A snowbound northern village beneath mountains at the edge of a dark enchanted forest
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D&D adventure guide

Winter’s Requiem

A frozen barony, a growing rebellion, and an ancient fey power. An adventure for 4–6 players in the northern hinterlands of Athea.

Explore the adventure
Format
D&D adventure guide
Party size
4–6 players
Setting
Vierville, Kingdom of Athea
Themes
Wilderness, intrigue & fey mystery

At the table

Product details

Product type
Tabletop adventure guide
Game
Dungeons & Dragons
Players
4–6
Campaign setting
Athea
Adventure region
Vierville, beneath the Kharom Mountains
Adventure style
Wilderness exploration, faction conflict, and fey mystery
Opening hook
Join Dorian Miremont’s expedition against the Winterborn
Adventure highlights

An invitation to the frozen hinterlands

Winter is tightening its grip on Vierville.

Far to the northeast of Athea, the barony of Vierville lies among uncharted forests, craggy hills, and shadowed gorges beneath the mountains of Kharom. Beyond its settlements stand the Everfrost Woods, an enchanted forest where winter never loosens its hold.

The people of Vierville have always endured cold winters. Now the snows arrive earlier, the blizzards grow more violent, and the thaw comes later. Failed harvests and the cost of a recent war have left the barony impoverished. As hunger and frostbite claim more lives, the authority of the baron and the Church of Trium begins to falter.

Winter’s Requiem is a D&D adventure guide for 4–6 players, bringing an expedition into this troubled frontier to the tabletop. A generous commission promises wealth, land, and titles. Understanding what is happening in Vierville may prove more difficult than surviving its wilderness.

Inside the adventure

What awaits your party

01 /

A frontier under siege

Snow-choked roads, dangerous forests, and mountain passes offer cover to brigands, goblins, and ferocious beasts. The barony’s vital trade routes are under threat.

02 /

Faith and rebellion

Disillusioned villagers turn toward the old gods. The Winterborn reject the baron and the Church, gathering beneath the banner of the Witch of the Wilds.

03 /

An ancient power

The rebels invoke the Prince of Winter, an ancient fey god of wilderness and cold. His influence raises questions that swords alone cannot answer.

An abandoned lumber mill and frozen waterwheel hidden in a snowy forest
Blackwood · An abandoned mill, and the first target of Dorian’s expedition.

The expedition

A summons from the Baron of Vierville.

The baron has sent his only son, Dorian Miremont, to the regional capital of Montoy to recruit soldiers, mercenaries, and adventurers. Having missed his chance for glory in the war, Dorian is determined to make his name in the campaign against the Winterborn.

The Chapel of the Sage has supplied his first target. Its priests’ divinations have located the rebels at an abandoned lumber mill deep in Blackwood. Dorian gathers a force of hunters, knights, clerics, and wizards for an assault intended to break the rebellion.

The party enters a conflict in which desperation, faith, and ambition are closely entangled. What truly binds the Winterborn to the Witch of the Wilds? What does the Prince of Winter want? And do rumors of Valnyrian involvement point to a foreign plot, or a convenient explanation for troubles much closer to home?

The commission is clear. The truth waiting at the mill may be anything but.

The wilderness keeps its own counsel.

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