The Fjord Skelvic, where the blue frost hides the spring dawn
When the heroes of yesterday are Council for tomorrow, the young will have to take the lead. Can Ragnor Paladinson and friends end the long winter.
TYPE
SYSTEM
LEVELS
LANGUAGE
EXPERIENCE
AGE
Free
Details
Once / Saturday - 11:00 PM UTC
Apr 18
Session Duration / 4–6 hours
1 / 6 Seats Filled
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About the adventure
The high, jagged walls of the Skelvik fjord have always been a sanctuary of Law, protected by the silver-braided wisdom of Jarl Eiríkr and the steel of the Founding Ten. But a silent, unnatural rot has begun to creep down from the "Widow’s Peak" overlooking the valley, heralded by a creeping Blue Frost that does not melt under the pale morning sun. This is no mere winter’s chill; it is a parasitic rime that turns the hardy mountain lichen to glass and causes the village’s stored grain to blacken and liquefy within the granaries. Where once the Jarl’s prayers brought warmth and fertility to the hearths of the ten families, there is now only a hollow, vibrating silence as the "Grit-Runes"—black, oily sigils burned into the ancient boundary stones—muffle the very voice of Tyr and prevent the holy purification of the land. The air in the fjord has grown heavy, smelling not of salt and pine, but of the ozone and wet ash that clings to the desecrated shrines. With the Jarl’s high-level magics suppressed and the Founding Ten occupied holding the fragile peace among the hungry followers, the call has gone out for those with "untested blood" to ascend the treacherous crags toward the source of the blight. You stand at the base of the Great Ascent, tasked with finding the primary Grit-Rune that anchors this frost to the world and breaking the freezing chokehold it has placed on Skelvik's survival. In a world where the gods are falling silent and the belly of the village is beginning to ache, you must discover what ancient malice wakes upon that hill before the Blue Frost turns the entire fjord into a silent, starving tomb.
Game style
Combat Heavy
Realm Building
Rules as Written (RaW)
Roleplay Heavy
Game themes
Meet the Game Master
Less than a year on StartPlaying
About me
My name is Henry, I have been playing D and D for 30 plus years. I spent very little time on the player side of things, DMing my first session at 18 years old. I love to balance theme and action and operate with the belief there are inseperable. My dream campaign is an evoloved open worl where characters are just characters. I specialize in large member campainges, and love having 10 to 13 playes at my table at a time. I write every encounter as part of an epic journey developing a world, of gamers, for gamers, by gamers.
View Profile →Character creation
Creating your character
1E players Handbook and Unearthed Arcana. The characters will be pre-gen for this one shot.
These characters are unnamed and will be assigned on a first come, first pick basis: The Flame-Keeper (Magic-User 5) Description: A veteran pyromancer armored in the bronze Bracers of the All-Father, capable of shattering the frost with devastating Fireball spells. As the only Level 5 member, you are the party’s strategic powerhouse and the literal "light" in the darkness. Origin: The Obsidian Spire of Isen. You traveled from the volcanic south, sent by your order to prevent this supernatural winter from spreading to the warmer realms. Background: You alone carry the Chronos-Log, containing the ancient, forbidden ritual steps required to break the Blue Frost curse. The Vitki (Cleric 3) Description: A master of the Old Ways who eschews traditional holy magic for the power of nature, runes, and herbalism. With a 17 Wisdom, you possess a massive library of protection spells to shield your allies from the supernatural cold. Origin: The Whispering Taiga. You come from the deep pine forests to the east, where the trees themselves are beginning to shatter from the unnatural cold. Background: You serve as the group's essential medic, utilizing rare salves and tinctures to mend wounds where divine prayers have failed. The Fjord Ravager (Barbarian 3) Description: A mountain of muscle with 18/51 Strength and the highest survivability of any warrior in the North. You move with uncanny speed and strike with a massive two-handed axe that can cleave through frozen bone. Origin: The Storm-Claw Peaks. Your tribe was the first to fall to the Blue Frost; you are a survivor seeking vengeance for your kin. Background: Born in the high peaks, your peerless wilderness survival skills and raw toughness make you the party's primary shield and shock trooper. The Holy Vanguard (Paladin 3) Description: A knight of the light whose very presence projects a 10-foot Aura of Protection to bolster your companions' defenses. You are 100% immune to the frost-plagues and can heal the dying with a single touch of your hand. Origin: The Citadel of Oakhaven. You represent the southern knights, sent on a holy pilgrimage to prove that the Light can penetrate even the deepest northern gloom. Background: As a sworn defender of the realm, you have come to the Fjord to act as the moral anchor and heavy plate-clad vanguard against the rising dead. The Fjord Tracker (Ranger 3) Description: A silent, dual-wielding hunter who specializes in the brutal art of Giant-Slaying, dealing massive bonus damage to the larger horrors of the mist. Your 17 Dexterity and mastery of the longbow ensure that no enemy escapes your sight. Origin: The Iron-Wood Border. You spent your life patrolling the boundaries where the giants dwell, watching the ice-giants grow emboldened by this new curse. Background: You are the party’s lead scout and expert tracker, tasked with finding the hidden paths through the Blue Frost that lead to the All-Father’s Altar.
What to expect
Preparing for the session
Discord is the necessary platform
What Henry Neal brings to the table
I do some voices and will have visual aids as well. I will sacrifice some rule strictness for flow. The Professional Framework (StartPlaying) To ensure a high-quality experience for paying players, the game utilizes industry-standard safety and organizational tools: Safety & Communication (X, N, O) * X-Card: Immediate stop/cut for uncomfortable content. * N-Card: "Next"—request to fade-to-black or fast-forward a scene. * O-Card: A proactive check-in to confirm everyone is enjoying the intensity. Lines and Veils * Lines (Hard Limits): Topics like sexual violence or harm to children are strictly off-limits. * Veils (Soft Limits): Visceral gore and torture occur "off-camera" to maintain a gritty 1E feel without becoming gratuitous. Expectations & Atmosphere * The DM: Provides consistent 1E rules (THAC0, segments), high-quality Inkarnate maps, and a fair but lethal world. * The Players: Expected to be tactical, respectful of 1E lethality, and engaged with the deep lore of the Founding Ten. * Magic Level: "Low-Magic/High-Wonder." Magical items are rare, legendary heirlooms rather than commodity stat-boosts.
Homebrew rules
Crit rules double damage. There is a fumble penalty as well
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Henry Neal creates a safe table
I will be sending the link as well as going over them in session zero. In session zero we will also touch on the lore of the adventure, expectations for rule disputes, and code of conduct. XNOs will be messaged.
Content warnings
Safety tools used
