Around Christmas I wrote and ran an adventure and the players died terribly during it. Tragic. I loved the storyline and the play leading up to their dramatic death at the turning point with the BBEG so much that I decided others might want to TPK their players in a cold hearted, snowy murder mystery turns mystical fight for the future.
There's a GMBinder document available here: https://www.gmbinder.com/share/-NKV-gQpIWkys9U_FtrF
Let's dive in shall we?
Warm hearts in a Cold winter
About the Adventure
This adventure places a party of level 5 characters at the center of a quarrel between two composers. It is located in Suzail but could as easily be placed in any major city.
Naturally, it should take place during a winter season or in a cold climate.
A vengeful sylvan spirit, having possessed a young mage some weeks ago, has murdered and taken the place of a reputable maestro.
His goal is to play a piece of music at the upcoming charity gala where the nobles of the city will be in attendance, subsequently raising his army of snow borne abominations and launching his conquest upon the warm world.
Summary of Events
The city of Suzail is in celebration as the Noble Heart Winter Charity Gala is being built up with structures, merchants and performers stretching upon the promenade from the Royal Court Theatre in either direction for some distance.
The story begins with the players getting in touch with the director of the Royal Court Theater, Antonio Fellini and his assistant Nicolette Fiorelle.
In speaking to the director and his assistant, the players learn that a maestro named Giovanni has stolen the sheet music to be played at the gala by another maestro, Lucian.
Antonio suggests they check his residence and Nicolette takes the players there. Giovanni is not home. Nicolette suggests he may be at The Golden Dice, a gambling hall on the dockside.
Searching Giovannis residence, the players find a collection of cash-out receipts for The Golden Dice gambling hall and a collection of notes and drawings with a strange square signature in the corner of each. Anyone with the artisan background recognizes the signature of Hari Noshi, a tattooist on the dockside.
If the players go to The Golden Dice first, Giovanni is not there and soon after arrives a gang of thugs sent by Lucian who are also looking for Giovanni. After the thugs are dealt with, the owner of The Golden Dice informs the players that Giovanni is likely at his friend Hari Noshi's tattoo parlor down the way.
When the players arrive at the tattoo parlor, they find a robed ogre shaking down a grappled Giovanni. Archers watch close by and a scout sits hidden keeping watch on the alleyway.
If the gang from the gambling hall is still alive, they arrive to assist in any conflict. If the players manage to save Giovanni from the gang, he offers to give the players the sheet music back; he left it with a scribe named Peregrin to have a copy made, and proceeds to take them there.
When they arrive at the scribery they find the door locked but the scribe is visible through a window, hunched over his lectern. However they enter, the players and Giovanni find a dead scribe, his lips blue, a frozen quill in his grasp, frost formed on his fingers and a peaceful look on his face. Giovanni is in shock, and sees that Peregrin had copied across but a single bar of the music. Peregrin is an alchemist as well and maintains a small supply of potions for healing, cold resistance and poisons antidotes.
Giovanni lets the players have the sheet music, deciding that this has all cost him far more than he bargained. The players can decide what to do.
If they return the sheet music to Antonio, they meet Lucian, a lithe pale well dressed figure with white gray peppered hair. When he speaks, it's in a slow passionate tone. He is thankful for their work and offers a reward for the music before adjourning to rehearse. Antonio pays the players and they're free to do as they will until the gala begins.
If the players choose to investigate Lucian in any fashion, events can twist a bit. Ultimately the players should see the gala begin (unless they solve the puzzle before then) and eventually lead to Lucian's performance. As the music crescendos, Lucian's body is suddenly wracked by seizures leading to the release of a slyvan spirit and the sudden spawning of several abominable snow soldiers.
The players must defeat the sylvan creature amidst the army of Purple Dragons, the newly spawned army of snow beings, and the chaos of the galas patrons and the citizens running for their lives.
The director of the Royal Court Theater needs help he can trust to get the sheet music back and not get Giovanni arrested. How the players meet with Antonio and Nicolette should relate to professions and backgrounds where applicable. Some of the following suggestions may work for you.
- A noble background character is delivering a thank you or picking up tickets on behalf of their noble family.
- A bard could come in contact through the local Bards College or by visiting the Royal Court Theater.
- Rogues or streetwise characters could be contacted by Nicolette who needs someone discreet.
- Fighters, Paladins, Clerics would be contacted by a guild or through a church or temple respectively by Nicolette's contacts.
- The players could be visiting the Royal Court Theater as part of a tour of the promenade.
Royal Court Theater
The Royal Court Theater in Suzail is a grand theater located in the capital city of Cormyr. It is known for its opulent interiors, which include a gilded ceiling and ornate chandeliers. The theater is home to a variety of performances, including plays, operas, and concerts. It is a popular destination for tourists and locals alike, and is often considered one of the cultural gems of Cormyr. The theater is well-known for its excellent acoustics and has hosted some of the most famous performers in the realm. It is also a frequent venue for events hosted by the royal family of Cormyr.
Meeting Antonio & Nicolette
These two are a bit frantic and unsure of what to do. Antonio is stricken yet calm while Nicolette is beside herself, blaming herself for her irresponsibility.
When they greet they players, they are polite and willing to discuss what they know if it seems the players are to be helpful.
If they ask about Lucian, they state that he left on business of his own soon after he heard of the theft.
Antonio & Nicolette explain that the maestro Giovanni had visited to discuss the upcoming gala and what he was expected to perform.
In discovering that another maestro named Lucian was to play, he became angered and although they had assumed he had left, they soon discovered he had stolen the sheet music that was to be played.
Giovanni left a note that stated Lucian did not deserve to play the music as Lucian was born with a silver spoon in his mouth and a silver bell to call his wet nurse.
Antonio suggests checking Giovanni's home and Nicolette agrees to take the players there. The residence is only a few blocks away down the promenade.
The players arrive at a two story brick building with a few opulent apartments, each featuring a tall archway patio window with a wrought iron railing encircling a stone patio balcony.
Giovannis apartment is one of the upper floor units although he is not home when the players arrive. The players can force entry on the door, gain access via the unlocked balcony door, or seek the landlord who lives in one of the lower units.
The landlord could be convinced to provide the key with a successful Charisma (Persuasion or Deception) check (DC 14) and a plausible story: locked out lover, family member, or parent depending on the individual. A successful Intimidation check will cause the old landlord to die of heart failure.
Giovannis apartment is disheveled, with old laundry, stacked dishes, piles of parchment with ink scrawled across them and a large four post bed in disarray.
When the players search the apartment they find a collection of receipts for winnings from the Golden Dice, a dock side gambling hall.
If they roll 15 or better, they find drawings with the signature of Hari Noshi. Nicolette explains that is Giovannis tattooist.
If the players do not successfully search the apartment, Nicolette will offer that he gambles and may be at the hall.
The Golden Dice
The Golden Dice is a well decorated and well protected establishment on the dock side. It is the gambling hall known by the wealthy to be seedy but safe to patronize. Care of Dargen Goldhand, the Golden Dice has guards and free ale for house regulars such as Giovanni and any character with the Gambler background.
Giovanni is not here, and the patrons are all too engrossed in their doings to care for the players questions. Asking too many times over may bring the ire of the house guard or the patrons.
If the players seek out the management to ask about Giovanni, they're politely informed that he covered his debts some time ago and that he's not been seen for weeks.
During this time three mercenaries will arrive also seeking Giovanni. Markus, Grimgore and Vaxin consider themselves professionals and don't directly threaten the players, although they make no secret of their objective and tell the players to stay out of their way or suffer consequences. They don't attack unless attacked directly, and will otherwise rush towards Hana To soon afterward.
If the players dispatch the thugs without hearing about Hana To and let the thugs escape, Dargen offers that Giovanni could be at the tattoo shop.
When the players reach Hana To, they find the rest of the crew that is after Giovanni as well as Giovanni and his tatooist Hari Noshi.
The tattoo shop is a mess, Hari Noshi is visibly injured, and an ogre by the name of Ogrimm has Giovanni in his grasp.
Ogrimm & Company
If the players attempt to negotiate with Ogrimm he tells the players to mind their own business or be shot. If the players press attempts to negotiate he gives the word for his archers to loose upon the two closest players.
If they still do not engage but continue to try to negotiate, Ogrimm laughs at them and continues to rough up Giovanni.
If attacked, Ogrimm doesn't want to fight to the death and will offer quarter if one or more of his crew are killed.
If the players refuse quarter, he will attempt a tactical retreat, providing covering fire using magic missiles from his wand or while he can cast them and resorting to fire bolts if necessary. If possible, he will grapple and carry Giovanni.
If Ogrimm manages to knock out or kill any of the players, he offers quarter. If the players take it, Ogrimms tells them that they can wait until he is done with Giovanni and then go about their business.
If Ogrimm is afforded the time, he will roughly interrogate Giovanni about the location of the sheet music before finding a receipt for a scribe named Peregrin on Giovanni.
Ogrimm at this point will throw Giovanni aside and leave the scene to go retrieve the sheet music from the scribe.
At this point Giovanni is badly injured from the interrogation but tells the players to get to Peregrin before Ogrimm does.
If the players have dispatched or routed Ogrimm and his crew, or taken Giovanni from Hana To and escaped, Giovanni is thankful and tells them that he is regretful for what he's done and what it's cost his friend. He takes the players to the scribe.
Peregrins home is a small two story brick book store with a placard that reads his name in gold serif font.
Upon arriving at the scribes residence the players will find the scribe visibly hunched over his lectern, presumably sleeping.
His door is locked however and banging on the door doesn't raise him. Observant (Passive Perception 13 or better) players will note there is a bit of frost on the windows, inside the building.
The players can get in through:
- an unlocked second floor window
- by finding the spare front door key behind a loose brick of the door frame
- breaking any of the locked first floor windows
However the players gain entry, they are confronted with a very dead Peregrin. His lips are blue his finger tips are frozen and his whole body is cold as ice.
Giovanni will be visibly saddened by this and will observe that Peregrin was working on the copy but only managed a few bars in before he died.
At this stage, Giovanni asks the players to see that the music is returned to Antonio, and states that this debacle has now truly cost him far more than he bargained.
Peregrin kept a lab where he practiced alchemy on the second story of his shop.
Searching his lab will reveal 1d4 + 2 Potions of Healing, 1d4 Potions of Cold Resistance and 1d4 Potions of (Hill) Giant Strength.
In his living area he kept a modest wardrobe, a small savings of 300 gold pieces and receipts for shipments of alchemical goods and book binding equipment arriving.
If Ogrimm and his crew are still alive, the players may have to deal with him in some fashion or get to Peregrins faster than them (eg: by horseback). It's up to the DM how long it takes Ogrimm and the crew to reach Peregrin. He is resourceful but he does not have transportation at the ready.
Presuming that the players return to the Royal Court Theater with the sheet music, they will find Antonio, Nicolette and Lucian meeting in the main foyer.
Antonio is relieved to see the players arriving and asks for Giovannis condition. If Giovanni is dead or incapacitated, Antonio is greatly grieved by this and will lash out at Lucian for sending thugs. If Giovanni is alive, the director and Nicolette both breathe a sigh of relief and thank the players for their involvement, avoiding any mention of the thugs.
If the players provide any mention of the thugs, Lucian readily states that he hired and sent them to retrieve his property as was his prerogative. He apologizes coldly for any inconvenience upon the players and offers to pay them what he was to pay Ogrimm's crew.
If the players hand over the sheet music, Lucian thanks them and retreats from the meeting, stating that he must rehearse.
If the players ask about the sheet music before handing it over, Lucian is dismissive of their questions, stating he has no time for their petty, paltry prattlings and that he must get to rehearsals.
Antonio will parrot these statements in a more polite tone while Nicolette will stay quiet and stoic.
If the players accuse, or degrade Lucian in some way, the director, Nicolette and Lucian will all be visibly shocked while Antonio will demand that they hand over the sheet music, take their payment and leave. If pressed, he will threaten to summon the Purple Dragons justice upon the player.
If the players take payment and leave they receive a sum of 100 platinum pieces to be divided amongst them.
If they part on good terms the players are told they can expect special seating for the affairs to come.
At this point, the players are free to wander the promenade and take in the sights of the gala that is now coming under way.
The Noble Heart Winter Charity Gala
The Noble Heart Winter Charity Gala is an annual event held in the city of Suzail, Cormyr. It is a grand affair, attended by members of the royal court and the wealthy elite, as well as various nobles, politicians, and other influential figures. The gala is held in the Royal Court Theater, a magnificent venue known for its opulent decor and state-of-the-art stage and performance facilities.
The gala is held to raise funds for charitable cause, with a focus on helping those in need during the cold winter months. Organized by the Royal Court Theater and the Noble Heart Foundation the charity manages to raise a significant amount of coin each year by pitting the various noble houses against one another in a blind competition of wealth and giving.
At its core, the gala is a mix of high brow showmanship and grass roots fund raising. The various churches are well aware of the ego surrounding the noble houses and how to tread about those egos to maximize the return towards their efforts.
Those who organize the events are masters of negotiation and the effort and cunning they put into enticing the noble houses into providing as they do can not be understated.
In dealing with problems such as general toxicity, outbursts of tempers or outright violence that may surround the event, those who can will attempt to persuade and dissuade the aggressors to understand the core spirit of the event, agreeing and soothing the frustration that some may express.
The Director, Klaus Von Santos
Called a 'man of the people' by his peers, Klaus works tirelessly with a large and wide spread team of passionate people to make the gala a success each year. He can be found in any number of areas around the gala grounds. He is an aging elf of 600 years who emigrated to Cormyr some 60 years past. He has made Suzail his home and is an accomplished musician as well as event coordinator. He is a devout member of the Church of Tyr, swearing that he had his life saved once by the deity. He enjoys reading the daily news and gossip rags to 'keep up with the times' and is an accomplished Mage
The passionate people who make the gala possible run the gamut of individuals from laborers and architects to performers, organizers, and on and on. The gala and the construction thereby can be described as an organized chaos consuming the promenade surrounding the theater.
Honored Guests of the Gala
If you are placing this adventure in Suzail, in Cormyr, in the Forgotten Realms canon, then this list of noble houses should suffice as the high level roster of attendees.
From the Obarskyrs who rule Cormyr to the Maelstroms from distant Waterdeep, every noble family worth their clout in coin can be seen at the affair. They tour about in carts, dressed to impress and to stay warm, in that order. Here are a few of the families that would attend:
The Obarskyr family has ruled Cormyr for centuries, and is the most powerful and influential noble house in the nation. The current ruling monarch of Cormyr, King Azoun V, is a member of this family.
The Barrowmaze family is a powerful noble house in Suzail that is known for its wealth and influence. The family is involved in various businesses and industries, and is known for its charitable works and philanthropy.
The Dauntinghorn family is another powerful and influential noble house in Suzail. The family is known for its military prowess and its connections to the Purple Dragons, Cormyr's elite military corps.
The Bryne family is a wealthy and influential noble house in Suzail that is involved in various businesses and industries. The family is known for its support of the arts and its philanthropy.
The Maelstrom family is a powerful and influential noble house in the city of Waterdeep, one of the largest and most influential cities in the Forgotten Realms.
The Illance family is a powerful noble house in the city of Baldur's Gate, another major city in the Forgotten Realms.
Sights & Sounds
There is quite a lot to see and do at the charity gala.
Decorations & Decorum
The entire promenade explodes in color and dress as tapestries, arrangements, lights and statuary are hung from buildings, or placed in the street.
The Noble Heart Winter Charity Gala features a stunning display of ice sculptures, showcasing the talents of the city's finest ice sculptors. These intricate works of art range from detailed, realistic pieces to whimsical, playful figures inspired by the winter season.
Guests can enjoy a bit of ice skating along the Promenades specially-made rink.
Professional athletes and local enthusiasts alike showcase their skills in a variety of winter sports, including ice climbing, ice skating, and skiing.
The Noble Heart Winter Charity Gala also includes a winter fashion show, featuring the latest in winter clothing and accessories.
Hot chocolate bar
From Waterdeep with love, Delphine comes to serve a variety of flavors and toppings for heated milk mixed with chocolate.
Craft brews & Fine wines
Hot mead, the finest spirits and the frothiest ales are served and on tap throughout the gala grounds as artisans local and not come to show their generosity.
Culinary expertise is awash in the streets as various vendors come out to feed to destitute and any others who want a bite to eat.
Guests can bid on a variety of items and favors from the church and is the largest source of income for the gala.
While the focus of the Noble Heart Gala is the wealthy and the wealth they provide, there is no shortage of provisions provided by the general population.
- Blankets: Piles of blankets can be seen on carts located along the Promenade, donated towards those who need them to stay warm.
- Clothing: Warm, fuzzy coats, lined breeches, gloves, and dozens of pairs of new & old boots can be seen collected in crates and wagons.
- Food: Non perishables such as jerky or salted, wrapped meats, assorted dry goods and even barrels of ale and mead are provided for those in need.
- Heating: From old oil or wood stoves that are still serviceable to the fuels that provide their output, those who are fortunate to have a roof but no heat are thankful for this.
- Medicine: Herbal remedies, alchemical draughts, bandages and other supplies can be found collected in a few locations along the promenade.
If players wish to donate they may although to purchase anything locally is virtually impossible as everything that can be purchased to donate already has been by all the noble houses.
The following events assume that Suzail is your venue of choice and provide a few celebrities from other D&D canon that dungeon masters may or may not want to include.
|d10 ||Loot |
|1-2 ||Protestors |
|3-4 ||Drunk Noble |
|5-6 ||Fire! |
|7-8 ||Chef who? |
|9-10 ||Thief! |
A group of protestors from the various churches gather outside the gala. They are angry at the flambouyence and excess demonstrated by the gala shouting slogans and carrying signs such as:
- "Charity starts at home, not a gala!"
- "The rich don't need another party!"
- "Distraction is not a solution!"
- "Spend the money on those who need it!"
- "Showing off is not helping!"
They are peaceful but loud and disruptive.
A successful Charisma (Persuasion) check (DC 15) could convince them to take their grievances where it can be properly heard (a magister or event organizer), or a Charisma (Intimidation) check (DC 15) could scare them off.
Alternatively, a Charisma (Deception) check (DC 15) could convince them that their counter parts are else where and that they should seek them out.
If the players do not intervene, the authorities eventually show up and arrest the protesters to much maligned shouting and cursing from the protesters and any nearby gala attendees.
If the players successfully intervene, the protesters leave and the players are thanked cordially by the Purple Dragons.
A wealthy, intoxicated patron becomes aggressive towards some of the needy, calling them "riff raff" and "street rats".
A successful Charisma (Persuasion) check (DC 15) could convince them to calm down and behave, or a Charisma (Intimidation) check (DC 15) could intimidate them into behaving.
If the players do not intervene, the patron is eventually hit with a snow ball and falls over unconscious in the snow while the thrower is chased off by the authorities.
If the players successfully intervene the noble withdraws and the players are thanked cordially by the vendor.
A fire breaks out in a greasy food stall, quickly engulfing the whole of the stall in a horrible blaze. Throwing snow upon the greasy fire causes it to spit and burst wildly. Throwing mud upon the fire wil slowly douse it away.
If the players do not intervene, the stall burns to the ground.
If the players successfully intervene, they are lauded loudly and the establishment owner offers them lodging at a local inn and meals anytime they wish.
A self proclaimed gourmand by the name of Gurney has lost their pass and is trying to enter the gala. He claims he's from Phandalin, come a long way to provide his services, and is visibly frustrated.
A successful Charisma (Persuasion) check (DC 15) could convince the gate guards to let them in, or a successful Intelligence (Investigation) or Wisdom (Perception) check (DC 15) can find their pass wedged in the floor boards of the drivers seating on their wagon.
If the players do not intervene, the chef is told he can purchase a vendors pass with the organizers to which he shrieks that he already has before turning around and leaving.
If the players successfully intervene, the chef thanks them cordially and tells them to visit him once he is set up. If they do, he gifts them with a Bowl of Endless Soup.
Bowl of Endless Soup
Wondrous item, rare (requires attunement)
This simple clay bowl appears to be unremarkable white clay, but upon closer inspection, it is adorned with a border of engraved sigils translating to 'soup' in various languages.
When an attuned user speaks the word 'soup' in their language, the bowl will produce a never-ending supply of steaming hot soup.
The soup constantly replenishes itself and never seems to grow cold or spoiled.
While attuned to the bowl, you gain the following benefits:
You are immune to the effects of extreme cold and starvation.
As an action, you can command the bowl to fill with soup of any flavor you desire. It does not produce stew.
Soup produced this way will satisfy any hunger and restore 1d6 + 4 hit points to any creature who consumes it while the soup is fresh from the bowl. Soup transferred to another vessel loses its effect after fifteen minutes and tastes as bland as water.
The effects of the soup last until the creature takes a short or long rest.
The bowl will remain filled with soup until commanded to empty, at which point it will become empty until commanded to fill again.
A pickpocket is operating in the crowds at the gala.
A successful Perception check (DC 15) could notice them in the act, or a successful Charisma (Deception) check (DC 15) could pretend to be a wealthy patron and attract them. A successful Charisma (Persuasion or Intimidation) check (DC 13) can get them to leave under threat of the authorities.
If the players do not intervene, they may find themselves victims of the pickpocket. The pickpocket is sighted some time later and arrested soon after by the Purple Dragons.
If Ogrimm and his crew are still alive and were not routed, they will seek out revenge against the players for costing them the job with Lucian.
The crew will organize an ambush at the gala using whomever is still alive.
Ogrimm will look for an opportunity to take care of business off the beaten path and if no good opportunity presents itself he will patiently await his chance.
If the players grow suspicious of Lucian and look into his behavior they will notice a few strange details.
Obelisks & Orihalcum
If the players look for Lucian in the gala, they can find him doing a tour of the promenade. If they follow him they will find him approaching each of the obelisks mentioned above. At each one, he places a small piece of Orihalcum upon the sigil.
If he is approached about this, he states that he is supporting the cause and doing his part for the celebrations.
If the players vandalize an obelisk the Purple Dragons will be summoned and the vandals arrested or driven off.
If a player character has a passive Perception score of 15 or higher, they will notice that Lucian is dressed in a simple open collar shirt, silk breeches and high boots; far under dressed for the cold weather.
If a player character has a passive Perception score of 15 or higher and stands within 5 feet of Lucian, they will notice the air is noticeably colder near him.
If a player character has a passive Perception score of 15 or higher they will notice that when Lucian speaks indoors, his voice steams or that when he speaks outdoors, it does not.
The central point of the gala is the unveiling of the honors that the noble houses will appreciate for their gifts to the those in need.
Laments of the Frost
The time comes eventually for Lucian to perform his music for the eager nobility.
As Lucian's music fills the air, the temperature begins to drop rapidly.
A burst of icy wind erupts from one of the frost obelisks scattered throughout the gala. A fog quickly rolls through and a howl is heard as a pack of snow wolves
materialize out of thin air as beyond them can be heard the tromp of footsteps, the screams of people and the sound of a war horn
The obelisks pulse with cold energy and a blue shaft of sparkling light pulses into the sky from each of the obelisks.
The players must work quickly to destroy the obelisks if they hope to stop the spawning of the sylphs minions and weaken the spirit and ultimately defeat it.
Winter Frost & Company
When the sylvan spirit bursts from his vessel he arrives with a searing cold vengeance and a near army of cohorts. As the gala erupts into a catastrophic war of winter kind hunting the population, the Purple Dragons can be relied upon to leap into action as do the many private companies protecting their noble patrons.
Winters Frost Medium humanoid (elemental), neutral evil
Magic Resistance. Winters Frost has advantage on saving throws against spells and other magical effects.
- Armor Class 16 (natural armor)
- Hit Points 71 (13d8 + 13)
- Speed 30 ft. ___ STRDEXCONINTWISCHA :---::---::---::---::---::---: 14 (+2)18 (+4)12 (+1)14 (+2)16 (+3)18 (+4) ___
- Saving Throws Dex +7, Wis +6, Cha +7
- Skills Deception +7, Perception +6
- Damage Immunities Cold, Fire
- Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
- Senses Darkvision 60 ft., passive Perception 16
- Languages Common, Giant, Infernal
- Challenge 5 (1,800 XP) ___ Frost Aura. Winters Frost is surrounded by an aura of cold that extends 5 feet around him. Any creature that touches him or hits him with a melee attack while within 5 feet of him takes 5 (1d10) cold damage.
Magic Weapons. Winters Frost's attacks are magical.
Innate Spellcasting. Winters Frost's innate spellcasting ability is Charisma (spell save DC 15). He can innately cast the following spells, requiring no material components: At will: frostbite (1d8 + 4 cold damage) 3/day each: ice storm, wall of ice
Snowstorm (1/day). Winters Frost can use an action to create a storm of snow and ice that fills a 30-foot radius centered on him.
The storm lasts for 1 minute or until Winters Frost dismisses it as a bonus action. While the storm persists, Winters Frost has advantage on Dexterity (Stealth) checks made to hide, and creatures other than Winters Frost have disadvantage on Wisdom (Perception) checks made to detect him. In addition, any creature that enters the storm or starts its turn there takes 5 (1d10) cold damage.
Actions Multiattack. Winters Frost makes two melee attacks.
Frostbite. Ranged attack. +7 to hit, range 60 ft., one creature. Hit: 8
Snow Wolf Medium beast, neutral
- Armor Class 12
- Hit Points 7
- Speed 50 ___ STRDEXCONINTWISCHA :---::---::---::---::---::---: 12 (+1)14 (+2)8 (-1)3 (-4)12 (+1)6 (-2) ___
- Saving Throws Perception +3, Stealth +4
- Languages understands Common, Sylvan but can't speak
- Challenge 1/8 (25 XP) ___ Keen Hearing and Smell. The snow wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions Multiattack. The Creature Name makes Number and type of attacks
Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage
General Ability Description. General Attack Description
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