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Deepfrost Hollow

Updated: 15 hours ago

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Descent into Deepfrost Hollow


Into the Depths of Deepfrost Hollow

The Howlbears gather their gear and steel their resolve as the dawnless light of the underground forges spills into the tunnels of Brynstroth. The echoes of their footsteps blend with the hum of activity in the Great Hall as they prepare for their descent into the restricted mines of Deepfrost Hollow.


Final Preparations

Fizzbum, buzzing with nervous energy, makes one last pass through his supplies, untangling ropes and securing hooks with an almost comedic air of distraction.



“Good flicking fungus, Mr. Dorf!” he exclaims after being startled by the halfling’s quiet approach. After a brief moment of confusion over “Lumpy,” his imaginary companion, Fizz casts Cure Wounds on Dorf with an exaggerated flourish, tiny fireflies spinning around the halfling before disappearing in a puff of light. “That should do ya, Mr. Dorf!” he chirps before darting back into the shop for a final check of his potions.


Mutt, his coin pouch lighter but his spirits lifted, pats his new gemstones in satisfaction after his transaction at Gemfire’s Vault. The bard ensures Stout and Ipa are fed and secured in the stables, leaving them with a soft pat and a quiet, “Be good while we’re gone.”


Orin, ever methodical, casts Mage Armor over himself in the quiet of his room before meeting the group. At the entrance, he kneels briefly beside Gorrik and Kelda to examine the map. “Hruna sounds like a survivor,” he says softly to Dorf. “We’ll find her.”


Azalie, after securing her gear to her Axebeak, hands Dorf a small necklace she crafted. “Here you go, buddy,” she says with a grin. “Now no one will be able to stop your fits of rage.” She watches Dorf closely, seeing his determination, and places a hand on his shoulder. “We’ll find her. I promise.”


Meeting Thrain and the Guides

As the party regroups at the mine entrance, Thrain Ironbraid greets them one last time. “Yer a brave lot, I’ll give ye that,” he says, his voice heavy with respect. “Deepfrost Hollow hasn’t seen miners in over five years. Unstable tunnels, strange creatures, and tremors that rattle yer bones—it’s no place for the unprepared. But if anyone can bring Hruna back, it’s the Howlbears.”


He gestures to the two guides: Gorrik Stonevein, a burly dwarf with a weathered face and steady demeanor, and Kelda Emberhelm, a sharp-eyed scout with a quick tongue and a quicker crossbow. “They’ll see ye through as best they can. But mind them, and mind the map.” Thrain places a firm hand on Dorf’s shoulder. “Bring her back, lad.”



Gorrik clears his throat as they approach the yawning maw of Deepfrost Hollow. “This here mine was once one o’ our richest,” he says. “Silver, gemstones, a few Chardalyn veins—we dug deep and far. But the earth started shiftin’, and worse, creatures started crawlin’ outta the dark. Lost too many good folk to keep it runnin’.”



Kelda chimes in, her voice steady but tinged with caution. “Now it’s a place we don’t speak of much. Stay sharp. The dark here has teeth.”


As they approach the mine entrance, Mutt glances nervously at the descending path but steels himself as he joins the others. “So, Kelda,” he says, trying to sound casual, “how far down are we headed? Any nasties we should be on the lookout for?”

Kelda adjusts her crossbow strap and gives Mutt a sideways glance, a faint smirk tugging at the corner of her mouth. “Down? Far enough to feel the mountain sittin’ heavy on your chest,” she says, her tone equal parts teasing and serious. “As for nasties… well, let’s just say the dark down there doesn’t stay empty for long.”

Her yellow eyes gleam with a mix of caution and humor as she adds, “Keep your wits about you, bard. The critters that call this place home don’t take kindly to visitors, and not all of ’em leave footprints. But don’t fret—I’ll be watching your back. Just make sure to keep an eye on mine, yeah?” She pats the crossbow at her side, her grin fading slightly. “No room for daydreaming in Deepfrost Hollow.”


The Descent

The group steps into the cavern, the temperature dropping noticeably as the light of the forges fades behind them. The air grows thick, and the walls, slick with condensation, glisten faintly in the lantern light. A steep, rocky staircase spirals downward, forcing the group to secure climbing gear for a precarious 100-foot descent.


Dorf takes the lead with Gorrik, his determination evident in every careful step. Azalie and Mutt follow, the bard muttering about enclosed spaces as his mage hand steadies his grip. Orin descends methodically, while Fizz hums nervously, his pack clinking with supplies. Uptharr, ever the rock of the group, offers quiet encouragement as they navigate the treacherous shaft.



At the bottom, the cavern opens into a vast chamber, the air heavy with the scent of damp earth. Faint echoes of dripping water and shifting stone create an eerie backdrop as the group reaches a crossroads.


The Crossroads



Gorrik points to the three paths ahead, his expression serious. “Here’s the choice,” he says, gesturing to the map. “The right tunnel leads to an old bioluminescent pool. Used to be a good place for findin’ rare minerals, but it’s deep and unpredictable.”

Kelda points left. “That path heads to what we call the Endless Pit. No one’s mapped the bottom, and there’s no tellin’ what’s down there.”



She nods toward the straight path. “That’s the mining base camp. If Hruna’s anywhere close, it’d be there. Supplies, tools, maybe even clues to what happened.”


Kelda’s voice lowers. “Stay sharp. This place has a way of turnin’ quiet into chaos.”



Decisions Ahead

The Howlbears gather at the crossroads, lanterns flickering as they study the map and consider their next move. The guides stand ready, their watchful eyes scanning the dark. The air hums with tension as the party contemplates the unknown dangers of each path. Their journey into Deepfrost Hollow has truly begun.


Next Post:

Optional: In your next post, you may include up to 2 skill rolls (make sure you indicate what the roll is trying to accomplish)

Include any questions or dialogue you wish to have with Kelda or Gorrik.


Please also arrive at a consensus of which path you want to take. Consult the Location map. The Dwarves have a map of the explored area, Hruna may be in any of the explored zones, or you may need to get to the fog area and enter the unexplored (unmapped) area.


25 minutes s have passed

Current Time: 1:35 AM

Date: Eighthday , 28 , Alturiak , 1742

Temperature: 39°

Current Phase: Exploration



Deepfrost Hollow – The Crossroads


The descent into Deepfrost Hollow is tense, the air thick with a biting chill and an unnatural weight. The flickering torchlight casts jagged shadows along the rough-hewn stone walls, twisting into shapes that seem to move just out of sight. Every step sends faint echoes into the yawning dark, punctuated by the occasional sound of water dripping somewhere unseen.


Fizzbum, always eager to investigate, suddenly stops mid-step, his bright eyes narrowing as he peers closely at the wall.



“Chardalyn dust…” he mutters, his voice barely above a whisper. His fingers brush faint streaks of glittering residue embedded in the cracks. “And these…” He crouches, pointing to faint claw marks in the loose earth—long and deliberate, as though something with elongated limbs had passed this way recently. “We’re not alone down here.”

Kelda steps forward, her gaze sharp as she kneels beside Fizz. She frowns as she traces the same clawed prints, shaking her head slowly.



“Deep Crawlers,” she says, her voice low and steady. “Fast, silent predators. They hunt by sound and movement, striking from the dark before you know they’re there.”

Fizz’s face pales slightly. “Deep Crawlers? Those sound… fun.” He stands up quickly, stamping his feet in his oversized boots. “Right. I’ll just keep my excitement to a minimum then.”

Kelda smirks faintly but adds in a graver tone, “They’re dangerous, aye, but they’re not the worst thing that could be lurking down here. Keep sharp. Anything that walks these tunnels now has gotten real good at surviving.”

As if summoned by her words, a faint skittering sound echoes from deeper within the mine, subtle but unmistakable. Mutt’s ears twitch at the sound, his hand instinctively tightening on the stock of his crossbow. He glances to Kelda, his voice low and edged with unease.



“That sound... is that them?”

Kelda shakes her head, her expression unreadable. “Could be echoes. Could be worse. Best not to dwell on it, lad.”

Mutt adjusts his armor and swallows hard, muttering, “Great. Real comforting.”


The group presses on, the oppressive darkness closing in as they reach the crossroads—a massive junction where the tunnel splits into three paths.


Gorrik points to the three paths ahead, his expression serious. “Here’s the choice,” he says, gesturing to the map. “The right tunnel leads to an old bioluminescent pool. Used to be a good place for findin’ rare minerals, but it’s deep and unpredictable.”


Kelda points left. “That path heads to what we call the Endless Pit. No one’s mapped the bottom, and there’s no tellin’ what’s down there.”


Mutt stares into the blackness of the left tunnel as Kelda describes the 'endless pit', his face hardening. “I think we can skip that one. If Hruna fell down there… well, let’s not think about that one.” He turns back to the others, his voice more confident now. “The mining camp seems like the best place to start. If Hruna’s team made camp there, we might find clues about where they went.”


She nods toward the straight path. “That’s the mining base camp. If Hruna’s anywhere close, it’d be there. Supplies, tools, maybe even clues to what happened.”


Kelda’s voice lowers. “Stay sharp. This place has a way of turnin’ quiet into chaos.”



“Agreed,” Orin says, holding the map open. His finger traces the worn lines. “If the camp holds nothing, we can double back to the other paths. But finding the team’s trail is our best chance.”

Orin’s gaze shifts to Gorrik and Kelda. “Did anyone report anything strange near the camp before the collapse? Tremors, sounds, anything unusual in the air?”



Gorrik exchanges a glance with Kelda before answering, his tone measured. “Miners talked about tremors, aye—little ones, like the earth was breathin’. Some said they saw shadows past their lanterns—figures movin’ in the dark where no man or beast had any business bein’.” He lets the words linger before adding, “It’s why they pulled out before this place turned into a graveyard.”

Kelda crosses her arms, her voice low. “If it’s Deep Crawlers, you’ll hear them before you see them. If it’s somethin’ worse… well, we’ll know soon enough.”



Fizzbum perks up, his nervous energy barely contained. “Oh, the glowy pool sounds lovely and all, but yes, Ms. Heeruna comes first!” He stomps his feet determinedly, then glances at the dark paths ahead. “I’m ready when you are, Mr. Dorf!”

Azalie listens as Kelda pokes fun at Mutt. He may be a bit of a yellow belly, but he always holds his own when it matters. She stifles a chuckle, hearing Mutt’s breath quicken with every mention of the darkness they’re plunging into.


The flickering light from Uptharr’s torch dances across the stone walls, throwing shadows that twist and morph into fleeting shapes. Azalie stares at the ever-changing patterns, captivated by the depths of blackness they reveal. A chill begins to settle in her bones as they reach a crossroads.


To the left yawns a void—a sheer drop to certain death, dark and endless. To the right, something strange catches her eye: a glow of green and gold bouncing faintly off the ceiling. She squints, trying to make sense of it. “Oh, that’s an interesting tunnel,” she says aloud, grinning as she glances back at Fizz.


She doesn’t miss the goosebumps creeping up his blue skin or the way his face lights up with a quirky, childlike grin. “Fizz, we should check that one out!” she calls, pointing down the glowing tunnel with an exaggerated wag of her arm.


Distracted by her own theatrics, she doesn’t notice Uptharr has stopped—until she runs straight into his back. Uptharr doesn’t even budge when the elf bounces off his muscular back. “Uh, sorry.” Azalie regrets her earlier relaxed attitude.


This space isn’t forgiving. She can feel the pressure Kelda mentioned. The air a bit thicker and the stone growing colder and harder. Kelda clears their throat and begins explaining what lies in each direction.


Azalie shifts beside Mutt, tossing a glance at the left tunnel. “I agree with you, Mutt. No one with half a brain would’ve gone left. Hruna could smell the dirt in that hole from a mile away.” Her voice is light, but her gaze lingers on the glowing tunnel to the right. “Still… we’ll have to come back for this one.”


But Dorf doesn’t wait for anyone. Without a word, the halfling’s small form moves forward into the center tunnel, his steps quick and purposeful. The weight of his emotions carries him forward like a storm, and before the others can stop him, he disappears into the darkness.



Azalie’s grin fades as she watches him disappear into the shadows. There’s no hesitation in his steps—only urgency. It’s been that way since Hruna went missing. The air suddenly feels heavier.


“Dorf! Wait!” Azalie calls out, her voice echoing sharply in the cavern. She darts forward instinctively, her sharp features tight with concern. “We’re coming with you!” Her hawk, Mellon, takes off into the dark at her whispered command, its keen eyes scanning for any sign of Hruna’s trail.

Before Azalie can follow, Uptharr steps forward, his large frame blocking the tunnel as he places a firm hand on Dorf’s shoulder, stopping him in his tracks.



“Hold, Dorf.” His voice is calm but commanding, a steady anchor in the rising storm of emotions. “Runnin’ in blind won’t help her. Let’s stick together and keep sharp, eh? We’ll find her, but we’ll do it right.”


Dorf trembles beneath the paladin’s hand, his shoulders rising and falling with the effort of restraint. Finally, he nods, though his expression is one of barely-contained urgency. “Fine. Just… don’t waste time.”

Uptharr releases him, nodding once. “We won’t.”


With the decision made, the party gathers their gear and prepares to advance into the center tunnel toward the mining base camp. Fizzbum adjusts his pack and peers nervously over his shoulder. Orin tightens his grip, his eyes flicking between the map and the ominous tunnel ahead. Mutt taps a restless finger against his crossbow, his gaze darting into the shadows, ever watchful. Azalie moves with purpose, her sharp eyes and her hawk poised for the hunt, while Dorf walks at the front, his every step propelled by a mix of hope and dread.


Scene: Base Camp in Deepfrost Hollow


The Howlbears step cautiously into the abandoned base camp, their torchlight and lanterns flickering against the rough stone walls. Shadows loom from the three large stone stalagmites that rise like sentinels, stretching from floor to ceiling. Dust hangs thick in the air, undisturbed for years—until now.



The room is eerily silent, save for the faint clicking noise echoing somewhere in the tunnels beyond. It stops abruptly when the group halts their movements, as though something unseen is listening back.


Player Actions Cards Results

Fizzbum (Investigation Roll: 6) squints at the walls and floor, his gnomish curiosity driving him to check for unusual signs of creatures or potion materials. He scampers to the base of a stalagmite, poking and prodding. “Hmm… This doesn’t look like natural wear…” He frowns, but after several minutes, it’s clear the marks are just remnants of old mining activity. Nothing of particular interest stands out to him.


Mutt, (Passive Perception: 17) ever watchful, stands near Kelda as his sharp eyes scan the chamber. Unlike the others, he doesn’t need to try—the faint scratching, subtle changes in the dust patterns on the ground, and small holes near the base of the western wall draw his attention. He senses movement somewhere, though the source remains hidden. “There’s something…” Mutt whispers, his voice tense. “It’s not just echoes. Something’s here. Watching.”


Orin (Investigation Roll: 16) kneels by the northern passage, lantern set beside him. His gloved fingers brush faint boot prints in the dust. “These tracks are recent,” he murmurs, his tone measured but certain. “Hruna’s team came this way—see the marks? They were carrying something heavy. Tools, maybe supplies, dragged through here.” He gestures to faint streaks leading into the tunnel.


Azalie, (Investigation Roll: 14) determined to make sense of the area, crouches beside Orin and runs her hands over the ground near the northern passage. Her eyes narrow as she notices similar scuff marks and small streaks of dirt. “You’re right. They were in a hurry too—see how these drag marks overlap? Something spooked them.” She rises, her brow furrowed as her gaze drifts to the other tunnels.


Dorf, (Investigation Roll: 10) unable to focus on scuff marks or shadows, stomps toward an old crate near the center of the room, flipping open its lid. “Hruna wouldn’t leave without something useful!” His hands dig through splintered wood and scraps of cloth, until his fingers close around a bundle of pitons and a small pouch of silver and electrum. He holds them up triumphantly, though his expression quickly turns grim again as he looks toward the tunnels.


Uptharr, (Insight Roll: 18) torch in hand, examines the space with a practiced eye. His gaze lingers on the signs of hasty departure—the boot prints, fresher than many of the older tracks, scattered debris, and overturned crates. “They packed up quickly,” he says with a firm nod. “Whatever scared them, it wasn’t far off. My guess? They bolted north. That’s where we’ll find answers.”


As the party pieces together their findings, tension begins to build. The clicking sound—soft, deliberate—starts again, faintly reverberating through the chamber. But when the group falls silent, it stops once more. Mutt’s keen ears and eyes confirm it: something is out there, lurking, waiting.



Kelda, her expression grim, mutters under her breath, “Deep Crawlers. That’s my bet. Nasty creatures that burrow through stone, quiet as the grave. If you’re hearing clicking, it might be their claws.” She looks to Gorrik, who nods in agreement. “And where Deep Crawlers lurk, Umber Hulks are usually close by.” she adds ominously, “Keep your eyes sharp.”


Gorrik grunts as he examines the boot prints alongside Orin and Azalie. “Tracks head north. That’s the most likely route if they set camp here first. ”

The air in the room grows heavier as the group considers their options. The faint glow of their lanterns seems to shrink against the pressing darkness of the tunnels.


The Discoveries and Choices

  1. Clues Found:

    • Faint boot prints and drag marks lead north.

    • Signs of a hasty departure suggest Hruna’s team was spooked and left quickly.

    • The clicking sound comes and goes—it’s unnatural and follows the party’s silence.

  2. Items Found:

    • Dorf finds a bundle of pitons (10 total).

  3. Player Choices:

    • North Tunnel: Leads toward where Hruna’s team likely went.

    • West Tunnel: The map shows the passages west lead toward an underground river, or to the endless pit.

    • Double Back: Return to the crossroads and reassess.



Kelda’s voice breaks the silence as she hoists her axe. “So… which way, Howlbears? We’re with you, but let’s not linger here too long. Whatever’s down here might not wait for us to decide.”


The clicking sound stops again. Silence fills the chamber as the party considers their next move. The tunnels beckon.


Treasure Added

Stars Awarded


Skill Roll required:

Everyone must make a stealth roll at this juncture.


10 minutes s have passed

Current Time: 1:45 AM

Date: Eighthday , 28 , Alturiak , 1742

Temperature: 39°

Current Phase: Exploration


Searching for Hruna


The Northern Path: Discovery of Battle and Clues

The party cautiously steps out of the abandoned base camp through the north exit, their light sources casting long shadows that flicker and twist against the cavern walls. The tunnel ahead forks almost immediately—one passage veers left into darkness, while the other angles sharply to the right.




Azalie quickly realizes that these deep crawlers can hear and feel their steps. “Everyone, mind your steps. I believe these creatures know exactly where we stand.”


She takes in the entire situation. Analyzing some potential problems and hoping they don’t all die. “We should not proceed until these beasts with sticky eyes are dealt with.” Mutt is correct, they are being watched, or actually, listened to.


“I’ve studied these creatures over my time. They are nasty but we are nasty beasts ourselves. We should avoid any tremors or sounds against the stone.” Azalie is confident that they should set a trap. She describes a possible solution that doesn’t engage the beasts but keeps their attention. Something that creates vibrations or sounds, to confuse the deep crawlers.


“Then we can cover our shoes and possibly walk away without engagement. So?” She pauses looking at Uptharr and Mutt. Dorf isn’t answering any questions and she’s not ready to fully trust the wizard.


Kelda, her pickaxe resting against her shoulder, steps closer to Azalie, her tone calm but firm.



“I see what you’re thinkin’, Ranger, but traps won’t do much good against Deep Crawlers. They’re clever, patient hunters. They don’t get distracted easy, and vibrations might just draw more of ’em our way.”


She adjusts her grip on her pickaxe and nods toward the tracks. “Best we stick to the trail and keep our wits about us. Crawlers sometimes go days, even weeks, without attackin’. They wait for the right moment—when we’re tired, off guard.”


Kelda glances at the others, her expression serious. “Our best defense is caution. Move quiet, stay sharp, and don’t give ’em a reason to come closer. They’ll feel us comin’, aye, but if we’re careful, we can avoid givin’ ’em the upper hand.”




“Kelda’s right. Crawlers are opportunists, not mindless killers. Follow the tracks, stay together, and keep your weapons ready. We’ve still got ground to cover, and Hruna’s not waitin’ for us to figure out every detail.”

His eyes narrow as he looks into the shadows ahead. “Don’t waste time settin’ bait for creatures that don’t bite until they’re sure they’ll win.”

With that, he gestures toward the tracks with his hammer. “Let’s move before the mountain decides to shift again.”


Azalie nods in understanding and moves toward the north exit and kneels briefly at the fork. A broken tool handle lies discarded near the right path, along with smears of ichor and subtle indentations in the dust. She narrows her eyes, piecing the clues together with practiced precision.



“Hruna’s team went this way,” she says, her voice steady as she motions toward the right-hand tunnel. Her Survival instincts confirm the tracks are recent, and her confidence draws the others forward. Still, the eerie clicking sound from earlier lingers in everyone’s mind, heightening their caution as they press onward into the unknown.


Orin adjusts his grip on the lantern’s handle, knowing he may need to set it down at a moment’s notice. Under his breath, he whispers an incantation and runs a finger along the edge of a copper coin he’s set aside for just this purpose. A soft radiance blooms, bathing the coin in steady, pale light. Carefully, he tucks the glowing coin into his belt, preparing to toss it in the direction of any native of the surrounding darkness. If something comes lunging from the shadows, he’ll want his hands free. 


Everything in this place feels hostile to noise. Each clink of metal on stone, each scrape of a boot sole, seems to echo in the gloom. The warning about clicking creatures that stalk in silence lingers in his mind, pressing him to keep footsteps light and words sparse. Orin eases through the abandoned camp, holding his lantern low to the ground to minimize shadows. With careful, quiet steps, he makes his way through the cavern, peering at abandoned camp supplies for any additional hints about their owners’ fate. He nods silently to the others, indicating that Hruna’s crew likely continued north, and that he’s prepared to press on, into the dark.


Dorf looks around the camp quickly and quietly. The gravity of their situation is slowly dawning on him as he looks around at his friends. He is grateful they are here with him. He begrudgingly admits to himself that if he had rushed off to find her without waiting for them to gather supplies and information he would be lost or dead already. He prepares himself for the looming battle, determined to fight his way through anything to rescue Hruna. Dorf votes for following the north tunnel after Hruna.


"I'm not sure if we can move on without them hearing us." Mutt whispers in reply to Azalie, shooting a glance at Dorf and Uptharr. "I'm willing to give it a try though. We could also try making noise somewhere nearby to lure them into an ambush. I can use my mage hand to knock over some boxes or toss rocks. Or maybe use Minor Illusion to create a loud sound somewhere nearby?"


Seeing Orin stop to mutter an incantation and illuminate a coin, Mutt nods in silent recognition and approval at the wizard's forethought. Gesturing slowly and muttering quietly, Mutt conjures his Mage Hand and has it slowly float 20-25 ahead of the party. Turning back to Azalie, Mutt nods at the ranger.


The dwarven guides glance toward the tracks, their expressions tense. Kelda speaks in a hushed tone, “We’ve no choice but to keep movin’. The tracks are still fresh, and if we’re lucky, they’ll lead us to Hruna before those cursed Crawlers decide we’re worth the effort.”


Mutt nods, and creeps forward, his crossbow at the ready, and whispers to the group, “Let’s stay quiet. Whatever’s down here is listening for us.” His mage hand floats ahead, a spectral scout, brushing faintly against the cavern walls as it moves.


Seeing everyone preparing for some sort of conflict, Fizz stops studying the drips and dips in their path to actually pay attention. Stepping up next to Mutt, Fizz whispers,



"Why are we being so quiet? Did you see something?" Listening to the discussion about what is possibly following them in the dark, Fizz has an idea! "Maybe they are just hungry! I had some cooked fish here somewhere! I bet they would love that! Probably can't get any fish down here in the dark, especially cooked fish. I use to make a really good catfish and mushroom stew back home, with carrots and onions. I use to try and get some good bread from the village baker, but then she hurt her back... " Looking up and seeing Mutt's exasperated stare, Fizz conversation stumbles to a stop. "I'm just saying....maybe their hungry."

Fizz rummages in his pack for some snacks, and puts his staff in the other hand, ready for whatever comes out of the dark.


Party Stealth Roll: 10 (using lowest roll, Dorf)


His attempt to lighten the mood falters as the distant clicking echoes faintly through the cavern. Fizzbum’s grin fades, and he glances nervously at Azalie, as if silently asking her what they should do next.



Evidence of a battle:

The tunnel widens after about 100 feet, opening into a larger chamber. Abandoned mining carts are scattered around, and piles of rubble and forgotten tools clutter the floor. Three towering stalagmites dominate the room, casting long, spindly shadows in the dim lantern light. The air feels heavier here, oppressive with the memory of something violent.


Results of Action Cards


The chamber tells a grim story of a fierce battle.


Azalie’s sharp eyes catch sight of a broken pickaxe near a pile of debris, its shaft splintered and the head slick with black, tar-like ichor. She notes the strange, acrid smell of the substance as she examines the area, its texture unlike anything natural.


Mutt spots the lifeless form of a dwarven miner crumpled near the center of the room. The miner’s face is frozen in terror, and jagged claw marks mar his torso, leaving deep, brutal wounds. A shattered lantern lies overturned nearby, its edges darkened as though it had been extinguished recently.


Uptharr’s torchlight casts flickering shadows across the bloodstained floor, highlighting scorch marks streaked along the walls and ground. The black ichor mingles with dried dwarven blood, trailing toward the far side of the chamber. Despite the clear signs of a struggle, no other bodies—friend or foe—are present, heightening the ominous tension in the air.


Orin examines the miner’s wounds, taking note of the uneven gashes and unnatural energy emanating faintly from the area. His lantern illuminates subtle details in the injuries, which seem beyond the work of natural predators.



Fizzbum’s Discovery: The Journal


Fizzbum uncovers a battered journal near the miner’s body. Its edges are frayed, the pages smeared with dirt and blood, but the writing within remains readable. Flipping through the entries, he stops at one that sheds light on the events that brought Hruna and her team to this chamber.


The journal recounts Hruna's determination to push deeper into the mines. It describes strange tremors and traces of an unfamiliar ore that could hold significant value for Brynströth. The entry also notes the unnerving sounds—soft clicking and scratching—that followed the crew, putting them on edge. Despite their concerns, Hruna insisted they press on, her resolve holding the team together.


Early Entry: “The tremors are unnatural, and Hruna says she’s certain there’s something here. We’ve found traces of ore that don’t match anything catalogued, and Hruna insists it’s worth the risk to keep pushing forward. The sounds, though—soft clicking and scratching—they’re enough to put any miner on edge. Hruna says it’s just the mountain settling, but… it doesn’t feel right."


The final entry, scrawled hastily and unevenly, reveals the terror the team faced: they were not alone. Something hunted them, forcing them to seek a specific chamber before considering retreat.


Final entry: “We are not alone. Something hunts us. Hruna says we must reach the chamber ahead before turning back. I only hope we live to see the surface again.”


The Group’s Reactions


Dorf steps closer to examine the journal’s blood-stained pages, his hands trembling slightly. He silently absorbs the details, the weight of Hruna’s resolve settling heavily on him. His expression shifts to a mixture of fear and determination.




Uptharr, standing beside Dorf, places a steady hand on his shoulder. The paladin’s calm voice cuts through the tension. “We’ll follow her trail,” he says firmly. “Whatever challenges lie ahead, we’ll face them together.”


As the group absorbs the grim revelations, a faint clicking sound echoes from the tunnels ahead. It fades quickly, leaving behind an oppressive silence that seems to hang heavier with each passing moment. The atmosphere presses down, urging the party to decide their next move.


A faint rustle near the northeast exit draws everyone's attention. A piece of fabric flutters in the faint breeze, catching in the uneven stone. Azalie steps forward, her sharp gaze narrowing as she retrieves the torn scrap. The fabric is rough and sturdy, typical of a miner’s gear, and stained with dark, dried blood.


Dorf approaches, his steps hesitant but purposeful. He takes the scrap from Azalie’s outstretched hand, his fingers tracing its frayed edges. His expression hardens, the weight of recognition settling over him. Dorf recalls that this piece of fabric looks like a piece of a scarf he remembers hruna wearing.


Uptharr steps forward, placing a firm hand on Dorf’s shoulder. His presence is steadying, the flickering lantern light casting long shadows across his resolute expression.


“Steady now,” Uptharr says, his voice calm but firm.


A deep rumble suddenly shakes the ground, reverberating through the tunnels. Loose rocks tumble from the ceiling, and small pebbles cascade down the walls, forcing the party to brace themselves. The air grows thick with dust, the faint sound of shifting stone underscoring the tremor’s unsettling aftermath.


Uptharr turns his gaze to the rest of the group, his tone measured but insistent. “These tunnels aren’t stable. Watch your footing, and keep close. We’ll need to tread carefully if we’re going to see this through.”


“We need to move,” Orin says, his hand tightening around his lantern. “Whatever did this could come back.”


As they gather themselves to press on through the northeast exit, the oppressive silence of the cavern seems to deepen, each step forward feeling heavier than the last. The torn scarf in Dorf's hand.


The Decision Point: The Rubble Fork

The party follows the faint tracks from the cavern, their pace cautious as the tunnel narrows and stretches ahead. The clicking sound has subsided, replaced by an unnerving silence. The air grows colder, and the lantern light flickers off the damp walls, casting long, shifting shadows. After about 80 feet, the tunnel splits once more, branching north and south. The faint tracks they had been following come to an abrupt end, swallowed by a fresh pile of rubble that blocks the path.



A jagged cave-in seems to have occurred here recently, the stones precariously balanced as if one wrong move could send the entire pile tumbling. Dust still clings to the air, glittering faintly in the party’s lantern light. The group halts at the sight of the obstruction, the enormity of the task ahead sinking in.


As the group nears the base of the rubble, subtle signs of Hruna's team’s passage catch their attention. Scuff marks and disturbed stones suggest a hasty climb, the jagged edges of the collapsed rocks showing faint impressions of boots. The uneven pattern of the dislodged debris hints at a desperate scramble upward, leaving the party to wonder what might have driven the miners to ascend so urgently.


Nearby, faint smears of blood streak the jagged edges of several rocks, trailing upward toward the top of the pile.



Kelda gestures at the unstable heap with her pickaxe, her voice low. “Careful now. These rocks aren’t settled. One wrong step, and you’ll bring the whole lot down on your heads.”

Skill Check Options:

  • Athletics Check: Each party member must make an Athletics check to safely climb the rubble. A roll of 12 or higher ensures a stable ascent, while a lower roll risks dislodging the rocks and forcing a Dexterity saving throw (DC 12) to avoid falling or being injured.

  • Perception Check: If someone chooses to scan the rubble before climbing (Perception DC 15), they might identify a more stable path up the rocks. Success grants advantage to their climb.

  • Survival Check: A party member can attempt a Survival check (DC 14) to determine if there are signs of movement or safer paths through the fork, providing insights on which direction to take—north or south.


The Scene Unfolds: As the party debates their next move, the tension mounts. The rubble creaks ominously with each shift of their weight, a stark reminder of the danger lurking.


The rubble blocks the tunnel, but if climbed carefully you could likely get past, and according to your map, there is a tunnel north or south.

The North Tunnel, leads to another mining area, where the south tunnel shows it leads to an underground Pool.


Choices for the Party:

  • Climb the Rubble: Push through the unstable cave-in and continue deeper into the mines. (must choose to head North or South)

  • Backtrack: Return to the base camp and reassess their options.


(Map has been updated on Character Server)


Retro actions:

You may make retro actions to interact with the evidence of the combat, you may include 1 skill roll for that scene, or post any questions to Kelda and Gorrik if you wish.


The party stands at the fork, the rubble pile before them, and the eerie silence pressing down from all sides. The decision is theirs, but time feels fleeting in the haunted depths of Deepfrost Hollow.


60 minutes s have passed

Current Time: 2:45 AM

Date: Eighthday , 28 , Alturiak , 1742

Temperature: 39°

Current Phase: Exploratio


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Fizzbum Lilypad
Fizzbum Lilypad
39 minutes ago

Fizz stands behind, as Mr. Dorf frustratingly can't find a path up the rubble mountain. A moment of gnomish wisdom overcomes him as Dorf asks for help, and he can almost see a golden sparkly path leading up the rocks, zig zagging it's way to the top. "I think I've got it Mr. Dorf! If you hop on that big rock there, then skip to the medium rock there, then do a shuffle to the flat one above it, you can reach... Well... Lemme just show you! Come on everyone! I Gnome the way!" With a grin, Fizz starts the ascent, staff held out in front of him for balance.

Perception Roll 23


Fizz almost has a determined feeling as…


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Dorf
14 hours ago

Retro- Dorf quickly scans the battlefield, (rolled a 5) discouraged by not finding any sign of her he quickly moves on along the passageway.


Seeing his way blocked by rubble he will attempt to see if there is a safe path up and over. (11) Frustrated by his inability he prepares to climb anyways but stops and thinks for a moment. Remember what Uptharr said, you’ll do her no good if you are dead or hurt. “Fizz, can you see if there is a way through this rubble? I really need to find Hruna and make sure she is ok. I feel like I’m running out of time!”

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Dungeon Master
Dungeon Master
an hour ago
Replying to

Dorf scans the battlefield, but his hurried search reveals little beyond the grisly signs of struggle. Bloodstains and scattered tools tell a grim story, but no trace of Hruna catches his eye. The frustration is evident in his movements as he presses forward, determined to continue the search.


At the base of the rubble blocking his path, Dorf studies the unstable pile. While he can identify a few footholds, the jagged stones and precarious balance make climbing risky. His instincts urge him forward, but Uptharr’s warning echoes in his mind, tempering his impulsiveness. With a sigh, he glances toward Fizzbum.


“Fizz, can you take a look at this? Maybe there’s a safer way through. I can’t shake the feeling we’re…

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Fizzbum Lilypad
Fizzbum Lilypad
3 days ago

Seeing everyone preparing for some sort of conflict, Fizz stops studying the drips and dips in their path to actually pay attention. Stepping up next to Mutt, Fizz whispers, "Why are we being so quiet? Did you see something?" Listening to the discussion about what is possibly following them in the dark, Fizz has an idea! "Maybe they are just hungry! I had some cooked fish here somewhere! I bet they would love that! Probably can't get any fish down here in the dark, especially cooked fish. I use to make a really good catfish and mushroom stew back home, with carrots and onions. I use to try and get some good bread from the village bake…

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“Mutt” Bromwell
“Mutt” Bromwell
4 days ago

Mutt stops moving as Azalie describes the creatures hunting them. Knowing what they are and how they hunt made them less terrifying but no less deadly. He slowly unslings his crossbow and rests on the balls of his feet. Slinking cautiously towards the north tunnel, he places his feet with care so as to not accidentally kick a stone or disturb a discarded tool. (Stealth check made - 17 total) "I'm not sure if we can move on without them hearing us." Mutt whispers in reply to Azalie, shooting a glance at Dorf and Uptharr. "I'm willing to give it a try though. We could also try making noise somewhere nearby to lure them into an ambush. I can use my…

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Dorf
4 days ago

Dorf looks around the camp quickly and quietly. The gravity of their situation is slowly dawning on him as he looks around at his friends. He is grateful they are here with him. He begrudgingly admits to himself that if he had rushed off to find her without waiting for them to gather supplies and information he would be lost or dead already. He prepares himself for the looming battle, determined to fight his way through anything to rescue Hruna. Dorf votes for following the north tunnel after Hruna.

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