Shivering Death
- An adventure for Level 11 characters.
- This adventure is designed to fill one or two sessions of play.
- It might start in any rural community near hills or mountains.
Key Plot Points
The following information is key to the adventure's story:
- Heat Breaker. The remains of the giant Elakdras bear the record of a magical ritual necessary to end a deadly heat wave.
- Challidax's Trophies. Elakdras's frozen remains are in the lair of Challidax, a powerful white dragon also known as Shivering Death.
- Frosty Relations. Frost giant siblings Ralvald and Aerstigga also seek Elakdras's remains, but they've had a falling-out in Challidax's lair, splitting their followers into rival factions.
- Into the Ice Caves. The adventurers enter the frosty cave complex where the dragon lairs. There they run afoul of the feuding frost giants and other denizens as they try to retrieve the magical ritual.
Preparation
Before running the adventure, prepare as follows:
- Step 1. Read the "x" section.
- Step 2. Review "x" and the Key NPCs table to learn about individuals the characters will interact with during the adventure.
- Step 3. Bookmark the pages in the Dungeon Master's Guide or on D&D Beyond detailing the Wand of Wonder and the environmental effects of extreme cold.
- Step 4. Bookmark the following stat blocks in the Monster Manual or on D&D Beyond:
- Frost Giant
- Ghost
- Mephit, Ice
- Priest
- Remorhaz, Young
- Shield Guardian
- Troll
- White Dragon, Adult
- Winter Wolf
- Wyvern
- Animals:
Key NPCs
| Name | Role | Stat Block | Location |
|---|---|---|---|
| Aerstigga | Giant seeking to ally with Challidax | Frost Giant | D16 |
| Ardrandal and Forstrorri | Giants loyal to Ralvald | Frost Giant (Neutral) | D4 |
| Challidax (a.k.a. Shivering Death) | Primary antagonist | Adult White Dragon | D16 |
| Elakdras | Dead frost giant druid | ā | D16 |
| Enstavva | Petrified frost giant | Frost Giant (Neutral) | D8 |
| Finkleton | Dead halfling adventurer | ā | D16 |
| Gelida | Trapped lair denizen | Ice Mephit | D9 |
| Grahlista | Human quest giver | Priest (Medium, Neutral Good) | "x" |
| Grimvel and Luskegga | Giants loyal to Aerstigga | Frost Giant | D10 |
| Heldalf | Mammoth keeper loyal to Ralvald | Frost Giant (Neutral) | D3 |
| Luskar | Giant loyal to Aerstigga | Frost Giant (Neutral) | D14 |
| Ralvald | Giant seeking inter Elakdras's remains | Frost Giant (Lawful Neutral) | D5 |
| Shabblejaw | Aerstigga's wolf handler | Troll | D11 |
Adventure Background
A deadly heat wave bakes an unprepared pastoral land. Crops have failed, rivers have run dry, and prospects are grim. While the reason for the unprecedented heat is unclear, the sage Grahlista has uncovered a possible solution. The sage invites the characters to meet at her home to receive her proposal.
Beginning the Adventure
The adventure begins at Grahlista's dwelling. Grahlista is a human sage (Medium, Neutral Good Priest) and is cordial but Indifferent toward the adventurers she has invited into her home.
Read or paraphrase the following aloud to begin the adventure:
The magic item Grahlista offers is a pair of Boots of the Winterlands. If the characters negotiate for a better reward, Grahlista agrees to give them the boots before they leave but refuses to budge on the amount of gold she offers.
If the characters agree to aid Grahlista, she shares the following information:
- Challidax's Lair. The dragon's lair is an extensive network of icy caves two days' journey from Grahlista's home. The terrain around the lair is supernaturally cold, regardless of the season.
- A Cruel Dragon. Challidax is a cruel and vain white dragon who has terrorized the region for decades. She often freezes foes into gruesome tableaux to commemorate her victories over them.
- Safe House. Tucked in the crevice between hills, an abandoned cabin stands a half-mile from Challidax's lair. This could serve as a place to rest and prepare to enter the lair.
Traveling to the Lair
The journey to Challidax's lair proves uneventful. Light flakes fall in the hills that Challidax claims as her territory, encrusting the rocky ground with ice and snow. The change in temperature from the sweltering lands nearby is profound but not a relief.
On the second day of travel, the characters enter the cold and fog-shrouded area shaped by the magic of Challidax's lair (as described in the Monster Manual). The safe house that Grahlista mentioned lies in this area. Characters who seek it find it easily. It contains evidence of past cooking fires and is a safe place to camp.
When the characters seek out Challidax's lair, they find it with 1 hour of searching near the safe house.
Shivering Death's Lair
Challidax has inhabited a network of caverns for more than a century. The dragon doesn't make regular visits to all the caves in her lair, so other creatures sometimes sneak in and inhabit them. Challidax eventually destroys these interlopers, but it could be weeks or months before she notices or responds.
Frost Giant Factions
The characters aren't the only ones interested in the frozen corpse. A group of frost giants, led by Elakdras's descendants, recently arrived in Challidax's lair. They hope the heat wave has weakened the dragon enough that they can slay her and recover their honored ancestor's corpse to lay it to rest respectfully. The temptation of Challidax's hoard is further motivation. However, the giants have recently split into two factions, as described below.
Ralvald's Giants
Ralvald was the giants' leader but was recently betrayed by his sister, Aerstigga, who seeks to ally with the dragon to elevate her power. Aerstigga ambushed Ralvald shortly after the group reached the lair, gravely wounding her brother, then moved deeper into the lair with her followers. Three giants remained with Ralvald, stanching his wounds and saving his life.
Ralvald and his loyal giants occupy the southeastern caverns of the lair (areas D3āD5). As the despondent Ralvald nurses his wounds, he considers how to deal with his sister's treachery. Ralvald is willing to talk to the characters and might cooperate with them to defeat the dragon and recover his ancestor's corpse.
Aerstigga's Giants
Aerstigga has been negotiating with Challidax in the dragon's trophy cave (area D16). Aerstigga has offered wealth in addition to her loyalty. She has a Wand of Wonder that occasionally produces gems and has given the dragon the treasure she had already accumulated. Challidax's greed exceeds Aerstigga's gem supply, however. Aerstigga hides the Wand of Wonder's existence from the dragon, and she experiments with the erratic wand away from Challidax's notice to try to make even more gems. The characters might encounter the strange results in several areas.
Aerstigga won't parley with the characters, as she wants to show strength in front of Challidax. Aerstigga's followers occupy the west-central portions of the lair (areas D10, D11, and D14).
Lair Features
Unless otherwise specified, Challidax's lair has the following features.
Ceilings
Ceilings throughout the lair are 25 feet high in passages and 35 feet high in caves.
Extreme Cold
All areas in the lair are subject to extreme cold (see the Dungeon Master's Guide).
Freezing River
A subterranean river flows through several areas in Challidax's lair (D16, D11, D10, and D5) before cascading over two cliffs and pooling in area D6. The river's origin and outflow are underground. The river is 15 feet deep and filled with fat, white fish that many inhabitants of the lair eat.
Breathing
The river passes underground between areas. A creature that can't breathe water has to hold its breath while passing between areas via the river. The water is iced over in area D10; see that area for details.
Frigid Water
The river is considered frigid water (see the Dungeon Master's Guide).
Moving in the River
Swimming in the river requires a successful DC 10 Strength (Athletics) check. The current pushes Large or smaller creatures swimming in it 10 feet farther along its flow at the end of the creature's turn.
Light
Ice throughout the lair reflects even the smallest light, providing Dim Light throughout. Areas with campfires are bathed in Bright Light.
Lair Locations
The following locations are keyed to Map: Shivering Deaths Lair.
D1: Lair Entrance
The bones are from recently killed animals and human travelers. The bones show gouge marks from teeth the size of daggers. As a Search action, a character can examine the area and make a DC 15 Wisdom (Survival) check. On a success, the character notices days-old, partially concealed boot prints in the snow. These prints are several feet in length and were clearly made by giants, though which type is unclear.
Wyvern Roost
Four Wyverns dwell on an icy ledge 80 feet above the lair entrance. The ledge blends in from below but is easily noticed from above. These draconic creatures have adapted well to the frigid environment, with white scales and Resistance to Cold damage.
When the characters arrive, 1d3 of the wyverns are out hunting. Those that remain in the roost are Indifferent and fight only if the characters make a lot of noise nearby or ascend to the wyverns' roost. If the characters get in a fight here, the hunting wyverns return to the roost and join the fight on Initiative count 0 of the second round (losing ties).
D2: Remorhaz Trophy
This dead remorhaz is one of Challidax's trophies. It crept into the lair via the underground river, but the dragon caught and vanquished it in the foggy cave (area D6). Challidax relished posing the corpse in the lair entry to scare intruders. If thawed, the dead creature is harmless.
D3: Animal Pen
Not visible until the characters approach the beast, a Neutral Frost Giant named Heldalf sits on a stool behind the Mammoth, combing out the pack animal's tangled fur. Heldalf is Indifferent to the characters and loyal to Ralvald; he feels committed to staying here until Ralvald decides on a course of action. If the characters are aggressive or indicate support of Aerstigga, Heldalf directs his animal companion into battle and fights at its side. Heldalf and his mammoth flee if either of them is reduced to 30 Hit Points or fewer.
Talking with Heldalf
If the characters want to converse and know Giant, Heldalf proves chatty. He shares the following information in conversation:
- Giants' Arrival. A group of frost giants followed their leader, Ralvald, to the dragon's lair to recover the body of Ralvald's ancestor, a powerful druid called Elakdras.
- Sibling Betrayal. Once in the caves, Ralvald's sister, Aerstigga, betrayed him. She wounded him and vowed to serve Shivering Death. Aerstigga hinted that she had some means to buy her way into the dragon's good graces. The other giants split their loyalties: half of them followed the treacherous Aerstigga, while the other half remained true to Ralvald.
- Ralvald's Location. Ralvald is contemplating what to do next in a cave to the north. Heldalf thinks the characters, as newcomers, might be of use to Ralvald and suggests they take the narrow northeast passage to meet with him.
If the characters don't fight Heldalf but can't converse with him, the giant motions for them to move on, pointing toward the narrow passage to the northeast.
D4: Giant Camp
There is sufficient bedding for four frost giants here.
Two Neutral Frost Giants, Ardrandal and Forstrorri, recount stories of long-dead heroes while they maintain the camp here. Both are loyal to Ralvald but grow impatient with his lack of action. They are Indifferent to the characters but leap into battle if threatened.
Talking with the Giants
The giants are willing to talk with peaceable characters who know Giant. They relate the same information as Heldalf, but add that they wish Ralvald would give up his impossible quest to defeat Challidax.
D5: Ralvald's Retreat
The dejected giant is Ralvald, a Lawful Neutral Frost Giant who knows Common as well as Giant. The giant has become so wrapped up in his own troubles that he doesn't notice the characters until they make themselves known to him. Ralvald is Indifferent to the characters and would rather talk than fight.
Talking with Ralvald
Ralvald treats the characters with respect, assuming only brave adventurers would venture into a dragon's lair. Ralvald provides the same information as Heldalf (area D3), plus the following points:
- Aerstigga's Plan. Ralvald considers his sister's plan to win the dragon's favor a bad one. He doesn't think Challidax will honor any pledges of fealty from Aerstigga, even if Aerstigga tries to buy off the dragon with treasure. He thinks it might be possible to drive a wedge between Aerstigga and the dragon, leaving his sister no option but to flee. Ralvald believes that if she flees, she'll ultimately regret betraying him and make amends.
- Potential Ally. Ralvald noticed a giant named Enstavva hiding in the icicle-filled cave to the north. Ralvald has always been impressed with Enstavva's wisdom, so he assumes Enstavva has decided to remain neutral in the current conflict. Ralvald doesn't want to pressure her, so he hasn't yet confronted her. (Ralvald doesn't realize Enstavva has been turned to stone, as described in area D8.)
- Ralvald's Goals. Ralvald is eager for aid and wants the dragon dead. He would prefer that his sister survive, but he understands that her choices might have serious consequences.
Advice for Ralvald
Ralvald is in dire need of advice. He takes the counsel of any characters who seem genuinely invested in his plight. The characters might discuss these options with him:
- Depart the Lair. If the characters tell Ralvald he should simply leave with his loyal giants, he sighs and agrees. Within 10 minutes, Ralvald departs with the giants in the animal pen and campsite (areas D3 and D4).
- Fight the Dragon. As an Influence action, a character can ask Ralvald to help the characters fight Challidax. The character makes a DC 16 Charisma (Persuasion) check. On a success, Ralvald agrees to join the characters in battle against Challidax. On a failure, Ralvald wishes the characters luck but remains in dejected contemplation here. Even if Ralvald agrees to ally with the characters, his frost giant allies in areas D3 and D4 refuse to confront the dragon.
- Share the Ritual. If the characters admit they're after the ritual tattooed on Elakdras's body, Ralvald offers a solution. Ralvald doesn't want the ritual; he wants the body, so he can lay it to rest respectfully. He'll permit them to copy the ritual before he takes the remains.
D6: Foggy Cave
The cave and the passageway are both Heavily Obscured by frigid fog. A strong wind (like that created by Gust of Wind) disperses the fog, but it returns after 1 minute, spreading from the churning water toppling down the cliffs.
A character must succeed on a DC 15 Strength (Athletics) check to climb up or down the slippery cliffs. On a failure, the character slips and falls 20 feet.
When the characters reach the cave at the bottom of the cliffs, read or paraphrase the following description:
Three Young Remorhazes lurk hereāoffspring of the adult remorhaz that Challidax killed and put on display near the lair's entry (area D2). The dragon didn't notice the remorhaz eggs, which have now hatched. The remorhazes are Hostile and hungry.
Illusory Wall
A passage on the western wall, 10 feet above the floor, is hidden behind an illusion of an icy wall. A character who takes a Search action and makes a DC 16 Wisdom (Perception) check notices the concealed passage on a success. This check is made with Disadvantage while fog is present in this room. Gelida (area D9) can tell the characters exactly where to find the illusion; those who have discussed the hidden passage with her automatically find it.
Treasure
Shredded scraps of armor and a bloodstained Backpack are the only remains of an explorer who made it this far into the lair. The Backpack contains an emerald-encrusted Shortsword worth 80 GP, 100 feet of Rope, and a Potion of Growth.
D7: Hidden Camp
Years ago, a halfling spellcaster named Deena Finkleton attempted to plunder Challidax's hoard, but she was caught and became one of the dragon's frozen trophies (see area D16).
Frozen Gear
The Bedroll, Backpack, and cooking implements are Finkleton's remaining equipment and are all encased in ice. The ice encasing them is a Small object with AC 13; HP 10; and Immunity to Cold, Poison, and Psychic damage.
Treasure
If they free the Backpack from the ice, the characters can open it, revealing a frozen bottle of Ink, a Pouch containing 62 GP, a Waterskin full of frozen water, a winter coat, and three Potions of Healing.
The cooking implementsāan Iron Pot, a ladle, and a small knifeāare well made but unremarkable.
Should the characters free the Bedroll from the ice and search it, within they find a control amulet for a Shield Guardian. The guardian it controls is in the south alcove of the trophy cave (area D16). A character who takes a Study action and makes a successful DC 16 Intelligence (Arcana) check knows basic information about this guardian:
- It follows the orders of whoever wears its amulet.
- The amulet's wearer can command the bound guardian to cast the Fireball spell stored within the Construct.
D8: Icicle Cave
Characters can move around the icicles or break through them, but the entire area is Difficult Terrain. The statue amid the icicles is a Neutral Frost Giant, Enstavva, with the Petrified condition.
Releasing Enstavva
If the characters end Enstavva's Petrified condition, she is pensive and Friendly toward anyone who frees her. Enstavva knows Common, Dwarvish, and Giant. She is curious about what brings the characters to the lair and prefers to talk rather than fight.
Enstavva shares the same information as Heldalf in the animal pen (area D3), as well as the following details:
- Aerstigga and the Wand. Aerstigga is trying to win Challidax's favor using gems she's secretly creating with an erratic magic item called a Wand of Wonder. If the dragon knew Aerstigga possessed such a magic item, Enstavva believes Challidax would slay her and take it.
- Neutrality. Enstavva refused to take sides in the rivalry between Aerstigga and Ralvald, believing it would lead them all to doom.
- Petrification. Aerstigga followed Enstavva here and turned her to stone using the Wand of Wonder.
Given the opportunity, Enstavva rejoins Ralvald, either in his retreat (area D5) or by leaving the lair if the giant leader has already departed.
Secret Cleft
A low, narrow crack to the northeast leads to a cleft (area D9) partially hidden by the ice. Any character who has a Passive Perception of 16+ notices the cleft once the character gets within 5 feet of it.
D9: Concealed Cleft
The Ice Mephit relaxing here is named Gelida, who knows Common and Primordial. The lair's most tenacious trespasser, she has avoided the dragon for decades.
Gelida spends a lot of time in her "ice bath" and seems surprised when strangers arrive. Indifferent to the characters, she initially pretends to be embarrassed but cackles if any of them seem apologetic or surprised to catch her "bathing." A mean-spirited prankster, Gelida has no wish to fight; she simply hides behind the metal box if the characters start combat.
Gelida recognizes an opportunity in the characters' arrival. The mephit shares the following information in conversation:
- Gelida's Beginnings. Gelida has been here for years. She arrived with her conjurer, a halfling spellcaster named Deena Finkleton who came in hopes of stealing the dragon's treasure. Gelida was left here to count the coins her conjurer pilfered, but the halfling never returned.
- Hiding from the Dragon. Gelida wants nothing to do with the dragon. Challidax doesn't know Gelida is here, and the mephit likes it that way.
- Lair Layout. Gelida knows the lair's overall layout except for the crystal room (area D12), which she doesn't know exists.
- Magic Devices. Finkleton had several magic devices, including this box, to which Gelida is bound, and a Shield Guardian. Gelida can't leave the box for more than a few minutes before being magically drawn back into it.
Gelida's Favor
Gelida wants to leave the lair before Challidax finds and destroys her. Moreover, the mephit is done serving other creatures. She wants freedom from the magic that binds her to the box, or barring that, she wants the autonomy to go where she pleases.
Gelida hopes to convince the characters to give her control of the Shield Guardian in the trophy cave (area D16). Once Gelida has a good rapport with the characters, she reveals that her conjurer controlled the guardian with a magic amulet. The guardian and Finkleton are now frozen trophies in area D16, but Gelida knows Finkleton didn't have the guardian's magic amulet when he was frozen.
Gelida tells the characters the amulet's location (area D7) and even lets them use the Construct to fight Challidax. But before they leave the lair, Gelida wants the amulet so she can use the guardian to carry her box out of the caves and wherever else the mephit pleases. If the characters agree to her terms, she tells them about the illusory wall in the foggy cave (area D6). Gelida knows the guardian's amulet lies hidden in the bedroll in area D7 but can't retrieve it herself due to her binding (see "The Box").
In the event the characters already have the guardian's amulet, Gelida simply slumps angrily in her box, muttering about disrespectful thieves.
The Box
The metal box weighs 150 pounds and has an additional 50 pounds of ice inside it. If the mephit hasn't touched the box for 1 minute, she is magically compelled to return and touch it as swiftly as she can. The binding can be broken by Dispel Magic cast as a level 6+ spell on the box or by a Wish or similar magic. The box weighs too much for Gelida to move by herself.
Treasure
There are 310 SP in the bottom of Gelida's box.
D10: Frozen River
The two Frost Giants, Grimvel and Luskegga, are busily destroying the frozen body of an owlbear, which Challidax placed here as a trophy long ago. No one else knows about their casual destruction of the dragon's statue. Both giants are Neutral Evil, loyal to Aerstigga, and openly Hostile; they fight to the death in combat, as they won't entertain the thought that smaller creatures might beat them.
Thin Ice
The icy patch across the room is a thin crust over the frozen river that flows to Ralvald's retreat (area D5; see "Lair Features"). A creature with a Passive Perception of 15+ realizes the perilous nature of the ice.
Each 10-foot square of ice is a Large object with AC 13; HP 10; and Immunity to Cold, Poison, and Psychic damage. Placing more than 100 pounds on a 10-foot square of ice immediately destroys that section; creatures and objects on that section of ice fall into the river.
Giants' Ruse
The giants know about the river and try to trick intruders that come from the south. They throw pieces of the broken ice statue from across the river and seek to goad intruders into combat. They guffaw if anyone falls into the river.
Interrogating the Giants
Grimvel and Luskegga are unlikely to talk to the characters without first being overcome in a fight. If someone who knows Giant captures or interrogates them, they share the same information as Heldalf (see area D3), as well as the following points:
- Aerstigga's Followers. Grimvel and Luskegga follow the frost giant Aerstigga.
- Dragon Ally?. Aerstigga has met with Shivering Death. The giant said she'd buy the dragon's favor with lots of gems and the giants' pledge of service.
- Secret Wand. Aerstigga has a magic wand that makes gems, but only sometimesāit creates strange effects more often, like turning creatures to stone. Aerstigga has been using her wand to make more gems but never where the dragon can observe her. She doesn't want the dragon to know about the wand.
D11: Wolf Ledge
Four Winter Wolves skulk here along with their handler, a Troll named Shabblejaw wearing heavy furs. The wolves keep watch from the ledge, but Shabblejaw remains out of sight near an open secret door leading to the crystal room (area D12).
These creatures are loyal to Aerstigga, who commanded them to stay here until she needs them. They are Hostile toward intruders. If the party defeats all the wolves, Shabblejaw retreats to area D12 and closes the secret door behind him.
Ledge
The ledge bears five mats of brown, dead grasses where Shabblejaw and the winter wolves sleep. The ledge's slope is Difficult Terrain.
River
The river flows toward area D10 to the east (see "x").
Secret Door
A section of the northeast wall on the ledge is depressed a few feet. Inspection reveals the wall has a secret door currently standing ajar. When the door is shut, it is hidden (DC 18 to find). A creature that saw Shabblejaw disappear through the door has Advantage on a check to find it.
Treasure
Shabblejaw has a small satchel holding six crystals, each the size of a human thumbnail. These are pieces of the healing crystal in area D12 that the troll kept for himself. Each bears healing magic, acting as a berry created by the Goodberry spell. The crystals lose their magic in 12 hours.
D12: Crystal Room
Challidax discovered the magical healing crystal here many years ago and hid it behind a secret door. Shabblejaw (area D11) found it accidentally and seeks a way to cut the crystal down to earn Aerstigga's favor. He's been using scraps of wood to create a makeshift ladder to reach the crystal. The troll has managed to break off a few tiny pieces that he keeps in the satchel he carries with him.
Healing Crystal
The crystal is a natural, magical growth hanging from the ceiling, which is 40 feet above the floor. The crystal sheds Dim Light in a 15-foot radius. A creature that touches the crystal receives a surge of positive energy and regains 70 Hit Points. The crystal grants this healing three times each day, regaining all uses at the next dawn. The light fades from the crystal after it has expended its healing energy for the day.
Rickety Tripod
Shabblejaw's tripod is 20 feet tall. A creature must succeed on a DC 14 Strength (Athletics) check to climb the tripod. On a failure, the creature falls 20 feet.
D13: Experimentation Room
This chamber is currently empty, but it contains several after effects of Aerstigga's reckless use of her Wand of Wonder, such as the out-of-place grass and the charring from past Lightning Bolt spells.
If the characters are particularly noisy here, Luskar the Frost Giant and his pet Rhinoceros come to investigate from their quarters (area D14), ready for a fight.
D14: Giant Quarters
If Luskar and his rhinoceros are encountered in area D13 instead of here, omit them from the following boxed text when describing this area:
Although there's enough room for several frost giants to rest here, only one is present. Luskar (Neutral Frost Giant) sprouted greenery when Aerstigga used her Wand of Wonder nearby. The wand also conjured the Rhinoceros; Luskar has named the beast Grom and is training it to fight alongside him.
Luskar isn't expecting intruders. If the characters make themselves known, he proves Hostile, grabbing his weapons and commanding his pet into battle with him. Luskar isn't as fanatical as the others who follow Aerstigga; he surrenders and calls off his pet if he or the rhino is Bloodied.
Talking with Luskar
If defeated or otherwise coerced into talking, Luskar shares the same information as Grimvel and Luskegga (see area D10). Luskar then wants to leave the lair, preferably with his pet.
D15: Frozen Corpses
Challidax ambushed five would-be dragon slayers here, freezing them to death before they could do more than raise their weapons. Their restless spirits linger here as five Ghosts. The spirits are Chaotic Neutral. They emerge from their frozen corpses if the pillars entombing them are touched or damaged.
The spirits are Hostile toward other creatures and can't rest until Challidax is slain. If a ghost possesses a creature, that creature heads directly to the trophy cave (area D16) and tries to slay the dragon.
As an Influence action, a character can try to calm the spirits and make a DC 16 Charisma (Persuasion) check. On a success, the ghosts stand down and explain their hatred for Challidax.
The ghosts can leave this chamber only while possessing another creature. If the possession ends, the ghost reappears in area D15.
Flame
The flame at the room's center is a heatless, illusory manifestation of the spirits' hatred. If the spirits are put to rest, the flame vanishes.
Treasure
Each of the five icy pillars is a Large object with AC 13; HP 30; and Immunity to Cold, Poison, and Psychic damage. Breaking them releases the corpses within. Two of the bodies possess silver armbands worth 300 GP each, and another holds a Berserker Axe. The bodies' other gear is worthless.
D16: Trophy Cave
Challidax, an Adult White Dragon, is bargaining with the Frost Giant Aerstigga. The pair are having a contentious discussion about how Aerstigga and the giants who serve her could prove useful to the white dragon. Should they notice intruders, though, both are Hostile, and Challidax commands Aerstigga to prove her worth. The giant rushes to engage interlopers and won't surrender or flee while Challidax is present.
Aerstigga
Aerstigga knows Common and Giant, and she carries a Wand of Wonder, although she won't display or use it in Challidax's presence.
Challidax
Challidax hangs back to evaluate both Aerstigga and the invaders. The dragon doesn't join the fray until she herself takes damage or Aerstigga is defeated, though it's possible for the characters to turn Challidax against her giant ally (see "Challidax's Rage" below). Once engaged in combat, Challidax is ruthless; she doesn't care if she harms Aerstigga in her attempts to defeat the characters.
If Challidax is reduced to fewer than 100 Hit Points, she dives into the frozen river. She makes her way to the healing crystal in the crystal room (area D12), then tries to ambush the characters elsewhere in her lair.
Challidax's Rage
Aerstigga and her giants have not been good guests in Challidax's lair. A character can take an Influence action and present evidence that Aerstigga and her followers have despoiled the lair or lied to the dragon. The following evidence captures Challidax's attention:
- Part of the frozen owlbear the giants broke in area D10
- Pieces of the broken healing crystal from area D11
- The Wand of Wonder Aerstigga has been hiding or evidence of its use, such as grass pulled from area D13 or the Rhinoceros from area D14
If the characters present at least two pieces of evidence to Challidax, she turns on Aerstigga. Once Aerstigga is defeated, the dragon allows the characters to depart her lair as thanks before leaving to hunt the other giants and their allies in her lair.
Should Challidax find that the characters have pilfered any of her trophies or treasures, she revokes her mercy and hunts them down to take revenge.
River
The river running through this room flows south to the chamber with the ledge (area D11; see "x").
Trophies
The alcoves here each contain a creature Challidax defeated and froze in ice. The creatures within are visible, but the ice around each is a Huge object with AC 13; HP 50; and Immunity to Cold, Poison, and Psychic damage. The trophies are as follows:
- Northeast Alcove. This alcove contains the heavily scarred corpse of an abominable yeti. The yeti's left eye is a diamond worth 4,000 GP.
- Northwest Alcove. This alcove contains the corpse of an enormous chimera in a ferocious pose.
- South Alcove. This alcove contains the corpse of a halfling frozen to a Large, knight-like statue. If freed, the statue animates, revealing itself to be a Shield Guardian with a Fireball spell (level 4 version) stored. Unless it receives other commands from someone bearing the magic amulet it's bonded to (see area D7), the guardian fights the closest creature as it continues trying to protect its former controller, the halfling Deena Finkleton.
- Southwest Alcove. This alcove contains the frozen corpse of the frost giant druid Elakdras. Once it's removed from the ice, the magical tattoos on the body are plainly visible. With 10 minutes of work, any character can copy the tattooed symbols using any appropriate recording implements, such as Ink, an Ink Pen, and a sheet of Parchment.
Treasure
Challidax's hoard includes the following treasure:
- 100 PP, 12,000 SP, and 200,000 CP (total value of 4,200 GP)
- 295 small gems in total (worth 1 GP each)
- Platinum torc (worth 250 GP)
- Two silver chalices (worth 120 GP each)
- Bead of Force
- Aerstigga keeps her Wand of Wonder concealed within her clothing, where Challidax can't observe it. If she doesn't pull it out during the fight, anyone searching her body discovers it.
Conclusion
Once the characters recover the ritual from Elakdras's corpse, they can return to Grahlista and attempt to break the oppressive heat wave. The frost giant's ritual requires at least four participants, takes a full day to perform, and consumes 1,000 GP of rare moss and crystals. Grahlista covers the cost of materials and leads the ritual, though she asks willing characters to participate.
Soon after the ritual's completion, a welcome rain begins falling, and the heat wave breaks. The locals are overjoyed and host a celebration for the characters. Within a few days, the region's weather returns to normal, thanks to the characters' daring.
A Remarkable Reward
If Challidax was slain during the adventure, the region around the dragon's lair rapidly thaws. Grahlista and an accomplished blacksmith named Tafarge make the characters an offer: if the characters give the pair all the coins from Challidax's lair (to disperse among the locals), the dragon's body, and three months, Grahlista and Tafarge promise to make the party a remarkable reward. The two won't say what or push the matter, but if the characters agree, hold up their end of the bargain, and return after three months, the pair give the party a Frost Brand with Shivering Death's visage sculpted into the pommel. The magic weapon is a type of weapon used by a party member of your choice.
History of White Dragons
AUSSIR DARASTRIX
[image: Dragons of Ice (1985)]
[image: Monstrous Manual (1993)]
[image: Monster Manual (1977)]
[image: Draconomicon (2003)]
[image: Adventures in the Forgotten Realms (2021)]
[image: Draconomicon (2003)]
[image: Monster Manual (2014)]
[image: Monster Manual (2008)]
[image: Concept Art (2023)]
[image: Monster Manual (2025)]
[image: Concept Art (2023)]