5th Edition Module Fire & Ice (5E)
5th Edition Module Fire & Ice (5E)
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5 Edition Module:
Fire & Ice
Pashas of Frozen Ashes (Authors): Brett Boyd & Keith Byers
Sultans of Brass (Editors):
Robert N. Emerson & Steven D. Russell
Princess of Frost (Cover Artists): Ernanda Souza
Soldiers of Steam (Interior Artists): Ernanda Souza,
Marek Raku, Jason Rainville, Simon Buckroyd
Master of Mud (Cartographer): Tommi Salama
Puddle (Layout and Publisher): Steven D. Russell
"He is the prince that was promised, and his is the song of ice and fire."
Rhaegar Targaryen, A Clash of Kings
5th Edition Module: Fire & Ice 2016 Steven D. Russell, Open Gaming License Copyright 2000 Wizards of the Coast. All rights
reserved; Some rights reserved. Some images are licensed under a Creative Commons Attribution-No Derivative Works 3.0 License.
http://creativecommons.org/licenses/by-nd/3.0/
through the isle's monk contingent. The Order of the Silent Fist
first puts the PCs through a test to be allowed into their vault
and be given the medallions that allow safe access to the fiery
plane. The medallions allow the PCs to inhabit terra-cotta
bodies and so be protected from the lethal conditions on the
Plane of Fire. But as they do so, the Cabal launches a desperate
attack on the isle in a last attempt to stop the PCs. Once on the
Plane of Fire, the PCs must best two giant salamanders at the
azer tower (long-since abandoned by the dwarf-like fire race)
and fight the pursuing Malkin who has limited resistance to the
perilous conditions here. Finding a hammer in the tower's
remains is easy enough but getting past the assassin and back
home may prove much more difficult!
Introduction
Adventure Background
Adventure Hooks
Adventure Synopsis
In truth, Phelemann would take the PCs for free since he owns
the Brightstar as of yesterday and really only needs it for this
journey so raking in profits isn't a concern. He will randomly
name a fee of 10 gold per person for wherever their bound
(because he says he's heading to that port too). Depending on
how his mission goes, Phelemann will absolutely honor the
price and destination once his activity on Mibre is
accomplished. If, for some reason, the price is too high,
Phelemann tells the PCs they drive a hard bargain and will
agree to whatever they think is fair. He needs them on this
voyage and will bend over backward to get them aboard. A DC
15 Insight skill check tells a PC that Phelemann is being overly
generous but honest about his desire to have the party aboard.
Development
Malkin
Using Phelemann
the Cabal has somehow been activated by the evil group and
one of its great icy fingers is speared into the longship's side
about 10 feet above the water line. A staircase inside the finger
The PCs assuredly may have many questions but below are
some possible answers to the most likely ones:
Q: How can the crystal be destroyed?
A: I consulted a sage on the mainland who knows of this
artifact. His text on the item says the crystal can only be
destroyed by the hammer of an azera dwarf-like humanoid
who resides on the Fire Plane. Also according to the same
legend, the azer maintain a residence on the other side of the
portal found on Mibre.
Development
Malkin has coated his weapons with blue whinnis poison and
PCs entering melee with him may note a blue sheen to his
weapons (Perception DC 20). The undying rogue enters
combat intent on making best use of his bleeding attack ability
should anyone stumble into his way as he moves toward the
cabin. His single goal is to strike down Phelemann (who he
fought previously) and retrieve the crystal. He is a demi-eternal
monster (see the specifics in his stats under Appendix One)
and so fights without concern for injury. The magelings release
their raven familiars on round one with the intent of bringing
blindness to their foes. They then fight at a distance if possible
with spell and wand to the death. When Malkin falls dead
onto the deck, Phelemann arrives on the scene (if not there
already; see the sidebar) and calls to the PCs, Push the body
overboard now! We only have a few minutes!
Q: What is Mibre?
A: The Isle of Pleasures is owned and managed by the Gyor
siblings, Aldiira and Almak. Because the portal to the Fire
Plane is said to be slightly open somewhere here, it provides
the location with abundant natural hot springs and baths for
travelers to enjoy. Other more exotic tastes are catered to with
the highest discretion but generally it is a resort spot for the
wealthy.
Q: What was that ice ship thing?
A: I'm not sure but it was a dormant subterranean complex
when my friends and I were there a couple weeks ago beneath
the ice temple. We found gemstones imbedded into a central
room's shelf that our wizard believed magical and could likely
control certain aspects of the complex if repaired or powered
by something. The Cabal must have discovered the problem
and fixed it in short order. The ice ship's capabilities are
unknown but that's the next problem I'll tackle once this crystal
is destroyed.
The Mission
After the battle, all of the other intruders are found slain but the
iceberg ship immediately retracted its icy boarding finger once
combat began, allowing the injured Brightstar to move again
and ensuring the PCs could not board the enemy vessel.
Phelemann (if alive) orders the crew to clean up, allows the PC
to take all the enemy loot, and continues on to Mibre (which is
visible a few miles ahead). He then escorts the PCs to his
quarters to lay out exactly why the attack occurred and what
may be to come. Read or paraphrase the following:
Mibre (Mee-brah)
NG small town
A Lawful Society with very Low Crime
Qualities: superstitious, tourist attraction
DEMOGRAPHICS
Government overlords
Population (450 humans; 75 half-elves; 75 other)
Notable NPCs
Administrators Aldiira and Almek Gyor (NG male & female
human fighter champion 6)
First Brother Duran of the Silent Fist (LG male human monk
of the way of the open hand 12)
Mistress Felora Famm (N female gnome rogue thief 7)
MARKETPLACE
Base Value 1,200 gp; Purchase Limit 2,000 gp; Spellcasting
2nd
Mibre Overview
Human siblings Aldiira and Almek Gyor won the isle from a
wealthy mainland merchant in a game of dice. After cleaning
up the area (minor pirate and monster inhabitants), the Gyors
called in all of their favors to establish what is today the Isle of
Pleasures. The facilities here include several different lounges,
nightclubs, natural hot baths (secluded and not), horseback and
keelboat tours, legal (as well as discreet and safe) prostitution
overseen by Mistress Felora Famm, and instructors in certain
crafts such as jewelry making and basic ocean safety courses.
There's also an abundant variety of bird life here which can be
seen at the monastery of the Silent Fist, where the order
maintains an avian sanctuary. The monks who are paid
handsomely by the Gyors for their outstanding work oversee
security on the isle. The Silent Fist predates the isle's
revamping but saw the benefits of such a settlement in terms of
training for initiates in basic security tactics as well as a source
of gold to enhance their established activities.
splits off from the party, he tells them where the monastery is
and what time to meet there. While they explore, the PCs might
note the occasional appearance of a Silent Fist initiate. The
monks wear nondescript clothing while on patrol but are
discernible from normal folk by two things: 1) None of the
monks speak. They communicate with each other using hand
signals known only to the order. 2) All monks wear a wispy red
scarf tied about his or her throat.
Development
Valtran
The red scarf not only signifies a monk's vow of silence but
also honors the extinct crimson-throated thrush. The thrush has
been the mascot of the order ever since its founding three
centuries before on the mainland. The bird was native to Mibre
before being brought to the mainland by traders who admired
its blue coat and unique red throat. It is documented that the
founder of the Silent Fist order was forced to eat a thrush to
survive while trapped under a landslide. His own small order
was decimated in the disaster and so he decided to honor the
animal that sustained him by adopting its red throat for his new
order. When the monks determined where the bird originally
came from, they built a monastery on Mibre and further
honored the avian population by constructing an open air bird
sanctuary. The test to find the right bird needed to open the
vault becomes easy for those PCs who have repeatedly noticed
all the red scarves. A DC 20 History or Nature skill check
reveals this history and confirms the bird is extinct.
The Test
Krunk
Time is of the essence since the Cabal is still out there so the
PCs should next make their way to the cave wherein the portal
resides. Phelemann will accompany the group to the cave
mouth (see the map of Mibre) but stays outside unless there is
a spare medallion. Valtran must attend to monastery activities
and so remains there. A 20-minute hike in the northwest
direction as detailed by Valtran brings the party to a lightly
grassed clearing in front of a squat cave mouth as twilight falls
on the area. The passage inside the cave descends into darkness
below. In truth, the passage only extends 20 feet beyond what
can be seen and then ends in a gelatinous-looking wall (in
reality a wound in the very planar fabric of reality). Only a
creature bearing one of the medallions can pass through the
strange barrier (or, in the case of Malkin, possesses divine
power). Read of paraphrase the following as the PCs arrive on
the scene:
Development
Mibre is the home for 20 different avian species that all squawk
and carry on as the PCs move nearby. Some fly from the
sanctuary in annoyance while others sit and watch the PCs'
movements. If the group hasn't asked about the scarves worn
by the monks up till now, they may have a difficult time
deciding on a bird. It is possible to overcome this problem with
the proper skill check (see The Right Bird for the Right Job
sidebar). To further aid speculation, the statue is the only bird
here that possesses anything close to red throat coloring.
The mouth of the cave opens from the grassy earth like the
maw of a great toothless fish. Some thirty feet in front of it stand
a half dozen life-size clay figures. Each is finely detailed in the
garb of a commoner with patchwork armor. But one feature is
common to all statues and of special notenot one possesses
a head. The figures face the cave mouth in extremely silent
vigil.
Frost Giant
Development
Part of the tower's far side has completely collapsed and been
reabsorbed into the fiery plane. The bulk of the outside remains
intact but the inside has also collapsed, forming a nighimpenetrable bulk of half-liquid magma. One wall fragment
remains in the exposed section and contains a single azer's
hammer buried in the large chunks of hardened lava here (see
map). A search of that section must be done but even then a
DC 20 Perception skill check is required to spot the buried
item. The crystal continues to agonizingly pulse with cold
power and attracts the unwanted attention of two giant
salamanders beneath the still standing portion of the tower (see
map). They have been magically grown by some bit of errant
efreeti magic and have lived in the tower for some time. As
above, any round spent within 10 feet of the crystal inflicts 2d4
points of cold damage onto the creatures.
Large salamander (2) (CR 5): HP 90 each, XP 1,800, remaining
stats are as in 5th Edition Core Rulebook III
Malkin: HP 86
Development
Salamander
the crystal (or lift it during combat from the bearer) and return
with it through the portal as soon as possible before his
protection fails. The salamanders fight until either they are
slain or the PCs move at least 60 feet away from the tower.
Maximizing Tension
The crystal's frigid outbursts do not harm the PCs directly but
the temperature difference is enough that it attracts more
creatures than those that simply happen to be nearby. If the GM
wishes, more fire elementals take notice of the artifact's
presence and begin to converge on the tower during the battle.
The GM can make mention of low primal moans in the distance
all around the tower. The PCs may catch glimpses of great fiery
beasts peering through whirling flames above to see what is
disturbing their heat. As the PCs are about to see victory in the
battle, note to the players that the elementals now begin to
move toward the tower in haste. This will amp up the fun in the
adventure's finale here but you needn't worry about running an
epic combat with ancient elementals (see Destroying the
Crystal below).
*Malkin will escape the Plane of Fire soon enough and could
become a permanent foil for the party. A Terminator-style
villain is likely something the PCs haven't had to contend with
and could make for fun encounters for the GM to design later
on in the campaign. Or, if an adventure is flagging as the
players aren't sure where to go, an appearance by Malkin can
shake things to life. Perhaps finding a way to extinguish
Malkin's life for good would be a worthy adventure in itself.
Not long after the final combat, Malkin will, as always, rise
again. He will, however, have his hands full trying to withstand
the assault of all manner of fire creatures. Because of this, the
PCs and Mibre are safe for as long as the GM wishes from the
undying rogue.
*The Godling Cabal never forgets who slighted it. The loss of
the ice crystal is a blow to the group that will demand eventual
retribution. If the GM had no long-term plans for the party, he
may wish for the PCs to take over for Phelemann's Westwood
Company and fight against the evil Cabal. There are surely
many other divinely charged items in the world that must not
fall into evil clutches.
*How about that ice ship?! Did the vessel and its unseen
commander wait for Malkin's return (see map for its location
offshore)? What wonders does the inside hold? Are there more
vessels somewhere? What are its capabilities? Phelemann
would like to see the ship out of Cabal hands...are the PCs up
for a little more adventure? The powers and purpose of this
vessel are left to GM imaginings but could provide an awesome
mobile base of operations for the characters. See Appendix
Two for more details.
Phelemann
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Cabal Mageling
The Godling Cabal fills its lower ranks with young men and
women who hunger for power. Taken from simple backwater
locales, these recruits are promised knowledge and magical
ability and do receive training to those ends quickly and
efficiently. Front-loaded with all the skills needed to locate and
retrieve divinely powered items, magelings scour histories of
lands wherever the gods may have touched things or people and
left some of their essence behind. The cabal then sends them in
teams led by more experienced officers to extract suspected
items/people and return them to the closest base of operations.
Magelings are subjected to brutal punishment during training
when they do not follow orders and, by the time they are ready
for field duty, obey their commanders to the death. These
minions train with ravens from day one as their familiars and
use the birds to deliver blindness to foes as soon as possible in
combat before following up with magic missile and other
magical attacks.
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Actions
-------------------------------------------------------------------------Init +5;
Ki Save DC = 14
Martial Arts Attack, Melee Weapon Attack: +6 to hit, d4+4
bludgeoning damage
Quarterstaff, Melee Weapon Attack: +6 to hit, d6+4
bludgeoning damage, versatile (d8)
Dagger, Melee Weapon Attack: +6 to hit, d4+2 piercing
damage, finesse, light, thrown (20/60)
-------------------------------------------------------------------------Combat Gear quarterstaff, dagger
Other Gear potions of healing (3), 30 gp
Some initiates join the Silent Fist out of spiritual devotion to its
silent devotion to others while others join because they're
hiding from mainland concerns (this latter group is the
exception and not the rule). Comprising nine-tenths of the
order, initiates serve as guards that wander the isle in vigilant
watchfulness as well as performing mundane tasks such as
carrying luggage for visitors and undertaking sanitation duties
to keep the isle clean and attractive. The Order receives funds
from the Gyor siblings for its services and the initiates receive
a monthly allowance with which they may spend as they will.
All initiates dress in plain sandy-colored robes decorated by a
single red scarf tied firmly about the throat.
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K'runk
Should the PCs manage to somehow board the Cabal's ice ship,
here are some details on it so the GM is not flying totally blind.
As theorized by Phelemann, the ship is definitely powered by
magical means. The Cabal must toss magic items into a type of
furnace which allows the vessel to move and also allows use
of other abilities (like the teleporter and regenerating ice golem
guardians which regrow in their alcoves when destroyed within
24 hours). The ship is roughly shaped like a great crown of ice
with five finger-like extensions curving up from a central mass
(each housing ladders and a retractable cap to allow access off
the ship). A hallway runs about the outside of the base, linking
to several rooms. Accessible by two entrances, the large central
chamber divides into a bridge and engine room. The
former sports a great window on one wall where a spellcasting
pilot can use scrying abilities to see off the ship up to a mile
away. It also houses a master control of the vessel's doors and
other powers such as movement of the frozen boarding fingers.
The latter chamber holds the magical furnace and spare
gemstones (which act as activation points for everything
aboard the ship from bridge controls to individual doors; every
room bears at least one gemstone in its wall to at least control
interior magical lighting and door function). The general feel
of the ship, given its abilities, is that whoever built it did so
with the purpose of underwater exploration in mind. In case of
emergence, two escape ladders lead to a sub-level housing what
are referred to as slivers. These small one-man craft are
essentially escape pods. Each is controlled by gemstones for
navigation and the opening/closing of the hatch and is
independently powered (housing enough energy for 10-mile
trip beneath the water before burning out) and can only be
recharged when docked with the main vessel.
Actions
-------------------------------------------------------------------------Init +0;
Spell Save DC 13
Spell attack modifier +5
Greataxe, Melee Weapon Attack: +7 to hit, d12+4 slashing
damage, heavy, two handed
Javelin, Melee Weapon Attack: +7 to hit, d6+4 piercing
damage, thrown (30/120)
-------------------------------------------------------------------------Combat Gear Half-plate, greataxe, javelins (5)
Other Gear potion of healing, wooden unholy symbol, 184 gp
K'runk was saved by Cabal agents when the cleric was left for
dead at the hands of adventures who decimated his small cult
(dedicated mostly to K'runk). The half-orc was wise enough to
realize his good fortune and unfailingly serves the Cabal,
reveling in the resources his position brings him. The
organization knows the cleric's desire to keep himself in a role
of power and provides this easily by throwing important
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