ConquerorThe Fortress of Frostlord Haldric
A hundred winters of silence—and last night, a light burned again

Show stat block
Killing Cold. Every creature that starts its turn within 10 ft. of Haldric takes 5 (1d10) cold damage.
Soul Anchor. If Haldric drops to 0 hit points, he rises again after 1d4 days unless his frozen heart, hidden elsewhere, is destroyed.
Multiattack. Haldric makes two attacks with his Rime Sword.
Rime Sword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8+4) slashing damage plus 9 (2d8) cold damage.
Frost Grip (Recharge 5-6). One target within 30 ft. must make a DC 17 Constitution saving throw; on a failure, it takes 27 (6d8) cold damage and its speed becomes 0 until the end of its next turn; on a success, it takes half as much damage and is not slowed.
The Story
The mountain path reaches a ledge and reveals an imposing stronghold, frozen fast against a wall of towering, ice-sheathed peaks. The wind shrieks through the battlements and carries a sound no wind should make: a slow cracking, like something waking. The gate stands ajar, a blue light glowing behind it, and your mountain guide refuses to go a step farther.
A hundred years ago this Fortress of Frostlord Haldric was frozen solid in a single night—inhabitants, banners, and all—when Haldric sacrificed his own garrison to become immortal. Ever since, everything lay still beneath the ice. Until yesterday, when the light in the highest tower kindled again. Something has woken the frostlord, and his frozen soldiers are stirring in the halls.
You press into the icebound fortress: halls where time stands frozen, sentries locked mid-motion in their final gesture, traps that thaw only after a century. You must slip past or cut down the frozen guard, decipher the last captain's logbook, and find the way to the fortress core—where Haldric completes his awakening upon his iron throne.
The twist: the fortress itself is the prison that has held Haldric for a century, and his awakening means the eternal storm will spread across the whole valley below. In the climax you face Frostlord Haldric, the Reawakened—half man, half glacier—rising from his throne as every breath in the hall freezes to rime. Defeat him, and a hundred years of frost melt away; fail, and the village valley becomes the next thing to vanish beneath the ice.
Look inside
The first 6 of 17 pages — exactly what's in the PDF. Click to enlarge
Ambience playlist
Hit play and just stay on this page.
Frequently asked questions
What language is this adventure in?
This page is in English. DM Shots adventures are crafted in clear, ready-to-read prose so you can run them straight from the table.
Which edition is it for?
The fifth edition (5e). It is compatible with the common 5e rules and includes stat blocks and encounters.
What do I get after buying?
An instant-download PDF with the complete adventure, a cinematic map, NPCs, encounters, printable loot cards and a DM guide.
How long does it take to play?
A typical DM Shots one-shot runs in 3 to 4 hours, perfect for a single evening at the table.
What if I'm not happy?
Didn't the adventure play the way you hoped? Email us within 7 days at hallo@dmshots.com and you get your money back, no hassle.

