TEXT:  
   
   
   
   
   
  
   
   
  FOREWORD 
   
  ONE COMPANION TO RULE THEM ALL 
  No campaign is easy for a Dungeon Master to run but the 
  Rime of the Frostmaiden Companion ("Companion" for 
  short) is devoted to making it easier and more satisfying 
  for you to run. By providing new hooks, variants, flavor 
  text, as well as any referential information for creature 
  statistics or magic items, this supplement should make for 
  a faithful companion to keep at your side.  
   
  ABOUT THE AUTHOR 
  Wyatt Trull—that's me—is an American nerd avoiding all 
  his responsibilities by teaching English abroad. He's 
  currently languishing in the South Korean countryside. 
  You can check out more of his—my—work on his 
  website (wyatttrull.com) or his DMs Guild page, or his 
  Twitter (@Wyatt_Trull).  
   
  ART CREDITS 
  All hail our glorious artist: 
  Cover et al: Dean Spencer (© Dean Spencer) 
   
  LEGAL STUFF 
  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. 
   
  USING THIS SUPPLEMENT 
  The Companion is quite formulaic; every chapter is 
  designed to be easily digestible, whether you're a veteran 
  reader or just diving into it mid-campaign.  
  Shorthand. 
  This 
  supplement 
  is 
  massive. 
  The 
  abbreviations below must be implemented to reduce the 
  strain on your printer or the scroll wheel of your poor, 
  poor mouse: 
  RoFM refers to Icewind Dale:Rime of the Frostmaiden.  
  Ch. refers to a chapter of the module (e.g. "Ch. 1"). 
  Appx refers to an Appendix of the Companion  
  MM refers to the Monster Manual  
  VGM refers to Volo's Guide to Monsters, the monsters of 
  which are featured in this guide.  
  MToF refers to Mordenkainen's Tome of Foes, the 
  monsters of which are sometimes featured in this guide. 
  XGE refers to Xanathar's Guide to Everything, the spells 
  and magic items of which are sometimes featured in this 
  guide's chapters.  
   
  APPENDICES 
  The Companion is devoted to maximizing your playtime 
  and minimizing interruptions at your table.  
  Appendix A provides the descriptions and locations of 
  magic items found throughout the chapter.  
  Appendix B provides the statistics of all monsters 
  featured throughout the chapter.  
  Appendix C provides details for spells, traps, diseases, 
  and other effects that might be featured in the chapter. A 
  qualifying effect is underlined in this supplement. 
   
   
  
   
  1 
  CHAPTER 2: OVERVIEW 
   
   
  RUNNING CHAPTER 2 
  Chapter 2 sees the adventurers striking out from Ten-
  Towns to explore the unforgiving wastes and rid them of 
  potential threats to Icewind Dale. Take your time with this 
  chapter, because once it's over, the campaign is locked 
  into a schedule: the adventurers have to invade Xardorok's 
  Fortress in Chapters 3 and defeat his dragon in Chapter 4.  
  Advancement. By now, your party should be 4th- or 
  5th-level. If they aren't, they're no match for the many 
  encounters or locales described in this chapter.  
  Timeline. Once you begin Chapter 2, assume that 
  2d6+4 days have passed without incident since the party 
  finished Chapter 1. Your campaign's narrative will be 
  more grounded with the passage of time. During that time, 
  the party sharpened their skills, let off some steam, and 
  collected rumors that they can pursue. They may have 
  even established an ally in Ten-Towns in the meantime.  
  The Next Chapter. Chapter 2 doesn't provide any leads 
  to Chapter 3; the party must still discover the duergar in 
  Caer-Konig or Easthaven, or speak with Hethyl in Caer-
  Dineval.  
   
  PREVIOUSLY ON RIME OF THE FROSTMAIDEN 
  By now, the adventurers' reputation has grown. News of 
  an enterprising band of adventurers reaches all corners of 
  Ten-Towns. Before running this chapter, refresh yourself 
  on your adventurers' exploits and answer these questions: 
  • Did the adventurers discover the duergar in Caer-Konig 
  or Easthaven?  
  • Have the adventurers encountered the Cult of Levistus 
  in Caer-Dineval? 
  • Has the Cold-Hearted Killer quest been completed? 
   
  These questions revolve around the pillars that support 
  Rime of the Frostmaiden's plotline. The duergar are the 
  main antagonists for Act II of the campaign (Chapters 3 
  and 4), so they must be foreshadowed beforehand. The 
  Cult of Levistus, stationed in Caer-Dineval, opposes the 
  duergar and is aware of their schemes. The adventurers 
  must encounter at least one of these factions because only 
  they provide leads to Chapter 3.  
  The Cold-Hearted Killer quest is noteworthy because it 
  confirms that the Frostmaiden is aware of the sacrifices 
  being made to her—and that they won't end her wrath. At 
  best, they keep her from punishing Icewind Dale further. 
  Sephek Kaltro, essentially, tells the adventurers that they 
  can't wait around for things to get better, because they 
  won't. It is up to them to end the Everlasting Rime.  
  ESTABLISHING A PARTY ALLY 
  Rime of the Frostmaiden is a mobile campaign in nature. 
  The adventurers are constantly on the move, investigating 
  and ending threats around Icewind Dale. Because of this, 
  it can be difficult for other characters to contact the party; 
  they're left waiting until the adventurers surface or return 
  to their town.  
  The Companion advocates the establishing of an ally—
  a recurring NPC that the adventurers can turn to for help, 
  lore, and communication. This character might join the 
  party for a time, depending on their own goals, or they 
  might remain in the relative safety of Ten-Towns. 
  Duties. The party ally is your tool behind-the-scenes. 
  They can collect information for the party and lead them 
  to quests or locales. While the adventurers are out in the 
  wilds, the ally is establishing contacts for the party and 
  acting as their liaison to Ten-Towns and other Icewind 
  Dale factions. The party can still be approached by other 
  characters, but having the ally means that they can worry 
  about dealing with dangers.   
  Potential Allies. The adventurers will meet many folks 
  in the course of this campaign, but few of them have the 
  potential of becoming actual allies. "Ally" in this context 
  refers to a constant companion that the adventurers can 
  turn to for a myriad of reasons: information, funds, and 
  favors. They will get to know this ally, whether they like 
  it or not. 
  Five potential allies have been selected below, each 
  chosen for their involvement (or potential involvement) 
  in Rime of the Frostmaiden and the narrative benefits they 
  can bring to the party. If you wish to make another 
  character an ally, first ask yourself how influential and 
  knowledgeable they are, as well as where they fit into the 
  plot of RoFM.  
  Gaining Allies. The adventurers must prove themselves 
  to a potential ally—a feat which is conveniently handled 
  in Chapter 1 of Rime of the Frostmaiden. If the party did 
  not directly assist a potential ally (such as through the 
  town's quest), word of their exploits can still motivate the 
  character to propose this relationship. 
  Goals. Just because a character is allied with the party 
  doesn't mean they don't pursue their own goals. Some may 
  have goals that the adventurers won't or don't agree with, 
  or even oppose. 
  Multiple Allies. Allies can come and go; there is no 
  harm in the adventurers temporarily allying with one of 
  these characters and then later turn to a new one that can 
  better aid in their current quest. In fact, it's even 
  encouraged that you utilize two to three allies, each with 
  different goals, morality, and purpose.   
   
   
   
  
   
  2 
  HLIN TROLLBANE 
  NG retired shield dwarf bounty 
   
  Introduced in the Cold-Hearted Killer quest, Hlin Troll-
  bane is a retired bounty hunter with nothing left to prove 
  and no one to appease. In her more youthful days, she was 
  darkly devoted to justice; she has since wizened into a 
  pragmatist. The relative boredom of retirement led her to 
  Sephek Kaltro and now her ancient appetite for mystery 
  has returned.  
  Provided the adventurers already met her as part of the 
  Cold-Hearted Killer quest, Hlin becomes a logical choice 
  for the players to turn to as their central quest-giver. They 
  will inherently recognize this and can be expected to have 
  their characters do the same.  
  Goals. Hlin wants only to relax in retirement, but she 
  can't do that if Icewind Dale freezes to death under Auril's 
  Everlasting Rime. As it did when she investigated Sephek 
  Kaltro, boredom often gets the better of her, interrupting 
  the relaxation she—apparently— craves.  
  Resources. What Hlin lacks in funds and institutional 
  support, she makes up for in contacts and information. As 
  a retired bounty hunter, she is well acquainted with Ten-
  Towns' seedy underbelly and can turn to several contacts, 
  who shall go unnamed, of course, for information. Like-
  wise, investigation was as much a part of her career as 
  tracking, so she makes for a skilled sleuth. Given time, 
  she can unearth any number of secrets—including the 
  existence of duergar spies and Levistus cultists.  
  Related Quests. Hlin is a pragmatist unmotivated by 
  gold and glory. She is more interested in shoring up the 
  defenses of Icewind Dale and ending the Everlasting 
  Rime. To that end, she is involved with these quests: 
  • A Goliath Problem – Hlin believes that the Everlasting 
  Rime can't be undone without the strength and wisdom 
  of the goliath clans.  
  • Black Cabin/Provisions for Macreadus – Hlin has heard 
  of Macreadus's efforts to undo the Everlasting Rime and 
  wants to check up on him.  
  • Cackling Chasm/Gnoll Heads – Even one gnoll is too 
  large of a threat to ignore. 
  • Id Ascendant/Distress Signal – That a sensitive people 
  are hearing telepathic messages is most troubling…  
   
  STATISTICS 
  Hlin Trollbane is a dwarven veteran with the following 
  changes to her statistics: 
  • She has a walking speed of 25 feet. 
  • She has darkvision out to a range of 60 feet. 
  • She has resistance to poison damage and advantage on 
  saving throws against being poisoned. 
   
  At Higher Levels. Hlin has done enough adventuring in 
  her life, but if she is habitually convinced to tag along 
  with the adventurers, she eventually becomes a gladiator 
  with the same changes above. This can occur in Chapter 
  4 at the earliest. This change in her statistics represents 
  her coming back from retirement.  
  AVARICE: OPPORTUNISTIC WIZARD 
  LE power-hungry tiefling wizard 
   
  First found among the cultists in Caer-Dineval, Avarice is 
  a powerful wizard and member of the infamous Arcane 
  Brotherhood, a cabal of magi feared and respected across 
  the world. As described in App. C of RoFM, Avarice sold 
  her soul to the archdevil Levistus for magical power. She 
  is cruel, vindictive, egotistical, and supremely confident. 
  She doesn't admit fault or defeat no matter how damning 
  the proof or insurmountable the odds.   
  Even if she becomes their ally, Avarice only considers 
  the adventurers useful tools that can lead her to Ythryn 
  (see Chapter 7). In RoFM, she remains behind the scenes 
  until Chapter 7, when the adventurers delve into Ythryn; 
  the Companion, however, suggests giving her facetime 
  throughout the campaign. It is she that sends the party to 
  Xardorok's fortress in Chapter 3—and she may even help 
  them defeat his chardalyn dragon.   
  Goals. Avarice's only goal is to amass power. Here in 
  Icewind Dale, she can achieve that by locating the lost 
  Netherese city of Ythryn. All other goals come secondary, 
  even if the party winds up growing on her. Avarice has a 
  rival here in Icewind Dale: the necromancer Vellynne 
  Harpell, who is described in App. C of RoFM. Both she 
  and Vellynne are searching for the city of Ythryn. 
  Resources. As a wizard, Avarice has a wide arsenal of 
  spells at her disposal, the most useful one being, as the 
  party's ally, sending. Through this spell, she can maintain 
  brief contact with the adventurers no matter where they 
  are, alerting them to threats they might be unaware of. She 
  also has the Cult of Levistus, provided the adventurers did 
  not eradicate them, at her command—much to the chagrin 
  of its members.  
  Additionally, Avarice has two gargoyles, Gargle and 
  Gurgle at her command. Thanks to her Rary's telepathic 
  bond spell, she is in constant contact with the elementals, 
  who gladly do her bidding. Further, Avarice has a raven 
  familiar named Skelm that she can use to spy on the party 
  or deliver messages.  
  Related Quests. Avarice is concerned with these points 
  of interest and their associated quests: 
  • Lost Spire of Netheril – What secrets can she plunder 
  that will aid in her search for fabled Ythryn?   
  • Wyrmdoom Crag/Dragon Bone Stew – A steady supply 
  of stews that can inure one to the cold will be quite use-
  ful when Avarice explores the Reghed Glacier.   
  • Revel's End/Behind Bars – Avarice must ensure that 
  Vaelish Gant doesn't divulge her identity.  
   
  STATISTICS 
  Avarice has a unique statblock described in Appendix B 
  of this supplement and Appendix C of RoFM. Notably, 
  she wields a staff of frost. If she becomes the party ally, 
  assume she has access to any wizard spell of 5th-level or 
  lower.  
   
  
   
  3 
  SPEAKER MAXILDANARR: SPYMASTER 
  LE self-serving human spymaster 
   
  Speaker Naerth Maxildanarr is less of an ally and more of 
  an employer. His concern for Icewind Dale is borne out 
  of ambition, not altruism. As the dale prospers, so does he 
  and his regime. So long as the adventurers can stomach 
  working with the devil they know, he can prove a useful, 
  if nefarious, ally. 
  Maxildanarr is lawful evil; he has a code and he sticks 
  to it. He keeps his word and his side of any bargain—no 
  one will work for him if they're afraid the spymaster will 
  turn on them eventually. He is more concerned with his 
  reputation, which goes beyond the adventurers.  
  Goals. Maxildanarr's goals, for the most part, align with 
  the party's, be they opportunists or altruists. He wishes to 
  make the dale a safer and more prosperous place. So what 
  if that means his own power will grow too?  
  Maxildanarr keeps his less savory goals from the party, 
  such as establishing puppet-speakers in Termalaine and 
  Good Mead, unless they prove to be as unscrupulous and 
  self-serving as him.   
  Resources. As a spymaster, Maxildanarr has agents all 
  over Ten-Towns, each of whom report to him directly. 
  The adventurers can rely on this vast network to gather 
  rumors, watch potential foes, and even fund some of their 
  enterprises. While in Ten-Towns, there is always a 50% 
  chance that one of Maxildanarr's spies are tailing the 
  adventurers. If the adventurers are in trouble, a spy can 
  rally 1d4+1 thugs, who arrive 1d10 minutes later.  
  As Maxildanarr's influence grows, so do his resources. 
  If he installs puppets in Termalaine and Good Mead, he 
  can finance the adventurers' exploits. This can include 
  commissioning (or extorting) a blacksmith to make a set 
  of plate armor for an adventurer.  
  Related Quests. Maxildanarr is concerned with the 
  following points of interest and their associated quests: 
  • Dark Duchess/Zero Rum – Maxildanarr has learned of 
  the Dark Duchess and the treasure she might contain.  
  • Angajuk's Bell/Whale Oil Acquisition – Commerce must 
  flow if Targos is to prosper.  
  • Cackling Chasm/Gnoll Heads – Maxildanarr's quest for 
  power won't matter if gnolls raze Ten-Towns down or 
  raids its trade routes. 
  • Revel's End/Behind Bars – Maxildanarr is interested in 
  any secrets Vaelish Gant might share and suggests that 
  they report to Speaker Duvessa Shane so that she takes 
  a shine to them. 
   
  STATISTICS  
  Maxildanarr is a LE human spy. Because he will never 
  join the adventurers on their exploits, his statistics remain 
  the same throughout the campaign.  
   
  SPEAKER TROVUS: RETIRED ADVENTURER 
  NG alcoholic silver dragonborn warrior 
   
  Desperate to relive his glory days, Trovus quickly throws 
  his support behind the adventurers. Of all party allies, he 
  is the most likely to accompany them on quests—after all, 
  there's little for him to handle in the desolate Caer-Konig. 
  When Trovus isn't directly joining in on a quest, he lives 
  vicariously through the party, demanding to hear every 
  detail of what transpired in his absence. However, his 
  desperate need to relive better days compels Trovus to 
  "one-up" the party. He often says, "This reminds me of 
  the time when…" or "That's like when my compatriots 
  and I were knee-deep in another snafu" or "I'll do you one 
  better!"  
  Goals. Trovus simply wants what's best for Icewind 
  Dale, and to capture some of his former glory. Given time 
  and support from the adventurers, he also tries to quit 
  drinking.  
  Resources. With Caer-Konig in decline, Trovus doesn't 
  have many resources at his disposal—but his colleagues 
  do. Trovus can always get the adventurers an audience 
  with the other speakers, who may lend their support.  
  Related Quests. Trovus is concerned with the following 
  points of interest and their associated quests: 
  • Cackling Chasm/Gnoll Heads – Trovus worries that the 
  gnolls will soon gather enough strength to storm Caer-
  Konig or another town.  
  • Angajuk's Bell/Whale Oil Acquisition – The Everlasting 
  Rime is here to stay, it seems, and Trovus doesn't want 
  Ten-Towners to freeze to death.  
  • Karkolohk/Peace Out – Trovus believes that the goblins 
  must either integrate with Ten-Towns or be slain. Either 
  way, they must face justice, be it in a tribunal or at the 
  end of a blade. 
   
  STATISTICS 
  Trovus is a NG veteran with the following changes to his 
  statistics: 
  • He has resistance to cold damage. 
  • He has the following action option: 
   
  Draconic Breath (1/Day). Trovus unleashes a blast of 
  frigid air. Each creature in a 15-foot-cone must succeed 
  on a DC 14 Constitution saving throw or take 7 (2d6) 
  cold damage. On a success, a creature takes half as 
  much damage.   
   
  At Higher Levels. If Trovus accompanies the party on 
  their adventures, he too grows in power once they reach 
  7th level or higher. He assumes the statistics of a half-red 
  dragon veteran with the following changes: 
  • His Fire Breath imposes a Constitution saving throw 
  instead of a Dexterity saving throw, and it deals cold 
  damage instead of fire damage.  
  • He has resistance to cold damage, not fire damage.  
   
   
   
  
   
  4 
  YSELM: HIEROPHANT OF AURIL 
  NE treacherous human druid 
   
  Fiercely devoted to Auril, Yselm has been commanded by 
  the Frostmaiden to lead the adventurers to their doom. To 
  that end, she insinuates herself into the party, offering her 
  services as a wilderness guide. This is all a cover to get 
  the adventurers killed—their own quest-giver and "ally" 
  is working against them.  
  Yselm is further detailed in the Yselm's Way quest, in 
  which she offers to lead the party to Jarlmoot, where she 
  intends to betray them. This represents the final quest she 
  offers the adventurers, after which she becomes a villain 
  (provided she survives).  
  Yselm's expertise as a guide is famed throughout Ten-
  Towns, so the adventurers should count themselves lucky. 
  Per the Companion, she has concealed her druidic magic 
  from others, as she does her devotion to the Frostmaiden.  
  Goals. Yselm's goal is simple: to kill off the adventurers 
  and please her deity. While she's out in the wilderness 
  with the party, she instigates avalanches and sabotages the 
  adventurers by destroying or hiding supplies. Observant 
  characters will notice that these incidents tend to occur 
  only when Yselm has left to forage or while she's scouting 
  ahead for the party or when the adventurers have left her 
  alone at camp.   
  Resources. Yselm's resources are rooted in magic and 
  awakened beasts. While she has not awakened only beasts 
  herself, she knows how to contact ones that other druids 
  already granted sapience to. She has any druid spell of 
  5th-level or lower at her disposal, with hallucinatory 
  terrain being one of the most potent. She uses this spell 
  to make frozen lakes or ponds to look like solid ground, 
  and to make open mountain passes look as if they were 
  blocked off by a recent rockslide.   
  Related Quests. Yselm points the party to increasingly 
  more dangerous locales in an effort to kill them, so it is 
  almost any quest or point of interest is apt. In particular, 
  she sends the adventurers to the Cackling Chasm and to 
  the Cave of Berserkers. When she has grown tired of their 
  insistence on prevailing, she guides them to Jarlmoot, as 
  part of Yselm's Way.  
   
  STATISTICS 
  Yselm is a NE frost druid. Increase her Charisma score 
  to 15 and give her proficiency in the Deception skill, 
  granting her a bonus of +4.  
   
   
   
  WILDERNESS ENCOUNTERS 
  In other campaigns, wilderness encounters often just bog 
  down the game while contributing nothing to the plot. In 
  no other campaign are these encounters as important as 
  they are in Rime of the Frostmaiden. Icewind Dale is a 
  cruel and unforgiving land infested with monsters and 
  plagued by foul weather. In short, you must utilize 
  wilderness encounters, especially in Chapter 2.  
  You are expected to run a wilderness encounter on the 
  way to or from a point of interest. Sometimes, something 
  as simple as a blizzard can substitute an encounter. Not 
  every encounter has to include combat. 
   
  ENCOUNTERING AURIL 
  The Companion advocates putting a face to the module's 
  apparent villain early on in the campaign. Once while the 
  adventurers are out in the wastes, they encounter the deity 
  herself. This must occur in a blizzard and during another 
  wilderness encounter; the very sight of Auril—who is in 
  her snowy owlbear hybrid form (seen on the module's 
  cover)—is enough to scare away even the bravest foes.  
  Additionally, the sight of the Frostmaiden is enough to 
  provoke terror in the adventurers, all of whom must make 
  a DC 20 Wisdom saving throw. On a failure, they become 
  frightened. Each turn, they must take the Dash action to 
  move as far away from Auril as possible.  
  After an indeterminable time, the adventurers come to 
  their senses. There is a strong possibility that they are 
  separated, lost, and/or off course.  
  Any other characters included in the encounter may be 
  killed or be scared off by Auril as well. Therefore, you 
  can pit the adventurers against a foe that they are severely 
  outmatched by that the Frostmaiden just eviscerates. 
  Suitable Encounters. The following encounters are apt 
  for Auril's appearance: 
  • Battlehammer Dwarves – Auril slaughters the dwarves; 
  the adventurers are lucky to escape under a chorus of 
  ghastly screams.  
  • Frost Giant Riding Mammoth – As the giant bears down 
  on the adventurers, it is snatched up by a massive thing 
  just out of view. After a brief scream, the eviscerated 
  giant is dropped at the adventurers' feet. The mammoth 
  panics, stomping off into the storm.  
  • Humans – As Auril approaches, a warrior looks out into 
  the snowstorm and whispers, "It's as the shaman said! 
  Arm yourselves! Arm your—" Suddenly, the ground 
  opens up to swallow the human, burying him up to his 
  neck. A massive paw reaches out from the snowstorm 
  and crushes his head. 
  • Yeti – When Auril appears, the yeti cease battling the 
  party, howling into the wind. A character that succeeds 
  on a DC 13 Wisdom (Insight) check realizes that they 
  aren't frightened or warning off a creature, but actually 
  rejoicing. The yeti throws up its arms in supplication 
  and kneels as Auril's visage emerges from the blizzard. 
  
   
  5 
  RANDOM WILDERNESS ENCOUNTERS 
  d20 
  Encounter 
  Difficulty 
  1 
  Yeti 
  Varies 
  2 
  Goliath Werebear 
  Easy 
  3 
  Crag cats 
  Easy 
  4 
  Coldlight walker 
  Medium 
  5 
  Ice troll 
  Hard 
  6 
  Frost druid and friends 
  Medium 
  7 
  Chardalyn berserkers 
  Hard 
  8 
  Frost giant riding a mammoth 
  Deadly 
  9 
  Battlehammer dwarves 
  Easy 
  10 
  Arveiaturace (ancient white dragon) 
  Deadly 
  11 
  Snowy owlbear 
  Easy 
  12 
  Gnolls 
  Medium 
  13 
  Orcs of the Many-Arrows tribe 
  Hard 
  14 
  Goliath party 
  Medium 
  15 
  Chwinga 
  Easy 
  16 
  Awakened beast 
  Easy 
  17 
  Icewind kobolds 
  Easy 
  18 
  Humans 
  Easy 
  19 
  Herd of beasts 
  Easy 
  20 
  Perytons 
  Varies 
   
  WILDERNESS ENCOUNTERS 
  Rime of the Frostmaiden's many wilderness encounters 
  are further fleshed out below. Encounters not mentioned 
  here don't require or won't benefit from further details.  
  Rolling. Remember to roll 2d20, the first to determine 
  the random encounter, the second to determine whether it 
  occurs during a blizzard. When you roll the blizzard die, 
  add 1; if is higher than the encounter roll, the encounter 
  does occur during a blizzard, which begins 1d4 hours 
  before the encounter occurs and elapses 1d4 hours after it 
  has been resolved.  
   
  ARVEIATURACE 
  If this encounter occurs near the Sea of Moving Ice, the 
  dragon flies either towards or away from Dark Duchess, 
  which foreshadows her arrival later on.   
   
  DRAGON HUNT 
  Under this variant, a warband of 1d6+4 frost giants, all 
  astride mammoths, are hunting Arveiaturace. They have 
  learned that the drake uses a derelict ship on the coast of 
  the Sea of Moving Ice as a repository for her treasure. The 
  frost giants can't afford to suffer any casualties while on 
  the hunt and leave the adventurers be. No matter how 
  mighty the adventurers may be, the giants will not invite 
  them to join in on the hunt; this honor must be won solely 
  by giants. 
  Later on, the adventurers discover the giants' shredded 
  corpses in the snow, which is stained scarlet and strewn 
  with guts, rent flesh, and mammoth fur. Ten-Towners can 
  use their wooden implements for firewood and smelt 
  down any metallic weapons they may have.  
   
  BATTLEHAMMER DWARVES 
  As a variant, the dwarves are battling a yeti, which has 
  already slain one of the scouts. A character that speaks 
  Dwarvish and succeeds on a DC 16 Wisdom (Perception) 
  check hears one of the dwarves shouting, "Light a torch! 
  Light a torch, damn ye!" 
  When the adventurers arrive on the scene, read:  
  Distant shouts and screams draw your attention—deeper 
  into the tundra, the sounds of battle rage as a yeti ravages 
  a group of dwarves. Unleashing a battle cry, one warrior 
  valiantly charges the beast—only to be frozen by the yeti's 
  chilling gaze. A streak of crimson falls upon the snow as 
  the yeti cleaves flesh from the dwarf's bones.   
  For an additional challenge, one befitting adventurers of 
  7th-level or higher, the yeti is an abominable yeti.   
   
  FROST DRUID AND FRIENDS 
  Although Icewind Dale is infested with frost druids, the 
  Companion recommends attaching an identity to the one 
  encountered here and using them as a recurring character. 
  Possible druids are: 
  Ravisin. This druid is responsible for the awakened 
  beasts terrorizing Lonelywood and Bremen. She can be 
  encountered in Lonelywood's town quest. If she was not 
  slain there, she has sworn vengeance against the party and 
  harangues them whenever she can.  
  Yselm. This secret hierophant of Auril normally lives in 
  Ten-Towns. She offers the Yselm's Way quest that sends 
  the adventurers to the Jarlmoot point of interest, and she 
  is suggested as a possible ally for the party (see above). If 
  Yselm is the frost druid, she prefers to surveil the party 
  from afar and sabotage them by instigating avalanches, 
  stealing supplies, or collapsing tents. She is quite fond of 
  using hallucinatory terrain spells to endanger or vex the 
  party. Examples include painting a thinly frozen lake as 
  otherwise safe ground or making an open mountain pass 
  look as if it has been blocked off by a recent rockslide.  
  Tactics. If the druid is bogged down in a battle, they use 
  the following tactics, regardless of whichever beasts they 
  have at their side.  
  • On their first turn, the druid casts conjure animals to add 
  two dire wolves to the fray, interposing the wolves 
  between them and the adventurers.  
  • On their second turn, the druid snaps out an ice storm 
  spell.  
  • Once the druid loses concentration on conjure animals, 
  they cast moonbeam or wind wall.  
  • When the druid is reduced to 17 hit points or fewer, they 
  flee in the form of an owl, leaving any beasts behind.  
   
  GNOLLS 
  If you wish to further challenge your party, you can add 
  two gnoll hunters, a gnoll pack lord, and a gnoll flesh 
  gnawer to the encounter. See App. B of this supplement 
  for the statistics of these gnolls.  
  
   
  6 
  GOLIATH PARTY 
  Goliaths are straight-forward; provided the group notices 
  the adventurers, read the following: 
  Out from the swirling snow march four massive warriors: 
  goliaths, whose impressive physiques have inspired envy 
  and respect across Icewind Dale.  
  Marching single file, the leading goliath barks a word 
  in his native tongue. With military-like discipline, the line 
  halts. The goliath, in a hoarse, resonant voice, calls, "Hail, 
  travelers. Be we friends—" the warrior lifts his axe, "or 
  be we foes?" 
  The goliaths are perpetually wary of outsiders, who have 
  betrayed or victimized their people in the past. A DC 14 
  Charisma (Persuasion) check can assuage them of their 
  fears. If successful, the goliaths are also open to traveling 
  with the adventurers if both groups are headed in the same 
  direction. During that time, the two sides can share lore, 
  stories, and proverbs. Adventurers that succeed on a DC 
  14 Wisdom (Insight) check each gain Inspiration, having 
  truly reflected on the lessons their traveling companions 
  imparted upon them. This source of Inspiration must be 
  used within the next 72 hours or be lost.  
  Names. Every goliath has three names: a birth name, a 
  nickname earned from some feat, and a clan name. If the 
  goliaths hail from Skytower Shelter, their clan name is 
  Akannathi and Thuunlakalaga if Wyrmdoom Crag. Their 
  other two names are: 
  • Aukan Horncarver 
  • Gauthak Giantslayer 
  • Thotham Glacierborn 
  • Vimak Stormshatter 
   
  The Clan Feud. The Akannathi and Thuunlakalaga 
  clans are at war, thanks to an incident that occurred years 
  ago. Both lay blame at the others' feet. They freely inform 
  the adventurers of the war, but their accounts are biased. 
  You can use the following text to explain the incident:  
  • Akannathi Account. "Many summers ago, the children 
  of Skytower challenged the children of Wyrmdoom to 
  a game of goat-ball. One of the children of Wyrmdoom, 
  angered at being knocked off her perch, threw the ball 
  at one of our griffons and struck it in the head. It 
  wounded her in return. The game was called off. Days 
  later, hunters from Wyrmdoom climbed our mountain 
  and slew the griffon in its nest—a grave insult. We have 
  been at war ever since." 
  • Thuunlakalaga Account. "Many summers ago, the 
  children of Wyrmdoom challenged the children of 
  Skytower to a game of goat-ball. During the game, the 
  ball tumbled near one of the griffons of Skytower. 
  When one of our children tried to fetch the ball, the 
  griffon went berserk and grievously wounded her. The 
  game was called off. Hungry for more of the child's 
  flesh, the griffon haunted Wyrmdoom for days. Our 
  hunters were forced to kill it to protect the child. The 
  two clans have been opposed ever since." 
   
  Be aware, these accounts are explained, verbatim, by 
  the tribal chieftains, as seen later in Chapter 2. The 
  Companion recommends using the exact same dialogue 
  to demonstrate just how ingrained the goliaths' biases are. 
  This dialogue is, essentially, the official story repeated by 
  every clan member and enforced by the chieftain.  
   
  GOLIATH WEREBEAR 
  Before running this encounter, familiarize yourself with 
  Oyaminartok in the goliath werebear section of App. C, 
  Rime of the Frostmaiden. Goliaths all over Icewind Dale 
  embark on quests to find her. 
  It is recommended that the adventurers encounter the 
  werebear throughout the campaign. As a force of good in 
  the region, it's important that they prove themselves to her 
  early in the campaign so that you're justified in using her 
  to later help the adventurers in a dire hour.  
   
  AS A PARTY ALLY 
  Although Oyaminartok would make for a logical party 
  ally, the Companion holds that she is too powerful for that 
  role. Moreover, the players are likely to pester her into 
  infecting them with lycanthropy, as werebears, unlike 
  most other lycanthropes, are good-hearted.  
   
  ICE TROLL 
  Lumbering across the frozen hellscape is a furred creature 
  whose limbs are far too long and gangly for its height. 
  You watch as it looks up, sniffing the air—and then it 
  turns to you, beats its fists upon its breast, and roars!  
  Provided the ice troll detects the adventurers, it charges. 
  Assume it starts 20 + 1d6 x 5 feet from the party and takes 
  the Dash action on its first turn to reach the party.  
  Ice Troll Hearts. As described in the troll's statistics, 
  the troll's heart can be removed while the troll is dead and 
  not regenerating. For the next 24 hours, it has the 
  following magical properties that the adventurers may be 
  able to utilize. With a DC 15 Int. (Arcana) check, a 
  character knows of these properties. 
  • A creature that eats the heart gains the ability to 
  regenerate for the next 24 hours, regaining 5 hit points 
  at the start of each of its turns. If the creature takes acid 
  or fire damage, this trait doesn't function at the start of 
  its next turn. The creature dies only if it starts its turn 
  with 0 hit points and doesn't regenerate. 
  • If buried in the ground under a foot or more of earth, the 
  heart melts away and summons a blizzard like that 
  created by the control weather spell. It takes 10 minutes 
  for the heart to melt and the blizzard to form. The 
  blizzard lasts for 8 hours. 
  • A creature proficient with alchemist's supplies can 
  squeeze enough residual fluid out of the heart to mix 
  with other alchemical ingredients, creating one potion 
  of resistance (cold). It takes 1 hour to create this potion. 
   
   
   
  
   
  7 
  ICEWIND KOBOLDS 
  These Icewind kobolds may be the ones encountered in 
  Dougan's Hole's town quest, Holed Up, or Termalaine's, 
  A Beautiful Mine. Determine how this encounter fits into 
  your campaign's timeline. For example, if the party never 
  visited Termalaine, and you have no intention of ever 
  running A Beautiful Mine, then perhaps the kobolds are 
  on their way to the town to fulfill the events of the quest. 
  Later, they hear that some kobolds have taken over the 
  town's mine. The party doesn't need to go rectify this; it 
  just serves as a callback. 
  Conversely, this encounter occurs in the aftermath of 
  that quest, whether the adventurers got around to doing it 
  or not. There's no need to run the quest now that the party 
  is 4th-level, so you can simply have it be resolved off-
  screen.  
  A Beautiful Mine. If the kobolds are involved in this 
  quest, they may be led by Trex (who might no longer be 
  possessed by the ghost of Janth). The other kobolds' 
  names can include: Scorp, Thwip, Grek, Smol, Vott, and 
  Zurk. 
  Holed Up. If the kobolds are involved in this quest, their 
  names are Holgi, Snorp, and Zilbo, provided they each 
  survived the quest's events.  
   
  ORCS OF THE MANY-ARROWS TRIBE 
  As a variant, you can pit the orcs against a frost giant and 
  its mammoth steed. Read the following: 
  You come upon a pitched battle: orcs duking it out with a 
  frost giant! The scene is red and glorious. A half-ogre 
  wearing stitched-together pelts of fur squares off against 
  the isejotun while the orcs tackle its mammoth. A gored 
  orc squirms on the mammoth's tusk, impaled and 
  shedding red rain that the snow drinks greedily.  
  Four orcs are already dead, one having been reduced to a 
  bloody pulp and another gored on the mammoth's left 
  tusk. The other two were cleaved in two by the giant's 
  greataxe. The orc war chief is at 54 hit points, the orc eye 
  of Gruumsh at 39, and the half-ogre is at 22 hit points. 
  The other two orcs are unharmed.  
  The orcs value strength and honor. The adventurers can 
  earn their respect and gratitude by aiding the orcs in battle. 
  If they do so, the orcs collect their names and return to the 
  Many-Arrows tribe to share the glorious tale of when two 
  worlds came together as one to fight the giant threat.  
  If you roll this encounter again later in the campaign, 
  there is a 50% chance that the adventurers encounter the 
  same orcs, who offer to share their fire and food with the 
  adventurers and, with a successful DC 19 Charisma 
  (Persuasion) check, aid them in their next quest, provided 
  the destination thereof is nearby.  
   
  PERYTONS 
  If an adventurer (one who has a passive Perception of 14 
  or higher) sees a peryton, they can use their reaction that 
  turn to make a DC 13 Wisdom (Survival) check. On a 
  success, they recall advice for dealing with perytons: dive 
  into the snow and hope that they never see you. As an 
  alternative, a character can attempt a DC 13 Intelligence 
  (Stealth) check to quickly come up with this idea.   
  Provided this occurs, roll initiative. If the adventurers 
  can all succeed on a DC 10 + 1d8 Dexterity saving throw 
  before the perytons' turn, they all successfully dive into 
  the snow (becoming prone). The perytons don't bother 
  rooting through the snow and move on to dumber prey.  
  If the adventurers are noticed by perytons, the beasts 
  elicit a high-pitched shriek as they dive towards the party. 
  Assume that by when they can be seen in the skies above, 
  they are 20 + 1d4 x 5 feet away.  
  Tactics. The perytons won't give their prey the luxury 
  of fighting on the ground. On their first turns, the beasts 
  swoop down (benefitting from their Dive Attack trait) to 
  rake their talons against their prey. In the same movement, 
  they fly back up to an altitude of 40 feet; thanks to their 
  Flyby trait, they don't provoke opportunity attacks.  
  On their second turn, a peryton attempts to grapple one 
  target (preferring Small-sized targets), making a grapple 
  check (+3 bonus). On a success, they fly upwards (with 
  every foot of altitude costing 2 feet of movement). They 
  then fly to an altitude of 60 feet to drop their prey, who 
  takes 6d6 bludgeoning damage from the fall.  
   
  SNOWY OWLBEAR 
  While in snowy terrain or during a blizzard, the owlbear 
  has advantage on Dexterity (Stealth) checks to remain 
  hidden.  
  The following text assumes that the owlbear ambushes 
  the adventurers: 
  As you trek through the snow, you hear a deep and 
  onerous "hoot-hoot." Your first instinct is to look up into 
  the sky for an owl—giving the owlbear on the ground the 
  opportunity to burst from the snow unseen!  
   
   
   
   
  
   
  8 
  ANGAJUK'S BELL 
  An awakened sperm whale named Angajuk ferries kind 
  souls around the Sea of Moving Ice. Although her chief 
  purpose is to take the adventurers to Auril's island (a trip 
  they shouldn't make until Chapter 5), she is instrumental 
  in the Whale Oil Acquisition quest, which allows you to 
  introduce her now in Chapter 2.  
   
  Length. Short 
  Appropriate Level. 4th 
  Rumor. "They say the Frostmaiden lives on a misty isle 
  hidden among the bergs in the Sea of Moving Ice. There's a 
  mighty strange whale with a boat on its back that swims in 
  those frigid waters. I bet it knows where the island is! You 
  can catch the whale at Angajuk's Bell, an old anchorage, but 
  you must ring the bell hanging by the pier to call it." 
  Quest. Whale Oil Acquisition by Helka Jaggerath 
  Foes. 3 giant vultures, 5 NE thugs 
  Rewards. 150 gp 
  Quick Notes. See the following notes: 
  • This point of interest is more centered around the Whale 
  Oil Acquisition quest; without it, the adventurers might 
  have no reason to visit this area until Chapter 5. 
  • Angajuk can ferry the party to Revel's End and Dark 
  Duchess for the Behind Bars and Zero Rum quests.  
  • Once the bell is rung, it takes half an hour for Angajuk 
  to arrive, having heard the noise from across the sea. 
  • Add a scrimshaw art piece to Area A2, made by Anga. 
  It depicts Anga and Angajuk below the waves. Angajuk 
  would be delighted to see it; she's unaware it exists and 
  wouldn't be able to retrieve it even if she was.  
   
  GAINING THE QUEST 
  Helka Jaggerath can approach the party in any town. The 
  party might also find a noticeboard with the following 
  message: 
  BODYGUARDS WANTED 
  Seeking hardy folk to accompany merchant to the Sea of 
  Moving Ice to acquire whale oil. 
  See Helka Jaggerath at The Hungry Torch. 
  Paying 150 gold pieces! 
  The Hungry Torch is Helka's depot of firewood, tinder, 
  and oil. It consists of a small cabin with a spacious yard 
  for lumber—but she very little in stock at the moment.  
  When the adventurers speak with Helka, read: 
  The half-elf smiles when she sees you. "You must be here 
  about the job! Look, I won't lie, it's a rough one. We must 
  brave the tundra and reach the shore of the Sea of Moving 
  Ice. Whalers galore, out there. I'm sure they'll be wanting 
  some fresh rations and to unload some cargo. I expect the 
  entire trip to last a tenday, provided we don't get snowed 
  in. I've got our ferry already lined up, so don't you worry 
  about that. What say you?" 
  Helka doesn't elaborate on how exactly she and the party 
  will cross the Sea of Moving Ice; she wants to keep 
  Angajuk a secret—not out of distrust, but because she 
  doesn't want to spoil the surprise. She instead says, "Oh, 
  trust me, you don't want to know," then follows that with, 
  "Err, that sounded grim. It's a delightful surprise—if 
  you're fresh to Icewind Dale, you won't get this chance 
  again." If another person who knows of Angajuk tries to 
  elaborate, Helka shushes them. 
  A DC 14 Charisma (Persuasion) check can convince 
  Helka to divulge the secret of Angajuk.  
   
  ANGAJUK 
  The awakened sperm whale, a charming oddity, makes for 
  a wonderful addition to your campaign. The adventurers 
  will take a shine to Angajuk, granting you the opportunity 
  to rip their hearts out later if she dies to Auril's roc.  
  Roleplaying Angajuk. As a whale, Angajuk has had to 
  learn to be wary of people, who are most often plying 
  these treacherous seas in search of her kind. She can still 
  remember life before she was awakened, which serves as 
  the backbone of her instinct. To those that earn her trust, 
  however, she proves to be a pleasant acquaintance. She is 
  obsessed with the world of "land-dwellers" and always 
  wants to know things like, "How do you sleep without 
  floating?" or "What's it like to… what's the word… fall?"  
  By dint of her sapience, Angajuk is disconnected from 
  her kin. Ever since Anga died, she has felt a tinge of envy 
  for her mundane and unawakened kin. Anga taught her 
  the necessity of responsible whaling—without whale oil, 
  landfolk will perish in the cold. Therefore, Angajuk only 
  takes umbrage with unrepentant hunters that kill young 
  whales or prowl the waters too much.  
  Life hasn’t' been as meaningful without Anga and her 
  absence cannot be ignored. There is a sadness about the 
  whale that is only assuaged by learning more about the 
  alien realm Anga came from.  
  You can voice Angajuk with the dialogue below: 
  • "Hail, landfolk. The sea is a cruel place, but the kind 
  may pass beneath it on my back."  
  • "What's it like to be dry all the time? Wouldn't your skin 
  split open?"  
  • "Whale Mother Below, I hate wind. Sharp as a roc's 
  talons." 
  • If the adventurers note her scars, Angajuk says, "I've had 
  more than one run-in with a roc that roosts deep within 
  the sea. White as winter, it is, and just as cruel."  
   
  Angajuk's Death. When the adventurers decide it's time 
  to visit Auril's island and put a stop to the Everlasting 
  Rime, Angajuk is there to ferry them. Although they don't 
  know it, this journey will be Angajuk's last—Auril's roc 
  descends from above to finish what it and Angajuk started 
  long ago. Without the party's intervention, she is doomed 
  to die—and even if they slay the behemoth, she may still 
  succumb to the vicious wounds the roc leaves in her back.   
  
   
  9 
  VULTURES! 
  Three giant vultures investigate the ringing of the bell in 
  A3. By when they become visible in the clouded sky, 
  they're close enough that the adventurers can fire upon 
  them. Roll initiative for each vulture; each one is 30 + 1d6 
  x 10 feet from the closest adventurer. Unless a vulture is 
  within 60 feet of an adventurer, it takes the Dash action to 
  close the gap until it's been hurt. Thereafter, it takes the 
  Dodge action until it reaches the party. 
  Quick Stats. Each vulture has 10 AC, 22 HP, and makes 
  two attacks (+4 to hit, 2d4+2 (beak) & 2d6+2 (talons)).  
   
  EVENT: WHALE HUNT 
  As the adventurers wait for Angajuk to appear, read: 
  From the shore you see a furred hood poke over the rise. 
  Four more hoods soon follow—humans, judging by their  
  stature. As they crest the ridge, you note that they're 
  dragging a sled loaded with small casks. 
  As Jendren Uruth and his four thugs reach the shore, he 
  shouts out, "Hail! Have you too come for the whale?" 
  Before crossing the ice, Jendren has his men search the 
  cabin (A2). Finding nothing of value, they quickly return 
  and cross the ice. When Jendren attempts to recruit the 
  party, read the following: 
  After a few minutes of small talk—"where are you from 
  and how's the weather there?" and the like—Jendren 
  straightens up. His eyes take on a hard glint. "Look," he 
  says, "We're all here for the whale and I can't see why we 
  can't share. We've got the oil, you've got your arms. Let's 
  take the beast unawares and split the profits. What say 
  you?" 
   
  BLACK CABIN 
  This point of interest, and it's associated quest, can have 
  great implications on your campaign. If the adventurers 
  succeed in turning on the Summer Star, they provoke up 
  to eight hours of sunlight in Icewind Dale—which then 
  reminds its people that there is still hope in this world for 
  a better tomorrow.  
   
  Length. Medium (due to exploration) 
  Appropriate Level. 5th 
  Rumor. "There's this old black cabin that's been around 
  forever. No one knows who built it, and lots of folks got a 
  bad feeling about it. Some say it's haunted, but there's a 
  gnome in Bryn Shander who claims that magical experiments 
  are being performed there. The gnome's name is Copper, and 
  you'll find him at the House of the Morninglord." 
  Quest. Provisions for Macreadus by Copper at the House 
  of the Morninglord in Bryn Shander 
  Foes. 1-3 coldlight walker + 3 ice mephits 
  Rewards. Free healing at the House of the Morninglord 
  in Bryn Shander 
  Quick Notes. See the following notes: 
  • The Summer Star affects a 10-foot-radius centered on it, 
  imposing a DC 17 Con. save (90 (10d10+35) radiant 
  damage on a failure and half as much on a success).  
  • An adventurer is most likely going to die to the Summer 
  Star's explosion, so be prepared to assuage the players' 
  concern. To make it seem like you aren't just back-
  peddling by resurrecting the adventurers, write down "If 
  you complete the quest, you get resurrected" on a note 
  card and either give it to the dead player, or flip it over 
  at the conclusion of the quest so that it doesn't seem like 
  a deus ex machina.  
  • For activating the new and improved Summer Star, the 
  adventurers gain the blessing of the Morninglord, which 
  grants them 10 temporary hit points daily at dawn—a 
  huge boon for the adventurers, especially at lower 
  levels.   
   
  GAINING THE QUEST 
  This point of interest has great promise as a story if you 
  really lean into the suspense surrounding the cabin. If you 
  do, you may even consider just having the adventurers 
  discover the cabin itself on their way to the Sea of Moving 
  Ice for the Whale Oil Acquisition quest. Once there, they 
  can discover the mystery surrounding the cabin.  
  If the adventurers discover the letter from Copper, but 
  weren't issued the quest by him, or never heard the rumor 
  concerning Black Cabin in the first place, explain that, 
  during the short time between Chapters 1 and 2 that the 
  Companion advocates you use, they encountered Copper 
  in Bryn Shander. The gnome had yet to grown worried 
  over Macreadus and so, he never told the party of him. 
   
  IN THE ETHEREAL PLANE 
  If the adventurers all die, run the Werebear Visitor event 
  and give the players free reign to try and communicate 
  with the werebear. Almost as if this were a sitcom, the 
  werebear continues to be oblivious to signs left by the 
  party. If they write a message on the window glass, the 
  werebear happens to look away. If they exert enough 
  force to push an object and alert her, she mistakes it for 
  something else. Collaborate with your players to make 
  this a comedic situation.   
   
  
   
  10 
  CACKLING CHASM 
  A gnoll warband lingers in Cackling Chasm, to the south-
  west of Ten-Towns. Ten-Towns has overestimated the 
  threat these haggard gnolls pose, but they must be slain 
  all the same. Their leader and creator, Chyzka, has lost the 
  faith of her warband, who hunger to see her overthrown.  
   
  Length. Medium, if variants are utilized 
  Appropriate Level. 4th or higher  
  Rumor. "Nabira Moarskull, an Easthaven fisher, owned an 
  enchanted fishhook that could catch magical fish. While she 
  and her friends were out on the ice one day, a pair of filthy 
  gnolls attacked them. They killed Nabira and stole her fishing 
  pole and hook. Hunters from Easthaven tracked the gnolls to 
  an icy rift in the ground but were too scared to go farther." 
  Quest. Gnoll Heads by Trovus (Caer-Konig)  
  Foes. 1 gnoll fang of Yeenoghu, up to 22 gnolls. Foes 
  aren't hostile, if the party kills Chyzka  
  Rewards. 10 gp per gnoll head (Gnoll Heads) & hook of 
  fisher's delight (found in Area Z5).  
  Quick Notes. See the following notes: 
  • A gnoll fang of Yeenoghu can create more gnolls if they 
  have hyenas, but this warband doesn't. 
  • The warband is disgruntled and wishes Chyzka dead. 
  • The gnolls are cautiously nonhostile; the Companion 
  recommends changing this—initially, at least.  
  • A chardalyn berserker is in caged in Z8. His weapon 
  can corrupt those that wield it.  
   
  GAINING THE QUEST 
  The very mention of a gnoll warband is enough to drive 
  even the most steadfast heroes to a tavern. Few people 
  will tackle the gnolls without the promise of a reward. The 
  Companion suggests directly issuing this quest rather than 
  relying on a rumor.  
   
  QUEST: GNOLL HEADS 
  When Trovus, the Speaker of Caer-Konig, offers the party 
  this quest, read the following text, which assumes they are 
  already acquainted with him. 
  A dragonborn stumbles up to you—Trovus, whom you 
  know is the Speaker of Caer-Konig.  
  He opens his mouth, as if to speak, and then decides it's 
  better to first take a swig of wine, straight from the bottle. 
  Wiping his mouth with the back of his scaled hand, he 
  says, "There are gnolls out there—and those beasts are a 
  threat people everywhere. My people, especially. They 
  lair in a frozen chasm that has since become a mad den of 
  crazed cackling—the Cackling Chasm, if you've heard of 
  it." 
  The dragonborn steadies himself. "It's no secret that my 
  office has little coin to spare for a reward, but I can 
  promise you ten pieces of gold for every filthy head you 
  bring back." 
  Assume that the reward Trovus promises comes from a 
  mutual defend fund shared across Ten-Towns. If the party 
  completes the quest, it turns out he can only offer 40 + 
  2d4 x 7 gp.  
   
  SUGGESTED VARIANTS 
  The Companion advocates a few simple changes to this 
  encounter. See Appendix B for the stats of new creatures.  
  Warband. As the adventurers approach the gnoll lair, 
  they encounter a warband of three gnolls and a gnoll 
  hunter dragging back two dead reindeer pierced with 
  arrows. These gnolls are faithful to Chyzka and attack the 
  party on sight. Their absence is noted by the dissidents of 
  Cackling Chasm, further motivating them to rebel against 
  Chyzka.  
  Initial Hostilities. When the adventurers first arrive, the 
  gnolls are hostile. During their second battle, a gnoll barks 
  some orders to its brethren, causing them to back-off. This 
  gnoll is one of the many that have lost faith in Chyzka. 
  Recognizing the adventurers as useful tools, the gnoll 
  pacifies his kin and instigates the encounter with Chyzka. 
  If they kill Chyzka, this gnoll—Rycha—takes command 
  of the warband.  
  Witherlings. When gnolls resort to cannibalism, the 
  bones of their dead don't always stay that way, giving rise 
  to gnoll witherlings. These undead are useful soldiers for 
  a warband. Chyzka uses them for her personal protection. 
  When she arrives, its with two witherlings at her side. 
  During the duel with the adventurers, she calls forth more 
  witherlings, who meander in Area Z4. Two rounds later, 
  1d3 gnoll witherlings clamber up the chasm. There are a 
  total of fourteen witherlings in the rift; whenever they 
  take damage while climbing, they must succeed on a DC 
  12 Strength (Athletics) check or fall, taking up to 20d6 
  bludgeoning damage. For the sake of time, assume that a 
  witherling's skeleton shatters upon crashing.  
  The New Messiah. Any gnoll can become a gnoll fang 
  of Yeenoghu if they garner the demon prince's favor. If 
  the adventurers don't eradicate the gnolls, another one 
  gains Yeenoghu's blessing. Armed with His power, this 
  gnoll can conduct the ghastly rituals that turn hyenas into 
  gnolls. Over the next few weeks, the warband grows until 
  it can threaten Ten-Towns—particularly the unwalled 
  towns in the east. (For this to occur, the warband needs 
  hyenas, which the Companion adds to Cackling Chasm; 
  they can easily be slaughtered, which stops the next gnoll 
  fang of Yeenoghu from propagating).   
   
   
   
  
   
  11 
  AREAS OF NOTE 
  The following areas are of note: 
   
  Z2. FEASTING CAVE 
  Thanks to the many bones littering this cave, the party 
  must succeed on a DC 13 group Dexterity (Stealth) check 
  to avoid stepping on or kicking any bones.  
  Per the Initial Hostilities variant, the four gnolls attack 
  the adventurers upon discovery. Two gnolls lob their 
  spears (+4 to hit, 1d6+2 piercing) while the other two rush 
  forward, spears drawn.  
  Treasure. To save time at your table, choose one of the 
  following predetermined trinkets, which is found in the 
  discarded pouch: 
  • A dark blue scarf that gets lighter in shade the higher the 
  altitude of the wearer is in is.  
  • A snow globe that doesn't need to be shaken. 
  • A small iron key with a frayed blue and gold cord tied 
  to it. Expect your players to try and fit this key into 
  whichever lock they find; inevitably, they find the right 
  lock.  
   
  Z3. SHRINE TO YEENOGHU 
  Per the Initial Hostilities variant, the four gnolls attack the 
  party on sight.  
  Tactics. The gnolls employ these tactics in this area: 
  • One gnoll draws a longbow and lingers at the shrine, 
  taking shots at the adventurers on its turn before taking 
  cover behind the shrine.  
  • The three other gnolls rush forward; one takes the Shove 
  action (+2 bonus) to knock a foe prone. The other gnolls 
  gang up on this target.  
  • If reduced to 11 hit points or fewer, one gnoll takes the 
  Disengage action to move towards Z4, hoping to alert 
  its brethren.  
   
  Z4. FROZEN RIFT 
  This area should be the main scene of this adventure, and 
  the site of all but the initial battles.  
   
  ON THE CUSP 
  Per the Initial Hostilities variant, the party should face one 
  more battle before the gnoll Rycha orders its kin to stand 
  down so that the adventurers may cut down Chyzka. This 
  battle is not in the adventurers' favor: on the opposite side 
  of the chasm, 1d4+2 gnolls rush out of the caves to ready 
  their longbows. For the sake of brevity and a cinematic 
  battle, make one longbow attack (+3 to hit, 1d8+1 dmg.) 
  at initiative counts 20, 10, and 1 (losing initiative ties). 
  These attacks aren't meant to bog down your combat, but 
  provide a cinematic experience: the brave heroes under a 
  hail of arrows while warriors rush to meet them in battle.  
  Meanwhile, another 1d4+1 gnolls are rushing towards 
  the party. At the start of the third round of combat, Rycha 
  emerges from a nearby cave and barks his orders. Read 
  the following: 
  There seems to be no end to the gnolls—but as the battle 
  goes on, you spot a grizzled beast emerge from a distant 
  cave. His savage voice cuts through the wind. The gnolls 
  hesitate, looking at him and then each other. Heeding 
  what must be orders, they lower their weapons. 
  Not all gnolls are pacified; however. One hurls a spear 
  at you from afar—but as soon as the haft leaves his hand, 
  his brethren snarl and fall upon him. In a matter of 
  seconds, the gnoll is torn to shreds.  
  This last gnoll, who hurled its spear, is one of Chyzka's 
  faithful disciples.  
   
  WITHERLINGS 
  If you include this variant, read: 
  As you gaze down into that frozen abyss, so too does it 
  stare into you. A mass of skeletal gnolls meander below.  
  If the adventurers don't succeed on a DC 13 group Dex. 
  (Stealth) check, one of the fourteen gnoll witherlings 
  below spots the party, in which case, you can read the 
  following: 
  One such skeleton looks deep into you, regardless of its 
  empty eye sockets; its jaw opens, unleashing a silent bark 
  that rallies the undead, who turn to the cliffside and begin 
  to climb.  
  With a depth of 200 feet, it takes the witherlings seven 
  rounds to climb up the chasm. If a witherling takes any 
  damage while climbing, it must succeed on a DC 12 Str. 
  (Athletics) check to maintain its grip. For the sake of 
  brevity, assume that they fail these checks. 
   
  EVENT: A TALE OF GNOLL BETRAYAL 
  Inevitably, Chyzka appears before her warband, only to 
  learn that they have forsaken her. If you utilize the many 
  variants above, she has two gnoll witherlings at her side. 
  Additionally, gnoll hunters that still believe in Chyzka 
  join the fray (one for every two adventurers).  
  Chyzka emerges from her cave (Z5), fearing she will be 
  dragged out if she doesn't come willingly. Read the 
  following:  
  The scene is eerily quiet, save for a few low growls among 
  the gnolls, who seem to be divided over an internal 
  dispute. Soon they take up a chant: "Chyzka! Chyzka!" 
  The sentiment, you glean, is not one of support, but of 
  condemnation. There is resentment here and it is plain on 
  many a gnoll's face.  
  From a nearby cave emerges a gnoll shaman whose 
  appearance elicits howls of rage and disapproval, as if she 
  was the source of all their woes. The gnolls lift their 
  weapons in the air, snarling in the way spectators do at a 
  coliseum. The gnolls nearest to you snarl and point at you, 
  then the shaman, bearing their fangs. 
  The shaman, for her part, bears her own fangs. A look 
  of anguish and rage flashes across her face as she locks 
  eyes with you, beckoning you forward.  
  
   
  12 
  Should the adventurers take the fight to Chyzka, she calls 
  forth the undead described in Z4. On the third round of 
  battle, 1d3 gnoll witherlings reach the top of the chasm.  
   
  Z6. SLEEPING CAVE 
  If you run the variants above, subtract six gnolls from this 
  cave to substitute for the ones used in other encounters. 
  Additionally, add 1d4+4 emaciated hyenas too feeble to 
  fight back.  
   
  Z8. CAGED BERSERKER 
  The chardalyn berserker has one last profane weapon to 
  his name. When a character approaches it, you can have 
  the weapon "call out" to them, silently beckoning them to 
  take it up and use it to slaughter their enemies. The 
  character must succeed on a DC 10 Charisma saving 
  throw or be compelled to take up the weapon. 
  As described in RoFM App. C, a character who claims 
  one or more of these weapons can be corrupted by them. 
  See Call of Chardalyn below for the full details.  
   
  CAVE OF THE BERSERKERS 
  The chardalyn berserkers are a grim warning to all of 
  Icewind Dale: trust not the ice. Those that fall prey to its 
  seductive call lose their humanities, becoming the fiends 
  of this icy hellscape.  
  When you run this point of interest, you want to lean in 
  on suspense, using the wyrmlings, who begin to prowl the 
  caves (drawn from Q4 out of boredom or because the 
  adventurers fail a Stealth check in the other caves). A 
  battle with two wyrmlings is a difficult encounter for a 
  4th-level adventuring party, so you can invoke a Jurassic 
  Park-esque scene by having these predators stalk the 
  adventurers.  
   
  Length. Medium 
  Appropriate Level. 4th-5th 
  Rumor. None 
  Quest. None  
  Foes. 2 white dragon wyrmlings & up to 4 chardalyn 
  berserkers 
  Rewards. None 
  Quick Notes. See the following notes: 
  • The berserkers have lost their humanity and become 
  actual fiends. A cleric or paladin can sense great evil in 
  this place.  
  • The wyrmlings begin in Q4 but shouldn't be stationary. 
  Have them patrol the cave.  
  • Attempt to compel an adventurer into picking up a 
  chardalyn weapon so that they may be corrupted. This 
  demonstrates the corrupting nature of demonic-infused 
  chardalyn. 
  AT HIGHER LEVELS 
  To challenge a party of 5th-level or higher, add a third 
  white dragon wyrmling that was out hunting with the 
  other berserkers; having slain a reindeer, it flew ahead to 
  the cave. It arrives minutes before the other berserkers.  
   
  CALL OF CHARDALYN  
  Once during this point of interest, when a berserker loses 
  their weapon, have the chardalyn "call out" to one of the 
  adventurers, who must succeed on a DC 10 Charisma 
  saving throw or be compelled to pick up the weapon. You 
  can set this up by having a berserker hurl a javelin at an 
  adventurer and then disarm them (see the sidebar); the 
  chardalyn javelin immediately calls to them.   
  As described in RoFM App. C, 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 Charisma 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. 
   
  VARIANT: ONE OF US 
  As a variant, the berserkers seek to grow their numbers, 
  which they can only do by corrupting others with their 
  chardalyn weapons. If an adventurer is reduced to 0 hit 
  points during this encounter, and their body is abandoned 
  by the adventurers, consider having the berserkers (if they 
  aren't eradicated) resuscitate the person. When they later 
  come to, they are bound, with a chardalyn weapon tied to 
  their hands. Each day at dawn, roll a d6 to determine if 
  they become corrupted by the black ice. If they do, you 
  can use this character as a foil for the adventurers. This 
  old companion, now evil and insane, can utilize all the 
  that they know of the adventurers to sabotage them later. 
  When they rear their demented head, they attack the party 
  alongside 1d4+4 chardalyn berserkers.  
   
   
   
  ACTION OPTION: DISARMING 
  A creature can use a weapon attack to knock a weapon or 
  another item from a target's grasp. The attacker makes an 
  attack roll contested by the target's Strength (Athletics) check 
  or Dexterity (Acrobatics) check. If the attacker wins the 
  contest, the attack causes no damage or other ill effect, but the 
  defender drops the item. 
  The attacker has disadvantage on its attack roll if the target 
  is holding the item with two or more hands. The target has 
  advantage on its ability check if it is larger than the attacking 
  creature, or disadvantage if it is smaller. 
  
   
  13 
  THE WYRMLINGS 
  The wyrmlings should be the focus of this adventure. By 
  having them roam the caves, you can invoke suspense. 
  These are sentient predators who speak and strategize. 
  Although white dragons are the most animalistic of their 
  kind, they are cunning creatures nonetheless.  
  Roleplaying the Wyrmlings. The drakes are sadistic 
  predators that are fond of eviscerating their living prey. 
  Like all white drakes, they eat their prey frozen; thus, 
  when they have had enough playtime, they unleash their 
  Cold Breaths.  
  By default, these wyrmlings only speak Draconic, but 
  at your discretion, they were taught Common by the 
  berserkers. As the wyrmlings stalk the adventurers, they 
  may say: 
  • "Come out, little rats." 
  • "More meat for the slaughterhouse." 
  • "You cannot hide from Arveiaturace's brood." (referring 
  to the legendary ancient white dragon, the drakes were 
  raised to believe they descend from her; this is false).  
   
  DARK DUCHESS 
  This brief point of interest gives the adventurers a taste of 
  true adventuring—if adventuring is limited to looting old 
  pirate ships. If you're running Whale Oil Acquisition (or 
  heading to Angajuk's Bell), you can move Dark Duchess 
  close enough so that the adventurers can justify a brief 
  foray onto the ship, even if they never heard the rumor 
  concerning this place or received the Zero Rum quest.  
   
  Length. Short 
  Appropriate Level. 5th-6th 
  Rumor. "Head northwest out of Bremen, an' you'll see a pirate 
  ship frozen in the ice less than a quarter mile from shore. No 
  one's sure where it came from, but it's not goin' anywhere so 
  long as this dark winter lasts. I bet its hold is full o' treasure!" 
  Quest. Zero Rum 
  Foes. 1 ice troll, 4 Icewind kobolds, possibly 1 ancient 
  white dragon 
  Rewards. Treasure (see D8 and D9 below).  
  Quick Notes. See the following notes: 
  • If an adventurer has the Pirate Cannibal secret, this point 
  of interest almost becomes a mandatory visit, as they 
  were crewmates of this ship.  
  • Every hour, there is 20% chance that the ancient white 
  dragon returns.  
  • Arveiaturace must rely on her 60-foot-radius blindsight, 
  hearing, and smell to detect the adventurers. She can't 
  see further than 60 feet but has a passive Perception 
  score of 23.  
   
  DARK DUCHESS: AREA SUMMARY 
  Dark Duchess's various areas are summarized below; an 
  area not included below has no content to interact with.  
  D1. Main deck, has gaping hole to mid and lower decks. 
  Leads to D8, the Captain's Cabin.   
  D4. Contains three vials of antitoxin, a healer's kit, and a 
  vial of holy water.  
  D7. Contains, notably, a set of manacles and three flasks 
  of oil.  
  D8. To reach this area, the ice on the door must be melted, 
  which takes up to an hour with a mining pick. Contains 
  Captain Bluemoon's treasure (150 gp, 520 sp, golden 
  bracelets (one 25 gp, the other 250 gp) and a bag of 
  tricks (gray).   
  D9. Contains the dragon's hoard, which is encased in ice. 
  To breach a layer of ice requires up to 1 hour of work 
  with a mining pick or twice as much with fire.  
  • The first layer contains 72 gp, 181 sp, 352 cp, and two 
  pearls (100 gp each) 
  • The second layer contains nine tattered pieces of indigo 
  fabric lined with gold thread (25 gp each), three pieces 
  of quartz (50 gp each), a single aquamarine cracked 
  down the center (250 gp), and a scrimshaw figurine of 
  an archer etched with magical script. This figurine 
  functions like a spell scroll of remove curse, then turns 
  to dust after its magic is spent. 
  • The third layer contains 21 gp, a 1-foot-tall marble 
  statuette of a griffon with gold inlay (250 gp), a black 
  pearl (500 gp), a peridot carved in the shape of a leaf 
  (300 gp), a driftglobe, and a quiver of Ehlonna. 
  • The final layer contains a 3-foot-diameter ceremonial 
  bronze bowl inlaid with carnelians (1,000 gp), seven 
  garnets (100 gp each), a suit of mithral chain mail, and 
  a wand that emits green light from the skull at its tip. 
  D10. Contains a goat the troll hasn't discovered yet. At 
  your discretion, the goat bleats, attracting the troll.   
  D12. Four Icewind kobolds are holed up inside and will 
  attack the first person to enter; they worship the dragon. 
  DC 20 Strength check to force open, or deal 5 damage.  
   
  BATTLING THE TROLL 
  The ice troll begins this adventure in Area D9, meaning, 
  that if the adventurers are detected just as they board, it 
  must expend, approximately, 30 feet of movement to get 
  to the mid-deck, and another 30 to reach the main deck.  
  Assume that the troll, if it detects the adventurers, 
  approaches cautiously, sniffing the air as it clambers up 
  the stairs, giving them up to two rounds to react. Read the 
  following: 
  The blows below cease. In the uneasy silence, you hear 
  the beast below sniff cautiously at the air. Its immense 
  weight is too much for the floorboards, which groan 
  wherever it walks. Soon the stairs are creaking too—it's 
  getting closer. You can hear its bestial chuffing, as if it 
  were a dog on a summer's day.  
  
   
  14 
  Once the troll reaches the bottom of the staircase closest 
  to the adventurers, the troll roars, beating its mighty fists 
  upon its breast, and charges up the stairs.  
  The troll is a CR 8 monster that averages 27 damage per 
  turn, plus another 10 (3d6) if a creature starts its turn 
  within 10 feet of the troll—meaning melee warriors must 
  face bitter cold or an opportunity attack.  
  Ice Troll Hearts. As described in the ice troll's statistics, 
  its heart can be removed while the troll is dead and not 
  regenerating. For the next 24 hours, it has the following 
  magical properties that the adventurers may be able to 
  utilize. With a DC 15 Int. (Arcana) check, a character 
  knows of these properties. 
  • A creature that eats the heart gains the ability to 
  regenerate for the next 24 hours, regaining 5 hit points 
  at the start of each of its turns. If the creature takes acid 
  or fire damage, this trait doesn't function at the start of 
  its next turn. The creature dies only if it starts its turn 
  with 0 hit points and doesn't regenerate. 
  • If buried in the ground under a foot or more of earth, the 
  heart melts away and summons a blizzard like that 
  created by the control weather spell. It takes 10 minutes 
  for the heart to melt and the blizzard to form. The 
  blizzard lasts for 8 hours. 
  • A creature proficient with alchemist's supplies can 
  squeeze enough residual fluid out of the heart to mix 
  with other alchemical ingredients, creating one potion 
  of resistance (cold). It takes 1 hour to create this potion. 
   
  ARVEIATURACE'S FAITHFUL 
  Unless the kobolds, who cower inside D12, are slain, the 
  adventurers risk being betrayed when their master returns. 
  Battle, therefore, becomes inevitable.   
  At Higher Levels. If you wish to challenge your party, 
  you can add a kobold dragonshield (with resistance to 
  cold damage) and a kobold scale sorcerer to the foes 
  present here. The dragonshield craved to do battle with 
  the troll but was convinced by its brethren to hold back 
  until their master returned. Now, with new enemies at the 
  gate, the dragonshield charges valiantly into battle. 
  Provided you utilize this variant, the six kobolds use the 
  following tactics in the battle against the adventurers: 
  • The kobold dragonshield, already interposed between 
  the door and its kin, rushes into battle.  
  • Just before the battle begins, the kobold scale sorcerer 
  casts expeditious retreat on the dragonshield, allowing 
  it to take the Dash action as a bonus action. On its first 
  turn, the sorcerer unleashes a scorching ray spell; 
  however, the spell deals cold damage instead of fire. 
  Likewise, its fire bolt spell deals cold damage.  
  • The remaining kobolds join the dragonshield so that all 
  participants benefit from their Pack Tactics trait.  
   
  ARVEIATURACE ARRIVES 
  Arveiaturace's return is a moment of extreme tension for 
  the adventurers; first let them try to escape Dark Duchess. 
  If the adventurers are discovered, have the dragon unleash 
  her Cold Breath, but—because of her blindness and faulty 
  aim, as well as interposing objects—it deals, at most, 13 
  (4d6) cold damage on a success, and half as much on a 
  failure. Describe to your players how bitingly cold even 
  this passing breath is and how lucky they are to have just 
  been grazed by the drake's breath. Through this, you can 
  communicate just how deadly Arveiaturace normally is 
  without utterly annihilating the party. 
  Flee, Fools! If the adventurers are dumb enough to 
  fight the dragon, use her Frightful Presence to scare them 
  into flight. 
   
  ID ASCENDANT 
  The most outlandish point of interest in Rime of the Frost-
  maiden, Id Ascendant is a mandatory locale for your 
  campaign, one that coldly confirms to the adventurers that 
  they are not alone in the universe.  
  This point of interest is steeped in both suspense and 
  mystery. Unless your players are already aware that, in 
  the Forgotten Realms setting, there are known ships that 
  can plumb the Astral Plane (and space), this discovery 
  will come as a shock.  
  It is recommended that you issue the quest, rather than 
  tempt the party with the rumor—or that you simply leave 
  the rumor at "Did you see the weird comet that fell out of 
  the sky last week? It went down in the mountains south of 
  Ten-Towns. Heard some folks have had trouble sleeping 
  since then." Alternatively, once the adventurers reach the 
  crash site, they can recall that a comet fell from the sky 
  last week. 
  Just as there is great potential for horror here—but the 
  illithids aren't hostile unless attacked. In your campaign, 
  you may decide to change this, if you wish to preserve 
  that horror.  
   
  Length. Medium (due to exploration) 
  Appropriate Level. 5th-6th 
  Rumor. "Did you see the weird comet that fell out of the sky 
  a week ago? It went down in the mountains south of Ten-
  Towns, not too far away. Since then, some folk have been 
  receiving mental messages in a language they can't make out. 
  I think the comet might have something to do with that, and 
  I bet you could find it easily enough, even in this weather." 
  Quest. Distress Signal by psychically-sensitive villagers 
  Foes. 2 gnome ceremorph, 3 gnome squidlings, 1 flesh 
  golem, 2 carrion crawlers, 1 bulette 
  Rewards. Laser pistols & rifles for helping illitids 
  Quick Notes. See the following notes: 
  • The ceremorphs are not initially hostile. 
  • The gnome squidlings are, essentially, levitating cats 
  with a blind hunger for brains. 
  • See the sidebar for rules on futuristic weapons.  
  
   
  15 
  • The ship's propulsion system requires a psi crystal; the 
  crew can't leave without one. A psi crystal can be found 
  in Termalaine (see Ch. 1, A Beautiful Mine, Area M12). 
  • Soon, if the illithids can't find a psi crystal, they will 
  initiate self-destruct. Creatures and objects on the vessel 
  when it detonates take 20d6 force damage.  
   
  GAINING THE QUEST 
  Provided she was already met by the adventurers as part 
  of the Cold-Hearted Killer quest, the Companion suggests 
  having Hlin Trollbane (see Ch. 1) issue this quest to the 
  party. It is she who approaches them, leading them back 
  to the psychically sensitive Ten-Towners. Assuming you 
  embrace this change, read the following: 
  "Hey!" someone shouts—you recognize Hlin Trollbane's 
  husky voice. She beckons you over; what you notice first 
  is that she's uneasy. Something's wrong, and it's clear. 
  "Wish I had somethin' more conventional for ye," says 
  the shield dwarf. "But this is new. It's strange and it's new 
  and it's dire." 
   
  Hlin tries to lead the adventurers to a quiet tavern where 
  the four Ten-Towners are gathered. Read the following: 
  You enter a skeletal tavern. Except for its bartender, who 
  busies himself bussing mugs, the only folks inside are 
  four Ten-Towners sitting at a single table, cradling half-
  finished mugs of ale in their hands. It's clear by the rings 
  around their eyes that they've not slept for days.  
  "They've heard something," Hlin says, her voice grim.  
  "Still hear it," croaks a heavyset man.  
  "Ye hear it right now?" Hlin asks. 
  The man nods. 
  "Can you describe it? The message?" 
  The man grimaces. "It's… It's… an echo… It's…" 
  "Gooey," answers a thin woman. 
  "Aye," he says. "Aye. It's gooey. Damned gooey." 
  Hlin turns to you and says, "They've all heard it—heard 
  it in their very minds—a message that repeats day and 
  night. It's always the same. It guides 'em south, towards 
  the Spine of the World. Look, this is above my paygrade, 
  but there is something out there and I need ye to find it." 
  These Ten-Towners are: 
  • Vedda Starsprit, a stocky, paranoid, 30-year-old trapper 
  with exotropia 
  • Nars Beldrun, a tall, heavyset, 33-year-old shipwright 
  from Targos who complains about everything 
  •Telvaster Hangingbell, a 25-year-old man from a well-
  off merchant family in Neverwinter, looking to escape 
  his responsibilities 
  • Kaska Lang, a 30-year-old author writing a mystery 
  novel about a series of fictional murders in Ten-Towns 
   
  APPROACHING THE NAUTILOID 
  The two carrion crawlers are similar to breeds found on 
  Toril, but an autopsy would reveal that they have four 
  extra stomachs. A character that succeeds on a DC 14 
  Intelligence check using alchemist's supplies can make 
  1d4+2 vials of carrion crawler mucus, but out here in the 
  wastes, such a task would be unwise to pursue.  
  When the adventurers get a better look at the nautiloid, 
  read the following: 
  It is a thing not of this world—a sleek vessel formed from 
  chitin. It reminds you of a squid, replete with rubbery 
  tentacles that extend out from what might be the vessel's 
  bow or stern. After a moment, you ascertain that is more 
  of a nautilus shell, in design, than a squid.  
  The vessel's hull features windows—not portholes, but 
  entire windows frosted in the cold. But even the frost can't 
  hide the scarlet glow being shed from within the vessel.  
   
  RUNNING THE ENCOUNTER 
  Although the ceremorphs become friendly (recognizing 
  the usefulness of ordinary agents that can search for a psi 
  crystal for them), they must still be cautious—it's a rough 
  Multiverse, and they can't afford to place their trust in 
  strangers. The illithids, therefore, can't afford to hide from 
  the adventurers and they risk being overpowered. Shock-
  and-awe is the only avenue left to them. Wielding their 
  futuristic weapons, they attempt to intimidate the party—
  and a well-aimed laser blast at a crate should demonstrate 
  the awesome power at their disposal.  
  When the ceremorphs meet the adventurers, read: 
  Something rumbles throughout the vessel. Your gaze lifts 
  upward—and when you look back, there is a creature 
  sitting on a crate, pointing a strange, metallic hand-
  crossbow at you. 
  It is as if a squid was made into a man. Its gooey voice 
  invades your mind as the metallic crossbow begins to whir 
  and shed an orange light. That gooey voice says, "Present 
  us your leader." 
  If adventurers do anything, roll initiative. After this initial 
  meeting, the ceremorphs speak in Gnomish accents.  
   
   
  ID ASCENDANT: FUTURISTIC WEAPONS 
  The ceremorphs are armed with futuristic weapons, which 
  they are willing to part with in return for a psi crystal. If the 
  adventurers simply take the weapons, the ceremorphs can't or 
  won't instruct them on their use. To figure out how to use the 
  weapons, the characters must succeed on two Intelligence 
  checks; a result of DC 15-19 results in a success; a DC of 20+ 
  also grants advantage on the next check. 
  Laser Pistol. This weapon deals 3d6 radiant damage on a 
  hit and has a range of 40/120 ft. It has the Ammunition and 
  Reload properties (50 shots). 
  Laser Rifle. This weapon deals 3d8 radiant damage on a hit 
  and has a range of 100/300 ft. It has the Ammunition and 
  Reload properties (30 shots) and requires two-hands to fire. 
  
   
  16 
  Provided the adventurers don't overpower the illithids, 
  they are brought to N7, the Command Deck, where they 
  are held at gunpoint. All are armed with laser pistols. 
  Although Rime of the Frostmaiden states that the cere-
  morphs prefer to speak aloud in Deep Speech or Gnomish, 
  the Companion suggests that they engage in a long, silent, 
  telepathic conversation, forcing the party to sit there in 
  silence. Read the following: 
  These strange, diminutive creatures have you surrounded. 
  Their strange, glowing weapons—clearly capable of 
  awesome wrath—whir in the silence. There are three of 
  them you see, and all are engaged in a silent conversation 
  you aren't privy too. For minutes, they stare intently at 
  each other, punctuating silent arguments with manic and 
  enraged gestures. Clearly, there is dissent in the ranks, but 
  you cannot say from whom.   
  If the adventurers try to escape or overpower the illithids, 
  they fire warning shots. Inevitably, the three gnomish 
  squidlings enter the chamber to cause mischief. Read the 
  following: 
  You hear something scurry around the chamber, as if a cat 
  was aboard this strange vessel. Then something attacks 
  your mind—a presence, hot like a summer's day. You 
  hear a toddler's squeal of excitement as one word echoes 
  throughout your mind: "Food!"  
  The illithids must wrangle the squidlings; the scene is akin 
  to parents trying to control rampaging toddlers. The party 
  is given the opportunity to act.  
  Should battle seem inevitable, the ceremorph Vorryn 
  contacts one adventurer telepathically and says, "Enough! 
  Enough! Time for peace talks!" 
  When the chaos dies down, Vorryn explains the Id 
  Ascendant's nature and predicament. Read the following: 
  "This vessel is not of this world—not of this plane. It is 
  one of the last nautiloids, a craft capable of plying the dark 
  seas of space and the empty vistas of the Astral Plane.  
  "We crashed some time ago; without a psi crystal, we 
  are stranded on this primitive little world—and we would 
  rather be among the stars once again. Aid us and we may 
  be able to offer you a life off this little rock."  
  Vorryn's offer of space travel isn't genuine, but you should 
  expect the adventurers might want to ditch this planet. 
  Inevitably, Vorryn must go back on his word.   
   
  JARLMOOT 
  This point of interest is a shining example of Exploration, 
  the third pillar. It is a short foray into a small dungeon rich 
  with lore.   
  If you want to utilize Yselm as a party ally (see above), 
  you want to save this point of interest for later—which 
  you can do by scheduling the next full moon as you see 
  fit. Until then, Yselm tries time and again to lead the party 
  to their doom. Here at Jarlmoot, she finally gives up 
  subtlety, sheds her veneer of friendship, and attacks.  
  Dwarves and Goliaths. This point of interest can hold 
  particular interest to dwarves and goliaths, both of whom 
  have historically been enemies of the giants. To stand 
  boldly to the jarl spirits brings great honor on a dwarf or 
  goliath character. Should they win mighty Reggaryarva's 
  challenge, the character's ancestors shine on them, giving 
  them Inspiration, which they must use within seven days.  
   
  Length. Short 
  Appropriate Level. 6th-7th 
  Rumor. "Frost giants ruled this land long ago. Their leaders, 
  the jarls, would meet atop a hill to the west to settle disputes. 
  Their thrones still rest on that hill." 
  Quest. Yselm's Way by Yselm 
  Foes. 1 frost giant skeleton, 2 invisible stalkers, 6 flying 
  swords, 4 swarms of ravens, 1 frost druid (plus 
  conjured giant eagles), 1 winter wolf, 1 frost giant 
  Rewards. Treasure 
  Quick Notes. See the following notes: 
  • This quest can only occur on the night of a full moon. 
  • The quest-giver, Yselm (a NE human frost druid), will 
  betray the adventurers when they're at their weakest.  
  • The site of the battle, J1, imposes vulnerability to cold 
  damage to creatures lacking resistance or immunity to 
  cold damage. This effectively doubles the damage of 
  the frost giant skeleton (from 10d6 to 20d6) as well as 
  the winter wolf and frost druid (both of whom can and 
  will inflict cold damage) that betray the party in the 
  battle's aftermath.  
  • This point of interest features a puzzle; be lenient in the 
  solutions the players may come up with.   
  • The adventurers might encounter a frost giant in the 
  aftermath; if they display the horn of blasting (see J4), 
  she becomes hostile and attacks.  
   
   
   
  
   
  17 
  AREAS OF NOTE 
  The following areas of Jarlmoot are of note: 
   
  J1. RING OF THRONES 
  The party should be given a hint that they're vulnerable to 
  cold damage (if they lack resistance or immunity to cold 
  damage) while in Area J1. Read the following: 
  As you lumber towards the ring of thrones, something 
  gives you pause. Your instincts growl and goosebumps 
  ripple beneath your many layers of clothing—clothing 
  that no longer seems to give you warmth. Your fingers 
  have already gone numb. As you pull back from the ring, 
  warmth once again floods through you.  
  Additionally, at your discretion, a spell of protection from 
  evil and good cast on a character nullifies the vulnerability 
  to cold damage.  
   
  EVENT: THE CHALLENGE 
  If you would rather have Jarl Reggaryarva speak, read the 
  following: 
  A sharp wind blows through the circle of stones. They are 
  already here—the spirits of the dead, the jarls. Where 
  there was nothing only a moment go, now there sit seven 
  lords upon their thrones of stone. There in the moonlight, 
  the jarls have gathered once more to judge the world from 
  which they've departed.   
  And they are watching you. 
  They are watching you, judging you, as pregnant with 
  silence as the moon above is with light. 
  One voice cuts through the silence: the largest jarl, 
  whose throne faces north. "I am dead, but not gone," says 
  the giant. "I am Reggaryarva and my thunder still echoes 
  throughout this world. Dare you face it?" 
   
  If the adventurers accept the challenge, add: 
  The jarl simply nods and raises his massive hand. Another 
  wind blows through the ring of stones, cutting right to the 
  bone. Dust on that wind quickly amasses into a skeleton—
  a skeleton twenty feet in height and wielding a greataxe 
  six feet in length.  
  "Begin," says Reggaryarva—and the skeletal behemoth 
  roars, launching itself into battle! 
  After the frost giant skeleton is dispatched, Reggaryarva 
  conjures two invisible stalkers—however, it takes 1d4+1 
  rounds for the stalkers to materialize and attack the party. 
  This gives the adventurers the chance to recuperate after 
  such a brutal battle.   
  When the stalkers attack, read the following: 
  You've done it. The giant's skeleton lies lifeless, just as it 
  should've always been. You suck in a deep breath, your 
  nerves alight with excitement. As you survey—a hand 
  closes around your throat! You search for a foe, but one 
  remains unseen—and yet you feel its ironlike fingers 
  squeeze! As your breath tightens, the ground falls away—
  you're being lifted into the air!  
  Rather than make a Slam attack, the stalker that attacks 
  this character in the narration flies upwards 10 feet and, 
  on the adventurer's first turn, they break free. They take 
  1d6 bludgeoning damage from the fall and land prone.  
  This cinematic segue should be more exciting than "two 
  more foes appear to attack you." 
   
  EVENT: YSELM'S BETRAYAL 
  Having seen the adventurers triumph over what should 
  have been their doom, Yselm accepts that she has no other 
  choice but to take matters into her own hands—and with 
  those very hands, wring the life from her foes' necks.  
  Read the following: 
  "Enough of this," calls Yselm's cold voice—you can't 
  help but flinch. Had she not refused to stray closer to Jarl-
  moot? But there she is, her furs discarded and her eyes 
  alight with fury. In her open palms float shards of ice—
  since when had she been a spellcaster? 
  "For too long has the Frostmaiden gone unappeased," 
  she snarls. "Tonight, her will shall be done!"  
  Tactics. Yselm is joined by a winter wolf that appears 
  from behind the adventurers, heralded by a sharp and 
  bitter wind. The two use these tactics: 
  • On her first turn, Yselm casts conjure animals to add 
  two giant owls to the battle. If the party is relatively 
  unscathed, Yselm summons four giant owls instead.  
  • On her second turn, Yselm casts ice storm, caring not if 
  the winter wolf is caught in the area-effect (as the wolf 
  is immune to cold damage). 
  • Once Yselm loses concentration on conjure animals, the 
  owls disappear; she then casts wind wall or moonbeam. 
  • The winter wolf rushes into the fray, attempting to catch 
  as many foes in its Cold Breath as possible. Thereafter, 
  it harries the adventurers' backline. 
  • The giant owls strafe the adventurers, flying back up to 
  an altitude of 40 feet. They do not provoke opportunity 
  attacks, thanks to their Flyby trait.  
  • Yselm fights to the bitter end, knowing that she will be 
  welcomed into Auril's wintry afterlife for her service. 
  When she is reduced to 0 hit points, she murmurs, 
  "Frostmaiden take me…" 
   
  EVENT: GROMIN'GORN 
  When Gromin'gorn arrives, she greets the adventurers 
  (she speaks Common) provided they didn't hide from her. 
  Read the following: 
  Over the ridge lumbers a frost giant; by when you realize 
  the threat, she has already seen you. With the full moon at 
  her back, she thumps her fist against her breast in a salute. 
  "Hail!" she shouts in heavily-accented Common.   
  On the tail end of her greeting, you hear the sound of 
  dancing iron, the clinking of a chain. You realize that she 
  wields no weapon—not one in the conventional sense, at 
  least—but rather an anvil on a chain.  
  Provided an adventurer is brazenly displaying the horn of 
  blasting, add the following: 
  
   
  18 
  The giant's eyes glide over you—and widen. Sucking in a 
  breath, she croaks, "You bear the horn of my ancestors." 
  There is a short burst of silence—and then the giant 
  swings her anvil in a wide arc, shouting, "Today, I prove 
  myself!"  
   
  J2. HALL OF BRAZIERS 
  As with most puzzles in tabletop RPGS, your players are 
  either going to quickly find a solution or beat their heads 
  against the wall. Given that this puzzle is gated behind the 
  Dwarvish and Giant languages, some changes must be 
  made to avoid frustrating the adventurers too much: 
  • By when the adventurers access the vault, there is only 
  an hour before the full moon dips below the horizon, 
  meaning that they will become trapped inside if they 
  linger for too long.  
  • If you know that your players enjoy puzzles, give them 
  a few minutes to figure it out on their own; if they can't, 
  allow their characters try instead through ability checks. 
  Guiding them to J5 will also help, once they find the 
  ingredients necessary to light the braziers. 
  • An adventurer can make an Intelligence (Investigation) 
  check to determine a brazier's ingredient. The DC is 10 
  + 1d8. On a failure, the character wastes ten minutes, 
  after which they determine the necessary ingredient. 
  With the moon sinking towards the horizon, they can 
  only afford to fail five checks, otherwise the party must 
  leave the vault before Reggaryarva's throne seals it off. 
  The adventurers can still escape through the Exit Portal 
  (see J4) but they don't necessarily know that.  
   
  KARKOLOHK 
  Knowing that they cannot weather this everlasting winter 
  alone, the goblins of Karkolohk have offered peace with 
  their historical enemy, Ten-Towns. This plan has been 
  orchestrated by Chief Yarb-Gnock (the rock gnome mage 
  Spellix Romwod in disguise).  
  Whether Romwod's peace offer is genuine is up to you. 
  He and the goblins know they can't survive the unending 
  winter without help, but does he make his offer just so that 
  some emissaries can smuggle him from the goblins? 
  The Companion suggests blending both options. Spellix 
  did send a genuine peace offer, but, as his emissary went 
  to Ten-Towns, the goblins found an object jettisoned from 
  the illithid nautiloid (see Id Ascendant). Believing that 
  this mysterious object holds enough power for him to 
  carve his own destiny, he has dismissed the peace offer as 
  a foolish plan. Once he opens the egg (or accepts that he 
  can't) he changes his tune, beseeching the adventurers to 
  smuggle him to safety. 
  Believing that the adventurers are abducting their dear 
  leader, the goblins attack. During the fray, Romwod risks 
  blowing his cover. The goblins would murder him if they 
  found out he had deceived them.  
  United Icewind Dale. Having goblins and men bury 
  their historical hatchet, as the Companion suggests, is 
  more narratively satisfying. If you disagree, or just want 
  a comedic romp through Karkolohk, have Romwod be 
  discovered.  
  Justice. If "Chief Yarb-Gnock" is brought back to Ten-
  Towns, he must face justice for the crimes of his people. 
  See Justice below.  
   
  Length. Long (if hostile), Short (if nonhostile)  
  Appropriate Level. 4th-5th 
  Rumor. "Goblin scavengers prowl the tundra on the backs of 
  wolves or in wagons. They also like to ambush travelers on 
  the Ten Trail on this side of the mountain pass. Well, a group 
  of trappers found the goblins' fortress in the mountains. 
  Someone should go there and wreck it." 
  Alternative Rumor. "Did you hear? They found a goblin 
  emissary! Rumor has Karkolohk wants to join Ten-Towns—
  can you believe it? What gall. Years of war and theft, and 
  they want amnesty? Speaker Shane best come to her senses."  
  Quest. Peace Out by Speaker Duvessa Shane 
  Foes. Spellix Romwod, 22 goblins, 1 worg  
  Rewards. 300 gp 
  Quick Notes. See the following notes: 
  • Speaker Duvessa Shane tasks the party with hearing out 
  the goblins; Sheriff Markham Southwell, her friend, 
  instead offers 300 gp if they bring back the chief's head. 
  • Notably, Sheriff Southwell wouldn't know what the head 
  of the chief looks like, allowing the adventurers to 
  deceive him.  
  • Chief Yarb-Gnock is secretly Spellix Romwod, a rock 
  gnome sorcerer wearing a mechanical costume aided by 
  illusion spells. Fearing that he will be slain if his secret 
  is discovered, he's been hurling "traitors" to their doom. 
  He is losing the support of the goblins he has fooled.  
  • The goblin seer Manafek (see K6) knows Yarb-Gnock 
  is a fraud and has yet to decide whether to blackmail or 
  betray him. 
  • Spellix is either genuine about his intention to integrate 
  with Ten-Towns or he just wants to be rescued by the 
  party. The choice is yours.   
   
  GAINING THE QUEST 
  The Companion advocates directly issuing this quest to 
  the party, as opposed to chasing a rumor, because it puts 
  them in direct contact with Speaker Duvessa Shane of 
  Bryn Shander. Completing this quest impresses her and 
  she learns she can trust the party with more sensitive 
  concerns like the Behind Bars quest.   
   
   
   
  
   
  19 
  THE AUDIENCE 
  When the adventurers meet with Duvessa Shane at Bryn 
  Shander's townhall, read the following: 
  After minutes of waiting for Speaker Shane, you are at 
  last brought into her office, which has been warmed by a 
  hearth. The Speaker has her face in a ledger and, as you 
  are seated, murmurs, "Just a moment, will you?" 
  As you wait, the door opens. A burly man enters the 
  room. It's impossible to have not seen Sheriff Southwell 
  before; the constable roams the streets of Bryn Shander at 
  all hours. 
  "Speaker," he says curtly. His eyes glide over you, as if 
  he were measuring your might and worth. "You must be 
  our brave volunteers." 
  While Shane scribbles in her ledger, Southwell details the 
  fortress of Karkolohk as a wind-blasted roost from which 
  the "vile goblins" launch raids on Icewind Dale. He marks 
  their map (providing one if they don't have one already) 
  so that they know where it is. 
  When Duvessa Shane joins the conversation, read: 
  The Speaker closes her ledger with an onerous thud. As 
  she rises to greet you personally, you can't help but notice 
  the worried lines etched deep into her weathered face. The 
  weights of duty and political office have clearly left their 
  mark on the otherwise young woman. 
  "Today, we have a chance to end a war," Shane says 
  with a sad smile. "The goblins have come 'round, forced 
  by the Frostmaiden's hand. Chief Yarb-Gnock has offered 
  peace and integration. His very words—quite articulate 
  for a goblin—were "Together we stand, divided we fall."  
  The Speaker smooths her dress. "Now, I know what I 
  am about to propose will sound absurd—after all, haven't 
  Yarb-Gnock's people victimized us since times forgotten? 
  But there is wisdom in his words. Together we stand, 
  divided we fall to the Frostmaiden's merciless winter." 
   
  THE BOUNTY 
  After the adventurers finish their audience with Speaker 
  Shane, Sheriff Markham Southwell escorts them out of 
  townhall—and on the streets of Bryn Shander, he tasks 
  them with instead slaying the goblin chieftain. Read: 
  The wide doors to townhall shut behind you. The snow 
  today is light and gentle; its touch sends a shiver through 
  you. Sheriff Southwell glances over his shoulder. "Look," 
  he says. "The Speaker means well, but there can be no 
  peace with these foul monsters. They've preyed upon our 
  people for years. The people of Ten-Town will not accept 
  the amnesty Shane offers. We will face revolt—and 
  worse, we will have those monsters in our streets. 
  "Now, the goblins have given us a golden opportunity. 
  They will be cautious, but will let you in nonetheless, as 
  their chief has ordered. Wade into the belly of the beast 
  and cut him down. Let the beasts flounder in winter." 
  The sheriff pulls from his coat a coinpurse—you hear 
  the seductive clink of coinage. "Three hundred pieces, if 
  you're willing to do what must be done." 
  KARKOLOHK: AREA SUMMARY 
  Karkolohk's various areas are summarized below. An area 
  not included in this list has little to no content to interact 
  with. The fortress is detailed enough that further details 
  would only bog down your session.  
  K1. Three watchtowers, 20 ft. tall, each containing 4 
  goblins that prefer to stand around the brazier than man 
  their posts. One goblin in each tower has a horn that 
  alerts the entire fortress (DC 9 Dex. (Stealth) check to 
  sneak past). 
  K2. Locked gate watched over by 6 goblins (DC 9 Dex. 
  (Stealth) check to sneak past; DC 20 Dex. check with 
  thieves tool made as an action to unlock; or DC 20 Dex. 
  (Acrobatics) check for a Small character to squeeze 
  under the gate). 
  K3. Goblin named Snubsuk riding a worg. Worg charges 
  intruders, causing Snubsuk to fall prone. 
  K4. Three archer platforms, 2 goblins + 2 wolves apiece. 
  K5. Dangling, inert shield guardian from Lost Spire of 
  Netheril. Can be lowered with a DC 15 Int. check to 
  decipher the goblin's pulley system and lower it. 
  K6. Six huts, 1 goblin healer apiece, including Manafek, 
  who knows Yarb-Gnock is a sham. 
  K7. Walkway used to hurl traitors to their doom; 15d6 
  bludgeoning damage from the fall. 
  K8. Nine huts with 1 adult goblin and 1d6 children. 
  K9. Fortress foyer, 4 goblins stationed here. If alarm is 
  raised, they lower a crossbar on the door, which requires 
  a siege engine or battering ram to break.  
  K11. Dining hall where the feast occurs if the adventurers 
  have come as emissaries for Peace Out.  
  K12. Chief Yarb-Gnock's quarters, DC 15 Strength check 
  to force open. It takes 1 minute for Spellix to don his 
  costume.  
   
  GNOME DIPLOMACY 
  The events of this section assumes that the adventurers 
  meet with Chief Yarb-Gnock as emissaries.  
   
  AN AUDIENCE WITH THE CHIEF 
  Read the following when the adventurers are escorted to 
  Area K11, the Dining Hall: 
  As you present yourselves to the goblins as emissaries, 
  you are ushered into the fortress—a gnarled testament to 
  the perseverance of wood in a windy land. As you are 
  brought in, a goblin approaches you with a bowl filled 
  with red paint—or blood.  
  "Sweat," says the goblin, offering the bowl. In the short 
  silence that follows, another goblin coughs and says, 
  "Swear." 
  "Ah!" goes the goblin. "Swear! Swear peace!" Cradling 
  the bowl in one hand, he dips his thumb into the red and 
  presses it against his forehead, leaving a mark. "Swear 
  peace!" he cries, shaking the bowl at you. 
   
   
  
   
  20 
  The red liquid is something akin to paint. If the party 
  refuses to swear peace or paint their foreheads, the goblins 
  look at each other incredulously and go fetch the chief. 
  Chief Yarb-Gnock arrives minutes later, having gotten 
  into his costume. He uses a silent image spell to cloak the 
  imperfections of his disguise; the truth can be discerned 
  with a successful DC 13 Int. (Investigation) check made 
  as an action.  
  When Yarb-Gnock arrives, read the following: 
  At last, the goblin chief arrives, dressed in regal furs 
  befitting his station. "You're here," he says in perfect 
  Common. "Great. Let's have some food, share a toast, 
  discuss amnesty for me and mine, and then it's onto 
  dessert. Sound good?"  
  The goblins throw a feast for the emissaries, which four 
  goblins attend—the only ones Spellix still trusts. The 
  conversation is strange, to say the least. During dinner, an 
  adventurer that succeeds on a DC 14 Wisdom (Insight) 
  check is left with the impression that the goblin is 
  concentrating intently on something (his spell).   
  When Spellix wants to discuss the peace treaty, he 
  dismisses his goblins. During the conversation, the party 
  may see through his spell, forcing him to explain how he 
  ended up among the goblins. 
   
  EVENT: JUSTICE 
  If the goblins are officially inducted into Ten-Towns, the 
  Council of Speakers calls an immediate meeting as the 
  people protest in the streets. Unless Spellix Romwod has 
  escaped already, he is forced to stand trial for the crimes 
  committed by his adopted people. Spellix has been placed 
  into an impossible position: does he admit he's just a fraud 
  only to be murdered by the goblins? Or does he stand trial 
  as "Chief Yarb-Gnock" and pay for their sins? 
  In the aftermath, Manafek, if she lives, takes control of 
  the goblins, proving herself a cunning leader.  
   
  DEATH 
  If Spellix stands trial, he is quickly found guilty. His 
  public execution is scheduled for the noon the next day. 
  He is kept in a cell near the townhall, watched over by 
  1d4+4 tribal warriors. Even with his magic, he has little 
  chance to escape his cell or fool his guards.  
   
  DISHONOR 
  If Spellix admits his deceit, many still clamor for his 
  death, citing the fact that he did nothing to stem the wave 
  of caravan attacks. If he is offered clemency, the goblins 
  inevitably learn that they have been bamboozled—and by 
  a gnome of all people. They conspire to murder him. If he 
  does not skip town, he is slain within a tenday. If he does, 
  he's once again condemned to the frigid wastes of Icewind 
  Dale. He may fall under the sway of the Cult of Levistus, 
  Avarice, or Vellynne Harpell—anything is better than a 
  cold or violent death.  
  LOST SPIRE OF NETHERIL 
  Having broken off from the city of Ythryn eons ago, this 
  spire foreshadows the events of Chapters 6 and 7. Thus, it 
  becomes a mandatory point of interest for the adventurers 
  to visit. Additionally, a semi-important character (Dzaan) 
  can be added into the story, should they manage to make 
  him real.  
   
  Length. Short 
  Appropriate Level. 5th-6th 
  Rumor. "Did you hear what happened to that evil wizard in 
  Easthaven? They tied him to a stake and lit him on fire! Why? 
  'Cause he hired some Ten-Towners to help him find a buried 
  tower, then killed 'em to keep its location secret. Well, one of 
  'em told me where the tower's at! I wouldn't go myself, but 
  maybe it's somethin' you'd like to explore." 
  Quest. Hunt for the Red Yeti by Mylbor Tafferac 
  Foes. Dzaan's Simulacrum, 1 wight, 1 basilisk, 1 will-
  'o-wisp, possibly 1 black pudding and 6 bugbears 
  Rewards. Treasure 
  Quick Notes. See the following notes: 
  • The Lost Spire was found by Dzaan, the wizard that was 
  burned at the stake in Easthaven during Chapter 1. He 
  was a member of the Arcane Brotherhood and, like his 
  colleagues Avarice and Vellynne Harpell, was in search 
  of the lost city of Ythryn.  
  • Dzaan was a Red Wizard of Thay, who are despised 
  across the world. He is survived by his simulacrum, 
  who is in Area P12.  
  • This point of interest is directly related to Chapters 6 and 
  7, making it an important locale to feature early in the 
  campaign. Additionally, if Dzaan becomes permanent, 
  he directly influences the story in Chapter 7.  
  • Krintaas (the wight) quashes any attempts for Dzaan's 
  simulacrum to become real—unless it learns that its 
  master is dead. Afterwards, it devotes itself to getting 
  the life-spark necessary for the ritual. 
  • All areas are brightly lit by continual flame spells.  
  • The adventurers will require climbing gear or magic to 
  escape the spire.  
   
  GAINING THE QUEST 
  The Companion advocates using the Hunt for the Red Yeti 
  quest to draw the adventurers here, as it preserves the 
  surprise of finding the spire.  
  It is crucial that the adventurers witness the execution 
  of Dzaan. If they never visited Easthaven before this 
  quest, the adventurers arrive in time to see it on their way 
  out into the tundra (see the Toil and Trouble quest). If 
  your intent is to guide them to the Lost Spire this session, 
  Captain Arlaggath doesn't issue the Toil and Trouble 
  quest until later.  
   
   
   
  
   
  21 
  THE SIMULACRUM 
  The life of a simulacrum is a tragic one—they can't learn 
  new magic or restore either their spell slots or hit points. 
  They are cursed with a foul mimicry of life with almost 
  none of the perks. Therefore, a simulacrum is a coward—
  they can't afford to be hurt, because their body cannot heal 
  naturally.   
  Spells. As described above, a simulacrum can't regain 
  any spent spell slots, so Dzaan is loathe to cast a spell of 
  1st-level or higher. He does so only to preserve his pitiful 
  excuse for a life. Thanks to his levitate spell, he can 
  traverse the upside-down spire—however, he only has 
  two 2nd-level slots, and the spell can only affect one 
  target at a time.  
  Roleplaying Dzaan. Dzaan is just as evil as his creator; 
  however, his fragile existence forces him to play nice with 
  others. Here he is respectful to the adventurers, but, if he 
  is made real and allowed to recuperate, he becomes just 
  as callous as his namesake was in life. He would kill the 
  adventurers if it got him closer to his goals. 
  During this point of interest, Dzaan is always smiling, 
  deferring to others in an argument, and saying a word that 
  would make the true Dzaan's skin crawl: please. It is for 
  these qualities that Krintaas detests the simulacrum; he 
  considers him a mockery of his distant master.   
  You can voice the simulacrum with the dialogue below: 
  • "As a simulacrum, I am cursed with all the knowledge 
  of my creator, but none of the gifts of life. I cannot taste, 
  I cannot love, and I cannot learn. Is it any wonder why 
  I wish so desperately to be real? 
  • "I am the shadow of an esteemed wizard—a member of 
  the Arcane Brotherhood. Aid me now and you will reap 
  the benefits later. You will find a friend in me." 
  • "I have existed for little more than a few weeks—and I 
  gotta say, I could take it or leave it." 
  • When he tries his hand at humor, Dzaan says, "I want to 
  be a real boy."  
   
  DZAAN LIVES! 
  If Dzaan is made real, read the following: 
  The chamber is awash in a soft, golden light that grows 
  with the fiery fingers of a new dawn. Standing upon the 
  crystal disk, upside-down, the simulacrum exalts, "Yes! 
  YES! True life! Life at last!"  
  All at once the chamber pops with static. The golden 
  light blinks out, and even the magical torches along the 
  walls are extinguished. In the sudden darkness comes a 
  light—a light cast by Dzaan as he approaches an empty 
  sconce and refills it with its fire. 
  "It's true! It's true! Full is the shell that was once empty, 
  and now I may enjoy all that life has to offer! My thanks, 
  heroes!" 
   
  REGHED TRIBE CAMP 
  This point of interest has the benefit of being periodically 
  mobile. Every so often, usually after a week or two, the 
  Reghed nomads pack up their tents to continue chasing 
  after reindeer herds. Additionally, with there being four 
  distinct Reghed tribes, you can run this point of interest 
  multiple times and in a variety of locations. 
  This section of the Companion pertains specifically to 
  the clan of cannibals involved in the Wolf Tribe Cannibals 
  quest. It is important to note that this is just one small clan 
  of the infamous Wolf Tribe—that this clan's members 
  have become foes of all folk in Icewind Dale does not 
  mean that the Wolf Tribe itself has too.  
   
  Length. Short 
  Appropriate Level. 4th-5th 
  Rumor. "If you're looking for something hidden in Icewind 
  Dale, the people you should talk to are the Reghed nomads. 
  They know every inch of this land and all its secrets. The 
  tricky part is finding them. They tend to follow the reindeer 
  herds." 
  Quest. Wolf Tribe Cannibals by Aluka 
  Foes. 2 gladiators, 1 druid, up to 36 tribal warriors 
  Rewards. None 
  Quick Notes. See the following notes: 
  • There are four main tribes, each composed of several 
  smaller clans. When you run this point of interest, it 
  could be a tribe or a constituent clan.  
  • See Reghed Nomads in App. C of RoFM for all the lore 
  pertaining to the tribes.  
  • The clan encountered here is led by Sangra Grisgir (a 
  CE human gladiator) who has convinced her people to 
  embrace cannibalism.   
   
  GAINING THE QUEST 
  Aluka, a Wolf Tribe member and, ironically, a werewolf, 
  comes to Ten-Towns for aid. Asking for mighty warriors, 
  she is directed to the adventurers. Read the following:  
  As you go about your business on yet another merciless 
  day, a woman approaches you. She is lean and clad in the 
  deerskin garb typical of a Reghed noble.  
  "I have heard you are strong—and it is that strength I 
  will need to bring a clan of ours to justice. They have 
  committed the most evil of sins: cannibalism. It could be 
  forgiven if their chieftess hadn't embraced it in favor of 
  all other hunting. You have heard of the missing trappers 
  as of late, have you not?" 
  With a grimace, the woman continues, "My people can't 
  suffer war in our own ranks; our numbers are too few. If 
  it were even known that I was telling outsiders of this 
  shame, I would be gravely dishonored.   
  Aluka cannot intervene; she mustn't bring harm to her 
  own people, cannibals or not, for they are too few in 
  number. She believes the clan can be redeemed, but first 
  Sangra Grisgir must be made an example of.  
   
   
  
   
  22 
  FINDING THE CAMP 
  The adventurers can search for the cannibal camp with 
  Aluka's directions, but it would be more exciting for them 
  to either witness an attack on a caravan or be attacked 
  themselves by the cannibals (and willingly be brought 
  back to the camp).  
  Target: Caravan. While nearing the clan's last known 
  location, the party spots 1d6+4 human tribal warriors 
  descending upon a caravan of 1d4+4 commoners. Their 
  shouts can be heard across the fields. Additionally, the 
  tribe's Great Warrior (a gladiator) is present. The party 
  can intervene or hang back to trail the cannibals. If they 
  battle the cannibals now, they can eliminate the Great 
  Warrior (a female human whose face has been painted 
  with blood) now, sparing them from a battle with her later. 
  Target: Adventurers. Either by design or by sheer, bad 
  luck, the cannibals fall upon the adventurers. They consist 
  of the same combatants above, but strike while the party 
  is asleep at night. Ask your players who among them is 
  not wearing armor while they sleep; those that choose not 
  to are awarded with Inspiration (as while it's possible and 
  pragmatic to sleep armored, a character would wish to be 
  comfortable while they rest, even though it imposes a 
  mechanical disadvantage). 
  The adventurers might willingly surrender themselves 
  to the cannibals or force them to divulge the location of 
  their camp. Work with whatever solution they come up 
  with.  
   
  AT THE CAMP OF CANNIBALS 
  The camp has no defenses, but it is patrolled by groups of 
  1d4+2 tribal warriors. Since the clan has fallen on hard 
  times, you can reduce the number of their warriors from 
  36 (the usual number of tribal warriors in a camp) to 3d6 
  +16. This number doesn't include children.  
  The nearby tundra is poisoned by the distinctive scent 
  of burning hair—but as the adventurers come closer, they 
  are confronted with one of the most delectable smells they 
  have ever encountered. The clan is busy roasting unlucky 
  travelers that they found earlier; the cannibals had the 
  decency to kill them before butchering them. The other 
  1d3+2 commoners are being held captive in Chieftain's 
  Tent, bound by rope.  
  Confronting the Chief. It isn't enough to merely kill 
  Sangra Grisgir discreetly; she must be brought to justice 
  before all her people. If the adventurers challenge her to a 
  duel, the gladiator must accept, but she can choose an 
  equal number of combatants that the party has. Notably, 
  when she tasks the tribe's shaman (a druid) with joining 
  her, the shaman refuses, shouting, "You have forgotten 
  the Old Ways, Sangra! Now you must answer to the gods, 
  here before the eyes of men!" 
  Cursing the shaman, Sangra calls upon tribal warriors 
  to join her in battle. Even faced with death, she does not 
  dare dishonor herself by cheating or fleeing.  
  REVEL'S END 
  By far one of the most impressive points of interest (for 
  its unique nature and content) Revel's End is a mandatory 
  stop for the adventurers. If you have any former villains 
  that the players (in this campaign or another) brought to 
  justice, you can imprison them here as a callback.  
  Unless an adventurer is imprisoned here, the party can 
  expect to visit this place only once in the campaign. You 
  can introduce them to it through the Behind Bars quest, or 
  drive them here by a blizzard; otherwise, the warden is 
  unlikely to admit them inside. You can also provide a 
  glimpse of this locale during the Whale Oil Acquisition 
  quest, if Angajuk surfaces during the ferry.   
   
  Length. Medium (due to roleplay) 
  Appropriate Level. 4th-5th 
  Rumor. "I keep telling everyone the Everlasting Rime isn't the 
  Frostmaiden's doing. It's actually the Arcane Brotherhood, 
  plotting another takeover of Ten-Towns! A wizard who was 
  burned at the stake in Easthaven admitted to being one of 
  them, and he said there are other Arcane Brotherhood wizards 
  lurking among us. Vaelish Gant is behind it all, no doubt. The 
  scoundrel is locked away in Revel's End, but that doesn't 
  make him any less dangerous. Someone should find out what 
  he knows!" 
  Quest. Behind Bars by Speaker Duvessa Shane 
  Foes. None, if the party doesn't instigate a prison break 
  Rewards. 250 gp 
  Quick Notes. See the following notes: 
  • Marta Marthannis, a LG human mage, currently serves 
  as the warden. She is a secret Harper agent (the Harpers 
  being an international organization devoted to usurping 
  tyrants and maintaining freedom).  
  • The Warden is half-possessed by a dwarf spirit (her dead 
  friend) that takes control of her once or twice a day. 
  During this time, she is fond of booze and Dwarvish.   
  • Visitors bereft of official business with the prison are 
  turned away, unless they appeal for temporary shelter.  
  • Vaelish Gant, Prisoner #237, is the only notable prisoner 
  included by Rime of the Frostmaiden.  
  • To open a prison cell, a switch (or the master switch) 
  must be flipped; the switches are in Area R18. 
   
  GAINING THE QUEST 
  It is best to run Peace Out (the quest associated with the 
  goblin fortress of Karkolohk) before Behind Bars, as it 
  gives the adventurers the chance to prove themselves to 
  Speaker Duvessa Shane beforehand. Additionally, the 
  party should have already witnessed the fiery execution 
  of Dzaan in Easthaven (see Toil and Trouble), as it is this 
  event that alerts Duvessa to the possibility that Arcane 
  Brotherhood agents are lurking in Icewind Dale. Thus, 
  she must turn to Vaelish Gant. Notably, Gant tried to 
  usurp Shane a few years ago, but his plot was foiled by 
  some meddlesome adventurers.  
   
   
  
   
  23 
  When the adventurers meet with Speaker Shane, they 
  must go through all the bells-and-whistles of meeting with 
  the Speaker—the inspection of arms, the waiting, being 
  greeted by Sheriff Southwell while the Speaker quietly 
  scribbles at her desk. Once she speaks to the adventurers, 
  read the following: 
  Your eyes are once again drawn to the deep lines etched 
  into Speaker Duvessa's otherwise youthful face. Her eyes 
  are heavy with the weight of office. Smoothing her dress, 
  she pours herself some tea and says, "I fear there may be 
  a conspiracy afoot. You heard of the Red Wizard that was 
  found and burned in Easthaven, didn't you? Apparently, 
  he was a member of the Arcane Brotherhood—and the 
  last time one of their ilk crept into Icewind Dale, I was 
  almost overthrown and imprisoned. So, forgive me if I am 
  more than wary." 
  Duvessa sips at her tea and continues, "The fool that 
  tried me languishes to the west of here, in the prison of 
  Revel's End. He would know something and I'm sure he 
  would love to talk to you. The bastard is too fond of 
  hearing his own voice as it is." 
   
  MEETING PRISONER 237 
  The adventurers can secure a meeting with Vaelish Gant 
  if they show Speaker Shane's letter to the Warden, which 
  bears her seal. When the prisoner is led into Area R12, 
  read the following: 
  The iron door slides open. A gruff voice orders, "Inside, 
  Prisoner Two-Thirty-Seven." From the gloom, a haggard 
  man is pushed inside. His hands are shackled together; 
  were it not for the table, he would've crashed to the floor 
  when he stumbled in.  
  "Knock when you're finished," one of the guards tell 
  you. "And be wary of this one; his magic was once quite 
  impressive." 
  If the adventurers address Gant by his actual name, rather 
  than "Prisoner 237" he sighs, "Now that is nice to hear. 
  Think if I had gone much longer, I would have forgotten 
  what it was." 
  Gant is unaware of the Arcane Brotherhood's activities; 
  they forsook him years ago when he failed to usurp 
  Speaker Shane. If her name is mentioned, he cringes in 
  regret and embarrassment. If he is shown Shane's letter, 
  promising a few years off his sentence in exchange for his 
  cooperation, read the following: 
  Vaelish Grant glances over the letter; perhaps it's the first 
  reading material he's had in years. His eyes widen and he 
  looks up at you. "So Duvessa's still raw about that little 
  coup, huh… Well, I've had enough of this place. I'll play 
  along. Shortly before I came to this wretched land, I heard 
  my superiors discussing an expedition to Icewind Dale to 
  search for a Netherese city that may have crashed out here 
  in the ice. Ythryl, Ythryn, something like that. I suppose 
  the bastards are finally getting around to it."  
   
  SKYTOWER SHELTER 
  To settle dispute between feuding tribes is a responsibility 
  that often falls to heroes—and the feud between Clans 
  Akannathi and Thuunlakalaga is no different.   
  This point of interest is inherently tied to Wyrmdoom 
  Crag. You cannot run one without the other, unless you 
  have no interest in exploring the goliath feud, in which 
  case travelers can expect to be turned away from Sky-
  tower Shelter, whereas travelers in need can seek shelter 
  at Wyrmdoom Crag. Ironic, right? 
  The Companion recommends having the adventurers 
  first visit Skytower Shelter, only to be turned away. This 
  is to contrast how warm and open Clan Thuunlakalaga is. 
   
  Length. Long (if combined with Wyrmdoom Crag) 
  Appropriate Level. 5th-6th 
  Rumor. "We don't see goliaths much around here, but there 
  are two feuding clans in the Spine of the World. I bet if 
  someone from Ten-Towns were to help them put aside their 
  differences, all the goliaths would benefit. I'd sure like to 
  meet a goliath someday!" 
  Quest. A Goliath Problem by Kwan the Monolith 
  Akannathi 
  Foes. Up to 16 goliath warriors, 6 griffons, 1 crag cat 
  Rewards. Figurine of wondrous power (silver raven) 
  Quick Notes. See the following notes: 
  • Of the two goliath clans, Akannathi is hostile and wary 
  of outsiders. They are led by Chief Arn Rockfist 
  Akannathi who is met in Area W2.  
  • The Akannathi repeat this account of the source of the 
  feud: "Many summers ago, the children of Skytower 
  challenged the children of Wyrmdoom to a game of 
  goat-ball. One of the children of Wyrmdoom, angered 
  at being knocked off her perch, threw the ball at one of 
  our griffons and struck it in the head. It wounded her in 
  return. The game was called off. Days later, hunters 
  from Wyrmdoom climbed our mountain and slew the 
  griffon in its nest—a grave insult. We have been at war 
  ever since." 
  • The account above is false, if one were to believe the 
  scars that still mar Chief Ogolai's face.   
   
  GAINING THE QUEST 
  Seeking to atone for the dishonor she brought upon her-
  self, Kwan the Monolith Akannathi wishes to end the feud 
  between her clan and Clan Thuunlakaga. The Companion 
  suggests having the adventurers meet Kwan when she 
  tries to steal from them. She is seen and arrested by the 
  guards, who later call the adventurers in to take their 
  account of the events. While there, Kwan is granted the 
  chance to apologize to the adventurers (who can convince 
  the guards to soften her sentence with a DC 15 Charisma 
  (Persuasion) check). Instead of apologizing, Kwan asks 
  the adventurers to mend the divide, directing them to first 
  visit Skytower Shelter and speak with Chief Arn.   
   
   
  
   
  24 
  SKYTOWER SHELTER: AREA SUMMARY 
  Skytower Shelter's various areas are summarized below. 
  The cave is detailed enough that further details would 
  only bog down your session.  
  S1. A 10-foot-wide stone causeway connects to Skytower 
  Shelter, watched over by 6 griffons that betray their 
  presence. 
  S2. Chief Arn Rockfist Akannathi warns the adventurers, 
  "Turn back. You are not welcome here." 
  S3. 5 goliath warriors gather here, armed with axes and 
  javelins. 
  S4. Harad, Arn's husband, watches over his blind mother, 
  Kaniaka, who has grown tired of the feud.  
  S5. Runestone that grants mental benefits to those that 
  meditate next to it.  
  S6. Rahi Skydreamer Akannathi trains griffons here. 
  S7. Runestone that grants physical benefits to those that 
  meditate next to it. 
  S8. Details the history of the Akannathi tribe. 
  S9. 9 goliath warriors here are engaged in a contest of 
  strength. They are drawn to S9 by a disturbance.   
   
  RUNNING SKYTOWER SHELTER 
  The Companion suggests the following chain of events 
  for this point of interest: 
  • The adventurers arrive to Skytower Shelter only to be 
  turned away by Chief Arn. 
  • If the adventurers mention the clan feud, Arn tells them 
  that he will "settle for nothing shorter than the coveted 
  cloak of Chief Ogolai Orcsplitter Thuunlakaga."  
  • Denied entry, the adventurers must hike back down the 
  mountain. An avalanche occurs while in transit.  
   
  TO BATTLE! 
  The goliaths are not the type of folk around to sit around 
  and wait for intruders to delve deeper into the caves. 
  Instead, if an alarm is raised, all sixteen goliath warriors 
  rush out to S2 to aid their chieftain. As they charge into 
  battle, they hurl their javelins from 30 feet away (+6 to 
  hit, 30/120 ft., 1d6+4 piercing damage).  
   
   
   
   
   
  WYRMDOOM CRAG 
  Of the two goliath clans, Clan Thuunlakalaga is more 
  willing to set aside their differences and make peace with 
  their bitter rivals. That their chief, who was the victim in 
  the incident that caused the rift in the first place, is willing 
  to bury the hatchet speaks to the humility that this clan 
  embodies.  
  This point of interest is inherently tied to Skytower 
  Shelter. You can't run one without the other, unless you 
  have little or no interest in exploring the goliath feud. The 
  Companion recommends having the adventurers first visit 
  Skytower Shelter, only to be turned away by Chief Arn. 
  This contrasts the warm welcome offered by Clan Thuun-
  lakalaga. 
   
  Length. Long (if combined with Skytower Shelter) 
  Appropriate Level.  
  Rumor. "We don't see goliaths much around here, but there 
  are two feuding clans in the Spine of the World. I bet if 
  someone from Ten-Towns were to help them put aside their 
  differences, all the goliaths would benefit. I'd sure like to 
  meet a goliath someday!" 
  Quest. A Goliath Problem by Kwan the Monolith 
  Akannathi 
  Foes. Up to 25 goliath warriors 
  Rewards. Figurine of wondrous power (silver raven) 
  Quick Notes. See the following notes: 
  • Of the two goliath clans, Thuunlakalaga is friendly. 
  They are led by Chief Ogolai Orcsplitter Thuunlakaga, 
  who is normally in W5, but is moved to W2 (see below). 
  • Clan Thuunlakalaga repeats this account of the feud: 
  "Many summers ago, the children of Wyrmdoom 
  challenged the children of Skytower to a game of goat-
  ball. During the game, the ball tumbled near one of the 
  griffons of Skytower. When one of our children tried to 
  fetch the ball, the griffon went berserk and grievously 
  wounded her. The game was called off. Hungry for 
  more of the child's flesh, the griffon haunted 
  Wyrmdoom for days. Our hunters were forced to kill it 
  to protect the child. The two clans have been opposed 
  ever since." 
  • Chief Ogolai of Wyrmdoom Crag is the child that was 
  mauled in the account above.  
  • The adventurers can convince Ogolai to meet with Arn 
  (Chief of Skytower Shelter) on neutral ground if they 
  heal the aarakocra Sikki-kree (see Area W6).  
   
  GAINING THE QUEST 
  See Gaining the Quest in the Skytower Shelter section. 
  Because the quest is issued by a Clan Akannathi member, 
  the directions remain the same.  
   
   
   
  
   
  25 
  WYRMDOOM CRAG: AREA SUMMARY 
  Wyrmdoom Crag's various areas are summarized below. 
  The cave is detailed enough that further details would 
  only bog down your session.  
  W1. Chwingas annoy the party. Dragon bones lie half-
  buried in the snow. 
  W2. Goliaths normally play goat-ball here, the court 
  consists of 15 stone pillars. 
  W3. The clan weaponsmith is hard at work. 
  W4. Here goliath adolescents enter adulthood through a 
  terrifying rune-carved tunnel.  
  W5. Chief Ogolai and 8 goliath warriors are socializing 
  here.  
  W6. The wounded aarakocra is resting in these caves.  
  W7. 9 goliaths are feasting here with children and elders. 
   
  RUNNING WYRMDOOM CRAG 
  The Companion suggests the following chain of events 
  for this point of interest: 
  • Eight goliath warriors are already engrossed in a game 
  of Goat-Ball when the adventurers arrive (see W2). The 
  warriors welcome the party and invite them to join in 
  on the game (review the Goat-Ball sidebar in RoFM). 
  One of these players is Chief Ogolai.   
  • Ogolai is gauging the adventurers during the game. She 
  is particularly interested in how they handle defeat and 
  victory. If they ask to see the chief, she volunteers to 
  lead them to W5, where she reveals herself as chief. 
  Along the way, she remarks about W4.  
  • Ogolai introduces the adventurers to Sikki-kree, the 
  wounded aarakocra. If they heal her, they earn Ogolai's 
  trust and respect. 
  • The adventurers discuss what must be done for the clans 
  to set aside their differences. She admits she wants 
  nothing but for Arn to meet her here at Wyrmdoom 
  Crag, specifically at the goat-ball court—but Arn would 
  never agree to it, as it would make him look weak. 
  • The adventurers shelter the night in Wyrmdoom Crag 
  and can partake in goliath culture.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  26 
  APPENDIX A: MAGIC ITEMS 
  The following magic items are found in this chapter: 
   
  AMULET OF HEALTH 
  Wondrous item, rare (attunement) 
  Your Constitution score is 19 while you wear this amulet. 
  It has no effect on you if your Constitution score is already 
  19 or higher without it. 
  Location. See Ch. 2, Black Cabin, B4.  
   
  BAG OF TRICKS (GRAY) 
  Wondrous item, uncommon 
  This ordinary bag, made from gray cloth, appears empty. 
  Reaching inside the bag, however, reveals the presence of 
  a small, fuzzy object. 
  You can use an action to pull the fuzzy object from the 
  bag and throw it up to 20 feet. When the object lands, it 
  transforms into a creature you determine by rolling a d8 
  and consulting the Gray Bag of Tricks Table. The creature 
  vanishes at the next dawn or when it is reduced to 0 hit 
  points. 
  The creature is friendly to you and your companions, 
  and it acts on your turn. You can use a bonus action to 
  command how the creature moves and what action it takes 
  on its next turn, or to give it general orders, such as to 
  attack your enemies. In the absence of such orders, the 
  creature acts in a fashion appropriate to its nature. 
  Once three fuzzy objects have been pulled from the bag, 
  the bag can't be used again until the next dawn. 
  Location. See Ch. 2, Dark Duchess, D8.  
   
  GRAY BAG OF TRICKS 
  d8 
  Creature 
  1 
  Weasel (MM pg. 340) 
  2 
  Giant rat (MM pg. 327) 
  3 
  Badger (MM pg. 318) 
  4 
  Boar (MM pg. 319) 
  5 
  Panther (MM pg. 333) 
  6 
  Giant badger (MM pg. 323) 
  7 
  Dire wolf (MM pg. 321) 
  8 
  Giant elk (MM pg. 325) 
   
  CLOAK OF PROTECTION 
  Wondrous item, uncommon (attunement) 
  You gain a +1 bonus to AC and saving throws while you 
  wear this cloak. 
  Location. See Ch. 2, Wyrmdoom Crag, W5.  
   
  DRIFTGLOBE 
  Wondrous item, uncommon 
  This small sphere of thick glass weighs 1 pound. If you 
  are within 60 feet of it, you can speak its command word 
  and cause it to emanate the light or daylight spell. Once 
  used, the daylight effect can't be used again until the next 
  dawn. 
  You can speak another command word as an action to 
  make the illuminated globe rise into the air and float no 
  more than 5 feet off the ground. The globe hovers in this 
  way until you or another creature grasps it. If you move 
  more than 60 feet from the hovering globe, it follows you 
  until it is within 60 feet of you. It takes the shortest route 
  to do so. If prevented from moving, the globe sinks gently 
  to the ground and becomes inactive, and its light winks 
  out. 
  Location. See Ch. 2, Dark Duchess, D8.  
   
  ELEMENTAL GEM (YELLOW DIAMOND) 
  Wondrous item, uncommon 
  This gem contains a mote of elemental energy. When you 
  use an action to break the gem, an earth elemental is 
  summoned as if you had cast the conjure elemental spell, 
  and the gem's magic is lost. 
  Location. See Ch. 2, Wyrmdoom, W6.  
   
  EYES OF MINUTE SEEING 
  Wondrous item, uncommon 
  These crystal lenses fit over the eyes. While wearing 
  them, you can see much better than normal out to a range 
  of 1 foot. You have advantage on Int. (Investigation) 
  checks that rely on sight while searching an area or 
  studying an object within that range. 
  Location. See Ch. 2, Id Ascendant, N9. 
   
  FIGURINE OF WONDROUS POWER, SILVER RAVEN 
  Wondrous item, uncommon 
  This silver statuette of a raven can become a raven for up 
  to 12 hours. Once it has been used, it can't be used again 
  until 2 days have passed. While in raven form, the figurine 
  allows you to cast the animal messenger spell on it at will. 
  If you use an action to speak the command word and 
  throw the figurine to a point on the ground within 60 feet 
  of you, the figurine becomes a living raven. If the space 
  where the raven would appear is occupied by other 
  creatures or objects, or if there isn't enough space for the 
  raven, the figurine doesn't become a raven. 
  The raven is friendly to you and your companions. It 
  understands your languages and obeys your spoken 
  commands. If you issue no commands, the raven defends 
  itself but takes no other actions. 
  The raven exists for a duration specific to each figurine. 
  At the end of the duration, the creature reverts to its 
  figurine form. It reverts to a figurine early if it drops to 0 
  hit points or if you use an action to speak the command 
  word again while touching it. When the creature becomes 
  a figurine again, its property can't be used again until a 
  certain amount of time has passed, as specified in the 
  figurine's description. 
  Location. See Ch. 2, A Goliath Problem quest. 
   
   
  
   
  27 
  HELM OF TELEPATHY 
  Wondrous item, uncommon (attunement)  
  While wearing this helm, you can use an action to cast the 
  detect thoughts spell (save DC 13) from it. As long as you 
  maintain concentration on the spell, you can use a bonus 
  action to send a telepathic message to a creature you are 
  focused on. It can reply—using a bonus action to do so—
  while your focus on it continues. 
  While focusing on a creature with detect thoughts, you 
  can use an action to cast the suggestion spell (save DC 13) 
  from the helm on that creature. Once used, the suggestion 
  property can't be used again until the next dawn. 
  Location. See Ch. 2, Id Ascendant, N9. 
   
  HOOK OF FISHER'S DELIGHT 
  Wondrous item, rare 
  This tiny silver fishhook has a little gold feather attached 
  to it. For it to function, the feathered hook must be tied to 
  the end of a fishing line and immersed in enough water to 
  fill at least a 10-foot cube. At the end of each 
  uninterrupted hour of immersion, roll a d6. On a 6, a 
  floppy, 6-inch-long magical fish appears on the end of the 
  hook. The color and properties of the conjured fish are 
  determined by rolling on the Hook of Fisher's Delight 
  table. Once the hook conjures a fish, it can't do so again 
  until the next dawn. 
  Location. See Ch. 2, Cackling Chasm, Z5.  
   
  HOOK OF FISHER'S DELIGHT 
  d20 
  Fish 
  Color 
  Result 
  1-10 
  Green 
  with 
  copper 
  bands 
  This tasty fish provides a day's worth of 
  nourishment to one creature that eats it. The 
  fish loses this property and rots if it's not 
  eaten within 24 hours of being caught. 
  11-14 
  Yellow 
  with 
  black 
  stripes 
  Once removed from the hook, this awful-
  tasting fish can be thrown up to 120 feet, 
  targeting a creature the thrower can see. The 
  target must succeed on a DC 15 Strength 
  saving throw or be knocked prone. The fish 
  then disappears. 
  15-18 
  Blue 
  with 
  white 
  bands 
  When released from the hook, this fish 
  squirms free, sprouts wings, follows you 
  around, and sings a beautiful tune in Aquan. 
  It disappears after 2d4 hours or when 
  reduced to 0 hit points. The fish uses the 
  quipper stat block, except that it can breathe 
  air and has a flying speed of 30 feet. 
  19-20 
  Gold 
  with 
  silver 
  stripes 
  This tasty fish provides a day's worth of 
  nourishment to one creature that eats it and 
  grants 2d10 temporary hit points to that 
  creature. The fish loses these properties and 
  rots if it's not eaten within 24 hours of being 
  caught. 
   
   
   
  HORN OF BLASTING 
  Wondrous item, rare 
  You can use an action to speak the horn's command word 
  and then blow the horn, which emits a thunderous blast in 
  a 30-foot cone that is audible 600 feet away. Each creature 
  in the cone must make a DC 15 Constitution saving throw. 
  On a failed save, a creature takes 5d6 thunder damage and 
  is deafened for 1 minute. On a successful save, a creature 
  takes half as much damage and isn't deafened. Creatures 
  and objects made of glass or crystal have disadvantage on 
  the saving throw and take 10d6 thunder damage instead 
  of 5d6. 
  Each use of the horn's magic has a 20 percent chance of 
  causing the horn to explode. The explosion deals 10d6 fire 
  damage to the blower and destroys the horn. 
  Location. See Ch. 2, Jarlmoot, J4.  
   
  MITHRAL CHAIN MAIL 
  Heavy armor, uncommon 
  Mithral is a light, flexible metal. While wearing this, your 
  AC is 16. Unlike normal chain mail, mithral chain mail 
  doesn't impose disadvantage on Dexterity (Stealth) 
  checks or have a Strength requirement.  
  Location. See Ch. 2, Dark Duchess, D9.  
   
  POTION OF GASEOUS FORM 
  Potion, rare 
  When you drink this potion, you gain the effect of the 
  gaseous form spell for 1 hour (no concentration required) 
  or until you end the effect as a bonus action. This potion's 
  container seems to hold fog that moves and pours like 
  water. 
  Location. See Ch. 2, Skytower Shelter, S10. 
   
  POTION OF HEALING 
  Potion, common 
  You regain 2d4 + 2 hit points when you drink this potion. 
  The potion's red liquid glimmers when agitated. 
  Location. See Ch. 2, Wilderness Encounters, Icewind 
  Kobolds.  
   
  POTION OF RESISTANCE (ACID, COLD, FIRE, FORCE) 
  Potion, uncommon 
  When you drink this potion, you gain resistance to the 
  type of damage it was brewed for 1 hour. 
  Acid. You gain resistance to acid damage.  
  Cold. You gain resistance to cold damage.  
  Fire. You gain resistance to fire damage.  
  Force. You gain resistance to acid damage.  
  Location. These four potions are found together. See 
  Ch. 2, Lost Spire of Nethereil, P5.  
   
   
  
   
  28 
  QUIVER OF ELHONNA 
  Wondrous item, uncommon 
  Each of the quiver's three compartments connects to an 
  extradimensional space that allows the quiver to hold 
  numerous items while never weighing more than 2 
  pounds. The shortest compartment can hold up to sixty 
  arrows, 
  bolts, 
  or 
  similar 
  objects. 
  The 
  midsize 
  compartment holds up to eighteen javelins or similar 
  objects. The longest compartment holds up to six long 
  objects, such as bows, quarterstaffs, or spears. 
  You can draw any item the quiver contains as if doing 
  so from a regular quiver or scabbard. 
  Location. See Ch. 2, Dark Duchess, D9.  
   
  SPELL SCROLLS 
  A spell scroll bears the words of a single spell, written as 
  a mystical cipher. If the spell is on your class's spell list, 
  you can read the scroll and cast its spell without providing 
  any material components. Otherwise, the scroll is 
  unintelligible. Casting the spell by reading the scroll 
  requires the spell's normal casting time. Once the spell is 
  cast, the words on the scroll fade, and it crumbles to dust. 
  If the casting is interrupted, the scroll is not lost. 
  If the spell is on your class's spell list but of a higher 
  level than you can normally cast, you must make an 
  ability check using your spellcasting ability to determine 
  whether you cast it successfully. The DC is 13. On a failed 
  check, the spell disappears from the scroll with no other 
  effect. 
  Once the spell is cast, the words on the scroll fade, and 
  the scroll itself crumbles to dust. 
  Knock. The spell cast from this scroll has a spell save 
  DC of 13. The item is found in the Cave of the Berserkers, 
  Area Q4.  
  Lesser Restoration. The spell cast from this scroll has a 
  spell save DC of 13. The item is found in the Reghed 
  Tribe Camp, Shaman's Tent.  
   
  WAND OF BINDING 
  Wand, rare (attunement by a spellcaster) 
  This wand has 7 charges for the following properties. It 
  regains 1d6 + 1 expended charges daily at dawn. If you 
  expend the wand's last charge, roll a d20. On a 1, the wand 
  crumbles into ashes and is destroyed. 
  Spells. While holding the wand, you can use an action 
  to expend some of its charges to cast one of the following 
  spells (save DC 17): hold monster (5 charges) or hold 
  person (2 charges). 
  Assisted Escape. While holding the wand, you can use 
  your reaction to expend 1 charge and gain advantage on a 
  saving throw you make to avoid being paralyzed or 
  restrained, or you can expend 1 charge and gain advantage 
  on any check you make to escape a grapple. 
  Location. See Ch 2., Revel's End, R21. 
   
   
   
   
   
  
   
  29 
  APPENDIX B: BESTIARY 
  The following creatures are present in this chapter: 
   
   
   
   
  
   
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  52 
   
  APPENDIX C: EFFECTS 
  The following effects are present in this chapter, denoted 
  by being underlined in the chapters above: 
   
  WEATHER & ENVIRONMENTAL HAZARDS 
   
  AVALANCHE 
  Wilderness Hazard 
  The following rules can be used for rockslides as well as 
  avalanches. 
  An avalanche is a mass of snow and debris falling 
  rapidly down a mountainside. A typical avalanche is 300 
  feet wide, 150 feet long, and 30 feet thick. Creatures in 
  the path of an avalanche can avoid it or escape it if they're 
  close to its edge, but outrunning one is almost impossible. 
  When an avalanche occurs, all nearby creatures must 
  roll initiative. Twice each round, on initiative counts 10 
  and 0, the avalanche travels 300 feet until it can travel no 
  more. When an avalanche moves, any creature in its space 
  moves along with it and falls prone, and the creature must 
  make a DC 15 Strength saving throw, taking 1d10 
  bludgeoning damage on a failed save, or half as much 
  damage on a successful one. 
  When an avalanche stops, the snow settles and buries 
  creatures in it. A creature buried in this way is blinded and 
  restrained and has total cover. The creature gains one 
  level of exhaustion for every 5 minutes it spends buried in 
  the snow. It can try to dig itself free as an action, breaking 
  the surface and ending the blinded and restrained 
  conditions on itself with a successful DC 15 Strength 
  (Athletics) check. A creature that fails this check three 
  times can't attempt to dig itself out again. 
  A creature that is not restrained or incapacitated can 
  spend 1 minute freeing another creature buried in the 
  snow. Once free, that creature is no longer blinded or 
  restrained by the avalanche. 
   
  BLIZZARD 
  Wilderness Hazard 
  The blizzards that ravage Icewind Dale and harry 
  travelers on the mountain pass are reflections of Auril's 
  self-imposed isolation. A blizzard in Icewind Dale 
  typically lasts 2d4 hours, and whenever the characters are 
  caught in one, the following rules apply until it ends. 
  A blizzard's howling wind limits hearing to a range of 
  100 feet and imposes disadvantage on ranged weapon 
  attack rolls. It also imposes disadvantage on Wisdom 
  (Perception) checks that rely on hearing. The wind 
  extinguishes open flames, disperses fog, erases tracks in 
  the snow, and makes flying by nonmagical means nearly 
  impossible. A creature falls at the end of its turn if it is 
  flying by nonmagical means and can't hover. 
  Visibility in a blizzard is reduced to 30 feet. Creatures 
  without 
  goggles 
  or 
  other 
  eye 
  protection 
  have 
  disadvantage on Wisdom (Perception) checks that rely on 
  sight due to blowing snow. 
  Any creature that is concentrating on a spell in a 
  blizzard must succeed on a DC 10 Constitution saving 
  throw at the end of its turn or lose its concentration on the 
  spell unless the creature is sheltered against the elements 
  (for example, in an igloo). 
  Veering Off Course. 
  It's easy to veer off course while traveling through a 
  blizzard, and it's also easy for party members to become 
  separated from one another, which is why the wisest 
  course of action is to stay put and wait for the blizzard to 
  pass. 
  If the characters travel during a blizzard, have the 
  players designate one party member as the navigator. At 
  the end of each hour of travel through the blizzard, the 
  DM makes a DC 15 Wisdom (Survival) check on behalf 
  of the navigator. On a successful check, the party stays on 
  course. On a failed check, the party wanders off course, 
  putting its members no closer to their destination than 
  they were at the start of that hour. If the check fails by 5 
  or more and the party members aren't tied together, one 
  randomly determined party member becomes lost in the 
  blizzard and separated from the others. If the group tries 
  to reunite with its missing member, have the party 
  members (including the missing one) make a DC 15 
  Wisdom (Survival) group check at the end of each hour. 
  If this group check succeeds, the missing party member is 
  found, but no progress is made toward reaching the 
  group's intended destination that hour. The group check 
  can be repeated after each hour spent searching for the 
  missing party member. 
   
  EXTREME COLD 
  Weather 
  Whenever the temperature is at or below 0 degrees 
  Fahrenheit, a creature exposed to the cold must succeed 
  on a DC 10 Constitution saving throw at the end of each 
  hour or gain one level of exhaustion. Creatures with 
  resistance or immunity to cold damage automatically 
  succeed on the saving throw, as do creatures wearing cold 
  weather gear (thick coats, gloves, and the like) and 
  creatures naturally adapted to cold climates. 
   
   
   
  
   
  53 
  FRIGID WATER 
  Wilderness Hazard 
  A creature can be immersed in frigid water for a number 
  of minutes equal to its Constitution score before suffering 
  any ill effects. Each additional minute spent in frigid 
  water requires the creature to succeed on a DC 10 
  Constitution saving throw or gain one level of exhaustion. 
  Creatures with resistance or immunity to cold damage 
  automatically succeed on the saving throw, as do 
  creatures that are naturally adapted to living in ice-cold 
  water. 
   
  HEAVY PRECIPITATION 
  Weather 
  Everything within an area of heavy rain or heavy snowfall 
  is lightly obscured, and creatures in the area have 
  disadvantage on Wisdom (Perception) checks that rely on 
  sight. Heavy rain also extinguishes open flames and 
  imposes disadvantage on Wisdom (Perception) checks 
  that rely on hearing. 
   
  HIGH ALTITUDE 
  Wilderness Hazard 
  Traveling at altitudes of 10,000 feet or higher above sea 
  level is taxing for a creature that needs to breathe, because 
  of the reduced amount of oxygen in the air. Each hour 
  such a creature spends traveling at high altitude counts as 
  2 hours for the purpose of determining how long that 
  creature can travel. 
  Breathing creatures can become acclimated to a high 
  altitude by spending 30 days or more at this elevation. 
  Breathing creatures can't become acclimated to elevations 
  above 20,000 feet unless they are native to such 
  environments. 
   
  MOUNTAIN TRAVEL 
  Navigating the Spine of the World or the slopes of 
  Kelvin's Cairn is particularly arduous because of the 
  unforgiving mountain terrain. At the end of each hour, the 
  character or NPC leading the expedition must make a DC 
  15 Wisdom (Survival) check. On a successful check, the 
  hour's journey was not hindered by weather or terrain. On 
  a failed check, the party comes to an impasse and must 
  backtrack, which costs an extra hour of travel. If the check 
  fails by 5 or more, the party is caught in an avalanche as 
  it backtracks. The avalanche starts 2d6 × 100 feet above 
  the characters (see "Avalanches"). 
  The Mountain Travel table shows how fast the 
  characters can move through the mountains on foot or by 
  dogsled. Even in the best of cases, a journey in the 
  mountains takes twice as long as one of the same distance 
  across the tundra. 
   
  MOUNTAIN TRAVEL 
  Method of Travel 
  Distance per Hour 
  Dogsled 
  1/2 mile 
  On foot, snowshoes 
  1/4 mile 
  On foot, without snowshoes 
  1/8 mile 
  SLIPPERY ICE 
  Wilderness Hazard 
  Slippery ice is difficult terrain. When a creature moves 
  onto slippery ice for the first time on a turn, it must 
  succeed on a DC 10 Dexterity (Acrobatics) check or fall 
  prone. 
   
  STRONG WIND 
  Weather 
  A strong wind imposes disadvantage on ranged weapon 
  attack rolls and Wisdom (Perception) checks that rely on 
  hearing. A strong wind also extinguishes open flames, 
  disperses fog, and makes flying by nonmagical means 
  nearly impossible. A flying creature in a strong wind must 
  land at the end of its turn or fall. 
  A strong wind in a desert can create a sandstorm that 
  imposes disadvantage on Wisdom (Perception) checks 
  that rely on sight. 
   
  THIN ICE 
  Wilderness Hazard 
  Thin ice has a weight tolerance of 3d10 × 10 pounds per 
  10-foot-square area. Whenever the total weight on an area 
  of thin ice exceeds its tolerance, the ice in that area breaks. 
  All creatures on broken ice fall through. 
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Wyatt Trull/Rime of the Frostmaiden - Companion 2 Icewind Dale.pdf