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Frostburn’s Wrath
Frostburn’s Wrath is a quarterstaff made from petrifi ed darkwood. It is topped by a gnarled head, inside of which a blue sapphire has been fastened.
Nonlegacy Game Statistics:
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Master work/+1 quarterstaff; Cost 2,640 gp. Omen: The staff is cold to the touch, and when squeezed, vapor rises from its entire length as if it were dry ice. HISTORY
Sorelius loved to stray from home and roam across the snow-covered, alpine meadows for days. She carried with her the staff that came to be known as Frostburn’s Wrath. The wild elf maiden lived in an ancient city carved out of a mountain peak. Her ancestors created the beautiful aerie so Sorelius and her fellow wild elves could live in self-sustaining isolation. But seclusion was something Sorelius no longer craved. She always described her explorations as uneventful to any who asked, but on one such venture, she discovered a handsome human man lost in the trackless mountains, freezing in the bitter cold. Sorelius saved him from certain death. Her people forbade interaction with humans for any reason, but Sorelius and the human, who was called Faedrion, continued meeting each other in secret. (DC 15) Sorelius and Faedrion sustained their love affair for years. She shared stories of her home, but she refused to show him where to fi nd the mountain city, since he would be killed on sight if he were to go there. During this time Sorelius grew increasingly clever at avoiding suspicion about her frequent outings and even managed to evade the trackers her parents sometimes hired. Faedrion, however, was not so subtle. Although he never spoke of Sorelius to anybody, members of his clan followed him to one of his arctic rendezvous. When Sorelius returned home after the meeting, a human ranger shadowed her through the secret paths and caverns that led to the valley and city of the wild elves. (DC 20; Coveted Secrets)
Faedrion’s tribe was running low on food, and their hunts were lean. When the thriving wild elven city was discovered, above a valley fi lled with harts and hinds, the humans immediately assumed their game had been hoarded by the elves. A berserker force was sent to attack and plunder the elven city in retaliation. Faedrion tried to warn Sorelius, but others in his tribe prevented him from doing so, trapping and binding him. The berserkers successfully infiltrated the valley and climbed up the steps leading to the mountain city, and many elves were lost. Sorelius, with her staff, joined a group of archers who flanked the barbarians and ambushed them, exterminating them. Nobody blamed Sorelius for leading the humans to the city. No proof existed to allow such a claim. She felt responsible for the damage done and every life lost nevertheless, and she silently blamed Faedrion for it all. (DC 25; Envy Most Foul) The loss of so many innocent lives was the worst tragedy to befall the wild elf community in centuries. Sorelius could tell the berserkers came from Faedrion’s clan by examining their garb. Fury and the sting of treachery washed over the wild elf sorceress as she flew down from the mountain like a scorned force of nature. Sorelius could guess where Faedrion lived, but the exact location didn’t matter. She razed every human encampment in her path with the cold embrace of Frostburn’s Wrath, raging on until she came to the most prominent village in the human lands. There, Sorelius unleashed a blizzard unlike any seen in the harshest winters, freezing flesh on bone until it crystallized and flaked away in the wind. Finally satisfied with the blood price she had exacted, Sorelius landed on the ground to survey firsthand the damage she had wrought. It was then she saw her lover’s corpse, still tied to a post, seemingly by his own people. Innocent of duplicity and betrayed himself, Faedrion had been slain by Sorelius’s own hand. The elf dropped Frostburn’s Wrath where she stood, and she was never heard from again. (DC 30; Fury at betrayal powers the icy Blind Justice) death of Frostburn’s Wrath
Illus. by D. Martin
Table 3–22: Frostburn’s Wrath
——————— Personal Costs ——————— Wielder Save Skill Check Caster Level Spell Slot Level Penalty Penalty Penalty Loss Abilities
5th — — — — Freezing spread 1/week 6th –1 — — 1st Storm vision, winter embrace 7th — — –1 — Ice spike 3/day 8th — –1 — 2nd — 9th — — — — Freezing bolt (CL 5th) 1/day 10th — — — 3rd — 11th — — — — Freezing bolt (CL 10th) 1/day 12th — — — 4th Resistance to cold 10 13th — — –2 — Freezing rain 2/day 14th — — — 5th Masterwork/+1 frost quarterstaff 15th — — — — — 16th — — — 6th Plague of hail 2/day 17th — — — — Freezing bolt (CL 10th) 5/day 18th — — — 7th Globe of ice 1/day 19th — — — — Unforgiving cold 1/week 20th — — — 8th Torrential frost 2/day
LEGACY RITUALS
Three rituals are required to unlock all the abilities of Frostburn’s Wrath.
Coveted Secrets: You must keep the legacy abilities of Frostburn’s Wrath a secret from all until you complete the Envy Most Foul ritual. Failure to conceal these properties causes all the staff’s abilities to disappear until the cost of this ritual is paid again.
This secrecy does not have to be observed if someone other than you has already revealed the abilities of
Frostburn’s Wrath. Cost: 3,200 gp. Feat Granted: Least
Legacy (Frostburn’s Wrath). Envy Most Foul: You have to seek out a group of marauders that prey upon others to sustain themselves, and you must permanently end their predatory existence. The group you destroy must have 10 or more
Hit Dice collectively. Cost: 13,500 gp. Feat Granted:
Lesser Legacy (Frostburn’s Wrath). Blind Justice: You are required to locate the spot where Faedrion died and maintain a bonfire in his memory for three days. Cost: 39,000 gp. Feat Granted:
Greater Legacy (Frostburn’s Wrath). WIELDER REQUIREMENTS
The wielders of Frostburn’s Wrath are invariably sorcerers or wizards.
Frostburn’s Wrath Wielder Requirements
Ability to cast arcane spells Knowledge (geography) 2 ranks Speak Language (Elven)
LEGACY ITEM ABILITIES
All the following are legacy item abilities of Frostburn’s Wrath.
Freezing Spread (Sp): At 5th level and higher, once per week on command, you can use fireball as the spell, substituting cold damage for fire damage. Objects do not ignite in the area. The save DC is 14, or 13 + your Charisma modifier, whichever is higher. Caster level 5th.
Storm Vision (Su): Starting at 6th level, you can see clearly in rain, snow, and sleet, taking no penalties on Spot and Search checks. In conditions of heavy snow, you take Spot and Search penalties as if you were in normal snow (see Rain, Sleet, Snow, and Hail, page 94 of the Dungeon Master’s Guide).
Winter Embrace (Su): At 6th level and higher, you can withstand temperatures down to –50°F without having to make Fortitude saves. Ice Spike (Su): Beginning at 7th level, three times per day on command, you can launch a spike of ice at any target within 100 feet. If you hit with a ranged touch attack, the spike deals 3d6 points of cold damage.
Freezing Bolt (Sp): At 9th level and higher, once per day on command, you can use lightning bolt as the spell, substituting cold damage for electricity damage. The save DC is 14, or 13 + your Charisma modifier, whichever is higher. Caster level 5th. When you attain 11th level, the caster level for this feature increases to 10th. Beginning at 17th level, you can use this ability five times per day.
Resistance to Cold (Su): At 12th level, you gain cold resistance 10.
Freezing Rain (Sp): Starting at 13th level, two times per day on command, you can use sleet storm as the spell. Caster level 7th.
Plague of Hail (Sp): At 16th level and higher, two times per day on command, you can use ice storm as the spell. Caster level 7th.
Globe of Ice (Sp): Beginning at 18th level, once per day on command, you can use Otiluke’s freezing sphere as the spell, except you cannot refrain from fi ring the globe when the command word is spoken. The save
DC is 19, or 16 + your Charisma modifi er, whichever is higher. Caster level 15th.
Unforgiving Cold (Sp): At 19th level and higher, once per week on command, you can use control weather as the spell, except that you can change the weather only in cold regions and create only conditions allowed in winter. Caster level 15th.
Torrential Frost (Sp): Starting at 20th level, two times per day on command, you can use cone of cold as the spell. The save DC is 17, or 15 + your Charisma modifi er, whichever is higher. Caster level 15th. ADVENTURE SEED (EL 5)
When Sorelius disappeared, leaving Frostburn’s Wrath in the middle of a crystallized village, the few surviving humans had already fl ed. The bodies of the dead were left to the scavengers of the land. Foremost among these was a band of trolls, who were drawn down from the mountains by the smell of freshly thawed meat. The trolls picked through the settlement for food and eventually discovered Frostburn’s
Wrath, causing them to viciously contend for the item until only one remained. That one is named Wordug.
Despite his best efforts, Wordug was never able to activate the magic within the staff. He now carries the item as a pretty trophy, relying on tooth and claw in battle.
Wordug, Troll: AC 19 (includes hide armor), hp 63 (see page 247 of the Monster Manual). Possessions: Frostburn’s Wrath, hide armor. Arctic Troll Gorge
This map depicts a deep gorge through an area of mountainous crags. Most of the landscape is covered with deep snow, but the inner gorge is less thickly fi lled, making it the easiest way to travel through the area. Trail The narrow path enters the innermost portion of the gorge. Gorge The deepest part of the gorge is 30 feet below the overhang on which Wordug waits. Tree Bridge The troll has created a crude bridge over the gorge using fallen trees. Wordug The troll rains boulders down onto characters within the gorge from his vantage point 30 feet above.