TEXT:  
  AN ADVENTURE IN CORMYR FOR 
  CHARACTERS LEVELS 5-10 
  A MYSTERIOUS DEATH COULD BRING TROUBLE TO THE 
  FOREST KINGDOM. BATTLE THE ELEMENTS AND SOLVE 
  THE MYSTERY IN THIS TIER 2 ADVENTURE FOR THE 
  WORLD’S GREATEST ROLEPLAYING GAME. 
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  The	Claw	of	Winter	
  	
  2	
   
  The Claw of Winter 
   
   
  	
  An adventure in Cormyr  
   
   
  Darkness has come to the monastery of Chauntea high in the Stormhorn Mountains. A mysterious 
  death could bring trouble to the monastery, and the Forest Kingdom itself. Battle the elements and 
  solve the mystery before it’s too late. 
  	
  	
  A 4-hour adventure for 5th-10th level characters 
   
   
   
   
   
   
   
   
   
    
  by John Prichard 
  cover art by critical-hit.biz 
  	
  	
  	
  	
  	
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other 
  Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards 
  of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the 
  express written permission of Wizards of the Coast. 
   
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, 
  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  	
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  The	Claw	of	Winter	
  	
  3	
  Introduction 
  Welcome	to	The	Claw	of	Winter.	This	
  adventure	takes	players	on	a	journey	that	
  features	true	love,	unspeakable	horrors,	and	
  unexpected	comedy.	
  	
  Version	History	
  • Version	0.5,	6/18/16	-	Playtest	Version	
  • Version	1.0	7/9/16	–	Initial	Public	Release	
  	
  Content Warning 
  While	The	Claw	of	Winter	is	appropriate	for	most	players,	
  some	younger	players	may	not	understand	all	of	the	key	
  elements.	This	adventure	features	the	following	content	that	
  might	not	be	appropriate	for	all	ages	of	D&D	player.	
  • Acknowledgement	that	sex	occurs	
  • Frank	discussion	of	pregnancy	
  • Monsters	that	kill	mothers	and	expectant	mothers	
  	
  If	you	think	that	any	of	this	content	may	not	be	a	good	
  match	for	your	group,	be	sure	to	read	the	adventure	fully	to	
  get	a	good	idea	of	how	to	handle	it.	
  About Cormyr, the Forest 
  Kingdom 
  Cormyr	is	the	setting	of	some	of	the	most	
  exciting	adventures	in	the	Forgotten	Realms.	
  It	is	a	realm,	primarily	agricultural,	governed	
  by	wise	rulers.	
  	 Cormyr	has	a	long	history,	and	is	peopled	
  almost	exclusively	by	humans.	Many	great	
  houses	trace	their	lineage	back	centuries	in	
  this	great	land,	and	its	royal	family,	the	
  Obarskyrs,	have	ruled	since	the	kingdom’s	
  founding	centuries	ago.		
  	 Cormyr’s	army,	the	Purple	Dragons,	and	its	
  magical	academy,	the	War	Wizards,	keep	the	
  peace	and	patrol	the	countryside.	In	its	great	
  cities	of	Suzail,	Arabel,	and	Marsember,	
  Cormyr	is	known	for	its	intrigue	and	
  misbehaving	nobles.	
  	 At	the	time	of	this	adventure,	Cormyr	has	
  just	defeated	Shade	in	a	war	that	devastated	
  Shade	and	destroyed	Shade	Enclave,	their	
  greatest	city.	
  	 Cormyr	is	well-governed,	and	adventurers	
  are	expected	to	obey	laws	against	murder	
  and	brigandry.	
  Adjusting the Adventure 
  Throughout	this	adventure,	you	may	see	
  sidebars	to	help	you	make	adjustments	to	
  this	adventure	for	smaller/larger	groups	and	
  characters,	of	higher/lower	levels	that	the	
  optimized	group	size.		
  	 This	adventure	is	optimized	for	a	party	
  of	five	8th	level	characters.	To	figure	out	
  whether	you	need	to	adjust	the	adventure,	
  do	the	following:	
  • Add	up	the	total	levels	of	all	the	characters	
  • Divide	the	total	by	the	number	of	
  characters	
  • Round	fractions	of	.5	or	greater	up;	round	
  fractions	of	less	than	.5	down.	
  You’ve	now	determined	the	average	party	
  level(APL)	for	the	adventure.	To	figure	out	
  the	party	strength	for	the	adventure,	
  consult	the	following	table.	
  Determining	Party	Strength	
  Party Composition 
  Party Strength 
  3-4 characters, APL less than 
  Very weak 
  3-4 characters, APL equivalent 
  Weak 
  3-4 characters, APL greater than 
  Average 
  5 characters, APL less than 
  Weak 
  5 characters, APL equivalent 
  Average 
  5 characters, APL greater than 
  Strong 
  6-7 characters, APL less than 
  Average 
  6-7 characters, APL equivalent 
  Strong 
  6-7 characters, APL greater than 
  Very strong 
  	
  Average	party	strength	indicates	no	
  recommended	adjustments	to	the	adventure.	
  Each	sidebar	may	or	may	not	offer	
  suggestions	for	certain	party	strengths.	If	a	
  particular	recommendation	is	not	offered	for	
  your	group,	you	don’t	have	to	make	
  adjustments.	
  
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  The	Claw	of	Winter	
  	
  4	
  Adventure Background 
  The	year	is	1487	DR,	the	Year	of	the	
  Runelords	Triumphant.	Cormyr,	the	Forest	
  Kingdom,	is	at	peace	once	again,	under	Her	
  Majesty	Queen	Raedra	Obarskyr.	Only	a	year	
  ago,	Queen	Raedra	rode	out	on	horseback	to	
  lead	Cormyr’s	forces	to	victory	over	Shade,	
  the	evil	empire	of	Netheril.	
  	 All	is	not	well,	however.	Scheming	nobles,	
  greedy	merchants,	and	a	reconstituted	Black	
  Network	are	known	threats	to	the	future	
  peace	of	the	realm.	Rumors	abound	about	
  Resurgent	Shade,	and	many	sellswords	and	
  Netherese	nobles	are	unaccounted	for.	
  	 The	Winter	of	1487	is	unusually	cold,	and	
  sages	disagree	when	and	even	whether	it	
  will	end.	Pilgrims	from	Suzail	and	Arabel	
  make	their	way	to	the	Monastery	of	
  Chauntea	at	Huthduth,	to	pray	for	the	
  blessing	of	the	Earth	Mother.	
  	 The	crown	has	begun	issuing	Royal	
  Charters	to	adventuring	companies	to	escort	
  pilgrims	on	their	dangerous	journey.	
  Overview 
  This	adventure	is	divided	into	five	parts,	
  with	each	part	taking	place	in	a	different	
  general	location.	
  	 Part	1.	The	Road	to	Huthduth.	The	group	
  has	been	chartered	to	lead	a	group	of	
  pilgrims	to	the	monastery	at	Huthduth	in	the	
  Stormhorns	mountain	range,	and	offer	their	
  services	to	the	monks	there.	During	a	break	
  in	the	harsh	winter	weather,	the	group	and	
  their	charges	are	attacked	by	Wyverns,	
  natives	to	the	area.	
  	 Part	2.	The	Monastery.	The	party	arrives	
  at	the	monastery	and	are	contracted	to	
  investigate	a	murder.	The	abbess	suspects	
  that	a	Shade	stalks	the	surrounding	forest	at	
  night.	Investigation	of	the	victim’s	quarters	
  reveals	tantalizing	clues	of	a	secret	romance	
  	 Part	3.	The	Village	of	Huthduth.	The	
  group	explores	the	village	in	search	of	clues	
  to	solve	the	murder.	Along	the	way,	they	
  meet	several	of	the	outcasts	that	make	their	
  home	high	up	in	the	mountains.	As	they	are	
  completing	their	investigations,	strange,	
  dangerous	beasts	escape	their	pens	and	
  must	be	subdued.	
  	 Part	4.	Shades	at	Night.	Night	falls,	and	
  the	guard	captain	is	up	to	something.	The	
  group	follows	him	to	a	cemetery	and	learns	
  his	secret.	After	the	captain	departs	back	for	
  the	village,	the	party	spots	what	is	
  unmistakably	a	Shade,	who	flees	into	the	
  forest.	The	group	discovers	a	grisly	scene,	
  and	takes	the	Shade	back	to	the	monastery,	
  only	to	meet	a	group	of	armed	men	
  demanding	the	Shade’s	head.	
  	 Part	5.	The	Claw	of	Winter.	The	group	
  takes	the	Shade	to	the	monastery,	to	meet	
  the	abbess.	After	handing	over	the	Shade	to	
  custody,	the	party	meets	the	Abbess	in	
  conference	with	two	other	women.	After	
  discussion,	the	Abbess	and	her	confederates	
  reveal	their	true	nature,	and	it’s	up	to	the	
  party	to	defeat	them	and	their	thralls.	
  The Mystery 
  This	adventure	contains	a	mystery,	and	has	
  many	different	opportunities	to	explore	the	
  environment	and	find	clues.	Many	of	the	
  NPCs,	especially	those	that	are	actually	
  monsters	in	disguise,	give	misleading	
  information.	In	case	the	players	become	
  stuck	or	confused,	some	sections	include	
  instructions	to	the	DM	on	how	to	“nudge”	
  the	group	in	the	right	direction.	
  	 For	the	DM’s	reference,	here	is	an	outline	
  of	what	really	is	going	on	in	the	village	of	
  Huthduth.	At	the	end	of	the	adventure,	you	
  may	wish	to	reveal	the	details	to	players	
  who	are	interested	in	the	details	they	may	
  have	suspected	-	or	missed.	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  The	Claw	of	Winter	
  	
  5	
  The	Villains	
  The	main	villains	of	this	adventure	are	a	
  coven	of	Penanggalans,	hideous	creatures	
  that	prey	on	young	women	who	are	with	
  child.	This	coven	has	come	to	Huthduth	to	
  exploit	the	pilgrims	and	monks	who	come	to	
  the	monastery	to	give	birth	to	their	children	
  in	the	good	graces	of	the	Mother,	Chauntea.		
  	 The	Abbess	Arisma	Luribel	is	the	
  ringleader.	She	has	been	draining	the	High	
  Harvestmaster	of	blood	to	keep	him	
  incapacitated.	She	has	been	encouraging	the	
  faithful	to	come	on	pilgrimage	to	the	
  monastery	to	have	their	children.	
  	 The	Barmaid,	Pelara	Fresk	is	the	coven’s	
  eyes	and	ears.	She	has	been	encouraging	the	
  locals	to	drink,	and	plays	local	matchmaker.	
  She	ensures	that	people	who	are	too	nosey	
  stay	distracted.	
  	 The	Catoblepas	Wrangler,	Pumfra	
  Cracktooth	makes	regular	trips	to	and	from	
  Huthduth,	giving	the	coven	a	cover	and	a	
  means	to	dispose	of	unwanted	bodies.	Her	
  poor	husband	is	ignorant	of	her	true	nature.	
  The	Villains’	Plot.	
  	 The	Crisis.	Leara	Truesilver’s	body	was	
  found	by	a	monk	at	the	Monastery	before	the	
  coven	could	dispose	of	it.	Abbess	Arisma	has	
  been	in	search	of	a	plausible	cover	for	the	
  strange	nature	of	the	girl’s	death.	
  	 The	Patsy.	Pumfra	Cracktooth	is	aware	of	
  the	Shade	in	the	forest,	and	has	been	feeding	
  him	free	Death	Cheese	and	Swamp	Roots	in	
  case	the	coven	ever	needed	help.	
  	 The	Party.	Pelara	Fresk	learned	of	the	
  pilgrims	arrival,	and	suggested	that	the	
  coven	get	the	characters’	chartered	
  adventuring	company	to	apprehend	the	
  shade.	Pumfra,	who	knows	the	Shade	is	
  hunting	the	killer,	has	her	Catoblepas	attack	
  the	party	and	makes	her	way	to	warn	the	
  Abbess.	
  	 Loose	Ends.	With	the	Shade	unexpectedly	
  virtuous,	the	coven	is	counting	on	the	party	
  killing	the	Shade	on	sight.	After	Pumfra	tells	
  the	Abbess	that	the	Shade	is	trying	to	
  surrender	himself,	the	plan	has	to	change	
  quickly.	
  	 The	Mob.	At	the	end	of	Section	4,	The	
  Barmaid	escapes	to	the	monastery,	while	a	
  group	of	armed	men	move	against	the	Shade	
  in	a	last	attempt	to	keep	the	party	from	
  getting	to	the	truth.	
  The	Final	Confrontation	
  The	final	encounter	in	this	adventure	is	a	
  showdown	between	the	player	characters	
  and	the	coven.	This	can	be	brought	about	a	
  few	ways,	detailed	at	the	end	of	Section	4:		
  	 The	Shade	Survives.	If	the	shade,	Rastic,	is	
  alive	at	the	conclusion	of	Section	4,	his	
  presence	at	the	Monastery	is	enough	to	
  trigger	the	final	confrontation.	
  	 The	Wayward	Bard.	If	the	party	follows	
  the	clues	of	the	paper	roses,	they	may	end	up	
  in	confrontation	with	the	bard.	He	will	point	
  them	towards	the	monastery	with	
  information	that	will	trigger	the	
  confrontation.	
  	 The	Love-struck	Mercenary.	If	the	party	
  confronts	the	mercenary,	Drask	Millian,	they	
  may	learn	of	Leara’s	condition.	Reaching	the	
  monastery	after	this	encounter	will	also	
  trigger	the	confrontation.	
  	 Cybele’s	Book.	One	of	the	books	contains	a	
  clue	to	the	nature	of	the	enemy,	and	details	
  the	Penanggalan’s	true	nature.	
  New Monsters 
  This	adventure	features	three	new	monsters,	
  the	Shade,	the	Penanggalan	and	the	
  Catoblepas.	The	Shade	race,	and	the	two	
  strange	creatures,	may	be	familiar	to	more	
  experienced	players,	especially	those	who	
  have	played	earlier	editions	of	Dungeons	&	
  Dragons.	Use	the	information	below	to	
  familiarize	yourself	with	these	strange	
  creatures.	
  	 Shade.	Shades	are	a	race	of	humans	who	
  have	spent	so	long	in	the	Shadowfell	realm	
  that	shadow	has	infused	their	very	essence.	
  
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  The	Claw	of	Winter	
  	
  6	
  Long	lived,	most	Shades	hail	from	the	
  empire	of	Netheril,	now	destroyed.	Shades	
  have	grey	skin,	glowing	golden	eyes,	and	
  sometimes	exude	a	shadowy	smoke.	There	
  are	many	legends	of	Shades	and	their	
  powers	in	Faerun.	
  	 Most	shades	are	at	least	casual	
  worshippers	of	the	evil	goddess	Shar,	but	
  their	motivations	vary.	
  	 Penanggalan.	This	type	of	vampire	takes	
  the	form	of	a	female	humanoid,	and	lives	out	
  its	daylight	hours	indistinguishable	from	any	
  other	creature.	At	night,	however,	the	
  Penanggalan’s	head	grows	bat	wings	from	its	
  neck	and	detaches	from	its	body.	This	is	a	
  gory	sight:	the	head	brings	with	it	the	heart,	
  lungs,	stomach,	and	intestines,	which	dangle	
  from	the	neck.	Penanggalans	feed	on	the	
  blood	of	pregnant	humanoids,	and	can	often	
  be	found	in	places	where	their	daytime	life	
  gives	them	proximity	to	their	prey.	
  	 Catoblepas.	These	solitary,	strange	
  creatures	dwell	in	the	most	miserable	
  swamps	of	Faerun.	Scholars	disagree	on	
  their	origin	and	ecology,	but	all	agree	that	
  the	Catoblepas	is	the	ugliest	creature	in	the	
  Realms.	With	the	head	of	a	boar,	long	neck	
  and	legs,	and	the	body	of	a	bison,	they	are	
  truly	strange	monstrosities.		
  	 The	Catoblepas’s	horrid	stench	can	kill,	
  and	it	is	aggressive	when	cornered.	
  Catoblepas	eat	voraciously,	and	are	
  sometimes	carnivorous.	They	use	their	tusks	
  and	stench	to	hunt	their	prey.	Natives	of	the	
  Farsea	Swamp,	their	milk	is	prized	as	a	
  dangerous	to	procure	delicacy.	
  Adventure Hook 
  The	party	has	been	issued	a	Royal	Charter	to	
  take	a	group	of	pilgrims	to	the	monastery	at	
  Huthduth.	The	journey	will	take	about	a	
  tendays,	through	dangerous	paths	into	the	
  Stormhorn	mountains.	
  Part 1: The Road to 
  Huthduth 
  If	you	have	not	reviewed	“The	Mystery”	
  above,	for	your	own	reference,	take	time	to	
  do	so.	
  The	Icy	Road	
  The	adventure	begins	as	the	group	find	a	
  place	to	rest	on	their	way	to	the	monastery	
  at	Huthduth.	
  General	Features	
  The	clearing	where	the	group	pauses	is	on	a	
  small	shelf	surrounded	by	trees.	
  	 The	Stormhorns.	The	Stormhorn	
  mountains	are	a	wild	borderland	to	the	
  Northwest	of	Cormyr.	Full	of	monsters	
  including	ettins,	wyverns,	orcs,	and	worse,	
  the	range	is	dotted	with	fortresses.	
  	 Light.	The	sun	is	high	overhead,	and	snow	
  reflects	light	from	nearby	peaks;	the	area	is	
  brightly	lit.	
  	 Snowfall	.The	snow	has	abated	somewhat,	
  the	skies	are	clear.	
  This high in the mountains, it’s easy to lose the path. The 
  Stormhorns, the wild mountain range that borders Cormyr, 
  lives up to its name. High winds and wet, bone-chilling snow 
  have made your passage slow and treacherous. The path is a 
  slurry of freezing mud. 
   
  The mountainous landscape is searing white, broken only by 
  stubborn rocks and hardy pine trees. The handful of weary 
  pilgrims with you almost disappear into their bundles of furs as 
  you break the trail ahead of them. 
   
  Eventually, you find a clearing to rest, during a calm in the 
  storm, with the sun still high in the sky. The pilgrims with you 
  eat trail rations nervously and huddle around sputtering fires. 
  Give	the	players	HANDOUT	1,	the	royal	
  charter,	and	HANDOUT	2,	the	map	of	
  Huthduth.	Have	the	players	decide	on	an	
  appropriate	name	for	their	adventuring	
  party,	and	write	it	in	on	HANDOUT	1	in	the	
  space	provided.	This	is	a	good	time	for	the	
  characters	to	introduce	themselves.		
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  The	Claw	of	Winter	
  	
  7	
  Royal Charters 
  Royal	Charters	are	a	concept	specific	to	Cormyr	as	a	setting.	
  Adventurers	can’t	simply	wander	the	countryside	armed	and	
  adventuring.	
  	
  Adventuring	companies	must	receive	a	Royal	Charter	to	act	
  lawfully	within	the	Forest	Kingdom.	Sometimes,	these	are	very	
  specific,	other	times,	very	broad.	
  	
  A	Royal	Charter	has	an	effect	on	most	Cormyreans.	Bearers	
  of	Charters	are	seen	by	some	as	being	“Crown	Agents”.	Others	
  are	tougher	to	impress,	and	have	seen	enough	adventurers	to	
  know	that	Charters	can	sometimes	be	a	formality.	
  	
  Recipients	of	a	Charter	are	expected,	at	the	very	least,	to	
  stay	true	to	the	letter	and	intent	of	the	Charter,	and	behave	
  lawfully	while	in	Cormyr.	
  Allow	a	few	moments	for	the	players	to	
  review	the	handouts,	then	continue.	
  Wyvern	Attack	
  After	the	group	has	had	a	chance	to	rest,	the	
  party	and	the	pilgrims	are	attacked.	
  Several of the pilgrims cry out in alarm. “A dragon! Earth 
  Mother protect us! A Dragon!” The pilgrims scatter out of the 
  clearing in a panic, as several winged creatures dive down into 
  the clearing to attack. 
  Two	Wyverns	dive	out	of	the	sky	to	attack	
  the	characters.	These	creatures	are	
  predators	of	this	region	and	are	unafraid	to	
  confront	an	isolated	band	of	humanoids.	
  	 The	Pilgrims.	The	pilgrims	(6	human	
  commoners)	are	scattering	throughout	the	
  area	and	cannot	be	calmed	down	until	the	
  Wyverns	are	killed.	
  Tactics	
  The	first	round	of	combat,	the	Wyverns	
  descend	to	10	feet	above	the	ground	to	
  attack.	
  	 When	a	player	character	moves	adjacent	to	
  or	attacks	a	Wyvern,	the	Wyvern	will	focus	
  all	of	its	attacks	on	the	player	character.	It	
  will	remain	fixed	on	that	character	until	the	
  character	is	reduced	to	0	hit	points.	
  Adjusting the Encounter 
  Here	are	some	suggestions	for	adjusting	this	encounter.	They	
  are	not	cumulative.	
  • Very	weak	party	The	wyverns	have	80	hit	points.	
  • Weak	party	The	wyverns	have	96	hit	points.	
  • Very	Strong	party	Add	an	additional	wyvern.	
  Development	
  After	the	combat	is	over,	the	pilgrims	insist	
  on	making	the	last	push	to	the	monastery	at	
  Huthduth.	Without	time	to	take	a	short	rest,	
  the	party	is	able	to	reach	the	monastery	
  shortly	after	noon.	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  The	Claw	of	Winter	
  	
  8	
  Part 2. The Monastery 
  The	group	arrives	at	the	Monastery,	and	
  meets	with	the	Abbess	in	the	Monastery’s	
  sanctuary.	
  The village of Huthduth huddles at the foot of an imposing 
  stone structure - the Monastery of Chauntea. Curious locals and 
  monks stare at your group as you make your way through the 
  narrow, muddy streets. 
   
  The doors of the monastery are open, a line of pilgrims and 
  visitors stretches from the main door to the outer gates. The 
  pilgrims in your group depart with goodbyes and embraces, to 
  join the line. 
   
  A priestess by the main doors calls your party over. “My 
  name is Arisma Luribel, I’m the Abbess of the Monastery. 
  Your arrival is clearly the bounty of the Goddess, we are in 
  great need here.” 
  	 The	Abbess	takes	the	party	up	the	steps	
  past	the	waiting	pilgrims	into	the	sanctuary.	
  The	High	Harvestmaster	
  In	the	main	sanctuary	of	the	Monastery	is	a	
  somber	scene.	Pilgrims	as	well	as	monks	are	
  kneeling	in	prayer	surrounding	a	central	
  dais.	
  Cold light filters in through the large windows that line an 
  enormous central sanctuary. The air is filled with the sound of 
  muttered prayers. A pungent scent of blood, medicine, herbs, 
  and sweat is inescapable. 
   
  Surrounding a central dais are dozens of robed monks, 
  kneeling in prayer. The focus of their attention is a bed where 
  an old man lies unconscious, tended by several monks. Around 
  the bed are small tables with vials of medicinal-smelling 
  concoctions, tinted in a rainbow of colors. 
   
  The Abbess gestures, “The High Harvestmaster is very ill. 
  His time to rejoin the Mother is near. Let us pay our respects, 
  then I would speak with you in the garden.” 
  Abbess and High Harvestmaster 
  The	Abbess	and	the	High	Harvestmaster	are	very	important	to	
  the	Monastery,	but	have	distinct	roles.	
  • Abbess	is	an	administrative	title,	given	to	the	person	who	
  administers	the	operations	of	the	Monastery	on	behalf	of	
  the	High	Harvestmaster.	This	person	is	usually,	but	not	
  always,	an	avowed	of	the	faith.	The	role	is	similar	to	the	role	
  of	a	Castellan	in	a	castle.	
  • High	Harvestmaster	is	a	religious	rank,	earned	by	someone	
  who	has	ascended	to	the	highest	levels	of	the	church	of	
  Chauntea.	There	is	usually	only	one	High	Harvestmaster	per	
  major	city,	and	most	settlements	have	none.	
  Speaking	with	the	Abbess	
  The	Abbess,	Arisma	Luribel,	is	overseeing	
  efforts	to	ease	the	High	Harvestmaster’s	
  suffering.	A	DC	15	Wisdom	(Insight)	check	
  reveals	that	she	is	anxious	and	holding	back	
  a	secret.	She	is	happy	to	share	details	of	the	
  High	Harvestmaster’s	treatment.	See	“The	
  Mystery,”	above,	for	more	information	about	
  Arisma.	The	Abbess	will	discuss	a	few	topics,	
  quietly,	in	a	reserved	and	respectful	tone.	
  • The	Illness.	“The	High	Harvestmaster	fell	
  ill	several	tendays	ago.	Though	in	good	
  health	for	his	advanced	age,	his	condition	
  quickly	worsened,	and	he	hasn’t	spoken	
  since	becoming	sick.”	
  • Healing	the	High	Harvestmaster.	“The	
  High	Harvestmaster	wished	to	return	to	
  the	earth,	in	the	‘Mother’s	Embrace’,	and	
  has	forbidden	all	magical	healing.”	
  • The	Potions	and	Vials.	“Those	are	herbal	
  remedies	prepared	by	the	monks	here.	
  Since	the	High	Harvestmaster	has	refused	
  prayers	of	healing,	the	remedies	are	the	
  best	that	we	can	do”	
  • The	Weather.	“The	winter	has	been	
  especially	hard,	and	it	is	all	we	can	do	to	
  help	the	locals	and	pilgrims	with	food	and	
  drink.	
  Other	Features	
  The	High	Harvestmaster.	The	High	
  Harvestmaster	is	very	ill.	If	approached,	he	
  attempts	to	speak	but	his	words	are	
  unintelligible.	Use	of	telepathic	abilities	
  reveals	that	he	is	confused	and	in	pain.	A	DC	
  15	Intelligence	(Medicine)	check	is	enough	
  to	determine	that	he	is	on	his	deathbed.	
  Potions	and	jars.	The	potions	and	jars	that	
  surround	the	deathbed	smell	strongly	and	
  are	unlabeled.	Some	of	the	jars	contain	red-
  tinged	liquid	that	a	quick	inspection	reveals	
  has	traces	of	blood.	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  The	Claw	of	Winter	
  	
  9	
  The	Garden	
  Snow has begun to fall again, as the Abbess leads you to a 
  small private garden away from the main pathways. The earth 
  here is hard and mostly barren. A wheelbarrow is overturned 
  and its contents strewn about the scene. The abbess checks to 
  ensure you are alone, and gestures to a canvas covering that is 
  thrown over the ground. “See for yourself,” she says. “Please, 
  conduct your investigation fully, then ask questions.” 
   
  From under one corner of the canvas covering, a pale arm 
  and hand extends. The lifeless, delicate fingers are clutching a 
  small, black disc. 
  The	Abbess	patiently	waits	until	the	
  characters	are	done	with	their	examination.	
  	 Figure	under	the	sheet.	Under	the	sheet	is	
  the	corpse	of	a	beautiful,	golden-haired	
  maiden	wearing	a	pilgrim’s	robes.	Her	
  simple	clothing	cannot	hide	her	noble	
  features	and	bearing.	Characters	
  investigating	the	figure	can	learn	the	
  following.	
  	 The	body.	The	woman’s	body	is	without	
  any	marks.	She	is	pale,	and	looks	eerily	alive,	
  as	if	she	were	just	sleeping.	She	is	clutching	
  something	in	one	hand.	
  	 The	garden	The	surrounding	garden	
  shows	no	signs	of	a	struggle.	The	Abbess	
  adds	that	the	wheelbarrow	was	knocked	
  over	by	the	monk	that	discovered	the	body.	
  	 The	object	in	the	girl’s	hand.	A	small	
  black	stone	rimmed	with	purple.	A	DC	10	
  Intelligence	(History	or	Religion)	reveals	
  that	this	stone	is	the	sign	of	the	evil	goddess	
  Shar,	the	goddess	of	loss,	and	is	carried	by	
  Shadovar,	the	worshippers	of	the	dark	
  goddess.	
  	
  After	the	party	has	time	to	examine	the	
  body,	the	Abbess	addresses	them.	
  The Abbess continues in a low, urgent voice. “This girl is Leara 
  Truesilver, her family will be devastated! She was here in 
  secret, completing the pilgrimage and service to the Mother. 
   
  Even my own prayers have not revealed the nature of the 
  Lady Truesilver’s death.” She sighs heavily. “The black disc in 
  Lady Truesilver’s hand is a mark of the Shadovar. I believe that 
  a shade stalks this very town. Maybe on behalf of the Black 
  Network. Maybe Resurgent Shade, trying to reclaim lost 
  glory.” 
   
  Her tone becomes more urgent, and tears rise to the Abbess’s 
  eyes. “Please, you must find the Shade!” 
  The	Abbess	answers	any	questions	to	the	
  best	of	her	ability.	
  • Shades.	“Shades	are	creatures	of	darkness.	
  Men	who	gave	their	souls	to	Shar,	bound	to	
  the	Shadowfell	plane.	Enemies	of	the	
  kingdom.”	
  • Leara	Truesilver.	“Leara	was	a	kind	girl,	
  everyone	in	the	village	was	her	friend.	The	
  person	who	did	this	to	her	must	be	
  punished.”	
  • Leara’s	Activities.	“Leara	was	very	
  devout,	but	did	not	have	a	knack	for	
  husbandry	in	the	gardens.	She	spent	most	
  of	her	free	time	in	the	village.”	
  • Leara’s	Arrival	at	Huthduth.	“Leara	
  arrived,	only	giving	her	first	name.	Once	
  we	discovered	she	was	the	daughter	of	a	
  great	house,	we	made	accommodations.”	
  • The	Body	“This	has	the	look	of	
  necromancy.	Only	a	shade	could	leave	a	
  body	so	drained	and	without	a	mark.	
  Whomever	killed	her	must	have	been	close	
  to	her.”	
  • The	Black	Disc	“That	is	Shard’s	symbol,	
  the	Lady	of	Loss.	Her	servants	want	to	
  bring	about	the	end	of	everything.”	
  • Shade	Agents	“I	will	continue	to	pray	to	
  the	Mother	to	grant	me	a	vision	of	our	
  tormentor.	I	believe	the	Shade	to	be	
  protected	by	magic.”	
  After	the	party	has	a	chance	to	ask	questions	
  and	explore	the	scene,	the	Abbess	takes	
  them	to	Leara	Truesilver’s	room.	
  Shortcutting the Adventure 
  A	few	key	player	abilities	can	shortcut	the	adventure.	Read	
  below	for	a	couple	of	examples	an	how	to	handle	them.	
  • Divine	Sense	and	other	abilities	that	can	detect	undead	
  seem	like	they	would	work,	but	the	nature	of	the	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  The	Claw	of	Winter	
  	
  10	
  Penanggalan	is	that	it	appears	completely	mundane	even	
  under	magic	detection.	
  • Truesight	and	other	abilities	that	grant	special	senses	or	
  vision	cannot	pierce	the	disguise	of	the	Penanggalan.	This	
  creature	cannot	be	detected	unless	it	has	separated	its	head	
  from	its	body.	
  • Any	form	of	divine	assistance	that	would	allow	a	character	
  perfect	information	does	not	function,	due	to	the	nature	of	
  divine	magic	in	this	region.	
  • Speak	With	Dead	and	other	similar	spells	yield	no	results,	
  due	to	the	nature	of	the	Penanggalan’s	curse.	
  Truesilver’s	Room	
  As	a	noble,	Leara’s	room	is	private,	unlike	
  the	rooms	of	most	other	pilgrims.	It	is	
  cramped,	and	very	modestly	appointed.	The	
  obvious	features	of	the	small	room	are	the	
  single	bed,	a	writing	desk,	and	a	small	closet.	
  The small apartment is not what you would expect a noble to 
  sleep in. In every way it is the humble accommodation of a 
  simple pilgrim. 
   
  In one corner of the cramped space is an unmade bed, tilted 
  at an odd angle from the wall. Across from the bed is a writing 
  desk smudged with ink and a dusting of sand for drying letters. 
  In one corner is a tiny closet. 
   
  The Abbess stands outside the door and lets you in. “Please, 
  take your time. I’ll wait out here, these rooms are very small.” 
  The	party	is	given	full	freedom	to	explore	
  the	cramped	dormitory	room.	
  	 Leara’s	Bed.	The	bed	is	unmade	and	looks	
  uncomfortable.	It’s	tilted	at	an	odd	angle	to	
  the	wall.	Searching	under	the	bed	reveals	a	
  few	sad	pairs	of	sandals,	but	also	a	dagger	
  concealed	behind	a	plank	under	the	
  mattress.		
  	 This	dagger	is	a	+1	dagger,	and	may	be	
  “borrowed”	as	needed.	It	is	worked	
  masterfully	in	platinum	and	silver,	and	is	
  reassuringly	warm	to	the	touch.	
  	 A	successful	DC	15	Wisdom	(Perception)	
  check	reveals	a	loose	plank	in	the	floor	
  underneath	the	bed.	This	check	is	made	at	
  advantage	if	the	party	has	already	searched	
  the	writing	desk.	
  	 Secret	Compartment.	Under	the	loose	
  plank	is	a	secret	compartment	containing	a	
  writing	kit	and	some	correspondence.	
  Perusing	the	letters	reveals	information	
  dependent	on	the	results	of	an	Intelligence	
  (Investigation)	check.		
  • 10	or	higher:	Leara	was	corresponding	
  with	a	close	family	member	in	Marsember.	
  She	had	met	someone	and	was	in	love.	
  • 15	or	higher:	Leara	was	preoccupied	with	
  concern	that	her	father	would	disapprove	
  of	the	“nature”	of	her	lover.	She	didn’t	care,	
  and	believed	Chauntea	had	blessed	their	
  union.	
  • 20	or	higher:	Leara’s	correspondent	in	
  Marsember	warned	her	against	this	match.	
  The	correspondent	implored	Leara	to	
  confess	to	the	High	Harvestmaster	or	the	
  Abbess.	Give	the	players	HANDOUT	3,	an	
  excerpt	from	Leara’s	tear-stained	letter	
  from	home.	
  	 Writing	Desk.	The	writing	desk	has	
  smudges	of	ink	and	a	dusting	of	sand.	It	is	
  otherwise	bare	and	there	are	no	drawers.	A	
  successful	DC	15	Wisdom	(Insight)	check	
  reveals	that	though	the	desk	appears	used	
  often,	there	are	no	sign	of	quill,	ink,	paper,	or	
  any	other	writing	kit.	
  	 Closet.	The	closet	is	bare,	with	two	hooks	
  for	hanging	robes	on	the	back	wall,	and	a	
  hole	where	a	third	hook	used	to	be.	On	the	
  floor	underneath	the	missing	hook	the	
  bottom	of	the	closet	is	dented.	In	a	corner	is	
  a	small	buckle.		
  	 A	DC	15	Intelligence	(Investigation)	check	
  identifies	this	buckle	as	a	strap	for	a	piece	of	
  armor	or	sword	belt.	
  Development	
  After	the	party	is	done	searching	Leara	
  Truesilver’s	room,	the	Abbess	implores	them	
  to	head	out	to	the	village	to	search	for	clues.	
  She	emphasizes	that	the	characters	must	
  absolutely	keep	Lady	Truesilver’s	death	a	
  secret,	until	the	Shade	is	found.	
  	 Additional	Rewards.	If	the	party	finds	the	
  secret	compartment,	award	an	additional	
  50XP	per	character	at	the	end	of	the	
  adventure.	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  The	Claw	of	Winter	
  	
  11	
  Part 3. The Village of 
  Huthduth 
  The	party	has	their	mission,	and	is	sent	
  down	into	the	village	of	Huthduth	to	gather	
  leads	on	the	location	of	the	murderer	or	
  their	accomplices.	
  The sun is setting in the west, painting the misty marshes far 
  below in vivid colors. A few pilgrims and villagers are milling 
  about the streets, and most are weary from hard work.  
  The	party	has	free	run	of	the	city,	and	can	
  explore	all	of	the	locations	on	the	map.	If	the	
  party	wishes	to	head		directly	to	the	
  graveyard,	continue	with	the	Catoblepas	
  escape,	then	continue	on	to	Part	4.	
  Shortcutting the adventure 
  Heading	to	the	graveyard	without	exploring	the	village	first	is	
  possible,	but	can	significantly	cut	content	from	the	adventure.	
  Ask	your	players	if	they	are	sure	that	they	want	to	continue	to	
  the	graveyard	before	exploring	the	village.	
  1.	Cybele’s	Curiosities	
  Cybele	Draum’s	shop	is	cluttered,	and	most	
  of	the	items	are	junk.	She	is	happy	to	share	
  rumors	and	stories	to	those	who	are	here	to	
  buy.	
  The inside of this junk shop is cluttered with shelves sagging 
  with junk. A small, hand-painted sign is propped up on the 
  proprietor’s desk: “All items 5gp. ALL SALES ARE FINAL”. 
   
  It is freezing cold in here, with only a tiny stove providing 
  heat. The store is lit only by the stove and a few candles. 
   
  A middle-aged woman with a lined face, wearing several 
  layers of warm clothing, scowls at you when you enter. 
   
  “Are ye going to be buying anything?” she asks is a gruff 
  northern accent. 
  Cybele	Draum.	Cybele	is	a	middle-aged	
  woman	with	dark	hair,	a	lined	face,	and	a	
  scowling	expression.	She	speaks	common	
  with	a	northern	accent,	marking	her	as	a	
  native	of	the	Sword	Coast	North.	Too	cheap	
  to	pay	for	fuel	to	heat	her	small	shop,	she	
  wears	a	heavy	coat	and	mittens	indoors.		
  Interrogating	Cybele	
  To	any	character	who	has	bought	one	of	her	
  “curiosities”,	she	will	share	some	of	her	
  opinions.	Cybele	is	tough	and	not	easily	
  intimidated.		
  • The	Temperature	in	the	Store.	“Mayhap	
  ye’ll	pay	for	me	fuel,	then!	In	Luskan,	this	
  would	be	a	fine	night	for	a	stroll!”	
  • The	Monks.	“They’re	none	too	friendly	to	
  Northerners.	I	won’t	be	chased	out	of	me	
  business,	though!	I’ll	be	here	f’rever!”	
  • Shade.	“Ye’ll	not	surprise	me	with	that	
  talk.	The	war	may	be	over,	but	the	
  Shadovar	are	a	crafty	kin.	I	ain’t	seen	none,	
  mayhap	check	at	the	tavern”	
  • Leara	Truesilver.	“Ah,	I’d	been	wonderin’	
  when	someone’d	come	back	for	the	high-
  nosed	girl.	If	ye’re	here	to	take	her	back	
  home,	ye’ll	earn	yer	coin,	know	it!	She	
  won’t	go	quiet-like!”	
  • Leara’s	Activities.	“The	girl	had	been	here	
  a	time	or	three	before.	Always	looking	and	
  never	buying.	That’s	a	highnose	for	you.	
  She	just	asked	me	if	I	was	a	fellow	
  worshipper	of	Chauntea.	I	disappointed	
  her,	I	think.”	
  • Leara’s	Lover.	“Aye,	there’s	a	bit	of	juicy	
  gossip!	I	heard	that	girl	got	herself	in	a	tiff	
  with	a	lover.	And	her	lover	is	somethin’	
  best	not	mentioned!”	
  Curiosities	for	Sale.	Cybele	has	a	variety	of	
  odd	“curiosities”	for	sale.	The	items	she	has	
  for	sale	cost	5gp	each.	Feel	free	to	substitute	
  your	own	items	to	suit	your	players.		
  Books		
  • “Grimoire	of	the	Undead”	by	Hastel	
  Witchquiddler	
  • “10	Things	That	Cannot	Be”	by	Vulon	
  Adoreen	
  • “Pastries	of	the	Reghed	Glacier”	by	Bork	
  Findley	
  Other	Items		
  • A	rusted	dagger	with	an	empty	gem	socket	
  • A	bronze	gauntlet	with	a	lion	emblem	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  The	Claw	of	Winter	
  	
  12	
  • Wooden	eating	sticks	from	Kara-Tur	
  • A	Calishite	desk	lighter	depicting	an	Efreeti	
  2.	The	Mother’s	Bounty	
  The	Mother’s	Bounty	is	an	inn	and	tavern	
  that	serves	travelers,	traders,	pilgrims,	and	
  locals.		
  The common room of the Mother’s Bounty is home to just a 
  handful of characters, listening to a bard on stage play a finely-
  made lute. 
   
  “Have a seat, welcome!” a cheery woman’s voice calls from 
  the common room’s floor. A barmaid with an angelic smile 
  whirls from table to table refilling drinks and invites you to sit 
  in some of the empty chairs. “I’ll be with you in a little while!” 
  After	the	party	enters,	they	are	immediately	
  greeted	by	the	bard,	Rory	Goodluck,	who	is	
  entertaining	this	night’s	guests.		
  	 Rory	greets	the	party	with	a	smile	and	
  produces	paper	roses	to	put	in	the	hair	of	
  female	party	members.	If	no	women	are	in	
  the	party,	he	places	the	paper	rose	in	the	
  hair	of	the	barmaid.		
  	 To	every	girl	he	gives	a	paper	flower,	he	
  says	the	same	line,	“You’re	the	prettiest	girl	
  in	all	the	realms!”	
  The	Friendly	Barmaid	
  Pelara	Fresk,	the	Barmaid.	Pelara	is	quick	
  to	run	over	to	talk	to	the	party.	Pelara’s	age	
  is	hard	to	place,	with	her	angelic	features	
  and	ready	smile.		
  	 She	has	a	bit	of	sparkly	jewelry	around	her	
  neck	that	is	obviously	too	expensive	for	a	
  barmaid.		
  	 She	is	happy	to	make	small	talk	with	
  handsome	men	or	women	in	the	party,	and	
  is	prone	to	asking	about	any	romantic	
  entanglements	of	any	party	members.	See	
  “The	Mystery”	above	for	more	information	
  about	Pelara.		
  	 Pelara	will	give	the	party	information	
  about	the	notable	NPCs	below,	but	is	too	
  busy	to	make	introductions.	She	also	has	a	
  few	tidbits	of	additional	information	if	asked	
  directly.	
  • The	Inn.	“Your	room’s	paid	for	by	your	
  charter.	If	you	need	anything,	come	see	
  me.”	
  • New	Arrivals.	“You	aren’t	the	ones	I	saw	
  on	the	edges	of	the	village,	were	you?	I	got	
  such	a	scare!”	
  • Leara	Truesilver.	“Never	seen	a	highnose	
  here!	It’s	not	our	clientele.”	
  • Her	Necklace.	“It’s	a	present,	from	my	
  bright	bird.	He	doesn’t	stop	by	often,	but	
  he	brings	me	the	nicest	things!	Of	course,	
  he’s	my	secret.”	
  • The	Village.	“People	here	are	friendly,	we	
  look	out	for	each	other.”	
  • Rumors.	“I	saw	a	figure	skulking	about	in	
  the	graveyard.	I	swear	I	saw	its	eyes	glow.	
  It	looked	right	at	me!	Maybe	I	imagined	it?”	
  The	Performing	Bard	
  Rory	Goodluck,	bard	from	Berdusk.	Rory	is	
  friendly,	outgoing,	and	especially	friendly	
  with	female	members	of	the	party.	He	is	a	
  base	flatterer,	and	compliments	every	girl	
  with	the	same	line,	“There’s	nothing	prettier	
  in	all	the	realms!”		
  	 Rory	conspicuously	evades	all	attempts	to	
  ask	him	questions,	preferring	instead	to	
  launch	into	his	next	song.	He	retires	to	his	
  room	upstairs	after	he	finishes	“Mistshore	
  Melody”.	Rory	sings	the	following	songs	
  during	his	set,	but	will	also	take	requests.		
  • “My	lady	wouldn’t	take	me	for	a	hundred	
  platinum	stars”	
  • “The	Strongest	Drink”	
  • “Mistshore	Melody”.	
  The	Sullen	Mercenary	
  Drask	Millian,	Mercenary.	Drask	is	
  unfriendly,	and	can	be	seen	tucking	
  something	inside	his	shirt	as	the	party	
  approaches	him.	He	has	a	chip	on	his	
  shoulder	about	his	low	birth	and	lack	of	a	
  charter	to	adventure.	
  	 He	is	too	proud	to	take	a	job	or	any	
  assistance	from	the	characters,	under	any	
  circumstance.	He	will	not	discuss	Leara,	even	
  
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  The	Claw	of	Winter	
  	
  13	
  if	he	is	directly	asked	about	her.	He	will,	
  however,	begrudgingly	answer	a	few	
  questions	if	asked.	
  • His	Attitude.	“Oh	look,	more	highnose	
  types.	So	full	of	yourselves.	Are	you	going	
  to	lecture	me	on	manners?”	
  • Shade.	“I	fought	in	the	war,	and	on	the	side	
  of	the	King,	may	the	Mother	rest	his	soul.	
  Look	where	it	landed	me!”	
  • The	Monastery.	“The	monks	keep	their	
  distance,	fine	with	me.	I’ll	pick	up	coin	here	
  and	there	killing	what	needs	to	be	killed.”	
  • Nobles.	“Worse	than	useless.	What	makes	
  a	nobleman	better	than	me?	Nothing,	that’s	
  what.”	
  Development	
  When	the	party	is	ready	to	leave	the	inn,	
  they	notice	that	Drask	the	mercenary	is	
  leaving	in	a	hurry.	The	barmaid	cries	out	to	
  stop	him.	
  ”Hey! Stop there, Drask, you haven’t paid up!” Pelara the 
  barmaid calls out after the running mercenary. She stops at the 
  door to hold it open for you as you go by. “I wonder what’s got 
  into him!” 
  3.	Farsea	Marshes	Trading	Post	
  Inside a covered tent, an older man with leathery skin stands 
  behind a table. A sign on the table proclaims, “Cotter Crack 
  tooth’s Farsea Marshes Trading Post: Death Cheese: 5 silver a 
  pound. Plague Milk available by request!”. 
   
  ”Come in!” the man says. “You look like adventurous 
  fellows, have you ever tasted Catoblepas milk? Oh, they’re 
  plenty deadly, but my sweet wife handles them just fine! 
   
  A back tent flap opens, releasing a terrible stench. An 
  hideous orcish woman with prominent tusks, wearing 
  protective netting and heavy leather gloves, sticks her head out 
  and grunts before closing the flap and returning to the back 
  room. After several moos and a crashing noise, Cotter laughs. 
   
  ”Ain’t she a beauty?” the man says, beaming. “I’m a lucky 
  man!” 
  Cotter	Cracktooth	is	an	enthusiastic	
  purveyor	of	Death	Cheese	and	Plague	Milk,	
  dairy	products	from	the	Catoblepas.	They	
  are	safe	to	eat,	but	are	definitely	an	acquired	
  taste.		
  	 His	wife,	Pumfra	Cracktooth,	an	orc	from	
  the	Farsea	Marsh,	is	in	charge	of	wrangling	
  the	dangerous	beasts.	Cotter	swaps	tales	
  with	the	party	and	attempts	to	sell	them	on	
  his	unusual	product.	He’s	turns	every	
  question	into	an	opportunity	to	try	to	sell	
  more	Death	Cheese.	
  • Rumors.	“Oh,	I’ve	heard	some	wild	tales	of	
  the	forest	surrounding	these	parts.	I’ve	
  seen	things!	Foresting	is	hungry	work,	
  would	you	care	for	some	Death	Cheese?	
  • The	Forest.	“Oh,	Ghosts	live	in	the	forest.	
  Some	call	your	name,	just	to	lead	a	man	to	
  his	death	in	the	dark.	Better	to	stay	in	the	
  village	and	enjoy	a	delicious	mug	of	Plague	
  Milk.	Do	you	like	yours	warm	or	cold?	
  • His	wife.	“She’s	gorgeous,	ain’t	she?	How	
  many	beauties	like	her	can	handle	the	
  deadly	Catoblepas?	Not	many!”	
  • Catoblepas.	“You	haven’t	heard	of	
  Catoblepas?	Fearsome	creatures,	just	to	
  see	them	is	dangerous.	That’s	why	their	
  milk	is	the	greatest	delicacy.	Why,	I	bet	if	
  you	bought	5	pounds	of	cheese	you’d	make	
  a	hefty	profit	back	in	Arable	or	Suzail!”	
  • Shade.	“Who	knows	what	is	stalking	
  around	out	there?	Vampires?	Shades?	
  Zombies,	stalking	the	hills	looking	for	
  prey?	My	wife	says	she	has	seen	a	shadowy	
  figure	with	glowing	eyes	by	the	
  graveyard.”	
  If	the	party	asks	to	see	Pumfra,	Cotter	
  declines,	only	saying	that	she’s	needed	back	
  in	the	pens.	
  Purchasing	Death	Cheese	
  Death	Cheese	is	an	unpleasant	yellow	color	
  and	smells	terrible.	
  	 Cotter	does	not	offer	free	samples,	and	all	
  sales	are	final.	He	would	love	nothing	more	
  than	to	sell	a	few	pounds	of	Death	Cheese	to	
  the	party.	
  	 If	a	party	member	tries	to	eat	Death	
  Cheese,	have	that	player	roll	a	d6.	On	a	1,	the	
  Death	Cheese	is	the	most	delicious	treat	in	
  all	the	realms,	and	the	character	learns	that	
  
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  The	Claw	of	Winter	
  	
  14	
  they	have	a	taste	for	this	exotic	delicacy.	
  Otherwise,	the	character	must	run	outside	
  and	immediately	vomit.	
  Sampling	Plague	Milk	
  Cotter	keeps	some	of	the	“good	stuff”	under	
  his	counter.	Plague	milk	has	the	consistency	
  of	spoiled	sour	cream,	and	is	largely	
  separated.	Cotter	will	pour	the	plague	milk	
  free	of	charge,	and	will	warn	characters	who	
  are	about	to	drink	it,	“Don’t	mix	it	up!	You’ll	
  ruin	it!”	
  	 Characters	who	have	a	taste	for	Death	
  Cheese	(see	above)	will	find	Plague	Milk	
  refreshing.	Any	other	character	will	be	
  unable	to	swallow,	immediately	spitting	the	
  liquid	out.	
  Catoblepas	Escape!	
  After	the	party	has	had	the	opportunity	to	
  ask	around,	they	may	be	ready	to	head	
  towards	the	graveyard.	Before	leaving,	
  however,	they	see	Drask	hurrying	his	way	
  towards	the	graveyard	with	a	large,	empty	
  sack.	Before	they	are	able	to	stop	him,	a	loud	
  crash	and	a	cry	of	alarm	comes	from	the	
  Farsea	Mashes	Trading	Post.	
  ”They’re loose! Watch out!”, cries a voice from underneath the 
  collapsed tent. The tent lurches and enormous, mooing, tusked 
  creatures emerge. The Catoblepas eye your group, whipped 
  into a frenzy, and charge.  
   
  Just before the hideous, long-necked, half-pig, half-bison 
  beasts reach you, Cotter Cracktooth emerges from the collapsed 
  tent. “Don’t you hurt our little babies! They’re all we’ve got!” 
  Two	Catoblepas	charge	the	party,	fighting	
  without	regard	to	their	safety.	They’ve	been	
  whipped	into	a	frenzy	by	Pumfra,	and	sent	
  after	the	party	while	Pumfra	escapes	to	the	
  Monastery.	See	“The	Mystery”	at	the	
  beginning	of	the	adventure	for	more	
  information	about	Pumfra.	
  Adjusting	the	Encounter.	Here	are	some	
  suggestions	for	adjusting	this	encounter.	
  Strong	or	Very	Strong	party	Add	an	
  additional	Catoblepas.	
  Development.	
  After	the	fight,	Pumfra	is	nowhere	to	be	
  seen.	Cotter	runs	to	the	bodies	of	the	
  Catoblepas.	If	they	have	been	killed,	Cotter	
  curses	the	characters	and	weeps	over	the	
  Catoblepas	corpses.	If	the	party	spares	the	
  Catoblepas	by	incapacitating	them	in	some	
  way,	Cotter	rewards	the	party	(see	treasure)	
  	 After	the	commotion,	the	party	spies	the	
  mercenary	Drask,	paused	by	the	path	to	the	
  graveyard.	This	time,	his	pack	is	full.	When	
  he	notices	the	characters	have	seen	him,	he	
  retreats	into	the	darkness.	
  	 The	players	do	not	have	an	opportunity	to	
  take	a	short	rest	at	this	time.	Villagers,	
  pilgrims,	and	monks	are	in	the	streets	and	
  the	players	find	themselves	mobbed	by	
  people	asking	after	what	happened.	
  	 Additional	Rewards.	Award	an	additional	
  50XP	per	character	at	the	end	of	the	
  adventure	if	any	characters	tried	Death	
  Cheese	or	Plague	Milk.		
  Treasure	
  If	the	party	managed	to	save	the	lives	of	one	
  or	more	of	the	Catoblepas,	they	are	paid	a	
  reward	of	100gp	by	Cotter,	in	the	form	of	
  200	pounds	of	Death	Cheese	-	all	the	stock	
  he	has.	
  Giving	the	Players	a	Push	
  If	the	players	haven’t	figured	out	that	the	
  graveyard	is	where	they	need	to	go	next,	
  Pelara	Fresk,	the	barmaid,	runs	up	to	the	
  characters	after	the	fight.	
  ”You! Friends!” Pelara the barmaid calls as she runs towards 
  you through the gathering crowd. “I’m so glad you are alright! 
  Did you see anyone suspicious? I thought I saw lights up at the 
  graveyard! I thought it might be that creature I saw up there. 
  With the glowing eyes.” 
  Pelara	shares	whatever	information	she	
  needs	to	in	order	to	get	the	characters	to	the	
  next	part	of	the	adventure.	
  
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  The	Claw	of	Winter	
  	
  15	
  Part 4. Shades at Night 
  In	this	part,	the	characters	will	head	to	the	
  Graveyard,	where	they	have	an	opportunity	
  to	confront	Drask,	the	Mercenary.	This	is	
  optional,	and	is	one	of	the	opportunities	for	
  the	players	to	learn	the	“full	story”	behind	
  the	mystery.	
  The	Graveyard	
  Characters	traveling	to	the	graveyard	spot	
  Drask	Millian	up	ahead	on	the	path,	with	a	
  heavy	bundle	under	one	arm.		
  	 Characters	that	sneak	closer	can	notice	
  what	he	is	carrying:	a	bundle	of	firs,	a	half	
  loaf	of	bread,	and	a	bottle	of	wine.	Drask	
  stops	to	pray	at	a	small	shrine	to	Chauntea,	
  then	walks	into	the	graveyard	at	the	forest’s	
  edge.	
  	 Drask	is	Leara	Truesilver’s	lover,	and	he	
  has	not	seen	her	in	many	days.	He,	of	course,	
  doesn’t	know	that	she	is	dead.	
  You see the mercenary, Drask Millian, seated on furs in a 
  corner of the graveyard. He warms his hands over a small fire, 
  and looks around anxiously. He appears to have laid out a 
  picnic for two, and is expecting someone. 
  	 	
  	 Drask’s	Picnic.	Drask	waits	nervously	
  after	spreading	out	furs	and	a	picnic	for	two.	
  He	has	two	wooden	cups,	the	wine,	and	the	
  crust	of	bread.	It	is	cold	out,	and	he	is	clearly	
  nervous	that	his	company	will	never	show	
  up.	
  	 If	Drask	knows	Leara	is	dead.	If	Drask,	for	
  some	reason,	is	aware	of	Leara’s	fate,	he	is	
  here	not	to	meet	his	lover,	but	to	grieve	her.	
  Confronting	Drask	
  If	Drask	becomes	aware	of	the	party,	he	is	
  defiant,	and	seems	ready	for	a	fight.	He	is	
  wearing	his	armor	and	a	sword	is	at	his	hip.	
  He	will	not	draw	his	weapon	on	the	party	
  under	any	circumstance	short	of	being	
  attacked.	He	fights	as	a	veteran	if	the	party	
  attacks	him.	
  The mercenary gets to his feet and stands in a ready stance. In 
  one hand, he holds his lantern, the other he rests on his sword. 
  His eyes are red-rimmed and wild with grief. His breastplate 
  hangs crooked, one of the buckles has snapped off. 
   
  ”I knew it!” he cries out. “I knew you would come for me 
  sooner or later. You’d like to keep us apart, wouldn’t you? You 
  can’t. She is with child, my child. We are in love!” 
  The	mercenary	is	distraught,	and	is	already	
  beginning	to	suspect	something	is	wrong.	He	
  answers	questions	with	defiance.	Modify	his	
  answers	appropriately	if	the	party	tells	him	
  of	Leara’s	fate.	By	the	end	of	the	
  conversation,	however	it	goes,	Drask	
  becomes	convinced	that	he	needs	to	leave	
  Huthduth	behind.	
  • Drask	and	Leara.	“We	are	in	love,	and	you	
  can’t	stop	us.	Can’t	a	man	have	a	bright	
  bird	of	his	choice?”	
  • Drask’s	Plan.	“Leara	is	with	child.	I	have	
  enough	money	saved	to	take	us	west.	I	
  have	friends	in	Baldur’s	Gate.	They	won’t	
  care	about	her	rank.”	
  • Leara’s	Pregnancy.	“A	noble	can	sire	a	
  bastard,	but	a	man	can’t?	I	intend	to	do	
  right	by	her!”	
  • Leara’s	Whereabouts.	“I	don’t	get	to	see	
  her	often.	Her	work	at	the	Monastery	
  keeps	her	busy.	What	have	you	done	with	
  her?”	
  Development	
  If	Drask	learns	of	Leara’s	fate,	or	already	
  knows,	he	only	answers	a	few	questions	
  before	he	flees	from	the	graveyard	back	to	
  the	village.		
  	 If	Drask	is	still	ignorant	of	Leara’s	fate,	he	
  instead	leaves	in	disgust,	believing	that	
  Leara’s	family	hired	the	adventurers	to	
  separate	him	from	her.	
  ”You must think me a fool,” says Drask with an air of finality. 
  Leaving behind his picnic, he walks towards the path leading 
  back to the village. At the shrine, he stops, and turns back. 
   
  ”You won’t be seeing me again,” he calls. “There’s nothing 
  for me here. If you can get word to her sister, tell her that I’m 
  sorry.” 
  
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  The	Claw	of	Winter	
  	
  16	
  	 Additional	Rewards.	If	the	party	
  confronts	Drask	and	learns	of	his	and	Leara’s	
  plans,	award	each	character	100XP	at	the	
  end	of	the	adventure.	
  A	Shade	in	the	Dark	
  Whether	or	not	the	party	confronted	Drask,	
  they	are	observed	by	the	Shade,	Rastic	
  Orberan.	Rastic	is	not	a	villain,	rather,	he	is	
  interested	in	his	self-preservation.	He	
  reaches	out	to	the	party.	
  A voice from the forest calls out. “Adventurers, hear me! I 
  mean you no harm!”  
   
  From the forest, two yellow-gleaming eyes shine. A grey-
  skinned man in torn and stained scholar’s robes steps into the 
  moonlight. “My name is Rastic Orberan, I’m a shade, yes, but 
  no enemy, and no danger to you.” The shade gives a formal 
  bow. 
   
  “If you follow me, I can take you to the bodies. Something 
  hunts the women of your village.” 
  Rastic	the	shade	is	beginning	to	suspect	that	
  he	is	being	drawn	into	danger.	He	has	been	
  surviving	off	of	the	Death	Cheese	that	
  Pumfra	Cracktooth	has	been	bringing	him,	
  but	has	had	no	other	contact	with	the	people	
  of	Huthduth.	He	does	whatever	is	necessary	
  to	make	the	party	comfortable	enough	to	
  follow	him,	including	submitting	to	arrest,	
  gags,	anything.	To	anyone	looking	at	him,	he	
  is	clearly	neither	a	fighting	man	nor	a	spell	
  caster.	
  Shortcutting the Adventure 
  It	is	very	possible	the	the	party	chooses	to	attack	Rastic.	The	
  adventure	allows	this,	and	it	will	affect	the	ending	significantly.	
  What	to	do	if	the	party	attacks	the	Shade	
  	If	Rastic	is	attacked,	he	fights	as	a	noble	and	
  does	not	fight	back,	only	taking	the	dodge	
  ation.	On	his	turn,	all	he	does	is	beg	for	his	
  life	and	swear	to	his	innocence.	If	Rastic	is	
  still	killed,	proceed	to	“Returning	to	
  Hutduth”	below	and	consult	the	section,	“If	
  the	Shade	was	killed”	for	guidance.	
  Treasure	
  If	the	party	killed	the	shade,	they	are	able	to	
  take	his	belt	pouch	which	contains	6x50gp	
  sapphires.	
  Half-Buried	Corpses	
  If	the	party	chooses	to	follow	him	into	the	
  forest,	Rastic	leads	the	party	away	from	the	
  graveyard	to	a	distressing	scene.	Two	more	
  bodies	are	here,	only	half-buried.		
  The shade nervously leads you into the forest, muttering to 
  himself. After traveling for a few minutes, Rastic stops. 
   
  “There,” the Shade says, pointing to a moonlit patch of dirt 
  and snow on the ground. Reaching out of a thin layer of earth 
  are a few arms, golden hair, and dirty pilgrims robes. “You’ll 
  have to dig them up, I didn’t touch them.” 
  The	party	has	time	to	investigate	the	scene,	
  provided	they	are	will	to	clear	a	little	soil.	
  They	can	also	interrogate	the	Shade.	
  The	Scene	
  Rastic	waits	patiently	while	the	party	has	
  time	to	investigate	the	bodies.		
  Shortcutting the Adventure 
  Keep	in	mind	that	many	abilities	that	can	speak	to	the	dead	or	
  reveal	secrets	through	magical	means	will	not	work	in	this	
  adventure.	Consult	the	sidebar	on	page	6-7	if	you	need	to	
  refresh	yourself.	
  	 The	Bodies.	The	bodies	are	half	buried,	
  and	both	are	wearing	the	robes	of	
  Chauntean	monks.	Each	of	the	girls	has	a	red	
  paper	rose	in	her	hair.	
  	 A	DC	10	Wisdom	(Perception)	check	
  notices	that	there	are	no	signs	of	struggle	on	
  either	of	them,	and	that	they	have	the	same,	
  pale,	lifelike	quality	as	Leara	Truesilver’s	
  corpse.	
  	 The	girls	are	Hesia	Gillifoy	and	Clia	Senlon.	
  It	is	unlikely	the	characters	are	able	to	
  identify	them.	
  	 The	Paper	Roses.	The	roses	in	the	hair	of	
  each	girl	are	easily	recognizable	as	the	ones	
  that	Rory	Goodluck	gives	out	at	the	Mother’s	
  Bounty.	
  
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  The	Claw	of	Winter	
  	
  17	
  Interrogating	the	Shade	
  Rastic	Orberan	is	nervous,	but	still	believes	
  that	confessing	his	presence	and	turning	
  himself	in	is	the	best	way	for	him	to	stay	
  alive.	His	speech	is	polite,	but	halting,	since	
  he	has	spoken	to	so	few	people	in	the	last	
  year.	When	interrogated,	he	shares	the	
  following.	
  • His	Origin.	“I	had	the	fortune	of	not	being	
  in	Shade	Enclave	when	your	people…	
  overcame…	mine.	I	hid	for	a	time	in	the	
  Anauroch	desert	to	the	north,	then	made	
  my	way	south	once	I	realized	that	the	war	
  was	truly	lost.”	
  • His	Survival.	“An	orcish	woman	has	kept	
  me	alive,	I’m…	ashamed…	to	say.	She	has	
  fed	me	an	unusual	fortified	cheese	and	
  showed	me	which	roots	to	eat.	I’ve	lived	
  like	an	animal.”	
  • The	Bodies.	“I	found	these	while	digging	
  for	roots.	I	dared	not	touch	them.	They	
  both	have	this	paper	rose,	but	I	do	not	
  know	if	its	significance.”	
  • His	Surrender.	“You	can	take	me	to	the	
  Monastery	for	justice.	I	will	submit	to	any	
  prayer	your	priests	can	devise.	My	
  conscience	is	clear.”	
  Development	
  When	the	party	is	finished	interrogating	
  Rastic	and	exploring	the	scene,	he	makes	a	
  request.	
  ”I’ve told you everything I know,” the Shade says. “If I stay 
  out here, I’m as good as… dead. Please, take me to the 
  Monastery and I will… submit to inquisition there.” 
  If	the	party	has	mentioned	the	paper	rose	of	
  Rory	the	Bard,	Rastic	makes	another	
  suggestion.	
  ”The bard you mentioned, he has to… know something. This is 
  too much of a coincidence. It might further my case to confront 
  him, mayhap we should go there… directly?” 
  Rastic’s	preference	is	to	stay	close	to	the	
  party,	for	his	own	protection.	Whether	the	
  party	wishes	to	proceed	to	confront	Rory	the	
  Bard,	or	take	the	Shade	to	the	Abbess	
  directly,	Rastic	will	agree	to	the	party’s	
  decision.	
  	 Rastic	also	has	abilities	that	will	allow	him	
  to	meet	the	party	back	at	the	monastery,	if	
  the	party	trusts	him	to	do	so.	
  Returning	to	Huthduth	
  The	party	should	take	a	short	rest	before	returning	to	
  Huthduth.	
  	 Upon	return	to	Huthduth,	the	villagers	and	
  monks	are	still	in	the	street,	even	though	it	is	
  the	dead	of	night.	Word	has	gotten	out	that	
  girls	are	missing,	and	their	names:	Leara	
  Truesilver,	Hesia	Gillifoy,	and	Clia	Senlon.	
  Shortcutting the Adventure 
  Read	the	following	paragraphs	very	closely.	Each	of	the	
  possible	outcomes	from	Part	4	will	lead	to	a	different	
  sequence	of	events.	
  If	the	Shade	was	killed.		
  If	the	party	killed	Rastic,	they	have	the	
  option	of	confronting	Rory	the	Bard	(See	
  below),	if	they	pieced	together	enough	clues	
  to	implicate	him	–	notably,	if	they	found	the	
  other	girls’	bodies	and	the	paper	roses	in	
  their	hair.		
  	 If	the	party	is	ignorant	of	the	connection	
  (likely),	a	monk	from	the	Monastery	runs	to	
  meet	the	adventurers.	
  A monk runs down the path from the monastery and waves his 
  arms excitedly. “We’ve been looking for you everywhere,” the 
  Monk says. “The Abbess needs to speak with you right away.” 
  The	monk	animatedly	insists	that	the	party	
  get	going	to	the	Monastery.	Proceed	to	
  Section	5.	
  If	the	Shade	survived	and	is	with	the	party.		
  If	Rastic	is	with	the	party,	they	have	an	
  opportunity	to	confront	Rory	the	Bard	(See	
  Below).	When	this	confrontation	is	over,	or	if	
  the	party	chooses	not	to,	continue	to	“Mob	
  Rule”,	below.	
  
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  18	
  If	the	Shade	survived	and	is	not	with	the	party.		
  If	Rastic	is	not	with	the	party,	the	party	still	
  has	an	opportunity	to	confront	Rory	the	
  Bard	(See	Below).	When	this	confrontation	is	
  over,	or	if	the	party	chooses	not	to,	continue	
  to	“The	Coven’s	Thralls”,	below.	
  (Optional)	Confronting	Rory	the	Bard	
  Only	play	this	section	if	the	party	suspects	Rory	the	Bard	and	
  chooses	to	confront	him	when	returning	to	Huthduth.		
  Rory	is	in	the	common	room	of	the	Mother’s	
  Bounty	inn,	and	is	alarmed	to	see	the	party.	
  He	begins	making	excuses	as	soon	as	the	
  party	advances	on	him.	
  The bard squirms in his chair and winces, as if he’s expecting 
  to be struck. “I know Hesia and Clia! But I didn’t do anything 
  to them! They were my bright birds, the prettiest girls in all the 
  realms!” 
  When	questioned,	either	in	public	or	in	
  private,	he	cracks	immediately.	
  Hesia	Gillifoy.	“Hesia,	she	was	a	sweetheart,	
  in	training	to	be	a	monk!	Oh,	she	was	quite	
  spry.	But	very	devout,	she	wanted	a	child	to	
  bear	in	tribute	for	the	Mother!	Who	am	I	to	
  resist?”	
  Clia	Senlon.	“Clia	was	Hesia’s	friend,	the	
  barmaid	introduced	her	to	me	her.	She’s	
  really	looking	out	for	me.	You	don’t	think	
  that	Pelara	is	involved	in	this,	do	you?”	
  Pelara	Fresk,	the	barmaid.	“Pelara	is	quite	
  the	matchmaker,	she	told	me	all	about	the	
  monks’	unusually…	free	attitudes	towards	
  taking	lovers.	Where	she	learned	this,	I	don’t	
  know!	She’s	not	really	the	devout	type.”	
  Leara	Truesilver.	“No,	no,	no,	I’m	not	that	
  crazy!	I’d	have	to	be	a	damned	fool	to	go	
  after	a	noblewoman!	When	daddy	calls	her	
  home,	do	you	think	he’ll	be	happy	his	
  daughter	keeps	a	commoner?”	
  The	Murders.	“That’s	not	me!	That’s	not	me!	
  Pelara	the	barmaid,	she	says	the	bodies	have	
  no	markings	on	them,	and	that	it’s	dark	
  magic!	Do	I	look	like	a	dark	magician	to	
  you?”	
  Rory	professes	his	innocence,	but	will	not	go	
  willingly	to	the	Monastery	unless	
  threatened.	
  Development.	Regardless	of	whether	Rory	
  is	with	the	party	or	not,	continue	with	the	
  appropriate	section	below:	
  “Mob	Rule”,	if	the	Shade	is	alive	
  “The	Coven’s	Thralls”,	if	the	Shade	has	been	
  killed	
  Mob	Rule	
  Only	play	this	section	if	the	Shade	survived	and	is	with	the	
  party	when	they	approach	the	Monastery.		
  With	word	out	about	the	murders,	Drask	
  Millian	has	returned	with	a	crew	out	to	
  avenge	themselves	on	the	Shade.	Drask	and	
  his	band	of	hardscrabble	mercenaries	block	
  the	party’s	progress	to	the	Monastery.	They	
  fight	as	a	group	of	five	veterans.	
  In the moonlight, Drask and a group of fighting men stand in a 
  line across the main road to the Monastery. 
   
  ”Give us the Shade. We don’t care about your charter. We’ll 
  take care of this monster and be on our way.” The shade takes a 
  step back to hide behind your group. “I surrendered to you in 
  good faith, adventurers. Don’t let them take me.” 
   
  ”We don’t care what you did or didn’t do!” Drask calls. 
  “You’ll die just the same, including those who harbor you!” 
  Choice  
  The	party	may	hand	over	Rastic	the	Shade	if	they	choose	to.	
  Continue	to	“Development”	below.	Do	not	award	experience	
  for	defeated	foes	in	this	instance.	
  	
  If	the	party	chooses	to	protect	Rastic,	battle	is	unavoidable.	
  Tactics.	The	five	veterans	are	determined	
  to	kill	the	shade.	They	will	choose	to	
  incapacitate	rather	than	kill	any	player	
  characters.	For	all	their	bluster,	these	
  mercenaries	are	not	willing	to	commit	a	
  capital	crime	in	Cormyr.	These	desperate	
  men	fight	until	the	last	one	is	killed	or	
  incapacitated.	
  Adjusting the Encounter.  
  Here	are	some	suggestions	for	adjusting	this	encounter.	They	
  are	not	cumulative.	
  • Very	weak	party:	remove	two	veterans.	
  • Weak	party	remove	one	veteran.	
  
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  The	Claw	of	Winter	
  	
  19	
  • Strong	or	Very	Strong	party:	Add	one	veteran.	
  Treasure	
  Rastic	has	a	belt	pouch	with	6x50gp	
  sapphires.	
  Rewards	
  If	the	party	refused	to	surrender	Rastic,	
  award	100XP	at	the	end	of	the	adventure	to	
  each	character,	as	a	story	award.	
  Development	
  The	party	now	has	the	attention	of	the	entire	
  village.	The	locals	are	curious	about	the	
  shade	and	walk	behind	the	party	as	they	
  approach	the	closed	doors	of	the	sanctuary.	
  Continue	to	Section	5.	
  The	Coven’s	Thralls	
  Only	play	this	section	if	the	Shade	survived	and	is	not	with	the	
  party	when	they	approach	the	Monastery.		
  	With	word	out	about	the	murders,	and	the	
  populace	frightened,	there	is	only	one	loose	
  end	for	the	Coven	to	tie	up	-	the	party.	Five	
  men	at	arms	wearing	the	symbol	of	
  Chauntea	on	their	breastplates	stand	on	the	
  steps	of	the	Monastery.	They	fight	as	a	group	
  of	five	veterans.	
  In the moonlight, five armed men stand on the steps. One of 
  them is Drask Millian, his breastplate still half-buckled. They 
  stand as if half-asleep, listing from side to side. Drask speaks in 
  a dead, monotone voice. 
   
  “Come no further. The Abbess has ordered us to take you 
  inside. Put your hands up and surrender yourselves.” 
  The men at arms, as one, draw swords and stand at the ready. 
   
  “We have dispensation from the Abbess to cut you down if 
  you do not surrender. Chauntea the Mother will forgive us for 
  what we must do.” 
  Choice 
  These	ensorcelled	men	cannot	be	reasoned	with.	The	party	
  may	surrender.	If	they	do,	continue	directly	to	Section	5.	Do	
  not	award	experience	for	defeated	foes	in	this	instance.	
  If	the	party	refuses	to	surrender,	battle	is	unavoidable.	
  Tactics.		
  The	five	veterans	are	determined	to	kill	the	
  party	members.	They	give	no	quarter	and	
  accept	no	surrender.	These	desperate	men	
  fight	until	the	last	one	is	killed	or	
  incapacitated.	
  Adjusting the Encounter.  
  Here	are	some	suggestions	for	adjusting	this	encounter.	They	
  are	not	cumulative.	
  • Very	weak	party:	remove	two	veterans.	
  • Weak	party	remove	one	veteran.	
  • Strong	or	Very	Strong	party:	Add	one	veteran.	
  Development		
  The	party	now	has	the	attention	of	the	entire	
  village.	The	locals	are	afraid,	and	keep	their	
  distance	behind	the	party	as	they	approach	
  the	closed	doors	of	the	sanctuary.	Continue	
  to	Section	5.	
  
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  The	Claw	of	Winter	
  	
  20	
  Part 5. The Claw of Winter 
  This	section	is	the	final	showdown	between	
  the	party	and	the	coven	of	Penanggalan.		
  Entering	the	Sanctuary	
  When	the	party	enters	the	sanctuary	they	
  find	a	grisly	scene.	Pilgrims	bodies	cover	the	
  floor,	and	several	monks	pace	over	the	
  corpses.	At	the	dais,	the	coven	waits	for	the	
  party.	Read	the	following,	then	continue	with	
  the	appropriate	section,	depending	on	
  whether	the	party	enters	on	their	own,	or	
  under	armed	escort.	
  The dimly lit sanctuary is a vision out of a nightmare. The 
  groaning, broken bodies of a dozen pilgrims cover the floor. 
   
  Wet blood covers the scene. A handful of monks, dead-eyed, 
  pace the sanctuary and lash out with cudgels to deal killing 
  blows to the pilgrims that are still alive. 
   
  Atop the dais is the still-breathing figure of the High 
  Harvestmaster surrounded by three figures. The Abbess, the 
  Barmaid, and the Orc. 
  If	the	party	is	brought	in	under	armed	escort.	
  Read	the	following	then	continue	to	“The	
  Showdown.”	
  The doors close behind you, and a heavy thud echoes through 
  the chamber as the way back has been barred from the other 
  side. 
  If	the	party	comes	in	on	their	own.	
  Read	the	following	then	continue	to	“The	
  Showdown.”	
  The doors close behind you, and a heavy thud echoes through 
  the chamber as the way back has been barred from the other 
  side. 
  The	Showdown	
  The	coven	has	nothing	to	lose,	as	they	seek	
  to	wreak	the	most	destruction	they	can	
  before	fleeing	to	re-establish	their	coven	in	a	
  new	place.	
  ”You’re either very clever or very foolish. Either way, you’re 
  too late,” the Abbess crows. “We will be gone from here before 
  the sun rises!” 
   
  The monks pacing the hall turn towards your group, and emit 
  a chorus of croaking, rasping, laughs. Their mouths elongate, 
  revealing fangs. Blood covers the monks mouths and necks. 
  Only their fangs are gleaming white. 
   
  Pelara the Barmaid cries in exultation, then begins to 
  shudder. The other two women begin as well, as blood pours 
  from open slits on their necks. Tiny batwings grow out of their 
  open throats, and with a tearing, smacking sound the heads 
  separate from their bodies. 
   
  The heads strain for just a moment, then pull the rest of the 
  women’s internal organs out of the chest cavities. The entrails, 
  stuck to the flying heads, reach out like grasping tentacles to 
  push off from the now useless bodies. 
   
  The separated heads take flight, and laugh maniacally as they 
  swoop towards you. 
  The	final	showdown	has	begun!	The	three	
  penanggalans	attack	the	party,	while	the	
  monks	stand	silently.	
  Tactics		
  The	three	penanggalan	seek	to	kill	the	
  characters,	and	prioritize	spell	casters	and	
  characters	that	can	deal	magic	damage.	If	
  any	of	the	monks	participate	in	the	battle,	
  (See	Adjusting	the	Encounter),	they	seek	to	
  surround	the	melee	characters	first,	focusing	
  their	attacks	on	one	target	at	a	time.	They	
  fight	as	thugs.	If	the	Penanggalan	are	killed,	
  any	monks	participating	in	the	fight	are	
  automatically	incapacitated.	
  Adjusting the Encounter.  
  Here	are	some	suggestions	for	adjusting	this	encounter.	They	
  are	not	cumulative.	
  • Very	weak	party:	The	Penanggalan	each	have	44	hit	points,	
  and	add	2	monks	(thugs).	
  • Weak	party:	The	Penanggalan	each	have	44	hit	points,	and	
  add	3	monks	(thugs).	
  • Strong	party:	Add	3	monks	(thugs).	
  • Very	Strong	party:	Add	4	monks	(thugs).	
  Treasure		
  Pellara’s	diamond	choker	is	worth	500gp.	
  Development		
  At	the	end	of	the	battle,	the	villagers	run	into	
  the	sanctuary	a	begin	the	work	of	helping	
  the	surviving	pilgrims.	The	High	
  Harvestmaster	recovers,	and	the	party	may	
  
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  The	Claw	of	Winter	
  	
  21	
  head	back	home	to	redeem	their	charter	
  reward.		
  Epilogue	
  Because	of	the	many	possible	outcomes	to	
  the	adventure,	and	the	natural	curiosity	of	
  players,	this	adventure	has	a	special	
  epilogue.		
  	 Read	the	Epilogue	below	out	loud,	starting	
  with	Epilogue	Introduction,	then	reading	
  only	the	following	sections	that	apply,	based	
  on	what	the	party	learned	in	the	adventure.	
  Be	sure	to	end	with	the	Epilogue	End	
  section.	
  	 Some	parties	may	have	“unlocked”	all	of	
  the	paragraphs.	Others	may	only	get	a	few	
  details.	
  	 After	you	are	done	reading	the	epilogue,	
  the	adventure	is	ended	and	experience	and	
  treasure	awarded.	
  Epilogue	Introduction	
  When you return from your charter, you are awarded your 
  promised reward: 500 gold pieces to split. The gold is little 
  consolation for the horrors you witnessed, and for some time 
  you think back and wonder if you could have learned more. 
  If	the	party	confronted	Drask	Millian	
  Drask Millian was a mercenary who fell in love with the wrong 
  woman. Leara Truesilver was a poor match, but love could not 
  be denied. The Truesilvers denied any of the details, of course, 
  only willing to admit that their daughter died in “an accident” 
  at the Monastery. 
  If	the	party	confronted	Rory	Goodluck	
  The bard, Rory Goodluck, thought he had found a lifestyle that 
  was too good to be true. It was. The creature posing as a 
  barmaid brought willing worshippers of Chauntea to his bed, 
  only to kill them later when the women were with child. 
   
  It was the one thing the victims had in common. The horror 
  of creatures that would do such a thing is almost too much to 
  bear, and it is awhile before you can sleep through the night. 
  If	the	party	interrogated	Rastic	Orberan	
  The shade Rastic was a patsy. The monster posing as an orc 
  woman, Pumfra, had kept him fed in the forest as an escape 
  plan. He was only allowed to live as a convenient excuse. And 
  your party almost walked into the plan. 
  If	the	party	killed	Rastic	Orberan	
  It seemed a good idea at the time to kill the Shade. You think 
  back on the choices you made and wish you had heard him out 
  more. Perhaps more lives could have been saved. 
  If	Rastic	survived	the	adventure	
  Rastic Orberan was brought to justice, finally. His sentence was 
  exile, predictably. The nobles in Cormyr were too scared of 
  Shades to allow them to live free, but too honorable to execute 
  or imprison a man who had done nothing wrong. 
  If	the	party	killed	any	of	the	armed	men	
  (including	any	monks	in	the	monastery)	upon	
  return	to	Huthduth	from	the	graveyard	
  The crown pardoned your group for the murders you 
  committed on your quest. It seemed like a small thing next to 
  the destruction of the hideous monsters. Still, you won’t be 
  welcome in the Stormhorn passes. It’s a big world, and maybe 
  you won’t need to go there again. 
  If	the	party	spared	all	of	the	armed	men	
  (including	any	monks	in	the	monastery)	upon	
  return	to	Huthduth	from	the	graveyard	
  The men you had to fight upon return to Huthduth have no 
  memory of the events. They must have been under the charm of 
  the hideous creatures in the Monastery. To think you had come 
  so close to murdering them. 
  
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  The	Claw	of	Winter	
  	
  22	
  If	a	member	of	the	party	bought	the	book,	
  “Grimoire	of	the	Undead”	by	Hastel	
  Witchquiddler	
  Whether it was chance or fate, the book you bought at Cybele’s 
  Curiosities had some answers. The creature you killed have a 
  name - Penanggalan. The foul creatures are a type of vampires 
  from Kara-Tur, with a particular appetite. They live off of the 
  blood of women who are expecting to give birth, consuming 
  the life essence of both mother and unborn child. The 
  knowledge doesn’t comfort, rather, you find yourself flipping 
  through the other pages of the Grimoire wondering what other 
  evil could be out there. 
  Epilogue	–	End	
  Pocketing the reward for the charter, you exit the crown 
  Exchequer’s office a little bit richer, but changed forever.
   
   
  
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  The	Claw	of	Winter	
  	
  23	
  Rewards 
  Make	sure	the	players	park	their	rewards	
  on	the	character	sheets.	
  Experience	
  Total	up	all	combat	experience	earned	for	
  defeated	foes,	and	divide	by	the	number	of	
  characters	present	in	the	combat.	For	non-
  combat	experience,	the	rewards	are	listed	
  per	character.	Give	all	characters	in	the	
  party	non-combat	experience	awards	
  unless	otherwise	noted.		
  Combat	Awards	
  Name of Foe 
  XP per Foe 
  Catoblepas 
  1,800 
  Noble 
  25 
  Penanggalan 
  1,800 
  Thug 
  100 
  Veteran 
  700 
  Wyvern 
  2,300 
  Non-Combat	Awards	
  Task or Accomplishment 
  XP per character 
  Found Leara’s letters 
  50 
  Tasted Death Cheese or Plague 
  Milk 
  50 
  Learned of Drask and Leara’s plans 
  100 
  	 The	minimum	total	award	for	each	
  character	participating	in	this	adventure	is	
  4,500	experience	points.		
  	 The	maximum	total	award	for	each	
  character	participating	in	this	adventure	is	
  7,500	experience	points.		
  	
  Treasure	
  The	characters	receive	the	following	
  treasure,	divided	up	among	the	party.	
  Characters	should	attempt	to	divide	
  treasure	evenly	whenever	possible.	Gold	
  piece	values	listed	for	sellable	gear	are	
  calculated	at	their	selling	price,	not	their	
  purchase	price.		
  	
  Treasure	Awards	
  Item Name 
  GP value 
  200 lbs. of Death Cheese 
  100 
  Rastic’s gems 
  300 
  Pellara’s choker 
  500 
  Charter reward 
  500 
  Leara’s	Dagger	+1	
  Weapon,	uncommon	
  This	fine	dagger	is	worked	masterfully	in	
  platinum	and	silver,	and	is	reassuringly	
  warm	to	the	touch.	
  Renown		
  All	characters	earn	one	renown	point	for	
  participating	in	this	adventure. 	
  Downtime	
  Each	character	receives	ten	downtime	
  days	at	the	conclusion	of	this	adventure.	
   
   
  
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  The	Claw	of	Winter	
  	
  24	
  Appendix: Monster/NPC 
  Statistics 
  	
  Wyvern		
  Large	dragon,	unaligned	
  Armor	Class		13	(natural	armor)	
  Hit	Points		110	(13d10	+	39)	
  Speed		20	ft.,	fly	90	ft.	
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 
  10 (+0) 
  16 (+3) 
  5 (-3) 
  12 (+1) 
  6 (-2) 
   
  Skills	Perception	+4	
  Senses	darkvision	60	ft.,	passive	Perception	
  14	
  Languages	--		
  Challenge		6	(2,300	XP)	
  	
  Actions	
  Multiattack.	The	wyvern	makes	two	attacks:	
  one	with	its	bite	and	one	with	its	stinger.	
  While	flying,	it	can	use	its	claws	in	place	of	on	
  other	attack.	
  Bite.	Melee	Weapon	Attack:	+7	to	hit,	reach	
  10	ft.,	one	creature.	Hit:	11	(2d6	+	4)	piercing	
  damage.	
  Claws.	Melee	Weapon	Attack:	+7	to	hit,	reach	
  5	ft.,	one	target.	Hit:	13	(2d8	+	4)	slashing	
  damage.	
  Stinger.	Melee	Weapon	Attack:	+7	to	hit,	
  reach	10	ft.,	one	creature.	Hit:	11	(2d6	+	4)	
  piercing	damage.	The	target	must	make	a	DC	
  15	Constitution	saving	throw,	taking	24	(7d6)	
  poison	damage	on	a	failed	save,	or	half	as	
  much	damage	on	a	successful	one.	
  	
  Catoblepas		
  Large	monstrosity,	neutral	evil	
  Armor	Class		17	(natural	armor)	
  Hit	Points		102	(12d10	+	36)	
  Speed		30	ft.	
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 
  10 (+0) 
  16 (+3) 
  3 (-4) 
  11 (+0) 
  4 (-3) 
   
  Skills	--	
  Senses	passive	Perception	10	
  Languages	--		
  Challenge		5	(1,800	XP)	
  	
  Traits	
  Stunning	Ugliness.	When	a	creature	that	can	
  see	the	catoblepas		starts	its	turn	within	30	
  feet,	the	Catoblepas	can	force	it	to	make	a	DC	
  15	Constitution	saving	throw.	A	creature	that	
  fails	the	save	is	stunned,	and	begins	vomiting	
  uncontrollably.	The	stunned	creature	may	
  repeat	the	saving	throw	at	the	end	of	each	of	
  its	turns,	ending	the	effect	on	a	success.	
  	 Unless	surprised,	a	creature	can	avert	its	
  eyes	to	avoid	the	saving	throw	at	the	start	of	
  its	turn.	If	the	creature	does	so,	it	can’t	see	
  the	catoblepas	until	the	start	of	its	next	turn,	
  when	it	can	avert	its	eyes	again.	If	the	
  creature	looks	at	the	catoblepas	in	the	
  meantime,	it	must	immediately	make	the	
  save.	
  Actions	
  Multiattack.	The	catoblepas	uses	gore	and	
  then	uses	sweeping	tail	against	up	to	three	
  separate	targets.	
  Gore.	Melee	Weapon	Attack:	+7	to	hit,	reach	
  5	ft.,	one	creature.	Hit:	17	(2d12	+	4)	piercing	
  damage.	
  Sweeping	Tail.	Melee	Weapon	Attack:	+7	to	
  hit,	reach	5	ft.,	one	target.	Hit:	9	(1d8	+	4)	
  slashing	damage.	
  	
  
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  The	Claw	of	Winter	
  	
  25	
  Noble		
  Medium	humanoid,	neutral	evil	
  Armor	Class		15	(breastplate)	
  Hit	Points		9	(2d8)	
  Speed		30	ft.	
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  12 (+1) 
  11 (+0) 
  12 (+1) 
  14 (+2) 
  16 (+3) 
   
  Skills		Deception	+5,	Insight	+4,	Persuasion	+5	
  Senses		passive	Perception	10	
  Languages		any	two	languages	
  Challenge		1/8	(25	XP)	
  	
  Actions	
  Rapier.	Melee	Weapon	Attack:	+3	to	hit,	
  reach	5	ft.,	one	target.	Hit:	5	(1d8	+	1)	piercing	
  damage.	
  	
  	
  Veteran		
  Medium	humanoid	(any	race),	any	alignment	
  Armor	Class		17	(splint)	
  Hit	Points		58	(9d8	+	18)	
  Speed		30	ft.	
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  13 (+1) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills		Athletics	+2,	Perception	+2	
  Senses		passive	Perception	12	
  Languages		any	one	language	(usually	
  Common)	
  Challenge		3	(700	XP)	
  Actions	
  Multiattack.	The	veteran	makes	two	
  longsword	attacks.	If	it	has	a	shortsword	
  drawn,	it	can	also	make	a	shortsword	attack.	
  Longsword.	Melee	Weapon	Attack:	+5	to	hit,	
  reach	5	ft.,	one	creature.	Hit:	7	(1d8	+	3)	
  slashing	damage,	or	8	(1d10	+	3)	slashing	
  damage	if	used	with	two	hands.	
  Shortsword.	Melee	weapon	attack:		+5	to	hit,	
  reach	5	ft.,	one	target.	Hit:	6	(1d6	+	3)	piercing	
  damage.	
  Heavy	Crossbow.	Ranged	Weapon	Attack:	+2	
  to	hit,	range	100/400	ft.,	one	target.	Hit:	5	
  (1d10)	piercing	damage	
  	
  	
  	
  
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  The	Claw	of	Winter	
  	
  26	
  Penanggalan		
  Tiny	undead,	chaotic	evil	
  Armor	Class		15	(natural	armor)	
  Hit	Points		61	(11d4	+	33)	
  Speed		10	ft.,	fly	40	ft.	
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  16 (+3) 
  16 (+3) 
  11 (+0) 
  12 (+1) 
  12 (+1) 
   
  Skills	Perception	+4,	Stealth	+6	
  Damage	Resistances	necrotic;	bludgeoning,	
  piercing,	and	slashing	from	nonmagical	
  weapons	
  Senses	darkvision	60	ft.,	passive	Perception	
  13	
  Languages	the	languages	it	knew	in	life		
  Challenge		5	(1,800	XP)	
  	
  Traits	
  Regeneration.	The	penanggalan	regains	10	hit	
  points	at	the	start	of	its	turn	if	it	has	at	least	1	
  hit	point	and	isn’t	in	sunlight.	If	the	
  penanggalan	takes	radiant	damage	or	damage	
  from	holy	water,	this	trait	doesn’t	function	at	
  the	start	of	the	penanggalan’s	next	turn.	
  Actions	
  Multiattack.	The	penanggalan	uses	is	
  Frightful	Presence.	It	then	makes	two	attacks,	
  only	one	of	which	can	be	a	bite	attack.	
  Grasping	Entrails.	Melee	Weapon	Attack:	+6	
  to	hit,	reach	20	ft.,	one	creature.	Hit:	14	(3d6	
  +	3)	bludgeoning	damage,	the	target	is	
  grappled,	and	the	penanggalan	may	choose	to	
  move	to	a	space	adjacent	to	the	target.	This	
  movement	does	not	provoke	attacks	of	
  opportunity.	
  Bite.	Melee	Weapon	Attack:	+6	to	hit,	reach	5	
  ft.,	one	willing	creature,	or	a	creature	that	is	
  grappled	by	the	penanggalan,	incapacitated,	
  or	restrained.	Hit:	6	(1d6	+	3)	piercing	
  damage,	plus	9	(2d8)	necrotic	damage.	The	
  target’s	hit	point	maximum	is	reduced	by	an	
  amount	equal	to	the	necrotic	damage	taken,	
  and	the	penanggalan	regains	hit	points	equal	
  to	that	amount.	The	reduction	lasts	until	the	
  target	finishes	a	long	rest.	The	target	dies	if	
  this	effect	reduces	its	hit	point	maximum	to	0.	
  	
  Frightful	Presence.	Each	creature	of	the	
  penanggalan’s	choice	that	is	within	60	feet	of	
  the	penanggalan	and	can	see	it	must	succeed	
  on	a	DC	15	Wisdom	saving	throw	or	become	
  frightened	for	1	minute.	A	creature	can	
  repeat	the	saving	throw	at	the	end	of	each	of	
  its	turns,	ending	the	effect	on	itself	as	a	
  success.	If	a	creature’s	saving	throw	is	
  successful	or	the	effect	ends	for	it,	the	
  creature	is	immune	to	any	penanggalan’s	
  Frightful	Presence	for	24	hours.		
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  The	Claw	of	Winter	
  	
  27	
  Thug		
  Medium	humanoid	(any	race),	any	non-good	
  alignment	
  Armor	Class		11	(leather	armor)	
  Hit	Points		32	(5d8	+	10)	
  Speed		30	ft.	
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  11 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
   
  Skills		Intimidation	+2	
  Senses		passive	Perception	10	
  Languages		any	one	language	(usually	
  Common)	
  Challenge		1/2	(100	XP)	
  Pack	Tactics.	The	thug	has	advantage	on	an	
  attack	roll	against	a	creature	if	at	least	one	of	
  the	thug’s	allies	is	within	5	feet	of	the	
  creature	and	the	ally	isn’t	incapacitated.	
  Actions	
  Multiattack.	The	thug	makes	two	melee	
  attacks.	
  Mace.	Melee	Weapon	Attack:	+4	to	hit,	reach	
  5	ft.,	one	creature.	Hit:	5	(1d6	+	2)	
  bludgeoning	damage.	
  Heavy	Crossbow.	Ranged	Weapon	Attack:	+2	
  to	hit,	range	100/400	ft.,	one	target.	Hit:	5	
  (1d10)	piercing	damage.	
  	
  	
  	
  	
  	
  	
  	
  
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  The	Claw	of	Winter	
  	
  28	
  Handout 1 – Royal Charter 
  	
  	
  On this day, 4 Alturiak 1487 DR, the company,                                            , is 
  expressly empowered by Her Royal Majesty Raedra Obarskyr, until 1 Ches, 1487 
  DR, to grant a limited charter of the right to bear arms within the territories and 
  protectorates of Cormyr, the Forest Kingdom. 
   
  The Company,                                                   is relied upon to act in the best 
  interest of the Kingdom of Cormyr. Know ye, by this good and true document, that 
  members of the Company are entitled to bear arms within the lands under our writ 
  and hand, for the express purpose of escorting pilgrims to the monastery at Huthduth.  
   
  This writ applies to the following certain lands: Calantar’s Way from Suzail to 
  Arabel, the High Road from Arabel to Eagle Peak, the settlements of Eveningstar, 
  Tyrluck, and Huthduth, the Stormhorn Mountain Range, the fortress at High Horn. 
   
   
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  The	Claw	of	Winter	
  	
  29	
  Handout 2: Map of Huthduth and Region 
  	
   
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  The	Claw	of	Winter	
  	
  30	
  Handout 3: Excerpt - Leara’s Tear-Stained Letter From Home 
  	
  	
  	
  	
  	
  	
  “Father led soldiers in the war against Shade. He knew their depraved and 
  violent nature. He would never approve of such a match.” 
  	
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Non-Publisher Titles/The Claw of Winter.pdf