D&D 5E - Icewind Dale - Rime of The Frostmaiden
D&D 5E - Icewind Dale - Rime of The Frostmaiden
D&D 5E - Icewind Dale - Rime of The Frostmaiden
620C7867000001 EN
ISBN: 978-0 -7869-6698-l
First Printing: August 2020
987654321
CE:
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2
CONTENTS
Welcome to the Far North ....................... 4 Chapter S: Auril's Abode ..................... 196 Icewind Kobold Zombie ..................... 297
About This Book .......................................... 5 Running This Chapter. ........................... 197 Kobold Vampire Spawn ......................297
Adventure Summary .................................. 6 Sea of Moving Ice .................................... 197 Living Spells ............................................. 298
Running the Adventure .............................. 6 Island of Solstice ..................................... 198 Living Bigby's Hand ............................ 298
Character Creation .................................... 13 Grimskalle ................................................203 Living Blade of Disaster ..................... 299
Chapter 1: Ten-Towns ............................. 16 Tests of the Frostmaiden Scorecard . 208 Living Demiplane ................................. 299
Running This Chapter. ............................. 17 Wrapping Up ............................................. 213 Magen ........................................................ 300
Ten-Towns Overview................................. 18 Chapter 6: Caves of Hunger ................ 214 Demos Magen ...................................... 300
Cold Open .................................................... 21 Running This Chapter ............................ 215 Galvan Magen ....................................... 301
Starting Quest: Cold-Hearted Killer ..... 22 Race to the Glacier. ................................. 215 Hypnos Magen ...................................... 301
Starting Quest: Nature Spirits ............... 25 Opening the Way ..................................... 216 Mimic ..........................................................302
Bremen ......................................................... 27 Into the Caves of Hunger ....................... 216 Spitting Mimic ...................................... 302
Lake Monster .......................................... 28 Wrapping Up .............................................229 Mind Flayers .............................................302
Bryn Shander ............................................. 32 Gnome Ceremorph .............................. 303
Chapter 7: Doom ofYthryn ................. 230 Gnome Squidling ................................. 303
Foaming Mugs ........................................ 34 Running This Chapter. ........................... 231
Caer-Dineval ............................................... 37 Mountain Goat ........................................ 304
Necropolis ofYthryn ...............................232 Reghed Nomads ...................................... 304
Black Swords .......................................... 38 Dealing with the Arcane Gunvald Halraggson ........................... 305
Caer-Konig ·················································· 46 Brotherhood .......................................... 259
Jarund Elkhardt .................................... 305
The Unseen ............................................. 47 Auril's Wrath ............................................. 260
Bjornhild Solvigsdottir ...................... 306
Douga n's Hole ············... ·.········· .. ················ 53 Summoning the Tarrasque ................... 260
Holed Up .................................................. 53 Isarr Kronenstrom .............................. 307
Easthaven ... ................................................. 59 Epilogue .................................................... 261 Reindeer .................................................... 307
Toil and Trouble ..................................... 62 What Secrets Remain ............................ 261 Seal ............................................................ 308
Town Hall Capers .................................. 67 Summer Is Coming ................................. 261 Snow Golem ............................................ 308
Good Mead .................................................. 72 Winter Everlasting .................................. 262 Snowy Owlbear....................................... 309
The Mead Must Flow ............................ 73 Year of Chilled Marrow .......................... 262 Sperm Whale .......................................... 309
Lonelywood ................................................ 79 App. A: Icewind Dale Trinkets...........263 Tomb Tapper ............................................. 310
Verbeeg ...................................................... 311
The White Moose ................................... 8 0 App. B: Character Secrets ................... 264
Targos ........................................................... 86 Verbeeg Longstrider ........................... 311
Mountain Climb ...................................... 87 App. C: Creatures ................................... 268 Verbeeg Marauder .................. ............. 311
Termalaine .................................................. 93 Arcane Brotherhood ............................... 268 Walruses .................................................... 312
A Beautiful Mine ............................ ........ 94 Avarice .................................................... 270 Walrus .................................................... 312
Dzaan's Simulacrum ........................... 271 Giant Walrus ......................................... 312
Chapter 2: Icewind Dale ...................... 100 Nass Lantomir's Ghost.. ..................... 272 Yeti .............................................................. 313
Running This Chapter. ...... ..................... 101 Vellynne Harpell... ................................ 274 Yeti Tyk~············· .................................... 313
Wilderness Encounters .......................... 105 Auril the Frostmaiden ............................ 274
Places of Interest... .................................. 113 App. D: Magic .......................................... 314
FirS t Form .............................................. 275 Magic Items ............................................... 314
Angajuk's Bell ....................................... 114
Second Form ......................................... 277 Books .......................................................... 317
Black Cabin ........................................... 116
Third Form ............................................ 278 Wizard Spells ........................................... 318
Cackling Chasm ................................... 121 Brain in aJar ............................................. 279
Cave of the Berserkers ....................... 124 Chardalyn Berserker ............................. 280 App. E: Rime of the Frostmaiden ..... 319
Dark Duchess ....................................... 127 Chardalyn Dragon ................................... 281 Afterword ................................................. 320
Id Ascendant.......................................... 132 Chwinga ..................................................... 282
Jarlmoot .............................. .................... 137 Coldlight Walker. ..................... ............... 284 The following D&D books provided text
Karkolohk .............................................. 140 Crag Cat ..................................................... 285 and inspiration:
Lost Spire of Netheril ......................... 145 Duergar ...................................................... 285 Carroll , Bart and others . Lost Laboratory of
Reghed Tribe Camp ............................ 152 Duergar Hammerer ............................. 286 Kwalish. 2018.
Revel's End ............................................ 154 Duergar Mind Master ......................... 286 Greenwood , Ed and Tim Beach . Pages from
Skytower Shelter ................................. 161 Xardorok Sunblight .............................287 the Mages . 1995.
Wyrmdoom Crag .................................. 166 Fox .............................................................. 288 James , Brian R. and Ed Greenwood . The
Chapter 3: Sunblight ............................. 170 Frost Druid ............................................... 288 Grand History ofthe Realms. 2007.
Running This Chapter. ........................... 171 Frost Giant Skeleton ............................... 289 Perkins, Christopher. Storm King's
Finding the Fortress ............................... 172
Thunder. 2016.
Gnoll Vampire .......................................... 290
Perkins, Christopher, Will Doyle, and Steve
Xardorok's Fortress ................................ 173 Goliaths ...................................................... 291
Winter. Tomb ofAnnihilation. 2017.
Fortress Fallout ....................................... 185 Goliath Warrior ............................. ....... 292 Perkins, Christopher and others. Water-
Chapter 4: Destruction's Light .......... 186 Goliath Werebear ................................. 293 deep: Dungeon of the Mad Mage . 2018.
Running This Chapter. ................. .......... 187 Hare ............................................................ 294 Salvatore, R.A., Jeffrey Ludwig, James Wy-
Return to Ten-Towns .............................. 187 Ice Troll ...................................................... 294 att, and Matthew Sernett. Legacy of the
Dragon Scourge ....................................... 188 Knucklehead Trout. ................................. 295 Crystal Shard. 2013 .
Showdown! ................................................ 190 Kobolds ................................................. ..... 296 slade with Jim Butler. Netheril: Empire of
Vellynne's Quest ....................................... 194 Icewind Kobold ..................................... 296 Magic. 1996.
3
WELCOME TO THE FAR NORTH
ORTH OF THE SPINE OF THE WORLD AND gathers enough of it, Xardorok plans to construct a char-
west of the towering Reghed Glacier is a dalyn dragon and unleash it upon Ten-Towns.
frigid expanse few dare to explore, let alone Despite Auril's blizzards and other deterrents, visitors
inhabit. This icy land of windswept tundra still come and go. Among the recent arrivals are four
recently became locked in a perpetual, dark wizards of the Arcane Brotherhood, a powerful society
winter without reprieve. Auril the Frostmaiden, the di- of spellcasters based in Luskan. They've come chasing
vine embodiment of winter's fury, has withdrawn to this rumors of a lost city buried under the Reghed Glacier-a
cold corner of the world to live among mortals. Further, fragment of the long-gone Empire of Netheril, whose
she has cast a terrible spell over Icewind Dale, to the wizards wielded magic that terrified the gods. Netherese
detriment of most of its denizens. magic has a way of attracting power-hungry wizards, as
Each night before midnight, Auril takes to the sky members of the Arcane Brotherhood often are. The cit-
on the back of a white roe and weaves her spell, which ies of Netheril floated among the clouds, making them
manifests as a shimmering curtain of light- a beautiful almost impervious to assault for centuries. Then, nearly
aurora that illuminates the night sky and fades before two thousand years ago, this floating city crashed during
dawn. This powerful magic prevents the next day's the fall of the empire, and no one has found or explored
sun from rising above the horizon, turning midday into it since. It is, arguably, Icewind Dale's greatest secret-a
twilight and trapping Icewind Dale in winter's dark em- necropolis of Netherese wizards and the magic they left
brace, with no sunlight or warmth to melt the snow and behind. What survived the crash is anyone's guess, but
ice. Each casting of the spell leaves the Frostmaiden we're about to find out!
weakened, with just enough divine power left to barri-
cade the mountain pass with blizzards and churn the ABOUT THIS BOOK
Sea of Moving Ice with blistering winds. Such measures
Icewind Dale: Rime of the Frostmaiden is a DUNGEONS
discourage travelers from approaching or leaving Ice-
& DRAGONS adventure optimized for four to six charac-
wind Dale, further isolating the region. Icewind Dale
ters. The player characters are the heroes ·o f the story;
has thus been trapped in a different reality from the
this book describes the villains and monsters the heroes
rest of the world, for though the sun never rises over the
must overcome and the locations they must explore to
dale, it continues to rise everywhere else.
bring the adventure to a successful conclusion.
The people of Icewind Dale know Auril's wrath when
This book presents Icewind Dale as a self-contained
they feel it, and they have a name for the unending win-
campaign setting in which you can base adventures
ter she has inflicted on them. They call it the Everlasting
of your own. All pertinent details about the setting are
Rime. No one understands why the Frostmaiden has im-
covered here, with room left to add new locations and
posed her will in this way or why the other gods refuse
villains of your own design.
to challenge her. This prolonged winter, which has gone
on for more than two years, threatens to doom not just
the flickering lights of civilization known as Ten-Towns TENDAYS AND DALERECKONINC
but also the indigenous flora and fauna that need sun- In the Forgotten Rea lms setting, a week is ten days long
light and the change of seasons to survive. and is referred to as a tenday. There are three tendays per
month and twelve months in a year. For more information
Not all creatures are discouraged by what has trans-
on t he calendar of the Forgotten Realms, see "The Calen-
pired north of the Spine of the World. The long nights dar of Harptos" sidebar in the Dungeon Master's Guide.
and sunless days are a blessing to Xardorok Sunblight, Dalereckoning (DR) is the most common year mea-
a duergar who longs to carve out a domain for himself surement. This adventure is assumed to take place in the
on the surface and enslave the people of Ten-Towns in winter of 1489 DR or later. The exact date is not important.
the process. Already, he has taken advantage of Auril's The happenings in this book occur more than a century
magic and raised a fortress amid the dark shadows of after the even ts chronicled in R.A. Salvatore's novel The
the mountains. From here, his underlings strike out Crystal Shard, wh ich introduced the drow hero Drizzt
across the tundra in search of chardalyn- a crystalline Do'Urden to the hardy folk of lcewind Dale.
substance known to exist only in Icewind Dale. Once he
CHAPTER l: TEN-TOWNS
For 1st- to 4th-level characters
Adventure quests prompt our intrepid heroes to visit the
many settlements of Ten-Towns and lend a helping hand.
CHAPTER 3: SUNBLIGHT
For characters of 4th or 5th level
A duergar tyrant is building a chardalyn dragon to
destroy Ten-Towns. The characters learn of
this plot and try to thwart it.
If a player agrees to take control of a friendly NPC, ldlO bludgeoning damage on a failed save, or half as
provide that player with a copy of the NPC's stat block, much damage on a successful one.
along with any roleplaying notes you deem important, When an avalanche stops, the snow settles and buries
and warn the player that you might retake custody of the creatures in it. A creature buried in this way is blinded
NPC at some future point. As the adventure progresses, and restrained and has total cover. The creature gains
it might become apparent that the player is unable to one level of exhaustion for every 5 minutes it spends
manage the NPC effectively, or you might need more buried in the snow. It can try to dig itself free as an ac-
influence over the NPC's actions and behavior. Either tion, breaking the surface and ending the blinded and
scenario justifies you retaking control of the NPC. restrained conditions on itself with a successful DC
15 Strength (Athletics) check. A creature that fails this
WILDERNESS SURVIVAL check three times can't attempt to dig itself out again.
The following rules come into play as the characters A creature that is not restrained or incapacitated can
explore Ten-Towns and embark on adventures to the icy, spend 1 minute freeing another creature buried in the
windy, hellishly cold reaches of Icewind Dale. snow. Once free, that creature is no longer blinded or
restrained by the avalanche.
AVALANCHES
BLIZZARDS
The following rules can be used for rockslides as well as
avalanches. The blizzards that ravage Icewind Dale and harry trav-
An avalanche is a mass of snow and debris falling elers on the mountain pass are reflections of Auril's
rapidly down a mountainside. A typical avalanche is 300 self-imposed isolation. A blizzard in Icewind Dale typi-
feet wide, 150 feet long, and 30 feet thick. Creatures cally lasts 2d4 hours, and whenever the characters are
in the path of an avalanche can avoid it or escape it if caught in one, the following rules apply until it ends.
they're close to its edge, but outrunning one is almost A blizzard's howling wind limits hearing to a range of
impossible. 100 feet and imposes disadvantage on ranged weapon
When an avalanche occurs, all nearby creatures must attack rolls. It also imposes disadvantage on Wisdom
roll initiative. Twice each round, on initiative counts 10 (Perception) checks that rely on hearing. The wind ex-
and 0, the avalanche travels 300 feet until it can travel tinguishes open flames , disperses fog, erases tracks in
no more. When an avalanche moves, any creature in its the snow, and makes flying by nonmagical means nearly
space moves along with it and falls prone, and the crea- impossible. A creature falls at the end of its turn if it is
ture must make a DC 15 Strength saving throw, taking flying by nonmagical means and can't hover.
CHAPTER I I TEN-TOWNS
17
choose Bryn Shander; it's the most cosmopolitan set- The quests in this chapter are designed to get the
tlement in Icewind Dale, and it has all the amenities a characters exploring Ten-Towns and the nearby wil-
fledgling party of adventurers could hope for. derness, while quests that take them into the farthest
reaches of Icewind Dale are saved for chapter 2. It's up
TEN-TOWNS Q ,U ESTS to the players whether to complete a particular quest or
This chapter presents two starting quests ("Cold- not; the adventure doesn't assume that they'll complete
Hearted Killer" and "Nature Spirits") that the charac- them all, but completing at least five of this chapter's
ters can get at the start of the adventure, regardless of quests advances characters to 4th level (see "Character
which town serves as their starting point. Every town Advancement" below).
has its own quest as well, as noted in the Starting Town
TEN-TOWNS RUMORS
table. Once you choose a starting quest, the other start-
If the characters complete a town's quest and aren't sure
ing quests go unused. "Cold-Hearted Killer" has the po-
where to go next, inform the players that their charac-
tential for combat, while "Nature Spirits" presents a fun
ters have heard rumors of trouble in a neighboring town,
quest without the danger.
then roll on the Ten-Towns Rumors table to determine
what they've heard. Roll again if the characters have al-
TEN-TOWNS RUMORS
ready completed the quest associated with that town.
dlO Rumor
In Bremen, fishers are being terrorized by a monster CHARACTER ADVANCEMENT
that lives in Maer Dualdon. Strange that none of the In this chapter, level advancement is handled as follows:
other towns on that lake have been harangued by the
The characters advance to 2nd level after completing
monster. their first quest in this chapter.
2 In Bryn Shander, some dwarves will pay good money • They advance to 3rd level after completing three
to anyone who can find a lost shipment for them. quests in this chapter and advance to 4th level after
3 In Caer-Dineval, no one has seen the town speaker completing five quests in this chapter.
for a long time. Locals say Speaker Crannoc has Once the characters reach 4th level, they no long gain
fallen ill, but sinister figures have been seen entering levels by completing the quests in this chapter. Even so,
and leaving the castle at odd hours. completing more than the required number of quests
4 In Caer-Konig, local establishments are beset by van- can improve their standing in Ten-Towns (see "Reputa-
dals and thieves that skulk about unseen . The town tion in Ten-Towns" below), and they still collect the other
speaker, a dragon born named Trovus, could really rewards for completing those quests.
use some help catching the interlopers.
REPUTATION IN TEN-TOWNS
5 In Dougan's Hole, people live in fear of winter As the characters complete the quests in this chapter,
wolves that haunt the outskirts of the town. As big their reputation in Ten-Towns begins to spread. For bet-
as horses they are, and smarter than normal wolves. ter or worse, they become known to the people of Ten-
6 In Easthaven, they caught an evil wizard who killed Towns-some of whom regard them as saviors, while
some adventurers. The town militia plans to burn others fear their boldness, envy their power, or covet the
the wizard at the stake. I hear the captain of the wealth they've amassed. Fame in Icewind Dale is always
guard is looking for adventurers to help with another a double-edged sword.
task that may or may not be related. The adventuring party's reputation in Ten-Towns
improves as the characters gain levels, with the follow-
7 In Good Mead, the town speaker was recently killed
ing results:
by a nine-foot-tall giant. Rumor has it the giant stole
a shipment of honey mead, without which a handful • When the characters reach 3rd level, they begin to
of taverns in Ten-Towns might go dry! earn a healthy measure of respect from Ten-Towners
who know of their exploits.
8 In Lonelywood, beware the dreaded white moose!
When the characters reach 4th level, they are given
It attacks loggers and trappers on sight, and the
a hero's welcome in the towns they've helped but are
town's best hunters can't seem to catch or kill the given the cold shoulder in towns they've ignored. They
beast. They could probably use some help. also learn about new adventure opportunities outside
9 In Targos, a band of adventurers is planning an Ten-Towns, as described in chapter 2.
expedition up the side of Kelvin's Cairn, hoping to
find Oyaminartok, a goliath lycanthrope who can TEN-TOWNS OVERVIEW
transform into a polar bear. If you hurry, you might
Ten-Towns didn't spring up overnight. It started from
be able to join the expedition! humble beginnings four centuries ago. Immigrants from
10 In Termalaine, Speaker Masthew has closed one of all over FaerO.n came here in search of escape or adven-
the town's lucrative gem mines. Apparently, a gang ture and built a modest trade post atop the hill where
ofkobolds crept into the mine and endangered some Bryn Shander now stands. One by one, settlements
miners . Anyone who clears out the mine can expect sprung up on the shores of Maer Dualdon, Lac Dinne-
to be well compensated. shere, and Redwaters. The ever-present threat of ores
CHAPTER 1 I TEN-TOWNS
r8
and other monsters compelled the poorly defended lake- of the lakes. Redwaters, the shallowest lake, almost
side towns to turn Bryn Shander from a modest hilltop completely freezes in winter, making the fishing there
trading post into a walled town capable of defending all difficult. Lac Dinneshere catches the worst of the winds
Ten-Towners if and when the worst comes. blowing off the Reghed Glacier to the east and thus has
Most of the towns contain trace evidence of the im- the roughest waters. Small thermal vents at the bottom
migrant cultures that birthed them. This evidence is of these lakes keep them from freezing completely, even
carved into houses, statues, and other fixtures. For ex- in the coldest winters.
ample, the dinosaur carvings on the older buildings of Ten-Towns fishing boats are simple affairs. The small-
Good Mead remind folk that many of its original settlers est are rowboats and single-masted skiffs that require
were Chultan. careful handling to avoid capsizing. Larger, twin-masted
Residents of Ten-Towns tend to remain indoors when cogs and keelboats with single decks handle the wind
they're not working, since it's so frightfully cold outside, and waves better. These ships fly the flags of their towns
which gives each settlement a deathly quiet aspect. Most and provide fish for the whole community, not for any
people who venture outdoors are bundled up in so much individual fisher.
cold weather clothing as to be barely recognizable, and When thick ice covers the lakes, many fishers stay to
they don't stand around long enough for the cold wind to the shelters of their homes and hearths, but the most
get the better of them. dedicated or desperate cut holes in the ice and dangle
Auril's winter spell has caused the population of Ten- their lines down in hopes of tempting hungry trout.
Towns to dwindle and has heightened rivalries that have
immered for years, turning neighboring towns against FUEL SOURCES
one another as competition for resources becomes The folk ofTen-Towns don't have a lot of options when it
increasingly intense. The alliance of Ten-Towns won't comes to keeping warm . People from Good Mead , Lone-
hold if the mounting tribalism continues to threaten the lywood , and Termalaine burn wood salvaged from nearby
common good. forests to heat their houses. In the other towns of lcewind
Dale, wood is too precious a commodity to burn, so whale
LIFE OFF THE LAKES oil is used in lamps and small stoves around which towns-
folk huddle for warmth.
~ost of the ten towns except Bryn Shander are built Ten-Towners buy their wha le oi l from whalers who live on
on the shores of three big lakes. The largest population the shores of the Sea of Moving Ice. Whaling is thus a lu-
of knucklehead trout is in Maer Dualdon, the deepest crative (if inherently dangerous) business in lcewind Dale.
CHAPTER 1 I TEN-TOWNS
19
CRAMPONS
A crampon is a metal plate with spikes that is strapped
to the sole of a boot. A creature wearing crampons can't
fall prone while moving across slippery ice.
SNOWSHOES
Snowshoes reduce the likelihood of their wearer getting
stuck in the deep snow.
DOGSLEDS
An empty sled costs 20 gp, weighs 300 pounds, and has
room at the back for one driver. A sled dog (use the wolf
stat block in appendix A of the Monster Manual) costs
50 gp and can pull 360 pounds.
Sled dogs must take a short rest after pulling a sled
for 1 hour; otherwise, they gain one level of exhaustion.
AXE BEAKS
An axe beak's splayed toes allow it to run across snow,
and it can carry as much weight as a mule. A domesti-
cated axe beak can be purchased in Ten-Towns for 50
gp. See appendix A of the Monster Manual for the axe
beak's stat block.
MAGIC IN TEN-TOWNS
WINTER SURVIVAL GEAR Characters hoping to procure powerful magic items or
Any item listed in the equipment chapter of the Play- the services of a high-level spellcaster in Ten-Towns are
er's Handbook can be bought in Ten-Towns, including out of luck. At best, they might be able to find common
fishing tackle and sleds. The larger the town, the more magic items for sale, or a friendly druid, priest, or mage
likely it is to have the item. who can cast spells on their behalf. For every hundred
The Winter Survival Gear table provides costs for cold people in a town, there's one such individual living
weather clothing, crampons, and snowshoes, which can among them.
be added to the list of things that characters can buy in Magic items and magical services available in Ten-
Ten-Towns. Towns are summarized below. If an item or spell is not
covered here, assume there is no friendly NPC who can
WINTER SURVIVAL GEAR sell or cast it.
Common magic items cost 100 gp each where they're
Item Cost Weight
available, except for common potions (such as potions of
Clothing, cold weather 10 gp s lb. healing), which can be had for 50 gp.
Crampons (2) 2 gp 1/4 lb. A friendly spellcaster will charge 25 gp for a 1st-level
Snowshoes 2 gp 4 lb. spell, 50 gp for one that uses a 2nd-level spell slot, or
150 gp for one that uses a 3rd-level spell slot, plus the
COLD WEATHER CLOTHING cost of any expensive material components.
This outfit consists of a heavy fur coat or cloak over lay-
ers of wool clothing, as well as a fur-lined hat or hood, SNOWFLAKE RATINGS
goggles, and fur-lined leather boots and gloves. This chapter uses a three-snowflake rating system to
As long as cold weather clothing remains dry, its help you quickly differentiate the settlements of Ten-
wearer automatically succeeds on saving throws Towns. Each town is rated in terms of its friendliness,
against the effects of extreme cold (see "Extreme the services it offers, and its comfort. The more snow-
Cold," page 11). flakes, the better the rating.
Friendliness. Residents in a three-snowflake town
are friendly and helpful, by and large. Conversely, a
one-snowflake town is full of unhelpful, unfriendly folk.
A two-snowflake town has both.
CHAPTER 1 I TEN-TOWNS
20
Services. A three-snowflake town is where charac-
COUNCIL OF SPEAKERS
·ers are most likely to find the services they need. A
Each town is an independent settlement that elect s a
wo-snowflake town has a much narrower selection.
leader, or speaker, to represent its interests at meeti ngs
Characters will have trouble getting any sort of service
of the Council of Speakers, which are infrequent and take
in a one-snowflake town. place at the Counci l Hall in Bryn $hander. These meetings
Comfort. Characters can find decent food and drink, are called to discuss matters of shared interest and to set-
a well as warm beds, in a three-snowflake town. A tle disputes between towns.
vo-snowflake town might have a small tavern plus an
·nn with drafty rooms to rent. A one-snowflake town
Humanoid. Bryn Shander, Easthaven, and Targos hold
might have a cold shed or attic where characters can
lotteries the afternoon before the new moon. The
-rash for the night, and that's about it.
unlucky person whose name is drawn is sacrificed at
nightfall. The ill-fated soul is stripped bare and either
ACRIFICES TO AURIL
tied to a post or sent into the tundra to die. Accusa-
The desperate people of Ten-Towns, hoping to appease tions of rigged lotteries are common but usually not
Auril so that summer can return to Icewind Dale, make acted upon.
sacrifices to the Frostmaiden on nights of the new Food. Smaller towns that can't afford to give up people
moon. This is a new practice that started a little over give up their food instead. A day's catch of knuckle-
a year ago, when it became clear that Auril was angry head trout is strung up on wooden racks a mile out-
and summer would not be returning anytime soon. The side town, to be claimed by yeti and other creatures
own speakers (see the "Council of Speakers" sidebar) that embody Auril's wrath.
have unanimously agreed to honor these practices, Warmth. Towns that can't bring themselves to give up
-hich they consider necessary evils, but would end their people or their food forsake warmth for a night.
them in a heartbeat if Auril were to be appeased or dealt No fires are lit between dusk and dawn, forcing locals
.vith in some other way. to share body heat for warmth. Anyone who dares to
The nature of the sacrifices varies from town to town, light a fire is savagely beaten.
but usually takes one of three forms:
CHAPTER l I TEN-TOWNS
handaxe instead of a longsword and shortsword. Plying
her profession earned her a few too many enemies up
and down the Sword Coast, which is why she wound up
in Icewind Dale.
Out of boredom and a sense of moral decency, Hlin
has taken it upon herself to investigate the recent
murders because no one else-not even the Council of
Speakers-can be bothered. Hlin is studying the char-
acters closely, trying to decide if they're worth her time.
Ultimately, she takes the chance and draws them into
conversation, asking them to help her take down her
only suspect: a man named Sephek Kaltro. Here's what
he knows about Sephek and the victims:
CHAPTER l I TEN-TOWNS
23
FINDING TORG'S SEPHEK KALTRO
Sephek Kaltro (see the accompanying stat block) is a
You can randomly determine the location of the mer-
well-built man in his thirties. He has an olive complex-
chant company by rolling a dlO and consulting the
ion, dark hair pulled back in a ponytail, and no facial
Starting Town table (page 17). Roll again if the result
or body hair. He is dressed in a stylish vest with match-
is the adventure's starting town. Conversely, you can
ing pants and boots, similar in style to those worn by
forgo the roll and pick a town you like. Bremen (page
mariners of the southern Sword Coast, but wears no
27) and Dougan's Hole (page 53) are good choices
armor or cold weather clothing and doesn't appear to be
because they're small and isolated.
armed. His most striking feature is his eyes, which are
The characters can either visit towns one by one until
as blue as a frozen lake.
they find Torg's, or they can try to get a solid lead before
The best way to deal with Sephek is to confront him
setting out. Any character who spends an hour talking
while he's separated from Torrga and her other cronies.
to townsfolk can make a DC 17 Charisma (Investigation)
Sephek stays close to Torrga during business hours.
check at the end of that hour. On a successful check, the
Once activity drops off, Torrga shuts down her operation
character finds someone who knows Torrga Icevein's
for the rest of the day, puts the dogs in a kennel and the
travel plans and is willing to share that information for
sleds in a secure shed, and pays for the team's lodgings.
a small bribe (at least 5 gp or nonperishable goods of
After Torrga retires for the night, Sephek is free to do
equal value). Armed with that information, the charac-
as he pleases until the following morning. If he happens
ters can travel to the town by the most expeditious route.
to be in Bryn Shander, Easthaven, or Targos, he stalks
TORRGA lCEVEIN AND HER CARAVAN his next murder victim. If he's elsewhere, he spends the
The Torg's caravan consists of three heavily laden dog- night drinking and carousing, then falls asleep for a few
sleds, each one pulled by six friendly sled dogs. One sled hours, preferably in an unheated place such as a barn or
carries provisions and supplies for Torrga, her team, an abandoned cottage.
and her dogs. It flies a flag bearing the company's em- When asked about his odd style of dress, Sephek
blem, a gold wolf's paw on a black field. The other two Kaltro claims that he was born on the holiday of Mid-
sleds transport goods for sale, including cut wood, flint winter and that the Frostmaiden's blessing protects him
and tinder, flasks of whale oil, blankets, furs, rations, from the cold. In truth, Sephek was not born during
bottles of wine, casks of cheap ale, fake medicines, and Midwinter. He was a mariner whose ship sank off the
vials of poison (used primarily for killing vermin). coast of Auril's island a few months ago. He swam to the
Torg's is an outdoor shop. Goods are unpacked and island but nearly froze to death. As his life was fading,
displayed in crates, with small canopies to keep the the spirit of a frost druid beholden to Auril possessed
snow off them. Most of Torrga's goods are stolen or him. The winter spirit cannibalized Sephek's spirit and
fenced, and she sells them for double the normal price. is using him as a living vessel to do the Frostmaiden's
She has a protection racket that earns her a little coin work. The spirit can't leave Sephek's body; if Sephek
on the side, and she also commits murders for profit on dies, the winter spirit is destroyed along with him.
the sly. One of the larger sacks on Torrga's sled contains Auril inspired Sephek to travel to Ten-Towns and of-
the frozen corpse of a male half-elf in his thirties with fer his services to Torrga Icevein. As Hlin suspects, he
a stab wound in his chest. The half-elf had a bounty on has been killing Ten-Towners who pay off low-ranking
his head and came to Icewind Dale to disappear. Torrga town officials to exclude their names from the lotteries
found him and killed him with Sephek's help. Once she's in Bryn Shander, Easthaven, and Targos. Because he's
sold off her goods in Ten-Towns, she plans to deliver the doing the Frostmaiden's work, the spirit inside Sephek
corpse to Luskan and collect the 125 gp bounty. doesn't care about getting caught, and he isn't shy about
Torrga is a neutral evil shield dwarf bandit captain admitting his guilt. He considers surrendering only be-
with darkvision out to a range of 60 feet, resistance to cause it buys time for him to escape and commit more
poison damage, and advantage on saving throws against murders. In combat, he wields a magical sword and
being poisoned. While Torg's is open for business, she magical daggers made of ice that he can conjure at will.
keeps her employees close to her. She employs Sephek These weapons melt and break like icicles in the hands
Kaltro as a bodyguard and pays four others (neutral evil of other creatures.
human bandits) to drive and protect the other two sleds.
Torrga is interested only in profits, turns a blind eye to CONCLUDING THE UEST
Sephek's murderous escapades, and tries to help him as After finding and slaying Sephek, the characters can re-
best she can without endangering her own life. turn to Hlin and collect their 100 gp reward. If they don't
Treasure. Torrga keeps her proceeds in a small, have evidence to prove that Sephek is dead, Hlin is will-
locked iron strongbox, which she hides in a satchel. She ing to take them at their word. If the ice-dagger murders
wears the key to the strongbox around her neck. A char- stop, she'll know her trust was not misplaced. Failure to
acter with thieves' tools can use an action to try to pick stop Sephek allows him to continue slaying Ten-Town-
the strongbox's lock, doing so with a successful DC 20 ers who cheat Auril the Frostmaiden. These murders
Dexterity check. The box contains 92 gp, 76 sp, 125 cp, occur irregularly, and only in towns visited by Torg's.
and seven gemstones worth 10 gp each. If the characters capture Sephek and deliver him
to the authorities, they stop the murders but lose
CHAPTER 1 I TEN-TOWNS
24
C HW I N G AS P L AY HO US E IN THE SNOW.
the reward offered by Hlin, who isn't satisfied with GETTING THE UEST
that outcome.
If Torrga Icevein survives but has reason to believe the Begin this quest by reading the following boxed text to
characters slew her bodyguard, she pressures certain the players:
Ten-Towners not to do business with them. At some
I
later point, the characters might find themselves unable A bundled-up figure walks briskly up to you. "Well met!
to buy something they need or denied lodging at a local
You lot seem like you're looking for work. Or trouble. You
inn because the merchant or proprietor doesn't want to
earn Torrga's everlasting enmity. wouldn't be standing around in this cold otherwise."
CHAPTER 1 I TEN-TOWNS
BREMEN
Founded by dwarf prospectors, the sleepy town of
Bremen sits on the west bank of Maer Dualdon, at the
mouth of the Shaengarne River. Bremen's harbor has
frozen, requiring local fishers to haul their boats across
the ice to put them in the lake. Visitors who lack a boat
can reach Bremen only by crossing the river, which is
mostly frozen over. Targos, Termalaine, and Lonely-
wood are all visible from the docks on clear days.
If Auril's everlasting winter has one benefit, it's that
the hardy folk of Bremen are spared the seasonal floods
that normally threaten the town in early summer. That's
not to say that the long nights, frigid air, and howling
blizzards provide any comfort. They don't.
Twice in the past two months, residents of Bremen
have had to mount search parties for their town speaker
and oldest living resident, Dorbulgruf Shalescar, and
twice they've found him wandering the frozen shores of
the Shaengarne in heavy furs , with no memory of how
he got there. Dorbulgruf, old even by dwarf standards,
· n't long for this world. Many locals fear the same
is true of the town itself, if Auril's brutal winter does
not abate.
BREMEN IN A NUTSHELL
Friendliness *** Services * Comfort **
Available Quest. "Lake Monster," page 28.
Population. 150. BURIED TREASURES
Leader. Speaker Dorbulgruf Shalescar (lawful good Inn
shield dwarf commoner) speaks for the townsfolk. This inn caters to treasure-seekers, specifically ones
Age has addled his mind, and his vacant-eyed stare is who pan for treasure along the riverbank in warmer
often mistaken for unflappable calmness. weather. During the winter, this establishment has
Militia. Bremen can muster up to 25 soldiers (use the few, if any, visitors. The middle-aged innkeeper, Cora
tribal warrior stat block) and 2 veterans. Mulphoon (neutral good human commoner), treats her
Heraldry. A gold circle on a white field, with a horizon- guests like royalty while trying to conceal the fact that
tal blue band extending to the left under the circle, she is barely making ends meet.
and a flaring blue triangle opening away from the Cora's Loss. Cora is eager to please and apologizes at
circle on the right. The gold circle represents treasure the slightest provocation if she thinks the characters are
found in the wake of local floods, the blue band is the not pleased with her service. She explains briefly that
Shaengarne River, the blue triangle is Maer Dualdon, her adult son and only child, Huarwar, used to help with
and the white field represents snow. the chores until two months ago. If the characters ask
Sacrifice to Auril. Warmth (see page 21). Cora for more information, she says that her son had
Rivals. Lonelywood, Targos, Termalaine. joined a search party to find Speaker Shalescar after
he went missing during a blizzard one afternoon. The
OVERLAND TRAVEL speaker was brought back safe and sound, but Huarwar
Heavy snow has obliterated a trail that once guided got separated from the others and didn't find his way
travelers to Targos. Adventurers determined to make home until the following morning. He had frostbite and
the journey on foot can reach Targos in 2 hours. Using could barely walk.
mounts or dogsleds can reduce this travel time by as Over the next few days, Huarwar displayed a mean-
much as 50 percent. ness toward his mother that was uncharacteristic. The
change in his demeanor started after Cora found what
LOCATIONS IN BREMEN looked like a shard of black ice in her son's room. Huar-
-------------
Bremen doesn't have much to seduce or comfort the
war snatched it away and threatened his mother with
bodily harm if she touched it again.
veary traveler, but the following locations marked on
The next day, two tieflings (a male and a female) ar-
map 1.1 are likely to attract adventurers.
rived at the inn and offered Huarwar sanctuary in their
castle. He left with them willingly, taking the shard with
him and telling his mother that he would never return.
The tieflings wore amulets that looked much like the
CHAPTER 1 I TEN-TOWNS
;,: LAKE MONSTER
The characters can gain this quest shortly after they
arrive in Bremen or if they start the adventure there.
The quest starts near the docks, where the characters
come upon a shield dwarf who mistakes them for fish-
ers looking for work. Any interaction with the dwarf
is interrupted by a half-elf who claims that a monster
living in Maer Dualdon has been attacking and sinking
fishing boats. The half-elf is a local researcher who has
collected accounts from witnesses of these attacks and
concluded that it's some kind of unusual beast.
Characters who search for the lake monster discover
that it's an awakened plesiosaurus. A frost druid (see ap-
pendix C) recently cast an awaken spell on the creature,
granting it an Intelligence of 10 and the ability to com-
municate in the Common tongue. In return, the druid
expects the plesiosaurus to attack fishing boats from
Bremen, thus depriving the fishers of their livelihood
and ultimately forcing the villagers to leave. The plesio-
saurus feels obliged to heed the druid's wishes, for fear
of losing this magical gift of sentience. Consequently, it
attacks anyone from Bremen who fishes in its domain.
CHAPTER 1 I TEN-TOWNS
nglin' than yappin'." He also grumbles in Dwarvish neither male nor female and requests to be referred to
bout the characters being stupid and needlessly rude. as "they" or by name in conversation. Tali speaks with a
If the characters ask about the damage to the Pronged soft voice and tends to go on longwinded tangents about
JOat, Grynsk gives them a dismissive wave of the hand. the fauna that live in Icewind Dale.
When Tali heard reports of a creature in Maer Dual-
don that was attacking the Bremen fishing parties, the
· Don't you see? Bloody ice everywhere. Last crew were
half-elf decided to investigate and found that boats from
apparent ly born with pits for eyes, because they sa iled Bremen were the only vessels to suffer these attacks.
right into a damned ice floe! I ain't gotten around to re- After deducing this, Tali began frequenting the docks to
pairin' the gunwa le yet, but she floats just fine." warn any uninformed people looking to venture out onto
the lake about the danger waiting there.
Descriptions of the monster vary wildly; some wit-
.\ character who succeeds on a DC 11 Wisdom (Insight) nesses say it's the size of an ox, while others say it's
heck can tell that Grynsk is lying. If he is pressured closer to the size of a house. Some say the monster
bout the validity of his story, Grynsk becomes annoyed might be a whale or a large fish, and others describe it
and tells the characters to get off his docks if all they as more lizard-like in appearance, with scaly skin and
·ant to do is ask stupid questions. a long neck. If the characters ask about Grynsk's dam-
In truth, the lake monster took a bite out of the aged boat, Tali explains that it was actually found adrift,
Pronged Goat and caused its crew to fall into the icy wa- its crew presumably lost to the lake monster.
er, where they drowned. The damaged boat was found Being a researcher, Tali would like to better under-
by fishers the next day, drifting crewless in the near stand the monster, which has only recently become a
rozen water. threat. "Perhaps this unending winter has affected its
eating habits or demeanor in some way," speculates
TA LI COMES ON THE SCENE the half-elf.
Regardless of how the characters' dealings with Grynsk
play out, they are joined by another figure before they
and the dwarf part company. "Tali hands you a notebook. "I can't offer you much other
than my gratitude, but if you're going out on the lake,
You hear footsteps approaching on the creaky dock. An- please write down any information you learn about the
other figure covered head to toe in cold weather clothing nature of this monster. If we know what's out there, the
has joined you. The figure wags a gloved finger at the people of Bremen would be much safer for it. And, well,
frosty- bearded dwarf. "You have no honor, Berylbore!" it bears the potential to be awfully interesting."
the newcomer yells, pulling down a woolen muffler to
revea l a pale, half-elven face. "You're sending these inno- Tali asks the characters to record everything they can
cent people to their deaths. And for what, a few fish?" perceive about the creature if they spot it, including its
"Pay no mind to this rambling fool!" says Grynsk . size, physical attributes, and general nature. Tali also
makes it clear that few people have survived an encoun-
"Did you tell them about the monster?" retorts the
ter with the monster and encourages the characters to
half-elf. be careful.
UNSAFE WATERS
Grynsk curses the half-elf in Dwarvish before turning
to the characters and yelling, "Get to work!" He then The characters have the use of Grynsk's two rowboats
stomps away out of earshot, not eager to hear what the (see the "Rowboat Statistics" sidebar). The damaged
half-elf might have to say but still interested in keeping one has 36 hit points instead of 50. Three sets of fishing
an eye on his boats. tackle are stashed in the center of each boat.
After Grynsk leaves the area, the half-elf approaches The lake is covered in ice floes, which make travel
the characters sheepishly. dangerous. As the characters row out from Bremen,
their boats must steer around ld4 + 1 ice floes. Any
character who tries to steer a boat around an ice floe
"I'm getting the feeling Grynsk doesn't like me very must succeed on a DC 14 Wisdom check, adding their
much. Or anyone who steps between him and the gold proficiency bonus to the roll if they're proficient with wa-
swimming in this lake. I'm Tali. I'm studying the local ter vehicles. On a failed check, the boat hits the ice floe
animal life here in lcewind Dale. I just couldn't stay silent and takes ld6 bludgeoning damage.
and watch another crew fall victim to the monster of
ROWBOAT STATISTICS
Maer Dualdon."
A rowboat has a s peed of 1½ mi les per hour and can hold
up to fo ur Medium creatu res and their gear. An undam-
Tali is a neutral good half-elf researcher (scout) who aged rowboat has AC 11 and 50 hit points. A rowboat
is in Icewind Dale to study how changes in climate reduced to O hit points in the water sinks over th e course
of ld4 rounds.
alter the nature of the animal wildlife. Tali presents as
CHAPTER 1 I TEN-TOWNS
The plesiosaurus is afraid to stop what it's doing
A reptilian head at the end of a long, slender neck rises because it fears the druid might take away the gift that
out of the cold, dark water. The creature gazes at you in- has been bestowed upon it. A character can convince
tently and says, in Common, "I'm listening." the plesiosaurus that its awakening is permanent with a
successful DC 18 Charisma (Persuasion) check. If this
check succeeds, the plesiosaurus promises not to attack
A character who converses with the plesiosaurus and any fishers from the villages anymore.
ucceeds on a DC 15 Intelligence (Arcana) check can
safely conclude that it's the beneficiary of a druid's ATTACKING THE PLESIOSAURUS
awaken spell, and that the effect is permanent. If the characters attack the plesiosaurus, it dives below
The plesiosaurus answers straightforward questions the surface of the water and remains submerged as it
a nd knows the following information: attacks the characters' boats from below. If it ever drops
"I used to just swim around the lake and eat fish." below half its hit points, it disengages from the battle
"The human who gave me this gift is named Ravisin and dives deeper, leaving the combat.
and claimed to serve the Frostmaiden. Ravisin said I
must do my part to help the Frostmaiden, who wants
BACK TO BREMEN!
the people of Bremen to suffer." When the characters make it back to Bremen's docks,
"I don't want to be a stupid beast again." (The plesio- Grynsk shows up soon thereafter, eager to see how
saurus doesn't know enough about druidic magic to many knucklehead trout they caught. He honors his
know that its awakening is permanent.) agreement, paying 5 cp per fish.
Tali is also eager to see the characters. If any of the
A character must succeed on a DC 14 Charisma
characters took notes about the lake monster and hand
Persuasion) check to convince the plesiosaurus to talk
their research over, Tali gives the party a spell scroll
more about the purpose of its attacks. The plesiosaurus
of animal friendship and a pouch containing 5 gp as
reveals that Ravisin instructed it to spread fear among
thanks, then heads toward Buried Treasures to pore
the town's fishers. The plesiosaurus doesn't know where
over the characters' notes. The characters can hear Tali
Ravisin came from or where she is now. Characters
mumble the words "interesting," "fascinating," and "re-
who undertake "The White Moose" (see page 80), the
markable" in Elvish as they walk away.
quest associated with Lonelywood, might encounter her
If the characters didn't take any notes, Tali's hopes are
later. If one or more characters mock or threaten it, the
dashed, and no reward is forthcoming.
plesiosaurus grows angry and tries to capsize their boat.
CHAPTER I I TEN-TOWNS
31
BRYN SHANDER
The first stop for most visitors to Icewind Dale is Bryn
Shander, a walled town perched atop a cold, lonely,
wind-lashed hill. Bright lanterns suspended over narrow
streets twist in the wind and add flecks of color to the
town's otherwise drab surroundings.
The friendliness in this settlement has dwindled of
late. Auril's unyielding winter has greatly reduced the
number of visitors to Bryn Shander, and local trade is
suffering for it, eating away at the locals' sense of humor
and goodwill. Still, there is no safer place in Icewind
Dale to spend coin or spend the night.
The walls of the town stand some 30 feet high and are
defined by two concentric rings of upright wooden poles,
the gap between them filled with dirt and rubble. The
outer ring of poles rises above the top of the wall, pro-
viding a rampart for defenders stationed on the wood-
planked walkway. The wall's hinged gates are 15 feet
tall and can be barred from the inside with iron-banded
wood beams. These gates are closed when it's dark out-
side-which is to say more often than not.
CHAPTER 1 I TEN-TOWNS
32
and chores. The two argue incessantly. Copper walks OJ' Bitey. Stuffed and mounted on a plaque above the
ound in a fuzzy suit and hood that he made himself; hearth in the common room is a battle-scarred knuckle-
·though it's quite warm, it makes him look like a head trout named 01' Bitey, who pulled many a fisher
'"Cldy bear. into the icy depths of Maer Dualdon before it was finally
If the characters talk to Copper, he tells them he's caught by a human rogue named Kintyre and her com-
u rried about a friend named Macreadus, who is panion, a human druid who called himself the Maverick.
nducting research at an old cabin in the wilderness They hauled 01' Bitey to the Northlook in the hope of
:: e "Black Cabin," page 116). He says that if the having it cooked for them, but Scramsax bought it from
haracters find themselves nearby, he would appreciate them and had it stuffed instead. Years later, some prank-
· if they looked in on Macreadus, who's trying to build a ster wizard cast a spell on the stuffed fish so that it turns
vice that could end the Frostmaiden's eternal winter and snaps at any creature that comes within 5 feet of it.
and return summer to Icewind Dale. Occasionally, seemingly at random, 01' Bitey sings the
following verse instead:
~HE NORTHLOOK
__'ln and tavern There's a place I like to go
Farther up the river's flow;
... he orthlook is the establishment most frequented by Where it is, I do not know;
me rcenaries and adventurers, and as such it's the row- Must be under all that snow.
iest and most dangerous place to stay in Bryn Shander.
• the same time, its taproom is the best spot in all of If a character has the Ring Hunter secret (see appen-
~en-Towns to get leads on profitable ventures, along dix B), the signet ring that the character s eeks might be
·ith the latest news and rumors.
Characters who hang out in the tavern are likely to
hear a rumor or two, which you can determine by rolling
on the Ten-Towns Rumors table (page 18).
The inn's proprietor, a retired sellsword named
- ra msax (neutral human veteran), knows full well
· e cycles of an adventurer's life. He often cuts a break
r customers who are between jobs, allowing them to
· ay here on credit and then presenting them with a bill
mflated by interest charges to be reckoned with as soon
they make their next payday. Those who don't settle
ei r accounts discover that the old mercenary still
ows how to handle a blade, and that he doesn't take
'ater" for an answer.
C HAPTER 1 I TEN-TOWNS
33
MAP 1. 2 : BRYN 5HANOER
in 01' Bitey's gullet, though Scramsax won't let anyone GETTING THE UEST
even handle the fish unless he's well compensated, and
unless the deed can be done without ruining his trophy. Three frostbitten shield dwarves approach the charac-
(The ring, if you decide it's here, is stuck in the fish's ters at the Northlook or in th~ow-covered street:
throat and can be retrieved without surgery.)
Three stocky figures bundled in cold weather garb stum-
FOAMING MUGS ble toward you. They have snowshoes slung over their
The characters can pick up this quest if they start the backs and ice picks fastened to their belts, and two of
adventure in Bryn Shander or shortly after they arrive in them have thick beards. The third holds up a gloved hand
town. It begins when the characters learn about a group
and says, through a thick wool scarf in a raspy voice,
of shield dwarves who were forced to abandon a sled
loaded with iron ingots, which they were transporting "Well met! I'm Hruna, and these are my friends, Korux
from the mines at the base of Kelvin's Cairn. The ingots and Stern. We need help, and you look capable."
belong to the Battlehammer clan and are stamped with
the clan's iconic symbol, a foaming mug. The dwarves
ask the characters to retrieve the sled and deliver the The three dwarves work in a mine located in the valley
ingots safely to Blackiron Blades, for which each char- at the base of Kelvin's Cairn. This mine is owned and
acter will receive a gemstone as payment. Characters operated by Clan Battlehammer, and it provides most of
who complete this quest also earn a 10 percent discount the iron for the smithies in Ten-Towns.
on goods bought at Blackiron Blades-a little thank-you The dwarves wear cold weather clothing. Only their
from the establishment's grateful owner. eyes are visible. Treat them as commoners who speak
Complications arise when goblins find the sled before Common and Dwarvish; being dwarves, they have dark-
the characters do. The characters must either fight the vision out to a range of 60 feet and resistance to poison
goblins or finagle the ingots from them using guile or damage. They carry ice picks (ld4 piercing damage)
stealth. To further complicate matters, the goblins have instead of clubs. Each dwarf is briefly described below:
a wagon pulled by hungry polar bears. The bears aren't • Hruna speaks for the group in a voice made raspy by
fussy about what they eat, so clever characters might years of smoking. She has lost her right ear and two
think to turn them against the goblins. fingers to frostbite.
CHAPTER 1 I TEN-TOWNS
34
Korux stares in silence and doesn't talk much. He has veer off course-or worse, they could become separated
lost three fingers, two toes, and his nose to frostbite. (see "Blizzards," page 10).
Storn has a terrible fear of white dragons and glances
nervously up at the sky as though he's expecting one O oBoK's REMAINS
to swoop down at any minute. When the characters arrive at the location where the
dwarves were forced to abandon their sled, read:
If the characters are interested in hearing what Hruna
has to say, she presents the quest:
You crest a snow-covered ridge and see a frozen, dis-
membered corpse in the gully in front of you. Snow
"We're the survivors of a group of dwarves tasked with
covers some of the gory bits, but the headless torso and
delivering a sled of iron ingots to Bryn Shander. A yeti
severed limbs are visible. You see tracks in the snow all
surprised us and killed a member of our group. The rest
around the corpse, and the telltale grooves in the snow
of us fled as the yeti tore Oobok limb from limb. Now
left behind by a sled that has been hauled away.
we need someone to go back and get the sled for us. As
payment, we offer each of you a gemstone worth fifty
gold pieces. The friendship of the dwarves of lcewind The corpse belongs to Oobok the dwarf. The yeti that
Dale can also be a boon in these harsh times. You'll need killed him ate his arms and most of his internal organs
before leaving with poor Oobok's severed head. Both
snowshoes to make the trip in good time."
Oobok's tracks and the yeti's tracks were erased by the
wind. The tracks that are present were left by goblins.
If the characters slay the dwarves and take the pouch Characters who inspect the tracks around the corpse
of gemstones that Hruna carries on her person (see can, with a successful DC 10 Survival (Wisdom) check,
-Treasure" below), witnesses report them to the town determine that they are fresh (made in the past hour)
militia, leading\to their arrest unless they flee Bryn and belong to a half-dozen Small humanoids wearing
hander at one\ snowshoes. The tracks lead south. Characters who fol-
Korux can cover the expense of equipping the party low them for a half-hour catch up to the goblins, who are
with snowshoes if the characters are too cheap to pay hindered by the sled they're hauling.
for the snowshoes themselves.
If the characters refuse the quest, the dwarves leave GOB LINS
n a huff and do not trouble the party again. They spend When the characters find the goblins, read:
a couple days searching in vain for others to help them
before returning home. The creatures you've been following appear to be goblins,
TREASU R E based on their stature. All six of them groan, grunt, and
Hruna carries a sealskin pouch that holds six blood- curse loudly as they haul the bulky sled toward what ap-
tones (50 gp each). Korux carries 15 gp in a yeti fur- pears to be a twenty-foot-tall wagon parked in the snow.
lined leather pouch. Storn carries a rusty iron lock (3 Harnessed to this conveyance are two roaring polar bears
p) as a good luck charm; he lost the key that opens it. th~don11ookhappf
SEARCH FOR THE SLED
If the characters agree to complete this quest, Hruna These goblins were rolling across the tundra when their
points them in the direction they must travel-straight advance scout, a trained hawk, spotted the abandoned
toward Kelvin's Cairn. The sled lies halfway between sled. The one-eared goblin boss, Izobai, sent six gob-
Bryn Shander and Kelvin's Cairn, in the middle of lins forth to seize the sled and its cargo, while she and
the tundra. two goblins stayed behind to guard the wagon and keep
an eye on the two polar bears that pull it.
BLIZ ZA RD At the start of the encounter, the characters are 120
When the characters get within a couple miles of the feet behind the sled, and the goblins' wagon is 120 feet
led, a blizzard sweeps down from the north and en- farther still. The goblins hauling the sled are too dis-
gulfs them: tracted to notice they're being followed, so the charac-
ters have surprise.
The sled weighs 300 pounds, and the iron ingots add
A blizzard descends on you, reducing visibility to twenty another 600 pounds of weight to it. A single goblin can
feet. Kelvin's Cairn vanishes from view as the blowing push or drag 240 pounds, so it takes at least four of
snow and howling wind engulf you. them to move the sled. If they come under attack, the
goblins take cover behind the sled and retaliate with
ranged attacks. On the goblins' first turn in combat,
Ask the players what their characters do during the one of them blows a horn to alert Izobai, who climbs
blizzard, which lasts for 2d4 hours. They can stop and to the roof of the wagon with a lit torch in one hand
wait for the blizzard to pass, or they can press on. If they and her hooded hawk perched on her other arm. From
don't stop and wait, they could lose their bearings and this perch, she watches the battle unfold. If she spots
CHAPTER 1 I TEN-TOWNS
35
enemies within 60 feet of the wagon, she orders the Freeing the Bears. A character who succeeds on a
two goblins inside the wagon to shoot arrows at these DC 12 Wisdom (Animal Handling) check can approach
enemies through gaps in the wagon's walls. These two the polar bears without aggravating them and use an
goblins have three-quarters cover. action to free one of them from its harness. On a failed
If five or more goblins are killed, or if Izobai is killed check, both bears are hostile toward that character for
or captured, the remaining goblins are willing to nego- the rest of the encounter. A freed polar bear does not
tiate a truce, though it's up to the characters to initiate attack the character who released it, but all other crea-
the negotiations. The goblins are prepared to give up the tures on the battlefield are fair game. It would sooner
iron ingots in exchange for their lives and freedom. eat a goblin than anything else, given how badly the gob-
The prolonged winter has made the goblins as miser- lins have treated the bears. The goblins run away from a
able as everyone else in Icewind Dale. If the characters freed polar bear as fast as they can.
act kindly toward the goblins, by offering them a blanket Treasure. Izobai carries two potions of animal friend-
or some other gift, the goblins give up the sled and the ship and a sealskin pouch containing 13 sp, 25 cp, and a
ingots and allow the characters to be on their way. The bone whistle (1 sp). The other goblins each carry ld6 cp
goblins hail from the fortress of Karkolohk (see page in sealskin pouches.
140). Their job is to scour the tundra for food and trea-
sure, as well as creatures to enslave, but they are cold CONCLUDING THE UEST
and eager to return home. Three hundred iron ingots are wrapped in thick burlap
lzobai fights only in self-defense. If defeat seems in- and tightly secured to the sled with leather straps. Each
evitable, she uses her torch to set fire to the wagon and ingot weighs 2 pounds and is stamped with the foaming
flees into the tundra with her hawk, her treasure (see be- mug symbol of the Battlehammer clan. Each ingot is
low), and any goblins in the vehicle. The wagon contains worth 5 sp to a blacksmith.
goblin beds made of straw; they ignite quickly, turning Once the ingots are returned to Hruna and then
the vehicle into a raging inferno by the start of Izobai's delivered to Blackiron Blades in Bryn Shander, the
next turn. characters receive their promised rewards, including
the 10 percent discount on goods they buy at the shop
afterward.
CAER-DINEVAL
In generations past, travelers to Caer-Dineval had to
follow the rocky shore of Lac Dinneshere until after
everal hours they spied a small fortress (the "caer"
for which the town is named) jutting up from the
prominence where it overlooks the lake. A ferry out
of Easthaven made the arduous trek unnecessary for
merchants and other travelers, but the ferry was dis-
continued two months ago, cutting off Caer-Dineval
and its eastward neighbor, Caer-Konig) from the rest of
Ten-Towns except by the overland route. Town residents
are furious that the ferry service has stopped, mainly be-
cause they have not received deliveries of mead from the
town of Good Mead, and the taverns have run dry.
As if things weren't bad enough, the town's harbor has
frozen over, and the town's speaker, Crannoc Siever, has
ta ken to his bed and is apparently too sick to make pub-
lic appearances or press the Council of Speakers to get
the ferry from Easthaven running again.
CAER-DINEVAL IN A NUTSHELL
Friendliness ** Services * Comfort *
Available Quest. "Black Swords," page 38.
Population. 100.
Leader. Speaker Crannoc Siever (lawful neutral hu- and the ruined watchtower at the mouth of the frozen
man commoner) speaks for the townsfolk. Known harbor. Most of the town's buildings, which date back
as a bully who shouts and uses ,theatrics to make his to the town's Cormyrean founders, line the path that
point, he has reportedly been ill for months and rarely winds down the steep slope from the Caer to the harbor,
makes public appearances nowadays. whose docks are perched on the rocky shore. Notewor-
Militia. Caer-Dineval can muster up to 25 soldiers (use thy places in town are marked on map 1.3, and map 1.4
the tribal warrior stat block) and 2 veterans. shows the floor plan of the Caer.
Heraldry. A crenellated stone watchtower (three mer-
THE GAER
Ions, two crenellations) on a dark blue field , with a
horizontal red fish facing right beneath the tower, Castle residence of the town speaker
representing the town's vigilance, harbor, and proud This small castle was built over four hundred years ago
fishing tradition. by the Dinev family from Cormyr, before Ten-Towns
Sacrifice to Auril. Food (see page 21). existed as anything more than a few scattered camps
Rivals. Caer-Konig, Easthaven. of explorers living off the land. The Dinevs hoped to
claim sovereignty over the unsettled lands of Icewind
OVERLAND TRAVEL Dale. When the castle, dubbed Caer-Dineval, was com-
A snow-covered path leads from Caer-Dineval to the pleted, the workers and their families settled in the
Eastway. Other paths lead to Caer-Konig and Good outbuildings they had constructed farther down the
~ead. Travel times in the Overland Travel from cliff, along with the families of the retainers the Dinevs
Caer-Dineval table assume that characters are on foot; had brought with them. Over the next few years, many
mounts and dogsleds can shorten these times by as explorers in the region came to see the Caer for them-
much as 50 percent. selves, and some built cottages in the shadow of its
walls. No sooner had the small town taken hold than
OVERLAND TRAVEL FROM CAER-DINEVAL
marauding ores swept down from the tundra to put it
to the torch. The town's residents tried to take refuge in
To Travel Time
the castle, but the Dinevs, alarmed by the size of the ore
Bryn Shander 10½ hours horde, barred the gates and refused to open them. The
Caer-Konig 2 hours ores fell upon the stranded people and slaughtered them
Easthaven 9 hours to the last one. The Dinevs survived the initial assault,
Good Mead 8 hours but not the siege that followed . After three weeks of be-
ing confined in the Caer, the Dinevs were so weakened
by hunger that they were unable to resist when the ores
LOCATIONS IN CAER-DINEVAL
scaled the castle walls. Thus, the Dinev family's brief
Whether arriving "by land or by lac," visitors are im- rule in Icewind Dale came to a bloody end.
mediately confronted by the fortifications for which the The Caer remained in the ores' possession for several
town is famous: its clifftop fortress, known as the Caer, years, until they were driven out by a small army of
CHAPTER l I TEN-TOWNS
37
•
spirits, which might explain why locals don't frequent
.
. :, · I'
:,;\ _ · CAER-DINEVAL
./t
-
,!
. ::r·;1~
' {,'~-- the place as much as they used to. The proprietor, a rug-
ged middle-aged man named Roark (lawful good human
commoner), blames the cursed winter and the closing
\c . ':-} ; ; •
---~-••.' ~:/,J. -~~
•• "'·. - . ; • ; . --~-S:,«•
.- .--·:-J/11.11'
,i
~';i£t>.: :. ,. "f.,#1,;~/
.,·_. ; .;i:,f ;:--
; ,~;,;-;.'~
- -: ·_~-·.'~; :~·
--":':rhe
_-.,. ._:,•:UP.hill
., .
of the Easthaven ferry for his business woes. Although
he has spare rooms with empty beds, he claims to have
no available guest accommodations. If adventurers are
•· · _;..;.,/ _~--::
. l,f'
-,_ ,,.;: __: \ ..
.,.. . -- , .....
Nt1)
,·
=··~:-:~
• •~ !,,,...;1.~. •. r-·.,,.· . .
i
•. ;
• climb
·r·
,,·· looking for a place to rest, he suggests that they try
:? -:::.,
~ ~ . -::-
•: • the Caer. Roark can't guarantee that Speaker Crannoc
·. ,,/:·· ~·i _,. .·· .~_;;~;. . :?it~:·.. '.•
,.I, .~ ,_;,. . . _,. ,:" ,:. - .. , . . , . .
BLACK SWORDS
The characters don't get this quest in the customary
. ( . way, which is to say that the residents of Caer-Dineval
aren't counting on adventurers to help them. The quest
i )' ' falls into the party's lap if the characters decide to visit
.\ ( .
the Caer. Here are a couple reasons why the characters
might go there:
• Looking for a good night's rest in Caer-Dineval, the
characters are directed to the castle by Roark or some
other NPC.
A sad story told by Cora Mulphoon, the proprietor of
100 the Buried Treasures inn in Bremen (see page 27),
0 250 500 might spur the characters into searching the castle for
her missing son, Huarwar.
t::::•111lt:::==:::1I feet
Crannoc Siever, the town speaker, resides in the
MAP 1.3: CAER· D IN E VAL
castle and is also a prisoner. Devil-worshiping cultists
calling themselves the Knights of the Black Sword have
human settlers from other parts of the dale who banded taken over and confined Crannoc to his quarters while
together. The victors claimed the castle and its lands, spreading stories about the speaker's ill health to con-
and those with families brought them here to settle. ceal their presence and restrict access to the castle. The
Their descendants live here to this day and keep alive cultists keep the speaker alive in case they need him to
the memory of their ancestors' deeds. make a public appearance. They can also use him as a
Today, the keep is the residence of the town speaker, hostage if the Ten-Towners take up arms against them.
Crannoc Siever, who recently made the mistake of open- These devil worshipers keep a low profile while seeking
ing his doors to the Knights of the Black Sword. This out new members to join their ranks.
group consists of people from all walks of life who owe
their lives to the archdevil Levistus (see "Black Swords" KNIGHTS OF THE BLACK SWORD
below for detailed descriptions of the castle and the cult The Knights of the Black Sword are a secret society of
of Levistus). cultists devoted to Levistus, the archdevil who rules Sty-
gia, the sixth layer of the Nine Hells, from the confines
DrnEv's REST
of an ice prison from which he cannot escape.
Closed inn
Most of the cultists are Icewind Dale natives who
At the south end of town is Caer-Dineval's inn, a drafty would have perished in the wilderness had Levistus
old building with boarded-up windows and a crooked not intervened on their behalf. The cultists' stories are
weathervane shaped like a rearing dragon. The place all the same: the archdevil reached out to them in their
has been out of business for almost a year. minds as they were freezing to death, offering a second
Six duergar hide inside the ramshackle inn and re- chance at life in exchange for their absolute devotion.
main out of sight until Xardorok's chardalyn dragon After they agreed to follow Levistus, a pale glow caught
attacks the town (see chapter 4). their eye in the snow nearby, leading to the discovery of
a sword-shaped amulet of chardalyn. Each of these am-
TuE UPHILL CLIMB
ulets has an inner radiance that provides warmth and
Tavern aid, protecting its wearer against the cold while guiding
This tavern is situated northwest of the Caer, where it of- them safely back to civilization. Once its wearer reaches
fers a spectacular view of the lake and the frozen docks. Ten-Towns, the talisman loses its inner radiance, yet
The Climb serves hot chowder but is all out of beer and the cultists keep their amulets as signs of their devotion
C HAPTER 1 I TEN-TOWNS
the archduke of Stygia (see the "Cha rdalyn Amu- Icy Doom. When th e cu ltist dies, its corpse freezes for 9 days,
., sidebar). during which time it can't be thawed, harmed by fi re, ani mated ,
The Knights of the Black Sword have members or raised from the dead.
attered throughout Ten-Towns. They welcome new
CULT BEHAVIOR
members and answer to Levistus, who s peaks to them
nfrequently using a powerful form of cross-planar te- The Knights of the Black Sword take orders from Le-
pathy. Levistus has recently called upon them to help vistus, who speaks to them telepathically. The contact
another of their master's disciples- an albino tiefling is one-way only, although a vainglorious tiefling cult
·izard named Avarice- achieve her goals. Even though fanatic named Kadroth falsely claims to have the arch-
·hey find her demanding and difficult to live with, they devil's ear.
dare not defy her. The cultists shun contact with outsiders and, posing
Levistus has warned the Knights of the Black Sword as members of Speaker Crannoc's staff, turn away all
hat duergar are plotting the destruction of Ten-Towns. visitors to the castle. If the time is right, however, they
He believes the duergar are acting on behalf of Asmo- welcome the characters with open arms. That time
deus, the Lord of the Hells and his infernal jailer, but
has not shared this information with the cult. The cult's CHARDALYN AMULETS
ldest living member, Hethyl (a peg-legged shield dwarf The chardalyn amulets worn by the Knights of the Black
~-ho has lost her right foot to frostb ite), hates duergar Sword have been corrupted by the magic of Levistus. A
a most dwarves do. She has convinced the other cult detect evil and good spell or similar magic reveals that the
members to fo rge alliances with anyone willing to op- amulets are desecrated objects.
Each day at dawn , roll a d6 for each chardalyn amulet in
pose the duergar, including stray bands of adventurers.
a character's possession. On a roll of 1, the character must
The Caer serves as the cult's headquarters. T he succeed on a DC 10 Charisma saving th row or become
cult's presence is the worst-kept secret in Caer-Dineval, lawful evil, unless the character has that alignment already.
though few locals ever speak of it. Take the character's player as ide to describe how the player
should roleplay the new alignment. A lawfu l evil character
GAME STATISTICS craves power and tries to exert control over others, by
The Knights of the Black Sword are lawful evil cultists being either cruel or manipulative.
and cult fanatics who speak Common and Infernal. The alignment change can be undone by any magic that
They have the following additional trait: ends a curse, but after nine days, it can be reversed only by
a wish spell or divine intervention .
CHAPTER 1 I TEN-TOWNS
39
comes when Levistus instructs the cultists, in no uncer- keep provide three-quarters cover to those standing
tain terms, to form an alliance with the party. For that to behind them.
happen, one of the following statements must be true: Most of the castle is lit by torches regardless of the
• One of the characters has the Runaway Author secret time of day. Doors inside the castle aren't locked unless
(see appendix B). the text states otherwise.
• The characters found and killed the group of duergar CASTLE DEFENDERS
hiding in Dinev's Rest (see page 38).
The castle's relatively small size makes it possible for
• The characters meddled in the affairs of Nildar Sun-
one cult member to sound the alarm simply by yelling.
blight (see "The Unseen," page 47) or his older
If an alarm is raised, the following cult members are
brother, Durth (see chapter 2).
tasked with defending the castle:
Once the cultists are told that the characters' goals
• Twelve cultists of various races and genders, who nor-
align with theirs, they will do everything in their power
mally reside on the ground floors of the guard towers
to make the characters feel safe and happy, short of
(area C4).
giving up their stronghold and their leverage over
• Two cult fanatics (a human named Huarwar Mul-
Speaker Crannoc.
phoon and a tiefling named Fel Suparra), who nor-
Levistus tells the cultists to terminate the alliance if
mally guard the gatehouse (area C6).
one of the following events comes to pass:
• The characters attack any member of the cult other CAER LOCATIONS
than Kadroth, whom Levistus secretly despises. The following locations are keyed to map 1.4.
• The characters harm Avarice, the albino tiefling
wizard, or inhibit her efforts to plunder the lost city Cl. MAIN GATE
ofYthryn. Two lowered iron portcullises and two sets of closed
• The characters give up their fight against the duergar wooden doors seal off the castle. The gatehouse (area
menace threatening Ten-Towns. C6) holds the mechanisms that raise and lower the
portcullises as well as open and close both sets of
GETTING INTO THE CASTLE
doors. Knock spells and similar magic can bypass these
The characters need not wait for an invitation to enter barriers, which otherwise require siege engines to
the castle. They can make their way inside using any force open.
number of stratagems, including the following: Gate Guards. Characters who stand outside the main
• The characters can ambush one or more cultists as gate and announce their arrival can speak to the guards
they leave the castle on cult business, then use the in the gatehouse. Unless Levistus has told them to do
cultists' amulets and garb to fashion disguises for otherwise, they deny the characters entry, declaring
themselves. that "Speaker Crannoc Siever is too sick to entertain
• With the aid of climbing gear or magic, the characters guests!" If the characters claim to have one or more
can scale the castle walls seen or unseen. healers among them, the guards respond, "Speaker
• The characters can use a charm person spell or simi- Crannoc Siever has no need for your heathen rituals!"
lar magic to convince a cultist to let them inside.
C2. SNOWY COURTYARD
APPROACHING THE CAER
When the characters first approach the castle, read: Footprints in the snow lead to various doors along this
courtyard's perimeter, including a tall double door to
A sturdy, stone castle devoid of warmth and ostenta- the keep, with its unwelcoming row of arrow slits and
tion squats atop the cliffs overlooking the town and the barred windows on the upper floor. To the east of the
frozen harbor. Warding the castle entrance are thick, double door is a small, single-story building with a
battle-hardened wooden doors. Four cylindrical guard slanted, snow-covered roof. West of the double door are
towers have wind-worn flags bearing the town's heraldry two unused merchant stalls with torn canopies. Tucked
fluttering above their tiled, conical roofs. These towers under some icy stairs in the northwest corner is a slen-
are connected by icy battlements and parapets. Atop the der wooden hut with a crescent moon carved into its
castle walls and within the guard towers, torches flicker. flimsy door.
CHAPTER 1 I TEN-TOWNS
A dogsled is stored here, along with the dogs' har- C5. ARMORY
nesses and reins. In the middle of this small room is a rack of twenty
Kennel Boy. Sleeping among the dogs is an eight- spears, and resting against the back wall is an unlocked
_·ear-old Calishite youth named Alassar Sulmander wooden chest containing six flasks of alchemist's fire.
neutral human noncombatant). He was found stowing Hanging from hooks on the walls are eight longbows
away inside a crate of supplies that was delivered to the and eight quivers. Each quiver holds fifty arrows.
castle over a month ago and now does menial chores
or the cultists. Alassar knows the layout of the castle C6. GATEHOUSE
levels 1 and 2), and he can be coerced or bribed into This chamber is equipped with a system of wheels that
helping the characters. He can move about the castle raises the portcullises and opens the outer sets of doors.
·.\'ithout drawing suspicion. In the middle of the floor are murder holes through
which arrows can be shot or alchemist's fire can be
C4 . GUARD TOWERS poured. The south wall has a row of five arrow slits
The lower level of each tower contains three cultists at built into it.
rest. The furnishings on this level include six wooden Two wooden cots covered with furs are in the north-
~ots with furs and matching footlockers (where the cult- east corner of the room. Of the two cult fanatics sta-
ts keep their cold weather clothing). A copper brazier tioned here, one stands guard while the other sleeps.
ull of hot coals is situated in the middle of the room. These individuals are briefly described below:
Protruding from the brazier's base is a bellows that can
:>e pumped to reheat the dying coals. • Huarwar Mulphoon is a brooding, pessimistic human
A wooden staircase hugs the outer wall as it climbs to in his late twenties, the son of Cora Mulphoon (see
Jle second level, which is unfurnished. Gusts of wind "Buried Treasures," page 27).
nter through the arrow slits on this level. , Fe! Suparra is a tiefling. She has darkvision out to
Northwest Tower. This tower has two additional fea- a range of 60 feet and resistance to fire damage. As
·ures on its ground level: a stone trapdoor in the floor, Huarwar's friend and mentor, she's the one most
neath which is a ladder that descends to area C16, responsible for tearing him away from his mother and
•nd a secret passage to the speaker's office (area C9). pushing him up through the ranks of the cult.
The secret door is spotted automatically by any charac-
er who examines that section of wall.
CHAPTER 1 I TEN-TOWNS
41
Mere knows about the cult's allegiance to Levistus
and its animus toward the duergar. Mere has also met
the albino tiefling wizard who has made a lair for herself
in the cistern (area C22).
C8 . SPEAKER'S DEN
This well-appointed sitting room is where Crannoc
Siever used to meet with visitors, whether distinguished
guests or concerned townsfolk. Comfortable furnish-
ings abound, and the cultists keep a fire burning in
the hearth.
Standing outside the door to the speaker's office
(area C9) is a sadistic little klutz (human cultist) named
Thoob, whose job is to serve at Kadroth's beck and call.
It's a mostly thankless role that comes with a mountain
of verbal abuse. The only time Thoob feels rewarded
is when Kadroth orders him to relay instructions to
another cultist, in effect empowering Thoob to boss
around others in Kadroth's name.
CHAPTER 1 I TEN-TOWNS
42
Cll. KITCHEN
The two goats are harmless and will eat just about any-
Jling. The cook, a human named Karou Salafan (neu-
J"al good human commoner), was not replaced by the
~u1tists because he knows fifty different ways to cook
and prepare knucklehead trout. Although he has some
,mowledge about the affairs of the keep, he doesn't want
·o know about any shady business, so he keeps his head
own and his lips shut tightly.
moner), a 49-year-old unmarried man, has been under mans and a halfling) who were killed by the speaker's
house arrest for the past two weeks. Although he's not guards during the hostile takeover of the castle. The
the picture of good health, he's not deathly ill, as the ground is too frozen to bury them, so they're being kept
cult's propaganda would have others believe. The only here in cold storage.
time Crannoc is permitted to leave this room is when Old furniture used to be kept here, but it has long
Kadroth needs him to sign paperwork in area C9. since been smashed to kindling and burned for heat.
The cultists slew the speaker's guards but are keeping
Cl8. WEST CISTERN
his servants alive. Crannoc has been warned to behave
himself, lest his servants pay the ultimate price. He
doesn't know where the servants are being held, but he Stone steps descend into the icy water that partially
knows the cook is still making meals. He suspects the
floods this twenty-foot-wide, arched tunnel, which con-
rest are being kept in the cistern under the castle.
Crannoc won't be happy until he regains control of the tinues eastward into darkness . The roof arches twelve
castle and his captors are punished for their crimes. He feet above the water, which is eight feet deep. The row-
has little to say about his captors, since they don't share boat tethered at the water's edge looks safe to use.
information with him:
• His captors arrived under false pretenses, claiming to Any character who gives the frigid water more than a
be neutral arbiters employed by the Council of Speak- passing glance can see swollen, half-frozen bodies near
ers to help Caer-Dineval resolve its fishing disputes the bottom, weighed down by their chain shirts. There
with Easthaven and Caer-Konig. are six human corpses and six dwarf corpses in all- the
• The one calling the shots is a tiefling named Kadroth, remains of the castle guards killed by the cultists.
who answers to someone named Levistus. A 5-foot-wide, 8-foot-high passage cuts into the north
wall 20 feet beyond the rowboat, leading to area C19. A
Cl5. OLD LIBRARY
similar passage farther east leads south to area C20.
Eastern Door. At the eastern end of the cistern is a
This room was set on fire years ago and never repaired. 10-foot-square, 2-foot-thick, half-submerged slab of blue
Evidence remains of floor-to-ceiling shelves along the marble that blocks access to area C23. This slab is far
enough away that characters won't see it with torches
walls. A draft issues from a darkened fireplace, stirring
or darkvision unless they move farther into the cistern.
the cobwebs around it. The lever that lowers and raises this gate is in area C22.
The gate can also be opened with a knock spell or sim-
ilar magic.
Caer-Dineval's founders, the Dinev family, brought with
them an extensive collection of rare books. That collec-
Rowboat. This boat comes with two oars and can
tion, stored here, was burned by ores when the castle hold two Medium characters plus their gear.
was sacked many years ago. The room has not been Cl9. STORAGE
used since.
Characters can use the rowboat to reach this area, the
Cl6. UNDER THE CASTLE floor of which is above the water level in the cistern
(area C18). A harmless rat chews through the corner
If characters peer down through the open trapdoor in
of a sack of grain lying on the floor. This room is other-
the northwest guard tower, read:
wise empty.
A wooden ladder clings to the west wall, held in place C20. SHRINE TO LEVISTUS
with iron brackets. The ladder descends twelve feet to a
hall made of mortared stone lit and heated by four sput- Frost covers the floor of this dark, fifteen-foot-square
tering torches. Extending from the east end of the hall is room . To your left and right are narrow tunnels, and
a water-filled cistern. A small rowboat is tied off near the across from the entrance stands an eight-foot-tall pillar of
water's edge. ice with a horned, pale-skinned, humanoid figure trapped
inside it. The pillar is wrapped in black chains , and the
A 5-foot-wide, 8-foot-high passage in the north wall wall behind it is covered with brown fungus.
leads to area Cl 7. For more information about the cis-
tern and the rowboat, see area C18.
CHAPTER 1 I TEN-TOWNS
44
figure in the pillar is a wooden mannequin painted C 2 4. PRI SO ERS
dressed to resemble the archdevil Levistus. The After the cultists took over the castle, they trapped most
nnequin was encased in ice, which was chiseled into of the servants in this area.
illar shape and wrapped in chains. The ice is kept
zen at all times by the IO-foot-square patch of brown
Id growing on the wall behind it (see "Brown Mold"
he Dungeon Master's Guide). Any creature that
hes the pillar of ice is close enough to the brown
d to be harmed by it.
.\ny character who succeeds on a DC 10 Intelligence
l A five-foot-wide, eight-foot-high tunnel leads to a dark,
cold room that reeks of filth .
ligion) check can guess, correctly, that the cultists moners) have been trapped here by the cult for the past
th is frozen, chain-wrapped effigy as an altar. two weeks. All of them are malnourished, since the cult-
ists feed them only once every few days. The servants
21. AVARICE 'S QUARTERS are briefly described below:
Lanthis Alderdusk is Speaker Crannoc's 64-year-old
,s room is the private quarters of an albino tiefling who assistant, notary, and scribe. He's feisty and spry
for his age.
s s at a small desk in the dark, writing in a book with
Elprekt Norbrav is the effete, tall, skeletally thin,
ite leather covers. An ink-black crow perches on one of
55-year-old butler.
er horns and seems to read along with her scrivening. Mylbara Norbrav is Elprekt's stout, 45-year-old wife
th out taking her eyes off the page, she says to you, and the speaker's Dwarvish translator.
Tam Sharf, a mute, 30-year-old petty thief wanted for a
murder in Luskan, is the speaker's housemaid.
Dassir Ravenscar is the speaker's shy, 25-year-old
·her furnishings in this former storeroom include a dogkeeper.
d rug, a narrow bed, and a freestanding mirror in a
These servants have decided to mount a prison break.
'X>den frame, none of which are remarkable.
When they hear the blue stone slab open in area C23,
The albino tiefling is a member of the Arcane Brother-
they hide. If the characters make their identities known
:,od named Avarice (see appendix C). The raven is her
before entering the room, the servants come forward
iliar, Skelm. Levistus sent a telepathic message to
and plead with the characters to free them. Otherwise,
arice, urging her not to antagonize a certain party of
the servants try to ambush the first character to enter
venturers until they've helped her reach her goal: the
the room. They roll initiative as a group and make one
_·t etherese city of Ythryn. Realizing that the charac-
grapple attempt only, with advantage on the d20 roll.
are the ones Levistus warned her about, she tries to
(Apply no modifiers to the roll.) If they fail to grapple the
as hospitable as possible but won't discuss why she's
character, they scurry to the far corners of the room and
re or what she's after.
huddle in defeat.
If she no longer feels safe in the castle, Avarice leaves
1thout a fight. (There are plenty of other places in Ten-
OUTCOME: DARK ALLIANCE
wns where she can make herself comfortable.)
Avarice's two gargoyles, Gargle and Gurgle, are not Characters who forge a friendly relationship with the
esent. She recently sent them to spy on her wizardly Knights of the Black Sword can use the Caer as a base
· ·als. Avarice can speak to her gargoyles telepathically, of operations, coming and going for as long as this dark
· anks to her Rary's telepathic bond spell, and orders alliance lasts. The northeast guard tower is set aside for
· em back to the castle as soon as the characters con- them to stay in. Avarice tries to minimize her contact
ront her. If the characters slay or capture Avarice, the with the party during this time; meanwhile, her gar-
.,,argoyles attack them as they leave the keep. goyles take shifts atop the southwest guard tower, from
Treasure. Avarice keeps her staff of frost within easy where they can watch the characters come and go.
'"each. When she's not writing in her spellbook, she
~ icks it in a fur-lined satchel. See Avarice's description OUTCOME: ROUTING THE CULTISTS
n appendix C for more information about the spellbook. If the characters rout the cultists and release Speaker
Crannoc Siever, the speaker asks them to call out the
C2 2 . IRON LEV ER
town militia so that the castle can be refortified. Hence-
This unlit room is empty except for an iron lever that forth, the speaker lets the characters rest at the castle
protrudes from an iron plate embedded in the north whenever they need to. His home is their home, so to
·all. This lever raises and lowers the blue marble slab speak. Characters will quickly learn that the speaker is
that seals off area C23. a blowhard and firebrand who enjoys living like a king
behind his castle walls.
C2 3. EAST CISTERN
Without their leaders, Kadroth and Hethyl, the
The dark cistern continues for another 40 feet beyond
Knights of the Black Sword are rudderless until Avarice
the blue marble slab. The water in this part of the cis-
finally steps up to fill the power vacuum. The characters
ern is thankfully free of half-frozen corpses. A narrow
are doomed to cross paths with the cultists again in
un nel carved into the north wall leads to area C24.
chapter 8.
CHAPTER 1 I TEN-TOWNS
45
GAER-KONIG
The white, snow-covered slopes of Kelvin's Cairn loom
large behind this quiet lakeside town. Caer-Konig
started as a camp for a group of mountaineers from the
northern Moonsea region. As the camp grew, a wooden
palisade was added to discourage raiders. Later came
the stone castle of Caer-Konig. Alas, neither the palisade
nor the castle fared well; both fell to ores before falling
into ruin.
Caer-Konig as it is known today consists of terraced
rows of houses that recede from the shore of Lac Din-
neshere like the tiers of an amphitheater. The harbor is
frozen, its docks skewed and broken by the shifting ice.
Buried under the snow on the slopes above the last row
of houses are the ruins of the Caer that gave the town
its name-a reminder to the people of Caer-Konig that
nothing lasts in this corner of the world.
Travel to and from this remote town was expedited by
the ferry that ran out of Easthaven, but with the ferry
shut down, Caer-Konig is completely cut off by moun-
tains, lake, and snow. Forced to live on what they can
haul out of the iced-over lake, the people of Caer-Konig
are bitter and angry. They believe that the rest of Ten-
Towns has abandoned them. The only thing that keeps
the townsfolk from leaving is the beer at the local tav-
ern, which never seems to run out.
As if things weren't bad enough, the town has suffered OVERLAND TRAVEL
several mysterious break-ins recently, with no evidence
A three-mile-long, snow-covered path links Caer-Konig
of the intruders except dwarven boot tracks in the snow
to the neighboring town of Caer-Dineval. Characters on
leading north. Since there are no known settlements
foot can walk this path in 2 hours; mounts and dogsleds
in that direction, the townsfolk assume that Auril's
can shorten this time by as much as 50 percent.
everlasting winter has taken its toll on the dwarves of
Kelvin's Cairn, forcing them to come down from the
LOCATIONS IN GAER-KONIG
mountain in search of food or beer. In truth, the town is
beset by invisible duergar searching for chardalyn. The following locations are marked on map 1.5.
The town speaker, a heavy-drinking dragonborn
HOOK, LINE, AND SINKER
named Trovus, patrols at night to keep an eye out for
trouble. In his inebriated state, however, Trovus is prone Tavern
to wandering out onto the icy lake or passing out on the This tavern owes its popularity to the free half-pints of
ramshackle docks, and he almost never remembers his ale that the proprietor, Eglendar "Glen" Korr (neutral
nightly patrols once his head clears. good half-elf commoner), keeps on the table by the front
door. He presses one into the hand of every person who
GAER-KONIG IN A NUTSHELL stops by (the hook), which compels most of them to stay
Friendliness ** Services ** Comfort *** to order seconds and thirds (the line). The "sinker" part
of the tavern's name refers both to the last drink call of
Available Quest. "The Unseen," page 47. the night and-when locals challenge visitors to a drink-
Population. 150. ing contest-to the last drink that sends a losing contes-
Leader. Speaker Trovus (neutral good silver dragon- tant under the table.
born veteran), a retired adventurer, represents the Glen gets his ale from the dwarves who live in the
town. Trovus won over his fellow townsfolk with his valley at the foot of Kelvin's Cairn, and he pays Jarthra
brawn and good humor, though he's too blunt to be a the dwarf (see "Frozenfar Expeditions" below) to fetch
good politician and drinks too much. it for him.
Militia. Caer-Konig can muster up to 25 soldiers (use
the tribal warrior stat block) and 2 veterans. FROZENFAR EXPEDITIONS
Heraldry. A white fish silhouette rising from the center Adventuring outfitter
bottom of a dark blue field, which has a white border
Run by a seasoned ranger named Atenas Swift (neutral
on all sides but its bottom. The fish signifies the local
good human scout), this shop sells adventuring gear.
fishing trade, and the broken border represents the
Attached to the shop is a locked wooden shed where
snow and the harbor surrounding the town.
Atenas stores a pair of dogsleds and a kennel where he
Sacrifice to Auril. Food (see page 21).
keeps a dozen healthy sled dogs (use the wolf stat block
Rivals. Caer-Dineval, Easthaven.
to repre ent them). Six dogs are enough to pull each
CHAPTER l I TEN-TOWNS
· led. Helping Atenas run the shop is an experienced
mountain guide namedJarthra Farzassh (lawful good
hield dwarf scout). The two have an excellent rapport,
:nixed with some competitive ribbing.
Age has caught up with Atenas. He can feel the cold in
· joints and ventures out less frequently than he once
.lid. Nowadays, he prefers to stay indoors while offering
. arthra's services as a wilderness guide.
T HE NORTHERN LIGHT
nn
.,.he inn gets its name from a magic lantern that once
.ung above the front door. An invisible duergar stole
· recently, depriving the establishment of some of
· charm.
The inn is kept by the Shorard sisters (neutral good
uman commoners). The younger, Allie, is lithe and
harming; she greets guests and does all the cleaning.
he older, Cori, is stout and scowling; she sees to the
nn's provisioning and handles all the cooking. The
ters cast baleful glances at one another and bicker
hind closed doors, but nothing ever comes of their
·euds, as evidenced by the fact that they've been running
· e inn together for more than a decade.
L'ac Di~neshere
THE UNSEEN
.,.he characters can pick up this quest if they start the
adventure in Caer-Konig or when they arrive in town. It 100
gins as the characters enter the quiet village, which is
ing tormented by invisible thieves.
o 2~0 soo
1
t::I::11.-.1:::::::::::::11 feet
Led by Xardorok Sunblight's younger son, Nildar, in-
. ible duergar are searching Caer-Konig for chardalyn,
ri nging whatever interesting things they find back to MAP 1.5: CI\ER·KONIG
eir outpost on the side of Kelvin's Cairn. It's up to the
ha racters whether they help the people of Caer-Konig He has no recollection of how he ended up in the snow
-e tore their stolen valuables, or confront the duergar pile or why he was outside drinking in the first place.
: r their own personal gain. If he's asked about the thieves, Trovus takes a deep
breath, trying to suppress his hiccups, before explaining
GETTING THE UEST the situation:
The town sits quietly at the foot of Kelvin's Cairn. A "The town has had some thievery troubles. No one's
few bundled-up people shuffle between snow-battered seen anything, really. Just the other nigh t, the lantern
houses, keeping the ir heads down , barely bothering to over at the Northern Light was stolen. Cori won't let me
give you a look as you walk past them . hear the end of it because I haven't been able to find
A pile of snow stirs as you pass it, and someone hid- those responsible. Not yet, anyway. But I have a knack for
den beneath it suddenly stands. The figure looks around this stuff."
and yells, "Who goes there? Is it thieves? Have I found
th ose creeping bastards?" If he's not stopped, Trovus starts a long speech about
When he pulls down the scarf covering his face , you the adventures he went on in his younger days. His sto-
see it is a silver dragon born holding onto an empty wine ries include one where he kicked a half-ogre into a river
Dottle as if it was a weapon . He belches, grins at you, and and watched it float away while it yelled profanities at
him. Another tells of the time he tricked a group of ko-
says, "Pardon my manners . Bit jittery with all the thieving
bolds into believing he was a dragon in humanoid form.
going on. I'm Trovus, the town speaker." If the characters ask about the missing lantern, he
offers to take them to the local inn so they can talk to
the Shorard sisters, who run the establishment. He
,.,..rovus (neutral good silver dragon born veteran) spends
seems less bothered by the cold than anyone else in the
most of his days drinking and reminiscing about his
settlement, due to his silver dragon heritage. As they
:gone adventuring days. He's been patrolling at night
walk, Trovus talks about what has been taken from
king for thieves, but after yet another night of heavy
Caer-Konig over the past three nights:
ri nking, he passed out in the snow after a few hours.
C H APTER 1 I TEN - TOWN S
47
• A color-switching magic lantern, taken from The woman, Allie, is one of the Shorard sisters (neutral
the local inn good human commoners), who own the inn. The other
• A pair of goats, stolen from the local tavern owner, Cori, is working in the kitchen. Allie settles Tro-
A small sack of pearls carved into decorative beads, vus into a chair before approaching the characters.
gone missing from the stores of Frozenfar Expeditions She confirms that the town has been experiencing
break-ins and robberies lately, but no one has witnessed
If the characters inquire about a reward for dealing
a potential culprit. The only clue is a set of tracks lead-
with the thieves, Trovus explains that the town doesn't
ing in the direction of Kelvin's Cairn. Allie thinks the
have the coin to pay someone to investigate the matter.
tracks were made by dwarves who live in the valley
Most of the valuables in the village have disappeared
at the base of Kelvin's Cairn. She suspects that the
already, so there's little left to use as compensation.
endless winter has made the dwarves desperate for
HELPFUL SISTERS food and ale, though she can't explain why the dwarves
would steal the inn's lantern and other valuables. Allie
Trovus leads the characters through Caer-Konig to is also surprised that no one in Caer-Konig has seen or
the Northern Light on the eastern edge of town. An heard the dwarves, remarking that "A quiet dwarf is an
empty hook, meant to carry a lantern, hangs above the oxymoron."
inn's entrance. Any interaction with Allie is interrupted when Cori
exits the kitchen:
The inn appears to be mostly empty. A young woman
looks up as you enter, gives Trovus a chastising smile, The door to the kitchen swings open as a stern-looking
and says, "Did you fall asleep outside again? I'm telling woman enters holding a steaming bowl of soup. She
you, Trovus , one day you're going to have to stop relying places the bowl down in front ofTrovus and says , "No
on the kindness of strangers." dwarf did this. Someone would have spotted 'em. Caught
The woman then opens a door into what looks like a 'em . No, there's something more going on. Besides,
kitchen and calls out , "Heat up something for Trovus. what use do hungry dwarves have for a lantern?"
He's been out 'patrolling' again ."
FO LLOWING THE TRACKS Closer to you, separated from the rest of the strong-
hold, is a snow-covered stone bunker perforated by ar-
e tracks leading away from the inn have been partly
row slits.
ed with blowing snow, making them appear as small
pressions. Once the characters get about 50 feet away
~om the inn and its outbuildings, they discover that the Two duergar watch for approaching intruders. One is
racks have been completely obscured. stationed in the bunker (area 01), the other in the over-
If the characters wait until morning to set out, they look (area 03). These duergar are tired and bored, but
nd a set of fresh footprints left behind by a lone duer- they notice characters who are so incautious as to carry
ar scout. This duergar didn't enter any buildings, but light sources or otherwise announce their presence.
· mply looked around the village before leaving close to If the overlook duergar sees what she perceives to
rning. Following the footprints leads to a different set be a threat, she sounds the alarm as she runs down to
tracks, which were made by an ogre zombie pulling the main entrance (area 02) to pull up the drawbridge,
dogsled. These new tracks begin where the duergar taking 2 rounds to do so. The duergar in the bunker is
-~cks end, a quarter-mile outside of town. (The ogre armed with a heavy crossbow (ldlO piercing damage)
zombie waited all night for the duergar to return. The and takes pot shots at visible threats.
uerga r hopped onto the dogsled before ordering the
re zombie to march.) Any character who examines
ROLEPLAYINC THE DUERCAR
·hese tracks and succeeds on a DC 15 Wisdom (Sur-
When the characters arrive, the outpost contains five duer-
1val) check identifies the creature tracks as belonging
gar (including Nildar), who behave as described here.
·o an ogre. The characters can follow these fresh tracks, Before entering combat, these duergar use their Enlarge
-hich head toward the mountain and then veer toward trait to increase their size. If a duergar is caught alone by
·he duergar outpost hidden in the northeastern foothills a group of foes, it calls out for help before turning invisi-
of Kelvin's Cairn. ble. When backup arrives , it uses its Enlarge and rejoins
Once the characters get within a mile of the outpost, the fight.
rhey discover that the wind has erased the tracks they've These duergar won't negotiate, and they refuse to sur-
been following, making it difficult for them to find the render. If the characters capture and interrogate a duergar,
exact destination. For every hour the characters spend a successful DC 14 Charisma (Intimidation) check can
earching the foothills, have them make a DC 15 Wis- convince the prisoner to divulge the following information:
dom (Survival) group check.Jarthra contributes to this • Nildar Sunblight commands the outpost.
<1roup check, if she's present, and has advantage on her • Nildar is searching Ten-Towns for chardalyn on behalf of
roll. If the group check succeeds, the characters find his father, Xardorok Sunblight, who commands a much
the outpost. If the group check fails, they didn't find the larger fortress in the mountains. Xardorok is obsessed
with chardalyn and is forging a dragon out of it.
outpost during that hour but can try again. If they fail
• The outpost was built close to Kelvin's Cairn for a rea-
rwo of these group checks in a row, the characters have
son. Once Ten-Towns is destroyed , the duergar plan to
a random encounter in the wilderness, possibly during a use this outpost as a staging area for a raid against the
blizzard (see "Wilderness Encounters," page 105). mines in the Dwarven Valley.
CHAPTER I I TEN-TOWNS
49
Characters who succeed on a DC 10 Dexterity hit points move behind the chokepoint (area 05), leaving
(Stealth) check can approach the stronghold undetected the ogre zombie to cover their retreat if it comes to that.
by hugging the north cliff and moving behind the bunker Well. The well descends 10 feet to an underground
and below the openings of the overlook. Once they reach cistern. The sides of the well are icy and require climb-
the mouth of the frozen river, they can crawl through the ing gear or magic to scale.
culvert (which leads under area 02) or quietly approach
the main entrance without being detected. 03 . OVERLOOK
OUTPOST LOCATIONS
The door opens into a large, nearly empty room. Snow
The duergar outpost was not built with the intention of has drifted into the corners, and frost covers the stone
being aesthetically pleasing or welcoming to strangers.
walls. Three barred openings overlook the snow-covered
There is no interior lighting, since the duergar rely on
grounds outside the stronghold.
darkvision to see. The walls and entryways are all 10
feet high, allowing duergar that have grown to Large
size to move around easily. Unless she has cause to leave the overlook and raise
The following locations are keyed to map 1.6. the drawbridge in area 02, a duergar named Urthhild
stands guard here, stamping her feet to fight off the cold.
01. BUNKER
Barred Openings. Vertical iron bars spaced 6 inches
apart are embedded in the stone frames of three 5-foot-
This stone bunker stands fifteen feet tall. The rough tall rectangular openings. As an action, a character can
edges of its construction indicate that it was cut from a try to bend the bars to create an opening big enough for
a Small creature to squeeze through, doing so with a
single piece of stone.
successful DC 20 Strength (Athletics) check.
A duergar named Brojk stands guard in the bunker and 04. ARMORY
CHAPTER 1 I TEN-TOWNS
50
· h the spikes. Creatures can see through the gaps
·ween the spikes, but the gaps aren't big enough for Brother,
-haracter to slip through. The barriers of spikes grant You will find me on the frozen ferry in Easthaven. From
,ee-quarters cover to creatures behind them. Each this new base, the search for chardalyn continues. Long
rrier has AC 15, 18 hit points, and immunity to poison may our father reign over this dark land!
d psychic damage.
Durth
06 . COMMANDER' S QUA RTERS
The characters can visit the ferry or give Durth's letter
:. stone-carved bed and desk occupy this drab room. to the authorities in Easthaven and let them deal with
him (see "Easthaven," page 58, for more information).
op the desk are several shards of dark crystal, as
Roleplaying Nildar. Nildar's main goal is to please
veil as a crumpled-up piece of paper and a burlap sack his father, whose obsession with chardalyn he shares.
draped over a glowing object that emits colored light that When he's not leading raids, Nildar spends most of his
shifts from blue to green to red . time examining goods stolen from Caer-Konig and else-
where. The shards on the table include several pieces of
ordinary tinted glass and three dagger-sized pieces of
I the characters made it through area 05 without get- chardalyn (see the sidebar on page 6). With a suc-
ng into a fight, they catch Nildar Sunblight, a duergar, cessful DC 16 Intelligence (Arcana) check, a character
ated at the desk, studying his collection of glassy can determine that the chardalyn, despite its crystalline
· ards. He attacks the characters when they enter. composition, is malleable, making it an ideal raw mate-
The glowing object on the desk is a magic lantern, rial for those who can fashion items from the substance.
hich Nildar has covered with a burlap sack to dull its No other properties can be discerned with an ability
aht. The lantern is the one that was stolen from the check. These chardalyn fragments contain no magic and
orthern Light in Caer-Konig. It shifts in color from are safe to handle.
ue to green to red but has no other magical properties. Defeating Nildar. If the characters capture Nildar and
The crumpled-up piece of paper on the desk bears a try to talk to him, he snarls and threatens the characters
'":lessage from Nildar's older brother, Durth, written in in Dwarvish:
ha rcoal and in Dwarvish. The letter reads as follows:
CHAPTER 1 I TEN-TOWNS
51
The barred opening in the northeast corner is similar to
the ones in area 03.
The three cells along the west wall are empty at pres-
ent. Each of the five cells along the south wall holds one
prisoner, form erly a Ten-Towner or a Reghed nomad
who was abducted and killed by the duergar. Using the
animating spores of a myconid sovereign, the duergar
have turned these dead humans into five spore servants
(as described in the "Myconids" entry in the Monster
Manual ) covered with fungal growths. The spore ser-
vants emerge from their cells to attack intruders who
enter the room. They use the tribal warrior stat block,
with these changes:
The spore servants are unaligned plants with a walk-
ing speed of 20 feet. They have blindsight out to a
range of 30 feet and are blind beyond this radius. They
can't be blinded, charmed, frightened , or paralyzed.
They have an Intelligence of 2 (- 4), a Wisdom of 6
(- 2), and a Charisma of 1 (- 5).
• They lose the Pack Tactics trait and all languages they
once knew.
"My father is more powerful than any of you filthy crea- Each of the northern rooms has one duergar sleeping
tures could imagine. You don 't understand the glory of it, in it. The two duergar are brothers named Ruvik and
the power found in the ice . None of you do. But you will Skorn. If the characters move around without making
any loud noises, the duergar stay asleep. If awakened,
learn soon enough when my father unleashes his terror
they attack the intruders. The duergar sleep in their ar-
upon Ten -Towns! Your doom soars on dragon's wings!"
mor, keeping their shields and weapons within reach.
Treasure. The crates and most of the sacks contain
If the characters let Nildar go or if he escapes, he leaves basic supplies, including blankets, rations, hempen
the outpost using the ogre zombie and dogsled in area rope, and other equipment. One small sack holds the
02; if that's no longer an option, he flees on foot. He re- stolen valuables from Caer-Konig: twenty-five pearls
turns to his father's fortress in the mountains (see chap- carved into decorative beads (5 gp each). Another sack
ter 3), swearing revenge on the characters and vowing to contains three daggers, a set of wood carver's tools, a set
inflict great pain on them if their paths cross again. of navigator's tools, fishing tackle, and a potion of heal-
Treasure. Characters who toss the room find a small ing hidden in a leather pouch along with 73 sp.
coin purse stuffed into Nildar's bedroll. The purse con-
tains 24 gp and 17 sp. CONCLUDING THE UEST
When the characters return to the Northern Light, they
07. SPORE SERVANTS find Trovus passed out in a padded armchair while Allie
and Cori go about their work. If the characters tell Allie
about the duergar outpost, she admits to knowing noth-
This chamber appears to be a cellblock lined with stone
ing about duergar and is disturbed to learn that they can
doors that have small, barred windows set into them turn invisible and grow themselves to ogre size!
at dwarf's-eye height. Snow and wind enter the room If the characters retrieved the inn's lantern, Allie of-
through a barred window in the northeast corner that fers them a few flagons of ale as a reward. She has pre-
looks out toward the snow-covered bunker that guards pared rooms for them, even if they didn't bring back the
the main entrance.
lantern. Allie can also help the characters return other
stolen goods to their proper owners in Caer-Konig.
CHAPTE R 1 I TEN-TOWNS
52
DOUGAN'S HOLE
Dougan's Hole is the smallest and most insular of the
n towns. Its residents aren't fond of visitors, and in-
reeding has caused the population to dwindle in recent
ars. It also has given rise to often-seen physical de-
.. rmities, including but not limited to small, misshapen
ars and slightly pointed teeth.
The town is a small cluster of dwellings perched on
e edge of Red waters that is too small to support any
,dustry- not even scrimshaw. Ice has buckled the
orter of its two piers, rendering the dock unsafe. The
nger pier has two icebound keelboats tethered to it,
ough they're immobile because Auril's winter has
·'."ozen the surface of the lake for hundreds of yards
rou nd them. Local fishers have hauled their smaller
ts onto the shore and resorted to cutting holes in the
e to catch knucklehead trout, which they depend on for
Tvival. Visitors to Dougan's Hole are often struck by
e eeriness of dark, humanoid shapes out on the ice, re-
aining silent and still as the wind howls around them.
1
D ouGAN S HOLE IN A NUTSHELL
Friendliness * Services * Comfort *
~able Quest. "Holed Up," page 53.
Population. 50.
Dougan Dubrace, first happened upon this fishing spot.
Leader. Speaker Edgra Durmoot (neutral human
Scholars have tried to research the origin of the struc-
scout), a plainspoken trapper getting on in years,
ture's name, but all they have found are allusions to a
peaks for the townsfolk. She seldom attends meet-
creature named Thruun in the oldest legends of the
ngs of the Council of Speakers.
northern folk. Some speculate that Thruun was a god,
Militia. Dougan's Hole can muster up to 12 soldiers (use
while others believe it's a destructive elemental spirit
·he tribal warrior stat block) and 1 veteran.
bound to this location by ancient druidic magic.
Heraldry. A gray, pillar-like monolith set against a sky-
. Jue field above two crossed silver fish, their scaly
bodies forming an X, with their heads at upper left HOLED UP
and upper right. The monolith signifies local mystery, Two winter wolves are extorting the people of Dou-
. ·hi le the fish represent the bounty of Redwaters. gan's Hole for food and treasure on behalf of a woolly
crifice to Auril. Warmth (see page 21). mammoth named Norsu. Years ago, a frost druid cast
· al. Good Mead. an awaken spell on the mammoth. Last year, a group of
adventurers killed Garagai, the mammoth's frost giant
OVERLAND TRAVEL master. Norsu has never recovered from the loss and,
ix-mile-long, snow-covered path connects Dougan's to this day, watches over its master's frozen corpse, un-
e to the neighboring town of Good Mead. Characters willing to leave its side. The winter wolves, who served
foot can walk this path in 4 hours; mounts and dog- Garagai as faithful friends, look after the mammoth.
Pd can shorten this time by as much as 50 percent. Although Norsu feeds on plants, not meat, it delights in
killing humanoids to avenge Garagai's death. Slaying
1
0C ATI0N IN D0UGAN S HOLE the mammoth is a tall order, so characters would be
wise to flee from Norsu or try to reason with it.
e following location marked on map 1.7 can't help but Norsu and the winter wolves reside in an ice lodge
,act the attention of new arrivals. built by Garagai. The wolves try to entice the characters
into the lodge, knowing that Norsu will enjoy the exer-
.E T Y STONES OF THRUUN
cise of killing them. Held captive in the lodge are Silja
'angle of megaliths
and Finn Dejarr, two teenaged siblings from Dougan's
only truly interesting feature in Dougan's Hole is Hole who have been missing for the past four days and
ring of megaliths known as the Twenty Stones of are presumed dead. The wolves are holding the siblings
un. Standing at the southern edge of town, nine- in a cage and feeding them raw meat to keep them alive
n of these crudely fashioned granite menhirs are until Dougan's Hole pays a ransom for their safe return.
nged in a rough triangle, with a single stone at the Characters lured to the ice lodge by the wolves or hired
ation's center. No one knows who built this struc- by Speaker Durmoot to find the missing teenagers can
e or why; the townsfolk maintain that the stones were try to rescue Silja and Finn from the frost giant's lodge
e when the town's founder, a Chondathan named and see them safely back to town.
CHAPTER 1 I TEN-TOWNS
53
its wolf problem. Speaker Durmoot is stubborn to a
fault. She firmly believes that the missing teenagers
are dead, and she's not about to give food to the winter
wolves when her own people barely have enough to feed
themselves. She lets the characters deal with the winter
wolves as they see fit but offers no assistance.
CHAPTER 1 I TEN-TOWNS
54
acters until it passes. The wolves' presence also pre- characters enter the lodge and free the prisoners. Char-
·ents the characters from getting lost or separated. acters who suspect treachery can, with a successful DC
Also crossing the tundra are a pack of ld6 + 1 wolves, 15 Wisdom (Insight) check, tell that the wolves are lying
prowling the white in search of food. Characters who about Garagai- the frost giant is in fact inside the lodge.
make a successful DC 13 Intelligence (Nature) check Are they afraid to face their master, perhaps, or is there
note that the wolves are gaunt from starvation. If the another reason why the wolves won't enter the lodge?
.vinter wolves are with the party, Kanan and Koran No ability check can answer this question; the charac-
"'rowl and bare their teeth, which deters the pack from ters must find out for themselves! In truth, the winter
approaching closer. wolves expect Norsu to slaughter the characters, but in
case that doesn't happen, they remain outside to attack
APPROACHING THE LODGE any characters who try to flee. (Specifically, the wolves
\'hen the characters approach the lodge, read: wait in area Ll, east of the lodge's main entrance.) If one
wolf is slain, the other flees to avoid a similar fate.
CH APTER 1 I T EN-TOWNS
4- . ENTRANCE CORRIDOR
The mammoth stares down at you with hate in its eyes.
"You are to blame for all of this!" It then lowers its head
ni s passageway is choked with ice. Above you, icicles
a•e densely clustered, their points sharp as daggers.
C H A PTER I I TE N-TOWN S
57
The adventurers who slew Garagai took his greataxe L8 . WHALE OIL STORAGE
as a trophy as well as his other personal possessions, A remorhaz has burrowed a tunnel into this room. The
leaving nothing of value on the hacked-up corpse. tunnel runs underneath the southern wall, providing an
Ice Throne. The symbol carved into the throne is the alternate entrance into the lodge.
Giant rune for "ice," as any character who succeeds on A foul scent pervades the room, which contains five
a DC 15 Intelligence (Arcana) check can ascertain. A barrels of whale oil. An intact barrel of whale oil weighs
detect magic spell reveals an aura of conjuration magic 500 pounds and can be sold in Ten-Towns for 50 gp.
around the rune, which empowers the throne. A crea- Treasure. The remorhaz is long gone, but characters
ture that sits in the throne becomes aware of its magical who explore its tunnel find a strange, frosted white res-
nature and can use an action while seated in the throne idue smeared across a 5-foot section of wall- enough
to summon a blizzard, which takes 1 minute to form. to fill a small bottle. This rare secretion is called thrym;
The blizzard engulfs the lodge, extends 1 mile from it in remorhazes are known to exude small quantities of it
all directions, and lasts for 8 hours. This property of the shortly before they give birth. Alchemists use thrym
throne recharges after a tenday. to craft potions of resistance (cold) and other useful
If the ice throne is destroyed, it ceases to be magical. concoctions. A bottle of thrym sells for 250 gp. Any
The throne has AC 13; 80 hit points; resistance to pierc- character who is proficient with alchemist's supplies can
ing and slashing damage; immunity to cold, poison, and examine this residue and determine its true nature with
psychic damage; and vulnerability to fire damage. a successful DC 11 Intelligence (Arcana) check.
L6. WAR ROOM
SNEAKING OUT
With Silja and Finn in tow, the characters can try to
A massive table hewn from a single block of ice stands sneak out of the lodge. As long as they keep quiet and
in the middle of this cold chamber, surrounded by avoid the central chamber (area LS), they won't incur the
chairs also made of ice. Many of the chairs are chipped wrath of the awakened mammoth. However, they must
also deal with the two winter wolves lurking outside.
and cracked.
The remorhaz tunnel in area L8 provides an alternate
escape route, since the wolves aren't watching that exit.
Garagai and other frost giants once gathered around The trip back to Dougan's Hole can be uneventful, or
the table to discuss various matters. Lying on the floor you can roll for a random encounter using the Wilder-
under the table is a 1-foot-tall stone statuette of a spindly ness Encounters rules (see page 105). If the winter
creature that the characters recognize as the image of wolves are still alive, they attack the party as soon
a chwinga (see appendix C) if they've seen one before. as the random encounter ends, before the characters
In fact, the statuette is an actual chwinga that turned to have a chance to rest. Killing one wolf triggers the
stone when it died. Its killers are still in the room, hid- self-preservation instinct in its brother, causing it to flee.
ing behind chairs: three lcewind kobolds (see appendix
C) named Holgi, Snorp, and Zilbo. They assumed the CONCLUDING THE UEST
lodge was unoccupied and did not expect to find Norsu If they escape the lodge and survive the journey home,
and the winter wolves dwelling inside. The chwinga Silja and Finn are reunited with their mother, Hilda,
startled them, so they killed it. When the characters who has been sick with worry but is overjoyed to see
enter this area, the kobolds cower behind chairs and pe- them alive.
tition the characters for help in escaping the lodge. If the
characters oblige, the kobolds stay with the characters TREASURE
until they're outdoors, whereupon the kobolds either Hilda married her older brother, who was a hunter. He
part company with their saviors or remain with the char- passed away a few years ago but left behind some magic
acters for food and protection (at your discretion). boots he won from a wayward adventurer he bested in
a drinking contest. If one or both of her children are re-
I
L7. GARAGAI's BEDROLL turned safely, Hilda gives the characters her husband's
boots of the winterlands as a thank-you.
CHAPTER 1 I TEN-TOWNS
58
EASTHAVEN
'alking into Easthaven is like stepping into Icewind
~ale's past- the place is a Jiving example of the boom-
. wn way of life that gripped all of Ten-Towns centuries
<10. In the generations since, as other towns have set-
ed into a predictable pattern of existence, Easthaven
a continued to grow and reinvent itself. After the East-
ay was paved, Easthaven evolved into a frontier trad-
- · paradise, fueling the jealousy of its neighbors.
Easthaven's founders were thieves from the Duchy
. Cape Velen, on a peninsula far to the south. They
fused to kowtow to a powerful thieves' guild and were
nven out. To this day, Easthaven honors its shady
unders by declaring pickpocketing legal within the
rn limits- which explains the "Watch thy pouch!"
_ns posted in various local establishments.
Duergar have infiltrated the town of late, scouring
thaven and the surrounding tundra for chardalyn
gments to bring back to their hidden mountain
ronghold. The leader of these duergar is Durth Sun-
ht, the oldest living son of Xardorok Sunblight.
rth and his gang have turned the frozen Easthaven
rry into a temporary base. Using their innate invisibil-
. co move about unseen, the duergar betray their pres-
e only by the footprints they leave in the snow.
.\nother occurrence of note is the recent capture of a OVERLAND TRAVEL FROM EASTHAVEN
d Wizard of Thay who has been found guilty of killing
To Travel Time
andful of dale-folk he had hired for an expedition.
aker Danneth Waylen has issued a decree that the Bryn Shander 7½ hours
zard be tied to a stake and burned alive-an event that Caer-Dineval 9 hours
l of Easthaven residents are looking forward to. Good Mead 4½ hours
CHAPTE R l I TEN-TOWNS
59
Caer-Konig for a modest fee. But the boat and much to this fortress is marked on Durth's map aboard
of Easthaven's harbor is trapped in ice, and Speaker the ferry.)
Waylen has declared that ferry service must cease until Xardorok's fortress has a forge powered by the
the ice thaws-which, given Auril's temperament, seems still-beating heart of a red dragon. In this forge, Xar-
unlikely to happen soon. The ferry's tiefling owner and dorok is crafting a dragon made of chardalyn, with
operator, Scython, spends his idle time at the Wet Trout which he plans to destroy Ten-Towns. The chardalyn
(described below). In Scython's absence, the ferry has dragon is close to being finished.
become a base of operations for a duergar mind mas- • Xardorok has another son, Nildar, who commands a
ter (see appendix C) named Durth Sunblight. He and secret outpost on the northeast side of Kelvin's Cairn
three other duergar named Klaska, Ossyl, and Zublorr (see "The Unseen," page 47).
are using the ferry's aft cabin as a lair, but only Durth is
present when the characters first arrive at the ferry. The THE WET TROUT
other duergar are searching Easthaven for chardalyn. Popular tavern
The duergar are cautious enough to turn invisible The Wet Trout, located near the docks, is the largest and
while moving through town and on the docks, but not loudest tavern in Easthaven, known for its ribald atmo-
smart enough to cover the tracks they make in the snow. sphere and rumor-mongering. A great chimney squarely
Characters who search for tracks on the snow-covered in the building's center has hearths on either side to
dock and succeed on a DC 10 Wisdom (Survival) check warm the tavern's two common rooms. The tavern's cur-
can discern ld4 distinct sets of dwarven boot prints rent owner and proprietor is Nymetra Myskyn, a chaotic
leading to and from the ferry. These tracks were made neutral dragon born berserker of white dragon ances-
within the past 24 hours. try. Although she can be crusty and full of complaints,
Mt Cabin. The ice covering the cabin door has been Nymetra is not discouraged by the Everlasting Rime,
chipped away, and the door is not locked. The space is which she regards as a test of Ten-Towns' mettle. An un-
roughly 10 feet square and contains four sleeping bags, apologetic worshiper of Auril, she supports Easthaven's
packs of stolen rations, and a rolled-up map of Icewind attempts to appease the Frostmaiden with sacrifices
Dale that marks the location of every Ten-Towns set- (see "Sacrifices to Auril," page 21).
tlement, as well as the locations of the duergar outpost Scython. One of the Wet Trout's regular patrons is
near Kelvin's Cairn (see page 49) and Sunblight, the Scython, a neutral good tiefling bandit captain who
fortress hidden in the mountains (described in chap- owns a small house a few blocks away. Scython is also
ter 3). All of the place names on the map are written the owner and operator of Easthaven's ferry. A talkative,
in Dwarvish. happy-go-lucky fellow, he knows rumors that might
Lurking in the cabin is Durth Sunblight. He knows interest the characters. Roll three times on the Ten-
when someone else boards the ship by the creaking of Towns Rumors table (page 18) to determine what
the deck. As a precaution, he turns invisible and stands Scython knows.
in an empty corner at the back of the cabin. If an in- Although he's well informed, Scython doesn't know
truder detects him or tries to steal his map, he attacks. about the duergar stowing away aboard his ship (see
If he's reduced to 20 hit points or fewer, he shrinks to "Easthaven Ferry" above).
Tiny size and flees through a 4-inch-diameter rathole,
exiting outside the ship 5 feet above the frozen harbor
and 5 feet away from the dock. If he escapes, Durth re-
turns to his father's fortress in the mountains (see chap-
ter 3), abandoning his duergar companions.
Development. Durth's companions have been scour-
ing Easthaven for chardalyn. Their latest search has
borne no fruit, and they return to the ferry 30 minutes
after the characters board it. These three duergar attack
any non-duergar they encounter onboard the vessel.
If they find Durth's dead body or no signs of him at all
aboard the ferry, they abandon the ship and don't re-
turn to it.
If the characters capture Durth, he warns his captors
that he's the son of Xardorok Sunblight, who will soon
claim Icewind Dale as his kingdom, and it would be un-
wise for them to earn the wrath of so powerful a fig-
ure. Durth doesn't give up any other information.
His companions are similarly tight-lipped; how-
ever, threats to Durth's life or the clever use
of a suggestion spell or similar magic can
persuade one or more them to reveal
the following additional information:
• Xardorok has a fortress hidden
in the mountains. (The route
CHAPTER l I TEN-TOWNS
60
E ASTHAVEN
HE WHITE LADY INN White Lady can help. Aren't you curious to hear what
she has to say?"
If one or more characters are present when the seance
musty old inn is named after a local legend known
begins, read:
_ ·he White Lady-a ghost rumored to walk on Lac
~ nneshere, haunting the spot where her rich husband
rowned. Rinaldo (lawful good strongheart halfling Smoke from burning incense clouds the room. Multicol-
commoner), a self-styled bard kept around to entertain ored lamps and silks are hung from the rafters, and the
ts, is fond of plucking his fiddle while recounting light from several candles illuminates a circle of uncom-
- tale: that the White Lady's husband was a miser who
fortable-looking guests sitting cross-legged on the floor.
pt his treasure in a heavy, locked chest that never
· · his side. Perhaps it was this heavy chest, suggests Rinaldo pushes back the sleeves of his robe, raises his
naldo, that capsized his boat and sent the man to hands, closes his eyes, and intones, "Lady who watches
unken grave, or perhaps it was the fright of seeing from the lake, come to us in our darkest hour! Tell us
: dead wife that caused him to capsize the boat and what you 've seen! " After a moment of silence, thick frost
wn. Either way, Rinaldo is certain that the man's
forms on the inside of the room's windows, turning them
asure lies at the bottom of the lake, waiting for some
·repid explorer to find it. The inn's sullen, elderly opaque, and the candles go out one by one.
prietor, Bartaban (neutral good human commoner),
- heard the halfling's rambling far too often to be hu- Rinaldo senses that the White Lady's spirit is close and
red by it. urges the characters to reach out to it. Ask the players
Seance. Rinaldo is planning to conduct a seance in a in turn what their characters say or do. The characters
k room of the inn and has invited half a dozen other who try to help Rinaldo must make a DC 12 Charisma
ts (commoners) to join him. Characters who spend (Persuasion) group check. If the group check fails , the
or more nights at the inn are invited by Rinaldo to White Lady's spirit manifests as a poltergeist and at-
!I. his seance. If the characters decline, Rinaldo is dis-
tacks the party, frightening away the other participants.
~inted and tries to get them to change their minds by This poltergeist uses the specter stat block, with the
mg, "We live in dark times. Perhaps the spirit of the
CHAPTER 1 I TEN-TOWNS
61
changes outlined in the "Variant: Poltergeist" sidebar
that appears with it in the Monster Manual. TOIL AND TROUBLE
If the group check succeeds, Rinaldo can sense that The quest in Easthaven begins at the same time as the
the spirit is receptive and urges the characters to ask it burning of the Red Wizard, Dzaan, who is described
questions. The spirit replies truthfully by tracing short, in the "Arcane Brotherhood" section of appendix C.
two- to five-word answers on the room's frosted win- Whether the characters are starting the adventure in
dows. If doing that becomes too cumbersome, the spirit Easthaven or have just arrived, they are present during
uses Rinaldo as a vessel to whisper the answers. If the Dzaan's fiery execution. They're too late to save Dzaan,
spirit doesn't know an answer or thinks a question is but they might encounter a magical copy of him again in
foolish, it shatters a window instead. Once it answers chapter 2 (see "Lost Spire of Netheril," page 145).
three questions, the spirit departs, and Rinaldo can't try The captain of Easthaven's militia, lmdra Arlaggath,
to summon it again until he finishes a long rest. takes notice of the characters during the burning and
Here's what the White Lady knows about the recent offers them a quest. Some fishers have gone missing on
happenings around Lac Dinneshere: Lac Dinneshere, and she wants the characters to take a
boat and search for them. She knows where the fishers
• The castle in Caer-Dineval has become a base for a
like to fish and urges the characters to search that part
devil-worshiping cult.
of the lake first. If they heed Imdra's advice, they find the
• Gray-skinned dwarves have been stalking the
fishers' boats pulled up on the ice within short walking
streets of Easthaven, Caer-Dineval, and Caer-Konig
distance from a frozen cave previously hidden under
while invisible. Their intentions aren't good. They
snow and ice. This cave, the characters soon discover, is
hide aboard the town ferry (see "Easthaven Ferry"
the lair of a hag named Maud Chiselbone.
above) and in the ruins of Dinev's Rest (see "Dinev's
Characters who explore the cave complex find the
Rest," page 38).
bodies of the fishers, as well as Maud's cauldron of
A magic cauldron is hidden in some frozen, lakeside
plenty (see appendix D). The cauldron is a stunning dis-
caves. The cauldron is guarded by an evil hag named
covery and a welcome one for the people of Ten-Towns,
Maud Chiselbone and can conjure enough stew to
if the characters choose to part with it. If news of the
feed a starving town indefinitely (see "Toil and Trou-
cauldron spreads, the characters will quickly find them-
ble" below).
selves the center of attention as various towns strive to
The White Lady doesn't remember the details of her obtain it. With no end to winter in sight, the cauldron
own death or the fate of her lost love. Once her spirit de- might be the last thing standing between one town's sur-
parts, the frost on the windows dissipates. vival and another's extinction.
arrested for the crimes he has inflicted upon dale-folk. ago. The coastline is hard to sail along because of the ice
floes, but savvy anglers prefer it-there are fewer com-
He has been bound to a stake and gagged. Members of
peting fishers from the other lake towns there. We need
the militia use torches to light the straw tucked around
someone to scout the coastline and search for them."
his feet. Fanned by the wind, the fire catches quickly.
Dzaan does not struggle or scream as he is quickly en-
gulfed in flames. Bundled-up spectators move closer to If the characters need a boat, they can borrow one from
he human bonfire, eager to feel its warmth. the angler docks and drag it across the ice to the open
water. A rowboat can hold up to four Medium charac-
ters, while a single-masted skiff can hold up to eight. A
-,. woman bedecked in a tailored coat and a fur hat ap- skiff requires at least one crew member who has profi-
roaches the characters as people huddle around the ciency with water vehicles.
burning wizard. She introduces herself as lmdra Arlag- If the characters request a reward for their services,
_ath, captain of Easthaven's militia. Captain Arlaggath Captain Arlaggath says she's not authorized to give one.
awful good half-elf veteran) speaks curtly but is not But she did confiscate two items from Dzaan that might
nfriendly. If any of the characters ask about Dzaan, she interest the characters: a spell scroll of fireball in a cop-
·ells them that he coldly murdered some adventurers per tube and a gray bag of tricks. They can have one or
·ho had aided the people of Icewind Dale in the past; the other if they find the missing fishers.
1s public execution isn't an act of vengeance but is
-neant to deter others from engaging in similar behavior.
CHAPTER 1 I TEN-TOWNS
THE SEARCH BEGINS lick clean the bones of her "guests." The four fishers
from Easthaven are her latest victims.
Much of Lac Dinneshere is covered with ice. Only the
hardiest anglers venture out to fish for knucklehead FEATURES OF THE CAVES
trout. To wrangle such a catch, fishers must drag their The caves have the following recurring features:
boats across the ice to open water and wait patiently out
Moaning Wind. The howling wind that blows through
on the lake in the freezing cold for hours at a time. To
the caves sounds like a moaning crone, which is
fend off the chill, they often bring bottles of ale to keep
bone-chilling enough to deter most would-be explor-
warm. Imbibing too much is dangerous, for it makes
ers. The wind blows out candles and other small
the anglers more susceptible to being pulled overboard
flames but is otherwise harmless.
by stubborn knuckleheads. Too much ale also leads to
Ice Everywhere. Slippery ice covers every wall, ceiling,
foolhardy decisions. Such was the fate of four old an-
and floor (see "Slippery Ice" in the Dungeon Master's
glers from Easthaven, who abandoned their trusty boat,
Guide). Characters with crampons strapped to their
Bunch o' Knuckleheads, to follow a tantalizing scent
boots can traverse the ice without impediment.
emanating from the mouth of a lakeside cave. Inside,
High Ceilings. The caves have SO-foot-high ceilings.
they encountered a hag named Maud Chiselbone and
The tunnels connecting the caves are 30 feet high.
a spicy concoction she prepared using her cauldron of
Moonlight. Infrequent, naturally occurring breaks in
plenty. Maud took the opportunity to season her stew
the ceiling allow moonlight into the caves, causing ar-
with the ale-soaked anglers before adding their bones to
eas of the complex to be dimly lit on clear nights.
her growing collection.
I
eat. If one is killed, the other flees. U3. CAVE DRAWINGS
CHAPTER 1 I TEN-TOWNS
T5. ICY BRIDGE shrill laugh, dread sunk its teeth in me. Ye gods, that
.\ natural stone bridge spans the frozen river 20 feet horrible cackle! I shall leave these caves in the morn-
low. The top of the bridge is covered with a slippery, ing and never return."
y glaze. Crossing the bridge safely requires a success-
' ul DC 10 Dexterity (Acrobatics) check. A creature that
U7. WATERFALL
The river used to tumble over a small waterfall in this
'ails the check falls off the bridge and lands prone on the
area, following the current west toward Lac Dinneshere.
'rozen river below, taking 7 (2d6) bludgeoning damage
The waterfall now takes the form of a 10-foot-tall sheet
_rom the fall.
of ice that can be climbed with a successful DC 10
6. OLD CAMP Strength (Athletics) check. The ice is thin, however, and
easily broken: the first creature of Medium size or larger
to fail the check causes the ice to crack and fall, releas-
This cave contains an abandoned campsite.
I ing a dormant water weird. After the ice breaks, enough
ice remains that characters can still climb it, but the DC
of the check increases to 15.
haracters who search the charred remains of the Lodged in the rocks behind the waterfall are items
ampfire can find three torn-out pages, only partially that were caught in the river, including an explor-
urned, from a journal written in Dwarvish. er's pack and a miner's pick. After the water weird
Written on the loose pages are an anonymous dwarf's is released and dealt with, these items can be safely
'Ilusings about the cave complex. Characters who exam- recovered.
ne the pages find a couple of noteworthy passages:
"These caves are sacred to the frost giants. The carv- U8. SACRED SPRING
ings on the wall suggest that the giants came here to An underground river once spilled into a pool in this
drown themselves. Did they use the hot spring as a area, filling it with steaming mineral water and over-
acrificial pool?" flowing to the west. The river and the pool are now fro-
"The wind truly sounds like a wailing woman. One zen and will remain so until the Everlasting Rime ends.
could easily go mad in this place." On clear nights, moonlight shines through an opening
"I think there's someone living in these caves. Shortly in the ceiling and illuminates the pool. The minerals in
after discovering the hot spring, I heard what sounded the ice have turned it a cloudy, bright blue. Entombed in
like a granny singing. When the song ended with a the ice are the remains of four frost giants, the faint out-
lines of their forms barely visible.
CHAPTER 1 I TEN-TOWNS
66
a waterlogged wooden chest on the icy shore, its lock
broken off. See "Treasure" below for information on the
chest's contents.
Treasure. The piping-hot stew created by the caul-
dron of plenty is too bland for Maud's tastes, so she has
added skinned meat and fresh human organs to the lat-
est batch. Characters who examine the stew see lumps
of flesh and organs floating in the spicy broth. Charac-
ters will need to dump the stew before trying to move
the cauldron. Even empty, the cauldron requires some
effort to transport, given its awkward size.
If the cauldron is hauled back to Ten-Towns and its
magical properties become known, the characters won't
have trouble finding an interested buyer for it (see "Con-
cluding the Quest" and "Town Hall Capers" below).
The chest that Maud pulls from the depths of Lac Din-
neshere contains 600 gp. Buried under the gold coins
are four crawling claws that leap out and attack if the
gold is removed, dumped, or otherwise disturbed.
CHAPTER 1 I TEN-TOWNS
jail (area T18), the Zhents remove the cauldron from If too much time has passed to track the duergar, the
the Town Hall, lash it to the axe beak with rope, and characters have no way to know where they went-just
toss the keys to the jail cells into a snowbank. The axe as well, given the perils of the duergar fortress. A search
beak is strong enough to drag the cauldron through of the Easthaven ferry yields no clues, as the duer-
the snow behind it as the Zhents lead it back to Targos. gar took all their belongings (including Durth's map)
The Zhents don't stop until the cauldron is delivered to with them.
Speaker Naerth Maxildanarr at the Luskan Arms (see
page 86). Any tracks they make in the snow are oblit- DEVELOPMENT
erated after ld4 hours by blowing wind. Although they Unless they happen to be inside or near the Town Hall
are lawful evil, the Zhents have strict orders not to kill when the duergar arrive, the characters won't know
anyone. Enemies they reduce to O hit points are knocked about the theft until word reaches their ears the follow-
unconscious rather than slain. ing day, when Speaker Waylen asks them to find the
thieves and return the missing fragments of chardalyn,
DEVELOPMENT so that he can lock them up with the other pieces that
Characters at the Town Hall can attempt to thwart the the thieves left behind. Waylen is willing to pay 50 gp for
robbery. If no characters are present during the robbery, each stolen fragment that is returned to him. If the char-
the theft becomes apparent when the characters return acters aren't already aware of the properties of charda-
to the Town Hall to close the deal with Speaker Waylen. lyn, Waylen warns them about the demonic magic suf-
If they arrive in the early hours of the morning, they fusing the crystal and urges them not to come in direct
hear loud banging coming from the dungeon, where the contact with any of the fragments.
speaker and his guards are locked up. Otherwise, they Characters who are determined to find the stolen char-
arrive to find Captain Arlaggath and a small retinue of dalyn fragments can question Easthaven's townsfolk to
town guards trying to break open the cell doors. see if anyone saw suspicious activity on the night of the
Speaker Waylen is stung by Prudence's betrayal, as robbery. Any character who spends an hour knocking
she worked closely with him for nearly three years. He on doors and inquiring about town can make a DC 14
had no idea she worked for the Zhentarim. If the char- Charisma (Investigation) check at the end of that hour.
acters don't know where the Zhents took the cauldron, On a failed check, no useful information is obtained.
Waylen recalls that Prudence offhandedly mentioned If the check succeeds, the character is urged to speak
having family in Targos. (Her "family" is the Zhentarim.) with Scython, the tiefling ferryman, who spends most
He suggests they search for the cauldron there. Charac- of his free time in a tavern called the Wet Trout. Scy-
ters can find Prudence Tarkwold at the Luskan Arms, thon is widely regarded as a font of useful information.
where she has a private room to herself. As for the caul- Although he doesn't know anything about the duergar
dron, Speaker Maxildanarr has it and won't give it up or the stolen chardalyn, he knows several rumors that
without a fight. might steer the characters in new directions (see "The
Wet Trout," page 60). Once the characters are 4th
THE CHARDALYN CAPER level, the adventure steers them toward the duergar for-
The duergar hiding aboard the Easthaven ferry attack tress in chapter 3, where the stolen chardalyn fragments
the Town Hall in the dead of night, determined to steal can be found (see area X26 on page 180).
pieces of a ship's figurehead made of chardalyn. This
theft occurs while most townsfolk, including Speaker EASTHAVEN TOWN HALL
Waylen, are asleep in their homes. For more informa- Information about Easthaven's Town Hall is provided
tion about the duergar and what they know, see the here, along with a map. You can use map 1.11 to repre-
"Easthaven Ferry" section (page 59). sent other town halls in Ten-Towns, as needed.
Easthaven's Town Hall is a two-story, wattle-and-daub
DUERGAR THIEVES building where townsfolk come to renew licenses, pay
If he's still alive, Durth Sunblight, a duergar mind fines, settle petty claims, file complaints, and gather to
master (see appendix C), leads three duergar named discuss important issues. The flag of Easthaven flutters
Klaska, Ossyl, and Zublorr to the Town Hall under the atop a cupola on the Town Hall's steeply pitched rooftop.
cover of night, making their way inside through the All above-ground levels have wooden floors , with
north entrance. Barring the characters' intervention, framed oil paintings by local artists mounted above
the duergar use their weapons to shatter the chardalyn the wainscoting. The doors on these levels are made of
figurehead in area T6. The guards in area Tl 7 interrupt sturdy wood and have no locks, though the outermost
the duergar but are no match for them. After killing the doors can be barred from within. The dungeon level
guards with their war picks, the duergar finish breaking is hewn out of solid rock and has sturdy iron doors
apart the figurehead. throughout. Low-burning lanterns hang from iron brack-
Each duergar carries one sack that can hold up to ets or the rafters, dimly lighting all interior locations.
five 20-pound fragments of chardalyn. After filling their The following locations are keyed to map 1.11.
sacks, the duergar exit the Town Hall and travel to their
hidden fortress in the mountains (described in chapter
3). Any tracks left by the duergar are obliterated after
ld4 hours by blowing wind.
CHAPTER 1 I TEN-TOWNS
After the book was confiscated by a member of the Tl 7. JAILERS ' ROOM
town militia, it was brought to the Town Hall, where a Unless they have been called away by a disturbance
clerk saw fit to place it in this library for safe keeping. elsewhere, four guards (tribal warriors) sit around a
Casting dispel magic on the book ends the illusory script circular wooden table, playing Three-Dragon Ante with
pell placed upon it. When the illusory script spell ends, a well-worn deck of cards. Characters who listen at the
the book's true contents are revealed. It contains the fol- door before entering can hear these soldiers complain-
lowing spells: animate objects, arcane eye, arcane lock, ing about the cold and wondering when the next lottery
blur, confusion, conjure elemental, detect magic, dis- will be held (see "Sacrifices to Auril," page 21). One
guise self, fireball, hallucinatory terrain, illusory script, of the guards carries a ring of eight iron keys; these keys
invisibility, knock, levitate, magic missile, major image, unlock the cell doors in area T18.
mirror image, mislead, phantasmal force, phantasmal
killer, seeming, sending, silent image, and slow. Tl8. JAIL
Individuals arrested for crimes in Easthaven are de-
Tl5. OFFICE AND STORAGE SPACE tained here. Each cell sports a locked iron door with
Residents of East haven can rent out these small rooms a 5-inch-square, iron-shuttered window built into it so
for personal storage or office use. Of the six available that guards can peer into the cell without opening the
rooms, only two are currently in use; the rest are empty. door. One of the guards in area Tl 7 carries the keys that
The first room in use contains several storage crates unlock all the cell doors. The doors are too sturdy for
and barrels. If the characters investigate further, they the characters to force open using brute strength alone,
discover all these containers are empty. but a character with thieves' tools can use an action to
The second room in use has been converted into a attempt to pick a door's lock from the outside, doing so
cozy office. Two overstuffed chairs and a wooden desk with a successful DC 15 Dexterity check.
are crammed into the space. Inside the desk's unlocked
drawer is a half-finished romance novel titled Lost in Tl9. INTERROGATION ROOM
Lavender Orbs. Prisoners are brought here when Speaker Waylen has
a mind to question them. The room contains a sturdy
T l6. STAIRS TO THE DUNGEON oak chair fitted with iron manacles, a mop, and a
tone stairs covered with wooden planks lead down to wooden bucket.
•he dungeon, which is hewn out of solid rock.
CHAPTER 1 I TEN-TOWNS
7r
Goon MEAD
Founded by immigrants from Chult and the Vilhon
Reach, Good Mead is nestled between Redwaters and
a nearby evergreen forest. The town's squat dwellings,
adorned with carvings of dinosaurs and serpents, are
overshadowed by the two-story structure of the mead
hall, its eaves carved and painted to resemble wyverns.
As honey is the key ingredient in mead, the town literally
buzzes with the droning of bees.
Every tavern in Icewind Dale is accustomed to re-
ceiving regular mead deliveries, and the town can't
produce or deliver its mead fast enough. All deliveries
have halted temporarily, though- because a verbeeg
marauder (see appendix C) emerged from the forest
three days ago a nd stole three casks of mead that
were being loaded onto a dogsled for transport to Bryn
Shander. Kendrick Rielsbarrow, the town speaker and a
giant of a man in his own right, stood his ground against
the verbeeg and didn't fare well. After skewering Ken-
drick with its spear, the verbeeg grabbed the casks and
disappeared whence he came. T he other residents of
Good Mead tried to save Kendrick, to no avail; his body
lies in a local shrine. Five members of the militia went
after the verbeeg but haven't returned.
CHAPTER 1 I TEN-TOWNS
72
SHRINE OF THE FLAMING SWORD
Shrine of Tempus (god of war)
This vacant building stands on the lakeshore and has
a crow-haunted steeple protruding from its peak. Un-
like the mead hall, which is well cared for, the shrine's
painted icons of the god of war wielding a flaming
sword are chipped and faded, and its spacious interior
stands mostly empty except for a long table on which
rests a body covered with a blanket. The body is that of
Speaker Kendrick Rielsbarrow, a giant of a man in his
forties. He died from three stab wounds to the chest.
The shrine was built over a century ago, when the
town's rivalry with Dougan's Hole raged so fiercely
that the lake, a frequent battlefield, became known as
Redwaters. For a time thereafter, nearly all residents of
Good Mead paid homage to Tempus. Today, the shrine's
relevance has dwindled to the point where it's mainly
used just for town gatherings.
CHAPTER 1 I TEN-TOWNS
73
The ogre killed all five humans with its greatclub If the characters don't have the fox or choose not to
and then headed for home. Characters can follow its let it go, the chwinga follows them all the way to the ver-
tracks in the snow without a check. A successful DC beeg lair, if permitted to do so, but won't venture inside.
12 Wisdom (Survival) check identifies these tracks as
belonging to a Large giant. Following these tracks leads VERBEEG LAIR
the characters on a path through the woods until, after 8 The lair's caves and tunnels have rough, 20-foot-high
hours, they come upon the verbeeg's lair. ceilings covered with large icicles. The floors are some-
what uneven but not rough enough to be difficult terrain.
THE Fox AND THE CHWINGA
The verbeeg, named Duhg, needs light to see, which is
The characters have one encounter while they follow the
why he keeps a bonfire lit in area V3 and carries a torch
ogre's trail. A chwinga (see appendix C) pops out of the
when he visits the darker corners of his lair.
snow and hurls a wee snowball at the lead character in
The following locations are keyed to map 1.13.
the party's marching order. Once it has the party's atten-
tion, it capers atop the snow. Vl. THREE ENTRANCES
If the characters rescued the fox from Fef Moryn, the The ogre's tracks lead characters to a frozen stream,
animal bolts toward the chwinga if it's allowed to do so. then along it to the verbeeg's lair:
The chwinga bows before the fox and offers it a frozen
berry, which the fox gobbles up. After that, the chwinga
and the fox become fast friends. The chwinga mounts The trail culminates at a rocky hillside with pines growing
the fox, bestows a charm of animal conjuring or one around its base. Set into the hill are three caves.
of the new charms described in appendix C (see "New The frozen creek emerges from the west cave, which
Chwinga Charms," page 283) upon the character it
has a low-hanging mouth.
hit with the snowball, and rides off on the fox's back.
(For more information on charms, see "Supernatural The center cave-an eight-foot-high passage hewn
Gifts" in the Dungeon Master's Guide.) The characters from the rock-is moderately blocked by a tight stand of
can interrupt this scene if they want; the chwinga won't conifers and two massive fallen logs.
bestow its supernatural charm, however, if events unfold The northeast cave has a big, yawning mouth, and
any differently.
flickers of light emanate from within. The tracks of your
quarry head through this entrance.
CHAPTER I I TEN-TOWNS
74
MAP 1. 13: V E RB EEG LAIR
Characters can enter the verbeeg lair through any of If the characters make a lot of noise, the ogre comes
these paths. If they take the time to examine the hillside running from area VS and the verbeeg marauder (see
to the east more thoroughly, they find a fourth cave en- appendix C) approaches from area V9, both arriving
trance (area V2). at the same time. They try to kill intruders on sight.
If more than two intruders are visible, the verbeeg
V2. MAIN ENTRANCE whistles for the cave bear, which arrives 3 rounds later
from area V7.
If it's close enough to the bonfire, the verbeeg can
Half-submerged in the icy mire are the bones, skull, and
use his action to try to shove a creature into the flames
tusks of a long-dead mammoth. Beyond these remains is (see "Shoving a Creature" in the combat chapter of the
a yawning cave mouth. Player's Handbook). Any creature that enters the bonfire
for the first time on a turn or starts its turn there takes
10 (3d6) fire damage. It also catches fire as it leaves the
This route leads to the firelit cave (area V3) and the re-
bonfire's space, taking 3 (ld6) fire damage at the starts
fuse pit (area V4).
of each of its turns until an action is used to put out the
V3. FIRELIT CAVE flames engulfing it.
This cavern is slightly sunken, as all tunnels leading to Characters in a position to harm the verbeeg's goats
it slope down gradually. and sheep (see "Animals" below) can use an action to
threaten one or more of these animals and, with a suc-
cessful DC 10 Charisma (Intimidation) check, cause the
A bonfire in the middle of this cave keeps it lit and rela- verbeeg to cease hostilities and call off the ogre and the
tively warm. The scent of roasting meat fills the air as a cave bear. Under such pressure, the verbeeg is willing to
hunk of meat on a spit drips juices into the fire. Goats let intruders leave the lair without further incident, pro-
vided the animals in the pen are not harmed or taken.
and sheep are held in a spacious animal pen enclosed by
One crate is packed with straw, which the verbeeg
a crude wooden fence. Other features of the cave include feeds to the goats and sheep. The other contains ten
a wooden cart with a broken wheel, two old crates, and large torches, which the verbeeg made out of wood and
two barrels. pitch. The barrels are half-filled with salt and _pepper,
which the verbeeg uses to season his meat.
CHAPTER 1 I TEN-TOWNS
75
Animals. The livestock pen holds seven goats and six discourage the cave bear from rooting through them.
sheep, all in healthy condition. Use the goat stat block Lowering a basket by using its mechanism requires an
for each sheep, with these changes: action. The baskets contain sheep shears, milk pails,
, A sheep is a Small beast with 3 (ld6) hit points and a bristle brushes, and several bags of grain and oats sto-
len from caravans on the Eastway. One of the baskets,
walking speed of 30 feet.
determined randomly, contains the verbeeg's treasure
It lacks the Charge feature and any effective attacks,
(see "Treasure" below).
giving it a challenge rating of O (0 XP).
Casks ofHoney Mead. One of the three casks is
The verbeeg acquired his livestock by robbing travel- empty, the verbeeg and ogre having shared its contents;
ers on the Eastway. He considers these beasts his trea- each of the other two holds 20 gallons of honey mead.
sured pets and has given names to all of them. He has Each full cask weighs 200 pounds.
trained the ogre and the cave bear not to attack them. Treasure. The verbeeg's treasure basket holds 72 sp,
What's Cooking? The meat roasting on the spit is a 344 cp, a translucent pink moss agate gemstone (10 gp),
piece of what used to be Art in Glanhig, a shield dwarf a healer's kit, a hunting trap, and a small rabbit-skin bag
lumberjack from Bryn Shander who crossed paths with containing ten silvered sling stones.
the verbeeg. A small bundle near a log by the fire con-
tains Artin's battleaxe and his thick leather boots. The V6. FROZEN STREAM
verbeeg is fashioning a small knife he can use to care-
fully unstitch the boots and reuse the leather.
To the north along the frozen stream, the tunnel splits,
V4. REFUSE PIT with one way continuing north and the other veering
east. The stream follows the dark northward tunnel. Light
l This dead-end cavern has a crudely excavated, ten-foot- ] from a distant fire is visible in the eastern tunnel.
wide pit in the middle of the floor.
Characters who follow the frozen stream to the north
arrive at area V7. Those who venture eastward come
The verbeeg and the ogre dug this refuse pit, which is
to area V9.
20 feet deep and filled to a depth of 5 feet with bones,
trash, and filth. V7. CAVE BEAR'S LAIR
CHAPTER 1 I TEN-TOWNS
the spell is cast. Before the statue can be touched, the is sitting cross-legged in the tunnel, a lit torch on the
characters must dig through a foot of ice to reach it. floor nearby. The verbeeg is sharpening a stone knife
The statue blesses the pool, such that any creature he found in the old tomb. Duhg plans to use this knife to
that drinks from it gains the benefit of a greater resto- unstitch the dwarven boots in area V3. Leaning against
ration spell. This magic is suppressed while the pool a wall, within easy reach, is Duhg's spear.
is frozen. A given creature can gain the pool's benefit
only once. VlO . ANCIENT TOMB
l
foot-high, fifteen-foot-square room, which has narrow,
This eight-foot-high , five-foot-wide passage has a dozen natural exits in the east and west walls. In the middle of
burial niches carved into its walls. the room is a rectangular stone block seven feet long,
four feet wide, and three feet tall. Pictographs on the
An ancient human tribe carved a tomb out of the hillside walls of the chamber tell a tale of one tribe's journey
to house the bones of their chieftain, whose remains are through mighty mountains and across a perilous tundra .
housed in area VlO. Each burial niche in this tunnel is 2
fee t wide, 2 feet tall, and 5 feet deep. The bones of war-
riors were placed here to guard the way to the chieftain's A tribal chieftain was laid to rest here in ancient times.
tomb. Animals have savaged the bones, leaving nothing The pictographs illustrate how the chieftain led her tribe
but a couple of skulls and carved stone knives behind. to settle in lcewind Dale, how they fought off terrible
monsters to claim their land, and how they found peace
V9. DUHG ls HERE in their new home. Characters who study the artwork
A natural tunnel bisects a ring-shaped excavation in can pick out an image of the chieftain wielding a wand
this area, which was once an additional burial chamber. and casting a destructive spell.
. iches cut in the north end of the outer ring hold noth- It takes a combined Strength of 50 to move the block.
ing of interest. Revealed beneath it is a shallow niche in the floor that
Duhg the verbeeg marauder (see appendix C) is here holds the bones of a female human, her tribal garb re-
if he hasn't been encountered somewhere else. Duhg duced to dust and tatters.
CHAPTER l I TE N -TOWNS
77
Treasure. Clutched in the chieftain's left hand is a concern if the characters left one or both of the verbeeg
pearl of power. In her right hand is a +l wand of the war alive. After all, what's to stop them from terrorizing the
mage. A curse befalls a ny creature that removes either town again?
magic item or any of the chieftain's remains from the
burial niche. Until the curse ends on it, the creature is NEW TOWN SPEAKER
haunted by phantasmal nightmares whenever it takes a As the characters are recuperating from their adventure
long rest and gains no benefit from that rest. Replacing or planning their next excursion, a local cask maker
the stolen object ends the curse, as does a remove curse named Olivessa Untapoor (neutral good human com-
spell or similar magic. moner) approaches the party leader, if there is one. If no
character has assumed that role, Olivessa approaches
AFFAIRS OF THE HEART the character with highest Charisma score:
As the characters exit the verbeeg lair, read:
A middle-aged woman approaches you and removes her
A verbeeg strides through the snow, approaching the thick wool scarf so that she can speak clearly. "My name
mouth of the cave. Her misshapen face bears a too- is Olivessa, and I make the casks for the mead. Some
wide smile. She clutches a spear in one hand while friends of mine don't want Shandar Froth to become our
using her other arm to cradle a wicker basket filled with next town speaker. They say he's untrustworthy. I don 't
bits of shiny metal. "Duhg?" she shouts in Common. know him that well, but I've been urged to run against
"You home?" him . I have no interest in the speakership, but you seem
to be a good leader, and this town could use one. What
do you say?"
Gahg, a verbeeg marauder (see appendix C), has ar-
rived for a romantic encounter with Duhg. Gahg has
brought along some fragments of metal that she hopes Olivessa is ready and willing to throw her support
will impress Duhg, who had been planning to give Gahg behind any character who runs in the election for the
a cask of honey mead. speakership, and since she's a leading candidate herself,
If the characters try to stop Gahg from entering her support carries weight. Her opponent, Shandar
Duhg's lair, Gahg becomes alarmed, then enraged. She Froth (neutral shield dwarf commoner), doesn't like this
drops the wicker basket and attacks the characters, turn of events. After accusing the characters of having
afraid that something terrible has happened to Duhg. no stake in Good Mead's future , he leaves town for a day
If the characters run away, Gahg checks on Duhg to to get help (see "Zhentarim Intervention" below).
make sure he is unharmed, allowing the party a head A character who spends at least 1 hour making
start back to Good Mead. If the characters run back into inquiries throughout town can learn the following
the verbeeg lair and try to hide, Gahg searches for them information about the two leading candidates for the
after locating Duhg. speakership:
If only one verbeeg survives contact with the char-
Olivessa has deep roots in Good Mead. Her family
acters, it won't rest until it has revenge for the death
has lived in the town since its founding. She's quite
of its potential mate. A verbeeg is smart enough not to
reserved and doesn't have any family of her own. She
act rashly against the party, but it might vent its fury by
lives alone in the house closest to the Shrine of the
launching more hit-and-run attacks on Good Mead.
Flaming Sword.
GAHG's BASKET OF BITS Shandar has lived in Good Mead for a few years and
The metal fragments gathered by Gahg are pieces of is popular among the town's loggers. He can be a bully
a futuristic weapon that was jettisoned from the cargo and a blowhard , but there's nothing he wouldn't do for
hold of an illithid nautiloid before the spaceship crashed his friends. He lives with five other loggers in a small
(see page 132). Gahg witnessed the crash, which house on the west side of town.
looked like a comet streaking across the sky, then found Zhentarim Intervention. Shandar is under the thumb
the weapon's wreckage and took some of it. A character of Naerth Maxildanarr, the speaker of Targos. Faced
who examines the fragments and succeeds on a DC 20 with the possibility of losing the election, Shandar
Intelligence (Arcana) check realizes that the metal is not makes the 8-hour hike to Targos to warn Naerth and
something one could expect to find on this world. then promptly returns home. A day later, eight human
Treasure. The metal bits are worth a total of 75 gp to thugs storm the mead hall in cold weather clothing.
a tinkerer or blacksmith. Before the characters can intervene, Shandar and his
fellow loggers confront the thugs and kick them out of
CONCLUDING THE ~ S.:!:__ _ _ town with their tails between their legs. The whole inci-
Once the characters find the two remaining casks of dent is orchestrated to make Shandar into a local hero.
honey mead, they'll need to figure out a way to haul Characters who capture and interrogate one or more of
them back to Good Mead. After they solve that prob- the thugs learn that Naerth Maxildanarr hired them.
lem, they have a safe trip back to town. The townsfolk If the characters fail to expose the deception, Shandar
are happy to see the stolen mead returned but express is elected town speaker, giving the Zhentarim a political
foothold in Good Mead.
CHAPTER l I TEN-TOWNS
L ONELYWOOD
~ounded by a Sembian family from Urmlaspyr, Lone-
-·wood is a quiet town of loggers, fishers, and scrim-
anders scratching out a living on the edge of the
orld. The town's oldest buildings and docks bear carv-
ngs of dragons, lions, and goats that pay deference to
e family's crest, which featured a chimera.
Roughly half of Lonelywood's able-bodied residents
~awl the lake for knucklehead trout, while most of the
hers spend their days in the forest felling and hewing
he trees that are used to construct boats and buildings.
onelywood's timber is taken by cart to be sold in other
ettlements, Termalaine and Targos in particular.
For as long as Ten-Towns has existed, Lonelywood
as attracted the region's shadiest element, from unre-
~ ntant thieves to cold-hearted killers. The thick forest
l()ming behind it conceals the dark and sordid dealings
·hat sometimes transpire there. Despite its attraction
·o criminals and miscreants, Lonelywood is not a place
vhere folk murder each other in the streets. The reali-
ies of survival demand that the residents live and work
ogether, and not dwell on history. A visitor can make
'T!any friends here but would be wise not to drudge up
-he dark deeds of anyone's past in this small town.
LONELYW00D IN A NUTSHELL
Friendliness *** Services ** Comfort **
value their privacy and are much less inclined towel-
Available Quest. "The White Moose," page 80. come strangers into their meager dwellings.
Population. 100. The following locations are marked on map 1.14.
Leader. Speaker Nimsy Huddle (lawful good strong-
heart halfling commoner) speaks for the townsfolk. THE HAPPY SCRIMSHANDER
Ever since the local inn closed its doors, Nimsy has Shop
opened her heated attic to visitors looking for a place This little shop facing the docks sells the tools of the
to crash for the night. She bakes halfling-shaped scrimshander's trade: needles and knives in a wide
cookies and brings them to meetings of the Council array of shapes and sizes, inks in a rainbow of colors,
of Speakers. and wax used to seal an engraving when it's done. The
Militia. Lonelywood can muster up to 50 soldiers (use shop's owner is a doughy spinster of few words named
the tribal warrior stat block) and 4 veterans. Iriskree Harrowhill (retired neutral human assassin).
Heraldry. Two narrow white triangles, one descend- She doesn't talk about her shady past except to speak
ing from the center top, the other rising from center fondly of people she once knew who have since died .
bottom, almost meet on a forest-green field. The top
triangle represents an icicle, denoting Lonelywood's THE LUCKY LIAR
northerly location ; the bottom triangle is an ivory Tavern
horn , representing the town's scrimshaw trade.
Fishers and woodcutters gather here in the evenings to
Sacrifice to Auril. Food (see page 21).
weave tall tales- the more outrageous and embellished,
Rivals. Bremen, Targos, Termalaine.
the better. From time to time, patrons whose tongues
have been loosened by drink let slip valuable or dan-
OVERLAND TRAVEL
gerous secrets. Characters who loiter in the tavern are
A three-mile-long snow-covered path connects Lonely- likely to hear a rumor or two, which you can determine
wood to Termalaine. Characters on foot can walk this by rolling on the Ten-Towns Rumors table (page 18).
path in 2 hours; mounts and dogsleds can shorten this The tavern's raven-haired barkeep, Danae Xotal (law-
time by as much as 50 percent. ful evil human spy), files away these secrets as she goes
about her serving work with quiet circumspection. Her
LOCATIONS IN L0NELYW00D secret is that she's a Thayan agent working for Szass
Lonelywood has no inns or other places for visitors to Tam, the most powerful lich in Thay. Danae was planted
rest, except for the town speaker's house, which has a in Icewind Dale years ago to watch for enemies of Szass
spacious, heated attic that can accommodate characters Tam who might seek refuge in Ten-Towns. No one else
looking for a night's rest. Other residents of Lonelywood in Ten-Towns knows her secret, and those she has
marked as enemies in the past have quietly vanished.
CHAPTER 1 I TEN-TOWNS
79
Speaker Huddle tries to seduce the characters with
~ LoNELVW
a basket of halfling-shaped cookies, hoping they'll join
the hunt fo r the white moose. If the characters turn her
down, Speaker Huddle sweetens the deal with coin .
.,{ / The white moose is an awakened beast that serves
::J The Lu!=
/
Liar
Ravisin, the same evil frost druid who awakened the ple-
siosaurus in Maer Dualdon (see "Lake Monster," page
28). This druid has cast awaken spells on several
beasts, gifting them with human-level intelligence and
the ability to speak, and uses them to spy on settlements
and terrorize their inhabitants. Ravisin has taken refuge
in an elven tomb in the woods and won't rest until the
forest is free of loggers. Simply killing the white moose
will not solve Lonelywood's problem; to end the threat to
Lonelywood and other towns, the characters must stop
the druid from awakening more beasts and using them
to harm Ten-Towners.
CHAPTER 1 I TEN-TOWNS
81
WOLF PACK If the characters watch the location for an hour or more
A pack of l d4 + 4 wolves descends upon the party. from a safe dista nce away, they see the awakened white
If three or more wolves are killed, the s urviving moose (see the accompanying stat block) emerge from
wolves fl ee. under the hi llside, s tand in the moon dial , a nd s niff the
air for a few m inutes before ambling back toward Lone-
FINDING THE ELVEN TOMB lywood to continue its reign of terror. If the characters
explore the elven tomb without delay, they encounter the
T he elven tomb lies on a lightly wooded slope. An an- moose in area E 6.
cient moon dial is its centerpiece. Ch aracters can find
the tomb if they follow the tracks of a beast s uch as the ELVEN TOMB LOCATIONS
white moose. Ancient elven magic tricks a ll aberrations,
fiends, gia nts, hum anoids, and undead into veering away The fo llowing locations are keyed to map l .l 5. Areas
from the site without the s lightest inklin g th at they"ve El th rough E S are outside; areas E 6 th rough E9 are
been magically misdirected. undergro und.
When the cha racters come within sight of the elven
El. ELF STATUES
tomb, read:
STR
19 (+4)
DEX
11 (+0)
ACTIONS
Multiattack. The moose makes two attacks: one with its ant- The brazier is adhered to the ma rble floo r a nd ca n't
lers and one with its hooves. be budged.
When a pinecone, a twig, a feather, a nd a severed
Antlers. Melee Weapon Attack: +6 to hit, reach 5 ft ., one target. humanoid ha nd are placed in the brazier a nd set on fire
Hit: 13 (2d8 + 4) piercing damage. (see a rea E 4), a silver fl ame qu ickly consumes the bra-
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft. , one target. zier's contents and continues to burn for a tend ay. This
Hit: 9 (2d4 + 4) bludgeoning damage. fire generates heat a nd li ght equiva lent to th at of a camp-
fi re and can't be extin gui s hed .
CHAPTER 1 I TEN-TOWN
Characters who peer through the western hole can see a ES. While its frame is lit, the mirror functions like an
dark, sunken chamber (area E6) beyond. ordinary crystal ball. Currently, the mirror is attuned
A persistent magical effect heats the face of the moon to the white moose, which uses it to locate hunters and
dial, ensuring that the lunar symbols remain clear of loggers it is familiar with. After clearing the snow cov-
snow. The symbols depict a full moon to the north, a ering the moon dial, the frost druid uses a moonbeam
new moon to the south, and various waxing and waning spell to light the full moon symbol on the moon dial's
phases of the moon in between. face, activating the mirror so the moose can use it. If the
Whenever the moon is in the sky over Icewind Dale, moose dies or another creature attunes to the mirror,
the crystal gnomon projects a triangle of moonlight the moose's attunement ends.
onto the moon dial's face, its tip lighting the symbol that The mirror is held to the wall with sovereign glue and
matches the moon's current phase. This occurs even if can't be removed without shattering it. Once broken, the
the moon is not visible in the sky. mirror's magic is gone forever.
Any character who studies the lunar symbols sees tiny
inscriptions in Elvish around the full moon symbol (the E8. FIRST TOMB OF THE HALF- MOON
white circle to the north) and the two half-moon symbols The stone door to this tomb is engraved with a white
located on the west and east sides of the dial, but not semicircle (the symbol of a half-moon), with its rounded
the other partial moon symbols or new moon symbol edge facing toward the right. The door is locked from
(the black circle to the south). The inscriptions translate the outside unless the light of the gnomon or a moon-
as follows: beam spell illuminates one of the half-moon symbols
on the moon dial in area ES. A knock spell or similar
Full Moon Inscription. "Gaze upon your own face and
magic also opens the door. It pushes open easily from
have seven questions answered." The magic mirror in
the inside.
area E7 is activated for as long as the light of the gno-
mon or a moonbeam spell illuminates this symbol.
Half-Moon Inscription. "Unlock the tombs of the half This circular chamber has an intricately carved, domed
moon." While the light of the gnomon or a moonbeam ceiling twenty feet high. A beam of light shines down
spell illuminates either of the half-moon symbols on from the top of the dome, illuminating a rectangular
the moon dial's face, the doors to areas ES and E9 can
stone sarcophagus.
be opened.
E6. BARROW
The light that shines down upon the sarcophagus is a
The spacious chamber tucked under the hill is strewn
minor magical effect that can be dispelled.
with bones and holds the sleeping forms of several
The sarcophagus's 3S0-pound lid can be lifted or
harmless animals (foxes, hares, goats, owls, wolf pups,
pushed aside. Inside the sarcophagus is the withered
and young bears) that share the space peacefully. The
white moose makes its lair among these creatures as
well when it's not out terrorizing Ten-Towners. If the
characters didn't wait outside to encounter the awak-
ened white moose (see the stat block on page 82),
it fights them here, which startles and scares away the
other animals. If the frost druid in area E9 hears sounds
of battle in this room, she remains where she is, prefer-
ring to make a final stand there.
Statues. In addition to the animals, this area contains
three white marble statues of elves that are identical
to the ones outside, except that the wind has not worn
away the detail in their faces and they don't stand on pil-
lars. All three are facing east, toward the nearest wall.
CHAPTER 1 I TEN-TOWNS
corpse of an elf in tattered robes. As the sarcophagus
is opened, the rush of air disturbs the cadaver's robes,
which have mostly crumbled to dust. The sarcophagus
also contains the following items:
An unstrung bow
Six silvered arrowheads
A wooden cup with a winged fish etched into the side
CHAPTER I I TEN-TOWNS
85
TARGOS
Like Bryn Shander, Targos is encircled by a wooden
wall , which helps to protect the town against ores and
other threats from the wilderness. The wall extends out
into the lake, creating a safe harbor for the town's boats.
But now Auril's long winter has frozen the water in the
harbor, and many ofTargos's boats are trapped in the
ice. Fishers must drag their smaller vessels across the
ice to get to the unfrozen lake beyond the harbor walls.
Almost all the towns in lcewind Dale make their living
off the lakes, but nowhere is that fact more evident than
in Targos. The town has always had the biggest fishing
fleet and the biggest fishing industry, and everything
that goes on here revolves around hauling the knuckle-
head trout out of Maer Dualdon. Auril's endless winter
makes the work harder, but it gets done nonetheless.
Naerth Maxildanarr, a former rogue of Luskan , moved
to Targos a couple of years ago, took up residence in the
Luskan Arms, and spread around a lot of gold , earning
the loyalty of many local fishers. His cordial, down-to-
earth demeanor contributed to his swift rise to power,
enabling him to replace a town speaker who was well
liked but didn't want the job anymore. As the most
senior representative of the Zhentarim in Ten-Towns,
Naerth is determined to turn lcewind Dale into a trade
hub for the Black Network. He has a dozen or more OVERLAND TRAVEL FROM TARGOS
Zhentarim spies throughout Ten-Towns that he uses to
To Travel Time
good effect, disposing of suspected Harper spies and
convincing business owners to buy fish from Targos in- Bremen (no trail) 3 hours
stead of from other sources. Bryn Shander 2 hours
Termalaine 4 hours
TARGOS IN A NUTSHELL
Friendliness ** Services *** Comfort ** LOCATIONS IN TARGOS
Available Quest. "Mountain Climb," page 87. The following locations marked on map 1.16 are likely
Population. 1,000. to attract characters during their stay in Targos.
Leaders. Speaker Naerth Maxildanarr (lawful evil hu-
THE LUSKAN ARMS
man spy) is secretly a Zhentarim agent, who won the
speakership because of his popularity with the fishers. Inn (and the town speaker's residence)
Naerth is eager to secure a Zhentarim stranglehold The Luskan Arms is the oldest public house in Ten-
on trade in Icewind Dale. A Zhent mercenary named Towns, established back when Bryn Shander was still
Ska th (lawful evil tiefling veteran) who is loyal to just "the camp on the hill" and Luskan was a thriving
Naerth leads the town's militia. city. Many of the traders who came to Targos in those
Militia. Targos can muster up to 200 soldiers (use the days hailed from Luskan, so the Luskan Arms was
tribal warrior stat block) and 16 veterans. built to look like an inn that might be found in the City
Heraldry. A single-sailed, black ship (facing to the right) of Sails. As a result, much of the decor is nearly two
on a light blue field , representing the town's pride in hundred years old , reflecting Luskan as it was in the
its fishing fleet. years before its decline. The inn has sturdy walls but
Sacrifice to Auril. Humanoid (see page 21). rotten floorboards , and drafts come up into the common
Rivals. Bremen, Lonelywood , Termalaine. room from the cellar. The place is also infested with
rats, which scurry between the walls at all hours of the
OVERLAND TRAVEL night. The proprietor, Owenn Tarsenel (neutral human
A snow-covered path connects Targos to Bryn Shander. commoner), is a quiet, balding man who has sunk into a
A similar path sweeps around the east side of Maer deep depression, fearing that summer will never return
Dualdon and leads to Termalaine. Travel times in the to lcewind Dale.
Overland Travel from Targos table assume that charac- The largest guest suite in the Luskan Arms is occu-
ters are on foot; mounts and dogsleds can shorten these pied by the town speaker, Naerth Maxildanarr, who
times by as much as 50 percent. likes the inn because it reminds him of home and is
There is no easy way to reach Bremen by land , since a great place to meet visitors. Caged in his room are
heavy snow has wiped out the trail that once led to it. three flying snakes that he uses to deliver messages to
his spies.
TRIGLIO
GETTING THE
=--...,s.....::
U_E__S_T_ _ _ _ _ _ __
General store
Triglio takes its name from one of the chanteys that As you trudge through town, snow crunching underneath
the fishers of Targos sing when they are hard at work: your feet, you hear the bark of a dog over the whistle of
·•Trig-lee-oh, lads, an ' 'oist upon the line/ Trig-lee-oh,
the wind. A wolf-sized sled dog with light gray fur runs
lads. an ' bring yon fishers in." The store's proprietor
is Jestin Hunrae (neutral good human commoner), a toward you, dragging a broken leather harness beh ind it.
scarecrow-like fellow who fished the lake until his left
hand was crushed in a collision with a boat from Ter-
The dog (use the wolf stat block), whose nam is Boy,
malaine. The only items he doesn't sell are fishing and
has clearly broken free of its sled and is friendly. It tack-
sailing supplies; in Targos, such goods are supplied by
les the nearest character and whimpers as it licks that
specialty crafters and merchants. All other common
character's face . Then, using every communication tac-
gear, including fishing poles and snowshoes, can be
tic at its disposal, it tries to lead the party to its master's
bought here.
house a few blocks away, grabbing a character by the
bootstrap and tugging the character in the direction it
wants the party to go.
TARGOS TO GAER-KONIG
Sticking to trails and roads, the characters can safely
reach Caer-Konig in 14½ hours on foot. The trip be-
MAP 1.1 G: TAR GOS
gins with a 3-mile jaunt to Bryn Shander, continues
with an exhausting 23-mile journey to Caer-Dineval,
If the characters follow the dog, it leads them to the and ends with a 3-mile hike around Lac Dinneshere to
front door of a modest dwelling. The dog barks and Caer-Konig. Characters can reduce the total travel time
scratches at the door. Keegan Velryn (neutral good hu- to 7 hours if they use dogsleds.
man commoner), a handsome man in his thirties, opens As the characters pass through Bryn Shander,
the door, and the dog races inside. When Keegan sees Caer-Dineval, and Caer-Konig, they can pick up each
the characters instead of his husband , his smile fades as town's starting quest if they haven't gotten them already.
he urges the characters to come inside, where he gives Atenas Swift, the owner of Frozenfar Expeditions in
each of them a cup of warm cider and shares the follow- Caer-Konig, tells the characters that Garret showed up
ing information: with three well-armed companions (a male goliath, a
female lightfoot halfling, and a female tiefling), helped
them buy climbing gear and camping supplies, and then
"I was born in Ten-Towns, but my husband came from headed to the Hook, Line, and Sinker (the local tavern)
a wealthy family in Neverwinter. Garret didn't care for for drinks, with plans to get a good night's rest at the
city life. When I met him, he was working as a guide. He Northern Light (the local inn). The proprietors of these
establishments have no complaints about Garrett and
loves the outdoors, and he lives to climb mountains.
his retinue, who looked tired and didn't talk much.
"A few days ago, Garret was hired by some adventurers If the party doesn't have anyone who's good at track-
to lead them up the slopes of Kelvin's Cairn. Garret's ing, the characters can hireJarthra Farzassh (see "Fro-
plan was to take the adventurers to Caer-Konig, the town zenfar Expeditions," page 46) as a guide.
at the foot of Kelvin's Cairn. After they acquired some
TARGOS TO KELVIN'S CAIRN
climbing gear from the outfitter there, he was to lead
By crossing open tundra, the characters can travel di-
them up the mountain. Garret took six dogs and a sled rectly from Targos to Kelvin's Cairn, covering 12 miles
with him . Boy, here, was Garret's favorite . Raised him in 24 hours on foot. They can halve the travel time if
from a pup. Boy would never leave Garret's side unless they use dogsleds.
something terrible had happened." When the characters reach the halfway point in their
journey, they come across a potential obstacle. Use the
CHAPTER 1 I TEN-TOWNS
89
MOUNTAIN GOATS determined party member. Known to Ten-Towners as
"Hunters of Men ," the crag cats caught Garret's scent
but failed to reach him before th e characters showed up.
The howling wind, blowing snow, and slippery ice make Characters with passive Wisdom (Perception) scores of
the climb treacherous. Ahead , you see four mountain 17 or highe r are not s urprised by the crag cats. If one
goats perched on a large rock formation around which crag cat dies, the other one disengages from melee com-
bat and tries to fl ee down the mountain on its next turn.
you must navigate.
Development. Assuming he s urvives the encoun-
ter with the crag cats, Garret makes it known that he
The four mountain goats (see appendix C) are indiffer- wa nts to find the other members of the expedition and
ent toward the characters and bleat loudly as the party assumes (correctly) that they're still up the mountain .
draws nea r. The goats turn hostile if the characters He aims to find them but ca n be persuaded to return to
attack them. Targos if the characters restore all his los t hit points and
vow to search for the three missing members on his be-
AVALANCHE half. Garret describes the missing explorers as follows:
, Mokingo Growling Bear Akannathi, a male goliath
Hundreds offeet up the mountain , you come to a glisten- warrior determined to find Oyaminartok and test his
ing white expanse of packed snow. As you get about half-
mettle against her
Perilou Fishfinger, a female lightfoot halfling follower
way across it, you hear a loud crack from higher up the
of Yondalla (halfling god of fertility and protection)
mountain, followed by a rumbling noise as the ground and Mokingo's stalwart companion
starts to shake. It's an avalanche! As trix, a female tiefling who mumbles and swears a
lot (Garret doesn't know what her story is)
The party find s itself in the path of a n avalanche (see PERILOUS CLIMB
"Ava la nches," page 10). The avalanche is 200 feet At this point, the characters mus t zigzag their way up
wide, 100 feet long, and 30 feet deep. the mountain, clinging to narrow ledges and scaling
To run this event, first determine the marching order icy cliffs. To pass all these obstacles , the party mus t
of the party a nd how far apart the characters are. As- make three s uccessful DC 10 Strength (Athletics) group
sume that the rea rmost party member is directly below checks. If a group check fails, the party wastes 1 hour
the avalanche , which mea ns that character mus t move at making no progress, and each party member who failed
least 100 feet to get clear of the avala nche's path . Next, the check gains one level of exhaustion.
have a ll party members roll initiative.
The avalanche s tar ts 500 feet above the party and FROZEN CAVE
sweeps down to the base of the mountain 1,000 feet be- A character with the Littlest Yeti secret (see appendix B)
low. The avalanche moves 300 feet on initiative count 10 ca n really s hine in this encounter.
a nd another 300 feet on initiative count 0.
CH PT£R l I TE -TO
91
Development. As the characters leave the yeti cave, Blue Boots. A shield dwarf explorer named Barthoom
the male adult yeti returns home with a dead mountain Hammerhome climbed to this great height and made
goat tucked under one arm. Under normal circum- camp here a month ago, only to be killed and decapi-
stances, the male yeti is hostile, but a character with tated by a yeti. The half-buried tent is his. Characters
the Littlest Yeti secret (see appendix B) can improve the who tug on his blue leather boots can pull Barthoom's
yeti's attitude. If no one has this secret but the charac- headless body from the snowbank. Characters who
ters have the yeti tyke with them, they can trade the tyke search the dwarf's body find an empty wineskin, a half-
for safe passage up or down the mountain. eaten block of goat's cheese, and a miner's pick.
Treasure. Characters who search Astrix's body find
RUINED CAMP a potion of invisibility and a leather-bound spellbook,
which contains the following wizard spells: alter self,
cloud of daggers, comprehend languages, detect magic,
You come to the edge of a vast and deep crevasse, with
expeditious retreat, scorching ray, shield, suggestion,
nowhere to go but down. A collapsed tent lies half-buried and Tenser's floating disk.
in the snow near the precipice. Jutting out of a nearby
snowbank is a pair of blue leather boots . Next to this CONCLUDING THE_ .:;;.-,.,UEST
_ _________
grim display, a figure in cold weather clothing sits in the The trip back to Targos can be as fraught or as unevent-
snow, her knees pulled in tight to her chest. Horns pro- ful as you wish. If the characters take the more direct
trude from underneath the figure's fur-lined hood . but dangerous route across the open tundra, they have
at least one random encounter in the wilderness (see
"Wilderness Encounters," page 105).
The figure seated in the snow is Astrix, a tiefling wizard. Keegan and Garret are happy to be reunited. The
She is dead-frozen solid with her teeth clenched and characters still receive their promised reward if Gar-
her eyes staring at the blue boots sticking out of the ret dies, but only if they deliver his body to Keegan for
snow. She escaped immediate death at the hands of the a proper burial. Part of their reward is a wooden box
yeti but, in her panic, fled up the mountain rather than containing four scrimshaw figurines worth 10 gp each:
down it. Unwilling to approach the yeti cave again too a spouting whale, a smiling fox, a pair of dancing hares,
soon, Astrix took refuge here. The sight of the boots and a walrus with the words "BIG LOVE" carved into it.
made her sink into utter despair, until the elements fi-
nally claimed her.
CHAPTER l I TEN-TOWNS
92
TERMALAINE
Founded by Calishite settlers who appreciated beauty,
Termalaine is widely regarded as the most picturesque
town in Icewind Dale, spreading out from the shore of
Maer Dualdon and bordered on the north and west by
tall pines. Its buildings incorporate carvings of wizards,
homunculi, tigers, and smiling djinn.
For most visitors, the enchantment of the town is
dispelled as soon as they feel the icy claws and teeth of
the cold wind sweeping down from the north, shearing
through their layers of clothing. Termalaine was built
in the path of this dreadful gale, which continues well
past the town to harry fishers on the southern half
of the lake.
In addition to fishers, shipbuilders, and scrim-
shanders, Termalaine is home to miners who harvest
gemstones from a cavern complex set into a low hill
north and east of the settlement. Their efforts are
hampered by creatures from the Underdark that occa-
sionally find their way up into the mine. Whenever such
creatures are discovered, the mine is sealed off and the
townsfolk wait until a band of sellswords or adventurers
can be hired to clear it out.
TERMALAINE IN A NUTSHELL
Friendliness *** Services** Comfort *** LOCATIONS IN TERMALAINE
Available Quest. "A Beautiful Mine," page 94. The following locations are marked on map 1.18.
Population. 600.
Leader. Oarus Masthew (lawful good half-ore scout) THE BLUE CLAM
was declared speaker after a close and contentious Dockside tavern
election. The child of half-ore adventurers, he was ad- The fishers of Termalaine typically finish their days
opted by Shaelen Masthew, the previous speaker, who here, seated on benches near one of the building's long
retired from her leadership role but still lives in Ter- hearths to warm their feet while they fill their bellies
malaine. Oarus is bright, with a sharp sense of humor, with spiced chowder. Beautiful works of scrimshaw are
but he has political enemies in town and lacks the full hung on the walls.
support of the town militia. Vernon Braig (neutral good half-ore commoner), the
Militia. Termalaine can muster up to 50 soldiers (use Blue Clam's owner and chef, knows some of the hunters
the tribal warrior stat block) and 4 veterans. and trappers in Lonelywood, and occasionally a sled
Heraldry. The open-mouthed head of a fish at the bot- comes down the north trail with a sack of hares or a
tom of a sky-blue field, its jaws parted as it swallows haunch of moose, courtesy of one of Vernon's friends.
a large rose-pink oval. The oval is a tourmaline, sym- On those nights, the Blue Clam's hearths are full of
bolic of the town's gem mining. roasting meat, and the patrons stay later and sing
Sacrifice to Auril. Warmth (see page 21). louder, enjoying the good times while they last.
Rivals. Bremen, Lonelywood, Targos. Characters who loiter in the tavern are likely to hear a
rumor or two, which you can determine by rolling on the
OVERLAND TRAVEL Ten-Towns Rumors table (page 18).
Snow-covered paths connect Termalaine to Lonelywood
THE EASTSIDE
and Targos, its closest neighbors. Travel times in the
Overland Travel from Termalaine table assume that Inn
characters are on foot; mounts and dogsleds can shorten The Eastside is where most visitors in town stay. What
these times by as much as 50 percent. looks from the outside like separate houses turns out to
be a single structure with rooms connected by under-
OVERLAND TRAVEL FROM TERMALAINE ground passages, with cozy guest accommodations in
To Travel Time the cellar.
The innkeeper is Marta Peskryk (lawful good human
Lonelywood 2 hours
commoner), a willowy teenager who spends much of
Targos 4 hours
her time tending to her bedridden father, Clyde, a retired
fisherman and noncombatant. As she performs her daily
chores, Marta sings the following song to herself:
A MINOR ISSUE
Darmo Mazlu , a human boy, stands on a box and
yells out the latest news to passersby, most of whom
ignore him:
CHAPTER 1 I TEN-TOWNS
97
16 or higher notices the grell. Tf more tha n one charac- end of the evered rope with a uccessful DC 15 Dexter-
te r enters the cavern , th e grell won't attack a nd tries to ity saving throw. thu, a\·ertmg certai n death.
s tay hidden. If the characters leave the cave, it follows
th em, always staying at least 30 feet away. When an op- Mll. K OBOLD Tu.·. EL
portunity to attack a lon e party member presents itself,
th e grell swoops in and tri es to paralyze its prey, then
Lurkin g in this dusty tunn el are three skittish kobolds.
hauls its catch back here to be devoured. After it feeds, it
drops th e remains of its victim down the central shaft. One of th e m carries a threadbare satchel and wears a
Treasure. If a character using a miner's pick spends fake pair of dra gon win gs made of thin wood and tattered
an hour chipping away at the walls above the ridge, roll white cloth. Thi s ko bold immediately raises its hands in
percentile dice a nd consult the Minin g Discoveries table surrender, sayin g 1n Common , "We mean you no harm .
(see a rea M2) to determ ine what, if a nything, is found . Please do n't hurt us."
M9. HUNGRY KOBOLDS
Two of these three Icewind kobolds (see append ix C)
A table and chairs are set up in this area to create a are nervous bodygua rds named Vott a nd Zurk. The one
wear ing the fake wi ngs a nd doin g the talking is Trex,
space for the miners to take breaks. On top of the table,
the leader of the group. If one or both of the kobolds
two kobolds are poking a giant rat with their javelins to fro m area M9 fl ed from there, th ey lurk deep er inside
make sure it's dead. The kobolds screech loudly as they th e tunnel behind Trex a nd his bodyguard s.
notice you. Trex is possessed by a ghost, th ough the characters
won't know this until the ghost s hows itself (see "Ja nth's
Ghost" below). Spea kin g in flu ent Common, Trex ex-
Two Icewind kobolds (see append ix C) na med Grek plains that he and his fellow kobolds sought refuge
a nd S mol ru s h to attack when the cha racters enter the in the mine a fter bei ng chased out of th e foothills of
cave. If either one is injured, they immedi ately have a Kelvin's Cairn by a yeti. The miners got scared and ran
chan ge of heart and fl ee throu gh the tunnel to the north off before Trex could explai n that the kobolds meant no
that leads to level 3. harm . As long as Trex is possessed by the ghost. he has
an impressive vocabulary and s pea ks only Common.
MlO . UNDERDARK SHAFT, LEVEL 3 If the characters en gage Trex in conversation , he
makes a pro position:
The tunnel 's downward slope ends where it opens onto
the center shaft. A wooden walkway extends from this "The everlasting winter has made the wilderness unsafe
opening and then runs westward to another tunnel in the for my kind, and the preternatura l cold dulls our wits .
rock . In front of you , a large bucket like the one you saw Please , we only want a place to stay so we can keep out of
earlier dangles from a taut rope that stretches southward this horrible weather. We can work, and we won 't cause
across the shaft and is connected to another wooden trouble. Termalaine would be richer for having us ."
platform 15 feet away.
CHAPTER 1 I TEN-TOWNS
98
Janth's ghost can be laid to rest by destroying the
satchel- its last connection to the Material Plane. The
ghost otherwise remains as close to the satchel as pos-
sible. If the satchel is taken from Trex and discarded,
the ghost forsakes its current host and remains near the
satchel, hoping to possess someone else.
If Trex is killed, the ghost appears in an unoccupied
space within 5 feet of the kobold's body. On its next turn,
the ghost tries to possess one of the characters- prefer-
ably one who can take up its satchel.
If this e ncounter doesn't occur during a blizzard, The awakened beast that the characters encounter
the characters see Arveiaturace in the sky or on the is smart enough to stay out of harm's way. If the beast
ground . If she's on the ground, she's eating a polar bear is a dangerous predator such as a bear, tiger, or wolf,
or a herd of reindeer that she has killed with her breath it keeps its distance from the adventuring party so as
weapon . If this encounter occurs on the Sea of Moving not to provoke the characters into attacking it. If it is
Ice, the characters see the dragon erupt from the water harmed, the awakened beast retreats to a safe distance.
nearby with a dead walrus in her mouth; then she flies If it's cornered and doesn't like its chances of survival, it
back to the Reghed Glacier to devour her meal. As long bargains or pleads for its life. An awakened beast knows
as the characters keep their distance, the White Wyrm its territory well and can point characters to nearby lo-
ignores them . cations of interest, food sources, or safe places to rest in
exchange for its safety.
AWAKENED BEAST An awakened beast can be persuaded to help the
The frost druids of Icewind Dale use awaken spells to characters, and perhaps even join the party for a time.
imbue native beasts with an Intelligence score of 10 and Convincing a neutral awakened beast to travel with
the ability to speak Common or Druidic. The druids use the party requires an offering of food or shelter accom-
these awakened beasts as spies and messengers. Roll a panied by a successful DC 10 Charisma (Persuasion)
d8 and consult the Awakened Beast Encounter table to group check. If the group check succeeds, the beast re-
determine what kind of awakened beast the characters mains with the party for 24 hours, after which the char-
e ncounter. acters can repeat the group check to extend the duration
Running the Encounter. An awakened beast looks another 24 hours. An evil awakened beast accepts any
the same as its normal counterpart, except for a hint or offer to join the party (no check required), hoping to
gleam of intelligence in its eyes. It can be neutral or evil, gather more information about the characters or lead
at your discre tion . An awakened beast's task is to spy them into a trap.
on the characte rs and ascertain where they might be If asked to give its name, the awakened beast either
headed , then report back to its master- the frost druid comes up with a name on the fly or adopts a suggested
who awakened it. This druid might be nearby or many name that it likes. If you're having trouble coming up
miles away (your choice). For more information about with a voice for the awakened beast, try mimicking the
frost druids, see appendix C. speech of a cartoon character or a famous actor.
CRAG CATS druid's awaken spell. These awakened beasts and plants
Roll a d4 to determine how many crag cats (see appen- serve as the druid's companions and spies, and they
dix C) the characters encounter. During a blizzard, the share the druid's evil disposition. Roll a d4 and consult
crag cats rely on their hearing and sense of smell to the Frost Druid Friends table to determine each crea-
track the characters while staying outside their prey's ture, or just roll once and assume all the creatures are
range of visibility. the same kind of beast or plant. (It's okay if multiples of
Running the Encounter. Make one Dexterity (Stealth) the same kind of creature are present, since the druid
check for all the crag cats involved in the encounter and might favor a certain kind of beast or plant.)
compare the result to the passive (Wisdom) Perception Running the Encounter. The frost druid aims to
scores of the party. Any character whose score equals kill the characters or send them scurrying back to Ten-
or exceeds the crag cats' check result is not surprised Towns. If the druid is killed or captured, its awakened
when the cats attack. companions behave as intelligent humans would when
If one or two crag cats are encountered, they stalk faced with the loss of their leader: either their morale
the characters but keep their distance, hoping to pick off breaks and they flee, or they become enraged and fight
individuals who becomes separated from the rest of the to the bitter end.
party. These crag cats aren't brave or foolish enough to One of the frost druid's prepared spells is moonbeam,
attack a group that outnumbers them. which can reveal the true form of any character who has
If three or four crag cats are encountered, their num- the Doppelganger secret (see appendix B).
bers embolden them. They attack the adventuring party
like a well-coordinated pack, focusing their attacks on FROST DRUID FRIENDS
the party member who looks the weakest and least ar- d4 Encounter
mored. If two or more crag cats die, the others retreat. Awakened tree (coniferous only)
2 Awakened mountain goat (see appendix C)
FROST DRUID AND FRIENDS
A frost druid (see appendix C) approaches the charac- 3 Awakened reindeer (use the elk stat block) with glow-
ters in the form of a mountain goat or a snowy owl. The in-the-dark antlers that emit dim light in a 10-foot
frost druid, who is human and can be of any gender, is radius
joined by three creatures that are beneficiaries of the 4 Awakened walrus (see appendix C)
, ,,
- ' I•
., .·, .,
}
REINDEER fiERD
.
GOLIATH WEREBEAR HERD OF BEASTS
The characters encounter a goliath werebear (see The characters come across a herd of beasts that
appendix C) in polar bear form, galumphing through is struggling to survive the endless winter. In clear
the snow, belly-surfing down a snowy hill, or breaking weather, the characters can spot a herd from hundreds
through the ice on a frozen pond to catch a fish. If this of feet away, even in the dark. If encountered in a bliz-
encounter occurs during a blizzard , the characters zard , the beasts are hunkered down in the snow and
might come upon the bear in a cave or other shelter. The harder to see. To determine what kind of herd is encoun-
werebear is either Oyaminartok herself (see the "Goli- tered, roll a d6 and consult either the Sea of Moving Ice
aths" entry in appendix C) or one of her kin. Herds table or the Tundra Herds table, as appropriate.
Running the Encounter. If the characters look like Running the Encounter. At the start of the encounter,
they need help, the werebear assumes hybrid form and the herd is indifferent toward the characters and poses
greets them in a friendly manner. It has no clothing or no threat to them. If the characters threaten the herd,
manufactured weapons nearby, so it prefers its hybrid a single bull might attack them while the rest of the
form over its true goliath form. herd flees.
The werebear is happy to render assistance with no Ten-Towners and Reghed nomads oppose the mass
strings attached, serving as a wilderness guide until it slaughter of beast herds, since healthy herds are critical
feels like the characters can get by on their own. If the to the survival of other species. If the characters are of a
characters insist on repaying its kindness, the werebear mind to slaughter beasts indiscriminately, NPCs travel-
urges them to seek out and destroy the chardalyn ber- ing with them might remind them of this fact.
serkers in their lair (see "Cave of the Berserkers," page Wherever large herds are encountered, characters can
124). The werebear understands how chardalyn can expect to find humans as well. Hunters in canoes pur-
become corrupted by demonic magic and sees the ber- sue herds of killer whales, seals, and walruses on the
serkers as irredeemable victims of this corruption. Put- Sea of Moving Ice, while trappers, furriers , and Reghed
ting the berserkers out of their misery will help make nomads follow herds on land . After the characters en-
Icewind Dale a safer place. counter a herd, you can stage a subsequent encounter
with a group of these humans (see "Humans" in the next
section).
ICEWIND DALE
If a character coaxes the owlbear into becoming the Running the Encounter. To determine which party
party mascot, you can tax the characters in gold to members are surprised, have each character make a
keep their pet fed and happy. The cost of feeding the Wisdom (Perception) check contested by the yetis' Dex-
owlbear is 9 gp per day, which is based on it eating the terity (Stealth) check. Characters can use their passive
equivalent of three pigs (the Player's Handbook values a Wisdom (Perception) scores instead of making the
pig at 3 gp). check. If multiple yetis are present, make one check-
with adva ntage- for all of them.
YETI After gorging themselves on the humanoids they kill,
This encounter always occurs during a blizzard. Roll adult yetis and abominable yetis like to bite off the vic-
a d6 and consult the Yeti Encounter table to determine tims' heads and keep them as trophies.
what the characters encounter, or choose an encounter
that you like.
PLACES OF INTEREST
Y ETI ENCOUNTER
The remainder of this chapter describes places of in-
d6 Encounter Difficulty terest throughout Icewind Dale. Map 2.1 notes their
1-3 l d4 yeti Medium locations, although you can move them elsewhere to
4-5 1 abominable yeti Hard suit the needs of your campaign. Although characters
6 1 yeti tyke (see append ix C) Easy can stumble upon a location accidentally while traveling
overland, they are more likely to be guided to a location
by a tall tale (see the Tall Tales in Ten-Towns table on
Yetis and abominable yetis like to hide under the snow
page 102) or a quest.
with only their pale blue eyes visible. They have advan-
The adventure locations that follow are balanced for
tage on Dexterity (Stealth) checks made to hide because
characters of at least 4th level. Lower-level characters
of their Snow Camouflage ability, and their keen sense
can survive the encounters in these locations if they're
of smell lets them detect prey they can't see through the
cautious and manage their resources well, although
blowing snow.
they should be prepared to flee or hide when they find
If the characters encounter a yeti tyke, assume it ei-
themselves out of their depth. Characters of 6th level or
ther ran away from home or got separated from its par-
higher will face few real challenges, but you can soften
ents and is lost in the blizzard. See appendix C for more
them up and deplete their resources by staging random
information to help you roleplay this monster.
encounters as they travel to and from a given location.
A2 . STONE CABIN
Anga once lived in this small stone cabin near the pier,
which made it convenient for her to visit Angajuk. The
place has been vacant for decades.
Thick rime coats every surface and object inside the
cabin, including a bed draped in a thick knit blanket.
Beside the bed, a small hearth holds a precious store of
firewood. The firewood is infested with worms that have
MAP 2 . 2 : AN GAJUK'S BELL
eaten away at the tender parts of the wood, but it's safe
to burn. There is enough wood to fuel a nightly fire for
three days, and it is stored in six bundles that weigh 30
ANGAJUK'S BELL pounds each.
Swimming in the frigid waters is the legendary Angajuk,
an old awakened sperm whale with a boat on its back. A3. BELL
Most sperm whales live to be seventy years old, but A 1-foot-diameter copper bell dangles from a 10-foot-tall
Angajuk has been plying the waters of the Sea of Mov- wooden pole attached to this short wooden pier. The bell
ing Ice for two hundred years. Throughout its life, the comes with a rope and clapper. Ringing the bell soon
whale has faced its share of trouble, including near-fatal attracts three giant vultures, who think that the sound
encounters with Auril's roe, which left scars along the signals mealtime or the presence of prey. They attack
whale's pectoral fins and body. unless the characters offer meat to satisfy them.
Angajuk is famous among Ten-Towners. Most people Angajuk Arrives. It takes 30 minutes for Angajuk
leave it alone, knowing that the whale is the benefi- the sperm whale (see appendix C) to arrive after the
ciary of powerful magic, but uncaring hunters see the bell is rung, accompanied by ld4 harmless narwhals or
whale as a source of ambergris, which is a valuable dolphins. Angajuk has an Intelligence of 10 and speaks
commodity. Common. Its deep, resonant voice carries a slight echo.
Angajuk was once the companion of a druid named Once the whale appears, characters must persuade it
Anga, who cast an awaken spell on Angajuk to give the to be of service (see "Earning Angajuk's Trust" below).
whale sentience and intelligence. Not much is known Otherwise, it submerges and departs after a few min-
about Anga, but those who befriend Angajuk can learn utes. If the whale is befriended and the characters com-
about its beloved companion. municate their desired destination to it, Angajuk takes
Characters might learn about Angajuk by overhearing them where they want to go provided the location is on
a rumor in Ten-Towns (see "Tall Tales in Ten-Towns," or in the Sea of Moving Ice. The awakened whale knows
page 101) or by agreeing to help a whale oil merchant the location of the Frostmaiden's island and, despite
(see "Whale Oil Acquisition," page 103). Angajuk is some close encounters with Auril's roe, is willing to
one of the safest ways to get to Auril's island, because travel there.
the sperm whale can travel beneath the water's surface, Angajuk's boat can hold up to eight Medium creatures
avoiding Auril's spies. When the whale is submerged, and their gear, and up to 1,000 pounds of cargo.
a magic bubble surrounds the boat to protect those
riding in it.
The Black Cabin has two stone chimneys that rise sev-
eral feet above its sagging roofline. The rest of the lodge
is made of rotting wood. The stilts that elevate the struc-
ture are 20 feet tall, and characters who walk under-
neath the old building can tell that its wooden floors are
in poor condition, perhaps even in danger of collapse in MAP 2 .3 : BLACK CABIN
I
B5. SwEETBERRY SUMMER WINE challenges of the Black Cabin , have a goliath werebear (see
append ix C) arrive unexpectedly. Th is new arrival cou ld
I
be Oyam inartok herself, if she's still alive and roam ing
The scent of wine fills this room, which contains four lcewind Dale.
frost-covered barrels. The werebea r doesn 't know the history of the Black
Cabin or anything about the strange goings-on there. How-
ever, it likes to keep an eye on the place, if only to ma ke
Macreadus was a heavy drinker, and the barrels contain sure evil creatures aren 't hiding there. After helping the
his supply of Sweetberry Summer Wine. Any character characters, the werebear offers to serve as a gu ide for up
proficient with brewer's supplies knows that this wine to seven days, though it avoids Ten-Towns .
comes from a vineyard in the Dessarin Valley, hundreds
of miles to the south. The extreme cold has caused the
wine to freeze.
~ J-P#~~~~~eJLJ
l ~~~~7~,7~7~di##
i -~~'TsH-'T~r4'~~~4'~~
U~~~~~k~r~~
7~~~e4#,He~d~~
Af~~~~~nu,,k¼~
~r~~ 4n~~-
~r~~~~r~
_o / ¼ ~ ~ ~ ~ J r & & k M
~~J~~r~kr
~~~~~~Jnuuk~~
~~~~~~r
~
I
the east. As the characters emerge from the cabin, read:
the mountains can't drown out the inhuman cackling that
echoes in the chasm's depths.
Zl. CAVE MOUTH Thirty feet below the surface, a shelf of rock surrounds
the chasm's gaping maw, its cracked sides riddled with
caves and festooned with sharp rocks. Farther down
At the south end of the chasm , humanoid skulls are
in the chasm, you see dead gnolls impaled on some of
stacked on either side of a cave mouth that contains icy
these fang-like protrusions.
steps descending into the rock. Blood has been used to
Manic laughter echoes through the chasm as you look
draw crude symbols on the skulls.
around, the sound ricocheting off the walls that make its
origin impossible to pinpoint.
The skulls belong to humans, dwarves, goblins, goliaths,
and ores. The symbol on each skull looks like a three-
headed flail. Any character who succeeds on a DC 15 Chyzka, the fang ofYeenoghu, encourages internal
Intelligence (Religion) check recognizes it as the symbol fighting whenever it senses the pack might turn against
ofYeenoghu, the demon lord of gnolls. it. The dead gnolls seen throughout the chasm were
victims of either these squabbles or their own careless-
Z2. FEASTING CAVE ness. Although the ledge that allows access to the vari-
ous caves is slick with ice, cautious characters can move
on it without falling.
Crude steps lead down to a frigid, ten-foot-high cave
Every loud noise in the chasm can be heard in the sur-
filled with a putrid stench. The mostly broken bones of rounding caves, and vice versa. Characters who make
humanoids and animals lay scattered on the icy floor enough noise to attract the attention of the gnolls can
amid bits of metal and torn strips of leather. hear them coming by their manic laughter. The Cackling
Chasm Roster provides a summary of these denizens
and the areas they originate in. When Chyzka sees in-
The gnolls gather here to eat when there's food truders, it barks orders to the other gnolls, after which
to be had. there's an awkward pause as the subordinate gnolls
give the characters expectant looks. Any character who
Z5 . CHYZKA's CAVE
I
has been folded around a pile of coins the gnolls lifted Z7. STOREROOM
from their victims, creating a makeshift bundle that
holds 21 gp, 56 sp, and 117 cp.
The fishing pole is unremarkable, but a hook of
fisher's delight (see appendix D) is tied to the end of it.
Chyzka took the pole from an Easthaven fisher named
abira Moarskull after slaying her.
IRotten crates and torn sacks are strewn across the floor
of this eight-foot-high, mostly empty chamber.
I I
human in hide armor paces back and forth. His mur-
Gaunt, shivering gnolls huddle around a sputtering fire,
derous eyes lock onto any sort of movement he notices,
cackling incessantly.
and he clutches a javelin made of a black, crystalline
substance. The skin on his hands and face is black from
At night, this cave holds twelve gnolls. That number frostbite, and his lips are chapped and bleeding from
drops to six during the day as half the gnolls leave the
the cold.
chasm to hunt for food. The gnolls huddle together for
warmth. All of them are hungry and emaciated.
I
This eight-foot-high cave is unfurnished and unlit. A hole
One makes its way through area Q3 to confront intrud-
ers head-on while the other descends the chute in area in the southwest corner is the mouth of an open chute
Q4 and attacks from behind. that reeks of blood and filth.
The wyrmlings don't pursue prey that flees the cave.
Instead, they roost atop snowy outcroppings above the
entrance and keep watch for several hours before retir- If they have not been lured elsewhere, two white dragon
ing to their lair (area Q4) to rest. wyrmlings named Gelym and Tyzar curl up together in
the eastern part of the cave. They attack any creature
Q3. EGGSHELLS IN CELLS that enters their den.
Characters who pass through the bear's head portico The stone chute is 25 feet long, roughly hewn, and
step onto an icy ramp that ascends 5 feet to a 20-foot- steeply angled. It empties into the ravine outside and
high chamber festooned with icicles. A naturally formed requires a successful DC 15 Strength (Athletics) check
pillar supports the chamber's domed roof. to ascend or descend without magic or climbing gear;
Two alcoves set into the north wall are fitted with a character who fails this check by 5 or more slips and
rusty iron gates. Their chains, padlocks, and keys lie tumbles into the ravine, landing in soft snow. Gore from
discarded on the floor outside them. Inside each cell are the slaughterhouse (area Q6), not to mention human
frag ments of the shell of a bluish-white egg that must've waste, is routinely dumped down the chute, which is
been as large as a halfling. Any character who examines stained with blood and filth.
Q6.SLAUGHTERHOUSE
The ice in this cave is stained pink and red with the blood
of numerous kills. In the center of the room, beside a
stone tray of butcher's tools , is the flayed husk of an
owlbear's skeleton that has been skinned, gutted, and
stripped of meat.
Along one wall, metal hooks pierce the ice. A large
man in blood-drenched hide armor hangs carcasses from
these hooks to bleed out. His face and limbs are black-
ened by frostbite, and he seems to be absent a nose.
Q5. FROSTMAIDEN'S FIRE Shallow trenches carved into the stone floor are filled
with snowpack. Clean haunches of meat are nestled in
Hundreds of icicles cling to the twelve-foot-high ceiling these trenches.
of this frost-rimed chamber, which is bathed in flickering
blue light. The light's source is a blue flame crackling in Treasure. Eighty pounds of fresh meat are stored
a stone brazier that stands against the far wall. The white here. The meat, which comes from various beasts
smoke that rises above it coalesces every few seconds such as polar bears and elk, is safe to cook and eat.
into the form of a woman, but the image is fleeting. The characters can sell the meat in Ten-Towns for 5 sp
per pound.
A detect magic spell reveals a powerful aura of abjura- Q8. LIVING QUARTERS
tion magic around the 3-foot-high stone brazier, which This 10-foot-high, frost-rimed chamber lies beyond
rises naturally from the floor and is therefore not a dis- a 10-foot-deep fissure. A frost-covered wooden plank
crete object. It can't be moved or damaged, and its mag- spans the gap in the more trafficked tunnel that leads to
ical flame can't be smothered or put out with water. Any this area. Four sleeping pallets covered in furs lie on the
creature that comes into direct contact with the fire for floor near the northwest wall. A wooden pail is used as a
the first time on a turn takes 10 (3d6) cold damage. chamber pot, and it is currently empty.
D2. FORECASTLE
The hull, rigging, and masts of the ship are covered in
a layer of ice. From the waterline of the vessel, it's a 10-
foot climb to get to the main deck. The sides of the hull Deep grooves have been gouged into the deck on the
are slippery and can't be climbed without using magic forecastle. The railing on the port side of the vessel is
or climbing gear. broken and slightly bowed, as if an immense weight had
The ice around the Dark Duchess is thick, and there is
been resting on top of it.
no risk of the characters breaking through it.
I
rum supply before abandoning ship.
into these barrels to create makeshift sleeping quarters.
Two similar but upright barrels appear untouched.
I
that attunes to this headgear can pick up the nautiloid's
telepathic distress beacon. a snow-covered hill. Scores of black ravens gather
overhead .
BULETTE PROOF
One last danger confronts the heroes as they leave the
A detect magic spell or similar magic reveals an aura of
ship and head out of the mountain valley:
necromancy around the ring of thrones and extending
10 feet beyond the outer edge of the ring. While in this
Something big is plowing through the deep snow, head- area, creatures that do not have resistance or immunity
ing in your direction . Only its shiny dorsal ridge breaks to cold damage gain vulnerability to cold damage.
The characters can see the frost giant apparitions only
the snow's surface.
if they step into the ring under the light of a full moon.
Otherwise, the thrones are empty, and the characters
Vorryn and Dredavex released a hostile bulette into the have nothing else to interact with. The apparitions
wild after the crash because they didn't want to feed it. refuse to speak in the characters' presence, and they
They have no control over the creature, and they have all can't be harmed or turned. Barely lifting one finger,
but forgotten about it. They fail to warn the characters the apparition of Reggaryarva summons a frost giant
that it poses a threat to anyone approaching or leav- skeleton (see appendix C) to challenge the party. If the
ing the ship. skeleton is defeated, it disappears, and Reggaryarva
The characters first notice the bulette when it's 120 summons two invisible stalkers to carry on the fight.
feet away from them , and it has three-quarters cover Each creature summoned in this manner appears in an
under the snow. When it gets within 30 feet of the unoccupied space of Reggaryarva's choice within the
party, the bulette springs out of the snow and uses its circle of thrones.
Deadly Leap. If the characters defeat the frost giant skeleton and
If the characters don't kill it, the bulette gradually mi- the invisible stalkers, Reggaryarva is impressed and
grates toward Ten-Towns. challenges them no more. Furthermore, the charac-
ters' triumph earns them a reward: access to the vault
under the hill. The other six apparitions intone ancient
words in Giant, causing Reggaryarva to fade away as his
throne rises 30 feet into the air, revealing a hidden stair-
case that descends to areaJ2.
CHAPTER 2 I ICEWIND DA LE
137
If she is present, Yselm Bloodfang betrays and at- The inscription car,ed arch above the alcoves is
tacks them as Reggaryarva's throne rises into the air. A a poem written in the 0 h alphabet:
winter wolf sent by the Frostmaiden joins the fray on
Snatch a scale from a leep·nrr wyrm;
Yselm's side. Both villains fight to the death.
Against the blowing \\ind. tand fir m.
When the full moon disappears below the horizon ,
Climb a mountain with a . one in your shoe;
Reggaryarva's throne slowly lowers back into place,
On little feet, death come for you.
sealing the vault entrance once more.
Be the arrow that s tare he war:
J2. HALL OF BRAZIERS Let life's blood fall till it fall no more.
Jarlmoot's underground vault is hewn out of rock and Double Door. The double door to area JS is unlocked.
has flat , 25-foot-high ceilings throughout. As the charac- As an action, a character can push open either door with
ters descend the stairs, read: a successful DC 15 Strength (Athletics) check.
Locked Gate. The iron gate that seals off area ]3 won't
open until all six braziers in the hall are lit. The gaps
To your left as you enter this dark hall is a closed, stone
between the bars are too small for Small or Medium
double door with no handles or hinges on this side. To characters to squeeze through.
your right is a curved tunnel blocked by an iron gate that Stone Braziers. Any character who understands
has one-foot-square gaps between its horizontal and Dwarvish or Giant can interpret the runes on the six
vertical bars. The iron hinges on the northern side of the braziers as follows: dod (death), fjell (mountain), krig
(war), !iv (life), vind (wind), and wyrm (dragon). When
gate indicate that it swings inward.
the proper ingredients are placed inside one, magical
Situated in shallow alcoves at the far end of this hall fire fills the brazier. This fire destroys the brazier's non-
are six braziers, each one in the shape of a four-foot-tall, magical contents and burns for 1 hour. Only while all six
two-foot-wide stone urn held snugly atop a five-foot-high, braziers are lit can the gate to areaJ3 be opened.
clawed basalt pedestal. Carved into each urn is a rune. Characters can find most of the ingredients they need
Above the alcoves looms a stone archway, into which
in area JS. The poem (see above) provides clues to help
the characters figure out which of the ingredients be-
some words are inscribed.
longs in each brazier. For example, the first line of the
poem contains the words "scale" and "wyrm," suggest-
ing that a dragon's scale is needed for the brazier that
bears the wyrm rune.
M AP 2 .8 : JA R LMOOT
Doo FJELL
(DEATH RUNE) (MOUNTAIN R U N E)
A large oak chest with silver fittings stands against the
wall directly opposite the double doors. A gold key sticks
out of the chest's built-in lock.
The chest is 10 feet long, 5 feet wide, and 6 feet tall, with
a half-barrel-shaped lid. It is stuck to the floor and can't
be moved. The gold key in the lock is not the key that un-
locks the chest, and it can be safely removed. (The real
key is in area JS.) After the key is pulled out, a character
KRIG Liv can use thieves' tools to try to pick the lock, doing so
(WAR RuNE) (LIFE RU N E) with a successful DC 20 Dexterity check. A knock spell
or similar magic also opens the chest.
Exit Portal. Turning the gold key in the lock doesn't
unlock the chest but instead conjures a 10-foot-square
doorway through which areaJl can be seen. The door-
way appears on the north wall , above the chest. Any
creature that passes through this doorway is teleported
to an unoccupied space withinJarlmoot's circle of
thrones. A swarm of ravens then descends upon that
creature and attacks it. Enough ravens are circling
Jarlmoot to create four such swarms.
V1NO W vRM The portal is one-way only; it can't be seen or entered
(W1NO RUNE) (DRAGON R UNE) from areaJl. The portal closes automatically after 10
minutes, causing the gold key to turn back to its original
A fiery brazier casts its flickering light on the thirty-foot- K4. ARCHER PLATFOR.1
high, spiked ramparts that frame the main gate. Four These wooden platforms creak and groan underfoot.
goblins peer down from these ramparts , two per side. Each of them has two goblins m cold weather clothing
and two wolves stationed atop it.
The gate is twenty feet tall and fashioned out of cross-
If an alarm sounds. the goblin begin looking for tar-
hatched pieces of wood that have been lashed together. gets on the ground to pick off with their shortbows. If
A heavy chain and padlock seals the gate from the inside. the enemy moves to a location the goblins can't see, they
mount the wolves and move to another archer platform.
Six goblins shiver and stamp their feet atop the ram- KS. MAI N B ATTLE P LATFORM
parts, trying to keep warm. They are a chatty bunch,
making jokes at one another's expense. Each rampart
has a wooden ladder leading up to it. This thirty-foot-tall wooden watchtower is connected to
A character who wants to approach the gate unde- the snowy ridges on either side of it by wooden bridges.
tected must succeed on a DC 9 Dexterity (Stealth) Hanging off it are a pair of empty iron cages, and dan-
check. If multiple party members are attempting the gling underneath the tower's raised platform is a nine-
same thing, have them make a group check instead. A
foot-tall, golem-like construct with a helm-shaped head .
character next to the gate can use an action to reach
through it and try to pick the frozen padlock using This humanoid contraption is attached to an arrange-
thieves' tools, doing so with a successful DC 20 Dexter- ment of ropes and pulleys that make it look like a giant
ity check. The courtyard warden (see area K3) carries marionette.
the key to the lock.
A Small character can try to squeeze under the gate or
between its wooden bars, doing so with a successful DC When announcements or rallying cries need to be made,
20 Dexterity (Acrobatics) check. the top of this tower is where Chief Yarb-Gnock stands
to address the goblin tribe. No goblins are on it cur-
K3 . COURTYARD rently, although it sees a fair amount of traffic. A rickety
wooden ladder runs from the platform to the ground.
The underside of the platform is rigged with a system
Two rickety wooden bridges loom over this area at of ropes and pulleys that the goblins can use to hoist up
heights of thirty feet and fifty feet, respectively. The anything heavier than a goblin, and the top of the plat-
higher bridge is missing a large section of its middle, and form has snow-covered hatches built into it that can be
what remains of that structure doesn't look safe. lifted away to get at the rigging underneath.
Two iron cages hang from beams that extend south- Dangling Construct. The construct dangling be-
neath the platform is a shield guardian that survived
east off the lower bridge. One of the cages twirls on its
the fall of Ythryn, although its master did not. It was
heavy iron chain as a flurry of black-feathered ravens heavily damaged in the crash; consequently, its hit point
tear into the flesh of the desolate creature caged within. maximum is reduced to 80. To activate and control the
Underneath the bridge is a worg with a rider on its back. shield guardian, the characters need its amulet, which
The rider, swathed in cold weather clothing, appears is inside an ancient tower that broke away when Ythryn
came down and crashed in the tundra (see "Lost Spire
to be a rather fat goblin. North and west of the higher
of Netheril," page 145). They also need to operate the
bridge, resting in the snow, are three large, wooden goblins' system of pulleys and ropes to lower it to the
cages, currently empty. ground; figuring out how the system works requires a
successful DC 15 Intelligence check.
The shield guardian was built by a Netherese wizard
The wooden cages were built to hold the polar bears
and is nearly two thousand years old. Carved into its
that pull the goblins' wagons.
massive forearms is the wizard's personal sigil. After
The goblin riding the worg is Snubsuk, the courtyard
the wizard's tower crashed, the guardian left the spire
warden. His job is to lock and unlock the main gate at
to go find help but got buried in an avalanche. It eventu-
area K2. The worg charges toward intruders, causing
ally shut down. Centuries later, a band of goblins dug it
Snubsuk to tumble off the worg's back and fall prone
out and hauled it back to Karkolohk. Unfortunately for
in the snow. Snubsuk is a coward and flees when sepa-
them, the guardian could not be reactivated. After some
rated from his mount, making his way to the top of area
thought, ChiefYarb-Gnock decided to dangle it from this
KS. Snubsuk carries the key to the main gate, dangling
platform, using ropes and pulleys like puppet strings to
from a chain manacled to his left wrist.
make the guardian appear animate and terrifying. This
Bridges and Cages. The center of the 50-foot-high
construct must have been a lively sight to behold at one
bridge collapsed a few days ago. The goblins used the
point, but the aura of menace surrounding it quickly
debris to light fires and haven't fixed the bridge yet. The
faded, and the goblins lost all interest in it.
30-foot-high bridge is intact and unguarded. One of the
K6. HEALERS ' HUTS Whenever Chief Yarb-Gnock wants to make an example
of a goblin, the poor wretch is dragged screaming to this
walkway. The goblin can either hurl itself off the cliff to
On a wide, snow-covered shelf, six conical tents fash- its death or die by the swords of its kin. The skulls be-
ioned from animal skins and bark draped over wood long to goblins who never made it to the end of the walk-
frames are arranged in a circle around a burning brazier. way. Ravens have picked the skulls clean.
The walkway was shoddily constructed and shows
signs of having been repaired many times after being
Each hut is home to a goblin healer in cold weather damaged by wind. If more than 200 pounds is placed on
clothing. Each one owns a healer's kit. In addition, each the outermost half of it, the whole thing snaps off and
healer has a pet mountain goat (see appendix C), from tumbles down the mountainside. Any creature on the
which it draws milk and which it can use as a mount. walkway when it breaks off must make a DC 16 Dex-
Each goat is usually tied to a post inside the healer's hut. terity saving throw. On a successful save, the creature
Manafek. The goblin healer in the easternmost hut leaps off and falls prone on the ground near the slope.
is named Manafek. She also tells fortunes by studying On a failed save, the creature falls 150 feet onto icy
patterns of raven's blood spilled on the snow. She is rocks with goblin bones scattered among them, taking
wise enough to have seen through ChiefYarb-Gnock's 52 (15d6) bludgeoning damage from the impact.
disguise and is contemplating whether to blackmail the
I
rock gnome or expose him. She's leaning toward the K8 . GOBLIN HUTS
former, since she's not sure the goblins will pick her as
I
their new leader if Yarb-Gnock dies.
Ramshackle huts cling precariously to the rock face, their
K7. WALK OF DOOM rope ladders swaying with every gust of wind.
A twenty-foot-long wooden walkway clings to the edge of These huts are secured to the rock face with stilts. Each
a precipice. Its spiked railings are adorned with ribbons hut is 15 to 20 feet above the path of wooden planks
that runs the length of the ledge below them. The huts'
of shredded cloth and goblin skulls.
interiors are lined with animal pelts and thick strips of
face cannot possibly have been worn down by the wind. the contents of which are coated in frost. Across from
No, this protrusion looks utterly out of place, as if it had the tunnel is a wooden door that's flush with the ceiling,
been thrust into the ground. which used to be the floor. The door is ajar, and flanking
it are two identical stone statues that hang down like
stalactites. Across from the statues are sconces with
A character who examines the protrusion can make a
upside-down flames burning in them.
DC 15 Intelligence (History) check to discern its nature.
(The dwarves' Stonecunning trait can prove useful
here.) On a successful check, the character can confirm The statues, which merge seamlessly with the ceiling,
that the stone is neither naturally formed nor manually depict a long-faced human dressed in wizard's robes
hewn , but rather shaped by magic. If the check succeeds and clutching a staff. The statues used to have magical
by 5 or more, the character also discerns that that the wards on them , but these protections faded long ago.
protruding rock is of the top of a larger structure that
continues underground. P2. UPSIDE-DOWN CORRIDOR
The upside-down stairs at the east end of this frost-filled
SLIPPERY ENTRANCE corridor once connected to area P9, but the passage is
Characters who search the area around the protrusion so choked with rubble and ice that it can't be used.
find a slippery, 5-foot-diameter tunnel that enters the
ground at a steep angle, then winds down into the fro- P3. UPSIDE-DOWN LIBRARY
zen earth. A character moving through the tunnel with-
out the aid of climbing gear or magic must succeed on a
DC 15 Strength (Athletics) check or slide uncontrollably Tall bookshelves affixed to the outer wall have spilled
to the bottom, landing prone in area Pl but taking no their contents onto the ceiling-turned-floor. A large table
damage. Characters can forgo climbing and simply slide lies on its side, one leg broken. A five-foot-wide tunnel in
down the tunnel, with a similar result. Getting back to the floor to the east leads down.
the surface requires climbing gear or magic.
LOST SPIRE OVERVIEW Most of the books in this library have been destroyed by
In addition to showing the four levels of the spire, map time and neglect. The group of adventurers Dzaan hired
2.10 depicts a side view of the spire in its original state to help him search the spire removed all the books they
and a cross-section showing its current state: broken, considered valuable, including spellbooks. They left be-
mostly buried , and upside down . hind a few that might interest certain characters:
The spire's constant features are summarized below: Magical Wonders of Netheril. This book is a collection
Everything Is Upside Down. Every traversable location of interviews with Netherese archmages, who discuss
shown on map 2.10 is upside down . To get around, the their studies of ancient elven magic and the creation
characters have to walk on ceilings and climb over the of mythallars (see appendix D). The book includes
tops of doorways. Furnishings that weren't securely sketches of such devices.
bolted to the walls or floor lie in disarray, or in shards, Mysteries of the Phaerimm. This book sheds light on
on the ceiling. the phaerimm- telepathic, funnel-shaped monsters of
Illumination. All rooms, corridors, and staircases malevolent intellect that lurk in the Underdark- and
are lit by continual flame spells cast in sconces. The includes disturbing sketches of them.
flames still point toward the ceiling, betraying their Wizards in the Hollow. The birth of the Netherese
magical nature. They give off no heat. empire is chronicled in this otherwise dull, plodding
Room and Door Heights. All rooms and passageways story about the lives of three Netherese wizards.
are 12 feet high, with flat ceilings and floors unless Tunnel Down. A rough-hewn tunnel against the north
the text says otherwise. All doorways are 8 feet high wall leads down to area P6 on level 2.
and arched; being upside down turns them into con-
cave, 4-foot-high barriers that must be surmounted to P4. UPSIDE-DOWN WORKSHOP
get from one room to another).
Tunnels. The shield guardian punched holes through
This room contains shattered and jumbled equipment,
the floor and gouged out tunnels in some places
during its escape from the spire. Characters can use much of it near two heavy wooden worktables-one on
these openings to move between levels, but they'll its side, the other upside down .
need ropes or magic to ascend or descend safely.
P5. UPSIDE-DOWN POTION STORAGE This room contains two metal cages, both badly dam-
aged . Nearby, two roughly dug tunnels-one in the
The floor of this room is covered with shards of glass, ceiling and one in the floor-lead to other areas . Narrow
frozen pools of spilled fluids, and the wreckage of two windows along the bowed outer wall afford you a glimpse
cabinets . In a niche in the far corner of the room , a metal of the earth into which this structure impaled itself.
chest is bolted to the ceiling. Its lid is locked.
The metal cages got knocked a round a lot during the
cras h and fall apart easily. One of them holds the cara-
The key to the chest can be found in area P4. A charac-
pace of an insect-like person. A character who examines
ter us ing thieves' tools can pick the chest's lock with a
this object and succeeds on a DC 20 Intelligence (Na-
successful DC 15 Dexterity check.
ture) check can identify it as coming from a thri-kreen.
Treasure. Characters who open the upside-down
Tunnels Up and Down. Rough-hewn tunnels in
chest must be careful not to let its contents fall out. The
the middle of the room lead up to area P3 a nd down
chest contains four potions of resistance (one each of
acid, cold , fire, and force). Jf no precautions are taken, to area Pll.
the potions tumble out of the opened chest and shatter P7. UPSIDE-DOWN APPRENTICES' STUDY
on the floor, becoming useless. Any character under-
neath the chest can try to catch a falling potion using a
free hand, doing so with a successful DC 10 Dexterity An upside-down table sits in the middle of this room,
saving throw. and books are scattered around it. Clinging to the bowed
outer wall is an upside-down fireplace . Along that same
wall is a window with nothing but hard-packed earth
beyond it.
C H A PTE R 2 I ICEWI N D DA LE
1 47
The members of the previous expedition searched amine the skeleton notice that one of its bony fingers is
through the books and plucked the best ones. Charac- missing. A previous explorer noticed a ring on the finger,
ters who thoroughly examine the remaining ones can couldn't remove it, and decided to break off the whole
find a couple of interest that are salvageable: finger instead.
Ajamar's Guide to the Phantastic. This breezy, light- PIO . RUBBLE-FILLED SPIRAL STAIRWAY
hearted treatise on illusion magic was required read-
This spiral staircase used to connect levels 2 through 4
ing in many Netherese classrooms. It describes clever
but is choked with rubble, rendering it impassable.
ways to use common illusion spells.
The Unfettered Mind. This lunatic text discusses how Pll . UPSIDE-DOWN LABORATORY
one might exist solely as a disembodied brain, pre-
served for eons in a magical suspension fluid. It in-
cludes sketches of brains in jars. This chamber appears to have been a wizard's laboratory,
as evidenced by the upside-down storage cupboards and
P8. UPSIDE-DOWN READING ROOM
empty shelves fastened to the walls, the shattered glass
and alchemical equipment strewn across the floor, and
This room contains the shattered remains of a desk the arcane symbols painted on what is now the ceiling.
and some chairs. You quickly discover that all sound is In the middle of this space, five-foot-wide passageways
muted here. punched through the ceiling and floor lead to other lev-
els. Near them, a partially collapsed wall exposes a room
A permanent silence spell encompasses this room, that lies beyond.
which apprentices used for quiet study. The effect can
be dispelled (DC 18).
The gap in the west wall was made by members of a
P9. COLLAPSED STAIRCASE previous expedition, after they discovered a secret door
This staircase once connected to area P2 on level 1, but that they couldn't get open. The secret door was reduced
the passage is too choked with rubble and ice to be used. to rubble, creating a gap in the wall leading to area P13.
Dead Apprentice. Partially buried under the rubble Dzaan's simulacrum (see appendix C) and its wight
is a human skeleton in tattered robes-the remains of bodyguard, Krintaas, are in area P12 and move to inves-
an apprentice who died in the crash. Characters who ex- tigate any loud disturbances here.
GENERAL LAYOUT
Map 2.11 depicts a typical Reghed camp, which con-
sists of an inner circle of large tents called the chief's
circle and an outer ring of smaller tents called the
warriors' circle. Scattered among these tents are
campfires around which members of the clan like to
gather. The tents are crude yet sturdy structures with
wooden frames and walls made of layered bark and
animal hides. A large tent can accommodate up to eight
adults, and a smaller tent can provide shelter for up to
five adults.
The tents in the inner circle house the clan's chieftain
(or its king or queen), as well as other important tribe
members such as its shaman, its most honored hunter,
its greatest warrior, and the tribe's children.
The tents in the outer circle house the clan's remain-
ing members, which include crafters, weaponsmiths,
and sled drivers. S led dogs also sleep in these tents.
Many of the camp's hunters and warriors prefer to
sleep under the open sky, protected from the cold by
thick fur blankets and the heat of the campfires.
CHIEFTAIN'S TENT
One of the larger tents is set aside for the chieftain (or
king or queen), with an extra bedroll near the entrance
for the chieftain's bodyguard. A low table is set up in this MAP 2 .11: REGHEO TRIBE CAMP
tent, which is heated by lamps burning whale oil and
decorated with hunting trophies.
preferring to spend their idle hours doing as little as
SHAMAN'S TENT possible. Telling familiar stories and inventing new ones
Another large tent is occupied by the shaman, who that glorify the nomads' outlook on life are common
keeps a large collection of medicinal herbs. pastimes (see the "Reghed Stories" sidebar), as is sharp-
Treasure. In addition to the medicinal herbs, the ening weapons.
shaman's tent contains ld4 potions of healing in plain Food is critical, of course, and certain beasts of the
wooden vials sealed with corks made of animal fat, as tundra are staples among the Reghed tribes. Knuck-
well as a spell scroll of lesser restoration (or some other lehead trout and seals are often prepared for eating
1st- or 2nd-level spell from the druid spell list). very near the scene of the kill, filleted or chopped and
generally eaten raw. Reindeer meat, on the other hand,
LIFE IN A REGHED CAMP must be cooked before consumption. Reindeer also
provide the Reghed tribes with sinew, bone, and hide,
The Reghed nomads eke out a meager existence on all of which are used in the manufacture of weapons
the desolate tundra of lcewind Dale, yet this is a life to and armor.
which they are accustomed. Auril's everlasting winter
has made hunting and travel more challenging, to be
RECHED STORIES
sure, but the tribes are weathering these difficult times
Reghed nomads pass the time by sharing stories that re in-
by rationing their food and letting nothing go to waste.
force their values, which are as follows :
If anything, the Frostmaiden's cruelty has hardened the
nomads' determination to survive. By following herds • The tribe is one spirit, always on the move. As the tribe
for their food and occasionally restocking on wood, the goes, so goes the spirit of the tribe.
Reghed can get by without relying on trade. They shun • For the tribe to survive, its members must all work
together and help one another. No member gets
Ten-Towns and expect to prevail long after those feeble
left behind.
lights of civilization have been snuffed out. • The land respects strength alone. The strong flourish ,
A Reghed camp is a somber and subdued place, and the weak perish .
except for the barking of sled dogs and the sounds of
children playing in the snow. The warriors and hunters
like to conserve their strength for when it's needed,
S3. OVERLOOK
I
This cave is where Arn spends time with his family,
neighboring mountain to the northeast. "Bring me the namely his husband , Ha rad Cloudstrider Akannathi (a
white cloak of Ogolai, the chieftain ofWyrmdoom Crag." goliath warrior), a nd Harad's elde rly mother, Kaniaka
Stormcrow Akannathi (a blind noncombatant). Each of
them has private quarters off th e ma in cave, where they
If Arn is asked why the Skytower and Wyrmdoom goli- keep their bedrolls.
aths don't get along, he says: If the charac ters fought their way to this cave by kill-
ing other goliaths, Ha rad is awa ke and attacks them,
since the fallen goliaths are his blood. Othe rwise, Harad
"Many summers ago, the children ofSkytower chal-
is aslee p in his bed roll while Kaniaka sits by the fire,
lenged the children ofWyrmdoom to a game of goat-ball. staring at it sightlessly, with a dom esticated crag cat
One of the children ofWyrmdoom, angered at being (see appendix C) by he r s id e. The cat protects Ka niaka
knocked off her perch, threw the ball at one of our grif- but otherwise takes no aggressive actions.
fons and struck it in the head. It wounded her in return . Kaniaka's hearing is sharp enough to distinguish the
The game was called off. Days later, hunters from Wyrm- heavy footfalls of goliaths from those of smaller folk.
She is suspicious of strangers just as other membe rs of
doom climbed our mountain and slew the griffon in its
he r clan are. but at her age, s he feels compelled to liste n
nest-a grave insult . We have been at war ever since." to what they have to say. She would very much like to
see a n end to the conflict with the Wyrmdoom goliaths-
if such a thing is possible.
GRIFFON TAMING
The chute is 5 feet in diameter and leads to area S6.
Runestone. This engraved stone is one of two sacred Goliaths of the Akannathi clan can learn to raise and tame
griffons using secrets passed down through the genera-
stones in Skytower Shelter (the other is in area S 7). The
tions. The clan's griffon trainer, Rahi, shares these secrets
goliaths pray next to it when they seek clarity of mind with clan members who show great wisdom . The goliaths
and spirit. The scripture on the runestone, written in don 't ride the griffons; rather, they train them to hunt like
Dwarvish, tells a story about the vision and leadership falcons . The griffons are taught to respond to goliath whis-
found among the great predator birds of lcewind Dale. tles and never stray too far from their masters .
A detect magic spell reveals an aura of transmutation A goliath character who earns Rahi's respect can be
magic around the runestone. Any humanoid creature taught the secrets of griffon taming over a period of 1
that prays or meditates next to the runestone for at least year, during which time the character is entrusted to watch
1 hour gains a runestone die, a d6. Once within the next over and protect a single griffon egg and, when it hatches,
24 hours, it can roll the die and add the number ro lled the emergent griffon youngling. At the end of the year, if
the griffon is still alive, the character must make a DC 15
to one Wisdom check or Charisma check it makes. It
Wisdom (Animal Handling) check, with advantage if the
can wait until after it roll s the d20 before deciding to use character accepts Rah i's guidance. If the check fails , the
the runestone die, but must decide before the DM says character is unable to tame the griffon. If the check suc-
whether the roll succeeds or fails . Once the runestone ceeds, the character tames the griffon and bonds with it
die is rolled, it is lost, and the humanoid can't gai n an- for life. Control of the griffon can be given to the goliath 's
other from this runestone for 10 days. player at this time.
Modify the griffon stat block as follows to account for
S6 . GRIFFONS' CAVE the young griffon 's development:
The floor of this cave is 15 feet beneath the floor of area • At birth, the griffon is Tiny and has 5 (1 d4 + 3) hit
S5. A 5-foot-diameter, 5-foot-long chute with carved foot- points, a Aying speed of 40 feet, and a Strength score
holds extends upward from the cei lin g of this cave. of 2. It has a +0 bonus to hit on its attacks and deals l
piercing damage with its beak and 1 slashing damage
with its claws . Its challenge rating is O (10 XP) .
This fifteen-foot-high cave contains four griffon nests : After 1 year, the griffon is Small and has 13 (2d6 + 6) hit
three clustered in the middle of the cave and one to the points and a Strength score of 8. It has a+ 1 bonus to hit
north . The northernmost nest contains a full -grown on its attacks and deals 2 (1 d4) piercing damage with
its beak and 2 (ld4) slashing damage with its claws . Its
griffon that appears to be sound asleep. The wind stirs challenge rating is 1/4 (SO XP) .
the sleeping griffon's feathers as it enters through a wide • After 2 years, the griffon is Medium and has 32 (Sd6
opening in the north wall, beyond which you can see + 15) hit points and a Strength score of 12. It has a +3
bonus to hit on its attacks and deals 4 (1 d6 + 1) piercing
mountain peaks and storm clouds . Sitting on the edge of
damage with its beak and 6 (2d4 + 1) slashing damage
this opening is a goliath who is talking gently to a griffon with its claws . Its challenge rating is 1 (200 XP) .
youngling that leans against her. • After 3 years, the griffon is fully grown and tame enough
to be ridden as a mount.
"Come no closer," warns the goliath. "This yo ungling is
afraid to Ay, and his mother is trying to get some rest."
W6 . PRIVATE CAVES
These 10-foot-high caves are the quarters of the chief-
tain and the best warriors of the clan. Ogolai claims the
southernmost cave, where the tribe's valuables are kept
(see "Treasure" below).
The northernmost cave contains a wounded aara-
kocra named Sikki-kree, who is being tended to by a
goliath warrior (see appendix C) named Aruk Thunder-
M"P 2.14 : W v R M OOOM CR" G
caller Thuunlakalaga, who has Insight +4 and Medicine
+4. Sikki-kree crashed in the mountains when she was
caught in a blizzard and was rescued by goliath hunters.
W7. FEASTING CAVE
Aruk has been nursing the aarakocra back to health,
but he can do only so much. Although Sikki-kree's mi-
nor wounds have healed, she has a broken wing that Three adult goliaths are cooking meat over a rectangular
requires at least 10 hit points of magical healing to firepit in the middle of this fifteen-foot-high cave while a
be mended. The goliaths of Wyrmdoom Crag have no
goliath youth distributes ceramic bowls of food to other
such magic at their disposal. Any character who helps
Sikki-kree regain her ability to fly earns the aarakocra's goliaths sitting around the room on woolly rugs and furs .
gratitude and the respect of the Wyrmdoom goliaths. An elderly male taps a rhythmic beat on a large goat-
Once Sikki-kree can fly again, she thanks the charac- skin drum held between his knees. While he plays, a cou-
ters for their help before getting Ogolai's permission to ple of goliaths wrestle on the floor in front of him. Those
depart. Ogolai is indebted to the characters for helping
seated near them occasionally move out of the way when
the aarakocra, enough that she will agree to a meeting
the wrestlers roll too close to them.
with the chieftain of the Skytower goliaths if the charac-
ters request one.
Treasure. Ogolai's cave contains a pile of treasure Unless the warriors have been drawn elsewhere, this
that her clan has amassed. The Wyrmdoom goliaths cave nine goliath warriors (see appendix C) plus eight
have little use for valuables but keep this stockpile for goliath noncombatants (children and clan elders).
clan members who visit Ten-Towns or other settlements The Wyrmdoom goliaths are overjoyed if one or more
and need some form of currency to secure food or lodg- characters express an interest in wrestling. Although
ing. The stockpile includes the following: the goliaths don't customarily take on smaller or weaker
• 350 gp, 1,177 sp, and 1,850 cp in mixed coinage opponents, they never refuse a challenge. Winning a
• Sixteen gemstones: nine banded agates (10 gp each), wrestling match requires a competitor to succeed on
four carnelians (50 gp each), two spinels (100 gp two consecutive contested Strength (Athletics) checks.
each), and a topaz (500 gp)
• A gold chain pendant (25 gp) inset with a yellow dia-
mond elemental gem (the goliaths are unaware of its
magical nature)
RUNNING THIS CHAPTER If th e characters accept thi s quest, the s pea ker p ro-
Characters who learn ofX a rdorok's plot to forge a vides them with a map oflcewind Dale that marks the
dragon of cha rda lyn a nd unleash it upon Ten-Towns location of the duerga r fortress, as s hown on map 2.1
might decide to launch a preemptive strike on Xa r- (page 113). For the benefit of your players, yo u ca n
dorok's fortress. This chapter describes the fortress of point to the fortress's location using the pos ter ma p of
Sunblight in deta il , in the event the adventurers decide Icewind Da le.
to attack it. But the cha racters a re in for a s urprise: by If the cha racters as k to s pea k with the captu red
the time they a rrive, Xa rdorok has a lready fini s hed his duerga r, the s peaker informs them that the duergar was
construct and set it loose, leaving the characters with a n put to death foll owing the interrogation, to keep him
agonizing decision: press the attack against the due rga r escaping and warning his kin . If the characters ins ist on
fortress, or intercept the dragon in Ten-Towns. If they seeing the duerga r, the s peaker ta kes them to a cellar
choose the latter course, s kip over thi s chapter for now where the body is being ke pt. Any character who casts a
a nd proceed with chapter 4. spea k with dead s pell on the dead duerga r ca n va lid ate
The characters a re more likely to s urvive an invasion the information that the s peaker has already impa rted.
of Xardorok's fortress if they are at least 4th level. Cha r- The s peaker has little to offer the cha rac ters as
acters of lower level ca n s ucceed if they ta ke frequent recompense beyond hospita lity a nd fri end s hip. If the
rests or have a n edge, s uch as plenty of healing magic or characters insis t on a more ta ngible rewa rd , the s pea ker
allies to back them up. scowls , a pologizes for misjudging them , a nd lets them
go about their business. Their reputation ta kes a blow
SPEAKER'S QUEST _ if they decl ine to help. Regardless of the meeting's
If the cha racte rs lack incentive to confront Xa rdorok in outcome, the s pea ker's next task is to prepare the set-
his fortress, eithe r because they didn't e ncounte r his tlement fo r w hat will s urely be the fight of its life, in lhe
sons in cha pter 1 or because the duergar threat hasn't event that Xa rdorok's construct attacks Ten-Towns.
impacted them yet, you ca n have one of the s peakers in
Ten-Towns invite them to a private meeting. T he s peaker
would know the cha racters by re putation, if nothing
else. At this meeting, the spea ker presents the following
infor mation:
CHAPTER 3 I SUNBLIGHT
a knock spell or similar magic. Pushing a lever in area
XARDOROK'S FORTRESS X6 retracts the stone bars and causes the doors to swing
The fortress, depicted on map 3.1, has the following inward on squealing iron hinges.
noteworthy features: Beyond the double door is a lowered iron portcullis.
Bare Stone. Hewn from gray stone, the fortress is bereft Area X6 contains the winch that raises and lowers the
of ornamentation or artistic flair. Doors are likewise portcullis, which can also be forced open with a knock
made of bare stone, with iron handles and hinges. spell or similar magic.
Smoky Haze. Smoke from the forge (area X24) perme- Arrow Slit. A duergar guard in area X6 watches
ates the interior of the fortress. Unless the text notes the icy ledge through the arrow slit, which grants him
otherwise, all areas are lightly obscured by this smoky three-quarters cover against attacks made from outside
haze. Exposure to it is unhealthy; characters who take the fortress. If he sees the characters approaching on
a long rest in a hazy location regain one fewer Hit Die the ledge, the duergar turns invisible and watches them
than normal. A strong wind that lasts 1 minute or lon- without announcing his presence. If the characters are
ger clears an area of smoky haze for 1 hour thereafter. having trouble getting through the double door or the
Heat. Duergar have darkvision and don't need light to portcullis, the duergar opens them from area X6 without
see; even so, most rooms are heated by stone braziers alerting the characters to his presence. This duergar is
filled with glowing-hot coals, and such areas are loyal to Grandolpha Muzgardt (see "The Muzgardt Con-
dimly lit. spiracy," page 172) and hopes the characters will dis-
Ceilings. Tunnel ceilings are 10 feet high and flat. Room pose of Xardorok, or at least create a situation in which
ceilings are 15 feet high and vaulted in most areas ex- Xardorok can be killed by his fellow duergar.
cept for the larger spaces on the forge level, which are
30 feet high.
X2. VESTIBULE
Elevators. The three levels of the fortress are connected
I
by two mechanical elevators that are continually mov- Beyond the portcullis is an empty room with a
ing up and down their shafts, except for a I-minute
narrow opening at the far end and an arrow slit in the
stop each time it arrives at a floor. One elevator links
areas X6, X13, and X22, and the other links areas western wall.
Xl2, X15 , and X30. An elevator can be disabled in any
location where its wheel mechanisms are exposed (as Arrow Slit. A duergar guard in area X3 watches
shown on map 3.1). this room through the arrow slit, which grants her
three-quarters cover. If she sees or hears intruders
WHERE Is XARDOROK? inside the fortress , she shouts, "To arms!" in Under-
To determine Xardorok's whereabouts when the char- common. The nine duergar guards in area X3 spend 1
acters arrive at the fortress, roll a d20 and consult the round rallying before pouring out of the barracks to con-
Xardorok's Location table or simply choose one of the front the foes.
suggested locations.
X3. UPPER BARRACKS
XARDOROK'S LOCATION
d20 Location A low stone table flanked by stone benches dominates
1-5 Resting on his throne in area Xl9 this room, which is heated and illuminated by braziers
6-10 Barking orders in area X24 of glowing-hot coals. Through the hazy smoke, you see
11-15 Praying before the statue in area X29 featureless stone doors lining the walls .
16-20 Torturing a duergar accused of treason in area X34
C HAPTER 3 I SUNBLIGHT
173
5-foot-diameter tunnel that leads to a similar door block- (Religion) check. An indentation in the statuette's base
ing entry to area X4. No ability check is needed to find holds the key that unlocks the iron trunk in Xardorok's
either secret door from inside the tunnel. bedchamber. The characters can find the key if someone
lifts the statuette and looks underneath it.
X4. XARDOROK's WAR ROOM Anyone other than Xardorok who touches the statu-
ette of Deep Duerra must make a DC 16 Wisdom saving
throw, taking 18 (4d8) psychic damage on a failed save,
This rectangular room has two sets of double doors, one
or half as much damage on a s uccessful one. Along
to the north and the other to the south. A brazier of glow- with the psychic dam age comes a terrible sensation of
ing-hot coals stands in each corner. In the middle of the having one's brain devoured by an illithid. Once this
room is a low stone table, on the top of which is drawn effect has occurred, the statuette can be handled safely.
an illustration that looks something like a map. Anyone who keeps the chardalyn statuette on their
person for more tha n 1 hour gains a random form of
indefinite madness (see "Madness" in the Dungeon Mas-
Closer inspection of the drawing revea.ls that it's an ac- ter's Guide).
curate depiction of Ten-Towns a nd its environs . Mounted Iron Trunk. The iron trunk is bolted to the floor. A
to the top of a thin iron stand on the table is a 6-inch-tall character using thieves' tools can use an action to try
dragon figurine carved out of chardalyn- a miniature to pick the lock, doing so with a s uccessful DC 20 Dex-
version of Xardorok's chardalyn drago n, its wings out- terity check. A knock spell or similar magic also opens
stretched. The figurin e's stand is attached by an iron rod the trunk.
to a groove carved into the table, allowing the figurine to The trunk contains Xardorok's personal possessions
move across the map from one settlement to a nother. If (see "Treasure" below), and it is trapped. If all its con-
a lever on the west side of the table is pulled, the dragon tents are removed, hidden springs raise the trunk's false
figurine "flies" over Ten-Towns on its preset course. bottom to rise slightly. at which point the s ton e visage
Any character who pays close attention can discern the above the bed opens its mouth and belches a cloud of
flight path of Xardorok's chardalyn dragon (see chapter poisonous gas large enough to fill the room . The gas
4 for details). hangs in the air for 10 minutes, then dissipates. Any
Dragon Figurine. The chardalyn figurine can be creature that starts its turn in the cloud must make a
broken off its stand. As an art object, it is worth 50 gp. DC 14 Constitution saving throw, taking 22 (4dl0) poi-
Anyone who keeps it on their person for more than 1 son damage on a failed save, or half as much damage on
hour gains a random form of indefinite madness (see a s uccessful one.
"Madness" in the Dungeon Master's Guide). Treasure. The iron trunk contains a pair of dwarven
Secret Door. A character who searches the walls for sandals carved out of obsidian (250 gp), a quilted s mok-
secret doors and succeeds on a DC 15 Wisdom (Percep- ing jacket sized for a dwarf and sewn with fifty gem-
tion) check finds s uch a door behind the brazier in the stones (500 gp), a malachite beard comb set with seven
southwest corner. This 5-foot-wide, 10-foot-tall stone red garnets (750 gp), a hookah made of platinum a nd
door swings into a 5-foot-diameter tunnel that leads star sapphire (2,500 gp), and a rolled-up lea ther scroll
to a similar door blocking entry to area X3. No ability with the following sequence of numbers written on it
check is needed to find either secret door from inside in Dwarvish:
the tunnel.
1-3-6 2-5-2 9-7-5 4-3-4
X5. XARDOROK'S QUARTERS 8-2-7 5-6-3 7-1-4 2-9-9
CHAPTER 3 I SUNBLI G HT
174
MhP 3 1: SuNBLIGHT (XhRDOROK's FORTRESS)
C HAPTER 3 I SUNBLI G HT
1 75
An invisible duergar named Dreck huddles in the south-
west corner, trying to avoid detection. Despite his effort,
any character with a passive Wisdom (Perception)
score of 14 or higher notices the duergar's cold breath.
Dreck has secretly pledged his allegiance to Grandolpha
Muzgardt, for he longs to be rid of Xardorok Sunblight
and now sees the characters as instruments of Xar-
dorok's demise. He fights only in self-defense.
Elevator. A box-shaped iron elevator car constantly
goes up and down the shaft, stopping for 1 minute on
each floor and taking 1 minute to move from one level to
the next. A collapsing iron gate on the west side of the
cage slides open when the car arrives at this level from
above or below. The 10-foot-wide stone shaft climbs 100
feet to area X13 and descends 100 feet to area X22.
Lever. Moving the iron lever on the west wall opens
and closes the fortress's outer doors (see area Xl).
Winch. Turning the iron winch on the west wall raises
and lowers the portcullis between areas Xl and X2.
GRANDOLPHA MuzGARDT Until recently, this room was the office of Xardorok's
Medium humanoid (dwarf), lawful evil captain of the guard, who has been accused of plotting a
coup and is being tortured in area X34.
Armor Class 9
Hit Points 59 (7d8 + 28) X8. PRIVATE DINING HALL
Speed 25 ft.
STR DEX CON INT WIS CHA Three braziers heaped with glowing-hot coals illuminate
14 (+2) 9 (-1) 18 (+4) 13 (+l) 17 (+3) 16 (+3) and heat this long hall. At the eastern end is a hexagonal
stone table surrounded by six stone chairs. Seated in the
Damage Resistances poison
Senses darkvision 120 ft., passive Pe rception 13 chair facing the door is a haggard old duergar with long
Languages Common, Dwarvish , Undercommo n black hair streaked with ribbons of white and fingernails
Challenge 2 (450 XP) like shards of iron. She is devouring a hearty buffet of
cooked meats, mushrooms, and strange Underdark fare.
Duergar Resilience. Grandolpha has advantage on saving
throws against poison, spells , and illusions , as well as to resist Lurking next to her is a small mechanical dragon made of
being charmed or paralyzed . a shiny black substance.
Innate Spellcasting (Psionics). Grandolpha's innate spellcasting Hunched over a hot stove in the west side of the
ability is Wisdom (spell save DC 13) . She can innately cast the room are three duergar cooks. At the sight of you, they
following spells, requiring no material components: drop their utensils and reach for their weapons, but
At will : druidcraft , mending, poison spray (see "Actions " below) the old duergar says something in Dwarvish that keeps
3/day each : detect magic, enlarge/ reduce (self onl y),faerie fire , them at bay.
invisibility (self only), polymorph, stoneskin (self only)
Sunlight Sensitivity. While in sunlight, Grandolpha has dis -
advantage on attack rolls , as well as on Wisdom (Perception) Xardorok and his sons dine here, occasionally joined
checks that rely on sight. by guests. In attendance today is Xardorok's paramour,
Grandolpha Muzgardt (see the accompanying stat
ACTIONS block). The three duergar cooks are Grandolpha's
Poison Spray (Cantrip). Grandolpha extends her hand toward a loyal bodyguards. The chardalyn dragonet next to
creature she can see within 10 feet of her and projects a puff of Grandolpha is a gift from Xardorok; it's a lawful evil
noxious gas from her palm . The creature must succeed on a DC construct that understands Draconic and Dwarvish
13 Constitution saving throw or take 13 (2d12) poison damage . but can't speak. It otherwise has the statistics of a
pseudodragon.
CHAPTER 3 I SUNBLIGHT
I
After telling her bodyguards to stand down, Gran- XlO. DuRTH's QUARTERS
dolpha invites the characters to join her for dinner.
The main course is a cooked intellect devourer, its
brain-body stewing in its own juices. The characters
can partake of the feast that Grandolpha's guards have
prepared, but the food has a thin layer of ash covering it
that spoils the taste. Grandolpha doesn't seem to mind,
though. She also offers the characters a vile Muzgardt
I This dark chamber contains a plain stone bed, a stone
trunk, and four unlit braziers .
CHAPTER 3 I SUNBLIGHT
177
The training dummies are harmless; they have been dis- Xl4. WORKSHOP
membered and sewn back together numerous times.
Touching one of the suits of armor or dealing damage
to any of them causes all four to animate (use the ani- This messy workshop is heated and illuminated by bra-
mated armor stat block to represent them). They attack ziers of glowing-hot coals in the corners. The room is
all other creatures in the room, which they can't leave furnished with stone tables and cabinets. In the middle
of their own volition. If there are no other creatures in of the room, surrounded by twisted bits of metal, is a
the room that they can attack on their turn, the suits of
half-finished exoskeletal construct like the ones you en-
armor deactivate and revert to their inanimate state.
Elevator. A box-shaped iron elevator car constantly countered in the room you came from.
goes up and down the shaft, stopping for 1 minute on
each floor and taking 1 minute to move from one level to
This room contains two duergar mechanics (one male,
the next. A collapsing iron gate on the west side of the
one female), both of whom turn invisible as soon as they
cage slides open when the car arrives at this level from
hear sounds of combat in area X13. They try to remain
above or below. The 10-foot-wide stone shaft climbs 100
hidden and fight only in self-defense.
feet to area XlS and descends 100 feet to area X30.
Treasure. Characters who search the workshop find
two sets of smith's tools and a set of tinker's tools.
ICE GATE LEVEL
The uppermost level of the fortress contains the mech- Xl5. EASTERN GEAR ROOM
anism that operates the ice gate- enormous doors The following boxed text assumes the characters enter
through which Xardorok's chardalyn dragon comes and this area by coming up the elevator. If they enter by the
goes. These doors are carved out of thick ice and have north tunnel, adjust the boxed text accordingly:
hinged iron clamps holding them in place. When the
doors are open, they allow access to a 30-foot-wide verti-
cal shaft that descends 220 feet to area X26. Ascending the elevator shaft deposits you in the middle
of a large room with machinery filling the western half.
Xl3. WESTERN GEAR ROOM A duergar stands in the southwest corner next to a
The following boxed text assumes the characters enter lever that juts out of the west wall. Braziers heaped with
this area by coming up the elevator. If they enter by the
hot coals do little to offset the cold air blowing into the
north tunnel, adjust the boxed text accordingly:
room through arrow slits in the south wall.
CHAPTER 3 I SUNBLIGHT
characters challenge the duergar, the two enlarged ones Xl8 . GUARDED CORRIDOR
remove the sack covering the umber hulk's head and Between two sets of double doors is a corridor with a
release the creature, after which all four duergar turn dozen arrow slits along its walls. Four duergar guards
invisible. The infuriated umber hulk sees the characters are stationed in the hallways to either side (two per loca-
and attacks them. If the characters slay the umber hulk, tion). In addition to their normal weapons, these duergar
the duergar attack them. carry heavy crossbows (+2 to hit) that deal 5 (ldlO)
To the Underdark. A 10-foot-wide, miles-long tunnel piercing damage on a hit.
connects Xardorok's fortress to vast caverns and subter-
ranean lakes under the Spine of the World. Exploration Xl9. CHARDALYN THRONE
of the Underdark is beyond the scope of this adventure. If Xardorok Sun blight (see appendix C) is encountered
here, he's sitting on his throne. Describe him as a soot-
Xl7. DUERGAR MINES stained, gray-bearded duergar with a jagged black crown
on his brow and a spiky black gauntlet on one hand. His
I
Rich veins of iron ore run through the walls of this cav-
crown and gauntlet are made of chardalyn.
ern. Narrow tunnels are cut deep into the rock. Here and
there lie stacks of mining equipment. The ceiling of this hall arches to a height of thirty feet.
Stone steps lead up to a semicircular dais against the
south wall. Atop the dais is a misshapen throne crudely
These mines provide the duergar with all the iron ore
they need to fashion tools, weapons, exoskeletons for carved out of black crystal. Small, crackling flames burn
hammerers, and other items. They use the excavated in braziers that occupy the room's corners.
stone for furniture and other structures. Currently, there Slumped near the east wall is a tall, bipedal fungus
are no duergar working in the mines. creature. Luminous spores float in the air around it. A
Characters who explore the mines come across savage, white-furred biped has torn off one of the crea-
three rust monsters scrounging for iron ore. The rust
ture's arms and is holding it while four other white-furred
monsters, which came up from the Underdark, attack
anyone wearing metal armor or carrying metal shields bipeds covered with fungal growths try to capture the
or weapons. floating spores in jugs .
CHAPTER 3 I SUNBLIGHT
179
Xardorok's garrison includes several quaggoth thralls. A Unless they were drawn to area X19 by sounds of com-
little over a tenday ago, a quaggoth thonot named Krob bat there, two duergar stand against the west wall,
helped the duergar capture a myconid sovereign in the watching the doors to area X22. These duergar have
Underdark. The sovereign's name is Pleurota. With Xar- secretly pledged their loyalty to Grandolpha Muzgardt
dorok's consent, Krob is harvesting Pleurota's animat- (see "The Muzgardt Conspiracy," page 172) and try to
ing spores and using them to turn dead quaggoths into thwart Xardorok at every turn. They allow characters to
spore servants. When the myconid sovereign became pass through the room unmolested and are 50 percent
uncooperative, Krob tore off one of its arms. likely to know Xardorok's current whereabouts.
Thonot Krob uses the quaggoth stat block with the
I
modifications noted in the "Variant: Quaggoth Thonot" X22. WESTERN ELEVATOR
sidebar in the Monster Manual. He is joined in this room
I
by four quaggoth spore servants. Krob and the spore
The elevator shaft terminates in this room. A large stone
servants fight to the death. If Krob dies, one of the spore
wheel next to the iron cage turns constantly.
servants uses its next action to pour its jug of spores
over Krob's corpse, turning it into a new spore servant.
Sounds of combat here bring reinforcements from Elevator Shaft. The 10-foot-wide stone shaft ascends
area X18 (four duergar) and area X20 (four quaggoths). 100 feet to area X6 and 200 feet to area X13.
All the duergar, including Xardorok if he's present, use
Enlarge before joining the fight. If defeat seems likely, X23. OUTER GATE
Xardorok retreats to area X22 and uses the elevator to A 15-foot-high, 10-foot-wide iron gate is set into a
make his way toward area X8, where he hopes to enlist 20-foot-high, 15-foot-wide wall that separates area X16
the aid of Grandolpha Muzgardt, unaware of her true from area X24. The gate has a bulky padlock on its east-
intentions. Grandolpha goes along with Xardorok but ern side. The duergar forewoman (see area X25) carries
won't aid him in a fight, allowing the characters to kill the iron key to the padlock. A character with thieves'
him. If Xardorok is gravely wounded and Grandolpha tools can use an action to try to pick the lock, doing so
can kill him without putting herself in harm's way, she with a successful DC 20 Dexterity check. The check
seizes the opportunity. is made with disadvantage if the character must reach
Throne. Pi:olonged contact with Xardorok's chardalyn through the gate from area X16 to get at the lock. A
throne can warp one's mind. A creature that remains in knock spell or similar magic also opens the padlock.
contact with the throne for 1 hour gains a random form Any attempt to breach the gate alerts the guards atop
of indefinite madness (see "Madness" in the Dungeon the watchtowers in the forge (areas X24-X26).
Master's Guide). If this madness isn't cured within 24
hours, it becomes permanent. Only a wish spell or di- X24-X26. FORGE
vine intervention can end the permanent madness.
Treasure. Each quaggoth spore servant has a jug con-
taining enough of Pleurota's animating spores to turn Smoke fills this warm cavern, which has a ceiling that
one fresh corpse into a spore servant (as described in ranges from forty feet high down to twenty feet high
the "Myconids" entry in the Monster Manual). along the south wall. The source of the smoke and heat
is a ten-foot-tall stone forge shaped like a pyramid with
X20. QUAGGOTH DEN
its peak sheared off. Ripples of heat and flashes of fire-
light spew from the top of the forge, which emits a deep,
I
This dark, filthy room is strewn with bones. It contains pulsating heartbeat. A five-foot-deep trough extends east
ten crude beds made of moss and clumps offur. Loud from the forge, with rows of black anvils on either side of
mechanical noises come from behind the west wall. the depression.
Overlooking the forge are four twenty-foot-tall guard
Unless they are drawn to area X19 by sounds of combat towers with gray-skinned dwarves standing behind their
there, four quaggoths gnaw on bones in this room and low battlements. Stone stairs provide access to the tops
attack intruders on sight. The quaggoths follow Thonot of the two towers nearest the forge.
Krob who, in turn, obeys Xardorok Sun blight.
South of the forge is an enormous, five-foot-tall iron
The noises heard coming from behind the west wall
originate from the elevator located in area X22. platform fitted with cranes and clamps, with short
flights of iron stairs leading to the top of the platform.
X21. TREACHEROUS GUARDS Surrounding it is a clean-up crew consisting of a female
duergar with a horn and six hulking bipeds, their white
This room contains braziers of glowing-hot coals in the fur stained with soot. They are tossing scraps into a
northwest corner and the southwest corner. Loud me- cylindrical container. In the twenty-foot-high ceiling
chanical noises come from behind the double door in the above this bin is a wide, rectangular hole.
middle of the east wall.
CHAPTER 3 J SUNBLIGHT
r8o
This encounter area is made up of several smaller loca- A fight here brings reinforcements from area X28:
tions within sight of one another. Area X24 is the forge three duergar hammerers (see appendix C).
itself. Area X25 is the iron platform where Xardorok's If defeat seems likely, Xardorok retreats and makes
chardalyn dragon was assembled. Area X26 is the bot- his final stand in Deep Duerra's temple (area X29).
tom of the shaft that the dragon uses to move up and out X24. Forge. Any creature that touches the forge for
of the fortress. In addition, four guard towers ringed by the first time on a turn or starts its turn in contact with
3-foot-high stone battlements look out over the area. the forge takes 10 (3d6) fire damage.
If Xardorok Sunblight (see appendix C) is here, he is Characters who get close enough to peer through the
standing atop the assembly platform (area X25), barking vents in the side of the forge can see that it contains a
orders at the clean-up crew. Describe Xardorok as a large, beating heart. A successful DC 15 Intelligence
soot-stained, gray-bearded duergar with a jagged black (Arcana) check reveals that the heart belongs to a red
crown on his brow and a spiky black gauntlet on one dragon and is clearly kept alive by magic. The forge
hand. His crown and gauntlet are made of chardalyn. grants the heart three-quarters cover. The heart is a
The clean-up crew consists of the duergar fore- Large object with AC 13, 27 hit points, vulnerability to
woman, Thontara, and six quaggoths. Thontara carries cold damage, and immunity to fire and psychic damage.
a horn that she uses as a loudspeaker; the iron key that The heart stops beating when reduced to O hit points,
unlocks the outer gate (area X23) is hidden inside a com- rendering the forge inoperable.
partment in the heel of her left boot. X25. Assembly Platform. Underneath the platform is
Three guards are stationed atop each tower- twelve a 5-foot-high crawlspace.
duergar in total. One guard on each tower is secretly X26. Vertical Shaft. The shaft ascends 200 feet to the
loyal to Grandolpha Muzgardt (see "The Muzgardt Con- doors that make up the ice gate, which are open unless
spiracy," page 172). If the characters engage in battle the characters closed them in areas X13 and X15. The
with Xardorok and appear to be winning, these duergar characters need magic or climbing gear to scale the
help by attacking the other duergar on their respective shaft's rough-hewn walls. Below the shaft is a 5-foot-tall,
platforms; if Xardorok appears to be winning, these du- 10-foot-diameter cylindrical bin. It contains dozens of
ergar stay out of the fight. The remaining duergar hurl fragments left over from the construction of the char-
javelins at foes from atop the towers, growing to Large dalyn dragon. Any chardalyn fragments stolen from the
size and switching to their war picks if forced into me- Easthaven town hall are here as well (see "The Charda-
lee combat. lyn Caper," page 68).
CHAPTER 3 I SUNBLIGHT
r81
X27. GIANT LIZARD PENS Pekoe but can't tell what. The doppelganger tries to
acquire some cold weather clothing and remains with
the party until it reaches Ten-Towns. Once there, it slips
This corridor is lined with six arc hed cells, each sealed away and adopts a new disguise. The doppelganger
off with a latched iron gate. Housed in each cell is a big won't harm the characters unless they give it reason to.
lizard fitted with ri ding gear. The loud banging comes from an unarmed goliath
warrior named Kapanuk Talltree Thuunlakalaga. Af-
ter becoming separated from his hunting party during
The six giant lizards kept here are used by the duergar a blizzard, Kapanuk was ambushed by duergar and
as mounts and pack animals. They are hostile toward brought to the fortress for interrogation. Since he knows
non-duergar but can't attack through the closed gates. nothing about Ten-Towns, Kapanuk was of little use to
The gates are latched shut, but not locked. his captors.
If released, Kapanuk tries to acquire some weapons
X28. DUNGEON and armor. He also invites the characters to return
Unless they are drawn to the forge by sounds of combat with him to Wyrmdoom Crag, where his kin will give
there, three duergar hammerers (see appendix C) are them the heroes' feast they deserve. He shows no of-
spaced equidistantly along this corridor. Their job is to fense if the characters decline the invitation, but if they
prevent prisoners from escaping, but they attack anyone accept and are ready to leave, Kapanuk guides them
outside the cells whom they don't recognize. through the mountains to his home (see "Wyrmdoom
Crag," page 166).
You can add additional prisoners to the cellblock,
I
This dark corridor has narrow iron doors along the north
at your discretion. The remaining cells are other-
wa ll an d two similar doors at each end. An iron cross bar
wise empty.
seals each door.
X29. DEEP DUERRA'S TEMPLE
When one or more characters enter the room with the
If the duergar hammerers have been defeated or lured statue, read:
elsewhere, add:
CHAPTER 3 I SUNBLI G HT
182
extinguish this fire, Xardorok loses his Psychic Con-
quest trait.
The creature chained to the statue's base is a mind
flayer with 9 hit points and no armor (AC 11). Klondorn,
the duergar priest (see area X31), has amputated its
face-tentacles and removed the part of its brain that
enables the mind flayer to use its psionic powers. Con-
sequently, it has no innate spellcasting abilities and no
effective attacks. It retains its Magic Resistance and its
telepathy, however. Its challenge rating is 0 (0 XP).
The mind flayer doesn't expect sympathy from the
characters and shies away from them. If the characters
question it, the mind flayer shares the following inform a-
tion with one of them telepathically:
• The mind flayer's name is F'yorl. It was captured by
the duergar in the Underdark.
This room is a temple dedicated to Deep Duerra,
a duergar god of conquest and psionics. Xardorok
comes here to pray and draws strength from the stat-
ue's flame.
The temple's priest, Klondorn, resides in the room to
the southeast (area X31).
Northwest and Northeast Rooms. The temple
is flanked by L-shaped rooms to the northwest and
northeast. The northwest room contains heaps of cold
weather clothing and a dozen pairs of snowshoes. The
northeast room contains piles of weapons, including
six war picks, nine warhammers, a dozen javelins, ten K LO N 0ORN
heavy crossbows, and a nicked greataxe that belongs to
the goliath prisoner in area X28.
Secret Door. A character who searches the temple's
walls for secret doors and succeeds on a DC 15 Wisdom devil's miter is a hat of disguise that it uses to conceal its
(Perception) check find such a door in the east wall. true form.
This 5-foot-wide, 10-foot-tall stone door swings into a Klondorn is a fiendish emissary sent by Asmodeus
5-foot-diameter tunnel that leads to a similar door block- to help Xardorok conquer Icewind Dale. Xardorok is
ing entry to area X34. unaware of Klondorn's true nature. In the guise of a
duergar, the devil earned Xardorok's confidence and
X30. EASTERN ELEVATOR refuses to be intimidated by a stray band of adventurers.
If the characters threaten Klondorn, it tosses aside the
miter, revealing its true form, and attacks. If reduced
The elevator shaft terminates in this room. A large stone
to 0 hit points, the devil vanishes in a cloud of black
wheel next to the iron cage turns constantly. West of the smoke and returns to the Nine Hells, leaving its hat of
wheel is a duergar encased in a cruel-looking exoskeletal disguise behind.
construct, his face a mask of pain. Infernal Tablets. The barbed devil spends its time
chiseling on granite tablets to inscribe them with Infer-
nal runes. Characters who can read Infernal script can
The construct is a duergar hammerer (see appendix C). learn about the devil's manifesto, in which Klondorn
It guards this room and attacks intruders on sight. reveals that Asmodeus, in the guise of Deep Duerra, is
Elevator Shaft. The 10-foot-wide stone shaft ascends using the duergar to further his interests.
100 feet to area X6 and 200 feet to area Xl3 . There are ninety-two granite tablets stacked about the
room. Each tablet weighs 50 pounds and is 1 foot wide,
X31. DEVIL IN DISGUISE
1½ feet long, and 2 V2 inches thick.
Treasure. Aside from the devil's hat of disguise, this
room contains nothing of value.
I
This room is filled with stacks of granite tablets. Behind
them lurks a long-bearded duergar wearing black robes
X32. TRAPPED HALL
and a tall black miter.
CHAPTER 3 I SUNBLIGHT
Operating a lever in area X36 deactivates the trap in Describe Xardorok as a soot-stained, gray-bearded du-
this hall, which can't be disabled by any other means. ergar with a jagged black crown on his brow and a spiky
Any creature that enters the hall for the first time on black gauntlet on one hand. His crown and gauntlet are
a turn or starts its turn in the hall is struck by bolts of made of chardalyn.
lightning that leap from the boxes and must make a DC The mind masters want their prisoner to identify
15 Dexterity saving throw, taking 18 (4d8) lightning others involved in the coup against Xardorok. Nefrun
damage on a failed save, or half as much damage on a is refusing to cooperate and is not guilty of the crimes
successful one. leveled against her. She suspects Klondorn, the high
priest of Deep Duerra (see area X31), has turned Xar-
X33. LOWER BARRACKS dorok against her. If she is released, Nefrun intends to
The characters hear deep voices speaking Dwarvish demonstrate her loyalty to Xardorok. If that means be-
and Undercommon as they approach this area. traying her liberators, Nefrun does so without question.
Nefrun's gear, including her armors and weapons, is on
the floor next to the chair.
Six duergar sit on stools around three hexagonal tables in
Xardorok won't fight to the death in this area. Instead,
the middle of this hall, with a copper keg atop each one.
he uses the secret door (see below) to retreat to area
Braziers heaped with glowing-hot coals provide light and X30 and uses the elevator there to make his way toward
heat. Through the smoky haze, you count nine doors em- area X8, where he plans to join forces with Grandolpha
bedded in the north, west, and east walls. Muzgardt. Grandolpha goes along with Xardorok but
won't aid him in a fight, allowing the characters to kill
him. If Xardorok is gravely wounded and Grandolpha
Fifteen duergar guards occupy this area- six relaxing can kill him without putting herself in harm's way, she
in the main hall and nine more resting in the smaller seizes the opportunity.
rooms attached to it. Ten of the duergar have secretly Iron Sarcophagi. The closed, upright sarcophagi
pledged their loyalty to Grandolpha Muzgardt (see "The are iron maidens. The room contains ten of these de-
Muzgardt Conspiracy," page 172). If the characters vices, each one with spikes lining the interior of its lid.
claim to be on Grandolpha's side, the duergar that sup- A Small or Medium creature shackled inside an iron
port her turn against their kin. If the characters let these maiden takes 11 (2d10) piercing damage when the lid
duergar fight among themselves, five duergar survive snaps shut. The creature takes this damage again at the
the battle, all of them loyal to Grandolpha. They are start of each of its turns until it is released. A creature
willing to help the characters slay Xardorok, but any can use an action to try to break out of an iron maiden,
alliance they make with the characters ends with Xar- doing so with a successful DC 20 Strength check.
dorok's death. Secret Door. A character who searches the walls for
Copper Kegs. The three kegs contain Clan secret doors and succeeds on a DC 15 Wisdom (Per-
Muzgardt's finest mushroom brew, Darklake Stout, ception) check finds such a door in the west wall. This
which only a duergar could find palatable. 5-foot-wide, 10-foot-tall stone door swings into a 5-foot-
Quarters. Each of the smaller rooms has three stone wide tunnel that leads to a similar door blocking entry
bunkbeds protruding from its walls. to area X29.
Torture Closet. The small room to the south contains
X34. TORTURE CHAMBER
an array of torture devices, including whips, mallets,
Characters who approach this chamber hear screams of barbed scourges, spiked chains, branding irons, hooks,
agony coming from inside. thumbscrews, pliers, and shears.
The unarmed and unarmored duergar shackled to the This bedchamber is set aside for honored guests and is
chair is Nefrun, the former captain of the guard. She has currently being used by Grandolpha Muzgardt, whom
7 hit points remaining. Her torturers are two duergar the characters encounter in area X8. The yeti hide on
mind masters (see appendix C) wearing black hoods. her bed is a gift from Xardorok. The kegs contain Dark-
If Xardorok Sunblight (see appendix C) is encoun- lake Stout, Clan Muzgardt's finest mushroom ale, which
tered here, he's overseeing the torture of Nefrun, Grandolpha brought with her from the Underdark. She
who has been implicated in a plot to assassinate him. keeps no valuables here, and both chests are empty.
CHAPTER 3 I SUNBLIGHT
X36. DUERGAR HAMM E RERS which grows in the Underdark. Each gourd can be
sold to a tavernkeeper in Ten-Towns for 10 gp.
Chest 2 holds a gold mask shaped like the visage of a
Two featureless stone pillars support the vaulted ceiling male drow (750 gp), lying on a bed of 350 gp.
of this unlit chamber. East of the pillars, a duergar en• Chest 3 contains a silver chalice shaped in the like-
cased in an exoskeletal construct stands before a lowered ness of a spider and inlaid with eight obsidian eyes
iron portcullis. A similar creature stands in an alcove to
(250 gp).
Chest 4 holds a bundled-up gray spider-silk robe sewn
the north, its squeaky pincers clenching and unclenching
with darkmantle eyes, wrapped inside which is a
in nervous anticipation . wandofweb.
A stone lever juts out of the back wall of an alcove to Chest 5 contains a folded piwafwi-a dark spider-silk
the south . cloak made by drow. This item has the properties of a
cloak of elvenkind but loses its magic if it's exposed to
sunlight for 1 hour without interruption.
The two duergar hammerers (appendix C) attack any- Chest 6 holds an amber headdress set with three large
one they don't recognize. purple pearls (2,500 gp).
Iron Portcullis. When the characters move close to Chest 7 contains a 2-foot-tall stone statuette of De-
the portcullis, they can see that embedded in the north mogorgon that weighs 50 pounds. Anyone who looks
wall next to it is a 1-foot-square chardalyn plaque with into the statue's eyes must succeed on a DC 14 Cha-
an oversized, hand-shaped indentation on its face. The risma saving throw or contract a random form of
plaque can't be removed from the wall. If the fingers and short-term madness (see "Madness" in the Dungeon
palm of Xardorok's gauntlet are placed in the indenta- Master's Guide). A creature can be affected only once
tion, the portcullis rises into the ceiling, allowing access by the statue, after which it becomes immune to
to area X37. The portcullis can also be raised with a the effect.
knock spell or similar magic. Brute force , in the form Chest 8 houses an inanimate svirfneblin skeleton en-
of a successful DC 25 Strength (Athletics) check, also crusted with yellow mold (see "Dungeon Hazards" in
works- but circumventing the locking mechanism in the Dungeon Master's Guide). The mold releases its
this way causes the portcullises in area X37 to fall, seal- spores as soon as the chest's lid is opened. Embedded
ing off that room's eight alcoves. in one of the skull's eye sockets is a false eye made of
Stone Lever. Pulling down the lever in the south moonstone (75 gp).
alcove deactivates the trap in area X32, making
that tunnel safe to traverse. Raising the lever reacti-
vates the trap.
FORTRESS FALLOUT
The chardalyn dragon won't return to Xardorok's for-
X37. TREASURE VAULT tress until it has destroyed Ten-Towns (see the next
The characters can see into this room through the bars chapter). If Xardorok is alive and his forge is intact when
of the portcullis that blocks its entrance: the dragon returns, Xardorok begins repairing it. The
dragon regains ld6 hit points at the end of each hour
of repair work. If Xardorok is slain or the red dragon's
This unlit room contains four alcoves on the north wall heart in the forge is destroyed, the chardalyn dragon
and four on the south wall. Inside each alcove is an can't be repaired.
iron chest. After returning to the fortress , the dragon remains
there until such time as Xardorok needs it to cause more
devastation, and certainly not before Xardorok's duergar
The pointed teeth of a raised iron portcullis jut from the scouts have assessed the damage to Ten-Towns.
ceiling of each alcove. These barriers fall and lock into Xardorok's demise spells the doom of the Sunblight
place if the characters physically forced open the port- clan if neither of his sons are alive to take command. If
cullis that seals the vault's entrance. Placing the fingers Grandolpha Muzgardt outlives Xardorok, she absorbs
and palm of Xardorok's gauntlet in the hand-shaped the remnants of the Sunblight clan into her own and has
indentation in area X36 causes all the lowered portcul- Xardorok's surviving sons executed. The Muzgardt clan
lises in this room to rise. A portcullis can also be raised takes over Xardorok's fortress but has no immediate
with a knock spell or similar magic. designs against Ten-Towns or Icewind Dale. If the char-
Iron Chests. Each chest has a built-in combination acters were instrumental in helping Grandolpha capture
lock with three tumblers that bear tiny Dwarvish runes the fortress, she allows them to keep any treasures they
representing numerals from 1 to 9. Xardorok keeps the found in the fortress but insists that they leave at once.
combinations for these chests in his quarters (area XS). If Xardorok and Grandolpha are both still alive when
A character using thieves' tools can spend 1 minute the characters depart the fortress, the division among
trying to disable the lock, doing so with a successful DC the two duergar clans continues to deepen, but no im-
20 Dexterity check. A knock spell or similar magic also mediate effort is made to unseat Xardorok. Grandolpha
opens a chest. Here are the chests' descriptions: is content to bide her time, betraying Xardorok only af-
Chest 1 contains a dozen stoppered gourds, each hold- ter some setback leaves him weak and vulnerable.
ing a pint of a fiercely hot liquor made from fire lichen,
CHAPTER 3 I SUNBLIGHT
DESTRUCTION'S LIGHT
more, and tells the characters as much. The dragon spares the Mead Hall, but it destroys every
For more information on Vellynne and her moti- other structure in town in 1 hour.
vations, see the "Arcane Brotherhood" section in Casualties. Twenty-five people (one-quarter of the
appendix C. population) are killed. The survivors flee into the woods
before veering toward the Eastway and following the
road to Bryn Shander, taking most of their livestock
DRAGON SCOURGE with them.
This section describes the dragon's flight path and the Dragon Damage. The dragon takes no damage.
events it sets in motion. The section assumes no inter-
ference on the part of the characters; when they and TARGET 3: EASTHAVEN
the dragon finally meet, skip ahead to the "Showdown!" Here, the dragon faces its first real challenge. Although
section (page 190). it catches the town by surprise, the militia reacts quickly
The dragon can regain hit points only if Xardorok re- and succeeds in wounding the creature.
pairs it in his forge (see "Fortress Fallout," page 185). The dragon uses its radiant breath weapon to strafe
the town from the air, never landing. It starts at the east
DRAGON'S FLIGHT PATH end and slowly works its way westward, clearing streets
Map 4.1 shows the dragon's flight path, which should and obliterating homes. It takes 8 hours, but the dragon
not be shared with your players unless the characters destroys half the town's structures, including most of its
studied Xardorok's attack plan in the previous chapter. docks. The White Lady Inn partially collapses when the
The dragon is following the instructions of its creator dragon flies through it, and the Wet Trout is razed. The
precisely and will not deviate from this course under Town Hall and the Easthaven ferry are spared.
any circumstances. Casualties. Two hundred fifty people (one-third of
Each section describes the damage caused to each the population), including most of the town's militia, are
town, what (if any) damage the town deals to the dragon killed. Captain Arlaggath is slain by two invisible duer-
in return , and how much time the dragon spent at that gar who have been waiting impatiently for the dragon to
town. Adjust the dragon's timeline and the extent of the strike. The five hundred survivors flee on foot to Bryn
damage as you see fit. Shander, taking their most cherished possessions and
The Dragon Flight Times table shows how long livestock with them.
it takes for the dragon to get from one location the If he's alive and present when the dragon attacks,
next one. Speaker Waylen is killed when six duergar storm the
Town Hall and confiscate any chardalyn they find there.
Dragon Damage. The attack on Easthaven reduces
the dragon's hit points by 10.
II
DESTROYING THE DRAGON NPC SUPPORT
When the dragon drops to O hit points, read:
Ten-Towners are happy to let adventurers fight the
dragon while they flee for their lives. If the characters
The dragon makes a horrific grinding noise as it begins are the ones who need saving, you can have one or more
to shudder and crumble to pieces. As its great bulk courageous NPCs help them.
crashes into the snow, jagged shards of black crystal fly HELPFUL TEN - TOWNERS
off in all directions. If a character ends up in a tight spot, you can have a
friendly NPC act immediately before the character in
the initiative order. This NPC can help the imperiled
The dragon leaves behind hundreds of chardalyn frag-
character in one of the following ways:
ments, some as big as a wagon wheel and others as
small as a coffin nail. If the characters know the effects , The NPC uses the Help action to assist the character.
of chardalyn tainted by evil magic, they'll want to warn If the character is dying, the NPC stabilizes them or
Ten-Towners to avoid the fragments. carries them to a safer location.
The NPC moves close enough to the dragon to provide
WEATHER CONDITIONS a distraction, allowing the character to move to a safer
The dragon begins its attacks under dark, clear skies. location or use a class feature that relies on an ally be-
That changes shortly after it leaves Termalaine, its sixth ing near the dragon (such as Sneak Attack).
target, for that's when a winter storm sweeps down from WHAT CAN VELLYNNE Do?
the Reghed Glacier and engulfs Ten-Towns. The storm
Vellynne Harpell's survival is important for the story
hangs over Ten-Towns for 24 hours before petering out.
to continue forward. She fights alongside the party but
If the characters confront the dragon in Lonelywood,
does not participate in any foolhardy acts of heroism.
Bremen, Targos, or Bryn Shander, they must also con-
During encounters with the dragon, Vellynne can't
tend with strong wind and heavy snowfall (for rules, see
drop below 1 hit point. If she is reduced to 1 hit point,
"Strong Wind" and "Heavy Precipitation" in the Dun-
she either retreats to somewhere safe or uses her next
geon Master's Guide). The dragon ignores these effects,
action to cast vampiric touch, draining the life force of
having been built by Xardorok to overcome such debili-
her nearest kobold minion (or some other poor fool) to
tating weather.
ensure her own survival.
I
that contains all the information she knows, or have one INVISIBLE DUERGAR
of her kobold minions communicate the information
I
necessary to keep the adventure on track.
Something unseen is making footprints in the snow, and
OTHER THINGS those footprints are getting closer!
CHARACTERS CAN Do
Characters who can't harm the dragon (or choose A duergar is using its Invisibility trait to get close
not to) can find plenty of other things to distract them enough to the character to make an attack, but the snow
during the dragon's attack. If a player is having trouble betrays its presence, giving the character the chance to
figuring out what their character can or should do, you act first.
can use the Town in Chaos table to introduce an urgent When the duergar gets within striking distance, it
development for the character to deal with. Before the attacks and becomes visible. Following its initial at-
character moves or acts on its turn, roll on the table or tack, it uses an action to increase its size, then presses
choose a development you think might spur the charac- its attack.
ter into action.
MALEVOLENT TOWNSFOLK
TOWN IN CHAOS
d20 Development Unrecognizable figures in cold weather clothing advance
1-3 Building collapse until they form a line twenty feet away from you. Each
4-6 Enlarged duergar one clutches a hand axe threateningly. One of them
7-9 Invisible duergar points a gloved finger at you and shouts, "Kill that
10-14 Malevolent townsfolk one first!"
15-16 Thieves
17-18 Trapped beast
The character is singled out by ld4 + 2 commoners
19-20 Walking wounded who have become corrupted by the chardalyn dragon's
Malevolent Presence. Each one wields a handaxe that
BUILDING COLLAPSE deals 3 (ld6) slashing damage on a hit. These townsfolk
act on the same initiative count.
Rather than make saving throws for the commoners
A damaged building collapses twenty feet away from
to end the effect of the dragon's Malevolent Presence on
you. The noise of crashing walls and shattered timbers
them, roll a d6 at the end of each of their turns. On a 6,
fades, replaced by the screams of people trapped in the the townsfolk regain their senses and cease to be hostile
wreckage. as the dragon's hold over them ends.
THIEVES
There are ld4 + 1 people trapped in the collapsed build-
ing. All of them are commoners suffering from broken
bones, lacerations, and concussions, and half of them The chaos has brought out the worst in some Ten-Town-
(rounded down) are at O hit points and dying; the rest ers. About twenty feet away, you see two thugs in cold
have 1 hit point each. weather clothing beating up an old woman and stealing
A character can rush to the building and use an action her food.
to try to pull a Ten-Towner out of the wreckage, doing
so with a successful DC 14 Strength (Athletics) check,
whereupon the character can try to stabilize a dying
commoner or use healing magic to restore their hit
points and remove their injuries.
URIL THE FROSTMAIDEN HAS RETREATED TO drift about. For that reason, the island doesn't appear on
a floating island of ice and snow and turned maps of the Sea of Moving Ice.
a skull-shaped fortress formerly occupied
by frost giants into her abode. Her presence GETTING TO THE ISLAND
makes the island the most frigid place in The characters can reach Auril's island in any of the
the Far North. The cold is unbearable for many visitors, following ways:
whose corpses become part of the island's frozen decor.
Ideally, the characters should be 7th level when they Hitch a ride on Angajuk, the awakened sperm whale
visit the island, although there's nothing stopping them (see "Angajuk's Bell," page 114).
from exploring it at lower levels. They might visit the , Travel to Revel's End (see page 154) and book
island for either of the following reasons: passage on a ship bringing supplies or convicts to
the prison.
, Vellynne Harpell, a member of the Arcane Brother- Ask the Akannathi goliaths (see "Skytower Shelter,"
hood, invites the characters to join her on an expedi- page 161) to loan them some trained griffons and
tion to the island (see chapter 4 for more information). then fly to the island on the griffons' backs.
The characters come to the island on their own, hop-
ing to put an end to Icewind Dale's everlasting winter. VIA ANGAJUK THE SPERM WHALE
The characters can get directions to the pier where
RUNNING THIS CHAPTER Angajuk can be summoned and befriended. Vellynne
Be sure to review the "Auril the Frostmaiden" section in Harpell knows the location of Angajuk's pier; if she's
appendix C before running this chapter, since Auril is no with the party, she proposes that they spend a night
ordinary villain. in the town of Bremen and set out to Angajuk's pier in
The characters can locate and obtain both The Codicil the morning.
of White and Vellynne Harpell's stolen professor orb Angajuk can travel up to 25 miles a day but takes a
without confronting the Frostmaiden. But if the charac- leisurely, meandering route to Auril's island, resulting in
ters want to end the Everlasting Rime right here, right a three-day journey. The whale is submerged for most of
now, they can do so by slaying Iskra, the Frostmaiden's the trip, allowing the characters to see what life is like
roe (without which Auril can't cast her nightly spell that in the frigid depths. Like a tour guide, the whale takes
keeps the sun at bay), or by facing Auril in battle and de- its passengers within sight of spectacular underwater
feating all three of the Frostmaiden's forms sequentially. attractions, including shipwrecks, storm giant castles,
and cyclopean ruins from the bygone empire of giants
CHARACTER ADVANCEMENT known as Ostoria.
After delivering the characters safely to the island, An-
In this chapter, level advancement is handled as follows: gajuk is willing to circle the island until the characters
, The characters gain a level if they destroy all three of are ready to leave, provided they don't make the whale
Auril's forms. wait for too long. Auril's roe poses a threat to Angajuk,
The characters gain a level if they slay Iskra the roe. so the whale surfaces only when it must.
, If they are 7th level or lower, the characters gain
a level when they discover the "Rime of the Frost- VIA SHIP FROM REvEL's END
maiden" poem in The Codicil of White. The prison of Revel's End has easy access to the Sea of
Moving Ice. On the downside, captains who are brave
enough to take their ships into the Sea of Moving Ice
SEA OF MOVING ICE expect to be well compensated; characters can expect to
Titanic icebergs bob in a churning black sea of unknown pay 1,000 gp or more for a one-way trip to Auril's island,
depth, crashing into one another with destructive re- or five times that amount if they expect the ship to wait
sults. Floating amid these mountain of ice, shrouded for them and take them back to Revel's End .
by mist, is Auril's island. Using sheer force of will, the One such captain is Sharlasta Stormsword, a re-
Frostmaiden can anchor the island or cause it to slowly tired pirate (lawful evil human bandit captain) who
commands the Ravenous, a sailing ship with a crew of
G6. PERCHED MEPHITS Unless she has left the fortress to cast her nightly spell
As in area GS, shattered chunks of ice, the remains of a over Icewind Dale, the Frostmaiden lurks here in her
door, lie on the floor around the opening where the door first form, living in fear that her divine enemies will
once stood, allowing characters to see into the room be- find and destroy her. She normally occupies the room
yond without obstruction. to the west but lurches toward the larger room to greet
the characters as they arrive. The characters have no
chance of surprising her.
DUNGEON LEVEL
The passageway leads to an anvil-shaped room with This chamber contains a dead female frost giant encased
a door set into the far wall. Flanking the door are in a solid block of ice carved to resemble a standing sar-
bas-reliefs of two female frost giants holding greataxes. cophagus. The block of ice is twenty-five feet tall, twelve
Runes are carved into the door's surface. feet wide, and ten feet thick. Behind the entombed giant,
embedded in the north wall, is a door made of ice.
The runes on the door, written in the Dwarvish script, The ceiling is carved in the scowling visage of a male
read as follows : frost giant with an icy beard .
I
"Auril has blessed us!" she shouts to every other warrior
when the nomads return. Characters fail the Test of Iso-
in earshot. "The Frostmaiden has sent emissaries to lation by dying or by preventing Bjornhild from launch-
watch our camp while we complete our mission!" ing her raid.
Slaad Host. If a character has the Slaad Host secret
(see appendix B) and hasn't already gotten rid of the
If the characters ask Bjornhild to elaborate, she tells slaad tadpole gestating inside them, having the tadpole
them that she's planning to attack a nearby Elk Tribe burst out of the character's chest at some point during
camp and steal their food. She's taking every member this test would be a surprising development.
of her camp with her, hoping that overwhelming num- The Test Ends. After the Tiger nomads return to
bers will make the unsuspecting Elk tribesfolk give up their camp triumphant, everyone with a glowing symbol
without a fight. She asks the characters to stay behind of Auril hovering above their head is teleported back
and watch over her camp until she returns. Bjornhild to Grimskalle, appearing in the room marked G18
expects to be back in a day or two, although fate has on the map.
other plans.
If one of the characters has the Reghed Heir secret Gl9. TEST OF PRESERVATION
(see appendix B), now is a good time to deal with that. It Opening the door to this empty room causes everyone in
could certainly complicate matters, depending on how the rooms marked G15 on the map to disappear. These
the character chooses to interact with Bjornhild. creatures find themselves whisked away to a Reghed
The obvious course of action the characters can take camp in the frozen tundra of Icewind Dale. When one or
is to wait until Bjornhild returns from her raid. As it more of the characters are transported here, read:
turns out, the raid is more successful than anticipated;
The passage leads to an anvil-shaped room with a door Arranged about this room are three tablets of ice, each
set into the far wall. Flanking the door are bas-reliefs ten feet tall, seven feet wide, and one foot thick. They sit
of two male frost giants that have been defaced, their upright in stands that are also carved from ice. Script has
features chipped away. Newer carvings above the door been chiseled into the surface of each tablet. Another
depict the glowering heads of an owl, a wolf, and a goat. door stands in the middle of the far wall.
The heads carved above the door represent Auril's first The inscriptions on the four ice tablets, in Common,
form (see appendix C). If anyone enters the room, add: spell out the tenets of Auril's faith:
Cruelty. "Compassion makes you vulnerable. Let cru-
A disembodied voice says, "This way is shut to all but elty be the knife that keeps your enemies at bay."
Endurance. "Exist as long as you can, by whatever
those who pass the tests of cruelty, endurance, isolation,
means you can. Only by enduring can you outlast your
and preservation ."
enemies."
Isolation. "In solitude you can understand and har-
Whenever one or more characters enter this area, use ness your full potential. Depending on others makes
the Tests of the Frostmaiden scorecard on page 208 you weak."
to help you remember who among them passed the Preservation. "Every flake of snow is unique, and that
Frostmaiden's tests (areas G16 through G19). The door which is unique must be preserved."
to area G21 swings open on its own if each of the four Each tablet is a Large object with AC 13, 25 hit points,
tests was passed by at least one individual in the room. and immunity to cold, poison, and psychic damage. With
For example, an individual that passed all four tests a successful DC 15 Strength check, a character can
can open the door by entering the room, as can four knock a tablet off its stand, causing it to shatter on the
individuals that each passed a different test. The door is floor. Reducing a tablet to O hit points also shatters it.
otherwise unopenable, indestructible, and impassable. Shattering a tablet releases a hostile spirit of elemental
Any spell cast with the intent of bypassing the door fails air (use the invisible stalker stat block) bound inside
and is wasted. it. This spirit tries to kill whoever released it. The spirit
Worshipers ofAuril. If the characters failed enough disappears if it succeeds or if it's reduced to O hit points.
of the Frostmaiden's tests to make it impossible for
them to open the door, all hope of breaching the vault G22. CHAMBER OF THE CODICIL
is not lost. You can have fate smile upon them with the
arrival of three frost druids (see appendix C) who have
This chamber has a domed ceiling engraved with a giant
visited the island previously and have already passed
their own variations of the Frostmaiden's tests. These snowflake. Two caryatids depicting a towering woman
druids have the darkvision spell prepared instead of stand on either side of a door in the south wall. In the
animal messenger. They flew to Grimskalle in owl form middle of the room is a five-foot-tall, claw-shaped lectern
and entered the fortress in human form, using their with a white-covered book resting on it.
darkvision spells to see in the dark. The druids' names
are Faash, Gildreban, and Siovakis.
The druids have returned to the island because they The caryatids flanking the south doorway depict Auril
intend to read The Codicil of White (see area G22) and in her second form (see appendix C). Both are harmless
draw inspiration from it. If one or more of them are al- carvings but noticeably cold to the touch.
lowed into area G20, the door to area G21 swings open Treasure. The book on the lectern is The Codicil
on its own. If the druids reach area G22 and are aware of White (see appendix D). No wards or creatures are
of the characters' presence, the druids seize The Codicil guarding it. If she's still with the party, Vellynne Harpell
of White and try to escape with it, to keep it from falling is eager to claim the book, if only to add the frost fingers
into the hands of Auril's enemies. spell (see appendix D) to her spellbook. If it's present in
In combat, the druids like to pelt enemies with ice a host body, Nass Lantomir's ghost is laid to rest as soon
storm spells or use their conjure animals spells to sum- as its host picks up or grasps the book.
mon polar bears (one bear per casting of the spell). The A character who spends at least 10 minutes poring
polar bears act on their own initiative count and fight over The Codicil of White learns that the poem in its
alongside their summoners. pages, "Rime of the Frostmaiden" (see appendix E), is
an incantation that can be used to unlock Auril's secrets,
including ones buried deep under the glacial ice. This,
Vellynne says, is exactly what the characters need to
reach the lost city of Ythryn under the Reghed Glacier.
Once the characters have the poem or a transcription of
it, they don't need the rest of the book.
FALL OF GRIMSKALLE
When her final form is reduced to O hit points, Auril
emits a death-howl that causes the two uppermost floors
can see that they are fragments of three lifelike human
of Grimskalle (the battlement level and the palace level,
ice sculptures-the remains of unworthy devotees who
as shown on map 5.2) to crack and begin to collapse.
failed to receive Auril's blessing (see below).
Creatures have 1 minute to escape these levels of the
Auril's Blessing. If she's alive, Auril becomes aware
fortress before they are crushed to death by icy rubble.
of any creature that enters this room. If a character
Grimskalle's entry level (areas Gl through G6) and dun-
who has the Midwinter Child secret (see appendix B)
geon level (areas GlO through G23) remain intact and
or a character who passed all four of Auril's tests en-
accessible after the collapse.
ters the room, the Frostmaiden contacts the character
telepathically and asks, "Will you court death to receive ENDING THE EVERLASTING RIME
my blessing?" She makes this offer to a character once
only. A character who agrees to receive Auril's blessing Destroying all three of Auril's forms or slaying the roe
must succeed on a DC 21 Constitution saving throw. On allows the sun to once more climb above the mountains.
a failed save, the character is petrified, becoming an ice It takes a while for Icewind Dale to return to its natural
statue instead of a stone one. On a successful save, the climate, but life becomes a bit easier as the frigid tem-
character gains the blessing of the Frostmaiden, which peratures rise to a bearable cold.
Auril can rescind at any time while she's alive. This If she survives but her roe is killed, Auril broods in
blessing otherwise adheres to the rules for blessings as her fortress, unaccustomed to being thwarted by mor-
described in the Dungeon Master's Guide: tals. Since she is ageless and time is on her side, she
sets about finding another roe that she can raise from
Blessing of the Frostmaiden. Your eyes become as cold as ice.
a hatchling to serve her. Years, decades, or centuries
You gain immunity to cold damage. In addition, you can cast
might pass before she's ready to cast her spell over Ice-
the cone of cold spell (save DC 15) once. You regain the ability
wind Dale again.
to cast this spell when you finish a long rest.
I
of the ice caves. There's a good chance that Vellynne As you crest another ridge, you spot a dozen humanoids
Harpell is present as well, serving as an NPC guide. If approaching, their cloaks flapping in the wind sweeping
she died earlier in the adventure, the characters can use down from the eastern glacier.
Professor Skant as a substitute guide, assuming they
retrieved Vellynne's professor orb from Auril's island in
chapter 5. If neither Vellynne nor Professor Skant are The approaching figures are ten tribal warriors of the
around, you can furnish another NPC with the informa- Elk Tribe, led by Mjenir (neutral human druid with
tion needed to reach the Caves of Hunger. Likely candi- Survival +4) and Hengar Aesnvaard (neutral good
dates include Hengar Aesnvaard (see "Elk Tribe Escort" human gladiator with Survival +5). Mjenir waves at
below) and Dzaan's simulacrum (see appendix C). the characters to signal his peaceful intentions. If they
are willing to speak, he directs them to a rocky alcove
CHARACTER ADVANCEMENT where both parties can enjoy a reprieve from the wind.
The characters should gain a level when they reach area Mjenir proceeds to explain his vision and warns of
H39 for the first time, regardless of the route by which grave danger ahead:
they get there. Thus, if they were 8th level at the start of
this chapter, they will be 9th level when they enter Yth- "Tigers with ice in their veins come to spill your blood
ryn for the first time.
upon the snow. They will do everything in their power
to keep you from finding what the Frostmaiden has pre-
RACE TO THE GLACIER served under the ice."
If Vellynne Harpell survived the perils of Auril's island
and returned to Icewind Dale with the characters, she
urges them to accompany her to the glacier without Mjenir and his fellow Elk tribesfolk volunteer to escort
delay, lest one of her rivals in the Arcane Brotherhood the party to the foot of the Reghed Glacier. If the charac-
catch up to them. Vellynne can be persuaded to delay ters refuse that offer, the Elk tribesfolk return whence
the journey, but with each pas ing day, she becomes they came. Mjenir wishes them well and says, "The fate
more agitated. of the dale rests upon your shoulders."
C H APTER 6 I CAVE S OF H U N G ER
2r7
CAVES OF HUNGER LOCATIONS H4. KOBOLD VAMPIRE SPAWN
Characters coming from area H2 must descend a natu-
The following locations are keyed to map 6.1.
rally formed staircase of ice to reach this cave.
Hl. INTO THE GLACIER
The light blue area shown on map 6.1 indicates the sec- Frost-covered blocks of stone jut from the floor of this
tion of glacial wall that parts when the characters use
ten-foot-high cave of ice. Perched atop the largest stone
the "Rime of the Frostmaiden" to cut a path to the dun-
geon. Reading the poem creates an opening in the ice is an emaciated kobold with glowing red eyes. It bares
wall that's 100 feet high, 30 feet wide, and 20 feet deep. elongated fangs as it hisses at you, then scampers away.
A tunnel at the back of this opening contains uneven,
naturally formed steps that descend to area H2.
The creature is a kobold vampire spawn (see appendix
If any of the Elk tribesfolk are present at this point,
C) created by Tekeli-li. Professor Skant recognizes the
they volunteer to guard this entrance until the char-
creature as a vampire and knows its weaknesses. The
acters return or until hunger forces them to abandon
undead kobold hungers for fresh blood but knows better
their post.
than to attack a superior force. It tries to rejoin its kin
I
H2. CRASHED SKYCOACH in area H17.
I
professor orb offers the following commentary: Embedded in the east wall is a glittering stone tower that
appears to have crashed through the ceiling long ago.
C HAPTER 6 I CAVE S OF H U N G ER
218
(AVES OF HUNGER
1 square = 5 feet
I
sor Skant can translate the script for them. It reads:
I
spellbooks and magic items. He had hoped to escape
Peering into this ten-foot-high cavern , you come face to with his newfound treasures but perished from exhaus-
face with an army of small, misshapen ice sculptures. tion and cold, rising as a wraith. The wraith seeks the
destruction of all who enter its chamber. If successfully
turned or reduced to 20 hit points or fewer, the wraith
Add the following if the characters haven't confronted retreats to the icy cyst that contains Drakareth's frozen
the kobold vampire spawn in area Hl7: remains, passing through the interposing walls of ice to
reach it. There, it fights to the bitter end.
An incessant yipping noise fills the cave, originating from The walls of ice that separate the smaller cysts from
the larger cave are thick enough to be opaque, but char-
a tunnel in the south wall that contains a rough-hewn
acters can break through them. Each 5-foot-square,
staircase leading down into darkness. 1-foot-thick section of wall has AC 13, 18 hit points, vul-
nerability to fire damage, and immunity to cold, poison,
Crammed into this cave are twenty 3-foot-tall ice sculp- and psychic damage.
tures that the kobold vampire spawn have made to star- Treasure. Beyond three walls of ice, in the northern-
tle and frighten intruders. Each statue is carved in the most cyst, is the frost-covered skeleton of Drakareth,
vague likeness of a kobold, which a character can dis- clad in a mantle of spell resistance and surrounded by
cern with a successful DC 10 Wisdom (Insight) check. the rotted remains of six ancient, leather-bound spell-
Each ice sculpture is a Small object that weighs books that are no longer legible and a cracked crystal
roughly 40 pounds and has AC 13, 5 hit points, vulnera- ball that is no longer magical. Clutched in the dead
bility to bludgeoning and fire damage, and immunity to mage's hands is a staff of charming fashioned out of
cold, poison, and psychic damage. Smashing any of the chardalyn suffused with evil Netherese magic.
sculptures alerts the kobold vampire spawn in area Hl7. Anyone who attunes to Drakareth's staff gains the
following flaw, which supersedes any conflicting person-
Hl5. DRAKARETH ' S DOOM ality trait: "I like to give orders and expect to be obeyed."
This location consists of multiple areas: This flaw lasts until the attunement ends.
, An empty cave to the northeast has a 20-foot-high Hl6. ICE CAVE
domed ceiling, naturally formed stairs leading up to Although this cave is empty, it might contain a psychic
area Hll , and a narrow tunnel leading east toward haunting (see "Psychic Hauntings," page 217).
areas Hl6 and H22. This ice cave has a 25-foot-high, domed ceiling fes-
, A cave to the southwest has an uneven ceiling that tooned with icicles. A rough-hewn staircase leads up
ranges in height from 15 to 30 feet. A wraith named to area Hl4, and an opening in the middle of the south
Drakareth haunts this cave, northwest of which are wall breaches a tunnel connecting areas HlS and H22.
three cysts blocked off by thick walls of ice. The north- Slaad Host. If one of the characters has the Slaad
ernmost cyst contains Drakareth's earthly remains Host secret (see appendix B) and the slaad tadpole
and treasure (see "Treasure" below). hasn't been born or destroyed yet, it bursts from the
When one or more characters enter the wraith's character's chest in this cavern.
cave, read:
Hl7. DEN OF THE VAMPIRE SPAWN
I I
A deep sigh issues from the darkness. A voice steeped
The yips and barks abate as you descend the stairs lead-
in malevolence and hatred whispers to you in a language
ing to this cave in which hangs the faint whiff of death.
reminiscent of Elvish.
I I
This thirty-foot-high cavern reeks of death. The floor is
H22. BOREHOLE
This cave might contain a psychic haunting (see "Psy-
slippery and slightly concave.
chic Hauntings," page 217).
If Tekeli-li is here, the gnoll vampire (see appendix This thirty-foot-high cave has exits to the north and
C) lurks in the northernmost side cave. When one or
south. Along the western side is a fifteen-foot-diame-
more intruders enter its den, Tekeli-li emerges from this
smaller cave in its gnoll form and attacks. See the "Te- ter hole in the floor that seems to be the upper end of
keli-li" section earlier in this chapter for more informa- a tunnel.
tion. Any kobold vampire spawn that retreated to this
cavern are hidden in the northeastern side cave. They
The ice slide descends to area H23.
gang up on whichever foe Tekeli-li chooses to attack.
Slippery Ice. The icy floor is difficult terrain. When a H23. REMORHAZ NEST
creature moves onto the ice for the first time on a turn,
it must succeed on a DC 10 Dexterity (Acrobatics) check
or fall prone. This bulbous cavern has walls as smooth as glass and a
Stench ofDeath. A naturally formed staircase in ceiling lined with dripping icicles. A wisp of steam rises
the southern wall leads down to areas H20 and H21. from a roughly circular pool in the northern half of the
The stench of death intensifies the closer one gets
cave. South of the pool is a shallow crater filled with over-
to area H20.
sized snowballs.
H20. ICE CRYPT
I
mined by rolling on the Long-Term Madness table in the chic Hauntings," page 217).
Dungeon Master's Guide.
The ice wall has AC 13, vulnerability to fire damage,
and immunity to cold, poison, and p ychic damage. If
the wall takes 50 points of damage or more, large cracks
form along its surface, and the alien entity withdraws
into its distant demiplane, never to return. As it with-
draws, its dominate monster spell end .
I Large pieces of stone jut from the twenty-foot-high ceil-
ing of this empty cavern.
This grove of pear trees was enchanted by Netherese 12-14 Charm of Cure Wounds. This charm allows you to
arcanists to endure high altitude and harsh weather. cast the cure wounds spell (3rd-level version) as an
That magic has enabled the trees to thrive even in these action, no components required. Your spellcasting
icy caverns. Essential to the grove's survival is a dryad ability for this charm is Wisdom. Once used, this
named Hathowyn, who resides in the southernmost charm vanishes from you.
tree. If the dryad dies, the trees die ldlO days later. Cen- 15-17 Charm of Lightning Bolt. This charm allows you
turies of isolation have made Hathowyn lonely, and the to cast the lightning bolt spell (save DC 15) as an
dryad hungers for conversation and companionship. action, no components required . Once used, this
If Tekeli-li is present, Hathowyn remains hidden in
charm vanishes from you.
her tree until the gnoll vampire leaves or is destroyed.
18-19 Charm of Purplemancy. This charm allows you
Tekeli-li has never seen the dryad and is unaware of her
presence. If given the chance, Hathowyn tries to engage to cast the faerie fire spell (violet light only; save
the characters in conversation, speaking Elvish or Syl- DC 15) as a bonus action instead of an action, no
van. She hopes to keep them in the grove for as long as components required. Once used three times, this
possible. If the characters try to leave, Hathowyn tries charm vanishes from you.
to charm one of them into staying and keeping her com- 20 Charm of Restoration. This charm has 6 charges.
pany. The dryad knows the following information: You can use an action to expend some of its
• Netherese magic binds the dryad to the grove and charges to cast one of the following spells: greater
keeps the trees alive. restoration (4 charges) or lesser restoration (2
• The pears hanging from the trees are magically charges) . Once all its charges have been expended ,
delicious. this charm vanishes from you.
Three dark elves have passed through the dryad's
grove on multiple occasions, coming and going
through the southwest and southeast passages
Y
THRYN RESTS IN THE SILENT DEPTHS OF THE
Reghed Glacier. Ice encloses the enclave on ards will come to its rescue, unaware that the Empire
all sides, yet the magic imbued in its stone- of Netheril no longer exists. Though it has been trapped
work shields it from utter destruction . Yth- in Ythryn under the ice for centuries, the demilich has a
ryn is now a corpse city- a tomb for those very poor sense of how much time has passed.
who perished here and a death trap for those who dare When confronted by new arrivals, the demilich
to explore its ruined, glaciated halls. assumes they are rescuers from another Netherese
enclave and watches to see what they do. The demilich
RUNNING THIS CHAPTER has no means of communication and can't be contacted
telepathically, so it judges new arrivals in silence. Char-
Before running your first game session in the necropo-
acters who observe Iriolarthas and succeed on a DC 13
lis, review the "Iriolarthas the Demilich" and "The Fall
Wisdom (Insight) check can ascertain that the demilich
of Ythryn" sections below, as well as the "Dealing with
is watching them closely to see how they react to their
the Arcane Brotherhood" and "Auril's Wrath" sections at
surroundings. If the demilich concludes, based on its
the end of the chapter.
observations, that the characters are not a rescue team
from another Netherese enclave, it tries to destroy them
CHARACTER ADVANCEMENT
before they can steal any of Ythryn's secrets. The same
Ideally, the characters are 9th level when they first ar- is true of invasive N PCs such as members of the Arcane
rive at Ythryn. You decide how quickly they advance in Brotherhood. A party can fool the demilich into think-
level. Treat the following as suggestions: ing they belong in Ythryn by succeeding on a DC 13
• The characters gain a level after overcoming the chal- Charisma (Deception) group check. If the group check
lenges of all eight towers of magic (areas Y4 , Y7, Yll , is successful, Iriolarthas believes the party is what it
Y18, Y20, Y22, Y24, and Y26). pretends to be; on a failed group check, the demilich
The characters gain a level when they reach Iriolar- sees through the party's deception and becomes hostile
thas's study (area Yl9q). toward the characters. If the demilich thinks that the
The characters gain a level if they accomplish some- characters are rescuers, given how they appear and
thing extraordinary, such as destroying Iriolarthas act, it follows them around until something happens to
the demilich, all three of Auril's forms , or the obelisk change its mind.
in area Y21. Although it lacks the means to communicate, the
demilich dimly recalls the circumstances that led to its
If you follow the suggestions above, the characters present situation.
could be as high as 12th level by the adventure's conclu-
sion- an important consideration if you intend to con- THE FALL OF YTHRYN
tinue the campaign beyond this adventure.
After using the Ythryn mythallar (see appendix D) to
lRIOLARTHAS THE DEMILICH lift the enclave ofYthryn into the sky, Iriolarthas and
his apprentices traveled to the frozen north in search
Iriolarthas, once a powerful lich and before that a hu- of relics of Ostoria , a bygone empire of magic-wielding
man wizard of Netheril , exists today as a demilich that giants that waged war against the dragons forty thou-
haunts the ruins of Ythryn. lriolarthas endures as a de- sand years earlier. After many fruitless excavations,
teriorating skull that drifts about the necropolis in lonely they found a large stone spindle bearing strange sigils
despair. Wispy symbols of the eight schools of magic at the bottom of the Sea of Moving Ice and brought it
form above it and quickly dissipate. back to Ythryn for study in the fall of-343 DR, the Year
A demilich is what becomes of a lich that neglects to of Chilled Marrow. During one of their experiments,
feed souls into its phylactery, and Iriolarthas's phylac- something went wrong- a flash of power from the spin-
tery has been empty for nearly two thousand years, bur- dle caused the Ythryn mythallar to shut down, which in
ied under the rubble of Ythryn far from the demilich's turn caused the city to fall out of the sky and crash into
reach. Having lost its body and its spellcasting abilities, the ice below.
ers' attention to any numbered locations their characters Several crooked spires branch off the enclave's perim-
can see; these are typically the most intact buildings. eter wall, with bridges leading to their entrances. If a
Unless the players say otherwise, assume that the character approaches one of these outer towers, read:
characters explore at a cautious rate of 200 feet every
5 minutes. A stone walkway leads to a tower that claws upward and
inward, its pointed roof leaning menacingly overhead.
YTHRYN TREASURES Narrow windows pierce its walls, gargoyles cling to its
eaves, and a doorway at the tower's base gapes open.
d20 Treasure
1-10 No treasure
11 ld4 Netherese art objects (250 gp each) Two of the outer spires have broken off. One crashed
12-14 ld4 pieces of jewelry (100 gp each) in Icewind Dale (see chapter 2), and the other is buried
15 A driftglobe (or another common magic item of your elsewhere in the glacier (see chapter 6). The remaining
twelve spires are intact, though two are almost buried in
choice)
ice. There is a 20 percent chance per tower that ld3 + 1
16-20 A frieze that reveals one piece ofYthryn lore (deter-
gargoyles cling to the outside of it. (The other gargoyles
mined by rolling a d20 and consulting the Ythryn clinging to the tower are inanimate statues.) Living
Lore table below)
C H A PTER 7 I DO OM OF YTHRY N
235
CHAPTER 7 I DOOM OF YTHRYN
237
gargoyles swoop down to attack anyone who crosses the A sport called Chain Lightning was played in this sta-
gantry approaching the tower. dium. This event, which pitted mortals against each
These towers were once occupied by mages and con- other in an electrified arena, enjoyed great popularity.
tained laboratories, libraries, and living quarters. Now An ornate trophy cup sits on a pedestal at one end of the
they lie in rui ns . Map 2. 10 on page 147 gives you an arena floor, held in place by magic.
idea of how the interior of each spire is laid out. At ground level, the oval arena is 120 feet long and 50
feet across at its widest point. The three masts are 100
Y3. CHAIN LIGHTNING STADIUM feet tall, spaced 40 feet apart, and em it electrical fields.
Triggering the Game. The first time a creature s teps
onto the playing field, a dome of crackling electricity en-
The air around th is amph itheater is charged wi th static.
closes the entire stadium. Nothing can physically pass
Cracked steps descend to the stadium fl o or, where a ti ny
through this barrier, which is immune to all damage and
glittering o bject res t s o n a pedesta l of bl ack ston e. Th re e can't be dispelled by dispel magic. The barrier also ex-
metal masts ri se fro m th e a rena li ke gi ga ntic trid e nts, tends into the Ethereal P lane, blocking ethereal travel.
each o ne e m itting a low hum. The bra nches of eac h tr i- Any creature that touches the barrier for the first time
d e nt a re t wenty-fi ve fe et off the grou nd an d exten d fifty on a turn takes 40 (9d8) lightning damage. When the
barrier appears, read:
feet int o th e air.
The walls of this thin tower are etched with intricate de-
signs of hands and eyes. Silver light flickers from a high
window, above which a large, carved eye animates and
blinks. Part of the tower's roof is missing.
A detect magic spell cast here reveals an aura of divina- Medium beast, unaligned
tion magic. When the characters reach the top floor of
the spire, read: Armor Class 11
Hit Points 5 (ld8 + l)
Speed 20 ft., swim 40 ft.
Large gashes in the roof allow you to see the dark,
icicle-festooned roof of the great ice cavern beyond. STR DEX CON INT WIS CHA
Silver light emanates from a three-foot-diameter glass 6 (-2) 12 (+l) 12 (+l) 10 (+O) 10 (+O) 4(-3)
orb situated atop a two-foot-high cylindrical stone plinth Senses blindsight 30 ft. (blind beyond this radius), passive
in the center of a thirty-foot-diameter, rubble-strewn cir- Perception l 0
cular chamber. Eyeballs drift inside the orb, like fish in a Languages Common
Challenge 0 (10 XP)
bowl. Some have cataracts, while others are bloodshot or
pus-filled, but all turn and gaze at you as you approach . Hold Breath. Kingsport can hold its breath for 20 minutes .
ACTIONS
Huge chunks of the walls have broken off in here, and
Beak. Melee Weapon Attack: +3 to hit, reach 5 ft ., one target.
the inscription bearing the divination passage from the
Hit: 3 (ld4 + l) piercing damage.
Rite of the Arcane Octad is missing.
With a successful DC 10 Intelligence (Religion) check,
a character recalls that a crystal ball filled with eyes is On a failed save, the creature takes 10 (3d6) piercing
the symbol of Savras, god of divination. damage as one of its eyes is magically plucked from its
Orb ofDivination. The stone plinth upon which the socket and teleported inside the orb (see "Injuries" in
orb rests is engraved with instructions written in Dra- the Dungeon Master's Guide for rules on losing an eye).
conic: "Ask and we shall find." To use the orb, one must If asked for the whereabouts of the missing wall en-
place one's hands on it and speak the name of an object graving needed to complete the Rite of the Arcane Octad
or a person. If the target exists on the same plane of ex- (see page 234), the orb provides a vision of where it fell
istence as the orb, the character touching the orb expe- inside the observatory (area YlS). The orb is magically
riences a vivid vision of the target's location and knows anchored to this chamber and cannot be removed or de-
how far away it is and in what direction. Such insight, stroyed. The only limit to how many times it can be used
however, comes with a risk: a creature that receives a is how many eyeballs the party has remaining.
vision must make a DC 20 Constitution saving throw.
The stone well is 100 feet deep and lined with slippery
Silken drapes hang from the walls of this storefront, their
ice and frost, making it impossible to negotiate without
climbing gear or magic. Months before Ythryn's fall , a surfaces swirling with illusory images of dragon's fire
circle of mages known as the Telepathic Pentacle tried and twinkling star fields. A group of emotionless figures
to fuse their minds together to become a conjoined tele- stand guard outside, looking for all the world like fro-
pathic force . The procedure went terribly wrong, and zen statues.
their bodies and minds melded into a single monstrosity.
Iriolarthas imprisoned the thing in this empty well so
that its latent telepathic powers could be tapped by the Six demos magen (see appendix C) guard the entrance
city's elite. A short obituary is engraved around the lip of to this store. They attack anyone who tries to steal the
the well in Draconic: "Herein lie the immortal remains silks on display (see "Treasure" below) but otherwise let
of the Telepathic Pentacle. Sit, meditate, and learn." strangers explore the store.
Thing in the Well. A gibbering, five-headed aberration Inside the store, five galvan magen (see appendix C)
lies in a semiconscious state at the bottom of the well. watch over rest of the merchandise. More of the magic
The warped faces of the Telepathic Pentacle strain at silk hangs in long drapes throughout the interior, after
the ends of its thick, undulating necks. The monster being spun by four phase spiders that lurk in the hall's
uses the hydra stat block, except that it has a climbing rafters. The spiders are enchanted to produce sorcery
speed of 30 feet. silk, a material with illusions woven into it that was
The monster shudders awake if a light source pene- fashioned into robes for Ythryn's elite. Characters who
trates more than 80 feet into the well, or if a creature enter the store spot the spiders immediately. The spi-
sitting on one of the benches awakens it (see below). ders defend themselves if attacked but are otherwise
Meditation Benches. By sitting on these crystal nonthreatening.
benches and meditating, citizens ofYthryn could join In the center of the interior, crystal mannequins
their minds with the Telepathic Pentacle, gaining in- draped in finery encircle an empty pedestal. If a creature
sights about their past and future. A creature that sits steps onto the pedestal , an illusion of a magnificently
on the bench can, after 1 minute of meditation, gain one dressed human flickers to life before them and intro-
clue from the Ythryn Lore table (page 235) by making duces itself as Silksmith Mixyll. The illusion welcomes
a successful DC 15 Wisdom (Insight) check. If the check the guest to its emporium and explains the robe-making
fails by 5 or more, the creature's wayward thoughts process. As it speaks, the phase spiders descend silently
awaken the thing in the well. A creature can gain only and use their legs to take the creature's measurements
one insight from the well per day, and only while the before spinning the creature a tailor-made robe. As the
monster is alive. robe is being fashioned, Mixyll urges its guest to "imag-
ine any image your heart desires." The spiders can, in
Yl3. BAZAAR OF THE BIZARRE the 10 minutes it takes to create the robe, spin any illu-
sory design or effect into the garment. On completion,
A large market hall sits at one end of this plaza , its four
they drape the robe over the creature's shoulders and
ascend back to their lair. Each guest can gain this bene-
broken towers leaning inward. Faded pennants hang
fit only once.
above the entrance, frozen stiff. A loud clatter resounds Treasure. A silk robe spun by the spiders is worth
from within the hall. 250 gp. If the characters ransack the store, they find ten
other silk robes (250 gp each) that are on display and
weren't damaged when the city crashed.
This market hall once sold relics of arcane wonder.
Now, its interior is a warren of mangled shop fronts Yl5. OBSERVATORY
crushed by chunks of ice and stone. Most of the wares
have become worthless, and everything else has been
destroyed by a headless iron golem that is presently This conical tower is held relatively upright by a ring of
rampaging around inside the building. arched buttresses. Expressionless humanoid figures
Without its head, the golem has the following changes stand in silence around it. The roof has a large, ragged
to its statistics: hole in it where something large smashed through .
• The golem has 150 hit points (its hit point maximum).
It has a challenge rating of 10 (5,900 XP).
It is blinded and deafened, giving it disadvantage on Three galvan magen, three demos magen, and one
all its attack rolls, and it can't use its Poison Breath. hypnos magen stand guard outside the observatory
An immense dome looms before you, its crystal roof The roof of this domed building is wrecked and open to
marred by a web of cracks. Through the gaps in the build- the elements. Inside is a theater with a large stage, seat-
ing's shell, and on the other side of the open entrance- ing for more than one hundred, and a backstage area.
way, you see a strange landscape of miniaturized natural Icicles hang from its sagging balconies, and rime-frosted
features. masks leer and grin from its fractured walls.
This building's entrance lies unattended. Ythryn's A wooden writing desk sits in a backstage room,
mages would visit here to conjure up one-of-a-kind wrapped in chains and padlocked. A character using
pets. Small-scale versions of natural habitats were thieves' tools can try to pick the lock as an action, do-
constructed throughout the park: miniature mountain ing so with a successful DC 15 Dexterity check. In a
ranges, deserts, and forested streams, all now draped leather-bound folder in one of the desk drawers are five
in ice. At the heart of this mixture of landscapes stands scripts for a play called A Blasphemy of Kings. The play
the machine that brought the menagerie's creatures into tells the story of five siblings, each expecting to claim
existence. the throne of their late father. As the protagonists try to
Chimeric Creator. This device is a 10-foot-diameter prove their worth, it is revealed that they're all in fact
iron wheel on its side, held above the ground by a metal dead, having perished alongside their father in the cata-
brace, with eight barrel-sized, egg-shaped open contain- clysmic event that destroyed their kingdom.
ers attached to the outer ends of its spokes. The appara- Cursed Play. Each script has a different cover
tus has a bronze control panel with a lever next to it. A showing a humanoid figure that represents one of the
character who spends at least 1 minute examining the siblings: the Martyr (with a noose around its neck), the
device can make a DC 15 Intelligence (Arcana) check. Traitor (with a knife held behind its back), the Bewitched
On a successful check, the character gains an under- (with a fairy whispering in its ear), the Haunted (with a
standing of how to use it without knowing its purpose. demonic shadow terrorizing it), and the Fool (perform-
To operate the device, 80 hit points of blood must be ing a handstand). Each of the five scripts is cursed. Any-
distributed evenly between its eight containers. Once one who spends an hour reading a script must succeed
the blood is properly deposited, pulling a lever causes on a DC 18 Wisdom saving throw or become cursed. A
the wheel to spin. The blood disappears 1 minute later, creature cursed in this way is gripped by a sudden feel-
the wheel stops, and a creature crawls out of one of the ing of impending doom. Each of the five scripts imparts
containers. This creature is loyal to whoever pulled the a different curse, which can be ended by a remove curse
lever. Determine the creature by rolling a d6 and con- spell or similar magic:
sulting the Chimeric Creations table. Martyr's Script. All attacks against the cursed charac-
The chimeric creator needs 8 hours to recharge before ter are made with advantage.
it can be used again. A gauge on the device indicates
Traitor's Script. The cursed character can't per-
how long it will take to recharge.
form any action that would directly benefit one of
their allies.
CHIMERIC CREATIONS
Bewitched's Script. The cursed character hears the
d6 Creature voice of an imaginary fey creature whispering in their
A weasel with glowing eyes that emit bright light out ear. Whenever presented with a choice, the character
in a 20-foot radius and dim light for an additional 20 must randomly determine what action to take.
feet Haunted's Script. A shadowy fiend plagues the cursed
character's dreams (or trances in the case of an elf),
2 A hare (see appendix C) with feathered wings and a
denying that character the benefits of a long rest.
flying speed of 30 feet
Fool's Script. The cursed character has disadvantage
3 A baboon with a bite attack that deals an extra 3 on all ability checks.
(ld6) poison damage on a hit
4 A cat with antennae that grant it blindsight and trem- Yl8. TOWER OF NECROMANCY
orsense out to a range of 60 feet
5 A rat with gills, iridescent scales, and the ability to The remains of a toppled tower lie scattered around you.
I
breathe air and water
Its fractured base, protruding from the ground like a bro-
6 A fox (see appendix C) with fur that changes color to
ken tooth, is teeming with crawling gray hands.
match its surroundings, giving it advantage on Dex-
terity (Stealth) checks
A detect magic spell cast here reveals an aura of nec-
romantic magic. Two hundred crawling claws are
tirelessly but ineffectively trying to excavate the tower's
ruins, brick by brick. Anyone who disrupts this effort
is attacked by 2d6 claws. Deep under the rubble, the
corpse of High Necromancer Cadavix lies crushed, yet pass through it, nor can they teleport to any location
his ghost remains behind to haunt the tower. Characters inside it. Any creature that performs the Rite of the
who linger in the area of the tower witness his gaunt Arcane Octad (see page 234) near the spire can pass
spirit staring glumly down at the debris. Cadavix's ghost through the force field in either direction thereafter.
is harmless and attacks only in self-defense; it laments The spire, the interior of which is shown in map 7.3,
the fall of Ythryn and longs to see its corpse freed from has the following recurring features:
the ruins. Demilich's Lair. The spire is the lair of the demilich
Excavating the tower requires pickaxes and shovels,
Iriolarthas. The lair actions noted in the demilich en-
and it takes a number of hours equal to 50 divided by try of the Monster Manual apply throughout the spire,
the number of excavators (minimum 1 hour). The crawl-
though Iriolarthas can use lair actions only while in-
ing claws don't count as diggers, nor do they attack char- side it. The spire doesn't have demilich lair traits.
acters who join the digging effort. Quite the contrary: Ceilings. Ceilings are 30 feet high inside rooms and 10
they get visibly excited as the unearthing of their master feet high in corridors.
draws near. If Cadavix's frozen corpse is unearthed, Doors. Doors are made from enchanted oak fitted with
his spirit is laid to rest and the claws scuttle off into the adamantine locks and hinges.
ruins. Those who find the corpse can claim its necklace Lighting. The interior of the spire is brightly lit by con-
(see "Treasure" below). tinual flame spells cast in wall sconces.
Inscription. Characters who dig deep enough to reach
Cadavix's corpse also reach the tower's foundations Yl9A. MAIN ENTRANCE
and uncover a section of wall that bears the following If the characters reach this area by ascending the strut
inscription in Draconic: "Seventh, trace a circle with the at area Y6, read:
ashes of the dead." This is a passage from the Rite of the
Arcane Octad (see page 234).
Treasure. Cadavix's corpse wears a necklace of fire- Near the apex of the strut, the ceiling of the tunnel gives
balls with six beads remaining. way to a landing that offers a view of the citadel's upper-
most reaches. Light from a high window illuminates a set
Yl9. SPIRE OF lRIOLARTHAS
of steps that ascend to a pair of mahogany doors in the
A shimmering force field surrounds this 1,200-foot-tall
obsidian citadel, which rises from the center of Ythryn tower's face.
and dwarfs all neighboring structures. Creatures can't
I
Yl9F. STAFF STORAGE
nate bottle.
Soon after the characters enter this area, an entity You ascend into an oval hall glittering with frost. Carv-
called Everlast makes its presence known. Everlast is
ings decorate the walls, and long icicles hang from the
a living spell bound to the spire. It can manifest in the
ceiling. A ten-foot-radius dome of translucent ice en-
image of any humanoid species or gender but defaults to
the form described below: closes the area around the shaft from which you emerge.
At the far end of the hall, two blade-shaped patches of
pitch darkness hover in the air to either side of a double
Suddenly, the crystals brighten as rays of energy burst
door. A glowing green crystal roughly the size of a human
forth one by one to converge in the center of the room.
fist is set into the arch above the doorway.
As more of the rays intersect, a translucent figure comes
into view where their light converges: a bald man wearing
a long, purple gown. His face breaks into a smile as he A hemispherical wall of force, its outside coated with a
sees you. thin layer of ice, covers the shaft leading down to area
Y19j. This barrier was created by a wall of force spell
and is maintained by the glowing green crystal set above
Everlast speaks the same language as any creature that the doorway (see "Green Crystal" below). As long as this
converses with it. He can't attack or be damaged, and he . crystal is glowing, the wall of force can't be dispelled.
can't be dispelled. Two living blades of disaster (see appendix C) guard
Iriolarthas created Everlast to aid him and his appren- the double door that blocks the way to area Y191. The
tices in their doomed mission to restore Ythryn from blades attack intruders that move in range of their blind-
ruin. In the years since its creation, Everlast has seen sight (30 feet), and the blades can pass right through the
Iriolarthas crumble into dust and his apprentices trans- wall of force.
form into nothics. With nothing to do except uphold his Green Crystal. This glowing crystal sustains the
standing orders, Everlast has become hopelessly bored. wall of force but has become loose in its stone fixture.
The characters are the first new faces he has seen for Whenever a loud noise is made inside the chamber, the
centuries, and he immediately warms to them. Ever- loose crystal flickers. Tremendously loud noises, such as
last's standing orders are as follows: those made by a thunderwave spell or a horn of blasting,
cause the crystal to go out for ld6 rounds, during which
• Assist in the city's restoration.
time the wall of force is suppressed. The first time this
• Do not reveal the city's secrets to outsiders.
happens, the ice that coats the dome collapses.
Everlast can manifest anywhere inside the spire and A character within reach of the crystal can use an
can move instantaneously between locations within it. action to pry it from its fixture, which causes the crystal
If the characters express interest in restoring Ythryn to go dark for good, ending the wall of force. Destroying
to its former glory, he laments, "Many powerful minds the crystal has the same effect. The crystal is a Tiny,
have tried." If the characters mention Veneranda's plan 1-pound object with AC 13, 4 hit points, and immunity to
to use Iriolarthas's staff ofpower and the obelisk, Ever- poison and psychic damage.
last cautions them by saying, "That might be unwise, for
the obelisk was damaged in the crash. Iriolarthas was Yl9L. TESTING CHAMBER
unable to repair it." If the characters ask Everlast how The following boxed text assumes that the characters
to reach Iriolarthas's study, he says he can't help them, look through the doorway from area Yl 9k. If they arrive
saying, "My orders prevent me from revealing the city's from the south, modify the text accordingly:
secrets to outsiders."
Energy Crystals. The crystals embedded in the
niches are used to project Everlast's illusory form Lining the far wall of this hall are eight doors, each
throughout the spire. Each crystal is a Tiny object with marked with a different arcane symbol. On the wall above
AC 8, 3 hit points, and immunity to poison and psychic them is etched an inscription in Draconic.
damage. If more than half of the crystals are removed or
destroyed, Everlast ceases to exist.
Secret Door. This hatch is mounted in the ceiling, 30 A magical trap (marked T on map 7.3) fills the 10-foot-
feet above the floor, and can be spotted from the floor square area immediately south of the double door to
only with a successful DC 20 Wisdom (Perception) area Y19k and triggers whenever a creature that is nei-
check. Knocking on the hatch causes it to swing open, ther a construct nor undead enters the area for the first
I
Y20. TOWER OF EVOCATION
Y21. OBELISK
A detect magic spell cast here reveals an aura of illusion
A sixty-foot-tall obelisk of black stone, its surface covered
magic. This magic makes the eyes carved into the tower
appear to follow those who approach the structure.
in arcane runes, projects from the ground. A thin crack
Characters who enter the tower find the mist inside as
has formed on one side, stretching from the obelisk's well. Haunting sounds fill the air: heartbeats, sobbing,
base to its middle. and ragged, gasping breaths.
As the party advances, the mists around the charac-
ters manifest into illusions of their worst fears , and each
Before Ythryn crashed, Iriolarthas relied on this obelisk character becomes the target of a phantasmal killer
as a precautionary measure in case Ythryn experienced spell cast at 8th level (save DC 17). Characters who sur-
a catastrophe. It was one of a few rare Netherese ar- vive the experience emerge together in the tower's upper
tifacts that could rewind time (see the "Secret of the chamber, which is free of mist.
Obelisks" sidebar). It was damaged during Ythryn's fall Chamber ofIllusion. The tower's uppermost chamber
and, despite Iriolarthas's best efforts, the demilich could is 30 feet square and lit by purple continual flame spells
not repair it. Characters who learn about the obelisk in in wall sconces. An inscription written on the walls in
Iriolarthas's study (area Yl9q) know how to activate it Draconic reads "Sixth, show thy face to the sky." This is
(see "Activating the Obelisk" below). illusory script masquerading as a passage from the Rite
A character who examines the obelisk and succeeds of the Arcane Octad (see page 234). If the characters
on a DC 10 Intelligence (Arcana) check recognizes that leave after acquiring only this information , they hear
the magic runes inscribed on the obelisk represent all the faint laughter ofYthryn's High Illusionist, Ajamar,
eight schools of magic. If the check result exceeds the trailing behind them as they exit the tower. The real pas-
DC by 5 or more, the character a lso identifies runes sage is revealed when the illusory script is successfully
relating to chronomancy, the art of magically manipu- dispelled (DC 17) or examined by someone who has
lating time. truesight. It reads "Sixth, hide thyself behind a mask."
Activating the Obelisk. If the characters retrieved
Iriolarthas's staff of power and Veneranda is with them, Y23. YTHRYN MYTHALLAR
she insists that the staff be used to activate the dormant This enormous artifact is enclosed within the force field
obelisk. Any character who succeeds on a DC 20 Intel- su rrounding the Spire of Iriolarthas. To reach it, a char-
ligence (Arcana) check can verify that this task is not acter must first perform the Rite of the Arcane Octad
beyond the staff's power, a lthough it would take at least (see page 234) to lower the force field.
half of the staff's charges to accomplish. If a creature at-
tuned to the staff uses an action to expend 10 or more of SECRET OF THE OBELISKS
its charges while touching the staff to the obelisk, power In this adventure, we learn the secret of the obelisks that
surges from the staff and triggers the following devastat- have appeared in other fifth edition adventures published
ing events: by Wizards of the Coast, including Tomb of Annihilation
• The staff splits in half, triggering its Retributive Strike and Waterdeep: Dungeon of the Mad Mage .
The first group of these magical obelisks was crafted by
property (see the staff's description in the Dungeon
a secret society of spellcasters called the Weavers. These
Master's Guide). obelisks could alter reality on a grand scale, sending a re-
, Any creature within 120 feet of the obelisk that isn't gion or an entire world back to an earlier time (effectively
killed by the staff's explosion becomes 10 years erasing part of history) . The obelisks were constructed to
younger. Creatures whose age is reduced to O by this counteract the effects of calamitous spells and cataclys-
effect wink out of existence, leaving behind the items mic events.
they were wearing or carrying. An evil wizard named Vecna stole one such obelisk and
The obelisk disintegrates, as do other obelisks like it used it to erase the obelisk's creators from existence.
throughout the world, but not before hurling the entire Vecna also stole the knowledge needed to create new
ones . That knowledge later came into the possession of
planet into the past, to a time prior to the fall of Ythryn
Netherese wizards, who built similar obelisks of their own .
(see "Yea r of Chi lled Marrow," page 262).
They believed that if some catastrophe destroyed their em-
pire, these obelisks could help restore it. Unfortunately for
them, most of the obelisks built to protect Netheril were
stolen or otherwise lost over time, as were records of their
purpose and information about how to activate them.
A tower rises before you, straight as an arrow. A faint This grand music hall is aglitter with ice, and the floor
light shines from in the spire's highest window, and hair- underfoot is strewn with the crystal shards of fallen chan-
line cracks creep up its walls like ivy. deliers . The frozen corpses of the audience lie strewn
among the tiered seats, their expressions frozen in rap-
turous adulation . On the stage, cadaverous musicians
The cracks covering the outside of the tower were
caused during the crash, when the magic protecting the slump over their shattered instruments.
tower strained to keep it from collapsing.
Describe the interior of the tower as follows: The Netherese Esoteric Orchestra was midway through
its crowning performance when Ythryn fell from the
The tower's interior walls are sculpted with impressions sky. Determined to finish, the musicians played on as
the city hurtled to the ground, but Ythryn crashed before
of humanoid forms pressing out from within-clawing
they could finish. Deprived of the opportunity to com-
hands and howling faces, captured in stone forever.
plete their grand finale , the orchestra's troubled spirits
haunt the hall.
As Ythryn was about to fall out of the sky, High Trans- A conductor's baton rests on a lectern at the front
muter Metaltra used a true polymorph spell to transform of the stage. If a character grasps the baton , the hall
herself into something she thought would survive the echoes with the sounds of instruments being tuned,
city's destruction: an adamantine statue. An hour later, and a spectral orchestra materializes from out of the
when the spell should have ended, nothing happened. corpses onstage. The ghostly musicians hold their
Through no fault of her own, she had become a statue instruments and stare expectantly at their conductor.
permanently. Only a wish spell can restore her, and then These spirits can't be turned or harmed in any way.
only briefly as she ages centuries in a matter of seconds. Conducting the Orchestra. To conduct the orchestra
Characters who climb to the tower's peak find the through the end of their final symphony, a character
statue of Metaltra lying in a corner. The statue depicts a must succeed on three consecutive DC 15 Charisma
woman in a wizard's robe, posed as if she is completing (Performance) checks made 1 minute apart. A character
a spell. As her statue was being thrown about during the who knows The Dark Between the Stars gains advan-
crash, it damaged part of an inscription on one wall. tage on each check.
Inscription. The damaged inscription is a passage On the first successful check, the orchestra launches
from the Rite of the Arcane Octad (see page 234). into a hauntingly beautiful performance. If the next
Written in Draconic, it reads "Eighth, stand firm in thy check succeeds, listeners experience a falling sensa-
circle of death and consume--." The missing word, tion in the pits of their stomachs, mirroring Ythryn's
destroyed by Metaltra's statue, is "poison." Characters downward plunge, as the music reaches a crescendo.
who search the room for stone fragments can't find the If the third and final check succeeds, the conductor
pieces they need to identify the missing word, but cast- brings the piece to a satisfying close as the sound of
ing a mending cantrip on the wall repairs the damage ghostly applause rises from the audience and phantas-
and reconstructs the missing word. If the characters mal black roses rain down on the musicians, who face
don't have access to the mending cantrip, a divina- the audience and bow before fading into the afterlife. A
tion spell or similar magic can be used to learn the character who successfully conducts the orchestra gains
missing word. inspiration. ·
Skydock Spire stands 120 feet tall, and the glass cham-
ber magically floats 30 feet above it. The chamber slowly
rotates clockwise. The tower and the chamber are all
that remain of a much larger facility that served princi-
pally as a dock for flying ships.
Characters who enter the tower see a staircase coiling
around its interior walls. From atop the ruined roof,
a character using rope can make a successful DC 15
Strength (Athletics) check as an action to catch onto
the rotating chamber, which is a 40-foot-diameter room
made of glass that offers a panoramic view of the city.
This chamber once served as an opulent and intimate
meeting place for the upper echelons of Ythryn's society.
Now it lies in ruin, with entrances lying open and the
furnishings inside smashed.
Treasure. Characters who sift through the debris
on the floor of the chamber find a miniature Netherese
skycoach in a bottle (750 gp) and a nonmagical wand (a
possible spellcasting focus) made of chardalyn (see the
sidebar on page 6). It is suffused with evil magic.
While grasping the wand, one feels an urge to inflict ter-
rible harm upon others, but the urge is easily resisted.
Prolonged custody of the wand might have a more detri-
mental effect, at your discretion.
Y29. MUSEUM
VELLYNNE's FALL
lriolarthas and His Apprentices. Characters who If the characters part ways with Vellynne for any rea-
proceed farther into the upper floor can see the mu- son, she tries to explore Ythryn alone and contracts the
seum's domed ceiling, which is still intact and a sight arcane blight (see page 233). The next time the charac-
to behold. It depicts a powerful mage standing on a ters see her, she is either partially or fully transformed
balcony of the enclave's central spire, addressing a sea into a nothic.
of Netherese citizens below, who stare up at the figure,
cheering. This is an image oflriolarthas at the height AVARICE'S ARRIVAL
of his power, magically preserved in stained glass that Avarice (see appendix C) follows the characters through
glows with its own arcane light. Eight large portraits the Caves of Hunger to Ythryn, killing any NPCs they
adorn the walls beneath the dome, depicting Iriolar- left behind to guard the caves. The albino tiefling wiz-
thas's eight apprentices, known as the Wizards of the ard is joined by her two gargoyles, her raven familiar,
Ebon Star. The portraits hang 20 feet above the ground, twenty cult fanatics (members of the Knights of the
and a frost-covered plaque is fixed to the wall just be- Black Sword), and ten roped mountain goats (see
neath each one. The faces in the portraits are depicted appendix C) that the cultists use for food and to set off
as looking up toward their master, Iriolarthas, with traps. If Huarwar Mulphoon and Fe! Suparra are alive,
expressions of respect. Characters who clear the ice they are among the cult fanatics (see area C6 on page
from the plaques can learn their names: High Abjurer 41 for more information about these NPCs).
Taruth, High Conjurer Damorith, High Diviner Apius, The Knights of the Black Sword speak Common and
High Necromancer Cadavix, High Evoker Zadulus, Infernal, and they have the following additional trait:
High Illusionist Ajamar, High Enchanter Ivira, and High
Icy Doom. When the cultist dies, its corpse freezes for 9 days,
Transmuter Metaltra.
during which time it can't be thawed, harmed by fire, animated,
or raised from the dead.
D
EPENDING ON THE CHARACTERS' ACTIONS
and the whims of the dice gods, this adven- weather returns to Icewind Dale. The sun again rises
ture has several possible endings. Likely above the horizon, and as temperatures improve, flora
conclusions are discussed below, though and fauna begin to recover. Depending on how they
others are certainly possible. fared against the chardalyn dragon in chapter 4, the
people of Ten-Towns can look forward to warmer times
WHAT SECRETS REMAIN once more.
Auril's death is temporary, for a god who has mortal
Allow time at the end of the adventure for players to
worshipers can't truly die. When the Frostmaiden is
reveal any character secrets that have not come to light.
resurrected on the next winter solstice, she has all her
Some players will want to keep their characters' secrets
divine power. But her inclination is to retreat from the
buried. For the others, work with them to figure out the
world and not allow herself to be imperiled by mortals
best way for the characters' secrets to bear fruit. For
once more. The characters won't have to deal with her
example, a character who has the Ring Hunter secret
again in their lifetimes unless they continue meddling in
might still be searching for the signet ring that secures
her followers' affairs.
their inheritance; perhaps the ring is discovered during
The characters can help Ten-Towners rebuild their
a celebratory dinner in Ten-Towns, when the character
settlements in the wake of the chardalyn dragon's
cuts open their pan-fried knucklehead trout and the ring
rampage and the floods. If the dragon has not yet been
unceremoniously spills out!
defeated, finding and destroying it should be a priority.
Until its master sends it on another rampage, it lurks
SUMMER Is COMING inside the forge where it was created (see chapter 3).
Slaying Auril or her roe prevents the Frostmaiden from Characters who help rebuild Ten-Towns might be
casting her nightly spell, ending her everlasting winter. asked to take up the mantle of speaker in one or more
The characters can also counteract the Frostmaiden's communities, replacing leaders who were killed during
everlasting winter by using the Ythryn mythallar to ef- the adventure. If he survived, Speaker Naerth Max-
fect a change in the weather, though any such attempt ildanarr of Targos opposes the characters' political
inevitably leads to a confrontation with Auril and her ascendance, since they represent a threat to Zhentarim
faithful. Only by slaying Auril can the characters de- control of the region; without a power base of his own,
prive her followers of their god-granted spells and their however, Naerth can do little to stop them.
will to fight.
,.
Necalli, a couatl shapechanged into the form of an
WINTER EVERLASTING aarakocra, doesn't remember why it was bound to the
If the characters don't stop Auril, her everlasting winter obelisk or by whom. It knows only that it is free of its
becomes unendurable to most of Icewind Dale's inhabi- obligation to the obelisk's builders. It does its best to
tants. The hostile climate and the scarcity of food force convince the characters that the obelisk is gone forever,
indigenous creatures to migrate southward or die. As along with nearly two thousand years of history. Necalli
go the reindeer, so go the Reghed tribesfolk. In time, can administer healing to wounded characters, after
even the lakes freeze solid, depriving Ten-Towners of which it assumes its true form and departs. It takes no
the knucklehead trout upon which their survival de- action that might harm another creature.
pends. Within a year or two, Icewind Dale becomes a Ythryn is now a floating, living city under the rule of
gods-forsaken wasteland as cold as Stygia. The bitter the lich Iriolarthas and his apprentices, the Wizards of
cold allows Levistus to open portals between Icewind the Arcane Star (eight evil archmages). Almost every
Dale and the sixth layer of the Nine Hells, from which other inhabitant of the city is either a Netherese mage
come forth ice devils under the archdevil's command. or a green-skinned magen (described in appendix C).
Knights of the Black Sword who survive to see these When not partaking in their studies and revels, the
events come to pass try to maintain a foothold in the re- Netherese focus their efforts on finding ruins of Ostoria,
gion, though they are opposed by duergar at every turn. the ancient empire of giants. It is toward this supreme
The ice devils help clear the way for the duergar, who goal that all of the city's resources are directed.
aren't going anywhere unless the characters kill Xar- The obelisk is gone, erased from history, leaving the
dorok Sunblight and put an end to his line. Once Ten- characters stranded. They are now stuck in -343 DR.
Towns is no longer a threat to his supremacy, Xardorok If the characters warn Iriolarthas about the fate that
does his utmost to conquer the rest of Icewind Dale. If awaits Ythryn and recount the circumstances leading to
left unchecked, the duergar become a controlling power its fall, the lich takes steps to ensure that history does
in the region. The ice devils, once subservient to Levis- not repeat itself, including but not limited to keeping
tus, are dragooned by Asmodeus into helping the duer- Ostorian relics away from the Ythryn mythallar. In ex-
gar turn the Far North into a vassal kingdom secretly change for their information, Iriolarthas gives the char-
under the sway of the Nine Hells. acters a skycoach to expedite their departure from the
city. Characters who flee rather than allow themselves
YEAR OF CHILLED MARROW to be detained can commandeer a skycoach and plot a
If the characters use Iriolarthas's staff ofpower to acti- course away from the city. A skycoach has the statistics
vate the obelisk in Ythryn, they inadvertently reset the of an airship (see the Dungeon Master's Guide), but its
world to a time predating the fall of Ythryn and the end magic wanes quickly unless it's recharged using magic
of Netheril. The obelisk has sent them back to the spring foreign to the characters. Soon, the skycoach struggles
of -343 DR, the Year of Chilled Marrow, six months to remain aloft, forcing the characters to set down and
prior to the catastrophe that causes Ythryn's fall and salvage what they can from the vessel.
another four years before Netheril's demise. The charac- To put it mildly, the characters have a whole new
ters find themselves high in the sky over Icewind Dale. world to explore. Ten-Towns doesn't exist in this time-
Use the following boxed text to set the scene: line, nor do most of the cities along the Sword Coast
that characters might recognize. Many tribes of Reghed
nomads prowl Icewind Dale, while Uthgardt tribes de-
The obelisk is gone, leaving an indentation in the ground scended from Netherese claim vast tracts of untamed
where it once stood. In its place is an aarakocra with bril- land south of the Spine of the World, kept in check by
liantly colored plumage. Using telepathy, it reaches out to marauding monsters. The Empire ofNetheril controls
the lush, temperate lands doomed to become the desert
each of you in turn and introduces itself as Necalli. "I am
of Anauroch. The town of Illusk (still centuries away
released from a duty long forgotten," it says. "The world from becoming Luskan) surrounds the brooding Host-
has rolled back more than fifteen hundred years. Now, tower of the Arcane. Characters hoping to visit some
history can be rewritten." past version ofWaterdeep or Neverwinter find nothing
The city is no longer trapped deep beneath the Reghed but unsettled land surrounded by the remnants of the
elven kingdom of Illefarn. Humans won't begin farming
Glacier. Instead, it drifts among the clouds , its spires and
the plateau above Deepwater Harbor (the future site
other structures agleam and undamaged. A skycoach
of Waterdeep) or building the settlement of Eigersstor
glides overhead, bathing you briefly in its shadow before (later renamed Neverwinter) for another three centuries.
making its way toward the city's glass-enclosed skydock. To run a campaign set in this earlier time frame, you
Weaving between the city's spires are boulevards tra- will need to delve into earlier products tied to the For-
versed by tall humans of noble bearing in wizardly robes, gotten Realms to get the lay of the land circa -343 DR.
Of course, once the characters move beyond the strong-
many of them accompanied by hairless, green-skinned
holds of civilization, the Realms of the past is very much
humanoids that serve as their valets and bodyguards. like the Realms of the present-a land of mystery, with
Some take note of your presence, while others gawk at old ruins and lost dungeons waiting to be explored. Only
the empty space where the obelisk once stood. now the characters are poised to witness the inevitable
fall of Netheril, or find a way to stop it.
EPILOGUE
APPENDIX A:
lCEWIND DALE TRINKETS
ICEWIND DALE TRINKETS
dl00 Trinket dl00 Trinket
01-04 A small wooden figurine of a yawning walrus, 49-52 A sewing box that smells of old wood and has three
painted in red and black spools of blue thread inside
05- 08 A pair of scrimshaw cufflinks with an image of a 53-56 A scrimshaw-handled ink pen with black runic de-
fisherman on a boat engraved on them signs along its length
09-12 A small iron key with a frayed blue and gold cord 57-60 A brooch made from a small insect encased in
tied to it amber
13- 16 A small illustrated book ofNorthlander myths that 61 - 64 A scrimshaw pepper shaker etched with the letter W
has pages missing 65-68 An old, wooden-handled ice pick stained with blood
17-20 A damaged scrimshaw cameo depicting a merfolk that won't wash off
21 -24 A stone from a burial cairn with a tiny Dwarvish 69-72 A fabric doll bearing an angry expression
rune carved into it 73-76 A set of wind chimes made from seashells
25-28 A ripped cloth sail with a symbol you don't 77- 80 A beautiful silver tin that, when opened, emits the
recognize smell of rotting fish
29- 32 An Ulu knife with a scrimshaw handle 81-84 A bloodstained dreamcatcher made from fishing
33-36 A jar containing an unidentifiable, sweet, sticky line, gold wire, and snowy owlbear feathers
substance 85-88 A figurine of a polar bear made of ice that never
37- 40 A delicate glass ball painted with snowflakes , melts
capped by a metal loop with a tiny hook attached 89-92 A snow globe that doesn't need to be shaken
to it 93- 96 A piece of sea glass shaped like a unicorn 's horn
41-44 An expedition log with missing pages and a pressed 97-00 A dark blue scarf that gets lighter in shade the
flower used as a bookmark higher the altitude of the wearer
45- 48 An owl figurine carved from whalebone
APPENDIX C I CREATURES
268
AVA R ICE, I--IER RAVEN FAMILIAR, ANO HER GARGOYLES
APPENDIX C I CREATURES
tundra (see "Lost Spire of Netheril," page 145), and
Dzaan went out of his way to eliminate anyone who
knew of it, including the adventurers who found it and
several Ten-Towners with whom they had spoken. After
turning the tower into his secret base, Dzaan visited
Easthaven to gather supplies. Although he took the pre-
AVARICE caution of adopting a magical disguise, members of the
Medium humanoid (tiefling) , lawful evil local militia recognized Dzaan by the way he walked
and spoke. They captured him, gagged him , confiscated
Armor Class 13 (16 with mage armor) his spellbook, and condemned him to death.
Hit Points 84 (13d8 + 26) The characters have no opportunity to speak with
Speed 30 ft .
Dzaan. They first encounter him in Easthaven, tied to
STR DEX CON INT WIS CHA a stake and engulfed in flames (see "Toil and Trouble,"
8 (-1) 16 (+3) 14 (+2) 17 (+3) 10 (+O) 9 (-1) page 62). The Ten-Towners enjoy the execution while
it lasts. After warming themselves by the fire, they leave
Saving Throws Int +6, Wis +3 Dzaan's ashes to be scattered by the wind.
Skills Arcana +6, History +6 Dzaan's Simulacrum. Unbeknownst to his execu-
Damage Resistances cold (granted by staff offrost), fire tioners, Dzaan had used a spell scroll of simulacrum to
Senses da rkvision 60 ft ., passive Perception 10
Languages Common, Draconic, Infernal , Ore, Yeti
Challenge 7 (2,900 XP) DZAAN'S SIMULACRUM
Medium construct, lawful evil
Icy Doom. When Avarice dies, her corpse freezes for 9 days,
during which time it can't be thawed, harmed by fire, animated , Armor Class 10
or raised from the dead . Hit Points 24 (half of9d8 + 9)
Speed 30 ft.
Special Equipment. Avarice wields a staff offrost with 10
charges (see "Actions" below) .
STR DEX CON INT WIS CHA
Spellcasting. Avarice is a 10th-level spellcaster. Her spellcast- 10 (+0) 11 (+0) 12 (+l) 16 (+3) 13 (+l) 15 (+2)
ing ability is Intelligence (spell save DC 14; +6 to hit with spell
attacks) . She has the following wizard spells prepared : Saving Throws Int +5 , Wis +3
Skills Arcana +5 , Deception +4, History +5
Can trips (at will) : fire bolt (see "Actions" below) , mage hand, Senses passive Perception 11
message, minor illusion , prestidigitation Languages Abyssal, Common, Giant, Infernal
1st level (4 slots): detect magic, mage armor, magic missile Challenge l (200 XP)
2nd level (3 slots) :j/aming sphere , knock, scorching ray
3rd level (3 slots): counterspell,fireball,jly Spellcasting. The simulacrum is a 9th -level spellcaster. Its
4th level (3 slots): banishment,fire shield spellcasting abil ity is Intelligence (spell save DC 13, +5 to hit
5th level (2 slots) : Bigby's hand, Rary's telepathic bond with spell attacks). It has the following wizard spells prepared :
AC T IONS Cantrips (at will): acid splash,'' light, minor illusion,
shocking grasp*
Fire Bolt (Cantrip). Ranged Spell Attack: +6 to hit, range 120 ft .,
1st level (2 slots) : detect magic, disguise self. magic missile*
one target. Hit: 11 (2dl0) fire damage.
2nd level (2 slots) : invisibility, levitate , phantasmal force
Sta.ff of Frost. While holding this staff, Avarice can expend 1 or *See "Actions" below.
more of its charges to cast one of the following spells from it
(spell save DC 14) : cone of cold (5 charges).fog cloud (1 charge), ACTIONS
ice storm (4 charges) , or wall of ice (4 charges) . Shocking Grasp (Cantrip). Melee Spell Attack: +5 to hit, reach
The staff regains ld6 + 4 charges daily at dawn . If its last 5 ft ., one creature (the attack roll has advantage if the target
charge is expended, roll a d20; on a 1, the staff turns to water is wearing armor made of metal) . Hit: 9 (2d8) lightn ing dam -
and is destroyed . age, and the target can't take reactions until the start of its
next turn .
REACTIONS
Acid Splash (Cantrip). The simulacrum hurls a bubble of acid at
Banishing Rebuke (Recharges after a Long Rest). When Avarice one creature it can see within 60 feet of it , or at two such crea -
is damaged by a creature that she can see within 60 feet of her,
tures that are within 5 feet of each other. A target must succeed
she can banish that creature to a frigid extradimensional prison
on a DC 13 Dexterity saving throw or take 7 (2d6) acid damage.
for 1 minute. While there, the creature is incapacitated and
takes 5 (1 dl 0) cold damage at the start of each of its turns. At Magic Missile (1st-Level Spell; Requires a Spell Slot). The
the end of each of its turns, the creature can make a DC 14 Cha- simulacrum creates three darts of magical force. Each dart
risma saving throw, escaping the prison on a success and reap - unerringly strikes one creature the simulacrum can see within
pearing in the space it left or in the nearest unoccupied space 120 feet ofit, dealing 3 (ld4 + l) force damage. If the simula-
if that space is occupied . A creature that dies in the prison is crum casts this spell using a 2nd -level spell slot, it creates one
trapped there indefinitely. more dart.
APPENDIX C I CREATURES
0-Z AA N A ND HIS WIGH T B O D YGUA RD , KR I N TAAS
create a copy of himself. This simulacrum dwells in the Companion. Because they're so despised throughout
sunken Netherese spire, waiting for its creator to return. Faerun, Red Wizards often adopt disguises and rarely
The simulacrum, which looks and acts like Dzaan, travel abroad without an escort. They generally favor un-
has half of Dzaan's hit points and can't regain expended dead servants and bodyguards, since they find that un-
spell slots. It has wasted its 3rd-level spell slots trying dead tend to be more obedient than the living. Dzaan's
to reach Dzaan with sending spells, to no avail, and has bodyguard is a Thayan wight named Krintaas. When
expended other spell slots to help it survive the perils of Dzaan returned to Easthaven, he ordered his compan-
the spire. It uses its remaining spell slots sparingly. ion to stay with the simulacrum and watch over it and
The sunken Netherese tower contains a special room the buried Netherese spire.
that can transform the simulacrum into a real person-
or any magical illusion into the real thing, for that mat- NASS LANTOMIR
ter. If this change occurs, the simulacrum effectively be- Nass Lantomir was an apprentice of Zelenn the White,
comes a clone of Dzaan, authentic in every way. Dzaan's one of five archmages who oversee the Arcane Broth-
stat block and abilities change as follows: erhood . Nass and Zelenn's relationship started off well,
He has spell slots appropriate for a 9th-level wizard but in recent years it has become painfully obvious to
(four 1st-level spell slots, three 2nd- through 4th-level Zelenn that Nass has been slow to master the arcane
spell slots, and one 5th-level spell slot), but he lacks tradition of divination. Zelenn's suggestion that Nass
a spellbook and therefore can't change his list of pre- leave the Hosttower of the Arcane and gain experience
pared spells. abroad left Nass feeling unwanted. After much thought,
If he finishes a long rest, he has the following addi- however, Nass came around to the idea. She could put
tional spell slots, which allow him to cast the indi- her magic to the test and carve out a name for herself.
cated spells: As she was preparing to leave the Hosttower, Nass
overheard her master talking to another wizard about a
3rd level (3 slots): fireball, sending, slow
covert expedition to Icewind Dale being undertaken to
4th level (3 slots): arcane eye, confusion
seek out long-lost magic from a bygone empire. Rather
5th level (1 slot): animate objects
than carry out her original plan, Nass followed her fel-
His hit point maximum becomes 49 (9d8 + 9), and his low wizards to Icewind Dale. She caught up to them in
challenge rating becomes 2 (450 XP). His challenge Bryn Shander and made her presence known, claiming
rating becomes 4 (1,100 XP) if he finishes a long rest she was sent by her master to aid the expedition with
and regains his expended spells. her divinations. Egos and frayed nerves caused the
APPENDIX C I C REATURES
271
group to split up shortly thereafter, with each wizard de-
termined to succeed alone.
One night while the others slept, Nass stole a profes-
sor orb (see appendix D) from one of her fellow wizards,
Vellynne Harpel!. Two of Vellynne's kobold companions
witnessed the theft, and Nass killed them with Melf's
acid arrow spells before fleeing with the orb.
Nass fled Ten-Towns and headed toward the Sea of
Moving Ice, hoping to find a tome called The Codicil of
White, a book of magic and lore composed by servants
of Auril the Frostmaiden. The Arcane Brotherhood
believes that this book tells how to reach a lost city of
magic entombed in the ice. Before she could obtain the
book, Nass perished. She now exists as a ghost, unable
to rest until she finds the book. Characters who come
upon Nass's frozen remains also find her spellbook and
the orb she stole from Vellynne.
Familiar. Nass's magical familiar, a white arctic wea-
sel acclimated to cold weather named Zelennor, watches
over the wizard's frozen remains. It uses the weasel
stat block in the Monster Manual but is a fey instead of
a beast. If Zelennor is reduced to O hit points, Nass's
ghost is unable to cast the find familiar spell in order to
get it back.
ACTIONS
Withering Touch. Melee Weapon Attack: +6 to hit, reach 5 ft .,
one target. Hit: 17 (4d6 + 3) necrotic damage.
APPENDIX C I CREATURES
272
Spellcasting. As a ghost, Nass can cast the spells she Vellynne brought a family heirloom with her to Ice-
prepared prior to her death-except that the ghost can't wind Dale: a professor orb (see appendix D) that she
cast spells that require material components, which refers to by its proper name, Professor Skant. This orb
limits its options. Its list of prepared spells shows only has knowledge about Netheril that could be important
those spells it can cast. Although it has no 2nd-level if Vellynne locates the lost Netherese city buried under
spells available, the ghost can use its 2nd-level spell the Reghed Glacier. The orb was recently stolen by Nass
slots to cast upgraded versions of the thunderwave spell. Lantomir, one ofVellynne's rivals in the Arcane Broth-
Spellbook. The wooden covers of Nass's spellbook erhood. Vellynne intends to get it back before resuming
are bound in nothic hide, and silver clasps hold the book her quest to find Ythryn.
shut. Nass's personal sigil is inscribed on the spine, Companions. Since arriving in Icewind Dale, Vel-
which also bears the title Lantomir's Traveling Libram. lynne has secured the services of six Icewind kobolds
The tome contains the following spells: clairvoyance, (see page 296) that act as her valets and guides. Two
cloud of daggers, counterspell, detect magic, detect of them were killed by a Me/f's acid arrow spell (cast by
thoughts, find familiar, MelFs acid arrow, Tenser's float- Vellynne's rival, Nass Lantomir), but Vellynne animated
ing disk, and thunderwave. their corpses, turning them into zombies.
If she is wounded, Vellynne can cast vampiric
VELLYNNE HARPELL touch and use the spell to regain hit points at the ko-
Vellynne Harpell is a member of the prestigious Harpell bolds' expense.
family, based in the town of Longsaddle. Cold and dis- Familiar. Vellynne's familiar is a snowy owl, which
passionate, she took to magic only a decade ago in her the wizard uses as a scout. It uses the owl stat block in
late forties and is skilled in the arcane tradition of necro- the Monster Manual but is a celestial instead of a beast.
mancy. She has a lifelong struggle-a nervous disorder Spellbook. Vellynne's spellbook has black leather cov-
that manifests as trembling. It can affect her balance ers around pages of ragged parchment, all wrapped in a
and her stride, but she has learned to cast her spells un- crimson sash. The necromancer's personal sigil is writ-
impeded by it. ten in goat's blood on the title page. The tome contains
Despite her firm grasp of the dark arts, she would the spells Vellynne has prepared plus the following ad-
not have been admitted into the Arcane Brotherhood ditional spells: bestow curse, blindness/deafness, false
without her family connection -a fact that sticks life, find familiar, magic weapon, polymorph, protection
in her craw. from e~·il and good, remove curse, shield, and Tenser's
floating disk.
APPENDIX C I CREATURES
2;3
AURIL THE FROSTMAIDEN
Auril the Frostmaiden is a neutral evil lesser god of cold
indifference who embodies winter's cruelty. (For infor-
mation on what defines a lesser god, see the "Divine
Rank" sidebar in the Dungeon Master's Guide.) Auril's
beloved ice grasps all things in her clutches, preserving
them against the ravages of time. She hoards beauty in
all forms, from art objects and flowers to skilled arti-
VELLYNNE HARPELL sans and their wondrous works, freezing them in magi-
Medium humanoid (human), neutral cal ice for her pleasure alone.
Auril was aligned with the gods Talas, Umberlee,
Armor Class 13 (bracers of defense) and Malar. Together they wrought terrible destruction,
Hit Points 67 (9d8 + 27)
inspiring fear that compelled tribute to hold their power
Speed 20 ft.
at bay. Umberlee, queen of the wrathful sea, grew to
STR DEX CON INT WIS CHA despise the enduring nature of the ice and snow Auril
10 (+O) 12 (+l) 17 (+3) 18 (+4) 15 (+2) 13 (+l ) created. Umberlee seethed when Auril's frigid cold
transformed her chaotic, unpredictable tides into rigid,
Saving Throws Int +6, Wis +4 motionless sheets of ice. Umberlee brought Talas and
Skills Arcana +6, History +6 Malar into an alliance against Auril, who retreated to
Senses passive Perce ption 12 the coldest corner of Tori! to escape their fury.
Languages Common, Draconic, Dwarvish, Elvish, Ore After a world-shaking event known as the Sundering,
Challenge 4 (1,100 XP) most of the gods withdrew from Tori!, leaving mortals to
govern their own fates without the gods' meddling, but
Special Equipment. Vellynne wears bracers of defense and car-
the Frostmaiden could not stay away for long. Auril re-
ries a wand of magic missiles (see "Actions " below).
turned to her icy realm in the far north and, after a time,
Spellcasting. Vellynne is an 8th-level spe llcaster. Her spe ll cast- plunged it into frigid darkness using her magic.
ing abi lity is Intelligence (s pell save DC 14, +6 to hit wit h spel l Casting such great magic night after night while also
attacks). She has the following wizard spe lls prepared : granting spells to her devoted followers leaves Auril
Cantrips (at will) : chill touch (see "Actions" be low) , light, mage weak and vulnerable. In her self-inflicted weakened
hand, message, prestidigitation state, Auril is inclined to be cautious and avoid contact
1st level (4 slots) : comprehend languages , detect magic, ray of with other creatures that can harm her.
sickness, Tash a's hideous laughter Auril's worshipers know better than to disturb her
2nd level (3 slots) : darkvision , hold person , ray of enfeeblement self-imposed isolation. Terrible blizzards have cut off
3rd leve l (3 slots) : animate dead, Leomund's tiny hut , vampiric Icewind Dale from the rest of the world, and a shroud of
touch (see "Actions" be low) mist conceals her island in the Sea of Moving Ice.
4th level (2 s lots) : arcane eye , blight
RO LE PLAYING AURIL
A CTI ONS
Vampiric Touch (3rd-Level Spell; Requires a Spell Slot). Melee
Portraying a deity, even a lesser god such as Auril the
Spell Attack: +6 to hit, reach 5 ft. , one creature. Hit: 10 (3d6) Frostmaiden, can be daunting. For roleplaying pur-
necrotic damage, and Vellynne regains hit points equal to half poses, the following suggestions might prove helpful:
the necrotic damage dealt. lfVellynne casts this spe ll us ing a • So long as she has mortal worshipers, Auril can't truly
spell slot of 4th level or higher, the necrotic damage increases die (although the characters can rid the world of her
by ld6 for each slot level above 3rd. for a time). Thus, she has no reason to capitulate to
Chill Touch (Cantrip). Ranged Spell Attack: +6 to hit, range 120 mortals' demands. As the embodiment of winter's cru-
ft ., one creature. Hit: 9 (2d8) necrotic damage, and the target elty, she is incapable of showing mercy or compassion.
can 't rega in hit points until the start ofVellynne's next turn . Play her as a supremely cold and unfeeling entity.
• Have Auril speak only when necessary. The less she
Wand of Magic Missiles. While ho lding this wand , Vel lyn ne can talks, the less risk you have of unintentionally demys-
expend l or more of its 7 charges to cast the magic missile spell
tifying her in the eyes of your players. Let her actions,
fro m it. She can expend l charge to cast the l st-level ve rsion of
not her words, define her.
the spell. She can increase the spell slot level by one for each
• Lesser gods in the D&D multiverse are extremely
additional charge she expends .
powerful and arrogant, but also fallible and blind to
The wand rega ins ld6 + l expended charges daily at dawn . If
the wand 's last charge is expended , roll a d20; on a l , the wan d their own flaws. It's appropriate for Auril to act as
crum bl es into ashes and is destroyed. though she's invincible while underestimating her
mortal enemies, even in her current weakened state.
At will: chromatic orb (cold orb only; see "Actions " below), de-
AURIL (FIRST FORM) tect magic, misty step
Medium monstrosity, neutral evil
2/day each : control weather, detect thoughts , ice storm
Armor Class 13 Legendary Resistance (2/Day in This Form). If Auri l fails a sav-
Hit Points 95 (l0d8 + 50) ing throw, she can choose to succeed instead .
Speed 30 ft ., fly 60 ft .
Magic Resistance. Auril has advantage on saving throws
STR DEX CON INT WIS CHA aga inst spells and other magical effects .
14 (+2) 16 (+3) 21 (+5) 24 (+7) 26 (+8) 28 (+9) Unusual Nature. Auril doesn 't requ ire air, food , drink, or sleep.
Saving Throws Con +9, Wis +12 ACTIONS
Skills Deception +13, Insight +12, Intimidation +13,
Perception +16 Multiattack. Auril attacks twice with her talons .
Damage Vulnerabilities radiant
Talons. Melee Weapon Attack: +7 to hit, reach 5 ft. , one target.
Damage Immunities cold , poison
Hit: 7 (ld8 + 3) piercing damage plus 3 (ld6) cold damage.
Condition Immunities charmed , exhaustion, fr ightened ,
paralyzed , petrified, poisoned , stunned Touch of Frost. Mele e Spell Attack: +13 to hit, reach 5 ft., one
Senses darkvision 120 ft. , truesight 120 ft ., passive creature . Hit: 13 (3d8) cold damage, and the target can 't take
Perception 26 reactions until the start of its next turn .
Languages all, telepathy 1,000 ft.
Challenge 9 (5 ,000 XP) Chromatic Orb. Ranged Spell Attack: +13 to hit, range 90 ft .,
one creature. Hit: 13 (3d8) cold damage.
Divine Being. Au ril can 't be surpri sed and can 't be changed
into another form agai nst he r will. LEGENDARY ACTIONS
Auril can take 3 legendary actions, choosing from the options
Divine Rejuvenation. When Au ril dro ps to O hit points, her bod y
below. Only one legendary action option can be used at a time
turns to slush and melts away. Auril instantl y reappears in her
and only at the end of another creature 's turn . Auril regains
second form , in an unoccup ied space withi n 60 feet of where
spent legendary actions at the start of her turn .
her first fo rm disappeared . Her initiati ve co unt doesn 't change .
Talons. Auril attacks once with her talons .
Innate Spellcasting. Auril's innate spe llcasting ability is Cha-
Teleport. Auril teleports to an unoccupied space she can see
risma (spell save DC 21 , +13 to hit wi th spell attacks) . She
within 30 feet of her.
can innately cast the following spells, req uiri ng no material Touch of Frost (Costs 2 Actions). Auril uses Touch of Frost.
components:
APPENDIX C I CREATURES
275
AuRIL's THREE FORMS SECOND FORM
Auril's second form, known to her worshipers as Lady
In her current weakened state, Auril can assume three
Icekiss or the Brittle Maiden, is that of a 10-foot-tall
different forms. To destroy her, heroes must reduce each
woman of fearsome aspect made entirely of ice and
of her forms to O hit points one after another. After she's
frost. Her eyes burn with a cold blue light, and a thin
defeated in her third and final form, Auril dies. As long
cloak of mist forms around her. Blades of ice grow out of
as she has mortal followers who worship her, however,
her body at odd angles, breaking off before they get too
Auril is reborn at full strength during the next winter
long. When she moves, her body crackles.
solstice, with divine power far beyond what is reflected
In this form, Auril creates weapons of ice with which
in the stat blocks presented here.
to combat foes. These weapons are supernaturally re-
After finishing a long rest, Auril regains any of her
silient until Auril discards them, whereupon they break
forms that were destroyed, provided at least one form
and melt like normal ice.
survives. When she transitions from one form to an-
other, she loses all the traits and actions of the old form THIRD FORM
and gains those of the new form. Auril's third form, called Winter's Womb or the Queen of
A stat block is given for each of Auril's three forms. Frozen Tears by her most ardent followers, is a 3-foot-di-
These descriptions do not reflect Auril at full power, but ameter ice diamond containing the god's divine spark.
rather Auril as she is encountered in this adventure. The diamond has facets and a sharp point at the bottom.
It hovers in the air, radiating intense cold all around it.
FIRST FORM
When Auril speaks, her voice seems to emanate from
In her first form, Auril appears as a hunched, 7-foot-tall
the heart of the diamond.
biped with the head of a snowy owl, black talons, cloven
If Auril is killed in her third and final form, she is
hooves, and grayish-white wolf fur covering her body
dead until the next winter solstice. While she is dead,
from the neck down. Protruding from her feathery owl's
her mortal worshipers lose their god-granted spells and
head is a pair of curved goat horns. A cloak and cowl
abilities.
made of pristine white snow conceals much of her tri-
partite form, which her worshipers refer to as the Cold
Crone. This cloak can transform into a pair of owl's
wings when Auril sees fit.
APPENDIX C I CREATURES
Cone ofCold (Recharges after a Short or Long Rest). Auril
AURIL (SECOND FORM) causes a magical blast of cold air to erupt from her hand . Each
Large elemental, neutral evil
creature in a GO-foot cone must make a DC 21 Constitution sav-
Armor Class 16 (natural armor) ing throw, taking 36 (8d8) cold damage on a failed save, or half
Hit Points 136 (13dl0 + 65) as much damage on a successful one.
Speed 30 ft. Create Ice Mephit (3/Day). Auril breaks off an icicle from her
body and hurls it into an unoccupied space she can see within
STR DEX CON INT WIS CHA
20 feet of her, where it magically transforms into an ice mephit
16 (+3) 16 (+3) 21 (+5) 24 (+7) 26 (+8) 28 (+9)
(see its entry in the Monster Manual) . The mephit acts immedi-
ately after Auril in the initiative order and obeys her commands.
Saving Throws Con +9, Wis +12
Skills Deception +13, Insight+ 12, Intimidation +13 , Ice Stasis (Recharge 5-6). Auril magically creates a gem -sized
Perception +16 ice crystal that hovers in a space within 5 feet of her. Auril then
Damage Vulnerabilities fire targets a creature she can see within 60 feet of the crystal. The
Damage Immunities cold , poison target must succeed on a DC 21 Charisma saving throw or be-
Condition Immunities charmed , exhaustion , frightened ,
come trapped in the crystal , which is immovable. If the saving
paralyzed , petrified, poisoned, stunned
throw succeeds , the crystal shatters and nothing else happens.
Senses darkvision 120 ft ., truesight 120 ft., passive
A creature trapped in the crystal is stunned , has total cover
Perception 26
Languages all , telepathy 1,000 ft.
against attacks and other effects outside the crystal, and takes
Challenge 10 (5,900 XP) 21 (6d6) cold damage at the start of each of its turns . The crea-
ture can repeat the saving throw at the end of each of its turns ,
Divine Being. Auril can 't be surp rised and can 't be changed freeing itself on a success. The creature is also freed if the crys-
into another form against her wi ll. tal is destroyed, wh ich is a Tiny object with AC 18, 9 hit points,
and immunity to all damage except fire damage. The freed
Divine Rejuvenation. When Auril drops to 0 hit points , her creature appears in an unoccupied space of its choice within 30
body collapses into shards of ice, whereupon Auril instantly feet of the shattered crystal.
reappears in her third form, in an unoccupied space within 60
feet of where her second form was destroyed. Her initiative LEGENDARY ACTIONS
count doesn 't change. Auril can take 3 legendary actions , choosing from the options
Legendary Resistance (2/Day in This Form). If Auril fails a sav- below. Only one legendary action option can be used at a time
ing throw, she can choose to succeed instead. and only at the end of another creature's turn. Auril regains
spent legendary actions at the start of her turn.
Magic Resistance. Auril has advantage on saving throws
aga inst spells and other magical effects . Attack. Auril makes one weapon attack .
Ice Flurry (Costs 2 Actions). Each creature within 30 feet of
Unusual Nature. Auril doesn 't requ ire air, food , drink, or sleep. Auril takes 5 (2d4) piercing damage from swirling ice, and
nonmagical, open flames in that area are extinguished .
ACTIONS Splinter (Costs 3 Actions). Auril uses Create Ice Mephit or
Multiattack. Auril attacks tw ice with he r ice morningstar or causes one to ice mephit she can see within 60 feet of her to
hurls three ice darts . explode and die. A mephit that dies in th is way does not use
its Death Burst. Instead, each creature within 10 feet of the
Ice Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft ., exploding meph it must succeed on a DC 21 Dexterity saving
one target. Hit: 7 (ld8 + 3) piercing damage plus 9 (2d8) throw, taking 13 (3d8) piercing damage on a failed saving
cold damage. throw, and half as much damage on a successful one.
APPENDIX C I CREATURES
277
Magic Resistance. Auril has advantage on saving throws
AURIL (THIRD FORM)
Small elemental, neutral evil against spells and other magical effects .
Unusual Nature. Auril doesn 't require air, food , drin k, or sleep.
Armor Class 19 (natural armor)
Hit Points 136 (l 6d6 + 80) ACTIONS
Speed Oft., fly 30 ft. (hover)
Multiattack. Auril uses Polar Ray twice.
STR DEX CON INT WIS CHA Polar Ray. Ranged Spell Attack: +13 to hit, range 120 ft., one
l (-5) 12 (+l) 21 (+5) 24 (+7) 26 (+8) 28 (+9) target. Hit: 14 (4d6) cold damage.
Saving Throws Con +9, Wis+ 12 Blizzard Veil. Auril creates a magical blizzard in a
Skills Deception +13 , Insight +12, Intimidation +13, 30-foot-radius sphere centered on herself. The area within the
Perception +16 sphere is heavily obscured , and the sphere moves with Auril.
Damage Vulnerabilities thunder The effect lasts until Auril drops to 0 hit points in this form ,
Damage Immunities cold, poison until she chooses to end the effect (no action required), or until
Condition Immunities charmed, exhaustion , frightened, her concentration is broken (as if concentrating on a spell).
paralyzed, petrified, poisoned, prone, stunned
Senses blindsight 120 ft. (blind beyond this radius}, truesight LEGENDARY ACTIONS
120 ft., passive Perception 26
Languages all, telepathy 1,000 ft . Auril can take 3 legendary actions , choosing from the options
Challenge 11 (7,200 XP) below. Only one legendary action option can be used at a time
and only at the end of another creature's turn . Auril regains
Divine Being. Auril can't be surprised and can 't be changed spent legendary actions at the start of her turn .
into another form against her will. Polar Ray. Auril uses Polar Ray.
Intensify Aura (Costs 2 Actions). Auril 's Frigid Aura deals an
Divine Resurrection. When Auril drops to 0 hit points, her crys-
extra 10 cold damage until the end of her next turn.
talline form shatters and her divine spark vanishes . She is dead
Blinding Gleam (Costs 2 Actions). Auril 's form flares with a blue
until the next winter solstice , when she reappears at full health
light. Each creature that can see Auril and is within 10 feet
in a cold , remote location of her choosing.
of her must succeed on a DC 17 Wisdom saving throw or be
Frigid Aura. So long as Auril has at least l hit point in this blinded by Auril 's magical gleam for l minute. The blinded
form, each creature within 10 feet of her takes 10 cold damage creature can repeat the saving throw at the end of each of its
at the start of each of her turns . turns , ending the effect on itself on a success.
APPENDIX C I CREATURES
BRAIN IN AJAR
Small undead, any alignment
Detect Sentience. The brain can sense the presence and loca-
tion of any creature within 300 feet of it that has an Intelligence
of 3 or higher, regardless of interposing barriers, unless the
creature is protected by a mind blank spell.
BRAIN IN A JA R Innate Spel/casting (Psion ics). The brain 's innate spellcasting
ability is Intelligence (spell save DC 14, +6 to hit with spell
Through an eldritch ritual combining alchemy, nec-
attacks) . It can innately cast the following spells , requiring no
romancy, and grim surgical preci ion, the brain of a components:
mortal being (willing or unwilling) is encased in a glass
jar filled with preservin fluid and the liquefied goop of At will : chill touch (see "Actions" below), detect thoughts , mage
their body's flesh. The tran. formation renders the brain hand, zone of truth
immortal and imbue it with p ionic power, so that it 3/day each: charm person, hold person
1/day each : compulsion , hold monster, sleep (3rd-level version),
can spend eternity plotting and executing its desires.
Tasha 's hideous laughter
A brain in a jar can pea "ithout vocal cords, psioni-
cally projecting its di embodied voice outward for all to Magic Resistance. The brain has advantage on saving throws
hear. It enjoys conver ation much that it is prone to against spe lls and other magic effects .
talking for hours on end._ me ime to itself if there are Unusual Nature. The brain doesn 't require air, food ,
no others with whom it can pea ·. It also likes to think drink, or sleep.
out loud and reflect on thee,; and decisions that led
to its great transformatio . ACT I ONS
Being divorced from on · ~ can tax the mind, and Chill Touch (Cantrip). Ranged Spell Attack: +6 to hit, range 120
the longer a brain in ajar e.~1 he more likely some ft. , one creature . Hit: 13 (3d8) necrotic damage, and the target
form of insanity will ta -e hod brain in a jar is can 't regain hit points until the start of the brain 's next turn .
particularly susceptible to d hizop hrenia , If the target is undead, it also has disadvantage on attack rolls
and paranoia. against the brain until the end of the brain 's next turn.
Immortal Vessels. T e a in a jar of solu-
undi ngs. Some Mind Blast (Recharge 5- 6). The brain magically emits psychic
tion, pulsating as it re
energy in a 60 -foot cone. Each creature in that area must suc-
brains have been knm a_am t the walls of
ceed on a DC 14 Intelligence saving throw or take 17 (3d8 + 4)
their containers when e.i ed. A jar's metal
psychic damage and be stunned for 1 minute. A creature can
casing might be rusty b ..:e1f"-.ice.d)lje. or an elegantly
repeat the saving throw at the end of each of its turns, ending
wrought masterwork. di:-peoif:::':;! creator. A brain
the effect on itself on a success .
in a jar weighs rough!) 12 - ..,...uuu-c.
APPENDIX C I CREATURES
279
CHARDALYN BERSERKER
Chardalyn berserkers are Reghed nomads who wield
weapons made of chardalyn, specifically ones suffused
with demonic magic (see the sidebar on page 6).
This exposure has transformed them into fiends . They
shed their heavier protective clothing and embrace the
frigid cold, allowing frostbite to ravage the exposed
parts of their bodies, with only their faith in the Frost-
maiden keeping them alive.
Chardalyn Weapons. A chardalyn berserker wields
one or more weapons made wholly or partly out of
chardalyn that has been tainted by demonic magic.
Battleaxes, flails, javelins, and spears are favored weap-
ons, though other weapons are possible.
A character who claims one or more of these weapons
can be corrupted by them. Each day at dawn, roll a d6
for each such weapon in the character's possession. On
a roll of 1, the character must succeed on a DC 13 Cha-
risma saving throw or become an evil NPC under the
DM's control, unless the character is evil already. This
alignment change can be undone by any magic that ends
a curse, but after ten days, it can be reversed only by a
wish spell or divine intervention.
A creature wounded by one of these chardalyn weap-
CHARDALYN BERSERKER ons can feel a sudden sickness creep over them, but it
Medium fiend, chaotic evil passes quickly.
Chardalyn Madness. Prolonged contact with the
Armor Class 13 (hide armor) demonic magic imprinted on the chardalyn has afflicted
Hit Points 90 (12d8 + 36) the berserker with a form of madness, causing the ber-
Speed 30 ft . serker to believe that its weapons are conduits through
which it can speak to a demon lord or other dark power,
STR DEX CON INT WIS CHA
as well as channel its rage. If the berserker's madness is
16 (+3) 12 (+l) 17 (+3) 9 (-1) 11 (+O) 9 (-1)
cured using magic that removes the effects of madness,
Skills Survival +4 the berserker loses its Chardalyn Madness trait but
Senses passive Perception 10 retains its chaotic evil alignment and other qualities.
Languages any one language (usually Common) Further exposure to the demonic magic causes the ber-
Challenge 4 (1 ,100 XP) serker's madness to return, however.
APPENDIX C I CREATURES
280
Huge construct, chaotic evil Multiattack. The dragon uses its Malevolent Presence. It
then makes three attacks: two with its claws and one with its
Armor Class 17 (natural arm or) tail. If the dragon isn 't flying, it can also make one attack with
Hit Points 147 (14dl2 + 56) its wings .
Speed 30 ft., fly 90 ft.
Claw. Melee Weapon Attack:+ 11 to hit, reach 5 ft. , one t arget.
STR DEX CON INT WIS CHA Hit: 14 (2d6 + 7) slashing dam age.
24 (+7) 11 (+0) 19 (+4) 10 (+0) 10 (+0) 3 (- 4)
Tail. Mele e Weapon Attack: +ll to hit, reach 10 ft. , one target.
Saving Throws Str +11 , Con +8 Hit: 18 (2dl0 + 7) bludgeoning damage.
Damage Resistances radiant; bludgeon ing, piercing, and Wings. Melee Weapon Attack:+ 11 to hit, reach l Oft., one tar-
slash ing that is nonma gical get . Hit: 12 (2d4 + 7) bludgeoning dam age.
Damage Immunities cold, poison
Condition Immunities charmed , exhaustion , fr ightened , Malevolent Presence. Any creature with an Intel ligence of 4 or
paralyzed , petrified , poisoned more that is within 30 feet of the dragon must succeed on a
Senses darkvision 120 ft., passive Pe rception 10 DC 16 Wisdom saving throw or be charmed by it for l minute.
Languages the languages known by its creato r A creature can repeat the saving throw at the end of each of its
Challenge 11 (7,200 XP) turns , ending the effect on itself on a success . If a creature's
saving throw is successful or the effect ends for it, the crea-
Immutable Form. The drago n 1s immune to any spell or effect ture is immune to the dragon 's Malevolent Presence for the
that would alter its for m. next 24 hours .
Magic Resistance. Th e d ragon has advantage on saving throws A creature charmed in th is way fi xates on another creature
against spells and oth er magica e ec s. or object that the dragon mentally chooses and must, on
each of its turns , move as close as it can to that target and
Siege Monster. The drago n dea s doub e damage to objects and use its action to ma ke a melee attac k against it. lfthe dragon
structures. doesn 't choose a target, the charmed creature can act normally
reQutre air, fo od , drink, on its turn .
Unusual Nature. The dragon does
or sleep, and it gain s no be ne '°ro "n shing a short or Radiant Breath (Recharge 5-6). The dragon exhales a ray of
long rest. radiant energy in a 120-foot line that is 5 feet wide. Each crea-
ture in that line must make a DC 16 Dexterity saving throw,
ta king 31 (7d8) radiant damage on a failed save, or half as
much dam age on a successful one.
APPENDIX C I CREATURES
CHWINGA
Tiny elemental, neutral
Armor Class 15
Hit Points 5 (2d4)
Speed 20 ft., climb 20 ft., swim 20 ft .
APPENDIX C I C REATUR E S
CHWINGAS IN lCEWIND DALE Charm of Cold Resistance. This charm allows you
---
Chwingas first appeared in the published adventure
to give yourself resistance to cold damage as an action.
This benefit lasts for 24 hours, after which the charm
Tomb ofAnnihilation as creatures indigenous to the vanishes from you.
tropical peninsula of Chult. As spirits of the elements, Charm of Snowball Strike. This charm has 5
however, they range far and wide. Large numbers of charges. As a bonus action, you can expend 1 of the
them came to Icewind Dale with immigrants from Chult charm's charges to create a magical snowball in your
and made new homes for themselves in and around Ten- hand and throw it. You must have a hand free to hold
Towns. Those that remained near civilization adopted the snowball, or the charge is wasted. The snowball is
the garb of their humanoid neighbors, creating minia- a magic ranged weapon with which you are proficient.
ture coats for themselves. They can sometimes be seen It has a normal range of 20 feet and a long range of 60
riding on arctic foxes or snowshoe hares. Others wan- feet, it deals ld4 cold damage on a hit, and it scores a
dered into the tundra, changing their coloration to blend critical hit on a roll of 19 or 20. If you score a critical hit
in with their surroundings. with the snowball, the target is blinded until the end of
Exposure to Auril's nightly aurora and the unnatural its next turn. The snowball vanishes immediately after
blizzards she creates can cause chwingas to behave un- you hit or miss with it, or at the end of your turn if you
predictably, even insanely. don't throw it. Once all its charges have been expended,
this charm vanishes from you.
NEW CHWINGA CHARMS
Charm of the Ice Troll. This charm allows you to use
This section describes several new charms that chwin- your reaction when you take cold damage to reduce the
gas living in Icewind Dale or other cold regions can be- damage to 0. You regain a number of hit points equal to
stow using their Magical Gift action. half the cold damage you would have taken. Once you do
Charm ofBiting Cold. This charm has 3 charges. As so, the charm vanishes from you.
a bonus action, you can expend 1 of the charm's charges Charm of the Snow Walker. This charm has 3
to wreathe your weapon attacks with biting cold for 1 charges. As an action, you can expend 1 of the charm's
minute. Until this effect ends, you deal an extra ld6 cold charges to gain the following benefits for 24 hours:
damage when you hit with a melee or ranged weapon
attack. Once all its charges have been expended, this , You and your allies within 15 feet of you ignore diffi-
charm vanishes from you. cult terrain caused by snow or ice.
Charm ofBounty. This charm has 3 charges. As an You can see through areas heavily obscured by snow
action, you can expend 1 of the charm's charges to cast to a distance of 60 feet.
the create food and water spell, requiring no compo- You are immune to the effects of extreme cold, as de-
nents. Once all its charges have been expended, this scribed in the Dungeon Master's Guide (though you
charm vanishes from you. gain no protection from cold damage).
Once all its charges have been expended, this charm
vanishes from you.
Charm of the Traveler's Haven. This charm has 3
charges. As an action, you can expend 1 of the charm's
charges to cast the Leomund's tiny hut spell, no com-
ponents required. Once all its charges have been ex-
pended, this charm vanishes from you.
COLDLIGHT WALKER
Some humanoids who died from extreme cold but
whose s pirits languis h in the mortal world become cold-
light walkers, burning with frigid fury at the meaning-
lessness of life. Their frostbitten corpses emit a spectral
light so intense that mortal eyes can ba rely stand to
look at them . They typically wear the clothing in which
they died.
God-Spawned Horrors. Gods that personify winter
create coldlight walkers as embodiments of winter's
wrath. These hateful s pirits that were denied passage
to the afterlife are preserved in their current forms to
remind the living how fragile life can be.
When a coldlight wa lker dies, its light goes out, leav-
ing behind a frozen, ina nimate corpse that can never be
raised from the dead.
COLDLIGHT WALKER
Medium undead, chaotic evil
Icy Doom. Any creature killed by the walker freezes for 9 days ,
during which time it can 't be thawed , harmed by fire , animated ,
or raised from the dead .
Unusual Nature. The walker doesn 't require air, food ,
drink, or sleep.
ACTIONS
Multiattack. The walker makes two attacks.
Slam. Mele e Weapon Attack: +5 to hit, reach 5 ft ., one tar-
get. Hit: 11 (2d8 + 2) bludgeoning damage plus 14 (4d6)
cold damage.
Cold Ray. Ranged Spell Attack: +3 to hit, range 60 ft ., one tar-
get . Hit: 25 (4dl0 + 3) cold damage .
CRAG CAT
The creature referred to in Northlander lore as the
Hunter of Men is a sure-footed predator that can be
found anywhere except the deep forest, preferring to
patrol ledges and cliffs in the mountains. Its cry re-
sembles a human scream of terror. It often elicits such
sounds from its victims, for it prefers human flesh to all
other fare.
Crag cats blend in with their surroundings. During
winter, their fur turns white to blend in with the snow. At
other times of the year, their fur is gray, enabling them
to hide among the rocks more easily.
The crag cat knows its territory and often attacks
when its prey is asleep, exhausted, or otherwise weak-
ened. Although crag cats are typically encountered
singly, they can be found in family groups of two parents
and ld4 Small noncombatant cubs in the spring, or in
hungry packs in severe winter weather.
CRAG CAT
Large monstrosity, unaligned
Armor Class 13
Hit Points 34 (4dl0 + 12)
Speed 40 ft., climb 30 ft.
APPENDIX C I CREATURES
DUERGAR MIND MASTER
----------
The feared duergar mind masters us ua lly operate as
s pies, both inside a nd beyond a duergar stronghold .
Their psionically augmented abilities enable them to see
through illusions with ease a nd s hrink down to min ia-
ture size to s py on their targets .
APPENDIX C I CREATURES
286
XARDOROK Su BLIGHT
Xardorok Sunblight lead the unblight clan of duer-
gar which, until recently, dwelled in the subterranean
de pths beneath the Spine of the World. In the guise of
Deep Duerra , the duergar god of conquest, the arch-
devil Asmode us visited Xardorok and urged him to
conquer Jcewind Da le, beginning with Ten-Towns .
Dark Obsession. Xardorok is obsessed with char-
dalyn and can't s tand the thought of anyone else pos-
sessing it. He must have a ll the cha rdalyn that Icewind
Da le has to offer and is using his ample s upply to forge
a dragon, which he plans to unleash upon Ten-Towns.
S ee the sideba r on page 6 for more info rmation
a bout chardalyn.
Father ofNine. Xa rdorok has been married three
times a nd has s ired ni ne children. He killed his firs t
wife, Thizrun , for plotting to assassi nate him . His sec-
ond wife, Yrras ka, was killed in a tun nel collapse a long
with two of their daughters. His third wife, Marra!, was
killed during a raid against a mind flaye r enclave, along
with a nother daughter a nd three sons. Xa rdorok killed
his eldest son, Ulthoon, son of Thizrun, fo r plotting to
overthrow him. His s urviving offspring a re two sons
given to him by Ma rra!, named Our th a nd Nildar.
Clad in Chardalyn. Xardorok wea rs the following
nonmagical items fashioned from cha rda lyn: a nine-
s pired crown (two intact spire represe nting his two
s urviving sons, and seven partially broken-off spires
re presenting his seven dead children), a s uit of cha in
mail , and a s piked gauntlet.
APPEN D IX C I CREATURES
Fox
The white arctic foxes of Icewind Dale live in burrows
and are acclimated to cold weather. They prowl the out-
skirts of Ten-Towns and nearby forests for food, hunting
hares or stealing fish. These timid creatures avoid con-
tact with humanoids, but they are sometimes used as
mounts by chwingas (see page 282).
ACTIONS
STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 11 (+0) 3 (-4) 12 (+l) 6 (-2) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft ., one creature.
Hit: 1 piercing damage.
Skills Perception +3, Stealth +S
APPENDIX C I CREATURES
288
FROST DRUID
Frost druids are solitary defenders of nature and the
natural enemies of civilization in the North. They seek
to preserve the arctic wilderness by destroying outsid-
ers who cross their path. Each patrols its territory in the
guise of an arctic fox, a mountain goat, a snowy owl, or
a wolf, reverting to human form only when it attacks.
Clever ambushers, they use hallucinatory terrain spells
to create illusory snowdrifts under which they can hide,
or to obscure pools covered by thin ice through which
others might fall.
Awakened Companions. A frost druid is often ac-
companied by one or more beasts, shrubs, or evergreen
trees that it has made sentient using the awaken spell.
These druids favor polar bears and reindeer (use the elk
stat block in the Monster Manual) as companions, and
such creatures typically share the druid's disposition.
Jee Sickle. A frost druid can carve a sickle out of ice,
requiring a total of 24 hours for the work. Bitter cold
courses through this weapon while it's in the druid's
hands. If the druid dies, the ice sickle melts away. The
weapon is otherwise identical to a normal sickle.
ACTIONS
o greataxe attacks .
APPENDIX C I CREATURES
289
While in hyena form, the vampire can't speak, and its walking
speed is 50 feet . Its statistics , other than its size and speed , are
unchanged. Anything it is wearing transforms with it, but noth-
ing it is carrying does. It reverts to its true form ifit dies .
While in mist form, the vampire can't take any actions, speak,
or manipulate objects. It is weightless, has a flying speed of 20
feet, can hover, and can enter a hostile creature's space and
stop there. In addition, if air can pass through a space, the mist
can do so without squeezing, and it can't pass through water. It
has advantage on Strength, Dexterity, and Constitution saving
throws , and it is immune to all nonmagical damage, except the
damage it takes from sunlight.
Unusual Nature. The vampire doesn 't require air.
Vampire Weaknesses. The vampire has the following flaws:
Enraged by Celestial. If it hears words of Celestial spoken, the
vampire must try to attack the source of those spoken words
on its next turn . If these words come from multiple sources
and from opposite directions , the vampire is restrained .
Otherwise, it moves to attack what it perceives to be the clos-
est source.
Repulsed by Perfume. The vampire has disadvantage on melee
attack rolls made against any creature wearing perfume or
carrying an open container of it.
Stake to the Heart. If a piercing weapon made of wood is driven
into the vampire's heart while the vampire is incapacitated ,
the vampire is paralyzed until the stake is removed.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage
when it starts its turn in sunlight. While in sunlight, it has
disadvantage on attack rolls and ability checks.
GNOLL VAMPIRE ACTIONS
Medium undead (shapechanger), chaotic evil
Multiattack (Vampire Form Only). The vampire makes two at-
Armor Class 17 (natural armor) tacks: one with its bite and one with its claws.
Hit Points 93 (lld8 + 44)
Speed 30 ft.
Bite (Hyena or Vampire Form Only). Melee Weapon Attack: +8
to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing dam-
STR DEX CON INT WIS CHA age plus 9 (2d8) necrotic damage. The target's hit point max-
20 (+5) 18 (+4) 20 (+4) 6 (-2) 12 (+l) 9 (-1) imum is reduced by an amount equal to the necrotic damage
taken, and the vampire regains hit points equal to that amount.
Saving Throws Dex +7, Con +7 The reduction lasts until the target finishes a long rest. The tar-
Damage Resistances necrotic; bludgeoning, piercing, and get dies if its hit point maximum is reduced to 0.
slashing damage from nonmagical attacks
Claws (Vampire Form Only). Melee Weapon Attack: +8 to hit,
Senses darkvision 120 ft ., passive Perception 11
Languages Abyssal, Gnoll
reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage.
Challenge 8 (3,900 XP) Frightful Cackle (Hyena or Vampire Form Only). The vampire
emits a bone-chilling cackle. Each creature of the vampire's
Keen Smell. The vampire has advantage on Wisdom (Percep- choice that is within 120 feet of the vampire and can hear its
tion) checks that rely on smell. cackle must succeed on a DC 15 Wisdom saving throw or be-
Rampage. When it reduces a creature to O hit points with a me- come frightened for 1 minute. A creature can repeat the saving
lee attack on its turn, the vampire can take a bonus action to throw at the end of each of its turns, ending the effect on itself
move up to half its speed and make a bite attack. on a success. If a creature's saving throw is successful or the ef-
fect ends for it, the creature is immune to the vampire's Fright-
Regeneration. The vampire regains 10 hit points at the start of ful Cackle for the next 24 hours .
its turn if it has at least 1 hit point and isn 't in sunlight. If the
vampire takes radiant damage or damage from holy water, this Sickening Gaze (Hyena or Vampire Form Only). The vampire
trait doesn't function at the start of its next turn. targets one humanoid it can see within 30 feet of it. If the tar-
get can see the vampire, the target must succeed on a DC 15
Shapechanger. If the vampire isn't in sunlight, it can use its Constitution saving throw against this magic or be poisoned
action to polymorph into a Large hyena or a Medium cloud of for 24 hours. A creature whose saving throw is successful is
mist, or back into its true form . immune to this vampire's Sickening Gaze for 24 hours.
APPENDIX C I CREATURES
GOLIATHS
At the highest mountain peaks-far above the slopes
where trees grow, where the air is thin and the frigid
winds howl-dwell the reclusive goliaths. Few other folk
can truthfully claim to have seen a goliath, and fewer
still to have forged a friendship with one.
Goliaths love to compete and keep score, counting up
GNOLL VAMPIRE their deeds and tallying their accomplishments to com-
When a gnoll's ravenous hunger is so great that it craves pare to what others have done. Goliaths love to win, but
flesh and blood even after death, it can rise as a vampire they see defeat as an incentive to improve their skills.
to continue its feeding frenzy. Above all else, every goliath is driven to outdo their past
A gnoll vampire is a savage predator that feeds on the performance, taking greater and greater risks. As a re-
blood of the living. It cackles maniacally when it catches sult, few goliaths live to see old age.
the scent of its prey and quickly moves in for the kill,
tearing away flesh with its claws, gorging on meat and GOLIATH NAMES
blood, and leaving nothing behind but bones, gristle,
Every goliath has three names: a birth name assigned
and the victim's blood-spattered belongings.
by the newborn's mother and father, a nickname as-
Gnoll vampires are indiscriminate feeders that pre-
signed by the tribal chief, and a family or clan name.
fer the flesh and blood of humanoids, including other
gnolls. Their noses can't stand the scent of perfumes, Birth Names: Aukan, Eglath, Gae-Al, Gauthak, Ilikan,
and their ears can't abide words spoken aloud in Keothi, Kuori, Lo-Kag, Manneo, Maveith, Nalla,
Celestial. They don't cast reflections in mirrors unless Orilo, Paavu, Pethani, Thalai, Thotham, Uthal,
they want to. Vaunea, Vimak
Unlike normal vampires, gnoll vampires don't have Nicknames: Bearkiller, Dawncaller, Fearless, Flint-
coffins where they rest, and they have no such places finder, Horncarver, Keeneye, Lonehunter, Long-
to return to when their corporeal bodies are destroyed. leaper, Rootsmasher, Steadyhand, Threadtwister,
They are undeterred by running water, and they can Twice-Orphaned, Twistedlimb, Wordpainter
enter residences without invitation. When a gnoll vam- Clan Names: Akannathi, Anakalathai, Elanithino, Gath-
pire needs to travel quickly, it adopts the form of a giant, akanathi, Kalagiano, Katho-Olavi, Kolae-Gileana,
emaciated hyena. When it wants to catch its prey by sur- Ogolakanu, Thuliaga, Thunukalathi, Thuunlakalaga
prise, it takes the form of a cloud of mist. After it feeds
on a victim's blood, its mi t form takes on a crimson hue GOLIATH PLAYER CHARACTERS
for an hour or so before its colorlessness returns. With your consent, any player in your game can play a
goliath character. A goliath native to Icewind Dale can
TEKELi-Li AND THE CAVES OF HUNGER be a member of the Skytower (Akannathi) clan, the
Tekeli-li was a fang ofYeenoghu. a powerful gnoll whose Wyrmdoom (Thuunlakalaga) clan, or another goliath
pack invaded lcewind Dale more than a century ago. When clan that you and the player create together.
the gnolls' wanton slaughter of reindeer herds threatened A goliath character has the following traits.
the survival of the Reghed tnbes, the tribes banded to- Ability Score Increase. Your Strength score
gether against the gno Is and routed them in the autumn increases by 2, and your Constitution score in-
of 1333 DR. Tekeli-li and h s suMving kin fled across the
creases by 1.
tundra with the Reghed bes n pursuit.
The wounded gnolls fou an cy cleft on the edge of
Age. Goliaths have life spans comparable to humans.
the Reghed Glacier and there for the winter. To keep They enter adulthood in their late teens and usually live
their leader alive, the other gno s a lowed Tekeli-li to eat less than a century.
them one by one, yet s er would not abate. Auril Size. Goliaths stand between 7 and 8 feet tall
came upon the starv ng. ha - ozen creature and flung and weigh between 280 and 340 pounds. Your size
Tekeli-li into an icy tom deep n the glacier. In doing is Medium.
so, the Frostmaiden sou preserve what the gnoll Speed. Your base walking speed is 30 feet.
had become-the ernbod of nter's remorseless Natural Athlete. You have proficiency in the Ath-
consumption . letics skill.
Tekeli-li exists today as a
Stone's Endurance. You can focus yourself to occa-
in decades. Adven rers
sionally shrug off injury. When you take damage, you
maiden" to ere lacier unknow-
ingly release th m its icy sepul- can use your reaction to roll a dl2. Add your Constitu-
cher. For more int.omut,on s lair, the Caves tion modifier to the number rolled and reduce the dam-
of Hunger. see age by that total. After you use this trait, you can't use it
again until you finish a short or long rest.
APPENDIX C I CREATURES
291
Powerful Build. You count as one size larger when
determining your carrying capacity and the weight you
can push , drag, or lift.
Mountain Born. You have resistance to cold damage.
You're also acclimated to high altitude, including eleva-
tions above 20,000 feet.
Languages. You can speak, read, and write Common
and Giant.
GOLIATH WARRIOR
Me dium humanoid (goliath) , any alignment
ACTIONS
Multiattack. The goliath makes two attacks with its greataxe or
hurls two javelins.
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft. , one tar-
get. Hit: 10 (ldl2 + 4) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 7 (1 d6 + 4) piercing damage.
REACTIONS
Stone's Endurance (Recharges after a Short or Long Rest).
When the goliath takes damage, it reduces the damage taken
by 9 (ldl2 + 3).
GOLIATH WEREBEAR
Goliath legends speak of a creature that prowls the far
reaches of Icewind Dale, known as Oyaminartok the
Winter Walker. S he can take the form of either a polar
bear or a hulking, bipedal shape obscured by wind and
blowing snow. Elders invoke her name to keep young go-
liaths from wandering too fa r from home before they're
ready. Adult goliaths sometimes encounter this legend-
ary individual in their travels to the far-fl ung corners of
the dale. If they flee like cowards, Oyaminartok laughs
and lets them go to wander in obscurity. If they chal-
lenge Oyaminartok to a fight, the Winter Walker smiles
and tests their mettle. Those who impress her with their
fighting skills are bitten and become goliath werebears
themselves-goliaths who carry Oyaminartok's curse
of lycanthropy. Contrary to myth, Oyaminartok is not safest routes across the tundra, and they can help guide
a monster but a force of good in the region, and she travelers through the Sea of Moving Ice and across its
passes her curse only to goliaths whose hearts are pure. ever-shifting ice floes. These polar werebears attack evil
Oyaminartok and others of her kind try to help crea- in the wilderness, but they steer clear of camps and set-
tures they come across, for the weather and the geog- tlements. Fire is Oyaminartok's bane, and thus she and
raphy of lcewind Dale can be brutal. They know the her kind are wary around hearths and open flames.
APPENDIX C I CREATURES
293
ICE TROLL
HARE Ice trolls have all the meanness and hunger of common
Snowshoe hares are gentle herbivores that live in bur- trolls. Their hearts radiate extreme cold, to the detri-
rows throughout Icewind Dale. They have shorter ears ment of other nearby creatures.
than other hares and are acclimated to cold weather. Ice Troll Hearts. An ice troll's heart remains cold
even after the troll's destruction. As long as the troll
can't regenerate, its heart can be safely removed from
HARE its remains, handled, and kept. An ice troll's heart, once
Tiny beast, unaligned removed, becomes a harmless Tiny object with AC 13, 4
hit points, and immunity to all damage except fire dam-
Armor Class 13 age. For the next 24 hours, the heart has the following
Hit Points l (ld4 - l) magical properties:
Speed 20 ft., burrow 5 ft .
• A creature that eats the heart gains the ability to re-
STR DEX CON INT WIS CHA generate for the next 24 hours, regaining 5 hit points
l (-5) 17 (+3) 9 (-1) 2 (-4) ll (+0) 4 (-3) at the start of each of its turns. If the creature takes
acid or fire damage, this trait doesn't function at the
Skills Perception +2, Stealth +5 start of its next turn. The creature dies only if it starts
Senses passive Perception 12 its turn with O hit points and doesn't regenerate.
Languages- • If buried in the ground under a foot or more of earth,
Challenge 0 (0 XP)
the heart melts away and summons a blizzard like
that created by the control weather spell. It takes 10
Escape. The ha re ca n t ake t he Dash, Dise ngage, or Hide action
minutes for the heart to melt and the blizzard to form.
as a bonus action on each of its turns.
The blizzard lasts for 8 hours.
APPENDIX C I CREATURES
294
A hag or similar creatur-e can per-form a ritual that
turns the heart into a mag·ca1 tali m an that acts like
a patch of brown mold . e Dungeon Master's
Guide). This effect la _ until he heart is destroyed.
, A creature proficient\ i al em1 1· supplies can
squeeze enough re idual uid ou of the heart to
mix with other alchemical in _ edient . creating one
potion of resistance (cold I t ·e I hour to create
this potion.
ICE TROLL
Large giant, chaotic ev,
Bite. Melee Weapon A::ac • reac 5 ft., one target. Hit: Water Breathing. The trout can breathe only underwater.
7 (ld6 + 4) pie rcing da a=e ~s:; 2c8 col d damage.
ACTIONS
Claw. Melee Weapon ch 5 ft., one target.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft ., one target.
Hit: 11 (2d6 + 4) s,as 2d8) co ld damage. If
Hit: 4 (ld4 + 2) piercing damage.
0
the target ta kes an
Q ceed on a DC 15 Con Tail. Melee Weapon Attack: +4 to hit, reach 5 ft ., one target. Hit:
I
_J
< tage on its attack ro s -· 4 (ld4 + 2) bludgeoning damage.
APPENDIX C I CREATURES
295
KOBOLDS lCEWIND KOBOLD
Kobolds can be found anywhere dragons are known Small humanoid (kobold) , any alignment
to dwell, and those that live in the mountains and hills
of lcewind Dale are among the hardiest of their kind. Armor Class 14 (hide armor)
Hit Points 9 (2d6 + 2)
Drawn to the north by a desire to find and serve white
Speed 30 ft ., cl imb 20 ft .
dragons, these kobolds adapted as best they can to the
hostile climate. Their sensitive eyes appreciate sunless STR DEX CON INT WIS CHA
days and long, dark nights. They use wooden javelins as 7 (-2) 15 (+2) 12 (+l) 8 (-1) 8 (- 1) 8 (- 1)
tools to test the snow ahead of them.
Kobolds native to Icewind Dale frequently wander into Saving Throws Dex +4, Con +3
Ten-Towns to escape the dreadful cold, hoping to trade Skills Perception +1, Stealth +4 , Survival +1
what few skills they have for some warm soup and shel- Senses darkvision 60 ft ., passive Perception 11
ter. The people of Ten-Towns, accustomed to the pres- Languages Common, Draconic
ence of strange outlanders, allow these kobolds to dwell Challenge 1/8 (25 XP)
among them for the most part. When the kobolds don't
Pack Tactics. The kobold has advantage on an attack roll
feel safe, they acquire heavy winter clothing and dis-
against a creature if at least one of the kobold 's allies is within 5
guise themselves as humans by standing on one anoth-
feet of the creature and the ally isn't incapacitated .
er's shoulders. Three kobolds in cold weather gear can
pass themselves off as a clumsy human with a success- Sunlight Sensitivity. While in sunlight, the ko bold has disadvan-
ful group Charisma (Deception) check, the DC of which tage on attack ro lls, as well as on Wisdom (Perception) checks
equals the onlooker's Wisdom (Insight) check result. that rely on sight.
The necromancer Vellynne Harpell has Icewind kobold Dagger. Melee or Ranged Weapon Attack: +4 to hit , reach 5 ft . or
range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage.
guides in her employ, including a pair that died and were
turned into zombies using animate dead spells. The cold Javelin. Melee or Ranged Weapon Attack: +0 to hit, reach 5 ft . or
climate helps to preserve their dead flesh. range 30/120 ft. , one target. Hit: 1 (ld6 - 2) piercing damage.
APPENDIX C I CREATURES
ICEWIND KOBOLD ZOMBIE
Small undead, neutral evil
from holy water, this trait doesn 't function at the start of its
KOBOLD VAMPIRE SPAWN next turn .
Small undead, neutral evil
Unusual Nature. The vampire doesn 't require air.
Armor Class 14
Hit Points 39 (6d6 + 18) Vampire Weaknesses. The vampire has the following flaws :
Speed 30 ft., cl imb 20 ft.
Forbiddance. The vampire can't enter a residence without an
invitation from one of the occupants.
STR DEX CON INT WIS CHA
Harmed by Running Water. The vampire takes 20 acid damage
10 (+0) 18 (+4) 16 (+3) 8 (-1) 8 (-1) 8 (-1)
when it starts its turn in running water.
Stake to the Heart. The vampire is destroyed if a piercing
Saving Throws Dex +6, Wis +l
weapon made of wood is driven into its heart while it is inca-
Skills Perception +l , Stealth +6
pacitated in its resting place.
Damage Resistances necrotic; bludgeoning, piercing, and
Sunlight Hypersensitivity. The vampire takes 20 radiant damage
slashing from nonmagical attacks
when it starts its turn in sunlight. While in sunlight, it has
Senses darkvis ion 6b ft., passive Perception 11
disadvantage on attack rolls and ability checks .
Languages Common , Draconic
Challenge 3 (700 XP)
ACTIONS
Pack Tactics. The vampire has advantage on an attack roll Bite. Melee Weapon Attack: +6 to hit, reach 5 ft ., one creature.
against a creature if at least one of the vampire's allies is within Hit: 6 (ld4 + 4) piercing damage plus 5 (2d4) necrotic damage.
5 feet of the creature and the all y isn 't incapacitated . The target's hit point ma ximum is reduced by an amount equal
to the necrotic damage taken, and the vampire regains hit
Regeneration. The vampire regains 10 hit points at the start points equal to that amount. The reduction lasts until ·the tar-
of its turn if it has at least l hit point and isn 't in sunlight or get finishes a long rest. The target dies if its hit point maximum
running water. If the vampire takes rad iant damage or damage is reduced to 0.
APPENDIX C I CREATURES
297
LIVING SPELLS LIVING BIGBY's HAND
Areas of wild magic and sites that have been ravaged A living Bigby's hand is a Large, hovering hand of shim-
by powerful eldritch forces can give rise to spell effects mering, translucent force. It often serves as a guardian,
that become living beings. These so-called living spells attacking creatures that cross its path while remaining
haunt the places where they were created, subsisting on loyal to its caster.
ambient magical energy.
STR DEX CON INT WIS CHA Force Fist. Melee Spell Attack: +10 to hit, reach 5 ft., one tar-
26 (+8) 10 (+0) 20 (+5) l (-5) 10 (+0) l (- 5) get. Hit: 26 (4d8 + 8) force damage. If the target is a Large or
smaller creature, the living spell can move it up to 5 feet and
Saving Throws Dex +2, Wis +2 move with it, without provoking opportunity attacks.
Skills Perception +2, Stealth +2
Grasping Hand. The living spell attempts to grab a Huge or
Damage Immunities poison
sma ller creature within 5 feet of it. The target must succeed on
Condition Immunities bl inded , charmed , deafened , exhaustion ,
a DC 15 Dexterity saving throw or be grappled (escape DC 15) .
frightened , paralyzed , petrified , poisoned , unconscious
Until the grapple ends , the target takes 15 (2d6 + 8) bludgeon-
Senses darkvision 60 ft ., passive Perception 12
ing damage at the start of each of its turns . The living spell can
Languages-
Challenge4 (l ,l00 XP)
grapple only one creature at a time and can 't use Force Fist
until the grapple ends.
APPENDIX C I CREATURES
298
LIVING DEMIPLANE
LIVING BLADE OF DISASTER Medium construct, unaligned
---------
A living blade of disaster is a blade of disaster spell (see Armor Class l 0
appendix D) with a wicked will of its own. It looks like a Hit Points 31 (7d8)
floating, black planar rift in the shape of a sword. Like a Speed 30 ft ., climb 30 ft.
demon, it craves destruction.
STR DEX CON INT WIS CHA
LIVING DEMIPLANE l (-5) 10 (+0) 10 (+0) l (-5) 10 (+0) l (-5)
A living demiplane is a demiplane spell that has become Damage Immunities poison
vaguely self-aware. It is a shadowy rectangle, 5 feet wide Condition Immunities blinded, deafened, charmed, exhaustion ,
and 10 feet high, which creeps along flat, solid surfaces frightened, grappled, paralyzed, petrified, poisoned, prone,
and groans softly when it moves. restrained, stunned, unconscious
When a living demiplane encounters a creature Senses darkvision 60 ft., passive Perception 10
small enough to fit through its doorway, it tries to pull Languages-
that creature into itself, then deposits the victim in an Challenge 0 (0 XP)
extradimensional chamber.
Dimensional Form. The living spell can enter another creature's
space and vice versa, and it can move through a space as nar-
row as l inch wide without squeezing. The living spell can't
LIVING BLADE OF DISASTER detach from a solid surface, such as a wall , ceiling, or floor. If
Small construct, chaotic evil
it has no surface to attach to, the living spell is destroyed (see
Armor Class 14 (natural armor) "Planar Destruction" below) .
Hit Points 67 (9d6 + 36) Extradimensional Chamber. When the living spell en ters an-
Speed O ft., fly 30 ft. (hover) other creature's space (or vice versa) for the first time on a
turn, the other creature must succeed on a DC 10 Dexterity sav-
STR DEX CON INT WIS CHA
ing throw or be pulled into the living spell's extradimensional
10 (+0) 16 (+3) 19 (+4) 6 (-2) 10 (+0) 3 (-4)
space, an unfurnished stone chamber 30 feet in every dimen-
sion. A creature too big to fit in this space succeeds on the
Damage Immunities poison; bludgeoning, piercing, and
slashing from nonmagical attacks saving throw automatically. Creatures in the chamber never
Condition Immunities blinded, deafened, exhaustion, grappled, run out of breathable air. Magic that enables transit between
paralyzed, petrified, poisoned, restrained, unconscious planes , such as plane shift, can be used to escape the chamber,
Senses darkvision 60 ft ., passive Perception 10 which has no exits otherwise.
Languages- Creatures trapped inside the extradimensional chamber can't
Challenge 8 (3,900 XP) see, target, or deal damage to the living spell; however, they
can damage the room around them. Each 5-foot-square sec-
Magic Resistance. The living spell has advantage on saving tion of ceiling, wall , and floor in the chamber has AC 17, 50 hit
throws against spells and other magical effects. points, immunity to poison and psychic damage, and immunity
to bludgeoning, piercing, and slashing damage that is nonmag-
Unfettered. The living spell can move through any barrier, even ical. If any section is reduced to 0 hit points, the living spell and
a wall of magical force. its chamber are destroyed (see "Planar Destruction" below).
Unusual Nature. The living spell doesn't require air, food, Magic Resistance. The living spell has advantage on saving
drink, or sleep. throws against spells and other magical effects.
ACTIONS Planar Destruction. The living spell is destroyed when it or a
Force Blade. Melee Spell Attack: +6 to hit, reach 5 ft. , one tar- 5-foot-square section of its extradimensional chamber is re-
get. Hit: 26 (4dl2) force damage, unless the living spell rolled duced to 0 hit points, or when the living spell has no surface to
an 18 or higher on the d20 for the attack, in which case the at- attach to. When the living spell is destroyed, the contents of its
tack is a critical hit that dea ls 78 (12dl2) force damage instead. extradimensional chamber are expelled, appearing as close to
the living spell's previous location as possible. Each expelled
REACTIONS creature appears in a randomly determined unoccupied space,
along with whatever it is wearing or carrying.
Preemptive Strike. The living spell makes a melee attack
against a creature that starts its turn within 5 feet of the Unusual Nature. The living spell doesn't require air, food,
living spell. drink, or sleep.
APPENDIX C I CREATURES
299
MAGEN
Magen are magical, humanlike beings created by a wiz-
DEMOS MAGEN
Medium construct, unaligned
ard spell (see the create magen spell in appendix D) or
by other arcane methods. Armor Class 16 (chain mail)
Though magen look like humanoids with green skin, Hit Points 51 (6d8 + 24)
they are constructs. W hen one is wounded, its blood Speed 30 ft .
is seen to have the color and consistency of mercury.
They exist purely through magical means. When one STR DEX CON INT WIS CHA
is killed, its body disappears in a burst of harmless fire 14 (+2) 14 (+2) 18 (+4) 10 (+0) 10 (+0) 7 (-2)
and a cloud of smoke that quickly dissipates.
Damage Immunities poison
Magical Servants. Magen make ideal servants. At
Condition Immunities charmed, exhaustion, frightened,
creation, each is instilled with an instinct to protect paralyzed , poisoned
itself and its creator, and it follows its creator's instruc- Senses passive Perception 10
tions without hesitation. When its task is complete, a Languages understands the languages of its creator but can 't
magen stands immobile and silent until its creator gives speak
it new orders. Challenge 2 (450 XP)
DEMOS MAGEN Fiery End. If the magen dies, its body disinteg rates in a harm-
less burst of fire and smoke, leaving behind anything it was
Demos magen wear armor, wield weapons, and typi- wearing or carrying.
cally serve as guards.
Magic Resistance. The magen has advantage on saving throws
GALVAN MAGEN against spells and other magical effects.
Galvan magen can fly. They also store static electricity, Unusual Nature. The magen doesn't require air, foo d,
which they discharge as lightning bolts. drink, o r sleep.
APPENDIX C I C REATURES
300
GALVAN MAGEN
Medium construct, unaligned
HYPNOS MAGEN
Medium construct, unaligned
Armor Class 14
Hit Points 68 (8d8 + 32)
Armor Class 12
Speed 30 ft., fly 30 ft. (hover)
Hit Points 34 (4d8 + 16)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 18 (+4) 12 (+l) 10 (+0) 7 (-2)
STR DEX CON INT WIS CHA
Damage Immunities lightning, poison
10 (+0) 14 (+2) 18 (+4) 14 (+2) 10 (+O) 7 (-2)
Condition Immunities charmed, exhaustion, frightened,
Damage Immunities poison
paralyzed, poisoned
Condition Immunities charmed , exhaustion, frightened,
Senses passive Perception l 0
paralyzed, poisoned
Languages understands the languages of its creator but can't
Senses passive Perception 10
speak
Languages understands the languages of its creator but can't
Challenge 3 (700 XP)
speak, telepathy 30 ft.
Challenge l (200 XP)
Fiery End. If the magen dies, its body disintegrates in a harm-
less burst of fire and smoke, leaving behind anything it was
Fiery End. If the magen dies, its body disintegrates in a harm-
wearing or carrying.
less burst of fire and smoke, leaving behind anything it was
Magic Resistance. The magen has advantage on saving throws wearing or carrying.
against spells and other magical effects.
Magic Resistance. The magen has advantage on saving throws
Unusual Nature. The magen doesn't require air, food, against spells and other magical effects.
drink, or sleep.
Unusual Nature. The magen doesn 't require air, food, drink, or
ACTIONS sleep.
APPENDIX C I CREATURES
301
MIMIC
Mimics are shape-shifting monsters described in the
Monster Manual. The variant presented here is a partic-
ularly large and voracious specimen- the result of Neth-
erese experiments on ordinary mimics-that s pits acid.
SPITTING MIMIC
Large monstrosity (shapechanger), neutral
Skills Stealth +7
Damage Immunities acid
Condition Immunities prone
Senses darkvision 60 ft., passive Perception 12
Languages-
Challenge 5 (1 ,800 XP)
GNOME CEREMORPH
Shapechanger. The mimic can use its action to polymorph into
an object or back into its true , amorphous form. Its statistics
are the same in each form . Any equipment it is wearing or car- MIND FLAYERS
rying isn 't transformed . It reverts to its true form if it dies . Mind flayers, which are described in the Monster Man-
ual, are created through ceremorphosis , a process that
Adhesive (Object Form Only). The mimic adheres to anything
begins with the implantation of an illithid tadpole in the
that touches it. A Huge or smaller creature adhered to the
mimic is also grappled by it (escape DC 16) . Ability checks brain of a humanoid host. After about seven days in its
made to escape this grapple have disadvantage. new home, the tadpole transforms its host into a mind
flayer. The new creation typically retains no memory of
False Appearance (Object Form Only). While the mimic remains its previous existence.
motionless , it is indistinguishable from an ordinary object.
Grappler. The mimic has advantage on attack rolls against any GNOME CEREMORPH
creature grappled by it. For reasons unknown, ceremorphosis can go awry
Magic Resistance. The mimic has advantage on saving throws when an illithid tadpole is implanted in the brain of a
against spells and other magical effects. gnome. This deviation might be due to the quasi-magical
nature of gnomes, or si mply a facet of how their minds
ACTIONS work. When the process is wa rped only slightly, the
mind flayer remains gnome-sized and is called a gnome
Multiattack. The mimic attacks three times: twice with its
pseudopods and once with its bite.
ceremorph. It retains its knowledge of the Gnomish lan-
guage while becoming able to speak Deep Speech and
Pseudopods. Melee Weapon Attack: +8 to hit, reach 10 ft ., one Undercommon. It reta ins fragmented memories of its
target. Hit: 10 (ldl0 + 5) bludgeoning damage. lfthe mimic is previous life and previous alignment, not to mention a
in object form, the target is subjected to its Adhesive trait. propensity for invention.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft ., one creature. Laser Pistol. A gnome ceremorph often carries a
Hit: 10 (ldl0 + 5) piercing damage plus 7 (2d6) acid damage. home-built device that fun ctions as a laser pistol (see
"Firearms" in the Dungeon Master 's Guide). This
Spit Acid (Recharge 5-6). The mimic spits acid at one creature weapon is powered by a n energy cell, which enables the
it can see within 30 feet of it. The target must make a DC 14 weapon to fire 50 shots. After its last shot is expended,
Dexterity saving throw, taking 32 (9d6 + 1) acid damage on the device becomes inoperable. The energy cell can't be
failed save, or half as much damage on a successful one.
removed without destroying the weapon.
APPENDIX C I CREATURES
302
GNOME SQUIDLI G
When the process of turning a gnome into a mind flayer
goes horribly awry, the result is a gnome squidling-a
deformed mind flayer with weak, spindly limbs and over-
sized tentacles. It relies on levitation to keep its body
aloft and uses its tentacles like legs, to propel it along
whatever surface it's floating above. Most mind flayers
destroy squidlings on sight, so it's rare to see one or
more of these creatures.
Squidlings eat brains for sustenance, just like other
mind flayers do, and they don't care where the brains
come from.
GNOME CEREMORPH
Small aberration, any alignment
APPENDIX C I CREATURES
REGHED NOMADS
Reghed nomads are the children of the Reghed Glacier,
as suggested by their name. They are people of the wild,
as revealed by their tribal names- the Elk, the Tiger,
the Wolf, the Bear. They are the tribes of Icewind Dale,
proud and strong, bound to ancient traditions that have
kept them alive through countless harsh winters. The
Reghed wear heavy furs as well as gloves, boots, and
masks made of animal hide, to protect themselves from
the bitter cold.
Although they originally descended from humans
who were predominantly blue-eyed and fair-haired, the
Reghed tribes have assimilated other folk, adding new
blood to their dwindling ranks. There used to be more
than four Reghed tribes, but the others have all dis-
banded over the past century, with many of their former
members settling in Ten-Towns and abandoning their
traditional ways.
The Reghed tribes rely on a nomadic lifestyle to sur-
vive, as they follow herds of reindeer along the route of
the animals' annual migration. When they make camp,
the tribesfolk live in large, round tents made of deerskin
and supported by wooden shafts. (See map 2.11 on page
153 for a typical Reghed camp configuration.)
The Monster Manual has stat blocks that can repre-
MOUNTAIN GOAT sent most members of a Reghed tribe, as shown in the
Mountain goats are fo und throughout the Spine of the Reghed Tribesfolk table.
World and on the slopes of Kelvin's Cairn, their thick fur
REGHED TRIBESFOLK
and layers of body fat protecting them from the extreme
cold. They are expert climbers, able to leap and bound Role Stat Block
up sheer slopes. Hunter or warrior Tribal warrior with Survival +4; speaks
Mountain goats are territorial but easily placated with Common
offerings of food. Their stubbornness makes them diffi- Shaman Druid with Survival +4; speaks Common
cult to domesticate.
and Druidic
Clan chieftain or Gladiator with hide armor instead of
MOUNTAIN GOAT great warrior studded leather and Survival +5; speaks
Medium beast, unaligned Common
APPENDIX C I CREATURES
KING jARUND ELKHARDT
change if they helped him de troy the chardalyn ber- The Elk King isJarund Elkhardt, a terse yet thoughtful
serkers who have turned again t their own. giant of a man who is nearly fifty years old- ancient
Gunvald has had three wives in six years, each of by tribal standards. He has led the Elk Tribe for over
whom died while she was pregnant. His advisors fear half his life, and age has made him cautious. He has
that the gods have cursed Gunvald a nd the entire tribe. seen other kings and queens rise and fall, has made
In truth, the king's doting shaman, Ulkora, lusts for him war with friends and peace with his enemies, and has
and surreptitiously poisoned hi wives. In time, Ulkora led warriors he knew as babes to their deaths in bat-
hopes Gunvald will turn his loving eye toward her and tle. The strain of his long years of rule is etched on his
allow her to bear his true heir. If Gunvald were to learn weather-worn face.
the truth, he would put Ulkora to death. Jarund's late son,Jarund Twice-Born, was killed al-
most a decade ago while trying to bring down a cave
TRIBE OF THE E LK bear, leavingJarund without an heir. He has failed to
produce another child with his wife, Wynneth, and his
Of the four remaining Reghed tribes, the Tribe of the mistress, Froya, so the future of his royal line remains
Elk is the largest and the most tolerant of outsiders. It's uncertain.
also the tribe of the hero Wulfgar, son of Beornegar. Auril's unyielding winter concernsJarund deeply, and
Members of the Elk Tribe view the people of Ten- he often turns to his shaman, Mjenir, for guidance. The
Towns as "tame folk ," who are ill bred and ill equipped king respects the shaman's understanding of gods and
for life in Icewind Dale. The tribe keeps its distance spirits, and the fact that both men have lost their sons
from Ten-Towns to avoid misunderstandings, since the serves to strengthen the bond between them. Mjenir
appearance of Elk Tribe hunters near Ten-Towns has believes that the only way to break Auril's spell is to
been known to panic Ten-Towners who live in constant slay the goddess in her home, butJarund believes that
fear of attack. his warriors aren't strong enough to accomplish that
task alone.
GUNVALD HALRAGGSON
Medium humanoid (human) , neutral
jARUND ELKHARDT
Armor Class 13 (h ide armor, shield) Medium humanoid (human), neutral
Hit Points 76 (9d8 + 36)
Speed 30 ft. Armor Class 14 (hide armor, shield)
Hit Points 104 (1 6d8 + 32)
STR DEX CON INT WIS CHA Speed 30 ft.
20 (+5) 8 (-1) 18 (+4) 9 (-1) 10 (+0) 16 (+3)
STR DEX CON INT WIS CHA
Skills Ath letics +8, Intimidation +6, Survival +3 18 (+4) 10 (+0) 15 (+2) 12 (+l ) 14 (+2) 18 (+ 4)
Senses passive Perception l 0
Languages Common Saving Throws Con +5, Wis +5
Challenge 5 (1, 800 XP) Skills Athletics +7, Intimidati o n +7, Survival +5
Senses passive Perception 12
Indomitable (3/Day). Gunvald can reroll a saving th row he fa ils . Languages Common, Dwarvis h
He must use th e new roll. Challenge 5 (1, 800 XP)
Menacing Blows (1/Turn) . Gunvald deals an extra 6 (ld l 2) dam - Brute. A me lee weapon deals one extra die of its damage when
age whe n he hits a target with a weapon attack. If th e target is Jarund hits wi th it (inclu ded in th e attack).
a creature, it must succeed on a DC 14 Wisdom saving throw or
be fr ightened until the start of Gunvald's next tu rn . ACT IONS
Second Wind (Recharges after a Short or Long Rest). As a bo- Multiattack. Jarun d makes three melee attacks .
nus action , Gunva ld can regain 15 hit points . Warhammer. Melee Weapon Attack: +7 to hit, reach 5 ft ., o ne
target. Hit: 13 (2d8 + 4) bludgeo ni ng damage, or 15 (2d10 + 4)
A CT IONS bludgeo ning damage when used with two hands.
Multiattack. Gunvald makes three melee attacks .
Shield. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature .
Battleaxe. Melee Weapon Attack: +8 to hit, reach 5 ft ., one tar- Hit: 11 (2d6 + 4) bludgeoning damage, and Jarund pushes the
get. Hit: 9 (ld8 + 5) slashing damage, or 10 (ldl0 + 5) slashing target 5 feet away from him if it's Large or smaller. Jarund then
damage when used with two hands, plus 6 (ldl2) slashing enters the space vacated by the target. If the target is pushed to
damage if Gunvald uses Menacing Blows . within 5 feet of a creature friendly to Jarund , that creature can
make an attack against the target as a reaction .
Javelin . Melee or Ranged Weapon Attack: +8 to hit, range 30/ 120
ft. , one target. Hit: 8 (1 d6 + 5) piercing damage, plus 6 (1 dl 2) Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft . or
piercing damage if Gunvald uses Menacing Blows . range 30/120 ft., one target. Hit: 11 (2d6 + 4) pierci ng damage .
• • APPENDIX C I CREATURES
QUEEN BJORNHILD 50LVIGSDOTTIR AND HER
TRIBE OF THE WOLF Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft ., one tar-
get. Hit: 10 (ldl2 + 4) slashing damage, plus 11 (2dl0) cold
The Wolf Tribe is the smallest of the four remaining damage if Bjornhild uses Auril 's Blessing.
Reghed tribes, and even its most optimistic members
don't think it will survive much longer under its current Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
leadership. To swell its ranks, chieftains have resorted range 20/60 ft ., one target. Hit: 7 (ld6 + 4) piercing damage ,
to bringing outsiders into the fold, including outcasts or 8 (ld8 + 4) piercing damage if used with two hands to make
a melee attack, plus 11 (2dl0) cold damage ifBjornhild uses
from Ten-Towns, disenfranchised members of other
Auril's Blessing.
Reghed tribes, and even goblinoids.
APPENDIX C I CREATURES
306
REGHEO HUNTERS OF THE FOUR T RIBES
ISARR KRONENSTROM
Mediu m humanoid (human), chaotic evil !SARR KRONENSTROM
The Wolf Tribe has been without a king or queen for
Armor Class 15 (hide armor)
Hit Points 117 (18d8 + 36)
years. Its most powerful chieftain, Isarr Kronenstrom ,
Speed 30 ft . is a psychotic brute who worships Matar the Beast Lord.
He hunts Ten-Towners for sport, bathes in their blood ,
STR DEX CON INT WIS CHA and strikes fear into the hearts of his enemies. Several
16 (+3) 16 (+3) 15 (+2) 14 (+2) 15 (+2) 16 (+3) members of Isarr's clan have deserted him or been
killed off, but the few that remain are fiercely loyal. They
Skills Athletics +6, Intimidation +6 , Perception +5 , Stealth +6 , believe, incorrectly, that he's the Chosen of Matar.
Survival +5 Although Isarr calls himself the Wolf King, few oth-
Senses darkvision 60 ft. , passive Perception 15 ers in the Wolf Tribe support him in that claim, but the
Languages Common
other Wolf clan chieftains are too weak and disorga-
Challenge 8 (3 ,900 XP)
nized to challenge him .
Blood Frenzy. lsarr has ad vantage o n melee atta ck rolls against
any creature that doesn 't have all its hi t po ints . REINDEER
Indomitable (3/Day). lsa rr ca n reroll a s aving throw he fails . He To ensure that they don't starve in the winter, the
must use the new roll . Reghed nomads of lcewind Dale follow the migration
routes of reindeer herds and are mindful not to deplete
Keen Hearing and Smell. lsar r has advan tage on Wisdom (Per- the herds to the point where the beasts can no longer
ception) chec ks that rel y on hearing or sm el l. flourish or defend themselves against other natural
predators.
ACTIONS
The average adult reindeer is 5 feet tall at the shoulder
Multiattack. lsarr ma kes three melee attacks. and weighs 250 pounds. Both male and female reindeer
Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. have antlers, though a male's antlers are larger.
Hit: 5 (ld4 + 3) piercing d amage , plus 13 (2dl2) piercing d am - Game Statistics. A reindeer uses the elk stat block
age if the target has no alli e s it can see within 10 feet of it. in the Monster Manual. It is acclimated to cold weather.
Roughly one in six reindeer in lcewind Dale has a rare
Hea vy Crossbow. Ranged Weapon Attack: ... 6 to hit, range magical trait: glow-in-the-dark antlers that emit dim
100/ 400 ft. , one target. Hit: 8 (ldlO ~ 3 piercing damage.
light out to a range of 10 feet.
APPENDIX C I CREATURES
SNOWGOLEM
Medium construct, unaligned
SEAL
The seals native to the Sea of Moving Ice often beach Armor Class 8
themselves on ice floes and rocky shores. They are accli- Hit Points 39 (6d8 + 12)
mated to the cold weather and feed primarily on small Speed 10 ft.
fish , squid, and clams. Seal pups have yellowish-white
fur, which turns silvery gray as they enter adulthood. STR DEX CON INT WIS CHA
15 (+2) 6 (-2) 14 (+2) l (-5) 6 (-2) l (-5)
Hold Breath. The seal can hold its breath for 15 minutes. ACTIONS
Keen Smell. The seal has advantage on Wisdom (Perception) Multiattack. The golem makes three melee attacks.
checks that rely on smell.
Slam. Melee We apon Attack: +4 to hit, reach 5 ft., one target.
ACTIONS Hit: 5 (ld6 + 2) bludgeoning damage plus 7 (2d6) cold damage.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Snowball. Ranged Weapon Attack: +Oto hit, range 60 ft., one
Hit: l piercing damage. target. Hit: 9 (2d6 + 2) cold damage.
APPENDIX C I CREATURES
308
SNOWY OWLBEAR
A snowy owlbear combines the physical features
of a snowy owl and a polar bear. When not asleep
or hibernating, it galumphs across the icy tundra in
search of food.
Game Statistics. The snowy owlbear uses the owl-
bear stat block in the Monster Manual. In addition, it
has a swimming speed of 30 feet and is acclimated to
cold weather.
SPERM WHALE
Sperm whales are toothed aquatic mammals that can
grow to be up to 70 feet long. Their natural predators
include whalers and fellow leviathans, such as dragon
turtles and krakens.
Keen Hearing. The whale has advantage on Wisdom (Percep- Tail. Melee Weapon Attack:+11 to hit, reach 15 ft., one target.
tion) checks that rely on hea ring. Hit: 18 (3d6 + 8) bludgeoning damage, or 37 (6d6 + 16) blud-
geoning damage if the target is an object.
APPENDIX C I CREATURES
TOMB TAPPER
The Netherese arcanis ts who created these creatures
called them "thaluud ," which means "faceless." Wrought
from the fusi on of magic and elemental earth , each of
these sexless, hairless warriors stands 15 to 21 feet ta ll
and possesses a lust for magic, an inherited memory
(composed of recollections from the souls sacrificed
in their creation), and an insane hatred for nonhuma n
s pellcasting creatures. Tomb tappers can dig th rough
earth and rock with their claws or use their metal
sledgeha mmers to s hatter rock when needed . They
absorb water through their s kin and crus h rock with
their jaws to extract mineral s us tena nce. They can also
digest iron from blood and marrow, if mineral-rich rock
is unavaila ble.
The Netherese sent the thaluud into the Underdark
to exterminate their enemies, most nota bly the
magic-devouring, funnel-sha ped creatures known as
phaerimm. Other creatures targeted by the thaluud
include mind fl ayers, derro, draw, and duergar. Tomb
tappers communicate with one another by means of a
hummin g sound created by s kin vibrations.
Seekers ofMagic. Tomb tappers received their collo-
quial na me from their habit of burrowing into the depths
to plunder tombs, temples, and caves in search of magic
items, which they bear off. They us ually try to seize
magic from beings that they encounter.
Magic is sacred to tomb tappers. T hey don't use any
magic items they acquire, ins tead choosing to protect
and venerate such items. Tappers s pend their long lives
in the search for the source of all magic, wh ich they
believe to be hidden deep in the Underdark. They are
in awe of ea rth elementa ls, believing that they come di-
rectly from this source, a nd a re reluctant to attack them.
object , or area in that range that bears magic. This sense pene -
TOMB TAPPER
Huge construct, lawful neutral trates barriers but is blocked by a thin sheet of lead.
Tunneler. The tomb tapper can burrow through solid rock at
Armor Class 17 (natural armor) half its burrowing speed and leaves a 10-foot -wide, 20-foot-tall
Hit Points 207 (18dl2 + 90)
tunnel in its wake.
Speed 30 ft. , burrow 10 ft.
Unusual Nature. The tomb tapper doesn 't require air or sleep.
STR DEX CON INT WIS CHA
22 (+6) 10 (+O) 21 (+5) 14 (+2) 14 (+2) 11 (+O) ACTIONS
Multiattack. The tomb tapper makes two melee attacks with
Skills Perception +6
its sledgehammer or with its claws . If it hits the same creature
Damage Resistances lightning
with both claws, it can pull that creature within 5 feet of its
Damage Immunities cold , fire
mouth and make a bite attack against it .
Condition Immunities charmed , frightened
Senses blindsight 240 ft . (blind beyond this radius) , passive Bite. Melee Weapon Attack:+10 to hit, reach 5 ft ., one target.
Perception 16 Hit: 22 (3dl0 + 6) slashing damage.
Languages understands Common and Undercommon but
doesn 't speak, telepathy 60 ft. Claw. Melee Weapon Attack: +10 to hit, reach 10 ft ., one target.
Challenge 10 (5 ,900 XP) Hit: 16 (3d6 + 6) slashing damage.
Sledgehammer. Me lee or Ranged Weapon Attack:+ l Oto hit ,
Petrified Death. A tomb tapper reduced to O hit points turns
reach 15 ft . or range 30/120 ft ., one target. Hit: 27 (6d6 + 6)
into a lifeless stone statue . Anything it's wearing or carrying is
bludgeoning or force damage (tomb tapper's choice). If
not transformed.
thrown , the hammer returns to the tomb tapper at the end of
Sense Magic. The tomb tapper senses magic within 30 feet of it its turn , landing at the tomb tapper's feet if it doesn 't have a
and can use an action to pinpoint the location of any creature, hand free to catch the weapon .
VERBEEG LONGSTRIDER
Large giant, neutral
APPENDIX C I CREATURES
3JJ
WALRUSES
Walruses are bulky marine mammals that favor arctic
climates and communicate by grunting and roaring. A
typical adult specimen weighs at least 2,000 pounds.
Humans hunt them for their meat, fat, skin, bones,
and tusks.
Giant Walrus. Giant walruses are enormous, GIANT WALRUS
ill-tempered creatures as big as elephants. A typical Huge beast, unaligned
adult specimen weighs at least 12,000 pounds.
Armor Class 9
Hit Points 85 (9dl2 + 27)
Speed 20 ft ., swim 40 ft .
WALRUS
Large beast, unaligned
STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 16 (+3) 3 (-4) 11 (+0) 4 (-3)
Armor Class 9
Hit Points 22 (3dl0 + 6)
Senses darkvision 60 ft., passive Perception 10
Speed 20 ft ., swim 40 ft.
Languages-
Challenge 4 (1 ,100 XP)
STR DEX CON INT WIS CHA
15 (+2) 9 (-1) 14 (+2) 3 (-4) 11 (+0) 4 (-3)
Hold Breath. The walrus can hold its breath for 30 minutes .
Senses passive Perception l 0
ACTIONS
Languages-
Challenge 1/4 (50 XP) Multiattack. The walrus makes two attacks: one with its body
flop and one with its tusks .
Hold Breath. The walrus can hold its breath for 10 minutes .
Body Flop. Melee Weapon Attack: +8 to hit, reach 5 ft ., one tar-
ACTIONS get. Hit: 15 (2d8 + 6) bludgeoning damage.
Tusks. Melee Weapon Attack: +4 to hit , reach 5 ft ., one target. Tusks. Melee Weapon Attack: +8 to hit, reach 5 ft ., one target.
Hit: 7 (2d4 + 2) piercing damage. Hit: 16 (3d6 + 6) piercing damage.
APPENDIX C I CREATURES
312
YETI
The yeti and the abominable yeti are described in the YETI1YKE
Small monstrosity, chaotic evil
Monster Manual. This entry provides game information
for yeti tykes, which people seldom encounter. Adult Armor Class 11 (natural armor)
yetis are very protective of their young, keeping them Hit Points 9 (2d6 + 2)
hidden from the rest of the world. A yeti tyke is between Speed 20 ft. , climb 20 ft .
1 and 7 years old.
Yeti tykes are as volatile and mean as their parents, STR DEX CON INT WIS CHA
their fearsomeness diminished only by their size. Stand- 10 (+0) 11 (+0) 12 (+l) 6 (- 2) 8 (- 1) 5 (- 3)
ing 3 feet tall on average, they like to bully creatures of
their height or smaller. But they are easily intimidated Damage Immunities cold
Senses darkvision 60 ft. , passive Perception 9
by bigger and stronger creatures. A cowed yeti tyke can
Languages understands Yeti but can't speak
be controlled, at least for a while, but raising one to be
Challenge 1/8 (25 XP)
anything other than a savage, flesh-eating predator is
incredibly difficult (though not impossible). Keen Smell. The yeti has advantage on Wisdom (Perception)
checks that rely on smell.
Snow Camouflage. The yeti has advantage on Dexterity
(Stealth) checks made to hide in snowy terrain .
ACTIONS
Claw. Melee Wea pon Attack: +2 to hit, reach 5 ft ., one target.
Hit: 2 (ld4) sl ashing damage plus 2 (ld4) cold damage.
APPENDIX C I CREATURES
APPENDIX D: MAGIC
This appendix describes the new magic items, spell- water to fill at least a 10-foot cube. At the end of each
books, and spells found in this adventure. uninterrupted hour of immersion, roll a d6. On a 6, a
floppy, 6-inch-long magical fish appears on the end of
MAGIC ITEMS the hook. The color and properties of the conjured fish
New magic items found in this adventure are presented are determined by rolling on the Hook of Fisher's De-
below in alphabetical order. light table. Once the hook conj ures a fish, it can't do so
again until the next dawn.
ABRACADABRUS
Wondrous item, very rare HOOK OF FISHER'S DELIGHT
APPENDIX D I MAGIC
LANTERN OF TRACKING
PROFESSOR ORB
Wondrous item , rare
A professor orb is a smooth - pound . phere of smoky
gray quartz about the size of a !!rapefruit. Close exam-
ination revea ls two or more pinpric ·. of si lver light com-
ing from deep inside the phere.
The orb is sentient and ha th per onality of a
scholar. Its alignment is determin d by rolling on the
alignment table in the ·· emi n lagic Items" section
in the Dungeon Ma ster· Guid . Re<1ardless of its a lign-
ment, the orb has an lntellt!!ence cf 1 , and Wisdom and
Charisma scores determined b) r ,lling 3d6 for each
ability. The orb speak . read .• and understands four lan-
guages, and it ca n see and hear normally out to a range
of 60 feet. Unlike most other .entient items, the orb has
no goals of its own and can"t initiate a con fli ct with the
creature in possession of it.
The orb has extensive knm, ledge of four na rrow aca-
demic subjects. When making an Intelligence check to
Psi CRYSTAL PROPERTIES
reca ll lore from any of it area of expertise, the orb has
a +9 bonus to its roll (including it Intelligence modifier). Intelligence Range of Light
In addition to the knowledge it possesses, the orb can Score Telepathy Intensity
cast the mage hand cantrip at will It uses the s pell only 3-7 15 feet Dim light out to a range of 5 feet
to transport itself. It pell a ting abi lity is Intelligence. &- 11 30 feet Bright light in a 5-foot radius
Professor Skant. The profe or orb owned by Vel- and dim light for an additional
lynne HarpelI and stolen b} ·a Lantom ir ca lls itself
5 feet
Professor Skant. It is lawful good. and it has a Wisdom
12-15 60 feet Bright light in a 10-foot radius
of 11 and a Chari sma of 9. It peaks and reads Com-
mon , Draconic, Elvish, and Loross (the dead language of and dim light for an additional
the Empire of Netheril). Professor Skant is a chatterbox 10 feet
and assumes all humanoid are dunderheads. When 16 or higher 120 feet Bright light in a 15-foot radius
elaborating on its a reas of expertise, it adopts an unin- and dim light for an additional
tentionally patroni zing tone. It has the following four l 5 feet
areas of expertise:
The history of Netheril (see the "Fate of Netheril" SCROLL OF TARRASQUE SUMMONING
sidebar on page 232) Scroll, legendary
Vampirism and the traits of vampires Us ing a n action to read the scroll causes the tarrasque
Rituals surrounding the making, bottling, and drink- (see the creature's e ntry in the Monster Manual ) to
ing of Elverquisst (a rare, ruby-colored elven liquor appear in an unoccupied space you ca n see within 1
dis tilled from sunshine and ra re summer fruits) mile of you. The tarrasque disappea rs whe n it drops
• The tarrasque (see the Monster Manual) to O hit points a nd is hostile toward all c reatures other
than itself.
PSI CRYSTAL
Wondrous item , uncommon (req uires attunement by a SCROLL OF THE COMET
creature with an Intelligence score of 3 or higher) S croll, legendary
This c rystal grants you telepathy for as long as yo u re- By using a n action to read the scroll, you cause a comet
main attuned to it. See the introduction of the Monster to fall from the sky and crash to the ground at a point
Manual for rules on how this telepathy works. The crys- you ca n see up to 1 mile away from you . You must be
tal also glows with a purplish inne r light while you are outdoors when you use the scroll, or nothing happens
attuned to it. The higher your intelligence, the greater and the scroll is wasted.
the light's intensity and th e greater the range of the te-
lepathy (see the Psi Crystal Prope rties table).
APPENDIX D I MAGIC
The comet creates a 50-foot-deep, 500-foot-radius cra- The Ythryn mythallar is a relatively small device-a
ter on impact. Any creature in that radius must make a mere 50 feet in diameter. To attune to this mythallar,
DC 20 Dexterity saving throw, taking 30dl0 force dam- a creature must finish a short rest within 30 feet of
age on a failed saving throw, or half as much damage it, meditating on the mythallar. Up to eight creatures
on a successful one. All structures in the crater are de- can be attuned to it at one time; otherwise, the Ythryn
stroyed, as are all nonmagical objects that aren't being mythallar follows the attunement rules in the Dungeon
worn or held. Master's Guide. If a ninth creature tries to attune to the
mythallar, nothing happens.
THERMAL CUBE All creatures attuned to the Ythryn mythallar can
Wondrous item, common sense when the device is being used. A creature attuned
This 3-inch cube of solid brimstone generates enough to the device can use any of its properties, but only if all
dry heat to keep the temperature within 15 feet of it at other creatures attuned to the device agree to allow it.
95 degrees Fahrenheit (35 degrees Celsius). The Ythryn mythallar's properties are as follows:
While you're on the same plane of existence as the
YTHRYN MYTHALLAR
Ythryn mythallar, you can use an action to cause it to
Wondrous item, legendary (requires attunement by a fly in any direction you choose at a speed of 30 feet.
spellcaster) All matter within 500 feet of the device moves with it.
A mythallar looks like an enormous crystal ball held The Ythryn mythallar and all structures held aloft by it
in an ornate cradle. The globe sheds bright light in a hover in place when not in motion.
300-foot radius and dim light for an additional 300 feet. , As an action, you can cause one magic item you are
The globe draws magic from the Weave that can be har- holding within 30 feet of the Ythryn mythallar to
nessed for various purposes. For example, Netherese immediately regain all its expended charges or uses.
mages used mythallars to keep their cities aloft and em- A magic item recharged in this manner can't be re-
power their magic items. The bigger the mythallar, the charged by the Ythryn mythallar again until after the
more magic it can hold. The largest mythallars are 150 item regains expended charges or uses on its own.
feet in diameter.
BOOKS
Two books are described in this section. Characters can
find The Codicil of White in Auril's abode (see chapter
5) and The Incantations of Iriolarthas in the Netherese
necropolis hidden under the Reghed Glacier (see
chapter 7).
APPENDIX D I MAGIC
4th level: arcane eye, banishment, blight, dimension CREATE MAGEN
door, Evard's black tentacles, phantasmal killer 7th-level transmutation
5th level: Bigby's hand, cloudki/J, dominate person, pla-
Casting Time: 1 hour
nar binding, scrying, telekinesis
Range: Touch
6th level: create undead, disintegrate, globe of invulnera-
Components: V, S, M (a vial of quicksilver worth 500
bility, move earth, Otto's irresistible dance
gp and a life-sized human doll , both of which the spell
7th level: create magen,* finger of death, prismatic
consumes, and an intricate crystal rod worth at least
spray, teleport
1,500 gp that is not consumed)
8th level: demiplane, dominate monster, mind blank,
Duration: Instantaneous
power word stun
9th level: blade of disaster,* power word kill While casting the spell, you place a vial of quicksilver in
the chest of a life-sized human doll stuffed with ash or
*Described in this chapter.
dust. You then stitch up the doll and drip your blood on
WIZARD SPELLS it. At the end of the casting, you tap the doll with a crys-
tal rod, transforming it into a magen clothed in whatever
Characters who obtain The Codicil of White from Auril's the doll was wearing. The type of magen is chosen by
abode or The Incantations of lriolarthas in Ythryn can you during the casting of the spell. See appendix C for
discover one or more of the following wizard spells. different kinds of magen and their statistics.
When the magen appears, your hit point maximum
BLADE OF DISASTER
decreases by an amount equal to the magen's challenge
9th-level conjuration rating (minimum reduction of 1). Only a wish spell can
Casting Time: I bonus action undo this reduction to your hit point maximum.
Range: 60 feet Any magen you create with this spell obeys your com-
Components: V, S mands without question .
Duration: Concentration, up to 1 minute
FROST FINGERS
You create a blade-shaped planar rift about 3 feet long 1st-level evocation
in an unoccupied space you can see within range. The
blade lasts for the duration. When you cast this spell, Casting Time: 1 action
you can make up to two melee spell attacks with the Range: Self (15-foot cone)
blade, each one against a creature, loose object, or struc- Components: V, S
ture within 5 feet of the blade. On a hit, the target takes Duration: Instantaneous
4dl2 force damage. This attack scores a critical hit if Freezing cold blasts from your fingertips in a 15-foot
the number on the d20 is 18 or higher. On a critical hit, cone. Each creature in that area must make a Constitu-
the blade deals an extra 8dl2 force damage (for a total tion saving throw, taking 2d8 cold damage on a failed
of 12d 12 force damage). save, or half as much damage on a successful one.
As a bonus action on your turn, you can move the The cold freezes nonmagical liquids in the area that
blade up to 30 feet to an unoccupied space you can aren't being worn or ca rried.
see and then make up to two melee spell attacks At Higher Levels. When you cast this spell using a
with it again. spell slot of 2nd level or higher, the damage increases by
The blade can harmlessly pass through any barri er, ld8 for each slot level above 1st.
including a wall of force .
APPENDIX D I MAGIC
APPENDIX E:
RIME OF THE FROSTMAIDEN
4:::-;
100 ,. .,,.
~oofeet
L:;;;;;==========-1/
ISBN: 978-0-7869-6698- l