Frost Fire Glacier Geographic Location in New World - Dragonsmoke Archipelago | World Anvil

Frost Fire Glacier

Waytravel to Frost Fire Glacier

A   t the northern edge of the howling tempest which surrounds Frost Fire Island, a colossal glacier stretches off into the distant sea. Dry land lays locked somewhere deep below the ice, but an ever present blizzard blankets the region in permafrost. Rare gaps in the cloud cover reveal a near endless landscape of blinding white, where one can feel truly alone. Or at least, where one "should" feel truly alone...  

Features of Frost Fire Glacier


Powerful Storms assail Frost Fire Glacier at nearly all times. At the end of each Short Rest while outdoors, roll 1d20. On a result of 16 or above, the area is under the effect of High Winds, which last until the end of the next combat encounter.  

High Winds

Turbulent gusts sweep across the land. Select a wind direction based on locale or roll a d4 and consult the table. Flying creatures gain +10 movement speed when moving with the wind, and –10 movement speed when moving against it. All ranged weapon attacks have a –2 to attack rolls, and their range is reduced by half when shooting into the wind.  

Children of the Frost

All creatures native to Frost Fire Glacier have immunity to Cold damage. For narrative purposes, ice mephits and galvanice weirds should be treated as Fiends with the Demon subtype.  

Resting on Frost Fire Glacier

Resting on Frost Fire Glacier is impossible without cold weather gear and a tent. A character with these items on hand, must attempt a DC 10 Survival Check, then consult the Disturbances While Sleeping table below. Make a !heydm am i interrupted? roll to determine whether your PC is disturbed while asleep (!heydm help! for command help). Adjust likelihood modifier according to the results of your Survival check. Once you successfully find a campsite, this character never needs to look for another campsite in this region again, but may attempt to do so, if they believe they can adjust the interruption modifier.   If you are interrupted, run the !camp command to find out what wakes you.  
  A successful survival check results in a decreased likelihood of interruption. If you beat the DC by 2 or 3, it is unlikely that you'll be interrupted.
  • !heydm am i interrupted? unlikely
  A failed survival check results in an increased likelihood of interruption. If you fail the DC by 2 or 3, it is likely that you'll be interrupted.
  • !heydm am i interrupted? likely
Survival +/- DC Modifier (Skill Check Passed) Modifier (Skill Check Failed)
0-1 !heydm am i interrupted? average !heydm am i interrupted? somewhat likely
2-3 !heydm am i interrupted? unlikely !heydm am i interrupted? likely
3-5 !heydm am i interrupted? very unlikely !heydm am i interrupted? very likely
6-8 !heydm am i interrupted? no way !heydm am i interrupted? near sure thing
9+ !heydm am i interrupted? impossible !heydm am i interrupted? sure thing

Special Encounters of Frost Fire Glacier

The Thing

CR/Monster Reward Type Soloable?
CR 4: Dybbuk Treasure Hoard Yes

Slayer(s) Date Slain

WANTED: The Thing   "I'm going to hide this journal when I'm finished. If none of us make it, at least there will be some kind of record. The storm's been hitting us hard now for forty eight hours now. We still have nothing to go on. One other thing, I think it rips through your clothes when it takes you over. Wierzbowski found some shredded and bloody breeches in the trash but they could be anybody's. Nobody... nobody trusts anybody now, and we're all very tired. There's nothing more I can do, just wait. This is Captain C.J. Burke, of the HMS Pilot."
  • Spend 48 hours on the glacier. For every 24 hours, roll 1d100 6 times; On a Result of 25 or less, consult !table wilderness to see if you encounter anything unexpected. Time spent attempting to enter the Frozen Portal counts towards this requirement.
  • Complete the Frozen Portal Dungeon, and succeed at reaching The Source, but fail to overcome the runes warding the Altar. Character must clear the Royal Chambers before they have completed seven long rests after first entering the Frozen Portal Dungeon.
  • Return to the Barracks.
Encounter Notes
On its first turn, The Thing immediately moves to Sergeant Apone's corpse and uses its Possess Corpse ability, then uses the rest of its movement to stand up from Prone, and uses the Violate Corpse ability. When Apone is slain, if and when the Possess Corpse ability has recharged, The Thing will use the ability on Corporal Ferro's corpse, then Private Spunkmeyer, then Lieutenant Gorman, and finally Private Vasquez, as each Soldier is killed once the ability has recharged and becomes available. If possible, the Dybbuk will position itself to keep its next target corpse within 20 feet of itself, so that it can immediately move, possess it, and stand from Prone in a single turn.   Once The Thing has been vanquished, the victorious character cannot face it again, but The Thing becomes available for another character to challenge after one week has passed in real time.

  Map Command
!i begin
!i add 50 DM
!i madd "Dybbuk" -name "The Thing (Dybbuk)" -p 14 -group LV426
!i madd "Soldier" -name "Sergeant Apone (Soldier)" -p 14 -group LV426
!i madd "Soldier" -name "Corporal Ferro (Soldier)" -p 14 -group LV426
!i madd "Soldier" -name "Private Spunkmeyer (Soldier)" -p 14 -group LV426
!i madd "Soldier" -name "Lieutenant Gorman (Soldier)" -p 14 -group LV426
!i madd "Soldier" -name "Private Vasquez (Soldier)" -p 14 -group LV426
!map -bg -mapsize 36x70 -view a30:k51 -fow a30:k51 -options c50 -t thing|c35 -t apone|d32 -t ferro|g38 -t spunk|e44 -t gorman|c47 -t vasquez|g49
!i effect Apone Prone -t Vasquez -t Hudson -t Ferro -t Gorman
  You start at J33 or K33.  

Spawn of Juiblex

CR/Monster Reward Type Soloable? Slayer(s) Date Slain
CR 5: Water Elemental Treasure Hoard Yes N/A
WANTED: Spawn of Juiblex   "They're gone now. All of them. They thought it had taken me when I refused to drink the water. I tried to tell them. They tried to catch me. Force me. Make me drink. I ran. Then the screams. It's quiet... so quiet now. Just the winds of the blizzard far off in the distance outside, and the dripping of the ice melting. The dripping... dripping."
  • Spend 48 hours on the glacier. For every 24 hours, roll 1d100 6 times; On a Result of 25 or less, consult !table wilderness to see if you encounter anything unexpected. Time spent attempting to enter the Frozen Portal counts towards this requirement.
  • Complete the Frozen Portal Dungeon, but attempt and fail to reach The Source. Character must clear the Royal Chambers before they have completed seven long rests after first entering the Frozen Portal Dungeon.
  • Survive at least six rounds in the river in the Frozen Portal Dungeon.
Encounter Notes
In addition to the statistics above, Spawn of Juiblex has the following abilities:

Cold Absorption. Whenever Spawn of Juiblex is subjected to cold damage, it takes no damage and regains a number of hit points equal to half the cold damage dealt.
Ice Glide. Spawn of Juiblex can burrow through nonmagical, unworked ice. While doing so, Spawn of Juiblex doesn't disturb the material it moves through.
  Map Command
!i begin
!i add 50 DM
!i madd "Water Elemental" -name "Spawn of Juiblex (Water Elemental)"
!i opt Spawn -immune cold
!map -bg -mapsize 36x70 -view m36:aj59 -fow m36:aj59 -options c50 -t spawn|ae47|l|014
  You start at Y47 or Y48.  

Twist of Fate


Uncommon Requires Attunement

This thin copper band is the sort of lucky charm few would willingly part with.

  • The ring grants 1 luck point. Whenever you make an attack roll, an ability check, or a saving throw, you can spend the luck point to roll an additional d20. You can choose to spend your luck point after you roll the die, but before the outcome is determined. You choose which of the rolled d20s is used for the attack roll, ability check, or saving throw. If you have received luck points from another source, this ring increases your pool of luck points by 1.

  • You can also spend the luck point when an attack roll is made against you. Roll a d20, and then choose whether the attacking creature uses it's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

  • You regain your expended luck point when you finish a long rest.


Natural Resources

Demons appear in great numbers near the Frozen Portal and dissolve into Demon Ichor when slain.
  New World Harvesting Guide

Demon Ichor

Demon ichor is what remains behind after a demon dies. It’s a reduction of demonic blood, viscera, and bodily fluids with the consistency and odor of bile. Its chaotic nature renders it impotent after a week without application or distillation, but skilled alchemists find it valuable and know ways to make it last.
Ichor Coated Weapons: A character may spend one minute coating a weapon in a unit of Demon Ichor. A creature that takes damage from a weapon coated with demon ichor suffers a flesh warping transformation if it fails a DC 10 Constitution saving throw. After hitting its target, the weapon is no longer coated with demon ichor.
Warning: A character which fails a harvest attempt must succeed on a DC 10 Constitution saving throw or suffer a flesh warping transformation. A spell that removes a curse ends all ichor-related warping effects on a creature.
Unit Value: 50gp

1d20 Effect
01 The color of the target’s hair, eyes, and skin becomes blue, red, yellow, or patterned.
02 The target’s eyes push out of its head on the end of stalks.
03 The target’s hands grow claws, which can be used as daggers.
04 One of the target’s legs grows longer than the other, reducing its walking speed by 10 feet.
05 The target’s eyes become beacons, filling a 15-foot cone with dim light when they are open.
06 A pair of wings, either feathered or leathery, sprout from the target’s back, granting it a flying speed of 30 feet.
07 The target’s ears tear free from its head and scurry away; the target is deafened.
08 Two of the target’s teeth turn into tusks.
09 The target’s skin becomes scabby, granting it a +1 bonus to AC but reducing its Charisma by 2 (to a minimum of 1).
10 The target’s arms and legs switch places, preventing the target from moving unless it crawls.
11 The target’s arms become tentacles with fingers on the ends, increasing its reach by 5 feet.
12 The target’s legs grow incredibly long and springy, increasing its walking speed by 10 feet.
13 The target grows a whiplike tail, which it can use as a natural attack with the statistics of a whip.
14 The target’s eyes turn black, and it gains darkvision out to a range of 120 feet.
15 The target swells, tripling its weight.
16 The target becomes thin and skeletal, halving its weight.
17 The target’s head doubles in size.
18 The target’s ears become wings, giving it a flying speed of 5 feet.
19 The target’s body becomes unusually brittle, causing the target to gain vulnerability to bludgeoning, piercing, and slashing damage.
20 The target grows another head, causing it to have advantage on saving throws against being charmed, frightened, or stunned.

Frozen Portal Solo Encounters

  CR 0: Larva
CR ⅛: Manes
CR ¼: Abyssal Wretch
CR ½: Ice Mephit
CR 1: Galvanice Weird
CR 2: Rutterkin
CR 3: Bulezau
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Cover image: Fantasy Glacier by Eytan Zana