TEXT:  
   
   
  CONTENT CATALOGUE 
  VERSION 10.0 
   
   
  ICEWIND DALE 
  RIME OF THE FROSTMAIDEN 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Wizards of the Coast D&D Staff: Brandy Camel, Chris Lindsay, Chris Tulach 
  D&D Adventurers League Administrators: Ma’at Crook, Amy Lynn Dzura, Claire Hoffman, LaTia Jacquise,  
  Greg Marks, Alan Patrick, Travis Woodall 
   
  Effective Date 
  September 15, 2020 
   
   
   
  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. 
   
  ©2020 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 
  Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
  
   
  Not for resale. Permission granted to print and photocopy this document for personal use only. 
  Adventurers League Content Catalogue v10.0 
  WHAT IS THE CONTENT CATALOG? 
  The D&D Adventurers League Content Catalog serves as a 
  reference for players and dungeon masters alike who may 
  have question about the adventures that are available to 
  them in Season 10 DDAL play. To maintain fairness in a 
  shared-world campaign, all DDAL participants will follow 
  guidance provided in this catalog. 
   
  THE FOLLOWING ABBREVIATIONS ARE USED IN THE CONTENT 
  CATALOG: 
   
  ALPG 
  Adventurers League Players Guide 
  ALDMG 
  Adventurers League Dungeon Masters Guide 
  DDAL 
  Adventure modules written for AL play 
  DDEP 
  Multi-table interactive adventure for AL play 
  DDHC 
  Hardcover adventures written by Wizards of the Coast 
   
  WHAT DO I NEED? 
  Welcome to the Adventurers League! You’ll need only a 
  few things to get started: 
  • A copy of the D&D Basic Rules, or a Player’s Handbook 
  • The Season 10 AL Players Guide 
  • A Season 10 character and  logsheet 
  • Fellow adventurers and a dungeon master 
  • A Season 10 hardcover adventure or module
  
   
  Not for resale. Permission granted to print and photocopy this document for personal use only. 
  Adventurers League Content Catalogue v10.0 
  3 
  ICEWIND DALE: RIME OF THE 
  FROSTMAIDEN  
  SUGGESTED GUIDANCE  
  WELCOME TO THE FAR NORTH.  
  The rules for awarding gold in the ALDMG are used 
  throughout this adventure. 
  STARTING EQUIPMENT  
  Season 10 characters add the starting equipment 
  identified in the ALPG, Appendix A. 
  CHARACTER SECRETS  
    Doppelganger. Characters with this secret choose a race 
  normally, but have the humanoid (shapechanger) type. 
  While the secret grants them the ability to assume the 
  likeness of other creatures, they always possess the traits 
  of their actual race (plus those granted by this secret).  
     Reincarnation. A character’s current race, not their 
  previous one, is used to qualify for options such as 
  archetypes or feats (i.e., Path of the Battlerager, Elven 
  Accuracy, etc.).  
    Slaad Host. This secret isn’t used.  
    Spy. Only characters that are members of the Harper 
  faction (see ALPG) can possess this secret. 
  CHWINGA CHARMS  
  A given character can receive a blessing only once from 
  the same encounter, no matter how many times they 
  participate in it.  
    If a chwinga bestows a charm upon a character, the DM 
  determines the charm bestowed by rolling on the table 
  below:  
   
  CHWINGA CHARMS  
  d20  
  Charm  
  1 – 2  
  Charm of cold resistance  
  3 – 4  
  Charm of biting cold  
  5 – 6  
  Charm of bounty  
  7  
  Charm of animal conjuring  
  8  
  Charm of vitality  
  9  
  Charm of the slayer  
  10  
  Charm of restoration  
  11  
  Charm of traveler’s haven  
  12  
  Charm of darkvision  
  13  
  Charm of heroism  
  14  
  Charm of feather falling  
  15 – 16  
  Charm of the snow walker  
  17 – 18  
  Charm of the ice troll  
  19 – 20  
  Charm of snowball strike  
   
   
  CHAPTER 1: TEN-TOWNS  
  CHARACTER ADVANCEMENT  
  Characters of 4th level or higher no longer gain levels by 
  playing Chapter 1.  
  MAGIC IN TEN-TOWNS  
  With the exception of potions of healing, common magic 
  items can’t be purchased in Ten-Towns. Refer to the 
  ALDMG for the price of spellcasting services.  
  SNOWFLAKE RATINGS  
  A town’s services rating has a direct impact on the 
  availability of items and equipment available for purchase. 
  Some items while within the gold limit listed are unlikely 
  to be found here. Characters can purchase items and 
  equipment worth 25 gp or less at a town with a services 
  rating of * or 100 gp or less at a town with a services 
  rating of **. Characters have no limitations on what they’re 
  able to find available for purchase in towns with a services 
  rating of ***.  
  CARE-DINEVAL  
  Knights of the Black Sword  
    Chardalyn Amulets. Characters whose alignment is 
  changed to lawful evil is removed from play until their 
  alignment is restored by removing the curse. Alternatively, 
  their alignment can be restored and the character 
  returned to play by removing a permanent magic item and 
  reducing their Magic Item Limit (see ALPG p.3: Death, 
  Disease, and Curses).  
  Caer Locations  
    C9. Speaker’s Office. Kadroth’s ring of keys is a story 
  item for Chapter 1.  
  EASTHAVEN  
  The Cauldron Caper  
  Instead of the gems, Speaker Danneth Waylen offers each 
  character a common magic item of their choice from 
  Xanathar’s Guide to Everything--though he still needs 48 
  hours to acquire them. Magical armor obtained in this way 
  is limited to leather, scale, or chainmail.  
  Easthaven Town Hall  
    T17. Jailer’s Room. The ring of keys found here is a story 
  item for Chapter 1.  
  GOOD MEAD  
  Concluding the Quest  
    New Town Speaker. A character that is elected as 
  Speaker of Good Mead is removed from play until they 
  relinquish their new post.  
  LONELYWOOD  
  Tracking the Moose  
    E4. Sarcophagus and Crystal Pillars. If its loyalty is 
  acquired, Sahnar faithfully serves the characters during 
  sessions of this adventure until they begin Chapter 2. 
   
   
  
   
  Not for resale. Permission granted to print and photocopy this document for personal use only. 
  Adventurers League Content Catalogue v10.0 
  4 
  CHAPTER 2: ICEWIND DALE  
  CHARACTER ADVANCEMENT  
  Characters of 7th level or higher no longer gain levels by 
  playing Chapter 2.  
  TALL TALES IN TEN-TOWNS  
    Provisions for Macreadus. Mishann provides one free 
  casting of cure wounds each day to a character.  
    Dragon Bone Stew. Creatures that eat the stew have the 
  following flaw until the madness is cured: “My gold and 
  gems are my most treasured possessions, and those close to 
  me are plotting to steal them away.”  
  WILDERNESS ENCOUNTERS  
    Awakened Beast. The group can obtain the loyalty of no 
  more than one awakened beast in this way and the beast 
  serves the characters during sessions of this adventure 
  until they begin Chapter 3.  
  PLACES OF INTEREST  
  Dark Duchess Locations  
    D9. Hold. The “Wand of Orcus” is a trinket that one 
  character can keep.  
  Id Ascendant  
  This area outlines a group of gnomish ceremorphs that 
  crash landed in Faerun and are used as the protagonists in 
  the Tier 2 series of DDAL adventures.  If you anticipate 
  running these adventures, plan accordingly.  
    Roleplaying the Gnome Ceremorphs. A character can 
  keep one of the pistols given to the group as a reward for 
  giving them a psi crystal. The other pistol must be claimed 
  by another character. If the characters find and take the 
  rifles in N2, the ceremorphs don’t give them the pistols as 
  a reward. Figuring out how to fire and reload a laser pistol 
  requires two successful Intelligence checks (one to figure 
  out how to fire it, another to figure out how to load it). 
  Each time a character makes a check, compare the check 
  result to the Figuring Out Alien Technology table in the 
  Dungeon Master’s Guide. After four failures to figure out 
  how to fire and reload, the rifle breaks and is no longer 
  functional. This check must be made during a session in 
  the presence of a DM.  
    Nautiloid Locations: N2. Cargo Hold. Each energy cell 
  has 10 charges. A character can keep one rifle and one 
  energy cell. After four failures to figure out how to fire and 
  reload the rifle, it breaks; it’s no longer functional and 
  can’t be sold. This check must be made during a session in 
  the presence of a DM.  
    Nautiloid Locations: N5. Maintenance. The psi crystal 
  detector is a story item for Chapter 2.  
  Lost Spire of Netheril  
    P11. Upside-Down Laboratory. The small brass key is a 
  story item for Chapter 2.  
   
  Skytower Shelter    
  This area outlines a clan of goliaths. They are at war with 
  the goliath clan used as the protagonists in the Tier 1 
  series of DDAL adventures.    
    Griffon Taming. The griffon ages in real-time starting on 
  the date of the session played. The check to tame the 
  creature must be made during a session in the presence of 
  a DM.  
  Wyrmdoom Crag  
  This area outlines a clan of goliaths. They are used as the 
  protagonists in the Tier 1 series of DDAL adventures. If 
  you anticipate running these adventures, plan accordingly.  
  CHAPTER 3: SUNBLIGHT  
  CHARACTER ADVANCEMENT  
  Characters of 6th level or higher no longer gain levels by 
  playing Chapter 3.  
  XARDOROK’S FORTRESS  
  Command Level  
    X37. Xardorok’s Quarters. The piwafwi has a rarity of 
  uncommon.  
  CHAPTER 4: DESTRUCTION’S LIGHT  
  CHARACTER ADVANCEMENT  
  Characters of 7th level or higher no longer gain levels by 
  playing Chapter 4.  
  CHAPTER 5: AURIL’S ABODE  
  GRIMSKALLE  
  Grimskalle Locations  
    G23. Auril’s Blessing. Auril contacts any character that 
  meets the criteria. A character that succeeds on the saving 
  throw receives the blessing of the Frostmaiden.  
  CHAPTER 7: DOOM OF YTHRYN  
  NECROPOLIS OF YTHRYN  
  Necropolis of Ythryn Locations  
    Y4. Tower of Abjuration: Anvil of Disjunction. 
  Characters can be rid of a cursed item and its associated 
  curse by destroying it with the anvil.  
    Y19e. Liquefaction Chamber. A character turned into a 
  brain in a jar is removed from play until returned to life. 
  Never thought I’d have to write that.  
    Y21. Obelisk. If the staff is used to activate the obelisk, 
  any character present during the session is removed from 
  play—though they can be returned by surrendering a 
  magic item and reducing their magic item count by 1 (this 
  represents finding someone willing and able to cast a wish 
  to return the character to their appropriate time).  
    Y28. Skydock Spire. One character can keep the 
  chardalyn wand.  
  APPENDIX D: MAGIC ITEMS  
  PROFESSOR ORB  
  Professor orbs are always of a non-evil alignment, and 
  their Wisdom and Charisma scores are always 11. 
   
   
  
   
  Not for resale. Permission granted to print and photocopy this document for personal use only. 
  Adventurers League Content Catalogue v10.0 
  5 
  FORGOTTEN REALMS: A 
  PLAGUE OF ANCIENTS 
  A Plague of Ancients is a D&D Adventurers League 
  campaign in which our intrepid heroes, after being given 
  respite from the brutal Icewind Dale winter by a clan of 
  goliaths, discover one of their own is responsible for the 
  influx of unusual animal activity in the area. Meanwhile, 
  the characters are hunted by an elusive menace. A Plague 
  of Ancients is Season 10 in the Adventurers League and 
  begins September 15, 2020. 
  DDAL10-00 ICE ROAD TRACKERS 
  Level Range: 1-2 (optimized for 1st level) 
  Adventure Designer: Shawn Merwin 
  Adventure Description: A trek toward Icewind Dale turns 
  deadly when an avalanche blocks the heroes’ passage 
  through the Spine of the World. Rescued by a menagerie of  
  strange creatures, the heroes are asked to return the favor 
  in exchange for answers about what’s happening in the 
  cold and frozen North. 
  Adventure Length: 4 hours (four 1-hour mini-adventures) 
  DMsGuild Release: September 15, 2020 
  DDAL10-01 INTO THE FROZEN NORTH 
  Level Range: 1-2 (optimized for 1st level) 
  Adventure Designer: Paige Leitman 
  Adventure Description: An avalanche has stranded you 
  and your allies in the treacherous Spine of the World, and 
  a relentless blizzard is quickly blowing away all hope of 
  survival. Gather the surviving members of your caravan 
  and strike out for shelter. Strike out for life! 
  Adventure Length: 4 hours (four 1-hour mini-adventures) 
  DMsGuild Release: October 17, 2020 
  DDAL10-02 GNASHING TEETH 
  Level Range: 1-4 (optimized for 2nd level) 
  Adventure Designer: Laura Thompson 
  Adventure Description: The goliaths of Wyrmdoom Crag 
  are a proud, but thankfully, generous people. Having 
  provided you with shelter from the deadly wilds of 
  Icewind Dale, they’ve asked you to look into the strange 
  things that have been happening in and around their 
  home. 
  Adventure Length: 4 hours 
  DMsGuild Release: November 15, 2020 
  DDAL10-03 DIVINING EVIL 
  Level Range: 1-4 (optimized for 3rd level) 
  Adventure Designer: The GM Tim 
  Adventure Description: A gruesome discovery sets you off 
  into the frozen wastes in search of answers. Will you find 
  the answers you seek, or will your journey leave you with 
  only more questions? 
  Adventure Length: 4 hours  
  DMsGuild Release: November 15, 2020 
   
  DDAL10-04 COLD BENEVOLENCE 
  Level Range: 1-4 (optimized for 4th level) 
  Adventure Designer: Justice Arman 
  Adventure Description: Feral-Tongue must be stopped! 
  But without aid, it’s likely that your efforts will be in vain. 
  Among rising tensions, Old Goat suggests an unlikely ally: 
  Chwingas! Her plan, however, isn’t popular among other 
  members of the clan. Can you sway their opinion? Better 
  still, can you find the elusive elemental spirits? 
  Adventure Length: 4 hours  
  DMsGuild Release: TBD 
   
  EPICS 
  D&D Epics are exciting multi-table events where 
  participants cooperate in a “mass raid” of truly EPIC 
  proportions; as every table works toward the same goal, 
  individual tables act as squads that might take on different 
  tasks, possibly affecting other tables or unlocking side 
  quests needed to progress the event. Events hosting DDAL 
  play, whether in-person or online, can request a D&D Epic 
  through the D&D Adventurers League website. 
   
  DDEP10-00 THE GREAT 
  KNUCKLEHEAD RALLY 
  Level Range: 1-4 (optimized for 2nd level) 
  Adventure Designer: Celeste Conowitch, Shawn Merwin 
  Adventure Description: To fight the despair brought on 
  by the Everlasting Rime, an eccentric dwarf sponsors a 
  fishing tournament she calls the “Great Knucklehead 
  Rally.” The event draws the curious, the hopeful, and the 
  cynical alike. And it also draws unexpected guests that test 
  the mettle of the attendees. 
  Adventure Length: 3 hours 
  Required Number of Tables: 4+ 
  DMsGuild Release: N/A 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Adventurers League Content Catalogue v10.0.pdf