe every winter to keep the dragon from attacking the town. The townsfolk do not remember a time when the tithe was not paid.

The party can take as much gold as each character can carry.
50gp = 1 lb.

Items:
Demon Armor:
Armor (plate), very rare (requires attunement)

While wearing this armor, you gain a +2 bonus to AC, and you can understand and speak Abyssal. In addition, the armor’s clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8.

Curse. Once you don this cursed armor, you can’t doff it unless you are targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

Wings of Flying
While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can’t use them again for 1d4 days.

Ring of Protection +1

Dragon Scales / white

Sword of Life stealing +2

Dagger of Venom

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can’t be used this way again until the next dawn.

Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.