TEXT: A DISH BEST SERVED COLD 
  Stagwick’s long-standing peace with giant-kind is threatened as a patrol of Blood Riders spark a 
  feud with a local tribe of giants. With word of strange activity coming from the Ice Spires, Good 
  King Hartwick can’t be too careful. Can you quench the giants’ thirst for revenge? 
  A Two-Hour Adventure for 5th-10th Level Characters 
  JAMES INTROCASO 
  Adventure Designer 
  Adventure Code: DDAL05-05 
  Version: 1.0 
  Development and Editing: Claire Hoffman, Travis Woodall 
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, 
  Alan Patrick 
  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, 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-05 A Dish Best Served Cold 
  2 
  Introduction 
  Welcome to A Dish Best Served Cold, a D&D 
  Adventurers LeagueTM adventure, Part of the official 
  D&D Adventurers LeagueTM organized play system 
  and the Storm King’s Thunder storyline season. 
   This adventure is designed for three to seven 5th 
  through 10th level characters, and is optimized for 
  five 8th-level characters. 
   The adventure begins outside Stagwick and takes 
  adventurers to the Cold Woods; a forest on the far 
  side of the Ice Spire Mountains. 
  The D&D Adventurers League 
  This adventure is official for D&D Adventurers 
  League play. The D&D Adventurers League is the 
  official organized play system for DUNGEONS & 
  DRAGONS®. Players can create characters and 
  participate in any adventure allowed as a part of the 
  D&D Adventurers League. As they adventure, 
  players track their characters’ experience, treasure, 
  and other rewards, and can take those characters 
  through other adventures that will continue their 
  story. 
   For more information on playing, running games 
  as a Dungeon Master, and organizing games for the 
  D&D Adventurers League, please visit the D&D 
  Adventurers League home at: 
  www.dndadventurersleague.org 
  Preparing the Adventure 
  Before you show up to Dungeon Master this 
  adventure for a group of players, you should do the 
  following to prepare. 
  • Make sure to have a copy of the most current
  version of the D&D Basic Rules or the Player’s
  Handbook.
  • Read through the adventure, taking notes of
  anything you’d like to highlight or remind yourself
  while running the adventure, such as a way you’d
  like to portray an NPC or a tactic you’d like to use
  in a combat.
  • Get familiar with the monster statistics in the
  Appendix.
  • Gather together any resources you’d like to use to
  aid you in running this adventure--such as
  notecards, a DM screen, miniatures, and
  battlemaps.
  • If you know the composition of the group
  beforehand, you can make adjustments as noted
  throughout the adventure.
  Before Play at the Table 
  Ask the players to provide you with relevant 
  character information: 
  • Character name and level
  • Character race and class
  • Passive Wisdom (Perception)—the most common
  passive ability check
  • Anything notable as specified by the adventure
  (such as backgrounds, traits, flaws, etc.)
  Ensure that each player has an official adventure 
  logsheet for his or her character (if not, get one from 
  the organizer). The player fills out the adventure 
  name, session number, date, and your name and DCI 
  number (if they have one). In addition, the player 
  also fills in the starting values for experience, gold, 
  downtime, renown, and number of permanent magic 
  items. He or she fill in the other values and write 
  notes at the conclusion of the session. Each player is 
  responsible for maintaining an accurate logsheet. 
   If you have time or see the need to do so, you can 
  do a quick scan of a player’s character sheet to 
  ensure that nothing looks out of order. If you see 
  magic items of very high rarities or strange arrays of 
  ability scores, you can ask players to provide 
  documentation for the irregularities. If they cannot, 
  feel free to restrict item use or ask them to use a 
  standard ability score array. Point players to the 
  D&D Adventurers League Player’s Guide for reference. 
   If players wish to spend downtime days and it’s 
  the beginning of an adventure or episode, they can 
  declare their activity and spend the days now. 
  Alternatively, they can do so at the end of the 
  adventure or episode. Players should select their 
  characters’ spells and other daily options prior to 
  the start of the adventure, unless the adventure 
  specifies otherwise. Feel free to reread the 
  adventure description to help give players hints 
  about what they might face. 
  Adjusting the Adventure 
  Throughout this adventure, sidebars provide 
  information to assist you in making adjustments for 
  smaller or larger groups and characters of higher or 
  lower levels than the adventure is optimized for. 
  This is typically used exclusively for combat 
  encounters. These adjustments are not required, nor 
  are you bound to the suggestions made by the 
  adventure—they are recommendations provided for 
  guidance and convenience. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-05 A Dish Best Served Cold 
  3 
   This adventure is optimized for a party of five 
  8th level characters. To figure out whether you 
  need to adjust the adventure, do the following: 
  • Add up the total levels of all the characters.
  • Divide the total by the number of characters.
  • Round fractions of .5 or greater up; round
  fractions of less than .5 down.
  You’ve now determined the average party level 
  (APL) for the adventure. To figure out the party 
  strength for the adventure, consult the following 
  table. 
  Determining Party Strength 
  Party Composition Party   
  Strength 
  3-4 characters, APL less than
  Very weak 
  3-4 characters, APL equivalent
  Weak 
  3-4 characters, APL greater than
  Average 
  5 characters, APL less than
  Weak 
  5 characters, APL equivalent
  Average 
  5 characters, APL greater than
  Strong 
  6-7 characters, APL less than
  Average 
  6-7 characters, APL equivalent
  Strong 
  6-7 characters, APL greater than
  Very strong 
  Average party strength indicates no recommended 
  adjustments to the adventure. Each sidebar may or 
  may not offer suggestions for certain party 
  strengths. If a particular recommendation is not 
  offered for your group, you don’t have to make 
  adjustments. 
  Running the Adventure 
  As the Dungeon Master of the session, you have the 
  most important role in facilitating the enjoyment of 
  the game for the players. You help guide the 
  narrative and bring the words on these pages to life. 
  The outcome of a fun game session often creates 
  stories that live well beyond the play at the table. 
  Always follow this golden rule when you DM for a 
  group: 
  Make decisions and adjudications that enhance 
  the fun of the adventure when possible. 
  To reinforce this golden rule, keep in mind the 
  following: 
   You Are Empowered. You get to make decisions 
  about how the group interacts with the NPCs and 
  environment within this adventure. It is okay to 
  make considerable changes or engage in 
  improvisation, so long as you maintain the original 
  spirit of what’s written. 
   Challenge Your Players. Never being challenged 
  makes for a boring game, and being overwhelmed 
  makes for a frustrating game. Gauge the experience 
  level of the players (not the characters) with the 
  game, try to feel out (or ask) what they like in a 
  game, and attempt to give each of them the 
  experience they’re after when they play D&D. 
  Everyone should have the opportunity to shine. 
   Mind the Time. Watch for stalling, since play loses 
  momentum when this happens. At the same time, 
  make sure that the players don’t finish too early; 
  provide them with a full play experience. Try to be 
  aware of running long or short. Adjust the pacing 
  accordingly. 
   Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide hints 
  and clues to your players so they can attempt to 
  solve puzzles, engage in combat, and roleplay 
  interactions without getting too frustrated over a 
  lack of information. This gives players “little 
  victories” for figuring out good choices from clues. 
  The Dungeon Master’s Guide has more information 
  on the art of running a D&D game. 
  Spellcasting Services 
  Any settlement the size of a town or larger can 
  provide some spellcasting services. Characters need 
  to be able to travel to the settlement to obtain these 
  services. 
   Spell services generally available include healing 
  and recovery spells, as well as information-gathering 
  spells. Other spell services might be available as 
  specified in the adventure. The number of spells 
  available to be cast as a service is limited to a 
  maximum of three per day total, unless otherwise 
  noted. 
  Spellcasting Services  
  Spell  
  Cost 
  Cure wounds (1st level)  
  10 gp 
  Identify   
  20 gp 
  Lesser restoration  
  40 gp 
  Prayer of healing (2nd level) 
  40 gp 
  Remove curse  
  90 gp 
  Speak with dead   
  90 gp 
  Divination  
  210 gp 
  Greater restoration  
  450 gp 
  Raise dead  
  1,250 gp 
  Resurrection* 
  3,000 gp 
  True Resurrection* 
  50,000 gp 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-05 A Dish Best Served Cold 
  4 
  *These spells require an additional expenditure of
  downtime days (150 for resurrection and 350 for
  true resurrection). This cost can be reduced by 50
  days for each faction rank above 1 that the character
  possesses. This downtime is spent in community
  service for the church that provided the spell in
  question. The Acolyte Background feature does NOT
  reduce the gp or downtime cost for either of these
  spells.
  Acolyte Background 
  A character possessing the acolyte background requesting 
  spellcasting services at a temple of his or her faith may 
  request one spell per day from the Spellcasting Services table 
  for free. The only cost paid for the spell is the base price for 
  the consumed material component, if any. 
  Acolytes can call upon spellcasting services in and around 
  the three towns as follows: 
  Parnast (Tier 1). Mielikki 
  Stagwick (Tier 2). Chauntea 
  Beregost (Tier 3). Lathander, Waukeen 
  Death and Recovery 
  Sometimes bad things happen, and characters get 
  die. Since you might not have the same characters 
  return from session to session, here are the rules 
  when bad things happen to characters.  
  Death  
  A character who is killed during the course of the 
  adventure has a few options at the end of the session 
  (or whenever arriving back in civilization) if no one 
  in the adventuring party has immediate access to a 
  raise dead or revivify spell, or similar magic. A 
  character subject to a raise dead spell is affected 
  negatively until all long rests have been completed 
  during an adventure. Alternatively, each downtime 
  day spent after raise dead reduces the penalty to 
  attack rolls, saving throws, and ability checks by 1, in 
  addition to any other benefits the downtime activity 
  might provide.  
   Create a New 1st-Level Character. If the dead 
  character is unwilling or unable to exercise any of 
  the other options, the player creates a new 
  character. The new character does not have any 
  items or rewards possessed by the dead character. 
   Dead Character Pays for Raise Dead. If the 
  character’s body is recoverable (it’s not missing any 
  vital organs and is mostly whole) and the player 
  would like the character to be returned to life, the 
  party can take the body back to civilization and use 
  the dead character’s funds to pay for a raise dead 
  spell. A raise dead spell cast in this manner costs the 
  character 1,250 gp.  
   Character’s Party Pays for Raise Dead. As above, 
  except that some or all of the 1,250 gp for the raise 
  dead spell is paid for by the party at the end of the 
  session. Other characters are under no obligation to 
  spend their funds to bring back a dead party 
  member.  
   Faction Charity. If the character is of level 1 to 4 
  and a member of a faction, the dead character’s body 
  can be returned to civilization and a patron from the 
  faction ensures that he or she receives a raise dead 
  spell. However, any character invoking this charity 
  forfeits all experience and rewards from that session 
  (both those earned prior to and after death during 
  that session) and cannot replay that episode or 
  adventure with that character again. Once a 
  character reaches 5th level, this option is no longer 
  available. 
  Adventure Background 
  The Blood Riders haven’t killed a giant in centuries. 
  Cathica Lygia wants that to change. The group’s 
  second-in-command yearns for war. 
   The bloodthirsty woman led a group of the Blood 
  Rider’s most zealous into the Ice Spires and 
  knowingly invaded the territory of the Gorik Vater 
  frost giants. These rogue riders abducted Burleigh 
  Thurfurst, a young frost giant, and returned to their 
  main camp in the Cold Woods with their captive. 
   Cathica and her crew told the rest of the Blood 
  Riders they were on a routine patrol in the Cold 
  Woods when Burleigh and other giants attacked 
  them, breaking the unspoken peace between the 
  frost giants and the people of Hartsvale. In an effort 
  to bring all of the Blood Riders on her side, Cathica 
  called for Scarn Mikel, the leader of the riders, to 
  execute Burleigh as a show of strength to the 
  region’s giant tribes. Other riders want to keep 
  Burleigh alive as a bargaining chip should the giants 
  attack them in full force. Scarn struggles to decide 
  the frost giant’s fate. 
   Meanwhile, Scövja Thurfurst, Burleigh’s mother, is 
  desperate to find her son. She knows he was taken 
  by a group of riders from Hartsvale, but fears going 
  out to find him herself could ignite a war. Scövja 
  approached Wum Burdun, leader of Hartsvale’s 
  Frontier Scouts for aid. The scoutmaster knows 
  many will die in Hartsvale if Burleigh is not returned 
  to Gorik Vater and puts out the call for help to the 
  characters. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-05 A Dish Best Served Cold 
  5 
  Adventure Overview 
  This adventure is divided into four parts. 
   Part 1. The characters answer the summons of 
  Scoutmaster Wum Burdun outside Stagwick, a small 
  village in Hartsvale. He introduces Scövja Thurfurst. 
  The giant shares her son’s predicament. Wum hires 
  the characters to convince (or force) the Blood 
  Riders to release Burleigh. The characters have a 
  choice between taking slower, safer path, or a 
  hazardous shortcut to get to the scene of Burleigh's 
  abduction. 
   Part 2. At the scene of Burleigh’s abduction, the 
  characters investigate the area and find the Blood 
  Riders’s trail. 
   Part 3. On the trail of the Blood Riders in the Cold 
  Woods, the characters experience a random 
  encounter near an enchanted river that could aid 
  them in their quest to save Burleigh. 
   Part 4. The adventurers arrive at the Blood Rider 
  camp. If the characters cannot convince Scarn Mikel 
  to let the frost giant go, they must find another way 
  to free Burleigh or kill Scarn. If Scarn agrees to let 
  Burleigh go, Cathica and her band of zealots ambush 
  the characters on their way back to Stagwick. 
  Unexpected Magic 
  Spells like speak with dead, detect thoughts, and scrying 
  could give the players easier access to clues about what really 
  happened. That’s great! Reward good ideas like these with 
  direction information about the adventure’s background. In 
  the end, the characters still need to find a way to free 
  Burleigh if they want to avoid war. 
  Adventure Hook 
  The characters begin in Stagwick. One morning they 
  wake up at the Weary Giant Inn and find a note has 
  been left for them. Give the players Player Handout 
  1. Each character may have received this note for
  different reasons. This handout leads them to the Ice
  Spires west of Stagwick and the beginning of Part 1.
   Braggarts Get Jobs. During the characters’ stay at 
  the inn, bored locals beg them for tales of previous 
  adventures. Have each character share a story of 
  past heroics during introductions. Word quickly 
  spreads that accomplished heroes are in town. 
   Looking for Work. Rumors of increased giant 
  activity near Hartsvale draw money-minded and 
  thrill-seeking adventurers to the area. Word spreads 
  that they are looking for mercenary work. 
   Faction Assignment (Order of the Gauntlet or 
  Lords’ Alliance). The Blood Riders act in direct 
  opposition of Hartsvale’s crown, but King Hartwick 
  lacks the resources to deal with the problem. The 
  Order of the Gauntlet and the Lords’ Alliance send 
  characters aid to Hartsvale so that order can be 
  restored and war can be avoided. 
   Faction Assignment (Zhentarim). The Zhentarim 
  have slowly been making inroads with King 
  Hartwick to establish greater influence in Hartsvale. 
  The Blood Riders could cause a war and threaten the 
  crown’s authority in the process, which would be 
  bad for business. Zhentarim characters are sent to 
  aid the Frontier Scouts and receive an additional 
  assignment. If any characters are members of the 
  Zhentarim faction, give them Player Handout 2. 
  Cold Weather Clothing 
  Before heading out to meet Wum, the characters can buy 
  supplies in Stagwick. In addition to the normal items for sale 
  in the Player’s Handbook, inform the characters that cold 
  weather outfits are available for 4 gp each (twice the cost of 
  normal traveler’s clothing). 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-05 A Dish Best Served Cold 
  6 
  Part 1. A Mother’s Plea 
  Expected Duration: 15 minutes 
  The adventure begins at the edge of the Ice Spires 
  west of Stagwick. 
  To Prevent a War 
  Read or paraphrase: 
  The wind tears your face, howling in cold defiance of early 
  autumn. Before you, snow-blasted mountains rise high into 
  gray sky. A dusting of flakes that fell last night covers the 
  ground. Against the mountainous backdrop of the Ice Spires 
  stands a hulking figure with red hair and a shaggy beard 
  whipping wildly. Wum Burdun raises a hand to signal hello. 
  As you near, the leader of Hartsvale’s Frontier Scouts cries 
  over the wind, “Thank you for joining us!” 
  Glances to either side reveal no one other than the 
  scoutmaster before you. The unkempt firbolg whistles long 
  and loud three times. 
  Boom! A tremendous rumble followed by snow and rock 
  tumbling down the spires signals the approach of something 
  massive. Wum holds up his hand, indicating there is no need 
  to be alarmed. Boom! Boom! Boom! More rumbles as an 
  enormous woman comes into view, climbing down from the 
  mountains. She is nearly four times the height of a human! 
  Blue skin covers her corded muscles. Stiff braids hold her 
  white hair still in the winds. There can be no doubt. Before 
  you is a mighty frost giant! 
  Wum nods to the woman and turns back to you. “Meet 
  Scövja Thurfurst. You’re going to save her son.” 
  Scövja Thurfurst, a frost giant of the Görik Väter 
  tribe, is heartbroken at the abduction of her son and 
  only living family, Burleigh. She shares her story 
  with the characters: 
  • Three days ago Burleigh and Scövja were hunting
  in the Ice Spires near the Cold Woods. Görik
  Väter’s territory ends at the border of the Ice
  Spires and the Cold Woods.
  • When Scövja returned to their camp, she found the
  scene of a battle. Human and horse corpses lay in
  the area, cut in half by her son’s ax. The tracks of
  the horses headed off toward the Cold Woods,
  dragging something big behind them.
  • Scövja’s first instinct was to go after the riders
  who took her son, but better sense prevailed. She
  knew doing so would threaten the peace between
  the frost giants and people of Hartsvale.
  • If Scövja brings her son’s disappearance to the
  attention of the Jarl of Gorik Vater, it will end no
  doubt in death for many giants and people of
  Hartsvale. She took matters into her own hands
  and sought out Wum Burdun who has promised to
  help find Burleigh.
  • Scövja is giving the Frontier Scouts five days to
  find and return Burleigh before she tells her Jarl
  what happened to her son. The consequences of
  her doing so are war and death in Hartsvale.
  Roleplaying Scövja Thurfurst 
  Scövja is a great warrior and hunter devastated by the loss of 
  Burleigh. The frustration of not knowing his fate weighs on 
  her every moment. Her determination to see him returned 
  keeps her from hysterics. With time running out for Burleigh, 
  she is direct in her requests and honest in her promises. 
  Quote: "I put the desire for peace above my son's life - for 
  five days. That's generous." 
  When Scövja finishes her tale, emotion overcomes 
  her. Wum Burdun offers the giantess a moment of 
  privacy and pulls the characters aside. He gives them 
  the following information: 
  • He knows the Blood Riders, an order of giant-
  hating, self-appointed border guards that operate
  out of the Cold Woods. Wum is certain they took
  Burleigh.
  • King Hartwick does not approve of the Blood
  Riders. Any violence against the giants in the
  region would break the truce and spell doom for
  Hartsvale. The riders have yet to kill any giants,
  but they refuse to disband.
  • The Blood Riders keep their camp mobile.
  • Wum asks the characters to find the Blood Riders
  and convince them to free Burleigh, if the young
  giant still lives, that is. If the riders cannot be
  convinced, Burleigh must be freed by any means
  necessary.
  • If Burleigh is dead, then the characters should kill
  Scarn Mikel, leader of the riders. Bringing his head
  to the Jarl of Gorik Vater may be the only way to
  avoid outright war at that point.
  • The characters are the best choice for this mission.
  Unlike the untested Frontier Scouts, the
  adventurers have experience in battle and travel
  beyond Hartsvale.
  • Avoiding war with the giants is King Hartwick’s
  top priority. He offers a reward of 1,000 gp to the
  characters if they successfully complete this
  assignment.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-05 A Dish Best Served Cold 
  7 
  Roleplaying Wum Burdun 
  Hartsvale’s scoutmaster seldom ventures into Stagwick; he 
  prefers the valleys and forests of the Vale to the chairs and 
  tables of the Inn. As such, Wum Burdun is unaccustomed to 
  strangers and typically avoids engaging in conversation. 
  When he does speak, Wum does so brusquely and without 
  tact. In his domain, his words are orders; not requests. 
  Quote: “I’ve nothin’ else to say, Outvaler.” 
  With all the information in hand, the characters are 
  free to continue talking with Scövja and Wum. The 
  scoutmaster can tell them everything outlined in the 
  “Blood Riders” sidebar. 
   If they want more details about what happened 
  the day Burleigh was abducted, Scövja tells the 
  characters she was hunting an abominable yeti to 
  use its hide for a new cloak. The giants separated to 
  find the beast, agreeing to meet back at the camp. 
  Neither of them found the monster. 
   If the characters try to convince Scövja to give 
  them more time to complete the quest, she does not 
  budge on the deadline. 
  Blood Riders 
  If asked, Wum Burdun can give the characters more 
  information about the Blood Riders: 
  • The Blood Riders are an ancient order of giant-killers 
  originating in Hartsvale. They have formed anew in 
  response to the increase in giant activity throughout the 
  Sword Coast region.
  • The Frontier Scouts and Blood Riders don’t get along, since
  the riders now operate in opposition to the king. The
  complacent scouts are ill prepared to take on or even find 
  the vigorously trained giant-killers.
  • Scarn Mikel, a one-armed, one-eyed human male and 
  veteran soldier, leads the Blood Riders. His hatred for all
  giantkind is infamous in Hartsvale. Twenty years ago,
  Scarn’s entire family was killed by goblins in the attack that
  claimed his eye and arm. He suspects these goblins were 
  pawns of a rogue giant tribe.
  Getting to the Abandoned Camp 
  Read or paraphrase: 
  Hartsvale’s scoutmaster grunts over the wind, “If you’re 
  going to find the Blood Riders, your best option is to follow 
  the path they made through the woods after taking Burleigh. 
  That means getting back to the place where he was 
  abducted. You have two options. Cut through the Ice Spires, 
  shorter and more dangerous, or go around the spires, which 
  will take more time.” 
   
  “If you go through the Ice Spires, I can guide you to our 
  camp,” Scövja says. “If you go around the Spires, following 
  them west then north and you will find our camp. Even with 
  me guiding you, the Ice Spires are hazardous. They are colder 
  than any autumn weather in Hartsvale.” 
   
  Wum stares hard at you. “The choice is yours. Be quick. 
  And don’t forget to search the scene of the abduction for 
  clues about what happened.” 
  Option 1. Through the Ice Spires 
  If the characters choose to go through the Ice Spires, 
  they must travel at a normal or fast pace to make it 
  to the Cold Woods in time to free Burleigh. Thanks to 
  Scövja traveling most of the way with them, the 
  monsters that call the mountains home stay away. 
  Scövja leaves the characters once the abandoned 
  camp is in sight because of the sorrow it brings her 
  and because no trace of her presence should be 
  found in the event that negotiations with the Blood 
  Riders turns to violence. 
   The 100-mile journey is arduous and freezing for 
  the adventurers. Just as in Hartsvale, the weather in 
  the Ice Spires is unseasonably cold. Tough climbs, 
  biting winds, and bitter temperatures are all part of 
  this option. When the characters reach the 
  abandoned camp, each must succeed on a DC 15 
  Constitution saving throw or suffer one level of 
  exhaustion. Characters who fail this saving throw by 
  5 or more suffer two levels of exhaustion. These 
  levels of exhaustion can only be removed by taking a 
  long rest in a warm, dry environment. Characters 
  wearing clothing appropriate to extreme cold 
  weather or those who are otherwise resistant to cold 
  damage make this check with advantage. The 
  characters who take this path have disadvantage on 
  this saving throw if they traveled at a fast pace. 
   Normal Pace. Characters who travel at a normal 
  pace have 12 hours to find the Blood Riders and can 
  take only a short rest and still meet Scövja’s 
  deadline. 
   Fast Pace. Traveling at a fast pace means the 
  characters reach the camp with a day and a half to 
  find the Blood Riders. They can take a long or a short 
  rest at any point before finding the Blood Riders and 
  still make Scövja’s deadline. 
   Ranger. If one of the characters has the artic of 
  mountain Favored Terrain of arctic or mountains, 
  the rest of the characters make the Constitution 
  saving throw with advantage when the reach the 
  abandoned camp. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-05 A Dish Best Served Cold 
  8 
  Option 2. Around the Ice Spires 
  If the characters choose to go around the spires, the 
  journey is longer, but easier. The weather is still bad, 
  but more tolerable as they travel south of the 
  mountains and no dangerous creatures get in their 
  way. 
   To make the 140-mile journey to the abandoned 
  camp with enough time left to look for the Blood 
  Riders, the characters must travel at a fast pace. 
  When the characters reach the abandoned camp, 
  each must succeed on a DC 10 Constitution saving 
  throw or suffer one level of exhaustion. Characters 
  who fail this saving throw by 5 or more suffer two 
  levels of exhaustion. These levels of exhaustion can 
  only be removed by taking a long rest in a warm, dry 
  environment. Characters wearing clothing 
  appropriate to extreme cold weather or those who 
  are otherwise resistant to cold damage make this 
  check with advantage. 
   Even at a fast pace the characters have no time for 
  a rest of any kind before finding the Blood Riders if 
  they choose this option. 
  Option 3. Alternative Travel 
  The characters may have some faster method of 
  travel such as the teleport spell. If they can speed up 
  the journey to the abandoned camp in some way, 
  allow them to do so. 
  Making the Consequences Clear 
  Feel free to spell out the mechanics of the choices to the 
  players if you think it will help them make a decision. Option 
  1 means more time for a rest, but a greater possibility of 
  exhaustion. Option 2 means less risk of exhaustion, but also 
  no time to rest on the way to the Blood Rider camp. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-05 A Dish Best Served Cold 
  9 
  Part 2. Abandoned Camp 
  Expected Duration: 30 minutes 
  The characters make their way to the abandoned 
  camp where Burleigh was captured by the Blood 
  Riders. The young frost giant clearly didn’t go down 
  without a fight. 
  What Happened Here? 
  General Features 
  The following general features pertain to the 
  abandoned camp: 
   Light. The sun or moon fills the area with bright 
  light depending on the time of day. 
   Smells and Sounds. The wind screams 
  relentlessly carrying the faint smell of decaying 
  bodies. 
  Walking into this wrecked giant camp makes you suddenly 
  understand how mice must feel. Charred tree trunks covered 
  in snow sit at the center of the camp, the remains of Scövja 
  and Burleigh’s campfire. Next to an enormous snowdrift, a 
  single tent pole the size of an old oak holds up half of a torn 
  tent canvas. 
   
  Despite the enormity of the camp, the bodies are easily 
  found. Two corpses in ring mail, each cleaved in half by some 
  enormous blade, lie next to the fire pit. A decapitated horse 
  lies on the other side of the pit, its rump covered in snow. 
  The corpses are frosted with ice and snow—and frozen solid. 
   
  Leading west out of the camp you can see the tree line of 
  the Cold Woods and an easily followed swath of destruction. 
  Even with the fresh coat of snow, you can tell a large group of 
  people dragged something enormous out of the camp and 
  into the forest. 
  If the characters take the time to investigate the 
  abandoned camp, they can find clues about what 
  happened here and ultimately use that evidence in 
  their argument when they speak to Scarn Mikel in 
  Part 4. 
   Corpses. Characters who 
  search the human corpses 
  find both wearing ruined 
  ring mail and spurs. Each 
  corpse has a brand on their 
  right arm—the giant rune for 
  “death”. Blood riders that 
  have killed a giant wear the 
  brand on their sword arm. 
   One of the corpses is that of a tan-skinned human 
  woman with raven-colored hair. This is Valejek 
  Nörswath, a patrol captain in the Blood Riders. 
  Cathica Lygia knew she would need more than one 
  squad to capture a giant. She chose Valejek as an 
  accomplice since they were of similar mind about 
  the giants. 
   Valejek wears a wood-carved insignia around her 
  neck. A successful DC 15 Intelligence (History) check 
  reveals the insignia indicates a sort of military rank 
  (characters with the soldier background 
  automatically know this). 
   A character investigating her remains that 
  succeeds on a DC 12 Intelligence (Investigation) 
  check finds a hidden pocket inside of her shirt that 
  conceals a crudely drawn map of the surrounding 
  area (Player Handout 3), a letter to Valejek from 
  Cathica, and a potion of healing. 
   The map has an X marking the area of the 
  abandoned camp where the characters currently are 
  (easily discernable). The words “Valejek’s Route” and 
  “Cathica’s Route,” are written in one set of 
  handwriting (belonging to Scarn Mikel) and the 
  words “MEET HERE” are written in another set (that 
  of Cathica herself). Scarn creates the maps depicting 
  patrol routes and then relies on Cathica to give them 
  to the patrol captains. 
   Cathica wrote the letter (Player Handout 4) to 
  Valejek when she gave her the map. 
   Signet Ring. If the characters search around the 
  wrecked tent, they find Burleigh’s enormous axe 
  buried in the snow. While they cannot wield so large 
  an axe, a DC 12 Wisdom (Perception) check notices a 
  severed human index finger with a signet ring frozen 
  to the blade. The ring bears the Lygia family name 
  and crest. Cathica lost the finger to Burleigh’s axe 
  during the battle. 
   Tracks. With the snow falling so quickly in the 
  area, and the chaos of the recent battle, it can be 
  difficult to tell exactly what happened here. A 
  successful DC 20 Wisdom (Survival) check made by 
  a character looking for tracks determines that two 
  giants were staying in this camp, though only one 
  did battle with more than ten humanoids on 
  horseback. The giant who fought came to the camp 
  from deeper Gorik Vater territory to the east. The 
  riders came from the Cold Woods to the west. 
  XP Awards 
  If the characters find the map, letter, and signet ring, 
  award each 100 XP. 
  Treasure 
  Valejek Nörswath’s corpse holds potion of healing. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-05 A Dish Best Served Cold 
  10 
  Part 3. Darkwater Run 
  Expected Duration: 30 minutes 
  After the characters investigate the abandoned 
  camp, they have a clear path through the Cold 
  Woods to the Blood Riders. Along the way a small 
  river, Darkwater Run, crosses their path. 
  Time Crunch 
  The interaction scenes in this adventure make it difficult to 
  judge how much time a particular group of players spend on 
  any one aspect of the adventure. If you’re short on time 
  when the characters arrive at Darkwater Run, consider using 
  a weaker combat encounter (using the Adjusting the 
  Encounters sidebars) in this section to speed up play. 
  General Features 
  The following general features pertain to the 
  Darkwater Run: 
  Terrain. Two inches of snow cover the ground. 
   Climate and Weather. While the Cold Woods are 
  true to their name, the area is not as freezing as the 
  Ice Spires. Snowfall here is light and wind is mild. 
  Light. The sun or moon fills the area with bright 
  light. 
   Sounds. The babbling of Darkwater Run fills the 
  air and possibly the sounds of a random encounter. 
   Water. Thanks to a pixie colony that lives near the 
  mouth of the river, Darkwater Run is infused with 
  pixie dust—causing the water to sparkle in unusual 
  ways. Creatures who touch the water in the 5-foot-
  deep river are subject to a random effect, 
  determined by rolling on the Darkwater Run Effects 
  table below. 
  Darkwater Run Effects 
  d4 
  Effect 
  1 
  You become invisible until the end of your next 
  turn. This effect ends if you attack or cast a spell. 
  2 
  You gain a fly speed of 30 feet until the end of your 
  next turn. 
  3 
  You must succeed on a DC 12 Constitution saving 
  throw or fall unconscious until you take damage, 
  someone uses an action to shake you awake, or the 
  end of your next turn (whichever comes first.) 
  4 
  Make a DC 12 Wisdom saving throw. If you fail, you 
  are transformed into a random challenge rating 0 
  beast of the DM’s choice per the polymorph spell. 
  This effect last until the end of your next turn. 
  Read or paraphrase: 
  Lighter snowfall and calmer winds ease your mind as you 
  follow the Blood Rider’s trail through the Cold Woods. 
  Trampled grass, broken trees, and flattened ground indicate 
  Burleigh was not treated well after the battle, likely dragged 
  for miles through the forest. 
   
  After a few hours of following this destruction, you can 
  hear a pleasant bubbling ahead. A river of dark, glittering 
  water 10-feet across lies directly in your path. 
  Body in the River 
  The body of Eligos Tognög, an eighteen-year-old 
  male Blood Rider, is at the bottom of the river. The 
  nigh-opaque waters make his form hard to spot. A 
  successful DC 15 Wisdom (Perception) check notices 
  the body, otherwise the characters may be clued to 
  its presence by creatures encountered here (see 
  Random Encounters, below). The corpse is armored 
  and thoroughly waterlogged, so a successful DC 20 
  Strength (Athletics) check made as an action is 
  required to pull it from the river. Elios has the tell-
  tale Blood Rider brand on his right arm. He was 
  killed by being stabbed through the heart—a precise 
  wound made by a human-sized weapon. 
   Eligos had second thoughts about Cathica Lygia’s 
  plan on the way back to camp. He argued that they 
  should let Burleigh go and threatened to tell Scarn 
  Mikel what really happened if she didn’t comply. 
  Cathica stabbed Eligos–killing him—and threw his 
  body in the river as an example to those who might 
  betray her. 
   Treasure. Around the neck of the body is a gold 
  amulet encrusted with small moonstones and 
  emblazoned with the initials “E.T.” worth 200 gp. 
  Random Encounters 
  Once the characters reach Darkwater Run, a random 
  encounter occurs. Roll or choose the table below to 
  determine what creatures the characters encounter 
  near Darkwater Run. All of the creatures in these 
  encounters know about the effects of the river and 
  use it to their advantage in combat. 
  Darkwater Random Encounters 
  d4 
  Encounter 
  1 
  Treant Vengeance 
  2 
  Hag Coven 
  3 
  Ettin Love 
  4 
  Orc Ambush 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-05 A Dish Best Served Cold 
  11 
  1. Treant Vengeance 
  Read or paraphrase:
  Amid the swatch of destruction, two ancient pine trees 
  remain untouched on the opposite bank of the river.  
  Bramblebush and Oakheart, two treants, wait for 
  the characters to come to the opposite shore of the 
  river before they reveal themselves by attacking. 
  The creatures are furious at the recent damage 
  inflicted upon the Cold Woods by the Blood Riders’ 
  capture of Burleigh. Not only did the riders create a 
  path of destruction through the forest, they cut 
  down ancient trees close to awakening to cage the 
  giant once they returned to their camp. The treants 
  can’t take the giant-killers all on at once, so they wait 
  for smaller groups of them to pass by and attack. 
   Bramblebush and Oakheart have very few 
  interactions with humanoids that aren’t Blood 
  Riders or orcs. They assume the characters are 
  Blood Riders and scream about vengeance for the 
  destruction of the forest as they attack. A successful 
  DC 17 Charisma (Persuasion) check made as an 
  action convinces the treants the characters are not 
  Blood Riders. Otherwise the treants fight until one of 
  them falls and then the other flees. 
   Development. If the characters convince 
  Bramblebush and Oakheart they are not Blood 
  Riders, the ancient plants apologize and explain the 
  confusion. The treants know about the body in the 
  river. Nearby trees saw the argument between 
  Cathica and Eligos, the subsequent murder, and the 
  woman bury the dagger she used in the woods 
  nearby. The trees told the treants, who can point out 
  the burial spot of the dagger and explain the 
  argument to the characters. The hilt of the dagger 
  bears the Lygia family crest and name, just like 
  Cathica’s signet ring. 
   XP Awards. Award each character 100 XP if they 
  are able to recover Eligos Tognög’s body. 
   Treasure. Eligos Tognög’s body wears a gold 
  amulet on worth 200 gp. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
  • Very weak party: Remove one treant.
  • Weak party: The treants can’t use their Awaken Trees
  ability
  • Strong or very strong party: The treants have 162 hit
  points
  2. Hag Coven 
  Read or paraphrase:
  On the opposite side of the shore, three beautiful women 
  with pale skin and red hair are bundled in fur parkas. They 
  hunch over the ground, picking up sticks for firewood. One 
  woman is in her early forties, while the other two, the 
  spitting image of the first, are in their twenties. 
  Mother Rotmouth and her twin daughters, Fetid 
  Gertrude and Darla the Rancid, are a coven of green 
  hags pretending to be Elena Artwitch and her 
  daughters Gertrude and Darla. The trio recently 
  captured a pixie, Sari Brightleaf, from whom they 
  plan to harvest pixie dust. The hags were bringing 
  their prize home when they heard the characters 
  about to cross their paths and activated their 
  Illusionary Appearances. They plan to trick the 
  characters, kill them, and harvest their organs for 
  spell components, experiments, food, and most 
  importantly—fun. 
   The hags attempt to look innocent and playful. 
  They ask the characters for help carrying firewood. 
  Their hope: get the adventurers in a tight group so 
  they can cast their best spells at one time to 
  maximum effect. The hags flee when one of them 
  dies and their coven is broken. 
   Sari’s tiny bone cage is hidden behind a tree just 
  off the trail. It can be noticed with a DC 15 Wisdom 
  (Perception) check. If the characters defeat the hags, 
  the pixie calls out to them, asking for freedom. Her 
  cage is latched from the outside. 
   Development. The grateful Sari asks the 
  characters what they were doing in the Cold Woods. 
  If they mention the Blood Riders, she tells them that 
  there is a dead member of the group in Darkwater 
  Run. She saw Cathica argue with and murder Eligos 
  then watched the woman bury the dagger she used 
  in the woods nearby. Sari can bring the characters to 
  the burial spot and explain the nature of the 
  argument. The hilt of the dagger bears the Lygia 
  family crest and name, just like Cathica’s signet ring. 
   XP Awards. Award each character 100 XP if they 
  are able to recover Eligos Tognög’s body. 
   Treasure. Eligos Tognög’s body wears a gold 
  amulet on worth 200 gp. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-05 A Dish Best Served Cold 
  12 
  • Very weak party: The green hags are not a coven 
  • Weak party: Only one green hag (Rotmouth) has the 
  coven ability
  • Strong party: Add a pet winter wolf
  • Very strong party: Add a pet young remorhaz
  3. Ettin Love 
  Read or paraphrase:
  A loud ruckus draws your attention as a grotesque, two-
  headed being 10-feet tall and naked except for a loin cloth 
  crashes through the woods. “Help Groganbosh!” one head 
  cries. “Stop the ladies and Groganbosh help you!” the other 
  head bellows as he cowers behind a tree. 
   
  Just then four more stinky two-headed giants crash 
  through the woods. All are clearly female. They stare for a 
  moment and then one declares, “Whoever kill the most little 
  folk gets Groganbosh!” 
  These four female ettins are chasing a male, 
  Groganbosh, who hides while the characters fight. 
  Normally solitary creatures, female ettins subdue 
  males in a show of dominance when they choose a 
  mate. Even so, four females fighting over one male is 
  a unique sight. 
   Groganbosh is young and has yet to mate. After 
  being passed over for years, he told every ettin he 
  came across in the Cold Woods that he was blessed 
  by Demogorgon to sire a demonic champion. The lie 
  spread and now he has multiple females chasing 
  him. The inexperienced Groganbosh is terrified. 
  A female ettin flees when reduced to 40 hit points. 
   Development. If the characters intervene and take 
  on the female ettins, Groganbosh is grateful. Grogan, 
  his more humorous head, and Bosh, his more serious 
  head, speak with the characters to discover how he 
  can repay them. If the characters mention the Blood 
  Riders, he is agitated. Groganbosh knows the giant-
  killers well since they practice giant slaying 
  techniques on ettins. He knows there is a dead rider 
  at the bottom of Darkwater Run and is willing to fish 
  out the body for the characters, despite the water’s 
  danger, since they risked their life for him. 
  While Groganbosh hid in the woods during the 
  fight, his curling toes dug into the ground and found 
  a well-made, bloodstained dagger with the Lygia 
  family crest and name on the hilt, just like Cathica’s 
  signet ring. He offers this to the characters as well as 
  a show of appreciation. 
   XP Awards. Award each character 100 XP if they 
  are able to recover Eligos Tognög’s body. 
   Treasure. Eligos Tognög’s body wears a gold 
  amulet on worth 200 gp. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
  • Very weak party: Remove one ettin.
  • Weak party: Remove one ettin 
  • Strong party: Increase the hit points of each ettin to 100
  • Very strong party: Add one ettin
  4. Orc Ambush 
  Darkwater Run is a popular ambush spot for the
  Longnail orcs. This tribe grows their fingernails
  particularly long, filing them to points. An orc war
  chief, an orc eye of Gruumsh, and six orogs wait in
  the bushes off to the side of the trail the characters
  follow. A successful DC 15 Wisdom (Perception)
  check spots the orcs before they are able to ambush
  the characters
   When the characters pass, or if they spot the orcs, 
  the monsters attack. They fight until four of their 
  band fall and the rest flee. 
   Development. If the characters corner an orc, the 
  creature does anything to save its life. First the 
  creature offers its gear and if that doesn’t work, the 
  next offer is a dagger with the Lygia family crest and 
  name on the hilt, just like Cathica’s signet ring. The 
  orcs were watching this spot for ambush victims 
  when the Blood Riders came through. They saw 
  Eligos argue with Cathica, the subsequent murder, 
  and watched the woman bury the weapon in the 
  woods. The Longnails didn’t attack the Blood Riders 
  since they had just clearly bested a frost giant, but 
  they recovered the dagger and can explain the 
  argument and murder. 
   XP Awards. Award each character 100 XP if they 
  are able to recover Eligos Tognög’s body. 
   Treasure. Eligos Tognög’s body wears a gold 
  amulet on worth 200 gp. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
  • Very weak party: Remove the orc eye of Gruumsh 
  • Weak party: Remove one orog
  • Strong party: Add one orog
  • Very strong party: Add one orc war chief and one orogs
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-05 A Dish Best Served Cold 
  13 
  Part 4. Blood Rider Camp 
  Expected Duration: 45 minutes 
  After Darkwater Run the characters find the Blood 
  Rider’s camp in a large clearing and see Burleigh is 
  still alive… for now! 
  General Features 
  The following general features pertain to the Blood 
  Rider’s camp: 
  Terrain. Two inches of snow cover the ground. 
   Climate and Weather. Snowfall here is light and 
  the wind is mild. 
  Light. The sun or moon fills the area with bright 
  light and campfires provide more light. 
   Smells and Sounds. Small fires roast rabbits, 
  pheasants, and other small game. The delicious 
  scents intermingle with the smell of manure. The 
  Blood Riders talk with one another in low voices as 
  they go about their chores. 
   Surrounding Activity. The Blood Riders cook, care 
  for horses, train for battle, and maintain their 
  weapons and armor. 
  The Blood Riders’ path of destruction opens into a huge 
  clearing. An odd mixture of manure and meat creeps into the 
  back of your nose. A dozen men and women armed to the 
  teeth walk about the camp, sparring, sharpening, cooking, 
  and caring for their many horses. Eight open-air tents sit in a 
  circle at the center of the clearing. 
   
  Behind the tents is a 20-foot-high cage of thick logs. Inside 
  sits a bruised and gagged frost giant. You can feel his 
  trembling rage across the clearing as if it were a small 
  earthquake. 
  When the characters enter the camp, read or 
  paraphrase: 
  “Who enters this camp?” A one-eyed, one-armed human 
  approaches you, his longsword drawn but not raised. Beside 
  him is a strikingly beautiful woman, despite the fact that the 
  right side of her face appears to have been badly burned long 
  ago. Her left hand is bandaged. The other members of the 
  camp take note, grab weapons, and walk up behind their 
  leaders to greet you. 
  Scarn Mikel, the one-eyed man, one-armed man, and 
  Cathica Lygia, the burned woman, are both Blood 
  Rider captains. Cathica Lygia wears a cloak of 
  displacement (described in Player Handout 5). The 
  ten other people in the camp are Blood Riders. At 
  least two riders are actively patrolling the camp on 
  horseback making Wisdom (Perception) checks at 
  any given time. More Blood Riders exist, but they are 
  out on patrol elsewhere in the Cold Woods. There 
  are also a dozen warhorses in the camp. The frost 
  giant in the cage is Burleigh Thurfurst. 
   The Blood Riders do not attack the characters 
  without being attacked at first. The situation can 
  escalate as outlined in Convincing Scarn. If battle 
  does break out, the zealous riders fight until death. 
   All the Blood Riders have the group’s signature 
  brand on their right arms. 
   Cage. The strong cage holding Burleigh Thurfurst 
  is a 20-foot on a side and just as tall. A character can 
  climb the cage with a successful DC 12 Strength 
  (Athletics) check. 
   Burleigh is chained to the back bars of cage with 
  two locked chains. The cage’s door is held shut with 
  a single locked chain. Each chain can be unlocked 
  with a set of thieves’ tools and a successful DC 15 
  Dexterity check. Each chain has an AC 19 and 27 hit 
  points, and is immune to poison and psychic 
  damage. 
   If released from his cage by the characters, 
  Burleigh stays and fights with them or flees as 
  directed. He does not have his greataxe, but he can 
  find rocks to throw and his unarmed attack deals 13 
  (3d4 + 6) bludgeoning damage. 
   Campfires. A creature that starts its turn in or 
  enters a campfire takes 2 (1d4) fire damage. 
  Development 
  At this point the characters have three options. They 
  can fight the Blood Riders outright (a deadly 
  encounter), try to use stealth to free the giant, or talk 
  with Scan and try to convince the Blood Rider to free 
  Burleigh. 
  Roleplaying Scarn Mikel 
  Scarn hates giants, but he is also a pragmatist. The only 
  reason he hasn’t killed Burleigh yet is because he might be 
  able to use the giant as a bargaining chip to save his riders 
  someday. The leader of the Blood Riders is tough, blunt, and 
  speaks only when his mind is made up. He lets Cathica handle 
  most of the talking. 
  Quote: “I won’t rest until the Vale has been rid of the giant 
  bastards for good. And I won’t rest well until the firbolgs are 
  gone with ‘em.” 
  Convincing Scarn
  If the characters tell Scarn Mikel they have come to 
  negotiate the release of Burleigh, the leader of the 
  Blood Riders is willing to talk, but insists that his 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-05 A Dish Best Served Cold 
  14 
  number two, Cathica Lygia, be by his side during 
  these negotiations. Scarn mentions he was not at the 
  battle with Burleigh and that Cathica led the riders. 
   The Blood Rider leader has not considered 
  releasing Burleigh, but he hasn’t killed the giant. 
  Scarn is currently saving Burleigh as a bargaining 
  chip should Gorik Vater attack again. Meanwhile, 
  Cathica has been trying to convince Scarn to kill the 
  frost giant as a sign of strength and intimidation to 
  Gorik Vater. 
   In order for the characters to convince Scarn to 
  free Burleigh, they must make a series of contest 
  ability checks against Cathica as outlined below. 
  Keep track of each success in Cathica’s favor and 
  each success in the adventurers’ favor. If the 
  characters present evidence to support their 
  arguments (such as the map and note found in the 
  abandoned camp, Cathica’s signet ring, the body of 
  Eligos Tognög, or the dagger used to kill him), they 
  gain advantage on the check they make when 
  presenting the evidence. 
   Ability checks can be made in the following ways. 
  If the players come up with other arguments to 
  convince Scarn, run the opposed check with Cathica 
  on the fly, using the examples below as a guideline. 
  • Appeal for Peace. A character points out that
  killing Burleigh will ignite a war with Gorik Vater
  and possibly other giant tribes in the region while
  Cathica argues the giants already declared war by
  attacking first. The character makes a Charisma
  (Persuasion) check opposed by Cathica’s Charisma
  (Deception) check.
  • Expose a Murder. A character argues Cathica can’t
  be trusted because she murdered Eligos Tognög
  while she insists Burleigh killed Eligos during the
  battle. The character makes a Charisma
  (Persuasion) check opposed by Cathica’s Charisma
  (Deception) check.
  • Expose the Plan. A character argues Scövja and
  Burleigh were in Gorik Vater territory when the
  Blood Rider’s attacked them while Cathica insists
  the giants started the attack in the Cold Woods.
  The character makes a Charisma (Persuasion)
  check opposed by Cathica’s Charisma (Deception)
  check.
  • Personal Appeal. A character argues that igniting
  a war with the giants could mean more people lose
  their families the way Scarn lost his while Cathica
  argues the giants are already attacking and the
  only defense left is striking back. The character
  and Cathica make opposed Charisma (Persuasion)
  checks.
  • Threaten. A character threatens Scarn with
  violence if he does not comply while Cathica
  argues the Blood Riders could easily win that fight.
  The character makes a Charisma (Intimidation)
  check opposed by Cathica’s Charisma (Persuasion)
  check.
  Characters with low Charisma scores can still 
  participate in the negotiation. They can use other 
  abilities like Wisdom (Insight) or Intelligence 
  (Investigation) to grant advantage to the next 
  character who makes a Charisma ability check (or in 
  place of a Charisma ability check if you think their 
  justification makes sense). Characters can also take 
  the Aid action during negotiations to grant 
  advantage to other characters. 
  Roleplaying Cathica Lygia 
  Cathica Lygia covets a war with the giants. She’s willing to lie 
  and murder to make that happen. Her father was a member 
  of the Frontier Scouts who was crushed by an errant boulder 
  when he got too close to some frost giants playing a game. 
  The scouts believed the death was an accident, but Cathica 
  has never accepted the truth. 
  In her mind, Scarn Mikel must be the one who gives the 
  order to kill Burleigh, since it will unite the riders in their war 
  against the giants. She is cunning, cold, and has no love for 
  the characters trying to free Burleigh. 
  Quote: "I'll burn the whole world to the ground if it means 
  every last creature with a drop of giant blood fries with us." 
  Development 
  Once Cathica or the characters achieve three 
  successes, look at the results. 
  • If Cathica wins and the characters have no
  successes, Scarn becomes enraged. He orders
  Burleigh killed immediately while the characters
  are in the camp to teach them a lesson about what
  should happen to giants. Characters can only stop
  Burleigh’s death with combat if this happens.
  • If Cathica wins and the characters have at least
  one success, Scarn will not free Burleigh, but he
  doesn’t order the giant killed either. It’s now up to
  the characters if they want to attack the Blood
  Riders or find another way to free the giant.
  • If the characters win and Cathica has no
  successes, Scarn frees Burleigh and bans Cathica
  and the riders who aided her behind his back from
  ever working with the group again.
  • If the characters win and Cathica has at least
  one success, Scarn frees Burleigh, but Cathica and
  the rest of the riders who worked with her to
  capture the frost giant are allowed to remain
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-05 A Dish Best Served Cold 
  15 
  members, since Scarn isn’t sure the allegations 
  against her are true. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
  • Very weak party: Remove four Blood Riders and 
  warhorses 
  • Weak party: Remove two Blood Riders and warhorses
  • Strong party: Add one Blood Rider and warhorse
  • Very strong party: Add two Blood Riders and warhorses
  The Road to Stagwick 
  After dealing with the Blood Riders the characters 
  can head home. 
   Burleigh is Freed. Before he runs off toward the 
  Ice Spires, the frost giant gives the characters a blue 
  tourmaline that managed to keep hidden from the 
  Blood Riders (see Treasure, below). 
   Burleigh is Slain. The characters can find a blue 
  tourmaline sewn inside his shirt with a successful 
  DC 15 Intelligence (Investigation) check (see 
  Treasure, below).  
   Cathica Lygia is Slain. The characters are free to 
  return to Stagwick unmolested, and take the longer, 
  safer way back to town around the Ice Spires. 
   Cathica Lygia Lives. The Blood Rider captain 
  and six blood riders loyal to her mount their seven 
  warhorses. When the characters reach Darkwater 
  Run, the riders arrive and attack as vengeance for 
  the adventurers ruining their plans. The riders fight 
  until death. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
  • Very weak party: Remove two Blood Riders and 
  warhorses 
  • Weak party: Remove one Blood Rider and warhorse
  • Strong party: Add one Blood Rider and warhorse
  • Very strong party: Add two Blood Riders and warhorses
  XP Awards 
  Award each character 400 XP if they convince Scarn 
  to free Burleigh. 
  Treasure 
  Burleigh gives the characters a blue tourmaline 
  worth 200 gp if freed (or they can find it on his 
  body). Cathica Lygia wears a cloak of displacement 
  and carries a potion of frost giant strength that she 
  keeps in case she must fight a giant alone. 
  Conclusion 
  If the characters return to Stagwick and Burleigh 
  Thurfurst is dead or still imprisoned and they don’t 
  have Scarn Mikel’s head, Wum Burdun thanks them 
  for trying. The scoutmaster asks them to stick 
  around Hartsvale, since the region now needs all the 
  help it can get. 
   If the characters managed to peacefully free 
  Burleigh, besides being paid for their efforts, they 
  actually improve relations between the Blood Riders 
  and the Frontier Scouts.  
   If they did not save Burleigh but brought back the 
  head of Scarn Mikel, then they have prevented out 
  right war with the giants. However, tensions 
  between the remaining Blood Riders and the 
  Frontier Scouts remain high. 
  Treasure  
  The characters receive 1,000 gp from Wum Burdun 
  if they free Burleigh Thurfurst or return with the 
  head of Scarn Mikel. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-05 A Dish Best Served Cold 
  16 
  Rewards 
  Make sure players note their rewards on their 
  adventure logsheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session. 
  Experience 
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present 
  in the combat. For non-combat experience, the 
  rewards are listed per character. Give all characters 
  in the party non-combat experience awards unless 
  otherwise noted. 
  Combat Awards 
  Name of Foe 
  XP per Foe 
  Blood Rider 
  450 
  Blood Rider Captain 
  700 
  Ettin 
  1,100 
  Frost Giant 
  3,900 
  Green Hag 
  700 
  Green Hag (coven) 
  1,800 
  Orc Eye of Gruumsh 
  450 
  Orc War Chief 
  1,100 
  Orog 
  450 
  Pixie 
  50 
  Treant 
  5,000 
  Warhorse 
  100 
  Winter Wolf 
  700 
  Young Remorhaz 
  1,800 
  Non-Combat Awards 
  Task or Accomplishment 
  XP per Character 
  Find map, note, and ring (Part 2) 
  100 
  Recover Eligos’ body (Part 3) 
  100 
  Scarn frees Burleigh (Part 4) 
  400 
   The minimum total award for each character 
  participating in this adventure is 2,250 experience 
  points. 
   The maximum total award for each character 
  participating in this adventure is 3,000 experience 
  points. 
  Treasure 
  The characters receive the following treasure, 
  divided up amongst the party. Characters should 
  attempt to divide treasure evenly whenever 
  possible. Gold piece values listed for sellable gear are 
  calculated at their selling price, not their purchase 
  price. 
   Consumable magic items should be divided up 
  however the group sees fit. If more than one 
  character is interested in a specific consumable 
  magic item, the DM can determine who gets it 
  randomly should the group be unable to decide. 
   Permanent magic items are divided according to 
  a system. See the sidebar if the adventure awards 
  permanent magic items. 
  Treasure Awards 
  Item Name/Location 
  GP Value 
  Gold Necklace (Part 3) 
  200 
  Blue Tourmaline (Part 4) 
  200 
  Gold Reward (Conclusion) 
  1,000 
  Permanent Magic Item Distribution 
  D&D Adventurers League has a system in place to determine 
  who is awarded permanent magic items at the end of a 
  session. Each character’s logsheet contains a column to 
  record permanent magic items for ease of reference. 
  • If all the players at the table agree on one character taking 
  possession of a permanent magic item, that character gets 
  the item.
  • In the event that one or more characters indicate an 
  interest in possessing a permanent magic item, the 
  character that possesses the fewest permanent magic
  items gets the item. If there is a tie in the total number of
  permanent magic items owned by contesting characters,
  the item’s owner is determined randomly by the DM.
  Cloak of Displacement 
  Wondrous item, rare (requires attunement) 
  This cloak is made of the pelt of a smooth, black-
  furred creature. A bone toggle fastens the cloak 
  around its wearer’s neck. Close examination of the 
  gold-embroidered hem reveals a poem that reads (in 
  Common): “Six men in pain; six men rent. Blood, it 
  falls like rain; broken bodies bent. Six men plead; and 
  six men cry; Tearing arm and leg, six men die.” A 
  description of this item can be found in Player 
  Handout 5. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-05 A Dish Best Served Cold 
  17 
  Potion of Frost Giant Strength 
  Potion, rare 
  A description of this item can be found in the 
  Dungeon Master's Guide. 
  Potion of Healing 
  Potion, common 
  A description of this item can be found in the Player’s 
  Handbook and Dungeon Master's Guide. 
  Renown 
  Each character receives one point of renown. 
   Zhentarim characters receive an extra one point 
  of renown if they retrieve a sample of water from 
  Darkwater Run and observe the effect the water has 
  on at least one creature. 
  Downtime 
  Each character receives 10 downtime days at the 
  conclusion of this adventure. 
  Story Awards 
  Characters have the opportunity to earn the 
  following story awards during this adventure. 
   Adventurer? More Like Bad-venturer! If Burleigh 
  dies or is not freed within the time frame provided 
  by Scövja, word spreads that the same adventurers 
  who were telling tales of their heroic deeds at the 
  Weary Giant Inn failed at some simple task and have 
  put the region in danger. As long as you possess this 
  story award, you have disadvantage on Charisma 
  (Intimidation) and (Persuasion) checks made to 
  influence any citizen of Hartsvale. 
   Frontier Friend. If the characters free Burleigh by 
  convincing Scarn Mikel to let him go peacefully, the 
  Blood Riders gain a new respect for the Frontier 
  Scouts. As a result, the riders stop bullying the 
  scouts and they stay out of one another’s way. As 
  long as you possess this story award, you have 
  advantage on Charisma (Intimidation) and 
  (Persuasion) checks made to influence any member 
  of the Frontier Scouts. 
   Scarn Slayer. Characters who kill Scarn Mikel 
  have their names whispered on the lips of every 
  citizen in Hartsvale. As long as you possess this story 
  award, you have advantage on Charisma 
  (Intimidation) checks made to influence any citizen 
  of Hartsvale, but any Blood Riders you come across 
  immediately treat you as hostile. 
  Story Award Update 
  If a character possesses the A Giant Challenge story 
  award from DDAL05-03 Uninvited Guests and helped 
  to successfully free Burleigh in this adventure, the 
  freed giant counts as a friend for the purposes of the 
  story award. 
  DM Rewards 
  For running this adventure, you receive 750 XP, 
  375 gp, and ten downtime days. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-05 A Dish Best Served Cold 
  18 
  DM Appendix. NPC Summary 
  The following NPCs appear or are mentioned in this 
  adventure. 
   Wum Burdun (WOOM burr-DOON). Male firbolg. 
  Burdun is the son of Tavis Burdun— once a member 
  of the Frontier Scouts, owner of the Weary Giant Inn, 
  and before his death, the ruler of Hartsvale. Tavis 
  hoped that Burden would assume the Alabaster 
  Throne upon his death, but Wum would have none 
  of it. Wum is aware of the increase in giant activity in 
  the area, and he is worried.  
   Scövja Thurfurst (scove-YUH THUR-first). 
  Female frost giant. Scövja is an accomplished 
  warrior and hunter of the Gorik Vater tribe. She 
  desires no trouble with the people of Hartsvale, but 
  will do anything for her son Burleigh. 
   Burleigh Thurfurst (burr-LEE THUR-first). Male 
  frost giant. The son of Scövja, Burleigh is also a great 
  hunter and warrior. While angry with the Blood 
  Riders, his main desire is to return home. 
   Scarn Mikel (SKARN MICK-uhl). Male human. 
  Scarn’s entire family was slain by a band of goblins a 
  score of years ago. Scarn lost an arm and an eye in 
  the attack, but survived. Since then, a hatred for 
  giants—and those that associate them—burns 
  white-hot in his heart. He leads the small, but 
  growing number of Blood Riders.  
   Cathica Lygia (CATH-eh-CUH, LIE-gee-UH). 
  Female human. Cathica’s been taught to hate giants 
  from the time she was a little girl. This hate was 
  learned from and fostered by her family and a 
  community of neighbors that feared the creatures. 
  Her face is badly scarred from a barn fire she barely 
  survived as a teen. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-05 A Dish Best Served Cold 
  19 
  Appendix. NPC/Monster Statistics 
  Blood Rider 
  Medium humanoid (any race), any alignment 
  Armor Class 16 (ring mail and shield) 
  Hit Points 65 (10d8 + 20) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  12 (+1) 
  14 (+2) 
  10 (+0) 
  13 (+1) 
  10 (+0) 
  Saving Throws Str +5, Con +4 
  Skills Animal Handling +3, Athletics +5 
  Senses passive Perception 11 
  Languages Common 
  Challenge 2 (450 XP) 
  Mounted Defense. While mounted, the rider can force 
  an attack that targets its mount to target the rider 
  instead. 
  Mounted Evasion. While mounted, if the rider’s mount 
  is subject to an effect that allows it to make a Dexterity 
  saving throw to take only half damage, it instead takes 
  no damage if it succeeds on the saving throw, and only 
  half damage if it fails. 
  Actions 
  Multiattack. The Blood Rider makes two attacks. 
  Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., 
  one target. Hit: 9 (1d12 + 3) piercing damage. This 
  attack is made disadvantage against targets within 5 
  feet and must be used with two hands if the Blood 
  Rider is not mounted. 
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 7 (1d8 + 3) slashing damage or 8 
  (1d10 + 3) slashing damage if used with two hands. 
  Javelin. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 
  3) piercing damage.
  Blood Rider Captain Changes 
  Note the following adjustments for the Blood Rider captains: 
  • Skarn can’t wear a shield; reduce his AC is 17.
  • Cathica wears a cloak of displacement
  Blood Rider Captain 
  Medium humanoid (any race), any alignment 
  Armor Class 19 (splint, shield) 
  Hit Points 71 (11d8 + 22) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  12 (+1) 
  14 (+2) 
  10 (+0) 
  13 (+1) 
  15 (+2) 
  Saving Throws Str +6, Con +4 
  Skills Animal Handling +3, Athletics +6, Intimidation +4, 
  Persuasion +4 
  Senses passive Perception 11 
  Languages Common 
  Challenge 3 (700 XP) 
  Mounted Defense. While mounted, the rider can force 
  an attack that targets its mount to target the rider 
  instead. 
  Mounted Evasion. While mounted, if the rider’s mount 
  is subject to an effect that allows it to make a Dexterity 
  saving throw to take only half damage, it instead takes 
  no damage if it succeeds on the saving throw, and only 
  half damage if it fails. 
  Actions 
  Multiattack. The captain makes two attacks. 
  Lance. Melee Weapon Attack: +6 to hit, reach 10 ft., 
  one target. Hit: 10 (1d12 + 4) piercing damage. This 
  attack is made disadvantage against targets within 5 
  feet and must be used with two hands if the captain is 
  not mounted. 
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 
  (1d10 + 4) slashing damage if used with two hands. 
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 
  4) piercing damage.
  Leadership (Recharges after a Short or Long Rest). For 
  1 minute, the captain can utter a special command or 
  warning whenever a nonhostile creature that it can see 
  within 30 feet of it makes an attack roll or a saving 
  throw. The creature can add a d4 to its roll provided it 
  can hear and understand the captain. A creature can 
  benefit from only one Leadership die at a time. This 
  effect ends if the captain is incapacitated. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-05 A Dish Best Served Cold 
  20 
  Ettin 
  Large giant, chaotic evil 
  Armor Class 12 (natural armor) 
  Hit Points 85 (10d10 + 30) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  21 (+5) 
  8 (−1) 
  17 (+3) 
  6 (−2) 
  10 (+0) 
  8 (−1) 
  Skills Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Giant, Orc 
  Challenge 4 (1,100 XP) 
  Two Heads. The ettin has advantage on Wisdom 
  (Perception) checks and on saving throws against being 
  blinded, charmed, deafened, frightened, stunned, and 
  knocked unconscious. 
  Wakeful. When one of the ettin’s heads is asleep, its 
  other head is awake. 
  Actions 
  Multiattack. The ettin makes two attacks: one with its 
  battleaxe and one with its morningstar. 
  Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 14 (2d8 + 5) slashing damage. 
  Morningstar. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 14 (2d8 + 5) piercing damage. 
  Frost Giant 
  Huge giant, neutral evil 
  Armor Class 15 (patchwork armor) 
  Hit Points 138 (12d12 + 60) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6) 
  9 (−1) 
  21 (+5) 
  9 (−1) 
  10 (+0) 
  12 (+1) 
  Saving Throws Con +8, Wis +3, Cha +4 
  Skills Athletics +9, Perception +3 
  Damage Immunities cold 
  Senses passive Perception 13 
  Languages Giant 
  Challenge 8 (3,900 XP) 
  Actions 
  Multiattack. The giant makes two greataxe attacks. 
  Greataxe. Melee Weapon Attack: +9 to hit, reach 10 
  ft., one target. Hit: 25 (3d12 + 6) slashing damage. 
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 
  ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-05 A Dish Best Served Cold 
  21 
  Green Hag 
  Medium fey, neutral evil 
  Armor Class 17 (natural armor) 
  Hit Points 82 (11d8 + 33) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  12 (+1) 
  16 (+3) 
  13 (+1) 
  14 (+2) 
  14 (+2) 
  Skills Arcana +3, Deception +4, Perception +4, Stealth 
  +3
  Senses darkvision 60 ft., passive Perception 14 
  Languages Common, Draconic, Sylvan 
  Challenge 3 (700 XP) 
  Amphibious. The hag can breathe air and water. 
  Innate Spellcasting. The hag’s innate spellcasting 
  ability is Charisma (spell save DC 12). She can innately 
  cast the following spells, requiring no material 
  components: 
  At will: dancing lights, minor illusion, vicious mockery 
  Mimicry. The hag can mimic animal sounds and 
  humanoid voices. A creature that hears the sounds can 
  tell they are imitations with a successful DC 14 Wisdom 
  (Insight) check. 
  Actions 
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) slashing damage. 
  Illusory Appearance. The hag covers herself and 
  anything she is wearing or carrying with a magical 
  illusion that makes her look like another creature of 
  her general size and humanoid shape. The illusion ends 
  if the hag takes a bonus action to end it or if she dies. 
   The changes wrought by this effect fail to hold up to 
  physical inspection. For example, the hag could appear 
  to have smooth skin, but someone touching her would 
  feel her rough flesh. Otherwise, a creature must take 
  an action to visually inspect the illusion and succeed on 
  a DC 20 Intelligence (Investigation) check to discern 
  that the hag is disguised. 
  Invisible Passage. The hag magically turns invisible 
  until she attacks or casts a spell, or until her 
  concentration ends (as if concentrating on a spell). 
  While invisible, she leaves no physical evidence of her 
  passage, so she can be tracked only by magic. Any 
  equipment she wears or carries is invisible with her. 
  Hag Covens 
  When hags must work together, they form covens, in spite of 
  their selfish natures. A coven is made up of hags of any type, 
  all of whom are equals within the group. However, each of 
  the hags continues to desire more personal power. 
  A coven consists of three hags so that any arguments 
  between two hags can be settled by the third. If more than 
  three hags ever come together, as might happen if two 
  covens come into Conflict, the result is usually chaos. 
  Shared Spellcasting. While all three members of a hag 
  coven are within 30 feet of one another, they can each cast 
  the following spells from the wizard's spell list but must share 
  the spell slots among themselves: 
  • 1st level (4 slots): identify, ray of sickness
  • 2nd level (3 slots): hold person, locate object
  • 3rd level (3 slots): bestow curse, counterspell, lightning bolt
  • 4th level (3 slots): phantasmal killer, polymorph 
  • 5th level (2 slots): contact other plane, scrying 
  • 6th level (1 slot): eyebite 
  For casting these spells, each hag is a 12th-level spellcaster 
  that uses Intelligence as her spellcasting ability. The spell 
  save DC is 12+the hag's Intelligence modifier, and the spell 
  attack bonus is 4+the hag's Intelligence modifier. 
  Hag Eye. A hag coven can craft a magic item called a hag 
  eye, which is made from a real eye coated in varnish and 
  often fitted to a pendant or other wearable item. The hag eye 
  is usually entrusted to a minion for safekeeping and 
  transport. A hag in the coven can take an action to see what 
  the hag eye sees if the hag eye is on the same plane of 
  existence. A hag eye has AC 10, 1 hit point, 
  and darkvision with a radius of 60 feet. If it is destroyed, each 
  coven member takes 3d10 psychic damage and is blinded for 
  24 hours. 
  A hag coven can have only one hag eye at a time, and 
  creating a new one requires all three members of the coven 
  to perform a ritual. The ritual takes 1 hour, and the hags can't 
  perform it while blinded. During the ritual, if the hags take 
  any action other than performing the ritual, they must start 
  over. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-05 A Dish Best Served Cold 
  22 
  Orc Eye of Gruumsh 
  Medium humanoid (orc), chaotic evil 
  Armor Class 16 (ring mail, shield) 
  Hit Points 45 (6d8 + 18) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  12 (+1) 
  16 (+3) 
  9 (-1) 
  13 (+1) 
  12 (+1) 
  Skills Intimidation +3, Religion +1 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Common, Orc 
  Challenge 2 (450 XP) 
  Aggressive. As a bonus action, the orc can move up to 
  its speed toward a hostile creature that it can see. 
  Gruumsh's Fury. The orc deals an extra 4 (1d8) damage 
  when it hits with a weapon attack (included in the 
  attack). 
  Spellcasting. The orc is a 3rd-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 13, +3 to 
  hit with spell attacks). The orc has the following cleric 
  spells prepared: 
  Cantrips (at-will): guidance, resistance, thaumaturgy 
  1st level (4 slots): bless, command 
  2nd level (2 slots): augury, spiritual weapon (spear) 
  Actions 
  Spear. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 11 (1d6 + 
  3 plus 1d8) piercing damage, or 12 (2d8 + 3) piercing 
  damage if used with two hands to make a melee 
  attack. 
  Orc War Chief 
  Medium humanoid (orc), chaotic evil 
  Armor Class 18 (chain mail, shield) 
  Hit Points 93 (11d8 + 44) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  12 (+1) 
  18 (+4) 
  11 (+0) 
  13 (+1) 
  16 (+3) 
  Saving Throws Str +6, Con +6, Wis +2 
  Skills Intimidation +5 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Orc 
  Challenge 4 (1,100 XP) 
  Aggressive. As a bonus action, the orc can move up to 
  its speed toward a hostile creature that it can see. 
  Gruumsh's Fury. The orc deals an extra 4 (1d8) damage 
  when it hits with a weapon attack (included in the 
  attack). 
  Actions 
  Multiattack. The orc makes two attacks with its 
  greataxe or spear. 
  Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 15 (1d12 + 4 plus 1d8) slashing 
  damage. 
  Spear. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 12 (1d6 + 
  4 plus 1d8) piercing damage, or 13 (2d8 + 4) piercing 
  damage if used with two hands to make a melee 
  attack. 
  Battle Cry (1/Day). Each creature of the orc’s choice 
  that is within 30 feet of it, can hear it, and not already 
  affected by Battle Cry gain advantage on attack rolls 
  until the start of the orc’s next turn. The orc can then 
  make one attack as a bonus action. 
  Orog 
  Medium humanoid (orc), chaotic evil 
  Armor Class 18 (plate) 
  Hit Points 42 (5d8 + 20) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  12 (+1) 
  18 (+4) 
  12 (+1) 
  11 (+0) 
  12 (+1) 
  Skills Intimidation +5, Survival +2 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Orc 
  Challenge 2 (450 XP) 
  Aggressive. As a bonus action, the orog can move up to 
  its speed toward a hostile creature that it can see. 
  Actions 
  Multiattack. The orog makes two greataxe attacks. 
  Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 10 (1d12 + 4) slashing damage. 
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 
  4) piercing damage.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-05 A Dish Best Served Cold 
  23 
  Pixie 
  Tiny fey, neutral good 
  Armor Class 15 
  Hit Points 1 (1d4 − 1)
  Speed 10 ft., fly 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  2 (−4) 
  20 (+5) 
  8 (−1) 
  10 (+0) 
  14 (+2) 
  15 (+2) 
  Skills Perception +4, Stealth +7 
  Senses passive Perception 14 
  Languages Sylvan 
  Challenge 1/4 (50 XP) 
  Magic Resistance. The pixie has advantage on saving 
  throws against spells and other magical effects. 
  Innate Spellcasting. The pixie’s innate spellcasting 
  ability is Charisma (spell save DC 12). It can innately 
  cast the following spells, requiring only its pixie dust as 
  a component: 
  At will: druidcraft 
  1/day each: confusion, dancing lights, detect evil and 
  good, detect thoughts, dispel magic, entangle, fly, 
  phantasmal force, polymorph, sleep 
  Actions 
  Superior Invisibility. The pixie magically turns invisible 
  until its concentration ends (as if concentrating on a 
  spell). Any equipment the pixie wears or carries is 
  invisible with it. 
  Treant 
  Huge plant, chaotic good 
  Armor Class 16 (natural armor) 
  Hit Points 138 (12d12 + 60) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6) 
  8 (−1) 
  21 (+5) 
  12 (+1) 
  16 (+3) 
  12 (+1) 
  Damage Resistances bludgeoning, piercing 
  Damage Vulnerabilities fire 
  Senses passive Perception 13 
  Languages Common, Druidic, Elvish, Sylvan 
  Challenge 9 (5,000 XP) 
  False Appearance. While the treant remains 
  motionless, it is indistinguishable from a normal tree. 
  Siege Monster. The treant deals double damage to 
  objects and structures. 
  Actions 
  Multiattack. The treant makes two slam attacks. 
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 16 (3d6 + 6) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +10 to hit, range 60/180 
  ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. 
  Animate Trees (1/Day). The treant magically animates 
  one or two trees it can see within 60 feet of it. These 
  trees have the same statistics as a treant, except they 
  have Intelligence and Charisma scores of 1, they can’t 
  speak, and they have only the Slam action option. An 
  animated tree acts as an ally of the treant. The tree 
  remains animate for 1 day or until it dies; until the 
  treant dies or is more than 120 feet from the tree; or 
  until the treant takes a bonus action to turn it back into 
  an inanimate tree. The tree then takes root if possible. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-05 A Dish Best Served Cold 
  24 
  Warhorse 
  Large beast, unaligned 
  Armor Class 11 
  Hit Points 19 (3d10 + 3) 
  Speed 60 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  12 (+1) 
  13 (+1) 
  2 (−4) 
  12 (+1) 
  7 (−2) 
  Senses passive Perception 11 
  Languages – 
  Challenge 1/2 (100 XP) 
  Trampling Charge. If the horse moves at least 20 feet 
  straight toward a creature and then hits it with a 
  hooves attack on the same turn, that target must 
  succeed on a DC 14 Strength saving throw or be 
  knocked prone. If the target is prone, the horse can 
  make another attack with its hooves against it as a 
  bonus action. 
  Actions 
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 11 (2d6 + 4) bludgeoning damage. 
  Warhorses as Mounts 
  To keep combat streamlined in this adventure the Blood 
  Riders’ warhorses take no action except on their turn except 
  the Dash, Disengage, or Dodge actions while they are 
  unmounted. While mounted, use the rules found in the 
  Mounted Combat section of Chapter 9: “Combat” of the 
  Player’s Handbook and D&D Player’s Basic Rules.  
  Winter Wolf 
  Large monstrosity, neutral evil 
  Armor Class 13 (natural armor) 
  Hit Points 75 (10d10 + 20) 
  Speed 50 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  13 (+1) 
  14 (+2) 
  7 (−2) 
  12 (+1) 
  8 (−1) 
  Skills Perception +5, Stealth +3 
  Damage Immunities cold 
  Senses passive Perception 15 
  Languages Common, Giant, Winter Wolf 
  Challenge 3 (700 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 an attack roll 
  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. 
  Snow Camouflage. The wolf has advantage on 
  Dexterity (Stealth) checks made to hide in snowy 
  terrain. 
  Actions 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) piercing damage. If the target is 
  a creature, it must succeed on a DC 14 Strength saving 
  throw or be knocked prone. 
  Cold Breath (Recharge 5–6). The wolf exhales a blast of 
  freezing wind in a 15-foot cone. Each creature in that 
  area must make a DC 12 Dexterity saving throw, taking 
  18 (4d8) cold damage on a failed save, or half as much 
  damage on a successful one. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-05 A Dish Best Served Cold 
  25 
  Young Remorhaz  
  Large monstrosity, unaligned 
  Armor Class 14 (natural armor) 
  Hit Points 93 (11d10 + 33) 
  Speed 30 ft., burrow 20 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  13 (+1) 
  17 (+3) 
  3 (−4) 
  10 (+0) 
  4 (−3) 
  Damage Immunities cold, fire 
  Senses darkvision 60 ft., tremorsense 60 ft., 
  passive Perception 10 
  Languages — 
  Challenge 5 (1,800 XP) 
  Heated Body. A creature that touches the remorhaz or 
  hits it with a melee attack while within 5 feet of it takes 
  7 (2d6) fire damage. 
  Actions 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 20 (3d10 + 4) piercing damage plus 7 (2d6) 
  fire damage. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-05 A Dish Best Served Cold 
  26 
  Player Handout 1 
  Tales of your prowess precede you. You are the 
  only folk in the region with a chance of 
  stopping an act of war and saving a mother’s 
  son. I beg you meet me at the edge of the Ice 
  Spires due west from Castle Hartwick. Come 
  prepared to travel for at least 10 days and 
  bring warm clothes. There is gold in it for you. 
  Show this letter to none. 
  -Scoutmaster Wum Burdun
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-05 A Dish Best Served Cold 
  27 
  Player Handout 2 
  Friend, 
   Sounds like you are headed to the Cold Woods. If you come 
  across any rivers with dark, glittering water get us a sample. 
  If you have the opportunity, see what happens when someone 
  drinks or bathes in the water. Try to get a person other than 
  yourself to do it. We understand the water can be dangerous. 
  We will find you in Stagwick when you return to gather your 
  sample and report. As always, show this to no one who should 
  not be in the know. 
  Thanks, 
  Z 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-05 A Dish Best Served Cold 
  28 
  Player Handout 3 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-05 A Dish Best Served Cold 
  29 
  Player Handout 4 
  V, 
  THIS IS THE PLAN. REMEMBER: NO 
  KILLING. WE NEED TO CONVINCE S 
  TO MAKE THE CALL. THAT BRINGS 
  EVERYONE ON OUR SIDE. THE 
  KILLING COMES LATER. PATIENCE. 
  -C
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-05 A Dish Best Served Cold 
  30 
  Player Handout 5. Cloak of 
  Displacement 
  Cloak of Displacement 
  Wondrous Item, rare (requires attunement) 
  While you wear this cloak, it projects an illusion that 
  makes you appear to be standing in a place near 
  your actual location, causing any creature to have 
  disadvantage on attack rolls against you. If you take 
  damage, the property ceases to function until the 
  start of your next turn. This property is suppressed 
  while you are incapacitated, restrained, or otherwise 
  unable to move. This item can be found in the 
  Dungeon Master’s Guide. 
   This cloak is made of the pelt of a smooth, black-
  furred creature. A bone toggle fastens the cloak 
  around its wearer’s neck. Close examination of the 
  gold-embroidered hem reveals a poem that reads (in 
  Common): “Six men in pain; six men rent. Blood, it 
  falls like rain; broken bodies bent. Six men plead; and 
  six men cry; Tearing arm and leg, six men die.” 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-05 A Dish Best Served Cold 
  31 
  Appendix. Darkwater Run Map 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-05 A Dish Best Served Cold 
  32 
  Appendix. Blood Rider Camp Map 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL05-05 A Dish Best Served Cold 
  33 
  Results Code: October - November 2016 
  If you are DMing this adventure during the months of October - November 2016, please show your players this page. 
  The QR code below can be scanned, and will allow them to give feedback and results on the adventure to influence 
  the storyline in the future! 
  If a player does not have a mobile device, please tell them to head to dndadventurersleague.org/results to enter 
  their results. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S05 - Storm Kings Thunder/DDAL5-05 - A Dish Best Served Cold.pdf