TEXT:  
   
   
  
  i 
  CREDITS 
  Designer: Jeffery Pretti 
  Cover Illustrator: zschnepf 
  Maps & Interior Illustrations: Jeffery Pretti 
  Layout Template: Simple Microsoft Word Template by Laura 
  Hirsbrunner 
  Author’s Bio: Jeffery Pretti lives with his wife and two “dice 
  game”-loving kids in Portland, Ore. He has a Ph.D. in 
  philosophy from the University of Madison, Wisconsin, where 
  he studied the impact language has on how we mentally 
  represent the world – and vice versa. He now puts that degree 
  to its best possible use designing worlds where our language 
  and mental representations have a much more visceral 
  connection.  
  Special Thanks: This adventure was written as part of the RPG 
  Writer’s Workshop course, “Write Your First Adventure,” 
  during the summer of 2020. Thank you to the organizers, 
  instructors, and fellow participants for the support and 
  encouragement to finally begin writing. 
  Special thanks to my DM mentors: Jeff Brown, who always 
  apologizes when he doesn’t have one of his hand-painted 
  maps to roll out; Daniel Russell, who first showed me both the 
  value and potential consequences of designing a “difficult” 
  encounter; and Andrew Weber, whose perpetual 
  permutations kept the rest of us from inadvertently killing his 
  characters, despite our apparent best intentions. You 
  continually remind me how to always put the players first.  
  Thanks also to the early reviewers on the DMsGuild product page 
  for your helpful insights, and to the play-testers for their 
  helpful feedback: Jeff Brown, Jacquelyn Brown, Caitlin Dailey, 
  Jeffrey Ellison, Adam Lee, Michael Robb, and Andrew Weber. 
  Finally, as always, thanks to my full Wednesday night crew, who 
  welcomed a new RPG-player and a charisma-based rogue into 
  an otherwise well-balanced party.  
   
   
  ON THE COVER 
  Frozen Trees Under El Capitan, by zschnepf 
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and 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. 
   
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for 
  Dungeon Masters Guild. 
   
  All other original material in this work is copyright 2020 by Jeffery Pretti and published under the Community Content Agreement for Dungeon Masters Guild. 
   
  
  ii 
   
  TABLE OF CONTENTS  
  Introduction ........................................................................... 1 
  Synopsis ......................................................................................... 1 
  Adventure Hook ............................................................................ 1 
  Adventure Difficulty .................................................................... 1 
  Notable NPCs ................................................................................. 1 
  Nal .............................................................................................. 1 
  Joselyn ....................................................................................... 1 
  Gryst ......................................................................................... 2 
  Chapter 1 — Winter’s Pass ................................................... 2 
  Treading on Thin Ice................................................................... 2 
  Keyed Map: Riverbend .......................................................... 3 
  Slipping towards Freezing ......................................................... 3 
  Chapter 2 — The Frost’s Bite .............................................. 4 
  Settling for a Long Night ........................................................... 4 
  Keyed Map: Campsite ............................................................ 5 
  A Last First Watch ....................................................................... 5 
  Rewards ................................................................................... 6 
  Chapter 3 — Out in the Cold................................................. 6 
  A Path Diverges ............................................................................ 6 
  When Nature Calls ................................................................. 7 
  Gryst’s Right-Hand ............................................................... 7 
  Trailing Behind ............................................................................ 7 
  Keyed Map: Hilltop ................................................................ 8 
  Tactics ...................................................................................... 8 
  Rewards ................................................................................... 9 
  Chapter 4 — No Rest for the Weary .................................... 9 
  Skirmish with the Swarm .......................................................... 9 
  Tactics ...................................................................................... 9 
  Rewards ................................................................................. 10 
  A Calm Before the Storm .......................................................... 10 
  A Chilling Cellar ......................................................................... 10 
  Keyed Map: Icy Lair .............................................................. 11 
  Like a Swarm of Trapped, Creepy Rats .................................. 12 
  Tactics .................................................................................... 12 
  Rewards ..................................................................................13 
  The Lady of the House ...............................................................13 
  Conclusion ........................................................................... 13 
  Nearly Departed ..........................................................................13 
  A Renewed Calm ........................................................................ 14 
  Appendix A: Stat Blocks ...................................................... 15 
  Lynxal .......................................................................................... 15 
  Swarm of Ice Sprites ................................................................. 16 
  Appendix B: Player Maps .................................................... 17 
  Riverbend .................................................................................... 17 
  Campsite ..................................................................................... 18 
  Hilltop .......................................................................................... 19 
  Icy Lair ......................................................................................... 20 
   
   
   
  
  1 
  INTRODUCTION 
  This adventure is intended to evoke a sense of isolation, 
  horror, and building dread amidst a frozen, austere 
  landscape. Can the local heroes find hope, in themselves 
  and in each other, to push through the oppressive and 
  unknown threats of this long, bleak night? 
  SYNOPSIS 
  Accompanying a caravan through a mountain pass – 
  perhaps up Ten Trails and into the Icewind Dale, or in the 
  course of traveling within any wintery landscape – the 
  adventurers find that their travel is severely impeded by a 
  gathering snowstorm. Initiative kicks off soon after with a 
  skills challenge to keep one of the carts – and themselves 
  – from sliding into the frozen river.  
  With exhaustion becoming a real danger and the 
  snowstorm only strengthening, the adventurers must take 
  shelter under a small copse of mountain fir to wait out the 
  storm. But as dusk falls upon them, so does a sense of 
  dread. Mistaken for a curious mountain lynx, a fey lynxal 
  has been unofficially adopted by the caravan. 
  Unbeknownst to anyone, the lynxal is also inadvertently 
  nullifying both fear and even the instinct of self-
  preservation among the caravan’s members, including 
  perhaps the adventurers. Through seeded social 
  encounters, the adventures find that their fellow 
  passengers are becoming unnaturally calm, seemingly 
  indifferent to their dire situation.  
  Matters only grows worse as night sets in and watches 
  are posted. One by one, caravan members begin to go 
  missing, leaving only the occasional frozen appendage 
  behind to mark their passing. Pursuing a trail leading into 
  the small woods, the adventurers encounter a couple 
  timber wolves, seemingly injured in the same way but still 
  with fight left in them. With resources wearing thin, the 
  adventurers finally discover the real threat: Hidden deep 
  within the copse of mountain fir is the cavernous lair of a 
  couple swarms of ice sprites, freezing and draining the 
  lifeforce of the charmed, placid caravan members. Can the 
  adventurers remove the threat and protect both 
  themselves, and the caravan, before drawing the ire of 
  whomever, or whatever it is, these ice sprites serve?  
  ADVENTURE HOOK 
  This adventure is applicable to any scenario in which the 
  player characters (PCs) are traveling through a wintery 
  terrain. It may serve well as a prequel, introductory session 
  to the Icewind Dale campaign setting, but can also be 
  scaled up through a party of level 6 characters.  
  To drop the adventure into an ongoing campaign, any 
  opportunity for winter travel suffices: Perhaps the PCs 
  choose to accompany a caravan as hired muscle, making a 
  few coins between towns? Did the PCs get caught in the 
  same snowstorm, only to join forces with the caravan as 
  they all try to make headway against the wind and sleet? Or 
  perhaps their story begins here, with a kismet meeting on 
  the road, their tales converging when they step up to 
  protect their fellow travelers?   
  ADVENTURE DIFFICULTY 
  The adventure, as written, works well as an introductory 
  session for an average party level of 1 (APL 1) – i.e., a party 
  of 3 – 5 PCs, all or mostly level 1 characters. Suggested 
  modifications are provided in the footnotes, where 
  appropriate, for how combat encounters may be scaled up 
  for larger parties or those with an APL up to 6. A party with 
  an APL above 6 may not be substantially challenged 
  without some additional creativity on the part of the 
  Dungeon Master (DM).  
  NOTABLE NPCS 
  NAL  
  With the slight hunch from years of driving a carriage and 
  a perpetually wind-burned nose, Nal (M NG human 
  Commoner) is husband to Joselyn and half of the caravan’s 
  owner-operator team. The paying passengers are just one 
  more piece of freight for Nal, though he prides himself on 
  keeping to a schedule and delivering all his cargo as 
  promised. He is extremely competent in navigating these 
  treacherous lands, and because of this he knows just how 
  dire a situation an unexpected winter storm can pose. 
  Unfortunately for the others, he lacks the emotional 
  intelligence to hide his growing fears and frustrations over 
  the worsening storm.  
  INFORMATION NAL MIGHT PROVIDE: 
  • “This blasted weather makes no blasted sense! We’re well into 
  Mirtul, and it feels like the night before Midwinter… one where ya’ 
  spent the last year up to no good and know what’s comin’ t’ya!” 
  • “Hmmph, Joselyn would want me to point out the good news: 
  There’s no chance we’ll lose our way in this skit-straight-shot of a 
  box canyon. The bad news is that in this skit box canyon, this skit 
  snowstorm has nowhere to put its skit snow but on our 
  godsforsaken heads. It may well bury us all before the next 
  waypoint.” 
  • “Don’t let the shelter of these walls fool ya none. Until we hit the 
  next waypoint, we’re as much in the wilds now as you’ve ever been. 
  Gryst will tell ya. He’s seen it up close and personal, if’n ya follow.” 
  JOSELYN  
  In a mountain of leathers and a fur-lined hood, with only a 
  few gray curls poking out around her seemingly ageless 
  face, Joselyn (F LG half-elf Commoner) is wife to Nal and 
  serves as the customer-relations half of their partnership. 
  She also serves as the caravan’s self-taught medic while 
  on the road (See also Player’s Handbook (PH) Chapter 6: 
  Feats; Healer). Joselyn grew up in Ten-Towns and has 
  proper reverence for the fey lords who have influence in 
  this region. While she projects eternal optimism, she is as 
  practical as her husband and keenly understands the 
  dangers of these mountain passes.  
  INFORMATION JOSELYN MIGHT PROVIDE: 
  • “Sorry for the bumpy ride, darlin’. This wind and snow make it a bit 
  hard to pick out the smoothest, safest path. Hopefully the worst of 
  this trip is a sore bum. Come find me when we make camp, though, 
  as I’ve got some minor training in patchin’ folk up.” 
  • “No, honey, nothing to be too concerned about. Did Nal put that 
  scare in ya? No, I’ve been walking these same steps for neigh on 60 
  years and I’m standing here, still, ain’t I?  
  
  2 
  • “True, true, the fey lords keep watch over what’s theirs. But I’ve 
  given ‘em their due, for sure, as I do a‘fore every pass through this 
  way.” 
  • “Don’t let Gryst’s complaining bother ya’ll none. He’s a stout enough 
  fella when the weather turns, pardon the phrase. He has jumped in 
  front of a handful of bandits and naught but a few wolves that prowl 
  these passes in order to keep our little caravan safe.” 
  GRYST  
  Unofficial head of the caravan’s guard, if only because he’s 
  been with Nal and Joselyn the longest, Gryst (M LN mtn 
  dwarf Guard) is short even for a dwarf. Sporting a 
  warhammer (or other weapon suitable for a PC’s reward, 
  preferably of the bludgeoning type) and a pair of ugly-but-
  functional cat-gut snowshoes, he prefers to plod along the 
  snowbanks, putting him almost at eye level with fellow 
  travelers. Gryst trades in gossip picked up on the road. He 
  is genuinely interested in hearing about PCs’ backgrounds 
  and what brought them to join the caravan, but he 
  invariably seems to have a short, terse complaint about 
  every place mentioned.  
  INFORMATION GRYST MIGHT PROVIDE: 
  • “Jävla Fey! Nal has got us into it this time! Fah, you there, 
  what’s-your-name, new guard! Other than this godsforsaken 
  storm, have you seen anything in this mess likely to kill us?” 
  • “Keep a keen eye, comrade. There may be no sane bandits out 
  in this storm, but the veil is thin through the pass. Fah, I can 
  tell ye’ don’t believe me, but you just go an’ ask Joselyn, why 
  don’t ‘cha.” 
  • “Eh, comrade, where d’ya’ll say you’re from again?... 
  Small Town. Ugh, never heard of it. It’s a small place? 
  Sounds like a town we passed through just this past Uktar. 
  Joselyn was able to pick up some healing supplies from the 
  clinic, there, a nice place by the name of Tak’s Hospital and 
  Grille.” 
  Large City. I once had the pleasure of staying three nights 
  there…three full days and nights waiting in a skit wagon 
  line before Nal got fed up with the traffic and just went the 
  long way around.” 
  Coastal Town. Is that the place with that sour smell rising 
  up from all the streets?” 
  General Response. Ah, yes, I was once relieved of my purse 
  there. Twice. But I did find the town guards were always 
  courteous about it.” 
   
  CHAPTER 1 — 
  WINTER’S PASS 
  As an introduction to the setting, read or paraphrase the 
  following text: 
  The weather has been unseasonably severe, and the 
  wind and snow have been building throughout the day. The 
  caravan master, Nal, isn’t hiding his growing concern that 
  the group is far behind schedule and perhaps won’t be able 
  to make it to the sheltered waypoint before nightfall. His 
  wife, Joselyn, oscillates between trying to quiet him and 
  trying to quiet the nerves of the caravan’s paying 
  passengers. Meanwhile, the captain of the caravan’s 
  guard, Gryst, isn’t helping the mood with his constant 
  complaining, currently about how the low visibility isn’t 
  making his job any easier, as the heavy snowfall is lightly 
  obscuring the surrounding area (See also Notable NPCs, 
  above). 
  TREADING ON THIN ICE 
  Following the boxed text, above, and using the 
  information each NPC might provide, Nal, Joselyn, and/or 
  Gryst can start passing word down the line that the travel 
  is becoming more treacherous. The NPCs might each begin 
  a conversation with one or more PCs, depending on 
  whether that PC is serving as a guard (Gryst), a paying 
  passenger (Joselyn), or one of the caravan laborers (Nal).  
  This is also an opportunity to establish the positioning 
  of PCs along the caravan and, if appropriate, an 
  opportunity for players to describe and introduce their 
  characters as each share in or overhear the others’ 
  conversations with one or another of the NPCs.  
  As the storm worsens, the caravan makes its way around 
  a bend in the canyon. As one or more PCs turn the corner, a 
  PC serving as a guard or caravan laborer might perform a 
  Wisdom (Perception) check, perhaps at disadvantage given 
  the heavy snowfall (See Dungeon Master’s Guide (DMG) 
  Chapter 5: Wilderness Survival; Heavy Precipitation).  
   
   
  
  3 
  KEYED MAP: RIVERBEND 
  R1. SLIPPERY SECTION OF THE TRAIL 
  The river’s path has carved a sharp turn through canyon. 
  The resulting steep outer canyon wall and the gentle slope 
  to the inner canyon wall have left a trail that narrows 
  around the bend. There is only about 20 ft. of clearance 
  between the frozen river and the canyon’s inner wall.  
  Unfortunately, the lull in the wind has caused the area to 
  end up heavily banked with accumulated snow. The winter 
  storm has put down layers of packed snow that have now 
  smoothly merged with the river’s edge, creating a single, 
  glistening sheet of ice. As a result, this stretch of the trail 
  has become extremely perilous, and yet the tight canyon 
  walls provide no other means of progress.  
  As the PCs attempt to round the bend, their cart that 
  containing both paying passengers and essential gear 
  begins to slide. In their panic, the horses only make the 
  situation worse. Without intervention, the horses, the cart, 
  and everything on the cart will slide out onto the frozen 
  river, which is coated by only a thin layer of ice.  
  R2. LYNXAL’S LOOKOUT 
  What appears to be small, curious mountain lynx sits 
  calmly on the overlooking ridge, watching as the caravan 
  passes underneath. 
  SLIPPING TOWARDS FREEZING 
  Hearing the horses scream and seeing the cart begin to 
  jack-knife, Nal might issue a command to save the cart at 
  all costs, as it contains much of their food and their only 
  dry timber for fires until they get through this pass. 
  Joselyn might wryly note that there are also passengers on 
  the cart, and that someone needs to save the people, too.  
   
  1 For parties with an APL above 4, consider increasing the number 
  of successes necessary to 9-15 with a DC10 for 5 or more PCs, or 4-5 
  with a DC15 for smaller parties. 
  Roll initiative. To save the cart and themselves from 
  falling into the frigid river, the PCs must succeed in a skills 
  challenge by achieving the number of successes 
  appropriate for their number and APL before accumulating 
  three failures. Parties of 5 or more PCs need 5 – 6 
  successes with a DC10, whereas smaller parties might only 
  need 3 successes with a DC15.1  
  Each success slows the cart’s slide towards the icy river. 
  For the skills challenge, players may use any of the 
  following ability checks, though they cannot use the same 
  ability check they used on their last turn nor the same one 
  used by the immediately preceding PC: 
  • a simple ability check,  
  • an ability check with a skill proficiency,  
  • an ability check with a tool proficiency, or  
  • an ability check with a saving throw proficiency. However, a 
  saving throws may only be used when the immediately 
  preceding player failed their ability check, as an attempt to 
  negate the damage caused by the previous failure.  
  Within the first round of initiative, any PC with a high 
  passive Wisdom (Perception) might notice that some of 
  the NPCs who were previously screaming for help have 
  gone quiet, or perhaps that any PCs recently enlisted to 
  help have stopped and calmly stepped back. With a quick 
  check over their shoulder (no action required), the PC 
  notices that the NPCs are now standing quietly at ease, 
  seeming to watch calmly as the cart continues its 
  intractable slide into the river. Should any of the PCs use 
  their turn to elicit help from NPCs after this point, 
  consider this merely a free communication (no action 
  required) as the NPCs stare placidly in response, or at most 
  calmly state that the PCs seem to have it all well in-hand. 
  R1 
  R2 
  
  4 
  At the top of the second round of initiative, both the cart 
  and PCs that are near the cart begin to slide out onto the 
  ice-covered bank of the river. Slippery ice is difficult 
  terrain. In addition, before each ability check can be made, 
  PCs must first perform a DC 10 Dexterity (Acrobatics) 
  check or else fall prone (See DMG Chapter 5: Wilderness 
  Survival; Slippery Ice). This also counts as a failed ability 
  check, as the cart continues its slide as they fall prone. On 
  their next turn, a prone PC may perform a suitable check to 
  save the cart, but if they must stand up and move to 
  support their action, the PC must perform another DC 
  Dexterity (Acrobatics) check. If unsuccessful, the PC falls 
  prone again and adds a failure to the skills challenge.  
  If the PCs roll a third failure before the required number 
  of successes are met, the cart slides the rest of the way 
  onto the river. As appropriate, any creatures near the cart 
  as it slides also end up on the thin ice. The weight of the 
  cart will cause the thin ice surrounding it to break, and the 
  cart and any creatures within 10 feet of the cart fall into the 
  freezing water (See also DMG Chapter 5: Wilderness 
  Survival; Thin Ice). The cart and objects on the cart are 
  lost, though the tongue of the cart might snap just as it 
  plunges into the water, freeing the panicked horses.  
  Any creatures within the freezing water must find a way 
  to get back onto land or else risk suffering exhaustion and 
  being swept down river (See DMG Chapter 5: Wilderness 
  Survival; Frigid Water). It should not be challenging to find 
  suitable opportunities to exit the frigid water: low rolls on 
  ability checks should still be considered successes, though 
  this is an opportunity to add a bit of levity in describing the 
  PCs cumbersome or clumsy attempts at getting back onto 
  dry land following the stressful skills challenge. 
   
  CHAPTER 2 — THE 
  FROST’S BITE 
  Once past the skills challenge, Nal shares that with the 
  delays in travel there is no hope in making it to the next 
  waypoint before dark. With the storm worsening, their 
  best bet is to stop for the night under a nearby copse of 
  mountain fir for what little shelter that might provide. The 
  caravan will be hard pressed to even make it that far, so 
  they must get underway: Any PCs who ended up in the 
  freezing water will have to wait to dry off and warm up 
  until they can get to out of the wind. 
  Travel to the copse takes about an hour and the PCs used 
  precious energy trying to save the cart. Just before they 
  arrive, have all PCs perform a DC10 Constitution saving 
  throw. Those PCs who ended up in the river should roll at 
  disadvantage, as wet clothes don’t provide any protection 
  against the snow and wind (See DMG Chapter 5: 
  Wilderness Survival; Extreme Cold). Any creatures with 
  resistance or immunity to cold damage automatically 
  succeed. Any PCs who failed gain one level of exhaustion. 
  For APL 1 parties or less experienced players, the DM may 
  wish to remove this exhaustion once camp is established 
  and the PCs have had a chance to warm up around the fire.  
  SETTLING FOR A LONG NIGHT 
  As the PCs approach the copse of mountain fir, read or 
  paraphrase the following: 
  The PCs might be asked to help set up camp, secure the 
  campsite, or simply get settled in, depending on their role 
  in the caravan. This is also an opportunity for continued 
  conversation with Nal, Joselyn, or Gryst, as well as 
  allowing the players to better introduce their characters. 
  For example, Gryst might enlist one of the PCs to help 
  him set up the tents. Tossing them one of his light 
  
  5 
  hammers2 to better stake down the tents against the 
  storm’s winds, he might ask more about where they’re 
  from or why they have joined the caravan and are headed 
  to their destination. 
  Nal might enlist a PC to gather what wood is available 
  for the cookfire, foreshadowing how little wood they have 
  to keep the fires strong throughout the night. This may 
  also be an opportunity for a PC to catch sight of some of 
  the strange carvings around camp (See also “C1. Strange 
  Visages,” below) 
  Joselyn might gather any wet or cold PCs and invite 
  them to come help start chopping tubers for the soup pot, 
  assuring them that it will soon be the warmest seat 
  available.  
  For narrative flare, it may also be worth noting that the 
  mountain lynx (lynxal) that seems to have been following 
  the caravan is now making itself well at home, perhaps 
  sitting next to Joselyn as she tosses it scraps of salted pork 
  while preparing the night’s soup. It may even begin to 
  show preference to a PC that shows it kindness – or 
  perhaps one that keeps trying to avoid it, in true feline 
  fashion! If any PC attempts to investigate the unnatural 
  behavior of the lynx-like creature, the check simply 
  confirms that while the lynxal seems to be a curious 
  addition to the caravan, its presence is benign and 
  unthreatening (See also its Sovereign Presence trait under 
  Appendix A: Stat Blocks). 
  Once the PCs’ activities die down, Nal might tell Gryst to 
  assign watch. If no PCs are serving as official guards for 
  the caravan, they might be drafted into service given the 
  low visibility, paired up with various NPC guards.  
  Gryst assigns watches in pairs, taking the prized spot as 
  part of the first watch himself and assigning part of the 
  second watch to Yeana, his second-in-command. He then 
  abruptly leaves the PCs to figure out their own 
  assignments, including who will pair up with Gryst and 
  Yeana on the first and second watch.  
  KEYED MAP: CAMPSITE 
  C1. STRANGE VISAGES 
  Any walk near the tree line reveals a handful of fairly old 
  but still detailed carvings in the bark of trees surrounding 
  the camp. These carvings seem to be profiles – various 
   
  2 Gryst’s weapons may be helpful to the PCs, as they may 
  realize the BBEGs are vulnerable to bludgeoning damage. 
  races and ages – and perhaps indicate the copse has been 
  used previously as a makeshift waypoint. 
  Later, after watch is established, a PC serving first watch 
  will also catch sight of a bright, fresh carving in the bark of 
  one of the trees surrounding the camp that captures a 
  visage of Gryst.  
  C2. GRYST…OR WHAT’S LEFT OF HIM 
  Once watch has been established, Gryst suggests spreading 
  out. When the PCs last sees him, he is walking towards the 
  trees on the other side of the tent. When the PCs later 
  investigate, they find his frozen hand clamped around the 
  wagon’s wheel with no other tracks in sight (See also 
  Rewards). 
  C3. JOSELYN AND NAL’S TENT & CAMPFIRE 
  If the PCs lost the cart, the fire spits and smokes without 
  given off much light, as the only wood available was a few 
  fresh, green limbs found in the copse. Joselyn and Nal’s 
  tent is situated next to the camp’s communal fire, where 
  planning meetings might occur (See also A Path Diverges).  
  C4. KAR’LAI AND SHA’VRE’S TENT  
  The small tent where Kar’lai and Sha’vre, human sisters 
  and paying passengers, sleep (See also When Nature Calls). 
  A LAST FIRST WATCH 
  First watch begins as the rest of the caravan members head 
  to their tents. Without moonlight during the winter storm, 
  it is fully dark. Open flame sources, such as torches, might 
  blow around and light only erratically in the wind. And 
  with the blowing snow, the area is lightly obscured even 
  for those with darkvision.  
  Gryst and the PC might have a bit of conversation, if 
  appropriate, but eventually Gryst suggests they spread out. 
  If they stay within 60ft, they should be able to see the full 
  camp and keep in visual range of each other.  
  As the PC begins to serve watch, have the PC roll a 
  Wisdom (Perception) check, likely with disadvantage on 
  the roll due to the weather or perhaps feeling the effects of 
  exhaustion. Depending on the roll, the PC may see more or 
  less detail, but at least sees what appears to be a pale face 
  staring out from the woods. Located near the PC is a 
  bright, fresh carving in the bark of one of the trees that 
  captures a visage of Gryst. If called over to investigate, 
  Gryst might shrug it off, claiming that often times the kids 
  in the caravan end up longing for the adventurous life and 
  looking up to him. Figuratively speaking, of course. 
  Gryst then offers to take a lap around the camp. If 
  appropriate, he might suggest that the PC stay near the 
  campfire – perhaps the PC has poor darkvision, still needs 
  to warm up, or is clearly jumping at shadows given their 
  reaction to the carvings in trees. As he leaves, Gryst may 
  also grumble about always getting stuck with 
  underqualified help. 
  Immediately have the PC perform a DC13 Wisdom saving 
  throw, saving against the lynxal’s Emotional Suppression: 
  • On a failed save, the PC realizes that the snow is kind of serene 
  it its own way. The PC finds themself surprisingly calm, perhaps 
  thinking that this is the sort of experience they’ll look back on 
  fondly once they all reach their destination. The PC doesn’t 
  C1 
  C3 
  C2 
  C4 
  
  6 
  really mind the cold, nor the surprisingly high-pitched scream 
  coming from Gryst. No, everything will likely turn out just fine. 
  Have the other PCs rolls a DC10 Wisdom (Perception) check, 
  hearing-based, to see if Gryst’s scream wakes them up. If so, 
  they might find the PC on watch staring off in a calm, trance-
  like state. If none of the PCs are awoken, have Joselyn find and 
  eventually snap the PC on watch out of this trance-like state. 
  • On a successful save, the PC should be able to see, just at the 
  edge of their perception, Gryst’s grip seem to go slack and his 
  warhammer (or other weapon suitable for a PC’s use) drop to 
  the snow. Gryst then takes a few steps forward before his short 
  stature is lost behind a tent. Almost immediately, the PC hears 
  Gryst’s surprisingly high-pitched scream come from behind the 
  tent. If appropriate to move the action forward, have the other 
  PCs roll a DC10 Wisdom (Perception) check, hearing-based, to 
  see if Gryst’s scream woke them up. 
  REWARDS  
  If the PCs need to find Gryst, a group Wisdom (Perception) 
  check will reveal to at least one PC that Gryst’s 
  Warhammer is sticking out from behind the tent. As 
  needed, Joselyn might eventually insist that a proficient PC 
  hold onto this. When any PC searches the area, an 
  Intelligence (Investigation) check may reveal Gryst’s hand 
  – and only his hand – is clutched tightly around the rim of 
  a wagon wheel. The hand is frozen solid, which any 
  suitably high ability in Intelligence (Nature) or Wisdom 
  (Medicine or Survival) will reveal is unnatural given the 
  length of time since Gryst disappeared, even considering 
  the biting wind and snow.  
  On Gryst’s frozen hand is a small bronze ring, ornately 
  worked in the shape of a six-pointed snowflake, worth 
  perhaps 2gp. If interested, a PC might perform an 
  Intelligence (Religion) check, which may reveal that this is 
  the symbol of Auril, the Frostmaiden – aka, the Goddess of 
  Winter. The religious symbol is typically worn not 
  necessary in worship, but in deference to her power and 
  reign over the frozen north and to avoid her frosty wrath. 
  Oddly, any further Intelligence (Investigation) check 
  reveals no additional traces of what might have happened, 
  including the clear fact that there are no tracks to be found 
  other than Gryst’s comically large snowshoe prints, which 
  abruptly end next to the wagon.  
  For narrative flare, either the PC performing the prior 
  Intelligence (Investigation) check or else whichever PC has 
  a high passive Wisdom (Perception) might notice another 
  newer carving in the trees near where Gryst died – this one 
  depicting the visage of a member of their own party.  
   
  CHAPTER 3 — OUT IN 
  THE COLD 
  The commotion eventually brings Joselyn and a few other 
  NPCs, if Joselyn is not already there. The PC’s have a 
  moment to catch her up on what they found, during which 
  time Joselyn will wonder aloud where Nal might be. Given 
  Nal isn’t there to take charge, Joselyn instructs one of the 
  nearby guards, Yeana (F LG human Guard), to pass word 
  that no one is to venture out of their tents and that Yeana 
  should reestablish watch.  
  Joselyn then invites the PCs back to the campfire to plan 
  their next steps. At the campfire, they find Nal, sitting 
  quietly and slowly petting the soft lynx, which is leaning 
  its substantial weight against Nal’s lap. Joselyn is 
  eventually able to snap Nal out of his trance. If questioned, 
  Nal says he had simply been strolling around the camp 
  when he heard Gryst scream. But seeing that the campfire 
  was delightfully empty, he naturally took a seat. Any 
  Wisdom (Insight) check indicates he is being honest. 
  A PATH DIVERGES  
  Joselyn or Nal might solicit ideas from the PCs for how best 
  to protect the caravan, though the winter storm and 
  darkness limit their options. When appropriate during the 
  discussion, three things happen in fairly quick succession: 
  • Any PC with a passive Wisdom (Perception) of 13 or higher 
  notices the lynxal, who had been snuggled up against Nal’s lap 
  as he absently scratches its back, pops its head up to look out 
  into gloom surrounding the camp. Should any PCs wish to 
  perform a Wisdom (Perception) check, it reveals nothing. 
  However, any PC who wishes to perform such a check must 
  also make a DC13 Wisdom saving throw or else suddenly find 
  themselves completely at ease, reassured that the comfort of 
  the small campfire is preferable to worrying about what lurks 
  in the dark, gloomy woods.  
  • Immediately following this, a guard, Yeana, comes from the 
  east end of the camp to tell Joselyn, Nal, and the PCs that she 
  just saw something moving just past the trees.  
  • Depending on the PCs’ response and when appropriate, the 
  PCs also hear another sudden, shrill scream, a crying out of 
  “No, please! Let her go!” followed by uncontrollable sobbing. 
  The sounds seem to come from the tent next to Joselyn and 
  Nal’s. Joselyn and Nal head for that tent. 
  The PCs may pursue either lead. Either way the lynxal 
  will attempt to accompany them, trailing slightly behind. 
  The lynxal will continue to accompany the PCs through the 
  end of the adventure, seeking their security as they are 
  clearly the “alpha” humanoids of this caravan.  
  That said, the lynxal understands Common and Sylvan, 
  and will understand if the PCs earnestly want the lynxal to 
  stay behind. Relatedly, if at any time a PC realizes the small 
  lynx-like creature is the source of the Emotional 
  Suppression and tries to convince it to stop, the lynxal 
  fully complies. It doesn’t wish any of the caravan members 
  to be harmed by its actions. Rather, the effect is an innate 
  fear response on behalf of the lynxal – i.e., when it 
  experiences fear, it instinctively tries to suppress strong 
  emotions from any other creatures in its vicinity in 
  attempt to nullify the perceived threat.  
  
  7 
  WHEN NATURE CALLS 
  If the PCs investigate the scream, whether first or second, 
  Joselyn informs them that it came from the tent of two 
  sisters, Kar’lai and Sha’vre (F NG Human Commoners). 
  Kar’lai is sobbing uncontrollably until the PCs arrive. If the 
  PCs try to calm her, it helps but only to a degree. Then, 
  assuming the lynxal is following though without any 
  obvious cause, Kar’lai suddenly drops all sense of grief. 
  She placidly relates the following: 
  • Her sister, Sha’vre, got up from her bedroll and said she had to 
  head to the tree line. Kar’lai pleaded with her to use a 
  makeshift chamber pot, but Sha’vre was unconcerned, saying 
  that everything was fine, that there was no need to worry.  
  • Kar’lai watched from the tent flap, but still can’t fully 
  comprehend what she saw.  
  • Sha’vre simply stood there as a pack or swarm or horde 
  of…something…some sort of white shadow emerged up from 
  the snow and approached her sister.  
  • Sha’vre didn’t start screaming until the things where already all 
  over her. They were clawing and scraping or…Well, they 
  covered her. They just covered her. Then they took her. 
  If the PCs go to investigate where Sha’vre was attacked, 
  a Wisdom (Perception) check might reveal two sets of 
  prints. An Intelligence (Investigation) or Wisdom 
  (Survival) check may reveal that one set is clearly Sha’vre’s 
  while the other seems to be at least a couple sets of 
  footprints, though small and seemingly irregular in stride. 
  The latter footprints seem to arc around the camp, from 
  west to east, just within the tree line. If they follow the 
  tracks to the east, they come across Yeana, back out 
  investigating the tracks on the east side of the camp.  
  GRYST’S RIGHT-HAND 
  If the PCs investigate the guard’s report, whether first or 
  second, the recently promoted captain of the guard, Yeana, 
  tells the PCs the following: 
  • She couldn’t get a good look through the snow and dim light, 
  but she definitely saw something moving around the camp.  
  • She scouted out just enough to see footprints, though she 
  couldn’t make them out well. All she could tell was that there 
  appeared to be more than one set and seemed as if they were 
  dragging something.  
  • She couldn’t make out which direction the thing was traveling, 
  but the tracks seem to circle the camp just on the other side of 
  the trees.  
  By the time the PCs investigate the tracks themselves, 
  the falling snow has hidden any distinguishing marks. 
  However, the depressions left in the snow can still be 
  tracked in either direction. If they follow the tracks back 
  west, they find Joselyn and Nal trying to comfort Kar’lai. 
   
  TRAILING BEHIND 
  Assuming the PCs follow the tracks farther to the east, 
  whichever PC is leading should perform a Wisdom 
  (Survival) check and will more or less find that the tracks 
  lead deep into the copse.  
  Additional Wisdom (Survival) or Intelligence (Nature) 
  checks may be necessary as they make their way deeper 
  into the gloomy copse. In addition, the opportunity might 
  present itself for the PCs to find another visage of one of 
  their profiles carved into the trees, now clearly conveying 
  something sinister.  
  Eventually, the tracks fade away as they lead up onto a 
  bald hilltop, the surrounding area growing more and more 
  rocky as they near the canyon wall. 
  
  8 
  KEYED MAP: HILLTOP 
  H1. TRACKS 
  The PCs arrive from the southwest, following the trail of 
  several sets of tracks and drag marks that led away from 
  the camp. The perpetual strong winds have swept the 
  falling snow, along with any remaining tracks, clean off 
  the bare rock covering the small hilltop. The last set of 
  tracks led up onto the rocky outcropping: Perhaps if the 
  PCs were to search the surrounding snowbanks they may 
  find where the tracks pick up again. However, the copse of 
  mountain fir is thick around the hilltop, casting a dark 
  gloom to the understory. 
  H2. LAMED WOLVES 
  Two wolves, previously injured, lie in wait for the first PC 
  to come within their limited bounding range. See also 
  Tactics. 
  H3. SMALL SWARM OF ICE SPRITES 
  Following the same trail as the PCs, a swarm of ice sprites 
  hunt for their escaped prey. They find the PCs only after 
  the PCs finish off the lamed wolves. After the encounter 
  with the wolves is complete, the ice sprites wait in ambush 
  for the first unsuspecting PC to come within range (See 
  also Skirmish with the Swarm). 
  H4. PATH OF THE FLEEING ICE SPRITES  
  Following the Skirmish with the Swarms, below, the PCs 
  see at least a few ice sprites flee to the northwest, 
  disappearing into the canyon wall just at the edge of their 
  perception. 
   
  Roll a Dexterity (Stealth) check (+4) for each wolf, 
  averaging the result.3 As the PCs start searching for where 
  the tracks pick back up again, the first PC who comes close 
  enough triggers the wolves’ attack. 
  Roll initiative, including for each wolf and the lynxal if it 
  accompanied the PCs. All creatures whose passive Wisdom 
  (Perception) does not beat the lamed wolves’ average 
  Stealth rolls – including the lynxal (passive perception 14) 
  are surprised for the first round of combat (See PH Chapter 
  9: The Order of Combat; Surprise). Any PCs recently 
   
  3 For APL 3 or higher, the two wolves might be substituted for a 
  lone, lamed dire wolf (CR1), modified by decreasing its movement 
  by 15 feet and removing the base-modifier for both its HP and 
  damage (e.g., 2d6 piercing damage, rather than 2d6 + 3). For APL 5 
  scouting for tracks near the wolves may substitute their 
  most recent active Wisdom (Perception) check. Those PCs 
  who are not surprised may hear something moving in the 
  shadows, but are unable to see the wolves until they attack 
  from where they lie hidden on their first turn. 
  TACTICS 
  The pair of wolves will attempt an ambush, waiting until a 
  PC comes within their limited movement range. As pack 
  members, they attempt to coordinate their attacks, taking 
  full advantage of their pack tactics. Both have already 
  taken damage (as already built into the stat block, above), 
  with one favoring a leg that seems to drag behind it and 
  the other with one eye appearing frost-covered and 
  opaque (though the other eye remains functional).  
  Because they are injured, slowed, and feel cornered by 
  the PCs who seem to have been stalking them, the lamed 
  wolves feel they have no other option left: They will fight 
  to the death without attempting to flee. 
  For lower APL parties or less experienced players, the 
  lynxal will not use its Emotional Suppression action, as 
  these natural beasts might not present a significant threat. 
  Instead, it will spend its turns growling and tentatively 
  swiping at the heels of one of the wolves, providing the 
  Help action to one of the PCs.  
  For higher APL parties and at the DM’s discretion, the 
  Lynxal might spend its first action using its Emotional 
  Suppression ability. Though requiring no verbal, somatic, 
  or otherwise obvious indication to the PCs, the lynxal will 
  target the wolves and any other creatures within 30 feet of 
  or more, a lone, lamed winter wolf (CR3) may be more appropriate, 
  following the same modifications (See also Monster Manual: 
  Appendix A, for base stat blocks for these alternatives). 
   
   
   
  H1 
  H2 
  H4 
   
  Medium beast, unaligned 
  Armor Class 13 (Natural Armor) 
  Hit Points 9 (2d8) 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  15 (+2) 
  12 (+1) 
  3 (-4) 
  12 (+1) 
  6 (-2) 
  Skills Perception +3, Stealth +4 
  Senses Passive Perception 13 
  Languages -- 
  Challenge 1/4 (50 XP) 
  Keen Hearing and Smell. The wolf has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell. 
  Pack Tactics. The wolf has advantage on attack rolls against a 
  creature if at least one of the wolf’s allies is within 5 feet of the 
  creature and the ally isn’t incapacitated. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 
  (2d4) piercing damage. If the target is a creature, it must succeed 
  on a DC11 Strength saving throw or be knocked prone. 
    
  H3 
  
  9 
  it which have taken either an attack action or reaction so 
  far – i.e., any creatures already acting on their fight-or-
  flight instincts.  
  All such creatures must make a DC13 Wisdom saving 
  throw or else become suddenly devoid of any strong 
  emotions, such as those that would prompt further fight-
  or-flight actions. These creatures are considered charmed 
  against all enemies and dangers for 1 minute (See PH 
  Appendix A: Conditions; Charmed). Any affected creature 
  can repeat its saving throw at the end of its next turn, or 
  might be shaken or otherwise snapped out of the charmed 
  state by other PCs at the DM’s discretion. It will then spend 
  its future turns growling and swiping at the heels of one of 
  the wolves, providing the Help action to one of the PCs. 
  REWARDS 
  If the PCs defeat the pair of wolves, they receive 100XP, 
  divided between them. 
  If a PC has proficiency with the necessary tools, they 
  may be able to harvest from one or both wolves. There is 
  no additional treasure to be found.  
  Regardless, with an Intelligence (Investigation or 
  Nature) or Wisdom (Animal Handling, Medicine, or 
  Survival) check, the PCs might realize that the wolves were 
  injured in the same manner as Gryst, and that each has 
  part of its body that seems almost frozen solid.  
  If appropriately skilled or with a high enough roll, the 
  PCs might also realize that for multiple wolves to have 
  been attacked in this way – or if scaling, for such a large 
  creature as a Dire or Winter Wolf to have been injured so 
  badly – the beast(s) may have been attacked by more than 
  one creature.   
  At the very least, it is clear these wolves weren’t the 
  creatures that attacked either Gryst or Sha’vre. Perhaps by 
  simply appealing to a high passive Intelligence 
  (Investigations) score or related ability, at least one PC 
  should realize that whatever attacked Sha’vre was likely 
  attacking these wolves before being interrupted. When 
  Sha’vre presented a more tempting prey, the wolves took 
  their opportunity to flee.  
   
  4 For APL 3 or higher, consider substituting a regular swarm of ice 
  sprites for the Small Swarm, as found in Appendix A, or have the 
  CHAPTER 4 — NO REST 
  FOR THE WEARY 
  A small swarm of ice sprites crossed the trail of the 
  adventurers when pursuing the pair of lamed wolves that 
  they had previously abandoned (Refer back, as needed, to 
  the aboveKeyed Map: Hilltop, above, as well as Appendix A: 
  Stat Blocks). The swarm of sprites is timid and cowardly, 
  wishing only to ambush an unsuspecting victim.  
  SKIRMISH WITH THE SWARM  
  If the PCs are sufficiently diminished in resources, prompt 
  a group Wisdom (Perception) check after the PCs finish 
  investigating the wolves, presumably to try find any 
  further tracks or clues. While they see no other tracks in 
  their immediate vicinity, they do hear what sounds like 
  icicles softly chiming within the trees near where they 
  arrived. If they investigate, a swarm of ice sprites flees 
  towards its lair, as described under Tactics. Alternatively, 
  if the PCs can take at least one more hit, then roll a 
  Dexterity (Stealth) check (+5) for the swarm of ice sprites.4   
  Roll initiative. If the lynxal is with the PCs and its 
  passive perception of 14 beats the ice sprites Stealth roll, 
  then the PCs notice it bolt upright, first staring off into the 
  woods, then moving behind the small cover provided by 
  the legs of the nearest PC. For lower APL parties, the lynxal 
  refuses to engage. Instead, it stays close to and behind the 
  cover of the PC that is farthest from the swarm of sprites. 
  For higher APL parties or more experienced players, 
  have all PCs within 30 feet of the lynxal make a DC 13 
  Wisdom saving throw, or else find themselves at peace 
  with their impending death (PCs who have already saved 
  against the lynxal’s Emotional Suppression automatically 
  succeed). Any PC who failed is considered charmed against 
  all enemies and dangers for 1 minute. They may repeat the 
  saving throw at the end of each of their turns, or might be 
  shaken or otherwise snapped out of the charmed state by 
  other PCs at the DM’s discretion. 
  Any PCs not under the lynxal’s Emotional Suppression 
  who have a passive Wisdom (Perception) higher than the 
  ice sprites’ Dexterity (Stealth) roll are not surprised when 
  the ice sprites attack. All others are surprised. 
  TACTICS 
  If the opportunity presents itself before the party is fully 
  alerted to its presence, the small swarm of ice sprites will 
  attack. If the swarm attacks, they speak to their victims, 
  but this is little more than disturbing, gruesome whispers 
  heard only by their immediate victim. These are at the 
  DM’s discretion, but included below are a couple rhymes to 
  signal the stakes for the PCs and tie in the carved visages: 
  Carve your image into ice,  
  your likenesses we will collect; 
  Her ladyship takes your warm, weak flesh,  
  then she strengthens, then perfects. 
  small swarm fight to the death, leaving only a few remaining 
  sprites that flee towards their lair, as noted under Rewards, below. 
  
  10 
  *** 
  Ahhh, laugh as we rend your skin  
  As you become like winter, hoarfrost and ice,  
  Fear us not as we gather your soul,  
  Oh, new sibling, do come play nice! 
  *** 
  Mmmmm, strong of mind, strong of bone and 
  strong of sinew turned to icy stone. 
  Importantly, following any aggressive action from the 
  PCs, the small swarm will flee at the next opportunity. It 
  will disengage, if necessary, then spend its turns moving 
  its full flying speed and dashing, if available. The flying 
  swarm easily glides over the snowy landscape as it 
  escapes, whereas the PCs encounter deep snow drifts once 
  off the wind-swept hilltop, which presents difficult 
  terrain.  
  REWARDS 
  If the PCs are fortunate enough to kill the ice sprites before 
  they can flee, they receive 200XP, divided between them. If 
  they are sufficiently depleted of resources, this may serve 
  as the final combat, without making reference to their lair 
  or the Feywild (See also Conclusion). If PCs still have 
  sufficient resources – perhaps needing only to recover 
  some hit points (hp) – they notice a few remaining ice 
  sprites flee from the larger swarm as it dies, heading 
  towards their lair, as described above. 
  Whether during combat or as the ice sprites flee, it takes 
  an active Wisdom (Perception) check to see that the 
  translucent, shimmering figures are each roughly fist-
  sized and they seemed to roil and roll over one another as 
  they skim across the snow. They seemed to disappear into 
  the side of the canyon, though no tracks are left in their 
  wake. Any PC attacked by the sprites may have the 
  uncanny impression that one of them had a face that 
  looked a little like Gryst’s.  
  In any case, while the figures generally remain 
  indistinct, any Wisdom (Insight, Perception, or Survival) 
  check likely reveals that the creatures seemed to be fleeing 
  towards safety, and the PC performing the check might 
  fairly intuit that the gap in the canyon’s wall is the 
  entrance to their lair. If appropriate, a PC may also find 
  another visage of one of the party members, carved in the 
  trunk of a tree near where the swarm fled. 
  Having scared off the initial wave and having located the 
  ice sprites’ lair, the PCs may wish to regroup back at camp 
  to take a short rest. However, the storm is only increasing 
  in strength and the camp’s supply of wood is dwindling. By 
  appealing to a PC’s high Intelligence (Investigation or 
  Nature) or Wisdom (Survival) score, at least one PC should 
  realize that the remaining caravan members won’t be safe 
  while any of these creatures remain in the vicinity. 
  A CALM BEFORE THE STORM 
  When the PCs are ready to proceed, read or paraphrase the 
  following text: 
  Have all PCs who have not previously saved against the 
  lynxal’s Emotional Suppression make a DC 13 Wisdom 
  saving throw, or else find themselves calmly accepting the 
  inevitable bleakness of this cold, dark night. That said, 
  either by being shaken by a fellow PC or simply coming 
  back to their senses after an indeterminate length of time, 
  the charm effect is easily removed from the affected PCs.  
  Even if all PCs have previously saved, they feel the wave 
  of dampened emotions pass over them. If they haven’t 
  already, the PC with the highest passive insight might 
  realize that the lynx-like creature seems to be causing this 
  calming effect. Perhaps with a prompted Intelligent 
  (Nature) or Wisdom (Insight or Survival) check, a PC may 
  at least suspect that the effect is an innate fear response on 
  behalf of the lynxal – i.e., each time it has experienced fear 
  or a significant danger this evening, it also attempted to 
  suppress the emotions of any creatures in its vicinity.  
  At the very least, the lynxal doesn’t appear to have 
  wished the caravan members any harm. The lynxal 
  understands Common and Sylvan and it will comply and 
  even appear remorseful for any trouble it has caused 
  before quickly scampering back to its hiding place. 
  A CHILLING CELLAR 
  As the PCs enter the cave, those with darkvision or a 
  suitable light source find that the inside immediately 
  opens up into an immense cavern.  
  
  11 
  KEYED MAP: ICY LAIR 
  I1. ENTRANCE 
  The PCs enter through the small, slightly worked hole 
  found in the canyon walls which opens up into a cavern 
  with a towering height – one that seems inconsistent with 
  the possible dimensions when viewed from outside. The 
  cavern ceiling appears slightly domed, but disappears into 
  the gloom overhead, at least for any PC with darkvision up 
  to 120 feet.  
  The cavern has ice-covered walls and an even, packed 
  dirt floor scattered with loose rocks, which range from 
  fist-sized to perhaps as large as a haversack. Scattered 
  around the cavern are also several larger, flat-topped 
  boulder outcroppings, ranging from around 10 to 25 feet in 
  height, glistening with frost and ice that may make them 
  difficult to climb (a DC 10 – 15 Strength (Athletics) check is 
  needed, depending on their height).  
  I2. OLD CAMPFIRE AND BROKEN FURNITURE 
  Within 60 feet of the entrance there is the scattered, cold 
  remains of a campfire and various broken bits of furniture 
  and other detritus, indicating that perhaps someone took 
  shelter here from a similar winter storm. If they move 
  forward to investigate, an Intelligence (Investigation) 
  check may reveal that a battle occurred here, as there are 
  several pieces of broken and discarded weaponry scattered 
  around. 
  I3. BROKEN CHESTS 
  There are two chests, likely remaining from whomever 
  built a camp in the cavern. With an Intelligence 
  (Investigation) check, the PCs may find that the western 
  chest is unlocked and not trapped, but merely contains 
  antiquated, moldy clothes.  
  With a second Intelligence (Investigation) check, the 
  PCs find that the eastern chest is locked. They may also 
  realize that while not trapped, per se, there are razor-sharp 
  ice shards that have formed around the closed lid.  
  The chest has an Armor Class of 15 and 6 hit points. Any 
  attempt to open the chest using brute force will shatter its 
  contents. However, if the PCs take the chest back to camp, 
  Yeana will offer to help open it. 
  Alternatively, a PC with proficiency in thieves’ tools may 
  attempt a DC 13 Dexterity check to unlock the chest. Once 
  unlocked, any PC who attempts to open the chest without 
  doing so carefully takes 1d4 slashing damage from the icy 
  shards.  
  The chest contains various vials and bottles, but most of 
  them are already shattered or cracked. Near the bottom, a 
  PC may find one or two small vials containing red liquid 
  which seems to shimmer when swirled around. If the PCs 
  are unable to identify the potions, Joselyn will be able to 
  easily identify them as common Healing Potions. 
  I4. SWARM(S) OF ICE SPRITES 
  Swarm(s) of ice sprites wait in ambush, well-hidden 
  behind and pressed up against the icy boulders.  
  I5. FROZEN CORPSES 
  The ice sprites have piled up several corpses in the back 
  corner. The bodies are nearly all frozen solid, though 
  seemingly otherwise unharmed. Given the expressions of 
  terror on their faces, it appears as if they were frozen in an 
  instant, with all their warmth suddenly stolen away.  
  With any Intelligence (Investigation) check, the PCs will 
  find Gryst, including one or both of his light hammers that 
  he carried in his belt and a now-brittle set of studded 
  I3 
  I3 
  I2 
  I1 
  I4 
  I5 
  I6 
  I4 
  I3 
  I5 
  
  12 
  leather armor that could probably be oiled back up and 
  repaired.  
  Depending on the Intelligence (Investigation) roll, 
  among the other bodies the PCs may find other treasures. 
  The DM should consult the treasure hoard tables in the 
  DMG, Chapter 7: Treasure, for the appropriate APL and 
  challenge rating, modified at the DM’s discretion for their 
  particular style of play.  
  For example, an APL 1 party may find the following if 
  they take enough time to search: Up to 240 copper, 122 
  silver, and 36 gold pieces. With a sufficiently high 
  Intelligence (Investigation) roll, the PCs may also find up 
  to eight small blue quartz stones, hard to pick out against 
  the ice, probably worth about 10gp each, along with a 
  potion of greater healing and 3d10 (15) arrows (or bolts) 
  that look exceptionally sharp and accurate (+1). 
  Finally, just when the PCs think they are done searching, 
  they find Sha’vre, who is unconscious and nearly mistaken 
  for being frozen given how cold she feels. However, she is 
  still breathing, if barely. She is wearing only a nightshirt, 
  but with a golden locket around her neck that may be 
  worth 5gp. To seed a future adventure and at the DM’s 
  discretion, the locket might be ajar with a note starting to 
  slip out. This note may provide a potential story hook 
  should the PCs save her. For narrative flare, see The Lady 
  of the House as a means of interrupting any PC that is 
  attempting to immediately read the note. 
  I6. CAVERN OPENING LEADING DEEPER INTO THE CAVE 
  In what appears to be worked stone, there are steps leading 
  up towards the back of the cavern. The adventurers will be 
  best served avoiding going deeper into this unnatural 
  structure (See also The Lady of the House, below, as a 
  means to discourage the PCs from delving deeper). 
   
  5 For APL 2, consider adding a second small swarm of ice sprites.  
  For APL 3 or higher, the small swarm of ice sprites can be 
  substituted for a single, regular swarm of ice sprites.  
  LIKE A SWARM OF TRAPPED, 
  CREEPY RATS 
  Any swarm(s) of ice sprites begin out of line of sight of the 
  PCs, well-hidden against the large icy boulder 
  outcroppings.5 If the PCs are cautiously scouting the 
  cavern, have the PCs roll a group Dexterity (Stealth) check. 
  If the average beats the ice sprites’ passive perception of 
  14, the ice sprites might be surprised, at least until the PCs 
  are within line of sight. A DC 18 Wisdom (Perception) check 
  from the PC scouting the area may indicate where the ice 
  sprites are hiding.  
  If the PCs are not actively scouting for enemies, then 
  when a swarm has the opportunity to attack, preferably on 
  a PC within 5 ft. of a frost-covered boulder or wall, roll a 
  Dexterity (Stealth) check (+5) for the attacking swarm.  
  Roll initiative. Any PCs with a passive Wisdom 
  (Perception) higher than the ice sprite’s Stealth roll are 
  not surprised. All others are surprised when the first 
  swarm of ice sprites attacks. If there is a second swarm 
  present, determine which received damage, if any, from 
  the prior skirmish. The second swarm of ice sprites will 
  remain hidden and only join combat following the first 
  swarm’s attack. 
  TACTICS 
  Ice sprites are cowardly, but they are now fighting within 
  their lair and will fight to the death.  
  Given their flying speed and Frosty Stealth trait, they 
  will attack, move, and attempt to hide each turn if doing so 
  does not provoke an opportunity attack, such as when a PC 
  is within 5 ft. of any icy boulder or cavern wall.  
  If a swarm ends up surrounded by three or more hostile 
  creatures, that swarm will disengage, move, and attempt 
  to hide as a bonus action in order to ambush again on their 
  next turn.  
  As a reminder, when the swarm attacks, they seem to 
  whisper to their victims, perhaps offering a growing threat 
  that the PCs will soon join them, making a worthy addition 
  to their lady’s collection. If the DM has been making use of 
  horror mechanics, above, the target PC must make a DC 10 
  Charisma saving throw upon hearing their whispers, 
  perhaps even when the swarm misses on an attack, or else 
  gain a short-term form of madness through the end of 
  their next turn (See also DMG Chapter 8: Madness; 
  Madness Effects).   
  The nature of these whispers is at the DM’s discretion, 
  but included below are a few additional rhymes that might 
  increase the tension, perhaps using Gryst’s voice for the 
  first offering: 
   
  Jävla warmth! Jävla life!  
  Join us, Comrades, join Winter’s strife. 
  *** 
  Tasty forces within, let loose your storm;  
  Remake you in our image, we will, a chill and frigid form. 
  *** 
  For APL 4 - 6, consider adding one or two small swarms of ice 
  sprites in addition to the regular swarm, or a second regular 
  swarm. 
  
  13 
  Our mistress comes, please, do make yourself at home.  
  All types can be reborn, be you orcish, goblin, or gnome! 
  *** 
  Mmmmm, yes, you must reject the  
  warmth that you have lived in. 
  Suck out the marrow, mine brothers, 
  for unto the lady this shall be given. 
  REWARDS 
  If the PCs defeat the swarm(s) of ice sprites, they receive 
  200XP for any small swarm of ice sprites and 700XP for 
  any regular swarm of ice sprites, divided between them.  
  There is nothing left to harvest from the ice sprites. As 
  individual members of the swarm died, and eventually as 
  the creature itself is destroyed, the tiny bodies seemed to 
  dissipate, steaming off weapons like sublimating ice, 
  leaving no identifiable traces behind other than a few 
  pieces of gossamer-thin, discarded cloth. 
  Exploring the remainder of the cavern, the PCs might 
  easily find two old and broken chests and a couple dozen 
  bodies, mostly commoners and caravan guards (See also 
  Keyed Map: Icy Lair, for detailed rewards found in each of 
  these locations). 
  THE LADY OF THE HOUSE 
  As the PCs finish gathering their rewards, they hear an 
  echoing tapping sound slowly growing louder. Whether the 
  PCs investigate or attempt to flee, read or paraphrase the 
  following: 
  A Bheur Hag is descending the back stairs, and the PCs 
  have only a few moments to flee (See also Volo’s Guide to 
  Monsters: Bheur Hag). The DM might offer an easy skills 
  challenge, perhaps starting with a Dexterity saving throw 
  to retain their footing on the fresh, slippery ice that coats 
  the cavern floor, or they may simply allow the PCs to flee. 
  CONCLUSION 
  After the PCs exit the cavern, read or paraphrase the 
  following text: 
  Regardless of how the PCs realize the time distortion, 
  they may find it unnerving. If appropriate, with an 
  Intelligence (Arcana, History, or Nature) or Wisdom 
  (Survival) check, a PC might have heard about such time 
  warps occurring when crossing between the material plane 
  and the Feywild. They may suspect that the cavern 
  entrance was merely a thin veil between the planes. At any 
  rate, the collapse of the entrance seems to have sealed off 
  this side from any immediate threats, perhaps somehow 
  strengthening the veil for a time. At the very least, as the 
  sun breaks momentarily from behind the clouds, their 
  actions have clearly had the impact on the weather. 
  NEARLY DEPARTED 
  When they arrive back at camp, Nal and Joselyn are just 
  finishing packing and are eager to get underway. They 
  might briefly relate that when the PCs didn’t return, they 
  assumed the worst. With the sudden break in the storm 
  this morning, they intend to get as much distance as 
  possible between themselves and this skit copse. 
  If any PCs who recall their time in the Feywild wish to 
  relate their tale, Joselyn shows a keen interest and might 
  fill the PCs in on some additional lore about the fey and the 
  strange time-altering and memory effects that can occur 
  when passing between the Feywild and the material plane.  
  Upon seeing Sha’vre, all sense of calm leaves Kar’lai as 
  she eagerly runs up to check on her sister and to thank the 
  PCs. Nal excuses himself to get the wagons underway, and 
  Joselyn joins Kar’lai in the back of one of the wagons as 
  she begins fretting over and trying to warm up the still 
  unconscious Sha’vre. At the DM’s discretion, this may be a 
  good opportunity to seed the next adventure with a story-
  hook based on Sha’vre’s necklace and the note that fell out. 
  
  14 
  A RENEWED CALM 
  If a particular player took a shine to the lynxal, read or 
  paraphrase the following text as a means of providing a 
  final closing: 
      Alternatively, for a more general closing, read or 
  paraphrase the following: 
  
  15 
  APPENDIX A: STAT 
  BLOCKS 
  LYNXAL 
  Lynxals resemble the common lynx which inhabit the 
  material plane but for two distinctive features: they have a 
  prominent ruff along their chest and they have retained 
  long, bushy tales. They tend to have coats that blend 
  naturally with the environment in which they are found, 
  whether snowy whites, mottled mountain tans, or more 
  vibrant colors seen only deep within the Feywild.  While by 
  no means domesticated, some lynxals are known to form 
  long-standing bonds with humanoid families in more 
  remote areas, often times mistaken for very large 
  household cats.  
   
  Regal Barring. Lynxals often appear aloof. Their motives 
  can be enigmatic as they are seemingly indifferent towards 
  the world around them. However, relying on keen senses 
  and an ability to suppress instinctual desires and dangers, 
  a lynxal has no trouble feeling at ease within – and 
  perhaps even a sense of ownership over – its environment. 
   
  Inadvertent Power. The lynxal’s natural calming ability 
  erases any strong emotions, whether a creature’s desires 
  are to cause or to avoid harm. This serves the lynxal well 
  both offensively for its hunting and defensively against 
  more dangerous predators of the Feywild. However, its 
  Emotional Suppression is indiscriminate, acting upon any 
  creature within its vicinity whose emotions are currently 
  aroused: once charmed by a lynxal, one might unwittingly 
  be willing to face harm and even death while accepting 
  such outcomes with a calm, placid demeanor.   
   
  Familial Bonds. Lynxal are prized companions in more 
  remote areas, which is to say they occasionally adopt a 
  humanoid family as their own. In addition to being skilled 
  hunters and offering some measure of protection, they 
  innately provide relief from the stress and worries of the 
  world for their adopted families, all while benefiting from 
  the comforts of more a civilized life, themselves. 
   
   
   
   
   
   
  Small fey, neutral 
  Armor Class 14 Natural Armor 
  Hit Points 18 (4d6+4) 
  Speed 40 ft., climb 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  16 (+3) 
  14 (+2) 
  10 (+0) 
  16 (+3) 
  12 (+1) 
  Skills Perception +5 
  Damage Resistances Cold 
  Condition Immunities Charmed 
  Senses darkvision 60 ft., Passive Perception 14 
  Languages Understands but cannot speak or write Common and 
  Sylvan. 
  Challenge 1/2 (100 XP) 
  Keen Senses. The lynxal has advantage on Wisdom (Perception) 
  checks that rely on sight, hearing, and smell.  
  Sovereign Presence. The lynxal exudes an innate sense of 
  belonging, and while other creatures notice its presence and may 
  find its behavior curious, they otherwise defer to lynxal’s natural 
  ownership over its environment.  
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 
  (1d6 + 3) piercing damage, and any targets medium or smaller 
  must succeed on a DC 12 Strength saving throw or be knocked 
  prone. 
  Emotional Suppression. The lynxal targets all non-lynxal 
  creatures within 30 feet that are exhibiting strong emotions. Each 
  creature in that area must succeed on a DC 13 Wisdom saving 
  throw or be treated as charmed against all enemies and dangers 
  for 1 minute. A charmed creature can repeat the saving throw at 
  the end of each of its turns, ending the effect on itself on a success. 
  If a creature’s saving throw is successful or the effect ends for it, 
  the creature is immune to the lynxal’s Emotional Suppression for 
  the next 24 hours. A creature has advantage on the saving throw if 
  it suffers any harm while charmed.  
    
  
  16 
  SWARM OF ICE SPRITES 
  Ice sprites resemble a typical sprite – even one of the snow 
  fairies or “frosts” of lore – only in appearance. They may 
  be a familial offshoot that has turned feral in the more 
  brutal Feywild Winter. However, most scholars believe 
  they are nothing more than a simulacrum, having no real 
  life of their own but created by hags or evil fey merely to 
  advance the destructive, wild forces of Winter.  
   
  Frigid Defense. Rather than armor, ice sprites wear only a 
  few wisps of clothing. They are indifferent to the cold and 
  have naturally ice-hardened skin. And while they lack the 
  invisibility of their summer cousins, they rely heavily on 
  an uncanny stealth within the fierce winter weather of 
  their natural habitat.  
   
  Brutal Damage. The sprites savagery extends to their 
  fighting style, foregoing weapons for their sickle-shaped 
  claws. As the claws sink in, they leave no mark, merely 
  seeming to consume all warmth and life from their 
  victims. And in a perversion of their summer cousins, 
  rather than the sprites knowing the emotional states of 
  those they touch, a victim of an ice sprite is said to hear the 
  sprites’ cruel intentions as the victim’s lifeblood is drained 
  of all warmth. 
   
  Comfort in Numbers. These tiny, cruel fey are rarely seen 
  alone. Whether due to their natural camouflage or their 
  unprincipled disposition, they prefer to ambush 
  unsuspecting prey, fleeing at the first sign of aggression. 
  However, they remain formidable in even a small swarm. 
  In larger swarms, their innate magical resistance is 
  accumulative, making them even more difficult to 
  disperse, much less dispatch. 
   
   
    
  Small fey, chaotic evil 
  Armor Class 13 Natural Armor 
  Hit Points 27 (6d8) 
  Speed 30 ft., fly 50 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   4 (-3) 
  16 (+3) 
  11 (+0) 
  6 (-2) 
  13 (+1) 
  10 (+0) 
  Skills Stealth +5 
  Damage Resistances Cold; Piercing  
  Condition Immunities Charmed, Frightened, Paralyzed, Petrified, 
  Prone, Restrained, Stunned 
  Damage Vulnerabilities Bludgeoning; Fire 
  Senses Darkvision 60 ft., Passive Perception 11 
  Languages Common, Sylvan 
  Challenge 1 (200 XP) 
  Swarm. The swarm can occupy another creature’s space and vice 
  versa, and the swarm can move through any opening large enough 
  for a Tiny fey. The swarm can’t regain hit points or gain temporary 
  hit points. 
  Frosty Stealth. While within a snowy or icy environment, the ice 
  sprites can take the Hide action as a bonus action, even when 
  within line of sight. 
  Sunlight Weakness. While in sunlight, the ice sprite swarm has 
  disadvantage on attack rolls, ability checks, and saving throws. 
  Chill Touch. Melee Weapon Attack: +5 to hit, reach 0 ft., one 
  creature in the swarm’s space. Hit: 7 (2d6) cold damage or 3 (1d6) 
  cold damage if the swarm has half of its hit points or fewer. The 
  target must make a successful DC 13 Constitution saving throw or 
  be unable to regain hit points. An affected creature repeats the 
  saving throw at the end of its turns, ending the effect on itself with 
  a successful save. The effect can also be ended with a greater 
  restoration spell or comparable magic. 
    
  Medium fey, chaotic evil 
  Armor Class 13 Natural Armor 
  Hit Points 54 (12d8) 
  Speed 30 ft., fly 50 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (-2) 
  16 (+3) 
  11 (+0) 
  6 (-2) 
  13 (+1) 
  10 (+0) 
  Skills Stealth +5 
  Damage Resistances Cold; Piercing; Non-magical Bludgeoning 
  and Slashing  
  Condition Immunities Charmed, Frightened, Paralyzed, Petrified, 
  Prone, Restrained, Stunned 
  Damage Vulnerabilities Fire 
  Senses Darkvision 60 ft., Passive Perception 11 
  Languages Common, Sylvan 
  Challenge 3 (700 XP) 
  Swarm. The swarm can occupy another creature’s space and vice 
  versa, and the swarm can move through any opening large enough 
  for a Tiny fey. The swarm can’t regain hit points or gain temporary 
  hit points. 
  Frosty Stealth. While within a snowy or icy environment, the ice 
  sprites can take the Hide action as a bonus action, even when 
  within line of sight.. 
  Sunlight Weakness. While in sunlight, the ice sprite swarm has 
  disadvantage on attack rolls, ability checks, and saving throws. 
  Chill Touch. Melee Weapon Attack: +5 to hit, reach 0 ft., one 
  creature in the swarm’s space. Hit: 28 (8d6) cold damage or 14 
  (4d6) cold damage if the swarm has half of its hit points or fewer. 
  The target must make a successful DC 13 Constitution saving 
  throw or be unable to regain hit points. An affected creature 
  repeats the saving throw at the end of its turns, ending the effect 
  on itself with a successful save. The effect can also be ended with a 
  greater restoration spell or comparable magic. 
  
  17 
  APPENDIX B: PLAYER MAPS 
  RIVERBEND 
    
   
  
  18 
  CAMPSITE 
  
  19 
  HILLTOP 
  
  20 
   
  ICY LAIR 
  
  1 
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Dropping Below Zero v3.2.pdf