Frostspire Reach
- Adversary
- Traversal
- Tier 3
Appears in: Storms and Weather, Wilderness and Survival
Frostspire Reach
- HP
- Stress
- Difficulty
- 17
- Attack
White Breath. Killing cold saps resolve. Each hour, PCs mark a Stress (every 30 minutes without proper gear) unless they succeed on a Strength Roll (12).
Shearwind Avalanche. Spend a Fear to loose corniced snow along the cliffs. All targets within Far range must succeed on an Agility Reaction Roll (16) or take 2d8+4 physical damage and be buried; escaping requires a Strength Roll (16).
How to run Frostspire Reach
Frostspire Reach is a tier 3 traversal for Daggerheart. Drop it into any fitting scene; the statblock above is free to add to your compendium in the app, and the one-shot below gives you somewhere to run it.
Where it begins
- 1
A horn echoes from peak to peak, answered by no living thing.
- 2
Snow carves ripples like frozen seas around an old pilgrim road.
- 3
Ice-rimed cairns mark places where travelers trade names for safe passage.
The Frozen Passage
The party must reach the summit of the Frostspire Reach to complete their quest - perhaps to retrieve a sacred artifact, commune with ancient spirits, or fulfill a prophecy. The treacherous mountain demands they prove their worth through its frozen heights, navigating snow-choked passes, avoiding avalanches, and surviving the killing cold that saps resolve and tests endurance.
The Wind-Scoured Path
You stand at the base of the Frostspire Reach, where bleak white peaks pierce the pallid sky and wind-scoured valleys stretch before you. Your quest leads to the summit of these frozen heights - perhaps to retrieve a sacred artifact, commune with ancient spirits, or fulfill a prophecy. A horn echoes from peak to peak, answered by no living thing. Snow carves ripples like frozen seas around an old pilgrim road, and ice-rimed cairns mark places where travelers trade names for safe passage. The cold has a voice here - a keening wind that slips into dreams and saps resolve. You must choose your path carefully, for the mountain will test your endurance and isolate the weak.
The party begins their traversal of the Frostspire Reach, where the environment itself is the primary adversary. The cold saps resolve and tests endurance, while the wind creates an oppressive atmosphere that can drive travelers to madness. The party must navigate the treacherous mountain paths, avoiding avalanches and finding shelter from the killing cold. The mountain's isolation creates opportunities for both discovery and danger, and the party must work together to survive the harsh conditions.

